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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jubjub bird wrote:

I haven't, not yet. I don't think this has been as exciting of a game as I'd hoped but there will be more action coming soon.

On that note, I'm about to come up on Day 14 and am debating whether to research L3 heavies. I don't think I need to to win, but I think I want to do it for science.

Counter argument is that it takes 1d 14hr to complete and min production time is 12+ hours so it'll be well into Day 16 before I actually get any produced.

I think since you are practically guaranteed to win, itโ€™s worth doing it for science. You gotta try everything since you already basically know how it will go if you stay with lv2 at this rate.

CarKing the 6th of the Abrahamic Caliphate

Hint: In order to free-up Cities, to be building, Industry, at all times, in early game:

Build Recruitment Offices, in Non-city, home, non-resource producing provinces. You get about the same bang for your buck, while amping-up Resource production...

Crian Carpenter wrote:

Hint: In order to free-up Cities, to be building, Industry, at all times, in early game:

Build Recruitment Offices, in Non-city, home, non-resource producing provinces. You get about the same bang for your buck, while amping-up Resource production...

Finally someone gets it.
โ€œA battle fought without determination is a battle lost.โ€ - Josip Broz Tito

Level 3 heavies are unstoppable

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

Crian Carpenter wrote:

Hint: In order to free-up Cities, to be building, Industry, at all times, in early game:

Build Recruitment Offices, in Non-city, home, non-resource producing provinces. You get about the same bang for your buck, while amping-up Resource production...

Is this hint directed at me or is it a general tip for folks following along?

I'd have to check my math, but if I remember correctly it's more efficient to build City RCs + Rural Industry vs City Industry + Rural RCs. Either way, I've maxed out all of those in this game.

jubjub bird wrote:

Crian Carpenter wrote:

Hint: In order to free-up Cities, to be building, Industry, at all times, in early game:

Build Recruitment Offices, in Non-city, home, non-resource producing provinces. You get about the same bang for your buck, while amping-up Resource production...

Is this hint directed at me or is it a general tip for folks following along?

I'd have to check my math, but if I remember correctly it's more efficient to build City RCs + Rural Industry vs City Industry + Rural RCs. Either way, I've maxed out all of those in this game.

Yeah but think about the fact that you could be building production buildings while getting similar amounts of manpower, right? It seems better in the midterm at least.

CarKing the 6th of the Abrahamic Caliphate

Sure, if 25% less is considered similar.

It's a solvable problem, just set up a simplified scenario and make some assumptions and do some calculus and we can get an actual answer. I don't really feel like doing it but would be interested in the conclusion--maybe I need to build rural RCs even sooner than I already do. I don't think I had the resources for that this game though.

jubjub bird wrote:

Sure, if 25% less is considered similar.

It's a solvable problem, just do set up a simplified scenario and make some assumptions do some calculus and we can get an actual answer. I don't really feel like doing it but would be interested in the conclusion--maybe I need to build rural RCs even sooner than I already do. I don't think I had the resources for that this game though.

Oh golly you cannot make me do math right now ahh. But yeah you are right, I was under the assumption that rural RCs were cheaper, like local industries are. Itโ€™s not, same price rather.

Still though, 75% would be similar ENOUGH in my eyes, that Iโ€™m sure this strategy is possibly worth it the mid term. Of course someone would have to calculate thatโ€ฆ and that person is not me lol.


CarKing the 6th of the Abrahamic Caliphate

Rural industry + City industry for deficit resource.

City recruitment offices.

What production buildings? Haha. You mean the 2-3 factories you need at the start that complete in 30 minutes? Sure, spend 30 minutes to build that port, and then immediately queue up RC construction. What else do you need, 1 tank factory and 1 ordnance plant? Fine. That's still just 30 minutes, and then it's mostly RC time.

yes heavy tanks are beasts

็Ÿฅๅทฑ็Ÿฅๅฝผ๏ผŒ็™พๆˆ˜ไธๆฎ†

Re: Rural RCs:

It just that I don't like having resources or cash sitting in the bank; not working for me, so I start them in the rural areas, but only ones which don't produce resources have a high manpower output...

It's like ABM: Always Be Moving.

The only thing FREE in CoW is marching, so your men should always be moving somewhere useful, even if it is just to distract an opponent...

And Air should always be surveilling...

z00mz00m wrote:

Rural industry + City industry for deficit resource.

City recruitment offices.

