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	<title>2d4chan - User contributions [en]</title>
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		<id>http://2d4chan.org/mediawiki/index.php?title=AH-1_Cobra_Attack_Helicopter&amp;diff=7764</id>
		<title>AH-1 Cobra Attack Helicopter</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=AH-1_Cobra_Attack_Helicopter&amp;diff=7764"/>
		<updated>2019-01-18T19:25:28Z</updated>

		<summary type="html">&lt;p&gt;2601:582:8602:C02A:2030:9E2:9567:C4D6: /* IRL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{topquote|Close air support covereth a multitude of sins.|The Seventy Maxims of Maximally Effective Mercenaries}}&lt;br /&gt;
[[File:AH-1 Cobra.jpg|right|300px|thumb|HSSSSSSSSSSSS!]]&lt;br /&gt;
Though it&#039;s been through some updates since the jungles of Vietnam, the AH-1 Cobra is the front line attack helicopter of the United States. The Cobra is an excellent tank hunter, using its narrow cross-section to avoid incoming fire and unleashing hell from its side mounted TOW tubes. It&#039;s also no slouch at taking down infantry with its M197 20mm Vulcan Gatling cannon, and M159 rocket pods.&lt;br /&gt;
&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
[[File:AH-1 Cobra Stat Card.jpg|300px|left|thumb|The Stat Card]]&lt;br /&gt;
The AH-1 Cobra is an excellent, all-round Helicopter. &lt;br /&gt;
&lt;br /&gt;
With its Improved TOW missile, the Cobra can detonate vehicles four feet away, and since its guided and HEAT like all AT missiles, you ignore the penalties for shooting at long range. Meaning you can hover well out of the range of non-missile AA and pop the turrets off of Soviet armor. The only downside is that you cant shoot if you move.&lt;br /&gt;
&lt;br /&gt;
For &amp;lt;s&amp;gt;Krauts&amp;lt;/s&amp;gt; Ivan in the open, you can drop the massive Salvo template in the form of the M159 Rocket Launcher once per game.&lt;br /&gt;
&lt;br /&gt;
For dealing with infantry (and helicopters), the Cobra carries the M197 20mm Gatling Gun. Its kinda short range is made up of the fact that it has a ROF of 6 if you hover, great for mopping up the infantry that just bailed out of the transport you just blew up. The cannon alone makes the Cobra superior to all other NATO helicopters. For just 0.5 more points per heli, you gain an ROF 6 autocannon with 5+ FP; able to comfortably destroy anything which isn&#039;t a tank once enemy AA has been sufficiently neutralized.   &lt;br /&gt;
&lt;br /&gt;
An Added bonus is the &amp;quot;Hunter Killer&amp;quot; special rule, which is Unique to NATO choppers. This rule means that the Cobra can use terrain as concealment and unless it has fired, it counts as gone to ground so you&#039;re only being hit on a roll of 6+.&lt;br /&gt;
&lt;br /&gt;
US armies can take two AH-1 Cobras for 7 points and a full platoon for 14.&lt;br /&gt;
&lt;br /&gt;
While expensive, the Cobra is arguably the most versatile helicopter in the game. The 21AT missile might be mediocre compared to the PAH and the Hind&#039;s kokons but it is able to comfortably destroy all existing Soviet armor with ease (with the T-72 needing 5s to BAIL). However, the crown jewel of the Cobra is it&#039;s stationary ROF 6; a terrifying weapon with the ability to shred through vehicles and helicopters with an AT 6, 5+ FP weapon. While mediocre against entrenched infantry, the Cobra can remove blocks of platoons in the open with rocket pods or its vulcan. The Cobra is also the only true gunship in NATO, and 2 flights can be brought in from Divisional support. Armored Cavalry Companies have access to a single Cobra platoon, bringing up the maximum to 3. It may be a good support unit, but can also serve you well in an air assault list with Warthogs and Cobras with a handful of ground units to mop up anything that your aircraft missed.&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
[[File:AH-1 Cobra irl.jpg|300px|right|thumb|[https://www.youtube.com/watch?v=40JmEj0_aVM It ain&#039;t me, it ain&#039;t me! I ain&#039;t no senators son!]]]&lt;br /&gt;
The AH-1 Cobra was first deployed by the US Military in 1968 and saw use in the Vietnam War.&lt;br /&gt;
&lt;br /&gt;
The Cobra was developed in response to a US Army demand for a &amp;quot;Helicopter Gunship&amp;quot; to support its UH-1 Hueys, as it was becoming apparent that the Huey was vulnerable to ground fire and if fully loaded with troops was incapable of suppressing enemy positions near a landing zone. The AH-1 utilized the same engine and rotor as the venerable UH-1 as well as several avionics systems.&lt;br /&gt;
&lt;br /&gt;
The Cobra is still in use today in many countries around the world, and the US Marine Corps uses a twin-engine version as its primary attack helicopter. [[Fail|However it can&#039;t keep up with the V-22 Osprey. Which itself has no weapons and the Army will most likely get an armed tilt-rotor before they do.]]&lt;br /&gt;
&lt;br /&gt;
Just as the T-72 wasn&#039;t the most modern tank used by the Soviets. The Huey based helicopters were not the most advanced aircraft that the US military had in 1985. The Black Hawk was adopted in 1979. While the Ah-64 Apache went into service a year later in 86. A future update to Team Yankee might include these missing vehicles.&lt;br /&gt;
&lt;br /&gt;
{{US Forces in Team Yankee}}&lt;br /&gt;
{{Iranian Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Team Yankee]]&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2601:582:8602:C02A:2030:9E2:9567:C4D6</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=SU-25_Frogfoot&amp;diff=411781</id>
		<title>SU-25 Frogfoot</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=SU-25_Frogfoot&amp;diff=411781"/>
		<updated>2019-01-18T19:25:14Z</updated>

		<summary type="html">&lt;p&gt;2601:582:8602:C02A:2030:9E2:9567:C4D6: /* IRL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Frogfoot.jpg|right|300px|thumb|*ribbit*]]&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
[[File:Frogfoot Star Card.jpg|left|300px|thumb|The Stat Card]]&lt;br /&gt;
Oh God.&lt;br /&gt;
&lt;br /&gt;
(Note: Czech, East German and Polish armies can bring SU-25s as allied units from the Soviets and follow the Soviet profile).&lt;br /&gt;
&lt;br /&gt;
For the questionable price of 3.5 points per aircraft in a company/flight of 2, 4 or 6 aircraft, you get access to what is possibly the most specialized unit around. While it boasts Soviet-level aircraft armor (4+ save and 3+ morale), its armaments are incredibly poor. Whether compared to other nations&#039; offerings or alternatives in the same army, the Frogfoot fails to compete. 4+ to enter the board does NOT help things either, which effectively means that your Frogfoots will only enter the field half the time (or basically every moment that you need them to come in). &lt;br /&gt;
&lt;br /&gt;
The main armament of the Frogfoot is the KH-25 ATGM, boasting guided and HEAT meaning that it will never take penalties from range. Combined with brutal, this makes the Kh-25 an excellent choice for turning infantry or (probably) light vehicles such as Chapperals inside out. Otherwise, AT27 ensures an auto penetration against tanks at any range, and 2+ firepower ensures that anything hit stays dead. The downside to this undeniably powerful missile is simply that the USSR has other FAR more cost-effective options. &lt;br /&gt;
&lt;br /&gt;
For a lower price and more utility, players using the KH-25 for its anti-squishy capability (...why?) may consider using Acacias with Krasnopol projectiles instead; having an artillery template which can destroy dug-in units or even tanks, all without the risk of taking anti-air fire. Those using the KH-25 for the obvious anti-tank role might consider the MI-24D company instead. While equipped with inferior armaments (AT23, 3+ firepower and 8&amp;quot; less maximum range), the mobility of the Hind allows a smart player to guarantee auto-pens via side shots. With most NATO anti-air having the range to protect at least half the board, such range boosts are effectively useless. The ability to stay on the board and keep firing missiles or withdraw makes it an infinitely more reliable choice than the Frogfoot in this regard.&lt;br /&gt;
&lt;br /&gt;
Even with the option for an anti-helicopter autocannon, the simple fact is that the Soviets have autocannons running EVERYWHERE. Shilkas, BMP-2s, and Hinds have similar armament, with lower cost and more utility. Players needing to employ the rocket launcher would be few indeed; artillery is very survivable in Team Yankee.&lt;br /&gt;
&lt;br /&gt;
TLDR: An aircraft overshadowed in all aspects by the Hind. BAD.&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
[[File:Frogfoot IRL.jpg|right|300px|thumb|Powered by vodka, piloted by Gopnik.]]&lt;br /&gt;
The [[wikipedia:Sukhoi_Su-25|Sukhoi SU-25 &amp;quot;Frogfoot&amp;quot;]] has the distinguishment of being the only modern Ground Attack aircraft (meaning that the plane is almost incapable of performing any other missions such as reconnaissance or interception) besides the [[A-10 Warthog]],  with the close-air support role being performed by helicopters, drones or multirole aircraft. The Soviets came to the same conclusions as the Americans when it came to what was needed for such an aircraft; the SU-25 has a heavily armored cockpit and fires a 30mm autocannon, as well as a variety of missiles and bombs. The SU-25 was used in the Soviet-Afghan wars, while its export variants have been used in various conflicts in Eastern Europe and the Middle East. The SU25 uses a Gast gun mechanism instead of a Gatling gun. Rate of fire is slower but more accurate and the aircraft is more a multi-role aircraft than the A-10. &lt;br /&gt;
&lt;br /&gt;
Also if you&#039;re wondering why the hell it&#039;s called a &#039;Frogfoot&#039;, it&#039;s because that was it&#039;s NATO reporting name. The idea is that the word is something unlikely to come up in casual conversation so if you said &#039;frogfoot&#039; everybody would know what you&#039;re talking about. The &amp;quot;F&amp;quot; means it was an attack or fighter aircraft, and two-syllable means it was jet powered.&lt;br /&gt;
&lt;br /&gt;
{{Soviet Forces in Team Yankee}}&lt;br /&gt;
{{East German Forces in Team Yankee}}&lt;br /&gt;
{{Polish Forces in Team Yankee}}&lt;br /&gt;
{{Czech Forces in Team Yankee}}&lt;br /&gt;
{{Iranian Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2601:582:8602:C02A:2030:9E2:9567:C4D6</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=CVRT&amp;diff=108093</id>
		<title>CVRT</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=CVRT&amp;diff=108093"/>
		<updated>2019-01-18T19:24:54Z</updated>

		<summary type="html">&lt;p&gt;2601:582:8602:C02A:2030:9E2:9567:C4D6: /* In Real Life */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Spartan-new-1.jpg|300px|right|thumb| A wild Spartan, awaiting orders]]&lt;br /&gt;
{{topquote|The first quality that is needed is audacity.|Winston Churchill}}&lt;br /&gt;
&lt;br /&gt;
The Combat Vehicle, Reconnaissance (Tracked) or CVRT is the successor of the Alvis Armored Car. Serving a huge variety of roles in the British Army, with SEVEN variants playable in Team Yankee. These are the Spartan APC (serving as a command vehicle for the Queen&#039;s Dragoon Guards, and as a transport for the Recce Support Troop), Spartan Blowpipe, Striker, Spartan MCT, Scorpion and Scimitar light tanks. All are distinguished by their airmobile capability, and their shared chassis components. &lt;br /&gt;
&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
Due to the common chassis, the following applies to all subsequent models of the CVRT. While the CVRT has a lackluster tactical speed of 10&amp;quot; (6&amp;quot; for the Scimitar and Scorpion), it has several key advantages over most other vehicles of the British Army. With a cross-country dash of 28&amp;quot;, these vehicles are able to abuse their small profiles to great effect. Most variants feature some form of bonus to cover, namely Swingfire and Scout, allowing the vehicle to count as gone to ground even after firing or moving respectively. This translates to a 6+ to hit if used effectively.&lt;br /&gt;
&lt;br /&gt;
Its armor is effectively non-existent, being vulnerable to almost every single REDFOR unit in the game. With its front rating of 2, it is best to rely on concealment and positioning as even BTRs can reliably take them out in the open.&lt;br /&gt;
&lt;br /&gt;
==Spartan (Command)==&lt;br /&gt;
[[File:TB110.jpg|300px|left|thumb|The Stat Card]]&lt;br /&gt;
===In Team Yankee===&lt;br /&gt;
Serving as the HQ unit for the Queen&#039;s Dragoon Guards in Team Yankee (rather than the FV105 Sultan), it serves as a harmless, yet essential component of the Recce Squadron. While it&#039;s vulnerability makes it a questionable choice to attach to a frontline unit let alone a spearhead, the improved stats make it a possible option should you decide that a unit must achieve certain orders without fail. Conversely, a concealed Command Spartan will only be hit on sixes or higher due to its scout ruling. You get 2 Spartans for 1 point; the formation commander and his &amp;lt;s&amp;gt;meatshield&amp;lt;/s&amp;gt; 2nd in command (2 IC). &lt;br /&gt;
&lt;br /&gt;
Its 7.62mm AA machine gun can be used to engage enemy infantry or enemy helicopters in a worst-case scenario.&lt;br /&gt;
&lt;br /&gt;
===In Real Life===&lt;br /&gt;
Unlike its in-game portrayal, the real-life command vehicle is different in almost every regard. While the option to give a vehicle troop 2+ skill is nice, no sane commander would field unarmed HQ vehicles in such a way. The main benefit of fielding such vehicles are improved C4I (Command, Control, Communications, Computers, and Intelligence) assets on the field, quickening the pace in which command is able to react to developing battlefield situations. Similarly, the vehicle used in real life was the FV105 Sultan; hugely different from the base Spartan APC. In addition to a far more spacious passenger spacing with room for tables and field maps, the Sultan features four radios, 4 times more than the average vehicle on the field.&lt;br /&gt;
&lt;br /&gt;
==Spartan (APC)==&lt;br /&gt;
[[File:TB115.jpg|300px|right|thumb|The Stat Card]]&lt;br /&gt;
===In Team Yankee===&lt;br /&gt;
Identical to the Command Spartan albeit without Scout, these APCs serve as transports for the Recce Support Troop. Employ them as suicide units to destroy enemy infantry teams, or to block narrow paths. If necessary, a group of APCs can be used as anti air, but only get one shot per MG with a firepower of 6+. You get 4 of them per Support Troop. One point to note is that unlike the FV432, they can only carry 1 passenger should you wish to remount infantry to claim or reinforce an objective.&lt;br /&gt;
&lt;br /&gt;
===Real Life===&lt;br /&gt;
The Spartan was primarily used as an APC for specialized troops such as ATGM teams carrying milans or recoilless rifles, or Blowpipe sections. Its smaller size and weight allowed for a faster road speed than the FV432, while its aluminium construction gave it marginally better durability than the 432.&lt;br /&gt;
&lt;br /&gt;
==Striker==&lt;br /&gt;
[[File:TB113.jpg|300px|left|thumb|The Stat Card]]&lt;br /&gt;
===In Team Yankee===&lt;br /&gt;
The most expensive ATGM carrier of the British Army weighs in at 2.5 points, taken in a platoon of 2 or 4. Most notably, it is one of the few British units equipped with Thermal Vision. It also packs a guided 3+ Firepower AT23 missile; enough to guarantee the destruction of any vehicle it hits. As the profile reflects, these should be used in your backline to pop enemy tanks. With the Swingfire rule, these guys can remain gone to ground while firing, giving them a 6+ if concealed before any penalties for smoke or firing beyond 16 inches. It also packs a 7.62mm MG, ideal for use as a club against assaulting infantry. &lt;br /&gt;
&lt;br /&gt;
Its restriction into the Queen&#039;s Dragoon Guards severely cripples players&#039; ability to deploy it to the field, given that the Swingfire provides an identical missile with thermal vision, in addition to the Swingfire rule. Unless you are willing to pay 4 points for a 4th missile, the Swingfire Platoon of 3 carriers comes in at 6 points making the Striker a highly questionable choice. In the event that the player decides to play the meta cheese of British infantry, they have little reason to bring either Swingfires or Strikers, since Milans come in at 1 point per piece: you can either have 4 missiles which will kill any armor they hit or 10 Milans which will not only have far greater effect on target, but also be more effective at engaging enemy transports. Incredibly difficult unit to justify taking unless playing in a smoke heavy meta.&lt;br /&gt;
&lt;br /&gt;
===In Real Life===&lt;br /&gt;
As a CVRT chassis vehicle, the Striker typically serves in CVRT equipped units; generally cavalry regiments and certain armored divisions as a recon element. Using the long range of the Swingfire ATGM, they would set up positions overlooking potential locations for an armored push by PACT forces while Recon units skimmed the field. Carrying 5 missiles, the crew could technically reload the launchers outfield but would typically return to base in a combat situation (if not destroyed before).&lt;br /&gt;
&lt;br /&gt;
==Spartan (Blowpipe)==&lt;br /&gt;
[[File:TB123.jpg|300px|right|thumb|The Stat Card]]&lt;br /&gt;
===In Team Yankee===&lt;br /&gt;
A division level support unit granted to your lowly company of heroes, the Blowpipe Section (Battery in Real Life sizes, a section would mean 2 blowpipe operators with their assistants) provides a versatile choice for anti-air at 1.5 points per vehicle, taken in a unit of 2, 4 or 6. Compared to its direct opposite the Tracked Rapier, Blowpipes provide less shots per point with a firepower of 4+, compared to the Rapier&#039;s 3+. In addition, it also has a lower range of 48 inches compared to the Rapier&#039;s 64 inches. &lt;br /&gt;
&lt;br /&gt;
So why take blowpipes in the first place? Two reasons: You&#039;ve gone mad and decided to waste precious points, or you find Rapiers far too specialized for your meta. Due to the tunnel vision of Rapiers, they provide excellent anti-air but nothing else, meaning that these units are literally worse than useless when facing a force without any air assets. Blowpipes however, retain the ability to threaten light armored vehicles and infantry with their Blowpipe missile and 7.62mm MG. In essence, blowpipes are a versatile choice for those who require anti-air but are willing to sacrifice some of that specialization for versatility. A blowpipe can function as a worse, overcosted Milan section if your opponent hasn&#039;t called in their air support yet. &lt;br /&gt;
&lt;br /&gt;
Despite the open hatch, it retains a top armor of 1 suggesting that Blowpipe operators are either made of steel or utterly drunk from all that Irish Guinness they&#039;ve been drinking off duty.&lt;br /&gt;
&lt;br /&gt;
===In Real Life===&lt;br /&gt;
Unlike the ingame models, the actual Blowpipe AA Battery would almost always dismount rather than fire while standing out of an open hatch. In addition to being far harder to aim in the confines of a vehicle, Spartans are incredibly poor at hiding (most vehicles are). A dismounted battery has the ability to reach ideal anti-air positions such as hilltops or forest clearings, giving additional stealth and sometimes giving an easier time aiming against the target. After firing a volley or until an order to fall back is given depending on the mission, the Battery would then remount and displace to the next location. In the event that troops actually needed to fire from the hatch, it would typically be a result of the aircraft being spotted far too late; air defense units would almost always get a heads-up to prepare for incoming aircraft from a certain direction.&lt;br /&gt;
&lt;br /&gt;
The Blowpipe model comes separately, so you may consider basing him and an assistant on a 2 man base to represent the section dismounting rather than firing from the back. Treat the base as absent for all purposes; the models commit suicide should their favorite teapot meet an untimely end.&lt;br /&gt;
&lt;br /&gt;
==Spartan MCT ==&lt;br /&gt;
[[File:TB109.jpg|300px|left|thumb|The Stat Card]]&lt;br /&gt;
===In Team Yankee===&lt;br /&gt;
Effectively a more mobile but squishier Milan section, the MCT is an option available to players using an Irish Guards Company. Functionally, the FV432 Milan Section provides greater firepower and durability, as the APCs are able to fire their machine guns while the missile teams continue engaging enemy armor. Conversely, MCTs may fire twice as many machine guns (12 shots maximum) but would sacrifice their missile output to do so, meaning that they would most likely be used in defensive fire against assaulting Soviets or Hinds. &lt;br /&gt;
&lt;br /&gt;
However, its ability to relocate up to 28&amp;quot; inches makes it a legitimate option, unlike the overcosted Striker and Lynx. A potential strategy in a hasty attack British List would be to dash the Milans to an alternative firing position since units count as moving on the first turn. While ultimately bested by the FV432 Milan Section due to the amazing 3+ infantry save along with any potential foxholes and concealment, its saving grace is its ability to be purchased IN ADDITION to the Milan Section, meaning that an Infantry Company could have 12 Milans if maximized.&lt;br /&gt;
&lt;br /&gt;
==Scimitar ==&lt;br /&gt;
[[File:TB111.jpg|300px|right|thumb|Schwing Schwing~]]&lt;br /&gt;
===In Team Yankee===&lt;br /&gt;
The Scimitar is one of the two main options of British Recce, costing 1 point per vehicle. Sharing the same profile as the Scorpion, it has a 6&amp;quot; tactical move when firing the main gun, or 10&amp;quot; if not. The L21 Rarden gun functions similarly to German autocannons, except with an anti-tank value of 10 which auto-penetrates all vehicles in the game apart from main battle tanks. However, it suffers from a 5+ firepower making it a questionable choice to score kills against enemy units. However, it excels at forcing bails against vehicles, making it possible to support infantry by letting them automatically kill bailed vehicles with an assault. Supporting this option is the absence of HEAT, allowing it to bypass rules like Bazooka Skirts and BDD Armour: a unit of Scimitars could actually threaten battle tanks from the side, with enough shots. &lt;br /&gt;
&lt;br /&gt;
As with other British vehicles, it has a weaker profile on the move which is buffered by a 3+ skill rating for orders. Oddly enough, its legitimate combat strength makes it an option as a light tank to fight from a distance, rather than being shoehorned as a suicide recce unit. It is one of the only autocannon-equipped vehicles capable of automatically penetrating IFVs and tanks from the side.&lt;br /&gt;
&lt;br /&gt;
The Scimitar and Scorpion form the compulsory platoon options for a Recce Squadron, which could also represent almost any Cavalry Regiment of the British Army.  &lt;br /&gt;
&lt;br /&gt;
===In Real Life===&lt;br /&gt;
A descendant of the Cavalry tank of World War Two, the Scimitar the father of the CVRT family. Its name comes from its role as an armed reconnaissance vehicle. Unlike traditional recce units whose mission is to observe while being unseen, armed recce units are deployed when there is a need to &#039;fight for information&#039;, according to their US cousins; the Cavalry branch of service. Simply put, such units are deployed in order to force the enemy to reveal their hand. Probing units of Scimitars can engage enemy recce units, either forcing the enemy spearhead to fall back (thus giving the BLUFOR commander more control of the battlefield), or forcing enemy units to expose their positions through movement to rescue their own recce units. &lt;br /&gt;
&lt;br /&gt;
Scimitars are equipped with a 30mm Rarden autocannon, identical to the autocannon of the Warrior Infantry Fighting Vehicle. Despite its use from the Cold War, modernized versions remain in use by various units like the Queen&#039;s Yeomanry and Royal Lancers. Some units have even replaced their Challenger 2 tanks with Scimitars due to budget costs.&lt;br /&gt;
&lt;br /&gt;
==Scorpion ==&lt;br /&gt;
&lt;br /&gt;
===British Variant===&lt;br /&gt;
[[File:TB112.jpg|300px|left|thumb|The Stat Card]]&lt;br /&gt;
&lt;br /&gt;
The Scorpion is the second option of the two British Recce choices, costing 1 point per vehicle. While almost identical to the Scimitar, the Scorpion features a gun similar to the Chieftain. With an anti-tank of 14, it will auto-pen any vehicle apart from main battle tanks. However, it is able to defeat generation 2 battle tanks like the Chieftain and T-55AM2 due to their use of bazooka skirts (Side armor 10 against HEAT weapons) rather than more modern armor designs. The main difference that sets the Scorpion apart from the Scimitar is the presence of 2+ firepower in its main gun, making it a superior choice when the player prefers to destroy vehicles rather than simply mass-bailing vehicles. Increased firepower also makes it a smarter choice to destroy infantry in cover, with a 2+ firepower almost guaranteeing that any infantry who fail their 3+ save will meet a splattery, fiery end. &lt;br /&gt;
&lt;br /&gt;
The main drawback of the Scorpion is how reliant it is on being stationary to effectively employ its main gun. With a moving ROF of 1, the Scorpion is a relatively poor choice for players opting for a mobile playstyle for their recce units. In fact, players might even consider using Scorpions as budget Chieftains to destroy enemy vehicles, while missile equipped units destroy enemy tanks. Consider your options carefully.&lt;br /&gt;
&lt;br /&gt;
As with other British vehicles, it has a weaker profile on the move which is buffered by a 3+ skill rating for orders. Oddly enough, its legitimate combat strength makes it an option as a light tank to fight from a distance, rather than being shoehorned as a suicide recce unit.&lt;br /&gt;
&lt;br /&gt;
===Kiwi Variant===&lt;br /&gt;
[[File:TABX02-20.jpg|300px|left|thumb|Applicants must be familiar with the basics of arachnid and avian biology.]]&lt;br /&gt;
The ANZAC Scorpion is nearly identical to the British Scorpion with the same point cost: 2 points for 2 Scorpions or 4 points for 4. However, it trades Infrared and Scout for 3+ Courage and a 4+ Counterattack (apparently their officers do wish to hit things with their sword...). Unlike the Brits, however, your Scorpions are better suited for the armoured pushes that the ANZAC can pull off. While your Leopard 1s rush forward, your Scorpions might serve as flank defence as they need to be stationary for maximum firepower. &lt;br /&gt;
&lt;br /&gt;
When played correctly, you are left with a hammer and tiny hammer combo: anything that tries to escape your Leopard 1s will be hit by Scorpions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===In Real Life===&lt;br /&gt;
A descendant of the Cavalry tank of World War Two, the Scorpion was a descendent of the Scimitar. Its name comes from its role as an armed reconnaissance vehicle. Unlike traditional recce units whose mission is to observe while remaining unseen, armed recce units are deployed when there is a need to &#039;fight for information&#039;, according to their US cousins; the Cavalry branch of service. Simply put, such units are deployed in order to force the enemy to reveal their hand. Probing units of Scorpions can employ their HESH warheads to destroy enemy vehicles without the need for sustained fire as with autocannons who fire repeatedly until a lucky shot strikes somewhere squishy.&lt;br /&gt;
&lt;br /&gt;
Scorpions are armed with a 76mm L23 gun, performing similarly to a typical main battle tank of World War Two. Unfortunately, the Scorpion has been phased out of the British Army in 1994 due to budgetary reasons; it holds a middle ground between the light and mobile Scimitar and the hulking Challenger, lacking a rate of fire to destroy light vehicles and a gun incapable of engaging heavy armor.&lt;br /&gt;
&lt;br /&gt;
{{British Forces in Team Yankee}}&lt;br /&gt;
{{ANZAC Forces in Team Yankee}}&lt;br /&gt;
{{Iranian Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Team Yankee]]&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2601:582:8602:C02A:2030:9E2:9567:C4D6</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=SA-8_Gecko&amp;diff=410674</id>
		<title>SA-8 Gecko</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=SA-8_Gecko&amp;diff=410674"/>
		<updated>2019-01-18T19:24:37Z</updated>

		<summary type="html">&lt;p&gt;2601:582:8602:C02A:2030:9E2:9567:C4D6: /* IRL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Gecko.jpg|300px|right|thumb|How ... Russian]]&lt;br /&gt;
Known as the &amp;quot;&#039;&#039;&#039;9K33 Osa&#039;&#039;&#039;&amp;quot; in Russia and the &amp;quot;&#039;&#039;&#039;SA-8 Gecko&#039;&#039;&#039;&amp;quot; in NATO, the Gecko is a low-altitude surface-to-air missile launcher, designed to take out low-flying aircraft, like helicopters or planes flying low. Larger than most, the Gecko sports a sophisticated radar system, not found in most mobile SAM launchers at the time, allowing it to track targets more effectively, than it&#039;s cousins.&lt;br /&gt;
&lt;br /&gt;
The Gecko uses a turret-mounted launcher with 6 9M33 missiles loaded. It&#039;s ammunition is guided rather than homing, so the crew steers the missile to it&#039;s target, rather than completely relying on a computer for that role. This has the added benefit if being more resistant to popular countermeasures like flares, but can still be disabled by ECM (although the missile is also designed to be resistant to ECM). Like most SAMs, the Gecko is lightly armored, making it vulnerable to anything that can penetrate tank armor, and has no option for ground defense beyond the crew exposing themselves to fire their weapons at their aggressors.&lt;br /&gt;
&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
[[File:Gecko Stat Card.jpg|300px|left|thumb|Da Stats]]&lt;br /&gt;
&lt;br /&gt;
The latest anti-air platform of the Soviets serves as the option for a player fed up with enemy aircraft and wants the best missiles available. It may have the armour of a literal gecko (5+ tank save), but is one of the only Soviet units with thermal imaging: yes, the thing the Americans use. 5+ cross ensures that they will almost definitely breakdown when moving inside forests, so position them with care. The ideal position would be one that grants concealment without blocking LOS to aircraft (which gives them a +1 to hit): keeping them inside a forest the entire game is possible thanks to their 72&amp;quot; range if you prioritize safety over raw killing power. &lt;br /&gt;
&lt;br /&gt;
Unfortunately, this unit competes with far more efficient units like the Shilka and Gopher. In fact, you could take one unit of Gophers and one unit of Shilkas giving you 8 shots at 4+ FP and 24 shots at 5+ FP, compared to 12 shots at 3+ FP. A full unit of Geckos is undeniably strong, but the lack of armour can be a deal breaker for some: these things WILL die if hammered by artillery, machine guns or mean comments. &lt;br /&gt;
&lt;br /&gt;
The Gecko may not be the most ‘efficient’ Soviet AA unit, but it is guaranteed to mess up anything that flies for a premium price.&lt;br /&gt;
&lt;br /&gt;
The Poles and Soviets may purchase Geckos at 2 points per vehicle in a platoon of 2 or 4 Geckos as divisional air defence. The Czech Gecko platoon costs 3 points for a pair or 7 points for four vehicles.&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
[[File:Gecko IRL.jpg|300px|right|thumb|]]&lt;br /&gt;
The Gecko is the first SAM system in the world to combine its air defense missiles and its radar systems onto one vehicle.Surprisingly the vehilce and the missile system were first designed for the Russian Navy. &lt;br /&gt;
&lt;br /&gt;
The SA8 Gecko was first deployed on the Slava class cruiser. Hilariously enough the Russians only made this in response to the US Mauler unit, which was canceled and was never produced. The Gecko is unarmored and meant to service with motorized infantry units.&lt;br /&gt;
&lt;br /&gt;
{{Soviet Forces in Team Yankee}}&lt;br /&gt;
{{Polish Forces in Team Yankee}}&lt;br /&gt;
{{Czech Forces in Team Yankee}}&lt;br /&gt;
{{Iraqi Forces in Team Yankee}}&lt;br /&gt;
{{Iranian Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2601:582:8602:C02A:2030:9E2:9567:C4D6</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ZSU_23-4_Shilka&amp;diff=572843</id>
		<title>ZSU 23-4 Shilka</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=ZSU_23-4_Shilka&amp;diff=572843"/>
		<updated>2019-01-18T19:23:51Z</updated>

