#Ideas and suggestions for different cards
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considering how the game right now is either too fast by using jaggro decks, order spam/removal with commandos/ramp or Legions (which is an upgraded Alpine deck) buffing this unit is not big of a deal
and I say that because I've played it, countless times, its biggest flaw is its speed
and capacity of defense and draw, considering its mainly (and only) a German deck, with no guards if we exclude Italy, and healing (any other nation)
You've Got a point
RUN THE BATTLEFIELD (buff ideas/"rework"; and 1 massive true rework that looks fan-made lol)
As for this card that has been born in Blood and Iron I only have one thing to say, and that is that it SUCKS, its literally one of the worst cards you could use for a deck as 4 attack or more, it runs the very same problems as FOCUSED ATTACK with the bonus of it being a gamblecore, you can't have consistent results with its effect, and worst of all, it needs a really big setup to be able to work properly, as any of the rewards are meaningless by their own but if you get atleast two at once.
But still, it is too expensive, and too random to be useful, you are better using other similar cards that does the same more consistently.
So to make this card an actually useful card, I thought some ideas alongside @proud basalt to buff this order, alongside a quite interesting rework worthy of being labeled as fan-made:
1- Reduced cost to 3k.
(alternative variant)
a- Reduced stat buff to +2+1.
1/A- (following 1st option)
Reduced cost to 2k.
(alternative variants)
a- Reduced stat buff to +2+1.
b- Reduced stat buff to +1+1.
[kredit gain could be reduced to 2]
2- (base effect) Fully repair all friendly units.
2/A- (following 2nd option)
Reduced cost to 2k.
(alternative variant)
a- Reduced stat buff to +2+1.
2/B- (following 2nd option)
Reduced cost to 2k.
(alternative variants)
a- Reduced stat buff to +2+1.
b- Reduced stat buff to +1+1.
[again, kredit gain could be reduced to 2]
3- Removed condition of units with 4 attack or more.
3/A- (following 3rd option)
Reduced stat buff to +X+X.
(variants)
a- it gives +2+1.
b- it gives +1+1.
3/B- (following 3rd option)
Now it repeats for each with 4 or more attack.
3/C- (following 3/B option)
Reduced stat buff to +X+X.
(variants)
a- to +2+1.
b- to +1+1.
3/D- (following 3rd option)
Now it can only trigger its effect for each German unit you control.
3/E- (following 3/D option)
Reduced stat buff to +X+X.
(variants)
a- to +2+1.
b- to +1+1.
3/F- (following 3/D option)
Repeat for each each with 4 or more attack.
3/G- (following 3/D option)
Reduced stat buff to +X+X.
(variants)
a- to +2+1.
b- to +1+1.
4- Draw a card get 1 kredit and give all friendly units +1+1. Repeat once if you control a unit with 4 or more attack.
[removed rng factor, but kept the 4 attack relevance]
4/A- (following 4th option)
Increased kredit gain to X.
(variants)
a- Increased to 2.
b- Increased to 3.
4/B- (following 4th option)
Now it only triggers for each German unit you control.
4/C- (following 4/B option)
Increased kredit gain to X.
(variants)
a- Increased to 2.
b- Increased to 3.
4/D- (following 4th concept)
Now it repeats its effect for each unit with 4 or more attack you control.
4/E- (following 4/D option)
Increased kredit gain to X.
(variants)
a- Increased to 2.
b- Increased to 3.
4/F- (following 4/D option)
Now it only buffs German units.
4/G- (following 4/F option)
Increased kredit gain to X.
(variants)
a- Increased to 2.
b- Increased to 3.
5- Rework; Draw a card, give two random friendly units +X+X. Gain 2 kredits for each with 4 or more attack.
(alternative variants)
a- Give +1+1.
b- Give +2+1.
c- Give +2+2.
6- Rework; Set the attack fo all friendly units to 4.
(variant)
a- End your turn.
[basically a worse CALM BEFORE THE STORM..... yeah]
[credits to @proud basalt]
6/A- (following 6th option)
Now you draw a card. Applies to both variants.
6/B- (following 6th option)
Draw a card for each that already had 4 or more attack. Applies to both variants.
7- Rework; Reduce the cost of your units in your hand by 1 and draw a card. Gain 3 kredits for each with 4 or more attack.
7/A- (following 7th option)
Reduced kredit gain to X.
(variants)
a- Reduced to 2.
b- Reduced to 1.
7/B- (following 7th concept)
Replaced single draw with draw equal to units with 4 or more attack in your hand.
7/C- (following 7/B option)
Reduced kredit gain to X.
(variants)
a- Reduced to 2.
b- Reduced to 1.
8- Rework; Reduces the cost of all units in your hand by 1. For each with 4 or more attack, randomly gain 1 kredit, give it +1+1 or draw a card.
8/A- (following 8th option)
Increased stat buff to +X+X.
(variants)
a- Increased to +2+1.
b- Increased to +2+2.
9- (TRUE) REWORK + NAME ; to summarize what this is about, lets say this works exactly the same as AUNT FRIEDA tech/buff tree, where when you use it effectively, you get another order more expensive and better, this is the exact same thing but related to units with 4 or more attack, and also with some "general" use to avoid the original card problem:
[credits to @proud basalt for the names and base concept]
CLAIM THE BATTLEFIELD: cost 2k
Draw a card. If you control an unit with 4 or more attack draw 2 cards instead. Add a CONTROL THE BATTLEFIELD in your hand
9/I- CONTROL THE BATTLEFIELD: cost 4k
Give your units +1+1. If you control an unit with 4 or more attack repeat and draw a card. Add a RUN THE BATTLEFIELD in your hand.
[the repeat part could be better, but there wasn't much space left]
9/I/A- (following 9/I concept)
Increased stat buff to +X+X.
(variants)
a- Increased to +2+1.
b- Increased to +1+2.
c- Increased to +2+2. (this isn't base one as it would be quite busted)
9/II- RUN THE BATTLEFIELD; cost 6k
Give your units +2+2 and draw 2 cards. Gain 3 kredits and deal 1 damage to all enemies for each 4 or more attack.
[would make a joke about Germany having decent card draw and aoe and blah blah blah]
9/II/A- (following 9/II card as variants)
Reduced kredit gain to X.
(variants)
a- Reduced to 2.
b- Reduced to 1.
9/II/B- (following 9/II card as variants)
Reduced kredit gain to X and increased damage deal to all enemies to 2.
(variants)
a- 3 kredit gain kept the same
b- Reduced to 2.
c- Reduced to 1.
This is a great idea
Yummers
#1063430553744973824
KM ADMIRAL HIPPER (buff idea)
As for this order, I can absolutely agree it is very powerful on its own, being (technically) an upgraded version of WOLF PACK minuts the discard, which allows you delay your opponent considerably, and winning some tempo along the way.
But something that I just couldn't wrap around was that the additional effects could become irrelevant depending on your opponent next action or cards, and I mean for example, having card draw at hand, allowing them to bypass the blockade, and then the "kredit loss" or delay, if both are already at turn 12, it doesn't do anything but return target unit and block card draw, one card draw to be specific.
So, considering this little (imo) flaws, I thoght a small change that could make this powerful card even more powerful on its delaying effects:
[ps: As for the effect, I got inspired by the Unbanned Personnel's KM Blücher, from fanmade-cards]
https://discord.com/channels/261080886743793665/1404550842262093945
1- Send target unit to owner's hand. Enemy cannot gain kredit slots or draw cards next turn.
[total blockade for both mechanics for 1 turn]
1/A- (following 1st concept)
Now it only applies one total blockade effect.
(variants)
a- Total blockade of kredit slots.
b- Total blockade of card draw.
[fun fact: I wanted since the begginning to make a suggestion for this order, but couldn't really think of a proper change, and also I had to get rid of the old Hipper card image as it didn't had the KM anymore lol]
Buffing my boy Hipper let's go!
I hope 66th get a buff :3
most probably it will, atleast it needs it
Yea I agree and it saved me once but it's a shit card
when I started using japan (not jaggro) I tried it and loved it, and I sincerely think it needs a little more of flexibility, its not bad but it almost the same thing as LIST REGIMENT
good stats, conditional deployment, which just makes it average to mediocre
Yea
PANZER III-J (buff ideas)
[as you may noticed before, this is a blank card... expect a lot of options as all can easily fit]
As for this unit, one could say it is a fine as it is, but in reality its one of the most mediocre units with Blitz you can use in the game, given its lack of effect, high operation cost and low damage (compared to its op cost) it falls behind a lot if we compare it to other similar cards, like SU-100 or M8 HELLCAT (which is cheaper), it makes it a bad option to pick for a Blitz unit as it is too inneficient, considering also current cards in this meta.
So to make this unit shine, I thought alongside @proud basalt some changes that could be applied to aid Germany into its control over the frontline and beyond:
1- Now it has Shock.
1/A- (technically following 1st option)
Has Shock if the enemy controls the frontline.
(alternative variants)
a- and -1 operation cost.
b- and -2 operation cost.
2- Deployment: Develop a German infantry unit with cost X or less.
[hehe, Develop haters go brrrrr]
(variants)
a- with cost 3 or less.
b- with cost 2 or less.
c- with cost 1 or less. (its not like there is a 0k infantry... yet)
2/A- (following 2nd option)
Now it has Shock. Applies to all variants.
2/B- (following 2nd concept)
Deployment: Develop a German light tank.
(alternative variants)
a- Give it Blitz.
b- Give it -1 operation cost. (yeah this might be really messed up)
2/C- (following 2/B option)
Now it has Shock. Applies to all variants.
3- Operates for 1 less if it has an adjacent infantry unit.
(alternative variant)
a- Now it also has Shock.
[credits to @proud basalt]
3/A- (following 3rd option)
Operates for 1 less for each adjacent infantry unit.
(alternative variant)
a- Now it also has Shock.
3/B- (following 3rd concept)
Operates for 1 less if it has an adjacent non-tank unit.
[disclaimer, artilleries, fighters, bombers, infantries for jaggroheads]
(alternative variant)
a- Now it also has Shock.
3/C- (following 3/B option)
Now it triggers for each adjacent non-tank unit.
[disclaimer: unit classes on that option]
(alternative variant)
a- Now it also has Shock.
4- Operates for X less until end of the turn.
(variants)
a- for 1 less.
b- for 2 less.
4/A- (following 4th option)
Now it also has Shock. Applies to both variants.
5- Deployment: Operates for 1 less if you control an infantry unit until end of the turn.
(alternative variant)
a- Now it also has Shock.
5/A- (following 5th concept)
Now it triggers for each non-tank unit type you control. Applies to both variants.
6- When you deploy an infantry unit, this unit operates for 1 less.
(alternative variant)
a- Now it also has Shock.
6/A- (following 6th option)
Now it also triggers if you deploy a non-tank unit. Applies to both variants.
7- When this unit moves into the frontline, it operates for X less until end of turn.
(variants)
a- for 1 less.
b- for 2 less.
7/A- (following 7th option)
Now it also has Shock. Applies to both variants.
7/B- (following 7th option)
Reduced defence to 4. Applies to both variants.
[credits to @proud basalt]
7/C- (following 7/B option)
Now it also has Shock. Applies to both variants.
8- Reduced operation cost to X. Has +X operation cost when in the frontline.
(variants)
a- Reduced operation cost to 1. Has +1 operation cost when in the frontline.
b- Reduced operation cost to 0. Has +2 operation cost when in the frontline.
8/A- (following 8th option)
Now it also has Shock. Applies to both variants.
9- Deployment: Target unit in the frontline must Retreat. Otherwise this unit operates for X less until end of turn.
[when it says otherwise, it means if there is NO unit, either enemy or ally]
(variants)
a- for 1 less.
b- for 2 less.
9/A- (following 9th option)
Now it also has Shock. Applies to both variants.
9/B- (following 9th concept)
(base concept effect) If friendly or none there, this unit operats for X less until end of turn.
[could be reworded, not sure how, I think it is clear enough]
(variants)
a- for 1 less.
b- for 2 less.
9/C- (following 9/B option)
Now it also has Shock. Applies to both variants.
9/D- (following 9th option)
Now it can only target enemy units.
(alternative variant)
a- Now it also has Shock.
10- Has -1 operation cost for each German tank you deployed this turn until end of turn.
[wording could be kinda confusing]
(alternative variant)
a- Now it also has Shock.
10/A- (following 10th concept)
Now it triggers for each German non-tank unit you deployed this turn. Applies to both variants.
11- (added some type of conditional card draw)
When this unit moves into the frontline, draw a card.
(alternative variant)
a- Now it also has Shock.
11/A- (following 11th concept)
When this unit destroys an enemy unit, draw a card.
(alternative variant)
a- Now it also has Shock.
11/B- (following 11th concept)
When this unit attacks and destroys an enemy unit, draw a card.
(alternative variant)
a- Now it also has Shock.
12- Fully repair this unit when it attacks and destroys an unit.
(alternative variant)
a- Also draw a card.
12/A- (following 12th option)
Now it also has Shock. Applies to both variants.
12/B- (kinda following 12th concept)
This unit gets +X defense when it attacks and destroys an unit.
(variants)
a- Gets +2 defense.
b- Gets +1 defense.
12/C- (following 12/B option)
Now it als has Shock. Applies to both variants.
[quite busted]
12/D- (kinda kinda following 12th option)
Gets +2 defense when it survives combat.
(alternative variant)
a- Now it also has Shock.
b- Could also be reduced to +1 defense instead.
13- Deployment: If this unit is not in battle by the end of turn. Add a copy of it in your...
(variants)
a- in your hand.
b- into your deck.
c- on top of your deck.
13/A- (following 13th option)
Now it also has Shock. Applies to all variants.
14- Gets +X+X when the enemy gives an order.
(variants)
a- Gets +1+1.
b- Gets +2+1.
c- Gets +2+2.
14/A- (following 14th option)
Now it also has Shock. Applies to all variants.
15- After this unit attacks, deal X damage to a random enemy.
(variants)
a- Deal 1 damage.
b- Deal 2 damage.
