My question then, is this. What load-outs do you prefer and why? ie. Is your choice purely stat based or is it based on lore or doctrine? Do you use a single type or multiple types? Does the tonnage of your preferred load-outs combine nicely into standardized units? Are there pitfalls that you try to avoid?
In order to avoid the detestable answer of 'it depends' *bleh* I shall narrow the requirements a bit. Lets assume the intended roll is offensive, to land on hostile occupied worlds and conquer them. eg. a world with a few (1-2.5) million tons of generic ground forces split approximately 5-1, infantry to vehicles.
I can give a very technical view of the "what is best" question in terms of efficiency. Though this is about the ground combat system as a whole, the consequences for choice for designing any vehicle class (so also medium vehicles), are all the same if you just want the statwise best that is. There will be some basic math as you wanted.
I just happen to have a relatively recent example in the battle with the Barnbarians of Barnard's Star:

The encounter saw their ~3200 combined troops facing of with 2 regiments of a total of 3412 of mine, but 400 of those were just supplies (the enemy had only 3 suppliers), and the Barnbarians were entrenched.
In hindsight the relative tech levels came out as:
BAR: 12 Weapon, 10 Armor, but improved genetic enhancement for +60% hitpoints
GDI: 8 Weapon, 10 Armor, no genetics
- Using PWI and Powered Infantry Armor, the 2700 bulk of their forces therefore came out with the 15AR, 16HP and 1x(15AP 12DMG) seen above.
- The bulk of my GDI forces were 2142 Troopers of 15AR, 10HP and 1x(10AP 8DMG), with additional 200 LMG/CAP and RPG/LAV each.
As can be quickly assessed from this, since the penetration mechanic is
pen%=(AP/AR)^2, and the killing mechanic is also
kill%=(dmg/HP)^2 the Barnbarian Warriors not only were able to have every physical hit go through armor, but also instantly kill a Trooper due to the high damage inflicted.
On the other hand, the GDI infantry would only penetrate in 44.4% of hits, and even then only have 25% chance to make that wound be fatal.
The CAP version had even less penetration, with only 28.4% hits going through, but calculating #shots/mass-factor, that still came out as a 85.3% avg hits (6 shots for 2 times the mass = 3xhits)
One can now create some sort of efficiency metric from this. Hits are all random, so design has nothing to do with it, and what matters are only those penetration%, kill%, #shots and mass, using
pen%*kill%*#shots/mass-factor(base=PWI infantry=1). This shows just how much "warrior"(enemy PWI) in this scenario each unit-type is capable of killing if they were all PWI-sized and in case they hit at all.
PWI: 11.1%
CAP: 21.3%
LAV: 37.5%
...Now wait, what happened here? The last one was supposed to be an anti-vehicle type, yet it is the most effective infantry to take on other infantry? This already gives a hint to where the conclusions of Aurora ground battle mechanics go to.
To this metric above though, remember this is just firepower, not defensive qualities. Against this enemy type, the CAP only has half the DMG-sponge capacity due to being twice as heavy, and the LAV only has 37.5%. If you realize that a LAV for example virtually only has 0.375 as much "life" as a PWI, you will notice he can also only on average fire 0.375 as often, bringing down his combat efficiency. "life" or "defense comes out as
1 over enemy(pen%*kill%*#shots)*friendly(mass-factor), which, in case of 100% killing shots, is just the mass-factor here of course.
With this as
attack*defense=true performance the actual efficiency comes to:
PWI: 11.1%
CAP: 10.7%
LAV: 14.1%
That is essentially how much the GDI infantry tonnage measures up against the Barnbarian infantry tonnage, so virtually our ~2500 Troops are only about 280 to them at best. Their warriors have a 1:7 advantage, despite being only 2 attack and 2 defense techs, so about 2 TL ahead.
But then how come that despite even initial fortification disadvantage on top of all this 1:7 situation, the result still came out as this?:

