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Card #14 +2 Defense
Why do we need this card? So the defender has an answer to the +2 Firepower card.

Card #12 Luck
From SoS. Is it going to be included into the AtB deck? It's great to help rally rolls.

Card #5 Move 2 Hexes
At zero cost this one is a game breaker in some cases. Using it to move a group through 2 forest hexes for instance. That would have cost the group a total of 6AP if they were tanks. A lot more if they were AT's. In addition, it's like a dual action card as well built right in. At least a dual action card makes one pay for either the moves or attacks one makes. One could use the dual action card to move a group 2 hexes through forest, but he would have to pay 1CAP for the card and pay a whole bunch in AP's for the move. Move 2 Hexes does all that for nothing! In the best possible case it's like playing 2 command action cards and the dual action card all in one.

Here's my suggestion to nerf this one. Keep the card the same but take the wording currently on it literally. It says "move any one of your units..." One is the key word here. No group move allowed in this case. Now, it would seem a reasonable free card. I bet some people are playing that way anyway because they did not read the full card description in the rulebook.

Second option. The card could be changed to read that units may get one free bonus move. Bonus type move being the key here. In bonus moves one is not allowed to apply them to move through forests and stuff. In effect this card would be good for clear terrain only and the like. This is a bit more complicated way of nerfing the card. My preference is the first option.

Flamethrower weapon card.
I never liked it as a card and much prefer the inclusion of an actual infantry counter. Since pioneers have the flamethrower is this card going to be removed from the deck?

Armor piercing ammo weapon card
The new one that has been recently suggested. Sounds like a good one to me. How about it?

Cards 40 and 41.
These mine cards are out of character imo. Given the time it takes to either clear a mine field, or lay one, these actions just don't fit in the time frame of a short battle. I think it's more appropriate that mine fields are only placed in setup and stay persistent throughout the battle.

But if these cards got to stay then I say at least increase their cost. At least 4AP to lay and 7AP to sweep.

Card #42 Lay barbed wire
If mines can be laid and swept during combat then why not lay barbed wire as well. Seems like a missing card to me. The rulebook states that barbed wire can be laid when the scenario specifies it. We should have a weapon card for that purpose to serve as a reminder in your player area that you can do that in this scenario.
 
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