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** Die Ratte does indeed earn its designation of Landkreuzer, complete with a naval artillery as its main weapon, capable of trashing most targets with a near miss. However, like all heavy-hitting units it's slow to move and reload, while still being highly vulnerable to bombs and heavy artillery.

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** Die Ratte does indeed earn its designation of Landkreuzer, complete with a naval artillery as its main weapon, capable of trashing most targets with a near miss.{{near miss|es}}. However, like all heavy-hitting units it's slow to move and reload, while still being highly vulnerable to bombs and heavy artillery.
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** Act IV of the German campaign involves reaching Moscow before winter 1941, which the player can successfully pull off where the real German Army failed and had to spend the next 3 years stuck in a quagmire. Winning the German campaign will in fact see WW2 ending in 1942.

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** Act IV of the German campaign involves reaching Moscow before winter 1941, which the player can successfully pull off where the real German Army failed and had to spend the next 3 years stuck in a quagmire. Winning the German campaign will in fact see WW2 [=WW2=] ending in 1942.
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** Act IV of the German campaign involves reaching Moscow before winter 1941, which the player can successfully pull off where the real German Army failed and had to spend the next 3 years stuck in a quagmire.

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** Act IV of the German campaign involves reaching Moscow before winter 1941, which the player can successfully pull off where the real German Army failed and had to spend the next 3 years stuck in a quagmire. Winning the German campaign will in fact see WW2 ending in 1942.
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** Erwin Rommel is depicted as the man in charge of Operation Barbarossa (and is even credited as the guy who refused to hand out winter gears to soldiers). In reality, Rommel had little to do with it (and even competed with the guys in charge of Barbarossa for reinforcements) as he was busy leading the Deutsches Afrika Korps in North Africa.

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** Erwin Rommel is depicted as the man in charge of Operation Barbarossa (and is even credited as the guy who refused refuses to hand out winter gears to soldiers). In reality, Rommel had little to do with it (and even competed with the guys in charge of Barbarossa for reinforcements) as he was busy leading the Deutsches Afrika Korps in North Africa.

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** Act IV of the German campaign involves reaching Moscow before winter 1941, which the player can successfully pull off where the real German Army failed and had to spend the next 3 years stuck in a quagmire.



** Erwin Rommel is depicted as the man in charge of Operation Barbarossa. In reality, Rommel had little to do with it (and even competed with the guys in charge of Barbarossa for reinforcements) as he was busy leading the Deutsches Afrika Korp in North Africa.

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** Erwin Rommel is depicted as the man in charge of Operation Barbarossa. Barbarossa (and is even credited as the guy who refused to hand out winter gears to soldiers). In reality, Rommel had little to do with it (and even competed with the guys in charge of Barbarossa for reinforcements) as he was busy leading the Deutsches Afrika Korp Korps in North Africa.

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* ArtisticLicenseHistory: Germany can gain access to a lot of mid-to-late-war tanks, like Panther and Tiger 1, all the way back in 1940.

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* ArtisticLicenseHistory: ArtisticLicenseHistory:
**
Germany can gain access to a lot of mid-to-late-war tanks, like Panther and Tiger 1, all the way back in 1940.1940.
** Erwin Rommel is depicted as the man in charge of Operation Barbarossa. In reality, Rommel had little to do with it (and even competed with the guys in charge of Barbarossa for reinforcements) as he was busy leading the Deutsches Afrika Korp in North Africa.
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** In general, history will play out differently depending on the player's performance. Win Act 4 in the fewest number of turns possible, and Germany will somehow complete Barbarossa within a few months before winter 1941.
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** In general, history will play out differently depending on the player's performance. Win Act 4 and 5 in the fewest number of turns possible, and Germany will complete both Sealion and Barbarossa within a year.

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** In general, history will play out differently depending on the player's performance. Win Act 4 and 5 in the fewest number of turns possible, and Germany will somehow complete both Sealion and Barbarossa within a year.few months before winter 1941.

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** In general, history will play out differently depending on the player's performance. Win Act 4 and 5 in the fewest number of turns possible, and Germany will complete both Sealion and Barbarossa within a year.



* ArtisticLicenseHistory: Germany can gain access to a lot of mid-to-late war tanks, like Panther and Tiger 1, all the way back in 1940.