The battle ended with a win for GDI, but: Infantry casualty rate: 97.8%. Nearly all light and medium buildings leveled. All supply vanquished. All but 21 of 240 light vehicles destroyed. 82% of medium vehicles destroyed. ...But, only 25% of heavy tanks.
Because, despite only fielding 24 heavy tanks, -that is a 60AR, 60HP, MAV+MAC unit-, these were responsible for a disproportionate amount of the killings and definitely all standing power, which turned this abysmal setup around into a win. And given Aurora's mechanics, this is absolutely no surprise. Doing the offensive performance metric once more:
A MAV in this setting is a 1x(32AP 32DMG) weapon, which clearly means each hit will 100% penetrate and kill. Too much actually, but the tank isn't meant to just engage infantry after all.
The MAC is a 3x(24AP 16DMG) weapon, which
also happens to penetrate and kill on every hit, giving it a grand 300% performance here.
With this, even considering that such a heavy vehicle could be replaced by nearly 20 PWI soldiers, its kill performance per PWI-mass comes out as:
100%x4/(116/6)=20.7%
That is decent, but actually below even CAP infantry in raw damage. The question however is "who can maintain fire/performance longer?".
So for a final conclusion, we need to get the defensive standing power in there too. Before this was easy to measure, since every infantry unit was a leaf in the wind to the Barnbarian Warriors, who would kill in one shot, whether they used an anti-vehicle weapon, PWI, Barnklets or their pinkies.
For the Mammoth Tank you now have to differentiate between Warrior and Anti-Vehicle-Team. With their Anti-Vehicle having 1x(24AP 36DMG), their kill chances come out as this:
PWI: 0.25%
LAV: 5.8%
Note: The LAV is actually 2.2% if comparing on the PWI-mass basis. The enemy already has his troops on the field and doesn't care about relative unit efficiency anymore, so he doesn't need to factor this in. To get to a number that reflects actual expected outcomes between two unit types, only absolute shots/turn and pen%*kill% count.
So if you do a direct calculation without mass factors that asks
"How many of them will die before mine does?", you do it like this:
^2\left&space;(&space;\frac{DMG_w}{HP_e}&space;\right&space;)^2}{\sum_{}^{W_e}shots_w*\left&space;(&space;\frac{AP_w}{AR_f}&space;\right&space;)^2\left&space;(&space;\frac{DMG_w}{HP_f}&space;\right&space;)^2})
With _f being friendly and _e regarding the enemy unit to compare to. Essentially you sum up all the kill-chances of your weapons per turn, and divide them by theirs, which yields the fraction of kills you do before them over time on average.
For this humble Mammoth Tank we therefore get:
vs Warrior: 160,000%
vs Anti-Tank: 6944%
Or expressed as total amounts, these mere 24 Mammoth Tanks actually equaled:
38,400 Warriors or
1667 Anti-Tank-Teams.
..Well, they only had 2700 and 75 respectively, so there is your explanation for the win.
Of course, this basically operates on a 1v1 calculation, while realistically the enemy will do much more shots for every of yours.
You can factor in at least the fraction of mass between your troop type and theirs, to get a more fair comparison of the two.
So if you'd ask
"How much troop tonnage can I destroy, using type X against type Y?", you'd correct the other formula with the mass-fraction term of course:
)
For that then you find that every Mammoth Tank destroys:
~83 times its mass in Warriors
9-10 times its mass in Anti-Tank
If you'd apply the mass term squared and measured against your own PWI, you could now also have a direct formula for troop vs troop efficiency in your own ranks, but I think it is pretty obvious by this point where that would lead to. The tank is not even 20 times as heavy as PWI, only about 7 times as heavy as the best infantry type, LAV, and still beats their performance by factors of x67-x750.
That is x9 to x39 on a per mass basis.
Calculation shows they are pretty much exactly x4 as costly as PWI and LAV per mass, but mixed with efficiency, you'd still be at x2+ to x10 'bang-for-buck' efficiency.
Also, remember, the enemy here is 2 weapon techs above GDI armor, so the tanks should be suffering more than other types, yet excel still. A competitive tank will be even more threatening.
A side note on hit-chance: You might know that heavy vehicles suffer from a greater to-hit chance, which would lower its defensive performance and thus efficiency by x0.75. However, this only applied as long as the unit is not fortified. The difference is not large enough to really count, and vanishes once the first construction cycle passes.(given you have at least some infantry or constructors surviving) Perhaps invasion tactic should be be to always land troops right before a construction tick. Cheese

Later, infantry might also catch up a bit, since they can receive more fortification in total, gaining 50% defense over vehicles instead of just those 33%. Still definitely not enough though.
Ground combat mechanical sourceNow discussion the consequences of these findings. Obviously, if a tank, build for mainly an anti-tank role, is still more effective against Infantry than even Infantry, there is little reason to use anything else. If an anti-tank-team with technological advantage can't measure up to an old tank in the choice of weapons, then:
- The enemy has tanks. You counter with tanks
- The enemy has infantry. You counter with tanks
- Tanks, everyone
The obvious root for this, idk. "issue?" (I kind of like it though

), lies within the damage formula that
heavily punishes insufficient penetration or damage, and rewards you greatly exponentially if you can push your enemy in the position where he doesn't have enough of that.
Since AP and dmg are very correlated, and somewhat less AR and HP are too, the formula
(AP/AR)^2*(dmg/HP)^2 that determines the true hit, virtually shortens to
(attack/defense)^4For example, just taking GDI Trooper avg AP and dmg 9 against avg AR and HP 15.5, gets nearly the 11.1% using just the short formula above. One tech level further, and this is 25%, more than double, despite only improving by 2AP and 2dmg, but also only because they merely fight infantry.
Against a proper tank, the Troopers would again do no better, because the armor difference evidently strikes down even from higher weapon tech levels.
Everyone who makes use of this crazy run-off effect will be the new Sun Tzu. The system heavily incentivizes to use the biggest guns, and the hulkiest hulks you can weld together, because every bit of lacking armor or firepower comes with a fourth power drop in efficiency.
And that almost always makes up for whatever extra cost or mass those hulks would come with, unless you really outtech the enemy, at which point you would
still want maximum armor, but might consider using some more rapid fire guns if even those already guarantee 100% kills.
So if anti-vehicle weapons dominate anti-vehicle combat, but they also dominate anti-infantry combat, and armor needs to be as high as it can get, then the conclusion of what you should always do to win is obvious:

All hail the Mammoth Tank.
(..until something bigger and badder comes along that is)I still play for RP though, so I only care for all this out of technical interest. That is why the formation there has medium vehicle tanks and "APCs" after all, the later of which suffered nearly 100% loss due to being lightly armored for no reason but RP. I
do however still always cheer when my land battleships rule as they should though.
