Heavy weapon team effective against all vehicles. Must be set-up to attack.
The M1 Anti-Tank Gun Team (also known simply as AT Gun) is a USF weapons team unit. In skirmishes, they can be produced from the
As with all AT guns, it is a heavy weapons team that requires set-up before being able to fire. Once set-up, it may only fire within its range and arc of fire.
Similar to other AT guns, this unit is able to deal significant damage to most vehicles even at long range. As a downside however, they lack mobility and flexibility due to their set-up nature. Support must be given to them as they are quite vulnerable on their own.
The USF AT Gun comes with an additional ability by default called Armor-Piercing Rounds. For a Munitions cost the AT Gun can buff itself with significantly increased damage and penetration, allowing it to temporarily punch far above its weight.
Upon reaching veterancy level 1 this unit gains the option of either the active toggle ability Focused Sight, or the active ability Brace. Focused Sight is a toggle ability that grants increased sight range in a narrow frontal arc, but essentially removes the unit's side and rear vision. Brace is an timed active ability that disables the unit's weapons and movement but grants damage reduction. See below sections for more info.
This AT gun can be towed by certain units, such as the
Weapon team members by default take more damage compared to regular infantry. Care must be taken as a sneaky flank can be very effective against them.
As with many weapons, once the crew is killed the weapon will be abandoned on the battlefield and can be re-crewed or destroyed by anyone, including enemy players.
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All USF units can choose between one of two veterancy abilities specific to them, upon reaching veterancy level 1.
Focused Sight: Active toggle ability. The unit is granted increased sight range in a narrow frontal arc, but loses all side and rear vision. This can be a handy ability to help see farther than usual, especially to help the AT gun target vehicles outside its default sight range. The loss of side/rear vision means it is important to have other units provide vision in the missing area as otherwise the AT gun will be literally blind to many threats.
Brace: Active ability. Orders the unit to disable its movement and weapons in exchange for damage reduction for a short time. In many combat situations this can be very risky as the lack of mobility or even ability to fire weapons can be detrimental. However it can also be incredibly useful for keeping the AT Gun crew alive during a threatening enemy dive, especially in cases where the crew would normally die even if they tried moving. In addition, Brace could also be useful to unexpectedly survive indirect fire.
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Armor-Piercing Rounds: Active ability. After activation, the AT Gun gains increased damage and penetration for a duration of 15 seconds. This ability is great for temporarily buffing the weapon to allow it to better tackle heavier armour.
Transport Heavy Weapon: This AT gun can be towed by various vehicles like the
HVAP and Armor Piercing Rounds - M18 Hellcat, M4A3 Sherman Easy 8, M1 Anti-tank Gun
We want tank and team weapon positioning to matter during engagements. The current benefits provided by these types of abilities, on top of the increased damage, made it too easy to punish heavy tanks like the Tiger from the front at long-range.
We are removing the automatic penetration mechanic to make tank armor still matter to an extent when these abilities are active. The penetration boost, however, is still significant, particularly on units with very high penetration to begin with such as the Hellcat.
No longer automatically penetrates enemy armor. Now gives +50% penetration.
1.6 'Coral Viper' April 2 2024
Wind down decreased from 1.5 to 1.25