#Ideas and suggestions for different cards
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unless the discard is changed by a shuffle or draw
51e RÉGIMENT (buff ideas)
As for this unit, there is not much to say about it tbh, the only thing I can say is that it is one of my favorite French cards, specially as I used it when I started the game, and it proven to be pretty useful, although it always bothered me it had some flaws considering it is quite hard to get them either through wildcards or card packs, as it can still struggle against aggro for its base low attack,or giving real preassure to the enemy as it is pretty fragile.
Without much to say, I though some small ideas, yet I belive it could suit it well enough for it to work even better now:
1- (changes to base card)
Buff; Increased attack to 3.
[deployment effect unchanged... for now]
[this change could be applied to all following ideas]
1/A- (following 1st option)
Reduced attack gained from the Deployment to +2.
[like before, this change could be applied to all following ideas]
2- Buff; (insert base effect). Gets Shock.
[simple as that, now it also has Shock but trough Deployment, why like this? well, there is not enough text space for the normal keyword]
2/A- (following 2nd option)
Increased attack to 3.
(alternative variant)
a- Reduced attack gaiend from the Deployment to +2 instead.
3- Buff; (insert base effect). Draw a card.
3/A- (following 1st option)
Increased attack to 3.
(alternative variant)
a- Reduced attack gaiend from the Deployment to +2 instead.
3/II- (following 1st concept)
Now it draws a French card instead.
3/II/A- (following 3/II option)
Increased attack to 3.
(alternative variant)
a- Reduced attack gaiend from the Deployment to +2 instead.
3/III- (following 3/II concept)
Now it draws a non-French card instead.
3/III/A- (following 3/III option)
Increased attack to 3.
(alternative variant)
a- Reduced attack gaiend from the Deployment to +2 instead.
3/IV- EXPERIMENTAL BUFF (following 3rd concept)
Now it draws a card with Bond instead.
3/IV/A- (following 3/IV option)
Increased attack to 3.
(alternative variant)
a- Reduced attack gaiend from the Deployment to +2 instead.
4- (similar to 3rd option)
Buff; (insert base effect). Draw an unit.
4/A- (following 4th option)
Increased attack to 3.
(alternative variant)
a- Reduced attack gaiend from the Deployment to +2 instead.
4/II- (following 4th concept)
Now it draws a French unit instead.
4/II/A- (following 4th option)
Increased attack to 3.
(alternative variant)
a- Reduced attack gaiend from the Deployment to +2 instead.
4/III- (following 4/II concept)
Now it draws a non-French unit instead.
4/III/A- (following 4/III concept)
Increased attack to 3.
(alternative variant)
a- Reduced attack gaiend from the Deployment to +2 instead.
4/IV- EXPERIMENTAL BUFF (following 4th concept)
Now it draws an unit with Bond instead.
4/IV/A- (following 4/IV option)
Increased attack to 3.
(alternative variant)
a- Reduced attack gaiend from the Deployment to +2 instead.
4/V- (following 4th concept)
Now it draws a 51e RÉGIMENT instead.
[yes, now it can replace itself with the same copy, if available ofc]
4/V/A- (following 4/V option)
Increased attack to 3.
(alternative variant)
a- Reduced attack gaiend from the Deployment to +2 instead.
(1)
Okay, giving it +1atk as a base and shrinking the atk buff from the deployment effect is pretty good
AHA gotcha
XD
Fair it can be a draw or shuffle
Like "When this unit destroys a unit, add a copy of the destroyed unit to your deck and shuffle it but the health of it is 2/4." 6k bond and blitz?
too complex for a Standard unit
although
that could be considered for the other french artillery
Yea
!155 C MODÈLE 1917
Cards found: 1
I am in the mood for some Racism
FRENCH 75 "Deal double damage to non french units." has blitz and ambush and bond
you got me with the first part
So it's be 6/3 on any non french units and any french units it will deal 3
I'll see how I can work with that in the future
It's French 75 should do double damage vs anything but French units like why did my art deal 3 damage to a French unit when it deal 6 damage to god damn 169. Grenadiers
I thought of a reworked for %COMMANDOS KIEFFER%
Cards found: 1
Make it a 5/6 5k bond smokescreen with the text "First unit the enemy deploy/add each turn destroy it."
thats just busted asf
Well no
Because if you deploy say a 1st rifles first and than 40. Panzergrenadier so 1st rifles will die but 40. panzergrenadier will live
or make it 2/4 :P
but if the enemy has no ways to remove or suppress that unit he'll have a guaranteeed -1 unit per turn
even if it is an aggro deck that is a big hit
bond doesn't do shit as for the current design
Fair
it only stacks if you triggered other bonds before, and it is quite linear, it cannot be changed (atleast from what was shown so far)
there is technically no disadvantage into playing it, like with soviet self damage
unless you told me "it triggers a guaranteed Fatigue damage twice" or similar
Or a other way is that "Once per turn add choose a unit in hand to add to the frontline if you can't than destroy a random unit in the frontline."
Do note if the unit has blitz it cannot attack or do shit
It's like %DORNIER DO 18G% but you don't deploy it
Cards found: 1
Yea but can't gain blitz if it added there
Blitz is not... gained unless it was from a deployment, it is within the unit
again, it should be worded to be specific
Fair
smth like "At the start of your turn, choose a unit in your hand and add it into the frontline without Blitz."
Yea
"At the start of your turn, choose a unit in your hand and add it into the frontline at the end of your turn."
now that I think about it, it just becomes an SPECIAL ASSIGNMENT, unless again, it is limited to what to be choosen
Fair
For the special art could have blitz with text "Deal double vs allys units do triple vs axis." 6k bond
but on a 2/4 body
FRENCH 75 (buff & rework ideas)
As for this unit, I always though it was a cool concept to have a pretty powerful unit, which has good stats for its unit type (in this case an artillery) and a decent cost, but with a natural drawback to balance it out. Problem is that the whole thing has some flaws given that it is quite expensive and easy to remove by that point, either by ther units or orders given its poor defense capacity.
And not to say that its drawback can sometimes be very noticeable, if the enemy controls the frontline you might lose your chance to get rid of a priority target at the supportline, thus also making it a less diserable choice in general.
So, considering that this is an Ally card and thus slightly above rate than its main nation counterparts, I've thought some ideas to make this card a little more powerful in general:
1- (changes to base card
Buff; Reduced cost to Xk.
(alternative variants)
a- Reduced cost to 3k.
b- Reduced cost to 2k.
[this changes can be applied to all folllowing ideas if necessary]
[shoutout to @deft leaf & @feral salmon, although these are fairly simple changes and easy to think off, they are good enough]
1/A- (following 1st option's second variant)
Increased operation cost to Xk.
(variants)
a- Increased to 2k.
b- Increased to 3k.
[like before, this changes can also be applied to all folllowing ideas if necessary]
1/II- EXPERIMENTAL BUFF (following 1st option)
Now it has Bond. Applies to both variants.
1/II/A- EXPERIMENTAL BUFF (following 1/A option)
Now it has Bond. Applies to both variants.
1/III- (following 1st concept)
Buff; (insert base effect). Deals double damage if so.
[wording might be a little off, but basically it means that it deals 6 damage if the enemy controls the frontline]
1/III/A- (following 1/III option)
Reduced cost to Xk.
(variants)
a- Reduced cost to 3k.
b- Reduced cost to 2k.
3/3 arty for 2K is too busted tbh
Even with the "only frontline attack"
yeah, that was an old idea Osalios mentioned, although its operation cost could be increased to avoid a high and cheap snowballing.
1/IV- (following 1st concept)
Deployment: Draw a card.
1/IV/A- (following 1/IV option)
Reduced cost to Xk.
(variants)
a- Reduced cost to 3k.
1/IV/B- (following 1/IV concept)
Deployment: Draw a French card.
(alternative variant)
a- Reduced cost to 3k.
1/IV/C- (following 1/IV concept)
Deployment: Draw a non-French card.
(alternative variant)
a- Reduced cost to 3k.
1/V- (following 1st concept)
Deployment: Gains Blitz if it does.
[wording might be a little off, but again, this means that if the enemy controls the frontline, it gets Blitz]
[credits to @tawny walrus, yeah I know this is a bizarre ping, but this is based on an previous idea you made for fun before]
1/V/A- (following 1st concept)
Reduced cost to Xk.
(variants)
a- Reduced cost to 3k.
b- Reduced cost to 2k. [operation cost could be increased, although that might kill the concept, maybe]
2- Buff; Now it has Ambush.
[yeah... technically this is related to the first option, bah, image editing and naming shenanigans]
2/A- (following 2nd option)
Reduced cost to Xk.
(variants)
a- Reduced cost to 3k.
b- Reduced cost to 2k.
2/B- (following 2/A option's second variant)
Increased operation cost to Xk.
(variants)
a- Increased to 2k.
b- Increased to 3k.
2/II- (following 2nd option)
Reduced cost to 3k; Now it has both Bond and Ambush.
[yeah, I technically followed the keyword order Jking7 pointed out on its review, tbh it looks better]
2/II/A- (following 2/II option)
Reduced cost to 2k.
(alternative variants)
a- Increased operation cost to 2k.
b- Increased operation cost to 3k.
3- Rework; When FRENCH 75 destroys an enemy unit, draw a card.
(alternative variants)
a- Increased operation cost to 2k.
b- Increased operation cost to 3k.
[it doesn't necessarily need to attack to trigger the effect]
[shoutout to @silver path, although it is completely different from the original idea, it was a good inspiration source]
2k 3/3 3op can only attack units in the frontline unless you deployed a unit with 3 or more operation cost this turn
3/A- (following 3rd option)
Now it has Ambush. Applies to all variants.
[draw machine goes brrrr]
mh... I might do that too
plenty of cloth to work with there
3/II- (following 3rd option)
Now it has Bond. Applies to all variants.
[deployment cost could be reduced slighlty]
I thought of a toxic card but I don't know if I should say it
just say it
When French 75 destroy an enemy unit add a RESISTANCE card to the enemy hand? but we will see the resistance changed
its not bad at all
but I don't know how RESISTANCE is going to be changed
so saddly, I cannot work with it
A other one could be "French 75 destroy an enemy unit convert a RESISTANCE card to the enemy hand."
3/II/A- (following 3/II option)
Now it has both Bond and Ambush. Applies to all variants.
[again, deployment cost could be reduced if necessary]
3/III- (following 3rd concept)
When FRENCH 75 attacks and destroys an enemy unit, draw a card.
(alternative variants)
a- Increased operation cost to 2k.
b- Increased operation cost to 3k.
3/III/A- (following 3/III option)
Now it has Ambush. Applies to all variants.
3/III/B- (following 3/III option)
Now it has Bond. Applies to all variants.
[deployment cost could be reduced]
3/III/C- (following 3/III option)
Now it has both Bond and Ambush. Applies to all variants.
[deployment cost might be reduced, maybe, maybe not]
4- Rework; When FRENCH 75 destroys an enemy unit, your HQ gets defense equal to its cost.
(alternative variants)
a- Increased operation cost to 2k.
b- Increased operation cost to 3k.
[could also give defense equal to its operation cost; and yes, it doesn't need to attack to exclusively trigger the effect]
[shoutout to @silver path, not the same idea but heavily inspired by it]
4/II- (following 4th option)
When FRENCH 75 destroys an enemy unit, your HQ gains +1 defense.
(alternative variants)
a- Increased operation cost to 2k.
b- Increased operation cost to 3k.
4/II/A- (following 4/II option)
Increased defense gained to +2. Applies to all variants.
4/III- (following 4th concept)
When FRENCH 75 attacks and destroys an enemy unit, your HQ gets defense equal to its cost.
(alternative variants)
a- Increased operation cost to 2k.
b- Increased operation cost to 3k.
[now it is required that this unit attacks for it to trigger its effect]
4/III/A- (following 4/III option)
Now it gives your HQ +1 defense. Applies to all variants.
4/III/B- (following 4/III option)
Now it gives your HQ +2 defense. Applies to all variants.
4/IV- (following both 3rd and 4th concepts)
When FRENCH 75 attacks and destroys an enemy unit, draw a card. Your HQ gets defense equal to its cost.
(alternative variants)
a- Increased operation cost to 2k.
b- Increased operation cost to 3k.
[plenty of value, both healing, card draw and offensive power in one card]
4/IV/A- (following 4/IV option)
Now it gives your HQ +1 defense instead. Applies to all variants.
4/IV/B- (following 4/IV option)
Now it gives your HQ +2 defense instead. Applies to all variants.
5- Rework; When FRENCH 75 destroys an enemy unit, shuffle a random card in your hand into your deck.
[basically, now it has a different drawback than frontline target lock for its power and cost]
5/A- (following 5th option)
Reduced cost to 2k. Applies to all variants.
6- Buff; When FRENCH 85 attacks an enemy unit, shuffle your deck.
(alternative variants)
a- Incrased operation cost to 2k.
b- Increased operation cost to 3k.
[now not only it doesn't have the original downside, but also it can synergize with shuffle effects (and throp if the 3op is considered too)]
6/A- (following 6th option)
Now it has Ambush. Applies to all variants.
6/B- (following 6th option)
Now it has Bond. Applies to all variants.
[deployment cost might be necessary to reduce a little]
6/C- (following 6th option)
Now it has both Bond and Ambush. Applies to all variants.
[deployment cost might no necessarily be reduced, maybe, maybe not]
7- Rework; Deployment: Gains Blitz if the enemy controls the frontline.
(alternative variant)
a- Reduced cost to 3k.
[credits to @tawny walrus, this was the original idea in comparison to previous one, minus the defense... yet]
7/A- (following 7th option)
Reduced defense to 2. Applies to both variants.
[and this was the original intended]
8- Rework; Reduced cost to 3k; Can only attack units in the frontline, unless you have deploy an unit with 3 operation cost or more this turn.
[credits to @wet smelt]
8/A- (following 8th option)
Reduced cost to 2k.
(alternative variants)
a- Increased operation cost to 2k.
b- Increased operation cost to 3k.
(2)
M.S.406
-
When you play a French/Exile card gain 2 def
-
Change the op cost to 4 and make it a 4/5 but 4k with shock
-
When this unit attack the enemy HQ put they top card of they deck onto the bottom of they deck."
-
Blitz with shock but with 4/3 with bond and text is when the enemy moved a unit into the frontline fight it
-
Give it blitz with text "Cannot attack units. Damage dealt to this unit is reduced to 1." 3/3 at 3k with bond
-
Blitz/bond when this unit moves into the frontline units next to M.S 406 gain fury and 4k with 3 op cost
-
"Blitz and shock with text Gets Guard when it moves into the frontline."
-
Deployment: Destroy a random enemy unit in the support line. 6k with bond and blitz
9k blitz and ambush on a 3/3 with 1 op cost but gain +1 +1 if you move it into the frontline
H75-C1 (buff & rework ideas)
As for this little unit (which is going to the abyss/reserves), I always find it interesting as a whole thing, on one hand it was a good enable for the Mobilize keyword, which technically and in theory gives the affected unit +1+1 at the start of each turn, which is pretty good! and on the other side we have rather weak fighter with a small body and a somewhat expensive deployment and operation costs, but that compensates it with its effect, isn't?
As far as I've tried it, and I wanted it to work, it is not enough to be worth it, Mobilize while interesting it is pretty mediocre as it can be easily be canceled by anything that deals damage, and those sources are pretty abundant nowadays either by cheaper orders, blitz units or aoe cards, rendering this aspect pretty redundant.
On the previously mentioned flaw, not only it has a terrible stats for its cost but also a pretty expensive operation cost one if you want to use it, sure it can block some bombers but lets be real, it is not a good pick for that. And sure, you could theoretically Mobilize works like a 1 time use pseudo guard that forces the enemy to attack it to neutralize the future threat, but for 3k? not really efficient imo.
So, for this little french guy, I've though some ideas that might turn it into a much more interesting option overall as an ally nation card:
1- (Changes to base card)
Buff; Reduced operation cost to 1k.
[this can be applied to ALL following options, to save as much time and space as possible]
1/A- (following 1st concept)
Reduced cost to 2k.
(alternative variant)
a- Also reduced operation cost to 1k. [pretty good stats and effect for a 2k fighter]
1/II- (following 1st concept)
Increased attack to 3.
[credits to @deft leaf, a small and simple change, yet effective and on rate]
1/II/A- (following 1/II option)
Reduced various costs.
(variants)
a- Reduced operation cost to 1k.
b- Reducec cost to 2k.
c- Reduced cost and operation cost by 1. (2k and 1op)
1/III- (following 1/II concept)
Increased defense to 4.
1/III/A- (following 1/III option)
Reduced various costs.
(variants)
a- Reduced operation cost to 1k.
b- Reducec cost to 2k.
c- Reduced cost and operation cost by 1. (2k and 1op)
1/IV- (following 1/III concept)
Increased stats by 1. (now it has 3/4)
(alternative variant)
a- Reduced operation cost to 1k.
[basically an upgraded ME BF 109 E, thats it]
2- Buff; Added keywords.
(variants)
a- Now it has Mobilize.
b- Now it has Ambush.
c- Now it has Shock.
2/A- (following 2nd concept)
Added keyword combinations:
(variants)
a- Now it has both Mobilize an Shock.
b- Now it has both Ambush and Mobilize.
c- Now it has all three keywords (Ambush, Mobilize and Shock).
[little standby as I have to get my food lol] 🥪
3- Buff/"Rework"; Deployment: Choose one - Give a friendly unit Mobilize OR gain Mobilize.
[not sure if I did get the wording right, but the idea is that you can choose between a friendly unit or the H75-C1 to get Mobilize]
3/A- (following 3rd option)
Added keywords.
(variants)
a- Now it has Shock.
b- Now it has Ambush.
3/B- (following 3rd option)
Deployment: Choose one - Give a friendly unit Mobilize OR gain Mobilize. Apply both if target unit is French.

