Playthrough: Heavy Tank Spam

Heavy tanks are generally regarded as terrible units, and for good reason: they take a long time to research and produce, they require a lot of resources, and once produced they're incredibly slow-moving. Perhaps most important, though, and what differentiates them from another slow-moving resource-hogging unit, the railroad gun, heavy tanks require melee combat, meaning they take return damage every time they deliver damage and are vulnerable to ranged attacks.

Naturally, I decided to test out just how unwieldy they are by dedicating an entire round to heavy tank spam.

Unfortunately (spoiler alert), it is looking like this round isn't going to be nearly as active as I had hoped, so I don't think there's going to be much PVP heavy tank action. Regardless, I've been jotting down notes for a few days and I don't want that to go to waste, so I'll still post it as a playthrough and go over my thought process at different points in this game. I don't think anything in here is going to be new to players that have played for a while, but maybe it'll at least be entertaining.

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I'm using this as an excuse to procrastinate on my taxes, so let's jump into day one. I ended up with more detail here than I'd planned, but maybe it'll spawn interesting discussion--I'm happy to take improvement ideas. The detail might fall off as this series goes; we'll see.

Day 1

I already decided to go with Axis for my doctrine, now just needed to decide on map and country. The 22p map felt too small and too easy--I'd probably win before being able to roll out many heavies. The 100p map felt a little too competitive--I'm putting myself at a huge disadvantage by ignoring ranged units and focusing my build around an easily-beaten strategy, and didn't want to risk running into alliances before I could have some fun. I settled on the 50p Homefront map, which seemed to be just about right.

In the 50p Homefront map, there are a few Axis countries in Central and South America. One of them, East Mexico, has double steel, double oil, AND double rare rural provinces--perfect for heavy tank spam!

*Arnold voice* Time to crush things with some tanks!

Construction: I start by prepping my production facilities. Two tank plants, one ordnance factory, and one aircraft factory to cover the core units of my strategy. I also build a barracks, assuming I'll use militia as coast guards and cleanup crew at some point. No secret lab and no naval base--despite having a city on the Caribbean, I don't think I'll be building a Navy this game. Following production facilities, I decide to build L1 Industry in all five core cities. Normally I'd consider dedicating these resources towards unit production, but given my strategy for this game (and the low activity I see from my neighbors) I decide to invest for later. Once the industries complete, I decide to level my Steel city up to L2 right away and start a Recruiting Center in my Food city, trying to get ahead of that big manpower requirement.

Research: I start with AC research, as always. I also research Light Tanks, AA, interceptors (always), and militia (always).

Diplomacy: I give Share Map to all AIs to get the popularity boost. I border four humans and one AI. One of them looks like they got the first-game bonus, meaning they'll have two medium tanks waiting for me when I invade. As of a few hours into Day 1, amazingly, zero of my four neighbors have built anything in their core cities, so I assume they'll be going inactive and plan accordingly. The rest of the diplomacy tab is pretty bleak--it looks like ~half the players in the game are level one, an abysmal ratio that means there will be a lot of AIs later. (Side question--did I join the wrong Homeland map or something? I don't remember ever encountering this many first-time players.) Other competitor notes:

  • North Carolina immediately posts a racist article to the newspaper, so they'll be a target later if they stay active (sadly, they don't)
  • One group of three immediately creates a coalition (Arizona, S California, N California). Wyoming joins them later in the day. Another single, Florida, creates their own coalition. My usual assumption is that Day 1 coalition-joiners are terrible and I have no reason to think otherwise in this game.
  • The only player of note appears to be Colombia, so I go through some competitor analysis. Level 163, 1.09k/d (normally a terrible ratio, but they've played since 2018 so there could be some COW 1.0 games in there, when k/ds were worse), 126 wins in 235 games (mostly coalition). They're only averaging 58 PVP kills per game, a pretty low rate. Top maps played are Clash of Nations (81 games) and Homefront (14 games), so it also appears most of these games were played against bad players. Achievement snooping reveals that they don't get many kills with aircraft--nice--but have produced a decent number of RRG--hm. I check their recent games and find one where they got smoked by another human and immediately quit. Conclusion: not concerned.
Production: I build two ACs in each of my tank plants and then switch to light tanks. With my industry builds I've already gotten low on steel, and I just want LTs to help handle starter ACs, so I stop after 6 and start to save up for medium tank research. I decide to hold off on producing AA for now until I see evidence of plane usage.

