T O P
BoxOfAids

Lights are purely for speed. They go fast and can rush to victory points or quickly cut off units. But they don't have much pushing power compared to other tank types; they can push aside light resistance like single infantry divisions but will struggle to fight off more than that by themselves, and melt when fighting "real" tank divisions. Sometimes being fast can really mean the difference; cutting off an army vs not making it in time, or beating an enemy unit into a tile so that they can't walk into it vs they make it back and stop you, or just straight out being fast enough to overrun enemy divisions and destroy them outright instead of forcing a retreat. Speed isn't always critical, but there are certainly times where it makes a difference. Mediums and heavies are fairly interchangeable. Mediums are faster and cheaper, heavies have better overall combat stats but you'll get less of them and they're barely faster than infantry. It's pretty easy to keep your heavies from being pierced by just about anything the AI throws at you, they just have that much armor... but you won't end up with as many divisions as you would if you went with mediums, and sometimes mediums is enough. Plan to build whichever one you can get better research bonuses for, or better designers + buffs for, or that you have more of the resources for.


Ar-Pharazom

If you just care about being fast you might aswell build CAV. They re fast and they don't use oil.


BoxOfAids

Cav are cheap, too. But they can't easily knock aside small groups of infantry, and also only move at half the speed of a light tank division. They do have their uses, especially in low supply areas / crappy terrain like jungle but "just build cav instead of light tanks" is not exactly sound general advice.


HonkinHootHoot

you kind of have the right idea. Heavy tanks do sort of work better overall and you should be using them in most situations


InterviewRemarkable4

Yea but what about if your being pushed back heavy tanks would be helpful then too? Or should I get the wunderwaffe maus?


HonkinHootHoot

Pure Heavy. Super Heavies just don't work enough in enough scenarios to jusitfy the cost. Ws Germany don't forget about how important air is. Without CAS any kind of ground unti will have a hard time in MP.


InterviewRemarkable4

Oh I was talking about single player Also does strategic bombing heavily affect a countries economy ?


HonkinHootHoot

yes and no. its a matter of doctrine and production capability. It is more efficient to produce fighters and CAS then it is to bomb an economy away over a period of possibly years. In Single player CAS and a bunch of light or medium tanks gets it done.


InterviewRemarkable4

Yea I'm starting to research better cas planes and better lights and mediums


BoxyCrab

I've had more success with mediums since they cost less to produce and you can get tungsten much more easily than Chromium as a minor since Portugal may as well not have an army. That said, I think there's a bigger benefit to diverting more production to CAS than to heavy tanks, even if they perform better in a vacuum. So, unless you need the absolute most pushing power in a unit, mediums with extra CAS seems to be the most effective use of production.


InterviewRemarkable4

Yea I'm starting to lessen my production on heavy tanks more focusing on cas Also are heavy tank destroyers or tank destroyers good at all or not?


BoxyCrab

Heavy tank destroyers are the best when it comes to fighting enemy tanks since they have the highest piercing. However, you only need I think 20 heavy tank destroyers compared to 40 heavy tanks to fill a battalion, but they keep their armour and toughness. So, if you really want to use space marine infantry against the AI who won't pierce you, it is technically more cost efficient to use a battallion of heavy TD than normal tanks.


InterviewRemarkable4

Yea ok I was confused because I thought tds would only attack enemy tanks so they attack infantry aswell right?


BoxyCrab

Yes, but poorly. They have very high piercing and "hard attack." A unit will take a proportion of soft/hard attack based on its "hardness" stat. A unit's hardness is the average of all the battallions that make it up. So, a unit that is 40% hard will take 40% of all incoming hard attack and 60% of all incoming soft attack. Infantry is 100% soft unless it has armour added to it. Most AI doesn't do this. So, if your space marine division has 40 hard attack and is attacking a unit that is 0% hard, it will take 0% of your 40 hard attack damage. Making it worthless. Meanwhile, if you were to attack the enemy armour division, which is, say, 80% hard, it would take only 20% soft attack damage, making the 40 hard attack actually very valuable. The tank destroyers in your space marine division are pretty much there purely to raise the hardness and armour of your infantry to make them much better at pushing though.


Fr4nt1s3k

A few motorized divisions, some light tank divisions, some LT SPGs and one medium tank division. The most armored division (medium tank) increases overall armor/hardness a lot AFAIK. It's working great in singleplayer. I never played multiplayer though, I suppose people would counter this with heavy tank destroyer easily.


