COALITION Wiki Anti-Tank Team

Anti-Tank Team

From COALITION Wiki

Knowing how to effectively field your Anti-Tank weapons can make or break a mission. Be it that tank bearing down on you across a bridge, or a Bunker that needs leveled. This guide will include the different types of munitions, various optic guides, and lock procedures to help you understand the Anti-Tank weapon systems in our modpack.

Classes of Anti-Tank

There are three main classes of Anti-Tank weapons, Each one is useful in different situations. Generally these designations have less to do with weight and more to do with effective range and weapon caliber.

Light Anti-Tank

Most commonly seen in the form of Rifleman AT soldiers in our missions. Light anti-tank is normally the least effective form of anti-tank. These launchers will likely be single shot disposable launchers. Since they are meant to be highly portable they normally have smaller calibers, which means light Anti-tank launchers are most effectively used on lightly armored vehicles, or the sides and rear of medium or heavy armor. If you are trying to use light anti-tank against the front armor of a main battle tank you will most likely have a bad day.

Medium Anti-Tank

We deploy medium anti-tank in the form of three man MAT teams. Medium anti-tank is normally a higher caliber re-loadable launcher with optic mounts and a much longer effective range than its more portable light counterpart. Medium anti-tank packs a punch and normally include various ammo types for more effective use against certain targets. Anything with armor can be engaged by medium anti-tank, though heavy armor may still take more than one round if you aren't going for weak points.

Heavy Anti-Tank

Three man HAT teams should expect to have the least mobile, but most effective anti-tank launcher on the battlefield. With a few exceptions heavy anti-tank is mostly static crew served weaponry. These launchers can be anything from tripod mounted recoilless rifles to wire-guided or even fire and forget lock-on systems. Heavy anti-tank launchers normally come with multiple munitions or attack modes.

Munition Types

These are the basic types of munitions you should expect to see available for launchers. More detailed list will be included for each launcher with actual munition names for that launcher.

Anti-armor Rounds

High Explosive Anti-Tank (HEAT)

HEAT rounds are going to be the most common type of munition you see. Despite having high explosive in the name, these are not area of effect munitions. HEAT rounds use a high explosive shaped charge to effectively melt through armor and kill the crew using the monroe effect. This method of piercing armor is very effective.

High Explosive Anti-Armor (HEAA)

Alternative name for HEAT munitions.

Anti-Tank (AT)

Alternative name for HEAT munitions.

Tandem HEAT (T-HEAT)

These rounds are meant to defeat reactive armor. Take a HEAT round and strap a second smaller HEAT charge a few inches in front of it, and you have a tandem HEAT. These rounds are very effective at what they are made for. However the drawback is the added weight which gives tandem rounds a shorter effective range and velocity.

High Penetration (HP)

Specialized HEAT rounds designed to increase penetration against heavily-armored targets, but do not have a method for defeating reactive armor like a T-HEAT round.

Anti-personnel Rounds

High Explosive (HE)

Also known as HE. High Explosive munitions are meant to be used against unarmored targets and or structures and produce a large area of effect from the explosion. These rounds will be packed to the brim with an explosive, and will typically not have the range or velocity of the lighter anti-armor rounds.

Anti-Personnel (AP)

Alternative name for HE munitions.

High Explosive Fragmentation (HEF)

HEF or Frag rounds are area of effect munitions. These are meant to fire at personnel or unarmored targets in the open, or fire into windows in buildings or bunkers. HEF rounds will usually use less explosive than an HE round and will either have a casing designed to fragment or have some type of shrapnel such as ball barrings meant to fly in all directions when the round explodes.

Thermobaric (TB)

These munitions are meant to make a large, high temperature explosion. Fuel Air Bombs are an example. These munitions are typically slow and heavy due to the large amount of fuel and explosives loaded into them. That means you will need to lob these rounds to get distance.

Airburst (AB)

HE munitions with a system designed to explode at a certain distance, instead of on contact, allowing the user to fire over fortifications and strike personnel behind.

Multi-purpose Rounds

High Explosive Dual Purpose (HEDP)

These rounds are a compromise between an HE and HEAT round, containing a medium amount of explosive and a small HEAT charge. They will produce an area of effect smaller than an HE round, Though larger than a HEAT round.