3/II- (following 3rd concept)
Deployment: Choose one - Give a friendly unit Mobilize OR Guard.
[yup, it basically would work like SPITFIRE Mk V PL but for any unit type.... in theory]
3/II/A- (following 3/II option)
(insert idea effect). Apply both if target unit is French.

4- Buff; Deployment: Give a friendly unit +1+1 and Mobilize.
4/A- (following 4th option)
Give +1+1 if French.
[technically counts as a nerf, but it would incentivate unit diversity and small synergies]
4/II- (following 4th concept)
Deployment: Give a friendly unit -X operation cost and Mobilize.
(variants)
a- Give -1 operation cost.
b- Give -2 operation cost.
[yes, technically this does powercreep the A5M4 CLAUDE, from the fighter class perspective atleast]
4/II/A- (following 4/II option)
Now it only gives it reduced operation cost if French. Applies to both variants.
5- Buff/"Rework"; Deployment: Give a friendly unit Mobilize. If H75-C1 is on the battlefield, it cannot lose Mobilize.
[yes I know this is a pretty convoluted text, to be honest almost all of the 5th options are different wording variants that achieve the same effect]
[and yes, this is technically the same old effect that BLOCH MB.152 had before its rework]
5/A- (following 5th option)
Now it would only work with friendly H75-C1.
[very very nitpicky and situational, might not be necessary to be specific tbh]
5/II- (following 5th concept)
Deployment: Give a friendly unit Mobilize and give it: "If H75-C1 is on the battlefield, it cannot lose Mobilize".
[I might made a misspelling by repeating the word "give" two times]
5/III- (following 5th concept)
Deployment: Give a friendly unit Mobilize. Your units with Mobilize cannot lose Mobilize.
[it may look like it is exactly the same thing as the 5th option, but this effect now can affect any friendly unit with Mobilize, not just the one that was targeted by the Deployment]
6- Buff; (insert base effect). This unit gets +1+1 for each friendly unit with Mobilize you control.
7- Rework; Deployment: Destroy target enemy unit that costs 2 or less.
[shoutout to @silver path, although it is not the exact same idea but close enough]
7/A- (following 7th option)
Deployment: Choose one - Give a friendly unit Mobilize OR destroy target enemy unit that costs 2 or less.
[basically, a combination of both original and 7th effects into one card]
7/II- (following 7th concept)
Deployment: Target an enemy unit. Destroy it if it costs 2 or less or if it has Mobilize.
7/III- (following 7th concept)
Deployment: Destroy target enemy unit that costs 2 or less. Draw a card if French.
[no traitors allowed
]
7/III/A- (following 7th concept)
(insert idea effect). Draw a card if the enemy now has not units.
[inspired by the 1er HUSSARDS's effect]
H75-C1 gain blitz if the enemy control units if not than gain smokescreen
7/IV- (following 7th concept)
(insert idea effect). Deal X damage to the enemy HQ if it now has no units.
(variants)
a- Deal 3 damage...
b- Deal 2 damage...
[inspired by the FIERY AMBUSH's effect]
7/IV/A- (following 7/IV concept)
(insert idea effect). Deal damage to the enemy HQ equal to target cost.
[basically, now it could either deal between 0 and 2 damage, normally]
8- Buff; Deployment: Fully repair a friendly unit and give it Mobilize.
8/A- (following 8th option)
Give it +1+1 if French.
8/B- (following 8th option)
Give it -X operation cost if French.
(variants)
a- Give it -1 operation cost.
b- Give it -2 operation cost.
9- Rework; Before H75-C1 attacks an enemy unit, Convert the defender into ROUTED TROOPS if it costs X or less.
(variants)
a- ...if it costs 2 or less.
b- ...if it costs 1 or less.
[ ✋
🤚 ]
9/A- (following 9th option)
Increased attack to 3. Applies to both variants.
[I know I did mention before that the stat changes could be applied to all of the options following them, but now I want to highligh that change into this option, for obvious reasons]
9/B- (following 9th option)
Increased defense to 4. Applies to both variants.
[same statement as with 9/A option]
9/C- (following 9th option)
Increased stats to 3/4. Applies to both variants.
[again, same statement as with 9/A option]
10- Nasty Buff; Give target unit Mobilize. If an enemy, it gives it -1-1 instead.

(3)
wanted to try a different approach
UNIT QUESTION: HOTCHKISS H35; COMMANDOS KIEFFER; 73e RÉGIMENT D'INFANTERIE
What do you think about this cards? Were/are they good, bad or mid? If you could change anything about them, what would that be? a buff, a nerf or a complete rework? share with me your opinions and ideas about them!
My personal takes:
-
HOTCHKISS H35: an interesting tank, technically it has nothing bad on it but it reminds me of those 2k German tanks that are kinda hopeless, specially those that has to compete against more aggresive enemy units, its effect might make it more powerful in a short run, but it is.... decent at best most of the time. I believe it could be buffed slightly.
-
COMMANDOS KIEFFER: "oh no! it is a commando card! he is going to butcher it!" no not really, I always liked the concept this unit had, but I never completely liked it for two issues, one is that it is quite slow to grow and be a real threat, even with smokescreen; and on the other hand it really only pushes you to build it with either UK or maybe Soviet Union cards, as those could be the most consistent nations with healing tools to trigger its effect, and even then it is pretty bad, it just works like a mediocre version of 10. COMMANDO. I think it could have either a big buff or rework.
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73e RÉGIMENT D'INFANTERIE: another curious infantry unit, mostly the same line of though as with COMMANDOS KIEFFER, its entire effect makes it more of a UK or at best Soviet synergy card which can only get enough value if you got healing tools, which it would be a bad thing as its effect technically its not that bad, but its stats doesn't give it enough justice to make it worth running imo, too slow and kinda worthless for trading if you happen to not have adecuate cards to increase its power. I believe it could also either have a big buff or rework.
Hotchkiss could use a buff to 2k0op 1/3
Same text
Commando:
2k1op 1/2 bond, smokescreen
At the end of your turn if your hq gained defence this turn, enemy HQ takes morale damage
73e:
Remove mobilize and change to +1+2 on hq gaining defence
Then isn't he a sad depressed boy waiting for something to happen
Thats kinda the point of this cards
You could give it fury if 4 or more attack if you really have to
@gusty steppe Could sent me the video where you saw ME 410 HORNISSE gameplay
Please and thanks you
eh?
why that question out of nowhere lol
I cannot remember tbh
it was a random clip/video I saw on yt
I was going to ask you that but I forgot unit now
Hotchkiss H35 could be 2k 2op 2/3 "gains +2/+1 when you deploy a non-French unit"
Commandos Kiefer is good, it just lost the support it used to have. I'd take away mobilize and change the effect to: "gains +1/+1 when your HQ gains defense. Deal 1 damage to a random enemy when you deploy a non-French unit"
As for 73e Regiment D'Infanterie, this card was absolutely busted in the mobilize deck. With the proper support, it was unstoppable; reason why Sudden Strike was a must-have back then.
I'd keep the effect, sub mobilize for Smokescreen and increase op to 2k
HOTCHKISS H35 (buff ideas)
As for this unit, I always though it was a pretty interesting tank to play from an ally nation, specially with its pretty curious effect in which it benefits the most from main nation units to grow, which is pretty cool, but I personally believe the whole card and/or effect lacks something else to prove it worth to pick, in the end, not only its a little more complicated to craft, but also you only have 12 cards to pick, and a mid tank at best is not really worth it in my books, might be wrong though.
So, to make this little HOT KISS a little more powerful and fill that "something" it lacks, I've though some ideas for it:
1- (changes to base card)
Increased stats by 1.
(variants)
a- Increased attack to 3.
b- Increased defense to 4.
[could also have both 3/4 stats, but it would need a cost increase, kinda killing the original idea imo]
[any of these options can be applied to all following cards, if possible and if necessary]
1/A- (following 1st concept)
Reduced operation cost to 0k.
[another French card powercreeping a Soviet one, lol]
[credits to @wet smelt, not exactly the same idea but close enough]
[this option can be applied to all following cards, if possible and if necessary]
1/II- (combining both 1st and 1/A options)
Reduced operation cost to 0k; Increased stats by 1.
(variants)
a- Increased attack to 3.
b- Increased defense to 4.
[again, it could have 3/4, but it would need a cost increase]
[any of these options can be applied to all following cards, if possible and if necessary]
2- Buff; Added keywords.
(variants)
a- Now it has Shock.
b- Now it has Heavy armor 1. [yeah, this is pretty hilarious for 2k lol]
c- Now it has Mobilize.
[any of these options can be applied to all following cards, if possible and if necessary]
2/II- (following 2nd concept)
Added keyword combinations.
(variants)
a- Now it has both Heavy armor 1 and Shock.
b- Now it has both Heavy armor 1 and Mobilize.
c- Now it has both Mobilize and Shock.
2/II/A- (following 2/II variants)
d- Now it has all three keywords (Heavy armor 1, Mobilize and Shock).
[this would most likely get 3k, minimum]
3- Buff; Gets +1 attack when you deploy a non-French unit. Otherwise it gets +1 defense.
(alternative variant)
a- Now it gets +1 attack when you deploy a French unit instead.
3/A- (following 3rd option)
Gets +1 attack when you deploy a non-French unit. Otherwise it gets +1+1.
(alternative variant)
a- Now it gets +1 attack with French units instead. [the +1+1 can be pretty powerful now]
3/B- (following 3rd concept)
Gets +1 attack when you deploy a non-French unit. Otherwise fully repair it.
(alternative variant)
a- Now it gets +1 attack when you deploy a French unit instead.
[more nation specific related synergies!]
3/C- (following 3rd concept)
Gets +1 attack when you deploy a non-French unit. Otherwise duplicate this unit.
(alternative variant)
a- Now it gets +1 attack when you deploy a French unit instead. [this one may get out of control quickly]
4- Buff; Gets +1+1 when you deploy a non-French unit.
[pretty simple]
4/A- (following 4th option)
(insert idea effect). Otherwise it gets +X+X.
(variants)
a- It gets +1+2.
b- It gets +2+1.
c- It gets +2+2.
4/B- (following 4th option)
(insert idea effect). Otherwise, fully repair it.
4/C- (following 4th option)
(insert idea effect). Otherwise, duplicate this unit.
[could get out of hand, maybe, maybe not as it needs French units]
4/II- (following 4th concept)
Increased operation cost to 2k; Gets +X+X when you deploy a non-French unit.
(variants)
a- Gets +1+2.
b- Gets +2+1.
c- Gets +2+2.
[credits to @deft leaf; now it might be a little more expensive to operate, but it can grow much more]
4/II/A- (following 4/II option)
Gets +X+X when you deploy a non-French unit. Otherwise it gets +2+2.
(variants)
a- Gets +1+2.
b- Gets +2+1.
[as you can see, the +2+2 variant is not included]
4/II/B- (following 4/II option)
(insert idea effect). Otherwise, fully repair it.
[this can be pretty annoying if it grows a lot and you can repair it]
5- Buff; (insert base effect). Has +X+X for each HOTCHKISS H35 you control.
(variants)
a- Has +1+1 for each...
b- Has +1+2 for each...
c- Has +2+1 for each...
[now I've realized that it should say "for each other HOTCHKISS H35".... oh well]
5/II- (following 5th concept)
(insert base effect). Has +X+X for each other French unit you control.
(variants)
a- Has +1+1 for each...
b- Has +1+2 for each...
c- Has +2+1 for each...
6- BIG(?) Buff; (insert base effect). Convert it into CHAR B1 bis if 5+ attack.

[attack conditional for Convert could be adjusted]
7- Buff; (insert base effect). Draw a card each time it gets +2 attack.
7/A- (following 7th option)
Now it draws a (see variants) instead.
(varianst)
a- Now it draws a French card instead.
b- Now it draws a non-French card instead.
7/II- (following 7th concept)
(insert base effect). Draw 2 cards when it gets 5+ attack.
[both cards drawn and/or attack conditional requirement could be adjusted]
7/II/A- (following 7/II option)
Now it draws 2 (see variants) instead.
(variants)
a- Now it draws 2 French cards instead.
b- Now it draws 2 non-French cards instead.
(4)
This one is super interesting
(ok, now we could make use of the RESISTANCE card, and maybe the other ones too while also following its "Pin" trait)
My idea for %152e%
Cards found: 1
Cards found: 2
I mean... it is not a bad idea, but not likely to be used at all
as far as I know, no cards right now do add or develop cards from other nations unless it is related or Exile
if I did get it right, the wording would make it look like a "Salvaged" card but it would keep the artwork
it would be much more simple if it added the other French Pin cards or just have plain "Deployment: Pin an enemy unit"
73e RÉGIMENT D'INFANTERIE (buff & rework ideas)
As for this reserved unit, as stated previously, when I started the game I always found it both interesting but bizarrely bad, on one hand besides its Mobilize effect, which naturally makes it pretty much a 16TH RIFLES but worse technically besides rarity; it is obvious it is intended to be used with nations with consistent healing tools, with the most consistent one being obviously UK.
I'm pretty sure this unit was powerful back then, specially with the whole Mobilize deck for it to work, but besides that I tried to build decks to make this unit work (before all of those tools were saddly rotated) I never got the grip of it. Sure, it got times where it could grow considerably, but imo if we consider not only removal or suppression tools, as a cheap unit it kinda fails at his job to fight other cheap units, specially aggressive ones.
Healing as whole is not consistent perse, and besides the fact that many relevant healing tools were reserved alongside it, for an Ally card I just feel it is very weak and slow.
I might be completely wrong and just speaking from ignorance, but I thought some ideas that could be applied for this infantry when it comes back:
1- Buff; Reduced cost to 0k.
[don't worry, there'll be variants with just Mobilize and no additional text]
1/A- (following 1st option)
Modified operation cost to Xk.
(variants)
a- Reduced operation cost to 0k. (this one is really fked up)
b- Increased operation cost to 2k.
c- Increased operation cost to 3k.
1/II- (following 1st option)
Removed text: "Gets +1+1 when your HQ gains defense".
1/II/A- (following 1/II option)
Modified operation cost to Xk.
(variants)
a- Reduced operation cost to 0k.
b- Increased operation cost to 2k.
c- Increased operation cost to 3k.
1/III- (following 1st option)
Removed Mobilize.
1/III/A- (following 1/III option)
Modified operation cost to Xk.
(variants)
a- Reduced operation cost to 0k.
b- Increased operation cost to 2k.
c- Increased operation cost to 3k.
2- Buff; Now it gets +X+X when your HQ gets defense.
(variants)
a- Gets +1+2.
b- Gets +2+1.
[credits to @wet smelt, same idea although in contrast this one keeps Mobilize,... yet]
2/A- (following 2nd option)
Removed Mobilize. Applies to both variants.
[credits to @wet smelt, this one was the original idea]
3- Buff; Added keywords alongside Mobilize.
(variants)
a- Now it has Smokescreen.
b- Now it has Ambush. (lol, 0 attack Ambush)
c- Now it has Shock.
d- Now it has Guard. (a very poor Guard)
3/A- (following 3rd option)
Increased operation cost to 2k. Applies to all variants.
[could also be increased to 3k, although that might be unnecessary]
3/II- (following 3rd option)
Removed Mobilize. Applies to all variants.
[loosely resembles @deft leaf's idea, specially with the Smokescreen variant, but it is close enough]
3/II/A- (following 3/II option)
Increased operation cost to 2k. Applies to all variants.
[credits to @deft leaf, besides the other three keywords variants, this one was the original concept]
4- Buff/"Rework"; Gets +X+X when your HQ gains or loses defense.
(variants)
a- Gets +1+1.
b- Gets +2+1.
c- Gets +1+2.
[basically, a 456th RIFLE REGIMENT without Guard]
4/A- (following 4th option)
Removed Mobilize. Applies to all variants.
5- Buff; (insert base effect). Deployment: Draw a card.
(alternative variants)
a- Draw a French card.
b- Draw a non-French card.
[yeah I know, kinda repetitive on my part to add "that" draw effect, but it would be good, right?]
5/A- (following 5th concept)
(insert base effect). Deployment: Draw an unit with Mobilize.
5/B- (following 5th concept)
(insert base effect). Deployment: Draw a copy of this unit.
[inspired by 32nd INFANTRY REGIMENT effect]
6- Buff; (insert base effect). Deployment: Deal X damage to a target.