15/A- (following 15th option)
Now it also has Shock. Applies to all variants.
15/B- (following 15th option)
Now it deals damage to a random enemy unit instead. Applies to all variants.
15/C- (following 15/B option)
Now it also has Shock. Applies to both variants.
16- [similar to 15th concept]
When this unit attacks, deal X damage to the enemy HQ.
(variants)
a- Deal 1 damage.
b- Deal 2 damage.
c- Deal 3 damage.
d- Could also deal 4 damage hehe.
16/A- (following 16th option)
Now it also has Shock. Applies to all variants.
17- [as for this option, its the same thing as 15th and 16th ones, but now it triggers each time it operates]
[not going to upload the rest of variants, its redundant as if you are reading this, you know what I mean by that]
When this unit operates deal X damage to...
(variants)
a- Deal 1 damage.
b- Deal 2 damage.
c- Deal 3 damage (if HQ).
a/I- Deal damage to a random enemy.
a/II- Deal damage to a random enemy unit.
a/III- Deal damage to the enemy HQ.
(IV)- Now it also has Shock. Applies to all previous variants.
18- Deployment: Deal X damage to an enemy unit. Operates for 1 less if destroyed.
[basically, a small BREAKTHROUGH with a unit, could have 5k]
(variants)
a- Deal 1 damage.
b- Deal 2 damage.
c- Deal 3 damage. [no image as it would be too op, it surely would cost more than 4k]
19- Deployment: Add a BREAKTHROUGH in your hand. (Trigger effect; see variants) at the end of your turn.
(variants)
a- Put it on top of your deck...
b- Convert into PLAN...
c- Convert into PRODUCTION...
d- Convert into PANZER II-A... [could be any German tank or infantry]
19/A- (following 19th option)
Now it also has Shock. Applies to all variants.
20- Takes no combat damage if it deals lethal damage.
[could be reworded more clearly??]
(alternative variant)
a- Now it also has Shock. (lol)
21- When this unit attacks and destroys an unit, get X kredits.
(variants)
a- Get 2 kredits.
b- Get 3 kredits.
c- Could also be "Get 4 kredits" but it'll be too much already.
21/A- (following 21th option)
Now it also has Shock. Applies to both variants.
Conditional operates for less is really cool
those are the simplest yet most fair changes for this unit
while at the same time, not really going overboard and in tone with Germany's conditions for different effects.
Can we give Germany Condition healing? :3
not gonna lie, by this point EVERY main nation has some type of healing and guards, I believe its quite unfair Germany has none, nor even conditional (that doesn't suck)
Japan has Condition healing and USSR/US/UK has major healing
not really, USSR can only heal if certain conditions are met
and it need to connect certain cards, even if we talk about something as simple as damaging a unit or attacking
Yea
You got to destroy a unit to gain health or attack HQ or attack with a tank or let a unit be damage
mthanks
U-16 (buff ideas)
As for this card, its kinda funny as I was thinking about how to change this card before the Naval update, then I thought "Well it seems as a pretty good rework, it doesn't need any changes, right?".
But then after seeing it in play and trying it out I found a couple of obvious flaws on it that makes it atleast imo a mediocre card.
Let me explain, its not terrible, but its somewhat high cost for what it does is not very good, Retreat on itself for 2k is quite bad, not to mention the conditional draw its hard to pull of consistently without gambling or using other not very useful Naval allies. And sure, it is a Navy card and it can trigger its respective effects, but thats it, and to be fair, there are better and far more cheaper options for the Naval trigger effect that are more efficient. (E.G: IJN MIKURA)
So, to make this a better card, I thought some little changes to make it a useful tool on Naval decks and maybe even outside as a secondary tool:
1- Reduced cost to 1k.
2- (base effect) Otherwise move one to the top.
[Move a Navy card on top of your deck, not sure if it is clear enough]
(alternative variant)
a- Reduced cost to 1k.
2/A (kinda following 2nd concept)
(insert base effect) Otherwise draw a Navy card.
(alternative variant)
a- Reduced cost to 1k.
2/B- (somewhat following 2/A concept)
(insert base effect) Otherwise draw an (insert U-Boat)
(variants)
a- Draw an U-16.
b- Draw an U-375.
c- Draw an U-16.
[similar to IJN MIKURA if conditional draw not triggered]
2/C- (following 2/B option)
Reduced cost to 1k. Applies to all variants.
[this definitely looks more like an IJN MIKURA]
3- (insert base effect) Otherwise Retreat target unit again.
(alternative variant)
a- Reduced cost to 1k.
4- (insert base effect) Otherwise add a PLAN in your hand.
(alternative variant)
a- Reduced cost to 1k.
5- (insert base effect) Otherwise add an U-375 on top.
[similar to 2nd option where you move a Navy card]
(variant?)
a- Could also add an U-16, but you'll end up locking yourself.
6- (insert base effect) Otherwise Pin target unit if enemy.
(alternative variant)
a- Reduced cost to 1k.
6/A- (following 6th concept)
Suppress target unit instead of Pinning it. Applies to both variants.
7- (insert base effect) Otherwise deal X damage if enemy.
(variants)
a- Deal 1 damage.
b- Deal 2 damage. (quite powerful)
c- Deal 3 damage. (too powerful)
I was thinking a reworked to banzai where how many units you destroy with 4 or less attack will spawn units in the support on number of enemy that it destroy of the enemy
we'll get to Japan eventually to check what to buff, nerf and rework
there are a couple of ways to buff BANZAI
as in its current version is bad, terribly bad
Distribute damage to all ground units equal to the total of all their attack. End your turn.
And I think if there was a card where it's 5 attack and 3 health and says "deal 3 damage when "end your turn." is trigger
That's can fit with Banzai
This is good
but it also feels like it might be a punishment to have a navy card on top if it's gonna be drawn and moved from the top so maybe just make it move it regardless?
2/A/II (following 2nd concept)
(insert base effect) Move a Navy card to the top if possible. Applies to both variants.
[credits to @formal sundial for giving the idea, simple yet really effective]
[ps: if any change from the ideas shown can be applied like this, just imagine is an alternative/possible variant to make it better]
looks good, just would have to add the "..of your deck, THEN move a navy card..."
Just a wording change for simpler understanding although idk if that fits on the card
Also 2k would be valid then, 1k would be too much value
I love how much effort you put into each and every idea, the dedication is real
well done
thanks
I use this format (the huge ass post) first because I was scolded lol; second because it is "easier" to understand and visualise how the card would look like if applied, and also to avoid having only text where you can actually get lost pretty fast (atleast that would happen to me).
and yeah, I would but it cannot fit properly, the text font would need to be much smaller and it would look ugly.
QUICK QUESTION, as for IRON FROM THE NORTH.
Is this card a good, bad or mid?
Objectively, would it need a change for it to return from reserves?
is it fine as it is? if not, what change you have in mind it could have? should it be reworked and/or updated?
(asking before uploading the ideas I made for it)
I think it's good in frontline
It May be 2k (normal effect). Draw a card?
2k Draw a card. Get 3 kredits if tou control the frontline. (Cleaner text)
IRON FROM THE NORTH (buff & rework ideas)
As for this reserved card, I always thought of this order with a complicated opinion, on one hand, it seems (atleast in theory) useful for more aggresive types of plays where you need to control the frontline to get extra kredits for more actions on one turn.
On the other hand, I find it quite weak (to not say useless), first because the conditional effect, and second because you are essentially running a worse REICHSBANK, low kredits, and nor even a card draw. Considering its German nature it lacks a lot of power for it to be worth running, even on aggro decks.
So to make this card a more useful tool (when it comes back) I thought some ideas alongside @proud basalt to make it a much better option in general, while following its main concept:
1- Draw a card. Gain X kredits if you control the frontline.
(variants)
a- Gain 3 kredits.
b- Gain 2 kredits.
[credits to @wet smelt]
1/A- (following 1st option)
Increased cost to 2k. Applies to both variants.
1/B- (following 1st concept)
Draw a card. Gain 3 kredits if you control a German unit in the frontline.
(alternative variant)
a- Increased cost to 2k.
1/C- (following 1/B option)
Reduced kredit gain to 2. Applies to both variants.
2- Rework; Draw 2 cards if you control th frontline. Select a card in your hand and Convert it into PRODUCTION.
(alternative variant)
a- Increased cost to 2k.
[credits to @proud basalt]
2/A- (kinda following 2nd concept)
Draw 2 cards. Choose a card in your hand and Convert it into PRODUCTION.
(variants)
a- Costs 1k.
b- Costs 2k.
c- Costs 3k.
[budget German CONVOY HX 175, or NIGHT PATROL for that matter]
2/B- (following 2/A option)
Draw 2 German cards. (insert idea effect)
Applies to all variants.
3- Rework; Add a PRODUCTION in your hand. Draw a card if you control the frontline.
(alternative variant)
a- Reduced cost to 0k.
[this is just a PROTECTED CONVOY, technically]
3/A- (kinda following 3rd concept)
Draw a card and add a PRODUCTION in your hand if you control the frontline. Add a PRODUCTION in your hand.
(alternative variant)
a- Increased cost to 2k.
3/B- (kinda following 2/A option)
Draw a card and add a PRODUCTION in your hand. At the start of your turn, repeat this effect if you control the frontline.
(alternative variant)
a- Increased cost to 2k.
b- Increased cost to 3k?. (no image)
3/C- (followin 3/B option)
Now the additional effect can only be triggered if you have a German unit in the frontline. Applies to both variants.
4- Rework; Give a friendly unit in the frontline: "(see variants), if in the frontline, draw a card".
(variants)
a- "At the start of your turn..."
b- "At the end of your turn..."
c- Increased cost to 2k; "At the end of your turn..."
4/A- (kinda following 4th concept)
Give a friendly unit in the frontline: "At the start of your turn, if in the frontline, gain X kredits".
(variants)
a- Gain 1 kredit.
b- Gain 2 kredits.
c- Gain 3 kredits.
[cost could be raised to 2k]
4/B- (following 4/A option)
Now you can only target German units. Applies to all variants.
(additional variant)
d- Gain 4 kredits.
5- Rework; Draw 2 cards. Put one PRODUCTION on top of your deck.
5/A- (following 5th option)
Increased PRODUCTION put on top of your deck to two.
(alternative variant)
a- Increased card draw to 3.
[cost should probably be increased, atleast to 2k, didn't include it for simplisity and test if anyone does read this notes]
5/B- (following 5th option)
Increased PRODUCTION put on top of your deck to three.
(alternative variant)
a- Increased card draw to 3.
[same note as 5/A, go read that if you are going to reply anything]
5/C- (following 5th option)
Draw 2 German cards instead. Put one PRODUCTION on top of your deck.
5/D- (following 5/C option)
Increased PRODUCTION put on top of your deck to two.
(alternative variant)
a- Increased card draw to 3. (German ones)
[cost should probably be increased, atleast to 2k, didn't include it for simplisity and test if anyone does read this notes; copy pasted it for anyone lazy enough to scroll and read anything lol]
5/E- (following 5/C option)
Increased PRODUCTION put on top of your deck to three.
(alternative variant)
a- Increased card draw to 3. (German ones, again)
[go check the previous notes respective of cost]
6- Gain X additional kredits next turn. You do not draw a card next turn.
(variants)
a- Gain 2 additional kredits.
b- Gain 3 additional kredits.
c- Increased cost to 2k; Gain 3 additional kredits.
[screw you commando user, to not say fk you]
6/A- (following 6th option)
You cannot draw cards next turn.
(alternative variant)
a- Reduced cost to 0k.
6/B- (following 6/A option)
Gain 3 additional kredits. Your cannot draw cards next turn.
(alternative variants)
a- Increased its cost to 2k.
6/C- (following 6th option)
Gain 2 additional kredits next turn. Put a PRODUCTION on top of your deck.
(alternative variant)
a- Reduced cost to 0k.
6/D- (following 6/C option)
Gain 3 additional kredits next turn. Put a PRODUCTION on top of your deck.
(alternative variants)
a- Reduced cost to 0k.
b- Increased cost to 2k.
[yeah I know, bizarre cost variants]
6/E- (following 6/C option)
Put a PLAN on top of your deck instead of PRODUCTION. Applies to both variants.
6/F- (following 6/D option)
Put a PLAN on top of you deck instead of PRODUCTION.
(alternative variants)
a- Reduced cost to 0k.
b- Increased cost to 1k.
7- Rework; Put a PRODUCTION in your hand and on top of the enemy's deck.
(alternative variants)
a- Reduced cost to 0k.
b- Increased cost to 2k.
7/A- (following 7th option)
Now you also draw a card. Applies to all variants.
8- Rework; For th next two turns, at the start of your turn, add a PRODUCTION in your hand.
[lol, a semi-Ramp German concept]
8/A- (following 8th option)
Now it lasts for three turns. Applies to both variants.
(additional variant)
c- Increased cost to 3k.
9- Rework; Draw a card and add a PRODUCTION in your hand. Repeat this effect for each copy of this card you played before.
(alternative variant)
a- Increased cost to 2k.
b- Could/should have 3k.
10- Rework; Draw 2 cards. At the end of the turn, Convert them into PRODUCTION.
(alternative variant)
a- Increased cost to 2k.
b- Reduced cost to 0k?. (no image)
10/A- (following 10th option)
Draw 2 German cards instead. Applies to all variants.
11- Rework; Gain additional kredits equal to damage your HQ took on the last enemy turn.
(alternative variant)
a- Increased cost to 2k.
b- Increased cost to 3k?. (no image)
11/A- (following 11th option)
Draw a card. (insert idea effect). Applies to all variants.
11/B- (following 11th concept)
Gain additional kredits next turn equal to damage your HQ took on the following enemy turn.
(alternative variants)
a- Increased cost to 2k.
b- Increased cost to 3k?. (no image)
11/C- (following 11/B option)
Draw a card. (insert idea effect... it is slightly reworded).
Applies to all variants.
Or a other one could be "Copy a random order in the enemy deck but Gain kredit equal to its cost. if you control the frontline and max is 3."
