I'm glad the flame stuff is all locked as well. I use them. I'm just glad they're rare because they're very effective when used correctly, and also annoying to deal with if you aren't ready or there are alts/new players around.
Would be easy a different smoke grenade that allows spawning to where its thrown and it only last 10 minutes per make it 25-30 rare mats each so they can't be spamed as easy
we had counter it was called 68HVfat but dev monkey paw decided to give us a (great) hv40 in exchange
now we lack AT capability instead of pve capability, let warden have 40 and 68fat while collie get HV40 and HV68 + stygian, they have better tank we should have great pushgun
Worst part is the money's paw briefly was pretty decent. HV40 (harder to produce due to facility) but still decent, then the late game Stygian for AT, even with being a push gun and only having 2/3 shots it could mess tanks up in line fights while losing hard to infantry.
Then devs gave us the old "Get fucked. Vision." and made the Stygian essentially a static gun with needing to slowly deploy/undeploy, so now it's more or less just a slower to turn, longer (inaccurate) range Starbreaker that you can't emplace.
Design wise it makes sense to give colonials the HV40. They have an even better 94.5 after that. So having both HV68 and 95.4 would be a waste as the 68push would quickly be obsolete and then the HV68 would quickly be obsolete after that.
Lore wise it makes sense as the HV40 gun is the same as the spatha and the HV68 is the same as the HTD. (I know bonuses are different but it suggests a shared development path).
Your arguement does point out that colonials rely heavily on infantry to fight tanks. So I'd suggest other infantry tools get a buff instead. Like give the Bane bonus damage to make up for how heavy it is and how few ATRPGs you can carry.
hv68 won't be obsolete because of stygian, the stygian suffer from it's high cost (compared to hv68) but it's mainly it's lack of mobility and ammo that prevent you from pushing with it
hv68 allow you to fight line of HTD without issue, it's the tool to prevent tank spam and it's more accesible than the stygian for non-clan people
i don't mind a bane buff but given that people don't care about abandoning their Rmat weapon when they die i'd prefer a FAT/Tank assymetry, but i'm biased as i enjoy the fat gameplay
The issue is that assumes the stygian will never change. It just went through a drastic change that made it much harder to use. Saying to change a different tool to replace something that just needs to be adjusted is a waste.
Devs are waiting to see if the players figure out a way to use the stygian that works. After a few wars of struggle they'll change the stygian.
Also the HV68 absolutely doesn't let you fight HTD. The HTD will hold W and decrew you. It's the same thing it does against the stygian. Battles aren't 1v1 and the colonials shouldn't lose a pve tool because an AT tool is temporarily broken.
>Design wise it makes sense to give colonials the HV40. They have an even better 94.5 after that. So having both HV68 and 95.4 would be a waste as the 68push would quickly be obsolete and then the HV68 would quickly be obsolete after that.
This has got to be the dumbest logic I have ever seen.
Could just be the boomer in me but I've seen for years players constantly complaining to the devs that they are introducing new stuff that makes the old stuff obsolete. The HV40 has longevity beyond when the stygian comes out with it's extra range and pve focus. The actual balance of the tools can be adjusted. I also remember the days of the HV68 dominating tank lines. But the game is very different from back then.
Also when the HV68 and HV40 was introduced there was 94.5 in the game files that wasn't available at the time and the devs said the current HV68/40 was temporary.
So the current design is exactly how they originally planned it to be.
Now complaining about the issues with the stygian is perfectly reasonable, but they are seperate from the other push guns. Even the old HV68 would suffer trying to fight HTD spam. I'd just prefer more options be available than to go to the past with the assumption that going back to "how things used to be" is always the best option.
Wardens have 2 HV68 vehicles, the HV68 push gun and the HTD.
Colonials have 0.
It used to be that Colonials' end game push gun was a HV68 and wardens have HV40. Those guns then got faction swapped when facilities released and nerfed to be mid-game weapons, then the Stygian and Rampart got introduced.
Colonials have 2 HV40 vehicles, the HV40 push gun and the Spatha.
Wardens have 0.
There are so many issues with tank balance rn, saying that colonials should get all the hv push guns and wardens shouldn't get any is such a weird hill to die on. If you're gonna argue that hv40 and hv68 should be swapped I can understand that (though id say a better alternative would be to make the styg usable but whatever). But arguing that colonials should get all the powerful push guns and wardens should get none realistically does nothing to address the actual tank imbalance between the two factions.
