Hive Perdita Analysis

Matchup analysis → Purge the Foe vs Disruption

Purge the Foe vs Disruption — Punishment / Delaying Action

Warhammer 40,000 11th edition · GDM 2026 matched play · primary mission matchup

Key finding

Disruption holds the slight edge here.

Force dispositionPrimary mission cardEdge
Purge the FoePunishment9
DisruptionDelaying Action11

The matchup in a nutshell

Two killers with different accountants. Punishment pays a generous flat rate for objective parity and treats kills as a bonus; Delaying Action pays 2 VP per enemy unit destroyed, counting units rather than points. Edge to Punishment on reliability, but two well-chosen objectives can swing 8 VP a round for the Disruption player.

Purge the FoeDisruption
CardPunishmentDelaying Action
Scores atcommand phasemixed
Hold window1 enemy turn1 enemy turn
Exposure13/2012/20
Activation cost9/209/20

A hold window of 1 cuts both ways, and most players only think about one of them. It means your grab has to survive a full enemy turn before it pays — but it also means you get a whole turn to shoot theirs off the marker before they bank it. Denial is not a side quest on this card; it is half the card.

Playing Purge the Foe

Your card: Punishment. Scoring checkpoint: command phase. Hold window: 1 enemy turn.

How you score

At your Command phase, 4 VP for holding anything and 5 VP for holding more objectives than them. 5 VP at the end of a turn when a condemned enemy unit leaves the battlefield. And 8 VP at the end of battle for their home objective.

What it costs you

Parity is cheap. The 8 VP finish is not — it needs a unit to survive on their home objective, which on the boards we have measured means standing in the open. Exposure 13/20, activation cost 9/20.

How you break them

Their 3 VP end-of-turn line needs one central and one expansion objective simultaneously — not two of anything. Deny either type and it is gone. Their kill line counts units, so your losses are what fund them: do not feed them three cheap units when one big one would have died anyway. Consolidate rather than scattering.

What your list needs

Playing Disruption

Your card: Delaying Action. Scoring checkpoint: mixed. Hold window: 1 enemy turn.

How you score

2 VP per enemy unit destroyed each turn. 4 VP at your Command phase for holding anything. And 3 VP at the end of your turn for holding one or more central objectives and one or more expansion objectives at the same time.

What it costs you

Kills can be taken from cover, so your exposure is genuinely low. The central-plus-expansion clause forces you to hold two specific pieces of ground, but you choose which. Exposure 12/20, activation cost 9/20.

How you break them

Their parity bonus is worth 5 VP a round and needs strictly more objectives than you. Choose your central and expansion pair so that it also matches their count: the same 2 objectives then score your 3 VP and deny their 5 VP, an 8 VP swing per round from one deployment decision. Screen your home from round 4 against the 8 VP finish. And their condemned clause needs specific units gone, so protecting the marked one is worth more than saving a bigger unit.

What your list needs

The three layouts

Purge the Foe vs Disruption is played on one of three boards, and they are not the same game. All three are transcribed and measured below.

BoardDeploymentOpennessCentre exposureCost to raid a home markerNo-man's-land
Layout 1diagonal halves7/2020.7%66.8%0%
Layout 2diagonal across the long axis2/203.9%14.2%
Layout 3diagonal across the short axis5/208.1%46.2%2.4%

If your plan needs enemy ground, Layout 2 is where it is cheapest (14.2% exposure against 66.8% on Layout 1) — the same raid can be a bargain or a suicide depending on which board you drew.

Purge the Foe and Disruption must survive a full enemy turn before banking a grab, so Layout 2 (openness 2/20) is the board where that plan is cheapest, and Layout 1 (7/20) the one where it bleeds.

Numbers are measured on the transcribed sheets: every legal spot within control range of each marker is tested, and the best one is reported — the way a real player looks for the safest place to stand, not the middle of the marker.

