#Night Raid buff?
25 messages · Page 1 of 1 (latest)
Drawing a blank here
High Altitude Bombing
Oh, right. I don't know every acronym in the game

Probably should and if commandos aren't to strong is a sensible buff
but had to be careful pre expansion to not go overboard with them since they got so many new toys like infiltrate
Haha haha no. Guy stole my strategic bombing twice
That's why they had to nerf Pioneers pre-launch
Yes there were some concerns around the power level of commandos
they have seemingly ended up as a fine but solid deck
I mean I personally figured out how to make them viable using Italy as an ally. I'm swapping out Lion For A Day for The Dagger Strikes though
Bruh, it is so op card
Yea
Combine it with Polish order steal and that's 4 orders from the opposing deck you can end up with.
It's very easy to underestimate.
Feels like half the time the order it steals I can't even use. Buff air units. OK. Don't have any. Destroy opponent ground units - ok but they are all air. Etc.
Seems about 65% useful, 35% not in my experience. But when it isn't, it's mostly just really inefficient (even air decks usually have guards or frontline units for protection, albeit far from being the primary threat themselves) but not absolutely dead. When it's useful, I get the impression my opponent included that order because they themselves don't know how to respond to it and it utterly devastates them.
Also, generally where it isn't useful tends to be highly specialized decks, in those cases generally either you countered or got countered before the game began anyway.
Generalized decks I find the orders are almost always useful.
Also, if your own deck is flexible, usually you can find a use for buffs. No air units at all is generally not good. Only thing there is when you get unlucky and it's something that only affects their own nation, like give a German air unit blitz and return to hand.
It's happened 
