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TalyonUngol

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Flame tank get full bonuse of the vehicle, if you use medium tank then it is 15/50= 30% stats of a medium tank battalion, 25% stats of light tank battlalion, plus the flame support modifiers.
So use whatever you want. A option is to use the obsolete light tank chassis, so you can convert old tank or use the old factories. But if you want a little "cheat" then use heavy tank. You get the full armor stat with just 15 heavy tank.

So, you actually create a strong flame tank and it gets better stats than using a flame tank that just has a flamethrower?
 

Cavalry

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What stats matter in creating this tank? Im assuming speed doesn't? I wanna learn so I can finally get back to enjoying this game.
just like any full battalion (only hardness is not matter for any support compnay). Reliable and armor is the easiest to boost, they give boost to the average of the whole division.

Some example:
- Add medium flame company to a light tank division will boost the armor.
- Add heavy flame company will boost armor.
- If you use Superior Firepower doctrine-Right branch land doctrine, then the support will get +50% soft attack. Add more machine gun for every slot.
- Try to max the Reliable stats, if you don't need armor stats.
 

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The total manpower/IC is the same, if we use 6 x10 div instead of 4x15w, then there is a chance that the defense stat per each div is too small and get crit damage.
If we're ignoring supports and we're inventing a half width infantry battalion to keep total manpower/IC the same, org for either template would be the same, so having more templates means more org.

If we assume a theoretical 100 defense for the 10w, and increase it by 50% for the 15w to 150, there is a specific window between 121 and 187 attacks (or 121% to 187% of the value used for the defenses of the 10w) that the 15w has more e-org than the 10w, in all other cases they have less e-org. You can scale the numbers up or down to fit whatever specific values you are getting in game, just remember to keep the ratios the same. If you wanted to change the ratios of defenses between these 10w and 15w, I'd have to come up with a new graph. Whenever one of the 10w suffer any more than 100% of their defense value they will be suffering whatever amount of increase HP damage, regardless of their total e-org though.
innanets2.png


Now the question shifts to how likely each of those formations are to be sitting within that window, but that depends on a lot of factors. How many enemy formations there are, how big they are, how many attacks they have, what their coordination is, etc. I'm going to assume there are only 2 enemy formations and they are at least 30w with 35% coordination, such that in our 4x15 or 6x10 scenario, all of them are being targeted and the math is way simpler for me to use.

innanets.png


We can see that unlike before where there was a specific window where you'd be taking increased org damage, we can see that accounting for the spread of attacks based on coordination and such, there is a specific window where the smaller template even suffers more damage than the larger template. Now, these windows are particularly large, for 35% it ranges from 219 up to 923, for 50% it is 172 to 1199, and for 66.2% it is 140 to 1775. Now, if we add the E-org line that we saw in the earlier damage graph, we can see something really interesting.

innanets3.png


There is a very small window from 182 to 220, and only with very high levels of coordination, where the total e-org of the larger template is higher than the smaller template, and only by a comparatively small amount.

Of course, the information these graphs give us only applies to specific scenarios, but it is still interesting.
 
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Corpse Fool

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But if you want a little "cheat" then use heavy tank. You get the full armor stat with just 15 heavy tank.
- Add heavy flame company will boost armor.
The armour stat suffers a fairly large reduction of -62.5% on heavies, which makes it a lot more difficult to get a useful amount of armour out of.
So regarding flame tanks, how does one really create a good flame tank for support companies or is just cheapest better as its all one flat stat?
Generally, the only stats you should worry about are speed and cost. If you're using SF (or MW) doctrine you can take advantage of the flames being categorized as tanks, armour, frontline, and as support companies to boost their breakthrough with MW, or boost their soft attack with SF. the combined +70% soft attack on SF R/L would more negate a lot of the penalty, so if you wanted to put a bunch of secondary cannons on a heavy flame tank to stack soft attack, that is certainly an option. It gets pricy though.
 

TalyonUngol

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just like any full battalion (only hardness is not matter for any support compnay). Reliable and armor is the easiest to boost, they give boost to the average of the whole division.

Some example:
- Add medium flame company to a light tank division will boost the armor.
- Add heavy flame company will boost armor.
- If you use Superior Firepower doctrine-Right branch land doctrine, then the support will get +50% soft attack. Add more machine gun for every slot.
- Try to max the Reliable stats, if you don't need armor stats.

So armor and reliability
Don't worry about two turrets and such. Just focus on those two stats. Got it. Thank you! Totes will go for heavy flame tanks eventually.