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And AT guns disproportionately affect offensive operations in phase A because they force the other player to commit resources to defensive assets, hide their tanks from AT attack and generally protect their armoured assets from AT attack.

Bollocks. AT guns are slow-moving, defensive weapons with a wide range of counters - from infantry close-assault, artillery, airstrikes or fire support vehicle suppression, with a very limited window of reliability (inside gun range but outside HMG range), which anyone who uses them can attest to. False comparison is false.

Yeah, if an enemy deploys a unit, you have to counter that unit. That's how this works. The HS129 is not disproportionately difficult to counter. Again, if they don't deploy one then you don't need to deploy a counter. An unvetted HS 129 is not disproportionately more effective than an AT gun. The AT gun can often be more effective, depending on the situation.

125 points; 25% of the starting standard points loadout, or 2 ticks (1 if you're playing the mediocre Polish division)

Can a HS129 be outflanked, be pinned in position, be destroyed with indirect fire, be assaulted with infantry? No.
 
Bollocks. AT guns are slow-moving, defensive weapons with a wide range of counters - from infantry close-assault, artillery, airstrikes or fire support vehicle suppression, with a very limited window of reliability (inside gun range but outside HMG range), which anyone who uses them can attest to. False comparison is false.



125 points; 25% of the starting standard points loadout, or 2 ticks (1 if you're playing the mediocre Polish division)

Can a HS129 be outflanked, be pinned in position, be destroyed with indirect fire, be assaulted with infantry? No.
It can't do any of those things, but it need not be, because it has no defense against it's counter and will almost always be destroyed. Look, I don't know what point you think you're making here. Yes, an AT gun can be countered, but you need to invest in the counter. And for some decks that may not be the best use of points, especially if they deploy few AT guns. A HS129 can be countered, and you need to invest in the counter (which also has other uses, much like the other counters). Can a HS129 be assaulted by infantry? No, but if you're using a number of infantry, it can't do anything to them anyway. At best it can attack their fire support - much like an AT gun can also do. A good player will generally be able to take out a tank with an AT gun if they're paying attention and aren't unlucky, and you could have 2 or 3 at guns for the price of a HS129. Thus, according to your logic, your entire push is instantly dead and this is a massive unbalance in the game (implying that it ruins the rest of your battle as well, I'm sorry, this is the implication - nobody cares if you think a HS in annoying right in the beginning, it only matters if it's broken somehow).

Now I'm done with this argument as you clearly have no interest in actually figuring out counter tactics and just want to whine about your poor little tanks being blown up.
 
I don't know why you thought I wanted counter tactics. I never requested them. I pointed out that they are not reasonable investments in Phase A.

Aaaand it does matter if it's cancerously annoying, because something that isn't fun to fight is what drives people away from the game. Forcing allied players to dump 125pts at start into a fighter to counter a dedicated AT platform is bad games design.