Inspired by the excellent
thread of CieZ I would like to describe what I perceive as a problem with the game. Not only callins but the relationship between heavy and medium armour needs to be taken into account. I will make a case for 2-3 fictional mediums against a fictional heavy. In this scenario each medium has precisely one third of the performance of the heavy, by what ever metric you want.
1) Micro tax :
More tanks means more micro is required. At the very top levels of play this is mitigated somewhat, but nobody can be everywhere. To project the same amount of firepower in the same area, the medium armour player needs to micro 3 times as many units as the heavy armour player.
2) Disproportionate firepower, veterancy and resource loss
Our ideal tanks clash. Shots are exchanged. The trio takes down one third of heavy's hit points. Its DPS remains unchanged. The heavy takes down one third the HP of the medium trio (i.e. destroys one). The DPS of the supposedly equivalent medium force is reduced by 33%. THe heavy retains 100% of DPS. Let's say 2 mediums are destroyed and 1 retreats, and the heavy loses 2/3 of hp and retreats. The results are : the player owning mediums lost veterancy and resources, they need to be rebuilt, incurring a loss of time as well (until new ones build). The player owning the heavy needs to repair it for free, only sharing with the medium player the loss of time. The heavy tank now has more veterancy. The freshly made mediums not only cost resources, they are also vet0.
Multiple mediums can be focused on one by one.
Thus the "equivalent" medium force loses veterancy, resources and firepower over the course of engagement. CoH2 focuses on unit preservation.
3) Penetration and support weapons
Support weapons are viable against mediums, but much less so than heavies. I'm afraid I will have to break my neutrality in this paragraph, as Axis is the clear benefitting party in this, since they have more heavies AND more support antitank capability. You can ward off Allied mediums with Schrecks. PTRS and Zooks versus Axis mediums are nowhere near in performance. With the latest patch the PaK was toned down a bit and now each AT gun has their own strong point, but the best penetrating AT gun is still the Wehr one, and the best armoured beasts are on the Axis side. This results in Axis tanks being more resistant to support weapons than their allied counterparts, compounded by the fact that Axis has more heavies in the field,
it promotes tank-to-tank engagements. And we have seen how the tank-to-tank engagements benefit the side with the heavier tanks even against a supposedly equivalent medium force.
My conclusion is that
when calculating a heavy's performance, an opportunity cost should be taken into account. For reasons outlined here, they should be considerably more expensive, harder to obtain, and/or occupy considerably more popcap than an equivalent force of mediums, to compensate for the advantages listed here.