Role Overview
The Anti-Tank role is a counter to enemy armour. To destroy enemy armour, the AT role can have a static AT gun (which can be placed with the use of 50 supplies), an AT rocket launcher, or a satchel charge.
Working with other AT units can be especially effective. Consider staggering your positions so that the enemy armour can only engage one of you at a time and there is more opportunity for a rear shot. It can take multiple shots depending on the armour engaged — so be prepared to shift positions after firing.
A properly executed armoured advance will include an infantry screening force. Be cautious when moving into position for an attack. The Anti-Tank class is essential in providing a counter to the threat of enemy armour. Be prepared to react to enemy armour sightings.
Anti-Tank Arsenal
The AT role has three tools for destroying enemy armour:
Static AT Gun — placed using 50 supplies. A fixed emplacement that delivers powerful, accurate fire but commits you to a position. Coordinate with your Support player for supplies, and choose your placement arc carefully — it cannot be repositioned once built.
AT Rocket Launcher — mobile anti-armour firepower. Less powerful than the static gun but lets you engage from multiple angles and shift position between shots.
Satchel Charge — close-range demolition option. High risk, high reward. Requires getting close to the target but can destroy armour that has survived rocket hits.
Armour Engagement — Key Principles
Stagger your positions. When working with other AT units, spread out so the enemy armour cannot engage multiple AT soldiers at once. If one position is spotted, the others remain viable and can take the follow-up shot.
Target the rear. It takes multiple shots to destroy most armour depending on the type engaged. Rear shots are more effective — coordinate with other AT players to force the armour to expose its rear to one of you while engaging another.
Shift after firing. Once you fire, your position is likely known. Be prepared to move between shots — holding a static position after firing gives the armour crew and its infantry screen time to respond.
React to sightings. Enemy armour sightings from any unit should trigger an immediate AT response. Be prepared to move to new positions as the tactical situation develops.
Strengths
- Three distinct tools for destroying enemy armour — static gun, rocket launcher, satchel charge
- Static AT gun provides powerful fixed firepower when supplies are available
- Effective in coordinated pairs or groups — staggered positions multiply threat
- Rear shots significantly increase damage output against armour
- Essential role — enemy armour goes unchecked without AT coverage
Weaknesses
- Requires 50 supplies and a Support player to build the static AT gun
- Can take multiple hits to destroy armour — sustained engagement needed
- Infantry screening forces make positioning dangerous
- Static AT gun commits you to a fixed arc once placed
- Satchel charge requires dangerously close approach to armour
Best Playstyle
Patience and positioning. Move carefully into AT range — the infantry screen around enemy armour will kill you before you reach a firing position if you rush. Identify your angle, confirm your escape route after firing, and coordinate with other AT players to create a staggered threat the armour cannot eliminate all at once.
React fast to armour sightings called in by your unit. The Anti-Tank role is reactive by nature — when armour appears, you move.
Teamwork Tips
- Coordinate with Support for supply drops before attempting to build a static AT gun
- Stagger AT positions with other AT players — never cluster in the same spot
- Call out armour sightings immediately so other AT players can reposition
- Communicate your firing position to your Officer so infantry can avoid crossing your arc
- After a failed AT engagement, regroup and re-approach from a different angle
Advanced Tactics
- Bait and flank: one AT player draws the armour’s attention from the front while a second flanks for a rear shot — the most effective two-player AT tactic
- Satchel as last resort: if the armour is stationary and close, a satchel charge can finish a vehicle that has survived rocket hits — high risk but often faster than waiting for a reload
- Static gun arc selection: place the static AT gun covering an approach route the armour must use, not where you last saw it — predictive placement beats reactive placement
- Shift discipline: fire one shot, move immediately, re-engage from a new position. An AT player who stays still after firing dies to the armour’s return shot or its infantry screen