Kalran: Tales of the four nations/Doberman

Tactical analysis

 * Are you ready: The Doberman tank dwarfs absolutely everything else in the Volksgard military. Armed with a pair of crude but destructive 250mm gatling gauss cannons that brutalize anything unfortunate to be in its path with a range closer to an artillery, while a pair of rocket pods and autocannons can be used to deal with lesser targets like light vehicles, infantry, and aircraft, and thick frontal armor is all but impervious to damage


 * Get over here: Despite its horrendously slow speed, the Doberman has a weapon which can be used to level the playing field. A void beam, which can be used tohold and slowly drag enemy vehicles into range of its guns. The extreme range of the magnetic beam comes in handy for dealing with artillery and fast vehicles, though the main guns must be fired in a powered down mode, reducing their range and rate of fire somewhat


 * Draw fire: One of the Doberman special equipment is a generator that activates a field that draws fire into it while supercharging the tanks defensive strength even further. This device makes use of void magic that makes all lines in a radius around the Assault Destroyer lead to the center, even laser and magic beams. But the engines need to be powered down for it to work, further reducing their already horrendous speed


 * We'll get there, eventually: The main drawback of the Doberman are its slow speed and turn rate, which is worsen by activating its void armor, and their void beam only able to target one vehicle means multiple dedicated anti-armor flanker could rip it apart without fear of retaliation. The high maintenance cost also means it is difficult to field one without a strong economy. Then again, a Doberman can simply roll over other tanks once they have caught up to them

Trivia

 * The Doberman is based of the combinations of the mammoth, apocalypse, and overlord tank from C&C, and the German Maus.