Close like ORP BŁYSKAWICA but diff
Or a other one is a blind pick of RNG where you can pick a full set of cards to be turn into plan but it's cost 5k but you don't know if it elite or special or card you're picking unit after you pick it
Pls don’t buff iftn
It’s already a pretty broken card in certain decks
A rework seems good though
thats what I stated, it can be either too powerful, or just a collection filler, thats why there are mainly reworks for it
This for 0k is wild
Draw denial plus kredit gain for free
sure it costs a card but so does stuff like u-35 or whatever it is
!discard card 5 less
Cards found: 3
Close enough
well, thats why there is a 2k variant
- PANZERGRENADIER (buff ideas)
As for this Blood and Iron unit, I always found it quite quite interesting, not only because the concept itself but its solely nature as a more balanced replacement of 989. INFANTRY REGIMENT, which was much more oppresive and powerful for its cost (similar to 175th INFANTRY REGIMENT).
But now it is a little more complicated to trigger the effect, as you need to hit the enemy HQ with either an order or an unit to get full value, if not you end up with a kinda mediocre blitz unit with nothing else to offer (considering average stat/cost of other units with equal or lower cost).
So, to make this unit less punishing and more verstile, I thought some ideas for it:
1- (insert base effect) Otherwise it gets Shock.
1/A- (not really following 1st option)
(insert base effect) Otherwise draw a card.
[yes, I'm aware this is a big powercreep of PANZER 38(t), it could have 4k]
1/B- (following 1/A concept)
(insert base effect) Otherwise draw a German (see variants).
(variants)
a- a German card.
b- a German infantry.
c- a German tank.
d- a German unit.
2- (insert base effect) Otherwise add a (see variants) in your hand.
(variants)
a- Add a PLAN.
b- Add a PRODUCTION.
3- (insert base effect) Otherwise deal 1 damage to the enemy HQ.
[could deal higher damage, but I think 1 is fine, its better than nothing]
4- (insert base effect) Otherwise add a 1. INFANTRY REGIMENT ... (see variants).
(variants)
a- ...in your hand.
b- ...in your deck.
c- ...in your hand and deck.
d- ...next to it
4/A- (following 4th option)
Now it adds two copies of 1. INFANTRY REGIMENT. Applies to all variants.
[it can get out of hand pretty quickly lol]
5- (insert base effect) Otherwise add a ROUT in your hand.
[low budget but better FLAMMPANZER?]
6- (insert base effect) Otherwise add a PANZER II-A...(see variants).
(variants)
a- ...in your hand.
b- ...in your deck.
c- ...in your hand and deck.
d- ...next to it.
[its the very same concept as 4th option, I just thought it later lol]
6/A- (following 6th concept)
Add a PANZER I DAK instead. Applies to all variants.
6/B- (following 6th concept)
Add a 50. INFANTRY REGIMENT instead. Applies to all variants.
[this can go on and on if you want to replace the generated unit with another one with 1-2k and Standard rarity]
7- Slight Rework; Gets +2+2 when the enemy gets damage until end of the turn.
[this is my personal favorite]
8- (insert base effect) Otherwise add a copy of this unit in your... (see variants).
(variants)
a- ...in your hand.
b- ...in your deck.
[this can get pretty powerful on longer games]
8/A- (following 8th option)
Now adds a Suppressed copy of this unit. Applies to both variants.
[I would've made one that says "add in your hand and deck" but there is not enough space]
9- (insert base effect) Otherwise Fight an enemy unit.
9/A- (following 9th option)
Now it Fights a random enemy.
(variants)
a- Fight a random enemy.
b- Fight two random enemies. (pretty good against low damage units)
give it 3/4
and +2+1 if hq took damage
cuz the best fight body for germany is 4/4 schutzen and 5/5 panzer iv (i think)
at least give it 4 defense if its infantry
QUICK QUESTION; if you had to change current REICHSBANK (into something more playable than the commando mauled victim right now) what do you have in mind for it?
obviously I'm not saying to revert it, but it needs a middle ground between its original effect (which was quite busted) and a more fair order.
any ideas? anything is welcomed, it can be discussed and perfectioned
if necessary ofc
Draw a card for every unit you deploy next turn
"Next turn, draw a card for every unit you deployed this turn" right?
mhh... that gave me an idea while also keeping the kredit gain concept
Gain kredits now and lose kredits next turn
Like a loan

No. You burn 3k at turn 3, then you draw 1 card at turn 4 for every unit you deploy at turn 4
so... basically it would work like INDUSTRIAL MIGHT but delayed
Cards found: 1
only ever good in tokens... And when are you playing Germany ally for tokens?
difference is you are paying X amount of kredits (yes it can be lower) to apply this effect next turn
what about... Next turn, gain 1 (or 2) kredits for each German card (or unit) you played this turn?
other option can also be: "Next turn, your German cards costs 1 less to play minus one for each REICHSBANK you played this battle. (draw a card?).
Baby combo

REICHSBANK (buff & rework ideas)
As for this unfortunate rotated card, it was little humble order that allowed you, to get a decent amount of kredits on the curve to get access to more expensive cards faster, similar to Ramp but as a one time use. It was all peace until the green berets came and ruined all the fun, and worst of all, this poor order was destroyed viciously and tossed into the bin, forgotten.
Ok seriously, besides what happened, it really needed a change for what it allowed you to do, specially for Germany which is kinda slow to get powerful units (mainly tanks), and its effect was getting kinda old, and could easily allow broken combos for the new cards to come.
So, I thought some ideas to change this poor order into something better, while trying too keep its original concept (obviously, some of these are based on ideas shared by the humble people of this chat, thanks):
1- Buff; Next turn, gain 5 additional kredis if Germany is your main nation. Otherwise draw 2 cards.
[two versions as I was not sure how to word it properly, it is basically a CONVOY HX 175 if you are not German]
1/A- (following 1st concept)
If Germany is your main nation, you gain 5 additional kredits.
[basically, an exclusive German order, beat it commando user]
2- Rework; Next turn, you gain 3 additional kredits plus X for each REICHSBANK you played in this battle. Draw a card.
(alternative variants)
a- Plus 3 kredits.
b- Plus 2 kredits.
c- Plus 1 kredits.
[cost and kredit gain can be modified further]
2/A- (following 2nd option)
Now you gain 2 additional kredits instead.
(variants)
a- Plus 3 kredits.
b- Plus 2 kredits.
[cost could be reduced to 2k]
3- Buff; Next turn, you gain 5 additional kredits and can only play German cards.
5- Buff/Nerf/Balance?; Next turn, you gain 5 additional kredits. Increase the cost of 5 random cards you own anywhere by X.
(variants)
a- increase by 1.
b- increase by 2.
c- increase by 3.
d- increase by 4. (no image, but it can be applied too)
[printing money = inflation]; [I would've added "Can only play German cards" but there it not enough space]
[amount of cards can be adjusted]
4- (following 4th concept)
Now it only affects cards in your deck. Applies to all variants.
5- Buff; If Germany main nation: Next turn, you gain 5 additional kredits plus enemy kredit slots above you.
[could be reworded, it basically works like GREAT EXPANSE but temporarily]
6- Buff; If Germany main nation: Next turn, you gain 5 additional kredits plus unspent kredits this turn.
[besides printing money, you are also saving!.... bizarre method huh?]
7- Rework; Next turn, draw a card for every unit you deploy.
(alternative variants)
a- and get 1 kredit if German.
b- and get 2 kredits if German.
[credits to @deft leaf]
7/A- (following 7th concept)
Now you also draw a card for units you add. Applies to all variants.
[credits to @deft leaf's idea that inspired me for this variant]
8- Rework; Next turn, gain X kredits for each German card you play.
(variants)
a- Gain 1 kredit.
b- Gain 2 kredits.
c- Gain 3 kredits.
9- Rework; Gain 5 kredits. Next turn you lose 5 kredits.
[cost and kredit gain can be adjusted]
[credits to @versed grove aka CHURCHILL Mk IV]
9/A- (following 9th option)
Gain 5 kredits plus unspent kredits last turn. Next turn you lose 5 kredits.
9/B- (kinda following 9th option)
If Germany main nation: Choose one - Gain 5 kredits OR lose all kredits, draw a card for each 2 spent.
(could be reworded)
10- Rework; Your HQ gets: "Your German cards costs 1 less to play". Increase your REICHSBANK cost by X.
(variants)
a- Increase by 2.
b- Increase by 3.
c- Increase by 4.
11- Rework; Next turn, your German cards costs 1 less to play minus 1 for each REICHSBANK you played in this battle.
[basically, a reworded old REICHSBANK, technically]
Yeah. And it makes for a good counter to the Tempo Machine, which is the strongest deck in the moment.
It's the one where you keep routing enemy troops and putting them on top of the deck
cooking 81. INFANTRY REGIMENT ideas
feel free to share an idea for this unit, as it is quite mediocre, even in draft.
Decrease deployment cost to 3k, increase op cost to 2k, gains shock if it retreats
rework or added effect? (I mean the retreat effect)
Added effect
wouldn't it end up being a powercreeped 980. VOLKSGRENADIER though?
unless stats changed, like -1 attack
(on all ideas I've made so far, I'll include something like that, -1 cost, and -1 attack and/or -1 defense)
for each variant
!980
Cards found: 1
Not really. The difference between the two is that 980. can be removed by more orders and operates for less. I'm replacing the Tempo disadvantage that 81. has in entering the battlefield a turn later with an added weakness (costs more to operate). And the added new effect is just to insert it in the German Frontline archetype.
!39.
Cards found: 2
!afrika regiment
Cards found: 1
Could very well be "gains shock when moved to the frontline", but I think that would be too much
yeah, that'll probably be too much
Rework: 4k 2op 1/5 double damage against infantry and hq. Gains ambush and +1+0 when you play a navy card
Rework: 4k 2op 1/5 double damage against infantry and hq. Once per turn Gains ambush and +2+0 when you convert any card
Sounds good
- INFANTRY REGIMENT (buff & rework ideas)
As for this reserved unit, I always thought it was kinda.... mediocre to say the best, you can just compare it to 980. VOLKSGRENADIER which has almost the same performance by stats, or hell, even the newest 2. MARINE DIVISION which has the same cost minus 1 defense (and it has Shock).
Of course, its overall anti-HQ anti-Guard effect makes it kinda menacing, but lets be honest, it is too slow, and can easily be Suppressed and/or removed, or worst, perform poorly against untis with equal, less and more expensive costs.
In general, if we are objective (and the reason it was most probably reserved) it was not useful, not even in Draft were you use anything that the RNG mother throws at your plate.
So, to make this unit more useful for when it returns, and to give it some love, I've thought some ideas for it to be a good option to pick:
1- Buff; Reduced cost to 3k; Increased operation cost to 2k.
[credits to @deft leaf]
[ps: I'll just use this cost adjustment for all ideas' variants for simplicity]
1/A- (following the overall buff to base card)
Now it has Shock.
(alternative variant)
a- Reduced deployment and increased operation cost by 1. (3k; op 2k)
[stats can be further reduced. By 1 should be enough]
1/B- (following the overall buffs to base card)
(insert base effect) Gains Shock after it Retreats.
(alternative variant)
a- Reduced deployment and increased operation cost by 1. (3k; op 2k)
[credits to @deft leaf]
2- Buff; Has +3 attack against HQs and infantry units.
[basically replaced the anti-Guard effect]
(alternative variant)
a- Reduced deployment cost and increased op cost by 1.
2/A- (following 2nd option)
Now it has Shock. Applies to both variants.
2/B- (following 2nd concept)
Now it also has Shock against HQs and infantry units. Applies to both variants.
[why Shock against HQs? I dunno, I won't complicate the wording that much lol]
2/C- (following 2/B option)
(insert idea effect) After destroying an unit, it can attack again. Applies to both variants.
[Passive Shock could be removed]
2/D- (following 2/B option)
(insert idea effect) After destroying an unit, draw a card. Applies to both variants.
[could be more specifc, like after it "attacks and destroys"]
2/E- (following 2nd option and 1/B concept)
(insert idea effect) Gains Shock after it Retreats.
[credits to @deft leaf for the additional effect]
3- Rework; Deployment: Develop a German countermeasure.
[stats could be adjusted]
(alternative variant)
a- Reduced deployment and increased operation cost by 1. (3k; op 2k)
[heheheh, love letter to those who hate both cms and Develop]
3/A- (following 3rd option)
Now it has Shock. Applies to both variants.
3/B- (following 3rd option)
(insert idea effect) Gains Shock after your countermeasure triggers. Applies to both variants.
3/C- (following 3rd option)
(insert idea effect) Reduce its cost by 1. Applies to both variants.
3/D- (following 3/C concept)
Increased reducing effect to 2. Applies to both variants.
3/E- (following 3rd option)
(insert idea effect) Fully repair this unit after your countermeasure triggers. Applies to both variants
[I do like this idea quite a lot, but I believe it could easily be 5k]
3/F- (following 3rd option)
(insert idea effect) Repeat if the enemy controls the frontline. Applies to both variants.
[could be reworded slightly into "Repeat this effect"]
4- Rework; After this unit attacks, distribute its damage between adjacent enemy units. Deals double damage to infantry.
[could be slightly reworded]
(alternative variant)
a- Reduced deployment and increased operation cost by 1. (3k; op 2k)
5- Rework; Deployment: Add a copy of this unit in your hand if the enemy controls more units than you.
(alternative variant)
a- Reduced deployment and increased operation cost by 1. (3k; op 2k)
5/A- (following 5th option)
Add a copy of this unit in your supportline instead. Applies to both variants.
6- Rework; Deployment: Convert enemy unit and adjacent units with a cost of 1 or less into ROUTED TROOPS.
[it may need, to not say SHOULD have a reword to avoid a missunderstanding]
(alternative variant)
a- Reduced deployment and increased operation cost by 1. (3k; op 2k)
6/A- (following 6th option)
Increased target cost to 2 or less. Applies to both variants.
