Card Specific Tactics

( FYI, if you would like to track the usage of the Tactics cards during a game, you can jump over to the “Track Card Usage” button. )

Air Power

This card is more useful for the Allies who can drop two dice onto every hex. But for Axis, it can help to soften up the enemy at the start of a round.

Because Allies are able to drop two dice on each hex during the attack, while Axis can only drop one, the strategy for its use must be different. An Allied air attack can significantly turn the tide in a battle, if there are a series of infantry bunched together and poised for attack. An Air Power card in this instance can completely stop or at least significantly blunt such an attack.

For Axis, with a single die drop per hex, you must consider the goal to be more of an attempt to degrade the enemy. The only hope for something more significant, would be if you wait until later in the battle when various 1 figure unit hexes exist. In that case an Axis air assault may have a larger impact. I have had times when I was almost ready to lose a game because the enemy on the next turn could win the final VP, when I pulled an Air Power card and played it against a single figure hex, and won.  It is not great strategy to count on it, but when you need it and it works, it is a great feeling!

Q: Do you play air power if there are less than four hexes in conjunction? How about 3? 2? Is it worth attacking a single unit? (Only if it could lead to a decisive VP.)

Ambush

Use your ambush card at first opportunity. Because it is only used in Close Assaults, you need to jump at it while you can.

The only consideration which may cause you to delay its usage is when the enemy is clearly engaged in more than one Close Assault this turn, and a weaker unit will be doing it.  So you may want to take the heat for one Close Assault if you are certain that: 1) Your unit can survive the attack, and 2) that another one is coming, and that the next one during this turn will be used by a weak unit, which you can reasonably expect to destroy.

 

 

Armor Assault

There are two of these cards available from the deck. They provide a powerful attack ability to the side that uses it. Any Armor in Close Assault gets to use an extra dice too.

Artillery Bombard

If you have an Artillery Bombard card, you need to plan for its use.  With some Section cards first, move your Artillery forward where needed to gain an extra dice roll for each one. Usually this will change your firepower from 1D to 2D. But for the Artillery Bombard card, since you get to throw twice for each Artillery, this can have a massive increase on your firepower.  If you have just one Artillery unit, you will move from 1D to 2D, but if you happen to have three Artillery units, then your firepower will increase from 3D to 6D!

Barrage

A great card to begin a game by taking out well-guarded artillery, or to save it for a coup-de-grace at the end of a game.

According to Alexis Beuve of the Memoir 44 – Tactics and Strategy Guide, there are three rules that govern the use of the Barrage card:

1.  Interdiction – use it to deal with a strong threat that would be difficult to deal with in any other way.

2. Strategic – Any attack from Barrage needs to play a key role in turning the tide of the battle, not just a tactical hit.

3. Accessibility – If the unit survives the barrage, you need to be able to attack it again with other forces.

 

Behind Enemy Lines

There are at least two great situations in which to use this card; both of these are for strategic reasons, not tactical.  That is, it should be used only in cases where you can advance the game by gaining a VP.

First, if there is an Objective Medal to be gained, you can cover a surprising amount of distance (six hexes, plus possibly the taking ground hex, for a total of seven!) to reach the goal.

Second, if it is near the end of the game, and the enemy has hidden a one-figure unit ‘behind enemy lines’, this card will allow you to go in and take out the lone unit for a win.

Close Assault

A powerful card to take out well-entrenched enemy in a forest or bunker. Alexis Beuve (Tactics & Strategy Guide) says to use it as soon as you can, and not to wait for the perfect opportunity.

Counter-Attack

There are two of these cards available in the deck. Do not waste this card on a simple sectional attack card. Wait for a powerful response to an enemy attack. Cards like General Advance, Barrage, and Behind Enemy Lines are all potential contenders for this card.

Dig-in

Dig-in may seem to be only a defensive card, but it can be used as part of a successful attack. If you are running out of attack cards for a certain section, a Dig-in can be used to create a bit of a defensive perimeter to allow you to rebuild your hand for continued attack.

Direct from HQ

The ability to order any four units on the battlefield is a powerful weapon.  It can lend the final blows to a sectional advance against the enemy. Or it can provide a life-saving set of defensive attacks against an enemy advance. Such a card can completely halt an offensive against your forces.

Finest Hour, HQ

Arguably one of the strongest hands in the deck, if you happen to be playing a scenario where you are holding six cards. You could potentially be controlling six units, with each one firing with one extra die!

This is a good card to save for when you really, really need it. If you are in the midst of an attack well-supported with lots of section cards, you may be able to wait a while. But if you are ready to get pummeled by the enemy, or you are so close to a final VP, then this is the time to pull out this card, and finish them off.

Firefight

Firefight is a card that must be prepared for to get your maximum power from it.  Placement of forces within attacking distance, but not so close that the enemy will move in for Close Assault, is the key. This card is best used to prepare for an assault of your own. It can significanly weaken the forces in one section before you move in for the kill.

General Advance

General Advance Card

This card is for Attacking, not just moving. It says ‘General Advance’, but don’t let the name mislead you. If you only use it to move troops forward, you are missing some great attack opportunities.

With this card, you could potentially be attacking with six units.  That could be up to 18 dice!  How much do you think 18 dice could turn the tide of a battle?

So before you use this, get your units into positions where they can attack once they receive the General Advance order.  Your troops will perform gallantly, and you will be proud of their results!

Infantry Assault

Infantry Assault is best used in conjunction with a series of sectional attack cards.  It can be the first card used to quickly get your infantry into play, near the enemy, so they do not have to suffer a series of hits before they arrive at their attack location. Do not waste it however, if there are a series of barb-wire barriers preventing movement.  You want to take maximum advantage of that two-hex move, followed by attack.

Medics & Mechanics

Don’t waste this card on any troops, until they are reduced to at least 50% fighting capacity. Occasionally, a strategic rebuild can be used on a 75% reduced hex, if given the opportunity to destroy an enemy unit hex. This card can provide a surprise comeback in a lagging attack sequence.

Move-Out!

This is a great card for beach assaults. To very quickly get those troops out of the water and onto the beach, is a godsend, when they need to avoid artillery fire. 

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