So I had a game (on the latest open beta) where early on I got a GR Romulus (some super tank). Then I got attacked by insectoids and got absolutely demolished as the attacked my army and I retreated. Then I wanted to see what would have happened if I just let the GR Romulus have a go at their army alone. As it turns out it just demolished them without even a dent. I checked why and noticed that the defence roll for my tank was always the same for the whole round so I assume that the defence gets rolled per unit at the start of the combat round.
As the tank had something like 1500 defence value and the insectoids more like 20 attack, having defence rolled once per battle turn makes the tank practically immune regardless of the enemy numbers and I feel it has some bad side effects for the game mechanics.
Problem is that stacking against this kind of tank is really bad, because you get the same amount of rolls to kill the tank (10, once for each round) regardless of the amount of troops, but the futile counter attacks kills many more for the bigger stack.
The correct way to kill this tank would be to send single troops against to get as many rolls as possible and thus more chances to get lucky. (Actually correct way would be to ignore it (or more likely to just lose as it would mean that you cannot stack at all...))
Some suggestions:
Personally I think that defence should be rolled separately for each attack. Alternatively I feel that counter attacks should use ammo (no idea how it actually works right now, but if you could make the tank run out of ammo, then you could make it retreat by the sheer amount of troops and kill it by surrounding it first).
It would also make sense to not have such reward available at all since it makes (at least) the early game wars a cake walk.
Mind you, the problem is not that the tank would be invincible, it is just that it is invincible in a wrong way.
