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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
So.... I never thought I'd be pushing anti-tank to be a breakthrough asset, yet here we are: ~9 breakthrough per 1 combat width. Its almost as dense as mechanized, and a good 7 org more per combat width then properly maximized tube artillery, (Albeit, it loses to fire concentrated tube artillery here.)
Tank destroyer force gives MOT At a disturbing amount of breakthrough, and fire concentration of all things... Makes it just an oddly good source of generic all around firepower. I'm in awe.
Lets you push it too 13 org, which is one of the highest possible for non-motorized artillery. (Note: Flying battery only buffs rocket and tube artillery org, so the 23 possible there is not available for actual anti-tank guns.)
I do think I see a funny bug, anti-tank has 5% hardness, but its showing as 0.5% hardness, this division does mitigate a quarter of sort attacks via its hardness. (Also, I was testing the Anti-Tank battery hard attack bonus on individual excellence, and it seems to have stopped working for light infantry again after we renamed it from commandos to individual excellence again.)
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Balanced Ver :3c
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