Tank Destroyers, are they any good and what do you use them for?

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gunslinger6792

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As a concept I love the idea of tank destroyers. Taking current designs and making them cheaper or obsolete models and making them viable again is interesting. What I'm curious to know is are tank destroyers useful now. If so how do you all use them? Are they placed in Tank divisions to give extra defense or hard attack? Or maybe they could be used a defensive armored division to help plug a spot in the line under attack from a tank division?
 

Jays298

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Well heres the idea...lets say your tanks use howitzers and are basically soft attack.

Tank destroyers are 2 width. So they are easy to swap in. Plus you can have a different setup, like a dozer blade,etc.

Basically they make your tanks better vs tanks if the enemy has good tanks.

I was making them as USSR until i basically found out AI Germany didn't really have any tanks.
 
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JohnnyDepressio

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I think they fit well in your mobile infantry devisions as they provide armor and hardness alongside piercing. So they buff the defensive capabilitys of these units against tanks but also against infantry.
 

Cavalry

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On a related note, does the AI manage the tank designer? I mean, I can't really work the thing out, so how the computer manages I've no idea..
I think they have the "default" design.

TD is said to use against heavier tank. If you design your tank right (use the all purpose cannon), then your medium tank have enough piercing vs other medium tank and no need for a TD. The TD can use tank cannon can be too good.

TD can be used as a armor buff for old light tank or AT infantry. In this case build with max armor.

In real life, most of the TD is from convert old tank or build on the old chassis that the old factory cannot switch to bigger chassis.
 

Halv5

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I've been adding 1 Battalion of Tank Destroyers to a standard infantry Division to beef them up.
It doesn't need to go fast (only at least 4km/h) and the point is to beef up the piercing and give a small bit of armor.
I find its a really cheap way to get them to punch above their weight.

Mediums with fixed turret + heavy cannon can be really beefy by upping the armor.
Alternatively Lights with fixed turret + medium cannon can be quite cheap for additional armor and piercing.
 
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Cavalry

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Mediums with fixed turret + heavy cannon can be really beefy by upping the armor.
Alternatively Lights with fixed turret + medium cannon can be quite cheap for additional armor and piercing.
Yeah, that is another use of TD to use as cheap tank. The TD with tank cannon and minimum armor to save cost, then mix with the medium tank with max armor. Though with the trend toward smaller templates, only 1 slot for tank. I may try to use that slot for TD, against infantry you don't need much breakthrough.

They should prevent the use of tank cannon on TD.
 

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This fast TD battalion costs only 415 IC. The generals should use trait: Combined arm expert. Rush the rocket art support too. The division will have top soft attack per width at bargain price.

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Bremen

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Making a tank chassis a tank destroyer gives it +hard attack and piercing, at the cost of basically 0 breakthrough, and also has the hidden bonus of making it cost half as much since tank destroyer battalions require half the vehicles compared to tank battalions. Effectively this turns them into something like a more expensive anti-tank gun that provides armor and a bit of hardness.

No breakthrough means I don't see the point of combining them with tanks (which are all about breakthrough and going on the offensive) and more likely to put them in divisions that will be on the defensive, usually infantry. A speed 4ish tank destroyer can be pretty cost effective in this role and will often provide the division enough armor most AI divisions can't penetrate it, all while being a lot cheaper than you'd think. Especially if you manage to get the super-heavies tech; a super heavy tank destroyer battalion is only 7 vehicles and thus often shockingly cheap, and on the defense the massive terrain penalties for a super-heavy don't matter.

If you're expecting to be fighting mostly soft targets you could use self propelled artillery in a similar role, which has more soft attack but the battalions use more vehicles and are thus more expensive. So I prefer to use tank destroyers and that way my infantry also get the piercing and hard attack they need to deal with attacking tanks. Plus some of the "tank destroyer" guns also have a decent amount of soft attack as well so still perform nearly as well against soft targets as artillery.
 
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Cavalry

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No breakthrough means I don't see the point of combining them with tanks (which are all about breakthrough and going on the offensive)

Tanks has plenty breakthrough already, TD+ tank mean combined arm. But for smaller templates, you can go even lower breakthrough because you have like 12 x10w tank division attack so if some get hurt there is no problem.

The precious stats only armors have, is armor, not breakthrough. Armor bonus give +50% org damage and -50% received damage, so it is often better to increase armor at the cost of attack, if you cannot get both.
 
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Jays298

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On a related note, does the AI manage the tank designer? I mean, I can't really work the thing out, so how the computer manages I've no idea..

It is the IC cost probably. Also lack of concentration of tanks. AI Germany used to be good at concentrating tanks, sometimes. Probably everyone has half as many tanks as they used to have.

In this patch I haven't seen it but it is possible they all went to Africa.
 

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No breakthrough means I don't see the point of combining them with tanks (which are all about breakthrough and going on the offensive) and more likely to put them in divisions that will be on the defensive, usually infantry.

Consider this:

Unless the patch changed in the past four days, there are gun modules for tanks (not just SPART) that have absurdly low piercing and high soft attack. The rocket modules in particular have ridiculously low piercing (as in, less than Tier 2 infantry equipment). But they are also cheaper than any other medium gun (and even some small guns) and require no tungsten.

Can anyone guess where I'm going with this?

You build regular tanks with rocket modules that are cheap and use no tungsten, but add tank destroyers with high velocity guns or heavy cannons to provide at least some piercing. Sure, the AI doesn't field tanks that well, but if your panzers have a piercing of 2, even the AI can overcome that. But a single battalion of TDs with high piercing gives your panzer divisions enough piercing to beat the AI. You can also pull this trick with the close support gun similar to the base model Panzer IV Germany gets from the focus tree, but even that's more expensive than rockets.

But here's the 5000 IQ economic play:

Since the rockets don't require tungsten, you can afford to get ridiculous on your TDs with their guns. A smaller production line on them will eat up some tungsten, but the other 5000 MIC you put on tanks won't use tungsten. Season to taste with upgrades that use chromium, but you now have far fewer tungsten imports if that is something you care about. Germany and the Soviets in particular probably care about tungsten imports. Britain and Portugal not so much.
 
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HugsAndSnuggles

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So, as I understand it, tank division should be something along these lines:
1. Cheapest tanks you can get away with to provide breakthrough (and soft attack while it lasts)
2. TDs to provide armour (maxing it out on tanks gets pretty expensive, after all) along with some AT capabilities
3. Mot/Mech for HP
4. Some (Mot?) AA to reduce CAS damage
 
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