So to clarify, the responsibility of the Model is to hold the data and rules that make a tank a tank for example. It has nothing to do with its representation, such as its graphic or 3D model, because those things don't make it a tank. To borrow a phrase "If it walks like a duck and talks like a duck, it must be a duck." -- notice no mention of it looking like a duck? The duck is defined by a function of its behavior rather than its appearance. So a Model in the MVC/MVP patterns is much like a scientific model in that it is an abstract representation, rather than a tangible one.
For a tank, the Model holds things such as position within the world, orientation, damage percentage, ammo count, etc. It also has an interface which allows its various externally-visible state information to be queried. This is how the View and/or Presenter are able to build a visualization of the tank object -- They ask the Model for its position and orientation, combine that with what they know about what a tank looks like, and draw it appropriately. Another portion of the interface exists to allow the Controller to issue high-level commands like "drive to this position X, Y" or "Fire on this target." The controller doesn't need to tell the tank how to move, how fast to go or how steep of a hill it can climb. Similarly, it doesn't need to tell the tank to deduct a shell from its ammo count when it fires because the Fire() command knows this, and also knows that it can't fire unless it has ammo. You get to choose exactly how high-level the commands that the controller will issue will be, it might be a valid choice to implement path-finding as part of the Controller for instance, in which case the movement interface for the tank Model would be at a lower-level than had path-finding been implemented within the tank Model itself. Either approach is equally valid and the conditions and assignment of responsibilities will dictate which is most appropriate in a given situation. The common thread, however, is that the Model implements just enough "smarts" to
be able to follow the Controller's commands and maintain a consistent internal state; nothing more.
Although
this Wikipedia article has a heavy GUI slant (that is what the MVC pattern was designed to address, after all) its not hard to read through it with a mind for game entities and other game systems, and you'll come to understand that it applies 100% as is.
This image also has a GUI slant, but is equally relevant to game systems. Even the portion where the View and/or Presenter communicates the "User Gestures" to the Controller is valid. For example, it can be interpreted as a user click into the view port where View and/or Presenter have the responsibility of identifying what was clicked, since only they know the screen coordinates of UI elements or game units.
It also shows the possibility that a Model can push updates to the View and/or Presenter. Many games implement a pure poling system, but its easy to imagine that rare state changes or those that affect the internal state of View and/or Presenter might be pushed, rather than having the View/Presenter query the Model for all possible state changes every single frame.