March of War: Face Off Changelog

What's new in March of War: Face Off 25.5622

Feb 8, 2016
  • Changes:
  • Corrects problem with the bug reporter.
  • Fixes the Whipspider & Volunteers attack/retaliation problems

New in March of War: Face Off 25.5519 (Feb 3, 2016)

  • Fixes:
  • Corrected the scrollbar sprites and color in the deck builder and arena deck builder.
  • Fixed the double challenge message
  • Disabled back button once the countdown starts after challenging someone
  • Fixed problems with the End Turn highlight
  • Corrected some issues with deployment mouseover hovering
  • Corrected some translation issues (especially Spanish, Brazilian Portuguese, and Italian) for Sherman Badger
  • Fixed translation problems with Neutral Smokescreen (for French language users).
  • Changes:
  • New AI deck in the tutorial, to make it a little less challenging.
  • Added various AI improvements
  • Balance Changes:
  • Neutral City Watch:
  • Gained Assault ability: your CC gains +2 HP.
  • Alliance Afrika Korps:
  • Gained Fast trait.
  • In combination with the changes to the Surgeon Major, the previous removal of the Fast trait for Afrika Korps was necessary.
  • Empire Emperor’s Hand:
  • Overrun ability changed: now deals 4 damage instead of destroying adjacent units.
  • His sheer destructive power was too much - this change means he will still be able to destroy most units through movement, but you can now protect your units with Shields, or simply through having a strong enough unit.
  • Empire Supply Carrier:
  • New ability - On Injury: gain +1 MP. Move cost reduced to 0 from 1 (Fast).
  • +2 Attack for 1 turn is useful, but given that you needed to pay to move the Supply Carrier around, and that it takes up space that could block other units, it was challenging to use. It no longer costs MP to move, and if used on your turn in the intended role, will almost fully repay the cost to play itself.
  • Full Disintegrate:
  • Empire Emperor's Hand

New in March of War: Face Off 24.5333 (Dec 18, 2015)

  • Changes:
  • The Tutorial Overlay button can be disabled from the Settings screen on XL now. (Hi, Devxx!)
  • Improvements for the Tutorial overlay.
  • Immobile units no longer have arrows around their move icons.
  • Changed HQ Repair's portrait.
  • Added a way to cancel secondary buildings (such as Medical Jeep's ability to move target ally organic forward by 1).
  • Fixes:
  • Corrections for the AI performing strange actions (like playing AoE cards wrong, or trying to move a unit with enemies or allies in front of hem).
  • Partial fix for the AI sacrificing units in battle.
  • Fixed the AI using Rout on its own units when it shouldn't.
  • Numerous fixes for offline mode.
  • Fixes for several different bugs in the challenge process.
  • Corrected a problem with cards not displaying correctly if you change resolution in battle.
  • Fixed the way the Arena cards display on smaller resolutions, like 1024x768, during deck building.
  • Crafting should now always update the number of tickets automatically.
  • Fixed a crash that happened under certain circumstances when you select a friend from the friends list.
  • Fixed errors on the Neutral Zombie and Neutral Zombie Spider cards across all languages.
  • Empire Fireburst Cannon can no longer target mechanicals when it has 0 or less attack.
  • First play text has been changed to reflect the 9 cards in hand instead of 8.
  • Mobile Command Vehicle now has a death animation.
  • The gun firing on Mobile Command Vehicle and Airdropped Turret units now match their sound.
  • Corrected a bug with the store window not showing correctly under certain circumstances.
  • Fixed card tooltips showing incorrectly after you opened a pack in the store.
  • Fixed friends not being removed when removing friend via profile page.
  • Corrected a problem with dragging cards when building a deck (they used to appear behind other cards).
  • Fixed friends list being out of sync with profile pages.
  • Added a confirmation popup when you remove friends from your friends list.
  • Fixed tooltips not showing up on first hover.
  • Corrected one of the problems that might have been causing a 16% hang. Thanks LazyMornings for helping us find this one!
  • Cards:
  • Railway Gun - changed 'move foward one' to 'move forward 1 tile'
  • Stuka Dive Bomber - now reads 'Deal 2 Damage to target' instead of '2 Damage to target.'
  • Bumblebee - now reads 'IMPACT: Hit target and next enemy in same Row as target.'
  • Tall Boy Bomb - capitalized Row

New in March of War: Face Off 24.5013 (Dec 3, 2015)

  • New:
  • Added coupons to the game. While this doesn't have an immediate impact on many of our players, we'll be able to give coupon codes out for promotional events. Yay!
  • You can now turn the Tutorial Overlay off in settings. The square will not appear in the corner anymore. (M-Only)
  • Several small tooltip improvements have been implemented.
  • Changed:
  • Improved the messaging for matches cancelled.
  • Changed the icon for the 100% boost in the bottom bar.
  • Changed the width of the store category labels.
  • Accepting a draw should no longer appear to be a surrender both through the "I surrender!" bubbles and the end-of-battle screen.
  • Improved the size of the "Abandon Game" text on a disconnect screen.
  • Fixes:
  • Fixed scrollbar in the friends list.
  • Corrected a problem with the way the AI uses cards like sabotage.

New in March of War: Face Off 24.4771 (Dec 2, 2015)

  • Updated objectives help text.
  • Corrected a problem with the AI doing nothing on its turn.

New in March of War: Face Off 24.4760 (Dec 2, 2015)

