Light Tank Spam- And The Strategy Behind it.

Light Tank Spam, the great underrated strategy, capable of battling most tactics and has no definite anti-tactic, other than itself. The only other unit that will be needed in this tactic is artillery(and sea units if it's a sea map), Practically ANY game is beatable with Light Tank Spam and Artillery, So, its day 1, you pick, lets say, Egypt on a 22 map, you would instantly make 4 Tank Factories and make a Naval Port in Gaza, send your starting units in that area to Saudia-Arabia and Iraq, you would take them, if World Affairs are in your favor then you would make allies, but lets say your Solo, you would need to declare war on Libya, but defend against their first wave, you may or may not have LT's at this point, but you should have all of mainland Egypt's troops spaced evenly between the 2 provinces, after that advance with those units, now you should NOT defend captured provinces until your AT LEAST half way through Libya, thus enabling you to strike hard and fast, by day 2 you should have Libya, Saudia-Arabia, and Iraq, now you must attack Syria, no problem there, the(sadly) most likely situtation would be that Turkey quit(either just left at begining) or left early after seeing your progress or joined a coalition and is attacking Europe through Instanbul or in that general direction, from this point is really depends on what you wanna do, what i would do is capture Africa, build a strong defensive navy and build lots of industry, then go for countries with little or no captured land,and now its day 6 and you should have about 210-400 VP, maybe someone invades you, with your extensive Naval force you would have enough time to manouver and destroy them swiftly with bombardments and keep your artillery safe while it moves in to bombard from the ground, if they start winning, here's where the name came from- Spam Light Tanks, make ONLY Light Tanks in all cities for a day, then you should get about 20 LT's to fight back with, which would quickly demoralize them and make them possibly fall back or suicide charge, In this situation, DO NOT have your artillery anywhere near this, in case they snipe your artillery with their own, with the speed of the LT's and how little damage the Arty might do, you can quickly overrun their positions and take them, if they have allies then your probably fricked, but speed and scary-ness is a key advantage, no one wants to help their member if their being attacked by someone with this many units, unless they are pro players, then your 100% screwed, in this case- Spam Light Tanks. by now most of the map is taken by you and rival coalitions or other solo'rs, the other Solo'rs would be easy, espcially if they have lots of heavy armor, just play tag with their units and rush their cities. if this is not enough, then i will gladly make a YT video describing exactly how i did this on multiple occasions and as Canada(on 2 occasions) and the UK(once) of all countries, of course this Tactic is meant for most smaller maps and prob wont work on a 100 player map, it DOES work on a 50 player map, as North Mexico, as long as you have allies, and LT's are versitile enough to be used anywhere with allies, so its an overall good general unit to have at all times. Either you can yell at me or make suggestions, ask questions, and all that other junk. Most are gonna critisize me, which i know for a fact will happen, but if you don'y believe me, play a 22 map and use that tactic as a country that is good for it, Canada,African Nations, or Russian Empire, to list those that are good in the 22 map.

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Yea man you're just wrong, I don't know how else to try to explain it to you. Constantly upgrading is bad. Speed matters. Allies can only produce more light tanks than Pan Asian if you're maxing out your resource usage, which is unlikely.

Fox-Company wrote:

2. i have been spamming LT's and Naval units the whole game and i just won a WaW
Well you won this heavily due to land support and planes too, not to mention nukes. We couldn’t have won it had it not been for good use of planes to push our enemies back, and high level forces on land.

CarKing the 6th of the Abrahamic Caliphate

jubjub bird wrote:

Yea man you're just wrong, I don't know how else to try to explain it to you. Constantly upgrading is bad. Speed matters. Allies can only produce more light tanks than Pan Asian if you're maxing out your resource usage, which is unlikely.
I still wouldn’t under estimate allied LT spam. You’re still gonna make more units due to the fact that upgrades are cheaper and your units have more health. Even with less speed the only counter would be pan Asian light tanks or mot infantry, not changing much. While Pan Asian light tanks are better I wouldn’t say much much better, and that allied ones are completely worse or even Ineffective.

