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Not really meant to be a practical design, but I'm going to compare it to other early game options for a player.
Essentially, I'm just looking at how brittle/desperate the line artillery situation is. Since artillery's only argument over tanks is hypothetically saving on costs, but when it comes to resources, one of the more likely limiting factors you will run into, line artillery isn't even justified.
- With all bonuses, this can be almost -40% as expensive as advertised on nearly generic nations. -15% from an army spirit, -15% from the most common mio, +~20% from the most common mio.
- The iron use is only 40% worse than infantry weapons 2 before you add the MIO in. think about that last point.
- The tech costs to improving are also less, as your anti-aircraft research will inevitably scale this and your AA guns, and you need radios for reinforcing.
- It fits in your doctrines better, it doesn't compete with field engineering and assault recon, it gets its own slot.
- It lets you minmax your regiments more, as spaa regiment supports are mind-numbingly strong even with nerfs.
- Its defenses are better than artillery due to the extra hardness and a bigger breakthrough priority.
- You don't need rubber/trucks to run this with cavalry. You can run diesel versions on infantry to cheaply eliminate attrition.
The key reason to go artillery is if you know the enemy is so weak that you can push them from the start of the war with few casualties, or you can't pay the IC tax to save resources.
Its more trade efficient so the real cost is fuel during offensive operations, as saving on trade lets you scale your industry and have more industry long term.
Let the tracks roll.
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@123 Makes the attack and defense more competitive/dominant to basic artillery without meaningfully impacting cost.
If I was trying to make a tank that was cheap without merits, I'd just use an HMG primary because then I can get the per unit cost to be close to ~3 with just the army spirit. This is supposed to be the cheapest thing that has merit.
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