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.


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.

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.

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


Jimmy Van Breemen's All British Infantry


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!).

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.

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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