🪖 Ground unit

Heavy Tank

Big, slow and very hard to scratch. Pricey, and worth every coin.

The Heavy Tank, a toy unit from Tiny Tactics16,000 funds

Stats

Cost
16,000
Movement
5
Move type
Treads
Vision
1
Attack range
1
Fuel
50
Ammo
8
Hit as
Heavy armour

    Weapons

    • 💥 Cannon (primary)

      Range 1 · 8 shots before resupply

      Hits Recon (105%), APC (105%), Anti-Air (105%), Artillery (105%), Rockets (105%) and Missiles (105%) and 6 more.

    • 💥 Machine gun

      Range 1 · unlimited ammo

      Hits Infantry (105%), Mech (105%), Recon (45%), APC (45%), Anti-Air (45%) and Artillery (45%) and 6 more.

    The Heavy Tank fires whichever weapon does more damage to the target. When the Cannon is out of ammo it falls back to the Machine gun.

    Strong and weak against

    Base damage between two full-health units on open ground, before luck and commander bonuses. “Strong” means it deals at least 55% and more than it takes back.

    💪 Strong vs

    😬 Weak vs

    Can’t damage: Fighter and Bomber.

    Heavy Tank damage table

    AgainstHeavy Tank dealsHeavy Tank takes
    Infantry105%1%
    Mech105%25%
    Recon105%1%
    APC105%–
    Anti-Air105%10%
    Tank85%20%
    Heavy Tank55%55%
    Artillery105%45%
    Rockets105%55%
    Missiles105%–
    Transport Copter12%–
    Attack Copter12%25%
    Fighter––
    Bomber–95%
    Lander35%–
    Gunboat35%10%
    Cruiser15%–
    Battleship15%55%

    Terrain and movement

    The Heavy Tank uses the treads move type, like APC, Anti-Air, Tank and Artillery. Each tile costs movement points; it has 5 per turn, and every point spent also burns 1 fuel.

    • 1 point: Plains, Road, Bridge, Shoal, City, Factory, HQ, Airport and Port.
    • Slower: Forest (2).
    • Can’t enter: Mountain, River, Sea and Reef.

    Terrain gives defense stars: at full health each star cuts the damage it takes by 10%, and by less as it gets hurt (see the rules).

    Building, repairs and transport

    • Built at: Factory.
    • Repaired and resupplied at: your own city, factory and HQ (2 HP per turn, paid at 10% of its cost per HP; fuel and ammo are free).
    • Can ride in: Lander.

    Ready, set, roll out!

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