		<summary type="html">&lt;p&gt;2601:582:8602:C02A:2030:9E2:9567:C4D6: /* IRL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Shilka .jpg|300px|right|thumb|DAKADAKADAKADAKA]]&lt;br /&gt;
{{topquote|We don&#039;t fly and we&#039;re not letting anyone else, either!|Unofficial motto of Russian anti-air corps}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;ZSU 23-4&#039;&#039;&#039; is a SPAAG made by the Soviet Union. Its basically a light tank with 4 autocannons to shoot down aircraft and any infantry unlucky enough to be in it&#039;s sights.&lt;br /&gt;
&lt;br /&gt;
It&#039;s NATO designation is: &amp;quot;Shilka&amp;quot;, although the west has occasionally called it &amp;quot;Zeus&amp;quot;, inspired from it&#039;s Soviet designation.&lt;br /&gt;
&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
[[File:Shilka Stat Card.jpg|300px|left|thumb|The Stat Card]]&lt;br /&gt;
The Shilka is the only Soviet SPAAG in Team Yankee at the moment (Yet we have literally 3 SAM (Surface to Air Missile) vehicles), and is quite a decent little machine.  Like all SPAAGs, the Shilka gets the Dedicated AA and Radar Rules, which means that it can engage aerial threats with its full ROF out to a range of 40&amp;quot;/100cm without adding +1 to hit. Presumably, the doubling of the effective range of the 23mm 2A7 AA gun comes from the radar taking over aiming when the target is in the sky rather the gunner using the Mk. 1 eyeball on the ground.&lt;br /&gt;
&lt;br /&gt;
The Shilka is &amp;lt;s&amp;gt;okay at dealing with ground targets&amp;lt;/s&amp;gt; comparable to an autocannon on steroids. Despite AT6 making M113s and IFVs a tough nut to crack, 6 shots with a 5+ FP are enough to comfortably defeat most APCs, vehicles, and infantry in the open. For a comparable amount of firepower, most countries would be paying double the points! Though with an all-around armour rating of 1, don&#039;t expect them to do well against things like the .50 cal that almost every American tank has bolted to the top, or anything bigger than that. You should be using this thing to defend your tanks against attack helicopters though, not putting large numbers of small holes in APCs and other light vehicles.&lt;br /&gt;
&lt;br /&gt;
This thing is arguably the best anti-air unit in the game due to its brutal cost-efficiency thanks to the sheer volume of firepower it can bring to bear. The fact that this unit can engage ground targets with vicious results makes it an auto-include; nothing is safe from its 4 barrels of hell (apart from tanks). It may not beat the Gepard in a ring fight, but it will make it points back far more easily than the Gepard.&lt;br /&gt;
&lt;br /&gt;
Shilkas can be taken by East German, Polish and Soviet Armies at 1 point per vehicle in a platoon of 2-4 as company level support independent of the missile air defence slot which the Gaskin and Gopher compete for. The Czech version costs 2 points for a pair, or 3 points for 4 Shilkas.&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
[[File:Zsu 23 4 shilka.jpg|300px|right|thumb|DAKADAKADAKADAKA ]]&lt;br /&gt;
The ZSU is one of the more popular armoured fighting vehicles made by the Soviet Union, traditionally armed with a quad-linked 4x23mm autocannon array, a search light, and radar equipment. Its primarily designed to shoot down low-flying aircraft like helicopters and occasional fighter craft, but its guns were also powerful enough to tear through lightly-armored vehicles and infantry aswell. Infact it was a common practice for Soviet soldiers to bring ZSUs whenever possible in anti-infantry operations due to their sheer lethality. In this regard, the ZSU found major use in the Invasion of Afghanistan, where often it would protect conveys within the hilly, mountainous terrain of the country. The Insurgents soon found out that quad 23mm cannons had much higher elevation than the weapons on the BMPs, BTRs and T-52s, allowing it to engage them from their ambush points on high ridges and hilltops. A special variant was deployed for that use in this conflict, lacking the AA radar in favour of increased ammunition capacity, turning the AA tank into a meat chopper. That said, the ZSU was never meant to be a front-line vehicle, so it&#039;s armor is woefully light, even concentrated heavy machine gun fire to it&#039;s flimsier side and rear armor could potentially wreck it&#039;s day, which is understandable as it was designed doctrinally to avoid direct ground combat.&lt;br /&gt;
&lt;br /&gt;
That said: the reason for the high rate of fire is that by the 1960&#039;s aircraft move ridiculously fast, going from world war 2&#039;s &amp;quot;&#039;&#039;ludicrously fast&#039;&#039;&amp;quot; to &amp;quot;there is a mosquito-shaped hole in my teeth&amp;quot;. You have seconds to shoot at a target, so you need as high a rate as fire as possible to try and ensure you get at least one hit and at those speeds one hole in the air frame will do the trick to down a target by itself. This means that the whole concept of cannons or machine guns against aircraft from the ground is a bit of a flawed concept. Missiles do better due to their ability to track a target. However the ZSU has served with all Soviet states and their allies as the go-to SPAAG from its inception until today. It is mainly used today only by armies unable to field better equipment, though it can definitively ruin the day of any helicopter due to their lower speeds and operational altitudes. They’re also what you want to use guns instead of missiles on, since any low-flying vehicle is difficult to get a proper target lock on.&lt;br /&gt;
&lt;br /&gt;
{{Soviet Forces in Team Yankee}}&lt;br /&gt;
{{East German Forces in Team Yankee}}&lt;br /&gt;
{{Polish Forces in Team Yankee}}&lt;br /&gt;
{{Czech Forces in Team Yankee}}&lt;br /&gt;
{{Iraqi Forces in Team Yankee}}&lt;br /&gt;
{{Iranian Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2601:582:8602:C02A:2030:9E2:9567:C4D6</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=BM-21_Hail&amp;diff=76823</id>
		<title>BM-21 Hail</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=BM-21_Hail&amp;diff=76823"/>
		<updated>2019-01-18T19:23:30Z</updated>

		<summary type="html">&lt;p&gt;2601:582:8602:C02A:2030:9E2:9567:C4D6: /* IRL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hail .jpg|right|300px|thumb|Fwoosh!]]&lt;br /&gt;
{{Topquote|Let him remember the young and simple maiden,&amp;lt;br&amp;gt;Let him hear the song she now sings,&amp;lt;br&amp;gt;Let him protect his Motherland for sure,&amp;lt;br&amp;gt;And their love Katyusha will protect.|From Katyusha, a Russian Folk Song}}&lt;br /&gt;
&lt;br /&gt;
A decendent of the iconic Katyusha Rocket Launcher, the BM-21 Hail is a Rocket Artillery Truck used by Soviet forces.&lt;br /&gt;
&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
[[File:Hail Stat Card.jpg|left|300px|thumb|The Stat Card]]&lt;br /&gt;
Despite the menacing profile, the Hail is surprisingly limited to anti infantry duty. Since the majority of NATO vehicles have top armor 1, it would statistically require 12 hits to kill a single APC. If you really must destroy armor with Artillery look elsewhere. &lt;br /&gt;
&lt;br /&gt;
This does not mean that the Grad is useless though. The Salvo template that it slings around can cover massive sections of the table, potentially pining down multiple units per barrage. In addition since these rocket trucks are so cheap, you can take twice the number of these things for only a few points more than the [[2S3 Acacia|Acacia]], you can very easily blanket huge sections of the board in smoke, giving your units the cover they need to flank the more durable NATO opposition. All in all, the Grad is a dedicated support platform, good for suppressing the enemy and aiding your troops, though more damage oriented commanders might want to take the Acacia or the [[2S1 Carnation|Gvozdika]]&lt;br /&gt;
&lt;br /&gt;
Do note that these vehicles are literally unarmored trucks with a 5+ save tank save. The Brutal rule that the Brits and Canadians weild will absolutely ruing your day and small arms fire, weather from APCs with machine guns or just a unit of Infantry with their assault rifles, have a very real chance to turn your Hails into blazing wrecks. To avoid this unfortunate fate, keep the Grad safe in your backline!&lt;br /&gt;
&lt;br /&gt;
A Battery of three BM-21s will cost you 4 points (5 if you are a East German) and you can double the size to 6 launchers with an additional 4 points, for a grand total of 8 (10 if you are East German).&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
[[File:Hail IRL.jpg|right|300px|thumb|You see Alexi...]]&lt;br /&gt;
Like a lot of soviet gear the BM-21 &amp;quot;Grad&amp;quot; or &amp;quot;&#039;&#039;Hail&#039;&#039;&amp;quot; (hail being a nickname it has) is still in use today because of it&#039;s simplicity: it&#039;s a truck with a rocket launcher on it. It&#039;s not rocket science. The Hail is a descendant of the BM-14 and the more widely known BM-13 &amp;quot;Katyusha&amp;quot; rocket platforms. The Nazi&#039;s in world war 2 get a lot of credit for their rocketry, but the Soviets were also really into rocket based artillery weapons. Katyusha were the first mass produced self propelled artillery pieces of the Soviet Union, predating the American T34 Calliope rocket launchers and even the famous Nazi Nebelwerfer by two years.&lt;br /&gt;
&lt;br /&gt;
The BM-21 is much like it&#039;s ancestors and is very good at delivering quick, sharp rapid volleys of 122mm rockets very, very quickly. Wikipeida claims that one battalion of eighteen launchers is able to deliver 720 rockets in a single volley, which is enough dakka to impress even an ork. &lt;br /&gt;
&lt;br /&gt;
Keep an eye out for future versions of this thing in Team Yankee, the mad Soviets made a version of this thing airdroppedable and some of it&#039;s rocket payloads IRL include things like AT mines, radio jammers and some HEAT warheads. It also has two descendants with higher caliber:  BM-27 &amp;quot;Uragan&amp;quot; or &amp;quot;Hurricane&amp;quot; (220mm, 1975) and BM-30 &amp;quot;Smerch&amp;quot; or &amp;quot;[[Whirlwind|Whirlwind]]&amp;quot; (300 mm, 1989, but it was perfectly ready for production in 85 with generals struggling to find out what the hell they are going to do with this firepower, so who knows..).&lt;br /&gt;
&lt;br /&gt;
{{Soviet Forces in Team Yankee}}&lt;br /&gt;
{{East German Forces in Team Yankee}}&lt;br /&gt;
{{Polish Forces in Team Yankee}}&lt;br /&gt;
{{Iraqi Forces in Team Yankee}}&lt;br /&gt;
{{Iranian Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Team Yankee]]&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2601:582:8602:C02A:2030:9E2:9567:C4D6</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=M109_Howitzer&amp;diff=317144</id>
		<title>M109 Howitzer</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=M109_Howitzer&amp;diff=317144"/>
		<updated>2019-01-18T19:23:17Z</updated>

		<summary type="html">&lt;p&gt;2601:582:8602:C02A:2030:9E2:9567:C4D6: /* IRL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:M109 Paladin.jpg|300px|right|thumb|Thats a big boomstick you got there, son.]]&lt;br /&gt;
{{topquote|Big guns never tire.|[[Lugft Huron]]}}&lt;br /&gt;
&lt;br /&gt;
The M109 is one of the most popular self-propelled guns used across various armies of the 20th century. Mounting the massive M185 155mm Howitzer, the M109 is capable of firing a huge variety of shells, from standard HE, to bomblets, to mines, to laser-guided projectiles, to freaking [[wikipedia:W48|NUKES. ]] To be fair they are... Uh, smallish? The nukes that is, not the guns.&lt;br /&gt;
&lt;br /&gt;
The turret&#039;s advanced fire control and ability to, ya know, rotate, allows the M109 to bombard multiple targets without repositioning the hull and possess excellent off-road capabilities allowing it to &amp;quot;Shoot and Scoot&amp;quot; to avoid enemy Counter-Battery Fire; essential to any force employing manuever warfare on a serious (Divisional) scale.&lt;br /&gt;
&lt;br /&gt;
Thanks to electronic fire control, M109 crews also have a party trick where, by firing multiple times at slightly different angles, they can make about a dozen shells hit a target all at the same time. [[rape|Now imagine an entire battery of M109s doing that]].&lt;br /&gt;
&lt;br /&gt;
If the M109 starts shooting at your general vicinity, bend over, grab your ankles, and kiss your sorry ass goodbye.&lt;br /&gt;
&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
[[File:M109 Stat Card.jpg|300px|left|thumb|The Stat Card]]&lt;br /&gt;
Sadly, the M109 does not get access to its nuclear round, as game breaking as that would be, what with such weapons being designed for preventing the &#039;&#039;exact&#039;&#039; situation that Team Yankee portrays.&lt;br /&gt;
&lt;br /&gt;
Despite this deficiency, the M109 is an awesome artillery piece capable of hitting targets up to 8 feet away with its M185 155mm gun (not that you&#039;ll ever truly need that range but it&#039;s nice to have). Using its standard ammunition the M109 can absolutely brutalize infantry even within bulletproof cover due to its firepower rating of 2+. It stands a decent chance of damaging tanks as the AT Value of 4 is resolved with their top armor rather than the front or sides, but can tear lightly armored vehicles like BTRs and BMPs inside out after several volleys. If you fuck up and the enemy gets to close (or those [[Afghansty Air Assault Company|Afgansty Bastards]] airdrop in on top of you) you can switch to direct fire. I direct fire mode, the M185 has an AT Value of 15 and a Firepower rating of 1+, that&#039;s right 1+. You also gain the Brutal special rule (Re-roll successful saves) as well as the Slow Firing special rule (+1 hit if you moved). To be fair, in real life, you&#039;re going to instantly cause a firepower kill by tearing the damn gun off and otherwise shoving in their shit nicely.&lt;br /&gt;
&lt;br /&gt;
Thanks to never signing the Ottawa Treaty (or anti-land mind convention), you also have access to Area Denial Artillery Munitions to deploy minefields at range. If you are using mines, once you have ranged in, you can place a minefield for every 3 guns that fired, not much else to say about that. &lt;br /&gt;
&lt;br /&gt;
If you are using bomblets, the AT value drops down 3 and the Firepower falls off to 6+, but you get to use the SALVO template. Use this against communist infantry spam: remember, the job of the artillery is to pin down infantry, any kills are a bonus. With luck, a single salvo can literally stop your opponent&#039;s army from advancing.&lt;br /&gt;
&lt;br /&gt;
You can also deploy smokescreens to shield friendly units. If you wish, you may have 1 or more M109s fire smoke while the rest fire standard bombardments.&lt;br /&gt;
&lt;br /&gt;
If you are using the Laser Guided Projectiles, you lose access to the template, but the AT Value shoots through the roof to a staggering 21 and your firepower remains at its spectacular 2+. Since its laser-guided, your Paladins don&#039;t need to have line of sight to the target, drawing line of sight to the observing team instead. However, range drops to 40 inches from the M109s. Keep this in mind if you decide to use your projectiles for counter-battery fire.&lt;br /&gt;
&lt;br /&gt;
You get three M109s for 7 points and can double the squad size for a further 7. Mines, bomblets, and laser-guided projectiles all cost 1 point to equip.&lt;br /&gt;
&lt;br /&gt;
==British Variant==&lt;br /&gt;
[[File:TB121.jpg|300px|left|thumb|Fire Mission, HE, on the way!]]&lt;br /&gt;
Inferior to the US version, the British only deploy their batteries of 2, 4 or 8 adjusting the price. For 5, 10 or 20 points, you gain access to a 4AT gun with 2+ firepower, a mediocre improvement over the Abbot considering how the price is almost double. The M109 is a divisional asset, and only one unit can be brought afield. &lt;br /&gt;
&lt;br /&gt;
Unlike the American version, Brits do not have access to fancy ammunition types or laser-guided projectiles and must instead rely on the raw firepower of such monsters. And monsters they are indeed. For 21 points, you gain access to a template which hits NATO units on a 2+ (after ranging in on a 2+) with a 33% chance to destroy tanks and 18.5% chance to bail thanks to its 2+ firepower. However, the inflexible template means that this investment is rendered mute if your opponent spaces out their units against your artillery. &lt;br /&gt;
&lt;br /&gt;
Ironically, the M109 can be fielded as a frontline battle tank through the direct fire profile&#039;s respectable 36&amp;quot;. Insane troll logic aside, their low cost (2.5 per vehicle) makes them comparable to a substitute AVRE: incapable of engaging tanks but utterly pulverizing infantry while comfortably engaging armored vehicles. &lt;br /&gt;
&lt;br /&gt;
Due to this incredibly niche role which is performed better by the Harrier or as FRONTLINE COMBAT UNITS, consider the M109 suitable for larger games and games where you&#039;d like to give your opponent a nice, big surprise! Do not consider the M109 if you are a grizzled power gamer (or build sensible lists with efficient units).&lt;br /&gt;
&lt;br /&gt;
Do note that despite the sales pitch, the British M109 is still overcosted compared to the abbot given that the Brits have plenty of anti-armor in their arsenal, whether via tanks or Milans. Artillery traditionally fulfills the anti-infantry and utility role in a British list, making the overcosted M109 a terrible choice compared to mortars or the abbot.&lt;br /&gt;
&lt;br /&gt;
==German Variant==&lt;br /&gt;
[[File:TG108.jpg|300px|left|thumb|Who needs Bewegungskrieg anyway?]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
==Canadian Variant==&lt;br /&gt;
[[File:TNBX02-15.jpg|300px|left|thumb|It&#039;s hailing shells, and raining Soviet body parts.]]&lt;br /&gt;
Representing the vaunted Royal Canadian Horse Artillery, this vehicle is &amp;lt;s&amp;gt;unfortunately&amp;lt;/s&amp;gt; self-propelled and not horse drawn as the Regimental name might suggest. &lt;br /&gt;
&lt;br /&gt;
This M109 is largely the same as the British version, but with a worse assault value (Though, if your artillery is engaged in melee, something has &#039;&#039;already&#039;&#039; gone horribly wrong). Skill 3+ means that ranging in will be more reliable, something that always comes in handy. Comes in in groups of either 3 or 6 for 7 or 14 points respectively, and cannot be upgraded. This makes it slightly less of a point sink than most other variants. Unlike the [[M125 81mm|81mm carriage]] or the [[Raketenwerfer Batterie|Raketenwerfer]], the M109 is used to murder your foes, not just pin them or blind them with smoke. With 4AT 2+ FP, this unit excels at fighting lightly armoured vehicles such as BTRs and BMPs. &lt;br /&gt;
&lt;br /&gt;
Some of you will note that these are the same targets that the Leopard 1 chews over for dinner: the M109 may not be a &#039;terrible&#039; choice per say, but the average player will have better use from the raw pinning power of rocket artillery or the cheap, smoke-and-pin versatility of mortars.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Dutch Variant==&lt;br /&gt;
[[File:TNBX02-16.jpg|300px|left|thumb|That&#039;s not gun smoke emanating from the crew compartment...]]&lt;br /&gt;
Exactly like the American version, stat-wise, but without the special ammo types. Hence, this thing is big bad-ass artillery, but nothing more. Since the Dutch armored infantry have access to the excellent 120mm Mortars, who are just as utilitarian at popping smoke or blowing shit up, you really have to ask yourself what the M109 brings to the table: the answer depends on the list.&lt;br /&gt;
&lt;br /&gt;
As with other countries, the Dutch M109 is a killing artillery unit that pays a premium for access to the heaviest artillery shells money can buy, ideal for destroying light armour but decent at killing entrenched infantry. However, your list may force you to pick the M109 if you want any artillery at all. Both the Leopard 2 and Leopard 1 companies do not have the option to buy mortars, meaning that you might be forced to use M109s for your smoking needs against those pesky BMP-2s and ATGMs. Players should realize that the M109 excels against the same threats that MBTs do, and are therefore almost redundant. &lt;br /&gt;
&lt;br /&gt;
A decent unit that lacks any clear spot within Dutch army lists. It is hardly an auto-include but is competitive enough to see play in the right list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
[[File:M109 irl.jpg|300px|right|right|thumb|Here Comes the BOOM!]]&lt;br /&gt;
&lt;br /&gt;
The M109 is used by militaries all over the globe. The current model in use with the United States armed forces is the M109A6 (nicknamed the Paladin) which features improved targeting systems and communications equipment. The newest M109A7 is a massive upgrade that may as well be a new vehicle entirely. The A7 unit has an autoloader and can fire a steady barrage of one round a minute continuously until dry, a huge speed increase compared to the M109A6 which could initially crank out up to 6 rounds in the first minute but would quickly slow as the loader team tired. While other European countries have typically adopted the PzH 2000 as their modern replacement, the similarities belies the M109&#039;s influence.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{US Forces in Team Yankee}}&lt;br /&gt;
{{British Forces in Team Yankee}}&lt;br /&gt;
{{West German Forces in Team Yankee}}&lt;br /&gt;
{{Canadian Forces in Team Yankee}}&lt;br /&gt;
{{Dutch Forces in Team Yankee}}&lt;br /&gt;
{{Iranian Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Team Yankee]]&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2601:582:8602:C02A:2030:9E2:9567:C4D6</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Motor_Rifle_Company&amp;diff=346699</id>
		<title>Motor Rifle Company</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Motor_Rifle_Company&amp;diff=346699"/>
		<updated>2019-01-18T19:23:01Z</updated>