  • Fixes:
  • Corrected a problem with the queue system that led to it breaking completely (resulting in people being able to leave before they even completely joined, for instance).
  • Fixed a bug where the challenge ‘Wait for Opponent’ cancel button was appearing at the wrong time.
  • Fixed missing FX from Alliance Bunker attack.
  • Hail of Bullets description has been updated.
  • Partially corrected a problem with units with 2 range retaliating with a non-combat unit between them. This should happen much less frequently.
  • Fixed the missing Jumptroops attack FX.
  • Tall Boy Bomb no longer highlights the entire row.
  • Fixed the animation on Napalm Bombs.
  • Made ‘Reset’ a keyword on cards that it previously was not set for.
  • Small fix of text in the tutorial.
  • XL ONLY – Fixed the friends list to show online friends first.
  • Changes:
  • Swapped scrollbar in collection screen.
  • Removed ‘play again’ from the screen after a challenge battle.
  • Various gameboard improvements.
  • Changed Go Online button size from Offline Mode.
  • Changed maximum cards-in-hand size to 9 to reflect the recent starting hand changes.
  • Balance:
  • Empire The Unstoppable
  • Cost increased to 9 from 8.
  • Given the sheer all round power and flexibility of The Unstoppable, it came out slightly too early.
  • Empire Type 4
  • Move cost increased to 1 from 0.
  • In combination with range 2 and diagonal movement, free move as well was too much.
  • Empire 20cm Rocket Mortar
  • Health reduced to 2 from 3.
  • For a common unit, it was too powerful.
  • Empire Sleep of the Dead
  • Damage dealt to Command Centers reduced to 1 from 2.
  • Direct damage to the enemy CC is more of a thematic ability for the Republic, and Sleep of the Dead is more than attractive enough as a card without seriously threatening the enemy Command Center. You can still use Awoken Ambushes to damage the enemy CC, but it is now less efficient than using them against enemy units.
  • Empire Bolster
  • You now draw another card after using it.
  • Empire Admonishment
  • You now draw another card after using it.
  • You can now make use of these cards without reducing your chances of getting other more powerful cards in your hand, which should make them more tempting choices.
  • Empire Duty Calls
  • Now increases the Attack of target unit by 1.
  • After Admonishment was changed to draw a card after use, this needed improvement. It will now combine damaging a unit (to trigger On Injury effects) with increasing the power of that unit.
  • Empire Close Rocket Launcher
  • Attack reduced to 1 from 4.
  • New ability - On Death, deal 2 damage to first enemy unit in Row.
  • Since it only has 1 HP, it was too vulnerable to being killed by Command Cards - now even if it never fights an enemy, it can still damage enemy units. The base Attack was reduced due to the increased potential for combos with certain other Empire Command Cards.
  • Alliance Afrika Korps
  • No longer Fast.
  • At 3 MP it was too expensive, but at 2 MP with Fast it’s too powerful early game. This change should mean it’s still useful but not OP.
  • Alliance Sturmtiger
  • Health reduced to 4 from 5.
  • This formerly had a rather exception HP for a 3 cost card, and with recent improvement to Alliance early game it’s no longer so vital for them. 4 HP is still very good for an early unit.
  • Alliance Surgeon Major
  • Health increased to 2 from 1. Now gives +1 HP to allies instead of +2.
  • The +2 Health was a little extreme for a unit which also gives a Shield as an Assault, at this price. However, he has also been made a bit more sturdy to compensate.
  • Republic M4A3 ‘Easy Eight’
  • Cost reduced to 6 from 7.
  • Republic Canadian Sexton
  • Cost reduced to 7 from 8.
  • Republic M7 Priest
  • Cost reduced to 5 from 7.
  • Republic USMC ‘Sparky’
  • Health increased to 3 from 2.
  • These 2 range units had their costs reduced (or HP increased) to make them more useful and to give the Republic more mid-game power, which is where their strength should lie.
  • Republic Sherman ‘Badger’
  • Range increased to 2 from 1. Gained Evasion. Annihilator replaced with ‘Destroys damaged units.’
  • This gives the Republic another mid-cost range 2 unit, and strengthens their theme of destroying damaged units. Evasion helps compensate for this loss of direct Annihilator power, and means the Badger can safely injure any enemy unit, so that if that unit attacks the Badger can then destroy it.
  • Republic Hover Platform
  • Can now retaliate.
  • The game has changed quite a bit since the Hover Platform dominated the early game enough to need a downside like this.
  • Republic Canadian Highlanders
  • Their Overrun and Last Stand are removed, replaced with move forward 1 when allied Mechanical is played.
  • This gives the Republic a unit with decent HP and mobility to press forward in the early game.
  • Republic Canadian Rangers
  • Cost reduced to 5 from 7. Attack reduced to 2 from 3. Health reduced to 2 from 3.
  • Already a solid unit with a strong ability, and now they can contribute earlier in the game.
  • USMC Assault Recon
  • Cost reduced to 7 from 8. No longer has Advance Deploy.
  • It had a strong ability, but even with Advance Deploy it often took too long to get into the action, and left you without enough MP to fully take advantage of the Assault ability by playing other cards.
  • Republic Napalm Bombs
  • Cost increased to 7 from 6.
  • Ability changed to target Column - allies and enemies take 2 damage and are Disabled. Enemies suffer -1 Attack.
  • Dealing light damage over the entire board to one specific armor type, with a general damage buff for allies+reduction for the enemy was at the same time too broad and not focused enough. The new functionality combines two of the central Republic traits (disable and damage reduction).
  • Republic Air Raid
  • Cost reduced to 5 from 7.
  • This card was very rarely used and prohibitively priced for something which has no effect on your board position.
  • Full Disintegrate:
  • Empire The Unstoppable
  • Empire Type 4
  • Empire 20cm Rocket Mortar
  • Empire Sleep of the Dead
  • Empire Close Rocket Launcher
  • Republic Napalm Bombs
  • Republic Canadian Highlanders
  • Republic Sherman ‘Badger’
  • Republic USMC Assault Recon
  • Alliance Afrika Korps
  • Alliance Sturmtiger
  • Alliance Surgeon Major

New in March of War: Face Off 22.3250 (Nov 5, 2015)

  • Minor AI fixes that affect the way the AI moves its units.
  • Fixed a problem with card crafting that resulted in getting too many or too few cards.
  • Corrected the background not scaling properly.
  • Corrected a problem with challenges not working correctly.

New in March of War: Face Off 22.3062 (Oct 29, 2015)

  • Fixes:
  • Clarified Ability trait text - it does not ignore Shields (so for instance Empire Doomsayer is working correctly if she targets a unit with a Shield and the Shield is removed rather than the ally taking damage).
  • Destroyed vehicles should no longer play any kind of attack FX as they die.
  • Balance Changes:
  • Alliance MG42 Section
  • Move cost reduced to 1 from 2 (is no longer Slow).
  • The 2MP move cost made this awkward to use in the intended early game role.
  • Alliance Heavy Recon Panhard
  • Cost reduced to 1 from 3. Health reduced to 2 from 3. Intimidate reduced to -1 from -2.
  • Alliance Sturmtiger AVRE
  • Cost reduced to 3 from 6. Health reduced to 3 from 7. Move cost reduced to 1 from 2 (no longer Slow). No longer has Advance Deploy. Intimidate increased to -2 from -1.
  • A slow, low damage unit with short range was often of limited use later in the game, and the Intimidate (-1) was less likely to be useful against more powerful mid-game enemies. It’s now cheaper to use earlier on. The adjustments to the Heavy Recon Panhard make it the cheaper, earlier Intimidator (and provide Alliance another much needed 1MP card), while the Sturmtiger AVRE is now close to the role the Heavy Recon Panhard had before, but with the ability to attack.
  • Alliance Afrika Korps
  • Cost reduced to 2 from 3.
  • Alliance Panhard
  • Cost reduced to 2 from 3.
  • Alliance Panzergrenadiers
  • Cost increased to 6 from 5. Attack increased to 2 from 1. Can now move diagonally.
  • Alliance Desert Rats
  • Move reduced to 1 from 2, Range increased to 2 from 1.
  • Alliance Rearguard
  • Cost reduced to 4 from 5.
  • Needed a little boost.
  • Empire Treetop Sniper
  • Move cost increased to 2 from 1 (is now Slow). No longer draw a card when killed.
  • For a 3MP card, Range 2 combined with a Shield and Anti-Organic makes it extremely powerful early on. It maintains this power, but will now cost more to manoeuvre around the board. The card draw was simply unnecessary to the main function of the unit.
  • Full Disintegrate:
  • Alliance Heavy Recon Panhard
  • Alliance Sturmtiger AVRE
  • Alliance Desert Rats
  • Alliance Panzergrenadiers
  • Empire Treetop Sniper

New in March of War: Face Off 21.2900 (Oct 23, 2015)

  • New:
  • Friends now are blue in the chat.
  • Fixes:
  • The friends list is finally fixed! You can now view the whole friend list, instead of just a portion of it.
  • Fixed a problem with the AI where it would not move on its own.

New in March of War: Face Off 21.2838 (Oct 21, 2015)

  • Changes:
  • Added Matchmaking rules to the help text.
  • Changed the description of Abilities in the glossary. The previous description stated that Abilities ignore Shields, which is not the case.
  • Improved the UI for the Manpower card on use.
  • Removed the sound from cards on hover (at least temporarily, since the rapid sound on changing cards could be irritating – we’re looking for a more permanent/better fix).
  • Fixes:
  • Corrected the Oktoberfest cardback not showing in the store or the settings screen.
  • Corrected problems that caused hangs in PVE battles.
  • Fix for some discard screen hangs.
  • Fixed an issue that caused some vehicles to play attack effects on death.

