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Base Stats
Speed--
HP--
Org--
Recovery--
Recon--
Suppression--
Weight--
Supply--
Reliability--
Rel. Bonus--
Trickleback--
Exp. Loss--
Combat Stats
Width--
Soft Atk--
Hard Atk--
Air Atk--
Defense--
Brkthrough--
Armor--
Piercing--
Initiative--
Entrench--
Equipment Cost
Manpower--
Training--
Fuel Use--
Fuel Cap--
Eq. Capture--
Production Cost: --
Terrain
Plains
Forest
Hills
Mountains
Desert
Jungle
Marsh
Urban
River
Amphib.
Fort
**This is not an optimized division, but labbing out how to get one stat very high.**
Armored cars have exceptionally high org regeneration with military police, mobile assault recon, and armored cavalry/armored spearhead as an interesting discovery.
Going with armored cavalry also gives you practical buffs to their cost, which is very necessary.
Peak recovery rate Superior firepower+Infiltration tactics+Armored spearhead+Mobile assault recon+Large unit tactics, where their solo recovery rate goes to triple that of infantry, which might be a useful property in ultra niche cases as their HP and organization are also not bad for a support unit, being the highest of the non-infantry options AFAIK.
Especially since you know, you are hardening your boys in the field. Hardness is a stat.
This is unlikely to be useful for sane players, but I found it interesting to try and figure out what's the peak recovery rate you could get with decent HP and org. (I used commandos here for the HP buffs on motorized.)
(Honestly, if armored cars had MIO compatibility with truck and/or light tank manufacturers, and used something closer to 40 vehicles a unit instead of the current 60, they might be a decent general unit now with their monstrous recovery rate. If paradox reads this place.)
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