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* ArtisticLicenseHistory: Germany can gain access to a lot of mid-to-late war mid-to-late-war tanks, like Panther and Tiger 1, all the way back in 1940.
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* ArtisticLicenseHistory: Germany can gain access to a lot of mid-to-late war tanks, like Panther and Tiger 1, all the way back in 1940.
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'''Total Tank Simulator''' is a strategy game for the PC by [[http://www.noobzfrompoland.com/ Noobz From Poland]]. While following in the same vein as VideoGame/TotallyAccurateBattleSimulator, TTS favors a less wacky, more "actual strategy" approach. The player builds an army of units based off of tanks and other military hardware from UsefulNotes/WorldWarII, choosing between various forces. As usual for this style of game, the player then lets the AI control them as they do battle with the enemy, though the player additionally has the option of controlling a single unit whenever they wish (added in the fourth demo). Each available faction has their own campaign, and (as is standard) the sandbox mode allows the player to go nuts.

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'''Total
''Total
Tank Simulator''' Simulator'' is a strategy game for the PC by [[http://www.noobzfrompoland.com/ Noobz From Poland]]. While following in the same vein as VideoGame/TotallyAccurateBattleSimulator, TTS favors a less wacky, more "actual strategy" approach. The player builds an army of units based off of tanks and other military hardware from UsefulNotes/WorldWarII, choosing between various forces. As usual for this style of game, the player then lets the AI control them as they do battle with the enemy, though the player additionally has the option of controlling a single unit whenever they wish (added in the fourth demo). Each available faction has their own campaign, and (as is standard) the sandbox mode allows the player to go nuts.
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** Poland focuses mainly on superior infantry capable of holding their own better than other countries.

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** Poland focuses mainly on superior infantry capable of holding their own better than other countries.countries.
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* ArbitraryMinimumRange: Artillery can fire on units if they get too close, but their accuracy goes down the drain.

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* ArbitraryMinimumRange: ArbitraryWeaponRange: Artillery can fire on units if they get too close, but their accuracy goes down the drain.
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The game was currently in only obtained during its pre-alphs phase by signing up for their [[http://www.noobzfrompoland.com/total-tank-simulator newsletter]]. The full game was released in May 2020, with an Italy DLC being released in September of the same year.

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The game was currently in originally only obtained during its pre-alphs pre-alpha phase by signing up for their [[http://www.noobzfrompoland.com/total-tank-simulator newsletter]]. The full game was released in May 2020, with an Italy DLC being released in September of the same year.



** The British Submachine gunner uses the Sten even in pre-1942 missions instead of the Thompson or Lancaster submachine guns. Their tech tree also lacks the Centurion tank.

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** The British Submachine gunner uses the Sten SMG, even in pre-1942 missions instead of the Thompson or Lancaster submachine guns. Their tech tree also lacks the Centurion tank.

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The game is currently in open pre-alpha, so much of the information is subject to change. It can be obtained by signing up for their newsletter [[http://www.noobzfrompoland.com/total-tank-simulator here]]. There is also a planned test of a closed pre-alpha with multiplayer. While they are petitioning for Steam Greenlight, open pre-alpha demos are currently expected to be released in the near future.

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The game is was currently in open pre-alpha, so much of the information is subject to change. It can be only obtained during its pre-alphs phase by signing up for their newsletter their [[http://www.noobzfrompoland.com/total-tank-simulator here]]. There is also a planned test of a closed pre-alpha with multiplayer. While they are petitioning for Steam Greenlight, open pre-alpha demos are currently expected to be newsletter]]. The full game was released in May 2020, with an Italy DLC being released in September of the near future.
same year.



* BottomlessMagazines: Most units have infinite ammo but do need to reload after each shot or after a given number of shots. Averted with airplanes that need to return to an airfield for fuel and ammo, mobile artillery can be refilled at a base or via a recovery tractor.

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* BottomlessMagazines: Most units have infinite ammo but do need to reload after each shot or after a given number of shots. Averted with airplanes that Averted. Airplanes need to return to an airfield for fuel and ammo, mobile otherwise they'll simply glide around and fall out of the sky. Mobile artillery can must be refilled at a base or via a recovery tractor.tractor, while stationary artillery will self-destruct upon running out of ammunition and their operator will take to the field as an SMG unit.



** The British and German campaigns include Operation Sea Lion, a German invasion of Great Britain. Though it only takes England before being pushed back by a British counterattack from Scotland.



