I posted a "first look" at tanks post with much the same name a while back, so I thought I'd do an update now with the - as of moment - "meta" tanks. This comes from playing a silly number of hours in MP games.
Template:
You could do more TDs, but most rule sets have a 1TD : 1 Tank cap. Why TDs? They're very very cheap, and apart from breakthrough (an important stat), they're just the same as tanks.
TD:
You can use the HV3 cannon instead, but it's a lot of research (/focuses) to get there. Most people don't bother. Main goal here is to get hard and soft attack.
Tank:
For breakthrough. The flame tank support is the same, with just a flame thrower. The light tank reckon is the same again, but infantry support gun and a light tank chassis. Both obviously for extra breakthrough (and bonuses).
Things to note:
- HV2 on the TD, Improved Medium on the tanks.
- Never go to advanced tanks. It's just not worth killing your production efficiency for a pathetic 4 armour. The extra reliability is nice, but not needed.
- Never upgrade armour/engine above 9 - it increases resource costs making it utterly pointless.
- Heavies aren't worth it - the armour always gets pierced anyway, so what's the point in paying more...?
- Maintenance company is nice if you have the time to research it, but not that big a deal.
- Mechs have 5 upgrades to production, 1 to reliability (do upgrade to production first, save template, add one reliability and save again - costs less XPs that way)
- Stats from GBP. Yeah, it's a good doctrine, trust me. You could do MW instead for more breakthrough and org. Your call.
Overall though, this update has made tanks far less relevant. Air is now the new meta, and everyone has a LOT more factories on air than tanks, always.
Template:
You could do more TDs, but most rule sets have a 1TD : 1 Tank cap. Why TDs? They're very very cheap, and apart from breakthrough (an important stat), they're just the same as tanks.
TD:
You can use the HV3 cannon instead, but it's a lot of research (/focuses) to get there. Most people don't bother. Main goal here is to get hard and soft attack.
Tank:
For breakthrough. The flame tank support is the same, with just a flame thrower. The light tank reckon is the same again, but infantry support gun and a light tank chassis. Both obviously for extra breakthrough (and bonuses).
Things to note:
- HV2 on the TD, Improved Medium on the tanks.
- Never go to advanced tanks. It's just not worth killing your production efficiency for a pathetic 4 armour. The extra reliability is nice, but not needed.
- Never upgrade armour/engine above 9 - it increases resource costs making it utterly pointless.
- Heavies aren't worth it - the armour always gets pierced anyway, so what's the point in paying more...?
- Maintenance company is nice if you have the time to research it, but not that big a deal.
- Mechs have 5 upgrades to production, 1 to reliability (do upgrade to production first, save template, add one reliability and save again - costs less XPs that way)
- Stats from GBP. Yeah, it's a good doctrine, trust me. You could do MW instead for more breakthrough and org. Your call.
Overall though, this update has made tanks far less relevant. Air is now the new meta, and everyone has a LOT more factories on air than tanks, always.
Last edited:
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