Speaking of support units...
Stack composition, part 1
Alright, since we're spamming heavy tanks, let's assume each stack contains 10 heavy tanks. What else?
(A quick note: heavy tanks have an attack-to-defense ratio of 1.0, making them equally strong as attackers and defenders. This differs from other members of the tank branch: armored cars and tank destroyers are defensive units, with 1:1.5 ratios; light and medium tanks are offensive units, with 1.5:1 ratios. The nice thing about heavies' 1:1 ratio is that it makes our analysis a little easier, though for the most part I think it's safe to assume we'll be attacking.)
To truly dedicate myself to heavy tanks as damage-dealers, I'm giving myself an artificial restriction this round of zero ranged units. In a serious game I would never actually limit myself like this, but it does make our analysis here a little easier.
Main stats: Level 1 Axis heavies have 75hp and deal 6.9 damage to unarmored, 12.5 to light armor, 10.0 to heavy armor, and return 2.5 damage to planes (this is where that 1.0 ratio helps a little--Axis mediums only return 0.6 damage to planes). Seems like we've got armored units covered, but might want to shore up the other two areas.
Vs. Unarmored
At first glance, that 6.9 damage to unarmored looks like a weakness when compared to the high damage output against armored units. However, unarmored units tend to have less HP than armored units, so our damage as a percentage of the enemy's health is much better than the raw value implies. (As an example, not that I would ever recommend running your heavy tanks into anti-tanks because of the differing resource costs, but the calculator shows that 5 L1 Axis heavies can actually defeat a stack of 10 Axis anti-tanks on neutral ground.) Still, maybe we can shore up this area with additional units, which I've ranked worst-to-best:
- Regular infantry. Even at L3, infantry only do 6.3 offensive damage to unarmored. No thanks.
- Armored cars. Even at L3, ACs only do 7.5 offensive damage to unarmored. Slightly better than HTs, but not enough to justify mass-producing ACs (though we may use them as scouts), especially because they compete with heavies for production facilities.
- Mechanized infantry. L1 does 9.8 vs unarmored and L2 (available day 6) does 13.2. Now we're starting to see a difference. However, recall our economic analysis: mechanized infantry will compete with heavy tanks for steel and oil
- Motorized infantry. L3 (available day 6) does 14.3, even better than Mech Inf while not requiring any steel. This seems like the best pairing for a ground unit, only overlapping slightly in resources (oil)
That said, I have a personal dislike of mot inf as a unit because of its low HP and its armor class. They're incredibly fragile because the types of units they're strong against (unarmored) are also often strong in return against unarmored units. Anyone who has used mot inf in early game has probably experience this, where mot inf look great but are quickly in the red after running into stack after stack of infantry. So, even if they're the best pairing for heavy tanks, I decide not to use them in this game, instead choosing:
Yea, maybe this is cheating, but I think I'm going to embrace my heavy tanks' damage output against unarmored units and use tacs as my emergency anti-tank killer, if needed. I also like that this makes my stacks leaner--because of their high mobility I can build fewer tacs than I would have to build mot infs, reducing the additional manpower required to build out my stacks. This mobility will also help cover the speed weakness of heavy tanks.