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So, Armored Car org can get kinda crazy.

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Walsst  ·  11 views  ·  2026-09-29

So, Armored Car org can get kinda crazy.
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
A D M
Plains
Forest
A D M
Forest
Hills
A D M
Hills
Mountains
A D M
Mountains
Desert
A D M
Desert
Jungle
A D M
Jungle
Marsh
A D M
Marsh
Urban
A D M
Urban
River
A D M
River
Amphib.
A D M
Amphib.
Fort
A D M
Fort
Yeah I'd have never guessed armored cars could hit 38 organization, basic armored cars cost about as much as artillery while only using twice as many per unit as you'd use artillery, but you can get a 15% discount on them at least. This... Makes their sustainment costs oddly decent since, you have to remember, they add hardness, 5 HP (1/4th that of a special forces unit,) and they do get 20% all stats up from you researching artillery techs. I'd still love minor reworks to put them more in focus for high rubber nations (IE: A lower cost as a tradeoff for them using 1 rubber, replacing their armor upgrade with the mechanized cost reduction but making it so they have four useful variant sliders instead of three that work and one that's a meme,) but this is the first time I've looked at their cost and thought "This isn't unreasonable." Oh yeah, the basic armored cars stats seem to be missing from the database, researching that tech seems to do nothing. Edit: Wait, did paradox accidentally delete the stats for Basic Armored cars? I just checked the files.

Comments

knightofthehokeypokey5532
Vroom.