High Explosive Anti-Tank/High Explosive Squash Head (HEAT-HESH)

A multipurpose round intended to provide selectable multi-role capabilities of anti-armor and anti-fortification in a single package. Not accurately modeled by the ARMA engine, these rounds behave in the same way as HEDP rounds.

Support Rounds

Illumination (ILL)/Smoke (SMK)

These two are pretty self explanatory, they are general support munitions. Illumination rounds will be a flare to produce a large amount of light at night time. Smoke rounds will produce large amounts of smoke for concealment or even marking purposes.

Spotting (SPOT)

Sub-caliber, non-offensive rounds that are typically designed to display the same speed and trajectory as the primary warhead, combined with a bright tracer element. Used to range targets prior to expending a primary munition.

NATO Anti-Tank

For the purposes of this page, the launchers included in this section are from factions sorted into the BLUFOR section

Light Launchers

M136 AT4 (1987-Present)

84mm single-shot, disposable recoilless weapon.

Variants
Warhead Armor Penetration/Blast Radius Range (Effective/Maximum)
HP 600mm/1m 300m/2100m
HEAT 420mm/1m 300m/2100m
HEDP 150mm/5m 300m/2100m

AT4 Guide

M72A4 LAW (1963-Present)

66mm single-shot, disposable rocket launcher.

Variants
Warhead Armor Penetration/Blast Radius Range (Effective/Maximum)
HEAT 350mm/1m 200m/1000m

M72 Guide

MBT LAW (NLAW) (2009-Present)

150mm single-shot, disposable fire-and-forget missile launcher. This thing is borderline MAT.

Variants
Warhead Armor Penetration/Blast Radius Range (Effective/Maximum)
HEAT 600mm/1m 600m/1000m

NLAW Guide

Panzerfaust 3 (1992-Present)

110mm single-shot, disposable recoilless weapon.

Currently no longer in modpack. Removed with BWA3 gear

Variants
Warhead Armor Penetration/Blast Radius Range (Effective/Maximum)
T-HEAT 700mm/1m 300m/920m

PZ3 Guide

MATADOR (RGW90 AS) (2009-Present)

90mm single-shot, disposable recoilless weapon.

This launcher was removed with BWA3 assets.

Variants
Warhead Armor Penetration/Blast Radius Range (Effective/Maximum)
HEAT-HESH* 500mm/5m 500m/1500m
  • functions as an HEDP warhead in ARMA

RGW90 Guide

Medium Launchers

Carl Gustaf M3 (M3 MAAWS) (2011-Present)

84mm single-shot, reusable recoilless rifle. We currently have multiple MAAWS variants in our modpack as Tanks DLC has added multiple iterations. This data is good for RHS.

Variants
Warhead Armor Penetration/Blast Radius Range (Effective/Maximum)
FFV751 (T-HEAT) 500mm/1m 500m/1000m
FFV502 (HEDP) 150mm/5m 500m/1000m
FFV441B (HE) 0mm/10m 500m/1100m
  • RHS only.
  • Need data for CUP, And Vanilla models to be added

MAAWS Guide

Mk 153 SMAW (1984-Present)

83mm single-shot, reusable rocket launcher.

Variants
Warhead Armor Penetration/Blast Radius Range (Effective/Maximum)
HEAA 600mm/1m 500m/1800m
HEDP 200mm/5m 250m/1800m
9x51mm (SPOT) 0mm/0m 250m/1800m
  • Data for RHS

SMAW Guide

Heavy Launchers

M47 Super Dragon / FGM-77 (1975-Present)

140mm single shot SACLOS Wire guided Missile launcher. Reusable Optic (SU-36/P Daysight)

Variants
Warhead Armor Penetration/Blast Radius Range (Effective/Maximum)
HEAT 450mm 1000m/1500m

M47 Guide

Only relevant to ACE CSW version, as the CUP version is essentially a shoulder fired TOW.

FGM-148 Javelin (1996-Present)

127mm single-shot, reusable (CLU), fire-and-forget missile launcher with dual attack modes.

Variants
Warhead Armor Penetration/Blast Radius Range (Effective/Maximum)
T-HEAT 800mm/1m 2500m/4750m

Javelin Guide

M41A4 TOW (1970-Present)

152mm single-shot, reusable, wire-guided missile launcher. Crew-served or vehicle-mounted. There are 3 versions of the TOW in our modpack; the RHS version is superior, and should be used in most cases.

