#A long list of various Poland Buffs

20 messages · Page 1 of 1 (latest)

tired frost
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I'm just gonna slowly work on this when I'm bored or in class or something. Don't feel like doing this by any particular order.

Order: HEL
I could've made a foreword about the survive combat mechanic with Poland but honestly the problem basically explains itself in a single word: Removal. Many such the case unfortunately. This card is a perfect example of being wholly unnecessary and trying to fit a bunch of a nation's gimmicks into one card (By a bunch, I mean 2-3 in this case). Legions and intel go hand in hand so that's fine, but the problem is that survive combat is pretty damn hard to capitalize on. Legions can already get a whole host of +1+1s since that's their whole thing, so this card becomes completely unnecessary. I think this card should actually solve some of Legions' problems, one of which is board clears. HEL is a reference to the Hel Fortified Area, which has a bunch of bunkers and fortified positions, so I thought it'd be an interesting idea if it allowed your Legions to get Heavy Armor and stay in their place. Prevents things like Leopold or AVRE from ruining your day, among other retreats or send to hand effects. To also be fair, I brought the cost up a bit.
Old: 1k Intel 1 Your LEGIONS units get: "Gets +1+1 when it survives combat."
New:
1k -> 2k
Effect -> Your LEGIONS units get +1 Heavy Armor and get: "Cannot be Retreated or sent to Hand."

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Order: PZL.37 ŁOŚ
It sucks and I hate this thing. Exile does not need this thing. The last thing is needs is a dump of random Exile cards to hand. The range of that is so broad that it makes this thing very inconsistent. Not to mention you need to have a Polish air unit to die, which feels so bizarre and pisses me off the most, since the M.S.406 isn't counted. The last thing I need if I were running that kind of deck (and believe me, I've played a lot of exile air post PZL P.11 buff) is more units to dump. It's also very easy to kill this thing since it's literally a better Blenheim Mk IV which absolutely sucks. The concept is cute and I respect it but damn, terrible execution. My fix is just to simply split the cards given and make the effect more broadly usable. The orders will probably be chosen more but at least this thing could probably find a home in Legions. I imagine a flow of those 3 Exile cards would go crazy but it's okay since it's Poland. Maybe my fix for other Exile units may make it viable in Exile air decks.
Old: 3k 2op 2/3 When a friendly Polish air unit is destroyed, add a random Polish Exile card to hand.
New:
Effect -> Deployment: Choose one - When a friendly Polish unit is destroyed, add a random Polish Exile unit OR order to hand.

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A long list of various Poland Buffs

fathom ravine
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still feel like pzl37 is kinda useless

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maybe make it so it helps exiles be useful rather than give u more useless shit

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i do like hel change a lot though

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fuck leopold

tired frost
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Its less useless for exiles and at legions can fuck around and find out since thats moving between agency africa, orp blys and, orp orzel, and youre feeding it legions probably

Also i have a few plans for the exile units to make them more synergistic so it gives units that make them do shit

fathom ravine
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alr fair

undone tusk
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Can't get bounce is super annoying lmao

tired frost
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🇵🇱

tired frost
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Tank: 7TP
The simplest fix is to tack on 1 more HP onto that, which I would be totally happy with. However, I personally want to be a bit more quirky. Not to mention it would still be apart of the iconic 2k 1op 2/3 tank group. I do think that this change has some merit to it. Heavy Armor gives it the superior combat survivability, which is the point of the tank. While a 2/4 does make it less susceptible to damage orders such as Air Superiority or Red Dawn, that tank is still on 1 health which means that thing is not surviving nor drawing anymore. Heavy Armor allows you to tank many more hits and thus draw more. The matchup I normally think about is with 2 damage units. That's twice as many draws than with just have 4 defense. Not to mention that Heavy Armor gives it IL-2M PL synergy, which I think is neat. Overall, I'm mostly partial towards this change because of the 2/3 tank tribe going on, but I believe this change is valid.
Old: 2k 1op 2/3 When this unit survives combat, draw a card.
New:
No keyword -> Heavy Armor 1

tired frost
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Fighter: SPITFIRE Mk V PL
I get what the Deployment is trying to do hear, I really do. RAF Ground Crew gets Guard and a small buff, and your Spitfire support is now more secured than before. However, why the fuck does it have to be given to the Exile tribe? Literally why. This was passable before the PZL.37 Łoś since your Exile units were kept separate, but now it's just kind of painful to get since it really hurts the pool that bomber chooses from. I think you can just shift the Deployment and revamp this one to at least be more broad for both deck archetype uses. I decided to go down the route of giving the next deployed air and/or Exile units something. I feel like this is a fair balance between the two.
Old: 6k 2op 5/6 Exile Deployment: Give a friendly infantry +1+1 and Guard
New:
5/6 -> 4/4
Deployment -> Deployment: The next unit you deploy gets +1+1. If it's an air unit, give it 0 operation cost. If it's an Exile unit, give it Blitz.

tired frost
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Order: DARING STRIKE
As said many times before, Poland's slots are limited. However, the kind of nice thing about this is that it's meant to be put into an Exile deck, which should hopefully lighten the load of those Polish slots. That being said though, this card still is pretty ass. In practice, it sounds like a pretty nice card, 2 damage on literally anything you want. However, in its current state and environment, the card just doesn't feel significant enough to be worth it. I think you can change this in a few ways to be it more in line with other damage removal cards. You can change the cost, damage, and/or the condition. However, I wanted to do something a little bit more based on Polish air units since they're on the card art.
Old: 4k Costs 2 less for each Exile unit you control. Deal 2 damage to any target.
New:
4k -> 3k
Effect -> Remove an Exile air unit from the battlefield to randomly deal damage to an enemy equal to its attack. If this destroys it, return the unit back to the field.

hearty reef
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I think Hel is a pretty cool card and it actually has seen competitive play before. The other ones basically all suck though so reworks would be cool

tired frost
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I was recently enlightened about Hel too. That being said, being anti-bounce is funni.

inland root
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7TP imo isn't in need of a buff more so that it just needs more cards around it

last jasper
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il-2pm should be buff

mighty rain
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Literally all it needs, is +1hp lol