New in March of War: Face Off 21.2732 (Oct 19, 2015)

  • New:
  • Many new gameboards have been created. From a vast jungle to an arid desert, your battle experience will now change when you start a new battle!
  • The targeting icon has been improved to show a crosshair on mouseover, so that you can more easily see which units can be attacked.
  • Domination Damage now displays a total at the end of the arrow, so that you can see more clearly how much damage you or your enemy can potentially deal at turn start.
  • Domination Damage’s arrows are now greyed out and lowered visibility, unless they have a unit providing damage in their column.
  • New cardback: Oktoberfest #3. This is the third in a series of 4 Oktoberfest cardbacks. Collect all the pretty beer ladies!
  • Changes:
  • The domination damage effect has been changed. This is no longer a blue ball, but instead a series of artillery impacts.
  • The Republic and Alliance Command Centers have been remade with significantly improved graphics, to be brought more in line with the quality of the Empire Command Center.
  • Fixes:
  • Empire Doomsayer no longer triggers retaliation with her ability, and no longer retaliates herself.
  • Fixed missing voices for Empire Stalwart Warriors and Immortal.
  • Balance Changes:
  • Alliance Ace Tank Hunter
  • Gained Advance Deploy.
  • As an expensive, slow unit, the Advance Deploy helps it get into the action faster.
  • Alliance Engineer
  • Gained Assault: Target ally Mechanical gains +1 Attack.
  • Alliance Afrika Korps Engineer
  • Gained Assault: Fully restore health of target ally Mechanical.
  • Alliance Command Half-track
  • When targeting enemies, push them back two tiles instead of one.
  • Alliance Force Coordinator
  • Cost reduced to 5 from 6.
  • Alliance Volksgrenadiers
  • Gained Assault & Last Stand: Adjacent enemies move back 1 tile.
  • Alliance Panhard
  • Gained Overrun: Enemies in Column suffer -2 Attack for 1 turn.
  • Republic AT Ambush Team
  • Gained Assault: Target enemy Mechanical suffers -1 Attack for one turn.
  • Republic Canadian Highlanders
  • They now damage adjacent enemy Organics as a Last Stand effect in addition to Overrun.
  • Republic Trauma Medic
  • No longer gains +1 HP when an ally dies. Instead, gains Assault: Adjacent allied Organics gain +1 HP. Can now deploy in first three columns..
  • Republic Sherman ‘Badger’
  • Gained Assault: Target enemy loses their Shield.
  • Republic Combat Engineers
  • Gained Impact: Target suffers -1 Attack.
  • Republic Stimm Team
  • Gained Assault: Adjacent ally Organics gain +1 Attack, move forward 1 tile. Ability now gives ally Organics +2 Attack for 1 turn, no longer damages them. Health reduced to 2 from 3.
  • Adding more interesting abilities to units.
  • Empire Emperor’s Gaze
  • Attack is now reset on movement in addition to on attacking (Overrun & Impact).
  • Dealing 2 damage a turn to any target in the same Row with the ability to move was too powerful. The Gaze can still do this, but will now have its Attack reduced to 1 if it changes Rows.
  • Empire Forward Scouts
  • Can now move diagonally.
  • Empire Stalwart Defenders
  • Move cost reduced to 1 from 2 (no longer Slow).
  • Empire Convoy Guards
  • Cost reduced to 3 from 4.
  • Empire Wounded Warriors
  • Cost reduced to 1 from 2.
  • A few minor buffs to unimpressive cards.
  • Full Disintegrate:
  • Empire Emperor’s Gaze

New in March of War: Face Off 20.2431 (Oct 8, 2015)

  • Fixes:
  • Zeppelin Supply Drop will no longer be able to (pointlessly) target the command centers.
  • Corrected several problems with Arena's deck builder displaying incorrectly by the cards appearing all at the same time.
  • Fixed the Progress Bar displays in the profile.
  • Fixed the wording of the Mechanized Infantry card.
  • Changes:
  • When you hover on a unit in battle, it will now display that unit's base stats.
  • Brightened the colors on the Arena stats chart.
  • Added "Shelter - No damage!" when Shelter's effect is consumed.

New in March of War: Face Off 20.2363 (Oct 7, 2015)

  • Fixes:
  • Corrected a problem that caused cards to sometimes get ‘stuck’ in battle.
  • Fixed a problem where the player would sometimes be put in a game where it said player 1, player 2.

New in March of War: Face Off 20.2301 (Oct 5, 2015)

  • New:
  • Welcome to the Arena
  • Our newest gamemode is finally here. Arena introduces a playstyle that allows you to draft a deck from a series of random draws: three cards are offered at one time and you must pick one of the three to move on and continue to build your deck. Arena decks do not obey the same rules as our primary game modes: you can have as many of silver/gold cards in your deck as you want if they happen to come up in your draft. The draft is also not based on the cards you own, but simply all that exist - meaning that even new players can go toe-to-toe against some of our veteran players in this particular game mode.
  • Arena doesn’t consider Glicko rating when matching up but it does respect our Swiss matchmaking: you won’t be matched to someone you just played. There are no PvP bots in the Arena queue, so while our player base is small, there’s probably going to be some wait time - sorry in advance; that is something we’re working on correcting.
  • Prizes for Arena vary from tickets to coins to cards and packs. The first entry is free. You can win up to twelve times and you can lose up to three. There are even some Arena-related Achievements you can accomplish. Disclaimer: Arena has no “arena-specific” rewards at this time - but you are guaranteed at least one booster pack regardless of how many games you win or lose. It does, however, have a statistics page associated with it under your profile and all the associated bragging rights.
  • Achievements Tab - There is now an Achievements tab under your profile for you to track which Achievements you’ve completed and which have yet to be unlocked. There’s also a statistics bar which shows how many you’ve done out of the total. We’ll be adding more as time goes by, too.
  • Boosts - Boosts are sold under a tab in the store. These are purchased for Coins or Gems, and they increase the amount of XP you gain from all battles - yes, including challenges. This should make the grind toward max level a little easier for those in search of their faction’s Gold card. There is a tab for boosts on the menu page.
  • Achievements - We’ve added 12 new Achievements for this release, associated with both Empire and with Arena!
  • Halloween Cardbacks - Three new Halloween cardbacks have been put up for sale. Inspired by March of War’s StormSiege event, these cards are the Titan Ant, the Whipspider and the Zombies (Zombie and Zombie Spider). They’re available for 1500 gems and will be available for a month. Let us know what you think!
  • Changes:
  • New players now start out with 3000 Coins and 500 Gems.
  • XP total now shows on level up, instead of just the bar.
  • The battle background is gone and has been replaced with our usual “map” scene. We’ll be redoing our UI’s frontend soon; we’ll offer previews of that in the coming week.
  • The store screen now has explanations of what each pack is and offers, as well as explanations on Cardbacks, to remedy confusion.
  • The algorithm for card drop rarity has been tweaked some, so that rare cards (gold cards in particular) drop a little more often. Please note: they’re still rare for a reason.
  • Fixes:
  • Alliance Odin Super-heavy Tank overrun damage can no longer be reduced by attack debuffs.
  • Balance:
  • Republic USMC Assault Recon
  • Gained Advance Deploy, now moves target ally forward 2 tiles instead of 1 on deploy.
  • For a Gold card, it was underwhelming. Now it can get into the action faster and has a more powerful Assault ability.
  • Republic 101st ‘Screaming Eagles’
  • Attack increased to 3 from 2, move cost reduced to 0 from 1 (gained Fast).
  • Another underwhelming Gold card, which now has more mobility and a bit more punch.
  • Alliance Storm Troopers
  • Cost reduced to 7 from 8. Gained Advance Deploy.
  • They generally arrived in the game too late to make a difference given their standard movement, short range and high cost. This cost reduction and Advance Deploy means they can get into the action faster.
  • Empire Daimyo
  • No longer damages allied units when boosting their damage. Attack boost reduced to 1 from 2.
  • Dealing damage when boosting allies made the Daimyo hard to use with many of Empire’s units, which often have low health.
  • Empire Tsuwamono
  • Cost reduced to 8 from 10.
  • It was too expensive for what it offered.
  • Empire Imperial Consort
  • Gains health when attacking or using her ability. Damage taken on moving increased to 2 from 1.
  • This change is partly a result of technical issues with her ability, and also to simplify how she works.
  • Empire Doomsayer
  • Health increased to 2 from 1.
  • After her ability health gain was reduced to +1, she became a little too fragile.
  • Republic Advance Warning
  • Can now target allies as well as enemies. When targeting an ally, give +1 Attack for one turn instead of removing all attack bonuses.
  • Alliance Sonic Destabilization
  • Now restores the Attack values of targets to their initial values instead of only removing buffs. This means you can both use it to remove Attack from buffed enemies, or clear Attack debuffs from your own units (or even both at the same time if your units are in the right positions).
  • These utility cards were too specific, and since you didn’t draw another card after use they could just end up taking up space if there were no worthwhile targets. Now that you can buff or restore your own units with them, they should be much more potentially useful.
  • Alliance Half-track
  • Gained Overrun ability: Adjacent enemies suffer -1 Attack for one turn.
  • Alliance Surgeon Major
  • Gained Assault ability: Target ally Organic gains Shield.
  • Republic USMC Coordinator
  • Gained Assault ability: Reset target ally and deal them 1 damage.
  • Republic M2 Howitzer
  • Gained Assault ability: Target enemy suffers -1 Attack.
  • Republic M3 Howitzer
  • Gained Assault ability: Target enemy suffers -2 Attack..
  • Neutral M37 Jeep
  • Gained Assault ability: target ally gains +1 Attack for one turn.
  • Neutral Shocktrooper
  • Gained Assault ability: target Mechanical takes 1 Damage and gains +1 Attack.
  • These units gained abilities to give them a bit of a boost.
  • Full Disintegration:
  • Empire Daimyo
  • Empire Imperial Consort

