Immobile heavy weapon extremely effective against all vehicles. Must be set-up to attack.
The 17-Pounder Anti-Tank Gun Team is a UKF weapons team unit. Available from the
This unit technically can never be produced on its own, as it comes towed by a
The 17-Pounder is the UKF's highest damaging weapon against armour, rivalling even the
While it is arguably the strongest anti-tank weapon the UKF has in their base roster, as mentioned before it is a completely immobile weapon that can only move via towing. Without proper support it can be easily overrun, and its crew are quite vulnerable to all manner of attacks. Care must be taken as it can easily be flanked, especially as repositioning it will take time and effort compared to a simple move command for most units. Its lack of mobility also makes it an appealing target to artillery strikes, so again care and attention must be paid.
Upon reaching veterancy level 1 it gains the Entrenchment ability. This is a toggle ability that initially orders to squad to begin entrenching over the course of several seconds, effectively disabling it from doing anything such as moving or attacking. Once entrenchment is complete, the unit gains a rate of fire and damage reduction bonus but cannot reface or move at all until toggled off. Since the 17 Pounder team is already quite immobile, this can be a useful ability to double down on a designated defensive position, making this weapon more troublesome to remove for opponents - just be wary that flanks will be deadlier as it will not be able to change directions while Entrenched.
Like any other heavy weapon, it can be de-crewed if the squad is killed outright, and the weapon can then be towed or crewed by any other player, including the enemy!
This unit benefits from the Team Weapon Training upgrade available at the
1800 XP
5400 XP
10800 XP
Entrenchment: Active toggle ability granted after reaching veterancy level 1. This is a toggle ability that initially orders to squad to begin entrenching over the course of 5 seconds, effectively disabling it from doing anything such as moving or attacking. Once entrenchment is complete, the unit gains a 15% rate of fire and -25% damage reduction bonus but cannot reface or move at all until toggled off. As the name implies, it is a powerful ability for staying put and holding the line, especially as once entrenched, the damage reduction bonus in particular is massive. This makes direct assaults against it far more difficult, and helps survive against area of effect attacks like artillery. As a downside though, not being able to reface or move at all while entrenched can be very limiting and could end up being a major exploitable weakness should the unit be flanked. Due to its lengthy 'channel' time it also needs to be toggled well ahead of time rather than immediately after being engaged.
High-Explosive Shells: Active ability granted upon reaching veterancy level 1. When activated, the 17-Pounder's attacks will be temporarily modified to fire high-explosive rounds that have much higher area of effect but less penetration. This makes its attacks very effective against infantry at the cost of anti-tank performance. The duration lasts 30 seconds so care must be taken when utilizing this as it can easily backfire on you if you suddenly need to deal with vehicles (effect cannot be cancelled early). This veteran ability has since been replaced with the above.
60
Team Weapon Training: Available from the
17pdr-at-gun-uk-sp | Near | Mid | Far |
---|---|---|---|
Accuracy | 0.095 | 0.055 | 0.05 |
Range | 20 | 45 | 80 |
Penetration | 340 | 300 | 290 |
Lee-enfield-crew-uk-sp | Near | Mid | Far |
---|---|---|---|
Accuracy | 0.4 | 0.25 | 0.2 |
Range | 7 | 20 | 35 |
Penetration | 1.5 | 0 | 0 |
This unit's weapon is very similar to the cannon used by the
6-pounder Anti-tank Gun, 17-pounder Anti-tank Gun, 3-Inch Mortar Team
New ability – Entrenchment
Toggle ability that entrenches the weapon team over 5 seconds forcing it to set-up and remain stationary. When complete, the unit takes 25% less damage and fires 15% faster. Unit cannot move or reface when the ability is active, except for mortars which can rotate. Weapons are disabled while entrenching. Replaces all Veterancy 1 abilities for the listed units.