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I don't believe in non-lethal force.
—An unconvinced Abrams Tank driver firing its laser cannons

The Abrams Tank is the monster tank of the United States.

Official description

The Abrams Tank has been the pride of the American armored division for several years now. With its thick armor, powerful 125mm cannon, and high-tech targeting systems, it really packs a punch. The Abrams has the ability to go toe-to-toe with even the mightiest of heavy tanks. A competent commander can use the Abrams to easily out-range and out-maneuver his opponents. Due to advancements in laser technology, all Abrams models have been outfitted with dual "Saturn" laser weapons, effective against almost all infantry threats but also useful against other sorts of targets.[1]


The Abrams Tank is the monster tank for the United States designed to combat threats that the Bulldog may have challenges fighting. Packing decent armor and powerful weapons in the form of its 125mm cannon and a pair of Saturn Laser Cannons, this vehicle holds the distinction of being one of the few tier 3 tanks that can fight all kinds of opponents on the ground without suffering overspecialized drawbacks. It boasts respectable range and speed for a tank, which are two features that aren't often seen together on monster tanks.

However, the jack-of-all-trades nature of this tank is also its biggest drawback. It is not the strongest monster tank considering it often loses against its counterparts in an one-on-one confrontation, due to its average firepower and armor overall. However, the Abrams comes with the added benefit of being quite effective against infantry, being able to kill large groups of them using its laser cannons. It will also use them against other vehicles on top of firing its main cannon at them.

The Abrams Tank's greatest asset is its flexibility. They must rely on their speed and range to constantly stay moving while keeping damage as minimal as possible and as mentioned before, it boasts two of these features that gives it an edge in combat against other tanks. They are able to fire from stand-off distances outside of any faction's main battle tank - with careful micromanagement, Abrams Tanks can effectively destroy opposing armored forces without receiving any damage. This is achievable if the commander is using the Abrams carefully by kiting their enemies with them constantly.

The Abrams Tank is one of the less expensive Tier 3 tanks in the game. This advantage, coupled with its relatively decent firepower against most ground targets make it a potent unit for ground-based warfare when massed in divisions of five or more. However, it is still recommended to provide them with auxiliary units (especially with Stryker IFVs with Engineers loaded onboard for repair purposes) instead of purely relying on an attack force solely consisting of these tanks.

Its ability to kill infantry units easily should not be overestimated as anti-tank infantry can still overwhelm them with sufficient numbers. While its weapons are also effective against structures, confrontations with heavy anti-vehicle base defenses such as Hammer Defenses should be avoided due to their lack of armor - such a role should be left to Athena Cannons and Barracudas.

AI behavior

Abrams Tanks controlled by the AI have the following attack patterns:

All difficulties

  • 4x targeting anything
    • The AI may use Chronoboost on this task force
    • If available, Shadow Ring may also be applied


  • 4x targeting Construction Yards
    • The AI will use Chronoshift on this task force
    • This task force is accompanied by a Spy that will infiltrate a power plant


  • 2x targeting vehicles, accompanied by 2 Bulldog Tanks (target painter mode)
  • 2x targeting structures, accompanied by 2 Athena Cannons and 2 Bulldog Tanks (target painter mode)
    • The AI may use Chronoboost on this task force
    • If available, Shadow Ring may also be applied
  • 2x guarding Patriot Missiles or Prism Towers
  • 4x targeting vehicles
  • 6x targeting Construction Yards
    • The AI will use Chronoshift on this task force
    • This task force is accompanied by a Spy that will infiltrate a power plant
    • Hard AI is more likely to build this task force than Medium AI


  • 4x targeting anything, accompanied by 2 Robot Tanks and 2 Warhawks
    • The AI may use Chronoboost on this task force
    • If available, Shadow Ring may also be applied


The "Thunderclaw" company is here. Use Abrams to make short work of enemy tanks.
—Allied intel during Operation: Red Dawn Rising

Act One

  • The Abrams first appears in Peacekeeper as an enemy (notwithstanding mind control) and Red Dawn Rising as a controllable unit, at the beginning of the Third Great War.
  • Six Abrams Tanks are provided to the player via reinforcements in Beautiful Mind shortly after the Psychic Beacon is destroyed.
  • In Idle Gossip, the player, acting as Soviet General, can get Abrams Tank reinforcement after established the base (amount varies with difficulty).
  • In Death From Above, capturing the Tech Secret Lab in the main island gives the player access to Abrams Tank.

Special Ops

  • Since the Mercury Network Uplink is not a widespread American T2 access building during Act One, Abrams Tanks do not become buildable until Obstinate.


  • Decent all-round unit.
  • Heavily armored.
  • Its speed, rate of fire and ability to fire on the move allows it to outmaneuver slower units.
  • Lasers are effective against infantry.
  • Can also crush infantry.
  • Can self-repair.
  • Not the toughest compared to other Tier 3 tanks.
  • Susceptible to mind control, hijacking and confusion rays.
  • Vulnerable against aircraft and heavy anti-armor threats.

Behind the scenes

  • In versions older than 3.0 the Abrams Tank used prism cannons instead of lasers as its secondary weapon.


  • The Abrams Tank is a reference to real-life M1 Abrams main battle tank used by the U.S. Army.

See also