		<summary type="html">&lt;p&gt;2601:582:8602:C02A:2030:9E2:9567:C4D6: /* IRL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{topquote|The Hammer, the Sickle, the AK-47|Ahoy}}&lt;br /&gt;
&lt;br /&gt;
While tanks were the icon of the Warsaw Pact&#039;s militaries, it was the infantry that allowed these tanks to lead feared charges into Western Europe. With hordes upon hordes deployed, the Eastern Bloc often combined Soviet doctrine with training and doctrine from World War 2 or even earlier. For example, Poland&#039;s militaristic culture combined nicely with Communism while the NVA combined Soviet technology to Wehrmacht doctrine and the German reputation for precision. Regardless of their origins and uniforms, the infantry of the Eastern Bloc lacked the advanced technology that defined NATO forces but made up for it with reliable tools in sheer numbers.&lt;br /&gt;
&lt;br /&gt;
Despite having nearly identical equipment, each faction employs its infantry in different roles thanks to the varying lists and stats. &lt;br /&gt;
&lt;br /&gt;
==Motor Rifle Company==&lt;br /&gt;
[[File:Motorrifle Company.jpg|300px|right|thumb|Ivan! Keep up you &#039;&#039;debil&#039;&#039;!]]&lt;br /&gt;
{{topquote|In the Soviet Army, it takes more courage to retreat than to attack.|Iosef Stalin}}&lt;br /&gt;
The base of all Soviet Infantry armed with AK74s for the most part. Additional weapons include PKM light machineguns, RPG-7s and a SA-14 Gremlin AA missile team. The differences in game vary mostly in specializing transport like the VDV with their Hinds and the Hardened veterans of the Afghan wars.&lt;br /&gt;
&lt;br /&gt;
===In Team Yankee===&lt;br /&gt;
[[File:Soviet_MRC.jpg|300px|left|thumb|The Stats. Cyka Blyat?]]&lt;br /&gt;
The motorstrelki have the most options for a singular unit. In addition to additional weapons, you have a choice of three transports: BMP-2s, BMP-1s and BTR-60s. A good PACT player can be told from a great one from how they build their motorized infantry lists. There is no correct answer; each of these units are competitive and have their own niche. While your infantry company WILL overwhelm a NATO platoon in a head-on fight, they require support to get there. All the infantry bases in the world are next to useless when hit by machine gun fire and artillery without cover: smoke, artillery and pinning the enemy are essential to making your motor-rifles work, and also a key reason why PACT forces are far less beginner friendly than NATO units which can mostly function on their own (but not ideally).&lt;br /&gt;
&lt;br /&gt;
While their PACT brethren may have 4+ skill, orders are not totally essential when commanding a solid wall of men. The key stats that make Soviet infantry so deadly in the game is 3+ morale and 3+ rally which allow them to recover from pinning most of the time. This means less time spent hugging the ground and more time to carry out your plan, whether its repelling attacks from a building or slowly advancing with smoke to cover. 3+ counterattack is nice to have, but not required in most game plans.&lt;br /&gt;
&lt;br /&gt;
They might be expensive, but are more versatile and have easy access to BMP-2s across most formations, unlike their PACT comrades.&lt;br /&gt;
&lt;br /&gt;
===IRL===&lt;br /&gt;
[[File:Soveit BMP &amp;amp; Infantry.jpg|right|300px|thumb|Ignore the dust comrade! It will only make you stronker!]]&lt;br /&gt;
Soviet Motor Rifle infantry, known as Motostrelki, were the bread and butter of the Soviet Armed Forces since the reformation of the Red Army into the Soviet Armed Forces in 1946. As the name implies Motorstrelki, or MR as they&#039;re abbreviated to, were all motorized infantry who were to act as the main Soviet force in any conventional or unconventional conflict. Their job would to act tactically as motorized infantry, and on what the Soviets dubbed the &#039;operational&#039; level, a level of warfare between the strategic and tactical levels, help in the exploitation, reinforcement, and line holding duties, alongside supplementing tank units, their all motorized nature allowing them to keep up with the extremely high tempo warfare they had planned on.&lt;br /&gt;
&lt;br /&gt;
Their use in battle was to dismount from their BMP, BTR, and MT-LB vehicles at a few hundred meters from their targets, and advance with their attached tanks at roughly equal pace which should, at least in theory, allow for infantry to keep pace with the tanks, allowing the tanks to cover the infantry, and vice versa with targets being pointed out to the tanks through the use of tracers the Motostrelki are given.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Mot-Schützen Kompanie==&lt;br /&gt;
[[File:Mot-Schützen Kompanie.jpg|300px|right|thumb|&amp;quot;Franz...are we the baddies, again?&amp;quot;]]&lt;br /&gt;
The &#039;&#039;Nationale Volksarmee&#039;&#039; was regarded as the best trained of the Warsaw Pact client states, including both their NCOs and officers who were considered to be a cut above their less motivated allies. Constructed on a base of communist die-hards and reformed ex-Wehrmacht veterans the &#039;&#039;NVA&#039;&#039; combined the traditions of a German Army with battle-tested Soviet doctrine. Armed with their older MPi KM (AKM) rifles, the Mot-Schützen lack the added firepower of the under-barrel grenade launcher of their Soviet comrades (reflected in the stats), though they were known for a greater usage of RPKs in the SAW role (not reflected in the stats).&lt;br /&gt;
&lt;br /&gt;
===In Team Yankee===&lt;br /&gt;
[[File:Mot-Schützen_Kompanie_Card.jpg|300px|left|thumb|The Stat Card...]]&lt;br /&gt;
[[File:TV113.jpg|300px|right|thumb|and the heavy weapons. Achtung!]]&lt;br /&gt;
Like any PACT army, the East Germans have a tendency towards hordes of men and machines, and the Mot-Schützen Kompanie is no different. They are functionally identical to Soviet motorized rifles with identical point costs. However, they gain 4+ skill and drop to 4+ rally: expect them to pass orders most of the time, but they are more vulnerable to being pinned. Experienced players will realize the importance of 3+ rally when their infantry choose to stay pinned instead of moving forward, which is the main issue stopping the East Germans from being strictly better Soviets. Motorschützen also lack 5+ firepower on their assault rifles. Take note of this when planning attacks on entrenched or garrisoned infantry. &lt;br /&gt;
&lt;br /&gt;
The two fundamental parts of your unit are the AKM Teams and your RPG-7 teams, but added weapon teams make this unit more interesting. For 1 point each, you can take an AGS-17 grenade launcher team, up to two Spigot ATGM teams and/or one Gremlin MANPAD team. Considering that you can take smaller infantry companies to bring more heavy weapons to the field, certain units may become redundant. For example, 3-4 companies of Mot-Schützen with Gremlin MANPADs could fill your anti-air role in games with point values below 30. Spigots are not purchasable for BMP mounted troops, as your transports are already capable of firing missiles.&lt;br /&gt;
&lt;br /&gt;
Points cost for the motorschutzen are identical to Soviet motor rifles, including the cost of transports.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===IRL===&lt;br /&gt;
[[File:Mot-Schützen_Kompanie_BTR.jpg|300px|right|thumb|East German tourists, posing for a picture near the border.]]&lt;br /&gt;
One of the smaller armies of the Warsaw Pact the NVA maintained a high level of readiness like their Soviet comrades in the GSFG garrison, ready to mobilize for war within hours, and remember Berlin was split right in half with western armed forces behind the border in east German territory. If war started the first order of business was wiping those troops off the map as-fast-as-possible so they don&#039;t cause trouble. In the event of war, the NVA was to be placed directly into the 5 Soviet Armies of the GSFG, as opposed to their larger allies Poland and Czechoslovakia who would have their own Army-sized units.&lt;br /&gt;
&lt;br /&gt;
You might be wondering why the East Germans have their own infantry models while the other to PACT nations have to make do with painting soviet infantry in different colors.  When the National Volksarmee was formed in the late 1950s, they desperately wanted to prevent their soldiers from looking like Red Army clones, as the atrocities committed against the German people in the closing days of the war by the soviets were still very much in the public consciousness. In an effort to minimize obvious red army influences, many Wehrmacht traditions were transplanted directly into the Volksarmee, such as goose stepping on parade, and peacetime uniforms were almost a direct copy of the ones worn by their fathers, just with communist iconography rather than fascist ones. Their signature helmet was actually a wartime design, trailed in 1943 but never put into service due to the fact that helmet factories would have to have been retooled (it was thought that the West Germans would keep using the stalhelm, so to prevent friendly fire they needed something different).&lt;br /&gt;
&lt;br /&gt;
The Volksarmee was so proud of its direct lineage from the Wehrmacht, that they often accused their western counterpart of &amp;quot;selling out&amp;quot; to the west in general and the Americans in particular, as the Bundeswehr had gone to great lengths to distance itself from the past by adopting American gear like the M1 helmet and by removing almost all of the past Nazi traditons.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Zmotory Kompania==&lt;br /&gt;
&lt;br /&gt;
===In Team Yankee===&lt;br /&gt;
[[File:Slide1.JPG|300px|thumb|left|Polish Stats, towarzysz!]]&lt;br /&gt;
&lt;br /&gt;
The motorized rifle company (zmotoryzowana kompania piechoty) have a very weird place in the Pact forces as having the best statline for frontline troops: resistant to morale shock and pinning but paying for it in points and weak equipment. Notably, your rifle teams don&#039;t have RPG-18s. All anti-tank duties are delegated to your RPG-7 teams, which may or may not be very significant depending on whether you expect your infantry to serve as all-rounders or to fight other infantry for the most part. They do have 4+ skill, which means you should be using orders whenever possible.&lt;br /&gt;
&lt;br /&gt;
As with other PACT forces, try not to have these teams in close combat. You may have plenty of bases, but 5+ assault means you will only land one hit per three teams. &lt;br /&gt;
&lt;br /&gt;
Polish motorized rifles (BTR/OT-64s) may purchase the following heavy weapon teams: 2 Spigot ATGM teams for 2 points each, and an SA-7 Strela team for one point. &lt;br /&gt;
&lt;br /&gt;
Mechanized rifles (BMP-1s/BMP-2s) may purchase only a single SA-7 team, with the BMP-1 mounted team costing 1 point and the BMP-2 mounted team costing 2 points. Companies above the smallest size get 2 PKM LMG teams though, which offer a very solid base of fire that can pin a NATO platoon or shred through [https://www.callofduty.com/ca/en/| doughboys in the open].&lt;br /&gt;
&lt;br /&gt;
Without mass BMP-2s, Polish players are forced to rely on the BMP-1: a decent vehicle, but lacking the AT21 ATGMs that make the BMP-2 so strong. The cost discounts of NVA and Czech riflemen balance this out, something your Poles do NOT get.&lt;br /&gt;
&lt;br /&gt;
However, they do have the best statline second to the VDV if you want your infantry to push forward or just to bog the enemy down without becoming pinned. With 4+ skill and orders, you will have an easier time giving orders to blitz or dig-in and have the required stats to minimize the chances that they will panic and go to ground when hammered by artillery or machinegun fire. 5+ FP means that they excel in close-range firefights against enemy infantry...once you get close enough of course. Use smoke, artillery and cunning plans to ensure that these men can get close and do their job.&lt;br /&gt;
&lt;br /&gt;
A key point with Polish units is that with BMP-1 and BMP-2 mounted infantry, you are paying premium points for the combination of elite infantry and 4+ BMPs with ATGMs. In fact, the maxed out BMP platoons cost 5 points more than their Soviet counterparts. For once you will probably outnumber the enemy by 3 to 2 [https://www.youtube.com/watch?v=epeQwq-aYV0  instead of the usual 40-1 that your Poles are used to]. For those who don&#039;t get the joke, this will be one of the few times the Poles aren&#039;t horribly outnumbered and destroyed.&lt;br /&gt;
&lt;br /&gt;
Mediocre with BMPs, excellent with BTRs/OTs.&lt;br /&gt;
&lt;br /&gt;
===IRL===&lt;br /&gt;
[[File:PolishFlavour1TeamYankee.jpeg|300px|right|thumb|Onwards, when no-one else will!]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Motorizovaná Pěchota==&lt;br /&gt;
&lt;br /&gt;
===In Team Yankee===&lt;br /&gt;
[[File:Slide7.JPG|300px|thumb|left|Onwards, when no one is left!]]&lt;br /&gt;
&lt;br /&gt;
[[File:Slide4.JPG|300px|thumb|right|We are &#039;eavy weapons guys]]&lt;br /&gt;
&lt;br /&gt;
The Motorizovaná Pěchota společnost (motorized infantry company) of the Czechs represent the cheapest infantry one can buy in Team Yankee and interestingly, are the only ones presented as a true conscript force with unmotivated, underequipped soldiers who would rather be getting pissed in babushka&#039;s basement than being shot at by strange men shooting at them with big black cannons. &lt;br /&gt;
&lt;br /&gt;
Unlike their Pact brethren, Czech infantry are atrocious on the offensive. Like the East Germans they have 4+ skill to make use of cover, but their 5+ rally stat mean that once pinned by artillery or machine gun fire, they are going to stay there for 3 turns statistically speaking. &lt;br /&gt;
&lt;br /&gt;
In a firefight, the Czechs are rather mediocre. With their Vz.58 rifles having an 8&amp;quot; range, FP6, and pinned ROF 1, they are incredibly unlikely to actually do any damage once suppressed by artillery or gunfire. They may have the numbers, but they don&#039;t have the guts to actually fire back at the enemy or close in where their ROF3 Vz.58s can do their work. If you don&#039;t run minimum sized companies the Vz.59 LMG team(s) can try to get a few shots off, but you only get one or two depending on your transport choice. &lt;br /&gt;
&lt;br /&gt;
On the attack, a pinned company is a dead company that will fall to machine gun fire, rockets and almost anything that the enemy has to offer. On the defensive? This is where things start to change....&lt;br /&gt;
&lt;br /&gt;
It may seem the Czechs have THE most worthless infantry in the game, which is false thanks to one redeeming factor: cost. While your infantry won&#039;t make their points back against all but the worst opponents, infantry in Team Yankee are still the toughest units to dislodge when &amp;lt;s&amp;gt;hiding in&amp;lt;/s&amp;gt; taking bulletproof cover. And with skill 4+ you stand a decent chance of digging in. Taken as a single allied company, your conscript horde will HOLD the objective. Any player who has tried to repel dug-in British infantry will give horror stories of these troops gunning down all who tried to get close, before tearing through their men with 3+ assault. NATO players can look forward to sharing their own story, where an objective was protected by 7-21 bases of dug-in infantry. Your dug in infantry company can literally outlast your opponents, having enough bodies that it becomes a mathematical impossibility to capture objectives unless all firepower is focused on killing the defending company. The body-blocking tactics are a possibility with Czech players thanks to their discounts.&lt;br /&gt;
&lt;br /&gt;
You can pay 1 or 2 points for a single stand of AGS-17 grenade launchers and/or SA-7 AA missiles per company with a transport for each team, with the BMP-2 mounted teams costing more. OT-64 mounted infantry also have the option of taking up to 2 stands of AT-4 ATGM for 2 points per team and transport. If you are attacking then these are just extra points for a single stand that will probably spend most of the game moving or pinned down. On the defense the AT-4 ATGM teams, while pretty mediocre, at least mean the enemy can&#039;t ignore the company until it is convenient for him to close in, but taking them nullifies any points you saved by not bringing BMPs. Take any points you were considering investing in the AGS-17 and/or SA-7 teams and just bring [[ZSU 23-4 Shilka|Shilkas]]&lt;br /&gt;
&lt;br /&gt;
With BTR-60 and OT-64 mounted infantry you can purchase a 4 point company with 4 rifle teams and 3 RPG teams mounted in 4 vehicles, an 8 point company with 7 rifle teams, 6 RPG teams and 1 LMG team with 8 vehicles, or 13 points gets you 10 rifle teams, 9 RPG teams and 1 LMG team with 11 vehicles. The BTR-60 is slightly less likely to get stuck in terrain, where the OT-64 is can dash a few inches more.&lt;br /&gt;
&lt;br /&gt;
BMP-1 mounted infantry can get a 5 point company with 4 rifle teams and 3 RPG teams mounted in 4 BMP-1s, a 10 point company with 7 rifle teams 6 RPG teams and 2 LMG teams mounted in 9 BMP-1s, or a 12 point company with 10 rifle teams 9 RPG teams and 2 LMG teams mounted in 12 BMP-1s.&lt;br /&gt;
&lt;br /&gt;
BMP-2 mounted infantry can get a 7 point company with 4 rifle teams and 3 RPG teams mounted in 4 BMP-2s, a 13 point company with 7 rifle teams 6 RPG teams and 2 LMG teams teams mounted in 9 BMP-2s, or an 18 point company with 10 rifle teams 9 RPG teams and 2 LMG teams mounted in 12 BMP-2s.&lt;br /&gt;
&lt;br /&gt;
===IRL===&lt;br /&gt;
[[File:CzechFlavour1TeamYankee.jpeg|300px|right|thumb|KSC men looking badass, proper firing posture not included.]]&lt;br /&gt;
Probably the most rebellious nation in the Eastern Bloc, Czechoslovak forces were generally quite displeased at being on the Soviet Union&#039;s side, especially after the Soviet invasion during the Prague Spring. There was a good degree of mutual animosity between the Soviet Union and Czechoslovakia, so Czechoslovak forces had limited access to or desire to use Soviet gear, often preferring local designs. Humorously enough prior to the 1960s Czech motor rifles would actually be found riding in the German designed SdKfZ 251 half track of World War 2 fame, as these were already in production in Czechoslovakia and they didn&#039;t want to switch to making Soviet gear.&lt;br /&gt;
{{Soviet Forces in Team Yankee}}&lt;br /&gt;
{{East German Forces in Team Yankee}}&lt;br /&gt;
{{Polish Forces in Team Yankee}}&lt;br /&gt;
{{Czech Forces in Team Yankee}}&lt;br /&gt;
{{Iraqi Forces in Team Yankee}}&lt;br /&gt;
{{Iranian Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Team Yankee]]&lt;/div&gt;</summary>
		<author><name>2601:582:8602:C02A:2030:9E2:9567:C4D6</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=M113_Armored_Personnel_Carrier&amp;diff=317258</id>
		<title>M113 Armored Personnel Carrier</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=M113_Armored_Personnel_Carrier&amp;diff=317258"/>
		<updated>2019-01-18T19:22:43Z</updated>

		<summary type="html">&lt;p&gt;2601:582:8602:C02A:2030:9E2:9567:C4D6: /* IRL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:M113 Picture.jpg|300px|right|thumb|The Original Metal Box]]&lt;br /&gt;
{{topquote|[[METAL BOXES]]!|Firaeveus Carron}}&lt;br /&gt;
&lt;br /&gt;
The M113 is an armored personnel carrier used by the United States Military. The M113 was the first vehicle armored entirely with aluminum, enough to stop small arms fire from turning the occupants into bleeding sponges, but not enough to stop anything serious. The M113 is armed with a single .50cal AA Machine gun, but the most powerful thing it carries into battle is the 11 mean, green fighting machines tucked away in relative safety inside.&lt;br /&gt;
&lt;br /&gt;
Like a [[Rhino|certain vehicle]] in a [[Warhammer 40,000|particular miniature wargame]], the M113 has been adapted into a staggering number of variants to fill various different battlefield roles.&lt;br /&gt;
&lt;br /&gt;
==In Team Yankee== &lt;br /&gt;
===USA===&lt;br /&gt;
[[File:M113 Stat Card.jpg|300px|left|thumb|The Stat Card]]&lt;br /&gt;
The M113 is one of the best transports in Team Yankee with decent armor, good transport and a useful main gun. The M113 can carry 3 teams of infantry (4 fewer than the marines&#039; overgrown version the [[AAVP7]], but one more than almost every other personnel carrier and two more than the British Spartan). The front armor of 3 is the strongest of any APC on the field (though don&#039;t go taking on Main Battle Tanks in this thing). The side and top armor are rather standard though at 2 and 1 respectively.&lt;br /&gt;
&lt;br /&gt;
The M113 is armed with a .50cal AA machine gun, which can be used to deal with enemy infantry, BTRs, and helicopters. However, you can sacrifice some of your Mech Platoons M47 Dragon teams and mount the Dragon Missiles on the M113s, turning it into a stopgap tank hunter (which is somewhat situational due to the reduction in damage output). However, the main selling point of the M113 is its 5+ firepower. While inferior on the move compared to other NATO transports, the FP buff means that statistically, they perform twice as well against entrenched infantry due to the doubling in FP passes. The potential to hit targets beyond 16&amp;quot; is a welcome bonus, if a little situational. Expect to use these things as IFVs; their decent AT value can engage softer armored units like BTRs but their ideal task would be destroying infantry with the same efficiency as autocannons.&lt;br /&gt;
&lt;br /&gt;
You cannot take M113s alone, only as transports for your [[US Mech Platoon|Mech Platoons]]. For 4 Points you get 3 M113s, 2 M47 Dragon Teams and 3 M249 SAW/M72 LAW teams. For an additional 2 points, you get one more of each, for a total of 4 M113s 3 M47 Dragon Teams And 4 M249 SAW teams. In both cases, you may purchase an additional Dragon ATGM team for one point.&lt;br /&gt;
&lt;br /&gt;
The best way to utilize the M113 is to support the infantrymen it just dropped off.  Use them to draw fire away from your soldiers and cover them with machine gun fire. If you&#039;re rocking the Dragon, take out the tanks that pose the most danger to the troops, like AA autocannons or other transports. Also never EVER leave the infantry behind.&lt;br /&gt;
&lt;br /&gt;
===West Germany===&lt;br /&gt;
[[File:TG126.jpg|300px|left|thumb|Das &#039;&#039;Deutsche&#039;&#039; Stats]]&lt;br /&gt;
Since German homemade transports are a bit on the expensive side and take a while to manufacture, the West Germans purchased thousands of M113s to equip their panzergrenadiers.&lt;br /&gt;
The rules for these machines can be found in the Panzertruppen Pamphlet. &lt;br /&gt;
&lt;br /&gt;
Unlike the All American model, the German M113 mounts a 7.62mm MG3 machine gun instead of the M2 .50 cal. The MG3 has an improved moving ROF over the .50, letting the M113 roll three dice after moving compared to 2. Unfortunatly the AT rating and Firepower are not as good, at 2 (down from 4) and 6 (down from 5+) respectively. In addition, you cannot sacrifice one of your Milan Teams to mount their missile onto the M113 like you can with the other two German transport options (not that you should given the West German&#039;s tiny unit size). This means that the German box&#039;s offensive capabilities are strictly Anti-personnel as the high ROF can cut through infantry formations, but is useless against their transports or armor support.&lt;br /&gt;
&lt;br /&gt;
The German M113 also has one less capacity than the American Model, at the rather standard 2 passenger limit. While sufficient to transport the tiny West German units, if you lose a vehicle suddenly you have a lot of ride-less infantry, while if this was the American model, you could just pile them into the rest of the transports. German commanders must be a lot more conservative with their support as if you lose a M113, you&#039;ve lost almost all of the mobility of their infantry.&lt;br /&gt;
&lt;br /&gt;
4 points will get you a pair of M113s, a pair of MG3/Panzerfaust Teams, and a pair of Milan teams, and for an addtionaly 3 points you get one more of each.&lt;br /&gt;
&lt;br /&gt;
===Canada===&lt;br /&gt;
[[File:M113 Canuck.jpg|300px|left|thumb|The &#039;Nuck Box Stats]]&lt;br /&gt;
Almost identical to its American counterpart, but with a better skill value, it lacks any night-vision or the ability to take an optional ATGM. However, the lack of AT, AA and general firepower potential isn&#039;t as detrimental as one might think, as the Canadians have options for these things elsewhere in their list. This all cements the [[Canadian Mechanized Platoon|Canadian Mechanized]]&#039;s role as a highly agile stopgap for pinning other infantry and preventing the enemy from maneuvering their own tanks around the board as they please. The M113, in turn, serves in a cursory support role, being relatively cheap and fairly well-armoured. Rush them forward as fire magnets or rush them forward and use the wrecks for bulletproof cover.&lt;br /&gt;
&lt;br /&gt;
All in all, the M113 Transport is nothing special for the Canadians. Yet, it&#039;s the only transport option you&#039;re given, and you need to get your infantry as close to the enemy as possible since their range is at times cripplingly short. So use that decent front armour to keep the hosers alive, use that .50 cal to cover them as they march forward into the breach. Worst comes to worst, it&#039;s free cover for your rifles.&lt;br /&gt;
&lt;br /&gt;
The non-transport variants, on the other hand, are highly varied. These range from a multipurpose [[M113 Blowpipe|AT/AA MANPAD carrier]], a standard [[M150 TOW|TOW launcher]], an [[M113 OP|OP Carrier]] and an [[M125 81mm|81mm mortar carrier]].&lt;br /&gt;
&lt;br /&gt;
===ANZAC===&lt;br /&gt;
[[File:TABX02-15.jpg|300px|left|thumb|&#039;splish splash&#039;]]&lt;br /&gt;
&lt;br /&gt;
The ANZAC M113 is a little different from the classic metal box. Instead of the observation cupola and a pintle-mount for a Machine Gun, the Aussies have instead fitted an actual turret with not one, but two MGs: a primary .50cal and a coaxial 7.62mm. This translates to an extra shot at AT 2 and a bare bones 6 FP on top of the regular .50 cal stats. You also lose the AA ability because I guess the turret just can&#039;t turn fast enough to track helicopters and strike aircraft. Also it has an Infra-Red Scope. &lt;br /&gt;
&lt;br /&gt;
Other than that, treat the &amp;quot;Bucket&amp;quot;, as the ANZACs call the M113, the same as you would any of the other transports. Support the Infantry and deal with other light vehicles and enemy soldiers. You can get M113 T50s as transports for your ANZAC Milan Sections and ANZAC Mechanized Platoons.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Netherlands===&lt;br /&gt;
[[File:Dutch M113.jpg|left|300px|thumb|]]&lt;br /&gt;
&lt;br /&gt;
The slightly less armed option for the prospective Dutch commander. Battlefront must have been high when they built it, as the studio model for the Dutch M113 has the top hatch installed upside down on the box photography.&lt;br /&gt;
&lt;br /&gt;
The Dutch use M113s for their infantry platoons which, IRL, formed the bulk of the transport fleet for the infantry. You will probably be taking YPR-mounted infantry in a Dutch list, but might choose to bring M113-mounted troops to defend your objective.&lt;br /&gt;
&lt;br /&gt;
Like other M113s, it is a reliable transport that can weather a beating from the front and has a .50 cal that can punish entrenched infantry (when spammed) and punches through lighter armoured vehicles like BTRs. Losing the 7.62mm machine gun is less of an issue, since you lose only an additional shot.&lt;br /&gt;
&lt;br /&gt;
The M113 is an option for your mechanized infantry platoons and costs 5 or 7 points depending on the platoon size.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
[[File:M113 Irl.jpg|300px|right|thumb|An M113 in Denmark]]&lt;br /&gt;
The M113 First entered service in 1960 and has remained in use ever since. Currently, over 6000 M113s are in use in the United States, with thousands more in other nations. The M113 is being phased out by the Armored Multi-Purpose Vehicle. A more up to date version of the Bradley Fighting Vehicle. Turns out removing the turret gives you a lot more space and options to work with. By &amp;quot;options&amp;quot; we mean things like extra space for more troops, medivacing wounded, mortars, longer ranged missiles or 30mm/40mm autocannons. America isn&#039;t the only nation replacing the M113 either. The AMPV is just the latest attempt and the only one that hasn&#039;t been canned by the US Army. &lt;br /&gt;
&lt;br /&gt;
During the Cold War it has seen some repurposing as various support vehicles, such as [[M901 ITV|AT Missile]] [[M150 TOW|Carriers]], [[M106 Heavy Mortar Carrier|mortar]] [[M125 81mm|carriers]], [[M163 VADS|anti-air guns]], [[M48 Chaparral|Air-Defense]] [[ADATS| Missile]] [[Tracked Rapier|carriers]], and [[Lynx Reconnaissance Patrol|Recon]] [[M113 MRV|Vehicles]].&lt;br /&gt;
It also has mindless fanbois who call it the Gavin. A term made up by a drop out of both the USMC and Army Reserves. [[bullshit|He and his dumb ass followers believe that the platform is just as capable as the upgraded Bradley and superior to just about any wheeled APC.]] [[Fail|Never mind that its armor can be defeated by anti-material rifles,heavy machine guns, and possibly sustained fire from a LMG.]]  Given its appearance, models of it make decent proxies for 40K Rhinos for players on the cheap or who want a different look.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{US Forces in Team Yankee}}&lt;br /&gt;
{{West German Forces in  Team Yankee}}&lt;br /&gt;
{{Canadian Forces in Team Yankee}}&lt;br /&gt;
{{ANZAC Forces in Team Yankee}}&lt;br /&gt;
{{Dutch Forces in Team Yankee}}&lt;br /&gt;
{{Iranian Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2601:582:8602:C02A:2030:9E2:9567:C4D6</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Chieftain&amp;diff=123499</id>
		<title>Chieftain</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Chieftain&amp;diff=123499"/>
		<updated>2019-01-18T19:22:30Z</updated>

		<summary type="html">&lt;p&gt;2601:582:8602:C02A:2030:9E2:9567:C4D6: /* IRL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Cheiftain model.png|300px|right|thumb|Fear Naught.]]&lt;br /&gt;
{{topquote|You may have to fight a battle more than once to win it.|Margaret Thatcher}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Chieftain&#039;&#039;&#039; is among the first successful designs which would embody the modern concept of a main battle tank. Deployed in 1966, the Chieftain was a breakthrough of tank design. While contemporary designs like the Leopard 1 and T-62 placed a premium on mobility at the expense of crew protection, the Chieftain swung the focus onto firepower and survivability at the expense of mobility. Toting the rifled 120mm L11 gun, a cupola mounted 7.62mm machine gun and a co-axial 7.62mm machine gun intended for ranging the main gun, it was among the best tanks at the time. Even in 1985, the Chieftain remained an intimidating foe for Soviet armor, despite 19 years of aging. Updated with laser rangefinders, NBC protection and the Stillbrew Package (Additional armor for the turret ring and turret front, not a box of Earl Greys), it served as the backbone of the British Armored Divisions, alongside mechanised infantry. &lt;br /&gt;
&lt;br /&gt;
Contrary to US and German doctrine which placed an emphasis on anti-tank training in their Armored Corps, the Chieftain was expected to engage anything from [[BMP]]-mounted infantry to enemy [[T-72]]s. This is reflected in the force organisation of their battlegroups, whereby anti-tank capabilities were primarily entrusted to Anti-Tank Ground Missile(ATGM) equipped units. This is not to say that the Chieftain was ill-suited to fighting enemy armour; just that they served a far more general role to British military thinkers.&lt;br /&gt;
&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
[[File:Chieftain Stats.JPG|300px|left|thumb|The Stat Card]]&lt;br /&gt;
Despite being a generation behind the [[M1 Abrams]] and the [[Leopard 2]], the Chieftain remains an excellent tank, with a cannon capable of turning tanks and entrenched troops inside out at the expense of mobility. For 6 points, you get a main gun with Stationary ROF 2, AT 22, 2+ Firepower, Laser Rangefinders, Smoke, Stabilizers and most importantly, BRUTAL. This rule sets the Chieftain apart as the only tank capable of effectively threatening infantry on the board, in addition to punching through NATO tanks with some luck. Canadian and ANZAC Leopard 1s are indeed cheaper and better at killing troops, but are dead in the water against the latest tanks: something the Chieftain giggles at, meancingly. With the option to purchase Stillbrew for 1 point per tank, which bumps the Chieftain&#039;s front armor rating from a 17 to an 18, allowing it to survive BMP-1 missiles en-masse, and potentially saving a tank from a T-72 hit.&lt;br /&gt;
&lt;br /&gt;
However, the Chieftain does not lack its weaknesses. In fact, it is the only NATO tank with moving ROF 1, making it a poor choice for the commander wishing to hit things with their sword. Lacking Chobham armour is another weakness of the tank, rendering it vulnerable to almost any side shots by anti-armor, with a pitiful side armor of 6 (10 vs HEAT with Bazooka Skirts). RPG teams, BMP-2 autocannons and anything heavier has a very high chance of bailing a Chieftain, if not killing it outright. Should the tank be outfitted with Stillbrew, it begins to suffer from a 3+ cross check, meaning that 1 in 3 Chieftains would bog down should you need to take a new firing position from that forest you just came out of. The lack of thermal vision also means that cunning Soviet commanders can simply blind the tank with smoke.&lt;br /&gt;
&lt;br /&gt;
The decision to take stillbrew depends on your meta, rather than any tactical decisions on your part. Given that Chieftains are best suited to destroying the enemy from a fixed position, the 3+ cross check should not matter too much unless something has gone terribly wrong. Stillbrew would improve your chances against ATGMs and enemy tanks, but units like the Sturm, Hind and Frogfoot boast AT23 and AT27 missiles, easily killing Chieftains with or without Stillbrew. Even then, a flanking shot by these aircraft would automatically destroy them if hit. &lt;br /&gt;
&lt;br /&gt;
TLDR: Good if opponent cannot deal with stationary tanks, terrible otherwise. Also, these are amazing campers. Keep them as snipers if you bring Stillbrew.&lt;br /&gt;
&lt;br /&gt;
The Chieftain comes in Troops of 2-3 vehicles. Each Chieftain costs 6 points, so the troop of 2 cost a total of 12, and the troop of 3 costs 18 points. Stillbrew is +1pt per tank.&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
[[File:B94b92cf9e4cec89287c6b8fa4121d33.jpg|300px|right|thumb|A Berlin Brigade Chieftain, cleverly blending into the grass.]]&lt;br /&gt;
[[File:Chieftain-tank.jpg|300px|right|thumb|&amp;quot;I&#039;m the boogeyman, and I&#039;m coming to getcha!&amp;quot;]]&lt;br /&gt;
The Chieftain has served from 1966 to 1995 in the British Army as part of the Royal Armored Corps, with its successor; the Challenger 1 borrowing many of the core concepts laid out by the Chieftain. A revolutionary design for its time, it introduced a reclining position for the driver which not only reduced the hull profile, but also greatly improved protection against enemy fire and is used in virtually all main battle tanks today. Contrary to contemporary designs like the T-62 and Leopard 1 which emphasized mobility and firepower (to a smaller extent), the Chieftain focused on protection and firepower at the expense of mobility leaving it as an unreliable, 60 tonne monster with the largest gun of the day. Doctrine of the time relied on Defence in Depth and Dynamic defense, resulting in NATO forces leapfrogging away from the Soviets along a series of defensive positions, giving them ground but making them pay dearly for it. Unlike the Patton and the Leopard 1, the Chieftain was far better suited to a stand-up tank on tank engagement due to its excellent armor. To make up for the chieftain&#039;s mobility issues the British saw fit to rethink their defensive fall backs and opt for more aggressive counter attacks. These flank attacks would be mobilized in such a way that NATO assaults would strike at the Soviet&#039;s heavily centralized command structures. Essentially cutting off the head of a snake as Soviet doctrine specifically forbid independent initiative.&lt;br /&gt;
&lt;br /&gt;
Today, the Chieftain is considered obsolete, (it took on T72s in Iraq without suffering a single loss) having been replaced by the Challenger but is deployed by some Middle Eastern countries such as Jordan. It&#039;s design is still capable of taking on many of the Middle East&#039;s older Soviet platforms though.&lt;br /&gt;
&lt;br /&gt;
By the way: about the challenger? Team Yankee starts in 1985, and the Challenger 1 was introduced in: 1983. While hardly a mainstay vehicle at that point It&#039;s quite likely we will get some Challengers as an expensive option at some point. 19 front armor. Period. The turret of the Chally was extra thicc. There were no guns at the time that would penetrate it.&lt;br /&gt;
The Challenger has been succeeded by the Challenger 2. A contemporary of the [[Leopard 2]] and the [[M1 Abrams]].&lt;br /&gt;
Considering how expensive the Challenger 2 is. Any replacement during the 2040s is likely to be a foreign platform.&lt;br /&gt;
&lt;br /&gt;
{{British Forces in Team Yankee}}&lt;br /&gt;
{{Iranian Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Team Yankee]]&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2601:582:8602:C02A:2030:9E2:9567:C4D6</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=M60_Patton&amp;diff=318106</id>
		<title>M60 Patton</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=M60_Patton&amp;diff=318106"/>
		<updated>2019-01-18T19:22:14Z</updated>

