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Heavy Tank/Fighter Combo

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  • Tsamu
    started a topic Heavy Tank/Fighter Combo

    Heavy Tank/Fighter Combo

    I use 5 mk7 heavy tanks with max Leonardo hitpoints and 8 maxed space age fighters with +50% hitpoints from the museum. I attack Atomic bases less than level 200 (230 if I see sprung traps). I drop my tanks then use my fighters to methodically destroy towers and air defenses around anti tank guns, then the anti tank guns themselves, before my HTs get within range. In 2:30 minutes I have cleared the base with no losses. I can make 10 of these attacks in an hour for 5 million food/gold and 25k oil, and more NTGs than I need.

    The only time it goes bad is if I hit a 200+ base with unsprung traps and one of my tanks rolls over one too many land mines. I have 35 troop space available. What can I train to trigger the land mines and save my HTs? Are APCs effective? Or should I train a couple of tactical helicopters to heal my HTs? In my experience, any other troops I deploy die. I don’t want to wait to retrain between attacks.

  • cakeden
    replied
    Yes, i agree that fighters and heavy tanks are very useful in attacks but try to sabotage the enemy air defenses so that your fighters will not get rekt before you need them to clear defenders.

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  • AbbyVille
    replied
    I used to go with 6 heavy tanks 8 fighters and a few specialists and throw away, but a couple of incomplete attacks can set me back over 18k in oil to retrain. I now have a new strategy. Less is more.

    I avoid all defensive troops (well most) altogether by using 2 transports and 2 fighters both are maxed out and the fighters enjoy 51% boost on damage and 12% on hitpoints. Tried it with boost artifact to paratroopers but did not work as well.

    Pros:
    transports have pretty large hitpoints and paratroopers don’t spawn defensive buildings plus they have both high hitpoints and high damage. A single paratrooper stand toe to toe with low level heavy tank and win because higher rate of fire. Drop them in groups of three they can destroy just about any building in a second except for one.

    Since they don’t spawn defensive troops there are much, much less problems you have to deal with, you just have to make sure that you drop them on the antitanks or send your fighters to take care of them first. In addition even the strongest wall can be taken don just as fast by a couple of them.

    Paratroopers also enjoy the benefits of armor and weapon blessing and as long as you don’t drop any barrack troops yo can re-use the same 2 blessings over and over again.


    Cons:
    they are slow and you have to wait in between drops.

    While 8 fighters can feel a bit overkill but 2 is definitely fall well short of what most of us have become accustomed to.

    The heavy tanks Hanks and anti-tank can ruin your day if you don’t plan ahead and take them out beforehand. Paratroopers don’t prioritize their targets it’s whatever closest to them.

    Damage to town center get 85 percent reduction so it takes a while.

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  • Crazy croat
    replied
    I use 6 mk3 tanks and 7 strike fighter planes and that is all you need, it happens every 100 fights that one of my tanks get killed by unfortunate mines...train it and move on...btw you can attack bases way higher with mk7...cudos for bravery lol

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  • Tsamu
    commented on 's reply
    You are right. I didn't start using this combo until I had HT7. And now I have HT8. 60K hitpoints. Almost indestructible

  • pckrn
    replied
    8 maxed space age fighters with +50% hitpoints from the museum. I attack Atomic bases less than level 200
    dont use any land units unless you need them as clean up crew. serious.

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  • NateTheGreat
    replied
    The max Leo HP + dmg and mk7 for Heavy Tanks is a key in this strategy imo. My mk6 and not maxed Leo makes this a difficult strategy for me to employ.

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  • Tsamu
    commented on 's reply
    Geezer, I maxed my fighters and did not upgrade the other aircraft at all. That is deliberate. My war weight would increase if I researched them. That is also why I haven't upgraded my barracks troops nor barracks in Space Age. And I only had to focus on one type of aircraft benefit in the museum. My fighters have 17,462 hitpoints, so I can go pretty deep into a base.

  • Geezer
    replied
    Tsamu, this is a great topic for me - I’m using 5 HT in multiplayer and war. They’re maxed for health in leonardo and virtually maxed for attack now, with some extras from museum etc. Been scratching my head too with how to fill the remaining capacity to best effect. Will certainly try commandos again, just to see.

    My question for you is whether you’ve considered some variety in the air? The extra airstrip is obviously well worth having! - 3 fighters, a bomber and a transport are doing a solid job for me at the mo. Exposed tank guns get bombed, more central ones get seen to with paras. Paras spring traps too, essentially doing a clearing job for the tanks.

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  • Exiliado
    replied
    Here is another idea. Correct me if I am wrong, but supposedly French can train troops in 96% less time in Space Age (training blessing 66% + French 20% + library research 10% = 96% less time) meaning that a heavy tank would train in less than two minutes. Since you are deploying five HT's you could keep a sixth as a spare and if you use it be back to normal after one battle.
    Last edited by Exiliado; 05-18-2019, 12:57 AM. Reason: For clarity

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  • wrathchild_78
    commented on 's reply
    they usually get ahead of everyone else and as a result die fast....BUT they do unveil traps...Happy you found the solution

  • Tsamu
    replied
    I found the answer; mercenaries! T-62 Tanks are great.

    I use instant video retrain after a war attack, so I get my 3 heavy tank destroyers back for free, and I would save them for my next war attack. But I always have plenty of cider and metal, so now I use merc tanks in multi-player if I attack a base above the safe range. I only recruit the tanks as my resources fill up, and usually use them before the camp is full. I might try some other mercs too; soldiers of fortune look interesting

    Leave a comment:


  • NateTheGreat
    replied
    Try using some machine gunners and a few foot soldier, they will help clear out enemy foot soldiers, slow enemy tanks, spring land mines, and take shots from the anti tank guns before the HT's get hit.

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  • No Angel
    commented on 's reply
    Yeah Tsamu, that was actually sarcasm cause I read here somewhere people said all hts combo was not tactical at all. I still have to betray many enemy hts, so I include betrayal in the mix. Probably could add sabotage when anti air and anti tank are nearby so either fighters and hts would be a little safer. Commando should be good to add in the mix too, technically, but I'm handicapped on it, so I'd play safe with whole hts army.

  • Tsamu
    replied
    wrathchild_78 thanks for your thoughts, especially your reply to Saruman. That is pretty much my experience. I can clear any base up to level 200 with just the heavy tanks and fighters, up to 230 if there are no defensive blessings and traps are sprung. It's the resource rich but risky bases I want to be able to attack while minimizing the chance of losing an HT.

    ​I currently have 3 protect and 4 AR tactics, which is what I use for war attacks. I don't keep any heal on hand because they don't help me clear war bases. I am a bad planner, so if I do train a heal I will probably forget to replace in advance of a war attack, and then have to wait while I retrain. But it is good advice, and I will try it out.

    Leave a comment:

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