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==M1A1== [[File:M1A1Abramscard.jpg|300px|left|thumb|Ba-Bam!]] Clocking in at a whopping 14 points per vehicle, the M1A1 is one of the most powerful tanks that can roll across your table. Its M256 120mm smoothbore cannon is capable of punching clean through the front of a [[T-64]] and out the other side with its AT of 23 only matched by the heaviest of dedicated Anti-Tank Missiles. Combined with its lovely front armor rating of 19, just like the IPM1 before it, the M1A1 can stands a decent chance of defeating most dedicated Anti-Tank munitions it will face. When the inherent awesomeness is combined with good placement and moment orders, this thing becomes an embodiment of the American will to stand against the red menace. Just make sure you don't get flanked. In truth its greatest weakness is its truly ridiculously high price. If you thought that the [[Leopard 2]] was hamstrung by its points costs, son you ain't seen nothing yet. If for some reason you looked at the M1A1 and thought that it simply wasn't kick ass enough, or if you laugh in the face of point inefficiency the M1A1HC is what you need. It's got the same weapons and therefore the same unit crushing potential as its base model counterpart. Where it differs is that the front armor goes up to a damn near impervious 21 (<s>only matched by the ROMOR package [[Challenger 1]] at time of writing</s> Beaten by the Bundeswehr's own Leopard 2A5 at FA22 <s>fukken krauts</s>) and the side armor goes up to an impressive 11. That's right, you can flat out ignore most autocannons as they cannon penetrate you from any angle (Bad pun). The cost? 18 points per tank. A 72 fucking point 4 tank platoon ?!?! <s>Jesus Fucking Christ!!!</s> ''World's largest defense budget, baby!'' Thanks to being the most expensive tanks in the game, the chances that you will see formations of these things in games of less than 200 or so points is slim to none, but they still have a use for both the competitive player and the casual pickup gamer alike! The M1A1 comes integral to any US Mech infantry company, making it a powerful resource to support your formation, especially since US mech infantry formations tend to play defensive and thus need to figure out reserves. The Abrams fills this role nicely, having the speed and firepower to make an impact the moment it enters the board, and the points cost to take up the entirety of your reserve pool in a single unit. The synergy with infantry formations in particular is strong, since US Mech infantry can bring a shitload of ATGMs to help deal with BMP and tank swarms, as well as the general durability of infantry letting them hold the line while waiting for your tanks to arrive like the Rohirrim at Pelennor Fields or body blocking enemy tank swarms that want to flank your Abrams. If you play smart, focusing your fire on eliminating one tank company at a time and opening up the maneuver space for your tanks with smoke and your superior tactical speed, the Warsaw Pact tank swarms can be dissected in detail, all while your Abrams are perfectly safe behind their heavy armor and screening infantry, carving swathes in the Red Horde. If you play dumb, your gorgeous 72 point tank platoon is gonna go up in capitalist smoke before you can say "Damn Commie!" And always, ''always'' take AA, because swarms of [[MI-24 Hind|Hinds]] exist, and SIX of them with AT-9s (AT24, Chobham will do jack shit) cost exactly 18 points, the same as ONE M1A1HC. {{clear}}
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