Tanks
Powerful, expensive, and easily lost.
Tanks can dominate a frontline, but they are among the most expensive things logistics produces. A tank lost carelessly is hours of someone's work gone. Crew discipline is everything.

What this page teaches
- What tanks bring to a fight
- Why tanks need a crew
- Fuel, ammo, and repair
- When not to bring a tank
What tanks do
Tanks bring heavy armour and firepower that can break infantry lines and duel other armour. A well-used tank can shift a frontline.
But that power comes with a cost the war pays whether the tank performs or not.
Why tanks need a crew
Tanks are crew vehicles. A solo tank cannot drive, aim, spot, and manage repairs at once, and it is far easier to flank and kill.
Bring a proper crew, or do not bring the tank.
Fuel, ammo, and repair
A tank is a logistics commitment that continues after it leaves the base.
- It needs fuel to operate and ammo to fight
- It needs repair materials and somewhere to use them
- It needs map awareness so it is not ambushed
- It needs a planned retreat before it is committed
When not to bring a tank
Do not pull a tank to 'try it', do not solo one into the front, and do not commit armour without knowing where it will repair and retreat.
A tank you cannot crew or protect is better left in the stockpile.
Retreat and repair
The best crews retreat damaged tanks to repair rather than fighting to destruction. A recovered tank fights again; a destroyed one is pure loss.
Know your fallback before you advance.
Related systems
Tanks tie to How to Not Waste Supplies, Anti-Tank Basics for the threats they face, and Field Guns and Half-Tracks for combined armour play.
Pulling an expensive tank, soloing it to the front, and losing it in minutes. That is hours of faction logistics destroyed.
Never commit a tank without a crew, a repair plan, and a retreat route. If you cannot answer all three, leave it.