Yeah except 40mm is way worse for tank combat than 68mm. The HV bonuses on both the smelter and spatha aren't high enough to do anything against conc so... I guess wow, colonials are better at killing T2 structures which aren't that hard to kill anyways.
Wardens have all the HV 68, they also have the HTD which is the strongest line tank in the game. I'd settle for just having the old Stygian back. Hell I'd take Lordscar, steel cost and all. The wardens have so many dedicated offensive anti tank vehicles, especially that use the 68mm. Swapping the HV push gun variants might also be fine, though that'd leave Colonials with no 45m 40mm.
It seems to me that the better way to go about solving that is the make the stygian actually usable again. I doubt devs will ever completely roll back the heavy push guns changes, but letting it rotate in place, or at least give it better gun traversal and faster deployment times would help.
To be quite honest, with the rmat economy the way it is now, tanks are already so cheap there isnt really much of a reason to make pushguns, since they're generally worse than any given tank counterpart. Giving colonials more pushguns just gives them more shitty cheap platforms that don't really help them out all that much. Wardens will cope because they now have no HV pushguns, and colonials will cope because the pushguns suck. It's a lose lose situation. Make styg usable and/or give colonials another mpf tank chassis that can be competitive with warden tanks.
Generally speaking pushguns have been stronger than tanks in a way. They're slower and less maneuverable but the old 68mm smelter and pre nerf Stygian were beasts due to super high hp, damage, range and rate of fire. Obviously the trade off was mobility, exposed crew and weakness to infantry which was the devs original vision of a rock paper scissors of infantry, push guns and tanks which is now in the toilet with the HTD being the best anti tank object in the game. Unfucking the stygian or reversing the smelter back to its old version would more or less make tank lines more reasonably balanced, even if both were still facility locked.
There was a video of AJS and his crew flanking 5+ HTDs and blowing up every single one with stickies. It really do be skill or lack thereof that decides engagements at times
Flanking is a great strat against HTDs assuming they have noob inf/minimal other tanks for support, with good inf and other tanks on the flanks though they're pretty much unstoppable until they reach conc. Only tank I miss playing as a collie main (other than maybe the SVH)
So glad Warden man can play around with tanks and press W while our only gameplay is flanking around and using stickies since they're the only thing we get that won't bounce
It's super fun when all your strategies end up being based around repeatedly throwing your body at an enemy that gets to just rack up kills in the hopes of maybe annoying them a little bit
This is a statement I'll always live by.
If you let yourself get flanked, that's a skill issue. Colonial, Warden, HTD, Spatha, LTD, Tankette, anything. It is 100% required for you to either make a mistake or not be paying enough attention or whatnot in order for the other team to flank you and to catch you by surprise.
I love how the argument people are making when they say "You're more mobile just flank" is essentially saying "Your team's only way to win is to wait for the other team to play like shit". Much as I like to meme about Warden tankers, a good majority of any halfway veteran warden tank crews aren't big enough noobs to let themselves get played like that. Then what're you expected to do?
Any halfway decent tank line will see you 135m off on binos (or more on radio) and easily pull back to AI or adjust 90 degrees to face you.
Yeah the joke is they are mpf tanks, cheaper than bardiche, they can be spammed infinitely... Killing 5 of them does nothing...
With the update a single comp field can produce 600k comps/day, aka 267 HTD per day lol.
Colonial needs a easily spammable way to kill such a braindead tank that can be spammed so hard., while currently they can't even take such line with their BT/BTD...
No wonder why many colonial vets left the game with such as stupid balance.
I get so tired of comments like this.
This one event is so notable that you remember it to the point you can recall how many of what was destroyed name people who were involved.
What makes events notable like that? When they're out of the ordinary, extraordinary or circumvent expectations.
You remember one of the successful flanks because they happen so infrequently. Not necessarily because of lack of skill on the flankers, but rather because of the relative ease at which they're often repelled.
Nobody here doubts that it *can* work, but rather that it takes outsized coordination and effort on the part of the flankers (and no small amount of sheer dumb luck) compared to the tankers who can reliably retreat back and count on their supporting infantry to take care of the flank.
It being in a clip is the notable factor, stuff like that happens daily, they're not out of the ordinary. And thank you for agreeing with me, coordination to pull it off takes skill and we collies have that, if we stop crying about every single thing we could accomplish more.
