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===Soviet=== [[File:T-72B Russian Card.jpg||300px|left|thumb|Da Stats, Comrade!]] The stats for the T-72B have officially been leaked, and they aren't half bad! For about 6 points per, you get a tank with the armor of an Abrams and the classic 125mm 2A46M cannon we all know and love. Lets walk through it! First is the armor. Armor is the reason you take this thing, and it's pretty durable for a 6 point tank: Front armor 18, side armor 9, and ERA give it great resistances to NATO's second line equipment and even some of the more modern kit on the market. From the front you can effectively ignore the 105mm cannons mounted on the Leo 1, M60, Abrams, Merkava, and more. You get a decent (3 to tie) save against AT21 MILANs and TOWs, though you shouldn't rely on it more than you need to. The real place this tank sticks out is its Kontact-1 ERA. This makes it the cheapest tank ''in the game'' to have side armor 16 vs HEAT weapons, something that can come in particularly useful when you need to push some stubborn Brits off an objective. You don't have a great assault value in this regard, but you can bring the numbers to make up for this and, if supported by your commander, you have a good chance of outlasting your opponent. All that said, don't get too cocky about your survivability. This is, after all, only a 6 point MBT, and recent updates have made FA 18 worth a lot less than it used to be in the glory days of 2016. The US can bring unholy levels of AT23 firepower that you're only tying on a 5, and many other nations can spam enough AT21 missiles to put a dent into your forces quite quickly if you aren't careful. This is where your relative cheapness comes in, but you aren't a T-55 player, so you can't rely on that to carry you. Use smoke and terrain to keep your tanks alive so they can do their job. But of course, you're a Soviet player, so you already knew that, right? The second important aspect is firepower. This is somewhere else the T-72B mimics the [[T-80]]. You have the classic 125mm cannon, equipped with depleted uranium sabot (AT22), HE-FRAG (Brutal, 2+ FP), and even AT-11 Sniper missiles (AT22, 48" range HEAT & Tandem) if you please. This cannon is still very powerful, capable of dealing with 80% of the tanks in the game ''should it hit.'' The critical weakness here, indeed the critical weakness for all soviet tanks, is the RoF 1. This is the main reason you get the armor and firepower of a Leopard 2 for half the price. You will need to mass tanks to get the firepower you need to win tank duels, something that isn't terribly easy to do at 6 points each. As such, it may be worth it to pair it up with cheaper IFVs and missile carriers to augment your low RoF. The missile is an extra point per tank, making it rather hard to justify. On one hand, it gives you +1 AT at range, and lets you outrange everything else in the game (on the move, no less!), but the range advantage doesn't come into play much and a point per tank adds up quickly. If you bring them, you better have a plan. We only mentioned Tandem for completion, it's currently useless. Mobility-wise, you have a T-72. 10" tactical, pretty decent dash speeds, and a 3+ cross that always fails when you need it. Nothing to write home about, but hardly terrible. This thing is looking like the armored yin to the T-64s speedy yang. For a similar cost, you sacrifice a 14" tactical for somewhat better chances against midrange AT and immunity to 90% of the infantry rocket launchers in the game. This lets you focus more on getting decisively engaged rather than outmaneuvering and surprising the enemy, tanking rounds with your numbers and armor and assaulting to bully your enemy off objectives. It will most likely do best against the mid to higher end tanks in the game: Abrams, Chieftain, T-64, and Leopard 2. However, you lack the [[T-64|mobility]], [[T55AM2|numbers]], or [[T-80|armor]] to take on the super heavies ([[M1 Abrams|M1A1]], [[Leopard 2|Leopard 2A5]], or [[Challenger 1]]). You'll also struggle to deal with tank spam.
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