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(1) As said above: pure AT divisions cannot fight.

(2) I like AT, it is really nice if used well. The only problem: TD is vastly more powerful and preferable in almost any way. Still, some nations can use them. FRA and SOV are good choises, depending on the JAP playstyle CHI can use a few as well.
A few suggested builds:

INF-HQ-AT-AT -> use your corps HQ as a mobile anti tank reserve.
INF-INF-AT-AT -> use a corps of these as an army or army corps reserve and bring them up where the enemy tanks show themselve. Can be a valuable addition for the SOV to delay or even defeat the german spearheads.
INF-INF-AT-ENG -> very powerful defence against armored spearheads. Excellent for the second line to contain an armored breakthrough. Vastly more powerful if in difficult terrain behind a river.
 
Not really seeing these two as described. Using a non-mobile unit as a mobile anti tank reserve just seems counter intuitive to me. I totally get using AT units as the basis for static defenders, standing in place to deny enemy tanks an easy route through a particular province. But trying to use AT units to meet a force of enemy armor on the move seems like throwing away their bonus without getting anything in return. If a mobile reserve is called for, I would think a mobile unit like a TD or LARM would be more appropriate.
Well, it depends. Certainly regular AT is not meant to intercept tanks directly via move commands, but you can still use strat redeploy to mass them in front of an enemy tank advance. Granted, LARM/TD would be faster - but it is also much more costly. And while you can afford the luxury of TD brigades in a SP, I really don't have the IC and time to build them in a MP enviroment...
There I usually use a massive defence in depth strategy with 3 to 4 layers of defending units. AT reserves are usually in the 3rd or 4th row, ready to move into combat once the tanks managed to pierce the second or third line.

I also use a few AT reserves in my army - basicially one full corps with INF/INF/AT/AT assets for each army corps, ready at the rear to counter a tank spearhead. AT might be meant for defence, but if massed it can still give tanks a hard time, esp. when flanking the enemy. And since AT is VERY cheap, building a 2-3 AT fully equipped corps units won't kill you as a large nation.

I remember a game where a german player massed his armor on the northern front (thank you, radar intel!) - only to run into my AT wall and get his head bashed by a counter attack from 2 AT corps while advancing on my rearward defence. Hehe... Good times.
 
It's called bergsjaeger_brigade.txt.
:)
 
Also remember that AT brigades have a hefty penalty on the attack, so if you are planning a "rampage", then the AT guns are a handicap, not an asset. They are meant to stand and oppose enemy offensives, not conduct offensives of their own. Just something else to bear in mind as you lay your plans for dealing with the Bear.

But the bottom line remains: do what seems most fun to you and be damned to the pesky math!

Code:
   	amphibious = { attack = -0.40 }
   	river = { attack = -0.05 }
	urban = {
		attack = -0.20
	}
   	marsh = {
        attack = -0.20
		movement = -0.70
    }
	jungle = 	{
        attack = -0.30
		movement = -0.30
    }
	forest = 	{
        attack = -0.20
		movement = -0.20
    }
	woods = 	{
        attack = -0.10 
		movement = -0.10
    }
	mountain = 	{
        attack = -0.20
		movement = -0.70
    }
	hills = 	{
		attack = -0.10
        movement = -0.10
    }

AT isn't extra sucky on the offensive anymore. :)