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This statement is essentially correct.
Tanks still have pretty good soft attack values. Also, there are other factors to consider that actually make tanks great against infantry:
1. Because tanks have high hardness, most of an infantry division's attacks (which are usually soft), are wasted.
2. Tanks have high breakthrough values (basically, their defense value when they are the attacker). So the chance of tanks sustaining damage is low (~10%) for # attacks < breakthrough, I think.
3. Because tanks have high armor, and typically infantry (without AT) have low piercing, the few attacks that the infantry make have a low chance of doing actual Org/Strength damage. Also, the tanks will inflict even greater Org/Strength losses on the infantry if their armor can't be pierced.
So tanks are very effective at *attacking* infantry, as long as they aren't in easily-defended terrain (cities, mountains, maybe forests).
Infantry and (towed) Artillery & Tank Destroyer go well together (mix of hard and soft.)
Medium Armour and Mechanized Infantry (with medium versions of the SP stuff) move at the same rate.
It depends on what you think you may be facing, I suppose, and what stage in research you are at, ability to produce equipment or personal preference when you are designing your templates.
What leader traits the Army the units are for has (the 10% less Combat Width trait, for instance) & which support units you are using in the divisions (that is, you could add hard attack to infantry by adding in hard attack support units rather than adding in actual units) also should be considered.
I find that you can be very sucessful with a little micro management of your front lines too, try avoiding using offensive lines and use the AI to manage the frontline only, manage the offensive yourself, the AI is as dumb as the last US election.
I promise, you can achive amazing things with very few divisions and a bit of paitience.