New in March of War: Face Off 19.1876 Hotfix (Sep 23, 2015)

  • New:
  • New Daily Objectives: Win vs X faction 5 times. Rewards: 500 coins. Win 5 games over-all was removed as an objective.
  • Empire Crest Cardback is now available.
  • We will be doing limited edition Oktoberfest cardbacks - released this week and for the next few! If you want to collect them all, you'll have to buy 'em while they're available!
  • PvP Bots now give ladder points for victory. This means that you get .5% of your own rating if you play against a bot, and if you lose, you lose .25% of your rating. Battles against PvP bots will not be able to be resumed from the menu anymore, as a reflection of this change.
  • Fixes:
  • Corrected many engine problems, including but not limited to: Kamikaze Lantern blowing up and damaging non-adjacent units (or not damaging anyone at all), Shelter disappearing when command cards are played on nearby allies or enemies (but not the Sheltered unit), and Shield not disappearing when receiving damage. There are other fixes as well - this was a very large change that corrected a number of problems.
  • Matches will now be cancelled if both players do not load the game correctly - so that people who disconnect on load phase will no longer receive losses. These matches will not affect the statistics of either player involved.
  • The store should no longer say it's "500" for purchasing all cardbacks by default, even if the price is higher.
  • Corrected a problem with tooltips from the main screen displaying in other parts of the UI (including the profile and collection screen).
  • Fixed a conflict with challenges and deck building/saving confirmation. The game now auto-declines challenges while you are in the deck building screen.
  • PvP bots now count toward PvP-related objectives.
  • Heavy Recon Panhard now has free move but no diagonal move, as intended.
  • Recon Jeep damage boosting ability now works even when attack is reduced to 0 or less.
  • Bombardiers no longer ignore Shelter.
  • Sleep of the Dead changed so that it only gives you Awoken Ambush cards if the targeted unit actually dies (so targeting Sheltered units with it will no longer work).
  • Balance Changes:
  • Alliance Grenadiers
  • Cost reduced to 4 from 5.
  • This card was just a little too expensive for what it offered.
  • Alliance Panhard Marksman
  • Range increased to 2 from 1. Now does not retaliate.
  • Even with Annihilator, 1 range along with only 1 HP made it too vulnerable most of the time. Now it can really apply some board control and force the enemy to respond.
  • Alliance Jagdtiger
  • Move cost reduced to 1 from 2 (is no longer Slow).
  • Given the specialized anti-mechanical nature of the unit, being Slow made it expensive to manoeuvre into useful positions.
  • Alliance Volksgrenadiers
  • Lost advance deploy, move cost reduced to 1 from 2 (is not longer slow).
  • Being Slow didn’t fit well with their initiative and made them expensive to move for an early unit.
  • Alliance Rearmament
  • Cost reduced to 3 from 5.
  • Considering that it doesn’t let you draw another card after use, this was too expensive.
  • Alliance Railway Gun
  • Cost reduced to 7 from 8.
  • Compared to other Alliance Command cards like the Grand Slam and Tall Boy, this was a little overpriced.
  • Alliance Gebirgsjager Flak 38
  • Cost reduced to 5 from 8. Stats reduced to 2/2 from 3/3. Now attacks forward instead of diagonally.
  • Without Advance Deploy or bonus move abilities it was fairly mediocre for an 8 cost unit. With the price and stat reduction, along with forward attack, it should now be a useful option for mid-game.
  • Neutral Urgent Despatch Courier
  • Now destroyed and returned to your hand when you attack or use the Ability.
  • Previously this card could place too many Shields to easily handle, and it devalued other Shield cards (Alliance was especially affected by this). The new change means it is still a powerful card (effectively being a slightly slower, but reusable Smokescreen) but not so devastating if you can’t immediately destroy it with a Command Card.
  • Empire Fear Barrage
  • Cost increased to 7 from 6. Changed so that you draw one card for every enemy Organic hit.
  • This was changed to work as it was originally intended, which makes the card rather more powerful in the right situation.
  • Full Disintegrate:
  • Neutral Urgent Despatch Courier
  • Alliance Volksgrenadiers
  • Alliance Panhard Marksman
  • Alliance Gebirgsjager Flak 38
  • Empire Fear Barrage

New in March of War: Face Off Build 18.1582 Hotfix (Sep 10, 2015)

