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Tanks are armored and mechanized vehicles categorized under the army. These units are designed for efficiently capturing cities and effectively engaging in combat, particularly against infantry. However, they come with several downsides, including higher requirements for resources and money compared to infantry, and a crucial dependence on Oil. Without oil, tanks suffer rapid attrition and require significant manpower to recover via reinforcements.

Tanks are widely common in the early game due to their advantages, such as decent mobility, rapid city capturing times, and overall strength compared to infantry. However, as the game progresses into the late game, tanks gradually become less effective as infantry gains advantages through anti-tank technologies, doctrines, leaders, and more. Additionally, tanks are highly vulnerable to artillery, aircraft, and naval attacks, and their mobility and combat performance are significantly weakened when operating through rough terrain and biomes, such as Mountainous and Jungle lands.

Description[]

Tanks are reinforced vehicles representing 200 units per division. Compared to infantry units, tanks offer superior mobility, durability, and firepower, making them highly effective during the early game. However, they are significantly more expensive to produce and maintain. While initially powerful, tanks gradually become obsolete as the game progresses into the late game. Infantry gains new and improved modifiers, such as anti-tank technologies, doctrines, leaders, and more, which help them effectively counter tanks. Additionally, tanks are highly vulnerable to artillery, naval, and aerial attacks, and their combat performance, mobility, and attrition rates suffer in rough terrain and biomes, such as Mountainous and Jungle.

Despite these weaknesses, tanks are still highly effective in combat and efficient at capturing large, populated cities due to their fast mobility, which enables rapid ground invasions. Their firepower, durability, and movement capabilities can be further enhanced with technology, doctrines, leaders, traits, and other upgrades.

Costs[]

Constructing one division of tanks requires one Motor Parts and 0.25 units of Steel. They also cost $5,000,000 to produce, and $160,000 in upkeep per division. It also requires 10,000 manpower to build, similar to infantry. Each division consumes 1 unit of oil. They can only be produced in cities with a population of at least one million population (square cities).

Unit Modifiers[]

Doctrines[]

Tank Doctrines Chart
Static Lines
(1) Static Lines
"Trenches and static positions will truly never go away contrary to what some military theorists believe."
Military Power Cost Entrenchment Defense Defense
500 1.25x 1.2x
(2) Greater Support
"We must throw as much shells as we can at anything that can threaten us, both land air threats."
Military Power Cost Defense
250 1.1x
(3) Fortification Effort
"We will support a vast network of defensive structures, lines, bunkers aimed at repelling the enemy."
Military Power Cost Defense
250 1.25x
(4) Stalwart Defense
"They will not break us!"
Military Power Cost Defense
250 1.5x
Total Modifiers
Entrenchment Defense Defense
1.25x 2.475x
Massed Attack
(4) Downfall Initiative
"Through pressing every person available no matter their age or occupation into the army, we will make the enemy pay dearly."
Military Power Cost Entrenchment Speed
250 1.25x
Specialization
(1) Specialization
"We only have so much people willing to fight for us. Lets make the most out of them."
Military Power Cost Attack
500 1.1x
(2) Adaptability
"Our forces are expected to fight in any climate and landscape."
Military Power Cost Advanced/Specialized Training Speed Starting Experience
250 2x 1.2x
(3) Arid, Mountain, Winter, and Jungle Specialization

  • Arid Specialization: "Our military will be geared towards fighting along the hot and dry lands." (Arid)
  • Winter Specialization: "Our military will be geared towards fighting along the freezing cold lands." (Mild Winter, Severe Winter, and Arctic)
  • Jungle Specialization: "Our military will be geared towards fighting under the dense jungle covers." (Jungle)
  • Mountain Specialization: "Our military will be geared towards fighting along the rough and tough hilly and mountainous terrain." (Hilly, Semi-Mountainous, and Mountainous)

