Hive Perdita Analysis

Matchup analysis → Take and Hold vs Purge the Foe

Take and Hold vs Purge the Foe — Immovable Object / Unstoppable Force

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

Key finding

Take and Hold holds the slight edge here.

Force dispositionPrimary mission cardEdge
Take and HoldImmovable Object11
Purge the FoeUnstoppable Force9

The matchup in a nutshell

Two per-objective engines pointed at each other, but at different rates: Take and Hold banks 5 VP per objective, Purge the Foe only 4 — and adds a kill rider that is nearly free against an army standing still on markers. Take and Hold wins the arithmetic; Purge the Foe wins the tempo. Slight edge to the holder, and it inverts against a genuine alpha-strike list.

Take and HoldPurge the Foe
CardImmovable ObjectUnstoppable Force
Scores atmixedmixed
Hold window0 enemy turns1 enemy turn
Exposure11/2012/20
Activation cost12/2010/20

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 Take and Hold

Your card: Immovable Object. Scoring checkpoint: mixed. Hold window: 0 enemy turns.

How you score

3 VP any turn you hold a central objective — nearly free, since centrals are the safest ground on every board we have measured. Then 5 VP per objective at your Command phase in rounds 2-4, and the same 5 VP per objective at the end of your turn in round 5. That last-round switch is your ace: in round 5 you score after your own move and they cannot answer it.

What it costs you

Rounds 2-4 you are renting targets — every objective must survive a full enemy turn against an army whose card pays it 3 VP just for killing something. 2 objectives held properly beats three held loosely, every time. Exposure 11/20, activation cost 12/20.

How you break them

Their flip bonus is the danger: each objective they take off you swings 8 VP (your 5 lost, their 4 + 3 gained). So screen against flips rather than chasing kills. Deny the cheap kill too — they get 3 VP for killing anything, so do not leave a lone chaff unit parked where it dies for free. And match their level of control on a central objective at the end of the battle: control is summed OC, not a headcount, and a tie means neither player holds it — so denying their 5 VP finish costs you 1 point of OC less than taking the objective would.

What your list needs

Playing Purge the Foe

Your card: Unstoppable Force. Scoring checkpoint: mixed. Hold window: 1 enemy turn.

How you score

3 VP a turn for killing anything — against a holding army, targets are always available. 4 VP per objective at your Command phase, 3 VP for taking an objective you did not hold at the start of the turn, and 5 VP at the end of battle for a central objective.

What it costs you

Flipping means moving onto ground they already hold and staying there through their turn. That is the most expensive way to take an objective, and it is your main scoring line — price it before you commit. Exposure 12/20, activation cost 10/20.

How you break them

Do not try to out-hold them; you lose that race by 1 VP per objective per round. Instead, take one objective off them a turn: it denies 5 and pays you 7. Their engine is at their Command phase in rounds 2-4, which means everything you remove during your own turn never scores at all — you have a full turn of shooting to empty a marker before they bank it. In round 5 that window closes and they grab after their move, so do your denial early.

What your list needs

The three layouts

Take and Hold vs Purge the Foe 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 across the short axis6/207.7%36.2%
Layout 2diagonal halves5/208%55.6%0%
Layout 3bands on the short edges5/202.4%42.7%11.9%

If your plan needs enemy ground, Layout 1 is where it is cheapest (36.2% exposure against 55.6% on Layout 2) — 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 Take and Hold)11/20mediumtheoryBoth cards run a per-objective Command-phase engine, but Take and Hold pays 5 VP per objective against 4, and adds a free 3 VP a turn for any central objective; Purge the Foe claws most of it back with near-unconditional kill and flip riders.