Moves: Even though I'm gearing up for heavies, I still need to move quickly and gain as much territory as possible to boost my economy. I buy the cheapest rares available in the market (something I do at the beginning of every game in which I plan to build industry early) and the two cheapest bunches of steel.

I move mixes of starting units to my human borders and bolster them with my newly-produced ACs and LTs. I can always knock out the AI later and want to take advantage of inactive humans while I can. I consolidate my units into five stacks, two at one border and three at another, designing each one to be strong enough to at least two-shot a 2-infantry stack. Moving through all these mountains really makes me wish I had artillery :) As is, I try to plot out the path each stack will take and adjust the unit mix accordingly--more infantry in mountains and cities, more ACs and LTs in plains.

I start attacking two opponents ~6 hours before day change: the inactive Allies player to my northeast (picking up a supply drop with 8k each of steel, rares, and money--nice! I celebrate by buying some Oil from the market, since that's now my limiting resource) and the inactive Axis player to my South. I only make it through a few provinces before day change. I plan to finish off these inactives in the next 24-36 hours.

Stats at the end of Day 1: 11/0 k/d, 9/0 provinces

jubjub bird wrote:

*Arnold voice* Time to crush things with some tanks!
Reference:

Nice

I am honestly impressed.

Best of luck

I'm following your thread like a bird after a worm

Glory to the Union!
Glory to the Red Army!
Glory to the Revolution!
Marshal of the Forum High Command

im amazed, jubjub

The President

So what’s the deal? Any update?

jubjub bird wrote:

jubjub bird wrote:

*Arnold voice* Time to crush things with some tanks!
Reference:
I don’t like that guy

We don't care

We are just focusing on his playthorugh

I didn't even watch the video

Glory to the Union!
Glory to the Red Army!
Glory to the Revolution!
Marshal of the Forum High Command

Day 2

Only 5 countries have added to their scores so far, so I sit tied for 6th with the 50 VPs I started the game with. I'm nowhere on the list of top 25 economies, unsurprising given the number of first-time players and their early economic boosts.

Research: I start medium tank research immediately after day change. Mediums are going to be necessary early-game units for me, especially considering one of the countries I'm fighting started with two of them. I also start Tac L1 research later in the day.

Construction: I've got plenty of Steel thanks to the supply drop, and I don't have much use for Food or Goods right now, so I continue building Recruiting Centers. Following the influx of Steel and Rares I look to boost my Oil supply so that I can continue to invest in Industry as well, especially since my early-game rate of expansion is going to be much slower than normal. Over the course of the day I buy a bunch of Oil despite poor prices (between 12.5 and 17.8). I fund some of this by selling Food, also at a poor price (7.5) but I have no use for it right now. I start upgrading my Oil city to L3 Industry and build a Local Industry in one of my rural Oil provinces, later starting L2 as well. I also upgrade my Tank Plants to level 2 to coincide with the completion of medium tank research. By day end, I'll have 3 L1 Industry, 1 L2 Industry, 1 L3 Industry in progress, an L2 Local Industry in progress, 2 L1 RCs, 1 L2 RC in progress, and 2 L3 RCs in progress.

Diplomacy: the foursome coalition's progress (or lack thereof) confirms my assumption that they aren't very good. Colombia starts a coalition of their own, which is unsurprising given their record of coalition wins, but still something to keep an eye on as I don't want to get sandwiched later. I decide that my near-term plan will be finishing off my Mexican neighbors and then heading south.

Production: I start churning out medium tanks as soon as that research completes and add them to my existing stacks wherever they need additional firepower.

