Hive Perdita Analysis

Matchup analysis → Reconnaissance vs Priority Assets

Reconnaissance vs Priority Assets — Search and Scour / Vanguard Operation

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

Key finding

Reconnaissance holds the slight edge here.

Force dispositionPrimary mission cardEdge
ReconnaissanceSearch and Scour11
Priority AssetsVanguard Operation9

The matchup in a nutshell

Similar totals, opposite shapes — and a genuinely dramatic ending. Reconnaissance gets the scaling engine, 4 VP per objective checked every Command phase. Priority Assets buys its points with actions and one enormous finish. Both end-of-battle clauses ask the same question from opposite sides, and 15 VP rides on whether a single unit is still standing in the Reconnaissance player's half in round 5.

ReconnaissancePriority Assets
CardSearch and ScourVanguard Operation
Scores atmixedcommand phase
Hold window0 enemy turns1 enemy turn
Exposure12/2015/20
Activation cost11/2015/20

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 Reconnaissance

Your card: Search and Scour. Scoring checkpoint: mixed. Hold window: 0 enemy turns.

How you score

3 VP any turn you hold a central objective, 2 VP for killing an enemy that started the turn inside a terrain area, 4 VP per objective at your Command phase — the only Reconnaissance card that genuinely rewards breadth — and 5 VP at the end of battle if no enemy unit is wholly within your territory.

What it costs you

Ordinary board play, which is why this is the most comfortable Reconnaissance card to run. The one discipline is keeping enough mobility back to sweep your own half on the last turn. Exposure 12/20, activation cost 11/20.

How you break them

Their finish is 10 VP for holding your home objective, and yours is 5 VP for having their units out of your half. Those are the same fight, worth 15 VP together, decided in round 5 — so keep a fast unit uncommitted for it and do not spend it earlier. Their other half is the vanguard action every turn: kill the actor, or engage it, and 4 VP a turn stops. Their hold line is flat, so contesting beyond their first objective achieves nothing.

What your list needs

Playing Priority Assets

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

How you score

4 VP any turn a unit performs a vanguard operation, 2 VP any turn something of theirs dies, 4 VP at your Command phase for holding anything, and 10 VP at the end of battle for holding their home objective.

What it costs you

One acting unit per turn, plus a reserved raid package that spends the whole game not fighting. Your recurring scoring is safe; your finish is not. Exposure 15/20, activation cost 15/20.

How you break them

Their engine scales at 4 VP per objective, so every marker you contest is worth a full 4 VP — unusually, contesting pays you as much as holding. Their 5 VP finish needs no enemy unit wholly within their territory, so even a surviving cheap unit that fails to take the objective still denies it. Send two threats if you can: one to take the objective, one simply to exist in their half.

What your list needs

The three layouts

Reconnaissance vs Priority Assets 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 1bands on the short edges5/204.6%38.5%10.2%
Layout 2diagonal across the long axis4/201.6%27.1%
Layout 3diagonal across the short axis4/202.6%28.5%

If your plan needs enemy ground, Layout 2 is where it is cheapest (27.1% exposure against 38.5% on Layout 1) — the same raid can be a bargain or a suicide depending on which board you drew.

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 Reconnaissance)11/20mediumtheorySearch and Scour banks 7 VP a turn from its own half and the centre against Vanguard Operation's 4, but the printed clause diff runs 6 VP the other way and published competitive readings call this cell slightly Priority-favoured. A slight Reconnaissance edge, held loosely, and the first cell to revisit once games exist.

Reconnaissance

MetricScoreConfidenceBasisWhy
ceiling15/20mediumtheory4 VP per objective plus a central bonus, a kill rider and a 5 VP finish.
floor14/20mediumtheoryPer-objective scoring rewards the board play the army is already doing.
tempo9/20mediumtheoryThe main engine is a Command-phase checkpoint.
complexity8/20mediumtheoryStandard objective play plus one end-of-battle sweep to remember.
exposure12/20mediumtheoryA per-objective engine rewards ordinary board play, and the end-of-battle sweep of your own territory happens on friendly ground.
activationCost11/20mediumtheory1 unit must be kept back for the final sweep.

Priority Assets

MetricScoreConfidenceBasisWhy
ceiling15/20mediumtheoryA 10 VP finish plus 4 VP a turn of actions and a flat hold line.
floor11/20mediumtheoryThe flat hold and the action are reliable; the finish is all or nothing.
tempo12/20mediumtheoryActions and kills resolve at the end of your turn, and the finish rewards a last-turn strike.
complexity11/20mediumtheoryAction every turn plus a carefully timed raid.
exposure15/20mediumtheoryA vanguard operation every turn plus a 10 VP end-of-battle raid on the enemy home objective — the most exposed square measured on these layouts.
activationCost15/20mediumtheoryOne acting unit per turn, plus the reserved raid package.

Playbook

Playing Reconnaissance

Playing Priority Assets

Applies to both sides

Frequently asked

Is Reconnaissance or Priority Assets favoured in this matchup?

Reconnaissance holds the slight edge here.

How do you stop Priority Assets scoring when you are playing Reconnaissance?

Their finish is 10 VP for holding your home objective, and yours is 5 VP for having their units out of your half. Those are the same fight, worth 15 VP together, decided in round 5 — so keep a fast unit uncommitted for it and do not spend it earlier. Their other half is the vanguard action every turn: kill the actor, or engage it, and 4 VP a turn stops. Their hold line is flat, so contesting beyond their first objective achieves nothing.

What units does a Reconnaissance list need against Priority Assets?

Reconnaissance needs: Board presence — this card scales, so bodies on markers pay. One fast unit held back specifically to clear your own territory in round 5. It is worth 15 VP of swing. Reach into terrain areas for the 2 VP kill rider; their action units will be sitting in cover. A home screen, because their finish targets it.

How do you stop Reconnaissance scoring when you are playing Priority Assets?

Their engine scales at 4 VP per objective, so every marker you contest is worth a full 4 VP — unusually, contesting pays you as much as holding. Their 5 VP finish needs no enemy unit wholly within their territory, so even a surviving cheap unit that fails to take the objective still denies it. Send two threats if you can: one to take the objective, one simply to exist in their half.

What units does a Priority Assets list need against Reconnaissance?

Priority Assets needs: A deep-strike or fast package for the round-5 raid, protected all game. A second, cheaper body that only has to be alive in their half at the end — it denies 5 VP by itself. Two or 3 units able to perform the vanguard action on rotation. Just 1 objective holder; the hold line is flat.

How do the Reconnaissance and Priority Assets primary mission cards score?

The two end-of-battle clauses are in direct opposition: Priority Assets scores 10 VP for controlling the Reconnaissance home objective, Reconnaissance scores 5 VP for having no enemy unit wholly within its territory. 1 round-5 sweep decides a 15 VP swing. Search and Scour is the only Reconnaissance card with a per-objective Command-phase engine, so unlike the rest of the deck this build genuinely wants breadth.

What are the common mistakes in this matchup?

The Reconnaissance player who commits every unit forward loses both their own 5 VP finish and 10 VP to the raid.

Provenance