* ArtificialBrilliance: With each update units are steadily getting better at avoiding steep drops, getting stuck, etc. Aircraft also tend to be fairly good at targeting enemy airfields and artillery first. However...
* ArtificialStupidity: Units can still sometimes waste time charging up a steep hill (or off a cliff) if it seems like the best route to reach the enemy, they still get stuck (though way less often now), they'll happily fire into a crowded melee, and artillery tends to focus on the closest targets even if enemy artillery is making mincemeat of the front. In addition hit-and-run tactics aren't yet programmed, something that makes unit control extremely useful.

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* ArtificialBrilliance: With each update units Units are steadily getting better fairly good at avoiding steep drops, getting stuck, etc. Aircraft also tend to be fairly good at targeting enemy airfields and artillery first. However...
* ArtificialStupidity: Units can still sometimes waste time charging up a steep hill (or off a cliff) if it seems like the best route to reach the enemy, they still get stuck (though way less often now), on some maps with lots of cliffs and chokepoints, they'll happily fire into a crowded melee, and artillery tends to focus on the closest targets even if enemy artillery is making mincemeat of not given orders on where to attack by the front. In addition hit-and-run tactics aren't yet programmed, something that makes unit control extremely useful.player.



** On the same note, infantry tend to be relatively easy to kill, though they make up for this with being the cheapest units in the game. That's not to say they're useless though.



* DeathOfAThousandCuts: It may take a while, but enough light tanks can whittle down much heavier units. Expect to take absurd losses without exploiting unit control.

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* DeathOfAThousandCuts: It may take a while, but enough light tanks and infantry can whittle down much heavier units. Expect to take absurd losses without exploiting unit control.



* GlassCannon: Artillery, anti-tank guns, and rocket units are all rather light on armor but able to put the hurt on heavy tanks. Bombers likewise are incredibly powerful but (with the exception of the B-29) very frail. Finally, the flame tank can inflict massive damage but has rather light armor. Failing to eliminate artillery and heavier units in a timely manner may also result in static defenses (yes, even pillboxes and bunkers) falling into this trope.

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* GlassCannon: Artillery, anti-tank guns, and rocket units are all rather light on armor but able to put the hurt on heavy tanks. Bombers likewise are incredibly powerful but (with the exception of the B-29) very frail. Finally, the flame tank can inflict massive damage but has rather light armor. Failing to eliminate artillery and heavier units in a timely manner may also result in static defenses (yes, even pillboxes and bunkers) falling into this trope.trope.
** Infantry are extremely squishy and will struggle against a tank, but Anti-tank and assault troops tend to fare a little better with the use of anti-tank rifles, AT grenades, and the occasional Molotov cocktail or rocket launcher.



* InstantDeathRadius: Most classes of tank have different effective ranges, and bigger guns tend have longer ranges. Just getting close enough to fire on something big, like the Ratte, can be a death sentence.

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* InstantDeathRadius: Most classes of tank have different effective ranges, and bigger guns tend have longer ranges. Just getting close enough to fire on something big, like the Ratte, can be a death sentence.sentence, especially for foot soldiers.



** The default riflemen use semi-auto rifles instead of bolt-actions, meaning German infantry can face Polish infantry using Gewehr 43 rifles in 1939. The only aversion to this is the British with the Lee-Enfield.

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** The default riflemen of the other factions use semi-auto rifles instead of bolt-actions, meaning German infantry can face Polish infantry using Gewehr 43 rifles in 1939. The only aversion to this is the British with the Lee-Enfield.



* StupidJetpackHitler: The game's most notable break from realism is one of the available German special units, [[https://en.wikipedia.org/wiki/Die_Glocke Die Glocke]]. In-game it's essentially a UFO with an area-of-effect energy pulse, it's virtually worthless against heavy armor but can flatten scores of lighter units. In real life it was complete fiction. As of Demo 4 the Germans can field the P. 1000 Ratte, which was a real design but never yielded any prototypes. On the other sides, the Soviets have the T-42 tank (never made it to the protoype stage), while the Americans have the T-28 tank destroyers (2 prototypes) and the B-29 bomber (produced). The French have the Char 2C (A World War I design that only had 10 units produced), the British have the Tortoise (only 6 prototypes), and the Polish have the 9 and 10TP (Both only had a few prototypes before the fall of Poland).
* TacticalRockPaperScissors: Every unit is useful for some role on the battlefield. Heavier units tend to be vulnerable to rockets, bombs, and artillery. Lighter units are best used for overrunning airfields and artillery, while aircraft have to deal with enemy fighters and anti-air, etc.

