The Reto 'New Armor Model' news article did not survive the H&G forum changes intact. Here is a cleaner version:
Tankers rejoice! Starting with the imminent Leeb build, your enemies will have to learn to aim better if they want to stop you. We have increased the level of combat realism by completely rewriting the armor physics model. Here’s how it works…
The diagram below illustrates how the impact of a projectile on a tank’s hull will be simulated in Leeb‘s new armor model. Gone are the days when charging a Sherman or a Panzer III head-on might have sounded like an acceptable plan. Now, the damage dealt to an armored vehicle will depend on factors such as:
Impact angle: If your shots don’t connect with a perpendicular surface, they may cause less damage, or even bounce off the armor completely;
Armor thickness: The new physics simulate the difference between trying to penetrate 5 mm armor and 70 mm armor — so you will have to search for weak spots;
Weapon type/caliber: Certain types of weapons now have more penetrating power than others — so not all shots will punch through!
Ricochet
So how will you know if you did any damage, you ask? Fortunately, the game will now give you visual feedback, as well as warning messages. This next diagram shows what happens when you forget to wear your glasses. In that situation, the game will give you the warning “Angle Too High“.
If you aimed at a nice straight angle, but were shooting at the front plating of a mighty Tiger I with an M3 Stuart’s modest 37mm cannon, the warning “Armor Too Thick” will be displayed. This means you should probably:
a) drive around the Tiger and aim for a spot where the armor is thinner, or
b) run!
However, if you succesfully hit a tank where it hurts, you will be rewarded with the “Armor Penetrated” message. Note that a certain random factor also plays in determining the exact amount of damage inflicted.