Heavy tanks and their use

So I'm sure there's a wide consensus that Heavy tanks are pretty bad units with the game. For the Allies, it's practically unusable beyond garrison. For the Pan-Asian, it's 20% speed is actually a good trade off for 10% health. For the rest, it's made for them by doctrinal buffs.

So, when and what do we use these fortresses that can't catch light tanks in enemy territory?

1. Railroad gun escort

I haven't seen anyone else argue for HT to escort RR. They're practically made for them. Turtle speed, one with insane range, the other insane health. The only other unit that are comparatively as slow as them are militia units (and they aren't affected by the -25% speed nerf on hills/forests)

2. Bait

Seeing an attacking force of a single HT would require a more invested response than just slapping an single AT and calling it a day. If the HT is backed with AA and militia, it would divert a lot of resources of the defender, both in terms of the literal cost of stopping it, but also the time it takes to even take it out in the first place.

3. Garrison

This is basically what everyone expects it will do. I recommend just putting it on strategic flatlands or cities.

2 Replies

1. Not bad, though you still need AA because both RRG and HT suck at it.

2. That's like waiving a flag, "Hey, here's my secret militia stack!" It also makes it a valid target for air and artillery, and damage DOES distribute to the stealth units underneath.

3. If you're using extensive garrisons, you already lost the game.

When the enemy is driven back, we have failed. When he is cut off, encircled and dispersed, we have succeeded.
- Alexander Suvorov.

K.Rokossovski wrote:

1. Not bad, though you still need AA because both RRG and HT suck at it.

2. That's like waiving a flag, "Hey, here's my secret militia stack!" It also makes it a valid target for air and artillery, and damage DOES distribute to the stealth units underneath.

3. If you're using extensive garrisons, you already lost the game.

It's hard to justify this unit's viability. I'm just here to give some life into this dying fad into something more practical. Also, AA is just an automatic add on HT.

On the second point, bait can mean both attracting enemy air force into a position vulnerable to your fighters and dragging the enemy's artillery into somewhere undesirable, distracting them from your actual main force.

Still, I don't recommend using this as your main tank force, much like how no one should make their RR as their main range force.

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