when have light tanks been usefull?
i had been thinking of light tanks for a while but didnt come up with any use for them so i would like to ask yall on opinions/experiences using the light tank
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They aren't bad, you can overrun others with them afterall.
RETIRED ELECTION MANAGER
Correct me if I'm wrong but aren't they the ideal zerg rush unit on day 1?
Light tanks are cheaper than artillery (esp. in goods), do more damage against infantry (esp. in plains), and are faster. Armoured cars may be better against infantry but light tanks give them teeth. Arty may be useful in cleaning up the units in cities though.
I reckon knocking out 4 each of AC and LT and then making fast armoured stacks supplemented with starting infantry and some arty would be the ideal Day 1 tactic.
Or is artillery better? It's slower, weaker on day 1, has fewer HP, and is and more expensive, but it's potent in hills and can take zero damage.
(In Allied, I mean. Other doctrines may have their own day 1 strategies)
| Cost: | Money | Food | Goods | Manpower | Steel | Oil | Total | Time | Dmg: | vs Inf. | vs. Light Armour |
| AC | 1390 | - | 490 | 1060 | 740 | 620 | 4300 | 2 hrs | 3.0 / 4.5 | 1.0 / 1.5 |
| LT | 1390 | - | 400 | 1060 | 800 | 650 | 4300 | 2,25 hrs | 2.7 | 4.0 |
| Arty | 1230 | 560 | 1300(!) | 1060 | 310 | - | 4460 | 2,25 hrs | 1.5 | 2.0 |
β Marshal Foch
A pretty mechanical toy [...] the war will never be won by such machines.
β Lord Kitchener, on tanks
Exactly, LTs aren't even that bad, they are good for early game.Lord Crayfish wrote:
Correct me if I'm wrong but aren't they the ideal zerg rush unit on day 1?Light tanks are cheaper than artillery (esp. in goods), do more damage against infantry (esp. in plains), and are faster. Armoured cars may be better against infantry but light tanks give them teeth. Arty may be useful in cleaning up the units in cities though.
I reckon knocking out 4 each of AC and LT and then making fast armoured stacks supplemented with starting infantry and some arty would be the ideal Day 1 tactic.
Or is artillery better? It's slower, weaker on day 1, has fewer HP, and is and more expensive, but it's potent in hills and can take zero damage.
(In Allied, I mean. Other doctrines may have their own day 1 strategies)
Cost: Money Food Goods Manpower Steel Oil Total Time Dmg: vs Inf. vs. Light Armour AC 1390 - 490 1060 740 620 4300 2 hrs 3.0 / 4.5 1.0 / 1.5 LT 1390 - 400 1060 800 650 4300 2,25 hrs 2.7 4.0 Arty 1230 560 1300(!) 1060 310 - 4460 2,25 hrs 1.5 2.0
RETIRED ELECTION MANAGER

+ Move at the speed of light hehe!
LIGHT TANKS ARE A GODSEND FROM HEAVENSamPGS_17 wrote:
@Fox-Company
Thanks for including the numbers! I wouldn't assign much value to one over the other with just these. The huge terrain, home defense, home strength and terrain speed bonuses create such huge swings in these numbers that each country and situation (surrounded by AI, have a veteran player next to you or maybe a rush from a less experienced person) needs it's own consideration for army structure and attack planning.Lord Crayfish wrote:
Correct me if I'm wrong but aren't they the ideal zerg rush unit on day 1?Light tanks are cheaper than artillery (esp. in goods), do more damage against infantry (esp. in plains), and are faster. Armoured cars may be better against infantry but light tanks give them teeth. Arty may be useful in cleaning up the units in cities though.
I reckon knocking out 4 each of AC and LT and then making fast armoured stacks supplemented with starting infantry and some arty would be the ideal Day 1 tactic.
Or is artillery better? It's slower, weaker on day 1, has fewer HP, and is and more expensive, but it's potent in hills and can take zero damage.
(In Allied, I mean. Other doctrines may have their own day 1 strategies)
Cost: Money Food Goods Manpower Steel Oil Total Time Dmg: vs Inf. vs. Light Armour AC 1390 - 490 1060 740 620 4300 2 hrs 3.0 / 4.5 1.0 / 1.5 LT 1390 - 400 1060 800 650 4300 2,25 hrs 2.7 4.0 Arty 1230 560 1300(!) 1060 310 - 4460 2,25 hrs 1.5 2.0
Oh yeah, and discipline bonuses make a huge difference. For instance, if I'm commtrn, the cost of arty is so cheap it's basically a no-brainer, except if I'm expanding into an area like northeast Africa (desert mostly and longer distances so speed is more important) then light tanks and AC are way better for a fast and terrain friendly (50% speed / strength bonus) attack.
Also, with the huge bonus to AT with commtrn, I can easily and quickly counter LTs...
