Heavy Tanks - What's the Purpose?

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    • Thundaxe wrote:

      Late game on most maps, manpower is often the limiting resource for unit production. Heavy Tanks provide the most combat power and especially HP for their manpower cost, it's not even close. The only weakness they have are air (attack planes esp) and anti-tank/tank destroyer. Even then, because of their very large HP, they can still "steamroll" over enemy stacks.
      Yes, Heavy Tanks are more resource efficient than other ground units when you look at damage output and HP values.

      When comparing the maximum levels of Heavy Tanks with Medium Tanks without any Doctrine bonuses:
      Heavy Tanks have 24% more HP than Medium Tanks, but only cost 16% more manpower.
      When comparing the sum of all resources, Heavy Tanks cost 22% more than Medium Tanks. But they also deal more damage in total. If we only look at the damage vs land armor classes and take an average, then the Heavy Tank does 9% more offensive damage than the Medium Tank, and 63% more defensive damage. 31% more in total. Anti Air values is also 25% better for the Heavy Tank.

      The downside is of course the slow speed, but the argument made in this thread makes sense that in certain troop combinations (like when combined with alot of artillery) it does not matter that much.

      I am always a bit sad when some unit is under represented so here I just wanted to make a point that they can be useful when used right.
    • freezy wrote:

      I am always a bit sad when some unit is under represented so here I just wanted to make a point that they can be useful when used right.

      I feel you, man. I'm making it a point to try different builds, and figure out specific situations where an unpopular unit DOES have a place on the battlefield.

      Through all the trial and error, I've gotten an appreciation for militia, rocket arty, rocket fighters, paratroopers, attack bombers, motorized infantry, even carriers. These units can all be useful, situationally, even if most players don't use them well.

      But there are units that simply don't make sense. The heavy tank is first on that list. It's simply too slow to research, too slow to build, too slow to move around the map. There is no way to make this work, unless you are playing a historical map where the research is done, the tank factories are maxed out, and the tanks are on the front line, ready to roll. In that case, sure, have fun.

      There's no way I'm waiting and paying for heavy tanks on a normal map. The game will be over long before they reach the battlefield. It's like waiting for nukes. My maps end way too fast for that. This is also how I know if a build is working. Did it take so long that I can research nukes? That means the build is junk, because it took too long to win.
    • sometimes instead of a fast army i go for slow artillery focus army, heavy tanks are great for defending those, you can use them for defending air bases or strategic provinces, great defenders if the enemy go for medium tanks.

      Yeah they take time but its not that a big deal, its not like research nukes. Not go for them every game but they arent useless.

      The one unit wich i actually think are useless its motorized due the existence of the far superior armored car, but even motorized have some uses.
      "Si crees que esto tendrá un final feliz, es que no has estado prestando atención"
    • thats cool

      Usually lost a unit here and there just bcuz i fall sleep when i micro my units. My kd ratio is not great anyway due matches against some friends who used to not sleep as well. In any cases my builds evolve around those situations, not optimized for fast conquest.
      "Si crees que esto tendrá un final feliz, es que no has estado prestando atención"

      The post was edited 1 time, last by Danieliyoverde123 ().

    • z00mz00m wrote:

      freezy wrote:

      I am always a bit sad when some unit is under represented so here I just wanted to make a point that they can be useful when used right.
      I feel you, man. I'm making it a point to try different builds, and figure out specific situations where an unpopular unit DOES have a place on the battlefield.

      Through all the trial and error, I've gotten an appreciation for militia, rocket arty, rocket fighters, paratroopers, attack bombers, motorized infantry, even carriers. These units can all be useful, situationally, even if most players don't use them well.

      But there are units that simply don't make sense. The heavy tank is first on that list. It's simply too slow to research, too slow to build, too slow to move around the map. There is no way to make this work, unless you are playing a historical map where the research is done, the tank factories are maxed out, and the tanks are on the front line, ready to roll. In that case, sure, have fun.

      There's no way I'm waiting and paying for heavy tanks on a normal map. The game will be over long before they reach the battlefield. It's like waiting for nukes. My maps end way too fast for that. This is also how I know if a build is working. Did it take so long that I can research nukes? That means the build is junk, because it took too long to win.
      power of heavy tanks makes up for the loss of speed
      知己知彼,百战不殆
      :00010164: :00008172: :00002178: :00002047: :00000156: :00010180: :00010317:
    • Well, at least this thread inspired me to try to find a use case for HT... will do so in the near future, I'll let you know how it goes!
      When the fake daddies are curtailed, we have failed. When their roller coaster tolerance is obliterated, their education funds are taken by Kazakhstani phishers, and their candy bars distributed between the Botswana youth gangs, we have succeeded.
      - BIG DADDY.

      The post was edited 1 time, last by K.Rokossovski ().

    • Afrikakorps wrote:

      Even then heavies are easily destroyed by arty without getting even close to arty. You can argue that heavies should be arty escorts, but they are way too expensive to be even considered anywhere near "efficient"
      I would argue that specifically in Comintern they might be efficient (as escorts). They are 10% 'heavier' and 15% cheaper and they are good against all armor types. But their insanely long production time is quite a problem.