Moves: I had spread my units around the captured provinces and thankfully none revolted overnight, so I can continue my conquers. I approach Mexico City's capital, which brings an opportunity to highlight another flaw of my melee-combat-driven approach: normally, especially with inactive opponents, you can bombard the units within capital cities and move on, leaving a single unit behind and saving the actual capture until just before day change. In my case, defeating the units within the city also means capturing the city, so I have to decide between capturing it now and moving on, or limiting my conquers in some way so that I can circle back to capture it before day change. I choose the former and capture the capital early in Day 2, deciding that the morale boost is still very valuable at this stage of the game (because my core provinces are well below 100% morale). Just capturing this capital boosts my economic production by ~15%, and the influx of $50k funds some of my Oil purchases mentioned above. I run into a couple more issues as the day continues:

  • One of those starter medium tanks that East Texas has happens to be sitting in his capital. Without any artillery or medium tanks of my own (yet), I don't have the units I need to take that stack out and have to leave it behind. This will put my captures at risk for revolt since I'd planned to capture this capital just before day change. Adding to my frustration, this happens to be East Texas's Oil city--I would have really loved to gain those resources.
  • I've oversplit my stacks and the damage of multiple melee battles against opponents getting homeland bonuses is really adding up, even in East Texas where I have a doctrine advantage. I'm forced to condense my stacks, slowing my conquest. Despite this consolidation I still lose two infantry from one of my stacks, which really hurts considering my opponents aren't even active.
As day change approaches I decide to spread my units out again to prevent revolts. I want to hold on to all the resource-producing provinces and cities I've captured so far. This is yet another step that slows down my future expansion, as tomorrow I'll have to re-consolidate my stacks before I can continue conquering.

My next supply drop appears in my AI neighbor's territory, which should be an easy grab.

Stats at the end of Day 2: 64/2 k/d, 37/0 provinces

One suggestion : Please add pictures to help your audience picturize what's happening and how.

The President

Great point, and I've tried to save as many pictures as I can along the way but don't have many of these early days. I'll have one for the start of Day 3 when I post that update.

Found screenshots on my phone with the medium tank stack parked in the capital and its stats, showing why I had to wait until later. Attacking this with infantry and light armor would have been suicide

use the heavy tanks!

Rachellreist wrote:

use the heavy tanks!
its day 2
The President

oh syr

The ongoing excess of food and goods hints at an HT + Arty strategy with Axis, or HT + Rocket Arty with Comintern. With plenty of food and goods for AA, if needed.

I know you wanted to go air force, just saying. The resource imbalance will be ongoing :)

For sure, or even if I maintained my commitment to no ranged units I could have added mot inf to the mix without much issue.

Bit of a spoiler, in the next few days I'm going to end up with a resource imbalance that I did not expect at all.

z00mz00m wrote:

HT + Arty strategy with Axis, or HT + Rocket Arty with Comintern
Why RA with comi? I understand the benefits of RA in general, but comi RA get sooner research and production time decrease, while ART gets the same production time decrease, plus a production cost decrease. I'd say the production cost decrease is more valuable than the research availability.

I think RA sync better with HTs by providing some of the unarmored damage that HTs sorta lack, and Arty would be competing with AA for Goods (but also, RA would be competing with planes and HTs for Rares so that might be a wash). I'd probably go RA with all doctrines tbh (but also, I wouldn't be in this position because I'd commit to ranged units rather than mixing them with HTs).

I understand the benefits of RA in general, but I don't see why he said ART with axis and then RA with comi. The only reason could be that he is putting higher value on research availity than on production cost. I was wondering about the reasoning.

DxC wrote:

Why RA with comi? I understand the benefits of RA in general, but comi RA get sooner research and production time decrease, while ART gets the same production time decrease, plus a production cost decrease. I'd say the production cost decrease is more valuable than the research availability.

I used to build only Arty and avoided RRarty mainly due (1) their later arrival, and (2) the rare usage competes with early industry construction. But the gun Arty has been nerfed. They have become less effective in terms of damage output per resource invested. They used to be a lot cheaper. Plus the RRarty that Comintern gets arrive earlier AND they do more damage to infantry and light armor compared to Arty. I've been converted to use RRarty a lot more in most of my builds, especially with Comintern. I'm even using them with Pan Asian these days, just in a different ratio. Pan Asian artillery is that much better than normal, so instead of an 8:2 to 6:4 mix of RRarty:Arty, with Pan Asian it's more like 5:5 or 4:6.

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