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** The British Submachine gunner uses the Sten even in pre-1942 missions instead of the Thompson or Lancaster submachine guns. Their tech tree also lacks the Centurion tank.
* StupidJetpackHitler: The game's most notable break from realism is one of the available German special units, [[https://en.wikipedia.org/wiki/Die_Glocke Die Glocke]]. In-game it's essentially a UFO with an area-of-effect energy pulse, it's virtually worthless against heavy armor but can flatten scores of lighter units. In real life it was complete fiction. As of Demo 4 the The Germans can also field the P. 1000 Ratte, which was a real design but never yielded any prototypes. prototypes, and the E-100, which only got a single chassis prototype.
**
On the other sides, the Soviets have the T-42 tank (never made it to the protoype prototype stage), while the Americans have the T-28 tank destroyers (2 prototypes) and the B-29 bomber (produced). The French have the Char 2C (A World War I design that only had 10 units produced), the British have the Tortoise (only 6 prototypes), and the Polish have the 9 and 10TP (Both only had a few prototypes before the fall of Poland).
* TacticalRockPaperScissors: Every unit is useful for some role on the battlefield. Heavier units tend to be vulnerable to rockets, bombs, and artillery. Lighter units are best used for overrunning airfields and artillery, while aircraft have to deal with enemy fighters and anti-air, etc. Artillery can strike from far away, but are extremely vulnerable if caught up close, and will automatically self-destruct once out of ammunition.



* VideoGameFlameThrowersSuck: The Soviet's flame tank does indeed have a decent listed range, but in-game this range is dangerously close for a fairly light unit.

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** The final game's experience system levels you depending on how many missions you completed, taking you from a Lieutenant (or the equivalent of one in other armies) all the way up to a high-ranking General! That is, if you're willing to give up the bonuses for finishing an act quickly when you're on the offense.
* VideoGameFlameThrowersSuck: The Soviet's flame tank does indeed have a decent listed range, but in-game this range is dangerously close for a fairly light unit.

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* NintendoHard: The campaigns tend to be extremely difficult without a good grasp on how best to use each unit.

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* NintendoHard: The campaigns tend to be extremely difficult without a good grasp on how best to use each unit.unit, along with how to set up an effective army and give them a useful strategy.



** The default riflemen use semi-auto rifles instead of bolt-actions, meaning German infantry can face Polish infantry using Gewehr 43 rifles in 1939.

to:

** The default riflemen use semi-auto rifles instead of bolt-actions, meaning German infantry can face Polish infantry using Gewehr 43 rifles in 1939. The only aversion to this is the British with the Lee-Enfield.



* StupidJetpackHitler: The game's most notable break from realism is one of the available German special units, [[https://en.wikipedia.org/wiki/Die_Glocke Die Glocke]]. In-game it's essentially a UFO with an area-of-effect energy pulse, it's virtually worthless against heavy armor but can flatten scores of lighter units. In real life it was complete fiction. As of Demo 4 the Germans can field the P. 1000 Ratte, which was a real design but never yielded any prototypes. On the other sides, the Soviets have the T-42 tank (never made it to the protoype stage), while the Americans have the T-28 tank destroyers (2 prototypes) and the B-29 bomber (produced).

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* StupidJetpackHitler: The game's most notable break from realism is one of the available German special units, [[https://en.wikipedia.org/wiki/Die_Glocke Die Glocke]]. In-game it's essentially a UFO with an area-of-effect energy pulse, it's virtually worthless against heavy armor but can flatten scores of lighter units. In real life it was complete fiction. As of Demo 4 the Germans can field the P. 1000 Ratte, which was a real design but never yielded any prototypes. On the other sides, the Soviets have the T-42 tank (never made it to the protoype stage), while the Americans have the T-28 tank destroyers (2 prototypes) and the B-29 bomber (produced). The French have the Char 2C (A World War I design that only had 10 units produced), the British have the Tortoise (only 6 prototypes), and the Polish have the 9 and 10TP (Both only had a few prototypes before the fall of Poland).



* ZergRush: It's quite possible to spam light or medium tanks, even on harder difficulties. In older demos this was surprisingly effective, but now it's a good way to throw away over a hundred units if the enemy force is well put-together.