Name one Comintern player who actually invests in Anti Tank every game. They don't, because if their enemy turns out it have mostly infantry they're screwed and cant do anything because they spent half their beginning of the game getting good AT'sGingerParty84 wrote:
Thanks for including the numbers! I wouldn't assign much value to one over the other with just these. The huge terrain, home defense, home strength and terrain speed bonuses create such huge swings in these numbers that each country and situation (surrounded by AI, have a veteran player next to you or maybe a rush from a less experienced person) needs it's own consideration for army structure and attack planning.Lord Crayfish wrote:
Correct me if I'm wrong but aren't they the ideal zerg rush unit on day 1?Light tanks are cheaper than artillery (esp. in goods), do more damage against infantry (esp. in plains), and are faster. Armoured cars may be better against infantry but light tanks give them teeth. Arty may be useful in cleaning up the units in cities though.
I reckon knocking out 4 each of AC and LT and then making fast armoured stacks supplemented with starting infantry and some arty would be the ideal Day 1 tactic.
Or is artillery better? It's slower, weaker on day 1, has fewer HP, and is and more expensive, but it's potent in hills and can take zero damage.
(In Allied, I mean. Other doctrines may have their own day 1 strategies)
Cost: Money Food Goods Manpower Steel Oil Total Time Dmg: vs Inf. vs. Light Armour AC 1390 - 490 1060 740 620 4300 2 hrs 3.0 / 4.5 1.0 / 1.5 LT 1390 - 400 1060 800 650 4300 2,25 hrs 2.7 4.0 Arty 1230 560 1300(!) 1060 310 - 4460 2,25 hrs 1.5 2.0 Oh yeah, and discipline bonuses make a huge difference. For instance, if I'm commtrn, the cost of arty is so cheap it's basically a no-brainer, except if I'm expanding into an area like northeast Africa (desert mostly and longer distances so speed is more important) then light tanks and AC are way better for a fast and terrain friendly (50% speed / strength bonus) attack.
Also, with the huge bonus to AT with commtrn, I can easily and quickly counter LTs...
Nevertheless, arty cost three times as many goods for 2/3 of the damage to unarmoured (albeit they are ranged). IMO it's always good to upgrade your infantry to lvl.2 on Day 2, regardless of whether you plan to build more, because at that stage they're still the backbone of your army. Is it worth building large numbers of units requiring goods when this will impede ability to do so?GingerParty84 wrote:
Thanks for including the numbers! I wouldn't assign much value to one over the other with just these. The huge terrain, home defense, home strength and terrain speed bonuses create such huge swings in these numbers that each country and situation (surrounded by AI, have a veteran player next to you or maybe a rush from a less experienced person) needs it's own consideration for army structure and attack planning.Oh yeah, and discipline bonuses make a huge difference. For instance, if I'm commtrn, the cost of arty is so cheap it's basically a no-brainer, except if I'm expanding into an area like northeast Africa (desert mostly and longer distances so speed is more important) then light tanks and AC are way better for a fast and terrain friendly (50% speed / strength bonus) attack.
Also, with the huge bonus to AT with commtrn, I can easily and quickly counter LTs...
I always research anti-tank to lvl.1 in Comintern, so if an enemy does produce tanks I can churn out a stack and then upgrade them. Also one AT one AA and one AC per arty stack is a must (or at least units filling these roles)Fox-Company wrote:
Name one Comintern player who actually invests in Anti Tank every game. They don't, because if their enemy turns out it have mostly infantry they're screwed and cant do anything because they spent half their beginning of the game getting good AT's
By the way: Comintern has reduced unit production costs but not explicitly lower upgrade costs. So would the cost of upgrading be equivalent to upgrading the same pan-Asian (neutral) unit, or half of the Comintern production cost? Kind of like opposite of Allied?
β Marshal Foch
A pretty mechanical toy [...] the war will never be won by such machines.
β Lord Kitchener, on tanks
Lvl.1 is wholely ineffective if that armor stack has decent infantry with it, same point I stated before.Lord Crayfish wrote:
Nevertheless, arty cost three times as many goods for 2/3 of the damage to unarmoured (albeit they are ranged). IMO it's always good to upgrade your infantry to lvl.2 on Day 2, regardless of whether you plan to build more, because at that stage they're still the backbone of your army. Is it worth building large numbers of units requiring goods when this will impede ability to do so?GingerParty84 wrote:
Thanks for including the numbers! I wouldn't assign much value to one over the other with just these. The huge terrain, home defense, home strength and terrain speed bonuses create such huge swings in these numbers that each country and situation (surrounded by AI, have a veteran player next to you or maybe a rush from a less experienced person) needs it's own consideration for army structure and attack planning.Oh yeah, and discipline bonuses make a huge difference. For instance, if I'm commtrn, the cost of arty is so cheap it's basically a no-brainer, except if I'm expanding into an area like northeast Africa (desert mostly and longer distances so speed is more important) then light tanks and AC are way better for a fast and terrain friendly (50% speed / strength bonus) attack.
Also, with the huge bonus to AT with commtrn, I can easily and quickly counter LTs...
