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==In Team Yankee== [[File:Jaguar Jagdpanzer 1 card.jpg|300px|left|thumb|]] [[File:Jaguar Jagdpanzer 2 card.jpg|300px|left|thumb|Das Stats]] Both versions of the Jaguar Jagdpanzer are capable but overcosted tank hunters in Team Yankee, with the differences being minimal. Adapted from the Jagdpanzer 90mm chassis, the Jaguar 2 uses the older I-TOW ATGM and employs a manual loading system with a poor guy loading fresh missiles from the hatch. Conversely, Jaguar 1 uses the HOT missile along with a mechanical autoloader. Jaguar 2s are part of the Marder panzergrenadier Kompanie and cost 3 points for two or 5 points for three. Jaguar 1s are part of the Leopard 2 Panzer Kompanie and cost 4 points for two or 6 points for three. With the Leopard 2's forte in anti-armor engagements, the Jaguar 1 can be considered redundant. However, the Jaguar 2 has a niche role in the panzergrenadier Kompanie: plinking at enemy armor alongside Milan missile teams. Ultimately, there is little reason to bring in Jaguars. Given West Germany's assortment of anti-armor options in more efficient packages like the Tornado or the Milan, it can be considered a fluff choice at best and qualifies for the 1/5 slot, given its fragility and high-cost inefficiency. At games below 30 points, the Jaguar is a utility unit that performs well against NATO lists with its missile punching through Generation 3 tanks without much problems. Forward defence lets you use these units in ambush, meaning that you will get at least one full volley off before they take fire. Unlike the Swingfire and Hammerhead, these things do not stay concealed after firing and their 9 armour will not save you from enemy tank shells. It will protect you from IFV cannons like the BMP-1 and the Scorpion, however!
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