First, the underlying problems.
*We cannot have "destructable" terrain. Thereby, trees cannot be destroyed. There are simply too many of them for the server to be able to relay that much information to everyone.
*In the case, you have to decide whether you want trees to be solid (cover for tanks) or intangible (so you can drive through them), giving up their use as cover.
*Because trees are the tank's only cover from bombs and such, they are solid.
*Two solids interacting in a game will only give the game the following information (in all cases, not just AH); what angle the impact occurred, and how deeply the two have "penetrated" each other (which is supposed to relate to how fast the objects were moving).
Two things can happen:
*You can hit a polygon edge-on and like a perfect razor blade, it will pierce deep inside your tank. When it finally conflicts with something, it's read as a massive impact and your tank is given an "equal and opposite force," chucking you across the countryside.
*You hit multiple polygons simultaneously and/or rapidly. A good example of this is hitting a tree trunk in a manner like the first example, which ejects you into another tree's foliage. This will cause the first to eject you into the second, which ejects you into the third and so on (usually with an increasing magnitude in force) until eventually your tank finds a "clear exit" and escapes, flying across the countryside OR you get so much energy going that you finally simply pass through an entire object before collision detection has a chance to do the math.