KARDS - The WWII Card Game

KARDS - The WWII Card Game

Jumboman Apr 15, 2020 @ 10:49am
1st airborne are too OP
I only play draft, and I keep running into this card (or use them myself). because it has smokescreen it is very hard to counter. sure it doesnt do much the first couple of turns, but on turn 6 it's a 0k 6/6 with fury that cost 1k to build. unless you have an order that damages the backline, there's nothing you can do.
is that balanced?
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Showing 1-8 of 8 comments
Hisendam Apr 15, 2020 @ 11:22am 
There are lots of cards that seem op from a beginners point of view. Most of the time there are lots of counters, too - you just don't know them, yet ;-). You mentioned the first possible counter yourself: removal orders - so draft as many as possible - there are even some units that can damage or even kill other units when they come into play. Another way to get rid of strongly enhanced units is just bouncing them back to the opponents hands as they don't keep their enhancements. There are several orders and units with that effect so you may want to draft them with a high priority, too.
Last edited by Hisendam; Apr 15, 2020 @ 11:22am
Scientiavore Apr 15, 2020 @ 11:57am 
Removal orders aren't always the best way to counter them (except for bloody sickle of course). The reason people hesitate to run 1st airborne is due to the fact that there are a lot of efficient cards with "ping" (1 damage effects) in the game. Even if these cards don't outright kill them, they remove mobilize and can keep their operating costs high (and their stats low). Playing 1st airborne against such opponents can often mean you're throwing away a card.
Last edited by Scientiavore; Apr 15, 2020 @ 11:58am
Jumboman Apr 16, 2020 @ 1:51am 
Originally posted by Hisendam:
There are lots of cards that seem op from a beginners point of view. Most of the time there are lots of counters, too - you just don't know them, yet ;-). You mentioned the first possible counter yourself: removal orders - so draft as many as possible - there are even some units that can damage or even kill other units when they come into play. Another way to get rid of strongly enhanced units is just bouncing them back to the opponents hands as they don't keep their enhancements. There are several orders and units with that effect so you may want to draft them with a high priority, too.

except the cheapest AOE I know of (and it has to be since you can't target them) is the 3k card that deals 1 and pins all ground units. 3k to counter 1k. and even then it's a 3/2 which is not completely useless, while my order card has been fully spent.
Last edited by Jumboman; Apr 16, 2020 @ 1:52am
Scientiavore Apr 16, 2020 @ 2:05am 
Originally posted by Jumboman:
Originally posted by Hisendam:
There are lots of cards that seem op from a beginners point of view. Most of the time there are lots of counters, too - you just don't know them, yet ;-). You mentioned the first possible counter yourself: removal orders - so draft as many as possible - there are even some units that can damage or even kill other units when they come into play. Another way to get rid of strongly enhanced units is just bouncing them back to the opponents hands as they don't keep their enhancements. There are several orders and units with that effect so you may want to draft them with a high priority, too.

except the cheapest AOE I know of (and it has to be since you can't target them) is the 3k card that deals 1 and pins all ground units. 3k to counter 1k. and even then it's a 3/2 which is not completely useless, while my order card has been fully spent.

You can definitely target them with orders and abilities, smokescreen only prevents attacks from units.
Last edited by Scientiavore; Apr 16, 2020 @ 2:05am
captainnibbles Apr 27, 2020 @ 9:55pm 
I agree this card is obscenely busted. I've played SEVERAL games where someone gets it out on turn one. I suspect they may wipe their entire hand trying to get it. Sure, there are counters a plenty, and most decks should have something, but if you dont happen to get your needed snipe in by say turn 3 they are sort of out of range for most cheap/instant destruction.

In general, there should never be a card that more or less requires a lucky draw of very specific cards to counter. You can name a dozen cards that would help here, but you shouldnt be required to build your deck around protecting from this one pretty specific mechanic. It pretty much ruins games for me, and I think I'll just pack up and quit in future games featuring turn 1 1st A. I've had fun playing a couple dozen hours but I'm starting to run in to some netdecking and seeing a lot of the same exact strats and deck copies over and over, maybe its time to call this one done
Last edited by captainnibbles; Apr 27, 2020 @ 10:01pm
Deletraz Apr 28, 2020 @ 1:02am 
I have seen a lot of games using such unit but it never give me any trouble. Soviets kill it with 1 man direct spell and take new card, german or USA place unit which make it retreat. I never have any problem with this card. The cards those cost me a game were cards those increased unit stats. They are far more dangerous.
Last edited by Deletraz; Apr 28, 2020 @ 1:03am
TotalFies Apr 28, 2020 @ 6:55am 
Your Airbone is finaly on 5/5 and you plan to move to fontline next turn.

Sure the Deoplyment: "Retreat" will happen and destroys your high hopes

Lucky_Star_Fan Apr 28, 2020 @ 11:00am 
Flammpanzer
Sudden Strike
M16
Hummel
Panzer IV F2
Bloody Sickle
Air Superiority
Desert Rats
Nebelwerfer
Naval Operation
Gunship Mission
Tactical Strike
Eagle Claws

A collection of low cost, common and limited cards which counter 1st Airborne. There are more, like Albacore, but this list should be sufficient.
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Date Posted: Apr 15, 2020 @ 10:49am
Posts: 8