
I just finished all the normal difficulty battles and measured some values during the single-player speed pass. Let me share a few points that can directly improve the efficiency of customs clearance. There is no metaphysics and it is all based on actual testing.
Let's look at the troop panel first. The basic mobility of a light tank is 2 blocks more than that of a heavy tank, but its armor is about 35% less. I tested the third level of "Assault on the Ardennes", using a light tank to bypass the rear + reconnaissance, which was 3 rounds faster than the hard and heavy tank. Specific operation: In the first round, the light tank on the left directly fills the field of vision (movement power 7 blocks), exposing the coordinates of the enemy's two anti-tank guns, and then the medium tank on the right uses two shots of full-damage HE shells (splash radius 1 block) to clear them out. Note that HE shells have an additional 10% damage bonus against soft targets, and have the highest benefits against infantry and artillery.
When it comes to equipment selection, don't pile on firepower without thinking. I compared the same "Tiger" equipped with a "hardened armor module" (12% damage reduction) and a "long-barreled gun" (penetration +45). In encounters, the number of survival rounds with the armor module increased by 2.1 times on average, which is enough for one round of output. The key to speedrunning is reducing non-combat attrition - each additional repair wastes an action point. It is recommended to equip the main tank with at least one repair box in the early stage. Actual testing can save 3-4 rounds of repair time.
Terrain utilization is a point that most people ignore. The concealment coefficient in the game is divided into three levels according to the density of vegetation: sparse shrubs (+15% dodge), dense woods (+30%), and building ruins (+50%). I tested two routes in the fifth level "Stalingrad Street Fighting": rushing straight along the main street (exposed rounds 7, hit 4 times) vs. walking along the edge of the ruins (exposed rounds 4, hit 1 time). The latter takes 2 rounds less. Remember to let the reconnaissance vehicle take the ruins route to light up first, and then the main tank to finish the damage.
The core is these three points: the combination of troops depends on movement speed and burst, the equipment selection prioritizes survival over extreme firepower, and the path planning looks for concealment. If you want to save more time, skip all the non-essential side missions in the campaign - the rewarded supplies are actually less than 0.3 turns when converted into action points, so it is better to go straight to the main quest. There is actual measurement data to support it. If you don't believe me, try it. 🚀