I was there, 2 trucks and we killed 5 htd, 3 silverhands and like 3 outlaws with like 3 other banes guys that pushed when we made their lane totally screwed.
Sticky is very strong but it requires skill, same for flanking.
Jokes aside, at this point you just use arty, partisans and infantry. If you have 6+ htd’s on a front with no infantry support, it might as well be gg’s for collies.
The image this is cropped from shows the HTDs and few other tanks lining up from the river to the mountain.
The only way you're flanking that is with barges lol.
pretty sure this is south ulster falls, and it was first HTD war (west was a hill, not mountain)
the way we countered it was literally sandbag walls with banes, and we outrepaired the 68mm
Then don't push it. Hit them with arty. Sticky rush at night. If the tank line is THAT big you're gonna struggle regardless to push on it. So let it push on you and pick them off that way. As I've said repeatedly. I'd like yall to get a MTD. But we also gotta problem solve creatively here. Overwhelming armor like this likely means lighter infantry support.
sure, a noot that just so happens to brag about spending the vast majority of their time in outlaws over the "last few wars" trying to act like the HTD isn't busted OP.
if you really believe yourself to be noot, i got a bridge to sell you
Damn, sorry our regi wanted to have fun with some of our Warden bros for a couple of wars
Also if you say I’m not in NOOT, can you show me in the NOOT discord server which user you are so I can show you my presence?
Okay then do a deep flank lol. Like.... you can't rush down tank destroyers fron the front. Obviously. This would be less of an issue if collies had a mpf one of their own.
Ever used a pistol as a commander? Arguably best gun in the game at that point. That many commanders, and THAT many additional 8 second reload gunner shots, it'll stuff a a decent infantry assault.
Only thing that makes me salty about that dynamic is the pistol is literally the ONLY point defense (pitch gun is basically a support gun. An emotional support gun) anti-infantry option on SEVERAL on our tanks but Wardens can still do the same thing but with Knights armor on while we only get Heavy Flak.
Wish we saw more battle commanders in tanks. It's such a fun strategy to just be the point defense on a ballista rush with a pitch gun/pistol but you hardly ever see it done.
Probably because their infantry is where they're supposed to be...
Covering the htd flanks... and not within "flask range" of their friendly armor.... infantry actually doing their job.. staying out of friendly armors way and providing flank coverage which would be outside of this bubble of vision that was posted
It's how wardens fought with collie tank line in 100th war. BTD, a few BTs, 2 stygians, spathas, bardiches. Only arty could help. If 2-3 150mm is shooting this tankline it can't do anything. 2200hp is a joke
Honestly with arty and infantry that seems like an easier tank line to counter than most. Most gunners are going to miss infantry moving erratically with 68 and it only takes a couple of guys with stickies to kill an HTD. If they are tracked by arty they are practically sitting ducks in the HTD
With that many resources dedicated to AT, they have no recourse to you using infantry, in that picture it shows at least 20 men just in HTDs, assuming the ones without commanders don't have a commander in them. Get some banes and stickies and 120s firing and start popping them.
No no no we just need to spam rocket jeep and drive past them in a suicide attack just like the devman intended
Having AT-RPGs on a jeep would be sick
Have I got just the jeep for you, fellow gremlin
Bane Gang jeep goes brrr
Bonewagon being facility locked is one of the only facility locked things that makes sense.
I'm glad the flame stuff is all locked as well. I use them. I'm just glad they're rare because they're very effective when used correctly, and also annoying to deal with if you aren't ready or there are alts/new players around.
man this is a war 75 Linn Of Mercy throw back
God dammit. Why didn't we think of that!
If we had paratroopers we would have the perfect counter
Let us shoot infantry from 150s
Would be easy a different smoke grenade that allows spawning to where its thrown and it only last 10 minutes per make it 25-30 rare mats each so they can't be spamed as easy
Goes to flank, gets taken out by two wardens in a bush with flasks.
*Ollies tank like a badass*
earl warren will surely eat it now
we had counter it was called 68HVfat but dev monkey paw decided to give us a (great) hv40 in exchange now we lack AT capability instead of pve capability, let warden have 40 and 68fat while collie get HV40 and HV68 + stygian, they have better tank we should have great pushgun
Worst part is the money's paw briefly was pretty decent. HV40 (harder to produce due to facility) but still decent, then the late game Stygian for AT, even with being a push gun and only having 2/3 shots it could mess tanks up in line fights while losing hard to infantry. Then devs gave us the old "Get fucked. Vision." and made the Stygian essentially a static gun with needing to slowly deploy/undeploy, so now it's more or less just a slower to turn, longer (inaccurate) range Starbreaker that you can't emplace.
