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==In Team Yankee== [[File:T-64 Stat Card.jpg|300px|left|thumb|The Stat Card]] ''Updating this section for Team Yankee v2'' The T-64B is the most advanced tank available to prospective Red Army Commanders, until the release of the T-80. Playing the role of a linebreaker and wolfpack tank, the T-64 takes on the role of solving uncle Joe's problems with judicious application of HE rounds. While its armor value of 17 was previously barely adequate against its NATO counterparts, the appearance of the M1a1 and TOW2 missiles means that the T-64's front is barely better than a tin can against the new USA and NATO lineup. It can shrug off Milans and the equivalent with some effort, but must otherwise seek cover at all times. Close up, BDD provides a measure of protection against light anti-tank weapons and can resist Carl Gustavs, making this tank optimal for beating up US infantry, who can't do anything against this monster up close. On the offensive, the T-64 wields the 125mm 2A46 gun, capable of firing Kobra ATGMs (Anti Tank Guided Missiles) in addition to conventional munitions. This boomstick has an AT value of 22 and a Fire Power Rating of 2+. Essentially, the T-64 can delete early model NATO tanks and can hammer Late model ones into submission with massed fire. Infantry also have something to fear as the Brutal rule will force them to reroll their successful saves. The advanced stabilizer is the defining feature of this tank and will be instrumental in allowing the T-64 to exploit holes in your opponent's lines to flank and spank other heavy tanks. One may wonder why you would ever use the missile, the AT-8 Songster, as the AT value is one less at 21 and the firepower drops off to 3+. The missile adds an extra foot if you are an imperialist ''cyka'' or an extra 40 centimeters if you are a good communist worker. It is also guided and mounts a HEAT warhead, essentially ignoring the penalties for firing at long range, turning the T-64 into a decent sniper. Equipping your tanks with the AT-8 will cost you an extra 2 points though. However this is just a flat rate, meaning that it will cost you the same amount if you are running a minimum squad or a full company, making it proportionally less expensive the more tanks you have. ''Yankee Team's Opinion: Unless you want the option to snipe helicopters inefficiently, just ignore this upgrade.'' Red Army Commanders may take T-64 Companies ranging in size from 3 tanks to 10, with an initial batch costing you a total of 13 points and every additional tank adding on 6 more, to a total of 55. In experience, a single large platoon of 5-6 tanks performs well as a mobile reserve and possesses enough shots to make an M1a1 sweat. Platoons of 3 should be avoided unles you are running the full company of 10 tanks.
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