DennisLaursen89: Allies only have speed, naval and explore as advantages. So on a water-free map, the Allies have to build tons and tons of tanks to beat the Soviets, because the Tesla Coils have longer range than any tanks (except from the Soviets own V2 rockets).
On bigger maps, those Allied tank swarms were scary. Seriously, they're not nearly as weak as you think they are, and with a big open map they can leverage that speed to excellent effect.
My opinions of the Allied Tank force were similar to your's until I decided to play a little bit online RA1 about a year ago. After getting my ass handed to me by the more agile and surprisingly hard-hitting allied tanks, I had to conclude my childhood opinions were dead wrong. Allies have more than enough power to beat the Soviets in a straight tank-on-tank battle.
DennisLaursen89: Some mention Warcraft games as the best balanced. I understand the argument, but IMO Warcraft balance in a lame way. That fraction A's units are 100 % equivalent to fraction B's units, just 10 % weaker and 10 % cheaper, is a easy, but lame way to balance.
This is really only true in Warcraft 1 and 2. In these games the equivalent units had
identical stats and the difference between the two sides was in their spellcasters. In Warcraft 3 this approach was abandoned and the factions diverged radically. Even where units shared broadly similar roles, the cost and power difference was
massive, like Undead Ghouls costed 120 gold to Orc Grunts costing 200 gold.