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Full KARDS - The WW2 Card Game update
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What changed
- Balance
- Gameplay
- Workshop
- Maps
- Fixes
KARDS - The WW2 Card Game changes
Hello friends!
In just a few days we will find ourselves in the eye of the Oceania Storm expansion. As always when new releases hit, they are accompanied by some balance adjustments. We made some serious changes in the April patch that had a big impact on the meta. As a result, there are no huge offenders to go after this time around. There are a few archetypes that we are closely monitoring, such as the various burn variants and Resistance, but none of these are popular or strong enough to warrant a drastic action at this time. The one style of deck that is perhaps growing a bit too big for its breeches are the Soviet value style decks. So the sole nerf in this patch hits that archetype. Otherwise it is just buffs, buffs, buffs as far as the eye can see (no, not that BUFFS).
The majority of the changes in this patch are linked to the setup of the permanent pool, especially to some of the cards returning from the abyss of the reserve pool to become permanent upstanding citizens. A lot of them needed to be brushed up and shined a bit before joining the ranks of mortal men. A few changes are then directly tied to the themes of the new expansion.
We have broken the cards discussed here into two sections - those already in the Active pool, and then those that are returning to active duty. Let’s start with the active ones first.
Active Pool Adjustments
61st KIRKENES
As mentioned above, this is the only nerf in the patch. Kirkenes is a simple card, but what it does it does super efficiently - too efficiently as it were. Knocking its attack from 4 to 3 means a lot more units can now attack into it profitably and it is less of a threat to many units with its shock attack. So overall the unit is weaker now, but still very solid.
BPF
Old: Convert a random card in the enemy hand into PLAN. Repeat if there is a Navy card on top of your deck.
New: Develop BLAST, PLAN or PRODUCTION, then Develop a British Navy card.
The British Pacific Fleet, BPF, has languished on the sidelines since its arrival in Naval Warfare a year ago. Some would praise this as being historically accurate, but it's always more fun when cards see some action. We are thus reworking the card pretty heavily - it retains its connection to the neutral spawn-only cards and the Navy theme, but now offers something a lot more interesting than before.
HAMPSHIRE REGIMENT
Old
Bond, Guard.
Deployment
Develop CONVOY HX 175, FORTIFICATION or INTERCEPTION.
New
Guard.
Deployment
Develop CONVOY HX 175, DESERT RATS or FORTIFICATION.
Those of you that have memorized the full permanent pool list by now (you have, haven’t you?), will note that the cycle of limited-rarity infantries with Develop from Homefront is in the pool. But we do not want Bond to be something that stays in the active pool forever, so we are removing the keyword from the cycle. This requires adjusting the stats a bit for most of them, but we are using the opportunity now that they are changing anyway to spruce some of them up a bit. For the Hampshire Regiment, this means 1 less defense and 1 more operation cost, but also the Interception option has been replaced by The Desert Rats, adding a more pro-active option.
92. INFANTRY REGIMENT
Old
Bond, Shock.
Deployment
Develop EAGLE CLAWS, SKY BARONS or TACTICAL STRIKE.
New
Shock.
Deployment
Develop BLITZKRIEG, SKY BARONS or TACTICAL STRIKE.
Same as for its British counterpart, the 92. Infantry Regiment has 1 less defense. More importantly, the Eagle Claws option has been replaced by Blitzkrieg, making the options provided a bit more diverse and proactive. With cost remaining the same and the Shock keyword still intact, the unit can now support the offense more effectively.
740th RIFLE REGIMENT
Old
Ambush, Bond.
Deployment
Develop ARCTIC CONVOY, BURNING SKY or THE HAMMER.
New
Ambush.
Deployment
Develop ARCTIC CONVOY, BURNING SKY or THE HAMMER.
The Soviet option of the cycle - the 740th Rifle Regiment, is the one that saw the least amount of play - by far. Its cost and stats were just too conservative for it to break through. So now, even if the Bond keyword has been removed, the cost is actually coming down to 5. It is losing a point of defense, but a 5k, 5/5 ambush is a lot stronger than a 6k 5/6 one, especially with Bond removed. The develop options remain the same, as they offer a nice variety between them.
T-80
Old: Destruction: Deal 2 damage to your HQ.
New: Destruction: Deal 1 damage to your HQ.
We are breaking the coverage of the develop infantry cycle to look at one of the old warhorses of the Soviets. After it ate a defense nerf many moons ago, the T-80 is a rare sight on the battlefields these days. But it is now permanently here to stay and we want to make it a more appealing option for Soviet aggro decks or self-damage decks, so we are reducing the damage it inflicts by being destroyed from 2 to 1.
41st INFANTRY REGIMENT
Old: Blitz, Bond: deployment: Develop DEATH FROM ABOVE, UNITY IS STRENGTH, or WE CAN DO IT!