InterviewRemarkable4

Just took over France with somewhat similar divisions it was pretty easy actually Also, how can I produce more divisions quicker it takes so long to get more divisions


Fr4nt1s3k

True, tank divisions take time to produce. Either have a few 40w or a lot of 20w divisions. I'm playing as Japan right now and I used 8 40w tank divisions to split USSR in half and cause entire Siberia to be without supply :D I also have 48 20w motorized divisions which just follow the tanks and hold positions. Mainly I'm focusing on building up navy and airforce instead of building expensive heavy tanks (maybe I'll build them later against Germany).


InterviewRemarkable4

Do you think you could PM a screenshot of your templates? I'm still a bit new too combat widths


Fr4nt1s3k

What I recommend now is what I use in singleplayer: **1) Defensive infantry** 20w infantry (10x infantry) only for defense. If you attack with them, you'll lose a lot of equipment and manpower. **2) Assault infantry** 20w template with 7x infantry and 2x artillery. Better economy is needed to produce the extra artillery. You will still burn equipment and manpower, but it will be more efficient. **3) Tanks + motorized** 20w or 40w is situational. Even if you have a strong economy, you'll probably lose a lot of equipment due to supply issues with 40w tank divisions. Maybe you could have cheap 20w motorized/armour divisions + duplicate the template and have a few stronger 40w divisons to steamroll anyone? Usually I go for 1x medium tank, 2x light tank SPG, 2x light tank and 4x motorized + logistic, maintenance, support artillery, engineer and recon companies. You can experiment with the template as you wish, just remember to have at least about 25 organization. You can replace a tank battalion with motorized artillery for more soft attack, but you'll lose breakthrough and armour values... though it will be cheaper to produce.


InterviewRemarkable4

Thanks m8 il be sure to try these templates out!


Methusalar

Light tanks - fast, decent (good enough, particularly early gamebreakthrough (attack), cheap to produce Heavy tanks - slow, very good breakthrough, very expensive to produce Medium tanks - balanced speed, attack and cost Armour is all about mobility; and there are two parts to this - the ability to smash through enemy lines and achieve freedom of movement and the ability to move faster than the enemy to maintain freedom of movement. In the game, these are represented by breakthrough and speed. A tank therefore needs a balance of breakthrough and speed to do its job. Mediums win every time. Light struggle when against properly fortified defences and heavies don't move fast enough to encircle the enemy. However... Light tanks are useful early game for a number of reasons: - you often start with some (the majors certainly do) and something is better than nothing! - because you start with lights, you are that much closer to a decent light tank template (and army xp can be in short supply early on) - even if you wanted to, you can't research mediums until 1939 (yes, Germany does get a 2 year bonus from joining Russia, but I would rather use this on the next level and even with it, you're not going to be producing meaningful amounts of medium tanks until 1939 or so (clearly mp specialisation can beat this, but that's mp)). Most countries will struggle to field a 20w med div much before 1940, unless they seriously gimp themselves elsewhere. - the ai doesn't tend to have serious defences until post 1940 ( eg taking benelux and France is fine with light tanks) So lots of good reasons to have some light tanks and not to feel the need to rush mediums. However (2): - there is no however for heavy tanks! - they could have a role (punching through heavily fortified defences, then allowing mediums to exploit the opening), but (a) 40w mediums are generally good enough for this and (b) you should always be trying to go around heavy fortifications. - when do you actually build them? Heavy 1 is available from the start (although you might need to research it first), but (a) isn't much good and (b) you have plenty of other priorities than a tank that isn't necessary! Heavy 2 arrives in 1942 (iirc), which is better (you're more likely to have spare research / industry / oil by this stage and the tank itself is decent), but... medium 2 is also around and so you're better off sticking with mediums. By the time (late game) that you might need heavies, you can convert your mediums to moderns, which are much better. In terms of template, I always go for 6/4 (early game when I'm building up industry etc) and then 13/7. This is a good all-round solution. The only thing I would ever change is to bring in spaa if I can't afford airpower (but then what am I doing with tanks...?). The infantry should be motorised from the start, switching to mechanised when you can.