All doctrines are exclusive among each other, but they all cost 250 military power to implement, along with boosting attack within their respective terrain or biome.
Arid Attack Winter Attack Jungle Attack Mountain Attack
2x 2x 2x 2x
(4) Advanced Training
"Being in the army is more than just picking up a gun and learning how to shoot. Tactics, Coordination, Discipline are all core factors that must be instilled in every new recruit."
Military Power Cost Training Speed Starting Experience Upkeep ($)
250 1.25x 1.15x 1.15x
Total Modifiers
Attack Training Speed Upkeep ($)
1.375x 1.25x 1.15x
Arid Attack Winter Attack Jungle Attack Mountain Attack
2x 2x 2x 2x
Starting Experience Specialization Training Speed
1.38x 2x
Manoeuvre Warfare
(1) Manoeuvre Warfare
"Strike First, Strike Fast, Strike Hard. We will try to exploit gaps in their defenses to seize the opportunity."
Military Power Cost Attack Defense Speed
500 1.25x 0.9x 1.25x
(2) Armored Fist
"Tanks remain the future of warfare. We will form columns of armored units to punch a devastating strike through their lines."
Military Power Cost Attack Defense
250 1.3x 0.9x
Speed Upkeep ($) Attack Against Infantry
1.25x 1.5x 1.5x
(4) Steel Division
"With Iron, Steel and Guns we shall conquer all that can be seen."
Military Power Cost Attack Starting Experience Upkeep ($)
250 1.35x 1.4x 2x
Total Modifiers
Attack Defense Speed Upkeep ($)
2.1938x 0.9x 1.5625x 3x
Starting Experience Attack Against Infantry
1.4x 1.5x

Skins[]

Tank Skin Packs
Modern (2019)
Nation United States India China
Counterpart M1 Abrams Arjun Mk1A Type 99
Creator CaptianSmollett CaptianSmollett CaptianSmollett
Requirement Free (Default) Form Maurya Empire as India Form Qing Dynasty as China
Image
DefaultNewTank
Indian tank
China tank
Nation Italy Germany United States
Counterpart C1 Ariete AMV Leopard 2A6 M1 Abrams
Creator CaptianSmollett EcologicalTree CaptianSmollett
Requirement Form European Union as Italy Form European Union as Germany Gamepass - 250 Robux
Image
Italian tan
Germ tn
American Modern Tank
Nation Japan Rebel (Several) N/A
Counterpart Type 10 Narco Tank N/A
Creator CaptianSmollett CaptianSmollett N/A
Requirement Gamepass - 250 Robux Form African Union as Chad N/A
Image
Japanese Modern Tank
RebelTank
N/A
Cold War
Nation Russia Serbia Sweden
Counterpart T-80B M-84A5 Stridsvagn 103
Creator External Game CaptianSmollett CaptianSmollett
Requirement Form Soviet Union as Russia Form Yugoslavia as Serbia Form European Union as Sweden
Image
Russian Cold War Tank Skin
Yugoslav Cold War Tank
Sweden Cold War Tank
World War II
Nation Germany United States France
Counterpart Tiger I M4A2 Sherman Char B1
Creator External Game External Game uviser23/PenguinTech
Requirement Form German Empire Gamepass - 250 Robux Form French Empire
Image
German WWII Tank Skin
American WWII Tank Skin
French tank
Nation United Kingdom Russia Japan
Counterpart Churchill Mk IV T-34 Type 3 Chi-Nu Medium Tank
Creator EcologicalTree uviser23 uviser23
Requirement Form British Empire Form Russian Empire Form Empire of Japan
Image
UK WWII Tank
Russia WWII Tank
Japan WWII Tank
Pre-20th Century
Nation Confederate States of America France Italy
Era American Civil War Napoleonic era Classical antiquity
Counterpart Armored Railroad Car Cuirassier Auxilia
Creator CaptianSmollett uviser23 uviser23
Requirement Form Golden Circle as Confederate States of America Form Napoleonic Empire as France Form Roman Empire as Italy
Image
Confederate Tank
NapoleonTank
Roman Empire Tank
Nation Saudi Arabia N/A N/A
Era Arabian Golden Age N/A N/A
Counterpart Camel cavalry N/A N/A
Creator CaptianSmollett N/A N/A
Requirement Form Islamic Caliphate as Saudi Arabia N/A N/A
Image
Golden Age Tank
N/A N/A

Technology[]

Operations[]

