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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167 Replies

Still more, and youโ€™re also not using the same resources as haves tanks for the most part, saving those and allowing more heavy tanks. That all comes out to give a larger force, with more unarmored damage than AA, decent AA capabilities, possibly more speed, and you can make your starting infantry more useful.


CarKing the 6th of the Abrahamic Caliphate

I agree with you @z00mz00m

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

Heavy tanks are your generalists. You want to pair them with specialists to get the most value from your resource investments. Again, infantry barely surpasses heavy tanks in the categories that your heavy tanks are weak in. In this hypothetical you'd be better off going all-in on air protection or going all-in on unarmored damage, whichever makes sense given your opponents.

As you saw in this game, manpower becomes your limiting resource eventually. You want to spend it wisely.

I agree that infantry would be a good choice, for the above reasons (except 5. should be iron; AA use iron), plus infantry are one of the best units in terms of costs per anti-air defense. AA is a great unit also and both would be good.

2k views wow

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Fun to read through but I'm just surprised there was no one who spammed ranged units like artillery or railroad guns. Those would be tough to deal with if properly defended from air attack.

Ifs because there are not many high level players on that map. Most went inactive and the few who stayed were mid.


CarKing the 6th of the Abrahamic Caliphate

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