CarKing the 6th of the Abrahamic Caliphate

jubjub bird wrote:

Yea man you're just wrong, I don't know how else to try to explain it to you. Constantly upgrading is bad. Speed matters. Allies can only produce more light tanks than Pan Asian if you're maxing out your resource usage, which is unlikely.
Would you like proof of this working? i maxed out my production as fast as i can while also producing as many LT's as possible, I have done this for every game i have played to win, and i won.

I get that you won the game, congrats. That doesn't mean your strategy was optimal, and you're giving bad advice.

jubjub bird wrote:

I get that you won the game, congrats. That doesn't mean your strategy was optimal, and you're giving bad advice.
So is winning a WaW not enough for you?

This is like arguing with a child. I'm not even sure you understand what I'm saying so I'm just going to stop. Congrats on the win.

Hopefully anyone that comes to the forum looking for advice is able to understand the flaws in your thought processes.

Carking the 6th wrote:

jubjub bird wrote:

Yea man you're just wrong, I don't know how else to try to explain it to you. Constantly upgrading is bad. Speed matters. Allies can only produce more light tanks than Pan Asian if you're maxing out your resource usage, which is unlikely.
I still wouldn’t under estimate allied LT spam. You’re still gonna make more units due to the fact that upgrades are cheaper and your units have more health. Even with less speed the only counter would be pan Asian light tanks or mot infantry, not changing much. While Pan Asian light tanks are better I wouldn’t say much much better, and that allied ones are completely worse or even Ineffective.
I don't underestimate it. I've seen LTs used very well as a dominant strategy. I'm just saying it needs to be expanded on.

There are many more effective counters than you're envisioning.

1. Anti Tank especially Commies, are cheap and very effective against tanks if put in place ahead of time. Yes they're too slow to move into place at the last minute. Plus they are stealth in cities and forests, with just LTs, you'll be ambushed and destroyed.

2. Tank destroyers, very similar to Anti Tank, except not stealth in cities, but still very effective defending against light armor.

3. Bombers. Yes, light armor fits into that sweat spot that neither the attack bomber nor tac bomber are optimized for it, but they're still effective and LTs will do practically no damage in return. Bombers are the perfect quick reaction force and can easily be shifted to different fronts to counter LT raiders.

4. Medium Tanks. In enough numbers they will tear up a LT stack. I've done this in an AvA style game where the enemy had a massive stack of leveled LT and AC rampaging through our core. I put two MTs in my capital and three more just outside so that the enemy couldn't see them before committing to the attack. Once they were engaged, I had the units outside the city join the fight and the LT stack was done. It was the best way I could think to take them on as they were Pan Asian and superior view range and speed. My only hope against them was MTs and a little strategic deception.

"I put two MTs in my capital and three more just outside so that the enemy couldn't see them before committing to the attack."

I need some help understanding game mechanics.

In the scenario you described, let's say your MT reinforcements arrive 20 minutes after the battle started. (Twenty minutes after the '0' Tik.) When they arrive, do they immediately attack the enemy stack which is already engaged with your other MTs, using their attack values against the enemy defensive values; or

Do the enemy tanks attack your newly-arrived MTs with their current attack values against your defensive values; or

Do the enemy tanks attack both your newly-arrived MTs added to your other defending MTs; or

What?...

Please explain the mechanics, from 0 Tik to 2 complete Tiks.

Thank you.

Occasionally there are exceptions, and I have a few theories for when they occur, but in general adding units to an existing stack in combat will do just that--add them to the existing stack, where they'll continue doing whatever that stack was doing.

If your medium tanks are defending and the light tanks are attacking, adding a medium tank to the stack will mean that next time the light tanks attack, you'll have more HP and defense.

(However, in this case you want your medium tanks attacking and not just defending because of the nature of the two unit types.)

