Card play question (Full Version)

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Numdydar -> Card play question (2/27/2013 5:03:22 AM)

I played all of WC1 and loved it. So I got Case Blue and am trying it out.

I plyed most of WC1 without using the cards. I find I am doing the same thing with WC2 as well. While I like the concept, 90% of the cards seem totally usless, increase APs (when I played it the units got 31 more AP. Wow, they can more one more hex, yawn), improve recon for a unit, etc. The cards just seem to me as somrthing nice, but can play just fine without them.

So I was hopng the nice people here could help me understand where I am going wrong [:)]




trebcourie -> RE: Card play question (2/27/2013 5:56:01 AM)

I haven't played this game.

It's on my list to get when I get home.

But the thought of "cards" sounds too gamey to me, and not at all realistic.




Toby42 -> RE: Card play question (2/27/2013 2:22:07 PM)

Most of the time I forget completely about the "Cards"!!




Jay Doubleyou -> RE: Card play question (2/27/2013 9:30:04 PM)

You should use the cards to obtain a tactical advantage.
That extra hex or attack power might just give you the edge in a battle, for instance with extra movement you might close an encirclement.
Or with the extra attack power you might break through a defenseline.

For defensive units you might reinforce an exposed unit with extra defense. Believe that works ;)




LiquidSky -> RE: Card play question (2/28/2013 9:03:43 PM)



The cards are not like what card driven games use. In fact it is somewhat unfortunate that the word card is even used. Really, what they represent is decisions made at a higher level. You get leader points which you spend on these 'cards' which essentially limits their use to once every couple of turns for the more expensive ones. As such is not 'gamey' and probably far more realistic then a game that doesn't represent the higher commands ability to command.

Examples of decisions you can make using the cards:

Increase movement/attack/defence/morale/experience etc.....some rarer decisions can only be made by certain generals will combine two..like attack and speed.

While you could play without every using them, once you play enough games, you will recognize when you just need a little more oomph... And that's when the cards really shine.




Alchenar -> RE: Card play question (3/1/2013 12:05:47 AM)

30 extra AP might just seem like an extra hex, but:

a) There are enough times for that extra hex to be what you need to complete an encirclement; and

b) More AP means more fighting time. Even the basic speed card can make a real difference if you need to push a unit back to make your advance by virtue of the fact that you've mitigated against the extra cost of fighting into each hex.




trebcourie -> RE: Card play question (3/1/2013 5:42:05 AM)


quote:

ORIGINAL: LiquidSky



The cards are not like what card driven games use. In fact it is somewhat unfortunate that the word card is even used. Really, what they represent is decisions made at a higher level. You get leader points which you spend on these 'cards' which essentially limits their use to once every couple of turns for the more expensive ones. As such is not 'gamey' and probably far more realistic then a game that doesn't represent the higher commands ability to command.

Examples of decisions you can make using the cards:

Increase movement/attack/defence/morale/experience etc.....some rarer decisions can only be made by certain generals will combine two..like attack and speed.

While you could play without every using them, once you play enough games, you will recognize when you just need a little more oomph... And that's when the cards really shine.



Thanks. That helps some.




Numdydar -> RE: Card play question (3/2/2013 3:27:47 AM)

Thanks everyone. So it looks like the cards should not be used every turn but more in specific situations. So card play is typically on a once or twice basis over the course of several turns of play versus every turn. Depending on the scenerio size of course [:)]




BK6583 -> RE: Card play question (3/3/2013 3:49:38 PM)

I can't imagine playing as the Germans without these cards. The Speed card itself is worth its weight in gold - it's how you create encirclements. Play a speed card on a panzer division and you will certainly be able to advance more than one extra hex - trust me. The Increase Morale card is great over time for increasing the morale of those shaky Hungarian, Italian, and Rumanian units. The Freedom of Action card (I think only Manstein and one other general have it) played on a panzer corps gives a speed bonus to every division in that corps - very powerful - 3 panzer divisions are able to attack multiple times with this card - great for wiping out several Russian infantry divisions in clear terrain in one turn! If you believe a Russian counterattack may hit your forces, the Defnse or Entench cards are very helpful. Play the OKH 'make a unit perform better' card on a corps, and play the same card from an Army HQ on that same corps and you can increase the effectiveness of a corps commander by 10-15 percentage points. Lastly of course you can play the replacement cards to get extra infantry, tanks, and fighters to supplement the anemic amount of replacements you get each turn as the Germans. I hope you get the point now about how invaluable these cards are.




demyansk -> RE: Card play question (3/3/2013 8:11:35 PM)

Can the cards be given to the AI to allow it to utilize them such as having a higher staff and then your not incontrol of all aspects. I like that at times where the computer tells you what to do or have




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