Small arms are a poor answer to an APC, an infantry fighting vehicle, or a tank. Anti-Tank exists so the team can challenge those platforms. It is a poor default when the map has no vehicle threat.
Decide if you should spawn it
Look at the mode and the roads first. If enemy armor can reach the active sector, one or more Anti-Tank players are worth the class slot. If the fight is rooms and short lanes, a Rifleman or a close support kit will do more. A June 2026 beginner video put a full anti-tank buy near 40,000 cash. That figure is a dated estimate. Read the card.
Version 1.0 cards name different launchers: American Anti-Tank lists an M-67 recoilless rifle with a CAR-15, American Light Anti-Tank an M72A3, French Light Anti-Tank an APILAS, Soviet Anti-Tank an RPG-7, Soviet Light Anti-Tank an RPG-18, and Polish Light Anti-Tank an RPG-76. A Carl Gustaf name appears in older weapon notes and is not the launcher on these cards. Read the live primary before you spend the rocket. The specialized ammunition is limited. Spending it on a doorway is how the next tank drives through.
Set the shot
- Confirm the silhouette is hostile and name the type: transport, armed utility, APC, IFV, or tank.
- Pick cover with a clear angle and a way out. A June 2025 anti-tank walkthrough of this game stresses ambush positions over firing in the open.
- Tell nearby infantry what you are shooting so they can watch for the crew and for a second vehicle.
- Take the shot, then move. A miss or a blocked rocket reveals you.
- Report what happened in a few words: type, direction, and whether it is still fighting.
Separate anti-tank players so one turret cannot face every threat. Do not stack on the same rock. Do not copy real-world weak points onto the game model. Armor faces, penetration, and ammunition types have to be learned from hits in this build.
While you wait
If armor has not arrived, you still have a primary or a sidearm and a pair of eyes. Watch the lane. Do not spend the life on a hill with no road in view. On the next spawn, switch if the vehicle threat is gone.
Infantry can help without the launcher. Call the direction early, avoid the lane the gunner is using, and do not repair the enemy's aim by standing in the road. Smoke, when the kit has it, is for the cross, not for hiding the anti-tank player from his own team.
If you are the crew
Assume Anti-Tank is looking at your side armor and at the moment you stop. Do not park broadside to a treeline. Scan close ground before you duel a distant tank. Infantry around the hull is how you notice a launcher before it fires. When you are damaged, leave while an exit still exists and say so.
The vehicle pages name the ten platforms. The live menu names the one in front of you.
