25th Panzergrenadier Regiment, 12th SS Panzer Division
This deck is efficient at dealing out damage quickly. It has a balance
of infantry and vehicles for any mix of terrain and, with the Sdk-251's,
a unit can be switched from being infantry to vehicular as needed. The
deck lacks aircraft, but has a fairly strong AA capability. The engineers
are included to handle obstacles and occasionally deliver that 15 point
punch to an undefended HQ. The Tiger I is included for the games that might
drag on. The Sdk's can be sacrificed, their fuel used for the Tiger for
a big final punch.
Historical Notes: Commanded by the legendary Kurt Meyer, the 25th Panzergrenadier
Regiment of the 12th SS Panzer Division (Hitlerjugend) saw action in Normandy
during the Allied invasion. This deck represents the equipment seen in
the Hitlerjugend Division's area of operations. The lack of aircraft would
be realistic since the Allies had complete air superiority during the invasion.
The 12th SS was equipped with Panzer IV's and Panther G's. However, a handful
of Tiger tanks from the Panzer Lehr Division repulsed Canadian and British
advances in the 12th SS' area during August 1944.
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COMBATANTS
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German Lieutenant (3)
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German Sdk-251 (3)
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German Squad, Engineers (1)
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German Squad, Hitlerjugend SS (7)
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German Squad, Waffen SS (1) Veteran cadre assigned from the 1st SS Panzer
Division (LAH).
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German Tiger I (1) A lone tank from the Panzer Lehr division that briefly
wandered into the 12th SS' area of operations in August 1944.
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IMMEDIATE
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MANUEVER
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Left Flanking (2)
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Right Flanking (2)
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Thrust (2)
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SUPPLY
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Ammunition (7)
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Fuel (2)
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Fuel x2 (1)
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SUPPORT
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German Flammenwerfer (1). Ouch!
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German MG-34 (3). For its AA capability.
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German MG-42 (3). For its 2/0 versus infantry.
U.S. Airborne
So far, this is a risky deck to use - it either works wonderfully, or it
fails. Kind of like real airborne operations I suppose. It's best chance
for success is to attack constantly, drawing off any defending units with
units on the table and then attacking with airborne units straight from
your hand. Adding the .50 caliber machine guns to the airborne squads dropped
behind enemy lines can wipe out an undefended enemy headquarters quickly.
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COMBATANTS
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U.S. 1st Lieutenant, Airborne Platoon Leader (2).
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U.S. Autorifleman (3)
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U.S. Squad, Engineers (1)
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U.S. Squad, Regulars (2)
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U.S. Squad, Airborne (6)
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FIXED
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Foxholes, Emplacement (1)
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MANUEVER
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Left Flanking (2)
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Right Flanking (2)
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Thrust (2)
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SUPPLY
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Air-Dropped Supplies(5)
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Ammunition (7)
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SUPPORT
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U.S. .50 caliber (6)
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U.S. 2.36" Bazooka (1)
G.I. Infantry using only common and uncommon cards.
This is a deck built on all common and uncommon cards that has a good chance
of beating any deck. I built several of these because I had piles of these
cards sitting around. I decided they would be decks to loan or give to
new players who hadn't yet bought their own cards. It can be German or
U.S.. I included a mix of support cards to let the new player have some
variety so they could see what they liked.
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ACTION
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COMBATANTS
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Platoon Leader (3)
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Squad, Regulars (9)
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MANUEVER
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Left Flanking (3)
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Right Flanking (3)
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Thrust (3)
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SUPPLY
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SUPPORT
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Fragmentation Grenades (3)
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Smoke Grenades (3)
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German MG-42 OR U.S. .30 cal. Light Machine Guns (3)
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German Panzerfaust OR U.S. 2.36" Bazooka (1)
Jon Edelman's "Poor Bloody Infantry" deck.
Thanks to Jon Edelman for his deck submission. Jon says:
Notes: The engineer allow you to blow bridges, remove minefields and
other obstacles. The AFV is a "secret weapon" giving some punch on offense
or defense. I like the Stuart as it is cheap to call up but has decent
offense and defense for the cost.
