KARDS - The WWII Card Game

KARDS - The WWII Card Game

Lymark Apr 20, 2020 @ 11:34am
F2P Newbie here, how does one counter Soviet guards and light troops spam?
First off, I'm pretty new to card games and I've been enjoying one of those Japan aggro builds. It's fun until I've started encountering more Soviet players that utilize the 1/1 light infantry, 1/3 and 1/8 guard cards.

I'm stuck at Major for half the day now, so I'd love to receive some pointers, Thanks!
Originally posted by lubed_assassin:
There's a few weaknesses of a guard build.

there is a naval bombardment card in the japaneese deck it does 1 damage to all land units and pins them. Another thing to use is a couple guards and bombers. There is a really good guard infantry card thats like 4-7 guard in japans deck.

zero's are amazing at protecting bombers and to take the frontline. If you move a zero into the front it is similar to having a guard in the back, they have to kill your zero first and it has 4 attack and ambush.

get Empire of the Sun if you can, people who turtle normally have a couple cards they plan to win with, when they pull something to get that high attack u hit them with this card and you will just overpower them. You get to draw a card for every attack the unit has.

Lastly guard builds have a major weakness, if they loose the front they can only field 4 troops and most of their units have low attack.

I play USA-Japan because Japan has some amazing mid range units and overpowered orders and Sherman tanks and banshees are overpowered.
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Showing 1-6 of 6 comments
rd_bigdog Apr 20, 2020 @ 11:39am 
soviet has a similar strategy using those low troops to spam aggressively, then boost them with other cards. I think cards that "deal 1 damage to all" help. Also, there are some artillery that removes the guard, so if you can hit with first, the rest of your japan troops can hit the hq. Guards i think are getting more popular b/c of the effectiveness of these aggro decks. Guards really can slow them down a lot. if you don't win by turn 8 with an aggro deck, i find your cards are too small/low value to play against those later game cards that are much stronger.
Hisendam Apr 20, 2020 @ 11:50am 
A good japanese removal order that could serve your purpose is Amphibious Assault:
https://playkards.com/public/cards/amphibious_assault.png
Last edited by Hisendam; Apr 20, 2020 @ 11:50am
Lymark Apr 20, 2020 @ 12:32pm 
Originally posted by rd_bigdog:
soviet has a similar strategy using those low troops to spam aggressively, then boost them with other cards. I think cards that "deal 1 damage to all" help. Also, there are some artillery that removes the guard, so if you can hit with first, the rest of your japan troops can hit the hq

That sounds like If I can't grab one of those counter cards before their troops are buffed, I'm screwed. The tricky thing about the whole guarding thing is when they have multi-layers of them.

Originally posted by Hisendam:
A good japanese removal order that could serve your purpose is Amphibious Assault:
https://playkards.com/public/cards/amphibious_assault.png

Since you can only have 3 of said cards, how do you best utilize it against the numerous spam?
Hisendam Apr 20, 2020 @ 12:43pm 
Amphibious Assault is great vs low str high hp guards. If you are more in need of mass removal there are other choices - maybe you may want to take a look at some decks from other players to get some inspiration:
https://playkards.com/decks/list

Browsing all available cards could be of help, too:
https://www.kards.com/collection
Last edited by Hisendam; Apr 20, 2020 @ 12:44pm
The author of this thread has indicated that this post answers the original topic.
lubed_assassin Apr 20, 2020 @ 1:30pm 
There's a few weaknesses of a guard build.

there is a naval bombardment card in the japaneese deck it does 1 damage to all land units and pins them. Another thing to use is a couple guards and bombers. There is a really good guard infantry card thats like 4-7 guard in japans deck.

zero's are amazing at protecting bombers and to take the frontline. If you move a zero into the front it is similar to having a guard in the back, they have to kill your zero first and it has 4 attack and ambush.

get Empire of the Sun if you can, people who turtle normally have a couple cards they plan to win with, when they pull something to get that high attack u hit them with this card and you will just overpower them. You get to draw a card for every attack the unit has.

Lastly guard builds have a major weakness, if they loose the front they can only field 4 troops and most of their units have low attack.

I play USA-Japan because Japan has some amazing mid range units and overpowered orders and Sherman tanks and banshees are overpowered.
Geardo Apr 20, 2020 @ 5:29pm 
damn, I cannot even think of trying PvP for rank.
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Date Posted: Apr 20, 2020 @ 11:34am
Posts: 6