  • New:
  • Added "Grandmaster" crown to the chat. You can now see players who are in the Grandmaster league for this specific season in the chat; the tag will go away next season. This is our vanity reward for reaching GM. Dev tag was altered slightly to match this.
  • Corrected many AI problems including the AI not using flare launchers correctly, killing its own units, not taking advantage of advance deployment and misusing targeting.
  • Deck builder now asks for confirmation when changes have been made and you try to leave the deck builder without saving.
  • New characters will now get 250 tickets to start with. Users who were registered in the last week will also be given the 250 tickets. The goal here is to close the gap some between new and old players, so we're giving new players a little more to work with in order to catch up more easily.
  • A limited edition Alliance Crest cardback is available in the store. It costs 1000 gems, and will only be available for a week. If you want it, better get it soon! The other four faction ones and the Steam launch one will also only be available for just over a week more!
  • Changes:
  • Added more logging code to track down some of the friends list bugs that people experience.
  • Losses in PvP are now less damaging in ladder points.
  • PvP Bots will now take into account deck rating instead of just player overall rating; this means that the bots will use decks that match your rating, instead of random test decks people haven't played with much, etc. This should make PvP bots a little more challenging.
  • Balance Changes:
  • Alliance Motorcycle Partisans
  • Move cost reduced to 0 from 1 (gained Fast).
  • Alliance Heavy Recon Panhard
  • Move cost reduced to 0 from 1 (gained Fast).
  • These early Alliance harassment units were buffed to make a delaying strategy more viable.
  • Alliance Afrika Korps Engineer
  • Health increased to 3 from 2.
  • Considering his ability costs 1HP to use, he was too weak to be useful.
  • Alliance Panzergrenadiers
  • Attack reduced to 1 from 2.
  • They were being undervalued, especially to comparable units from other factions. This change means they are still tough mid-range infantry with range and a useful Assault ability, but they aren’t quite as deadly to short range enemy units, who will now have more opportunity to close with the Panzergrenadiers.
  • Republic Forward Air Controller
  • Health increased to 3 from 2.
  • Neutral Shocktrooper
  • Cost reduced to 5 from 6.
  • Just too expensive for his stats and ability.
  • Neutral 155mm Howitzer
  • Health increased to 3 from 2.
  • Neutral Rocket Truck
  • Health increased to 3 from 2.
  • For their 10MP cost, these units were too weak.
  • New Units:
  • Alliance Weapons Drop (Bronze)
  • Cost 5, gives +1 Attack to all allies in Row.
  • Alliance Defense in Depth (Silver)
  • Cost 5, gives Shield to all allies in Row.
  • Republic Air Raid (Bronze)
  • Cost 7, deals 2 damage to enemy CC.
  • Republic Devil Dogs (Silver)
  • Cost 5, Organic. 3 Health, 2 Attack, Range 1 Forward+Vertical. Move 1, cost 2 (Slow).
  • On Move: Gain +1 Attack for one turn, gain +1 Health.
  • Empire Type 4 'Hunter' (Bronze)
  • Cost 6, Mechanical. 3 Health, 1 Attack, Range 2 Forward. Move 1, cost 1. Can move diagonally.
  • Anti-Mechanical (+2)
  • Empire Tank Traps (Silver)
  • Cost 3, target enemy Mechanical is Disabled. Draw a card.
  • Neutral Rough Terrain (Silver)
  • Cost 6, all Mechanicals in play take 1 damage. Draw a card.
  • Neutral Regroup (Common)
  • Cost 2, target ally gains +1 HP and moves back one tile. Draw a card.
  • Neutral Defectors (Bronze)
  • Cost 8, target ally gains +2 HP. First two enemies in Row suffer 1 Damage.
  • Neutral Danger Close Artillery (Bronze)
  • Cost 7, target an ally. All other units in a 3x3 area around them take 2 damage.
  • Full Disintegrate:
  • Alliance Panzergrenadiers

New in March of War: Face Off Build 17.1485 Hotfix (Sep 4, 2015)

  • Changes:
  • Many text corrections on unit cards.
  • Many AI fixes (especially with how it handles 0MP units)
  • Added loading screen messages to show the reason for 94% hangs (IE, if you load and the opponent does not, it will say "Loaded. Waiting for opponent.")
  • Added shiny/rarity to the unit on hover in battle (so now you see when the opponent has played a gold card that it is, in fact, a gold card).
  • The background animation will now stop playing while you're in challenge mode.
  • Empire card packs will now have a description.
  • You should no longer lose points upon being promoted a ladder tier.
  • The score required to reach Grandmaster is now shown.
  • Player Rating is now shown in the ladder screen.
  • Match History now shows rating delta.
  • Players who have recently been matched together will no longer be (so you won't be matched to your last 2 opponents anymore).
  • Added more code to track PvP hangs to try and get to the bottom of why some of them are hanging. It would be immensely helpful to us if, when you experience these, both you and your opponent report it as a bug. A lot of the problems we're running into, we get one report and not both. We need both to try and track down what's going wrong more easily (so that we can compare what happened on one player's end versus their opponent's). Any assistance you can grant us would be much appreciated! Thanks in advance.
  • Fixes:
  • Fixed turn damage modifiers not being removed properly.
  • Corrected a problem where double clicking 'save' in the Deck Editor caused duplicate decks to be created.
  • Bren Gunners can move again.
  • Actually reduced the cost of Assault Grenadiers to 4 from 5.
  • Adjusted card text on Fear Barrage to match the current functionality (you get one card if you hit at least one Organic, not one card per Organic.
  • Changed the name of the Republic USMC ‘Zippo’ to Republic USMC ‘Sparky’, to prevent confusion between it and the regular Sherman ‘Zippo’.
  • Various text changes and improvements (thanks to Talrea for pointing out many of these!).
  • Balance Changes:
  • Alliance Rest and Refit:
  • Changed to: Target ally is Disabled, suffers -1 Attack and is forced back one tile, draw two cards.
  • Gives Alliance an option for drawing more cards, but at the temporary cost of unit effectiveness in the field.
  • Republic Medevac:
  • Cost reduced to 0 from 2. You now draw a card after use.
  • It was rare that you would have an Organic unit with such a good assault ability that it was worth paying resources and using a card to take them off the field for replacement (or extracting heavily damaged units). Now it only uses a slot in your deck.
  • Full Disintegrate:
  • Alliance Rest & Refit

New in March of War: Face Off Build 16.1386 Hotfix (Aug 28, 2015)

  • Fixes:
  • Corrected a problem where end-of-battle Draw screen would fail and hang on a black screen.
  • The box for Glicko score for the AI player should no longer display.
  • Kamikaze Guide Lantern and Blazebomb no longer should target themselves.
  • Balance Changes:
  • Republic Sherman ‘Zippo’
  • Gained Fast trait.
  • It was too expensive for an early unit which can be countered quite easily - now it won’t drain your economy.
  • Republic Hover Platform
  • Health increased to 2 from 1.
  • The inability to retaliate is a big downside, and means that the health increase doesn’t have as much impact as it would on a regular unit.
  • Republic Armored Field Artillery
  • Cost increased to 6 from 5.
  • A very powerful assault ability combined with range once on the board made this too powerful for the cost.
  • Alliance Devil’s Choir
  • Intimidate reduced to -1 from -2.
  • With some of the recent nerfs to damage dealing and unit destroying Command Cards, the Devil’s Choir stands out as being extremely difficult to kill with units. The intimidate reduction means it won’t flat out disable as many units just by existing.
  • Alliance French Grenadiers
  • Cost reduced to 4 from 5, HP reduced to 4 from 5.
  • Alliance Churchill Guardian
  • Gained Advance Deploy.
  • Alliance Assault Grenadiers
  • Cost reduced to 4 from 5.
  • Alliance Bren Gunners
  • Attack increased to 2 from 1.
  • Alliance Gebirgsjager Flak 38
  • Health increased to 3 from 2, Attack increased to 3 from 2.
  • Alliance Engineer
  • Health increased to 2 from 1.
  • Alliance Combat Ambulance
  • Assault ability replaced with: target ally Organic gains +1 Attack.
  • These changes are intended to give Alliance a bit more mid-game punch, and improve a few less used Alliance support units.
  • Full Disintegrate:
  • Republic Armored Field Artillery
  • Alliance Devil’s Choir
  • Alliance French Grenadiers
  • Alliance Combat Ambulance

New in March of War: Face Off Build 15.1357 Hotfix (Aug 28, 2015)