New
Blitz.
Deployment
Develop DEATH FROM ABOVE, UNITY IS STRENGTH or WE CAN DO IT!
Back to our develop cycle boys, the US one has been a popular option in many strategies and was not in need of much overhaul. A single drop in defense alongside losing Bond is all that was needed.
B-29 SUPERFORTRESS
Old: Blitz, Heavy Armor 2. Costs 3 less to deploy if you control the frontline.
New
Blitz, Heavy Armor 2.
Deployment
Distribute 6 damage randomly between enemies.
Here is another unit benefitting from being admitted into the exalted halls of the permanent pool. This iconic unit has never managed to get on the gravy train of a tier 1 deck, despite many valiant attempts through the years by the community. It is finally getting the overhaul it so desperately needs, with the cost now fixed at 12, instead of being conditional, and a decent deployment effect. We do not want cards that make ramping into them the only way to play them, but ramp can still take better advantage of the B-29 than most others, as it is the only way to use its Blitz.
151st INFANTRY REGIMENT
Old
Bond, Shock.
Deployment
Develop AMPHIBIOUS ASSAULT, EXPANSION or FOR PROSPERITY.
New
Shock.
Deployment
Develop AMPHIBIOUS ASSAULT; EXPANSION or FOR PROSPERITY.
The final piece of the infantry cycle puzzle is also the one that has seen the most amount of play (alongside the Hampshire Regiment, they are neck to neck). Nothing much to report here, it is getting the same treatment as the US one - single point of defense shaved off.
4TP
The last active pool buff for today is to the Polish 4TP. Except it is not a buff to the 4TP. It is actually a buff to the Danuta. It goes both ways of course, but the 4TP rarely sees play on its own, and that is likely to still be the case, but the Danuta is already a very solid unit that has now become quite a lot more potent. If a non-Legion Polish deck emerges in the future (a big if some would argue), it is likely that deck will include the Danuta - and its jacked 4TP lapdog.
Now we go into the cards returning from reserves. There are 16 of them in total. Of these 16, 14 are cards returning to become part of the permanent pool. The remaining 2 are cards returning as normal alongside Oceania Storm (and will thus be reserved again when Oceania Storm is reserved at the end of 2028). Let’s take a look.
Reserve Reworks
M3 GRANT
Old
Guard.
Deployment
Gets +2+2 if your HQ has 25 or more defense.
New
Guard.
Deployment
Gets +1+2 if your HQ has defense over 20.
The general concept for this unit is very British and is one of the reasons for us including it in the permanent pool. But it is a bit too difficult to trigger its bonus and the stats are fairly underwhelming if it gets suppressed. The change keeps the core of the card, but makes it less of a hassle to achieve.
17 POUNDER
Old: Deployment: Pin an enemy tank.
New: Deployment: Pin target enemy unit. Draw a card if it is a tank.
Cards with very narrow applications have always had a hard time making it to the big time in Kards and the old 17 Pounder is no exception to this. The changed version retains the anti-tank feel of the original, but makes it generally more useful.
MOSQUITO FB Mk VI
Old: Deployment: Deal 3 damage to an enemy unit.
New: Deployment: Deal 4 damage to an enemy unit.
Units with powerful deployment effects have always been some of the strongest cards in the game and the old Mosquito FB Mk VI was the poster-child of this back in the days before it ate a couple of nerfs and was power creeped upon. The additional damage gives it a lot more juicy targets to prey upon, though don’t expect it to become an auto-include in all British decks again.
PRECISION BOMBING
Old: If you have a bomber unit on the battlefield, destroy an enemy unit.
New: Reduce the cost by the highest attack on a bomber you control. Destroy an enemy unit.
Precision Bombing is the first of two reworked cards returning that are not joining the permanent pool club. It fits well with some of the stuff Britain is up to and makes the returning Manchester IA a lot stronger. We always disliked that Precision Bombing worked best with small bombers like Swordfish and wanted it to be better with big bombers. It also is no longer a completely dead card in hand if you do not have any bombers - at worst it is a slightly below par Blade of the Samurai.
HEINKEL HE 219
Old: After your HQ is damage by a ground unit, deal 1 damage to the enemy HQ.
New: Deployment: Fight target enemy unit.
We wanted a second German Fight unit in the permanent pool and the Heinkel He 219 was the perfect fit, especially as its old ability was a bit weak and confusing, a deadly combination. Having both the fight units cost the same was not acceptable, so we are pushing the Heinkel to 5 kredits, with 1 higher attack as well.
HEINKEL HE 111
Old: Cannot attack units.
New: After this unit attacks, deal damage to the enemy HQ equal to the number of unit types you control.
