ORIGINAL: QBeam
Firstly, I think hakon's basic point, that each unit should still have some counter unit, even when out-teched by one level, is a sound observation. However, I'm not sure about the specific conclusions drawn. For one thing, they appear to be based on the assumption that hitting 1/3 to 1/4 of the time renders the counter-unit "ineffective." It's not great, but it's not useless, either, and seems to recreate the historical periods when one side came out with a new generation of weapon that put the other side on their heels, until the inevitable counter-technology came out.
I am not saying that the counter unit should have an advantage, if it behind in tech, but it should be able to inflict as many losses as it takes. And if one side is heavily teching one unit (that has a counter unit), the other side should have the advantage in the long run, provided they tech up and mass produce the counter-unit. This will stop _any_ single unit tech races. Some units typically dont have good counter units though, like the submarine.
Actually, I find it interesting that so many people are worried about "super tanks," since I reached exactly the opposite conclusion. When I analysed the tech system, I noted that the "gun-armor spiral" was nicely represented by giving tanks a point of armor, but a toughness of three, compared to infantry's toughness of four. Coupled with the higher WS on tank evasion, this makes it cheaper and easier to research super-tanks than it does to research modern infantry, but the effects are always easily countered by counter-research into ground attack on the other guy's tanks. (3.5 attack per level, compared to 3.0 defense, as others have noted)
This is true, and would be very much so if u teched up to say, level 15. Even at 10 evasion, infantry starts to get very hard to hit. (I was playing a world conquest game as axis once (on challenging), where i wasnt able to invade the USA until 51 or 52. By that time the AI had researched infantry up to 10/11 or something, and they were getting tough to beat with my 11/12 armor.
Even at 8/8, though, infantry is still pretty vulnerable to simmilarily teched up armor. On top of that, only german inf starts with WS evasion, and inf is pretty expensive and time consuming to tech, since you have so many of them.
Secondly, I'm not sure why people think that artillery should be the counter to armor--in point of fact, artillery is somewhat less effective against armor than it is against infantry, for the obvious reason that HE shells don't do much to armor, and the mobility of AFVs makes it easier for them to get out from under FFE. Based on the historical facts, the counter to armor should be air and other armor.
Some artillery can fire AP-shells instead of HE ones. IRC, these AT-guns killed more tanks in WW2 than tanks did. Also, they are the unit that is currently the best counter unit to tanks. The problem with tanks, is that they have _all_ the advantages. Better attack, better defence, less supply and increased movement. Historically, armor was not so great for punshing holes in the strongest points of the enemy defences. Their strength was rather in the ability to exploit the weak points. (Heavy motorised assault guns, though they look somewhat like tanks, would typically be attached to infantry divisions).
It all has to do with balance. If you want a 1-unit-system, just take away the other units. (It would be realistic for napolenic warfare games to have just ship-of-the-line as fleet unit, for example, since there was no real counter unit to it.) Otoh, if your have 3 different "main" units, like inf/art/arm in W@W, they should be balanced out, reflecting their strengths and weaknesses. Arm has its movement, inf its staying power, and art its damage potential. This basic setup should be maintained imo, and it is, if armor has WS evasion reduced to 7.
Finally, regarding the fear of super-bombers, I note that the concern appears to be largely academic, because in all the games in which people complain about them, the Allies lost. Apparently if the Allies goof around researching toys, instead of building tools for war, they loose. It might be amusing to be able to fly your B-52s around with impugnity, but it doesn't get your boys into Berlin. (I'm presently experimenting with the strat bomber strategy in a few of my current games, but I'm busily building arty and infantry at the same time.)
Good for you. I have tried to tech heavy bombers, and it worked very well (against AI, only, but I was playing on hard).