		<summary type="html">&lt;p&gt;2601:582:8602:C02A:2030:9E2:9567:C4D6: /* IRL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:M60A1.png|300px|right|thumb|An oldie but a goldie]]&lt;br /&gt;
{{topquote|May God have mercy upon my enemies, because I won’t.|Gen. George S. Patton}}&lt;br /&gt;
&lt;br /&gt;
The M60 was America&#039;s first Main Battle Tank (because all the tanks before it were classified as Medium, Light or Heavy). The M60 is armed with a M68 105mm main cannon and two MGs, one .50 M2 on top and a .30 cal mounted coaxially with the main gun. Uniquely, the AA .50 cal is actually mounted in a little commanders turret on top of the actual turret, rather than just being bolted to a convenient peg.&lt;br /&gt;
&lt;br /&gt;
The M60 was based on the older M48, which had a more rounded hull and a 90mm main gun.&lt;br /&gt;
&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
[[File:M60A3Stats.jpg |300px|left|thumb|The Stat Card]]&lt;br /&gt;
The M60 is a decent alternative for American players who don&#039;t want to spend 2/3rds of their points allotment on tanks.&lt;br /&gt;
&lt;br /&gt;
The Patton is basically armed with the same weapons systems as the [[M1 Abrams|Abrams]] (sans one .30cal) and can dish out the same damage as its successor. The M68 105mm Cannon has a ROF of 2 while both moving and staying still, meaning the M60 can use its mobility while still being capable of engaging targets. The Laser Rangefinder rule allows the M60 to engage targets beyond 16 inches without adding +1 to your shooting rolls. The AT of 20 is more than enough to punch right through anything lighter than a MBT and stands a decent chance of damaging things like the [[T-72]]. With the best Soviet armor coming in at frontal 17, you may decide to compliment your tanks with a few ATGMs to reliably punch through a line of tanks.&lt;br /&gt;
&lt;br /&gt;
On the defensive, however, the M60 comes up a bit short. The Patton has a front armor 15, only one more than the [[T55AM2]] which means that Soviet Tank guns will perforate it like an oversized balloon, to say nothing of ATGMs. The side armor is a similarly lackluster 8 (which is actually one less than a T55AM2 but still 2 better than the [[Chieftain]]) and it gets worse. The M60 Lacks any kind of additional protection, not even Bazooka Skirts, so what you see is what you get on this thing.&lt;br /&gt;
&lt;br /&gt;
While players may look at the paper-thin armor that the Patton boasts and run back to the Abrams, consider the point cost. Each Abrams costs double of a Patton, meaning that a platoon of Abrams could translate to two platoons of M60s. With the effective doubling in firepower, players with a preference for damage or the ability to preserve their tanks using LOS blocking will find the Patton to be far more cost-effective. &lt;br /&gt;
&lt;br /&gt;
US Armies may take Patton Platoons ranging in size from 2 tanks to 4. Each tank will cost you 4 points.&lt;br /&gt;
TL;DR: Cheaper, decent tank, but it is much more fragile and must be shielded by your Abrams tanks.&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
[[File:4EC947FC-1709-415A-8A77-873F40A7D520.jpeg|300px|right|thumb|A M60 in central Germany]]&lt;br /&gt;
The [[wikipedia:M60 Patton|M60 Patton]] is essentially a dressed-up version of the older M48 Patton, developed in response to the T-54A after the Brits got to examine one up close during the Hungarian Revolution. This led to replacing the old 90mm cannon on the M48 with a 105mm cannon to match against the Soviets&#039; 100mm guns. Despite the fact you could literally put the same gun and systems onto the M48 but oh well we are the Army lets make a new tank that isn&#039;t new. The main reason for getting a new designation is that the M60 was supposed to be innovative, early designs planned on using composite armor and a combination gun and missile launcher (as seen on the Sheridan) mounted in a strange looking low profile turret called the Starship; ultimately pretty much all of these experimental features flopped in one way or another and so by the time the tank was fit for combat it was basically just back to where it started, an M48 with a bigger gun With the elimination of the Light, Medium, and Heavy Tank classifications, the M60 became America&#039;s first Main Battle Tank. The M60 had been used throughout most of the Cold War until the introduction of the M1 Abrams that superceded it. Even after that, the M60 stayed for a while, proving itself viable against Iraqi T-55s, Type 69s and T-72s during operations Desert Storm and Iraqi Freedom. The US finally retired its last M60s in 2005, but many armies still use them. Hell upgrades come with 25mm auto cannons in place of the M2 machine gun and a 120mm cannons. Very lightly modified units are serving in the Syria conflict with better success than more advanced Leopard 2 tanks.&lt;br /&gt;
&lt;br /&gt;
{{US Forces in Team Yankee}}&lt;br /&gt;
{{Iranian Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2601:582:8602:C02A:2030:9E2:9567:C4D6</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=T-62M&amp;diff=463031</id>
		<title>T-62M</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=T-62M&amp;diff=463031"/>
		<updated>2019-01-18T19:21:58Z</updated>

		<summary type="html">&lt;p&gt;2601:582:8602:C02A:2030:9E2:9567:C4D6: /* IRL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TAARBX07c.jpg|300px|thumb|right|Dedushka has told me stories, such stories...]]&lt;br /&gt;
&lt;br /&gt;
What&#039;s this? A preview for oil wars? ALL RIGHT THEN!&lt;br /&gt;
&lt;br /&gt;
Like the [[T55AM2]] the T-62M is an old tank dug up from the endless Soviet inventory of old war machines and upgraded to stand an actual chance on the modern battlefield (but not from deep within the inventory, that would be T34s). With bolt on BDD armor panels on the turret and hull, new side skirts, and improved fire control systems It can still hold its own against all but the latest models of main battle tanks. Armed with a 115mm 2A20 smooth bore gun, this old girl can still dish out the damage weather it be traditional munitions or even ATGMs.  &lt;br /&gt;
&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
[[File:T-62M-web-05.jpg|300px|left|thumb|Da Stats, Comrade!]]&lt;br /&gt;
If you some how wanted to cram even more tanks into a Soviet armored list, buddy have I got the tank for you.&lt;br /&gt;
&lt;br /&gt;
The T-62M shares the armor values of T-55AM2, with a front armor of 14,side of 9 and a top armor of 2, and should be played in a similar manner. If anything serious notices you, you are most likely going to lose a tank or three. You do get the benefits of bazooka skirts though so light man portable anti tank weapons will have a slightly harder time trying to kill you. &lt;br /&gt;
&lt;br /&gt;
The primary difference between the T-62M and the T-55AM2 is the gun. While the T-55 struggles how to deal with modern tanks, T-62M&#039;s 115mm 2A20 gun has an AT of 21, just enough to deal with those pesky 18 front armor tanks, and will punch right through the sides. The 2+ firepower rating guarantees that you will be demolishing your targets with almost every penetrating hit. You also get the AT-10 Stabber missile which has an extra 16 inches of range over conventional munitions but has of Firepower Rating of 3+ but you do get the &#039;&#039;Guided&#039;&#039; and &#039;&#039;HEAT&#039;&#039; rules. Unlike the other Soviet guns though, you don&#039;t get the &#039;&#039;Brutal&#039;&#039; rule so you probably would be better off using your MGs against infantry and unarmored vehicles.&lt;br /&gt;
&lt;br /&gt;
T-62M battalions start at 3 tanks for 8 points and for every tank you then add tack on another 3 points to a limit of 10 tanks which tops out at 32 points. ATGMs will cost you 2 points to equip you battalion, which means that they get proportionally less expensive the more tanks in your battalion.&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
[[File:T-62M main battle tank Russia Russian army defense industry military technology 640 001.jpg|300px|right|thumb|The Russians were still using this in 2008]]&lt;br /&gt;
&lt;br /&gt;
If the T-55 is the GLORIOUS WORKERS TANK, the T-62 is it&#039;s lesser known peasant cousin nobody likes to talk about. Its record in Soviet and Russian service is rather patchy (they lost over 300 of these tanks in Afghanistan), it didn&#039;t sell well to foreign nations, and it&#039;s notable as the last Soviet MBT design to not include an autoloader. The T-62 is really the forgotten tank, never reaching the numbers of the T-55 and not as advanced or notable as the T-64. What&#039;s really interesting about it however, isn&#039;t what the Soviets did with it (Which is make a bazillion different T-62M variants with wildly differing amounts of modernizing), but what everyone else did with it. That said, some of the soviet variants are pretty crazy, ranging from firefighting vehicles to a tank destroyer model that ditched the gun for a shitload of ATGMs. &lt;br /&gt;
[[File:Impuls2m.jpg|300px|left|thumb|The Russian firefighting variant, better known as the Impuls-2M. It&#039;s basically an MLRS that launches firefighting chemicals]]&lt;br /&gt;
&lt;br /&gt;
The Egyptians bought it, and in the 80&#039;s took out the 115mm gun for a 105mm L7. The Israelis did similar modifications around the same time to captured T-62&#039;s and 62M&#039;s. Every Warsaw Pact country but Bulgaria ignored it, as the improvements the T-62 offered over the T-54/55 were rather marginal for double the cost. Bulgaria also created a firefighting vehicle variant. Angola, some middle eastern nations like Syria, and a some communist nations in Asia and Africa bought them as well as Cuba. The Chinese stole tech out of the T-62 for their own Type-69 MBT, based on a captured vehicle they got during the Sino-Soviet Border Skirmishes. The Type-69 is interestingly enough a small improvement on the Type-59 which is a copy of the T-54A, but that&#039;s a long story you should look up on your own. But the really really crazy stuff comes from the North Koreans. &lt;br /&gt;
&lt;br /&gt;
The North Koreans have what I can only describe as a fetish for the T-62. Such a fetish in fact, that they christened it the Chonma-ho II when they imported it. Why II? Because they already had a Chonma-ho I. The Chonma-ho I is the T-62, but with thinner armor. It&#039;s an exact copy in almost every way, except &#039;&#039;somehow worse&#039;&#039;. Just to make things more confusing, there&#039;s two different Chonma-ho II&#039;s, with the second (I&#039;ll call it the &#039;II 2&#039;) being an upgrade of the I, so there&#039;s that. The III is just a II 2 with a barrel heat shroud and sideskirts, so it&#039;s a T-62M but still worse. The IV, V, and VI models are basically just I&#039;s and II 2&#039;s with modernized fire control, ERA and Applique armor (IV,) a IV with a 125mm gun from the T-72 (V), and the V with rubber all over it to deal with tandem warheads somehow (VI). The North Koreans also like to put Strela-2&#039;s and Strela-3&#039;s on the turrets of these things, and even have another variant for a command tank that doesn&#039;t even have a main gun. All in all, they have something like 1,500 T-62 and T-62 derivatives, all together.&lt;br /&gt;
&lt;br /&gt;
If Battlefront ever adds North Koreans, expect a load of upgrade sprues.&lt;br /&gt;
&lt;br /&gt;
{{Soviet Forces in Team Yankee}}&lt;br /&gt;
{{Iraqi Forces in Team Yankee}}&lt;br /&gt;
{{Iranian Forces in Team Yankee}}&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2601:582:8602:C02A:2030:9E2:9567:C4D6</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Gazelle_Helicopter&amp;diff=227180</id>
		<title>Gazelle Helicopter</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Gazelle_Helicopter&amp;diff=227180"/>
		<updated>2019-01-18T19:20:40Z</updated>

		<summary type="html">&lt;p&gt;2601:582:8602:C02A:2030:9E2:9567:C4D6: /* IRL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TFRAB1-25.jpg|right|300px|thumb|brrrrrrrt...sorry. It was cheese night.]]&lt;br /&gt;
[[File:TFRAB1-16.jpg|right|300px|thumb|That&#039;s kinda HOT]]&lt;br /&gt;
The average French Heli. Comes in two flavors, Anti Infantry and maybe light vehicle, and anti vehicle.&lt;br /&gt;
&lt;br /&gt;
==Gazelle 20mm Patrol==&lt;br /&gt;
[[File:TFRAB1-34.jpg|left|300px|thumb|La stats]]&lt;br /&gt;
&lt;br /&gt;
When people talk about the French as the &#039;alpha strike faction&#039;, this is what they are talking about. The Gazelle 20mm patrol totes the gunslinger rule which allows them to fire first before being hit by defensive fire from ground units. This makes them a VERY respectable suicide unit that trades with high-value targets like artillery and air defence, or artillery observers and unit leaders in situational cases. Capable of nailing side armour without a problem, expect them to die unless attacking an area outside your enemy&#039;s air defence zone: they may be fragile but can cripple your enemy&#039;s list if unanswered. &lt;br /&gt;
&lt;br /&gt;
Air assault lists generally focus on neutralizing anti-air units before moving on to the rest of the army, and the Gazelle 20mm does this better than any other unit so far. Casualties are inevitable, but losing 4 points of helicopters is absolutely preferable to a 4 or 6 point helicopter. AT6 autocannons with 5+ FP may suffer against armoured units like the [https://1d4chan.org/wiki/ZSU_23-4_Shilka | Shilka.], but trade very favourably against expensive air defence without armour like the [https://1d4chan.org/wiki/SA-8_Gecko | Gecko]. When combined with 2 full patrols of Gazelle HOTs and a Mirage patrol, you can field a very deadly air-assault list: comparable to the Soviets and the Americans.&lt;br /&gt;
&lt;br /&gt;
As expected, these units have less armour than a naked Frenchman in an art film. Machine guns can and will kill them with enough shots and dedicated anti-air will splash these birds without a sweat.&lt;br /&gt;
&lt;br /&gt;
Note that French Aircraft have 4+ morale instead of the usual 5+ from French Army units. Expect them to stay in the fight after sustaining casualties, but don&#039;t count on it.&lt;br /&gt;
&lt;br /&gt;
You can buy a patrol of 2 or 4 helicopters for 1 point per helicopter, but may only take one patrol per French Army list.&lt;br /&gt;
&lt;br /&gt;
==Gazelle HOT Patrol==&lt;br /&gt;
&lt;br /&gt;
[[File:TFRAB1-35.jpg|left|300px|thumb|It might be French, but it&#039;ll ruin your day from several miles away.]]&lt;br /&gt;
A far less exciting unit, the Gazelle HOT is a specialized anti-tank chopper whose cost is too expensive to waste on transports. You pay a premium for superior armaments and mobility compared to Milan sections. Use this unit to destroy anti-air cannons from outside their AA range: with 48 inches as your maximum range, this is a challenging but possible task.&lt;br /&gt;
&lt;br /&gt;
As with other ATGM helicopters, it is not a recommended unit as their intended target (tanks) are not common in the current meta. However, air-spam lists can use the Gazelle HOT in combination with your &amp;lt;s&amp;gt;Muslim comrades&amp;lt;/s&amp;gt; Gazelle 20mms to neutralize enemy air defence in a single turn.&lt;br /&gt;
&lt;br /&gt;
At 4 points per chopper, it can be taken in patrols of 2 or 4 helicopters.&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
[[File:French SA341F2 Gazelle during Desert Shield.jpg|300px|right|thumb|Buzz buzz]]&lt;br /&gt;
The Gazelle was originally developed for Observational duties in the 1960s, which it excelled at by breaking multiple world speed records at the time. The armed variants came later, with the HOT version being the more common one, but eventually the Eurocopter Tiger took over the role of France&#039;s main Attack Helicopter, with its remaining Gazelles used in support. In combat, the Gazelles were deployed in waves against enemy tanks and fortifications in high-speed strafing runs. Oddly enough the Brits used a large number of Gazelles as well, especially during the Falklands War, but are not represented in Team Yankee.&lt;br /&gt;
&lt;br /&gt;
{{French Forces in Team Yankee}}&lt;br /&gt;
{{Iraqi Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2601:582:8602:C02A:2030:9E2:9567:C4D6</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=MI-24_Hind&amp;diff=318561</id>
		<title>MI-24 Hind</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=MI-24_Hind&amp;diff=318561"/>
		<updated>2019-01-18T19:20:26Z</updated>

		<summary type="html">&lt;p&gt;2601:582:8602:C02A:2030:9E2:9567:C4D6: /* IRL */&lt;/p&gt;
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&lt;div&gt;[[File:Hind.jpg|300px|right|thumb|[[Metal Gear|“A Hind D?!”]]]]&lt;br /&gt;
{{topquote|1=Oy, Soap! Take this RPG and shoot at Hind!!!|2=[https://www.youtube.com/watch?v=j9hdS2Qtwq8 Cpt. Price on the most effective method of fighting Hinds]}}&lt;br /&gt;
&lt;br /&gt;
Called the &#039;&#039;Krokodil&#039;&#039; (Crocodile) by its crews, the [[wikipedia:Mil Mi-24|Mi-24V Hind]] is an unusual aircraft in that it combines the roles of transport and attack helicopter, which has never been fully replicated before or since. Thus the Mi-24 is more like a flying Infantry Fighting Vehicle than an attack helicopter (More like Infantry FLYING Vehicle AMIRIGHT!?!)&lt;br /&gt;
&lt;br /&gt;
The Hind is also as armoured as a friggin&#039; tank. Anything smaller than a 23mm round will have a hard time even scratching the paint on this thing. That said, it was also as graceful as a tank, thanks to its bulky profile. So while it was pretty durable for a chopper, it wasn&#039;t exactly that hard to pelt the damn thing to death, if you had the armaments to bring it down.&lt;br /&gt;
&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
[[File:Hind Stat Card.jpg|300px|left|thumb|The Stat Card]]&lt;br /&gt;
Just like in real life the Hind is an interesting beast.  While it is not quite as safe during anti-armour operations as the US [[AH-1 Cobra Attack Helicoper|Cobra]], the Hind has a more penetrating shot. Mounting the AT-6 Spiral missile, the Hind can abuse NATO armour with an AT 23, FP 3+ missile that can strike targets up to 20&amp;quot; away. The AT-6 is also Guided and HEAT so don&#039;t worry about the penalties of using it at range. &lt;br /&gt;
&lt;br /&gt;
As for the infantry that just crawled out of their smouldering transport (or an Attack Chopper wanting to dogfight like it&#039;s 1915 or something) the Hind has the 12.7mm Yak-B Gatling Gun. A ROF 3, AT 5 Machine gun that stands a chance of wiping out dug in infantry with its 5+ FirePower or more likely; enemy vehicles such as M109s which can be mass-bailed.&lt;br /&gt;
&lt;br /&gt;
Also, if the Capitalists start to mimic you and use human wave tactics, once per game your Hinds can let loose a massive salvo template with the UB-32 Rocket launcher. Though it only has a FP of 6, these rockets will still royally screw infantry in the open, so don&#039;t be afraid to use it when you get the opportunity.&lt;br /&gt;
&lt;br /&gt;
In addition, the copious amount of firepower the Hind can carry 2 infantry teams in its belly. While it might not seem like much, these sons of the motherland can surprise unsuspecting NATO players given how mobile they are. You can easily set up ambushes and sneakily secure objectives from under their capitalist noses. However, your helicopter must start its turn on the ground for the onboard infantry to jump out, meaning that you must land the previous turn, then endure at least one turn of enemy shooting (if you land in the open) before you can drop off your Gopniks. So really think hard before you try to take out opposing artillery and take a [[M109 Paladin|155mm Direct Fire Shell]] to the face. It is worth noting that these kinds of landings are much easier to do if your battle is being fought at night, as long as you land more than 24inches from enemy AA.&lt;br /&gt;
&lt;br /&gt;
You can Field Hinds as part of your Soviet or East German armies at 5 points (6 For the East Germans) per pair of choppers, from a minimum of 2 Hinds to a max of 6 (Max of four for the East Germans).&lt;br /&gt;
&lt;br /&gt;
Typically, these gunships would be used to neutralize the last of the enemy&#039;s anti-air net in combination with Frogfoots to establish aerial superiority, as the rules of Team Yankee forbid the gentlemen pilots of NATO and PACT from engaging one another. With a brutally tough but short ranged ATGM combined with their mobility (which you would probably do each turn, without any benefits for being stationary), the Hind excels in an environment clear of any missile anti-air units. With a passenger capacity slightly smaller than a metal box, the ability to grab an objective at the final turn can be a game changer. Compared to NATO helicopters, the Hind has a highly different role: terror weapons to be used in strafing runs with the protection to shrug off bullets rather than &amp;lt;s&amp;gt;sensibly&amp;lt;/s&amp;gt; cowardly hiding behind forests, plinking away with missiles.&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
[[File:Hind IRL.jpg|300px|right|thumb|A Polish Hind]]&lt;br /&gt;
These helicopters were infamous during the Soviet-Afghan war for sending the Muhajadeen on the run and nicknamed &#039;Satan&#039;s Chariot&#039;. Pilots would often leave the infantry behind during missions, as when they were forced to pull some pretty extreme maneuvers to avoid the Stinger missiles supplied to the Muhajadeen by the good ol’ US of A, anyone in the troop cabin tended to scream and tumble about, which was very distracting. Eventually, a large number of Hinds will be replaced by the [[wikipedia:Mil Mi-28|Mil Mi-28 Havoc]] and [[wikipedia:Kamov Ka-50|Kamov Ka-50]] (the former for the army, latter for special forces), designs that dispense with the need to carry troops. Export variants of the Hind are still used by many third world countries, including a modernized version called the SuperHind made in South Africa. While the old Hind itself is being used as a testbed for high-speed helicopter technology.&lt;br /&gt;
&lt;br /&gt;
As stated above, the Hind D is more-or-less a flying tank (or IFV, to be more precise), making it mostly immune to small-arms fire and capable of dishing out as much punishment as one as well. However, the size and weight were also one of its glaring weaknesses; it was about as graceful as a tank while in the air. Its large&#039; profile and heavy armour made it less agile in the sky, compared to other choppers of its class (The Hind was roughly 50% heavier than your average utility chopper and almost as heavy as a gunship,).&lt;br /&gt;
&lt;br /&gt;
The most famous version is the Hind-D, featuring the iconic double-bubble cockpit. The earlier Hind-24A (as seen in the classic film &amp;quot;Red Dawn&amp;quot;) featured a more conventional flat windows cockpit. Battlefront&#039;s model and in-game stats represent the Mi-24 Hind V and not the D, an updated version which featured the deadly Shturm/At-6 missile which was capable of punching through all main battle tanks in existence during its years of service. Later models like the P and the VP would swap out the 12.7mm Gatling gun for a 30mm autocannon. Export Mi-24Vs went under various names in different forces, like the Czech Mi-35 the Polish Mi-24Ws.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{Soviet Forces in Team Yankee}}&lt;br /&gt;
{{East German Forces in Team Yankee}}&lt;br /&gt;
{{Polish Forces in Team Yankee}}&lt;br /&gt;
{{Czech Forces in Team Yankee}}&lt;br /&gt;
{{Iraqi Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vehicles]]&lt;br /&gt;
&lt;br /&gt;
==Monster Hunter International==&lt;br /&gt;
[[Monster Hunter International]] (the organization) bought a MI-24 Hind after the fall of the Soviet Union. Unfortunately the US Government will not let them fly it in the United States without stripping off most of its armament since it would frighten civilians (though MHI keeps it around and sometimes reinstalls it for ops where secrecy is already blown) so they&#039;ve replaced all the weapons with fuel and cargo pods, reducing its armarment it to a door machine gun and whatever small arms are carried by the hunters on board, and painted it to look like a medical helicopter. Even though it&#039;s well over half a century out of date by the first book and was never considered maneuverable when it was new, it has the advantage of an [[Orc]] pilot named Skippy who can make it do things even a modern helicopter shouldn&#039;t be able to do. If you&#039;re working for MHI and sent on an important mission, it may be used to transport/support you. Just don&#039;t damage it, or Skippy will kill you for harming his baby.&lt;/div&gt;</summary>
		<author><name>2601:582:8602:C02A:2030:9E2:9567:C4D6</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=AV-8_Harrier&amp;diff=8717</id>
		<title>AV-8 Harrier</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=AV-8_Harrier&amp;diff=8717"/>
		<updated>2019-01-18T19:20:02Z</updated>

		<summary type="html">&lt;p&gt;2601:582:8602:C02A:2030:9E2:9567:C4D6: /* IRL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Harrier.jpg|300px|right|thumb|Such a pretty bird]]&lt;br /&gt;
The Harrier was the world&#039;s first successful VTOL jet to be adopted by any military. Using thrust-vectoring nozzles, the Harrier can redirect thrust downwards to takeoff and land on any flat surface, making it very useful for operations from aircraft carriers and other bases with limited runway space. You may remember it as the jet that Arnie flew at the end of &#039;&#039;True Lies&#039;&#039;. Valued at 7 million Pepsi points.&lt;br /&gt;
&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
Represented as a close support aircraft, the current version of the Harrier is a bomber that comes in anti-infantry and anti-armor variants depending on the nation.It boasts a 3+ chance to come in on the table, meaning that you can rely on it to come every two turns at worst or rely on it coming in twice. &lt;br /&gt;
&lt;br /&gt;
Should the situation dictate it, you may have your Harriers use their nose-mounted 30mm Aden guns instead of their bombs if you need them to engage enemy helicopters or small units of unarmoured vehicles and infantry. However, do not expect them to kill very much with a mediocre 5+ FP. Forcing mass bails however... -Evil laugh-&lt;br /&gt;
&lt;br /&gt;
However, their 5+ Aircraft save render them a rather fragile unit against any anti-air. Consider using other elements of your force to suppress or destroy the enemy AA net before your harriers come in to finish the job!&lt;br /&gt;
&lt;br /&gt;
==Harrier Attack Flight (USA)== &lt;br /&gt;
[[File:Harrier Stats.jpg|300px|left|thumb|American Stats]]&lt;br /&gt;
In Team Yankee, [[Blood Ravens|the Marines have nicked some British Harriers and glued on some American roundels.]]&lt;br /&gt;
&lt;br /&gt;
Armed with an electrically-powered 30mm Aden 5-chamber revolver cannon and anti-armor CBU-100 cluster bombs (Rockeyes), the Harrier can deal with both air and ground targets. It has less firepower than the A-10 but can also take on Hinds or other helicopters (other pilots have made gentlemen&#039;s agreements to take turns taking the local airspace). The reason for the Rockeye, an anti-armor cluster munition(!) being a piddly 5+ FP is anyone&#039;s guess.&lt;br /&gt;
&lt;br /&gt;
While DRASTICALLY cheaper than the British Harrier at 1.5 points per plane, it pays for the discount dearly. Dropping its firepower from a 3+ to a 5+ severely weakens its ability to destroy armor, merely forcing mass bails. However, this does not mean it is useless. With a 3+ call-in, it is the only anti-infantry salvo template available to the US after the Cobra&#039;s rocket pods. Furthermore, AT7 against top armor makes this a potential combo piece; bailing a mass of vehicles before you assault them with your &amp;lt;s&amp;gt;cowardly Capitalist pigdogs&amp;lt;/s&amp;gt; brave American warriors, forcing autokills. &lt;br /&gt;
&lt;br /&gt;
Your pilots also boast a 3+ courage, which translates to the last pilot being less likely to run away.&lt;br /&gt;
&lt;br /&gt;
(Fun fact: The real AV-8 was equipped with a GAU-12 Equalizer, essentially a smaller and more manageable version to the [[A-10 Warthog|A-10&#039;s]] legendary GAU-8 while the Aden gun is used primarily by dainty officers with teacups and biscuits).&lt;br /&gt;
&lt;br /&gt;
==Harrier CAS Flight (British)==&lt;br /&gt;
[[File:British_harrier.jpeg|300px|Left|thumb|British Stats]]&lt;br /&gt;
Considered to be part of the 3rd Division as &#039;Divisional Air Support&#039;, these birds would be considered to be part of the Royal Air Force, not an integral component of the Division&#039;s organization. They would serve as attaches instead, returning from the front to well maintained RAF bases rather than muddy foxholes.&lt;br /&gt;
&lt;br /&gt;
The superior gentlemen pilots of the RAF boast a superior 3+ skill compared to &amp;lt;s&amp;gt;the dirty colonials&amp;lt;/s&amp;gt; their Yankee counterparts, while the BL-755 Cluster Bomb has an AT value of 8, but pay for the increments by costing 5 and 10 points respectively, considerably more than the Marines&#039; &amp;lt;s&amp;gt;second hand equipment&amp;lt;/s&amp;gt; well maintained armaments. As suggested by their bloody huge payloads, these vehicles are meant to utterly destroy any concentration of units; especially tanks. 8AT against top armor means that tanks have a 1 in 6 chance to TRY and bail, while 3+ firepower means that 2 in 3 hits will be a kill. Lighter vehicles such as BMPs and BTRs need not bother; they simply test for firepower if their glorious Communist steel is turned into Shashlik.&lt;br /&gt;
&lt;br /&gt;
Overall, one of the best British units for raw firepower and cost-efficiency right now. Easily the best aircraft in the game thanks to its 3+ Call In and its 3+ FP AT8 Salvo, beating out literally every other aircraft in terms of efficiency (templates vs direct fire missiles), raw damage, reliability (3+ call-in) and only losing out to the Frogfoot and Warthog&#039;s armor saves. A single pass could easily cripple SEVERAL platoons against an opponent without proper spread. Even if shot down, the template is guaranteed to seriously hurt any unit; even dug-in infantry will take a beating: never mind a company of M1s or Leopards.&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
[[File:Harrier IRL.jpg|300px|right|thumb|Fwoosh! Boom! BRRRTT]]&lt;br /&gt;
The Harrier is something unique as a VTOL aircraft designed as a ground support aircraft, rather than the typical multirole design favored at the time. While it can&#039;t break the sound barrier, this hasn&#039;t stopped it from making a long and successful air to air combat record like the Falklands War where French [[Mirage 5]]s were downed thanks to superior British piloting. In fact, its comparative lack of speed makes it an ideal platform for weapons which benefit from a longer time over target such as the Marines&#039; GAU-12. &lt;br /&gt;
&lt;br /&gt;
Most are equipped with a pair of Sidewinder missiles for such situations when the Harrier is engaged, or for targets of opportunity such as helicopters and inferior enemy attack aircraft (VERY inferior. Most planners would expect the outdated, MIG-21 to go toe-to-toe against the Harrier due to differences in armament). The design was so successful the USSR copied as much as they humanly could from visuals and public information but ended up choosing different engine configurations for an overtly dismal performing aircraft. The Harrier has been widely exported with continued service, from Spain to Thailand. &lt;br /&gt;
&lt;br /&gt;
The Harrier was supposed to retire at least a decade ago by the F-35B. However due to right out incompetence of the DOD&#039;s current procurement practices. To repair the current fleet. The USMC has to scavenge from older planes and pieces of mothballed aircraft. So the old Harrier will be kept in service well into the 2020s and [[fail|maybe even longer]].&lt;br /&gt;
&lt;br /&gt;
{{US Forces in Team Yankee}}&lt;br /&gt;
{{British Forces in Team Yankee}}&lt;br /&gt;
{{Iraqi Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2601:582:8602:C02A:2030:9E2:9567:C4D6</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=A-10_Warthog&amp;diff=7513</id>
		<title>A-10 Warthog</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=A-10_Warthog&amp;diff=7513"/>
		<updated>2019-01-18T19:19:50Z</updated>

