o i got an awsome idea about nukes!
when you build a nuclear ICBM you can set a "doomsday target" when a nuclear ICBM is launched at any point in you're country (they should only be allowed to target cities and buildings btw) or when you're capitol is being attacked and is below 20%, then you're nuke will automatically be launched towards it's doomsday target (you might also want to have a message saying are you sure you wish to launch the nukes?) and if you hit yes than it fires, this would prevent the annoying and infuriating problem of you're nuke silos being nuked before you can fire due to lag. as we'll it would allow you to use you're nukes as a detterent.
You will have to explain that further.. do you mean that you have a preset target which will be launched at automatically, when your own situation is hopeless?
My idea is that nukes should be able to target anything, even ground. Precision targeting with a nuke would be like hunting flies with a bazooka.
And @Hugo: What a post!

You did get some things very wrong though, especially this:
-Heavy Tanks are like DPS units, since they can deliver a great punch against other tanks. But don't just mass them. A group of Light Tanks can destroy a lone Heavy one.
This is all completely false. Heavy tank are not DPS, infact, they have some of the slowest cooldowns of all units in the game.
It is hard to put MMO classes onto the units in this map, but i would say that the heavy tanks are, well, "tanks", since they can soak up a lot of basically any type of damage, and especially regular bullet damage. On the other had, they are also NOT weak against light tanks, quite the contrary. Light tanks are virtually helpless agains heavy tanks, regardless of their number - you need more than 6 light tanks to easily take out a heavy tank, and then it is with most of them lost!
-AT-Guns are like sieging units, however, they can be very effective against Tanks. But, like the catapult or demolisher from blizzard, they are "Slow and vulnerable".
This is infact also very false.
AT-Guns are cheap and relatively fast units used by infantry squadrons to take out tanks. Since they use AP-ammo, they are worthless as siege units, and have a very specific role - to be a quick and cheap defense against heavy tanks.
Armor piercing damage does increasingly high damage the more armored a target is, which is why the AT-Gun gets taken down by a light tank fairly easy.
Also, range differences does very little in this game, with exceptions for infantry and flamers against bunkers, and tiger tanks against light tanks.
-Medium Tanks are like normal cavalry. They are tanking units, a little fast and can be effective in groups.
This is quite correct. Medium tanks are your regular all-purpouse tanks with decent damage to both infantry and armor. hey will be the most common tanks on the battlefield.
-Got overrun by an enemy? Ask for help! If even you allies can't stop the enemy, then you should rush to other territory, or counter-attack his country. Since almost the whole enemy army will be attacking you, attack his territory by advancing through alternative routes. But be warned: He may attack your army when he sees them, make a way to escape back to your country, or rush even more to the enemy's territory.
This is usually correct. Only thing is, the game is set so that the different factions are isolated into theatres where they fight only one or two enemies.
For example, Japan will only be fighting China and the minor eastern countries at first (supposedly neutral hostile, or provided with a basic AI), then USA will enter the picture.
Italy will only be fighting the desert rats at first (British African forces), while defending the fairly easy-kept pass at the alpes. USSR will at first only fight the minor axis player in finland, untill operation barbarossa etc.
Your tip does apply to the end game, on the other hand, since allying will be completely free by then and the lines will have been quite redrawn.
The rest of the tips are pretty nice, you especially got the light tank concept very correctly, aswell as the ship classes
This one was also good:
-Is a good strategy seeing which kind of attack is better against which kind of armor. If you have an enemy invading you, try to see the majority of troops he's using, for example, if he got more tanks, then you should make some AT-Guns to counter them. But if the enemy player is smart, he will counter your guns with Light Tanks, so always keep some units guarding your AT-Guns, especially units with attack effective against Light Armored armor. Also, keep some infantry close, in case the enemy counter-attacks with AT-Infantry.
Except a few things:
-AT-Guns ARE effective against light tanks, although weak against infantry.
-AT-Infantries are no longer in the game.
And then i have some of my own tips from the experiences i have had from beta testing:
-Pay attention to which units you send in first! Infantries are fast and eager to rush in, but if the enemy has a frontline of light tanks, your chaps will be toast. In this case, send in the heavy and medium tanks first, and bring in the infantry as soon as the light tanks are dealt with.
If, on the other hand, the front consists of AT-Guns, it would be a good idea to let the infantries take the aggro while your medium and heavy tanks storm in afterhand. A good rule is to keep weak units such as the AT-Guns at back, and just keep them as an additional damage dealer while your tanks take the beating. Do NOT tank with an AT-Gun to save your infantry, then you've got it the wrong way around.
-Correct positioning is CRUCIAL to achieve victory against any enemy force. DON'T keep your infantry clustered or they will be shredded by the light tanks, and use your AT-Guns to flank the enemy tanks to deal extra critical damage against their lesser armored parts.