sub_units = {

	light_sp_artillery_brigade = {
		abbreviation = "LAR"
		sprite = light_armor
		map_icon_category = armored
		priority = 1795
		ai_priority = 100
		active = yes
		
		type = {
			armor
			artillery
		}
		
		group = armor_combat_support

		categories = {
			category_army
			category_mechanical
			category_all_armor
			category_all_artillery
			category_artillery
			category_howitzer
		}		

		##COMBAT stats
		soft_attack = 0.2
		hard_attack = 0.2
		air_attack = 0.2
		defense = -0.35 # Self-pulled Light: 65% Defense
		breakthrough = -0.50 # Self-pulled Light: 50% Breakthrough
		combat_width = 0.0
		ap_attack = -0.1

		need = {
			light_tank_artillery_chassis = 12
			#motorized_equipment = 6
		}
		
		manpower = 300
		max_organisation = 0
		default_morale = 0.2
		max_strength = 1.5
		training_time = 150
		suppression = 0.6
		weight = 2.13
		supply_consumption = 0.003
		own_equipment_fuel_consumption_mult = 1.2

		forest = {
			attack = -0.15
			defence = -0.20
			movement = -0.20
		}
		jungle = {
			attack = -0.15
			defence = -0.20
			movement = -0.70
		}
		hills = {
			attack = -0.10
			defence = 0.05
			movement = -0.10
		}
		mountain = {
			attack = -0.35
			defence = -0.20
			movement = -0.45
		}
		urban = {
			attack = -0.15
			defence = -0.20
			movement = 0.20
		}
		marsh = {
			attack = 0.00
			defence = -0.10
			movement = -0.65
		}
		desert = {
			attack = 0.05
			defence = 0.05
			movement = -0.15
		}
		river = {
			attack = 0.30
			movement = -0.10
		}
		amphibious = {
			attack = -0.10
			movement = -0.10
		}
		fort = {
			attack = 0.08
		}
	}
	
	medium_sp_artillery_brigade = {
		abbreviation = "MAR"
		sprite = medium_armor
		map_icon_category = armored
		priority = 1796
		ai_priority = 100
		active = yes
		
		type = {
			armor
			artillery
		}
		
		group = armor_combat_support

		categories = {
			category_army
			category_mechanical
			category_all_armor
			category_all_artillery
			category_artillery
			category_howitzer
		}

		##COMBAT stats
		soft_attack = 0.2
		hard_attack = 0.2
		air_attack = 0.2
		defense = -0.45 # Self-pulled Medium: 55% Defense
		breakthrough = -0.55 # Self-pulled Medium: 45% Breakthrough
		combat_width = 0.0
		ap_attack = -0.1

		need = {
			medium_tank_artillery_chassis = 12
			#motorized_equipment = 8
		}
		
		manpower = 300
		max_organisation = 0
		default_morale = 0.2
		max_strength = 1.5
		training_time = 150
		suppression = 0.6
		weight = 2.83
		supply_consumption = 0.003
		own_equipment_fuel_consumption_mult = 1.2

		forest = {
			attack = -0.15
			defence = -0.20
			movement = -0.20
		}
		jungle = {
			attack = -0.15
			defence = -0.20
			movement = -0.70
		}
		hills = {
			attack = -0.10
			defence = 0.05
			movement = -0.15
		}
		mountain = {
			attack = -0.35
			defence = -0.20
			movement = -0.45
		}
		urban = {
			attack = -0.15
			defence = -0.20
			movement = 0.20
		}
		marsh = {
			attack = 0.00
			defence = -0.10
			movement = -0.65
		}
		desert = {
			attack = 0.05
			defence = 0.05
			movement = -0.15
		}
		river = {
			attack = 0.30
			movement = -0.15
		}
		amphibious = {
			attack = -0.10
			movement = -0.10
		}
		fort = {
			attack = 0.12
		}
	}
	
	heavy_sp_artillery_brigade = {
		abbreviation = "HAR"
		sprite = heavy_armor
		map_icon_category = armored
		priority = 1797
		ai_priority = 100
		active = yes
		
		type = {
			armor
			artillery
		}
		
		group = armor_combat_support
		
		categories = {
			category_army
			category_mechanical
			category_all_armor
			category_all_artillery
			category_artillery
			category_howitzer
		}