(variants)
a- Deal 1 damage.
b- Deal 2 damage.
[French burn goes brrrr]
6/A- (following 6th concept)
Now its deployment effect can only target units. Applies to both variants.
7- Buff; (insert base effect). Deployment: Your HQ gains +X defense.
(variants)
a- Gains +1 defense.
b- Gains +2 defense.
[basically and technically, a French version of WELSH GUARDS, but without Guard]
7/II- (following 7th option) True Rework
Removed "Gets +1+1 when your HQ gains defense". Applies to both variants.
7/II/A- (following 7/II option)
Deployment: Your HQ gets +X defense plus 1 for each copy played before.
(variants)
a- Your HQ gets +1 defense...
b- Your HQ gets +2 defense...
[1939 kind of wording here! it is kinda incomplete here and there but it is clear enough what it does and what it refers]
8- Buff; (very similar to 7th option)
(insert base effect). Destruction: Your HQ gains +X defense.
(variants)
a- Gains +1 defense.
b- Gains +2 defense.
[healing effect could be increased slightly if necessary]
8/II- (following 8th option)
Removed "Gets +1+1 when your HQ gains defense". Applies to both variants.
8/II/A- (following 8th option)
(insert base effect). Destruction: Your HQ gains +X defense plus 1 for each copy played before.
(variants)
a- Your HQ gains +1 defense...
b- Your HQ gains +2 defense...
9- "Rework"; Gets +X+X when you deploy a French unit.
(variants)
a- Gets +1+1...
b- Gets +2+2...
[yes, it is intended to grow exponentially if you play French units]
9/A- (following 9th concept)
Gets +X+X when you play a French card. Applies to both variants.
9/II- (following 9th concept)
Gets +1+1 when you deploy an unit with Bond.
9/II/A- (following 9/II option)
Gets +X+X when you deploy an unit with Bond.
(variants)
a- Gets +1+2.
b- Gets +2+1.
c- Gets +2+2.
9/III- (following 9/II concept)
Gets +1+1 when you play a card with Bond.
9/III/A- (following 9/III option)
Gets +X+X when you play a card with Bond.
(variants)
a- Gets +1+2...
b- Gets +2+1...
c- Gets +2+2...
10- Rework; Gets +1+1 when the you draw a card.
10/A- (following 10th concept)
Gets +1+1 when the enemy draws a card.
10/B- (following 10th concept)
Gets +1+1 when a player draws a card.
[this can grow a lot if not taken care of quickly]
11- Rework; Has +X+X for each enemy unit in the battlefield.
(variants)
a- Has +1+1...
b- Has +2+1...
c- Has +1+2...
11/A- (following 11th concept)
Has +X+X for each friendly unit in the battlefield.
(variants)
a- Has +1+1...
b- Has +2+1...
c- Has +1+2...
12- Rework; Gets +X+X when you shuffle your deck.
(variants)
a- Gets +1+1...
b- Gets +2+1...
c- Gets +1+2...
12/A- (following 12th option)
Now it also draws a card each time you shuffle your deck. Applies to all variants.
13- Rework; Gets +1+1 when the enemy plays a RESISTANCE card.
13/A- (following 13th option)
Gets +X+X when the enemy plats a RESISTANCE card.
(variants)
a- Gets +2+1.
b- Gets +1+2.
c- Gets +2+2.
Could I suggest something?
if its not a random tantrum sure, why not
When your HQ gain def add a resistance card to the enemy deck on the special?
for this one?
Special commando
Honey plus it = a fucking res card every draw
too OP
given amount of heal, and fact Honey comes back
in that form it is quite punishing
and the new RESITANCE cards will be hella annoying
Could trigger twice per turn
COMMANDOS KIEFFER (buff & rework ideas)
As for this unit, while I cannot deny it has an interesting effect as a whole thing, I can't help it but just feel it is a mediocre card at best, for an Special rarity unit from an allied nation, you are just getting a worse version of No. 10 COMMANDO, its the exact same thing minus the Mobilize and even worse stats.
I'm aware there are some decent healing options out there that were reserved, some that will come back again, and even some that comes either from new cards or reworked forms, thats good and all, but are you really telling me that it is worth it to use a No. 10 COMMANDO that has the exact same effect?
Given the amount of removal tools right now you are easily losing your chance to make this unit work (somehow) with its little payoff, when you could've just picked any other French card instead.
Taking this into account, I've thought some ideas that could be applied to this unit, so it becomes more powerful and worthy of its base rarity value:
1- (changes to base card)
Buff; Increased attack by X.
(variants)
a- Increased attack to 1.
b- Increased attack to 2.
[based on @feral salmon's idea]
[could be applied to any of the following ideas]
1/A- (following 1st concept)
Increased defense to X.
(variants)
a- Increased defense to 2.
b- Increased defense to 3.
[could be applied to any of the following ideas]
1/II- (following 1st concept)
Increased stats to X/X.
(variants)
a- Increased stats to 1/2.
b- Increased stats to 2/2. [original idea from @feral salmon]
c- Increased stats to 1/3.
d- Increased stats to 2/3.
[could be applied to any of the following ideas]
2- (changes to base card)
Buff; Added keywords alongside Mobilize and Smokescreen.
(variants)
a- Now it has Shock.
b- Now it has Ambush.
[pretty bizarre change, but it could be useful in the long run I suppose]
[could be applied to any of the following ideas too]
3- Buff; Increased damage dealt to X.
(variants)
a- Increased damage to 2.
b- Increased damage to 3.
3/A- (following 3rd concept) "Rework";
Deal X damage to two random enemies when your HQ gains defense.
(variants)
a- Deal 1 damage.
b- Deal 2 damage.
[yes, it could theoretically hit the enemy HQ two times, I think]
3/B- (following 3/A concept)
Now it deals 1 damage to three random enemies instead.
[there's no "Deal 2 damage" variant for obvious reasons]
3/II- (following 3rd concept)
Distribute damage between all enemy units equal to defense gained by your HQ.
[board clear + healing goes brrrr]
3/II/A- (following 3/II concept)
Now it distributes damage between all enemies instead.
["board clear + burn + healing"
]
3/III- (following 3rd concept)
Deal X damage to a random enemy when your HQ or units gain defense.
(variants)
a- Deal 1 damage.
b- Deal 2 damage.
[yes, it would also count on itself as it has Mobilize, unless that is removed]
3/IV- (following 3rd concept)
Deal X damage to a random enemy when you shuffle your deck.
(variants)
a- Deal 1 damage...
b- Deal 2 damage...
c- Deal 3 damage...
[another shuffle tool, oh boy...]
3/IV/A- (following 3/IV concept)
Deal 1 damage to all enemies when you shuffle your deck.
3/IV/B- (following 3/IV concept)
Deal X damage to two random enemies when you shuffle your deck.
(variants)
a- Deal 1 damage...
b- Deal 2 damage...
3/IV/C- (following 3/IV concept)
Deal 1 damage to three random enemies when you shuffle your deck.
3/V- (following 3rd concept)
When you shuffle (see variants) into your deck, deal damage to the enemy HQ equal to its cost.
(alternative variants)
a- When you shuffle a card...
b- When you shuffle an unit...
[yes, it could also say "deal damage to a random enemy" but there isn't enough space, or atleast for a reasonable font size]
3/VI- (following 3rd concept)
Deal X damage to a random enemy when the enemy HQ is damaged by other card.
(variants)
a- Deal 1 damage.
b- Deal 2 damage.
[no, it wouldn't trigger by its own effect, but technically it could repeat itself indefinitely if there is another copy of it on board; also, Bond effect shouldn't trigger it as far as I know]
3/VII- (following 3rd concept)
Deal X damage to a random enemy when you draw a card.
(variants)
a- Deal 1 damage.
b- Deal 2 damage.
[Inverse soviet like effect]
3/VII/A- (following 3/VII concept)
Now it triggers when the enemy draws a card instead. Applies to both variants.
3/VII/B- (following 3/VII concept)
Deal 1 damage to a random enemy when a player draws a card.
[no more damage than that for obvious reasons]
[Imma get some coffe ☕ ]
4- Buff/"Rework"; Deal X damage to a random enemy when you deploy a non-French unit.
(variants)
a- Deal 1 damage.
b- Deal 2 damage.
[credits to @deft leaf, although it is not exactly the same idea... yet]
4/A- (following 4th option)
Removed Mobilize. Applies to both variants.
[credits to @deft leaf, this one was the original idea... well almost, there wasn't enough text space for the +1+1 effect, so saddly I had to discard that one, if not it would just become a 73e RÉGIMENT D'INFANTERIE]
4/B- (following 4th option)
Now it triggers its effect when you deploy or add a non-French unit. Applies to both variants.
4/C- (following 4/B option)
Removed Mobilize. Applies to both variants.
4/II- (following 4th concept)
Deal X damage to a random enemy when you deploy an unit.
(variants)
a- Deal 1 damage.
b- Deal 2 damage.
[basically, now it also counts French units too]
4/II/A- (following 4/II option)
Removed Mobilize. Applies to both variants.
4/II/B- (following 4/II option)
Now it also triggers when you deploy or add an unit. Applies to both variants.
4/II/C- (following 4/II/B option)
Removed Mobilize. Applies to both variants.
5- Rework; At the end of your turn, if your HQ gained defense, enemy HQ takes morale damage.
(alternative variant)
a- Removed Mobilize.
[credits to @wet smelt, inspired by it, although it doesn't have Bond and the same stats]
5/A- (following 5th option)
Increased stats to 1/2; Now it also has Bond. Applies to both variants.
[as mentioned previously, this stats could be adjusted if necessary, maybe something higher, lower or in between]
[credits to @wet smelt]
RESISTANCE RELATED CHANGES
6- Rework; Add a RESISTANCE into the enemy's deck when it draws a RESISTANCE order.

6/II- (following 6th concept)
When the enemy draws a RESISTANCE order, trigger its effect twice.


6/III- (following 6th concept)
Once per turn, add a RESISTANCE into the enemy's deck when your HQ gains defense.
(alternative variant)
a- Now it triggers twice per turn.
[credits to @silver path ]
6/IV- (following 6th concept)
At the start of your turn, add a RESISTANCE into the enemy's deck.
(alternative variant)
a- Now it triggers at the end of your turn instead.
6/IV/A- (following 6/IV concept)
Now it adds a RESISTANCE on top of the enemy's deck instead. Applies to both variants.

7- Rework; (kinda following 6th concept)
Deployment: Add a RESISTANCE into the enemy's deck, then double their numbers.
[I have to say that the wording is kinda off, but basically the idea is that it works like the old ARMING RESISTANCE]
7/A- (following 7th option)
Increased cost to Xk.
(variants)
a- Increased cost to 3k.
b- Increased cost to 4k.
c- Increased cost to 5k.
8- Rework; Deployment: Develop an order of your main nation.

[basically a more busted verson of PILOT ESCAPE + a small unit]
8/A- (following 8th concept)
Deployment: Develop a French order.
8/C- (following 8th option)
Deployment: Develop a non-French order.
[I dunno what I was thinking, but this is just pure unreliable gamble]
8/II- (following 8th concept)
Deployment: Develop an order of your main nation or French.
[not sure if I did get it right, but the idea is that both choice pools are combined into one]
8/II/A- (following 8/II concept)
Deployment: Develop an order of your main nation and a French one.
[now it would Develop two different orders, it should probably get a higher cost isn't?]
8/III- (following 8th concept)
Deployment: Develop a non-French or French order.
[same deal, both choice pools are combined, although this one will be a l i t t l e more messy]
8/III/A- (following 8/III concept)
Deployment: Develop a non-French order and a French order.
[just like before, this one will Develop two different orders]
8/IV- (following 8th concept)
Deployment: Choose one - Develop an order of your main nation OR French.
[that full stop there is hilarious]
8/IV/A- (following 8/IV option)
Deployment: Choose one - Develop a non-French order OR French order.
9- Rework; At the start of your turn, your HQ gains +X defense.
(variants)
a- Gains +1 defense.
b- Gains +2 defense.
9/II- (following 9th concept)
At the start of your turn, it gets +1+1 and your HQ gains +X defense.
(variants)
a- Gains +1 defense.
b- Gains +2 defense.
[it could theoretically have its Mobilize removed as it already gets +1+1]
9/III- (following 9th concept)
At the start of your turn, gain 1 additional kredit, your HQ gains +X defense.
(variants)
a- Gains +1 defense.
b- Gains +2 defense.
[basically a bizarre combination between GEBIRGS-PIONIER 95 and M3A3 HONEY]
10- Rework; Your cards deal +X damage to the enemy.
(variants)
a- Your cards deal +1 damage...
b- Your cards deal +2 damage...
[French (evil) SEAHAWK]
10/II- (following 10th concept)
The first time your cards deal damage, it deals +X damage.
(variants)
a- ...it deals +1 damage.
b- ...it deals +2 damage.
c- ...it deals +3 damage.
11- Rework; At the start of your turn, draw a card from the enemy's deck.
[could also trigger at the end of your turn]

(6)
CARD QUESTION; M.S.406; PLAN D; 4e BRIGADE
What do you think about this cards? Are they good, bad or mid? If you could change anything about them, what would that be? A buff, a nerf or a complete rework? Share with me your opinions and ideas about them!
My personal takes about them:
-
M.S.406; an interesting fighter with very good stats and operation cost for 3k, plus it has Exile which may help it into a deck building, but in reality this never happens, at all, while the unit itslef is slightly better than the average fighters with equal cost, realistically it is not worth it to run over any other French or Polish cards. It could either receive a heavy buff or "rework" (It doesn't have any text).
-
PLAN D; a really interesting order which should in theory be very flexible, but funnily enough, like its real counterpart, it suck terribly in its current form, but that doesn't mean its concept is flawed... it is just needs a little adjustment. Imo, if it has a little buff and/or cost reduction, it would be great.
-
4e BRIGADE: a curious infantry, in theory it should be a mid range unit which can have its attack grow the more you control the board, but in practice it tends to be a "win-more" card than something practical, given that if played by itself it is just a mediocre ally pick. I believe it could have either a decent buff or slight "rework".
M.s
3k1op 2/2 deployment: give an exile unit in your hand -3 cost.
Plan D
3k chose one - pin all enemy units OR give your units blitz
I run MS 406 whenever I make an exile deck. For its stats, the smaller op cost is enough to keep it competitive.
Plan D sucks. Attack buff should be permanent, defense should be bigger. It's a worse Blitzkrieg, and a worse version of 26 engineer regiment
4e brigade also sucks. It's far too expensive for its effect. Make it 2k 1op 2/4 same effect and it would see play
quite rare to see you saying a card sucks lol
I speak English, Portuguese and facts
the fact angel (gabriel)
or to be more precise, the "little fact angel" (suffix zinho) XD
True story
PLAN D (buff & rework ideas)
As for this order, for those who may already have seen my ideas here have noticed that I support the concept of flexible/dynamic cards as a whole thing, or atleast useful enough if it only works in one aspect. In theory this card could be an amazing tool for both defensive and offensive strategies, both giving a temporal +2 attack and a permanent +2 defense, which sounds kinda good, but in practice it is just awful, in comparison he have BLITZKRIEG which does the same but giving more attack and -1 operation cost, and the defensive option is pretty poor for being +2 defense, not to mention it cannot heal or do anything else.
To add some salt, this card technically does a good job at representing its real counterpart!, an useless action/operation that seems fine in paper, but in reality it is an useles ball, basically an all rounded awful thing to use.
So, to make this order not historically identical to the real "Plan Dyle", I've though some ideas to make this actually work, (basically, now it would cover the whole Ardenes region
)
1- (changes to base card)
Buff; Reduced cost to 2k.
[I know, it is not enough to make this card useful, BUT this change can be applied to ALL following ideas next to it]
1/II- (following 1st concept)
Increased stats given to X.
(variants)
a- Now it gives +3 defense.
b- Now it gives +3 attack.
c- Now it gives either +3 attack or +3 defense.
[carefully have THESE changes in mind for all options following it, specially the 2nd option and variants]
1/III- (following 1st concept)
(insert base effect). If French, it gets both.
[similar note as before, it can be applied later if necessary]
1/IV- (following 1st concept)
(insert base effect). Your HQ gains +X defense.
(variants)
a- Your HQ gains +2 defense.
b- Your HQ gains +3 defense.
c- Your HQ gains +4 defense.
1/V- (following 1st concept)
(insert base effect). Pin all enemy units.

[credits/blame to @wet smelt, it is NOT the same idea, although it is heavily inspired from it]
1/V/A- (following 1/V concept)
(insert base effect). Pin a random enemy unit.
(alternative variant)
a- Pin two random enemy units.
1/VI- (following 1st concept)
(insert base effect). Develop a French unit.

1/VI/A- (following 1/VI option)
Develop a French unit with Guard.
1/VI/B- (following 1/VI concept)
(insert base effect). Develop a French order.
(alternative variant)
a- Develop a French card.