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** Infantry flamethrowers by contrast can be a complete terror given they can deal damage over time, which can be stacked even faster if they get close enough to release a steady stream into your face.
* ZergRush: It's quite possible to spam light or medium tanks, even on harder difficulties. In older demos this was surprisingly effective, but now it's a good way to throw away over a hundred units if the enemy force is well put-together.put-together.
** The Soviets rely entirely on this to win, fielding weaker albeit cheaper units.
** Poland focuses mainly on superior infantry capable of holding their own better than other countries.

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'''Total Tank Simulator''' is a strategy game for the PC by [[http://www.noobzfrompoland.com/ Noobz From Poland]]. While following in the same vein as VideoGame/TotallyAccurateBattleSimulator, TTS favors a less wacky, more "actual strategy" approach. The player builds an army of units based off of tanks and other military hardware from UsefulNotes/WorldWarII, choosing between (at present) German, Soviet, and American forces. As usual for this style of game, the player then lets the AI control them as they do battle with the enemy, though the player additionally has the option of controlling a single unit whenever they wish (added in the fourth demo). Each available faction has their own campaign, and (as is standard) the sandbox mode allows the player to go nuts.

to:

'''Total Tank Simulator''' is a strategy game for the PC by [[http://www.noobzfrompoland.com/ Noobz From Poland]]. While following in the same vein as VideoGame/TotallyAccurateBattleSimulator, TTS favors a less wacky, more "actual strategy" approach. The player builds an army of units based off of tanks and other military hardware from UsefulNotes/WorldWarII, choosing between (at present) German, Soviet, and American various forces. As usual for this style of game, the player then lets the AI control them as they do battle with the enemy, though the player additionally has the option of controlling a single unit whenever they wish (added in the fourth demo). Each available faction has their own campaign, and (as is standard) the sandbox mode allows the player to go nuts.



* AceCustom: Officers can be given unique models of tanks, including the E-100, T-34/85, and even the Sherman Easy-8.



** On the same note, the Soviets have AT dogs (Aka dogs with anti-tank bombs strapped to them), which can be deployed ad infinum from the Soviet T-42.



* BottomlessMagazines: Most units have infinite ammo but do need to reload after each shot or after a given number of shots. Averted with airplanes that need to return to an airfield for fuel and ammo, the Katyusha rocket launcher that must reload at its base, and the Sherman Calliope that can't resupply its (large) supply of rockets at all.
* AllYourBaseAreBelongToUs: Fighters and light tanks can capture enemy airfields, which can even lead to the Soviets and Germans fielding a nuclear bomber.
* AlternateHistory: In addition to the never-produced units and the German campaign, demo 4 has both the Soviet and American campaigns ending in [[https://en.wikipedia.org/wiki/Operation_Unthinkable Operation Unthinkable]], most likely to ensure each campaign faces both factions instead of only one enemy.

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* BottomlessMagazines: Most units have infinite ammo but do need to reload after each shot or after a given number of shots. Averted with airplanes that need to return to an airfield for fuel and ammo, the Katyusha rocket launcher that must reload mobile artillery can be refilled at its base, and the Sherman Calliope that can't resupply its (large) supply of rockets at all.
a base or via a recovery tractor.
* AllYourBaseAreBelongToUs: Fighters and light tanks can capture enemy airfields, which can even lead to the Soviets and Germans factions fielding a nuclear bomber.
bomber that normally wouldn't.
* AlternateHistory: In addition to the never-produced units and the German campaign, demo 4 has both the Soviet and Ho boy, is there ever.
** The Soviet,
American and British campaigns ending in all end with [[https://en.wikipedia.org/wiki/Operation_Unthinkable Operation Unthinkable]], most likely to ensure each campaign faces both factions instead of only one enemy. In contrast, the Polish and French campaigns only face the Germans.
** The Polish and French campaigns have the German invasion stall out, leading to a counterattack in both campaigns' Act II.
** The Polish campaign doesn't include the Soviet invasion of East Poland.



** The B-29 nuclear bomber. Getting it to drop is effectively an "I win" button, and the plane itself is impressively tough. But the bomber has to take a massive amount or time to arm the weapon, and enough anti-air can take it down. More importantly, by the time it's armed the battle might well be over, one way or another.
* BorderPatrol: Added along with the ability to control units in demo 4, trying to exit the map will provoke a "Get back or die" warning, followed shortly by a countdown. Planes don't seem to be affected (so they can maneuver unimpeded), even able to land out of bounds if they run out of fuel.

