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Jolly Joker

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Would be a crappy tank that needed an engineer in the midth of a battle to perform.

All these ideas are completely misguided. If you go into battle with 6 tanks you should ideally lose to 6 or less flying tank killers OR break against solid anti-tank gear combined with trenches and obstacles (or a combination thereof). That's the reason why it should be a bad idea to send 6 tanks into a battle in difficult terrain, and that's ideally the reason why you should mix units.

In other words, ideally a unit excelling in something should suck in something else.

The whole idea of "diversity" is sidelined to the mods - what use would it have if you'd produce 3 or 4 different units in the endgame instead of one, only to equip them all with the same mod combo? Not only that, it doesn't do to equip mods that make up for weaknesses.
 

Technogremlin

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Tanks needing to be reloaded and tanks being weak to a certain type of unit are both examples of units having weaknesses that a more varied army would negate. Both work, as long as those weaknesses cannot be negated by mods. How they give the unit a weaknesses can just be whatever makes most sense for that unit.