What production buildings? Haha. You mean the 2-3 factories you need at the start that complete in 30 minutes? Sure, spend 30 minutes to build that port, and then immediately queue up RC construction. What else do you need, 1 tank factory and 1 ordnance plant? Fine. That's still just 30 minutes, and then it's mostly RC time.

what tf is rc

Crian Carpenter wrote:

Re: Rural RCs:

It just that I don't like having resources or cash sitting in the bank; not working for me, so I start them in the rural areas, but only ones which don't produce resources have a high manpower output...

It's like ABM: Always Be Moving.

The only thing FREE in CoW is marching, so your men should always be moving somewhere useful, even if it is just to distract an opponent...

And Air should always be surveilling...

Yes, all experienced players build rural RC, sooner or later. But urban RC are more cost effective, so they should come first.

Rural industry builds faster, producing benefits sooner, so they should come before city industry. The are equally cost effective.

Rachellreist wrote:

what tf is rc
Recruitment center aka conscription office. Same thing. Manpower boost.

z00mz00m wrote:

Rural industry + City industry for deficit resource.

City recruitment offices.

What production buildings? Haha. You mean the 2-3 factories you need at the start that complete in 30 minutes? Sure, spend 30 minutes to build that port, and then immediately queue up RC construction. What else do you need, 1 tank factory and 1 ordnance plant? Fine. That's still just 30 minutes, and then it's mostly RC time.

I mean in the midterm where you are building level three factories to speed up leveling up unit production. Though you would be right at the start, itโ€™s a better idea to be responsible at the start and build early.

CarKing the 6th of the Abrahamic Caliphate

Good pont

point*

You can edit your post, just click on the four bars and hit edit.


CarKing the 6th of the Abrahamic Caliphate

Carking the 6th wrote:

You can edit your post, just click on the four bars and hit edit.
Ok thanks for the tip

Day 9

Not much happens today, mostly positioning. I strike out again with spies, so I'm essentially blind to Oregon's units other than what I can see in the newspaper (at least Tacs, Ints, and Battleships). I'm still comfortably in first place with 330 points, followed by Colombia with 140, Oregon with 100, and Cuba with 90. My economy is really strong, starting the day around 1k/hr for most main resources and a 30k manpower backlog (that is quickly cut in half when I upgrade my heavies).

Diplomacy: Nothing of note

Research: L2 HT research completes a few hours into the day. I start upgrading my naval bomber research, planning to go all the way up to L4 because of Oregon's battleships and the continued threat of invasion from the Caribbean.

Production: once L2 HT research completes I start producing them in all my leveled-up TPs

Construction: I continue building out RCs everywhere. I also build some infrastructure in my slowest provinces between my cores and my armies in the northwest, to speed up future repositioning. I capture a partial L4 TP near my front line with Oregon, repair it, and add a propaganda center, deciding to make it my main front-line production facility for my northwest advance. My Industries at this point are all L4 or L5 and my Local Industries are all L3 or L3 in progress.

Moves: My first major move is to upgrade my heavies that were near Arizona's city stack and then attack, adding mediums to my heavies to eat some of the damage. They made quick work of it, despite most of the units in the stack getting urban terrain bonuses. That basically finishes off Arizona, though I continue to leave buffer provinces between my territory and the AIs. Wyoming has embargoed me and is also in a coalition with Arizona, so might attack me through Arizona's provinces--something I need to prepare for. Colombia has been moving slowly through Central America so I move even more units towards Oregon, with only a few N Cali provinces between us at the start of the day. I notice Oregon is slow in their capture of N Cali provinces and cities, so I rush forward and grab the Steel city and the capital, which only gets me $20k but it's better than nothing, and keeps it out of Oregon's hands. I also grab another supply drop with Goods, Oil, and cash. I stop advancing when I think I've got a good position. Oregon has shown a willingness to surprise attack with Tacs, so I keep my Ints patrolling behind my front lines.

I scout Oregon's units with my fighters and it's looking great: a bunch of L3 infantry, mostly singles; a few L1 TDs; a 10-stack of planes, 8 Tacs and 2 Ints, but they're all still Level 1. No evidence of anything that will stop my tanks. Before day end, I notice that Oregon is also moving units towards my border. I prepare to attack.

Situation at end of Day 9:

Forum attachment

Stats at end of Day 9: 252/5 k/d, 164/0 provinces

Panzerace: 161

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