What tanks do
Tanks are the direct-fire arm of a Defilade army. The public material confirms:
- Tanks are a unit type in the roster, alongside infantry, helicopters, drones, artillery and the bridge tank.
- Drag sets their facing — the only confirmed tank control.
- Tank traps are a buildable defense; mines, wire and concrete walls are in the same defensive list.
- Camouflage is a real system in the full build: green camo and tanks covered in cut branches appear in the “not in the demo” list.
- The bridge tank lays a new bridge, which matters because bridges can break apart and soldiers can drown.
How to use them
Without published stats, the safe tactical read is:
- Lead with infantry, follow with tanks. Infantry find cover and spot; tanks provide the firepower. A tank alone in a town is easy to flank.
- Face the threat. Use drag to point the front toward the enemy; do not let a tank drive sideways into a fight.
- Do not cross open ground without suppression. Artillery, drones and concealed AT positions punish a naked advance.
- Use tanks as mobile cover for infantry. Soldiers use vehicles as cover; a tank advancing with a squad gives the squad a moving wall.
- Clear the road first. A tank that reaches a broken bridge is stuck; bring the bridge tank or choose another route.
Counters and defenses
| Threat | Confirmed? | Notes |
|---|---|---|
| Tank traps | Yes | Buildable defense |
| Mines | Yes | Buildable defense |
| Wire | Yes | Slows infantry; not a tank killer by itself |
| FPV drones | Yes | Soldiers dive before strikes; drones are a unit type |
| Artillery | Yes | Listed; used in Front Lines |
| Anti-tank infantry | Not confirmed | Likely, but not in the public material |
The exact damage model, armor facings and penetration values are not published. We will test them in the demo and update this page.
Camouflage and the bridge tank
The developer’s “also new, but not in the demo” list includes:
- green camo and tanks covered in cut branches — concealment;
- the bridge tank — lays a new bridge;
- bridges that break apart and fall into the river, and men can drown.
That tells you the full game is designed around terrain denial: destroy the bridge, force the enemy to build another, or use the bridge tank to restore your own route. None of that is in the December 1 demo, so treat it as a launch feature to verify.
What we still need
- tank types and their roles;
- armor values, penetration and range;
- build cost and population cost;
- whether tanks can be repaired;
- how camouflage actually works (vision or damage reduction).
Until the demo, any “best tank” claim is speculation. We will publish a real tank comparison after December 1.