ok here's the scoop, I spoke at length with a developer regarding cheats as a lot of developers don't practice secure coding techniques which ends up with their games being infested with this kinda crap.
First off, this is a server to client game, not a peer to peer game. This deals with a very large amount of amateur tier cheats, mostly ones that modify the client. This means that most of the game features stay as intended, there are no speedhack predator tanks zipping around the field at faster than fastest speed, mammoth tanks don't cost 10 tib, etc.
In the case that a cheater finds an exploit that modifies the core game, it can be easily proven or debunked via the replay system. Do not even bother posting if you do not have the replay, as it is impossible to verify the claims especially if you have no credibility as a random poster.
Client hacks are another can of worms. These don't necessarily modify the client (indeed most non amateur outfits run at least a crc check of the client) but instead feed off of game information stored in your device's memory. Wall hacks, map hacks, aimbots, and all of this sort fall into this category. When coding a game, a developer should treat all game data as a need to know basis, not informing them about things like player/unit positions until its possible for them to see them. In this regard, rivals has some weak coding, as I've seen units under fog of war glitches, and if I can see them that means their information is in my client, allowing a cheater to use a map hack to watch your base and do things like consistently countering people's openers. It takes monitoring software and often the community's help to catch these guys, so again, if you feel suspicious, post the replays (you can even watch the games on their profile).
So yeah. Replays are necessary, post them or quit adding conjecture.