7- Rework; Deployment: Deal 1 damage to all enemy units. Repeat for each with a cost of 1 or less.
[should probably worded into "Repeat this effect"]
(alternative variant)
a- Reduced deployment and increased operation cost by 1. (3k; op 2k)
7/A- (following 7th option)
Now it repeats for every enemy unit with a cost of 2 or less. Applies to both variants.
7/B- (following 7th concept)
Deployment: Deal 1 damage to all enemy units in the frontline. Repeat for each with a cost of 1 or less.
(alternative variant)
a- Reduced deployment and operation cost by 1. (3k; op 2k)
7/C- (following 7/B option)
Increased minimun cost to trigger repeat to "cost 2 or less". Applies to both variants.
7/D- (following 7/B concept)
Crossfire but ONLY in the frontline. Applies to both variants.
8- Rework; Takes no damage from orders or deployment effects.
[not "Cannot be targeted"]; [I would make it say "Takes X less damage.." but nah]
(alternative variant)
a- Reduced deployment and increased operation cost by 1. (3k, op 2k)
8/A- (following 8th option)
Deals +3 damage to infantry units. Applies to both variants.
[could also be "to units with Guards" instead]
8/B- (following 8th option)
Now it has Shock. Applies to both variants.
8/C- (following 8th option)
Now it has Ambush. Applies to both variants.
8/D- (following 8th option)
Now it has both Ambush and Shock. Applies to both variants.
9- Rework; Deals double damage against HQs and infantry units. Gains Ambush and... (see variants).
(variants)
a- and +1 attack when you play a Navy card.
b- and +2 attack when you convert a card.
[credits to @wet smelt]
9/A- (following 9th concept)
Now it gains Shock instead. Applies to both variants.
[credits to @wet smelt]
10- Rework; At the start of its 4th turn, add a PANZER III-J in your supportline. For each enemy destroyed by this unit, it takes 1 turn less.
[could be added into your hand or deck instead]
(alternative variant)
a- Reduced deployment an increased operation cost by 1. (3k; op 2k)
10/A- (following 10th concept)
At the start of its 3rd turn, add a copy of this unit in your supportline. For each enemy destroyed by this unit, it takes 1 turn less.
[could be added into your hand or deck instead]
QUICK QUESTION before I share my ideas, what do you think of STUG III-F? do you think it should be changed/buffed? think about it objectively, no rush.
I would give it the ability to attack tanks without itself gaining damage. Like shock but if it attacks Infantry it receives Damage. The poor Stug is currently pretty useless since there arent many tanks in the meta wich it can effectively destroy but with this ability it could gain some usage because it could counter more stronger tanks. I would say the poor little Stug deserves better
(well, as nobody besides Uschi_xy shared an idea, I'll just get it started)
STUG III-F (buff & rework ideas)
As for this little unit, one can easily tell it is not a particularly good unit, given its cost and stats, it really lacks much uses and its not worth running on decks having other options with equal or lower cost with better performance.
Sure, both the Smokescreen and whole "Double damage to tanks" sounds nice, but in reality it is not realistic that it does something else besides dying on the first fight, it barely works against light tanks, and most medium tanks are though enough to withstand 4 damage (not considering any third card that can buff it).
So it make this unit more viable, I've though several ideas for it to be changed and be worth to pick as a cheap unit:
1- Now it has Shock.
[Shock effect would be a consistent thing among all ideas]
1/A- (following 1st concept)
Has Shock while (see variants).
(variants)
a- while in the supportline. (effectively, infinite Shock)
b- while it has Smokescreen. (technically Shock should work on first attack if in the supportline, right?)
2- Deals double damage aganst tanks and units with Guard.
[basically 81. INFANTRY REGIMENT little brother)
(alternative variant)
a- Now it has Shock.
3- Deals double damage against tanks and infantry units.
(alternative variant)
a- Now it has Shock.
4- (insert base effect) When this unit attacks, draw a card.
(alternative variant)
a- Now it has Shock.
[would've worded it like "When this unit attacks and destroys an enemy unit..." but there wasn't enough space and it would look really ugly on a small font]
5- (insert base effect) Has Fury while in the supportline.
[similar to STUG IV in a sense]
(alternative variant)
a- Now it has Shock. (and now it also looks like the upgraded 8. FALLSCHIRMJÄGER)
6- (insert base effect) Has Inmune while in the supportline.
(alternative variant)
a- Now it has Shock. (kinda redundant)
6/A- (following 6th concept)
(insert base effect) Has Inmune while it has Smokescreen.
(alternative variant)
a- Now it has Shock.
7- (insert base effect) Takes 1 less damage from infantry.
[no, it is not because Commandos, and yes it is because Jaggro]
(alternative variant)
a- Now it has Shock.
7/A- (following 7th option)
Damage reduce increased to 2. Applies to both variants.
8- Rework; While in the supportline, it also counts as an artillery, but it cannot attack the HQ.
[pretty interesting concept I thought for some time; it could be reworded?]
(alternative variant)
a- Now it has Shock. (really redundant unless you move it into the frontline and use it there)
9- Rework; Deployment: Fight target enemy unit.
(alternative variant)
a- Now it has Shock.
9/A- (following 9th option)
(insert idea effect) Deals double damage against tanks. Applies to both variants.
10- Has Shock and deals double damage against tanks.
(alternative variant)
a- Now it has Shock. (technically redundant, unless you hit anything but a tank the first time)
[credits to @peak star for the base idea]
10/A- (following 10th concept)
Now it also works against infantry units. Applies to both variants.
10/B- (following 10th option)
Now it also works against units with Guard. Applies to both variants.
[again, similar to 81. INFANTRY REGIMENT, like a little brother]
[ps: not enough space to add both "Infatry and units with guard" as a variant]
11- Rework; After this unit attacks, the damage it deals is also dealt to a random enemy.
(alternative variant)
a- Now it has Shock.
[yes, it is basically a baby PANTHER D]
11/A- (following 11th option)
Now it deals damage to a random enemy unit instead. Applies to both variants.
I like stug. I don't think it needs changes, I think that it's niche is a little less popular.
If I were to change, I'd reduce cost to 1k, atk to 1 and buff the passive to deal triple damage to tanks. But that's only if we want it to fit the archetype of cheap German tanks for a Lotta Svard or Smokescreen burst.
The reason stug isn't popular is because tanks are weak, so it cannot shine as the anti-tank marvel it was born to be
KOMET (nerf ideas & 1 troll buff)
As for this Elite unit, I won't lie to you but I like it, and quite a lot, it is one of the most powerful and consistent Elite units in the game (to not say the most) for its effect and safe to use nature.
Sure, you could use countermeasures and/or Guards to counter it, but if you (or the enemy) plays smart enough, it can get out undamaged without any issue or disadvantage, giving the opponent a really bad time and technically a death clock on its HQ, to not mention it can remove some low damage units/bombers without risk.
As I'm an objective player, I do firmly believe it should be nerfed slighlty, and also... it would be a little more historical accurate as this things were not that reliable on the long run, here is my proposal:
1- Nerf; At the end of your turn, return KOMET to your hand with +X cost.
(variants)
a- with +1 cost.
b- with +2 cost.
1/A- (following 1st concept)
Nerf/Compensation; Now it also gets +1 attack. Applies to both variants.
[this to allow it to still be somewhat useful without killing the card; if necessary it could get +1+1 or more attack if necessary]
2- TROLL BUFF; Now it has Shock.

2/A- (following 2nd and 1st concept)
Combining both aspects as a compensation/buff. Applies to both cost variants.
2/B- (following 2/A and 1/A options)
Same thing as 1/A but now it has Shock. Applies to both cost variants.
Or I was thinking of a diff one :3
I like this (first one)
Or the second one here
Gets -1 atk for each deploy you do
So first one is 4 than 3 than 2 than 1 than 0
And once it's hit 1 than it will start to take -1 health and than next one will straight up kill it?
"At the end of your turn, return KOMET to your hand with -1 cost and -1-0".
Yup
sounds good
Yea
And make OTK with it harder
Because shifting attack on it now it's become 3 attack and than 2 and than 1 than welp fuck
yeah it'll become worse with each use
Yup
different approach but still an interesting one
It's
I was thinking a other thing to add onto but it's be bad
If friendly unit is convert into this unit make it a 2-2?
So it's good but it's can't work with 123 if that was the text because 123 can only deal 2 damage
too specific and it doesn't focus on the main issue
Yea
(I know it targets 123 and soviet convert)
Or better yet I thought of something
Cannot trigger others units or orders. on to it?
dunno how it would work on a tehnical way, its not "Cannot be targeted by orders" but on some way it also is more busted
as there are units that have passive effects like SISSI or that Polish/France exile guard
or the UK bomber which has pseudo-ambush
that sounds more plausible
So Komet can't be used on any other units but itself
With this and Cannot trigger others friendly units or orders. could work?
And make Komet powerful but overtime it comes shit
and can't trigger any other cards
3- Nerf; At the end of your turn, return KOMET to your hand with -X cost and -1-0.
(variants)
a- with -1 cost.
b- with -2 cost.
[credits to @silver path]
3/A- (following 3rd option)
Now it also has Shock. Applies to both variants.
4- Nerf; Cannot trigger friendly unit effects. At the end of your turn, return KOMET to your hand.
(alternative variant)
a- Now it has Shock.
[credits to @silver path]
[it would basically have no synergies with friendly units, no 4 attack or convert triggers]
4/A- (following 4th option)
(insert idea effect) At the end of your turn, return KOMET to your hand with -X cost and -1-0.
(variants)
a- with -1 cost.
b- with -2 cost.
4/B- (following 4/A option)
Now it also has Shock. Applies to both variants.
This is insane
not a serious suggestion btw
it was one of my first ideas when I was even more biased towards Germany
I look that line of thought back then and I think now: " you mad lad"
Germany is the most rewarding nation for a skilled player
Idk why the devs gave Germany all the best mechanics
its the coolest
and to be fair, it is the only nation that lacks defensive tools like Guard and healing cards (USA also doesn't have guards, but it can compensate that). So it needs more offensive tools which end up being interesting.
or well, we can summarize it in one image:
USA has guard tbh
!jasco
Cards found: 1
And M6 and seagull and new card
and PIERSHING
Yea
but still not a real Guard as such
And 8th CAVALRY REGIMENT
just a damage reducer
Yea but depends on which one
@gusty steppe something to note if you think 47th Infantry Regiment is meh
4/2 Ambush, Blitz
(taking notes)
I can try and send all of the uh, TOW upgradables on cards
They got some workable buffs you could take
Of course some are busted
please do it, It would be nice to know all options, it can be either here or through DM, as you please.
Yeah gonna play more TOW to send all of you the info
oh god

I would've played more the campaigns, but some are a little bugged, and didn't bother trying to check if those bugs were fixed
God you have no clue
I do imagine the wildcat should work like if it give Smokescreen, but now it doesn't
Nope
Seriously I need Smokescreen
Not Brewsters
Yeah I'm documenting every discrepancy and publishing it on bug reports and suggestions
Every new patch or update breaks the campaign even more
I can imagine, it doesn't have any type of support, its just abandoned
maybe by this point there should be an exclusive channel for "Campaign bug report"
The Obice da 210/22 modello 35 was an Italian heavy howitzer designed by the Italian Arms and Munitions Technical Service (STAM) and accepted into service by the Royal Italian Army in 1938. A total of 346 were ordered and the gun was produced by Ansaldo at their Pozzuoli factory. However production was slow and approximately 85 were produced by ...
1939 make this a card and my life is yours
XD why on this post though, worst thing is that someone would say "this belongs to fan-made cards channel"
QUICK QUESTION (yeah this will become routine to allow interactions lol )
If you had to change both 33. & 39. PANZERGRENADIERS, how do you think it would be the best approach? tbh honest I always though they were incredible mediocre for its lack of flexibility and mid effect.
Skill issue. These are great in their niches
!Frente Fria
Major power: Germany
Ally: Finland
HQ: DANZIG
Germany:
1x (1K) GREIF
4x (1K) PANZER I DAK
4x (1K) PANZER II-A
4x (1K) Sd Kfz 10 PAK 38
3x (2K) RALLY
4x (3K) 33. PANZERGRENADIER
3x (3K) BLITZKRIEG
2x (3K) PANZER III-F
2x (4K) ENIGMA
Finland:
4x (1K) T-26 FI
3x (2K) LOTTA SVÄRD
3x (3K) STURMI
2x (5K) PROLONGED SIEGE
%%19|3W;2ZgVrK;2SgSnlq3;3S4vnbqiux
Orders: 13
Countermeasures: 0
Average attack: 2.00
Average defense: 2.46
Average kredit cost: 2.31
Average operation cost: 1.08
ok thats nice and all, a jaggro strategy, wont judge (too hard). But what if you do not have a setup for the 33.? you would just stick with it or just plain use it as a 59. with 1 extra attack and no addiotional effects to aid you?
And second, I do not see the 39. in there, so that is not answered.
- I used to use with Afrika Regiment in burn decks and Panther A in discard decks. In your defense, it was very much a "win more" card
Picture Germany + France burn and 39. resets Afrika
well, I'll be honest with ya, I've tried that type of deck with those frontline related units, it was interesting but not efficient at all, and very hard to set up properly without you getting the enemy to either Suppress, remove or take the frontline before you do anything relevant
also tried it with the Italian and british effects which can retreat units from the frontline, and it was the same result
poor efficiency and complicated setups for average effects
I think 39 should keep the swap identity, but itself doesn't have to be a Frontline monster. Defense makes much more sense than attack in that context
Also, no offense meant up there. I just couldn't resist an opportunity to praise Lotta Svard and the tank blitz
I'm sorry if it came across as unpolite
don't worry, srry if I did get triggered too, just didn't expect that from you lol
but yeah, lotta svard deck is a good way to use it, but I stand for the idea that a card should atleast have two uses instead of just one and only one
thats why I think many cards like that are either rotated (exiled into the abyss) and/or completely reworked eventually
I just meant to make it better, not Reichsbank it
- PANZERGRENADIER (buff ideas)
As for this unit (which is going to be reserved) while I can't deny it has a decent effect, specially for Germany which has a good amount of tanks, specially cheap ones, I can't avoid thinking that it is a little outdated, given its stats, costs and current fast paced meta, where slower units and more board presence type of playstyles tend to struggle a little bit.