Can I suggest something about develop?
I like develop is %soviet develop% not develop a french order because it can be a random one that you got to play around and it be annoying
Cards found: 1
1/VI/C- (following 1/VI option)
(insert base effect). Develop a countermeasure.
[similar to BETASOM, but instead of getting any Navy card available in the game, now you could get any (unrotated) countermeasure]
I also though of that
but there aren't that many French cards to choose that makes sense
Because with %15. AUFKLÄRUNG% you got to play around what the cm is he running
Cards found: 1
yes, thats the idea
mainly because this card works as a defensive tool for the most part (historically wise)
Could be develop FORTIFIED POSITION, DEFEND IN DEPTH, CALL TO THE COLONIES?
Stuff like that or you can do like Develop Fortified position, 2e BRIGADE, RESISTANCE COUNCIL
2- Buff; Now the attack buff is permanent.
[reminder that all changes from the 1st options could be applied to this card and its variants too]
[credits to @deft leaf, a fairly simple change that I also had in mind lol, it is pretty logical]
2/A- (following 2nd option)
(insert idea effect). If French, it gets +2+2 instead.
2/II- (following 2nd option)
(insert idea effect). Your HQ gains +X defense.
(variants)
a- Your HQ gains +2 defense.
b- Your HQ gains +3 defense.
c- Your HQ gains +4 defense.
2/II/A- (following 2/II concept)
(insert base effect). Your HQ gains +X defense for each.
(variants)
a- Your HQ gains +X defense.
b- Your HQ gains +X defense.
[the more units you have, the more healing you can get, besides other cards]
3- Rework; Choose one - Pin all enemy units OR your units have Blitz until end of your next turn.
[basically now it has the old effect of MONTY, minus card draw]
[credits/blame to @wet smelt, not exactly the same idea, but tbh only giving them Blitz for the turn it is played (similar to PATTON), with nothing else sounds... terrible, but nonetheless it is a good concept]
3/A- (following 3rd concept)
Now it can give your units Blitz and -X operation cost this turn.
(variants)
a- Give -1 operation cost.
b- Give -2 operation cost.
[credits to @wet smelt, again, not exactly the same thing as it has the operation cost discount, but close enough]
3/B- (following 3rd option)
Now besides Blitz, it can also give your units -X operation cost until end of your next turn.
(variants)
a- It gives -1 operation cost.
b- It gives -2 operation cost.
[now it looks like a powercreeped PATTON lol]
3/II- (following 3rd concept)
Now it can give your units Blitz and free operation cost for this turn.
3/II/A- (following 3/II option)
Now your units have Blitz and operate for free until end of your next turn.
3/III- (following 3rd concept)
Now instead of giving Blitz, it gives all your units Guard.
[yes, permanently.... for now]
3/III/A- (following 3/III concept)
Now your units have Guard until end of your next turn.
[might be useful, might not be useful, but it could buy you some time]
3/IV- (following 3rd concept)
Choose one - Pin target unit and adjacent ones OR your units have Blitz until end of your next turn.
[basically now it has the same effect as the current MONTY, minus card draw]
3/IV/A- (following 3/IV concept)
Now it gives your units Guard instead of Blitz (permanently).
(alternative variant)
a- Now Guard given to your units only lasts until end of your next turn.
4- Rework; Pin all enemy units. Your HQ gains +X defense.
(variants)
a- Your HQ gains +2 defense.
b- Your HQ gains +3 defense.
c- Your HQ gains +4 defense.
4/A- (following 4th concept)
(insert idea effect). Your HQ gains +X defense for each.
(variants)
a- Your HQ gains +1 defense.
b- Your HQ gains +2 defense.
4/II- (following 4th concept)
Pin all units. Your HQ gains +X defense.
(variants)
a- Your HQ gains +4 defense.
b- Your HQ gains +5 defense.
c- Your HQ gains +6 defense.
(now theoretically it can also affect your own units!.... yeah it is a pretty dumb "drawback", it could have Bond, probably]
4/II/A- (following 4th option)
Pin all enemy units. Your HQ gains +X defense for each.
(variants)
a- Your HQ gains +1 defense.
b. Your HQ gains +2 defense.
4/III- (following 4th concept)
Pin target unit and adjacent units. Your HQ gains +X defense.
(variants)
a- Your HQ gains +2 defense.
b- Your HQ gains +3 defense.
c- Your HQ gains +4 defense.
4/III/A- (following 4/III concept)
(insert idea effect). Your HQ gains +X defense for each.
(variants)
a- Your HQ gains +1 defense.
b- Your HQ gains +2 defense.
b- Your HQ gains +3 defense. [this one might be TOO much]
5- Rework; Pin all enemy units. If it is in the frontline it must Retreat.
[basically an AoE FORTIFIED POSITION]
5/II- (following 5th option)
(insert idea effect). Your HQ gains +X defense.
(variants)
a- Your HQ gains +2 defense.
b- Your HQ gains +3 defense.
c- Your HQ gains +4 defense.
5/II/A- (following 5/II concept)
(insert idea effect). Your HQ gains +X defense for each.
(variants)
a- Your HQ gains +1 defense.
b- Your HQ gains +2 defense.
5/III- (following 5th concept)
Pin target unit and adjacent units. If in the frontline, they must Retreat.
5/III/A- (following 5/III option)
(insert idea effect). Your HQ gains +X defense.
(variants)
a- Your HQ gains +2 defense.
b- Your HQ gains +3 defense.
c- Your HQ gains +4 defense.
5/III/B- (following 5/III option and 5/III/A concept)
(insert idea effect). Your HQ gains +X defense for each.
(varians)
a- Your HQ gains +1 defense.
b- Your HQ gains +2 defense.
Good start
Great idea
Because fortified position never really see play
Also a pretty good idea
So if you give it in a develop pool than it could see play
6- Rework; Develop HONOR AND LOYALTY, DEFEND IN DEPTH or FORTIFIED POSITION . Give your HQ +X defense.
(variants)
a- Give your HQ +2 defense.
b- Give your HQ +3 defense.
c- Give your HQ +4 defense.
[reupload because unacceptable misspelling]
[credits to @silver path, 1st I didn't include CALL TO THE COLONIES mainly because text space; and 2nd, while it could technically fit, the card as a whole would be bad even if it had flexibility, so I replaced it with HONOR AND LOYALTY added HQ healing for additional and useful value]
6/II- (following 6th option)
Replaced DEFENSE IN DEPTH with SAAR OFFENSIVE. Applies to all variants
[reupload; as you can see the card names are kinda swapped bacause text space and misspelling shenanigans, oh well]
[what can I say, I LOVE that order; TIP OF THE SPEAR syndrome if you ask]
(7)
EXTRAORDINARY QUICK QUESTION:
Obviously as I stated (or implied before) I will probably suggest ideas for new cards past the previous ones I did, and that includes right now the Homefront expansion cards, more specifically German ones, the question is: How much time do you think it should pass for it to be appropiate to suggest possible changes?
(this also applies to the current French cards)
I'd give it 3-6 months
4e BRIGADE (buff ideas)
As for this unit, this is one of the many French cards I always liked not because I used them or its artwork, but its concept as a whole, technically I see it as a weaker 980. VOLSKGRENADIER (previously covered) but with puzzle mechanics where it grows stronger with more board presence from your part.
But while curious, it just ends up as a curious concept that never got into anything, its not worth running it as it doesn't provide anything else, nor draw, nor inmediate effec, nothing, too vanilla and with pretty mediocre stats for an ally card with 3k.
So, for this curious standard card, I've thought some ideas that could be applied for it to be worth playing with:
1- (changes to base card)
Buff; Reduced cost to 2k.
[as always, this change is pretty simple yet very effective, it can also be applied to any of the following options]
[credits to @deft leaf]
1/A- (following 1st option)
Reduced defense to 4
(variants)
a- Increased attack to 3. [quite above rate from regular 2k units]
2- Buff; Increased stats by 1.
(variants)
a- Increased attack to 3.
b- Increased defense to 6.
[this stat changes could also be applied to any of the following options too]
2/A- (following 2nd option)
Increased stats to 3/6.
[now we are talking]
2/II- (kinda following 2nd concept)
Deployment: Gets +1+1 for each non-French unit you control.
[same thing, this stat changes could also be applied to any of the following options too]
2/II/A- (following 2/II option)
Increased stats to X.
(variants)
a- Increased attack to 3.
b- Increase defense to 6.
2/II/B- (following 2/II option)
Increased stats to 3/6.
[now we are doing SERIOUS talking
]
3- (changes to base card)
Buff; Added keywords.
(variants)
a- Now it has Shock.
b- Now it has Ambush.
[in theory, it could have Fury... mayhaps]
3/A- (following 3rd option's variants)
c- Now it has both Ambush and Shock.
3/II- (following 3rd concept)
Deployment: Gets +1+1 for each non-French unit you control.
(variants)
a- Now it has Shock.
b- Now it has Ambush.
3/II/A- (following 3/II option's variants)
c- Now it has both Ambush and Shock.
4- Buff; Deployment: Gets +1 attack for each non-French unit you control, and +1 defense for each French one.
4/A- (following 4th option)
Now it gets +1+1 for each French unit you control.
4/II- (following 4th concept)
Deployment: Gets +1+1 for each non-French unit you control, and +X+X for each French one.
(variants)
a- ...and +1+2 for each French one.
b- ...and +2+1 for each French one.
4/II/A- (following 4/II option's variants)
c- ...and +2+2 for each French one.
[oh boy, this one can grow a lot]
5- Buff; Deployment: Gets +1 attack for each non-French unit you control. Draw a card.
5/A- (following 5th option)
Now it gets +1+1 for each non-French unit you control.
5/II- (following 5th concept)
Deployment: Gets +1 attack for each non-French unit you control, draw a card. If none, draw two cards instead.
5/II/A- (following 5/II option)
Now it gets +1+1 for each non-French unit you control.
5/III- (following 5th concept)
Deployment: Gets +1 attack for each non-French unit you control. Draw a card for each French one.
5/III/A- (following 5/III option)
Now it gets +1+1 for each non-French unit you control.
6- Buff; (insert base effect). Your HQ gains +X defense.
(variants)
a- Your HQ gains +1 defense.
b- Your HQ gains +2 defense.
c- Your HQ gains +3 defense.
6/A- (following 6th option)
Deployment: Gets +1+1 for each non-French unit you control. Your HQ gains +X defense for each.
(variants)
a- Your HQ gains +1 defense.
b- Your HQ gains +2 defense.
c- Your HQ gains +3 defense.
7- Buff; Deployment gets +1 attack for each non-French unit in the battlefield.
7/A- (following 7th option)
Now it gets +1+1 for each non-French unit.
8- Buff/"Rework"; Has +1 attack for each non-French unit you control.
(alternative variant)
a- Has +1+1 for each non-French unit you control.
8/A- (following 8th option)
(insert idea effect. Deployment: Draw a card. Applies to both variants.
8/II- (following 8th option)
Has +1 attack for each non-French unit you control, and +1 defense for each other French one.
8/II/A- (following 8/II option)
Now it has +X+X for each French unit you control.
(variants)
a- Has +1+2 for each French unit.
b- Has +2+1 for each French unit.
(8)
This is pretty good
I will suggesst somehing stupid bu funny lol
Add 2 res cards to the enemy deck or gain 6 def and it has guard
still not an optimal change, not only it is not compatible in thei concepts (one is a military unit, the other a "militia/resistance" order type) and to be fair, it either kills the FIERY AMBUSH because value, or it is unplayable for how slow and expensive it is in total
although, it could be used for any of the other (terrible) french units
I was thinking and this going sound stupid
"If the enemy control the frontline gain guard if not than gain blitz."
M.S.406 (buff ideas)
As for this unit, I... honestly don't have much to say about it, for an ally unit, it is... not bad, for 3k you can have a pretty decent fighter unit with 3/3 and 1op, with the additional upside of having Exile for that type of synergy.
But even then... I'm not actually sold by it, not only the whole Exile deck is pretty mediocre in general and quite convoluted to pull off as a whole thing, this unit while technically better than the average 3k fighter drop, seems not worth it, too standard and plain, specially considering you are giving up other French/Polish options to choose like orders or even better units.
This unit m i g h t not be necessary to change... kind off, but thats just assuming the Exile deck tools are upgraded into something better as I never saw those tbh.
Taking this into account, here are my ideas and changes for this curious French fighter:
1- (changes to base card)
Buff; Increased stats to X.
(variants)
a- Increased defense to 4.
b- Increased attack to 4.
[could also be applied to any of the following ideas to come... although that might not be necessary for the most part]
1/A- (following 1st option)
Increased stats to 4/4.
[now this is a pretty hefty fighter, theoretically this could also be applied to any following ideas, but again it might not be necessary]
2- Buff; Added keywords.
(variants)
a- Now it also has Blitz. [this kinda powercreeps the YAK 9 PL, although that one has more defense and a passive effect]
b- Now it also has Shock.
c- Now it also has Ambush.
2/A- (following 2nd option)
Added keyword combinations.
(variants)
a- Now it also has both BLitz and Shock.
b- Now it also has both Ambush and Blitz.
c- Now it also has both Ambush and Shock.
3- Buff; Your HQ gains +X defense when you play an Exile card.
(variants)
a- Gains +1 defense.
b- Gaisn +2 defense.
[forgot to make the Exile bold lol]
[credits to @silver path, although it is not the full idea yet]
3/A- (following 3rd option)
Your HQ gains +X defense when you play an Exile or French card.
(variants)
a- Gains +1 defense.
b- Gains +2 defense.
[credits to @silver path, this is the full idea]
4- Buff; Draw from your deck when the enemy draws a RESISTANCE order.
[kinda bland, but decent]
i have idea
shuffle an resiatance order to enemy deck whenever a n enemy unit is added, deployed or destroyed
4/A- (following 4th option)
Draw from your deck when a player draws a RESISTANCE order.
not sure if it is appropiate for this card... but if so, shuffle has to be removed lol
french sisiiosasto🔥
don't get me wrong, it is a good effect, but it might get a little much of value for a standard card
4/II- (following 4th concept)
Draw from your deck at turn 5.
[yes, it is inspired from HOME AND FRONTLAND]
4/II/A- (following 4/II option)
Draw from your deck at turn X.
(variants)
a- Draw at turn 4.
b- Draw at turn 3.
5- Buff; Deployment: Your HQ gains +X defense.
(variants)
a- Your HQ gains +1 defense.
b- Your HQ gains +2 defense.
5/II- (following both 4th concept and 5th option) MERGE;
Draw from your deck at turn 5. Deployment: Your HQ gains +X defense
(variants)
a- Your HQ gains +1 defense.
b- Your HQ gains +2 defense.
[emergency healing coming right up form the sky!]
5/II/A- (following 5/II option)
Draw from your deck at turn 4. (insert idea effect). Applies to both variants.
5/II/B- (following 5/II option)
Draw from your deck at turn 3. (insert idea effect). Applies to both variants.
@gusty steppe (I know that it's a bit off topic, but read #1444872234505207838)
It's so dumb
6- Buff; WHen the enemy draws a RESISTANCE order, deal 1 damage to its HQ.
[inspired by 27e DIA, it should powercreep it as it doesn't have either the damage or the Guard ]
6/II- (kinda following 6th concept)
Once per turn, when the enemy draws a RESISTANCE order, it draws two instead.
(alternative variant)
a- Now it triggers twice per turn.
[wording might be a little off, it could be adjusted]
6/III- (kinda following 6th concept)
When the enemy draws a RESISTANCE order, deal 1 damage to all enemies.
6/III/A- (following 6/III option)
Now it deals 0-1 damage.
[yeah I know, rng + rng equals inconsistency, but it could work... kind off]
7- Buff; Gets +1+1 when the enemy draws a RESISTANCE order.
7/A- (following 7th option)
Gets +1+1 when a player draws a RESISTANCE order.
7/II- (following 7th concept)
Fully repair this unit and gets +1+1 when the enemy draws a RESISTANCE order.
7/II/A- (following 7/II option)
Fully repar this unit and gets +1+1 when a player draws a RESISTANCE order.
8- Buff; Deployment: Draw a M.S.406 from your deck.
Where is a nerf?
8/A- (following 8th concept)
Deployment: Draw an Exile unit from your deck.
why though?
it is slightly better than an average fighter but it is not a big deal
Idk
I mean, its not like I don't do nerfs but imo this card doesn't need one
Maybe nerf it to give a cool effect (that would be a rework)
Exile is sadly dead
is dead because it doesn't have proper support
I'll think ideas to support
but it'll take me some time
8/II- (following 8th concept)
Deployment: Draw a M.S.406 and an Exile unit from your deck.
[essentially, draw 2 units from your deck]
8/III- (following 8/A option)
Deployment: Draw an Exile unit from your deck, reduce its cost by X.
(variants)
a- Reduce its cost by 1.
b- Reduce its cost by 2.
c- Reduce its cost by 3.
[slightly inspired by @wet smelt's idea]
9- Buff; Deployment: Choose an Exile unit in your hand, reduce its cost by X.
(variant)
a- Reduce its cost by 1.
b- Reduce its cost by 2.
c- Reduce its cot by 3.
[credits to @wet smelt]
9/A- (following 9th option)
(insert idea effect). Draw a card. Applies to all variants.
[yeah its a pretty simple addition and a flexible change if no units available]
10- Buff; Enemy units that attack anything but this unit are destroyed.
[yeah, it is pretty similar to 1st GRENADIER REGIMENT, although not the same thing, still pretty powerful]
10/II- (following 10th concept)
Deal X damage to an enemy unit if it attacks anything but this unit.
(variants)
a- Deal 1 damage.
b- Deal 2 damage.
c- Deal 3 damage. [this is incredibly good]
10/III- (following 10th concept)
Enemy units that damage anything but this unit are destroyed.
[yeah, this one can be considered a powercreeped version of 1st GRENADIER REGIMENT, lol]
10/III/A- (following 10/III concept)
Deal X damage to an enemy unit when it damages anything but this unit.
(variants)
a- Deal 1 damage.
b- Deal 2 damage.
c- Deal 3 damage.
[slightly less powercreeped version of the 1st GRENADIER REGIMENT]
11- Buff; In the enemy's turn, your other units have +X attack.
(variant)
a- ...your other units have +1 attack.
b- ...your other units have +2 attack.
[inspired by SEAFORTH HIGHLANDERS' effect]
12- Buff; When M.S.406 attacks the enemy HQ, add a RESISTANCE into its deck.
12/A- (kinda following 12th concept)
At the end of your turn, move to the top a RESISTANCE order in the enemy deck.
[wording is kinda wonky because text space, technically it could be adjusted though]
13- Buff; When an enemy unit moves into the frontline, Fight it.
(alternative variant)
a- Before an enemy unit moves into the frontline, Fight it.
{credits to @silver path, although it is not exactly the same idea]
13/II- (following 13th concept)
When an enemy unit attacks, it Fights this unit.
(alternative variant)
a- Before an enemy unit attacks, it Fights this unit.
13/III- (following 13th concept)
When an enemy unit deals damage, it Fights this unit.
(variants)
a- Before an enemy unit deals damage, it Fights this unit.
14- Buff; Deployment: Fight target enemy unit.
[Fight mechanic goes brrrr]
14/A- (following 14th option)
Deployment: Fight target enemy unit. Draw a card.
[Fight mechanic + draw a card goes brrrrr ²]
15- Buff; Deployment: Add a SALLY in your hand.
[why SALLY? well, I've though of giving it "Suppress target enemy unit" but that would be boring, so I made this instead!
]
15/A- (following 15th option)
Deployment: Add a SALLY in your hand. Discard it at the end of your turn.
[to avoid powercreep of a Limited order from a Standard card]
15/B- (following 15th option)
Deployment: Add a SALLY in your hand. Draw a card.
[and now it is even better than before, lol]
15/C- (following 15th option)
Deployment: Add a SALLY on top of your deck.
[and now again, it is worse!]
15/II- (kinda unrelated to the 15th option... or is it?
Deployment: Draw a card.
[pretty bizarre this wasn't an option before]
15/II/A- (following 15/II option)
Deployment: Draw a card. Add a SALLY on top of your deck.
[yeah it might sound like a convoluted version of the 15/II, but I worded it like this because of that, first you draw a card and then the SALLY is added]
16- Buff/Nerf?; Cannot attack the enemy HQ. Takes X less damage from ground units.
(variants)
a- Takes 1 less damage from ground units.
b- Takes 2 less damge from ground units.
[credits to @silver path, although again, it is not the same idea]
16/A- (following 16th option)
Reduced cost to 2k. Applies to both variants.
16/II- (following 16th option)
Now it has Blitz. Applies to both variants.
16/II/A- (following 16/II option)
Reduced cost to 2k. Applies to both variants.
(9)
I assume the Sally gets added after the draw effect right?
thats why I worded it like that
first draw, then it adds the SALLY
I'm that one special friend
I say for this unit add 5 rankbanks to deck and shuffle it imo ||jk||
I say "Fight a target unit if it dies draw a card
CARD QUESTION; HONOR AND LOYALTY; SORTIE; FORTIFIED POSITION
What do you think about this cards? Are/were they good, bad or mid? If you could change anything about them, what would that be? A buff, a nerf or a complete rework? Share with me your opinions and ideas!
My personal takes about them:
-
HONOR AND LOYALTY; an infamous order that was basically a key tool in the mill deck, now it is just shadow of what it was, and its effect while pretty much the "same", it can only target friendly units, making not only a "similar" version of DEADLY DUTY, but you can also lose tempo and board presence. Imo it could have a little buff, which I think is obvious what I have in mind.
-
SORTIE/FRAPPE; an interesting order from the Mobilize package, I always liked this order as it was technically a much better version of the H75-C1, in which in comparison, while it doesn't add a (mediocre) unit, you could also use it as a cost based removal, pretty similar to PUMMEL or TIP OF THE SPEAR from Germany but with a much cheaper cost. I believe it could have a little buff here and there, but maybe its not necessary.
-
FORTIFIED POSITION; another interesting order, it is interesting and kinda practical if the enemy has units at the frontline, in which it may allow you to make him lose a considerable amount of tempo and (possibly) spent kredits from operation, although I find it quite weak and mediocre as a Pin tool. Imo it could have a moderate buff.
(following SORTIE order) Same QUESTIONS for this card too.
Sortie 4k
Chose one add 3 resistance to enemy deck or add frappe to your hand
Frappe 8k
Add 5 resistance to enemy deck
Honor and loyality:
0k same effect
Or 1k draw 3
Honor and loyalty isn't bad I used it
in my German control deck
Fortified position could be changed to a cm and 1k "When the enemy moved a unit into the frontline destroy it and draw a card."
isn't 4k and 8k a little... too expensive for adding RESISTANCE into the enemy's deck while doing nothing else?
Numbers can be adjusted, but ithink that having too much resistance adders is not healthy
Frappe could add 7
I would say for Frappe "destroy a unit with 2 or less cost draw a card."
All of these are really bad. Honor and loyalty is not even good supply for the shuffle deck, sortie was barely ever used in the mobilize deck even after the rework and fortified position is outclassed by the French kit
Since all of them are low cost, I'd argue they need significant buffs. To keep their identities, here are some ideas:
Honor and Loyalty should draw an extra card if you shuffled a non-French unit; no change in cost.
Sortie should give a combat keyword to target friendly unit AND add Frappe to your hand, then Frappe should give fury to a unit friendly without combat keywords; no change in the cost of either.
Fortified position should target a friendly unit to operate for free this turn and retreat a random enemy unit in the Frontline, if applicable.
Yea
Honor and loyalty is a card I used on like jagbomber or heavy armour fighter imo or good deployment
I used it in Brit/Fra Shuffle Guards
was even better than Defend the Nation here
provided more draw and I could shuffle a Welsh or No. 9 into deck to use it again
I say defend the nation need a reworked more than honor and loyatly
All the effects above are really broken…
I would say make it self suppress on your next turn imo
so... you'll be playing the exact same card but with extra steps
or even a worse one as it loses Exile
also that additional sentence cannot fit
could be deployment gain 2 def imo
I already did that...
not gonna lie, the FORTIFIED POSITION idea is.... bizarre, but not bad, its better than the current effect lol.
FORTIFIED POSITION (buff ideas & 1 rework)
As for this order, I don't have much to say about it, its a pretty simple card to analize so there's not much depth to delve into, as primarily a Pin order is fine-ish, and the conditional Retreat effect is good in some cases, but it really is not enough to be worth picking.
While the Retreat effect can be useful to delay the enemy's attack, it sometimes is not really enough to make a real difference, and worst part is that it only applies to units in the frontline, so you are essentially "wasting" credits and the full card value if you want to Pin an unit in the supportline, which kinda kills its purpose, which is to be a cheap control order.
Not to mention it is pretty much powercreep by anything else that can do the same or better, either by Pin effect unconditional secondary effects, return to hand, etc.
So, taking this into point into account, I've thought some ideas so this card can truly become an usefull order:
1- (Changes to base card)
Buff; Reduced cost to 0k.
[as always, a cost reduction is a good start, and this order's cost in particular imo canoot cost more than 0k]
[this change could be applied to any of the following options, although as you might see, I believe it won't be necessary]
2- Buff; Pin an enemy uit. If in the frontline, it Retreats. Draw a card.
(alternative variant)
a- Otherwise draw a card. [basically, if the unit did not Retreat]
2/A- (following 2nd option)
Now it draws a French card instead. Applies to both variants.