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** The B-29 nuclear bomber. Getting it to drop is effectively an "I win" button, and the plane itself is impressively tough. But the bomber has to take a massive amount or of time to arm the weapon, and enough anti-air can take it down. More importantly, by the time it's armed the battle might well be over, one way or another.
** Project Pegasus: It costs a lot to deploy, has no way of defending itself, and takes up a massive amount of space. But the fact that it spawns Abrams, F-16s, and LAVs absolutely makes up for this, so long as you can keep enemies away from it.
* BorderPatrol: Added along with the ability to control units in demo 4, trying to exit the map will provoke a "Get back or die" warning, followed shortly by a countdown. Planes don't seem to be affected (so they can maneuver unimpeded), even able to land out of bounds if they run out of fuel. Though this does sometimes result in the game thinking a depleted aircraft is still active, which may result in the game being soft-locked and forcing the player to eat a defeat.



* ColorCodedArmies: Red for Soviets, Blue for Germans, and Green for Americans.

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* ColorCodedArmies: Red for Soviets, Blue for Germans, and Green for Americans.Americans, Tan for British, Orange for Polish, and Blueish-green for French. The Italians come in yellow.



* GlassCannon: Artillery, anti-tank guns, and rocket units are all rather light on armor but able to put the hurt on heavy tanks. Bombers likewise are incredibly powerful but (with the exception of the B-29) very frail. Finally, the flame tank can inflict massive damage but has rather light armor.

to:

* GlassCannon: Artillery, anti-tank guns, and rocket units are all rather light on armor but able to put the hurt on heavy tanks. Bombers likewise are incredibly powerful but (with the exception of the B-29) very frail. Finally, the flame tank can inflict massive damage but has rather light armor. Failing to eliminate artillery and heavier units in a timely manner may also result in static defenses (yes, even pillboxes and bunkers) falling into this trope.



* ImperialStormtrooperMarksmanshipAcademy: Most units are actually fairly good shots, but the artillery, especially light artillery, tends to wobble about drunkenly while aiming.

to:

* ImperialStormtrooperMarksmanshipAcademy: Most units are actually fairly good shots, but the artillery, especially light artillery, tends to wobble about drunkenly while aiming. Rockets aren't much better, but make up for it with just how many shots they can put down range.



** Die Ratte produces Goliath mines. The T-42 produces AT dogs. Project Pegasus produces modern-day American tanks, fighters and armored cars!
** Bases also qualify, as they can crank out an endless supply of units while also resupplying old ones until you destroy them.



* SelectiveHistoricalArmoury: Vehicle example. While the selection of units is extremely broad, a few omissions are notable, moreso in earlier builds. One thing notably absent is infantry, which is planned for demo 5.

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* SelectiveHistoricalArmoury: Vehicle example. While the selection of There are several hiccups in units is extremely broad, a few omissions throughout the tech tree.
** Many factions use the same anti-air guns, namely the British, Polish, Americans and French.
** American riflemen use the M1 Carbine instead of the M1 Garand, with the latter not appearing at all. At the same time, their anti-tank infantry uses anti-tank rifles, and shotguns
are notable, moreso nowhere to be seen.
** The default riflemen use semi-auto rifles instead of bolt-actions, meaning German infantry can face Polish infantry using Gewehr 43 rifles
in earlier builds. One thing notably 1939.
** The French ARL-44 is noticeably
absent is infantry, which is planned for demo 5.from their tech tree.

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* BulletTime: As expected, and added rather early in the demo series. With Demo 4 allowing individual units to be controlled, this can be practical if used properly.



* DeathOfAThousandCuts: It may take a while, but enough light tanks can whittle down much heavier units. Expect to take absurd losses without exploiting unit control.



* MookMaker: The Goliath unit doesn't merely control Goliath tracked mines, it produces a steady stream of them.



* NoCampaignForTheWicked: Averted. Every faction that shows up currently has their own campaign.

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* NoCampaignForTheWicked: Averted. Every faction that shows up currently has their own campaign. Notably, the German campaign was the first added.


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* TankGoodness

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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/sovietlevel1example.png]]



* BottomlessMagazines: Most units have infinitel ammo but do need to reload after each shot or after a given number of shots. Averted with airplanes that need to return to an airfield for fuel and ammo, the Katyusha rocket launcher that must reload at its base, and the Sherman Calliope that can't resupply its (large) supply of rockets at all.