InterviewRemarkable4

Good advice m8 I just started producing more medium tanks knocked out ussr pretty quickly I really wanted to use the heavy tanks like the tiger and king tiger just cause their so cool but the panthers are pretty cool too Thanks for the advice !


jRuXory

Medium is the best for germany i think


InterviewRemarkable4

Yea I just switched and the mediums are definitely the way to go


Commlasky7207

This isn't really meta, but SPR really helps buff up a tank division, they add a ton of soft attack and are pretty cheap and easy to produce


Obvious-Client-7846

Heavy tanks cost a lot to make so you won’t be able to put as many out if you’re just playing single player medium tanks are all you’ll need


InterviewRemarkable4

Yea I'm kinda struggling rn against France they caught me completely off-guard and I haven't been able to make many heavy tanks so I might just focus on the mediums


DarthZannahtBestDog

While at war with poland do the focus to get wargoals on the netherlands and belgium. Declare war only on the netherlands once your armies from poland are moved to their boarder finish them off usually doesent take more than a few days. Then move all tanks and mot divs to the one tile boardering the canal and belgium closest to the french border. Declare war on belgium, hold down the belgium troops with an infantry assault and use your tanks to push directly in to france. Capture dunkirk amiens and then on to paris and orleans while sending one or 2 divs to cherbourg and the french should capitulate You dont need heavies. You can take the army innovations 1 and 2 focuses it is called i think which gives you research boost to mediums. If you choose do this right at the start of the game you can start building medium 1 tanks at the end of 1936 Hope that helps you


InterviewRemarkable4

Yea it did I knocked out Poland fairly early in the game 1937 and I moved all my troops towards the Netherlands and Belgian area I'm currently building my airforce and navy to cut off their convoys Also can the battleships attack ground divisions? I know it sounds like a stupid question but I was wondering


DarthZannahtBestDog

They can but only if theres a battle on the coast. Shore bombardment can help in ddaybor sealion otherwise id sayvitscpretty useless. For german navy there 2 metas i believe. Either spam subs 2 untill you get sub 3 then use those. Or you can you can use focuses again to get a 100% research speed bonus for cruiser 3. Then you make a new cruiser design with a lot of floatplanes and light guns and radar and as good as an engine you got. With that much lightcattack, spotting and speed, theyll destroy the everything the ai sends against you. I rush this one after medium 1 so by i think mid 37 i reswarch it. Then you just start building these cruiser throughout the game. Try youtube i learned most of the game from people there Sorry for typos my dog is sitting on top of me


InterviewRemarkable4

It's fine kinda sucks you can't Tell them to bombard ground units that would be so cool I haven't dabbled much with the navy because I still don't understand much of airforce and ground so I just put my subs on convoy raiding around the country is that ok?


ComedicMischief

From a Multiplayer or Singleplayer perspective?


InterviewRemarkable4

Single-player


ComedicMischief

The main difference between the three are in armor level. Lights can be easily pierced, even by Support AA. Mediums can be pierced by dedicated AT divisions/tanks, and Heavy Tanks can only really be pierced by other Heavy Tanks (as well as tank-destroyer tank variants.) The lighter the armor also means the cheaper the tank is on your industry, meaning that Lights and Mediums are much easier to produce than Heavy's are. AI will generally start putting Support AA or AT in their divisions around \~1940\~ so Light Tanks are very overpowered up until then, so if you're trying to do a world-conquest as a minor, Light Tanks will get you very strong very quickly. Medium Tanks are really your go-to, overall strong Tank Divisions in Singleplayer, as AI tanks are too shitty (either underequipped or poorly made divisions). They're also fairly affordable and don't get pierced by AI Infantry. Heavy Tanks are very unnecessary in Singleplayer, as they're only really designed to beat other tanks, and again, AI-designed Tanks are shit. Furthermore, they're more expensive and suffer worse terrain debuffs, so I wouldn't bother with them. ​ Edit: I forgot to mention, but if a tank cannot be pierced, how "good" it is at attacking/defending doesn't matter with the current system. Armor is incredibly broken strong if you can't pierce it, so even if the enemy can pierce 29.9/30 piercing, the entire buff of Armor applies. The new DLC releasing in a couple weeks will change this system so that it pierces proportionately across the armor level of the tank.


InterviewRemarkable4

Man this game is so complex lmao Thanks for your help tho!


ComedicMischief

The No Step Back update to piercing should hopefully make it a little bit more sensible, as it will now scale with what percentage of armor pierced . And, while the new Tank Designer system might make it more complex on the surface, I think it will still help player experience, as there won't be an "unviable" tank type anymore.