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All Forums >> [New Releases from Matrix Games] >> Decisive Campaigns Series >> Decisive Campaigns: Case Blue >> Cards Page: [1]
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Cards - 6/9/2014 1:48:02 AM   
mmarquo


Posts: 1376
Joined: 9/26/2000
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I need some help understanding how to play/use the High Command Cards. Any thoughts, suggestions?

Thanks
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RE: Cards - 6/9/2014 5:11:45 PM   
RCHarmon


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You just have to read the manual and then go through your army officers to see what they have.

Paulus has entrenchment that will be helpful when the soviets go on the offensive. Hoth and Kleist along with Mainstein are good on the attack with the cards given them.

Those cards affect entire corps not just divisions which can be very nice.

(in reply to mmarquo)
Post #: 2
RE: Cards - 6/9/2014 6:35:49 PM   
mmarquo


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I am referring to the High Command Cards such as More Oil, Replacements of various types. Also new units - seems like there are hardly enough replacements to outright build new Panzer Divisions, etc or am I mistaken?

(in reply to RCHarmon)
Post #: 3
RE: Cards - 6/9/2014 9:04:05 PM   
Michael T


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From: Queensland, Australia.
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Hopefully you will only have barely enough fuel for the Panzers you have

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RE: Cards - 6/9/2014 9:18:47 PM   
RCHarmon


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Learn to use your Stats tab. This swill give you an idea of what you have lost. Rebuild any German units that might have been destroyed.

You will mainly want panzers and infantry. You need to be real wise with these cards.

Reinforcements come through the cards. If you are playing Trapp you will have many units coming. Plan ahead where you will be placing them.

As Axis I never build Panzer divisions or such. It will be all you can do to keep the available units up to strength. I usually build a SS motorized regiment because it is really nice to have around plus other support units that I need.

(in reply to Michael T)
Post #: 5
RE: Cards - 6/9/2014 9:32:45 PM   
mmarquo


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Once played, does a card ever come back or regenerate for future use?

(in reply to RCHarmon)
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RE: Cards - 6/9/2014 10:27:38 PM   
Michael T


Posts: 4443
Joined: 10/22/2006
From: Queensland, Australia.
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I played an INF card, a new INF card came along next turn but was more costly than the first one.

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RE: Cards - 6/9/2014 10:31:28 PM   
stonestriker

 

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You can only play a card once per turn, but it will return the next turn, with an increased cost.

As RCH said, use the Stats tab to see what unit types are requested from your divisions. The numbers are cumulative, so looking at OKH will show the total sum of unit types you are lacking

(in reply to mmarquo)
Post #: 8
RE: Cards - 6/10/2014 8:25:59 PM   
Isokron

 

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Joined: 7/31/2012
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Infantry cards are probably the best power/cost of the cards. But since each new one of the same type is exponentially more expensive you have to be careful of when to play them.

For a long game the best is probably to start with staff cards to fill out the corps hqs to max staff before playing experience cards on them(from army/okh). Fighters are also good early to keep the red airforce down longer, for the same reason I guess one can as well get the bomber cards out early while still having air superiority. Personally I also like artillery cards, they dont give that much power per card but in theory they should keep hurting the enemy without taking much damage in return if all goes right.

(in reply to stonestriker)
Post #: 9
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