

The inverse of an MG team facing its weapon direction, the tank is facing its defense. The direction that a tank points controls its main defense- its front armor. Rear and top armor are always minimal to save weight. Side armor varies in thickness between tanks, but is universally less than the tank’s front armor.

Without exception tanks are designed to face their front towards the enemy, and therefore their thickest armor is on the front of the tank. Tanks’ most defining feature is their front/side/rear/top armor. And also to promote a mixture of tank types rather than a heavy-dominated unit pool even though the heavy tanks will likely still win a direct fight against another tank if used well- and will lose if used poorly and countered capably. The goals here are to make tank gameplay both more interconnected with other units in combined arms support, and also less RNG-intensive where a tank's defenses are more deterministic with reliable front armor and unreliable side armor, as well as factoring in mobility, stealth, cover, recon, and artillery. The following are concrete proposals for mechanics concerning tank gameplay based on the Gameplay Overview and feedback from the pre-alpha.
