Anti-Tank Basics
How infantry answer armour.
A single tank can stall an infantry push, but infantry are not helpless. Anti-tank work is about angles, patience, and teamwork far more than about any one weapon.

What this page teaches
- Why armour threatens infantry
- Anti-tank weapon roles
- Positioning against tanks
- Teamwork that kills armour
Why armour is dangerous
Tanks and armoured vehicles shrug off rifle fire and can dominate open ground. Infantry that ignore an enemy tank usually lose the position.
But armour has weaknesses: limited vision, vulnerable angles, fuel and ammo needs, and reliance on crew coordination.
Anti-tank weapon roles
Infantry anti-tank tools range from light launchers to heavier crewed weapons and emplaced guns. Each fills a role rather than being a universal answer.
- Light AT for harassing and finishing damaged armour
- Heavier AT for reliable damage against well-armoured targets
- Emplaced and field guns for defending fixed positions
- Mines and obstacles to channel and slow vehicles
Positioning against tanks
Hit armour from the side and rear where it is weakest, and from cover that breaks the tank's line of sight after you fire. Never trade shots with a tank from open ground in front of it.
Tanks have blind spots; good AT infantry live in them.
Teamwork kills tanks
One AT hit rarely kills a tank. Coordinated infantry — several players striking together, or AT plus mines plus a tracked-vehicle kill — overwhelm a crew before it can react or retreat.
Call the target, strike together, then reposition.
When to engage and when to hide
Engage when you have the angle, cover, and friends to follow up. Hide and report when you are alone in the open — a wasted AT shot just announces your position.
Survival to take a better shot beats a heroic miss.
Related systems
Pair this with Anti-Tank Weapons for the equipment side, and Tanks to understand the target you are fighting.
Firing a single AT shot at a healthy tank from open ground. You rarely kill it and you reveal yourself for the return fire.
Get to the flank or rear before you fire, and only commit when a teammate can follow up. AT is a team effort.