Matrix Games Forums

Battle Academy 2 is out now on iPad!A closer look at rockets in Space Program ManagerDeal of the Week - Pride of NationsA new update for Piercing Fortress EuropaNew screenshots for War in the West!Pike & Shot is now available!Server Maintenance Battle Academy 2 gets updated!Deal of the Week: Advanced Tactics Gold Ask Buzz Aldrin!
Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Cards

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Decisive Campaigns: Case Blue >> The War Room >> Cards Page: [1]
Login
Message << Older Topic   Newer Topic >>
Cards - 7/28/2012 5:26:36 PM   
ComradeP

 

Posts: 7170
Joined: 9/17/2009
Status: offline
What cards do you guys use and when?

I'm only using Speed and Personnel cards at the moment because the benefits of the other cards don't seem to be worth their substantial cost, so I'm curious what kind of cards you use.

For example: the offensive combat bonuses cards are for one round only. If you use a Speed card, you could get 3 to 4 extra rounds of combat. The offensive bonuses cards would be far more useful if the offensive bonus would last for an entire battle, with some balancing to prevent them from becoming overpowered.

< Message edited by ComradeP -- 7/28/2012 5:27:22 PM >


_____________________________

SSG tester
WitE Alpha tester
Panzer Corps Beta tester
Unity of Command scenario designer
Post #: 1
RE: Cards - 7/28/2012 8:16:45 PM   
Flaviusx


Posts: 6396
Joined: 9/9/2009
From: Southern California
Status: offline
On the Soviet side I swear by entrenchment and personnel. Jacking up the efficiency of Soviet HQs is a must. Occasionally I like to play an artillery card (wish more generals had this ability) or a speed or combat boost card. But the first two are the real bread and butter. Even playing something like Uranus, where the Sovs are on the offensive, the personnel card makes a big difference over time when you can get all your critical HQs above 70%. The run of the mill Soviet HQ starts around 50%.







_____________________________

WitE Alpha Tester

(in reply to ComradeP)
Post #: 2
RE: Cards - 7/28/2012 8:42:27 PM   
Keunert


Posts: 876
Joined: 9/9/2010
Status: offline
the killer combo so far is, or better i had to learn the hard way a german one:
Army HQ plays a freedom card on a subordniate HQ, subordinate HQ plays a speed card on a mobile or panzer division. this way you have an entire corps with more action points (lets say plus 18points) plus they get offensive and def. bonus. and once the line is opened a rested PZ Div will get another speed card (lets say plus 30 AP) and penetrate very deep.

(in reply to Flaviusx)
Post #: 3
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Decisive Campaigns: Case Blue >> The War Room >> Cards Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.068