Cards

The development team behind the award-winning games Decisive Campaigns: From Warsaw To Paris and Advanced Tactics is back with a new and improved game engine that focuses on the decisive year and theater of World War II! Decisive Campaigns: Case Blue simulates the German drive to Stalingrad and into the Caucasus of the summer of 1942, as well as its May preludes (2nd Kharkov offensive, Operation Trappenjagd) and also the Soviet winter counter-offensive (Operation Uranus) that ended with the encirclement of 6th Army in Stalingrad and the destruction of the axis minor armies. With many improvements including the PBEM++ system, this is a release to watch for wargamers!

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mmarquo
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Cards

Post by mmarquo »

I need some help understanding how to play/use the High Command Cards. Any thoughts, suggestions?

Thanks
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RCHarmon
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RE: Cards

Post by RCHarmon »

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

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

Those cards affect entire corps not just divisions which can be very nice.
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mmarquo
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RE: Cards

Post by mmarquo »

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

Post by Michael T »

Hopefully you will only have barely enough fuel for the Panzers you have [:)]
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RCHarmon
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RE: Cards

Post by RCHarmon »

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

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

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

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

Post by mmarquo »

Once played, does a card ever come back or regenerate for future use?
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Michael T
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RE: Cards

Post by Michael T »

I played an INF card, a new INF card came along next turn but was more costly than the first one.
stonestriker
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RE: Cards

Post by stonestriker »

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

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

Post by Isokron »

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

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