Tanks, primarily tracked vehicles that are doctrinally meant to provide heavy armor and fire support to other elements, provide an invaluable arm to any WARNO player. They offer a mobile, armored, hard hitting gun that can be put to great use by an experienced player. Despite their upsides though what WARNO fails to account for are the various factors that may lead to a tank being on the front in the first place. A big downside to the overall gameplay loop is that it fails to provide any explanation or simulation of how units arrived in that specific place and time. For example there is no logistical support gameplay, you can not play as a logistics officer moving various shipments of spare parts around the rear, neither can you play as a railroad controller, in charge of moving vast shipments around the front to areas it is most needed. The tank itself is also poorly modeled in this respect, for example there is no bonus provided to the Chieftain or Challenger series of tanks due to the presence of a boiling vessel, nor is there a negative effect randomly placed on tanks if they have to preform routine maintenance, such as track tensioning or calibrating the laser range finder (This latter point obviously does not apply to tanks that lack such a system, M60A1, T55, early T72 etc.). Overall though tanks in WARNO are well modeled, if a little lacking in the finer details that actually matter in tank design, not silly stuff like armor thickness or weapon effectiveness.