		<summary type="html">&lt;p&gt;2601:582:8602:C02A:2030:9E2:9567:C4D6: /* IRL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:A-10.jpg|300px|right|thumb|You are sooooooooo fucked]]&lt;br /&gt;
{{Topquote|You can shoot down every MiG the Soviets employ, but if you return to base and the lead Soviet tank commander is eating breakfast in your snack bar, Jack, you&#039;ve lost the war|Anonymous A-10 Pilot, USAF}}&lt;br /&gt;
&lt;br /&gt;
Officially called the A-10 Thunderbolt 2, the Warthog is a brutal ground attack aircraft used by the US military. The A-10 was designed with one purpose in mind, destroying anything and everything that could possibly stand between the US and total victory. [[Dakka|This thing was basically built around the GAU-8 30mm Avenger Gatling Cannon, which fires depleted uranium rounds at up to 4,200 RPM.]] The recoil from which is so powerful that it basically [[Awesome|halves the forward thrust of the two engines while firing.]] If the seven barrels of GAU-8 weren&#039;t enough for you, the A-10 also can mount a staggering amount of ordinance on its wing rails, ranging from the devastating Maverick missile, to CBU-52 cluster bombs, to AIM-9 Sidewinder missiles for dealing with Helicopters.&lt;br /&gt;
&lt;br /&gt;
The A-10 is also extraordinarily tough. Almost every system has a back up, and the A-10 is quite capable of flight with only one engine and half its tail. [[METAL BOXES|The pilot is protected with a &amp;quot;Titanium Bathtub&amp;quot; that encompasses the cockpit and shields against all but the heaviest ground fire.]]&lt;br /&gt;
&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
[[File:A-10 Stat Card.jpg|300px|left|thumb|The Stat Card]]&lt;br /&gt;
Whoo boy, this thing is epic, if ludicrously expensive. 5 points each, for something on the board only 50% of the time! The A-10 is the &#039;best&#039; ground attack aircraft in the game, if not for its extreme cost. The GAU-8 Avenger makes it superior to the SU-25 for marginally more versatility. With a Rate of fire of 4, you can BRRRRRRRRRRRRRR at exposed infantry and APCs like an airborne [[M163 VADS|VADs]] firing on the move. With an AT value of 11, the Avenger Cannon is suitable for destroying cheap tanks like the T-55AM2 from the side; and is simply overkill for transports. Also, since the GAU-8 Avenger doesn&#039;t have the HEAT Special rule, BDD armor and Bazooka Skirts don&#039;t affect the armor value you are rolling against. Sadly, the mediocre 5+ FP also makes it a rather unreliable choice for killing, but a decent option to force bails. As an added bonus, its also anti-helicopter, so those Hinds the Soviets like to spam are suddenly looking a lot less secure. &lt;br /&gt;
&lt;br /&gt;
For dealing with more robust things like Main battle tanks, the A-10 packs the Maverick missile. An AT 27(!) firepower 2+ tank buster, the Maverick is ridiculously good at tearing armoured vehicles a new one.  Its also got the special rule &amp;quot;Brutal&amp;quot; which means successful unarmoured saves must be rerolled (sweet). The other two rules, &amp;quot;Guided&amp;quot; and &amp;quot;HEAT&amp;quot; are great as shooting at targets with the Maverick basically ignores the penalties for firing at long range, So you can snipe things from well outside AA range. However there are some downsides like the 8-inch dead zone, BDD armour affecting your rolls (wow, side armour 13 sure is tough!) and the fact that it cannot shoot infantry if they&#039;re not twiddling their thumbs in slit trenches (but then again, &#039;&#039;why&#039;&#039; would you use a maverick on infantry?).&lt;br /&gt;
&lt;br /&gt;
Speaking of infantry you also get a one-use Template in the form of the CBU-52 cluster bomb, though the range is even shorter than that of the Avenger. With a 6+ Firepower, this bomb will devastate infantry in the open but is next to worthless against entrenched infantry.&lt;br /&gt;
&lt;br /&gt;
The A-10s legendary Durability is reflected in-game as its 3+ aircraft save is the strongest of any strike aircraft.&lt;br /&gt;
&lt;br /&gt;
You can buy a Squadron of 2 A-10s for you American army for 10 points, and a squadron of 4 for 20.&lt;br /&gt;
&lt;br /&gt;
For a competitive player wondering why they haven&#039;t seen Warthogs being spammed in games despite it being &amp;quot;the best ground attack aircraft&amp;quot;? It is overcosted and has a very specific role: engaging armour with its missiles, or isolated support units like artillery. Much like the Leopard 2, units in Team Yankee become competitive on their cost efficiency and NOT being the &#039;best&#039;. Your A-10 might be pretty, but a company of mechanized infantry will outperform it each time. While its 3+ save is undeniably its best trait, it cannot make its point cost back if your opponent can simply whittle your ground forces down. Ground-attack aircraft in Team Yankee are typically geared towards the anti-tank role, but the meta favours large infantry blobs, rendering the Frogfoot and A-10 virtually worthless for any form of serious play. Combined with the fact that Warthogs need to be called in on a 4+, and you get a unit which disappears half the time (or every single time you need it).&lt;br /&gt;
&lt;br /&gt;
For the role of sniping or forcing AA to spread, Cobras are the superior choice due to the fact that you control when they engage, not the dice. You could purchase a flight of 4 Cobras for 14 points, with almost the same level of firepower. Should the enemy forget their anti-air or have it wiped, your Cobras&#039; ROF 6 can actually make their points back, unlike the Warthog. &lt;br /&gt;
&lt;br /&gt;
HOWEVER, the Warthog is a key part of an American air-cavalry list spamming helicopters. Used as the tip of the spear to pop enemy air-defence, their durability allows them to trade points for tempo, while your Cobras provide the killing power. Apart from that, it remains rather unusable until expensive tanks re-enter the meta (looking at you, T-80s and M1A1s).&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
[[File:A-10 irl.jpg|300px|right|thumb|BRRRRRRRRRRRRRRRRRRRRRRRRRRRRT]] &lt;br /&gt;
The A-10 was first developed by the US Air Force as a response the US Army&#039;s development of the AH 56 Cheyenne. The Army had come to the conclusion that Nuclear Armed Tactical aircraft aren&#039;t all that helpful in a conventional war and had begun to come up with its ground support airframes. The Air Force took one look at the Army&#039;s plan and immediately had visions of the Army dominating the close air support niche (and subsequent control of the air support budget), and that would just not do, no sir. When the A-10 was rolled out, the general consensus from the Army was &amp;quot;This is just what we wanted! That wasn&#039;t so hard now was it?&amp;quot; the Air Force then grit its teeth and has since tried to get rid of the A-10 at every opportunity. &lt;br /&gt;
&lt;br /&gt;
The Warthog has served in multiple conflicts, like the Gulf War, the Balkans Conflict, The wars in Iraq and Afghanistan, and most recently in the War on Terror. Originally, there was a plan to retire the A-10 by the year 2022 and replace it with the F-35. But the defense committee in Congress put the kibosh on the USAFs attempts to retire it. They concluded that while the F-35 is nice and all that and even though the GAU-8 is no longer the ultimate tank killer gun, some times all you need is a platform that can deliver a buttload of ordinance at once. So the A-10 is now slated to remain a part of the US Inventory &amp;quot;for the foreseeable future.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The A-10 is also the source of multiple [[memes]], whether it&#039;s the sound it makes (BRRRRRRRRRRRRRRRRRRRRRRRRT) or the fact that &amp;quot;it&#039;s not a plane with a gun strapped to it, it&#039;s a gun with a plane strapped to it.&amp;quot; Beyond the joke, the latter statement holds a lot of truth as the A-10 would simply tip over onto its tail if the GAU-8 was removed, and the gun is so powerful (it produces 5 tons of recoil where the engines produce 4 tons of thrust each) the forward landing gear had to be specially adapted and put on the side of the gun instead of the plane&#039;s centreline because there was less risk of that breaking in the case of a rough landing than the airplane damaging itself if the recoil wasn&#039;t perfectly in line with the engine thrust.  &lt;br /&gt;
&lt;br /&gt;
{{US Forces in Team Yankee}}&lt;br /&gt;
{{Iraqi Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2601:582:8602:C02A:2030:9E2:9567:C4D6</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=BRDM-2&amp;diff=76973</id>
		<title>BRDM-2</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=BRDM-2&amp;diff=76973"/>
		<updated>2019-01-18T19:19:29Z</updated>

		<summary type="html">&lt;p&gt;2601:582:8602:C02A:2030:9E2:9567:C4D6: /* IRL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:BRDM-2.jpg|300px|right|thumb|Its like a boat and a Russian car had a one night stand.]]&lt;br /&gt;
The &#039;&#039;&#039;&amp;quot;Boyevaya Razvedyvatelnaya Dozornaya Mashina-2&amp;quot;&#039;&#039;&#039; or &amp;quot;&#039;&#039;&#039;BRDM-2&#039;&#039;&#039;&amp;quot; for short, is a Soviet-made amphibious scout car. An improvement over it&#039;s predecessor, the &amp;quot;BRDM-1&amp;quot;, it was fully sealed to allow it to operate in NBC environments, came with a sealed turret, and had more options for electronic equipment to allow it to do it&#039;s job better. While it could technically be operated by only 1 person (or two, if the gun is needed), it&#039;s combat crew consisted of 4 people; a driver, assistant driver, commander, and gunner.&lt;br /&gt;
&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
[[File:BRDM-2 Stats.jpg|300px|left|thumb|Da Stats]]&lt;br /&gt;
&lt;br /&gt;
The BRDM-2 is a passive recon unit open to all PACT forces with one job: expand your deployment area and bail out immediately afterwards.&lt;br /&gt;
&lt;br /&gt;
At a piddly 1-2 points for 2-4 BRDMs, you get a scout car that has a measly frontal armour of 1, armed with a 14.5 MG. The lack of armament and small unit size means that this is an easy kill point for your opponent, especially without the scout special rule. It does have AT5 which can cut through artillery pieces, but using them on the offensive is very situational.&lt;br /&gt;
&lt;br /&gt;
Depending on your playstyle, you may prefer BMP recce if you want all your units to have the chance of making their points back or contributing to the battle as it goes on. If you simply need recon as cheaply as possible, the BRDM-2 is unit for you. Note that you may not take both: a battalion has a single recon platoon slot and you can either get a BRDM or BMP-1 Recon platoon (or BMP-2 if you are playing the Soviets.)&lt;br /&gt;
&lt;br /&gt;
As utility units, you are buying these for their special rules and NOT the weapons they bring to the table. Keep them out of sight and get the hell out of there as soon as possible.&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
[[File:BRDM-2 IRL.jpg|300px|right|thumb|&#039;Comrade, is we lost again?&#039;]]&lt;br /&gt;
Weighing in only at 7 tons, the BRDM-2&#039;s V8 engine was capable of propelling it to speeds 100km/h on solid land (and 10km/h when wading through water), easily allowing it to traverse the terrain with ease to monitor enemy positions and movement. However, as it&#039;s main shtick was speed, rather than combat, it&#039;s armour is woefully lacking and the only weapons it had were a 14.5mm heavy machine-gun and co-axial 7.62mm medium machine gun, so at best it was only reliably capable of engaging other scout vehicles or infantry (who were not lucky enough to bring anti-armour weapons, at least. Although even then, grenades and AP rounds loaded in their rifles could still potentially wreck a BRDM if shot in it&#039;s weaker sides).&lt;br /&gt;
&lt;br /&gt;
That said, it was fast enough that what it couldn&#039;t out-gun, it could out-run instead.&lt;br /&gt;
&lt;br /&gt;
A good example of Soviet design doctrine: equipment designed for a specific purpose that it accomplishes well, but nothing more.&lt;br /&gt;
&lt;br /&gt;
{{Soviet Forces in Team Yankee}}&lt;br /&gt;
{{East German Forces in Team Yankee}}&lt;br /&gt;
{{Polish Forces in Team Yankee}}&lt;br /&gt;
{{Czech Forces in Team Yankee}}&lt;br /&gt;
{{Iraqi Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2601:582:8602:C02A:2030:9E2:9567:C4D6</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Spandrel&amp;diff=442095</id>
		<title>Spandrel</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Spandrel&amp;diff=442095"/>
		<updated>2019-01-18T19:19:12Z</updated>

		<summary type="html">&lt;p&gt;2601:582:8602:C02A:2030:9E2:9567:C4D6: /* IRL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Spandrel.jpg|300px|thumb|right|It might be ugly and tiny, but it&#039;ll rip your turret right off your polished hull.]]&lt;br /&gt;
&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
[[File:Spandrel Stat Card.jpg|300px|left|thumb|Da Stats]]&lt;br /&gt;
At first glance the spandrel looks like a dirt cheap way to get cheap AT onto the field. AT 21 is enough to threaten main battle tanks but not kill them reliably. This unit is a bit of a paradox, it needs to be stationary to shoot so it wants to be in ambush, but it is such a small unit you might want to start something a bit meatier on the table and leave this one in reserve.&lt;br /&gt;
&lt;br /&gt;
This is really just a situational harassment unit because of this. NEVER rely on this unit to all your anti-tank work. It is hurt significantly by its thin armor and inability to move and fire, but you get what you pay for. Consider fielding this unit in PACT armies for the better skill rating and playing peekaboo with enemy vehicles using the blitz order to keep these guys alive, but only if you are looking for a small impact unit that offers an entire kill point if destroyed.&lt;br /&gt;
&lt;br /&gt;
The Spandrel becomes marginally more effective with 4+ skill with the blitz and shoot and scoot orders. While ideal for picking off singular units like artillery OPs, killing a single tank will make the points of the platoon back immediately: if they fire first, that is.&lt;br /&gt;
&lt;br /&gt;
Spandrels can be brought in all PACT armies with 2 vehicles for 1 point or 3 vehicles for 2 points as Divisional support and/or battalion level support in BMP/BTR infantry battalions.&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
Fun fact: the name &#039;Spandrel&#039; is a designation made by NATO for the Soviet-made 9M113 Konkurs AT missile, often mounted on vehicles to provide mobile AT capability. The vehicle used in Team Yankee is [[BRDM-2]].&lt;br /&gt;
[[File:Spandrel IRL.jpg|300px|right|thumb|]]&lt;br /&gt;
&lt;br /&gt;
{{Soviet Forces in Team Yankee}}&lt;br /&gt;
{{East German Forces in Team Yankee}}&lt;br /&gt;
{{Polish Forces in Team Yankee}}&lt;br /&gt;
{{Czech Forces in Team Yankee}}&lt;br /&gt;
{{Iraqi Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2601:582:8602:C02A:2030:9E2:9567:C4D6</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Roland_Flak_Batterie&amp;diff=408716</id>
		<title>Roland Flak Batterie</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Roland_Flak_Batterie&amp;diff=408716"/>
		<updated>2019-01-18T19:18:59Z</updated>

		<summary type="html">&lt;p&gt;2601:582:8602:C02A:2030:9E2:9567:C4D6: /* IRL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Roland Flak battery.jpg|300px|right|thumb|Rol Rol Rol your boat, gently down the stream...]]&lt;br /&gt;
The Flugabwehrpanzer Roland is a Mobile SAM (surface to air missile) platform that combines the might of the Roland SAM with the mobility of the Marder Chassis.&lt;br /&gt;
&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
[[File:Roland Flak battery card.jpg|300px|left|thumb|Das Stats]]&lt;br /&gt;
The SAM Ying to the SPAAG Yang of the [[Gepard Flakpanzer Batterie|Gepard]], the Roland is a Decent SAM Platform for the West Germans. &lt;br /&gt;
&lt;br /&gt;
Now, some of you may be wondering why you would ever take the Roland since the Gepard is arguably the best AA in the game, and that is completely justified. The Roland&#039;s sole missions is to &amp;quot;Shoot down Planez&amp;quot;. You cannot engage anything other than enemy aircraft. Luckily that is something that the Roland excels at: parked into a corner of the map, it can cover the entire field whereas your Gepards only protect a limited range. 2 Rolands cost 3 points and can be bought in a battery of 2, 4 or 6 vehicles. &lt;br /&gt;
&lt;br /&gt;
Just remember: you are only going to take this when you can&#039;t take anymore Gepards. They might have range, but they&#039;re still a pretty crap unit.&lt;br /&gt;
&lt;br /&gt;
They are surprisingly tanky against autocannon shots from the front and are immune to small arms fire. However, assaulting infantry will instantly capture them and are totally incapable of defending themselves against ground troops.&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
[[File:Roland Flak Battery IRL.jpg|300px|right|thumb|Verpiss dich, ivan!]]&lt;br /&gt;
&lt;br /&gt;
{{West German Forces in Team Yankee}}&lt;br /&gt;
{{Iraqi Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2601:582:8602:C02A:2030:9E2:9567:C4D6</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=SA-8_Gecko&amp;diff=410673</id>
		<title>SA-8 Gecko</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=SA-8_Gecko&amp;diff=410673"/>
		<updated>2019-01-18T19:18:44Z</updated>

		<summary type="html">&lt;p&gt;2601:582:8602:C02A:2030:9E2:9567:C4D6: /* IRL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Gecko.jpg|300px|right|thumb|How ... Russian]]&lt;br /&gt;
Known as the &amp;quot;&#039;&#039;&#039;9K33 Osa&#039;&#039;&#039;&amp;quot; in Russia and the &amp;quot;&#039;&#039;&#039;SA-8 Gecko&#039;&#039;&#039;&amp;quot; in NATO, the Gecko is a low-altitude surface-to-air missile launcher, designed to take out low-flying aircraft, like helicopters or planes flying low. Larger than most, the Gecko sports a sophisticated radar system, not found in most mobile SAM launchers at the time, allowing it to track targets more effectively, than it&#039;s cousins.&lt;br /&gt;
&lt;br /&gt;
The Gecko uses a turret-mounted launcher with 6 9M33 missiles loaded. It&#039;s ammunition is guided rather than homing, so the crew steers the missile to it&#039;s target, rather than completely relying on a computer for that role. This has the added benefit if being more resistant to popular countermeasures like flares, but can still be disabled by ECM (although the missile is also designed to be resistant to ECM). Like most SAMs, the Gecko is lightly armored, making it vulnerable to anything that can penetrate tank armor, and has no option for ground defense beyond the crew exposing themselves to fire their weapons at their aggressors.&lt;br /&gt;
&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
[[File:Gecko Stat Card.jpg|300px|left|thumb|Da Stats]]&lt;br /&gt;
&lt;br /&gt;
The latest anti-air platform of the Soviets serves as the option for a player fed up with enemy aircraft and wants the best missiles available. It may have the armour of a literal gecko (5+ tank save), but is one of the only Soviet units with thermal imaging: yes, the thing the Americans use. 5+ cross ensures that they will almost definitely breakdown when moving inside forests, so position them with care. The ideal position would be one that grants concealment without blocking LOS to aircraft (which gives them a +1 to hit): keeping them inside a forest the entire game is possible thanks to their 72&amp;quot; range if you prioritize safety over raw killing power. &lt;br /&gt;
&lt;br /&gt;
Unfortunately, this unit competes with far more efficient units like the Shilka and Gopher. In fact, you could take one unit of Gophers and one unit of Shilkas giving you 8 shots at 4+ FP and 24 shots at 5+ FP, compared to 12 shots at 3+ FP. A full unit of Geckos is undeniably strong, but the lack of armour can be a deal breaker for some: these things WILL die if hammered by artillery, machine guns or mean comments. &lt;br /&gt;
&lt;br /&gt;
The Gecko may not be the most ‘efficient’ Soviet AA unit, but it is guaranteed to mess up anything that flies for a premium price.&lt;br /&gt;
&lt;br /&gt;
The Poles and Soviets may purchase Geckos at 2 points per vehicle in a platoon of 2 or 4 Geckos as divisional air defence. The Czech Gecko platoon costs 3 points for a pair or 7 points for four vehicles.&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
[[File:Gecko IRL.jpg|300px|right|thumb|]]&lt;br /&gt;
The Gecko is the first SAM system in the world to combine its air defense missiles and its radar systems onto one vehicle.Surprisingly the vehilce and the missile system were first designed for the Russian Navy. &lt;br /&gt;
&lt;br /&gt;
The SA8 Gecko was first deployed on the Slava class cruiser. Hilariously enough the Russians only made this in response to the US Mauler unit, which was canceled and was never produced. The Gecko is unarmored and meant to service with motorized infantry units.&lt;br /&gt;
&lt;br /&gt;
{{Soviet Forces in Team Yankee}}&lt;br /&gt;
{{Polish Forces in Team Yankee}}&lt;br /&gt;
{{Czech Forces in Team Yankee}}&lt;br /&gt;
{{Iraqi Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2601:582:8602:C02A:2030:9E2:9567:C4D6</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=SA9_Gaskin&amp;diff=410706</id>
		<title>SA9 Gaskin</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=SA9_Gaskin&amp;diff=410706"/>
		<updated>2019-01-18T19:18:31Z</updated>

		<summary type="html">&lt;p&gt;2601:582:8602:C02A:2030:9E2:9567:C4D6: /* IRL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Gaskin.jpg|300px|right|thumb|&amp;quot;Sergei, what if we took a missile launcher and put it on a wheeled box?]]&lt;br /&gt;
Officially known as the &amp;quot;&#039;&#039;&#039;9K31 Strela-1&#039;&#039;&#039;&amp;quot; and called the &amp;quot;&#039;&#039;&#039;SA-9 Gaskin&#039;&#039;&#039;&amp;quot; by NATO, the Gaskin is a low-altitude surface-to-air missile launcher, designed to take out low-flying aircraft, like helicopters. &lt;br /&gt;
&lt;br /&gt;
The vehicle consists of 4 turret-mounted 9M31 infra-red guided missiles and radar equipment that&#039;s mounted to a BRDM-2 scout car. The weapon is simple, but effective, still used by many former-Soviet and foreign militaries. The vehicle is fast, making it decent at aircraft interception, but lightly armored (a scout car had even less armor than most APCs), and no ground defense capabilities, beyond the crew popping out and firing their guns (and since most vehicle crews are only armed with handguns and the occasional carbine, a basic infantry squad would make short work of a vehicle crew).&lt;br /&gt;
&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
[[File:Gaskin Stat Card.jpg|300px|left|thumb|Da Stat Card]]&lt;br /&gt;
The Gaskin exists in team Yankee as budget AA with good range and the strength of a thrown potato. Point for point it will kill slightly more Aircraft than an equivalently priced Gopher unit, and give you an extra shot over a gremlin team (one gremlin costs the same as two Gaskins). The medium range of the missiles will ensure NATO choppers have to take some risks to get shots off at your army, even if that risk is minor.&lt;br /&gt;
&lt;br /&gt;
If long ranged AA is what you are after though, give this unit a pass. It is cheap, but it&#039;s only going to kill 0.84 NATO choppers per volley, compare that to the 1.3 kills you would get from a Shilka unit of equivalent point cost. Avoid unless you have a cunning plan.&lt;br /&gt;
&lt;br /&gt;
The Gaskin is open to all PACT forces as company-level air defence, perhaps as a backhanded Soviet insult.&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
[[File:Gaskin IRL.jpg|300px|right|thumb|Molotov gets to join the tankovy and I gets Gaskin. Blyat.]]&lt;br /&gt;
The SA9 Gaskin aka the 9K31 Strela-1 is a short range IR SAM platform based on the BRDM-2 the main attack force of the USSR in a first strike would not actually be the tanks but large numbers of light strike vehicles aiming to attack tanks and enemy attack Helicopters as a shock and awe force. This would actually allow the soviets to suffer heavy casualties and expend enemy ammunition supplies on weaker targets making their main assault of tanks and infantry less vulnerable.  &lt;br /&gt;
{{clear}}&lt;br /&gt;
{{Soviet Forces in Team Yankee}}&lt;br /&gt;
{{East German Forces in Team Yankee}}&lt;br /&gt;
{{Polish Forces in Team Yankee}}&lt;br /&gt;
{{Czech Forces in Team Yankee}}&lt;br /&gt;
{{Iraqi Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2601:582:8602:C02A:2030:9E2:9567:C4D6</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=SA-13_Gopher&amp;diff=410628</id>
		<title>SA-13 Gopher</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=SA-13_Gopher&amp;diff=410628"/>
		<updated>2019-01-18T19:18:17Z</updated>

		<summary type="html">&lt;p&gt;2601:582:8602:C02A:2030:9E2:9567:C4D6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Gopher .jpg|right|300px|thumb|Lets just bolt a missle rack to the thing, I&#039;m sure that that wont look weird at all...]]&lt;br /&gt;
The &#039;&#039;&#039;9K35 Strela-10&#039;&#039;&#039;, or &#039;&#039;&#039;SA-13 Gopher&#039;&#039;&#039;, as known by it&#039;s NATO designation, is a Soviet surface-to-air missile platform, which was designed to replace the aging [[SA-9 Gaskin]]. Unlike  the Gaskin, the Gopher uses a modified chassis of the MT-LB APC, which while making it slower, allowed it to traverse terrain better thanks to it&#039;s tracks, and its design as an APC meant that it had a fairly large empty compartment, allowing it to store more ammunition. The vehicle is still in-service in many former Communists/Soviet states.&lt;br /&gt;
&lt;br /&gt;
It&#039;s weaponry consist of a rack containing four 9M37 missiles, each of which is capable of engaging targets within a 5000m radius, and can reach an altitude of 3500m, while attaining a maximum speed of mach 2. The missiles use a combination of optical and infrared homing, so it locks on to an image of the target, plus it&#039;s heat signature, to allow the missile to track its target more efficiently. As is the norm with SAM-carriers, it has no means of ground-defense, beyond the crew either running someone over, or the crew stepping out to brandish their guns at the target (both of which is tantamount to suicide), and so the launcher relies on friendly combat units around it to support it during a firefight.&lt;br /&gt;
&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
[[File:Gopher Stat Card.jpg|left|300px|thumb|Da Stats]]&lt;br /&gt;
&lt;br /&gt;
The SA-13 Gopher, or 9K35 Strela-10 is a dedicated anti-air unit which fills the middle ground between the SA-9 Gaskin and the SA-8 Gecko.&lt;br /&gt;
&lt;br /&gt;
The Gopher throws out a pair of FP4+ Strela missiles up to 56 inches, enough to touch any point of the board where aircraft may come from a corner. Each vehicle has about a 17% chance to splash the average aircraft with a 5+ save, very respectable when you consider how cheap these things are and how expensive air power is in Team Yankee. A pair might be enough to pick off a plane or two in low point games, but 8 Strela shots WILL mess up any pilot&#039;s day very messily. Compared to the SA-8, this unit occupies the middle ground between affordable (and ineffective) air defence versus very deadly, but very expensive air defence. Always remember that the best air defence units can become dead weight against a list without any aircraft: you need them to be cheap such that you can effectively play with a point disadvantage or have them serve other roles (which make the Shilka, Sergeant York, ADATS and Gepard such powerful units in their respective lists.)&lt;br /&gt;
&lt;br /&gt;
The Gopher can be brought up by the Soviets and their PACT comrades as battalion level air defence for one point per vehicle in a platoon of 2 or 4, competing with the Gaskin in that slot. However, the Czechs may purchase a platoon of 4 vehicles for three points. In addition, the Gopher may also be purchased as Division level support if desired.&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
[[File:Gopher IRL.jpg|right|300px|thumb|Sergei, where you say the bird was again?]]&lt;br /&gt;
The SA-13 Gopher aka the Strela-10 (arrow) short-range air defense missile system that is essentially what happens when the USSR comes up with their own METAL BOXES known as the MB-TL. Users of this system can essentially be found anywhere on the planet in she space between Poland and California given the US Army looted some of these in the first gulf war. The SA-13 is one of the few SAM units to actually shoot down an A-10 in the Gulf War the other was the SA9 Gaskin.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{Soviet Forces in Team Yankee}}&lt;br /&gt;
{{East German Forces in Team Yankee}}&lt;br /&gt;
{{Polish Forces in Team Yankee}}&lt;br /&gt;
{{Czech Forces in Team Yankee}}&lt;br /&gt;
{{Iraqi Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2601:582:8602:C02A:2030:9E2:9567:C4D6</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ZSU-57-2&amp;diff=572796</id>
		<title>ZSU-57-2</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=ZSU-57-2&amp;diff=572796"/>
		<updated>2019-01-18T19:17:52Z</updated>