Variants
Warhead Armor Penetration/Blast Radius Range (Effective/Maximum)
BGM-71E (T-HEAT) 900mm/1m 2000m/3750m
BGM-71H ("Bunker Buster") 200mm/10m 3000m/4200m

TOW Guide

Titan* Compact & Mini Spike

127mm single-shot, reusable, fire-and-forget missile launcher with dual attack modes. Fictional weapon system invented for ARMA. Near future version of the real world Israeli "Spike" Missile system.

Variants
Warhead Armor Penetration/Blast Radius Range (Effective/Maximum)
AT 900mm/1m 1000m/2000m
AP 0mm/10m 1000m/2000m

Titan Guide

Russian Anti-Tank

For the purposes of this page, the launchers included in this section are from factions sorted into the OPFOR section

Light Launchers

Aglen (RPG-26/RShG-2) (1985-Present)

72.5mm single-shot, disposable rocket launcher. Intended for use against light to medium armored vehicles (RPG-26) or infantry (RShG-2).

Variants
Warhead Armor Penetration/Blast Radius Range (Effective/Maximum)
RPG-26 (HEAT) 440mm/1m 250m/250m
RShG-2 (TB) 0mm/5m 115m/115m

RPG-26 Guide

RPG-75 (1975-Present)

68mm single-shot, disposable grenade launcher. Czech origin

Intended for use against light armored vehicles.

Variants
Warhead Armor Penetration/Blast Radius Range (Effective/Maximum)
HEAT 330mm/1m 300m/1000m

RPG-75 Guide

Medium Launchers

RPG-7V2 (1961-Present)

40mm-105 single-shot, reusable, multi-role rocket launcher.

Variants
Warhead Armor Penetration/Blast Radius Range (Effective/Maximum)
40mm OG-7V (HEF) 0mm/7m 500m/700m
75mm Type 69 (AB) 0mm/15m 800m/920m
85mm PG-7V (HEAT) 330mm/1m 650m/800m
93mm PG-7VL (HEAT) 500mm/1m 650m/800m
105mm PG-7VR (T-HEAT) 750mm (600mm vs. ERA)/1m 300m/500m
105mm TBG-7V (TB) 0mm/10m 300m/500m
  • Data and guide for RHS

RPG-7 Guide

Barkas (RPG-32/RPG-42) (2012-Present)

72.5mm/105mm single-shot, reusable, multi-role grenade launcher. ARMA fictional launcher (RPG-42) renamed by ACE3 mod to match its real-world counterpart.

Variants
Warhead Armor Penetration/Blast Radius Range (Effective/Maximum)
105mm PG-32V (T-HEAT) 650mm/1m 350m/700m
72.5mm TBG-32V (TB) 0mm/10m 350m/700m

RPG-32 Guide


Heavy Launchers

Kopye (SPG-9/SPG-9M) (1962-Present)

73mm single-shot, reusable, recoilless rifle. Crew-served or vehicle-mounted. There are 3 versions of the SPG-9* system in our modpack; the RHS version is superior, and should be used in most cases.

Variants
Warhead Armor Penetration/Blast Radius Range (Effective/Maximum)
PG-9N (HEAT) 400mm/1m 800m/1300m
PG-9VNT (T-HEAT) 550mm (400mm vs. ERA)/1m 700m/1200m
OG-9VM (HEF) 0mm/10m 2700m/4500m

SPG-9 Guide

Metis-M1 (9K115-2) (2015-Present)

130mm single-shot, reusable, wire-guided missile launcher. Crew-served or vehicle-mounted.

A3 Tanks DLC, and CUP have added handheld versions. Data for RHS static/vic mounted variants

Variants
Warhead Armor Penetration/Blast Radius Range (Effective/Maximum)
9M131M (T-HEAT) ????mm (900mm vs. ERA)/1m 950m/2000m
9M131F (TB) 0mm/7m 950m/2000m

Metis Guide

Kornet (9K133) (1998-Present)

152mm, reusable, wire-guided missile launcher. Crew-served or vehicle-mounted.

Variants
Warhead Armor Penetration/Blast Radius Range (Effective/Maximum)
9M133-1 (T-HEAT) ????mm (1200mm vs. ERA)/1m 3000m/5500m

Kornet Guide