2/II- (following 2nd concept)
(insert base effect). Draw an order from your deck.
(alternative variant)
a- Otherwise draw an order from your deck.
2/II/A- (following 2/II concept)
Now it draws a French order instead. Applies to both variants.

2/III- (following 2nd concept)
(insert base effect). Draw an unit from your deck.
(alternative variant)
a- Otherwise draw an unit from your deck.
2/III/A- (following 2/III option)
Now it draws a French unit instead. Applies to both variants.

2/IV- (following 2/IV option)
(insert base effect). At the end of turn, draw a copy of this card from your deck.
[inspired by IJN MIKURA's effect]
3- Buff; (insert base effect). Your HQ gains +X defense.
(variants)
a- Your HQ gains +1 defense.
b- Your HQ gains +2 defense.
c- Your HQ gains +3 defense.
[oh boy, with the amount of healing ideas I'm making for France right now one might think I'm trying to turn it into a mini-British set lol]
4- Buff; (insert base effect). Destroy it if it costs X or less.
(variants)
a- Destroy it if it costs 1 or less.
b- Destroy it if it costs 2 or less.
[countepart from previous statement: "Now this one looks like a German order
"]
5- Buff/"Rework"; Pin an enemy unit and give it +X operation cost. If in the frontline, it must Retreat.
(variants)
a- ...give it +1 operation cost.
b- ...give it +2 operation cost.
c- ...give it +3 operation cost.
[counter part from the counterpart, now this one looks like a Soviet order!
]
6- Buff/"Rework"; Pin an enemy unit and give it -X-0. If it is in the frontline, it Retreats.
(variants)
a- Give it -1-0.
b- Give it -2-0.
[only reduces attack]
6/A- (following 6th concept)
Pin an enemy unit and give it -0-X. If it is in the frontline, it Retreats.
(variants)
a- Give it -0-1.
b- Give it-0-2.
[it reduces its defense; can also be interpreted as "Pin and deal X damage to an enemy unit"]
6/II- (following 6th and 6/A "a" variants) MERGE
Pin an enemy unit and give it -1-1. If it is in the frontline, it Retreats.
6/II/A- (following 6/II concept plus 6th and 6/A 2 variants)
Pin an enemy unit and give it -X-X. If it is in the frontline, it Retreats.
(variants)
a- Give it -2-1.
b- Give it -1-2.
6/II/B- (following 6/II/A variants)
c- Give it -2-2.
7- Buff/"Rework"; Pin an enemy unit. If it is in the frontline, Pin adjacent units and Retreat it.
(alternative variant)
a- Increased cost to 2k.
[could be considered a powercreeped combination of both MONTY and DELAYING TACTICS, although it only Retreats target unit.... for now.]
7/A- (following 7th concept)
Pin an enemy unit. If it is in the frontline, Pin adjacent units and Retreat them.
(alternative variant)
a- Increased cost to 2k.
[now this one is a powercreeped version of both MONTY and DELAYING TACTICS, but without draw ofc]
8- Buff; (insert base effect). Develop a French unit.
[it cannot be a JhonathanDj's suggestion if it doesn't have Develop on it!
]
8/A- (following 8th option)
(insert base effect). Develop a French unit with Guard.
[fun fact, right now there are 8 French guards active in the current pool]
8/II- (kinda following 8th concept)
(insert base effect). Add a 152e RÉGIMENT in your hand.
(alternative variant)
a- Add a 152e RÉGIMENT on top of your deck.
[for those wondering, it is that one 1k 3op 3/3 guard that cannot be deployed unless you have 6 kredits or more]
8/II/A- (following 8/II concept)
(insert base effect). Add a 18e RÉGIMENT in your hand.
(alternative variant)
a- Add a 18e RÉGIMENT on top of your deck.
[this unit is that guard with 4/4 and 3op cost, you know, the one summoned by the French cavalry]
9- Buff; (insert base effect). Your units operate for X less this turn.
(variants)
a- Your units operate for 1 less this turn.
b- Your units operate for 2 less this turn.
[this option might need a higher cost]
[shoutout to @deft leaf, although it is not the same idea I was inspired by it]
10- Rework; Target unit operates for X less this turn. A random enemy unit in the frontline must Retreat.
(variants)
a- Target unit operates for 1 less this turn.
b- Target unit operates for 2 less this turn.
[credits to @deft leaf, it is not the exact same idea.... yet]
10/A- (following 10th option)
Target unit operates for free this turn. A random enemy unit in the frontline must Retreat.
[credits to @deft leaf]
(10)
Very on Brand for you
(
brewing some HONOR AND LOYALTY ideas
)
(share now your last hour ideas or I won't edit those lol)
F in the chat
(lol, I didn't upload anything "yet" as I was cooking, literally)
HONOR AND LOYALTY (buff & "deworks")
As for this infamous order, many would remember how utterly unfair it was when Mill decks were a thing before rotations, being able to "remove" temporarily any unit and make the owner draw 2 cards was a pretty big deal, specially for the Mill engine against the opponent.
Which, taking into account how popular it was to toss away anything for... 1k? 2? (I don't remember if its costs was different) it ended up eventually into a weaker reworked version that we have today, which imo is pretty bad.
On one hand it c o u l d be a good tool to trigger shuffle effects and/or draw cards if necessary, but similarly to the new German return cards, it has the issue of making you lose tempo, which although I'm not an expert into that topic for strategies, it is a pretty big deal.
I'm not saying I was a "fan" of mill or that I want t h a t version back, but there could be an in between point with the previous version and the current one.
Taking this points in mind, I've though some ideas that could be applied to this... iconic order:
1- (changes to base card).
Buff; Reduced cost to 0k.
[this change could be applied to any of the following ideas to come if necessary]
[credits to @wet smelt, as always, a fairly simple change that justs works without needing to split a mind into trying to make ideas, thats not my case lol]
1/II- (following 1st concept)
Increased card draw to 3.
(alternative variant)
a- Reduced cost to 0k.
[credits to @wet smelt, you mad lad]
1/III- (following 1/II concept)
(insert base effect). If French, draw 3 cards instead.
(alternative variant)
a- Reduced cost to 0k.
2- Dework; Shuffle target unit into its owner's deck, draw a card.
(alternative variant)
a- Draw 2 cards instead.
[similar to the old version but the only one drawing is you, there are more variants, wait for them]
2/A- (following 2nd concept)
Shuffle target unit into its owner's deck. If French, draw a card.
(alternative variants)
a- If French, draw 2 cards.
b- If French, draw 3 cards.
[do note again that it doesn't need to be a friendly French unit for it to draw]
2/II- (following both 2nd and 2/A options) MERGE;
Shuffle target unit into its owner's deck. Draw a card. If French, draw 2 cards instead.
(alternative variant)
a- Draw 2 cards. If French, draw 3 cards instead.
2/III- (following 2nd concept)
Shuffle target unit into its owner's deck. Draw a card. +X cost if target is an enemy.
(variants)
a- +1 cost if target is an enemy.
b- +2 cost if target is an enemy.
c- +3 cost if target is an enemy.
[now if you want to target enemy units you have to pay more for it, cost penalty could be higher if necessary]
2/III/A- (following 2/III option)
Now it draws 2 cards instead. Applies to both variants.
3- Rework; Shuffle target unit into its owner's deck. If French, shuffle it into your deck instead.
[it technically honors the name of the card isn't?
]
3/A- (following 3rd option)
Now it draws a card.
(alternative variant)
a- Now it draws 2 cards.
[French draw/steal engine goes brrrr]
3/II- (following 3rd concept)
Shuffle target unit into its owner's deck. If French, shuffle it into your deck instead. +X cost if an enemy.
(variants)
a- +1 cost if an enemy.
b- +2 cost if an enemy.
c- +3 cost if an enemy.
[same cost penalty as before, but saddly, there is not text space for card draw]
(11)
Draw three if not French and I'm buying it
wouldn't that make it... too consistent?
I do get the idea of the non-French effect in France, although it would be pretty busted if it can target anything, unless again it is stated it is a friendly unit.
at 2k maybe? I think the tempo on this card is so bad it's not even worth it
that could do the job
[
driking up some chimarrão while making up the SORTIE and FRAPPE ideas
]
A man of culture I see
(well, its not exaclty the brazilian variant, its just the "argentinian" one, lol)
I'm from Pernambuco, mate and chimarrão are this wonder of a distant land. I like all of them and have no strong passion for one over the other
Also, just wanted to tell you all that I'm now posting my tests on discord. You can follow the Soviet main + UK ally here: https://discord.com/channels/261080886743793665/1445599138832978002
oooh, I'll check them out
oh wow, thats pretty far away from where I live XD, I live at the province of Formosa, basically the (almost) far-north part of the country
(oh no, I've made up a terrible way to use the RESISTANCE cards in the enemy deck, and its awful)
(I'll just give a hint of how it works.... think of... mhh... ATLANTIC COMMAND
)
SORTIE/FRAPPE (buff & rework ideas)
As for this two orders, I always though since the start of the game that this card had a pretty cool and unique concept, both for its flexibility and potential removal if you could setup the board at your favor, but in the end it just... doesn't work as one would desire.
On one hand Mobilize is quite easy to deal with to remove from the unit (as the opponent), and the FRAPPE order, while pretty good with its cost and potential removal, it is useless if you cannot have a Mobilize unit on board, let alone if you use it on the same turn you give Mobilize to an unit, thus kinda killing its cost advantage and making it a "worse" version of TIP OF THE SPEAR or PUMMEL.
Pretty interesting cards, but kinda outdated for today standards as they are too slow or clunky to properly use, so I thought some ideas for them to be worth running when they come back:
(oh boy, 168 images in total, here we go!)
SORTIE ideas:
1- (changes to base card)
Buff; Reduced cost to 0k.
[as an starting change it might not be too much, but take into account it could pottentially add FRAPPE, which will also have changes, and that is pretty relevant later]
1/A- (following 1st concept)
Choose one - Give a friendly unit +1+1 and Mobilize OR add a FRAPPE to your hand.
(alternative variant)
a- Reduced cost to 0k.
1/B- (following 1st concept)
Choose one - Fully repair a friendly unit and give it Mobilize OR add a FRAPPE to your hand.
(alternative variant)
a- Reduced cost to 0k.
1/C- (following 1st concept)
Choose one - Give a friendly unit a random combat keyword OR add a FRAPPE to your hand.
(alternative variant)
a- Reduced cost to 0k.
[shoutout to @deft leaf, not the same idea although it is inspired by it]
1/D- (following 1st concept)
Choose one - Give a friendly unit a random combat keyword and Mobilize OR add a FRAPPE to your hand.
(alternative variant)
a- Reduced cost to 0k.
1/E- (following 1st concept)
Choose one - Fully repair a friendly unit and give it a random combat keyword OR add a FRAPPE to your hand.
(alternative variant)
a- Reduced cost to 0k.
2- Buff/"Rework"; Give a friendly unit Mobilize. Add a FRAPPE to your hand.
[as you might notice in this idea and following variants, it is basically the same thing as the previous options but now you can get both rewards]
2/A- (following 1st option)
Give a friendly unit Mobilize. Add a FRAPPE to your hand if this is the first order this turn.
2/II- (following 1st concept)
Give a friendly unit +1+1 and Mobilize. Add a FRAPPE to your hand.
(alternative variant)
a- Add a FRAPPE to your hand if this is the first order this turn.
2/II/A- (following 2nd concept)
Fully repair a friendly unit and give it Mobilize. Add a FRAPPE to your hand.
(variants)
a- Add a FRAPPE to your hand if this is the first order this turn.
2/III- (following 2nd concept)
Give an unit a random combat keyword. Add a FRAPPE to your hand.
(variants)
a- Add a FRAPPE to your hand if this is the first order this turn.
[credits to @deft leaf]
2/IV- (following 2nd concept)
Give an unit a random combat keyword and Mobilize. Add a FRAPPE to your hand.
(alternative variant)
a- Add a FRAPPE to your hand if this is the first order this turn.
2/V- (following 2nd concept)
Fully repair a friendly unit and give it a random combat keyword. Add a FRAPPE to your hand.
(alternative variant)
a- Add a FRAPPE to your hand if this is the first order this turn.
2/VI- (following 2nd concept)
Give a friendly unit +1+1 and a random combat keyword. Add a FRAPPE to your hand.
(alternative variant)
a- Add a FRAPPE to your hand if this is the first order this turn.
3- Buff/"Rework; Choose one - Add X RESISTANCE to the top of the enemy deck OR add a FRAPPE to your hand.
(variants)
a- Add 2 RESISTANCE.
b- Add 3 RESISTANCE.

[credits/blame to @wet smelt, you mad lad]
3/II- (following 3rd concept)
Choose one - Add a RESISTANCE to the top of the enemy deck OR add a FRAPPE to your hand.

