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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. Armored cavalry lets you buy an army spirit that gives 15% mechanized and armored car cost. With the right MIO you could massively increase anti-tank attack, reduce costs, and if you go superior firepower all arms at defense gives all infantry +25% hard attack on their infantry equipment. +18% hard attacks is available on the MIO, which means we have finally invented the anti-tank AK-47.
That would lead to approximately 40% more hard attack than is shown here, this becomes a fast, tanky, organized meatgrinder of a division that still has piercing and the ability to attack effectively. The hard attack can become remarkably high for some division that doesn't have any dedicated anti-tank assets outside some wheely MF's.
THE COST IS ALSO MUCH LOWER THAN SHOWN.
Its only 100 army xp to half the cost of mechanized equipment, so not only is most gear pictured 15% cheaper. Some is 58% Cheaper than shown. I'll publish this again once we have army spirit, equipment variant, and MIO support.
There is room for optimization, with assault engineers we lose too little for it to matter, but gain much better terrain modifiers. I was too excited to add them in because a useful way of incorporating armored cars in my divisions made me hurry instead of making the most carefully measured division in history.
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