Weapons · 2
| Family | Fire cycle | Damage per second |
|---|---|---|
| Projectile | 6.2 s | 96.8 vs infantry · 53.2 vs vehicles · 48.4 vs buildings |
| Machine gun | 0.8 s | 87.5 vs infantry · 18.7 vs vehicles · 12.5 vs buildings |
Damage per second = damage ÷ fire cycle, computed by the build script.
What it is
Gorb Tank costs 300 minerals and 20 population, taking 24 seconds to build. Its description states “A mass-produced heavy breakthrough tank with all-round armor. Turretless. Effective against buildings and large groups.” Base health is 1 100, with extra capacity 50 that starts empty. Frontal armour is 110, versus 50 at the sides and rear; the frontal value 110 does not alone determine survival. Main-weapon fields are 600 infantry, 330 vehicle and 300 building damage on a calculated 6.2-second cycle. A machine gun separately records 87.5 infantry damage per second in build 23882143. Read the stationary main attack and moving secondary attack separately when planning a breakthrough.
Where it comes from
The description’s “all-round armor” should not be read as identical protection on every face. The raw health component records frontal armour 110 and side/rear armour 50. The developer discussed directional armour on 10 February 2026; the rear value 50 remains distinct from the front in build 23882143. That names a difference between a general description and the specific fields, without inventing what the author intended by the phrase. The turretless description is also relevant, but it does not by itself certify a turning time. Read the armour and movement records when choosing how to face the threat.
How it is actually used
Frontal armour 110 and rear armour 50 make facing relevant to a breakthrough. The main attack’s calculated cycle is 6.2 seconds, while the machine gun’s infantry output is 87.5 per second. They have different movement-fire settings, so moving and firing the main weapon should not be assumed merely because the secondary can operate on the move. At 300 minerals, compare the access requirement and target role with other tanks rather than calling it half a Dreadnought’s price. Give the main weapon a useful stopped firing position and inspect the route before changing direction under fire.
How to beat it
Side/rear armour is 50, versus frontal armour 110, so another angle can change the protection facing your weapon. It does not guarantee that a pair of attackers wins or costs less than direct fire. The area-resistance coefficient is 0.6; BREM separately records 0.7. Those fields are comparisons, not a formula proving artillery is less effective. Frontal armour 110 and base health 1 100 also need the incoming weapon’s damage to be meaningful. Assess the hull’s movement and the active attack before approaching, and use the armour page to understand the relevant faces.
Values read from game files · version 23882143