		<summary type="html">&lt;p&gt;2601:582:8602:C02A:2030:9E2:9567:C4D6: /* IRL */&lt;/p&gt;
&lt;hr /&gt;
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The &#039;&#039;&#039;ZSU 57-2&#039;&#039;&#039; was the first successful post-WW2 SPAAG (self-propelled anti-air gun) designed by the Soviet Union, meant to provide air cover for the Soviet tank brigades from capitalist jets of the 50s and 60s. Nicknamed the &#039;Sparka&#039; (pair) by the Soviet Union, the vehicle is essentially a T-54 chassis with a pair of 57mm autocannons designed to knock slow flying planes out of the skies, and firing at ground targets with very deadly force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
Disclaimer: the following is based on &#039;Fate of a Nation&#039;. Clarifications and more details will be provided with the release of &#039;Oil Wars&#039;!&lt;br /&gt;
&lt;br /&gt;
The ZSU-57-2 functions as the anti-armour older brother to the Shilka, trading Radar for additional ground range up to 24&amp;quot;, AT9, FP 4+ and a ROF of 3/2. Uniquely in Team Yankee, this is one of the only anti-air units whose threat bubble is only good enough for surrounding units and not three-quarters of the table. Unable to touch most helicopters firing ATGMs, its guns are only usable against enemy bombers dropping their load right over your head.&lt;br /&gt;
&lt;br /&gt;
Unlike the Shilka, the ZSU-57-2 has some very deadly weapons when targetting ground vehicles. It automatically penetrates anything with a front armour of two, and IFVs like the Marder will have to roll 5 or better to avoid bailing or burning up. FP4+ may not be the most reliable, but outperforms all autocannons from the [[M247 Sergeant York]]. In terms of raw firepower, the ZSU is deadlier than the [[SA-13 Gopher]] with an additional shot but it lacks the range of its counterpart. Fortunately, using the two of these AA units gives you a very respectable air-cover umbrella with the Gremlins shooting whatever the ZSUs cannot.&lt;br /&gt;
&lt;br /&gt;
The ZSU boasts a front armour of two, sides of one but top armour 0. However, the low range of its 57mm guns means that you should be attacking with this unit as much as possible. Employed as a light tank, it comfortably keeps pace with a company of T-72Ms while providing a respectable level of air cover against aircraft, but leaves them totally vulnerable to NATO choppers.&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
&lt;br /&gt;
{{Iranian Forces in Team Yankee}}&lt;br /&gt;
[[Category:Team Yankee]] [[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2601:582:8602:C02A:2030:9E2:9567:C4D6</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ZSU_23-4_Shilka&amp;diff=572842</id>
		<title>ZSU 23-4 Shilka</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=ZSU_23-4_Shilka&amp;diff=572842"/>
		<updated>2019-01-18T19:16:47Z</updated>

		<summary type="html">&lt;p&gt;2601:582:8602:C02A:2030:9E2:9567:C4D6: /* IRL */&lt;/p&gt;
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&lt;div&gt;[[File:Shilka .jpg|300px|right|thumb|DAKADAKADAKADAKA]]&lt;br /&gt;
{{topquote|We don&#039;t fly and we&#039;re not letting anyone else, either!|Unofficial motto of Russian anti-air corps}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;ZSU 23-4&#039;&#039;&#039; is a SPAAG made by the Soviet Union. Its basically a light tank with 4 autocannons to shoot down aircraft and any infantry unlucky enough to be in it&#039;s sights.&lt;br /&gt;
&lt;br /&gt;
It&#039;s NATO designation is: &amp;quot;Shilka&amp;quot;, although the west has occasionally called it &amp;quot;Zeus&amp;quot;, inspired from it&#039;s Soviet designation.&lt;br /&gt;
&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
[[File:Shilka Stat Card.jpg|300px|left|thumb|The Stat Card]]&lt;br /&gt;
The Shilka is the only Soviet SPAAG in Team Yankee at the moment (Yet we have literally 3 SAM (Surface to Air Missile) vehicles), and is quite a decent little machine.  Like all SPAAGs, the Shilka gets the Dedicated AA and Radar Rules, which means that it can engage aerial threats with its full ROF out to a range of 40&amp;quot;/100cm without adding +1 to hit. Presumably, the doubling of the effective range of the 23mm 2A7 AA gun comes from the radar taking over aiming when the target is in the sky rather the gunner using the Mk. 1 eyeball on the ground.&lt;br /&gt;
&lt;br /&gt;
The Shilka is &amp;lt;s&amp;gt;okay at dealing with ground targets&amp;lt;/s&amp;gt; comparable to an autocannon on steroids. Despite AT6 making M113s and IFVs a tough nut to crack, 6 shots with a 5+ FP are enough to comfortably defeat most APCs, vehicles, and infantry in the open. For a comparable amount of firepower, most countries would be paying double the points! Though with an all-around armour rating of 1, don&#039;t expect them to do well against things like the .50 cal that almost every American tank has bolted to the top, or anything bigger than that. You should be using this thing to defend your tanks against attack helicopters though, not putting large numbers of small holes in APCs and other light vehicles.&lt;br /&gt;
&lt;br /&gt;
This thing is arguably the best anti-air unit in the game due to its brutal cost-efficiency thanks to the sheer volume of firepower it can bring to bear. The fact that this unit can engage ground targets with vicious results makes it an auto-include; nothing is safe from its 4 barrels of hell (apart from tanks). It may not beat the Gepard in a ring fight, but it will make it points back far more easily than the Gepard.&lt;br /&gt;
&lt;br /&gt;
Shilkas can be taken by East German, Polish and Soviet Armies at 1 point per vehicle in a platoon of 2-4 as company level support independent of the missile air defence slot which the Gaskin and Gopher compete for. The Czech version costs 2 points for a pair, or 3 points for 4 Shilkas.&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
[[File:Zsu 23 4 shilka.jpg|300px|right|thumb|DAKADAKADAKADAKA ]]&lt;br /&gt;
The ZSU is one of the more popular armoured fighting vehicles made by the Soviet Union, traditionally armed with a quad-linked 4x23mm autocannon array, a search light, and radar equipment. Its primarily designed to shoot down low-flying aircraft like helicopters and occasional fighter craft, but its guns were also powerful enough to tear through lightly-armored vehicles and infantry aswell. Infact it was a common practice for Soviet soldiers to bring ZSUs whenever possible in anti-infantry operations due to their sheer lethality. In this regard, the ZSU found major use in the Invasion of Afghanistan, where often it would protect conveys within the hilly, mountainous terrain of the country. The Insurgents soon found out that quad 23mm cannons had much higher elevation than the weapons on the BMPs, BTRs and T-52s, allowing it to engage them from their ambush points on high ridges and hilltops. A special variant was deployed for that use in this conflict, lacking the AA radar in favour of increased ammunition capacity, turning the AA tank into a meat chopper. That said, the ZSU was never meant to be a front-line vehicle, so it&#039;s armor is woefully light, even concentrated heavy machine gun fire to it&#039;s flimsier side and rear armor could potentially wreck it&#039;s day, which is understandable as it was designed doctrinally to avoid direct ground combat.&lt;br /&gt;
&lt;br /&gt;
That said: the reason for the high rate of fire is that by the 1960&#039;s aircraft move ridiculously fast, going from world war 2&#039;s &amp;quot;&#039;&#039;ludicrously fast&#039;&#039;&amp;quot; to &amp;quot;there is a mosquito-shaped hole in my teeth&amp;quot;. You have seconds to shoot at a target, so you need as high a rate as fire as possible to try and ensure you get at least one hit and at those speeds one hole in the air frame will do the trick to down a target by itself. This means that the whole concept of cannons or machine guns against aircraft from the ground is a bit of a flawed concept. Missiles do better due to their ability to track a target. However the ZSU has served with all Soviet states and their allies as the go-to SPAAG from its inception until today. It is mainly used today only by armies unable to field better equipment, though it can definitively ruin the day of any helicopter due to their lower speeds and operational altitudes. They’re also what you want to use guns instead of missiles on, since any low-flying vehicle is difficult to get a proper target lock on.&lt;br /&gt;
&lt;br /&gt;
{{Soviet Forces in Team Yankee}}&lt;br /&gt;
{{East German Forces in Team Yankee}}&lt;br /&gt;
{{Polish Forces in Team Yankee}}&lt;br /&gt;
{{Czech Forces in Team Yankee}}&lt;br /&gt;
{{Iraqi Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2601:582:8602:C02A:2030:9E2:9567:C4D6</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=BM-21_Hail&amp;diff=76822</id>
		<title>BM-21 Hail</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=BM-21_Hail&amp;diff=76822"/>
		<updated>2019-01-18T19:16:29Z</updated>

		<summary type="html">&lt;p&gt;2601:582:8602:C02A:2030:9E2:9567:C4D6: /* IRL */&lt;/p&gt;
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&lt;div&gt;[[File:Hail .jpg|right|300px|thumb|Fwoosh!]]&lt;br /&gt;
{{Topquote|Let him remember the young and simple maiden,&amp;lt;br&amp;gt;Let him hear the song she now sings,&amp;lt;br&amp;gt;Let him protect his Motherland for sure,&amp;lt;br&amp;gt;And their love Katyusha will protect.|From Katyusha, a Russian Folk Song}}&lt;br /&gt;
&lt;br /&gt;
A decendent of the iconic Katyusha Rocket Launcher, the BM-21 Hail is a Rocket Artillery Truck used by Soviet forces.&lt;br /&gt;
&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
[[File:Hail Stat Card.jpg|left|300px|thumb|The Stat Card]]&lt;br /&gt;
Despite the menacing profile, the Hail is surprisingly limited to anti infantry duty. Since the majority of NATO vehicles have top armor 1, it would statistically require 12 hits to kill a single APC. If you really must destroy armor with Artillery look elsewhere. &lt;br /&gt;
&lt;br /&gt;
This does not mean that the Grad is useless though. The Salvo template that it slings around can cover massive sections of the table, potentially pining down multiple units per barrage. In addition since these rocket trucks are so cheap, you can take twice the number of these things for only a few points more than the [[2S3 Acacia|Acacia]], you can very easily blanket huge sections of the board in smoke, giving your units the cover they need to flank the more durable NATO opposition. All in all, the Grad is a dedicated support platform, good for suppressing the enemy and aiding your troops, though more damage oriented commanders might want to take the Acacia or the [[2S1 Carnation|Gvozdika]]&lt;br /&gt;
&lt;br /&gt;
Do note that these vehicles are literally unarmored trucks with a 5+ save tank save. The Brutal rule that the Brits and Canadians weild will absolutely ruing your day and small arms fire, weather from APCs with machine guns or just a unit of Infantry with their assault rifles, have a very real chance to turn your Hails into blazing wrecks. To avoid this unfortunate fate, keep the Grad safe in your backline!&lt;br /&gt;
&lt;br /&gt;
A Battery of three BM-21s will cost you 4 points (5 if you are a East German) and you can double the size to 6 launchers with an additional 4 points, for a grand total of 8 (10 if you are East German).&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
[[File:Hail IRL.jpg|right|300px|thumb|You see Alexi...]]&lt;br /&gt;
Like a lot of soviet gear the BM-21 &amp;quot;Grad&amp;quot; or &amp;quot;&#039;&#039;Hail&#039;&#039;&amp;quot; (hail being a nickname it has) is still in use today because of it&#039;s simplicity: it&#039;s a truck with a rocket launcher on it. It&#039;s not rocket science. The Hail is a descendant of the BM-14 and the more widely known BM-13 &amp;quot;Katyusha&amp;quot; rocket platforms. The Nazi&#039;s in world war 2 get a lot of credit for their rocketry, but the Soviets were also really into rocket based artillery weapons. Katyusha were the first mass produced self propelled artillery pieces of the Soviet Union, predating the American T34 Calliope rocket launchers and even the famous Nazi Nebelwerfer by two years.&lt;br /&gt;
&lt;br /&gt;
The BM-21 is much like it&#039;s ancestors and is very good at delivering quick, sharp rapid volleys of 122mm rockets very, very quickly. Wikipeida claims that one battalion of eighteen launchers is able to deliver 720 rockets in a single volley, which is enough dakka to impress even an ork. &lt;br /&gt;
&lt;br /&gt;
Keep an eye out for future versions of this thing in Team Yankee, the mad Soviets made a version of this thing airdroppedable and some of it&#039;s rocket payloads IRL include things like AT mines, radio jammers and some HEAT warheads. It also has two descendants with higher caliber:  BM-27 &amp;quot;Uragan&amp;quot; or &amp;quot;Hurricane&amp;quot; (220mm, 1975) and BM-30 &amp;quot;Smerch&amp;quot; or &amp;quot;[[Whirlwind|Whirlwind]]&amp;quot; (300 mm, 1989, but it was perfectly ready for production in 85 with generals struggling to find out what the hell they are going to do with this firepower, so who knows..).&lt;br /&gt;
&lt;br /&gt;
{{Soviet Forces in Team Yankee}}&lt;br /&gt;
{{East German Forces in Team Yankee}}&lt;br /&gt;
{{Polish Forces in Team Yankee}}&lt;br /&gt;
{{Iraqi Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Team Yankee]]&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2601:582:8602:C02A:2030:9E2:9567:C4D6</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=AMX_Auf1&amp;diff=8084</id>
		<title>AMX Auf1</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=AMX_Auf1&amp;diff=8084"/>
		<updated>2019-01-18T19:16:15Z</updated>

		<summary type="html">&lt;p&gt;2601:582:8602:C02A:2030:9E2:9567:C4D6: /* IRL */&lt;/p&gt;
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&lt;div&gt;[[File:TFRAB1-14.jpg|right|300px|thumb|Metal bawks. With big gun.]]&lt;br /&gt;
{{topquote| Ultima Ratio Regum - The last argument of kings|motto engraved on the cannons of King Louis XIV}}&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
[[File:TFRAB1-33.jpg|left|300px|thumb|La Stats Monsieur]]&lt;br /&gt;
&lt;br /&gt;
The AUF1 is the divisional artillery unit for the French Army and totes the 155mm gun, in line with the &#039;totally coincidental&#039; NATO standardizations in caliber going on at the time. You can buy a battery of 3 or 4 AUF1s for 3 points per vehicle or 5 for 16 points which gives you a unit of killing artillery; terrible for smoke and overcosted for pinning infantry but excellent at mashing BMP/BTR companies. 2+ firepower ensures that most things hit, die. Infantry can take a few salvos but should expect light casualties from a single salvo. &lt;br /&gt;
&lt;br /&gt;
Interestingly, AUF1s come with autoloaders which reduces the score to hit by one. This means that there is literally no reason to take 4 AUF1s when 3 will perform the same job equally well, hitting enemies with a -1 modifier to hit (3+ to hit becomes 2+ to hit!). At 9 points for 3 guns hitting with a -1 modifier, it is the most cost-effective 2+ FP artillery piece if you only wish to shell the enemy without bothering about fancy warheads that those silly Americans have. It is a very dangerous gun to ignore, and is guaranteed to vaporize chunks of your enemy&#039;s BMP/BTR blobs. Infantry? Not so much.&lt;br /&gt;
&lt;br /&gt;
Statlines are similar to most other French units, meaning the AUF1 is capable of assaulting enemy units with assault 4+ and counterattack 4+ if you decided your artillery should fix bayonets and charge. They also come with skill 3+, comboing nicely with &#039;shoot and scoot&#039; orders if you would like to break line of sight without losing your firepower. &lt;br /&gt;
&lt;br /&gt;
The AUF1 competes with the AMX-30 and AMX-10s for the light anti-armour role. Even worse, it is the only artillery unit for the French at the moment. It is suitable for defensive and infantry lists, with infantry holding the line while AUF1s gradually pound out sections of the enemy. Armoured lists should take other units however: you are better off spending your points on utility like air defence and recon. &lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
[[File:AuF1 of Saudi Arabia.JPEG|300px|right|thumb|A Saudi metal bawks, inspiring Games Workshop designers worldwide.]]&lt;br /&gt;
It looks like a box on top of a tank chassis and...thats literally what it is. The designers took an AMX-30 hull, glued a 155mm cannon into the deck and gave it some bullet-resistant armor to protect the crew and ammo from shrapnel and small arms fire, birthing a design that belongs in a Big Mek&#039;s werkshop and not an actual military. Looks aside, the AUF1 was a reliable artillery piece for the Cold War. It lacked the more advanced warheads of other well-funded militaries, but a 155mm shell is guaranteed to ruin almost anybody&#039;s day when used correctly.&lt;br /&gt;
&lt;br /&gt;
{{French Forces in Team Yankee}}&lt;br /&gt;
{{Iraqi Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2601:582:8602:C02A:2030:9E2:9567:C4D6</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=2S3_Acacia&amp;diff=1540</id>
		<title>2S3 Acacia</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=2S3_Acacia&amp;diff=1540"/>
		<updated>2019-01-18T19:15:58Z</updated>

		<summary type="html">&lt;p&gt;2601:582:8602:C02A:2030:9E2:9567:C4D6: /* IRL */&lt;/p&gt;
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&lt;div&gt;[[File:2S3 Acacia.jpg|300px|right|thumb|Named after a tree. Will bury you in enough firepower to ensure you&#039;ll become fertilizer for a tree.]]&lt;br /&gt;
The &#039;&#039;&#039;2S3 Akatsiya&#039;&#039;&#039; or &amp;quot;&#039;&#039;&#039;Acacia&#039;&#039;&#039;&amp;quot;, in English, is a self-propelled howitzer used by the Soviet army which was designed to be a direct counter to the American [[M109 Paladin]]. The vehicle is still in-service today with many former-Soviet countries, and their allies.&lt;br /&gt;
&lt;br /&gt;
It&#039;s main gun is a 152.4mm howitzer that has a traditional range of 18.5 kilometers. It also comes with a turret-mounted 7.62mm PKT machine gun for close defense.&lt;br /&gt;
&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
[[File:2S3 Acacia Stat Card.jpg|300px|left|thumb|Da Stats]]&lt;br /&gt;
Now the 2S3 might look like just another [[2S1 Carnation|2S1]], in the same way that we Soviets have 3 different SAM tanks, but looks can be deceiving. &lt;br /&gt;
&lt;br /&gt;
First off, the 2S3 is a lot less mobile than the 2S1 with an inferior cross rating of 4+ and is not amphibious, meaning that this thing is a dedicated backline support platform rather than an assault gun. This shouldn&#039;t really be a problem though as your 152mm Howizer has a range in excess of 7 feet, and the ARTILLERY template does not require Line of Sight so long as you have a spotting team with it (whether a dedicated spotter or a Unit Commander).&lt;br /&gt;
&lt;br /&gt;
The best part of this machine is the Gun, as the armor is lackluster and the AA Machine gun is really just something to make you feel less fucked when infantry ambushes you or some NATO commander calls in a Counter Battery Airstrike. The 152 MM Howitzer&#039;s Firepower Rating of 2+ and Anit-Tank Rating of 4 makes it so basically anything that has the unfortunate luck of ending up underneath its template is most likely going to be wiped of the board, with the possible exception of MBTs. If anything gets close, or you really Really REALLY need to recreate those lovely memories of using an ISU-152 in [[Flames of War]], you can switch to direct fire mode, in which the range drops off to only 16 inches, but the Anti-tank rating goes up to 14, you gain the HEAT, and Brutal special rules, and, most spectacularly, the Fire power increases from its already world beating 2+, to the staggering rating of 1+. That&#039;s right, you can instant kill things with this gun. Fortunately for NATO players, the Soviets are notoriously bad at calling in artillery with their 5+ skill (4+ with observers) which makes things a little easier for you.&lt;br /&gt;
&lt;br /&gt;
And if all that wasn&#039;t enough, you have the option of taking the unique Krasnopol Projectiles. Similar to the Copperhead Rounds available to the [[M109 Paladin|Americans]], the Krasnopol Projectile is a laser guided, indirect fire, anti-tank round. If you have an observer team with Line of Sight to a target, you may choose to fire a Krasnopol barrage rather than a standard fire mission. The Krasnopol projectile has all the benefits of firing an artillery barrage, disregard for line of sight and impacting on the relatively paper thin top armor of enemy vehicles, as well as the benefits of direct fire, i.e. the world ending 1+ firepower. The downside is that you require an Observer team, like the BMP OP, to use the Krasnopol as they have the dedicated laser targeting system, and you don&#039;t get a template, so you cannot wipe out a platoon of infantry in addition to wrecking your targeted tanks.&lt;br /&gt;
&lt;br /&gt;
Only available to the Soviets, the 2S3 comes in platoons of 3 for five points or 6 for ten points. Krasnopol rounds must be purchased separately as an upgrade at 2 points per 3 guns.&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
[[File:2S3 Acacia IRL.jpg|300px|right|thumb|*BEEP* *BEEP* &#039;&#039;BABUSHKA!&#039;&#039; Get out of road!]]&lt;br /&gt;
In 1968 the Soviets realized how completely out classes the 2S1 was by the M109 and began the process of developing something to rival it. The result of this was the 2S3 Acacia, of which around 2500 were produced. &lt;br /&gt;
&lt;br /&gt;
The Acacia has been used in a variety of conflicts throughout history, from the Soviet War in Afghanistan, to the Syrian Civil war, to the War in Donbass, where Acacia&#039;s have been used by both the Ukranians and the Russian backed rebels.&lt;br /&gt;
&lt;br /&gt;
{{Soviet Forces in Team Yankee}}&lt;br /&gt;
{{Iraqi Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2601:582:8602:C02A:2030:9E2:9567:C4D6</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=2S1_Carnation&amp;diff=1517</id>
		<title>2S1 Carnation</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=2S1_Carnation&amp;diff=1517"/>
		<updated>2019-01-18T19:15:23Z</updated>

		<summary type="html">&lt;p&gt;2601:582:8602:C02A:2030:9E2:9567:C4D6: /* IRL */&lt;/p&gt;
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&lt;div&gt;[[File:Carnation.jpg|right|300px|thumb|Bang Bang]]&lt;br /&gt;
{{Topquote|Mother like she belches shell;&amp;lt;br&amp;gt;Glorious it flies, and well,&amp;lt;br&amp;gt;As, with a hissing screaming squall,&amp;lt;br&amp;gt;A roaring furnace, giving all,&amp;lt;br&amp;gt;she sears a path for the infantry….”|leksandr Tvardovskiy, from the poem “Vasily Tyorkin” 1943}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;2S1 Gvozdika&#039;&#039;&#039; or &amp;quot;&#039;&#039;&#039;Carnation&#039;&#039;&#039;&amp;quot; in English, is a self-propelled Howitzer, fielded by the Soviet army. Unlike traditional heavy artillery pieces, the 2S1 uses the hull of an APC as it&#039;s chassis (the MT-LB), affording it amphibious capabilities. It is also fully sealed and comes with an array of sophisticated optics, allowing it to operate in NBC or any other hazardous environment without risk to the crew. The vehicle is used by a variety of former-Soviet states and it&#039;s Communist allies.&lt;br /&gt;
&lt;br /&gt;
The vehicle uses a 122mm howitzer as it&#039;s main gun, with a standard maximum range of 15.3 kilometers. It however, does not come with a turret-mounted or co-axial machine gun, making it vulnerable in close combat with infantry.&lt;br /&gt;
&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
[[File:Carnation Stat Card.jpg|left|300px|thumb|Da Stat Card]]&lt;br /&gt;
The 2S1 Gvozdika or Carnation is the quintessential Soviet artillery unit that serves as your all-in-one for killing and utility artillery. &lt;br /&gt;
&lt;br /&gt;
Equipped with an AT4 FP 3+ template, a salvo of Gvozdika fire can damage soft-skinned vehicles, but does not spare units with top armour 1 like the Leopard 1 and the AMX-30. While the Acacia is preferable when killing dug-in infantry and the BM-21 is preferable for pinning them, the Gvozdika compromises on both aspects and fills up the middle ground. It won&#039;t perform as well as either one, but has the versatility to provide the type of support you need at this precise moment. The Gvozdika is the best option if you need something which fires smoke, with the alternative being heavy artillery pieces like the Acacia and Dana: units which are expensive and should be doing their darnest to kill the enemy, not smoke them to death.&lt;br /&gt;
&lt;br /&gt;
The Gvozdika has 2 frontal armour and 1 above, enough to protect against pesky M113s and mortar based artillery. However, it is still an artillery unit and will die to anything designed to punch through thin armour such as autocannons and light calibre tank guns. &lt;br /&gt;
&lt;br /&gt;
Interestingly, the Gvozdika is one of the only artillery pieces that can actually serve as an assault gun. Used in direct fire, the Gvozdika has slow-firing but can actually fire on the move! The direct fire range is piddly at 24&amp;quot;, but has AT21 and FP2+ with HEAT and brutal: enough to ensure that if something is hit, it will (probably) die. While you won&#039;t be using this for the most part if you are playing a serious game, treat the Gvozdika as a light tank capable of firing artillery. Should the game ever come to a point where artillery is no longer relevant, Gvozdikas can enter the fray and provide a level of firepower that only tanks can match.&lt;br /&gt;
&lt;br /&gt;
A Gvozdika battery can be taken with 3 or 6 guns at two points per vehicle by the East Germans, Soviets and Poles while the Czechs may purchase a battery of three for 5 points or a battery of six for 10 points.&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
[[File:Carnation IRL.jpg|right|300px|thumb|Real life Carnations, blooming in the Russian sun.]]&lt;br /&gt;
&lt;br /&gt;
{{Soviet Forces in Team Yankee}}&lt;br /&gt;
{{East German Forces in Team Yankee}}&lt;br /&gt;
{{Polish Forces in Team Yankee}}&lt;br /&gt;
{{Czech Forces in Team Yankee}}&lt;br /&gt;
{{Iraqi Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2601:582:8602:C02A:2030:9E2:9567:C4D6</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Motor_Rifle_Company&amp;diff=346698</id>
		<title>Motor Rifle Company</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Motor_Rifle_Company&amp;diff=346698"/>
		<updated>2019-01-18T19:14:56Z</updated>