Take and Hold

MetricScoreConfidenceBasisWhy
ceiling16/20mediumtheory5 VP per objective across four checkpoints plus 3 VP a turn for a central objective.
floor15/20mediumtheoryThe engine only asks you to keep holding what you already hold.
tempo7/20mediumtheoryThe hold engine scores at your Command phase in rounds 2-4 and only flips to end of turn in round 5.
complexity7/20mediumtheoryHold, keep a central objective, remember the round-5 timing change.
exposure11/20mediumtheoryCentral objectives measure at 0% deployment-zone exposure on all three transcribed layouts, so the 3 VP rider is nearly free; the per-objective line still needs bodies standing still.
activationCost12/20mediumtheory2 objectives held hard, plus 1 unit kept back for the round-5 grab.

Purge the Foe

MetricScoreConfidenceBasisWhy
ceiling15/20mediumtheory4 VP per objective plus 3 VP kills, 3 VP flips and a 5 VP finish.
floor12/20mediumtheoryThe kill rider is nearly free, but the flip bonus needs you to take ground from a dedicated holding army.
tempo12/20mediumtheoryKills and flips both resolve at the end of your own turn.
complexity11/20mediumtheoryNeeds a kill every turn, a flip most turns, and a central objective by the end of battle.
exposure12/20mediumtheoryFlipping an objective every turn means repeatedly moving onto ground the opponent is already holding, and staying there through their turn.
activationCost10/20mediumtheoryFlip duty ties up one mobile unit per turn.

Playbook

Playing Take and Hold

Playing Purge the Foe

Applies to both sides

Frequently asked

Is Take and Hold or Purge the Foe favoured in this matchup?

Take and Hold holds the slight edge here.

How do you stop Purge the Foe scoring when you are playing Take and Hold?

Their flip bonus is the danger: each objective they take off you swings 8 VP (your 5 lost, their 4 + 3 gained). So screen against flips rather than chasing kills. Deny the cheap kill too — they get 3 VP for killing anything, so do not leave a lone chaff unit parked where it dies for free. And match their level of control on a central objective at the end of the battle: control is summed OC, not a headcount, and a tie means neither player holds it — so denying their 5 VP finish costs you 1 point of OC less than taking the objective would.

What units does a Take and Hold list need against Purge the Foe?

Take and Hold needs: 2 units that can hold a marker through a full enemy shooting phase. Wounds, saves, and objective control — not damage. Screens on the approaches to your objectives; the flip bonus is their whole tempo plan. One fast unit kept uncommitted for the round-5 grab, when your card scores after your own move. Nothing spent on a third objective you cannot defend.

How do you stop Take and Hold scoring when you are playing Purge the Foe?

Do not try to out-hold them; you lose that race by 1 VP per objective per round. Instead, take 1 objective off them a turn: it denies 5 and pays you 7. Their engine is at their Command phase in rounds 2-4, which means everything you remove during your own turn never scores at all — you have a full turn of shooting to empty a marker before they bank it. In round 5 that window closes and they grab after their move, so do your denial early.

What units does a Purge the Foe list need against Take and Hold?

Purge the Foe needs: A guaranteed kill every turn from turn one — fast, damaging, and cheap enough to trade away. One flipping unit per turn: enough speed to reach a held objective and enough staying power to still be there at their Command phase. Reserves are excellent here — arriving on a marker is the cleanest flip there is. Something durable near a central objective by round 5 for the 5 VP finish.

How do the Take and Hold and Purge the Foe primary mission cards score?

Take and Hold out-scales on the shared engine: 5 VP per objective against 4 VP, which over four checkpoints at 2 objectives is an 8 VP swing before any rider. Immovable Object flips its checkpoint in round 5 from the Command phase to the end of your turn, so the last round rewards a late grab — Unstoppable Force keeps scoring at its Command phase and cannot answer it. Every objective the Purge player takes from the Take and Hold player is a 8 VP swing: minus 5 VP for them, plus 4 VP hold and 3 VP flip for you.

What are the common mistakes in this matchup?

Trading a held objective for a kill is VP-negative for the Take and Hold player at almost any stage.

Provenance