  • Changes:
  • When searching on the collection page, you will navigate to the first non-empty page.
  • Disintegrate should no longer show the wrong date for full disintegrate (it will show when it truly does expire).
  • MP sorting in the deck builder should now be correct.
  • Improved Doomsayer's text layout on her card.
  • Hopefully fixed some more of the turn 1 hang issues.
  • Game over reason now shows on game end.
  • Fixed some AI freezing.
  • Fixed the AI removing shelter from its own units.
  • Corrected a problem where the AI executed actions in the wrong order.
  • Fixed the problem where the MP displayed incorrectly on the AI's turn.
  • Corrected the Emperor's Hand not killing through shields; it does now.
  • Balance Changes:
  • Alliance Odin Super-heavy Tank
  • Loses Shelter. Gains an Assault ability to get +2MP.
  • Before it had Shelter, the Odin was too expensive and vulnerable to certain Command Cards, but with Shelter it became far too hard to stop. Now it retains a high cost, but once you place it you get a couple of MP back so that it won’t freeze your entire position for a turn.
  • Full Disintegrate:
  • Alliance Odin Super-heavy Tank

New in March of War: Face Off Build 14.1280 Hotfix (Aug 25, 2015)

  • Fixes:
  • Fixed a problem where, if you didn't have enough gems to reroll, the UI would not show that - so it looked like you rerolled but got the same cards over and over again.
  • Empire Onagadori flies along the Row as intended.
  • Grandmaster players should now be able to match to all other Grandmasters.
  • Balance Changes:
  • Empire Type 96 AA Carrier
  • Health increased to 2 from 1.
  • Empire Shredder Tank
  • Health increased to 2 from 1.
  • These were too weak for their cost and abilities.
  • Empire Flame Tank
  • Anti-Organic bonus reduced to +1 from +2.
  • This was too strong compared to some similar units from other factions.
  • Empire The Unstoppable
  • Health reduced to 5 from 6, move cost increased to 2 from 1 (becomes Slow).
  • Empire Plunge Mine Tank
  • Health reduced to 3 from 4.
  • Empire Yokai
  • Cost increased to 4 from 3. Intimidate strength reduced to -1 from -2.
  • Given their speed and mobility, these units were too strong. They keep their mobility, but have become a little weaker in some other ways to even things out.
  • Empire Concealed Launcher
  • Range reduced to 2 from 3.
  • Empire Jungle Guard
  • HP reduced to 2 from 3.
  • For mid-game units which already have good survivability thanks to Shields, the long range of the Concealed Launcher or high HP of the Jungle Guard meant they could be excessively difficult to handle.
  • Empire Doomsayer
  • HP gain on ability usage reduced to +1 from +2.
  • For a cheap early card that combos well with a lot of other Empire unit abilities, gaining 2 HP every time she used her ability was too strong.
  • Empire Emperor’s Gaze
  • HP reduced to 3 from 4. Can no longer target the enemy CC.
  • Firstly it was too difficult to kill, and the ability to target the CC made it far too flexible, being able to control a Row and directly attack enemy HP.
  • Empire Pyre Tank
  • Cost increased to 6 from 5. Attack reduced to 1 from 3. On death, now destroys all units in Row, friendly or enemy.
  • The Last Stand special ability was underwhelming for a Gold - these changes make the Last Stand ability the core part of the unit, and will change the battlefield situation when it comes out.
  • Alliance Tall Boy Bomb
  • Allies in Row are pushed back 2 tiles rather than 1.
  • Alliance Royal Hussars
  • Cost increased to 7 from 6. Now ignores Shields when destroying damaged units.
  • Republic Fortress Gunship
  • Cost increased to 7 from 6. Does not ignore Shields to destroy damaged units.
  • Neutral Tunnel Mine
  • Cost increased to 7 from 6.
  • These unit killing Command Cards have been made more expensive or had their downside enhanced to further encourage careful thought about their use in both the 3D game and decks.
  • Republic Bombing Run
  • Cost increased to 6 from 5.
  • The disabling of enemies and -2 Attack reduction in a 2x2 area was too strong at 5MP.
  • Full Disintegrate List:
  • Empire Flame Tank
  • Empire The Unstoppable
  • Empire Plunge Mine Tank
  • Empire Yokai
  • Empire Emperor’s Gaze
  • Empire Pyre Tank
  • Empire Concealed Tank
  • Empire Doomsayer
  • Alliance Tall Boy Bomb
  • Alliance Royal Hussars
  • Republic Fortress Gunship
  • Republic Bombing Run
  • Neutral Tunnel Mine

New in March of War: Face Off Build 13.1250 Hotfix (Aug 22, 2015)

  • Fixes:
  • Corrected a problem where the memory usage from the game would spike astronomically when in PvE battles, resulting in crashes and major performance quality decreases. Sorry!
  • Increased auto surrender on disconnect timeout from 60 to 90 seconds.
  • Added a "time until expiration" to the Cardbacks on the store. You can now see when they expire in a tab beneath them. Once they expire, they're gone for good!
  • Unit Fixes:
  • Fixed All or Nothing! disabling units instead of resetting them (sorry!)
  • Balance Changes:
  • Empire Type 4
  • Shelter removed.
  • With the mobility of the Type 4, being unable to easily damage or weaken it with Command Cards made it harder to counter than reasonable for the price.
  • Empire Tsuwamono:
  • Now moves cross directions rather than diagonally.
  • For such an expensive unit, diagonal only movement is just too inflexible and awkward.
  • Neutral Local Mercenaries:
  • Remove Fast.
  • This was a change we just didn’t quite manage to get into the release - with Fast and Auto-advance they were too quick for a neutral, cheap unit. They can still get up the board fast, but you at least have to pay a bit to do so.

New in March of War: Face Off Build 12.1203 (Aug 20, 2015)

  • We've been promising something big for a while now and we're happy to say it's here - our first big content patch since we launched. You've all been waiting for it, and we're as excited about it as you are!
  • Meet the Shogun Empire:
  • This patch, known as "Rise of the Shogun Empire" formally, introduces the third faction to March of War: Face Off. Detailed in four separate news posts, Empire brings to the table 82 faction-specific cards, 10 new neutral cards, and two new traits: Auto Advance & Shelter. This patch is huge - so rather than go into all the details of Empire, we'll just say: Play and find out! Let us know what you think of them, too. We're particularly excited to see what they bring to gameplay and how much the meta changes with a third faction to account for.
  • New:
  • Glicko2 Matchmaking System - Detailed here by Spoon. Explains the matchmaking and why your placement on the Ladder might've changed. You can now also see your Skill Rating on your Profile, and your and your opponent's ratings during a PvP match.
  • Deployment Screen - Now displays enemy faction, ladder placement, name, and who is going first or second. Will also show your card back and your opponent's. In mirror battles, the AI will use your card back. In battles against bots, the AI will use the player who the bot's deck is from's card back. (So if Onyxandria has a cardback set, and you play her bot, you see her card back.)
  • Animated Card Rarity - Since Empire uses a grey card back, we thought now would be the perfect time to implement animation on our cards. Bronze, Silver and Gold cards They're nifty!
  • Level-up Rewards - There are now tickets available for leveling up. Every even level past 10 will grant you 5 tickets, levels 15, 20, 25, 30 and 35 will grant you 10 tickets, which will be a total of 105 tickets per faction. At maximum level, you will also receive a special Gold card that can only be acquired through reaching maximum level. For those who reached higher than 10, we will not be retroactively giving tickets: sorry, it's just too hard for us to find who got coins and who did not when we changed the level up rewards. But the gold cards will be given to maximum level players regardless! They are: Shugo Daimyo (Empire), Sky Soldiers (Republic) and Battle Hungry Brigadier (Alliance).
  • Four new card backs: Alliance, Empire, Republic and Neutral "Slogan" cards. These can still be used for any deck you want them to be used for (and the Deploy screen now helps you decipher what faction you're really playing against). These (and the Steam gear icon) will be available until September 19th, 2015 - after which time they will no longer be for sale. Cool, yeah?
  • Changes:
  • Login bonus now counts days differently. Before, you would have to log in between 24 and 48 hours after your previous login. Now, you have to log in during the next day as determined by the UTC timezone.
  • Discarding a card now guarantees you won't get the same card back again, even if you have multiple of that card in your Deck.
  • Matches that are auto-resolved (both players timed out/left the game/etc) will no longer show up in Battle History, or give/take Ladder Points.
  • Fixes:
  • Freezes at the beginning of PvE games have been corrected.
  • Some fixes for PvP freezing.
  • Improvements have been made to the AI to make the beginning of the game more interesting.
  • The store screen "owned" section for Cardbacks has been improved to be less butt-ugly.
  • See the full details about balance changes here http://steamcommunity.com/app/323900/discussions/0/618459109266940110/