		<summary type="html">&lt;p&gt;2601:582:8602:C02A:2030:9E2:9567:C4D6: /* IRL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{topquote|The Hammer, the Sickle, the AK-47|Ahoy}}&lt;br /&gt;
&lt;br /&gt;
While tanks were the icon of the Warsaw Pact&#039;s militaries, it was the infantry that allowed these tanks to lead feared charges into Western Europe. With hordes upon hordes deployed, the Eastern Bloc often combined Soviet doctrine with training and doctrine from World War 2 or even earlier. For example, Poland&#039;s militaristic culture combined nicely with Communism while the NVA combined Soviet technology to Wehrmacht doctrine and the German reputation for precision. Regardless of their origins and uniforms, the infantry of the Eastern Bloc lacked the advanced technology that defined NATO forces but made up for it with reliable tools in sheer numbers.&lt;br /&gt;
&lt;br /&gt;
Despite having nearly identical equipment, each faction employs its infantry in different roles thanks to the varying lists and stats. &lt;br /&gt;
&lt;br /&gt;
==Motor Rifle Company==&lt;br /&gt;
[[File:Motorrifle Company.jpg|300px|right|thumb|Ivan! Keep up you &#039;&#039;debil&#039;&#039;!]]&lt;br /&gt;
{{topquote|In the Soviet Army, it takes more courage to retreat than to attack.|Iosef Stalin}}&lt;br /&gt;
The base of all Soviet Infantry armed with AK74s for the most part. Additional weapons include PKM light machineguns, RPG-7s and a SA-14 Gremlin AA missile team. The differences in game vary mostly in specializing transport like the VDV with their Hinds and the Hardened veterans of the Afghan wars.&lt;br /&gt;
&lt;br /&gt;
===In Team Yankee===&lt;br /&gt;
[[File:Soviet_MRC.jpg|300px|left|thumb|The Stats. Cyka Blyat?]]&lt;br /&gt;
The motorstrelki have the most options for a singular unit. In addition to additional weapons, you have a choice of three transports: BMP-2s, BMP-1s and BTR-60s. A good PACT player can be told from a great one from how they build their motorized infantry lists. There is no correct answer; each of these units are competitive and have their own niche. While your infantry company WILL overwhelm a NATO platoon in a head-on fight, they require support to get there. All the infantry bases in the world are next to useless when hit by machine gun fire and artillery without cover: smoke, artillery and pinning the enemy are essential to making your motor-rifles work, and also a key reason why PACT forces are far less beginner friendly than NATO units which can mostly function on their own (but not ideally).&lt;br /&gt;
&lt;br /&gt;
While their PACT brethren may have 4+ skill, orders are not totally essential when commanding a solid wall of men. The key stats that make Soviet infantry so deadly in the game is 3+ morale and 3+ rally which allow them to recover from pinning most of the time. This means less time spent hugging the ground and more time to carry out your plan, whether its repelling attacks from a building or slowly advancing with smoke to cover. 3+ counterattack is nice to have, but not required in most game plans.&lt;br /&gt;
&lt;br /&gt;
They might be expensive, but are more versatile and have easy access to BMP-2s across most formations, unlike their PACT comrades.&lt;br /&gt;
&lt;br /&gt;
===IRL===&lt;br /&gt;
[[File:Soveit BMP &amp;amp; Infantry.jpg|right|300px|thumb|Ignore the dust comrade! It will only make you stronker!]]&lt;br /&gt;
Soviet Motor Rifle infantry, known as Motostrelki, were the bread and butter of the Soviet Armed Forces since the reformation of the Red Army into the Soviet Armed Forces in 1946. As the name implies Motorstrelki, or MR as they&#039;re abbreviated to, were all motorized infantry who were to act as the main Soviet force in any conventional or unconventional conflict. Their job would to act tactically as motorized infantry, and on what the Soviets dubbed the &#039;operational&#039; level, a level of warfare between the strategic and tactical levels, help in the exploitation, reinforcement, and line holding duties, alongside supplementing tank units, their all motorized nature allowing them to keep up with the extremely high tempo warfare they had planned on.&lt;br /&gt;
&lt;br /&gt;
Their use in battle was to dismount from their BMP, BTR, and MT-LB vehicles at a few hundred meters from their targets, and advance with their attached tanks at roughly equal pace which should, at least in theory, allow for infantry to keep pace with the tanks, allowing the tanks to cover the infantry, and vice versa with targets being pointed out to the tanks through the use of tracers the Motostrelki are given.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Mot-Schützen Kompanie==&lt;br /&gt;
[[File:Mot-Schützen Kompanie.jpg|300px|right|thumb|&amp;quot;Franz...are we the baddies, again?&amp;quot;]]&lt;br /&gt;
The &#039;&#039;Nationale Volksarmee&#039;&#039; was regarded as the best trained of the Warsaw Pact client states, including both their NCOs and officers who were considered to be a cut above their less motivated allies. Constructed on a base of communist die-hards and reformed ex-Wehrmacht veterans the &#039;&#039;NVA&#039;&#039; combined the traditions of a German Army with battle-tested Soviet doctrine. Armed with their older MPi KM (AKM) rifles, the Mot-Schützen lack the added firepower of the under-barrel grenade launcher of their Soviet comrades (reflected in the stats), though they were known for a greater usage of RPKs in the SAW role (not reflected in the stats).&lt;br /&gt;
&lt;br /&gt;
===In Team Yankee===&lt;br /&gt;
[[File:Mot-Schützen_Kompanie_Card.jpg|300px|left|thumb|The Stat Card...]]&lt;br /&gt;
[[File:TV113.jpg|300px|right|thumb|and the heavy weapons. Achtung!]]&lt;br /&gt;
Like any PACT army, the East Germans have a tendency towards hordes of men and machines, and the Mot-Schützen Kompanie is no different. They are functionally identical to Soviet motorized rifles with identical point costs. However, they gain 4+ skill and drop to 4+ rally: expect them to pass orders most of the time, but they are more vulnerable to being pinned. Experienced players will realize the importance of 3+ rally when their infantry choose to stay pinned instead of moving forward, which is the main issue stopping the East Germans from being strictly better Soviets. Motorschützen also lack 5+ firepower on their assault rifles. Take note of this when planning attacks on entrenched or garrisoned infantry. &lt;br /&gt;
&lt;br /&gt;
The two fundamental parts of your unit are the AKM Teams and your RPG-7 teams, but added weapon teams make this unit more interesting. For 1 point each, you can take an AGS-17 grenade launcher team, up to two Spigot ATGM teams and/or one Gremlin MANPAD team. Considering that you can take smaller infantry companies to bring more heavy weapons to the field, certain units may become redundant. For example, 3-4 companies of Mot-Schützen with Gremlin MANPADs could fill your anti-air role in games with point values below 30. Spigots are not purchasable for BMP mounted troops, as your transports are already capable of firing missiles.&lt;br /&gt;
&lt;br /&gt;
Points cost for the motorschutzen are identical to Soviet motor rifles, including the cost of transports.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===IRL===&lt;br /&gt;
[[File:Mot-Schützen_Kompanie_BTR.jpg|300px|right|thumb|East German tourists, posing for a picture near the border.]]&lt;br /&gt;
One of the smaller armies of the Warsaw Pact the NVA maintained a high level of readiness like their Soviet comrades in the GSFG garrison, ready to mobilize for war within hours, and remember Berlin was split right in half with western armed forces behind the border in east German territory. If war started the first order of business was wiping those troops off the map as-fast-as-possible so they don&#039;t cause trouble. In the event of war, the NVA was to be placed directly into the 5 Soviet Armies of the GSFG, as opposed to their larger allies Poland and Czechoslovakia who would have their own Army-sized units.&lt;br /&gt;
&lt;br /&gt;
You might be wondering why the East Germans have their own infantry models while the other to PACT nations have to make do with painting soviet infantry in different colors.  When the National Volksarmee was formed in the late 1950s, they desperately wanted to prevent their soldiers from looking like Red Army clones, as the atrocities committed against the German people in the closing days of the war by the soviets were still very much in the public consciousness. In an effort to minimize obvious red army influences, many Wehrmacht traditions were transplanted directly into the Volksarmee, such as goose stepping on parade, and peacetime uniforms were almost a direct copy of the ones worn by their fathers, just with communist iconography rather than fascist ones. Their signature helmet was actually a wartime design, trailed in 1943 but never put into service due to the fact that helmet factories would have to have been retooled (it was thought that the West Germans would keep using the stalhelm, so to prevent friendly fire they needed something different).&lt;br /&gt;
&lt;br /&gt;
The Volksarmee was so proud of its direct lineage from the Wehrmacht, that they often accused their western counterpart of &amp;quot;selling out&amp;quot; to the west in general and the Americans in particular, as the Bundeswehr had gone to great lengths to distance itself from the past by adopting American gear like the M1 helmet and by removing almost all of the past Nazi traditons.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Zmotory Kompania==&lt;br /&gt;
&lt;br /&gt;
===In Team Yankee===&lt;br /&gt;
[[File:Slide1.JPG|300px|thumb|left|Polish Stats, towarzysz!]]&lt;br /&gt;
&lt;br /&gt;
The motorized rifle company (zmotoryzowana kompania piechoty) have a very weird place in the Pact forces as having the best statline for frontline troops: resistant to morale shock and pinning but paying for it in points and weak equipment. Notably, your rifle teams don&#039;t have RPG-18s. All anti-tank duties are delegated to your RPG-7 teams, which may or may not be very significant depending on whether you expect your infantry to serve as all-rounders or to fight other infantry for the most part. They do have 4+ skill, which means you should be using orders whenever possible.&lt;br /&gt;
&lt;br /&gt;
As with other PACT forces, try not to have these teams in close combat. You may have plenty of bases, but 5+ assault means you will only land one hit per three teams. &lt;br /&gt;
&lt;br /&gt;
Polish motorized rifles (BTR/OT-64s) may purchase the following heavy weapon teams: 2 Spigot ATGM teams for 2 points each, and an SA-7 Strela team for one point. &lt;br /&gt;
&lt;br /&gt;
Mechanized rifles (BMP-1s/BMP-2s) may purchase only a single SA-7 team, with the BMP-1 mounted team costing 1 point and the BMP-2 mounted team costing 2 points. Companies above the smallest size get 2 PKM LMG teams though, which offer a very solid base of fire that can pin a NATO platoon or shred through [https://www.callofduty.com/ca/en/| doughboys in the open].&lt;br /&gt;
&lt;br /&gt;
Without mass BMP-2s, Polish players are forced to rely on the BMP-1: a decent vehicle, but lacking the AT21 ATGMs that make the BMP-2 so strong. The cost discounts of NVA and Czech riflemen balance this out, something your Poles do NOT get.&lt;br /&gt;
&lt;br /&gt;
However, they do have the best statline second to the VDV if you want your infantry to push forward or just to bog the enemy down without becoming pinned. With 4+ skill and orders, you will have an easier time giving orders to blitz or dig-in and have the required stats to minimize the chances that they will panic and go to ground when hammered by artillery or machinegun fire. 5+ FP means that they excel in close-range firefights against enemy infantry...once you get close enough of course. Use smoke, artillery and cunning plans to ensure that these men can get close and do their job.&lt;br /&gt;
&lt;br /&gt;
A key point with Polish units is that with BMP-1 and BMP-2 mounted infantry, you are paying premium points for the combination of elite infantry and 4+ BMPs with ATGMs. In fact, the maxed out BMP platoons cost 5 points more than their Soviet counterparts. For once you will probably outnumber the enemy by 3 to 2 [https://www.youtube.com/watch?v=epeQwq-aYV0  instead of the usual 40-1 that your Poles are used to]. For those who don&#039;t get the joke, this will be one of the few times the Poles aren&#039;t horribly outnumbered and destroyed.&lt;br /&gt;
&lt;br /&gt;
Mediocre with BMPs, excellent with BTRs/OTs.&lt;br /&gt;
&lt;br /&gt;
===IRL===&lt;br /&gt;
[[File:PolishFlavour1TeamYankee.jpeg|300px|right|thumb|Onwards, when no-one else will!]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Motorizovaná Pěchota==&lt;br /&gt;
&lt;br /&gt;
===In Team Yankee===&lt;br /&gt;
[[File:Slide7.JPG|300px|thumb|left|Onwards, when no one is left!]]&lt;br /&gt;
&lt;br /&gt;
[[File:Slide4.JPG|300px|thumb|right|We are &#039;eavy weapons guys]]&lt;br /&gt;
&lt;br /&gt;
The Motorizovaná Pěchota společnost (motorized infantry company) of the Czechs represent the cheapest infantry one can buy in Team Yankee and interestingly, are the only ones presented as a true conscript force with unmotivated, underequipped soldiers who would rather be getting pissed in babushka&#039;s basement than being shot at by strange men shooting at them with big black cannons. &lt;br /&gt;
&lt;br /&gt;
Unlike their Pact brethren, Czech infantry are atrocious on the offensive. Like the East Germans they have 4+ skill to make use of cover, but their 5+ rally stat mean that once pinned by artillery or machine gun fire, they are going to stay there for 3 turns statistically speaking. &lt;br /&gt;
&lt;br /&gt;
In a firefight, the Czechs are rather mediocre. With their Vz.58 rifles having an 8&amp;quot; range, FP6, and pinned ROF 1, they are incredibly unlikely to actually do any damage once suppressed by artillery or gunfire. They may have the numbers, but they don&#039;t have the guts to actually fire back at the enemy or close in where their ROF3 Vz.58s can do their work. If you don&#039;t run minimum sized companies the Vz.59 LMG team(s) can try to get a few shots off, but you only get one or two depending on your transport choice. &lt;br /&gt;
&lt;br /&gt;
On the attack, a pinned company is a dead company that will fall to machine gun fire, rockets and almost anything that the enemy has to offer. On the defensive? This is where things start to change....&lt;br /&gt;
&lt;br /&gt;
It may seem the Czechs have THE most worthless infantry in the game, which is false thanks to one redeeming factor: cost. While your infantry won&#039;t make their points back against all but the worst opponents, infantry in Team Yankee are still the toughest units to dislodge when &amp;lt;s&amp;gt;hiding in&amp;lt;/s&amp;gt; taking bulletproof cover. And with skill 4+ you stand a decent chance of digging in. Taken as a single allied company, your conscript horde will HOLD the objective. Any player who has tried to repel dug-in British infantry will give horror stories of these troops gunning down all who tried to get close, before tearing through their men with 3+ assault. NATO players can look forward to sharing their own story, where an objective was protected by 7-21 bases of dug-in infantry. Your dug in infantry company can literally outlast your opponents, having enough bodies that it becomes a mathematical impossibility to capture objectives unless all firepower is focused on killing the defending company. The body-blocking tactics are a possibility with Czech players thanks to their discounts.&lt;br /&gt;
&lt;br /&gt;
You can pay 1 or 2 points for a single stand of AGS-17 grenade launchers and/or SA-7 AA missiles per company with a transport for each team, with the BMP-2 mounted teams costing more. OT-64 mounted infantry also have the option of taking up to 2 stands of AT-4 ATGM for 2 points per team and transport. If you are attacking then these are just extra points for a single stand that will probably spend most of the game moving or pinned down. On the defense the AT-4 ATGM teams, while pretty mediocre, at least mean the enemy can&#039;t ignore the company until it is convenient for him to close in, but taking them nullifies any points you saved by not bringing BMPs. Take any points you were considering investing in the AGS-17 and/or SA-7 teams and just bring [[ZSU 23-4 Shilka|Shilkas]]&lt;br /&gt;
&lt;br /&gt;
With BTR-60 and OT-64 mounted infantry you can purchase a 4 point company with 4 rifle teams and 3 RPG teams mounted in 4 vehicles, an 8 point company with 7 rifle teams, 6 RPG teams and 1 LMG team with 8 vehicles, or 13 points gets you 10 rifle teams, 9 RPG teams and 1 LMG team with 11 vehicles. The BTR-60 is slightly less likely to get stuck in terrain, where the OT-64 is can dash a few inches more.&lt;br /&gt;
&lt;br /&gt;
BMP-1 mounted infantry can get a 5 point company with 4 rifle teams and 3 RPG teams mounted in 4 BMP-1s, a 10 point company with 7 rifle teams 6 RPG teams and 2 LMG teams mounted in 9 BMP-1s, or a 12 point company with 10 rifle teams 9 RPG teams and 2 LMG teams mounted in 12 BMP-1s.&lt;br /&gt;
&lt;br /&gt;
BMP-2 mounted infantry can get a 7 point company with 4 rifle teams and 3 RPG teams mounted in 4 BMP-2s, a 13 point company with 7 rifle teams 6 RPG teams and 2 LMG teams teams mounted in 9 BMP-2s, or an 18 point company with 10 rifle teams 9 RPG teams and 2 LMG teams mounted in 12 BMP-2s.&lt;br /&gt;
&lt;br /&gt;
===IRL===&lt;br /&gt;
[[File:CzechFlavour1TeamYankee.jpeg|300px|right|thumb|KSC men looking badass, proper firing posture not included.]]&lt;br /&gt;
Probably the most rebellious nation in the Eastern Bloc, Czechoslovak forces were generally quite displeased at being on the Soviet Union&#039;s side, especially after the Soviet invasion during the Prague Spring. There was a good degree of mutual animosity between the Soviet Union and Czechoslovakia, so Czechoslovak forces had limited access to or desire to use Soviet gear, often preferring local designs. Humorously enough prior to the 1960s Czech motor rifles would actually be found riding in the German designed SdKfZ 251 half track of World War 2 fame, as these were already in production in Czechoslovakia and they didn&#039;t want to switch to making Soviet gear.&lt;br /&gt;
{{Soviet Forces in Team Yankee}}&lt;br /&gt;
{{East German Forces in Team Yankee}}&lt;br /&gt;
{{Polish Forces in Team Yankee}}&lt;br /&gt;
{{Czech Forces in Team Yankee}}&lt;br /&gt;
{{Iraqi Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Team Yankee]]&lt;/div&gt;</summary>
		<author><name>2601:582:8602:C02A:2030:9E2:9567:C4D6</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=BMP&amp;diff=76904</id>
		<title>BMP</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=BMP&amp;diff=76904"/>
		<updated>2019-01-18T19:14:35Z</updated>

		<summary type="html">&lt;p&gt;2601:582:8602:C02A:2030:9E2:9567:C4D6: /* IRL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Boyevaya Mashina Pekhoty&#039;&#039;&#039; or &amp;quot;&#039;&#039;&#039;BMP&#039;&#039;&#039;&amp;quot; for short, is a series of simple but reliable Infantry Fighting Vehicles produced by the Soviet Union, and notable for being the first type of its class. Its main gun changed over time, but a consistent trademark was an ATGM (at least, for Soviet crews) in combination with a lighter vehicle weapon that could target vehicles and infantry.&lt;br /&gt;
&lt;br /&gt;
The vehicle combines the role of a light tank and APC, allowing it to transport troops and reliably support them in combat roles at the same time.&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
&lt;br /&gt;
===BMP-1===&lt;br /&gt;
[[File:BMP-1 Stat Card.jpg|300px|left|thumb|]] [[File:BMP-1.jpg|300px|right|thumb|BMP - 1]]&lt;br /&gt;
The BMP comes in two different flavours for the motor-rifle company; the anti-armour BMP-1 and the autocannon toting BMP-2. Both have the traditional national profiles, with Soviet crews having superior discipline while EG crews are capable of performing orders with some reliability. &lt;br /&gt;
&lt;br /&gt;
For all purposes; the BMP-1&#039;s Sagger missile is largely irrelevant thanks to its feeble AT19 being rather useless unless popping non-tank vehicles from a distance. However, the BMP-1 distinguishes itself from the rest of the Soviet mechanized fleet by providing cheap, massed 3+ FP. While incapable of defeating tanks, its raw stats can comfortably destroy literally anything else with enough shots. Ultimately, a solid anti-armour vehicle suited to probing weak points in the enemy line, flanking and engaging enemy soft-skins. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Do note that with the shift in NATO meta to light tanks like the [[AMX-30]] and [[Leopard 1]], BMP-1s may re-enter the meta as a cheap counter: your Saggers WILL go through their frontal armour instantly, replacing the BMP-2 as the frontline IFV of choice.&lt;br /&gt;
&lt;br /&gt;
===BMP-1 Recon===&lt;br /&gt;
&lt;br /&gt;
The BMP-1 Recon platoon is an active recon unit that expands your deployment zone and packs the same armaments as its groundfighting counterpart.&lt;br /&gt;
&lt;br /&gt;
While Soviet players would probably find the BMP-2 to be better for armed recon, BMP-1s allow you to bring light HEAT weapons to the field in small numbers. For one point per vehicle in a platoon of 2-4, you are paying NATO costs for recon without the scout ruling. In most cases, you will have the option to field even more BMP-2s through your motorized infantry. Complementing your autocannons with some 73mm cannon support, killing whatever is too dangerous to risk a remount.&lt;br /&gt;
&lt;br /&gt;
East German, Polish and East German players will find that the BMP-1 is the total opposite of the [[BRDM-2]]: it costs twice the price but has the muscle to punch through light vehicles. This is a case where units are chosen by playstyle: neither is an amazing unit and both have their pros and cons but are a totally essential component of any list, competitive or casual.&lt;br /&gt;
&lt;br /&gt;
===BMP-1 OP (Observation Post)===&lt;br /&gt;
[[File:TS117.jpg|300px|left|thumb|]] &lt;br /&gt;
The BMP-1 OP is dedicated artillery spotter available to all PACT forces and can only be purchased as an attachment to an artillery battery.&lt;br /&gt;
&lt;br /&gt;
Equipped with a PKT machine gun, the BMP looks identical to a regular BMP-1 with the turret housing improved optics for observation instead of a cannon, with a machine gun for self-defence against infantry. In addition to improving calls for fire by one, you also get an additional unit leader which can designate targets for fire. &lt;br /&gt;
&lt;br /&gt;
While it is highly recommended in all PACT artillery units but the Dana, it is absolutely essential for the Soviets if their list includes artillery. With 5+ skill, you WILL fail calls for fire when using your illiterate platoon commanders coordinate with the artillery. 4+ skill may not be &#039;good&#039; in the slightest, but it is the only way for your artillery to have even a modicum of reliability.&lt;br /&gt;
&lt;br /&gt;
You may purchase a BMP-1 OP for one point with any artillery battery.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===BMP-2===&lt;br /&gt;
[[File:BMP-2 Stat Card.png|300px|left|thumb|]] [[File:BMP-2.jpg|300px|right|thumb|BMP - 2]]&lt;br /&gt;
On the other hand, the BMP-2 pays a price premium for a more versatile kit. Toting an AT21 ATGM and a 3/2 ROF autocannon, it has a weapon for every situation. While autocannons may be poor choices to kill, they can force mass bails with many failed FP tests. They fare rather poorly against infantry as well, lacking the LAVs&#039; ROF 3 on the move. Their autocannons do boast anti-helicopter though, so you could use them as part of your AA net if needed. Unique to the game, the BMP-2 provides a cheap source of mechanized, massed ATGM fire. As expected, these are best used in a defensive role to trade against enemy tanks. &amp;lt;s&amp;gt;With NATO&#039;s firepower advantage, expect to take losses before firing a volley of missiles.&amp;lt;/s&amp;gt; A versatile unit capable of handling any situation, but expensive.&lt;br /&gt;
&lt;br /&gt;
Looking at the armament, you might consider the BMP-2 a squishier, faster and cheap ATGM carrier: it may be expensive for a transport but holy shit, is it cheap for an ATGM carrier. Positioned on open ground in the greatly feared &#039;parking lot&#039; formation, it is literally impossible for NATO units to trade effectively in a head-on engagement. The BMP-2 may be expensive, but its also the most cost-effective transport: unlike NATO transports which only carry ATGMs if the infantry are sacrificed to the Machine God, Soviet transports have free ATGMs capable of popping a Leopard 2 in numbers. A very dependable unit for your arsenal.&lt;br /&gt;
&lt;br /&gt;
Like most &#039;light&#039; vehicles, this unit is hard countered by heavy artillery like the 2S3 Akatsiya and the M109. Expect a parking lot to dish out horrendous damage, but also vapourize if hit by 155mm artillery.&lt;br /&gt;
&lt;br /&gt;
===BMP-2 Recon===&lt;br /&gt;
[[File:TS111.jpg|300px|left|thumb|]] &lt;br /&gt;
The BMP-2 Recon platoon is a unique unit to the Soviets in their battalions and can be taken in the Recon slot, alongside the BMP-1 and BRDM-2.&lt;br /&gt;
&lt;br /&gt;
For 1.5 points per unit, you can purchase a platoon of BMP-2s with 2 or 4 vehicles. As with the BMP-1 Recon, you are paying a premium over the BRDM-2 for superior armaments. Spearhead is essential, and autocannons are weapons which excel at close range where they can punch through the side armour of some tanks like the Chieftain: you do NOT have HEAT, and your AT is enough to comfortably go through all light vehicles and have a chance of bailing tanks. However, a player wishing to get autocannons close in would probably just deploy a company of Motorstrelki in the expanded deployment zone and toss their BMP-2s into the fray.&lt;br /&gt;
&lt;br /&gt;
A passable option for some players, but somewhat redundant in a Soviet list.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Warsaw Pact variants===&lt;br /&gt;
Unlike Daddy Gorbachev&#039;s fighting men, Warsaw Pact nations do not get access to mass BMP-2s. Only one BMP-2 mounted infantry company may be purchased in a motor-rifle battalion. More importantly, tank battalions may NOT bring BMP-2 mounted infantry: they may only take BMP-1s, BTR-60s or OT-64s depending on the list.&lt;br /&gt;
&lt;br /&gt;
4+ skill in the PACT nations synergizes with multiple small units of BMPs, blitzing into range and using their cannons or ATGMs against light armour. Polish and East German BMP mounted troops share the same cost as the Soviet list.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, the BMP-2 is an undercosted and deadly vehicle that punches FAR beyond its weight. Highly recommended, if you are playing a mechanized (BMP) infantry list. The cost discounts and stat buffs make these units even more dangerous than their Soviet counterparts...with the limit of only one company of them. &lt;br /&gt;
&lt;br /&gt;
Otherwise, the BMP-1 is a vehicle that can go toe to toe with anything but the latest NATO main battle tanks. It might have a weak-ish missile and an outdated gun, but it&#039;s only a little more expensive than a BTR. Consider your list building needs before writing either unit off: PACT players do not have the chance to count on overpowered units to save their poor list building choices and really do have to know their units and roles inside out to play properly.&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
The [[wikipedia:BMP-1|BMP-1]] was a revolution in armored warfare as it pioneered the Infantry Fighting Vehicle, combining the Armored Personnel Carrier with the light [[tank]] to create a vehicle that could not only safely carry troops under fire, but also use its own firepower to support them. Armed with a 73mm cannon, the BMP wasn&#039;t expected to take out enemy tanks on its own, but it was formidable enough to threaten enemy infantry and light vehicles. In particular, the BMP was designed specifically to be radiation-shielded so that in the event of a nuclear attack, Soviet infantry could still advance in hazardous conditions. Created in the 1960s, the BMP-1 was eventually succeeded by the BMP-2 in 1980, which replaced the 73mm cannon with a 30mm autocannon. The BMP seemingly has major flaw in the fact that the rear doors are the fuel tanks, but this is not exactly true. You see, the BMP has a main tank in the hull, the door tanks are used for road marches and long range non combat movement and are supposed to be cut off from fuel lines, drained and filled with sand before operations, for extra protection and fire safety, a standard practice in soviet vehicles and their limited spaces, yet not exactly mastered when used by someone who received them from abroad: there is a story of entire Egypt tank company abandoning their tanks during Six-Day War because they used internal tanks for the march instead of outer ones and were caught with their pants down when the actual fighting begun. The BMP-1 has terrible elevation meaning if anyone is high enough the vehicle can&#039;t shoot them. The BMP-2 uses a 30mm cannon to fix the elevation issues.&lt;br /&gt;
&lt;br /&gt;
Oh and if the BMP looks a bit familiar to you Imperial Guard treadheads, yes, it was indeed the inspiration behind the [[Chimera]] (though the firing ports with pre-installed guns are obviously from &amp;quot;Bradley&amp;quot;). And by &amp;quot;inspiration,&amp;quot; we mean that (in true GW fashion) if there was a company that made 28mm BMP models you would be able to proxy them for Chimeras almost perfectly, as there really isn&#039;t any appreciable difference between the two vehicles. &lt;br /&gt;
&lt;br /&gt;
{{Soviet Forces in Team Yankee}}&lt;br /&gt;
{{East German Forces in Team Yankee}}&lt;br /&gt;
{{Polish Forces in Team Yankee}}&lt;br /&gt;
{{Czech Forces in Team Yankee}}&lt;br /&gt;
{{Iraqi Forces in Team Yankee}}&lt;br /&gt;
[[Category:Team Yankee]]&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2601:582:8602:C02A:2030:9E2:9567:C4D6</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=BTR-60&amp;diff=77012</id>
		<title>BTR-60</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=BTR-60&amp;diff=77012"/>
		<updated>2019-01-18T19:14:22Z</updated>

		<summary type="html">&lt;p&gt;2601:582:8602:C02A:2030:9E2:9567:C4D6: /* IRL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:BTR-60.jpg|300px|right|thumb|You see comrade, armor can be on wheels too (not really, that thing can be penetrated with 0.50 cal)]]&lt;br /&gt;
The &amp;quot;&#039;&#039;&#039;Bronetransportyor-60&#039;&#039;&#039; or &amp;quot;&#039;&#039;&#039;BTR-60&#039;&#039;&#039;&amp;quot; for short is an 8-wheeled Armored Personnel Carrier used by the Soviet Union. First pressed into service on 1959, the APC piloted by two crewmen and can transport upto 12 soldiers. Additionally, despite it looking particularly bulky, it still had amphibious capabilities and was pretty fast for a transport, so it was capable of mounting a lightning water-borne assault, or run around the area doing scout runs, with ease.&lt;br /&gt;
&lt;br /&gt;
As it was only designed to transport troops, it&#039;s armaments only consist of a turret-mounted 14.5mm heavy machine gun and a co-axial 7.62mm medium machine gun, with the soldiers inside providing the rest of the firepower needed to take out anything &amp;lt;s&amp;gt;with more armor than a scout car&amp;lt;/s&amp;gt; KPVT loaded with armor-piercing rounds had a chance of penetrating the 30mm front aluminium armor of early M2s at the distance of 500m, one of the reasons those were upgraded to M2A2; meeting anything heavier on the battlefield face to face is a death sentence for BTR-60 (and any BTR, really) unless infantry can take it out. It&#039;s armor can also deflect small-arms, but is incapable of reliably protecting it against anything larger than a .50 caliber round from a front (9mm, but it&#039;s angled) and can be penetrated with an armor-piercing rounds from 7.62mm machine guns at close distances from the side, having only 7mm of steel between the transported soldiers and horrors of the battlefield.&lt;br /&gt;
&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
[[File:BTR-60 Stat Card.jpg|300px|left|thumb|Da Stats Comrade]]&lt;br /&gt;
Rather realistically, the BTR-60 is portrayed as a rather useless vehicle outside of its designed role. With only a single point of armour on the front and a single KPVT machine gun with AT5, it has a specific job: battle taxi-ing. While the BMP and  M113 have decent stats, it detracts from the idea that the FIRST job of these vehicles it to ferry troops to the battlefield, safely. The BTR fulfils this role handsomely.&lt;br /&gt;
&lt;br /&gt;
While its stats might be mediocre, the BTR comes in droves. Much like their untermensch passengers, your BTRs can comfortably outnumber the enemy 2-1 at the very least. Employed as suicide units, BTRs have a role as meatshields. Rushing forward and threatening your opponent’s vulnerable artillery pieces or support units, it forces the enemy to spend a whole turn wasting their anti-armour firepower on these things. If ignored, massed AT5 fire is capable of causing surprising damage to M109s or anything lighter. Even FV432s and M113s need to take note, as they are vulnerable to mass bails from side shots. They may have the armour of a scarf but the gun works almost like an autocannon.&lt;br /&gt;
&lt;br /&gt;
Situationally, players may use the BTRs as roadblocks. After death, they provide bulletproof cover and concealment.&lt;br /&gt;
&lt;br /&gt;
But cost-wise, the BTR is effectively free! BTR companies are taken for the infantry, with the APCs essentially coming free. This means that if the BTRs can actually kill units of value such as infantry, anti-air or artillery you are getting additional value on top.&lt;br /&gt;
&lt;br /&gt;
As always, Soviet stat lines and unit sizes make them rather reliable troops (if incapable of understanding your orders).&lt;br /&gt;
&lt;br /&gt;
East German, Polish and Czech infantry may bring the BTR-60 as a transport that play almost identically to the Soviet equivalent, apart from their 4+ skill.&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
[[File:BTR-60PB, 14 November 1984.jpg|300px|right|thumb|It looks like little &#039;&#039;mysh&#039;&#039; no? (&amp;quot;uh whats a &#039;&#039;mysh&#039;&#039;?&amp;quot; &amp;quot;Mouse you silly American &#039;&#039;Ay&#039; Blyn&amp;quot;&#039;&#039;)]]&lt;br /&gt;
The BTR-60 is long since retired from active service with the Russian military and almost all Soviet successors but the rugged design has kept it in service with many poorer nations around the world. It is currently used for border patrols in Russia. By the 1980s USSR forces stationed nearest to the Iron curtain were using the BTR-70 so it should actually be with East Germany while the BTR-70 units serve Russian forces as West German group got the very best toys and BTR-80 only entered production in 1986.&lt;br /&gt;
&lt;br /&gt;
{{Soviet Forces in Team Yankee}}&lt;br /&gt;
{{East German Forces in Team Yankee}}&lt;br /&gt;
{{Iraqi Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2601:582:8602:C02A:2030:9E2:9567:C4D6</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=T-72M&amp;diff=463297</id>
		<title>T-72M</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=T-72M&amp;diff=463297"/>
		<updated>2019-01-18T19:13:54Z</updated>