Not saying it is necessarily bad, but in comparison to other cards and units it lacks a significant amount of power which would be useful both in the short, medium and long run, a clear example I can think of is 62nd ARMORED INFANTRY, which can give a huge boost of stats for your Shermans (basically only US tank lol) or give you an M4 SHERMAN which has a good stat line and draw effect.
I firmly believe those are the reasons this unit is going to be reserved, its lack of power, lack of flexibility and well, its active I we can include that.
So to make this unit more flexible and useful in general, I thought some ideas for when it comes back from the grave:
1- [simple changes to base card, can be applied to next ideas]
Stat swap or increase:
a- Now it has 3 attack and 4 defense.
b- Now it has both 4 attack and 4 defense.
1/A- (following 1st concept)
Added keywords.
(variants)
a- Now it has Shock.
b- Now it has Blitz.
c- Now it has both Blitz and Shock.
[would've added Ambush.... but it sucks lol]
2- (insert base effect) If German, they also get +X defense.
(variants)
a- it gets +1 defense.
b it gets +2 defense.
2/A- (following 2nd concept)
(insert base effect) if German they also get -X operation cost.
(variants)
a- it gets -1 operation cost.
b- it gets -2 operation cost. (kinda busted)
2/B- (following 2/A option)
Operation cost reduction now only lasts until end of turn. Applies to both variants.
3- (insert base effect) Otherwise Develop a German tank (see variants).
[if you do not control any tank to apply the buff, the Develop triggers, could be reworded, maybe]
(variants)
a- Develop a light tank.
b- Develop a medium tank.
3/A- (following 3rd concept)
(more variants)
c- Develop a German light or medium tank.
d- Develop a random German tank.
4- (insert base effect) Develop a German tank (see variants).
[basically, now is a guaranteeed additional effect]
(variants)
a- Develop a light tank.
b- Develop a medium tank.
4/A- (following 4th option)
(more variants)
c- Develop a light or medium tank.
d- Develop a German tank. (should be worded as "random German tank" but meh, whatever)
5- (insert base effect) If none, add a copy of this unit next to it.
5/A- (somewhat following 5th concept)
Add a copy of this unit in your (see variants) instead.
(variants)
a- ...in your hand.
b- ...in your deck.
c- ...in your hand and deck. (too much value huh?)
6- (insert base effect) If none, add a (see variants for tanks) in your hand.
(variants)
a- add a PANZER III-J in your hand.
b- add a PANZER IV-G in your hand.
6/A- (following 6th concept)
(more variants)
a- add two PANZER II-A in your hand.
b- add two PANZER I DAK in your hand.
c- add a PANZER I DAK and PANZER II-A in your hand.
7- (insert base effect) Draw a tank from your deck.
7/A- (following 7th option)
(swapped words) Draw a tank from your deck. Give friendly tanks +2 attack. If none, (see variants).
(variants)
a- draw a card. (1 tank and 1 normal card draw in total)
b- draw two tanks instead. (draw two tanks in total)
c- [insert any other draw comp you can think off]
8- (insert base effect) If none, this unit gains +X defense.
(variants)
a- gains +1 defense.
b- gainst +2 defense. (quite close to become an 980. VOLKSGRENADIER version)
c- gains +3 defense. (busted 980. VOLKSGRENADIER version)
8/A- (following 8th option)
Now it also gets Shock if you do not control any tank. Applies to all variants.
Feels like an inefficient fighting method
I was thinking diff idea
"Deployment: Give friendly tanks +2 attack. if you control none than target a unit and deal 4 damage to the enemy unit."
4 damage + a 4/3 infantry? thats too busted, even if it was "Fight target enemy unit"
maybe if it is 1 or 2 damage
Maybe 2 or 1
sounds good
So it's good at buffing tanks if you have none than well it can deal 2 damage to a unit
thats the idea, give it more flexibility
Or "Deployment: Give friendly tanks +2 attack. if you control none than convert a friendly unit into STUG III-F."?
Bad idea?
9- (insert base effect) If none, deal X damage to an enemy unit.
(variants)
a- Deal 1 damage.
b- Deal 2 damage.
c- Deal 3 damage. (kinda busted)
[credits to @silver path]
9/A- (kinda following 9th concept)
(insert base effect) If none, Fight an enemy unit.
(alternative variants)
a- Reduced damage to 3.
b- If none, it gets -1 attack and it Fights an enemy unit.
still doesn't solve the flexibility problem
but it can worsen it
Fair
besides obviously targeting a trash unit like ROUTED TROOPS
but not too powerful and useful
but if it was "add this unit in your hand (or deck)" it would be interesting
Or "Deployment: Give friendly tanks +2 attack. if you control none than give a unit enemy unit -1-1."?
Or "Deployment: Give friendly tanks +2 attack. if you control none than add STUG III-G to hand."
Or make it's 4 cost but add PANTHER G
you are generating an special card out of a standard card
Oh shit
Or "Deployment: Give friendly tanks +2 attack. if you control none than target a unit and give. "Cannot be targeted by enemy orders."
Maybe way to broken tbh
maybe if it gained that effect it could work
Like the unit you target gain "Cannot be targeted by enemy orders."
Or better yet
You target a unit it's gain that and the unit you deploy gain it to
So two units gain Cannot be targeted by enemy orders.?
Oh god why did I think of that
10- (insert base effect) If none, give target enemy unit -X-X.
(variants)
a- Give it -1-1.
b- Give it -1-2.
c- Give it -2-1.
[credits to @silver path]
yeah, it is too busted, keep in mind it is a Standard infantry
"Deployment: Give friendly tanks +2 attack. if you control none than First tank you deploy deal 2-3 damage to the enemy HQ." or "Deployment: Give friendly tanks +2 attack. if you control none than First tank you deploy your HQ gain 2-3 def."
That makes a lot of sense
Now we're talking
- PANZERGRENADIER (buff ideas)
As for this unit, alongside its 3k brother 33. PG, it also is going to be reserved, and imo it is a terrible card, won't deny its effect is interesting, but regarding todays meta and cards it not useful at all, keeping the frontline consistently is hard, and worst of all, if you swap a unit there with this one, you could end up with a worse frontline unit, just because its poor stats in general and lack of Blitz for instant value.
If we compare this one with other units that rely on frontline, it lacks a lot of versatility, specially if you just deploy it and swap units in the supportline, sure it looks cool and all, but coolness won't win the match.
So to make this unit not terrible as it is right now, I've thought several ideas for it to be a much better version when it comes back:
1- [changes to base card; can be applied to all following ideas if necessary]
Reduced cost to 2k.
(alternative variants)
a- Increased operation cost to 2.
b- Increased operation cost to 3.
[attack buff could be reduced or removed]
1/A- (following 1st concept)
Reduced stats to X/X.
(variants)
a- Reduced to 3/2.
b- Reduced to 2/3.
c- Reduced to 2/2.
2- Rework?; Deployment: Swap a position with a friendly unit. Has Ambush if in the frontline, otherwise it has Shock.
[removed attack buff, now it has passive-conditional keywords]
3- (insert base effect), give it -X operation cost.
(variants)
a- give it -1 operation cost.
b- give it -2 operation cost.
c- give it -3 operation cost.
3/A- (following 3rd concept)
Now both get -X operation cost. Applies to all variants.
4- (insert base effect), give it (see variants).
(variants)
a- give it Blitz.
b- give it Shock.
c- give it Ambush.
d- give it Smokescreen.
4/A- (following 4th concept)
Give it Blitz and Shock.
[would've made combinations of the other keywords too, but there is no space left, those are also options btw]
4/B- (following 4th concept)
Now both get (insert respective keyword). Applies to all variants.
(variants)
a- get Blitz. (attack bonus could be reduced)
b- get Shock.
c- get Ambush.
d- get Smokescreen
4/C- (following 4/A concept)
Now both get Blitz and Shock.
[attack bonus could be reduced for 39.]
5- (insert base effect), (variants for card draw).
(variants)
a- if next to it, draw a card.
b- if German, draw a card.
c- if a tank, draw a card.
6- (insert base effect), if next to get X kredits.
(variants)
a- get 1 kredit.
b- get 2 kredits.
c- [could be 3 kredits, but that'll be too much already]
6/A- (following 6th concept)
Now it triggers if German. Applies to both variants.
6/B- (following 6th concept)
Now it triggers if a tank. Applies to both variants.
(additional variant)
c- get 3 kredits.
7- (insert base effect), give it +X+X.
(variants)
a- give it +1+1. (could also be +1+0 or +0+1)
b- give it +2+1.
c- give it +1+2.
d- give it +2+2.
7/A- (following 7th option)
Now it only gives the stat increase if it is German. Applies to all variants.
8- (insert base effect) and remove Suppression.
[from the swapped unit]
(alternative variant)
a- Remove Suppression from both units. [no image because text space issues]
8/A- (following 8th concept)
Now it removes Pin. Applies to both variants.
[even though the other one has no image for text space issues]
9- (insert base effect), give it Inmune for 1 turn.
(alternative variant)
a- give both Inmune for 1 turn.
[wording can be changed, and yes I'm aware I swapped from "one" to "1", but the idea is still the same]
Good one
QUICK QUESTION; if you had to change the reserved order called REINFORCEMENTS, what changes you think would be suitable for it? as it basically works like a worse FIELD HOSPITAL, and tbh, I can't see why would something like this exist in Germany which has no support for repair mechanics.
Germany does have precedent on giving defense to its units and lowering op cost. This could be like a defensive version of blitzkrieg: all friendlies in the Frontline gain defense and lose 1op
sounds good
REINFORCEMENTS (buff & rework ideas)
As for this reserved order, I'm not sure when it was rotated, or how well it perform on its day (I suppose, the same time the "repair" mechanic was a thing and there were decks built around it), but tbh I see this card and cannot really think how it would be benefitial for Germany at all.
You could argue having a tool to repair all friendly units while also drawing a card is pretty good, specially for Germany, I would agree to some extent but the thing is... how consistent would that be? I mean how many times you'll get the chance to keep a considerable amount of units on board, repair them effectively and get advantage? maybe with control decks but still, pretty bad imo as you can't even build some synergies without relying on some niche combos like with Soviets or USA cards.
So to make this card worth using in a future, I've thought several ideas alongside @proud basalt that could be applied effectively:
1- Buff; Removed Draw; Fully repair all friendly units, add a copy of each damage unit into your deck.
(alternative variant)
a- Recovered draw.
1/A- (following 1st option)
Now it only can duplicate damaged German units. Applies to both variants.
2- Buff; Reduced cost to 0k; Removed card draw; Costs 1 more for each damaged friendly unit. Repair all friendly units.
(alternative variant)
a- Increased cost to 1k.
2/A- (following 2nd option)
Readded card draw. Applies to both variants.
3- Repair all friendly units. If German give them +X+X. Draw a card.
[card draw could be removed]
(variants)
a- give them +1+1.
b- give them +2+1.
c- give them+1+2.
3/A- (following 3rd concept)
Modified buff with: "If German they get +X+X for each unit repaired." Applies to all variants.
3/B- (following 3rd concept)
Removed card draw; Repair all friendly units. Give them +X+X and -1 operation cost.
(variants)
a- give them +1+1.
b- give them +2+1.
c- give them +1+2.
[based slightly on @deft leaf's idea]
3/C- (following 3/B option)
Readded card draw. Applies to all variants.
3/D- (following 3/B option)
Now it only buffs damaged German units. Applies to all variants.
3/E- (following 3/D option)
Same thing but now with readded card draw. Applies to all variants.
4- Removed card draw; Repair all friendly units. Add a random German unit with cost X or less for each repaired.
[could only be once and not for each]
(variants)
a- with cost 3 or less.
b- with cost 2 or less.
4/A- (following 4th option)
Readded card draw. Applies to both variants.
4/B- (kinda following 4th concept)
Repair all friendly units. Add a random German unit with a cost equal to damage repaired.
5- Repair all friendly units. Add two (insert tank) in your supportline. Destroy them at the end of your next turn.
(variants)
a- Add two PANZER 38(t)...
b- Add two PANZER II-A...
c- Add two PANZER I DAK...
[yeah I know, this is basically a German counterpart of MOBILE DEFENSE, but this units doesn't have Guard and high damage, and it is more expensive]
5/A- (following 5th concept)
Rework; Choose one - Repair all friendly units OR add two (see variants) in your supportline. Destroy them at the end of your next turn.
(variants)
a- Add two PANZER 38(t)...
b- Add to PANZER II-A...
c- Add two PANZER I DAK...
[credits to @proud basalt]
6- Return a friendly unit to hand and repair all friendly units. It costs X less to play this turn for each repaired.
(variants)
a- It costs 1 less to play this turn...
b- It costs 2 less to play this turn...
[credits to @proud basalt]
6/A- (following 6th concept)
(insert base effect) Set its cost to 0 for this turn if two units were repaired.
[credits to @proud basalt]
7- (similar concept as 6th option)
Return a friendly unit to your hand. It costs X less to play this turn minus 1 for each copy you control.
[dunno if it should be reworded]
(variants)
a- It costs 1 less to play...
b- It costs 2 less to play...
c- It costs 3 less to play...
[following variants are just swapping numbers bettwen "it costs X less to play this turn" and "minus X for each copy", you get the idea, I hope]
7/A- (following 7th option) Modified text;
It costs X less to play this turn minus 2 for each copy you control.
(variants)
a- It costs 1 less to play...
b- It costs 2 less to play...
c- It costs 3 less to play...
7/B- (following 7th option)
It costs X less to play this turn minus 3 for each copy you control.
(variants)
a- It costs 1 less to play...
b- It costs 2 less to play...
c- It costs 3 less to play... (lol, this is horribly busted)
8- Rework; Return a friendly unit to your hand. Draw a card and a copy of it from your deck.