3/II/A- (following 3/II option)
Increased RESISTANCE cards added to X.
(variants)
a- Adds 2 RESISTANCE.
b- Adds 3 RESISTANCE.

3/II/B- (following 3/II/A option)
Increased cost to 2k. Applies to both variants.
3/II/C- (following 3/II/A option, "b" variant)
Increased cost to 3k.
4- Rework; (similar concept as 3rd option)
Add X RESISTANCE to the top of the enemy deck. Add a FRAPPE to your hand.
(variants)
a- Add a RESISTANCE. (basically 1)
b- Add 2 RESISTANCE.
c- Add 3 RESISTANCE.
[FRAPPE adding effect could also be limited with "If this is the first order this turn", but I think it cannot fit]
4/A- (following 4th option)
Increased cost to 2k. Applies to all variants.
4/B- (following 4th option)
Increased cost to 3k.
4/C- (following 4th option, "b" and "c" variants)
Increased cost to 4k. Applies to both variants.
4/D- (following 4th option, "c" variant)
Increased cost to 5k.
FRAPPE ideas:
1- Buff; Increased cost to Xk; Destroy target unit with cost 3 or less.
(variants)
a- Increased cost to 3k.
b- Increased cost to 4k.
[in most simple form it basically works like a PUMMEL or TIP OF THE SPEAR without additional effects]
[any of this changes could be paired up with the SORTIE ideas or original card]
1/A- (following 1st option)
(insert idea effect). Draw a card. Applies to both variants.
[some additional value if you didn't feel the first option was suitable enough]
1/II- (following 1st option)
(insert idea effect). Costs 1 less for each French unit you control. Applies to both previos variants.
(additional variant)
c- Increased cost to 5k.
1/II/A- (following 1/II concept)
(insert idea effect). Costs 1 less for each non-French unit you control. Applies to all variants.
1/II/B- (following 1/II concept)
(insert idea effect). Costs 1 less for each unit you control. Applies to all variants.
[cost could also be increased to 6k if necessary]
1/II/C- (following 1/II concept and 1st option)
(insert idea effect). Costs 1 less for each unit with Mobilize you control. Applies to both variants.
[useful for a Mobilize deck, I think]
2- Rework; Increased cost to 2k; Target an unit. Deal 1 damage for each RESISTANCE in the enemy deck.
2/A- (following 2nd option)
Increased cost to Xk.
(variants)
a- Increased cost to 3k.
b- Increased cost to 4k.
c- Increased cost to 5k.
[RESISTANCE amount can get pretty high quickly]
2/II- (following 2nd concept)
Deal 1 damage to an unit plus 1 for each RESISTANCE in the enemy deck.
[same as before but with 1 additional damage]
2/II/A- (following 2/II option)
Increased cost to Xk.
(variants)
a- Increased cost to 3k.
b- Increased cost to 4k.
c- Increased cost to 5k.
2/II/B- (following 2/II option)
Deal 2 damage to an unit plus 1 for each RESISTANCE in the enemy deck.
[same thing as before, but now it deals 2 additional damage]
2/II/C- (following 2/II/B option)
Increased cost to Xk.
(variants)
a- Increased cost to 3k.
b- Increased cost to 4k.
c- Increased cost to 5k.
3- Rework; Increased cost to Xk. Distribute damage between all enemy units equal to amount of RESISTANCE in the enemy deck.
(variants)
a- Increased cost to 4k.
b- Increased cost to 5k.
c- Increased cost to 6k. [might be too much, I'm not sure]
3/II- (following 3rd concept)
Increased cost to 4k; Distribute damage between all enemies equal to amount of RESISTANCE in the enemy deck.
{yes, it can get absolutely busted as it can also damage the enemy HQ]
3/II/A- (following 3rd option)
Increased cost to Xk.
(variants)
a- Increased cost to 5k.
b- Increased cost to 6k.
c- Increased cost to 7k.
4- Rework; Increased cost to Xk; Move 3 RESISTANCE from the enemy deck to the top. The add 3 RESISTANCE to the enemy deck.
(variants)
a- Increased cost to 3k.
b- Increased cost to 4k.
c- Increased cost to 5k.
[shoutout/blame to @wet smelt, it is not really the same idea but an inspiration, so yeah I made this up I'm the faulty one lol]

4/II- (following 4th option)
Increased cost to 3K; Move 3 RESISTANCE from the enemy deck to the top. The add 4 RESISTANCE to the enemy deck.
4/II/A- (following 4/II option)
Increased cost to Xk.
(variants)
a- Increased cost to 4k,
b- Increased cost to 5k.
c- Increased cost to 6k.
4/III- (following 4th concept)
Increased cost to 4k; Move 3 RESISTANCE from the enemy deck to the top. Then add 5 RESISTANCE to the enemy deck.
4/III/A- (following 4/III option)
Increased cost to Xk.
(variants)
a- Increased cost to 5k.
b- Increased cost to 6k.
c- Increased cost to 7k.
5- Rework; Increased cost to 4k; Randomly deal damage to the enemy HQ or give defense to your HQ for each RESISTANCE in the enemy deck.
[the wording is kinda.... convoluted, but I suppose the idea is clear]
5/A- (following 5th option)
Increased cost to Xk.
(variants)
a- Increased cost to 5k.
b- Increased cost to 6k.
c- Increased cost to 7k.
6- Rework; Increased cost to 4k; Your HQ gains defense equal to amount of RESISTANCE in the enemy deck.
[similar to the 5th option, although it now doesn't deal damage to the enemy HQ]
6/A- (following 6th option)
Increased cost to Xk.
(variants)
a- Increased cost to 5k.
b- Increased cost to 6k.
c- Increased cost to 7k.
7- Rework; Increased cost to Xk; Draw a card. Gain kredits equal to amount of RESISTANCE in the enemy deck.
(variants)
a- Increased cost to 3k.
b- Increased cost to 4k.
c- Increased cost to 5k.
7/A- (following 7th option)
Now it can draw 2 cards. Applies to all variants.
8- Rework; Increased cost to Xk; For each RESISTANCE in the enemy deck randomly draw a card, give an unit +1+1 or your HQ gains +1 defense.
(variants)
a- Increased cost to 4k.
b- Increased cost to 5k.
[it gives +1+1 to a friendly unit, not any unit]
[inspired by RUN THE BATTLEFIELD's effect]
8/A- (following 8th option)
(insert idea effect), or your HQ gains +2 defense. Applies to both variants.
8/II- (following 8th concept)
Increased cost to Xk; For each RESISTANCE in the enemy deck randomly draw a card, gain a kredit, or give a friendly unit +1+1.
(variants)
a- Increased cost to 4k.
b- Increased cost to 5k.
c- Increased cost to 6k.
[now as you can see, the "friendly unit" is now stated, but it does not differ from the original idea besides wording]
8/II/A- (following 8/II option)
(insert idea effect), gain 2 kredits. Applies to all variants.
[just like before, now you could get 2 kredits for each RESISTANCE in the enemy deck]
9- toxic Rework; Increased cost to Xk. Convert 2 random cards in the enemy deck into RESISTANCE.
(variants)
a- Increased cost to 2k.
b- Increased cost to 3k.
c- Increased cost to 4k.
9/A- (following 9th option)
(insert idea effect). Draw a card. Applies to all variants.
9/II- (following 9th option)
Increased cost to Xk; Now it Converts 3 cards in the enemy deck into RESISTANCE.
(variants)
a- Increased cost to 2k.
b- Increased cost to 3k.
c- Increased cost to 4k.
9/II/A- (following 9/II option)
(insert idea effect). Draw a card. Applies to all variants.
9/III- (following 9th concept)
Increased cost to Xk. Convert the top 2 cards in the enemy deck into RESISTANCE.
(variants)
a- Increased cost to 2k.
b- Increased cost to 3k.
c- Increased cost to 4k.

9/III/A- (following 9/III option)
(insert idea effect). Draw a card. Applies to all variants.
9/IV- (following 9th concept)
Increased cost to Xk. Convert the top 3 cards of the enemy deck into RESISTANCE.
(variants)
a- Increased cost to 3k.
b- Increased cost to 4k.
c- Increased cost to 5k.
9/IV/A- (following 9/IV option)
(insert idea effect). Draw a card. Applies to all variants.
10- Rework; Increased cost to Xk. All your friendly units get Mobilize.
(variants)
a- Increased cost to 3k.
b- Increased cost to 4k.
[the huge contrast in power between this and the 9th options is abysmal, lol]
10/A- (following 10th option)
(insert idea effect). Draw a card. Applies to both variants.
10/B- (following 10th option)
Increased cost to Xk. All your friendly units get Mobilize. Draw 2 cards.
(variants)
a- Increased cost to 4k.
b- Increased cost to 5k.
10/II- (following 10th concept)
Increased cost to Xk. Give all your units +1+1 and Mobilize.
(variants)
a- Increased cost to 3k
b- Increased cost to 4k.
c- Increased cost to 5k.
10/II/A- (following 10/II option)
(insert idea effect). Draaw a card.
10/II/B- (following 10/II option)
(insert idea effect). Draw 2 cards. Applies to both 4k and 5k variants.
(additional variant)
d- Increased cost to 6k. [might be too expensive, not sure though]
10/III- (following 10th concept)
Increased cost to Xk. Give all your units a random combat keyword and Mobilize.
(variants)
a- Increased cost to 3k.
b- Increased cost to 4k.
10/III/A- (following 10/III option)
(insert idea effect). Draw a card. Applies to both variants.
10/III/B- (following 10/III option)
(insert idea effect). Draw 2 cards. Applies to both variants.
(additional variant)
c- Increased cost to 5k.
10/IV- (following 10th concept)
Increased cost to Xk. Give all your units +1+1 and a random combat keyword.
(variants)
a- Increased cost to 3k.
b- Increased cost to 4k.

10/IV/A- (following 10/IV option)
(insert idea effect). Draw a card. Applies to both variants.
10/IV/B- (following 10/IV option)
Increased cost to Xk. (insert idea effect). Draw 2 cards.
(variants)
a- Increased cost to 4k.
b- Increased cost to 5k.
11- Rework; Give Fury to a friendly unit without combat keywords.
(alternative variant)
a- Increased cost to 2k.
[credits to @deft leaf]
11/A- (following 11th option)
Give Fury and Mobilize to a friendly unit without combat keywords. Applies to both variants.
12- Rework; Increased cost to Xk; Pin target unit. Destroy it if its cost is equal or less than the amount of RESISTANCE in the enemy deck.
(variants)
a- Increased cost to 2k.
b- Increased cost to 3k.
c- Increased cost to 4k.
[not sure if the wording is right, but I think it is clear enough]
[kinda inspired by ATTACK THE RESERVES effect]
(12)
Acid Spit starts playing due to psedo-burn out
That's really cool! Never had the pleasure of visiting though
(such a shitty region, pure moisture and heat all time all the year)
(and short cold seasons)
I like this
CARD QUESTION: DEFEND THE NATION; 152e RÉGIMENT; ESCAUT PLAN.
What do you think about this cards? Are they good, bad or mid? If you could change anything about them, what would that be? A buff, a nerf or a complete rework? Share with me your opinions and ideas!
My personal takes about them:
-
DEFEND THE NATION: this card sucks, it kinda works in shuffle but thats it, somehow a worse version of HONOR AN LOYALTY but it sucks even more. Imo it could have a big buff and/or rework.
-
152e RÉGIMENT: an interesting infantry Guard tbh, obviously aimed for throp decks, while its effect gives it a big downside, it has pretty good stats and cost for a Guard unit, but I think the effect makes it kinda... undesirable as it kinda kills the Guard purpose, which is mainly to fend off cheap dangerous threats, and it can only start doing its job at the mid/late game. I think it could have a small buff.
-
ESCAUT PLAN: I've saw plenty of people bullying this order, and funnily enough I'm one of the players (to not say the only as I'm not sure about that) that defends it and finds it a cool concept, obviously we could consider it a copy/paste version of CHASING SHADOWS but with 1k and Ambush as a conditional effect, which I can see why people may not like as it kinda kills the purpose, which is give a vulnerable position to an enemy unit or "operate"/move for free a friendly unit, where Ambush could be useful for ally units but counterproductive against enemies. I do like it, but still I believe it could have a considerable buff to it, m a y b e a rework.
Defend the nation is pretty good in my opinion, I don't think I would change it at all.
152e regiment has a dumb effect. It should not be about to ATTACK unless you have six or more kredit slots. And I would make that 5 kredit slots if I'm gonna be honest
Escaut Plan was really good for Panther A, but makes no sense in a world without relevant Frontline effects.
I say replace Ambush with Combat Keyword and call it a day
still not convinced (I'll end up "butchering" it for good lol)
(me with DEFEND THE NATION)
Defend the nation 1k:
Shuffle an ESCAUT PLAN to your deck. Give it "show when drawn: draw a card"
Escaut is good
Defend the nation 2k
Shuffle an CROSS OF LORRAINE into your deck and draw a card? or shuffle an CROSS OF LORRAINE into your deck and random friendly unit will moved into the frontline?
DEFEND THE NATION (buff ideas)
As for this card, I know that I said it sucks when I made the usual question but... to be fair thats pretty much what I feel about it, lemme explain, as a 1k draw a card order it is not "bad" per se, which can also trigger shuffle effects, being a quite relevant mechanic for France now and possibly expanded in the future.
Being able to draw 1 specific card (a non French unit) is pretty useful as you can exclude "unwanted" French units (for some reason) makes it ideal to target specific units for you to get, but thats... it, imo as a shuffle trigger order it falls apart a lot, specially if we consider that most of the time (if not always) shuffle is used with Japan, and they already have plenty of ways to shuffle cards which are consistent enough to play and pick up in large quantities.
I feel this kinda leaves DEFEND THE NATION into a spot where it.. falls behind the performance of other similar orders, for example the previously covered HONOR AND LOYALTY, sure it could make you lose tempo, but you are getting 2 cards for the same cost and the shuffle effect.
I might be overthinking about this one and it turns out to be a good tool in its current state, but as always, I've though some ideas that could be applied into it:
1- (changes to base card)
Buff; Draw the top French and non-French units of your deck, then shuffle your deck.
(alternative variant)
a- Increased cost to 2k.
1/A- (following 1st concept)
Draw the top 2 French units of your deck, then shuffle your deck.
(alternative variant)
a- Increased cost to 2k.
1/B- (following 1st concept)
Draw the top 2 non-French units of your deck, then shuffle your deck.
(alternative variant)
a- Increased cost to 2k.
1/II- (following 1st concept)
Now it has Bond; Draw the top two non-French units of your deck, then shuffle your deck.
1/II/A- (following 1/II concept)
Now it draws the top 2 French units of your deck instead.
1/II/B- (following 1/II option)
Now it draws both a non-French and French from your deck instead.
2- Buff; Draw the top non-French unit of your deck and give it Mobilize. Then shuffle your deck.
[same thing as the original card, but now with additional long-term value]
2/A- (following 2nd concept)
Now it draws the top non-French and French units of your deck instead.
(alternative variant)
a- Increased cost to 2k.
2/B- (following 2/A concept)
Now it draws the top 2 French units of your deck instead. Applies to both variants.
2/C- (following 2/A concept)
Now it draws the top 2 non-French units of your deck instead. Applies to both variants.
(additional variant)
c- Increased cost to 3k.
3- Buff; Draw the top non-French unit of your deck and give it Guard. Then shuffle your deck.
[it could result in some funny and/or unfortunate outcomes]
3/A- (following 3rd concept)
Now it draws the top non-French and French units of your deck instead.
(alternative variant)
a- Increased cost to 2k.
3/B- (following 3/A concept)
Now it draws the top 2 French units of your deck instead. Applies to both variants.
3/C- (following 3/A concept)
Now it draws the top 2 non-French units of your deck. Applies to both variants.
(alternative variant)
a- Increased cost to 3k.
4- "Rework; Add a copy of the top non-French unit in your deck to your hand. Then shuffle your deck.
[basically, you can duplicate your units, but cannot do that more than once as it shuffles it away from the top... probably]
4/A- (following 4th concept)
Add a copy of the top French and non-French units of your deck to your hand. Then shuffle your deck.
(alternative variants)
a- Increased cost to 2k.
b- Increased cost to 3k.
4/B- (following 4/A concept)
Now it adds a copy of the top 2 French units in your deck instead. Applies to all variants.
4/C- (following 4/A concept)
Now it adds a copy of the top 2 non-French units in your deck instead. Applies to all variants.
5- Rework; Develop a French unit. Then shuffle your deck.

[it cannot be a true suggestion thread if there is no Develop in it
]
5/A- (following 5th option)
Develop a French unit and reduce its cost by X. Then shuffle your deck.
(variants)
a-... reduce its cost by 1.
b- ...reduce its cost by 2.
5/II- (following 5th concept)
Develop a French infantry unit. Then shuffle your deck.

5/II/A- (following 5/II option)
Develop a French infantry unit and reduce its cost by X. Then shuffle your deck.
(variants)
a- ...reduce its cost by 1.
b- ...reduce its cost by 2.
5/III- (following 5th concept)
Develop a French unit with Guard. Then shuffle your deck.