		<summary type="html">&lt;p&gt;2601:582:8602:C02A:2030:9E2:9567:C4D6: /* IRL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:T-72M_Picture.jpg|300px|right|thumb|Green and mean.]]&lt;br /&gt;
The T-72M was the export variant of the Russian [[T-72]], sitting somewhere between the base &amp;quot;T-72 Ural&amp;quot; variant and the first upgrade &amp;quot;T-72A&amp;quot;, it lacks the turret and glacis composite armour layers of her Russian brother and instead uses a form of spaced armour. Iraqi built T-72Ms became widely known for a shockingly poor showing in the hands of the Iraqi Rebublican Guard during the first Gulf War. Whether the tank&#039;s poor reputation is a fault of the design, its users or just its age as a tank, its mobility and the brute power of the 125mm 2A46 gun cannot be disregarded entirely.&lt;br /&gt;
&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
[[File:T-72M_Stat_Card.jpg|300px|left|thumb|The Stat Card]]&lt;br /&gt;
The more advanced tank option for East German commanders, the T-72M is a pretty decent option for those who want to bury their enemies in steel, but also want a tank that isn&#039;t older than their &#039;&#039;Opa&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
The T-72M has the exact same armament as its Soviet model, so this might get a bit repetitive. The T-72M mounts a 125mm 2A46 gun which is quite capable of brutalizing early model NATO Main Battle tanks and stands a decent chance of damaging later models with it&#039;s AT value of 21, and with the FP of 2+, practically anything you penetrate you are going to blow up. It&#039;s also rather good at dealing with unarmored targets like infantry and light vehicles as the Brutal rule means that they have to re-roll their successful saves. The T-72M can fire on the move with near-impunity as the stabilizer negates the negative effects of moving, and the laser range-finder negates the penalties of firing at extreme range. The only downside is the fact that the 2A46 only has a ROF of 1, both halted and on the move, which means that you must mass tanks to mass fire. Oh, there is also a pair of machine guns; one 12.7mm AA mounted on a pintle and a 7.62mm mounted coaxially.&lt;br /&gt;
&lt;br /&gt;
As for the armour, well let&#039;s just say that it isn&#039;t great. The frontal armour of the T-72M is 15, one better than the T55AM2 and the exact same as the M60 Patton. The T-72M will have a very difficult time dealing with Dedicated AT Weapons, especially HEAT shells as they don&#039;t lose penetration at extreme distances, although your okay-ish side armour of 8 does get a boost against them with Bazooka Skirts bumping the value up to 10. Notably, however, the armour is only one worse than the composite version. &lt;br /&gt;
&lt;br /&gt;
T-72M Panzer Kompanies starts out with three tanks costing a total of 7 points. After that, you may add any number of vehicles to the unit up to a grand total of 10 T-72Ms, with every extra tank costing you an additional 4 points (so a max of 35). Yes this does mean that if you were using [[T55AM2]]s you could have twice the tanks for the same price, but you sacrifice a lot for that cheapness, so think about it before you join the Zerg rushing hordes.&lt;br /&gt;
&lt;br /&gt;
==Polish Variant==&lt;br /&gt;
[[File:Slide2.JPG|300px|left|thumb|Polish Stats, towarzysz!]]&lt;br /&gt;
The Polish T-72M is a more offensively option for the prospective commander compared to the T-55AM2, with only one more point of armour and a tank capable of punching through M1 Abrams or Leopard 2s at close range when fired en-masse.&lt;br /&gt;
&lt;br /&gt;
For a handful more points, your Polish tank company gains 3+ courage and remount over the East German version. However, the T-72M has the same problem as the T-55AM2: it does NOT survive if an enemy touches it. At 15 frontal armour, you have a chance against LRACs and RPG-17s but not much else. The T-72M serves as the most powerful offensive tool the Poles can bring to the table alongside the Mi-24W Hind. For only a handful more points than the East German version, your stats become much better suited for mine-clearing. Remount remains irrelevant since most hits will result in kills, but 3+ courage gives you some very nice utility when building an offensive tank list.&lt;br /&gt;
&lt;br /&gt;
The Polish T-72M company may bring up 3 T-72Ms for 7 points, up to 10 for 37 points.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Czech Variant==&lt;br /&gt;
[[File:Slide3.JPG|300px|left|thumb|]]&lt;br /&gt;
Thought an even cheaper version of the T-72M would be worse? Think again. &lt;br /&gt;
&lt;br /&gt;
It may have the worst statline of the T-72 family with 5+ remount and courage, but who cares? With 15 frontal armor you rarely need to roll for them. What makes this unit possibly the strongest variant is 4+ skill combined with the low cost. You can run them in units of 3 to 10 tanks, and a minimum sized unit gives you a discount. Starting at 2 points per tank with a minimum sized unit and costing 3 points per additional tank. The Czech T-72M has the cheapest bang for your buck. Your individual units may be rather shit, but the discount for a minimum sized unit allows for a decent alpha strike using MSU (multiple small units) if you don&#039;t mind giving up the kill points. If one goes down, there&#039;s another to take its place and a brutal, AT21 gun is still a very dangerous weapon: scary against tanks at close, scarier against entrenched infantry (because of how many more tanks you can bring from the discount).&lt;br /&gt;
&lt;br /&gt;
Unlike your infantry, T-72Ms are squishy and are pretty unlikely to survive after being hit by ATGMs. The fact that they will instantly blow up when touched by dedicated anti-tank weapons like cannons or Milans. All T-72Ms suffer from this flaw, making the Czech version the best since stats like courage, morale and remount become less relevant: this unit dies too quickly to even test these stats. You are investing all your points into firepower: combined with the discount, you can bring the most tanks to the field without compromising on special rules (brutal) or firepower (T-55AM2).&lt;br /&gt;
&lt;br /&gt;
You start with companies of 3 tanks at 6 points, up to 10 T-72Ms for 27 points.&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
[[File:T-72M Photo.jpg|right|300px|thumb|Mine plough? Nein, panzer bayonet genosse!]]&lt;br /&gt;
A lot of what can be said about the [[T-72]] apply&#039;s to the M version as well. The T-72M was the export version of the T-72 and it was cheaper to produce and less effective then the normal T-72. It had thinner armor and downgraded weapons systems. Both these traits show up in Team Yankee as the T-72M has 1 less front armor and anti tank on there main guns then the T-72&#039;s used in the Russian army proper. These export tanks are sometimes called &amp;quot;Monkey model&amp;quot; however, keep in mind that we in the west get that title from a soviet defector so take that name with a grain of salt. The Soviets did this for two reasons. One: the further away from mother Russia a tank got, the more likely it was that the Dratted Capitalists would get there hands on one(which happened NTC operates several T-72). Imagine if a tank like the T-72 got sold to Iraq, it would be far easier for the Americans to get there hands on one and reverse engineer it, and if they did they would get an idea of Soviet Equipment that was worse then what the top of the line stuff could do. It&#039;s why they NEVER did sell or export any of the top of the line T-80&#039;s until the union fell apart. Second was of course cost, the Soviet Union is massive, and they need to keep the good equipment for their soldiers. &lt;br /&gt;
&lt;br /&gt;
This T-72M however is the East German T-72M which has been fiddled with a bit, Wiki claims with Rubber Skirts, Smoke grenades and 16 additional millimeters of armor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{East German Forces in Team Yankee}}&lt;br /&gt;
{{Polish Forces in Team Yankee}}&lt;br /&gt;
{{Czech Forces in Team Yankee}}&lt;br /&gt;
{{Iraqi Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2601:582:8602:C02A:2030:9E2:9567:C4D6</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=T-62M&amp;diff=463030</id>
		<title>T-62M</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=T-62M&amp;diff=463030"/>
		<updated>2019-01-18T19:13:28Z</updated>

		<summary type="html">&lt;p&gt;2601:582:8602:C02A:2030:9E2:9567:C4D6: /* IRL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TAARBX07c.jpg|300px|thumb|right|Dedushka has told me stories, such stories...]]&lt;br /&gt;
&lt;br /&gt;
What&#039;s this? A preview for oil wars? ALL RIGHT THEN!&lt;br /&gt;
&lt;br /&gt;
Like the [[T55AM2]] the T-62M is an old tank dug up from the endless Soviet inventory of old war machines and upgraded to stand an actual chance on the modern battlefield (but not from deep within the inventory, that would be T34s). With bolt on BDD armor panels on the turret and hull, new side skirts, and improved fire control systems It can still hold its own against all but the latest models of main battle tanks. Armed with a 115mm 2A20 smooth bore gun, this old girl can still dish out the damage weather it be traditional munitions or even ATGMs.  &lt;br /&gt;
&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
[[File:T-62M-web-05.jpg|300px|left|thumb|Da Stats, Comrade!]]&lt;br /&gt;
If you some how wanted to cram even more tanks into a Soviet armored list, buddy have I got the tank for you.&lt;br /&gt;
&lt;br /&gt;
The T-62M shares the armor values of T-55AM2, with a front armor of 14,side of 9 and a top armor of 2, and should be played in a similar manner. If anything serious notices you, you are most likely going to lose a tank or three. You do get the benefits of bazooka skirts though so light man portable anti tank weapons will have a slightly harder time trying to kill you. &lt;br /&gt;
&lt;br /&gt;
The primary difference between the T-62M and the T-55AM2 is the gun. While the T-55 struggles how to deal with modern tanks, T-62M&#039;s 115mm 2A20 gun has an AT of 21, just enough to deal with those pesky 18 front armor tanks, and will punch right through the sides. The 2+ firepower rating guarantees that you will be demolishing your targets with almost every penetrating hit. You also get the AT-10 Stabber missile which has an extra 16 inches of range over conventional munitions but has of Firepower Rating of 3+ but you do get the &#039;&#039;Guided&#039;&#039; and &#039;&#039;HEAT&#039;&#039; rules. Unlike the other Soviet guns though, you don&#039;t get the &#039;&#039;Brutal&#039;&#039; rule so you probably would be better off using your MGs against infantry and unarmored vehicles.&lt;br /&gt;
&lt;br /&gt;
T-62M battalions start at 3 tanks for 8 points and for every tank you then add tack on another 3 points to a limit of 10 tanks which tops out at 32 points. ATGMs will cost you 2 points to equip you battalion, which means that they get proportionally less expensive the more tanks in your battalion.&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
[[File:T-62M main battle tank Russia Russian army defense industry military technology 640 001.jpg|300px|right|thumb|The Russians were still using this in 2008]]&lt;br /&gt;
&lt;br /&gt;
If the T-55 is the GLORIOUS WORKERS TANK, the T-62 is it&#039;s lesser known peasant cousin nobody likes to talk about. Its record in Soviet and Russian service is rather patchy (they lost over 300 of these tanks in Afghanistan), it didn&#039;t sell well to foreign nations, and it&#039;s notable as the last Soviet MBT design to not include an autoloader. The T-62 is really the forgotten tank, never reaching the numbers of the T-55 and not as advanced or notable as the T-64. What&#039;s really interesting about it however, isn&#039;t what the Soviets did with it (Which is make a bazillion different T-62M variants with wildly differing amounts of modernizing), but what everyone else did with it. That said, some of the soviet variants are pretty crazy, ranging from firefighting vehicles to a tank destroyer model that ditched the gun for a shitload of ATGMs. &lt;br /&gt;
[[File:Impuls2m.jpg|300px|left|thumb|The Russian firefighting variant, better known as the Impuls-2M. It&#039;s basically an MLRS that launches firefighting chemicals]]&lt;br /&gt;
&lt;br /&gt;
The Egyptians bought it, and in the 80&#039;s took out the 115mm gun for a 105mm L7. The Israelis did similar modifications around the same time to captured T-62&#039;s and 62M&#039;s. Every Warsaw Pact country but Bulgaria ignored it, as the improvements the T-62 offered over the T-54/55 were rather marginal for double the cost. Bulgaria also created a firefighting vehicle variant. Angola, some middle eastern nations like Syria, and a some communist nations in Asia and Africa bought them as well as Cuba. The Chinese stole tech out of the T-62 for their own Type-69 MBT, based on a captured vehicle they got during the Sino-Soviet Border Skirmishes. The Type-69 is interestingly enough a small improvement on the Type-59 which is a copy of the T-54A, but that&#039;s a long story you should look up on your own. But the really really crazy stuff comes from the North Koreans. &lt;br /&gt;
&lt;br /&gt;
The North Koreans have what I can only describe as a fetish for the T-62. Such a fetish in fact, that they christened it the Chonma-ho II when they imported it. Why II? Because they already had a Chonma-ho I. The Chonma-ho I is the T-62, but with thinner armor. It&#039;s an exact copy in almost every way, except &#039;&#039;somehow worse&#039;&#039;. Just to make things more confusing, there&#039;s two different Chonma-ho II&#039;s, with the second (I&#039;ll call it the &#039;II 2&#039;) being an upgrade of the I, so there&#039;s that. The III is just a II 2 with a barrel heat shroud and sideskirts, so it&#039;s a T-62M but still worse. The IV, V, and VI models are basically just I&#039;s and II 2&#039;s with modernized fire control, ERA and Applique armor (IV,) a IV with a 125mm gun from the T-72 (V), and the V with rubber all over it to deal with tandem warheads somehow (VI). The North Koreans also like to put Strela-2&#039;s and Strela-3&#039;s on the turrets of these things, and even have another variant for a command tank that doesn&#039;t even have a main gun. All in all, they have something like 1,500 T-62 and T-62 derivatives, all together.&lt;br /&gt;
&lt;br /&gt;
If Battlefront ever adds North Koreans, expect a load of upgrade sprues.&lt;br /&gt;
&lt;br /&gt;
{{Soviet Forces in Team Yankee}}&lt;br /&gt;
{{Iraqi Forces in Team Yankee}}&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2601:582:8602:C02A:2030:9E2:9567:C4D6</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=T-62M&amp;diff=463029</id>
		<title>T-62M</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=T-62M&amp;diff=463029"/>
		<updated>2019-01-18T19:13:13Z</updated>

		<summary type="html">&lt;p&gt;2601:582:8602:C02A:2030:9E2:9567:C4D6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TAARBX07c.jpg|300px|thumb|right|Dedushka has told me stories, such stories...]]&lt;br /&gt;
&lt;br /&gt;
What&#039;s this? A preview for oil wars? ALL RIGHT THEN!&lt;br /&gt;
&lt;br /&gt;
Like the [[T55AM2]] the T-62M is an old tank dug up from the endless Soviet inventory of old war machines and upgraded to stand an actual chance on the modern battlefield (but not from deep within the inventory, that would be T34s). With bolt on BDD armor panels on the turret and hull, new side skirts, and improved fire control systems It can still hold its own against all but the latest models of main battle tanks. Armed with a 115mm 2A20 smooth bore gun, this old girl can still dish out the damage weather it be traditional munitions or even ATGMs.  &lt;br /&gt;
&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
[[File:T-62M-web-05.jpg|300px|left|thumb|Da Stats, Comrade!]]&lt;br /&gt;
If you some how wanted to cram even more tanks into a Soviet armored list, buddy have I got the tank for you.&lt;br /&gt;
&lt;br /&gt;
The T-62M shares the armor values of T-55AM2, with a front armor of 14,side of 9 and a top armor of 2, and should be played in a similar manner. If anything serious notices you, you are most likely going to lose a tank or three. You do get the benefits of bazooka skirts though so light man portable anti tank weapons will have a slightly harder time trying to kill you. &lt;br /&gt;
&lt;br /&gt;
The primary difference between the T-62M and the T-55AM2 is the gun. While the T-55 struggles how to deal with modern tanks, T-62M&#039;s 115mm 2A20 gun has an AT of 21, just enough to deal with those pesky 18 front armor tanks, and will punch right through the sides. The 2+ firepower rating guarantees that you will be demolishing your targets with almost every penetrating hit. You also get the AT-10 Stabber missile which has an extra 16 inches of range over conventional munitions but has of Firepower Rating of 3+ but you do get the &#039;&#039;Guided&#039;&#039; and &#039;&#039;HEAT&#039;&#039; rules. Unlike the other Soviet guns though, you don&#039;t get the &#039;&#039;Brutal&#039;&#039; rule so you probably would be better off using your MGs against infantry and unarmored vehicles.&lt;br /&gt;
&lt;br /&gt;
T-62M battalions start at 3 tanks for 8 points and for every tank you then add tack on another 3 points to a limit of 10 tanks which tops out at 32 points. ATGMs will cost you 2 points to equip you battalion, which means that they get proportionally less expensive the more tanks in your battalion.&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
[[File:T-62M main battle tank Russia Russian army defense industry military technology 640 001.jpg|300px|right|thumb|The Russians were still using this in 2008]]&lt;br /&gt;
&lt;br /&gt;
If the T-55 is the GLORIOUS WORKERS TANK, the T-62 is it&#039;s lesser known peasant cousin nobody likes to talk about. Its record in Soviet and Russian service is rather patchy (they lost over 300 of these tanks in Afghanistan), it didn&#039;t sell well to foreign nations, and it&#039;s notable as the last Soviet MBT design to not include an autoloader. The T-62 is really the forgotten tank, never reaching the numbers of the T-55 and not as advanced or notable as the T-64. What&#039;s really interesting about it however, isn&#039;t what the Soviets did with it (Which is make a bazillion different T-62M variants with wildly differing amounts of modernizing), but what everyone else did with it. That said, some of the soviet variants are pretty crazy, ranging from firefighting vehicles to a tank destroyer model that ditched the gun for a shitload of ATGMs. &lt;br /&gt;
[[File:Impuls2m.jpg|300px|left|thumb|The Russian firefighting variant, better known as the Impuls-2M. It&#039;s basically an MLRS that launches firefighting chemicals]]&lt;br /&gt;
&lt;br /&gt;
The Egyptians bought it, and in the 80&#039;s took out the 115mm gun for a 105mm L7. The Israelis did similar modifications around the same time to captured T-62&#039;s and 62M&#039;s. Every Warsaw Pact country but Bulgaria ignored it, as the improvements the T-62 offered over the T-54/55 were rather marginal for double the cost. Bulgaria also created a firefighting vehicle variant. Angola, some middle eastern nations like Syria, and a some communist nations in Asia and Africa bought them as well as Cuba. The Chinese stole tech out of the T-62 for their own Type-69 MBT, based on a captured vehicle they got during the Sino-Soviet Border Skirmishes. The Type-69 is interestingly enough a small improvement on the Type-59 which is a copy of the T-54A, but that&#039;s a long story you should look up on your own. But the really really crazy stuff comes from the North Koreans. &lt;br /&gt;
&lt;br /&gt;
The North Koreans have what I can only describe as a fetish for the T-62. Such a fetish in fact, that they christened it the Chonma-ho II when they imported it. Why II? Because they already had a Chonma-ho I. The Chonma-ho I is the T-62, but with thinner armor. It&#039;s an exact copy in almost every way, except &#039;&#039;somehow worse&#039;&#039;. Just to make things more confusing, there&#039;s two different Chonma-ho II&#039;s, with the second (I&#039;ll call it the &#039;II 2&#039;) being an upgrade of the I, so there&#039;s that. The III is just a II 2 with a barrel heat shroud and sideskirts, so it&#039;s a T-62M but still worse. The IV, V, and VI models are basically just I&#039;s and II 2&#039;s with modernized fire control, ERA and Applique armor (IV,) a IV with a 125mm gun from the T-72 (V), and the V with rubber all over it to deal with tandem warheads somehow (VI). The North Koreans also like to put Strela-2&#039;s and Strela-3&#039;s on the turrets of these things, and even have another variant for a command tank that doesn&#039;t even have a main gun. All in all, they have something like 1,500 T-62 and T-62 derivatives, all together.&lt;br /&gt;
&lt;br /&gt;
If Battlefront ever adds North Koreans, expect a load of upgrade sprues.&lt;br /&gt;
&lt;br /&gt;
{{Soviet Forces in Team Yankee}}&lt;br /&gt;
{{Iraqi Forces in Team Yanlee}}&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2601:582:8602:C02A:2030:9E2:9567:C4D6</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ZSU-57-2&amp;diff=572795</id>
		<title>ZSU-57-2</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=ZSU-57-2&amp;diff=572795"/>
		<updated>2019-01-18T19:12:39Z</updated>

		<summary type="html">&lt;p&gt;2601:582:8602:C02A:2030:9E2:9567:C4D6: /* IRL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
The &#039;&#039;&#039;ZSU 57-2&#039;&#039;&#039; was the first successful post-WW2 SPAAG (self-propelled anti-air gun) designed by the Soviet Union, meant to provide air cover for the Soviet tank brigades from capitalist jets of the 50s and 60s. Nicknamed the &#039;Sparka&#039; (pair) by the Soviet Union, the vehicle is essentially a T-54 chassis with a pair of 57mm autocannons designed to knock slow flying planes out of the skies, and firing at ground targets with very deadly force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
Disclaimer: the following is based on &#039;Fate of a Nation&#039;. Clarifications and more details will be provided with the release of &#039;Oil Wars&#039;!&lt;br /&gt;
&lt;br /&gt;
The ZSU-57-2 functions as the anti-armour older brother to the Shilka, trading Radar for additional ground range up to 24&amp;quot;, AT9, FP 4+ and a ROF of 3/2. Uniquely in Team Yankee, this is one of the only anti-air units whose threat bubble is only good enough for surrounding units and not three-quarters of the table. Unable to touch most helicopters firing ATGMs, its guns are only usable against enemy bombers dropping their load right over your head.&lt;br /&gt;
&lt;br /&gt;
Unlike the Shilka, the ZSU-57-2 has some very deadly weapons when targetting ground vehicles. It automatically penetrates anything with a front armour of two, and IFVs like the Marder will have to roll 5 or better to avoid bailing or burning up. FP4+ may not be the most reliable, but outperforms all autocannons from the [[M247 Sergeant York]]. In terms of raw firepower, the ZSU is deadlier than the [[SA-13 Gopher]] with an additional shot but it lacks the range of its counterpart. Fortunately, using the two of these AA units gives you a very respectable air-cover umbrella with the Gremlins shooting whatever the ZSUs cannot.&lt;br /&gt;
&lt;br /&gt;
The ZSU boasts a front armour of two, sides of one but top armour 0. However, the low range of its 57mm guns means that you should be attacking with this unit as much as possible. Employed as a light tank, it comfortably keeps pace with a company of T-72Ms while providing a respectable level of air cover against aircraft, but leaves them totally vulnerable to NATO choppers.&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
&lt;br /&gt;
{{Iraqi Forces in Team Yankee}}&lt;br /&gt;
[[Category:Team Yankee]] [[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2601:582:8602:C02A:2030:9E2:9567:C4D6</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ZSU-57-2&amp;diff=572794</id>
		<title>ZSU-57-2</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=ZSU-57-2&amp;diff=572794"/>
		<updated>2019-01-18T19:12:10Z</updated>

		<summary type="html">&lt;p&gt;2601:582:8602:C02A:2030:9E2:9567:C4D6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
The &#039;&#039;&#039;ZSU 57-2&#039;&#039;&#039; was the first successful post-WW2 SPAAG (self-propelled anti-air gun) designed by the Soviet Union, meant to provide air cover for the Soviet tank brigades from capitalist jets of the 50s and 60s. Nicknamed the &#039;Sparka&#039; (pair) by the Soviet Union, the vehicle is essentially a T-54 chassis with a pair of 57mm autocannons designed to knock slow flying planes out of the skies, and firing at ground targets with very deadly force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
Disclaimer: the following is based on &#039;Fate of a Nation&#039;. Clarifications and more details will be provided with the release of &#039;Oil Wars&#039;!&lt;br /&gt;
&lt;br /&gt;
The ZSU-57-2 functions as the anti-armour older brother to the Shilka, trading Radar for additional ground range up to 24&amp;quot;, AT9, FP 4+ and a ROF of 3/2. Uniquely in Team Yankee, this is one of the only anti-air units whose threat bubble is only good enough for surrounding units and not three-quarters of the table. Unable to touch most helicopters firing ATGMs, its guns are only usable against enemy bombers dropping their load right over your head.&lt;br /&gt;
&lt;br /&gt;
Unlike the Shilka, the ZSU-57-2 has some very deadly weapons when targetting ground vehicles. It automatically penetrates anything with a front armour of two, and IFVs like the Marder will have to roll 5 or better to avoid bailing or burning up. FP4+ may not be the most reliable, but outperforms all autocannons from the [[M247 Sergeant York]]. In terms of raw firepower, the ZSU is deadlier than the [[SA-13 Gopher]] with an additional shot but it lacks the range of its counterpart. Fortunately, using the two of these AA units gives you a very respectable air-cover umbrella with the Gremlins shooting whatever the ZSUs cannot.&lt;br /&gt;
&lt;br /&gt;
The ZSU boasts a front armour of two, sides of one but top armour 0. However, the low range of its 57mm guns means that you should be attacking with this unit as much as possible. Employed as a light tank, it comfortably keeps pace with a company of T-72Ms while providing a respectable level of air cover against aircraft, but leaves them totally vulnerable to NATO choppers.&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
&lt;br /&gt;
[[Template:Iraqi Forces in Team Yankee]]&lt;br /&gt;
[[Category:Team Yankee]] [[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2601:582:8602:C02A:2030:9E2:9567:C4D6</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=VCR/TH&amp;diff=519614</id>
		<title>VCR/TH</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=VCR/TH&amp;diff=519614"/>
		<updated>2019-01-18T19:03:35Z</updated>

		<summary type="html">&lt;p&gt;2601:582:8602:C02A:2030:9E2:9567:C4D6: /* IRL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==In Team Yankee==&lt;br /&gt;
The VCR/TH is a French wheeled vehicle with a TOW missile launcher that fills the anti NATO armour role in the Iraqi list much like the Soviet Storm. &lt;br /&gt;
&lt;br /&gt;
The VCR/TH’s main weapon is an AT23 FP3+ missile that can only be fired while stationary, and can remain gone to ground even after firing. This means a default 4+ to hit, given the Iraqi 3+ to hit profile. &lt;br /&gt;
 &lt;br /&gt;
==IRL==&lt;br /&gt;
The Panhard VCR is a French light APC designed for the export market. The VCR in particular was made per an Iraqi request for a light ATGM carrier, though a basic variant armed with a machinegun is also available. An amphibious variant for Argentina called the &amp;quot;hydrojet&amp;quot; used actual jet propulsion for faster speed in water, whereas most other amphibious vehicles of its class rely on wheels. Most of the original Iraqi VCRs were destroyed in the Gulf War, though some still exist in Mexico, Argentina, and the UAE.&lt;br /&gt;
&lt;br /&gt;
{{Iraqi Forces in Team Yankee}}&lt;/div&gt;</summary>
		<author><name>2601:582:8602:C02A:2030:9E2:9567:C4D6</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=VCR/TH&amp;diff=519613</id>
		<title>VCR/TH</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=VCR/TH&amp;diff=519613"/>
		<updated>2019-01-18T19:02:21Z</updated>

		<summary type="html">&lt;p&gt;2601:582:8602:C02A:2030:9E2:9567:C4D6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==In Team Yankee==&lt;br /&gt;
The VCR/TH is a French wheeled vehicle with a TOW missile launcher that fills the anti NATO armour role in the Iraqi list much like the Soviet Storm. &lt;br /&gt;
&lt;br /&gt;
The VCR/TH’s main weapon is an AT23 FP3+ missile that can only be fired while stationary, and can remain gone to ground even after firing. This means a default 4+ to hit, given the Iraqi 3+ to hit profile. &lt;br /&gt;
 &lt;br /&gt;
==IRL==&lt;br /&gt;
The Panhard VCR is a French light APC designed for the export market. The VCR in particular was made per an Iraqi request for a light ATGM carrier, though a basic variant armed with a machinegun is also available. An amphibious variant for Argentina called the &amp;quot;hydrojet&amp;quot; used actual jet propulsion for faster speed in water, whereas most other amphibious vehicles of its class such as the [[BRDM-2]] rely on wheels. Most of the original Iraqi VCRs were destroyed in the Gulf War, though some still exist in Mexico, Argentina, and the UAE.&lt;br /&gt;
&lt;br /&gt;
{{Iraqi Forces in Team Yankee}}&lt;/div&gt;</summary>
		<author><name>2601:582:8602:C02A:2030:9E2:9567:C4D6</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=VCR/TH&amp;diff=519612</id>
		<title>VCR/TH</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=VCR/TH&amp;diff=519612"/>
		<updated>2019-01-18T19:02:04Z</updated>

		<summary type="html">&lt;p&gt;2601:582:8602:C02A:2030:9E2:9567:C4D6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==In Team Yankee==&lt;br /&gt;
The VCR/TH is a French wheeled vehicle with a TOW missile launcher that fills the anti NATO armour role in the Iraqi list much like the Soviet Storm. &lt;br /&gt;
&lt;br /&gt;
The VCR/TH’s main weapon is an AT23 FP3+ missile that can only be fired while stationary, and can remain gone to ground even after firing. This means a default 4+ to hit, given the Iraqi 3+ to hit profile. &lt;br /&gt;
 &lt;br /&gt;
==IRL==&lt;br /&gt;
The Panhard VCR is a French light APC designed for the export market. The VCR in particular was made per an Iraqi request for a light ATGM carrier, though a basic variant armed with a machinegun is also available. An amphibious variant for Argentina called the &amp;quot;hydrojet&amp;quot; used actual jet propulsion for faster speed in water, whereas most other amphibious vehicles of its class such as the [[BDRM]] rely on wheels. Most of the original Iraqi VCRs were destroyed in the Gulf War, though some still exist in Mexico, Argentina, and the UAE.&lt;br /&gt;
&lt;br /&gt;
{{Iraqi Forces in Team Yankee}}&lt;/div&gt;</summary>
		<author><name>2601:582:8602:C02A:2030:9E2:9567:C4D6</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=VCR/TH&amp;diff=519611</id>
		<title>VCR/TH</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=VCR/TH&amp;diff=519611"/>
		<updated>2019-01-18T19:01:48Z</updated>

		<summary type="html">&lt;p&gt;2601:582:8602:C02A:2030:9E2:9567:C4D6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==In Team Yankee==&lt;br /&gt;
The VCR/TH is a French wheeled vehicle with a TOW missile launcher that fills the anti NATO armour role in the Iraqi list much like the Soviet Storm. &lt;br /&gt;
&lt;br /&gt;
The VCR/TH’s main weapon is an AT23 FP3+ missile that can only be fired while stationary, and can remain gone to ground even after firing. This means a default 4+ to hit, given the Iraqi 3+ to hit profile. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
The Panhard VCR is a French light APC designed for the export market. The VCR in particular was made per an Iraqi request for a light ATGM carrier, though a basic variant armed with a machinegun is also available. An amphibious variant for Argentina called the &amp;quot;hydrojet&amp;quot; used actual jet propulsion for faster speed in water, whereas most other amphibious vehicles of its class such as the [[BRDM]] rely on wheels. Most of the original Iraqi VCRs were destroyed in the Gulf War, though some still exist in Mexico, Argentina, and the UAE.&lt;br /&gt;
&lt;br /&gt;
{{Iraqi Forces in Team Yankee}}&lt;/div&gt;</summary>
		<author><name>2601:582:8602:C02A:2030:9E2:9567:C4D6</name></author>
	</entry>
</feed>