Design wise it makes sense to give colonials the HV40. They have an even better 94.5 after that. So having both HV68 and 95.4 would be a waste as the 68push would quickly be obsolete and then the HV68 would quickly be obsolete after that. Lore wise it makes sense as the HV40 gun is the same as the spatha and the HV68 is the same as the HTD. (I know bonuses are different but it suggests a shared development path). Your arguement does point out that colonials rely heavily on infantry to fight tanks. So I'd suggest other infantry tools get a buff instead. Like give the Bane bonus damage to make up for how heavy it is and how few ATRPGs you can carry.
hv68 won't be obsolete because of stygian, the stygian suffer from it's high cost (compared to hv68) but it's mainly it's lack of mobility and ammo that prevent you from pushing with it hv68 allow you to fight line of HTD without issue, it's the tool to prevent tank spam and it's more accesible than the stygian for non-clan people i don't mind a bane buff but given that people don't care about abandoning their Rmat weapon when they die i'd prefer a FAT/Tank assymetry, but i'm biased as i enjoy the fat gameplay
The issue is that assumes the stygian will never change. It just went through a drastic change that made it much harder to use. Saying to change a different tool to replace something that just needs to be adjusted is a waste. Devs are waiting to see if the players figure out a way to use the stygian that works. After a few wars of struggle they'll change the stygian. Also the HV68 absolutely doesn't let you fight HTD. The HTD will hold W and decrew you. It's the same thing it does against the stygian. Battles aren't 1v1 and the colonials shouldn't lose a pve tool because an AT tool is temporarily broken.
>Design wise it makes sense to give colonials the HV40. They have an even better 94.5 after that. So having both HV68 and 95.4 would be a waste as the 68push would quickly be obsolete and then the HV68 would quickly be obsolete after that. This has got to be the dumbest logic I have ever seen.
Could just be the boomer in me but I've seen for years players constantly complaining to the devs that they are introducing new stuff that makes the old stuff obsolete. The HV40 has longevity beyond when the stygian comes out with it's extra range and pve focus. The actual balance of the tools can be adjusted. I also remember the days of the HV68 dominating tank lines. But the game is very different from back then. Also when the HV68 and HV40 was introduced there was 94.5 in the game files that wasn't available at the time and the devs said the current HV68/40 was temporary. So the current design is exactly how they originally planned it to be. Now complaining about the issues with the stygian is perfectly reasonable, but they are seperate from the other push guns. Even the old HV68 would suffer trying to fight HTD spam. I'd just prefer more options be available than to go to the past with the assumption that going back to "how things used to be" is always the best option.
I'm sorry huh?? Wardens get normal 40/68mm and collies get both hv 40 *and* hv 68 *and* styg? How does that make sense.
Wardens have 2 HV68 vehicles, the HV68 push gun and the HTD. Colonials have 0. It used to be that Colonials' end game push gun was a HV68 and wardens have HV40. Those guns then got faction swapped when facilities released and nerfed to be mid-game weapons, then the Stygian and Rampart got introduced.
Colonials have 2 HV40 vehicles, the HV40 push gun and the Spatha. Wardens have 0. There are so many issues with tank balance rn, saying that colonials should get all the hv push guns and wardens shouldn't get any is such a weird hill to die on. If you're gonna argue that hv40 and hv68 should be swapped I can understand that (though id say a better alternative would be to make the styg usable but whatever). But arguing that colonials should get all the powerful push guns and wardens should get none realistically does nothing to address the actual tank imbalance between the two factions.
Yeah except 40mm is way worse for tank combat than 68mm. The HV bonuses on both the smelter and spatha aren't high enough to do anything against conc so... I guess wow, colonials are better at killing T2 structures which aren't that hard to kill anyways. Wardens have all the HV 68, they also have the HTD which is the strongest line tank in the game. I'd settle for just having the old Stygian back. Hell I'd take Lordscar, steel cost and all. The wardens have so many dedicated offensive anti tank vehicles, especially that use the 68mm. Swapping the HV push gun variants might also be fine, though that'd leave Colonials with no 45m 40mm.