		##COMBAT stats
		soft_attack = 0.2
		hard_attack = 0.2
		air_attack = 0.2
		defense = -0.65 # Self-pulled Heavy: 45% Defense
		breakthrough = -0.60 # Self-pulled Heavy: 40% Breakthrough
		combat_width = 0.0
		ap_attack = -0.1

		need = {
			heavy_tank_artillery_chassis = 12
			#motorized_equipment = 12
		}
		
		manpower = 300
		max_organisation = 0
		default_morale = 0.2
		max_strength = 1.5
		training_time = 150
		suppression = 0.6
		weight = 4.23
		supply_consumption = 0.003
		own_equipment_fuel_consumption_mult = 1.2

		forest = {
			attack = -0.15
			defence = -0.20
			movement = -0.20
		}
		jungle = {
			attack = -0.15
			defence = -0.20
			movement = -0.70
		}
		hills = {
			attack = -0.10
			defence = 0.05
			movement = -0.35
		}
		mountain = {
			attack = -0.35
			defence = -0.20
			movement = -0.85
		}
		urban = {
			attack = -0.15
			defence = -0.20
			movement = 0.20
		}
		marsh = {
			attack = 0.00
			defence = -0.10
			movement = -0.75
		}
		desert = {
			attack = 0.05
			defence = 0.05
			movement = -0.15
		}
		river = {
			attack = 0.30
			movement = -0.20
		}
		amphibious = {
			attack = -0.10
			movement = -0.10
		}
		fort = {
			attack = 0.16
		}
	}
	
	super_heavy_sp_artillery_brigade = {
		abbreviation = "SAR"
		sprite = heavy_armor
		map_icon_category = armored
		priority = 1798
		ai_priority = 100
		active = yes
		
		type = {
			armor
			artillery
		}
		
		group = armor_combat_support
		
		categories = {
			category_army
			category_mechanical
			category_all_armor
			category_all_artillery
			category_artillery
			category_howitzer
		}
		
		##COMBAT stats
		soft_attack = -0.2
		hard_attack = -0.2
		air_attack = -0.2
		defense = -1.0 # Not Used in Defense
		breakthrough = -0.8 # Self-pulled Super Heavy: 20% Breakthrough
		combat_width = 0.0
		ap_attack = -0.1

		need = {
			super_heavy_tank_artillery_chassis = 8
			#motorized_equipment = 12
		}
		
		manpower = 300
		max_organisation = 0
		default_morale = 0.2
		max_strength = 1.1
		training_time = 150
		suppression = 0.6
		weight = 3.03
		supply_consumption = 0.003
		own_equipment_fuel_consumption_mult = 1.2

		forest = {
			attack = -0.15
			defence = -0.20
			movement = -0.20
		}
		jungle = {
			attack = -0.15
			defence = -0.20
			movement = -0.70
		}
		hills = {
			attack = -0.10
			defence = 0.05
			movement = -0.35
		}
		mountain = {
			attack = -0.35
			defence = -0.20
			movement = -0.85
		}
		urban = {
			attack = -0.15
			defence = -0.20
			movement = 0.20
		}
		marsh = {
			attack = 0.00
			defence = -0.10
			movement = -0.75
		}
		desert = {
			attack = 0.05
			defence = 0.05
			movement = -0.15
		}
		river = {
			attack = 0.30
			movement = -0.25
		}
		amphibious = {
			attack = -0.10
			movement = -0.10
		}
		fort = {
			attack = 0.20
		}
	}
	
	modern_sp_artillery_brigade = {
		abbreviation = "OAR"
		sprite = medium_armor
		map_icon_category = armored
		priority = 1796
		ai_priority = 100
		active = yes
		
		type = {
			armor
			artillery
		}
		
		group = armor_combat_support
		
		categories = {
			category_army
			category_mechanical
			category_all_armor
			category_all_artillery
			category_artillery
			category_howitzer
		}

		##COMBAT stats
		soft_attack = 0.2
		hard_attack = 0.2
		air_attack = 0.2
		defense = -0.45 # Self-pulled Medium: 55% Defense
		breakthrough = -0.55 # Self-pulled Medium: 45% Breakthrough
		combat_width = 0.0
		ap_attack = -0.1

		need = {
			modern_tank_artillery_chassis = 12
			#motorized_equipment = 9
		}

		manpower = 300
		max_organisation = 0
		default_morale = 0.2
		max_strength = 1.5
		training_time = 150
		suppression = 0.6
		weight = 2.88
		supply_consumption = 0.003
		own_equipment_fuel_consumption_mult = 1.2

		forest = {
			attack = -0.15
			defence = -0.20
			movement = -0.20
		}
		jungle = {
			attack = -0.15
			defence = -0.20
			movement = -0.70
		}
		hills = {
			attack = -0.10
			defence = 0.05
			movement = -0.15
		}
		mountain = {
			attack = -0.35
			defence = -0.20
			movement = -0.45
		}
		urban = {
			attack = -0.15
			defence = -0.20
			movement = 0.20
		}
		marsh = {
			attack = 0.00
			defence = -0.10
			movement = -0.65
		}
		desert = {
			attack = 0.05
			defence = 0.05
			movement = -0.15
		}
		river = {
			attack = 0.30
			movement = -0.15
		}
		amphibious = {
			attack = -0.10
			movement = -0.10
		}
		fort = {
			attack = 0.16
		}
	}
}