The miscellaneous card gives the deck flexibility. It could be
a tenth support weapon, a second fuel card to upgrade the AFV, and obstacle
or an emplacement of some sort. I like to use an Anti-Personnel Minefield
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COMBATANTS
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M5 Stuart OR Pzkw III (1)
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Platoon Leader (3)
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Squad, Regulars (8)
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Squad, Engineers (1)
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FIXED
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Anti-Personnel Minefield (1)
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MANUEVER
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Left Flanking (2)
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Right Flanking (2)
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Thrust (2)
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SUPPLY
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Ammunition (10)
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Fuel x2 (1)
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SUPPORT (9 of the following:)
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Fragmentation Grenades
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Smoke Grenades
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German MG-42 OR U.S. .30 cal. Light Machine Guns
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German Panzerfaust OR U.S. 2.36" Bazooka
Jimmy Van Breemen's All British Infantry
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ACTIONS
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1 Heavy Mortar, Artillery Strike (1)
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Air Strike, Aircraft (Attack) (2)
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Recon, Reconnaissance (1)
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COMBATANTS
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British Leader, Platoon Leader (4)
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British Squad, Regulars (6)
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IMMEDIATE
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Delaying Action, Tactical Manuever (1)
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MANUEVER
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Left Flanking (2)
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Right Flanking (2)
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Thrust (2)
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SUPPLY
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SUPPORT
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British Bren Gun, Light Machine Gun (11)
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Wireless Radio, Radio (2)
J.L. Robert's German Panzer Jaeger Deck (60
cards)
Thanks to J.L. Robert for this deck submission.
J.L. says:
Designed to channel enemy units (via minefields) into killing zones,
this unit uses one of the most cost-effective vehicles in the game: the
Hetzer (5/5, plus AA/1 for 1F/1A). The discretional Maneuver cards will
be dictated on which approaches you plan to mine. The second armor leader
is there to give deployment flexibility should it be needed. Again, all
the ground-pounders get toys to play with. Using the Recons and Ambushes
wisely could knock-out your opponent's forces with ease. Strong offense,
strong defense, withering AA fire, this deck certainly causes problems.
However, it is still susceptible to Maquisard decks (like THOSE are everywhere!).
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ACTION
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COMBATANTS
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German Armor Leader (2)
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German Hetzer (6)
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German Lieutenant (2)
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German Regular Squad (6)
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FIXED
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Anti-Personnel Mines (2)
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Anti-Tank Mines (2)
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Hull Down (2)
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IMMEDIATE
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MANUEVER
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Left Flanking (1)
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Right Flanking (1)
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Thrust (1)
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Three "discretionary" Manuever cards. (3)
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SUPPLY
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SUPPORT
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German MG-34 (3)
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German MG-42 (3)
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German Panzerschreck (2)
J.L. Robert's German Pioneer Company (50 cards)
Thanks to J.L. Robert for this deck submission.
J.L. says:
I've discovered that this group has a good mix of firepower, mobility,
cohesion, and sneakiness to do pretty well. It uses EVERYONE to carry stuff,
even the leaders. It is vulnerable, of course, to armored strikes or massed
assaults, and is particularly short on supplies if they don't come out
right.
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ACTION
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COMBATANTS
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German Armor Leader (1)
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German Lieutenant (3)
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German Sdk-251 (3)
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German Engineer Squad (3)
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German Regular Squad (6)
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FIXED
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IMMEDIATE
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MANUEVER
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Left Flanking (2)
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Right Flanking (2)
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Thrust (2)
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SUPPLY
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SUPPORT
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German Flammenwerfer (2)
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German MG-34 (2)
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German MG-42 (2)
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German Panzerschreck (2)
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Wireless Radio (1)
J.L. Robert's French Maquisard Deck
Thanks to J.L. Robert for this deck submission.
J.L. says:
Needing no supplies, the Maquis can direct its energies towards Action
and Immediate cards. By now, you recognize the value I place on Ambushes
and Recons. Since there are no rules contrary, I gave the Partisans some
American Leaders to combine their attack values. They will be more concerned
with Sabotaging German Supplies rather than attacking, which explains the
low Maneuver count. The Roadblocks will help them on the defense should
troops not appear immediately and the Germans have had time to build.
Kris says:
Note that according to Medallion Simulations' published errata,
U.S. leaders can not lead French Partisans. This was not reflected in the
original rules.
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ACTION
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COMBATANTS
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French Squad, Partisans (12)
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U.S. 2nd Lieutenant (4)
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FIXED
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Brothel (3)
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Foxholes (2)
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Roadblocks (4)
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IMMEDIATE
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MANUEVER
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Left Flanking (1)
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Right Flanking (1)
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Thrust (1)
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SUPPLY
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SUPPORT
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