@Amon-Sul:
3.tanks are too expensive and cant match inf, art, mechs in buyings. if they would cost 5 they would be too strong. i suggest some slight improvement for them. i do not know what.
Here is how I boosted indirectly the Armor unit:
@Baron:
Here is a much more A&A paradigm rules version for a single type of Mobile Artillery unit (SPA / SPG /TD) that I revised from my previous post:
Mechanized Artillery (Assault Gun)
Attack: 2
Defense: 2
Move: 2
Cost: 5
Can blitz when at least a Tank is present in a group of units.
It means that any number of MechArt can blitz when a Tank is blitzing. In addition, this Tank can be already paired to a MechInf while blitzing.
Infantry Support: Give +1A to a paired Infantry or Mech Infantry.
Tank Hunter as a Tank Support ability: Get +1A/D when paired to a Tank.
This unit on attack cannot give and get both bonus as Inf support & Tank support when teamed up with both MI and Tk.
You must choose which bonus is use, and can change during the battle round, switching from one to the other according to which unit the MechArt is paired to.
I think it could be better balance and nearer A&A pairing bonus.
Some may prefer give +1 on Def only when paired to a Tank but this unit will be much more appealing if it get +1A also.
I think it will be nearer the historical records about all kind of Mech Artillery.
Germany for instance built a lot of them and even much more than Tanks during WWII, specially StuGIII type.
And during the game, it will be a way to get an optimized built by having a Mech Art paired to an already existing Tank. It will follow the same progression than WWII, this unit getting more and more popular as the war evolved.
In itself it will be weaker (A2D2C5) but cheaper than medium Tank (A3D3C6).
But was useful for both Inf and Tank support.
And dangerous against Tank, hence gaining the bonus on A/D making them as valuable than a reg Tank but keeping the need to buy Tank to get Mech Art such a useful unit on offense and defense.
I also learned that during WWII both Artillery division (supporting Inf) and Panzer division were having struggle with the Army Chief Command over StuG being part of their unit instead of the other.
Even this aspect can be depicted by the dual bonus for being paired to Inf and MechInf or with Armor.
And how it can solve the cost problem (as far as I can see it):
@Baron:
The core of a ground battle is between A@3 vs D@2 unit.
With a Battlecalc, you get 50-50% chance of winning when 9 units @3 fight 11 units @2.
This means that a real balance cost of unit should be:
1 unit A3D3 should cost 5.5 IPCs and 1 unit A2D2 should cost 4.5 IPCs.
That explain why Tank moving 2 at 5 IPCs was a bit OverPowered vs other units like Art at 4 IPCs with M1.
Tank A3D3M2C6 compared to a A2D2M2C5 unit seems almost correct since both have a +.5 IPC over the balance level of 5.5 vs 4.5.
Now, about a MechArt A2D2M2C5 unit getting +1 A/D when paired to a Tank, it will be straight on the mark:
A6D6M2**C11 for 2 units, which is A3D3M2C5.5 for 1 unit**.
2 Tanks A6D6M2C12 are actually 1 IPC over the mark and this slight unbalancing effect increase of .5 IPC with each additional Tank.
You can see how good on defense is an Inf A1D2C3 being 1.5 under the line.
Even the MechInf is still .5 below the cost on defense.
(Not considering the offence, however. Which makes them less OP vs cost of A2D2 or A3D3.)