Guide to Tanks

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    • Guide to Tanks

      Tanks are the main armor unit of Call of War. Combining good damage and fast speed, they are one of the best units for capturing territories quickly. Different tanks can be powerhouses to push through infantry, or even defeat a tank destroyer at defense.

      There are four types of amour.
      1. Armored Car- The fastest unit the game, this extremely quick unit is best for capturing empty, large provinces. Very cheap to produce, with easy build requirements. While it can defends itself from infantry class units, it is extremely weak against every other unit.
      2. Light tank- The second fastest unit in the game, light tanks are killers against infantry. Racing across plains to capture territory, and deal with the occasional enemy, they are a staple for most maps. While costing more in resources, they have the same build requirements as armored cars. However, they are very vulnerable to anti-tanks and air attacks.
      3. Medium Tanks- A slower tank that makes up for the loss of speed in firepower. Best used for attacking other tanks, they can push through units very effectively.
      4. Heavy tanks- Slow, giant leviathans that will defeat everything but air power. In a 1 to 1 match, heavy tanks may be able to beat a defending tank destroyer. Extremely high build costs and requirements, these units will cost you. Good for holding units in place.
      Build Costs



      GoodsMetalOilManpowerMoney
      Armored Car50010006006751500
      Light Tank75017507506252000
      Medium Tank1000250011008002500
      Heavy Tank1250400016508003500


      Terrain- Armor is the most affected unit by terrain. Be careful where you use them, your strength may be increased or drastically decreased.

      TerrainDamage Strength
      Plains+50%
      HillsNo change
      Mountains-25%
      Cities-50%


      Attacking with Armored Cars

      • Infantry- Armored Cars are pretty much only good against infantry.
      • Empty Provinces- It's main strength, armored cars excel at sweeping in and capturing empty provinces with speed.
      Attacking with Light Tanks

      • Attack! - While avoiding a defense bonus from infantry, there is no point in waiting when attacking defending tanks. They have no bonus for defense, except core province defense.
      • Avoid Anti-tanks and Tank Destroyers- These will tear your tanks to shreds. Find some other units, such as aircraft or artillery, to destroy these units.
      Attacking with Medium Tanks
      • Tanks- These tanks are optimally suited for attacking light tanks and medium tanks. Also, stacked, they are a good match against heavy tanks.
      Attacking with Heavy Tanks
      • Tank Destroyers- The only unit that may be able to stand up to these monsters, these can push through if need be.
      • Massive power- If you have a choke point you need to hold, or just need extreme power for some reason, this is the way to go.
      Defending with Tanks
      • Terrain- Try if at all possible to defend in the plains, where tanks have the most power. Avoid being in the city if you can.
      • Be strategic- Tanks are not mainly meant for defense. Sometimes other units can take the front lines, while tanks add health to artillery, or perform flanking attacks to the side.
      I hope this guide helps. If you have any comments or if you see anything I missed, please let me know.

      -General Nightman, Intelligence Division
      "War is fought in three ways. Helping your enemy to lose, helping your allies to victory or helping yourself to win. Any way you take it, you are always helping someone."

      The post was edited 3 times, last by General Nightman ().

    • An often overlooked fact: armor in a city NOT ONLY has their strength reduced by 50%, but ALSO their hit points! All armor tips should include:
      - offensive: don't attack with them into defended cities
      - defensive: try to lure your opponent into a city, or use it as a strongpoint where he cannot go until infantry catches up.
      When the enemy is driven back, we have failed. When he is cut off, encircled and dispersed, we have succeeded. - Aleksandr Suvorov.
    • K.Rokossovski wrote:

      An often overlooked fact: armor in a city NOT ONLY has their strength reduced by 50%, but ALSO their hit points! All armor tips should include:
      - offensive: don't attack with them into defended cities
      - defensive: try to lure your opponent into a city, or use it as a strongpoint where he cannot go until infantry catches up.
      excellent advice
    • Heavy tanks are not so strong as you said as :

      - they are an easy kill for tactical bombers.

      - they can quickly be outnumbered : as economy matters, when my opponent build 1 heavy tank, I will build 8 light tanks and far more anti-tanks. When I see my competitor is building HT, I know I already won the war as my contender will sink its own economy for a non-competitive units (too costly, too slow and useless once mid-game when planes have the supremacy).

      Same reasonning can be made for medium tanks but with less dramatic consequences.
    • I classified the heavy tanks ability mainly on 1 vs. 1.
      With enough units, you can overwhelm anything.

      It's almost a given that all tanks are easy prey for air power.

      First Modification complete.
      Defense against armor will be a separate guide.
      "War is fought in three ways. Helping your enemy to lose, helping your allies to victory or helping yourself to win. Any way you take it, you are always helping someone."

      The post was edited 1 time, last by General Nightman ().

    • Also, to do a fair comparison, you should think what the opponent can build with approximately the same cost in resources. For example, you can compare 8 LT to 3-4 HT (equivalent cost) and then you see that certainly you wouldn't exactly want to have the LT.

      On the other hand (and I feel this is not stressed enough) the major obstacle (for me) in HT is the requirement for Infra Lvl3. Although this is something I can expect to have near the cores, I can hardly expect to have it near the border in sufficient numbers - and HT are slow to move around.

      The availability near the battlefield is again an important issue. LT are excellent, MT are ok, but HT are simply tough to have in time for an offensive campaign.