This doctrine focuses on reinforcing armored vehicles, especially tanks. It is useful in missions, where the majority of your units are armored, or you want to increase the effectiveness of your tanks, although you have few of them. In missions, where vehicles do not fight, this doctrine is nearly useless. The only advantage you receive then is the option to plant mines, but you receive the same from Demolition kits of other doctrines.
The basic skill that you receive is Hatch lookout, which offers you longer range of vision if the tank crew has a commander. German troops rely on Armored perseverance, which increases the survivability of the crew. Soviets are resistant to engine critical damage (Perpetuum mobile) and can ram into other vehicles with their Ramming speed! This can be survived only by the vehicle of higher resistance, so do not use tanks at the brink of destruction for that. After successful ramming action, the tank will come out with its track damaged, so it is better not to attack a group of enemies this way. Alliance made its tanks resistant to explosions caused by critical hits, thanks to Extinguishers. This is the only faction with access to Top quality fuel that increases vehicle speed and maneuverability.
Repair kits and Hand Grenades are the cheapest skills. Kits work in a similar way as first aid, but they are for vehicles. Each mobile unit will then receive a single-use option to repair itself, after receiving critical damage. It becomes useful in missions, where you have many tanks and repair truck may not be available during combat. each of the factions has Tank Periscopes (greater range of vision), Sandbag covers (tanks and cannons can use additional cover; perfect during defense and slow attack) or Call in the Cavalry. The latter skill allows you to use an elite tank. Such a tank is much more effective in the battlefield. This is the strongest unit, usually a tank. The order is as follows: heavy tank, medium tank, lightweight tank. For example, if in the Alliance campaign, at the beginning, you will have a Sherman, some light tanks and vehicles, it is the former that becomes an elite unit. If you start the mission with a Panzer IV and a Tiger, it is the latter that receives the status (even though you receive Tiger II later on).
The last two of the highly useful skills are Camouflage, which provides your armored vehicles with masking in thinly forested areas (but not tanks), and Improvised armor. Each tank receives then additional armoring, which will differ visually for each of the factions. Alliance use sandbags and Soviets use wooden logs. This pair of skills is one of the best and one of the first ones to buy. It is useful when you use armored vehicles/tanks. Additional armoring is always useful and camouflage lets you fire without taking too much risk of being detected, especially if the enemy is not using infantry for assault.