Update log
Full KARDS - The WW2 Card Game update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hello, Commanders!
Extracted changes
- Gameplay
- Workshop
- Balance
Homefront – Early War launched on March 10, bringing a new wave of units and tactics from the opening stages of World War 2. Now, five brand-new Homefront – Early War Battle Ready Decks have arrived in the in-game Shop - assembled and ready for deployment.
Each deck is carefully pre-built and battle-tested, featuring cards from the latest release. With strong synergies, early frontline pressure, or flexible tactical options, these decks let you deploy at once and bring a variety of new Early War strategies straight into combat.
Whether your approach is to fortify your position, drive forward with fast assaults, or build a board advantage through coordinated maneuvers, these decks give you the tools to take command from the opening exchanges of the battle.
Two tiers of decks are available: 200 Diamonds and 350 Diamonds. Choose your forces and prepare for battle.
350 DIAMOND TIER
BLAST FROM THE PAST
Major Power: Soviet Union | Ally: France
Cheap artillery and various ways to buff them.
You have a lot of artillery units in your deck, most of them quite cheap. You also have several cards that can strengthen your artillery units. Some of the buffs are permanent, like from SOMUA S35 and the MAGINOT LINE. Others are only temporary or conditional, like 31e ALGÉRIENS and PLAN D.
Use these tools to control the battlefield and eventually take out the enemy HQ. To give you a different avenue to push for a win you have the TUPOLEV TB-3 and THE PEOPLE'S ARMY. They both provide an army-on-a-stick allowing you to recover easily and can quickly close out games.
SACRIFICIAL LAMBS
Major Power: Japan | Ally: Soviet Union
Grind down the enemy with Guards and Destruction effects.
Your deck is full of Guards units and units with Destruction - often both. You have two long-term plans, both involving you stalling the board with your Guards in the early game. The first plan is to win with one of your big units like the Ki-61-I-TEI or STORM DIVISION.
The second plan is to stack as many destruction effects as you can in a turn, then use 73rd INFANTRY REGIMENT in the same or next turn to trigger them again. Throw 114th INFANTRY REGIMENT into the mix and things can go haywire.
200 DIAMOND TIER
FALL FORWARDS
Major Power: Germany | Ally: Poland
Cheap tanks and infantry that work well together.
Your goal is to come out fast and furious with your plethora of small, aggressive units. 18. INFANTRY REGIMENT helps you take control of the frontline early and cards like 36. KRADSCHÜTZEN helps to keep up the pressure. Good ol' BLITZKRIEG is then perfect for closing out the game while the PANZER I-A and CONQUEST help you refuel when needed.
Your Polish allies provide you with small, nimble units to complement your base strategy, with ferocious Cavalry units like 12th UŁAN charging from the front.
PASSIVE AGGRESSION
Major Power: Britain | Ally: Italy
Over-statted Bond units and Garrison for the win.
Your deck is a blend of Bond and Garrison theme, giving you flexibility in how to approach the game depending on the opponent. Against slower decks you can be aggressive with DEFIANT Mk I, LAYFORCE and 25 POUNDER Mk I and against faster decks you have plenty of ways to clog up the board with small Guards like GARRISON and THE BLEEDERS.
Your Italian allies provide you with more Bond units to trigger THE BLEEDERS, but also CAPRONI CA.133. Alongside your
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