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===IPM1 VS. M1=== For those who are a little in the dark on the difference between an M1 and an IPM1 Abrams, the M1 Abrams is the first model of the Abrams to see service, while the IPM1 is a slightly up-armoured version made to bridge the gap between the M1 and the M1A1 Abrams, having the armour of the latter but the Firepower of the Former. Does this mean that someday we will see a M1A1 in game with the armour of the IPM1 and the firepower of the Leopard 2? No one really knows (well, we do now), even though the model package has all the parts for an M1A1! Hell, by 1985 the US had deployed half of all M1A1s to Western Europe. In any event, the IP had a slightly longer turret from extra armor. Also, the M1A1 would probably be a very expensive tank due to the sheer power, especially in the era of Team Yankee (it is). Now, I bet that you are wondering why you would ever take a plain M1 now that the IPM1 is available (besides the fact that you bought them before ''Stripes'' came out and didn't know it was possible to have any other Abrams variant. <s>Screw you too Battlefront</s>). Like a lot of things in wargaming, it all comes down to numbers. If you are running a force with a lot of Abrams, the extra point per vehicle is going to add up quickly. For example, let's say you are running a maxed out Abrams Combat Team. Starting off you have 2 tanks in your command squad. Well, an extra two points aren't too bad, so let's add more. The requisite two Abrams platoons have 4 tanks each, so now we're at an additional 10 points, and the final platoon tacks on an extra 4 points, for a grand total of 14 points. For reference, that is two whole [[US Mech Platoon|Mechanized Platoons]] that you could have taken instead. Also, since the IPM1 does not have an increase in firepower over the M1 you haven't gotten any better at dealing with the enemy, just better at tanking (heh) their fire, which isn't even that great of an issue since the M1 is already pretty fantastic at taking fire with its Front armour of 18, and if you lose a tank you have 17 more to avenge its loss. Instead, you should take the IMP1 in lists where you are limited to small numbers of tanks like the Mechanized Team. Since you have fewer tanks, it becomes imperative that you do everything in your power to keep them in the fight for as long as possible, and the cost increase of, at max, 4 is significantly more manageable. TL;DR: M1 ===> Good when you have tanks to spare, or in large point cap games because edge in spamminess. IPM1 ===> Good when you don't have numbers or smaller point cap games, and you need every tank to survive attack. Sneak peak from previous livestream leaks in the American forces book coming out soon.
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