While capable of fielding the strongest units on the battlefield, the correct use of armor is still absolutely necessary for success. This class is great for defending against anything but heavy helicopters and can fortify CPs fairly fast. Armor should be used offensively, for the most part, only when you know the environment. That is to say, are there enemies such as heavy helicopters around? It is also never a bad idea to be accompanied by infantry, air, or support. Before we get to specific tactics or concepts, let’s see what the armor doctrine offers.
Descending, from left to right:
Heavy Tank: Medium Tank: Light Tank: Armored Transport: Amphibious Armored Transport:
Hotkey: R
Smoke is the most valuable defense armor has. Use smoke to control the enemy and keep out of harms way. I find smoke most valuable for luring an enemy. The enemy will normally engage the closest tank or armored vehicle. When this happens, pop smoke for that one, single, vehicle. This will most likely cause your opponent’s units to stop firing (because they can’t see the target tank) and move in closer. This is common if your opponent isn’t proficient with micro. When the enemy is wasting time moving in, move behind the enemy and run over infantry. If the enemy targets a different tank, do the same thing. The point is to keep the enemy on his toes. Be careful you don’t fall into the same trap. Always make sure to engage the enemy on your terms. Don’t rush in and let yourself be outmaneuvered and consequently killed. Armored and Amphibious transports can fire at helicopters through smoke. For more on using smoke, check out the Flares, smoke, and evasive strategies guide.
Hotkey: T
Use the stop button to avoid being lured into smoke traps. It’s never a bad idea to engage the enemy at range. This increases accuracy, and increases your chances of throwing off enemy Tactical Aids.
Hotkey: Shift-N
Moving backwards helps keep your vehicles alive. Tank armor is heavy in the front, less so in the sides, and weak at the back. Do your best to keep the enemy hitting the front of your tank to negate damage. It takes a few minutes to get used to it, but using a hotkey for this or doing it manually makes a huge difference.
Hotkey: F
Attack-ground is useful for attacking things that aren’t enemies. Don’t want a building to look over your tanks- a great spot for enemy AT infantry? Shoot it up using attack-ground. You can also attack into and from smoke using attack ground.
Hotkey: E
HEAT is, of course, only for Heavy Tanks. Target this first at enemies that are flanking you, Light Tanks for instance, then at escaping enemies like Medium AA. If you see troop transports, you want to eliminate those ASAP- hopefully with the troops still inside. Use the HEAT in this case too. In the event that an enemy tank has only a few hitpoints left, a HEAT shell can work to finish it off provided it hits the rear, or maybe side, of the tank.
This picture speaks for itself. Force move, (“run over infantry”) is Hotkey: N.
It’s a good thing that tanks are able to take so much fire primarily because they’re the biggest target. The biggest cause of concern among all enemies is the Heavy Helicopter.
Heavy Helicopter: Counter this by having allies nearby to take them down. Though Amphibious and Armored transports can attack helicopters, they’ll be wiped out in a matter of seconds by a concentrated attack. Your biggest concern here is being targeted by Hellfire (USA),AT-6 (Spiral USSR), or HOT Missile (NATO). Eliminate this threat by using smoke. Try to keep your tanks clustered together so as to only have to release one round of smoke mortars to conceal several tanks. Release another round when the first smoke begins to dissipate. By staying “untargetable,” the only thing the Heavy Helicopters can do is attack ground at your position. The effect of attack ground by Heavy Helicopters is minimal. The Armored and Amphibious Transports can fire through smoke and be annoying to helicopters that wait for the smoke to clear.
Anti-Tank Infantry: Annoying and dangerous in mass, you must kill the entire squad to make them “go away.” I recommend “kiting” as an initial countermeasure. Kiting is, relative to this instance, using the long range of tanks to stay out of the shorter firing range of the AT infantry. If you do it correctly, you can eliminate several soldiers, if not squads, before they come into contact with you (again, if at all). Against clumped infantry, try using a HEAT round (Heavy Tank)or Anti Personnel round (Medium Tank). Only use HEAT if you aren’t also engaging light vehicles. In that case, of course target those vehicles. Running over anti-tank infantry can open up the unarmored rear of the tank, so make sure you engage any infantry who have the potential to do this if you plan on running over infantry. If infantry targets a specific tank, have it pop smoke to hopefully lure them closer to be run over. Bear in mind that if part of a squad remains, it can be reinforced. To avoid ambushes, stay away from forests and some buildings unless supported.
Polar Bears: Only a threat in Sweden.
Light Tanks, Heavy Tanks: Just have better micromanagement (micro) and be sure to always cover the unarmored parts of your tanks. Control the enemy with smoke. Use Light and Medium Tanks to flank and hit unarmored parts of enemy tanks.
As armor, your purpose is to go where other units won’t survive long, such as the case is when infantry is contacted by radiation or napalm. Always be ready to charge in and take CPs if the situation is under control. Tanks not only offer strategical advantages, but also a psychological ones. Nothing shows ownership of a CP more than three heavy tanks on it and few things make infantry run to cover faster than some medium tanks. Remember your role is to help your team in the hope that they help you when it comes to things such as Heavy Helicopters.
Good luck with armor. Play smart and control the battlefield.