Rules guide · Warhammer 40K 11th Edition · paraphrased, not official text

How do Force Dispositions work in Warhammer 40K 11th Edition?

A Force Disposition is your army-level mission role in 11th Edition. There are five: Take and Hold, Purge the Foe, Disruption, Reconnaissance, and Priority Assets. You pick one, your opponent picks one, and the two choices together decide the Primary Mission and the recommended battlefield layouts.

What are the five Force Dispositions?

The five dispositions describe what your army is for in this battle rather than what faction it is. Take and Hold is the ground-holding role; Purge the Foe points the army at the enemy itself; Disruption is about getting into the opponent's plans; Reconnaissance favors mobility and reach; Priority Assets centers the battle on specific things that must be held or taken. The structural point is the interesting one: the mission isn't drawn independently of the armies. Both players declare a role, and that pairing — aggressive into aggressive, holder into raider — is what generates the Primary Mission and the layouts you're recommended to play on.

Why does the disposition pairing matter?

Because it means you can't prepare for "the mission" in the abstract — you prepare for pairings. The same army plays differently when both sides chose Take and Hold than when a Reconnaissance force meets Priority Assets, and the recommended battlefield layouts shift with the pairing too. That's a lot of combinations to have seen before game night. Rehearsing them is exactly what a practice tabletop is for: 40 Carrot ships official-style 11th Edition practice layouts, so you can set the board for a given pairing, drop both deployment zones, and walk through your first two turns — then reset and try the next pairing in minutes instead of an evening.