Deck List: https://docs.google....dit?usp=sharing
Video:
List Explanation:
Units
Lights
M5 Stuart - 2/5 with camo, really good light tank. Much better than the M3 Stuart in this deck.
Meds
M3 Lee - is a resource sink, this deck loves those since it has a lot of resources to spend at a lot of times. Also a great snowballing unit, and not useless on just 10 resources either (2/11 off of 10). Also has defense which can help keep you alive.
T2 MT - Drawing cards? Yes please, this card can be replaced by the M44 (arty that draws), however I prefer T2 since the drawing is cheaper that way (however M44 is more useful unit)
heavies
T1 Heavy - Healing, only reason it is in this deck, this deck likes N cost healing cards.
T-35-1 - filler, replace with something better if you have it, may want to replace one with another SU-85 (just wasn’t to my liking)
TDs
Jackson - camo on a TD is really good, and as a 2/8 it is pre sturdy, also removing resource growth from units it attacks and counter attacks is sometimes useful. This is one of the best US units, I wouldn’t want to not run it.
Wolverine - Gives a lot of resources, and is a solid combat unit…. Is great for this deck with all the N costs. Must have.
SU-85 - wasn’t really anything better to place in this deck (that I had), SU-85 is a nice filler unit when you have no other good options, may want to swap out a T-35-1 for the third SU-85. That will raise power slightly, which is why I did not do that (however that amount I don’t think would matter)
T40 - 2 resource growth and a 2/5 with defense, this unit is rather solid.
T82 - I like the 4 damage for ambushes, I could see people not enjoying this choice, however I feel like this is a very useful unit that always trades well. (will normally do 4 damage and either trade for an order or draw a card, either option puts you ahead in cards…. at worst it just trades for a card)
Arty
M41 - 2 damage arty with camo, it is rather good…. Could run priests instead or even replace something else (probably the T82’s) for priests in addition to make this more of a mill deck (if you want).
Squads
Offensive
501 AD - is a resource sink, can give a lot of bonus damage which is great for board control, only run 2 since it shares a slot with the mortars and it can become hard to play with even 5 squads in the same slot, may want to drop a mortars even.
Defensive
Mortars - Can mill (which leads to damage) gives a bit of resource growth and heals itself…. also keeps you alive of course. This is a good squad. May want to cut back to only 2 however as sometimes you do get a bit flooded by arty squads with this deck.
Police - is a good defensive squad comes with reinforcements and this HQ does have the resource growth to play it easily, no reason not to run a few (I feel that at least 4 or 5 defensive squads are necessary in this deck) I only run 2 because I don’t feel like 6 defensive squads is reasonable to have. May think of putting in a third if I were to remove a Mortar squad.
Orders
Airdrop - Healing and card draw, both are very good. only runs 2 because 3 feels a bit heavy, however I doubt 3 would be bad. (running 2 I feel is more just personal preference)
Edited by HNBT_Newton_HNBT, 14 January 2016 - 11:26 AM.



