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 Post subject: What cards would you have taken?
PostPosted: Sun Aug 05, 2012 1:48 pm 
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Joined: Fri Dec 03, 2010 3:56 pm
Posts: 369
Location: Kent, Ohio
Ok so I had a hard time in the tourney and I was given these cards to use on Into the Great Wide. What cards would you have used and what would your general opening strategy been? Looking for some insight into the possibility that I am just bad at picking out cards.

Thanks ahead of time!



enlist artillery
enlist heavy and light tanks
enlist infantry
armored aa
lethal fighter
2 tech light tank
2 medic
repair
merc heavy tank
stopgap titanium armor
airlift 3
aviation octane
death march
evac
octane
we need reinforcements
troop transport
aviation ballistics boost
binoculars
advanced training
blind ground temporary
pacify infantry


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 Post subject: Re: What cards would you have taken?
PostPosted: Sun Aug 05, 2012 2:46 pm 
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Joined: Mon Mar 29, 2010 7:32 pm
Posts: 2829
Location: Louisiana, U.S.
Knowing the map, i probably would have chosen this:

Armored AA
medic
repair
airlift 3
octane
we need reinforcements
binoculars
blind ground temp
enlist arty
enlist inf
lethal fighter
troop transport

My thoughts on it: The map is very long and it takes a long time to get units to the middle, so making them faster, healing them, or making them stronger than normal are much more important.
Armored AA seems like a must due to that fact, because if you dont have at least 1 AA and an air unit comes in, that can mess up EVERYTHING.
Medic and Repair *always* come in handy. Always. Especially medic. And heals are necessary, as mentioned above
Airlift 3 for a quick transportation/backup call
Octand and We Need Reinforcements for movement, as mentioned above
Binoculars is really good to give a recon and let him sit just out of range of arties, so you can see what's coming a mile away
Blind Ground Temp can get you out of some really bad situations and turn the tables
due to the narrow but long map, artilleries seem to do pretty well, and infantries are always a must, so the enlists help since you KNOW youll be using those units a good bit
Lethal fighter for the similar reason as armored AA
and lastly troop transport if you have a low hp inf so he can run away, then unload him once the enemy units are taken out and continue on capturing

So i guess the way I go about it would be to look at the map and my general playstyle, for one or two simple conclusions about the situation, then build the deck around that

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 Post subject: Re: What cards would you have taken?
PostPosted: Tue Aug 07, 2012 1:35 pm 
Battle Dex Testing Team
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Joined: Sun Apr 18, 2010 1:32 am
Posts: 1271
Location: Slovakia
In sealed I go most of the time for the quantity (enlists), unless I can make something realy strong. (like heavy with firepower, temp +40 armor, speed, hot and repair :) )

all 3 enlists
merc heavy
we need reinforcments
airlift 3

3 tanks with airlift and speed are great for destroying enemy :)

medic
troop transport
blind ground temp
death march
binoculars
repair

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