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* BottomlessMagazines: Most units have infinitel infinite ammo but do need to reload after each shot or after a given number of shots. Averted with airplanes that need to return to an airfield for fuel and ammo, the Katyusha rocket launcher that must reload at its base, and the Sherman Calliope that can't resupply its (large) supply of rockets at all.
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None

Added DiffLines:

'''Total Tank Simulator''' is a strategy game for the PC by [[http://www.noobzfrompoland.com/ Noobz From Poland]]. While following in the same vein as VideoGame/TotallyAccurateBattleSimulator, TTS favors a less wacky, more "actual strategy" approach. The player builds an army of units based off of tanks and other military hardware from UsefulNotes/WorldWarII, choosing between (at present) German, Soviet, and American forces. As usual for this style of game, the player then lets the AI control them as they do battle with the enemy, though the player additionally has the option of controlling a single unit whenever they wish (added in the fourth demo). Each available faction has their own campaign, and (as is standard) the sandbox mode allows the player to go nuts.

Notable about the game is its attention to detail, despite the colorful models (that still resemble what they represent). Tanks can be immobilized by hard hits (both being tracked and possibly losing turret rotation) and have to repair themselves, shots can deflect off armor and impact other units, units have different types of armor with different weaknesses, and each unit that's actually named after a real-world tank or other machine is modeled after it in terms of stats. Terrain can be bombed out into a cratered hellscape (and as of Demo 4, the player can dig in or build embankments while controlling a unit), buildings and trees can be driven through through, airfields can be captured, etc.

The game is currently in open pre-alpha, so much of the information is subject to change. It can be obtained by signing up for their newsletter [[http://www.noobzfrompoland.com/total-tank-simulator here]]. There is also a planned test of a closed pre-alpha with multiplayer. While they are petitioning for Steam Greenlight, open pre-alpha demos are currently expected to be released in the near future.

!!''Total Tank Simulator'' provides examples of:

