Over the next two weeks we are playing every configuration of the British Commandos engine (No. 10 Commandoes, Crusader Mk II, Night Raid) possible – the British as the Major Power x4 (colors), the British as the ally x4 (unit/strategies), and a mono-British build. In other words, nine decks for you over the next two weeks.
This is the third installment we combine infantry in an interesting/synergistic way with the British and Soviets to create multiple threats while using our Commando engines to generate value and, hopefully, wins. This is another list that is very new player friendly too.
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Finally, I am just using the cards that I have in my collection. I’m sure, there are other takes on this deck. I am just a guy with a collection and some ideas.
These decks were constructed on the 0.9.4 build of KARDS – Card text/cost/rarity may have changed since publication.
KARDSPodcast Deck Speed-o-meter (*Patent Pending)
- Full-on Aggressive
- Frontline Favoring Aggressive
- Frontline Favoring Control
- Full-on Control
Major Power (Cards)/Ally (Cards) – Britain (27)/Soviet (12)
Orders/Units – 23/16
- 0 Kredits – HQ (Alexandria), 5
- 1 Kredits – 3
- 2 Kredits – 15
- 3 Kredits – 14
- 4 Kredits – 0
- 5 Kredits – 2
- 6 Kredits – 1
- 7 Kredits+ – 0
Standard/Limited regular text, Special bold, Elite bold and italic
- The Desert Rats x3
- No. 10 Commando x3
- Naval Support x4
- 5th Brigade x4
- Crusader Mk II x2
- Naval Power x4
- Argyllshire Highlanders x3
- Convoy HX 175 x2
- Night Raid x2
- Bloody Sickle x4
- From the People x4
- 84th Infantry Regiment x3
- KV-1 1941 x1
The cards you like to see in the opening hand are No. 10 Commandos, Bloody Sickle, and The Desert Rats. Feel free to toss anything else back into the deck.
If you don’t get the ideal opener, that is OK, there are a lot of catch-up cards in this one.
In the opening stages of the game, try to figure out what our opponent is up to. That information will help decision-making.
If you are up against Burn then try to pick off early units with removal on Turn 1 (Bloody Sickle or Desert Rats) and then drop a guard unit as soon as possible. If you are up against a controlling player then hold that removal and just get the guard unit and Highlanders out.
Get some Commandos and Crusaders on the battlefield – under a guarding infantry unit, all the better – and then start dropping British orders of almost any ilk. Don’t drop them without purpose, but it is weapons free on the orders at this point.
A Turn 6 of a Crusader and Convoy HX 175 is very powerful here. While some may want to use Atlantic Convoy instead of HX 175, I like to use the standard version in this build since all of our orders are really good here.
A final thing to remember is that Naval Support can also target opposing units. If you ping out something strong you can also cut its power with a Naval Support.
After grinding through opposing units take the frontline with your big infantry. Move up a Highlander as a second threat and then hammer away at that HQ.
If you want to use Naval Support on one of your units just make sure that you attack with that unit the same turn that you play the order. Otherwise, you leave the buffed unit open to removal or bounce orders which make the buff a waste of time and a card.
The KV-1 1941 can help seal an opponent’s fate late in a game.
Take Out — Put In
KV-1 1941 x1 — 84th Infantry Regiment x1 – The KV has some unique abilities, but the 84th has three very positives going for it: cheaper cost, synergistic with Naval Support and the Highlanders, well positioned right now against Burn decks.
Take Out — Put In
5th Brigade x1 — 85 Pioneer Company x1 – As I keep saying, this is an automatic upgrade if you have one.
5th Brigade x2 — Black Watch x2 – The Black Watch have similar stats, they mess with the opponent’s hand, and the Fury on them makes it so they can get multiple bogies if needed. The 5th Brigade’s lower deploy cost is a nice piece though. This is worth some exploration.
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