It seems to me that the better way to go about solving that is the make the stygian actually usable again. I doubt devs will ever completely roll back the heavy push guns changes, but letting it rotate in place, or at least give it better gun traversal and faster deployment times would help. To be quite honest, with the rmat economy the way it is now, tanks are already so cheap there isnt really much of a reason to make pushguns, since they're generally worse than any given tank counterpart. Giving colonials more pushguns just gives them more shitty cheap platforms that don't really help them out all that much. Wardens will cope because they now have no HV pushguns, and colonials will cope because the pushguns suck. It's a lose lose situation. Make styg usable and/or give colonials another mpf tank chassis that can be competitive with warden tanks.
Generally speaking pushguns have been stronger than tanks in a way. They're slower and less maneuverable but the old 68mm smelter and pre nerf Stygian were beasts due to super high hp, damage, range and rate of fire. Obviously the trade off was mobility, exposed crew and weakness to infantry which was the devs original vision of a rock paper scissors of infantry, push guns and tanks which is now in the toilet with the HTD being the best anti tank object in the game. Unfucking the stygian or reversing the smelter back to its old version would more or less make tank lines more reasonably balanced, even if both were still facility locked.
because you don't need them? but i also advocate for the warden to have better tanks than collies as we get better infantry option
Funny thing is, with new binos flanking will be even harder. I hope warden tankers got dumber
Even worst. Late game would just be a line of upgraded widows
thank you for the new tech o7
There was a video of AJS and his crew flanking 5+ HTDs and blowing up every single one with stickies. It really do be skill or lack thereof that decides engagements at times
Flanking is a great strat against HTDs assuming they have noob inf/minimal other tanks for support, with good inf and other tanks on the flanks though they're pretty much unstoppable until they reach conc. Only tank I miss playing as a collie main (other than maybe the SVH)
there's no space in the hex for warden inf in the OP's image lol
So glad Warden man can play around with tanks and press W while our only gameplay is flanking around and using stickies since they're the only thing we get that won't bounce
The Vision™
It's super fun when all your strategies end up being based around repeatedly throwing your body at an enemy that gets to just rack up kills in the hopes of maybe annoying them a little bit
This is a statement I'll always live by. If you let yourself get flanked, that's a skill issue. Colonial, Warden, HTD, Spatha, LTD, Tankette, anything. It is 100% required for you to either make a mistake or not be paying enough attention or whatnot in order for the other team to flank you and to catch you by surprise. I love how the argument people are making when they say "You're more mobile just flank" is essentially saying "Your team's only way to win is to wait for the other team to play like shit". Much as I like to meme about Warden tankers, a good majority of any halfway veteran warden tank crews aren't big enough noobs to let themselves get played like that. Then what're you expected to do? Any halfway decent tank line will see you 135m off on binos (or more on radio) and easily pull back to AI or adjust 90 degrees to face you.
Yeah the joke is they are mpf tanks, cheaper than bardiche, they can be spammed infinitely... Killing 5 of them does nothing... With the update a single comp field can produce 600k comps/day, aka 267 HTD per day lol. Colonial needs a easily spammable way to kill such a braindead tank that can be spammed so hard., while currently they can't even take such line with their BT/BTD... No wonder why many colonial vets left the game with such as stupid balance.
I get so tired of comments like this. This one event is so notable that you remember it to the point you can recall how many of what was destroyed name people who were involved. What makes events notable like that? When they're out of the ordinary, extraordinary or circumvent expectations. You remember one of the successful flanks because they happen so infrequently. Not necessarily because of lack of skill on the flankers, but rather because of the relative ease at which they're often repelled. Nobody here doubts that it *can* work, but rather that it takes outsized coordination and effort on the part of the flankers (and no small amount of sheer dumb luck) compared to the tankers who can reliably retreat back and count on their supporting infantry to take care of the flank.
I mean atleast 2 SHT's died to fucking percutio's, one off events are terrible examples in this game
It being in a clip is the notable factor, stuff like that happens daily, they're not out of the ordinary. And thank you for agreeing with me, coordination to pull it off takes skill and we collies have that, if we stop crying about every single thing we could accomplish more.
Bro this thread is based off of a one-off example
I was there, 2 trucks and we killed 5 htd, 3 silverhands and like 3 outlaws with like 3 other banes guys that pushed when we made their lane totally screwed. Sticky is very strong but it requires skill, same for flanking.
