The first thing you need to know is what exactly a vector is - to put it simply, a vector is a point in space (in your case, it’s 3D space - x, y, and z axes). A typical vector looks like this:
Vector3(1.0, 2.0, 3.0)
Each of those numbers gives us movement along an axis - they are ordered by x,y,z. That particular vector is 1 unit right along the x axis, 2 units up along the y axis, and 3 units out along the z axis(set a cube to be at that position and you can see it in the Unity editor).
Take a look at this (crude) picture of a (2-dimensional - x y) vector: http://cl.ly/1z0g1r000E2Y080D160x A pretty standard point. But what if we draw a line from the point to the origin of the axes(the corner)?
We get this: http://cl.ly/2i2Z3E0h0b1K25350j3E
The ‘magnitude of a vector’ is a fancy way of saying ‘the distance between this point in space and the origin of the axes(the corner)’.
You can also see that our vector has a direction - the angle between the axes and the point.
So there you have the conventional definition of a vector: A mathematical quantity that has both direction and magnitude. The direction is from the vector to the coordinate axes - the magnitude is the distance between the vector and the coordinate axes.
Now suppose we have a cube. And suppose we want to find out how far this cube is from the zero point in Unity. How can we do this?
First thing is to find the cube’s position vector - the point at which the cube is. This is accomplished with:
var cubePosition : Vector3 = transform.position; //transform is a component - you can see it in Unity when you select any gameObject
So we have our cube’s position as a vector. To find how far we are from the zero point, we need to find the magnitude of that vector. Unity makes it easy for us:
var distanceFromStart : float = cubePosition.magnitude; //aha! Unity knows about magnitudes!
So now we know how to separate the distance of a vector from the angle of a vector. But suppose we want the angle of a vector without the distance?
var angleFromStart : Vector3 = cubePosition.normalized; //what this does is give us our vector, but with a magnitude of 1
So now we have a vector that’s the same direction as our old vector, but it is only 1 unit away from the zero point. http://cl.ly/372u0d3N3j3i1m403Q3I
Now here’s the really cool thing about vectors - you can subtract them from each other. Suppose we have two points in space. Math types like to name their vectors, so I’ve taken the liberty of naming mine: http://cl.ly/3X1Q241H3K392g0P402r So we have Chuck and Fred - two unsuspecting vectors. What happens if we subtract Chuck from Fred, like so:
var chuckFred : Vector3 = Fred - Chuck;
We get a new vector that is the difference between Chuck and Fred (let’s name it Nick)! Remember that a vector has direction and magnitude - what is Nick’s direction and magnitude?
As you can see here: http://cl.ly/3I1N1J1C3m0k0a0j3G12 Nick’s direction is a vector that points from Chuck to Fred, and his magnitude is the distance between Chuck and Fred.
Now suppose that instead of Chuck and Fred, we have two other vectors - the position of a tank and the position of a target that we want the tank to move to. How can we make the tank move to the target?
var tankPos : Vector3; //the position of your tank
var targetPos : Vector3; //the position of your target
The first thing to do is figure out what direction we want to move. How do we do that again?
var difference : Vector3 = targetPos - tankPos; //subtract our position from the position we want to be at
var direction = difference.normalized; //Remember - we have to give our vector a magnitude of 1 - otherwise the tank would move faster if we were farther away(because the distance/magnitude is bigger).
So now we have a direction to travel that will get us to our target point. To do the actual movement:
transform.position = transform.position + direction * moveSpeed * Time.deltaTime
So what we’re doing there is taking our current position(point in space) and adding our direction vector multiplied by the speed we want to move, multiplied by TIme.deltaTime. Which is one last thing we should talk about - multiplication. When you multiply a vector by a number, you get a new vector that has the same direction as the old one, but has a magnitude that is that many times larger. So if you multiply a vector by 2, you’ll get a new vector with the same direction, but that’s two times as long.
So a complete script for moving your tank would look like this:
var target : Transform; //you can assign this in the inspector
var moveSpeed = 20.0; //how many meters per second we move
function Update(){
var targetPos = target.position; //the vector of our waypoint
var direction = (target.position - transform.position).normalized; //the direction we want to go
transform.position = transform.position + direction * moveSpeed * Time.deltaTime;
}
And there you have it. 
Standard disclaimers apply: Images are not guaranteed to be legible or useful, code is not guaranteed to compile, I may not have any idea what I’m talking about etc etc.
Hope that helps - post back if there’s anything you’d like explained more fully or that you didn’t understand. 
Regards,