$15 Structure ID: A0TankTrap
| Base | Upgraded | |
|---|---|---|
| HP: | 200 | 920 |
| Armor: | 10/10 | 51/51 |
| Strength: | Hard | |
| Size: | 1×1 | |
| Height: | 1 | |
New Defensive Structure Available
Reinforced concrete tank traps
Prevents enemy movement
Defensive Strength: Medium
Prerequisites: Research Tank Traps
Upgrades
Armor / HP upgrades
- 135% / 130% - Improved Hardcrete
- 170% / 160% - Improved Hardcrete Mk2
- 205% / 190% - Improved Hardcrete Mk3
- 240% / 220% - Supercrete
- 275% / 250% - Supercrete Mk2
- 305% / 280% - Supercrete Mk3
- 340% / 310% - Plascrete
- 375% / 340% - Plascrete Mk2
- 405% / 370% - Plascrete Mk3
- 440% / 400% - Plasteel
- 475% / 430% - Plasteel Mk2
- 510% / 460% - Plasteel Mk3
Commentary
JakeGrey wrote on May 14, 2011:
Lots of WZ2100 players hold these in very low esteem because they fail to appreciate what they are designed to do. The way to get the most out of tank traps is *not* to use them as cheap and cheerful substitutes for proper walls, but more like tripwires, or perhaps barbed-wire entanglements are a better analogy. They can't stop an advance all by themselves, but they *can* force the enemy to waste time driving around them or shooting them out of the way, and since they're fast and cheap to construct it doesn't matter too much if they get trashed by your own artillery in the process.
My favourite trick is to create a sort or chicane out of them at a chokepoint, overlooked by a sensor tower and a few artillery emplacements, with a couple of machine gun and/or flamer bunkers to discourage cyborg rushes. The traffic jam as the other side's units jostle around until they finally start driving in single-file through a winding pathway that loops back on itself several times is comical even before the shelling starts.
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