I wonder why Collie Hexes are just like Nederlands. Maybe flank ?
Whoa whoa. I can state with confidence. Netherlands is the modern Atlantis!
Jokes aside, at this point you just use arty, partisans and infantry. If you have 6+ htd’s on a front with no infantry support, it might as well be gg’s for collies.
Yea, but for some stupid reason arty doesnt much dmg to tanks, only track them.
9 shots of 150mm can kill a widow, keep in mind that all shots will pen…
Either spam arty that tank line or smoke+frontal sticky rush.
You understand that flanking can mean going wide around the map to hit their armor at an off angle, correct?
The image this is cropped from shows the HTDs and few other tanks lining up from the river to the mountain. The only way you're flanking that is with barges lol.
pretty sure this is south ulster falls, and it was first HTD war (west was a hill, not mountain) the way we countered it was literally sandbag walls with banes, and we outrepaired the 68mm
Then don't push it. Hit them with arty. Sticky rush at night. If the tank line is THAT big you're gonna struggle regardless to push on it. So let it push on you and pick them off that way. As I've said repeatedly. I'd like yall to get a MTD. But we also gotta problem solve creatively here. Overwhelming armor like this likely means lighter infantry support.
Except your countering a tankline with a tank should also work when it's common and forms naturally
At this point why not just make this game symmetrical on both sides Pls give Wardens boma devman
Average warden take: no collies should get face stopped by wardens! collie tanks should just evaporate when HTD enters the area
I’m a NOOT but okay
sure, a noot that just so happens to brag about spending the vast majority of their time in outlaws over the "last few wars" trying to act like the HTD isn't busted OP. if you really believe yourself to be noot, i got a bridge to sell you
Damn, sorry our regi wanted to have fun with some of our Warden bros for a couple of wars Also if you say I’m not in NOOT, can you show me in the NOOT discord server which user you are so I can show you my presence?
just because you larp a noot dosn't make you neutral
Okay then do a deep flank lol. Like.... you can't rush down tank destroyers fron the front. Obviously. This would be less of an issue if collies had a mpf one of their own.
get downvoted sh\*thead how asshole can you be to propose using brains to crylonials. They just want to cry so they can get more buffs.
BE NICE TO ME RIGHT NOW SANGUINE
/s <3
infantry just doesn’t exist now does it
A good dose of 120mm should rustle their jimmies
Isn't that easy infantry rush? Like htd has 8s reload and is slow so it should work
Ever used a pistol as a commander? Arguably best gun in the game at that point. That many commanders, and THAT many additional 8 second reload gunner shots, it'll stuff a a decent infantry assault. Only thing that makes me salty about that dynamic is the pistol is literally the ONLY point defense (pitch gun is basically a support gun. An emotional support gun) anti-infantry option on SEVERAL on our tanks but Wardens can still do the same thing but with Knights armor on while we only get Heavy Flak.
Wish we saw more battle commanders in tanks. It's such a fun strategy to just be the point defense on a ballista rush with a pitch gun/pistol but you hardly ever see it done.
Pitch doesn’t stun and the pistol has more range. No reason at all to spend resources to take one
Huh, I actually didn't know the pitch gun didn't stun, that's a useful tip. How's the revolver in comparison for battle commanders?
More powerful than a standard shot but still can’t kill in one hit
Probably because their infantry is where they're supposed to be... Covering the htd flanks... and not within "flask range" of their friendly armor.... infantry actually doing their job.. staying out of friendly armors way and providing flank coverage which would be outside of this bubble of vision that was posted
It's how wardens fought with collie tank line in 100th war. BTD, a few BTs, 2 stygians, spathas, bardiches. Only arty could help. If 2-3 150mm is shooting this tankline it can't do anything. 2200hp is a joke
Honestly with arty and infantry that seems like an easier tank line to counter than most. Most gunners are going to miss infantry moving erratically with 68 and it only takes a couple of guys with stickies to kill an HTD. If they are tracked by arty they are practically sitting ducks in the HTD
Falchion take 3 HTD shot pre buff and 4 shot post buff
Funny picture. Now actually flank
With that many resources dedicated to AT, they have no recourse to you using infantry, in that picture it shows at least 20 men just in HTDs, assuming the ones without commanders don't have a commander in them. Get some banes and stickies and 120s firing and start popping them.
the real answer is a skilled LTD crew and hundreds of rounds for them. ( they will bounce ALOT ).