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==In Team Yankee== [[File:M109 Stat Card.jpg|300px|left|thumb|The Stat Card]] 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 ''exact'' situation that Team Yankee portrays. 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'll ever truly need that range but it'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'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're going to instantly cause a firepower kill by tearing the damn gun off and otherwise shoving in their shit nicely. 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. 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's army from advancing. 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. 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'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. Which is weird, because IRL the Copperhead CLGP that this is intended to represent had a ten mile range. 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.
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