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===Czechoslovakian=== [[File:Czech T72B HQ.png|thumb|left|Mind the watermark]] Play testing is needed, but preliminary assessment indicates these tanks do not play towards Czech strengths. They are too expensive to spam and the lower Czech stats really start to clash with the strengths of this vehicle. When your tanks cost 1-3 points, and usually explode in one hit from anything that pays attention to them, the Czech 5+ remount is largely irrelevant. If something survives and the crew actually get back in to your 1 point tank that's just a bonus. When the tank is worth 5 points or more you begin to care if it spends several turns doing nothing because the crew refuse to get back in. Armor 18 also means you'll be tying and bailing more often, making you regret being a cheapskate and not just taking the Polish or Soviet versions. Additionally, while you do have side armor 16 against HEAT, giving you survivability in assault, the poor counterattack value means that these can't function as real assault tanks, since they'll more than likely be counterattacked off the objective they were trying to push, potentially losing some bailed tanks in the process. So what exactly is this thing good for? Well, it's still a tank with the same armor and penetration as a Leo 2, while being half the price of the ''Dutch'' version. You may not be great at assaults, but bringing a company of these as a [[DISTRACTION CARNIFEX|ruse]] or to have something that won't instantly melt to all the [[Milan Section (Mechanized)|ATGMs]], [[BMP|IFVs]], and [[Leopard 1|2nd]] [[AMX-30|gen]] [[M60 Patton|tanks]] being spammed by everyone isn't necessarily a bad idea. 3 tanks are 12 points, 10 tanks are 50 points. Every tank in between alternates between an extra 5 and 6 points each.
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