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Deck

13
Updated
9 months ago (6/16/2022)
Views
7261
Game Version
v23
Wildcard cost
1
0
8
30
Card breakdown
Orders (8)
Units (31)
Germany (31)
Britain (8)

IMPROVED Germany STARTER DECK

Here is an improved version of the German starter deck that you can build by adding some of the ally cards collected by playing the British starter campaign and replacing the Italian ally nation (which you have limited amount of cards for early on) with the British. Furthermore remove some of the cards that are weaker or don’t fit your deck strategy. In addition to this, further below are some tips on how to play the deck and improve it even further down the line.



Cards to remove from the initial German starter deck:

-2 SAVOIA CAVALLERIA 

-2 59. PANZERGRENADIER 

-1 EAGLE CLAWS 

-1 LION FOR A DAY 

-1 Ju 87 B2 

-1 HUMAN TORPEDO 

-1 GATHERING STORM 

Cards to add for the improved German starter deck:

+1 SWORDFISH Mk I 

+1 PANZER 35(t) 

+2 VALENTINE Mk III 

+3 CONVOY HX 175 

+2 LANCASHIRE FUSILIERS 


STRATEGY

Battle plan

This Germany deck is focused on having a big variety of unit types on the board. Cards like COMBINED ARMS, PANZER III-L and JOINT OPERATION become stronger the more different unit types you have in play. But also BF 109E-7 TROP becomes an incredible strong 4K card when you meet its deployment effect requirement.

Your plan is to stack as many different unit types as possible until you release a strong COMBINED ARMS on one of your tanks. Preferable you want to do it on a VALENTINE Mk III because it is having the FURY ability, allowing it to attack twice per turn.

Cards like 980. VOLKSGRENADIER, LANCASHIRE FUSILIERS, JUNKERS JU 88 A and PANZER IV-G help you to control the board until your COMBINED ARMS is ready to go. 

There are 5 different unit types in your deck, so in best case scenario you can give a tank +5 +5 for only 1K, but this should be very hard and rare to pull of. Usually you go for +2+2 or +3+3. In some situations it could be even worth to go for +1+1.


Mulligan (Starter hand selection)

First of all you look for your 1K and 2K units in the deck. If you found some you should also keep COMBINED ARMS in your hand since you only have two copies in your deck and it is just too strong in your deck to not keep it.

The perfect match starting sequence would be something like that: 

Turn 1: 1. INFANTRY REGIMENT 

Turn 2: PANZER 35(t) 

Turn 3: SWORDFISH Mk I -> PAK 36 -> COMBINED ARMS on the PANZER 35(t) giving it +4+4


HOW TO IMPROVE THE DECK FURTHER

To improve this deck even further by using the early wildcards you get and cards from packs, first of all, since this deck is relying so much on COMBINED ARMS you should try to collect the full set of it. Alternatively you can craft HENSCHEL HS 126 which kind of does the same job but gives you an additional unit on board.

Other cards you want to put into the deck over time are 5th PARACHUTE BRIGADE, 56. JÄGER REGIMENT, GEBIRGS-PIONIER 95, HUMBER Mk II, PANZER II-A, 22. INFANTRY REGIMENT , 2nd PARA C, ALBACORE Mk I, WIRBELWIND.

Elite cards that fit really well into this deck are GREIF, HEINKEL HE 115 and 15 cm AUTOKANONE.

Cards you want to put out over time and replace them with the alternatives mentioned above are: JUNKERS JU 88 A, PAK 36, Ju 87 B2, 1. INFANTRY REGIMENT, ME BF 109 E, 81. INFANTRY REGIMENT, LANCASHIRE FUSILIERS.

When replacing cards try to maintain the unit type mix in your deck so you don't end up with a deck full of infantry and tanks where you don't get the value out of COMBINED ARMS that you want to get.


Try it out this good starting point and then put your own spin on it. Most importantly, have fun!