Because there's never enough tanks around when you need 'em.
About this creation
If the Volcitsa is an adorable little baby tank, this is its father. And like all parents, violently protective behaviour is in the offing.
Fitted, from left to right: a 150mm cannon, built from the ground up to take the toughest tanks a morally debatable nation can buy off the black market and shoot holes clean through them. (shouldn't be too hard to spot this. It's only the longest single feature on the vehicle.) Yes, I know, it's thicker than you'd expect; well, it's got an unusual cooling jacket. Long range is the name of the game, and I don't need my tank's barrel warping.
A telescopic gunsight, for all my long-distance door knocking needs. Tank door knocking. For those times when the only way to get the attention of the occupants is to take their door and spread it all over the landscape. (big boxy thing on the cannon barrel)
A pair of the brightest spotlights we could find, without them being a war crime to use. Wait.. we didn't sign any arms treaties. Okay, fine, they're the brightest spotlights we could find, period. But they can be toned down for navigational purposes. Handy on rioters, though. (lights. On the front. Yellow thingies.)
A triple barreled active protection system, designed to take incoming projectiles and shoot them out of the sky (along with any RPG gunners or civilians dumb enough to be out in the open when tanks are rolling about). (The grey thing with the yellow markings)
A fisheye camera, so the men INSIDE the tank can see what the men OUTSIDE the tank are doing, without having to expose themselves to pesky snipers. (the little transparent thing on the turret side.)
A hatch. It does hatch things. (it's.. oh, just figure it out yourself.)
A remote controlled 14mm machinegun, because infantry don't splatter themselves all over the landscape (normally). (big, looks like a machinegun. Pretty hard to miss.)
A sponson, with a trio of machineguns. These are what the extra crewmen are for; first you've got the driver; he drives. Then you've got the gunner; he guns. Then you've got the commander; he commands, and reloads the APS, and angsts about how the guys in the PCU get to wave swords around while they charge to glory, but he's stuck sitting behind a hill playing bunker. Then you've got the two guys in the sides, who get paid to machinegun anything that looks like an infantry assault. (big, lumpy thing on the side. With gun barrels sticking out of them.)
A frag grenade launcher, because when the tear gas and machinegun fire doesn't get the message across... (binoculars)
Two vents so the Commander can summon choking clouds of thick, black, IR and laser defeating smoke whenever the "alarm! alarm! someone's playing a laser over my armoured hide!" alert signal goes off, or he just feels like causing smoke damage to nearby structures. (vents)
Another pair of vents, so the side gunners can release choking clouds of military grade tear gas to instill a sudden desire to write emo poetry in any nearby enemies. (caution: can cause lung blisters after sustained exposure. Do not accidentally fill storage tanks with mustard gas. We mean it this time. Really. It wasn't funny. Well, we guess it kind of was. But people get angry when mustard gas is used on their troops. Fine to machinegun them, but heaven help you if you break out the poison gas...)
I started and finished this in a single day. That's a record, for me. Now, if only it was made of real bricks...
How the APS is reloaded. Commander not shown to avoid blocking details. There's a lot of APS reloads in there; better you spread 40,000 ASCUs worth of shrapnel all over the landscape than you lose a tank, I say. It also happens to operate in a similar fashion to the failed "Metal Storm" project; three stacked shots, per barrel. They come in handy sticks for easy loading.
The cannon was also elevated in this shot, but you wouldn't notice by looking at it..
Man for scale. That's the closest you can get in LDD, even with Universe mode, to the standard Alenian groundpounder.
Now, let's talk design: the armour is thickest at the front; I'm not saying how thick, but it's the same sandwich design used on the Volcitsa.
Cut short: there's lots of it, and it's heavily sloped. Knocking out a Volk by conventional means would need a massive fluke, especially since the engine's in the front as well; the transparent window you see on the front is just for the periscopes. The driver's somewhere in front of the turret ring, but not by very far.
And the hatch. In the back, so if the tank gets disabled, the occupants can make a mad dash for safety (after rigging the ammunition to explode) that doesn't involve running in front of the guns of whatever destroyed their tank in the first place. Ignore the break in the treads; LDD doesn't allow unbroken loops.
(the tracks aren't actually touching anything; there's also no interior. Reason? It's much easier to do that sort of thing IRL, especially considering how difficult it is to place small fiddly bits in enclosed spaces in LDD.)
By the way: "Volk" happens to be the Russian word for "Wolf". "Volcitsa" happens to be the Russian word for she-wolf. In the case of my tanks, the Volcitsas support the infantry, and the Volks support the Volcitsas by killing anything that looks like it could cause them trouble.
Well, the D&L faction it's built for started out as a Russian splinter state in an earlier iteration of the group, and it was much too much like work to redo everything for the new group. Besides, there's far too many tanks with names like "reaver" and "tiger" and "wolf".