do not go over 9 because then it cost extra resources to produce. upgrades : maximize armor upgrade while maintaining the decided speed. engine : gasoline engine is best because it buffs speed, the only good stat that engine buffs. they provide just as much breakthrough as welded armor and gives the tank -20% production cost. armor : riveted armor is best in my opinion. do not put interleaved road wheels on tank destroyers. if your tanks are slower than the decided speed with upgrades to the engine, switch to christie suspension. for breakthrough tanks use interleaved road wheels for even more breakthrough. suspension : bogie suspension is best for everything besides breakthrough tank, because it cost the least. if your main stay tank have low reliability, you might want to consider producing extra to compensate for more losses or changing them to have more reliability. but if you are planning to upgrade your tanks the first batch can have lower reliability because an unreliable tank is better then no tanks. tanks that have less reliability suffer extra casualty in combat due to attrition, they also gain back their organisation slower. reliability : you can keep at the back of your mind. recommended number : 8km/h same speed as mechanized, 6.4km/h same speed as cavalry. speed : effects how fast tanks go, should be consistent across all of your templates. The tank designer has 6 important common elements, consistent across all tanks. even if they try to make their armor impenetrable, the amount of tank destroyers in this template should pen them and kill them easily, at a more effective price. Heavy tanks in this update have been reduced to relics of the past, bound by their crazy high production cost and no need to mount the heavy guns on the turret(heavy gun gives mostly hard attack) they become (in my opinion) useless. armored car : armored cars cost less and have more recon, but light tanks give much-much better stat then armored cars, and still provide good recon. flame tanks : reduces the penalty for tanks going into “harsh” terrain like forest and hills. anti air : they stop close air support from completely slaughtering the tanks.mechanized : they add an extra 25% hardness and 40 hp to your units.
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