5/III/A- (following 5/III option)
Develop a French unit with Guard and reduce its cost by 1. Then shuffle your deck.
(variants)
a- ...reduce its cost by 1.
b- ...reduce its cost by 2.
5/IV- (following 5th concept)
Develop a French unit, give it Guard. Then shuffle your deck.
[similar to the 5th option but now it gives it Guard, so it can be anything]
5/IV- (following 5/IV option)
Develop a French unit, give it guard and reduce its cost by X. Then shuffle your deck.
(variants)
a- ...reduce its cost by 1.
b- ...reduce its cost by 2.
6- Rework; Develop a Frnch order and give it: "Show when drawn: Draw a card", then shuffle it into your deck.
[credits and shoutout to @wet smelt and @silver path, although not the same idea, it inspired me into this version which combines the best of both]
6/A- (following 6th option)
Now it gives the Developed order: "Show when drawn: Draw 2 cards".
7- Buff/"Rework; Draw the top non-French unit and an order. Then shuffle your deck.
(alternative variants)
a- Increased cost to 2k.
b- Increased cost to 3k.
[same thing as the original card but now it draws you an order, unspecified class for now]
7/A- (following 7th concept)
Draw the top non-French unit of your deck and a French order. Then shuffle your deck.
(alternative variants)
a- Increased cost to 2k.
b- Increased cost to 3k.
7/B- (following 7th concept)
Draw the top non-French unit and order from your deck. Then shuffle your deck. Applies to all variants.
[sounds pretty similar to the 7th option, but the key difference here is that both the unit and the order drawn are non-French]
7/C- (following 7th concept)
Draw the top French unit and order from your deck. Then shuffle your deck.
(alternative variant)
a- Increased cost to 2k.
[similar to 7/B option, it now draws a French unit and an order]
(13)
I like this at 2k
yeah, 2k is probably a good change, I didn't make it that way as it is an ally bond card
ESCAUT PLAN (buff & rework ideas)
As for this card, there is not much to say about it tbh, it is a rather simple card where if did notice, it has the same effect as CHASING SHADOWS but with 1k and the possibility to give Ambush to the moving target.
In one hand I personally like it as it incentivates a more aggressive type of playstyle where instead of just relying on the 0k moving effect from its limited counterpart, this can allow you not only to move a friendly unit (potentially for less kredits than operating it) but also giving it Ambush, which can be problematic for the enemy.
But on the other hand, while it works amazingly nice for an offensive/defensive tool, I feel it has some flaws in it which might make it not a desirable option, first its the fact that Ambush can be applied to enemy units, so in an attempt to drive an enemy threat into a vulnerable position, you might get in trouble if done wrong (pretty nitpicky scenario, but worth considering), taking into account it costs 1k, it makes it substantially worse on its theoric flexibility.
So, to make this little order slightly more useful and less annoying for its user, I've thought some ideas to make it better:
1- Buff; Target unit moves into the frontline if possible. If friendly, give it Ambush.
[removed the 1st turn conditional and made the Ambush friendly exclusive]
1/A- (following 1st option)
Increased cost to 2k.
[might not be necessary at all]
1/II- (following 1st option)
Now it has Exile. [either Poland and/or UK]
(alternative variant)
a- Increased cost to 2k.
[I'm not entirely sure on how the Exile keyword works, and I mean by Nation related Exiles and limit. In theory it could be Polish Exile and/or British Exile]
[why Exile?, well... the idea came mostly because the artwork, as for the historial Scaut Plan it was primarily a French thing, so it might not be accurate]
2- Buff/"Rework"; Target unit moves into the frontline, if possible. If friendly, give it Mobilize.
(alternative variant)
a- Increased cost to 2k.
[same thing as with the first option but Ambush is replaced with Mobilize]
2/A- (following 2nd option)
Now it has Exile [either Poland and/or UK]. Applies to both variants.
[same statement as before]
3- Buff/"Rework"; Target unit moves into th frontline, if possible. If Exile, (see variants)
(variants)
a- If Exile, draw a card.
b- If Exile, draw 2 cards.
3/A- (following 3rd option)
Now it has Exile [either Poland and/or UK]. Applies to both variants.
[again, same statement as before regarding of Exile]
4- Buff/"Rework; Target unit moves into the frontline if possible. Give it a random combat keyword if this was the first order.
[credits to @deft leaf]
4/A- (following 4th option)
Target unit moves into the frontline, if possible. If friendly, give it a random combat keyword.
5- Buff/"Rework; Target unit moves into the frontline, if possible. Add a LEGIONS in your hand.
(alternative variant)
a- Now it has Exile [Exile to Poland]
5/II- (following 5th option)
Target unit moves into the frontline, if possible. Add a LEGIONS next to it.
(alternative variant)
a- Increased cost to 2k.
[not entirely sure how it would behave, I assume it could be assumed that it only adds LEGIONS if target is friendly]
5/II/A- (following 5/II option)
Now it has Exile [either Poland and/or UK]
[same statement as in previous Exile ideas]
6- Buff/"Rework; Target unit moves into the frontline, if possible. If friendly, give it +X+X where X is its operation cost.
[pretty straightforward effect]
6/II- (following 6th concept)
Target unit moves into the frontline, if possible. If friendly, give it +0+X.
(variants)
a- ...give it +0+1.
b- ...give it +0+2.
6/II/A- (following 6/II option)
Now it gives target unit +X+0 instead.
(variants)
a- ...gives +1+0.
b- ...gives +2+0.
6/II/B- (following 6/II option)
Now it gives target unit +X+X instead.
(variants)
a- ...gives +1+1.
b- ...gives +1+2.
c- ...gives +2+1.
If friendly, convert it into a french unit costing 1 more
Hear me out
Also, if friendly add production/plan to hand
6/III- (following 6/II option)
Now it has Exile [either Poland and/or UK]
(variants)
a- ...give it +0+1.
b- ...give it +0+2.
6/III/A- (following 6/II/A option)
Now it has Exile [either Poland and/or UK]
(variants)
a- ...give +1+0.
b- ...give +2+0.
6/III/B- (following 6/II/B option)
Now it has Exile [either Poland and/or UK]
(variants)
a- ...give +1+1.
b- ...give +1+2.
c- ...give +2+1.
aha! so you liked the "If friendly" concept huh?
Call me mad but what if: if enemy, remove its combat keywords
7- Buff/"Rework; Target unit moves into the frontline, if possible. If not, Retreat a random unit in the frontline, then repeat the effect.
[wording is kinda... off, the idea is that if it doesn't move, a random frontline unit Retreats, then the target unit would move, but the effect only triggers once]
why not just Suppress 
7/A- (following 7th concept)
Target unit moves into the frontline, if possible. Otherwise, it must Retreat.
(alternative variant)
a- Now it has Exile [either Poland and/or UK]
8- Buff/"Rework; Target unit moves into the frontline, if possible. Give it -X operation cost if this was the first order this turn.
(variants)
a- Give it -1 operation cost.
b- Give it -2 operation cost.
8/A- (following 8th option)
Now it sets target unit's operation cost to 0.
[it can be counterproductive if an enemy, for obvious reasons]
8/II- (following 8th concept)
Removed 1st order conditional; Now it reduces its operation cost if a friendly unit.
(varianst)
a- Reduce its operation cost by 1.
b- Reduce its operation cost by 2.
8/II/A- (following 8/II concept)
Now it sets its operation cost to 0 instead.
9- Buff/"Rework; Target unit moves into the frontline, if possible. If friendly, Convert it into a French unit with +X cost if possible.
(variants)
a- Convert it into a French unit with +1 cost.
b- Convert it into a French unit with +2 cost.
[credits to @wet smelt]
9/II- (kinda following 9th concept)
Target unit moves into the frontline, if possible. If friendly, add a PRODUCTION and PLAN in your hand.
[credits to @wet smelt]
9/II/A- (following 9th option)
Now it always gives you a PRODUCTION and a PLAN.
9/II/B- (following 9/II concept)
Target unit moves into the frontline, if possible. Add 2 (see variants) in your hand.
(variants)
a- Add 2 PLAN in your hand.
b- Add 2 PRODUCTION in your hand.
9/II/C- (following 9/II concept)
(insert base effect). Choose one - Add 2 PLAN or 2 PRODUCTION in your hand.
10- Buff/"Rework"; Target an unit and move it into the frontline, if possible. If an enemy, remove its combat keywords.
[credits to @wet smelt]
10/A- (following 10th option)
Now besides removing target's combat keywords, it also Pins it.
10/II- (following 10th concept)
(insert base effect). If an enemy, Pin it.
10/II/A- (following 10/II concept)
(insert base effect). If an enemy, Suppress it.
10/II/B- (following 10/II and 10/II/A options) MERGE;
(insert base effect). If an enemy, Pin it and Suppress it.
[pretty powerful for 1k]
10/II/C- (following 10/II/B option)
Increased cost to 2k.
(14)
Sorry to plug it again but I'm now testing USSR main + US ally decks here: https://discord.com/channels/261080886743793665/1447651694837239868
Lemme know if you guys mind it or not. I want to publish my tests instead of just quoting them randomly
I like them, if that atleasts means something 😄
Trust me, it means a lot to me. Your crazy ideas make my day
152e RÉGIMENT (buff & "rework" ideas)
As for this unit, since it was released I always found it quite peculiar, obviously intended to use in throp because its stats and operation cost, and also a potential Ramp cheap unit because its passive, so naturally and subtle enough, it is technically an US ally intended unit.
But the "issue" I feel with that design is that it not only restricts players from using it more efficiently, but it also kills its entire purpose and concept, a cheap Guard with good stats but a bad downside (3 op), making it more of a tech card than anything else (sure, it could synergize with FREE FRENCH NAVY and 8e MAROCAINS, but it is still suboptimal in the early game).
So, to make this unit a little more useful for general use, I've thought some ideas that could be applied into it if necessary:
1- (changes to base card)
Buff; Reduced the minimum kredit slot requirement to X.
(variants)
a- Reduced requirement to 5.
b- Reduced requirement to 4.
c- Reduced requirement to 3.
1/II- (following 1st concept); (changes to base card)
Buff; Now it has Mobilize.
1/II/A- (following 1/II option)
Reduced the minimum kredit slot requirement to X.
(variants)
a- Reduced requirement to 5.
b- Reduced requirement to 4.
c- Reduced requirement to 3.
1/III- (following 1/II concept)
Now it has Ambush.
1/III/A- (following 1/III option)
Reduced the minimum kredit slot requirement to X.
(variants)
a- Reduced requirement to 5.
b- Reduced requirement to 4.
c- Reduced requirement to 3.
1/IV- (following 1/II concept)
Now it has Shock.
1/IV/A- (following 1/IV option)
Reduced the minimum kredit slot requirement to X.
(variants)
a- Reduced requirement to 5.
b- Reduced requirement to 4.
c- Reduced requirement to 3.
1/V- (following 1/II concept)
Now it has both Ambush and Mobilize.
1/V/A- (following 1/V option)
Reduced the minimum kredit slot requirement to X.
(variants)
a- Reduced requirement to 5.
b- Reduced requirement to 4.
c- Reduced requirement to 3.
1/VI- (following 1/II concept)
Now it has both Mobilize and Shock.
1/VI/A- (following 1/II concept)
Reduced the minimum kredit slot requirement to X.
(variants)
a- Reduced requirement to 5.
b- Reduced requirement to 4.
c- Reduced requirement to 3.
2- Rework; Cannot move or attack until you have 6 or more kredit slots.
[to keep it simple for anyone reading and not get lost, any changes related to keywords from the 1st option can be applied into this option as well]
[credits to @deft leaf, although it is not the exact same idea... yet]
[I also took inspiration from the 190th GUARD RIFLES effect, a.k.a AI RIFLES]
2/A- (following 2nd option)
Reduced the minimum kredit slot requirement to move or attack to X.
(variants)
a- Reduced requirement to 5.
b- Reduced requirement to 4.
c- Reduced requirement to 3.
2/II- (following 2nd concept)
Cannot attack unless you have 6 or more kredit slots.
[as stated before, any changes from the 1st option (basically keywords) can be applied into this option too, no images or additional text for reading simplicity]
[credits to @deft leaf]
2/II/A- (following 2/II option)
Reduced the minimum kredit slot requirement to move or attack to X.
(variants)
a- Reduced requirement to 5.
b- Reduced requirement to 4.
c- Reduced requirement to 3.
3- Rework; Cannot be deployed until turn X. Deployment: Draw a copy of this unit.
(variants)
a- Cannot be deployed until turn 5.
b- Cannot be deployed until turn 4.
c- Cannot be deployed until turn 3.
[theoretically, the deployment effect could be removed and only leave it with the passive restriction, although I think it is a good chance to give it another reason to play it]
[btw, I would personally make the deployment text a little more fancy, but unfortunately it is not possible]
3/A- (following 3rd concept)
Cannot be deployed until turn X. Deployment: Draw a card.
(variants)
a- Cannot be deployed until turn 5.
b- Cannot be deployed until turn 4.
c- Cannot be deployed until turn 3.
3/B- (following 3rd concept)
Cannot be deployed until turn X. Deployment: Draw an infantry unit.
(variants)
a- Cannot be deployed until turn 5.
b- Cannot be deployed until turn 4.
c- Cannot be deployed until turn 3.
3/II- (following 3rd concept)
Cannot be deployed until turn X. Deployment: Deal 1 damage to an unit.
(variants)
a- Cannot be deployed until turn 5.
b- Cannot be deployed until turn 4.
c- Cannot be deployed until turn 3.
[no, it cannot target the enemy HQ, not like s o m e Ja(ggro)pan cards....]
3/II/A- (following 3/II option)
Increased damage from the deployment effect to 2. Applies to all variants.
3/III- (following 3rd concept)
Cannot be deployed until turn X. Deployment: Give +1 defense to a target.
(variants)
a- Cannot be deployed until turn 5.
b- Cannot be deployed until turn 4.
c- Cannot be deployed until turn 3.
[another bri'ish like effect for France! at this rate it would seem like I want to turn it into Poland...]
3/III/A- (following 3rd concept)
Increased defense given by the deployment effect to 2. Applies to all variants.
(15)
UNIT QUESTION; 43e RÉGIMENT MOTORISÉ; 31e ALGÉRIENS; 1re BFL
What do you think about this cards? Are they good, bad or mid? If you could change anything about them, what would that be? A buff, a nerf or a complete rework? Share with me your opinions and ideas!
My personal takes about them:
-
43e RÉGIMENT MOTORISÉ: An interesting guard unit that is potentially powerful if setup properly, but I see and also experienced while trying it while it was active: 1st that it is extremelly expensive for a 4/5 Guard unit, yeah it may have Mobilize but by that point the enemy has access to many removal/suppress or damaging tools to counter; and 2nd is that even if you have damaged units and this unit gets destroyed either by trading or orders, it does not trigger its effect (making it basically dead weight). For this points, I believe it should receive a small buff, probably a cost reduction and/or buff alongside stat adjustments.
-
31e ALGÉRIENS: pretty hot take here, but I personally find this card TERRIBLE, lemme explain, on one hand we already have the same concept in other unit, the 10th ENGINEERS BATTALION, which might be weaker but it is cheaper to deploy and affects every adjacent unit, this card only works with non-French; on the other hand while it is technically true it might be a direct upgrade from the former, there is really no reason to run France for.... a supportline deck, specially right now, Artilleries are terrible altogether and you are not running France for an air deck as it has no tool to truly synergize with it. I believe it could get a general buff and/or rework.
-
1re BFL: I wouldn't be surprised if anyone agreed this card is terrible because... it really is, I know that the whole "non-French units" concept is pretty interesting and iconic for France but... this card effect is terrible as it is, the stats are fine-ish, but it is expensive if you aim for that only.
I personally believe it could have a big buff and/or rework delve into the effect.
I just realized this exists lol
its really worth it to look at those tests... lets say it works as a nice (and actually) working counterpart of this 
1re : 5k2op5/5 deployment: deal 2 damage to any target for each nonfrench unit you control
(I going to start brewing the 1re BFL ideas while drinking some coffee ☕)
(if you happen to think of anything for that card, don't be shy and share it, anything can be useful)
👂
43e Regiment Motorise is rather weak. A cost reduction would be the least of its problems: we no longer have active synergies with repair.
I'd say it would do well to make it 5k 1op 4/5 and change the effect to "when this unit loses mobilize, give a combat keyword to adjacent friendly units"
This way, it'd be on par for its stats and synergize with the current pool
31e Algeriens is fine in my opinion.
I do think it could be 2k 1op 2/2 give friendly non-French units in the same line +1atk.
The current version is kept artificially weak because of its interactions with artillery and bombers.
1re BFL has a pretty bad effect. Should be "deal damage to target enemy" instead
oh no
I've thought a very v e r y terrible idea
Garrison like effect but for each non-French unit
You're evil
1re BFL (buff & rework ideas)
As for this unit, I always found its concept pretty interesting, specially when I started the game, and I thought it could be a good combo piece if you controlled the board, but unfortunately thats not the case at all, because its expensive cost, its pretty hard to come with its effect, let alone have a decent amount of non-French units to get value of its deployment, which makes it fall apart even more.
It is such a shame, such a curious concept following the non-French theme, but without a real opportunity to shine and be useful in practical ways.
Funnily enough, I tried using it with UK main with the Garrison/aggro deck (yes, I was using aggro, UK is pretty slugish all together for my taste) but with no avail as it either came too late, or without too much impact for burn damage.
So, to make this interesting unit into a practical unit, I've thought some ideas that could be used in it, so it may become a good picking candidate when playing France:
1- (changes to base card)
Buff; Reduced cost to Xk.
(variants)
a- Reduced cost to 4k.
b- Reduced cost to 3k. (yes, the stats are pretty big for 3k, that is going to change eventually)
[as for starters and as always, a simple change, a cost reduction!]
[this changes can be applied to any of the following ideas, mostly for simplicity while reading these options]
1/A- (following 1st option's "4k cost" variant)
Reduced stats to X/X.
(variants)
a- Reduced attack to 4. (4/5)
b- Reduced both attack and defense to 4. (4/4)
[this changes can be applied to any of the following ideas, mostly for simplicity while reading these options]
1/B- (following 1st option's "4k cost" variant)
Reduced stats to X/X.
(variants)
a- Reduced attack to 3. (3/5)
b- Reduced attack to 3 and defense to 4. (3/5)
[this changes can be applied to any of the following ideas, mostly for simplicity while reading these options]
1/II- (following 1st option's "b" variant)
Reduced stats to 4/4.
[this change can be applied to any of the following ideas, mostly for simplicity while reading these options]
1/II/A- (following 1/II concept)
Reduced stats to X/X.
(variants)
a- Reduced attack to 3. (3/5)
b- Reduced attack to 3 and defense to 4. (3/4)
c- Reduced both attack and defense to 3. (3/3)
[this changes can be applied to any of the following ideas, mostly for simplicity while reading these options]
2- Buff; Deployment: Deal 2 damage to the enemy HQ for each non-French unit you control.
3- Buff; Deployment: Deal damage to an enemy equal to non-French units you control.
(alternative variant)
a- Deal 2 damage for each non-French unit you control.
[credits/shoutout to @wet smelt and @deft leaf, while it is not the same idea (yet) it would work fairly well]
3/A- (following 3rd option)
(insert idea effect). Deal 1 damage for each French. Applies to both variants.
[against all rules, it now can benefit from French units on board too, although looking at it now its wording could be simplified if so]
3/B- (following 3rd option)
(insert idea effect). Deal 2 damage for each French. Applies to both variants.
[same case as before, but with increased damage]
3/II- (following 3rd concept)
Deployment: Deal damage to target equal to non-French units you control.
(alternative variant)
a- Deal 2 damage to target equal to non-French units you control.
[credits to @wet smelt and @deft leaf, you both mad lads thought the same thing, now I need a proof that you are not the same person XD]
3/II/A- (following 3rd option)
(insert idea effect). Deal 1 damage for each French. Applies to both variants.
3/II/B- (following 3rd option)
(insert idea effect). Deal 2 damage for each French. Applies to both variants.
4- Buff/"Rework"; Deal damage to an enemy, and your HQ gains defense equal to non-French units you control.
(alternative variant)
a- Deal 2 damage to an enemy, and your HQ gains +2 defense equal to non-French units you control.
[pretty similar to 3rd concept but now it also heals you]
4/A- (following 4th concept)
Now it can target and damage any target. Applies to both variants.
[basically it follows the same idea as @wet smelt and @deft leaf suggested]
5- Buff/"Rework"; Deployment: Deal damage to a random enemy and the enemy HQ for each non-French unit you control.
(alternative variant)
a- Now it deals 2 damage instead.
[it could theoretically only deal damage to a single random enemy but that would be rather bad]
5/A- (following 5th option)
Now it deals damage to two random enemies instead. Applies to both variants.
[kinda contradictory from what I've said before, BUT in my defense this version can either deal double Burn damage, double damage to a single unit, etc. which maximise the total damage]
6- Buff/"Rework"; Deployment: Deal damage to all enemies equal to the number of non-French units you control.
[cost could be increased if necessary]
6/A- (following 6th option)
Increased damage by 2 for each non-French unit.
6/II- (following 6th concept)
Now it only deals damage to enemy units.
[basically, a little nerf to the original idea if it deemed too OP]
6/II/A- (following 6/II option)
Increased damage deal by 2 for each non-French unit you control.
[or in other words, a nerfed version of 6/A option]
7- Rework; At the start of your turn, deal damage to the enemy HQ equal to non-French units you control if not damaged last turn.
[wording could be adjusted, but the idea is pretty similar to the GARRISON theme effect, but instead of just being attacked, now its effect can be canceled by damaging it]
7/A- (following 7th option)
Now it triggers at the end of your turn instead.
7/II- (following 7th concept)
At the start of your turn, deal damage to a random enemy for each non-French unit you control if not damaged last turn.
[same thing but a little less burny]
7/II/A- (following 7/II option)
Now it triggers at the end of turn instead.
8- Rework; At the start of your turn, it gets +1+1 for each non-French unit you control, then it Fights a random enemy unit.
8/A- (following 8th option)
Now it triggers at the end of your turn instead.
8/II- (following 8th concept)
At the start of your turn, it Fights a random enemy unit, then it gets +1+1 for each non-French unit you control.
[technically the same thing but with its effect swapped to make it more vulnerable to damage when Fighting]
8/II/A- (following 8/II option)
Now it triggers at the end of your turn instead.
9- Rework; Deployment: Suppress target enemy unit, then Fight it.
9/II- (following 9th concept)
Deployment: Gets +1+1 for each non-French unit you control, then Fight target enemy unit.
9/III- (following 9th concept)
Deployment: Target an enemy unit. Destroy it if it costs X or less, otherwise Fight it.
(variants)
a- Destroy it if it costs 4 or less.
b- Destroy it if it costs 3 or less.
c- Destroy it if it costs 2 or less.
10- Rework; If in your hand, this unit costs X less for each enemy unit in the battlefield. Deployment: Fight an enemy unit.
(variants)
a- ...costs 1 less for each enemy unit in the battlefield.
b- ...costs 2 less for each enemy unit in the battlefield.
[now that I think about it it should say "on the battlefield" not "in the battlefield"... damn it]
10/A- (following 10th concept)
(insert base effect). Deployment: Draw a card. Applies to both variants.
10/B- (following 10th concept)
(insert idea effect). Deployment: Draw 2 cards. Applies to both variants.
10/II- (following 10th concept)
If in your hand, this unit costs X less for each non-French unit you control. Deployment: FIght an enemy unit.
(variants)
a- ...costs 1 less for each non-French unit you control.
b- ...costs 2 less for each non-French unit you control.
great minds think alike!
10/II/A- (following 10/II option's "b" variant)
Increased cost to Xk.
(variants)
a- Increased cost to 6k.
b- Increased cost to 7k.
10/III- (following 1/II concept)
(insert idea effect). Deployment: Draw a card. Applies to both variants.
10/III/A- (following 10/III option's "cost 2 less" variant)
Increased cost to Xk.
(variants)
a- Increased cost to 6k.
b- Increased cost to 7k.
10/IV- (following 10/II concept)
(insert idea effect). Deployment: Draw 2 cards. Applies to both variants.
10/IV/A- (following 10/IV option's "costs 2 less" variant)
Increased cost to Xk.
(variants)
a- Increased cost to 6k.
b- Increased cost to 7k.
11- Rework; Now it has Bond; Deployment: Develop SAAR OFFENSIVE, WESTERN ALLIES or FIERY AMBUSH.