Tank Operations Chart
Elastic Defense
Operation Description
"Rather than static lines, we need to be more flexible in order to respond to enemy breakthroughs""
Military Power Cost/Durations (Days) Modifiers
Military Power Cost 1000
  • Attack: -35%
  • Defense: +65%
  • Movement Speed: +20%
  • Entrenchment Speed: +35%
Operation Duration 180
Global Cooldown 365
Guerilla Warfare
Operation Description
"We will do what we can to whittle down their superior forces while avoiding direct confrontations!""
Military Power Cost/Durations (Days) Modifiers
Military Power Cost 1000
  • Attack: -130%
  • Defense: +165%
  • Movement Speed: +10%
  • Entrenchment Speed: +35%
Operation Duration 180
Global Cooldown 180
Maginot Theory
Operation Description
"We are under a threat of invasion. We must boost our defensive lines if we are to hold what is ours!""
Military Power Cost/Durations (Days) Modifiers
Military Power Cost 1000
  • Attack: -15%
  • Defense: +25%
  • Movement Speed: -15%
  • Entrenchment: +50%
Operation Duration 180
Global Cooldown 365
Lightning Offensive & Blitzkrieg
Operation Description
"We will pour all our resources into conducting a swift and decisive advance into our enemy territory. The best defense is a good offense!"
Military Power Cost/Durations (Days) Lightning Offensive Modifiers
Military Power Cost 1250
  • Attack: +30%
  • Defense: -30%
  • Movement Speed: +30%
  • Entrenchment Defense Modifier: -50%
Blitzkrieg Modifiers
Lightning Offensive Duration
(Coincides with Blitzkrieg)
180
  • Attack: +20%
  • Movement Speed: +20%
Blitzkrieg Duration
(Coincides with Lightning Offensive)
30
Global Cooldown 365
Island Hopping Campaign
Operation Description
"We need to master the arts of naval transport and naval invasion!"
Military Power Cost/Durations (Days) Modifiers
Military Power Cost 1000
  • Transport Boat Attack: +65%
  • Transport Boat Embarkment Speed: +40%
  • Transport Boat Movement Speed: +25%
  • Upkeep ($): +30%
Operation Duration 180
Global Cooldown 365

Pros and Cons[]

Pros[]

  • Tanks are superior to infantry in the early game due to their better initial attack, defense, and mobility modifiers. They are also efficient at capturing cities quickly and with minimal losses (e.g., 1,800 tanks in a single division can capture a megacity at a moderate pace).
    • While tanks are more expensive than infantry, including manpower costs (both infantry and tanks require 10,000 manpower), their costs and expenses are justified by their proficiency and effectiveness, only during the early game.
    • Since it is efficient at capturing cities, it could be effective for invading a country with powerful city resistance modifiers, but it may experience heavy challenges upon encountering strong anti-tank infantry, artillery, ships, and aircraft.
  • Tanks' firepower and durability can be enhanced through doctrines, making them more useful than infantry during the early game. The most powerful early-game doctrine for tanks is arguably Static Lines, especially with Stalwart Defense. Static Lines is the best doctrine in the game, known for its powerful defense modifiers, ease of use, zero downsides, and overall flexibility.
    • While there is a doctrine dedicated to tanks, Manoeuvre Warfare with Armored Fist and Steel Division, it triples tank upkeep costs ($160,000 to $480,000 per tank division), making the costs unjustified despite its powerful attack and mobility modifiers. Furthermore, Armored Fist also increases passive war exhaustion, combined with tanks yielding more war exhaustion than infantry. This forces the player to raise Security Spending, further increasing expenses already burdened by the 3x tank upkeep if Steel Division is unlocked. In comparison, Static Lines can effectively maintain tanks at one-third the cost of Armored + Steel Division tanks while also providing significant defense bonuses. Additionally, Manoeuvre Warfare becomes obsolete in the late game, where Static Lines infantry combined with anti-tank technology can overpower any tank.
    • You can also invest in tank technology to improve combat modifiers, particularly Firepower and Armor, but ideally, do not research it during the early-game, unless if you urgently need improved combat modifiers because you are on the brink of losing a war or if you are playing a short game. Otherwise, focus on acquiring Quantum Computing for significantly increased research output instead.