Okay, good for you, you have an opinion, i have facts, think what you want, I'll think what i want.

OK, let me say this back to you... At the moment the reinforcing MTs arrive (between Tik 0 and Tik1), there isn't any combat; rather, the defensive value of the extra MTs is added to the defensive value of the other MTs, and the new total defensive value is used at the next 'tik'.

I imagine that, for the defending player, the same principle applies regardless of the various stack compositions.

What about extra attacking units?... Let's say some extra attacking units arrive between tiks...

Is there an immediate combat?... Or are the attacking values of the newly-arrived attacking units added to the other attacking units only at the next 'tik'?

Thank you.

Deleted

Fox-Company wrote:

Okay, good for you, you have an opinion, i have facts, think what you want, I'll think what i want.
Lol you've presented nothing but opinions, and when presented with facts (like allied vs PA LTs) you hand-waved them away.

Kolonnos wrote:

OK, let me say this back to you... At the moment the reinforcing MTs arrive (between Tik 0 and Tik1), there isn't any combat; rather, the defensive value of the extra MTs is added to the defensive value of the other MTs, and the new total defensive value is used at the next 'tik'.

I imagine that, for the defending player, the same principle applies regardless of the various stack compositions.

What about extra attacking units?... Let's say some extra attacking units arrive between tiks...

Is there an immediate combat?... Or are the attacking values of the newly-arrived attacking units added to the other attacking units only at the next 'tik'?

Thank you.

Yes, your explanation is my understanding of how it works. Newly-added attacking units won't add their attack power until the next tick. For this reason, you may want to force combat before they become part of the attacking stack to get earlier damage, such as by giving a Stop command when they're still a few km away.

Kolonnos wrote:

"I put two MTs in my capital and three more just outside so that the enemy couldn't see them before committing to the attack."

I need some help understanding game mechanics.

In the scenario you described, let's say your MT reinforcements arrive 20 minutes after the battle started. (Twenty minutes after the '0' Tik.) When they arrive, do they immediately attack the enemy stack which is already engaged with your other MTs, using their attack values against the enemy defensive values; or

Do the enemy tanks attack your newly-arrived MTs with their current attack values against your defensive values; or

Do the enemy tanks attack both your newly-arrived MTs added to your other defending MTs; or

What?...

Please explain the mechanics, from 0 Tik to 2 complete Tiks.

Thank you.

Getting units to merge with a stack that is already in combat is not an exact science. Sometimes it joins the stack, sometimes in attacks as a separate stack. As Jubjub Bird indicated, some factors help or hurt whether your reinforcements joins the group as a separate stack or not. In these situations, yes, with MTs you're better off attacking, but I think by giving units movement orders instead of attack orders, they are more likely to join as a single stack. I also think defending makes the reinforcements more likely to join as one stack. So in these situations, you're better off having the initial MT stack just defend until the reinforcements arrive, then go on offense doing so as a single stack.

jubjub bird wrote:

Fox-Company wrote:

Okay, good for you, you have an opinion, i have facts, think what you want, I'll think what i want.
Lol you've presented nothing but opinions, and when presented with facts (like allied vs PA LTs) you hand-waved them away.
Would you like to see every win i have gotten with LTS? i have plenty of game knowledge, all you have is a screen that tells you what you want to see, yet you have no proof that it does not work.

Comparing wins doesn't prove anything, but I guess we can do that if you want. You're welcome to search my name.

jubjub bird wrote:

Comparing wins doesn't prove anything, but I guess we can do that if you want. You're welcome to search my name.
Never said comparing wins, i am talking about wins with LTS, which you very well know, and you have none of, because you despise it too much to play it, which is why everything you say has no merit, because you simply do not know.

I won plenty of games with light tanks when I was a noob (both in 1.0 where they were actually good and in 1.5/2.0). I don't despise it. I'm just telling you and others that there are better strategies.

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