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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
Commando's stacked HP and breakthrough bonuses are fun.
The units a little expensive but 611hp means it will become experienced then just refuse to lose experience or equipment.
Comments
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@123 Any more and my hardness gets high enough that tank destroyer spam becomes a cost effective counter. They give a nice bump in hp, hardness, and piercing, but all of these are stats where we are going to get diminishing returns on.
There is a diminishing return on including more with our hp so high already, and our defenses being good enough to tank a 2-1 (if you factor in hardness and the fact that most foes do not build enough AT, 3-1 on defense,) shot exchange when attacked, but a 1-1 one when attacking (3-2 when you include our modest planning bonus and hardness.)
If I had more, they'd have more value being concentrated in an artillery or armored division here, where as having a small number here keeps the equipment losses extremely low but achieves meaningful stat breakpoints.
Oddly, there is even a case if you go armored cavalry to throw in cars here since the anti-tank car is probably the best way to hard attack (But you'd need 3 extra mechanized to offset the hp loss for every added car,) but you would gain -15% mechanized and armored car costs, so this would be still a cost effective sidegrade if you were that insa....
Wait I just found an effective use for armored cars.
Design not found or is no longer public.
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