New in March of War: Face Off Build 11.981 (Aug 7, 2015)

  • New:
  • The store now has a new tab: Cardbacks. This is a gems-only vanity feature. Cardbacks can be purchased for gems and apply to all of your decks (regardless of faction). You can equip them in the settings screen of the menu (gear icon) but you can't change them during a battle!
  • Many cardbacks will only be for sale for a limited time – and once the sale has ended, they’ll be gone for good (but those who own them keep them forever). The first one we have for sale features some cool gears – because it’s for our launch on Steam. Better late than never, right? There will be more coming soon, too!
  • Fixes:
  • Corrected a problem with the game crashing right at the start.
  • Corrected a problem with remaining card count display.
  • Made some corrections to the chat.
  • Armored Field Artillery was only meant to have 2 HP rather than 3.
  • Mad Scientist should no longer highlight all friendly units; only the one you’re currently targeting.
  • Clarified Corsair Bomb text to make it clearer that it only targets Mechanicals.
  • Added some missing traits to the (?) page, improved descriptions of Counter-attack, Anti-Mechanical, Anti-Organic, and Impact.
  • Adjusted Bell Toxin Spray targeting display to highlight the entire column you’ll hit.
  • Balance Changes :
  • Alliance Entrenchment :
  • No longer causes -1 Attack on target.
  • Alliance Defensive Line:
  • Cost increased to 6. No longer causes -1 Attack on targets.
  • The Attack debuffs on these made them often awkward to use, and the direct damage Command Cards of similar cost far more tempting. This should make them more viable.
  • Neutral Man Eating Plant:
  • Attack pattern changed to forward and diagonal. Can no longer attack to the sides or backwards.
  • Neutral Airdropped Turret:
  • Cost reduced to 3 from 4.
  • Should be the final tweaks to the Man Eating Plant, to make it distinct from other options, and useful without being overpowered - the Airdropped Turret received a cost reduction to make it a competitive choice in comparison with the Plant.
  • Republic B25 Fuel Bomb:
  • Now only deals 4 damage to both Command Centers rather than 5.
  • The potential use of two Fuel Bombs to reduce both CCs to half health was a little too powerful.
  • Republic USMC Sherman:
  • Can now target vertically as well as forward.
  • Compared with the M16 Gun Carriage, this was never a good choice. Now it offers more board control than the Gun Carriage.
  • Full Disintegration:
  • Alliance Entrenchment
  • Alliance Defensive Line
  • Republic B25 Fuel Bomb
  • Republic Armored Field Artillery

New in March of War: Face Off Build 10.916 (Jul 31, 2015)

  • General Fixes:
  • Corrected a problem with the PvP turn timer. Sometimes when a player was disconnected in PvP on the opponent's turn, the turn timer continued for the non-disconnected player - but they were unable to continue playing. This resulted in one player's turns being skipped. This should be fixed. Please let us know if it is not.
  • The time between a disconnect and an auto-surrender has been increased to one minute, to hopefully give players who have legitimately lost internet connection a chance to get back into the game in time to save their turn.
  • Unit Fixes:
  • Fixed Air-dropped Turret not retaliating correctly against units with passive debuffs, such as Sturmtiger AVRE.
  • Fixed M2 and M3 Howitzers both triggering and doing retaliation attacks. Since they have Abilities, this should not have been the case.
  • Fixed Corsair Bombing Run debuffing allied units.
  • Adjusted Full Reorganization text to not use the word ‘reset’. Reset is a card power which allows the target unit to move and attack again (they need MP to move again).
  • Balance Changes:
  • Alliance Incendiary Bombs
  • Cost increased to 7 from 5. Now deals 1 damage instead of causing -1 Attack.
  • They were too good for their cost, applying as they did 3 different effects (Disable, Attack reduction, and force back).
  • Alliance Desert Outriders:
  • Cost decreased to 5 from 6. Ability changed to deal 1 damage to a target enemy and push them back one tile.
  • Neutral Man Eating Plant:
  • Cost reverted to 3 from 4.
  • This got hit too hard with the nerf-hammer, sorry folks!
  • Full Disintegrate:
  • Alliance Incendiary Bombs
  • New:
  • All new units can be purchased in the normal packs, as well as in Faction-specific parks.
  • Alliance Foxholes
  • 0MP Bronze which adds a Shield to an ally Organic, but also disables them.
  • Alliance Heavy Grenadiers:
  • 7MP Silver 6/1 with forward and vertical attack. Deals 2 damage to adjacent enemy units on movement.
  • Republic Armor Piercing Bombs:
  • 7MP Common which deals 1 damage to all units in a column, with Anti-Mechanical (+2).
  • Republic Armored Field Artillery:
  • 5MP Silver 2/1 with range 2. Assault ability destroys a damaged enemy, or deals 2 damage.
  • Neutral Supply Cache:
  • 0MP Common which gives you +1MP after you Disable an ally unit.
  • Neutral Ammo Shortage:
  • 2MP Common which gives target enemy -5 Attack for one turn.
  • Neutral Intimidating Weaponry:
  • 4MP Common which gives a target ally +2 Attack for one turn, and enemies in same Row -1 Attack for one turn.
  • Neutral Tunnel Mine:
  • 6MP Bronze which deals 3 damage to a target enemy.
  • Neutral Rout:
  • 5MP Bronze which forces target unit back 3 tiles and gives them -1 Attack. Draw a card after use.
  • Neutral Gas! Gas:
  • 4MP Silver which disables all Organics in play.