Cons[]

  • Once the mid-late game approaches (2025-2027+), the effectiveness of tanks will eventually wane and disappear due to their expensive recruitment and maintenance costs, rendering the unit obsolete. This decline is largely due to the growing power of infantry, as more combat modifiers designed to withstand and destroy tanks, such as anti-tank technologies, become available and widespread. Infantry is also significantly cheaper to recruit and maintain.
    • Tanks require additional resources, such as Steel, Oil, and Motor Parts, while infantry only needs manpower and money. Oil is a crucial resource needed to power vehicles. Therefore, tanks consume oil, leading to a potential 'Oil Shortage' if the entire oil stockpile is depleted, which would render tanks unusable.
    • Not only are tanks more expensive to use, they are less flexible than infantry. Tanks require cities with at least one million population for recruitment, while infantry can be recruited in any city regardless of population, making infantry more spammable and contributing to its overall power. Additionally, tanks have longer recruitment times per division compared to infantry, requiring 15 seconds/days versus infantry's 9 seconds/days, assuming no modifiers affect recruitment time, such as unrest.
  • Tanks with inadequate combat and mobility modifiers operate extremely slowly in challenging terrain and biomes, such as Mountainous, Jungle, and Arctic, suffering from rapid attrition, which leads to a spike in war exhaustion due to more losses. This issue is exacerbated when they are directly fighting against entrenched units on fortifications, as entrenchment and fortifications massively boost defensive capabilities. Additionally, tanks are vulnerable to artillery and aerial bombardment.
  • Contrary to popular belief, tanks actually yield double the war exhaustion per division lost compared to infantry, with tanks receiving 0.02 and infantry receiving 0.01. While tanks suffer fewer losses per division compared to infantry (200 tank losses to 10,000 infantry losses), they contribute more to war exhaustion. This adds to their obsolescence in the late game, where war exhaustion can be rampant in large-scale wars.
  • The entire tank technology category is more expensive in research points compared to infantry technology. The tank category costs 8,550 research points, while infantry costs 7,350. This is because infantry attack and defense are consolidated into one branch, whereas tank attack and defense are separated into two branches.
    • Not only is tank technology more expensive in research points, but its provided modifiers are also less potent than infantry technology. Infantry technology increases attack by +205.1%, defense by +90%, and mobility by +55%, with anti-tank technology totaling +275%.[1] On the other hand, tank technology increases attack by +155.01%, defense by +100%, and mobility by +55%, making tank technology generally inferior compared to infantry technology.

Fastest Way to Manufacture Tanks[]

Right at the start of the game, activate the Improve Infrastructure policy to boost building speed, then construct one steel and motor factory.

Then, you need to trade by buying the listed resources: 4 units of iron, 0.2 units of titanium, and two units of tungsten. These materials are the basic needs for constructing the necessary factories to manufacture tanks. Also ensure to maintain a health economy as well as positive oil production in order to allow the recruitment of a sufficient amount of tanks.

Trivia[]

  • Tanks are the only military unit in the game that requires Motor Parts to construct a division.

Notes[]

  1. However, this number might be inaccurate due to a game mechanic using the "math.ceil" function, which rounds numbers up to the nearest integer. For example, math.ceil(4.2) returns 5, and math.ceil(7) returns 7. A calculator for this function can be found here.
Units
Army Primary InfantryTanksHome Guard
Support ArtilleryAnti Aircraft
Navy Escort DestroyerFrigateTransport Boat
Capital BattleshipAircraft Carrier
Underwater Submarine
Air Force FighterAttackerBomberTransport Aircraft
Nuclear Nuke
April Fools Nuke (April Fools)Space Units
Mechanics
Strategic DoctrinesOperationsAttritionEntrenchmentFlankingAuto Capture
Leadership Military LeadersTraitsPolitical Leaders
Logistics ManpowerExperienceMilitary PowerConscription LawsReadinessMilitary SpendingRecruitment CentersReinforcements
Other TechnologyWar ExhaustionWarWar JustificationSkins
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