i guess mp bans it because they don't want the air war to be fully decisive?Įdit: something i forgot to mention in earlier discussion - light tanks can also equip improved medium cannons and improved high velocity cannons, missing only the secondary turrets compared to mediums, and again they can put either of these guns on for ~7 cost or less. i could have tried to drain down their manpower by killing divisions over and over but that would have taken many years so i decided to just cut bait and try a new run.įortunately, if you're playing with more than 3-4 military factories and can make planes at all, the ai designs get trashed and you can block it. there was nothing i could do with micro, other than manually control retreat back to the choke/starting territory where enough planes to bomb out logistics couldn't reach. If only there was a smoother and less micro process for transitioning to medium tanks (especially since the AI seems incapable of managing this).Ĭlick to expand.i have encountered ai doing it on odd occasions in modded play.after pushing into enemy land they had enough planes to reach and log strike. This is reflected in the game which seems to me to be quite reasonable. From that point light tanks were relegated to actual light tank roles which were effectively as armoured cars with better cross country mobility. The simple fact is that by 1941 light tanks as the main tank fleet were fully obsolete and everyone wants medium tanks. Light tanks have their place in the game and unfortunately it is in their real world large production role of simply being tanks rather than light tanks from earlier in the general tank development process. Not only that but perfectly good vehicles in this category can be built from very early on and hence be at full production efficiently long before any medium tank replacement. Ultimately there is significant merit in a number of light tank designs that are simply intended to provide cost effective mobile firepower for theatres which are not stacked up to the limit. This can result in a significant cost differential for countries that have to buy certain resources. This can be significant because this motivates the use of light weapons to avoid tungsten and using light tanks will also reduce steel usage (if that's an issue). Every resource that you have to buy for building stuff is effectively a 12.5% increase in cost (treating civ factories as the same value as mils). One issue not mentioned is that for some countries there is significant merit in resource economy. It is only on this cost per capability that light tanks are ever going to have combat merit (speed is a different issue) and they can offer more cost effective firepower. Under some circumstances there is plenty of frontage and you can ignore the concentration issue and focus on the cost for capability issue. Some of the discussion in this thread is effectively talking about force concentration (especially all the comments against SPG). The simply truth is 60 light tanks with a support gun is in the real world more more firepower than 50 medium tanks with support gun and the game should either reflect this or shift the vehicle counts. Next point, as others have said, the vehicle count is somewhat unfair to light tanks as the weapons you stick on them are effectively more expensive than the same weapon on a medium tank without providing more firepower. The main tank sequence for the Soviet Union is T24-BT5-BT7-T34 and that isn't a switch from light to medium tanks it is just development progression of tanks. It would be nice if the divisions structure didn't work like this. The game, by making them a different category, forces them to be treated as something they are not. This is most clear in the German armed forces where pz I and pz II aren't there because they wanted a light tank, they are there as the main body of the panzer divisions. The first generations of light tanks are actually just tanks and the biggest issue is upgrading from light to medium tanks is seen as a division redesign. Both of these pieces will easily manifest themselves once a strong strategic foundation is in place.The biggest issue with light tanks is that they are introduced to the game as a separate category from the very beginning. While website strategy can seem overwhelming, it’s actually more important than the copy and design. I also run through the common strategy mistakes I was making to hopefully save you from making the same mistakes. In today’s episode, I share how I got started in this business after being guilty of having a pretty but useless website in my last business. It looks amazing on the outside, but as soon as I dig a little deeper, I start to identify all the signs that it’s not effectively converting clients. I see it all the time–an absolutely stunning website that has no strategy. Listen on Apple Podcasts | Spotify | Google Podcasts | Stitcher
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