* ActionBomb: Goliath robot mines, which are blisteringly fast and come in infinite waves until their control center is destroyed.
* ArbitraryMinimumRange: Artillery can fire on units if they get too close, but their accuracy goes down the drain.
* BottomlessMagazines: Most units have infinitel ammo but do need to reload after each shot or after a given number of shots. Averted with airplanes that need to return to an airfield for fuel and ammo, the Katyusha rocket launcher that must reload at its base, and the Sherman Calliope that can't resupply its (large) supply of rockets at all.
* AllYourBaseAreBelongToUs: Fighters and light tanks can capture enemy airfields, which can even lead to the Soviets and Germans fielding a nuclear bomber.
* AlternateHistory: In addition to the never-produced units and the German campaign, demo 4 has both the Soviet and American campaigns ending in [[https://en.wikipedia.org/wiki/Operation_Unthinkable Operation Unthinkable]], most likely to ensure each campaign faces both factions instead of only one enemy.
* AntiAir: All factions have both stationary and mobile anti-air weapons, complete with different approaches to rate of fire, damage, etc.
* ArtificialBrilliance: With each update units are steadily getting better at avoiding steep drops, getting stuck, etc. Aircraft also tend to be fairly good at targeting enemy airfields and artillery first. However...
* ArtificialStupidity: Units can still sometimes waste time charging up a steep hill (or off a cliff) if it seems like the best route to reach the enemy, they still get stuck (though way less often now), they'll happily fire into a crowded melee, and artillery tends to focus on the closest targets even if enemy artillery is making mincemeat of the front. In addition hit-and-run tactics aren't yet programmed, something that makes unit control extremely useful.
* AwesomeButImpractical:
** Large amounts of heavy tanks are extremely hard to kill with a comparable mixed set of tanks, but their cost means you'll likely be overwhelmed if you try. In addition they're still vulnerable to rockets, bombs, and artillery.
** Die Glocke will knock planes out of the sky and kill an effectively infinite amount of light tanks, but enough heavy units will swamp them. One on one a T-42 will easily trash a Glocke, though the situation reverses if you pit multiple of each against each other.
** Die Ratte does indeed earn its designation of Landkreuzer, complete with a naval artillery as its main weapon, capable of trashing most targets with a near miss. However, like all heavy-hitting units it's slow to move and reload, while still being highly vulnerable to bombs and heavy artillery.
** The B-29 nuclear bomber. Getting it to drop is effectively an "I win" button, and the plane itself is impressively tough. But the bomber has to take a massive amount or time to arm the weapon, and enough anti-air can take it down. More importantly, by the time it's armed the battle might well be over, one way or another.
* BorderPatrol: Added along with the ability to control units in demo 4, trying to exit the map will provoke a "Get back or die" warning, followed shortly by a countdown. Planes don't seem to be affected (so they can maneuver unimpeded), even able to land out of bounds if they run out of fuel.
* BoringButPractical: A good combined-arms strategy using artillery, some anti-air and/or fighters (in moderation) as needed, and enough of a balanced tank group isn't the most flashy way to win, but if planned out properly it will carry the day most of the time.
* CannonFodder: Light tanks are pretty much expected to attack in droves and die horribly, barring their careful use to get in and take out artillery, or capture airfields.
* ColorCodedArmies: Red for Soviets, Blue for Germans, and Green for Americans.
* EasyLogistics: Fuel is only a concern for aircraft, while ammo likewise only affects aircraft and two out of three rocket units.
* FriendlyFireproof: As usual, not even remotely. Artillery are the worst offenders as they'll fire into a crowded battle without a care in the world, but tanks can and will accidentally shoot each other in the back despite waiting for a clear shot when possible.
* GlassCannon: Artillery, anti-tank guns, and rocket units are all rather light on armor but able to put the hurt on heavy tanks. Bombers likewise are incredibly powerful but (with the exception of the B-29) very frail. Finally, the flame tank can inflict massive damage but has rather light armor.
* HitAndRunTactics: With demo 4 adding the ability to control an individual unit, the player can use this to take on massive amounts of enemies with a single unit, if they can play keep-away well enough and their targets aren't faster. Taking out enemy artillery and aircraft first remains a good idea.
* InstantDeathRadius: Most classes of tank have different effective ranges, and bigger guns tend have longer ranges. Just getting close enough to fire on something big, like the Ratte, can be a death sentence.
* ImperialStormtrooperMarksmanshipAcademy: Most units are actually fairly good shots, but the artillery, especially light artillery, tends to wobble about drunkenly while aiming.
* NintendoHard: The campaigns tend to be extremely difficult without a good grasp on how best to use each unit.
* NoCampaignForTheWicked: Averted. Every faction that shows up currently has their own campaign.
* NoSwastikas: The German flag in the campaign menu, and character art of commanders, makes use of the iron cross in place of swastikas.
* SelectiveHistoricalArmoury: Vehicle example. While the selection of units is extremely broad, a few omissions are notable, moreso in earlier builds. One thing notably absent is infantry, which is planned for demo 5.
* StupidJetpackHitler: The game's most notable break from realism is one of the available German special units, [[https://en.wikipedia.org/wiki/Die_Glocke Die Glocke]]. In-game it's essentially a UFO with an area-of-effect energy pulse, it's virtually worthless against heavy armor but can flatten scores of lighter units. In real life it was complete fiction. As of Demo 4 the Germans can field the P. 1000 Ratte, which was a real design but never yielded any prototypes. On the other sides, the Soviets have the T-42 tank (never made it to the protoype stage), while the Americans have the T-28 tank destroyers (2 prototypes) and the B-29 bomber (produced).
* TacticalRockPaperScissors: Every unit is useful for some role on the battlefield. Heavier units tend to be vulnerable to rockets, bombs, and artillery. Lighter units are best used for overrunning airfields and artillery, while aircraft have to deal with enemy fighters and anti-air, etc.
* TanksButNoTanks: Aside from the artillery, bunkers, and aircraft rather obviously not being tanks, there are quite a few tank destroyers to go around. A few of the American ones even have a turret (albeit open-topped), as their namesakes did.
* ThePointsMeanNothing: In demo 4 you gain ExperiencePoints for hitting the enemy while controlling a unit, and lose them for friendly fire. This has no effect except as an indicator of how well you're controlling your units, and how much damage you're doling out.
* VideoGameFlameThrowersSuck: The Soviet's flame tank does indeed have a decent listed range, but in-game this range is dangerously close for a fairly light unit.
* ZergRush: It's quite possible to spam light or medium tanks, even on harder difficulties. In older demos this was surprisingly effective, but now it's a good way to throw away over a hundred units if the enemy force is well put-together.

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