New in March of War: Face Off Build 8.867 (Jul 29, 2015)

  • Fixes:
  • Corrected a bug where certain command cards did not work together (such as Royal Hussars and Stuka Strafing Run). Surprise, StaR!
  • Balance Changes:
  • Republic Flying Fortress
  • Cost reduced to 5 from 6.
  • This was overpriced compared to comparable abilities like the Alliance Stuka Dive Bomber or even Neutral Light Artillery, given the uncertain usefulness of the Shield removal.
  • Alliance Desert Raider:
  • Cost reverted back to 2 from 1.
  • Alliance Desert Rats:
  • Cost reverted back to 3 from 1. HP remains at 1, but Shield trait added.
  • These changes got in as part of some other balance adjustments, but in the end made both units too useful in early game pushes. For the Desert Raider the double move for only 1 MP is already useful in many cases, and along with the Desert Rats changes gave Alliance too many good 1MP early push options. They can both be disintegrated for full value.
  • Republic Marshal:
  • Cost reduced to 5 from 6.
  • Republic Air Support Officer:
  • Cost reduced to 4 from 5.
  • Considering their low HP these two could be risky to use for mid-cost units.
  • Neutral Man Eating Plant:
  • Cost increased to 4 from 3. Can no longer attack diagonally. Does not retaliate.
  • It shut down rushes too easily and couldn’t be avoided. Now it should still act as a brake against extremely aggressive rushes, but can be flanked by diagonal attack units, or more easily attacked from the front since it won’t retaliate. It can be disintegrated for full value.
  • Full Disintegrate:
  • Alliance Desert Rats
  • Alliance Desert Raider
  • Neutral Man Eating Plant

New in March of War: Face Off Build 8.833 (Jul 25, 2015)

  • New:
  • Added "Common Cards" packs. These are packs of 5 cards sold for 750 coins or 125 gems, and have guaranteed common cards - and nothing else. Feel free to use them to disintegrate for your tickets, or as filler for your decks!
  • Fixes:
  • Fixed text on Full Reorganization and Seeds of Doubt.
  • Fixed a few Command Cards showing damage numbers in lower left (should always be in text for Command Cards).
  • More fixes for 58% issues.
  • Fixed Grand Slam effects timing issue that caused Red Devil Shield gain on death to fail sometimes.
  • Corrected an enormous amount of Deck editing issues, including disabling crafting while deck editing and displaying the card you're hovering over in the deck list, and various weird hover problems in general on the deck editing page.
  • Deck Building will now close when you go to your profile page.
  • Corrected problems with card hand layout
  • Added text to clarify Domination Damage and when it occurs.
  • Removed 'Beta' from the main menu.
  • Balance :
  • Alliance Desert Raider
  • Cost reduced to 1 from 2.
  • Alliance Desert Rats
  • Cost reduced to 1 from 3. HP reduced to 1 from 2.
  • Republic BAR Team
  • Cost reduced to 3 from 4.
  • These were a bit too expensive for what they offered. Desert Rats should now offer Alliance another 1 cost unit with different characteristics from the Volunteers or MG42 Section.
  • Alliance Partisan Raiders
  • You now draw a card after playing it.
  • Compared to direct damage Command Cards like the Stuka Strafing Run, moving an enemy back will only delay them. This should make them more interesting.
  • Republic Airburst Artillery
  • Now damages all unit types.
  • Republic Bell Area Strike
  • Now gives affected enemies -1 Attack for one turn, like the regular Bell Helicopter.
  • The Airburst Artillery was too limited in only damaging Organic units. With that change made, the Bell Area Strike needed a bit extra to be relatively worthwhile (and already deserved a bit of a buff)
  • Republic USMC Sniper
  • Cost reduced to 4 from 6.
  • The USMC Sniper was essentially a non-slow version of the Prototype Sonic Tank with the ability to destroy damaged units rather than Annihilator. This change distinguishes them and allows the USMC Sniper to shape the battle at an earlier stage.
  • Republic Jump Troops
  • Now destroys damaged enemy units.
  • They needed a buff compared to similar cost Republic units, and this gives them potential to give a nasty surprise to damaged enemy units in the center column.

New in March of War: Face Off Build 7.750 (Jul 21, 2015)

  • New :
  • New players will start with a dialogue to select starting the Tutorial instead of auto-starting it; this should correct problems where players miss it entirely. This dialogue also explains where the Tutorial can be found in game (under the ? button).
  • Fixed:
  • Gameboard will no longer display level; instead, tier image from the ladder will show.
  • Rewards should show in real time now instead of having to close and reopen the game.
  • Tightened matchmaking some.
  • Corrected a problem where the Avatar maker was buggy if you didn't save your selection and reopened the avatar editor.
  • Another fix for some of the 58% loading hangs. Multiple issues cause this - so unfortunately, this won't fix it universally, but this should improve it.
  • Fixed All or Nothing! CC damage.
  • A Shield will no longer prevent the Man-Eating Plant from dying when moved.
  • Mad Scientist was doing 3 damage rather than 2 to the CC.
  • Fearless Captain no longer has bright pink blood.
  • Fixed Airburst Howitzer not damaging allies in target column.
  • Balance Changes:
  • Alliance Desert Fox
  • Assault and regular ability now only target Mechanicals.
  • Alliance Airborne General
  • Ability now only targets Organics.
  • These changes make these two cards more distinct and encourage more specialized deck design. It also helps make the Force Coordinator a more flexible alternative to the Desert Fox, since it can target both Organics and Mechanicals. However, since it does weaken them substantially, both cards can be disintegrated for full tickets.
  • Neutral Man-Eating Plant
  • Health reduced to 3 from 4.
  • It was a bit too tough for such an early unit. It can be disintegrated for full tickets.
  • Neutral Seeds of Doubt
  • Now only removes bonuses from enemy units, not debuffs.
  • Neutral Full Reorganization
  • Cost reduced to 3 from 4.
  • It made more sense for Seeds of Doubt to remove bonuses only - it was originally conceived as an exact counterpart to Full Reorganization with the same weakness of removing both good and bad modifiers. The cost of Full Reorganization has been reduced since it still has this drawback.
  • Republic Detachment 101
  • Cost reduced to 6 from 8.
  • It might keep coming back forever, but it just wasn’t useful at that price.
  • Republic Canadian Highlanders
  • HP increased to 3 from 2.
  • Their special trait of damaging Organics after movement was being overvalued.
  • Republic 240mm Black Dragon
  • HP reduced to 3 from 4. Cost reduced to 6 from 12. The Black Dragon is now killed and then returned to your hand when it attacks.
  • It previously appeared too late in the game to make any difference. These changes enable it to be played much earlier, while also making it more entertaining to use.
  • Republic Air Support Officer
  • Range reduced to 1 from 2. Slow trait removed. Ability changed: instead of boosting ally Attack or debuffing enemy Attack, it now adds a Shield to an allied unit.
  • Republic Quartermaster
  • Ability changed: now only boosts ally Attack +1, but no longer damage himself to do so. New Assault ability: add Shield to target ally. Cost reduced to 4 from 5.
  • Neutral Urgent Despatch Courier
  • HP reduced to 1 from 2, move cost increased to 1 from 0, move range increased to 2 from 1. Can now move diagonally. Cost reduced to 4 from 5. Now targets Vertical Only rather than Forward. Can now attack enemies for 1 damage. Ability changed to add a Shield to ally.
  • Neutral Smokescreen
  • No longer moves target back one tile.
  • Republic had no real options for adding Shields, which in turn left them very vulnerable to units and Command Cards with the Annihilator trait. The above unit changes should give them some options in that area. The Urgent Despatch Courier gives all factions another Shield option, and has in general been reworked to be more flexible and function like the Recon Jeep but with a different ability. Due to the substantial changes, Neutral Urgent Despatch Courier can be disintegrated for full tickets.
  • Alliance Panhard
  • Cost reduced to 3 from 4.
  • Republic Combat Engineers
  • Cost reduced to 4 from 5.
  • Republic M1 ‘Long Tom’
  • Cost reduced to 5 from 6.
  • Republic Airburst Howitzer
  • Cost reduced to 9 from 10.
  • For what they offer, these units were a bit too expensive to be really tempting most of the time.
  • Alliance Bren Gunners
  • HP increased to 2 from 1.
  • Republic M16 Gun Carriage
  • HP increased to 2 from 1.
  • These units were a little weak with only 1 HP, despite their useful features.
  • On 100% Disintegration
  • Airborne General
  • Desert Fox
  • Man Eating Plant
  • Neutral Despatch Courier