Decision points

Ratings and why

Every score is an integer out of 20. For edge, 10 is dead even and the score is given for side 0; the other metrics are absolute, per side. How these are derived →

MetricScoreConfidenceBasisWhy
edge (for Purge the Foe)9/20mediumtheoryPunishment prints more — a net 13 VP of clauses with no counterpart on Delaying Action, including an 8 VP finish on the enemy home. But 5 of its 9 VP a turn sit behind a kill on ground the Disruption player chooses whether to offer, while Delaying Action banks 7 from its own half and pays 2 VP per body with no cap. A printed lead you have to cross the board to collect is not a lead.

Purge the Foe

MetricScoreConfidenceBasisWhy
ceiling15/20mediumtheory9 VP a round, 5 VP per turn of condemned kills and an 8 VP finish.
floor15/20mediumtheoryHolding 1 objective and staying ahead on count needs no special condition.
tempo10/20mediumtheoryThe condemned clause resolves at the end of a turn; the engine is a Command-phase checkpoint.
complexity8/20mediumtheoryTrack objective parity and the condemned units.
exposure13/20mediumtheoryParity is cheap, but the 8 VP finish requires a unit to survive on the opponent home objective.
activationCost9/20mediumtheoryLittle non-fighting work beyond the raid.

Disruption

MetricScoreConfidenceBasisWhy
ceiling13/20mediumtheory2 VP per enemy unit killed adds up against a wide army but has no single big payout.
floor13/20mediumtheoryOne central and one expansion objective pays 3 VP a turn on top of the flat hold.
tempo12/20mediumtheoryKills and the central-plus-expansion clause both check at the end of your turn.
complexity10/20mediumtheoryNeeds the right 2 objectives, not just any two.
exposure12/20mediumtheoryKills can be taken from cover; only the central-plus-expansion clause requires holding forward ground.
activationCost9/20mediumtheoryTwo well-chosen objectives, and the rest of the army fights.

Playbook

Playing Purge the Foe

Playing Disruption

Applies to both sides

Frequently asked

Is Purge the Foe or Disruption favoured in this matchup?

Disruption holds the slight edge here.

How do you stop Disruption scoring when you are playing Purge the Foe?

Their 3 VP end-of-turn line needs one central and one expansion objective simultaneously — not two of anything. Deny either type and it is gone. Their kill line counts units, so your losses are what fund them: do not feed them three cheap units when one big one would have died anyway. Consolidate rather than scattering.

What units does a Purge the Foe list need against Disruption?

Purge the Foe needs: Board presence for parity — 5 VP a round for 1 objective of lead. Units that die expensively rather than in threes; their card counts bodies, not points. A raid package for their home objective, set up by round 4. Restraint on kills: the condemned clause is a bonus, parity is the engine.

How do you stop Purge the Foe scoring when you are playing Disruption?

Their parity bonus is worth 5 VP a round and needs strictly more objectives than you. Choose your central and expansion pair so that it also matches their count: the same 2 objectives then score your 3 VP and deny their 5 VP, an 8 VP swing per round from one deployment decision. Screen your home from round 4 against the 8 VP finish. And their condemned clause needs specific units gone, so protecting the marked one is worth more than saving a bigger unit.

What units does a Disruption list need against Purge the Foe?

Disruption needs: Focused firepower that reliably finishes a unit every turn — the card counts kills, not damage. Cheap targets preferred: killing three 60-point units beats killing one 300-point one. 2 objectives chosen at deployment to score AND deny parity. A home screen from round 4.

How do the Purge the Foe and Disruption primary mission cards score?

Punishment pays 4 VP for holding anything and 5 VP for holding more objectives than the opponent — 9 VP a round for a one-objective lead — plus 8 VP at the end of battle for their home objective. Delaying Action needs one central AND one expansion objective for its 3 VP end-of-turn line: which 2 objectives you hold matters more than how many. Delaying Action pays 2 VP per enemy unit destroyed, counting units not points — killing three cheap units beats killing one expensive one.

What are the common mistakes in this matchup?

An aggressive Purge army feeds the Delaying Action kill counter every time it over-extends; conversely, a passive Purge player loses the tempo they need for the condemned clause.

Provenance