11/A- (following 11th option)
Added keywords.
(variants)
a- Now it also has Shock.
b- Now it also has Blitz.
c- Now it also has Ambush.
[nope, no Mobilize this time lol]
NOW WE'RE TALKING
it was pretty hard to come up with a pool of orders that are not cliche or overpowered (and as always, the damned text space issues, all French orders have long names lol)
[oh damn, I forgot to upload the 12th one lol]
12- Rework; Deployment: Add to your supportline two HOTCHKISS H35.
12/A- (following 12th option)
Deployment: Add to your supportline two HOTCHKISS H35 with (see variants).
(variants)
a- ...with Blitz. [oooh, it reminds me of my beloved PANZERZUG 61 BP42]
b- ...with Shock.
12/B- (following 12th option)
(insert base effect). Give one Blitz, and the other one Shock.
[inspired by the effect of the new IS II 1944 EARLY's effect]
(16)
43e RÉGIMENT MOTORISÉ (buff & "rework" ideas)
As for this unit, I always find it as a curious guard unit with potential use if used right, even without that bizarre repair synergy thing, but the problem is that it has pretty poor stats not only for Guard, but also costs 6k, making it pretty much a bad investment or resources, as the enemy by that point in the game might just deal with it much more easily than you might want to.
And yeah it might have Mobilize which could help him a little, but that also falls under the same problem and more so at that point in the battle, which funnily enough is what influences the main effect one want from it, the full friendly unit repair, which sounds amazingly nice, but it is... mediocre at best. As the wording goes, Mobilize is only "lost" when the unit in question takes damage AND survives, if it is outright killed in a single trade, blow or any other way it does nothing else than just taunt for some cards or time, and again, all of this for 6k.
Not a terrible concept, but I believe it could be slighlty improved if not outrighted changed into something similar but more efficient, so taking this into account, I've thought some ideas for this curious guard:
1- (changes to base card)
Buff; Reduced cost to Xk.
(variants)
a- Reduced cost to 5k.
b- Reduced cost to 4k.
c- Reduced cost to 3k. [kinda busted considering the whole thing is intact... yet]
[as always, a simple change that can fix the problem right away, although this doesn't end here ofc
]
[this changes can be applied to any of the following ideas if necessary]
1/A- (following 1st option)
Increased operation cost to 2k. Applies to all variants.
[this changes can be applied to any of the following ideas if necessary]
Make it that if destroyed, the effect still occurs.
1/B- (following 1st option)
Increased operation cost to 3k. Applies to all variants.
[now it can also be throp compatible]
[this changes can be applied to any of the following ideas if necessary]
1/C- (following 1st, 1/A and 1/B "3k" variants)
Reduced attack to 3.
(applies to following variants)
a- 3k 1 op.
b- 3k 2 op.
c- 3k 3 op.
1/D- (following 1st, 1/A and 1/B "3k" variants)
Reduced attack to 2.
(applies to following variants)
a- 3k 1 op.
b- 3k 2 op.
c- 3k 3 op.
2- Buff; The first time this unit is damaged, fully repair your units.
[similar effect as the original but aiming to fix a flaw in its design]
2/A- (following 2nd concept)
When this unit is damaged, fully repair your other units.
2/B- When this unit is damaged or removed from battle, fully repair your other units.
[remove from battlefield not only includes the Ja(ggro)pan effect but Return to hand and Retreat, as well as plain removal if I'm not wrong...]
3- Rework; When this unit is dealt damage, your other units gets equal amount of defense.
[inspired by 845th RIFLES's effect]
3/II- (following 3rd concept)
When this unit is dealt damage, your HQ gets equal amount of defense.
[basically the same effect effect as 845th RIFLES]
4- Rework, Cannot be Suppressed or removed from the battlefield.
[remove from battlefield not only includes the Ja(ggro)pan effect but Return to hand and Retreat]
5- Rework; When this unit loses Mobilize, your other units get Mobilize.
[very similar effect as the original, but it still keeps all the original flaws too]
5/A- (following 5th concept)
When this unit loses Mobilize, (see variants) gets Mobilize.
(variants)
a- ...a random friendly unit gets Mobilize.
b- ...two random friendly units get Mobilize.
[yes, it can basically apply it to himself too]
5/II- (following 5th concept)
When this unit is damaged, a random friendly unit gets Mobilize.
5/II/A- (following 5/II option)
When this unit is damaged, another random friendly unit gets Mobilize.
[now it cannot give himself Mobilize to refresh it]
5/II/B- (following 5/II concept)
When this unit is damaged or removed from battle, give a friendly unit Mobilize.
[there wasn't enough text space, but it would basically give it to a random friendly unit]
5/II/C- (following 5/II/B concept)
When this unit is damaged or remove from battle, give your units Mobilize.
6- Rework; When this unit loses Mobilize, give your units a random combat keyword.
[credits to @deft leaf, I'm starting to see a pattern... crow noises]
6/II- (following 6th concept)
When this unit is damaged, give your units a random combat keyword.
[oh boy this can be pretty crazy]
6/II/A- (following 6/II concept)
When this unit is damaged, give a (see variants) a random combat keyword.
(variants)
a- ...a friendly unit a random combat keyword.
b- ...two friendly units a random combat keyword.
[yes, it can give it to himself, and it is also randomized, same thing as always, text space shenanigans]
7- Rework; Destruction: Fully repair all your units.
[shoutout to @versed grove, although I technically did word something to cover that, it is not a bad idea to make it a destruction effect though]
7/A- (following 7th option)
Destruction: Fully repair all your units. Trigger this effect after losing Mobilize.
[specifically, after THIS unit loses Mobilize, not any unit with Mobilize]
(17)
Pretty strong
Guys, I've decided to consolidate all my decks into a single thread. I'll now be posting them on: https://discord.com/channels/261080886743793665/1448468706463318200
that seems more appropiate and organized, while also avoiding losing the old ones over time
Also helps with following updates
yup
31e ALGÉRIENS (buff & rework ideas)
As for this unit, I always thought it had an interesting effect for what it does, but to be completely honest, this card effect just seems too mediocre to be usable, let me explain.
The first obvious use is as a supportline tool where you increase the power of your backline units, air units and artilleries are the first to come in mind, or other units that you might want to trade to get to the frontline. But France ironically is not really known for its supportline support as such, and I what I mean by that is mainly air support decks, as artilleries basically suck as a meta right now.
The second semi-obvious use is as an aggro/mid range tool, where for roughly 1-4k you can get two units in the frontline to get +2 attack, not a bad deal technically, but it is pretty expensive and slow for that purpose to be practical, when you can use other options that offer an easier application.
And all of this you have to take into account that it only affects non-French units, so if you try to benefit from either French supportline oriented or Blitz units you won't get any benefit at all.
And to add the cherry on top of its misery, it already has a French counterpart with equal cost, rarity and Blitz, which is 1er HUSSARDS, which imo performs far more greatly in every way.
Technically not a "bad" unit, but... poorly designed as it is imo, so I thought some ideas that might solve this issues into a more practical unit:
1- (changes to base card).
Reduced cost to 2k.
[simple change as walsy; could also be used in all following options]
1/II- (changes to base card)
Buff; Added keywords.
(variants)
a- Now it also has Shock.
b- Now it also has Smokescreen.
c- Now it also has Ambush.
d- Now it also has Mobilize.
[keywords could be combined... didn't really feel like editing this one for that purpose lol]
2- Buff; Your non-French units have +X attack.
(variants)
a- Your non-French units have +2 attack.
b- Your non-French units have +1 attack.
[removed the conditional restriction "adjacent"]
2/II- (following 2nd option)
Your non-French units have +X attack and operate for 1 less.
(variants)
a- Your non-French units have +2 attack.
b- Your non-French units have +1 attack.
[now not only it gives additional damage to all friendlies on board, but reduces their operation cost]
2/III- (following 2nd option)
Your non-French units have +X attack, they have Shock until they attack an unit.
(variants)
a- Your non-French units have +2 attack.
b- Your non-French units have +1 attack.
[now all friendly non-French units have a 1 time use Shock, it is not infinite]
2/IV- (following 2nd option)
Your non-French units have +X attack. Your non-French cards cost 1 less.
(variants)
a- Your non-French units have +2 attack.
b- Your non-French units have +1 attack.
2/IV/A- ´(following 2/IV concept)
Your non-French units have +X attack and costs 1 less to deploy.
(variants)
a- Your non-French units have +2 attack...
b- Your non-French units have +1 attack...
[similar concept although the cost discount only works on units]
2/V- (following 2/IV/A option)
Removed Blitz; (insert idea effect). Draw a card when you draw a French card. Applies to both variants.
[now it might now have the aggressive nature it had before, but it is more flexible as a support tool]
3- Buff; Your non-French units in the same front have +X attack.
(variants)
a- Your non-French units have +2 attack.
b- Your non-French units have +1 attack.
[a slightly worse version of the 2nd option, but much better than the original as it is not restricted]
3/II- (following 3rd option)
Your non-French units in the same front have +X attack and operate for 1 less.
(variants)
a- Your non-French units have +2 attack.
b- Your non-French units have +1 attack.
4- Buff/"Rework"; Your non-French units have +X attack for each French unit you control.
(variants)
a- Your non-French units have +2 attack.
b- Your non-French units have +1 attack.
[pretty similar to the 2nd concept, although this one works like a "combined arms" effect]
4/A- (followign 4th option)
Removed Blitz; Your non-French units have +X attack for each French unit you control, and viceversa. Applies to both variants.
[same thing as before but now it also affects your French units the other way around, although sacrificing the Blitz in this unit for text space]
4/II- (following 4th concept)
Your non-French units have +1+1 for each French unit you control.
[the +1+1 could be adjusted, although I think it is fine as it is]
4/II/A- (following 4/II option)
Removed Blitz; Your non-French units have +1+1 for each French unit you control, and viceversa.
[pretty similar to 4/A option, although now it gives +1+1 instead]
5- Rework; When a non-French unit is destroyed, add a 13e DRAGONS to your hand.
(alternative variant)
a- Reduced cost to 2k.
[jaggro bs goes brrrr]
5/II- (following 5th concept)
When a non-French unit is destroyed, draw a card.
(alternative variant)
a- Reduced cost to 2k.
5/II/A- (following 5/II option)
When a friendly non-French unit is destroyed, draw a card. Applies to both variants.
5/III- (following 5th concept)
When a French unit is destroyed, draw a card.
(alternative variant)
a- Reduced cost to 2k.
5/III/A- (following 5/III option)
When a friendly French unit is destroyed, draw a card. Applies to both variants.
6- Rework; When a non-French unit is destroyed, deal 1 damage to the enemy HQ.

6/II- (following 6th concept)
When a non-French unit is destroyed, deal X damage to a random enemy.
(variants)
a- ...deal 1 damage to a random enemy.
b- ..deal 2 damage to a random enemy.
6/III- (following 6th concept)
When a non-French unit is destroyed, your HQ gains +1 defense.
6/V- (following 6th concept)
When a non-French unit is destroyed, a random friendly unit gets +1+1.
6/VI- (following 6th concept)
Removed Blitz; When a non-French unit is destroyed, shuffle a CROSS OF LORRAINE into your deck.
6/VI/A- (following 6/VI option)
(insert idea effect). Draw a card if it is drawn.
[to clarify, it would draw a card if it draws the shuffled CROSS OF LORRAINE from your deck]
(you silent sonovabich
)
7- Rework; Reduced cost to 1k
Your non-French cards cost +2.
[yes thats right, a 3/3 with 1k 1 op
]
7/A- (following 7th option)
Your non-French cards cost +2. Fully repair this unit at the end of turn.
7/II- (following both 7th and 7/A options)
Increased cost to 2k; Your non-French cards cost +2.
(variants)
a- (insert idea effect). Fully repair this unit at the end of turn.
7/II/A- (following 7/II option)
Reduced operation cost to 0k. Applies to both variants.
(18)