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Luchs Spah Trupp
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==In Team Yankee== [[File:Luchs Card.jpg|300px|left|thumb|Die Stats]] Like most Reconnaissance Vehicles, like the [[BRDM-2]] or the [[Lynx_Reconnaissance_Patrol|Lynx Reconnaissance Patrol]], the Luchs is not very good in a straight fight. The front and side armor of 2 means that it can stand up to small arms fire, but anything serious, like a .50 cal stands a good chance of destroying you Spahpanzer. Also, the disappointing top armor of 0 means that ARTILLERY and SALVO weapons stand a decent chance of wiping out a platoon of these things. When shooting, rather than being shot at, the Luchs is actually quite adequate. The 20mm Rh202 autocannon's AT rating of 7 lets the Luchs easily deal with other recon vehicles or transports, though the Firepower Rating of 5+ means that you are more likely to merely bail your target than destroy it out right. The MG3 for the commander is quite capable of mowing through infantry with its consistent 3 shots, through for more dug in targets you might want to use the autocannon. However the greatest asset at a Luchs' disposal is not its weapons, its speed, or its stealth, it is the Spearhead Rule. Now, how the Spearhead rule works is, after you have deployed your Luchs', they may move out of your initial deployment zone their standard move distance, and then in an 8-inch bubble around them, you may deploy any unit as though it was part of your deployment zone. If you suddenly had a vision of a half dozen [[Jaguar Jagdpanzer|Jaguar 1 HOT missile launchers]] tucked safely away in an advanced position with LOS into your opponent's deployment zone, you have the right idea. Since these Spearheaded units start your turn immobile, any weapon that needs to be stationary to fire is completely ready to go the instant your turn begins *evil german laugh*. Luchs come in platoons of 2 for 1 point each (not any more, cost increase by 1pt), a bargain given the shenanigans you can get up to with the Spearhead Rule. Take note that they are incredibly fragile even for a recon unit, and should immediately duck out if you do not wish to give your opponent an easy kill point.
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