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You're trading the production efficacy/Numbers for raw power per width.
They're good for the UK in africa as it's a small front and they can push through well.
Using heavy tanks or heavy tank destroyers as infantry support tanks is a good way to improve an army with limited manpower or too much flat terrain to defend (i.e. northern France). I'd still usually go for medium tanks instead, but at least its an option.
usualy use that to defend german borders when playing soviet, along with 120 other inf divisions, and just watch germany suicide on my wall.
could do the same when playing germany.
other than using them in large battles, harm is useless. and unless you play ger, sov or usa, you wont get enough factories to justify them.
My heavy tank divisions: 1 heavy, 3 medium, 6 mechanized. I add the mediums because they don't change the armor stat too much and are much cheaper.
Generally speaking in multiplayer heavy tank TD is for divisions that hold the line once war escalates to 1941-42.
In the same context heavy tank AA is a singleplayer unit that replaces the TD. The reason why you put heavy AA in infantry divisions is that the AI usually does crap tank divisions and AA pen is enough for them + they are cheaper.
On the offense, the big issue with heavy tank AA in MP is that it kinda is too slow to make use of the AA bonus. Full medium tank/moto/mecha are for example fast enough that the air suppiority bonus (reducing division movement speed) is annoying enough which is why people like to add medium AA.
Heavy tank SP is nice if the enemy can't produce tanks in a good enough quantity. In this case the piercing bonus of TDs would go to waste. I like to use them against crap countries or superior firepower MP opponents that think TD/AT is useless to teach them otherwise. One is enough tho because towed arty has less piercing than a light.
So to sum it up: the best way to give your infantry divisions more staying power and optional use in limited quanitity to give your medium tanks more staying power. I think this is also how they were historically used which is a nice touch.
Capture turkey, greece, sweden or portugal to kickstart your heavy game unless you start with chromium
Heavy tanks are optimal when mixed in w/infantry divisions since they have matching speed they provide the infantry division with Anti-Tank capabilities as well as an increase in the armor and hardness departments, which are necessary in the artillery saturated multiplayer games. The optimal 20 width layout is 7 infantry battalions and 1 Heavy Tank battalion, support companies should be focused on increasing the reliability of the tanks since they are so expensive, so maintanence and logisitcs are necessary.
For Russia, America and England it will be easy to handle this more, because they have the Ressources Oil and can synthetise it easyer to fuel. All other States have to build up special Factorys to synthetise Oil and then synthetise it to fuel. That will be a challance after Patch 1.6 and the new DLC is comming. YEAH!!!
When building heavy tanks in the beginning, you should only start off with a couple divisions and wait for your industry to create reserves to sustain them. Once you do have a huge amount, then you can create more divisions. I do agree with some who have commented before. They are only really good if you can crank them out in high volumes before 1942. If you can, then they are pretty much unstoppable. After 42' though, you pretty much are wasting too much time to get them researched when you should have your eyes on the 43' models or the MBT's.
Cavalry is only better in low-supply areas. In europe you'll be wanting light tanks for speed which can make encirclements at least 5 times faster than cavalry.
Calvary can be good, but you still need some kind of punch for the initial attack. LT SPG's or some kind of armor. Otherwise you're going to be losing a bunch of manpower.
Meanwhile after getting the research agreements with the USSR from the focus tree, research the Panzer 3 (very early) and then go for Panzer 4 (to boost the armoured divisions) and use the research bonus to get the Tiger 1 in 1940 (about 120 days) instead of the Panther (290 days).
The Tiger 1 needs chromium and if you divert to Sweden,Yugoslavia or Greece then you should get plenty (in 1940 / 41) without paying for them through trade.
A 20 width cavalry division with 1 battalion of Tiger 1 is formidable attacking or defending against 95% of the divisons the enemy has at this time. Use them on their own or to support regular 40 width Panzer divisions with medium and light tanks (Panzer 4, 3 and 2). They are a cost effective way to hold the flanks while teh panzer divisions breakthrough and make encirclements. Their armour and piercing bonusses mean they can face any infantry or tank division on at least equal terms. Most divisions wont be able to pierce them and will suffer the armour penalty, but any that can will themselves be pierced.
As the war progresses one or two of the cavalry battalions can be replaced by mechanised infantry to add puch and hardness and some obsolete tanks (panzer 3 and 2) can be added if there are enough in the stockpile.