[could have some rewording, I refer to draw a copy the unit returned to hand, not the drawn card]
(alternative variants)
a- Reduce their cost by 1. (too all three cards)
b- Reduce their cost by 2.
9- Rework; Shuffle target friendly unit into your deck, then duplicate it.
(alternative variant)
a- Draw a card.
9/A- (following 9th option)
Now you can shuffle either units in your hand or in battle. Applies to both variants.
[it might or not be redundant, not sure, it'll probably need rewording]
9/B- (following 9th concept)
Put target friendly unit on bottom of your deck, then duplicate it.
(alternative variant)
a- Draw a card.
9/C- (following 9/A and 9/B concepts)
Basically combining both effects, put a friendly unit in your hand or in battle on bottom of your deck. Applies to both variants.
10- Rework; Shuffle target friendly unit into your deck. Add a random German unit with equal cost in your supportline.
(alternative variant)
a- Add two random German units with total cost equal to it in your supportline. [no image as I've messed up horribly the wording, and saddly it seems it cannot fit]
10/A- (following 10th option)
Added German units are added into your hand instead. Applies to both variants.
10/B- (following 10/A option, variant "a")
Added "Draw a card".
[I know, too random]
11- Rework; Costs 1 more for each friendly unit destroyed last turn. Add a copy of each destroyed last turn in your hand.
(alternative variants)
a- Reduced cost to 2k.
b- Reduced cost to 1k.
c- Reduced cost to 0k.
[it could maybe have a higher cost than 3k, keep in mind its cost increases]
11/A- (following 11th option)
Increased conditional cost increase to 2. Applies to all variants.
12- Rework; (very similar to 11th option); Costs 1 more for each friendly units destroyed last turn. Add a copy of each destroyed last turn in your supportline.
(alternative variants)
a- Increased cost to 4k.
b- Increased cost to 5k.
c- Could have an even higher cost increase.
12/A- (following 12th option)
Increased conditional cost increase to 2. Applies to all variants.
13- Rework; (again, similar concept to 11th and 12th options)
Costs X more for each friendly unit destroyed last turn. Add a copy of each into your deck.
[oh, didn't remember I optimized the wording, lol]
(variants)
a- Costs 1 more...
b- Costs 2 more...
13/A- (following 13th option)
Now it can add copies of destroyed friendly units from the last two turns. Applies to both variants.
14- Rework; Repair all friendly units. Add a random German friendly unit destroyed this battle in your hand.
(alternative variant)
a- Add two random German units...
15- Rework; Friendly units in the frontline get +X defense and operate for 1 less until end of turn.
(variants)
a- Get +3 defense.
b- Get +2 defense.
c- Get +1 defense.
[credits to @deft leaf]
15/A- (following 15th option)
Now the operation cost reduction is permanent. Applies to all variants.
[happy Gabrielzinho/lotta svard noises]
15/B- (following 15th option)
Now it also repairs all friendly units. Applies to all variants.
[even more happier Gabrielzinho noises]
15/C- (following 15/A option)
Now it repairs all friendly units. Applies to all variants.
[extremely happy Gabrielzinho noises]
(seriously, I fricking love new emoji lol)
YES
YEEEES
AHAHAHA
CARD QUESTION (will change the name from quick question)
What do you think of these three cards?:
Sd KFz 222
28. JÄGER REGIMENT
HENSCHEL HS 126
As for me, I find them quite bad as they are either too weak to be relevant enough, outdated or powercreeped by other cards. If it were for you, objectively, what changes do you think each may need? Can share several ideas if you want to.
Sd is pretty great even by today's standards.
28 I can see why weak, but at the same time it's not that bad. Should probably just have Smokescreen and shock instead of the effect.
Henschel got nerfed for a reason. I'd honestly get rid of its combined arms vibe, give it +1atk and make the effect "friendly tank gets +1/+1 - 1op"
the problem I see with SD.222 is that it is literally a worse version of TYPE 93, but with an added Blitz (which is kinda irrelevant tbh) having no additional support effects, defensive/offensive abilities to shine on its own and make it a good alternative in comparion with other Germany 1k Blitz tanks.
As for 28. I can agree on that, added Shock may be the best option for it, maybe with out without effect as you've said.
I'm not aware of how HENSCHEL previous version was like, but I agree it should do something as you've said, stat buff + operation cost reduction, I'd say it could even be used for every unit type, and maybe a little bonus for tanks if necessary.
Sd synergizes really will with Lotta Svard, so...
the SD was actually reserved for being too strong
!German order -1 op
Cards found: 5
!support
Submit support ticket: https://support.kards.com/hc/en-us/requests/new : if battle related, include your Player#1234 and UTC+0 time of the game.
!support Column
Cards found: 1
but... how it is strong? I mean, TYPE 93 is essentially the same thing (and better as it affects every friendly unit, not just adjacent ones) and it was not reserved at all.
I can't see where it is useful besides trying to use SUPPORT COLUMN (which again, it is bad)
that + support column is basically a free blitzcriege
also type 93 is a pretty strong card
- JÄGER REGIMENT (buff & rework ideas)
As for this reserved unit, I always liked its concept, a cheap unit with high damage which could have a pretty good effect if taken into the frontline, in theory it is quite powerful for 1k, but lets be honest thats not a realistic thing, specially nowadays with the amount of jaggro units and removals of all kinds, tastes and colours.
Which just leaved this unit quite.... outdated if you ask me, specially considering the Shock mechanic which renders Ambush useless in every possible way.
So to make this card worth using when it comes back, I've thought several ideas for it, both following the base card and also completely reworking it into something new:
1- Now it has Shock.
(alternative variant)
a- Removed Smokescreen.
2- Rework; When this unit moves into the frontline, draw a card.
2/A- (following 2nd option)
Added keywords:
(variants)
a- Now it has Smokescreen. (again)
b- Now it has Ambush.
c- Now it has Shock.
2/B- (following 2/A concept)
Combined keywords:
(variants)
a- Now it has both Smokescreen and Shock.
b- Now it has both Smokescreen and Ambush.
c- Now it has all three keywords, Smokescreen, Ambush, Shock.
[somehow forgot to make Ambush, Shock. Not really relevant but as I've noticed that missed variant through the other ideas I just leaved it as it is]
3- Rework; Destruction: If the enemy controls the frontline, add a copy of this unit in your hand.
(alternative variant)
a- Also draw a card.
3/A- (following 3rd concept)
Now it adds a copy into your deck. Applies to both variants.
3/B- (following 3rd concept)
Now it adds a copy in your supportline. Applies to both variants.
[yes, it is basically an unit with (conditional) infinite uses and card draw, could add a Suppressed version to avoid that if necessary]
4- Rework; When an enemy units moves into the frontline, draw a card.
[could also be when the enemy takes control of the frontline, but that is kinda mediocre]
4/A- (following 4th option)
Added keywords:
(variants)
a- Now it has Smokescreen.
b- Now it has Ambush.
c- Now it has Shock.
4/B- (following 4/A option)
Keyword combination:
(variants)
a- Now it has both Smokescreen and Ambush.
b- Now it has both Smokescreen and Shock.
c- Now it has all keywords, Smokescreen, Ambush and Shock.
d- (Ambush, Shock, same mistiake, no image)
4/C- (following 4th concept)
Now it triggers once per turn only.
4/D- (following 4/C option)
Added keywords:
(variants)
a- Now it has Smokescreen.
b- Now it has Ambush.
c- Now it has Shock.
4/E- (following 4th/D concept)
Added keyword combination:
(variants)
a- Now it has both Smokescreen and Ambush.
b- Now it has both Smokescreen and Shock.
c- Now it has all keywords, Smokescreen, Ambush and Shock.
d- (Ambush, Shock, same mistake, no image).
5- Rework; When an enemy unit moves into the frontline, this unit gets Shock.
[could also have something like: "When the enemy controls the frontline, this unit has Shock"]
5/A- (following 5th option)
Added keywords:
(variants)
a- Now it has Smokescreen.
b- Now it has Ambush.
c- Now it has Shock.
5/B- (following 5/A concept)
Added keyword combinations:
(variants)
a- Now it has both Smokescreen and Ambush.
b- Now it has both Smokescreen and Shock.
c- Now it has all keywords, Smokescreen, Ambush and Shock.
d- (Ambush, Shock, same mistake no image)
6- Rework; Deployment: Target enemy infantry must Retreat.
[could only target those in the frontline]
6/A- (following 6th option)
Added keywords:
(variants)
a- Now it has Smokescreen.
b- Now it has Ambush.
c- Now it has Shock.
6/B- (following 6/A concept)
Added keyword combinations:
(variants)
a- Now it has both Smokescreen and Ambush.
b- Now it has both Smokescreen and Shock.
c- Now it has all keywords, Smokescreen, Ambush and Shock.
d- (Ambush, Shock, same mistake and no image)
6/C- (following 6th option)
Draw a card if it was in the frontline.
6/D- (kinda following 6/C concept)
Gains (insert keyword) if it was in the frontline.
(variants)
a- gains Shock.
b- gains Ambush.
[kinda similar to original card, but with a different approach]
7- Rework; Deployment: Dsitribut its attack between all enemy units in the frontline. Lose 1 attack for each (see variants).
[maybe its wording should be polished; also, maybe the damage dealt should be reduced]
(variants)
a- for each destroyed.
b- for each damaged.
7/A- (following 7th option)
Increased cost to 2k. Applies to both variants.
7/B- (following 7th option)
Increased cost to 3k. Applies to both variants.
8- Rework; Takes X less combat damage from infantry units.
(variants)
a- 1 less combat damage.
b- 2 less combat damage.
8/A- (following 8th option; 1st variant)
Added keywords:
(variants)
a- Now it has Smokescreen.
b- Now it has Ambush.
c- Now it has Shock.
8/B- (following 8/A concept)
Added keywords combinations:
(variants)
a- Now it has both Smokescreen and Ambush.
b- Now it has both Smokescreen and Shock.
c- Now it has all keywords, Smokescreen, Ambush and Shock.
d- (Ambush, Shock, same mistake no image)
8/C- (following 8th option; 2nd variant)
Added keywords:
(variants)
a- Now it has Smokescreen.
b- Now it has Ambush.
c- Now it has Shock.
8/D- (following 8/C concept)
Added keywords combinations:
(variants)
a- Now it has both Smokescreen and Ambush.
b- Now it has both Smokescreen and Shock.
c- Now it has all keywords, Smokescreen, Ambush and Shock.
d- (Ambush, Shock, same mistake no image)
9- Rework; If in the supportline, it takes X less combat damage.
[fancy way to say it has Heavy armor]
(variants)
a- takes 1 less combat damage.
b- takes 2 less combat damage.
c- (maybe maybe increase the value to 3 OR make it inmune to combat damage; no image obviously)
9/A- (following 9th option; 1st variant)
Added keywords:
(variants)
a- Now it has Smokescreen.
b- Now it has Ambush.
c- Now it has Shock.
9/B- (following 9/A concept)
Added keyword combinations:
(variants)
a- Now it has both Smokescreen and Ambush.
b- Now it has both Smokescreen and Shock.
c- Now it has all keywords, Smokescreen, Ambush and Shock.
d- (Ambush, Shock, same mistake no image).
9/C- (following 9th option; 2nd variant)
Added keywords:
(variants)
a- Now it has Smokescreen.
b- Now it has Ambush.
c- Now it has Shock.
9/D- (following 9/C concept)
Added keyword combinations:
(variants)
a- Now it has both Smokescreen and Ambush.
b- Now it has both Smokescreen and Shock.
c- Now it has all keywords, Smokescreen, Ambush and Shock.
d- (Ambush, Shock, same mistake no image).
10- Rework; Units in the frontline deal X less damage.
[SCATTER TACTICS but on a unit; it could only apply to enemy units if considered]
(variants)
a- Deal 1 less damage.
b- Deal 2 less damage. [every variant applied to "a" can also applied to this one, I just didn't do it because I forgot.... not gonna do it now lol]
10/A- (following 10th option; 1st variant)
Added keywords:
(variants)
a- Now it has Smokescreen.
b- Now it has Ambush.
c- Now it has Shock.
10/B- (following 10/A concept)
Added keyword combinations:
(variants)
a- Now it has both Smokescreen and Ambush.
b- Now it has both Smokescreen and Shock.
c- Now it has all keywords, Smokescreen, Ambush and Shock.
d- (Ambush, Shock, same mistake no image).
This is pretty cool
HENSCHEL HS 126 (buff & rework ideas)
As for this reserved unit, I have to say that this is one of my least favorites units to play with, I've tried using it, but it sincerely never felt powerful enough to be worth picking over COMBINED ARMS, but I obviously see why it cannot have the very same effect, you'll end up with a really powerful tool for tanks to be buffed, specially light ones, and if so you'll need to raise its cost killing the most common purpose, and so on.
Because of this, I've thought several ideas for it to shine again (if it ever did?) and be interesting to pick:
1- Buff; Deployment: Give a friendly tank +X+X. If it is a tank, also give it -1 operation cost.
(variants)
a- give it +1+1.
b- give it +1+0.
c- give it +0+1.
[credits to @deft leaf]
1/A- (following 1st concept)
(insert base effect) If German, also give it -1 operation cost. Applies to all variants.
2- Rework; Your tanks costs 1 less to play.
(alternative variant)
a- First tank you play this turn costs 1 less.
2/A- (following 2nd concept)
Your German tanks costs X less to play.
(variants)
a- costs 1 less...
b- costs 2 less...
2/B- (following 2/A concept)
First German tank you play this turn costs X less.
(variants)
a- costs 1 less...
b- costs 2 less...
3- Rework; Deployment: Draw a card. Repeat this effect after deploying a tank.
(alternative variant)
a- Trigger once per turn only.
3/A- (following 3th concept)
Triggers only with German tanks. Applies to both variants.
3/II- (kinda following 3th concept/wording)
Deployment: Add a PLAN in your hand. Repeat this effect after deploying a tank.
