6.PZD Deck

- We require a fast moving force composed of a core group of units moving 60KM+. This was our tanks and supporting units will be able to close the ATGM gap and react with lighting speed



- We require Tanks with good gyros and high cannon accuracy so that they can fire on the move. By keeping our tanks moving we close the ATGM gap and lower the ATGM's accuracy.



- We require a good frontal armor so that our tanks can take atleast one ATGM round.

CORE OVERVIEW

Optional Units

Nationality : West Germany FRGSpecialisation : ArmorNow, since at the time of writing (May 20 2013) Wargame Airland Battle is still in Beta. This means that balancing may change over time and that most of these units will have to be unlocked.So from our look on the Tank Vs ATGM situation I've decided to build a deck on the following points.Behold Sixth Panzer Divison! Now below is some historical context to the name, courtesy of Wikipedia We'll start off with the core of this deck. I reconmend that these units be left in the deck. A big reason for going with Germany instead of the US for this deck is access for high quality tanks that can we put on the higher veteran settings while keeping a large reserve of them.This is the unit, 6.PZD depends upon. On a 1000 point per person battle, the first thing I would do is to buy four of these. My reasoning is that these tanks have an amazing frontal armor and an exceptional gyrostab for their accurate cannon. Frontal ATGM hits usally hit for only one damage.My reasoning for buying them first is so that with these tanks, a NATO player can completely ravage the inital wave of PACT troops. Next up, we have the lesser Leopard 2'sThe main difference between these and the 2A4s is their lower frontal and side armor along with their bad optics. While 2A4s can operate by themselves, The 2's and 2A1s will require a scout. While they can still take a ATGM shot to the front, their side armor is remarkably weaker. I would keep the 2A4s behind the recon and these behind the 2A4s.Rolands for taking out air craft and autocannons to stun and surpress targets. Generally speaking the autocannons generally do little damage, however they seem to stun/demoralize most units, even ground units. Autocannons also fire on the move, so they can stay with the tanks. Not much to say about these units aside from the fact that they effective though vulerable.LuchsI keep two of these around the tanks to provide spotting. The 2A4's have the bare minimum sights. Always try to keep one of these to locate targets.Sadly, playing an FRG deck doesn't leave us with much in terms of Anti Air. While these two unit are fairly caplible, they are in a limited supply. Becareful with these! Personally, I reconmend saving the Rolands for Airplanes and using the Autocannons against helicopters. These units are my personal perference. I reconmend that the player changes these to their liking.These Prototype tanks are great suppliment for our Leopard 2's. Their armor is a little low, but for their price, the main gun and gyro are terrific!I buy Marders for both defensive and offensive play. With riflemen inside them, they make great town and forest clearers with their Autocannons and Great Defenders with their ATGMs.Some Arty to clear up the most difficult of locations.Dirt cheap planes. These planes are not reliable at all, though with an armor deck like this, there are only two times I would use these. First in emergencies, one of those planes are definately cheaper than a Leopard. Two, when the tanks clear all AA.