As such, they were armed only with machine guns, or the larger autocannon, and intended to mow down infantry, whilst other units capable of dealing with tanks dealt with opposing armor. Mutually exclusive with any role except SP AA.įast-Firing ground-targeting weapons įor a period while tanks were still rare and the armored doctrine still immature, the idea of a tank to be armed as a mobile pillbox was considered. Sadly, the AA gun does not seem to be a fast-firing "Heavy machinegun", so they are ineffective against ground targets. If intended to be mounted on tank destroyers, this is of little issue, as a fixed superstructure can handle a larger gun on a smaller chassis.ĪA guns are anti-air weapons adapted to a tank chassis, giving the crew a mobile and armored platform to shoot down planes with. Similar to Anti-infantry cannons, these increase in size as they advance, meaning only a larger hull and turret can sustain them. As such, the reduced shell size reduces the power of high-explosive shells, represented in-game by their low soft attack. To achieve this, a gun is made longer, or more propellant is added but as a consequence, the calibre of the weapon is smaller to keep recoil at a sustainable level. High-velocity cannons use their increased shell velocity to more effectively pierce heavier armor. This makes designing Self-Propelled (SP) artillery somewhat synergistic with the nature of this line of weapons.Īll of these allow the SP artillery role. It starts off as capable of being mounted in small turrets, but the most advanced version requires a large turret or medium fixed superstructure to handle, and the intermediary howitzers need medium turret or light fixed superstructure to handle. Like with Anti-tank weapons, and unlike cannons, the "Next level" of howitzer demands increasing chassis requirements. This category includes weapons with high soft attack and little to no hard attack and piercing. As such, these weapons are ideal to destroy soft targets, but their low shell velocity dramatically inhibits their ability to engage other armored units. The low velocity allows the use of less robust shells with thinner walls, allowing even higher proportions of explosives for their caliber. Large shells, as per the square-cubed law, can carry proportionally more explosive filling for their width than smaller calibre shells. Generally larger calibre and low velocity, these weapons are intended to fire large shells. Like with the chassis, further research into the artillery tree will unlock improved and advanced cannons.Īll but the small cannons enable a tank to fulfil the tank destroyer role, if chosen to be one.Īnti-infantry/howitzer cannons They come in small, medium, heavy and super-heavy sizes, suitable for the various chassis. They are outperformed by a more specialised cannon for a given situation, but in turn outperform the specialised weapon in other areas, meaning they're never an awful choice. The vehicle designer features a plethora of different main guns, but most fall into a few distinct categories:Ĭannons are all-round weapons with good all-round stats for soft and hard attack, good piercing and a moderately low price. But depending on technology, doctrines and leaders, different roles may get very different bonuses.Ĭategories of main guns Other than that, there are only minor differences in the base stats depending on the role chosen, other than the extra width of artillery. Anti-Air guns prevents the design from being used as a regular tank, while artillery weapons allow the design to fielded as a Tank or as Self-Propelled Artillery and high-velocity and most regular Cannons allow the choice between Tank or Tank Destroyer role.Ĭhoosing a role other than tank drastically reduces the breakthrough of the battalion. In addition to providing most, if not all, the firepower of the vehicle, the main gun also determines which role(s) the design can fill. If you spot a mistake then you are welcome to fix it.Ī tank's weapon is one of its most distinguishing features in conjunction to all its others.
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