(alternative variant)
a- Triggers once per turn only.
3/II/A- (following 3/II concept)
Triggers only with German tanks. Applies to both variants.
3/III- (following 3/II concept/wording)
Deployment: Add a PRODUCTION in your hand. Repeat this effect after deploying a tank.
(alternative variant)
a- Triggers once per turn only.
3/III/A- (following 3/III concept)
Triggers only with German tanks. Applies to both variants.
4- Rework; First tank you deploy this turn gets +X+X for each non-tank unit in the same line.
(variants)
a- gets +1+1.
b- gets +1+0.
c- gets +0+1.
[basically removed Deployment effect and made it a passive effect, cooler eh?]
4/A- (following 4th concept)
Now it only works on German tanks. Applies to all variants.
4/B- (following 4th concept)
(insert base effect) and -1 operation if German. Applies to all variants.
[yup, missed writting "operation cost", it may need a rewording, or maybe not]
5- Rework; Once per turn, draw a card when the enemy deploys an unit.
(alternative variant)
a- Repeat this effect if it moves into the frontline. [tempo tool against (ja)ggro.]
5/A- (follwing 5th concept)
Once per turn, draw a card if the enemy plays an order.
(alternative variants)
a- Repeat this effect if an unit is destroyed by it.
b- Repeat this effect if the enemy draws a card by it. [it may need a little rewording]
6- Rework; When the enemy deploys an infantry unit, deal 1 damage to it.
(alternative variant)
a- Also triggers from units added.
[flying PAK 36]
6/A- (following 6th concept)
Now it triggers with tanks. Applies to both variants.
[true flying PAK 36]
6/B- (following 6/A & 6/B options)
Merged, now it triggers with both unit types. Applies to both variants.
7- Rework; Deployment: Get additional kredits next turn equal to enemy units in battle.
(alternative variant)
a- Draw a card.
[flying REICHSBANK]
7/A- (following 7th concept)
Now it gives kredits equal to friendly units in battle. Applies to both variants.
[this is so ass lol]
7/B- (following 7th concept)
Get additional kredits equal to all units in battle. Applies to both variants.
[economic version of IJN MIKURA lol]
8- Rework; Your tanks operates for X less this turn.
[could also give them Blitz, maybe]
(variants)
a- for 1 less...
b- for 2 less...
8/A- (following 8th concept)
Now it only affects German tanks. Applies to both variants.
9- Rework; Draw a card and get +X+X when you deploy a tank.
(variants)
a- get +1+1.
b- get +1+0.
c- get +0+1.
[the plane gets the buff, not the tank, hope that is clear]
9/A- (following 9th option)
Now it triggers once per turn. Applies to all variants.
[bizarre wording I've used here, I think it is valid?]
9/B- (following 9th concept)
Now it only triggers with German tanks. Applies to all variants
9/C- (following 9/A concept)
Now it only trigger with German tanks once per turn. Applies to all variants.
[again, same bizarre wording]
10- Rework; Gets +X+X when you play a Navy card.
(variants)
a- Gets +1+1.
b- Gets +1+0.
c- Gets +0+1.
10/A- (following 9th option)
Now it also draws a card. Applies to all variants.
10/B- (following 10/A option)
Now it only triggers once per turn. Applies to all variants.
11- Rework; Deal 1 damage to the enemy HQ when you play a Navy card.
11/A- (following 11th concept)
Also draw a card when you play a navy card.
(alternative variant)
a- Now it only triggers once per turn.
12- Rework; Deployment: Move a random Navy card from yout deck to the top. Reduce its cost by X.
(variants)
a- Reduce its cost by 1.
b- Reduce its cost by 2.
[flying ATLANTIC COMMAND]
12/A- (following 12th concept)
Draw a card when you play a Navy card. (insert base effect).
13- (technically following 11th concept)
Rework; Deal 1 damage to the enemy HQ and a random enemy unit when you play a Navy card.
(alternative variant)
a- Now it only triggers once per turn.
14- CHAOTIC IDEA; Deployment: The enemy discards a card in their hand equal to units in battle.
(alternative variant)
a- with equal cost or less.
15- Rework; Enemy units in the frontline operates for X more.
(variants)
a- operates for 1 more.
b- operates for 2 more.
15/A- (following 15th concept)
All units in the frontline operates for X more. Applies to both variants.
15/II- (kinda following 15th concept)
Enemy units in the frontline deal X less damage.
(variants)
a- Deal 1 less damage.
b- Deal 2 less damage.
15/II/A- (folowing 15/II concept)
All units in the frontline deal X less damage. Applies to both variants.
16- Rework; Deal 1 damage to the enemy HQ when you deploy a tank.
(alternative variant)
a- Only triggers once per turn.
16/A- (following 16th concept)
Now it deals 1 damage to the enemy HQ and a random enemy unit. Applies to both variants.
16/B- (following 16th concept)
Now it only triggers with German tanks. Applies to both variants.
16/C- (following 16/B option)
Now it deals damage to both the enemy HQ and a random enemy unit. Applies to both variants.
16/D- (following 16th concept)
Deal 1 damage to the enemy HQ when you play and operate a German tank.
(alternative variant)
a- Only triggers once per turn.
[basically it tirggers you add, deploy or operate a German tank, thats why there is no non-German version]
16/E- (following 16/D concept)
Now it deals damage to both the enemy HQ and a random enemy unit. Applies to both variants.
17- Rework; Deployment: Develop a German light tank.
[me laughing at Develop haters (they'll probably want to live in the stone age)]
17/A- (following 17th option)
Reduce its cost by 1.
(alternative variants)
a- It costs 1 less to play this turn.
b- It costs 2 less to play this turn.
17/B- (following 17th option)
It operates for less.
(alternative variant)
a- It operates for 1 less until end of next turn.
b- It operates for 2 less until end of next turn.
17/C- (following 17th option)
Give it Blitz.
(alternative variant)
a- ...and -1 operation cost.
b- ...and -1 operation cost this turn.
Can I say something?
something 
Did you ever suggest reworked STUG III-G?
Okay got it
(funny thing, not sure if anyone noticed it, but I've linked the whole current list on a google docs file)
(it is on the main post if you want to see the order of cards I'll share)
LOST CONVOY is on the list?
!LOST CONVOY
Cards found: 1
I never see it play at all other than a few times
Is DORNIER DO 217 on the list to?
And ME 410 HORNISSE
didn't add that one, but I got it in mind to change
that is on the list
DORNIER DO 217 needs either a simple wording change (probably just giving it Salvage and getting rid of its effect, or making it similar to CANADIAN DIVISION)
Okay
I mean, you can check it out, its on the post message
unless it doesn't allow you for some reason
I can't find the doc at all
the very first link in the main post, not the chat
Oh okay
#1350635388666122300 message
Is PROTECT THE POCKET on the list?
it was already shared
Oh okay
one of the first ones
mh..
I don't think so
maybe just work with what is already on the game, both active and reserved
I know ME 262A SCHWALBE was shared earlier but I thought of a idea where you choose between destroy all air units or destroy a random ground unit?
not a bad idea
Or it can become a board clear fucker
thats what MAUS or LEOPOLD should be for
Deployment Choose One - Destroy to all ground units OR air units.?
nah, it only destroying a single ground unit is enough
Yea
it would be already too powerful
Yea
thats like having STRATEGIC FOCUS but with a really big body and a fighter
So if it was this than it's be a flexable card and yea
Big unit with no other unit is dead and if they running air they all dead
I thought of a other idea off of this
choose between destroy all air units or destroy a random ground unit if you control a other air unit than destroy a other random enemy ground unit?
I may do a second part for ME 262A SCHWALBE
there are potentially good changes it could have, considering the next update is going to be air related
it is worth the shoot
(that if anyone from the dev team had saw my ideas lol)
So it's better at killing air deck but if there no air units but ground units well it's a dead card if it destroy a random ground unit than it's has a used in decks which run ground units and not so fair
I made a joke and it came true
oh? which card?
So I said what do you think if there a card suppress on when they enemy deploy
and than covert ops was coming out and %hit the drop point% was the card I made a joke about before it was a thing
Cards found: 1
it was either a really funny coincidence, or they've used that idea for the best
Yea
ME 262A SCHWALBE (buff ideas)
[second part from: #1350635388666122300 message]
You know what? I'm going to correct my message from this older post, this card is MEDIOCRE besides its anti-air trait. Sure it is a powerful effect, but besides that, we can just consider it a more sluggish and expensive FW 190 A with extra damage. Unless the meta aims towards air units, this card cannot shine at all and saddly, it ends up being just a really pretty decoration for your card collection.
So to make this Elite card rightfully powerful and terrifying in battle, I've thought several ideas for it with no restrains, considering the next update is going to aim towards air units, but to be used in general, call it... AUTO-INCLUDE:
1- Deployment: Choose one - Destroy all enemy air units OR target ground unit.
[credits to @silver path]
1/A- (following 1st option)
Added keywords:
(variants)
a- Now it has Blitz.
b- Now it has Shock.
b- Not it has Ambush.
1/B- (following 1/A concept)
Added keyword combinations:
(variants)
a- Now it has both Blitz and Shock.
b- Now it has both Ambush and Blitz.
c- Now it has both Ambush and Shock.
d- Now it has all three keywords, Ambush, Blitz and Shock. (this is more of a filler than a serious idea)
1/II- (following 1st option)
(insert base idea) OR target ground unit with cost 5 or less.
[would have also added "the enemy discards a card" like in ANNIHILATION]
2- Deployment: Choose one - Destroy all enemy air units OR target ground unit. Do both if the enemy controls 5 units.
(alternative variant)
a- Do both if you control another air unit.
[credits to @silver path]
3- Deployment: Destroy all enemy air units. If none, destroy target enemy unit.
[could be considered a worse version of 1st option]
3/A- (following 3rd option)
Added keywords:
(variants)
a- Now it has Blitz.
b- Now it has Shock.
c- Now it has Ambush.
3/B- (following 3/A concept)
Added keyword combinations:
(variants)
a- Now it has both Blitz and Shock.
b- Now it has both Ambush and Blitz.
c- Now it has both Ambush and Shock.
d- Now it has all three keywords, Ambush, Blitz and Shock.
4- Deployment: Destroy all enemy air units. If none, enemy discards a card.
4/A- (following 9th option)
Added keywords:
(variants)
a- Now it has Blitz.
b- Now it has Shock.
c- Now it has Ambush.
4/B- (following 4/A concept)
Added keyword combinations:
(variants)
a- Now it has both Blitz and Shock.
b- Now it has both Ambush and Blitz.
c- Now it has both Ambush and Shock.
d- Now it has all three keywords, Ambush, Blitz and Shock.
9/II- (following 9th option)
Now the enemy discards 2 cards.
9/II/A- (following 9/II)
Added keywords:
(variants)
a- Now it has Blitz.
b- Now it has Shock.
c- Now it has Ambush.
9/II/B- (following 9/II/A concept)
Added keyword combinations:
(variants)
a- Now it has both Blitz and Shock.
b- Now it has both Ambush and Blitz.
c- Now it has both Ambush and Shock.
d- Now it has all three keywords, Ambush, Blitz and Shock.
10- Deployment: Destroy all enemy air units. Deal X damage to the enemy HQ minus 1 for each destroyed.
(variants)
a- Deal 4 damage...
b- Deal 5 damage...
c- Deal 6 damage...
d- Deal 7 damage....
schwalbe prolly will be good as is in the next season
I'd be careful bout buffing it now
as I've said, it only works against air decks, besides that its not worth neither its cost/stats or card slot used, and even then it is rare that it does wipes an entire board of air units
which is kinda underwhelming
considering the fact that there is the cheap nock off of KIKKA which wasn't even deployed in battle and it is more effective than ME 262A SCHWALBE
yes, but air will be common soon right
tbh I'm not really sure about that, as with the Naval expansion only two mayor mechanics in that update where among the meta, which was Navy burn and USA brewsters, with the other decks that became more popular were Commandos, Intel/Legions, and Jaggro (again as always).
So I'll have my doubts if there would be any significant air deck around, besides air britan (I do not consider brewsters as such as I also see it as some kind of... aggro deck, not really a mid or control type)
Sd KFz 222 (buff & reworks; and some slight nerfs)
As for this reserved card, I personally never liked it, not because some niche combos or something, but because I always felt it was too weak to be useful, having a pretty mediocre effect in comparion with TYPE 93 which does the exact same thing and better, affecting all friendly units and all types, with the only upside being its Blitz effect, which is not a lot.
I'm aware this card has some history of nerfs and changes, but I believe it should be changed into something better right now, as there are better options for both a support unit and Blitz tank.
So taking all of this into account, I'll share some ideas I thought could be applied to it:
[ps: for a big part of this ideas, if you believe it is too powerful, just imagine it has a cost between 2k and 3k, no images provided just to make it easier to list and read]
1- (simple changes to base card)
Increased attack/defense by 1.
(variants)
a- Now it has 2 defense.
b- Now it has 2 attack.
1/A- (following 1st concept)
Now it also has Shock.
1/B- (following 1/A option)
Increased attack/defense by 1.
(variants)
a- Now it has 2 defense.
b- Now it has 2 attack.
2- Rework; Removed Blitz.
Adjacent units operate for 1 less.
2/A- (following 2nd option)
Increased defense/attack by 1.
(variants)
a- Now it has 2 defense.
b- Now it has 2 attack.
2/II- (following 2nd option)
Now it has Blitz.
2/II/A- (following 2/II option)
Increased defense/attack by 1.
(variants)
a- Now it has 2 defense.
b- Now it has 2 attack.
2/III- (following 2nd option)
Now it has both Blitz and Shock.
2/III/A- (following 2/III option)
Increased defense/attack by 1.
(variants)
a- Now it has 2 defense.
b- Now it has 2 attack.
3- Rework?; Removed Blitz.
Adjacent ground units have +1 attack and operate for 1 less.
3/A- (following 3rd option)
Increased defense/attack by 1.
(variants)
a- Now it has 2 defense.
b- Now it has 2 attack.