This funky bomber has had better success on the meme than the meta front, being a bit of a laughing stock for many. While it can be argued that the old version was better than it looked, that is neither here nor there and it is not an ability fitting for a permanent pool card. The new version loses its severe restriction, so its stats are adjusted accordingly. The new ability links to the common combined arms theme for the Germans.
WESPE
Old: Has +2 attack if you control a tank.
New: Has +1 attack if you control a tank.
Speaking of combined arms themed cards, the Wespe fits that bill as well. The old version had a bit too high variance - it was either very strong, or very weak. The new version has a stronger base line, making it always pretty solid, while still retaining the ability to be very strong when you have a tank out.
KING TIGER
Old: Heavy Armor 2. Your support line cannot be targeted by enemy orders or deployment effects.
New: Heavy Armor 2. Gain 2 kredits for each of your German units after this unit is deployed or operated.
The iconic King Tiger sports awesome stats, but it is slow and clunky, with a fairly uninspiring passive ability (though a strong one). The new version retains all the stats, but now it generates kredits, meaning you are no longer sacrificing your whole turn getting this out and if you get the chance to operate it on board, you will quickly generate enough advantage to close out the game.
WINTER OFFENSIVE
Winter Offensive is a simple, yet elegant card that has sadly been left behind by newer, shinier cards. Lowering the cost by 1 makes it slightly more competitive in the realm of Soviet mass removals. Winter Offensive does not fit every strategy, but when it is good, it is very good.
CADET NURSE CORPS
Fully repairing a unit is a tricky mechanic to take advantage of, as combat or other interaction with enemy cards tends to leave units dead. Thus, it has turned out to be less potent in practice than it looks on paper. With this in mind, we are bringing the cost down by 1 to make it more interesting.
11th INFANTRY REGIMENT
Old: Deployment: Fully repair a friendly unit.
New: Deployment: Fully repair a friendly unit, then give it +1+1.
As explained above, repairing units is a very hit and miss tactic. We do not expect the 11th Infantry Regiment to make big splashes in constructed, but it is a solid pick in draft and for players starting out on their Kards journey. Unless perhaps if we return to the repair archetype sometimes down the road…
OVERCAST
Old: All HQs get +2 defense. All players gain an extra kredit slot and draw a card.
New: Forecast. All HQs get +2 defense. All players gain an extra kredit slot and draw a card.
This is the second of the cards returning with Oceania Storm to see change. We are tying it directly into the main new mechanic in the expansion, adding a bonus Forecast card to the US pool of cards.
TYPE 3 Chi-Nu
A fairly straightforward upgrade to bring this unit more into line with modern cards. A 5/5 Ambush Guard is nothing to sneeze at, especially on a unit that can dart across the battlefield to attack in the enemy support line at a moment’s notice. Note that this is also an indirect buff to Home Defense, another card in the permanent pool.
ISLAND DEFENSE
Old: Draw a card if your HQ has 10 or less defense. Give your HQ +6 defense.
New: Draw a card if your HQ has 10 or less defense. Give your HQ +8 defense.
Island Defense was once the premier heal card in Japanese control, some would argue it even enabled that whole archetype single-handedly. Sadly, it was then nerfed and sank into obscurity. The buff now does not quite bring it back to its original awesomeness, but does make it a much better tool than it was before.
1er RÉGIMENT ÉTRANGER
Old
Mobilize, Blitz.
Deployment
Gets +1+1 for each card in enemy hand.
New: Deployment: Choose One - Gain Blitz and draw a card OR gain Guard and your HQ gets +4 defense.
The 1er Régiment Étranger never saw much play in the past, so it was a no-brainer once we realised that Mobilize had to be removed (as it is not part of the permanent pool) to go for a full re-design. The new version is a hodgepodge of various French themes - Choose One and choosing between aggression or defense. It is pretty aggressively statted, so expect to see the Foreign Legion storming the battlefield in the near future.
SPITFIRE Mk V PL
Old
Exile.
Deployment
Give a friendly infantry +1+1 and Guard.
New
Exile.
Deployment
Give a friendly ground unit +1+1 and Guard.
The Poles are in dire need for big, beefy units, so that alone makes the return of their Spitfire a welcome one. The ability was decent, but was sometimes a bit too narrow, so we are expanding it to any ground unit. It likely will still mostly buff infantry units, but the option of buffing artillery for instance will be enticing in the right situation.
That is all! Lots of changes coming your way, on top of a whole new expansion. What kind of meta will arise when the fog clears remains to be seen. Some of you may feel we are raining on your parade, while others will use this opportunity to storm onto the battlefield with vigor. In any case, a sunny disposition is always advised in the face of a brand new meta. All these changes will come alongside Oceania Storm on June 11th, as well as a host of other tweaks and fixes, so look out for the full patch notes down the road. See you on the battlefield, commander!
Source
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