Re: What makes a good MBT?
In WinMBT the priorities when purchasing a MBT are following IMO
1. Armour
-When advancing I use my tanks as mobile armored boxes in breakthrough points. So they have to be able to resist frontally as heavy AT weapons as possible. Who needs firepower, if youīre dead when you stick your nose first time out of the bushes. Generally I prefer high CE armor values over KE values because HEAT AT-Weapons are cheap and numerous. And ATGMs are a PAIN.
Active protection systems are cheap in game purchase points and can give you an extra life just when you was about to be lit up by that incoming TOW-2B. Donīt count on it though.
2. Vision
-Now who doesnīt understand the benefits of TI in WinMBT? Go and find out yourself.
3. Firepower
-Preferably a main gun that can fire true HE shells. Although nowadays the HEAT shell can double in HE role. Also good KE pen is somewhat important, however sometimes you still donīt need that 90 pen figure a 60 will do since it can frontally take out any but the heaviest opponents, who must be left to be dealt with specialized equipment (like a section of tank-killing specialized Leo2A6 or heavy ATGM, perhaps of the TA-kind).
4. Mobility
-Itīs nice to have speed of 26 hexes per turn. But you donīt use this mobility as you use the three above in a WinMBT game. A few full dashes in a single game is in my tactics mostly utilised then slow advancing.. the main gun might be utilized for a full 50 times so you get the point. Okay you get faster to a hilltop or down from it but you still have to kill those two companies of advancing enemy infantry.
-Hey ho to the armored foe-
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