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WARDOGS WIKI

How To Destroy Tanks and Armour

Vehicles Last updated Anti-armour

Answer

Buy anti-armour weapons — they cost a fraction of what a tank costs, and that asymmetry is the point. Confirmed counters to armour in WARDOGS are rocket launchers and explosives bought as infantry equipment, crewed artillery vehicles firing indirectly onto the Control Zone, and other vehicles. Because every vehicle was bought with the owner's cash, destroying one is not just a kill — it deletes that player's savings and sets back how quickly they can field armour again.

Killing a tank is an economic attack

This is the framing that makes anti-armour play in WARDOGS worth taking seriously, and it does not exist in shooters where vehicles spawn on timers.

A tank in WARDOGS is not a shared team asset that respawns in ninety seconds. It is a specific player's purchase, funded out of a balance they built over several productive lives. When you destroy it:

Which means an infantry player with a cheap launcher exerts influence far beyond their kit's price. In a match where the enemy team is out-earning yours, aggressive anti-armour is one of the few levers that directly attacks the gap rather than just the symptoms.

A player revives a downed team-mate in the open beside a friendly main battle tank
Armour dominates open ground — and represents a large fraction of somebody's match earnings. Official WARDOGS screenshot © BULKHEAD / Team17

Confirmed anti-armour tools

ToolHow it is acquiredBest against
Rocket launchers Bought as infantry equipment at the buy screen Tanks, APCs and light vehicles at close to medium range. Also demolishes cover and fortifications
Explosives Bought as utilities Ambushes on predictable routes; vehicles forced to slow down or funnel
Artillery vehicles Bought — crewed heavy weapon Armour and fortifications inside the Control Zone, engaged from outside it
Other tanks Bought Direct armour duels. The loser is out a very large sum
Anti-air emplacements Built via the fortification system Helicopters specifically. See the helicopter guide

Infantry versus armour: how to actually do it

  1. Fight armour where it cannot use its range Tanks own open ground. Villages, industrial structures and broken terrain compress engagement distance to where a launcher works and a main gun struggles to track. Zone terrain determines whether anti-armour is a good buy at all — check where the Control Zone landed before committing.
  2. Use destruction as an approach route Walls are breachable. A route through a building is a route the tank's gunner cannot watch.
  3. Bring more than one launcher A single rocket announcing your position to a vehicle crew that survives is worse than not firing. Two players engaging together is a fundamentally different proposition.
  4. Let the third team commit first Armour that is already engaged with another faction is armour that is not watching its flank. This is the most reliable anti-tank tool in the game and it costs nothing.
  5. Attack the crew's confidence, not just the hull A tank pushed back out of the zone has stopped contributing to the enemy's headcount, which is what actually scores. You do not always need the kill.
  6. Kill it while it is stationary Vehicles supporting a fortified position or shelling the zone are predictable. That is when the trade is cheapest.

When anti-armour is worth buying

Not on life one. In the opening phase every player has $10,000 and nobody can afford a tank yet. A launcher bought before there is armour on the field is money spent on nothing. Buy it when the match economy has matured to the point that vehicles are actually appearing — usually the middle of a match — or when you can see enemy armour on the zone.

The corollary is that anti-armour is a reactive purchase, and one of the strongest arguments for WARDOGS having no fixed classes: you can be an assault rifleman for four lives and an anti-tank specialist on the fifth, the moment a tank rolls onto the objective. See loadouts.

Defending your own vehicle

If you are the one who bought the tank:

Not published: anti-armour weapon names and prices, vehicle health and armour values, whether armour has directional weak points, penetration mechanics, and how many hits any given vehicle takes. These are precisely the numbers that need the live build — they will be added here after 10 September 2026.

Anti-armour FAQ

How do you destroy a tank in WARDOGS?

Bought anti-armour weapons and explosives, crewed artillery vehicles, or another tank. Infantry launchers cost far less than the armour they kill.

Are tanks overpowered in WARDOGS?

The counterweight is cost. A tank is among the most expensive purchases in the game, and losing one is a serious economic setback, while the launcher that killed it was cheap.

What is the best anti-tank weapon in WARDOGS?

No weapon names or statistics have been published. We will rank them once the Early Access build is live — see our tier list methodology.

Can you destroy buildings with anti-tank weapons?

Yes. BULKHEAD has confirmed rocket launchers can demolish cover, and player-built fortifications are destructible.

Do you get paid for destroying a vehicle?

Kills pay cash, and a vehicle kill is a kill. The larger effect is on the enemy's balance rather than yours.

Sources: the official Steam store page and BULKHEAD's game page (vehicle purchasing, artillery levelling fortifications, rocket launchers demolishing cover). Tactical advice is this wiki's own analysis of the published systems. Back to all vehicles.