I always research anti-tank to lvl.1 in Comintern, so if an enemy does produce tanks I can churn out a stack and then upgrade them. Also one AT one AA and one AC per arty stack is a must (or at least units filling these roles)Fox-Company wrote:
Name one Comintern player who actually invests in Anti Tank every game. They don't, because if their enemy turns out it have mostly infantry they're screwed and cant do anything because they spent half their beginning of the game getting good AT'sBy the way: Comintern has reduced unit production costs but not explicitly lower upgrade costs. So would the cost of upgrading be equivalent to upgrading the same pan-Asian (neutral) unit, or half of the Comintern production cost? Kind of like opposite of Allied?
There are two reasons to build light tanks:
1) For their top speed, the fastest of them all except Axis mot. But to use it, you can't group them with anything. And then their lack of stealth reveal really pays off, they can so easily be ambushed, and they really need an AC in the vicinity.
2) to fight AC's, which is basically their dream opponent. AC is a very common unit with lots of them in most battles, but LT's are only really good against them when they're alone.
Both reasons aren't good enough for me to include them in my units set 90% of the time when I'm not playing AvA which has some different requirements.
My solution to the units LT's cant counter:K.Rokossovski wrote:
There are two reasons to build light tanks:1) For their top speed, the fastest of them all except Axis mot. But to use it, you can't group them with anything. And then their lack of stealth reveal really pays off, they can so easily be ambushed, and they really need an AC in the vicinity.
2) to fight AC's, which is basically their dream opponent. AC is a very common unit with lots of them in most battles, but LT's are only really good against them when they're alone.
Both reasons aren't good enough for me to include them in my units set 90% of the time when I'm not playing AvA which has some different requirements.
Nuke.
I doubt any good player, comintern or otherwise, is going to build large numbers of a specialized unit like AT, especially in the early game. If they notice an opponent using lots of armor, then MAYBE they will get some AT out on the battlefield. But even then they would have other options like MT, TD, HT, AB...GingerParty84 wrote:
Also, with the huge bonus to AT with commtrn, I can easily and quickly counter LTs...
I would choose AB.
It also depends on what kind of resources your country starts with. If you have plenty of metal and oil, then by all means this is a viable strategy, but if you are low on oil, you might not be able to do this, especially if you want to start churning out tacs.Lord Crayfish wrote:
Correct me if I'm wrong but aren't they the ideal zerg rush unit on day 1?Light tanks are cheaper than artillery (esp. in goods), do more damage against infantry (esp. in plains), and are faster. Armoured cars may be better against infantry but light tanks give them teeth. Arty may be useful in cleaning up the units in cities though.
I reckon knocking out 4 each of AC and LT and then making fast armoured stacks supplemented with starting infantry and some arty would be the ideal Day 1 tactic.
Or is artillery better? It's slower, weaker on day 1, has fewer HP, and is and more expensive, but it's potent in hills and can take zero damage.
(In Allied, I mean. Other doctrines may have their own day 1 strategies)
Cost: Money Food Goods Manpower Steel Oil Total Time Dmg: vs Inf. vs. Light Armour AC 1390 - 490 1060 740 620 4300 2 hrs 3.0 / 4.5 1.0 / 1.5 LT 1390 - 400 1060 800 650 4300 2,25 hrs 2.7 4.0 Arty 1230 560 1300(!) 1060 310 - 4460 2,25 hrs 1.5 2.0
sometimes i open my games with light tanks but after day 4 i stop using them
Same here.Danieliyoverde123 wrote:
sometimes i open my games with light tanks but after day 4 i stop using them
Talvisota of the Abrahamic Caliphate
Did I say thatFox-Company wrote:
Lvl.1 is wholely ineffective if that armor stack has decent infantry with it, same point I stated before.
a) I would be using AT unsupported or
b) They would be lvl.1 (I literally said the idea would be to upgrade multiple)?
Is anybody playing a W@W and can give screenshots of eastern Australia or lists of QLD and NSW rural resources?Komrade Khrushchev wrote:
It also depends on what kind of resources your country starts with. If you have plenty of metal and oil, then by all means this is a viable strategy, but if you are low on oil, you might not be able to do this, especially if you want to start churning out tacs.
I'm seeing if this is a viable strategy for Queensland to dominate New South Wales while using naval bombers or warships to keep New Guinea in check.
Considering both are mostly plains with some hills.
β Marshal Foch
A pretty mechanical toy [...] the war will never be won by such machines.
β Lord Kitchener, on tanks
here you go
Light Tanks are a wonderful day one unit and brutal up into the lategame with Pan Asia.
Then you prove my point, you spend resources on getting good AT when the enemy may just have lots of InfantryLord Crayfish wrote:
Did I say thata) I would be using AT unsupported orFox-Company wrote:
Lvl.1 is wholely ineffective if that armor stack has decent infantry with it, same point I stated before.b) They would be lvl.1 (I literally said the idea would be to upgrade multiple)?
Is anybody playing a W@W and can give screenshots of eastern Australia or lists of QLD and NSW rural resources?I'm seeing if this is a viable strategy for Queensland to dominate New South Wales while using naval bombers or warships to keep New Guinea in check.Komrade Khrushchev wrote:
It also depends on what kind of resources your country starts with. If you have plenty of metal and oil, then by all means this is a viable strategy, but if you are low on oil, you might not be able to do this, especially if you want to start churning out tacs.Considering both are mostly plains with some hills.
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