During the '39 campaign played on NORMAL i attacked Su-85 and Su-152 with Tiger I tanks with different expierience, besides the
bug of the same hardattack of this two Su's overall the Tigers won each fight often without casualities or only 1 or 2 points of strength.
Is the level of difficulty "normal" the reason? Or need the anti tank class an modification?
Cause in fact anti tank units working like snipers, they used to find a good position, they dug in and after they are camoflaged they wait for enemy tanks to destroy.
Ingame this means if a tank moved in a anti tank unit and is surprised or if a tank attacks an anti tank unit.
In this cases the anti tank must have an initiative bonus and maybe an bonus on hard attack and ground defense.
On the other hand a common anti tank units (not the US witch were equipped with turrets) have an disadvantage, because of the construction. Without a turret an anti tank unit witch is attacking has not the same options as an tank with an turret.
So i think a anti tank unit should have an Bonus during defending and an malus during attacking.
Maybe if it is possible to code this then it would be fine if the expierience negated the Malus.
for example:
table for mobile anti tank units
0 Stars = Full Malus
1 Stars = 75% Malus
2 Stars = 50% Malus
3 Stars = 25% Malus
4 Stars = 0% Malus
5 Stars = 15% Bonus
table for anti tank guns
0 Stars = Full Malus
1 Stars = 80% Malus
2 Stars = 60% Malus
3 Stars = 40% Malus
4 Stars = 20% Malus
5 Stars = 0% Bonus
like this there could be something for the bonus but with lower values to avoid an overpowered anti tank unit

Rudankort and Uran21 what do you guys think about this? Is this feasible