3/II- (following 3rd option)
Now it has Blitz.
3/II/A- (following 3/II option)
Increased defense/attack by 1.
(variants)
a- Now it has 2 defense.
b- Now it has 2 attack.
3/III- (following 3rd option)
Now it has both Blitz and Shock.
3/III/A- (following 3/III option)
Increased defense/attack by 1.
(variants)
a- Now it has 2 defense.
b- Now it has 2 attack.
4- Nerf; (base effect) Removed Blitz.
Cannot move into the frontline.
4/A- (following 4th option)
Increased defense/attack by 1.
(variants)
a- Now it has 2 defense.
b- Now it has 2 attack.
4/II- (following 4th option)
Re-added Blitz.
4/II/A- (following 4/II option)
Increased defense/attack by 1.
(variants)
a- Now it has 2 defense.
b- Now it has 2 attack.
4/III- (following 4th option)
Now it has both Blitz and Shock.
[could also have Shock only]
4/III/A- (following 4/III option)
Increased defense/attack by 1.
(variants)
a- Now it has 2 defense.
b- Now it has 2 attack.
5- Rework?/Nerf; Removed Blitz.
Adjacent ground units operate for 1 less. Cannot move into the frontline.
5/A- (following 5th option)
Increased defense/attack by 1.
(variants)
a- Now it has 2 defense.
b- Now it has 2 attack.
5/II- (following 5th option)
Re-added Blitz.
5/II/A- (following 5/II option)
Increased defense/attack by 1.
(variants)
a- Now it has 2 defense.
b- Now it has 2 attack.
5/III- (following 5th option)
Now it has both Blitz and Shock.
5/III/A- (following 5/III option)
Now it has both Blitz and Shock.
6- Rework?/Nerf; Removed Blitz.
Adjacent ground units have +1 attack and operate for 1 less. Cannot move into the frontline.
6/A- (following 6th option)
Increased defense/attack by 1.
(variants)
a- Now it has 2 defense.
b- Now it has 2 attack.
[no Blitz and Shock variants as there is not enough space, and trust me, it looks terrible with small letters]
7- Rework; Deals triple damage against infantry.
7/A- (following 7th option)
Increased defense/attack by 1.
(variants)
a- Now it has 2 defense.
b- Now it has 2 attack.
7/II- (following 7th option)
Now it has Blitz.
7/II/A- (following 7/II option)
Increased defense/attack by 1.
(variants)
a- Now it has 2 defense.
b- Now it has 2 attack.
7/III- (following 7th option)
Now it has Shock.
7/III/A- (following 7/III option)
Increased defense/attack by 1.
(variants)
a- Now it has 2 defense.
b- Now it has 2 attack.
7/IV- (following 7th option)
Now it has Ambush.
7/IV/A- (following 7/IV option)
Increased defense/attack by 1.
(variants)
a- Now it has 2 defense.
b- Now it has 2 attack.
7/V- (following 7th option)
Now it has both Blitz and Shock.
7/V/A- (following 7/V option)
Increased defense/attack by 1.
(variants)
a- Now it has 2 defense.
b- Now it has 2 attack.
8- Rework; Deals triple damage against infantry and units with Guard.
8/A- (following 8th option)
Increased defense/attack by 1.
(variants)
a- Now it has 2 defense.
b- Now it has 2 attack.
8/II- (following 8th option)
Now it has Blitz.
8/II/A- (following 8/II option)
Increased defense/attack by 1.
(variants)
a- Now it has 2 defense.
b- Now it has 2 attack.
8/III- (following 8th option)
Now it has Shock.
8/III/A- (following 8/III option)
Increased defense/attack by 1.
(variants)
a- Now it has 2 defense.
b- Now it has 2 attack.
8/IV- (following 8th option)
Now it has Ambush.
8/IV/A- (following 8/IV option)
Increased defense/attack by 1.
(variants)
a- Now it has 2 defense.
b- Now it has 2 attack.
8/V- (followowing 8th option)
Now it has both Blitz and Shock.
8/V/A- (following 8/V option)
Increased defense/attack by 1.
(variants)
a- Now it has 2 defense.
b- Now it has 2 attack.
8/VI- (following 8th option)
Now it has both Ambush and Shock.
8/VI/A- (following 8/VI option)
Increased defense/attack by 1.
(variants)
a- Now it has 2 defense.
b- Now it has 2 attack.
9- Rework; Takes no damage from infantry units.
9/A- (following 9th option)
Increased defense/attack by 1.
(variants)
a- Now it has 2 defense.
b- Now it has 2 attack.
9/II- (following 9th option)
Now it has Blitz.
9/II/A- (following 9/II option)
Increased defense/attack by 1.
(variants)
a- Now it has 2 defense.
b- Now it has 2 attack.
10- Rework; Deals triple damage and takes no combat damage against infantry.
[I belive the wording is fine, if not, it could be adjusted]
10/A- (following 10th option)
Increased defense/attack by 1.
(variants)
a- Now it has 2 defense.
b- Now it has 2 attack.
[to make it simple, just imagine every variant from 8th option into this one]
11- Rework; Deployment: Your German tanks operate for 1 less this turn.
[could also be for "all tanks", but I think this is more appropiate and balanced]
11/A- (following 11th option)
Increased defense/attack by 1.
(variants)
a- Now it has 2 defense.
b- Now it has 2 attack.
[same thing as before, to keep it simple just imagine all variants from 8th option but in this version, except Ambush ones]
13- Rework; At the end of your turn, add a 1. INFANTRY REGIMENT in your supportline.
13/II- (following 13th concept)
Now it triggers at the start of your turn.
13/III- (following 13/II option)
Now it adds a 1. INFANTRY REGIMENT with Blitz.
14- Rework; Deployment: Add a SUPPORT COLUMN in your hand.
14/A- (following 14th option)
Increased defense/attack by 1.
(variants)
a- Now it has 2 defense.
b- Now it has 2 attack.
[same thing as before, for simplicity just apply all possible variants from 8th option to this one]
or
"While in frontline, first unit the enemy deploy get converted into routed troops."
Or
"Adjacent ground units are immune."
Or
"When this unit moves into front than "Choose a unit in hand with a cost of 3 or less. Add it to the frontline."```
all of those are extremely busted, worthy of an Elite if you ask me
Well yes but here the thing the first one is not that busted I think
Because it's would be a elite if it stay on board more than 1 turn
Or better yet
"Deployment target a enemy unit and give it "Cannot attack units."."
that is an interesting option
Search language: EN. No cards found...
HEINKEL HE 111
!Cannot attack units.
Cards found: 3
Yup
next question for ideas and opinions would go for air units
3 to be exactly (to make it simpler)
15- Rework; Deployment: Target an enemy unit and give it: "Cannot attack units".
[credits to @silver path]
15/A- (following 15th option)
Increased defense/attack by 1.
(variants)
a- Now it has 2 defense.
b- Now it has 2 attack.
15/II- (following 15th option)
Now it gives: "Cannot attack".
15/II/A- Increased defense/attack by 1.
(variants)
a- Now it has 2 defense.
b- Now it has 2 attack.
15/III- (following 15th concept)
Deployment: Target an enemy unit, it has "Cannot attack units" until this unit leaves the battlefield.
15/III/A- (following 15/III option)
Increased defense/attack by 1.
(variants)
a- Now it has 2 defense.
b- Now it has 2 attack.
15/IV- (following 15/III concept)
Now target unit has "Cannot attack".
15/IV/A- (following 15/VI option)
Increased defense/attack by 1.
(variants)
a- Now it has 2 defense.
b- Now it has 2 attack.
What I thought of is firewall but on a body lol
that would be good, but for US
Yes but for Germany it's fine because Germany doesn't have guards are than a few and US has none
Well if Germany and US only have it and no other nation than it's fine I think
JAGDPANZER IV (nerf ideas)
As for this card, the first time I saw it, I did not liked it, and I still keep that opinion about it. Thats because its a cheap tank (3k) with solid stats and a really oppressive passive effect, which kinda reminds me of SU-76M.
Sure, you could argue it is fine as you need to actively destroy enemy units to trigger it and yada yada, but here is the thing, on curve, if you slap this beast on its own, even if suppressed, it works remarkably well, and it gets worse if you use it before attacking with other units, thus making the enemy be able to discard/convert more than he anticipated.
Btw, I'm not taking into account BLITZ/CONQUEST DOCTRINE, so lets put that apart
On the other hand, another aspect that seems really unfair to me is that this card literally powercreeps STUKA 87G, making much affordable by having a more common rarity (Special), better stats and less akward to trigger condition effects for value.
So, to make this card much more fair to play with and against, I thought several possible changes that could be applied for it:
1- (base card changes)
Increased cost to 4k.
1/A- (following 1st concept)
Reduced attack/defense by 1.
(variants)
a- Reduced defense to 3.
b- Reduced attack to 3.
c- Reduced stat line to 3/3.
2- Nerf; Now it triggers only "Once per turn".
2/A- (following 2nd option)
Increased cost to 4k.
2/B- (following 2nd option)
Reduced attack/defense by 1.
(variants)
a- Reduced defense to 3.
b- Reduced attack to 3.
c- Reduced stat line to 3/3.
3- Nerf; Now its effect only triggers when THIS unit attacks and destroys an enemy unit.
3/A- (following 3rd option)
Reduced attack/defense by 1.
(variants)
a- Reduced defense to 3.
b- Reduced attack to 3.
c- Reduced stat line to 3/3.
3/II- (following 3rd option)
Increased cost to 4k.
3/II/A- (following 3/II option); Compensation.
Increased attack/defense by 1.
(variants)
a- Increased defense to 5.
b- Increased attack to 5.
c- Increased stat line to 5/5.
[no variants such as "reduce stats by 1" as it would literally kill this card]
4/3 is a valid nerf imo
Sd Kfz 10 PAK 38 (nerf ideas)
As for this card, I always thought it had a really busted effect, which I've considered at first glance it could be problematic, and it turned out to be true.
While I'm not (entirely) against Blitz tanks as such, this card does overpower any other tank of same category and cost, simply because it can accumulate so much damage, that you can just get an easy to use BISMARCK on anything for a really cheap price if set up correctly to increase its damage (OLD HARES, BLITZ/CONQUEST DOCTRINE, AUNT FRIEDA, etc.)
Not saying it should be outrighted killed, but toned down a little so it keeps its interesting effect for small combos, so here are my ideas for it:
1- (changes to base card as it is)
Now it only gets +1 attack.
1/II- (following 1st concept)
Increased cost to 2k.
[as for its combo nature, it makes sense]
2- Nerf; Removed Blitz; Now extra damage lasts until end of next turn.
[to compensate the lack of Blitz, obviously}
(alternative variant)
a- Now it only gets +1 attack.
2/A- (following 2nd option) Compensation:
Now it has Smokescreen. Applies to both variants.
2/B- (following 2nd option) Compensation:
Now it has Ambush. Applies to both variants.
2/C- (following 2nd option) Compensation:
Now it has Shock. Applies to both variants.
2/D- (following 2nd option) Compensation:
Now it has both Smokescreen and Ambush. Applies to both variants.
2/E- (following 2nd option) Compensation:
Now it has both Smokescreen and Shock. Applies to both variants.
2/F- (following 2nd option) Compensation:
Now it has both Ambush and Shock. Applies to both variants.
3- Nerf; Now it only triggers once per turn.
(alternative variant)
a- Now it only gets +1 attack.
3- (following 3rd option) Compensation?:
Now it has Shock. Applies to both variants.
It just needs to proc the effect once per turn
You'll notice that the problem with it is that it triggers once per buff, meaning it stacks with contest doctrine and other buffs
yup, thats the point
3rd option does exactly that, or atleast thats what I've intended
its ridiculous how much damage it can take with so little effort
Hear me out: once per turn, gets +1 attack if another card increases the attack of this unit
So basicly its permanent buff
It would be 2k1op
for 1k sounds more plausible, if it was 2k 1/2 Blitz with +1 as permanent buff, it would be pretty terrible
but not a bad idea
4- Buff/Nerf; Once per turn, gets +X attack when another card increases the attack of this unit.
(variants)
a- Gets +2 attack.
b- Gets +1 attack.
[credits to @wet smelt]
4/A- (following 4th option)
Increased cost to 2k. Applies to both variants.
[@wet smelt's original idea]
UNIT QUESTION: for JU 87 B2; STUKA 87G & HEINKEL HE 111.
If you had to change this units, either nerfs, buffs or reworks, what do you have in mind for it? what do you believe it is the most appropiate approach for each of them to make the great (considering current cards and meta).
Stuka 87G is fine but it's fucking stupid when it says ground units vs jagdpanzer 4
thats why I consider it for changes
Yea
JAGDPANZER IV is an special tank that is far more durable and with a more easy to trigger effect
I thought of a stupid thing for Stuka 87G
Yup
But Stuka 87G cost 4 so it's powercreep that card
Vet mode has "When the enemy deploy a unit, your HQ gains defense equal to its attack."?
3/2 body
If you don't remove it at all than the enemy will heal a shit ton
depends on the units
I'm not sure if it really fits Germany as such
I get you but it's a healing card
also it would become incredibly horrible if not dealt with
not very fair to play against
You can put on trigger up to 2 per enemy turn
it would still be a lot of healing, even if we considering low damage units
Yea
infantry would take up to 1 turn to reachthe bomber
you'll need either aircraft or tanks to get to it
if not guarded
(unless bombers or artillery ofc)
[excluding orders as they are always a proper answer to deal with problematic units]
I'd say it is not bad effect, but I think it would be more suitable for other nation, like USSR, UK, Italy or France
maybe even US
Okay I thought of a difff one
"At the start of your turn, destroy a random enemy unit. and gain 3 kredits or gain 3 defense or deal 3 damage to the HQ."
So you can pick between gain 3 kredits or gain 3 defnse or deal 3 damage to the HQ
so... 6k, at the start of your turn destroy a random enemy unit + random effect (as for the wording)
thats beyond busted
Well yes but it's has to be in veteran mode