Orders? No thanks.
This is a quick turnaround WIP, but the core is budget-friendly with elites putting it over the top.
Oh, and the Pain Train (Panzerzug 61 BP42) is back for a second engagement.
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This was constructed and recorded on the 0.9.19 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) – Germany (27)/USA (12)
Orders/Units/Countermeasures – 0/39/0
- 0 Kredits – HQ (Tripoli), 1
- 1 Kredits – 4
- 2 Kredits – 6
- 3 Kredits – 14
- 4 Kredits – 9
- 5 Kredits – 0
- 6 Kredits – 3
- 7 Kredits+ – 3
Standard, Limited, Special, Elite
- Panzer II-A x4
- 22 Infantry Regiment x2
- Stug III-F x4
- Nebelwerfer 42 x3
- Panzer 38t x4
- Panzer III-J x3
- ME BF 110 x3
- Panzer IV F2 x3
- Panzerzug 61 BP 42 x1
- F4F Wildcat x4
- M16 Half-Track x3
- P-40 N-5 x1
- M4 Sherman x2
- B-17 Flying Fortress x2
This is a similar deck to our budget deployment deck from a few weeks back, but we are ditching those un-needed orders to get more tanks and planes on the field. One thing to keep in mind with this deck is that it can be pretty soft to go-wide token decks. If you have a Leopold to play that might be the only out.
Things are pretty simple with this one – anything American or that is over 3 kredits to deploy goes back in the deck.
It isn’t because we don’t like any of these cards, but because we want to see them later on in the game.
There are three kinds of units in this deck – frontline holders, deployment, or frontline benefactors.
On the early turns, it is pretty good to drop some frontline holders – Panzer II-As or Stug III-Fs – and get them to the frontline. Even if they are trading off for early unit(s) or removal orders, that is OK, because then the opponent won’t have those weapons at their disposal for more dangerous things.
Depending on what the opponent is up to, sometimes the ping from the rockets is good, sometimes it is important gain the tempo advantage and sometimes the draw from the light tank is better. Evaluate the battlefield and make your move from there.
Turn 4 is similar to Turn 3.
Deployment units are the way to go: Sometimes it is best to get a draw in off of a Sherman (if possible), sometimes it is better to give the HQ a smokescreen with a Wildcat, and sometimes it is better to gum things up with a P-40 N-5. The choice is yours.
A Panzer IV F2 on Turn 6 is still king.
Once you get to this point it is probably good to get the frontline benefactors – BF-110 or 22 Infantry Regiment – going. The 110 can spin out of control in a hurry and a 22 Infantry is an engine that will bury an opponent if they ignore it.
Use whatever you have here.
I love the Pain Train and the Big Fellas so I went that way.
I am going to stick with the units-only idea for the substitutions, but, just know that there are tons of good orders (Tactical Strike, Death From Above, Sudden Strike, etc.) that can go right into this one.
Take Out — Put In
22 Infantry Regiment x2, Panzerzug 61 BP 42 x1, P-40 N-5 x1, B-17 Flying Fortress x2 — Some combination of: Panzer III-J x3/Sd KFz 222×3/17th Regiment x3 – Instead of messing around with trying to hold the frontline, just get after it with the beef, the jeep and/or the early drops.
These substitutions turn this into a much more aggressive deck and that might not be a bad thing. Right now, I have been running into a lot of mid-to-late game builds.
ME BF-110 x1 — ME 262A Schwalbe x1 – The jet has a cool deployment ability and a ton of raw power. There is no waiting for the 262 to charge up like the 110.
Panzerzug 61 BP 42 x1 — Leopold x1 – This build is a little bit soft to tokens. Leopold is a get out of jail free card in that match-up.
M4 Sherman x1 — Seaborne Invasion x1 – While the Invasion is an order, it creates units, so we will make an exception for it. Since the frontline is important to our deck this makes sense to me.
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