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WARDOGS / FIELD NOTES

Vehicle weak spots: where every truck and tank is weakest

Every vehicle in WARDOGS has a spot that dies faster than the rest of it. This field note lines up the buggies, the trucks and both tanks so you know where to aim before you spend a rocket on the wrong panel.

Closed beta figures. Verify against your current build before you rely on them.
Editorial review

Not yet independently verified against a current game build.

Vehicle weak spots: where every truck and tank is weakest
CASE FILE // WARDOGS // VEHICLE WEAK SPOTS
Vehicle weak spots: where every truck and tank is weakest

Quick card

Small vehicles
One shot almost anywhere except the tyres
Ural weak point
Fuel tank, driver's side (verify against your build)
Tank engine
Rear only: one RPG, one C4 or a mortar round
Tank tracks
Side only, a front hit does nothing
L2A6 front armour
About 7 RPGs, mostly wasted ammo
Stingray
Around 5,000 in parts, one-shots either tank

Small vehicles: it's the tyres or nothing

Buggies, the Kodiak and the Bobcat are all soft targets: almost any hit, front, side or rear, drops them in one shot from an RPG or a solid rifle burst. The one exception is the tyres. Hit a tyre and most of the damage gets absorbed there instead of passing through to the frame, which is exactly why you'd aim there on purpose if the goal is to stop the vehicle rather than kill everyone in it. An assault rifle needs around six shots to deflate a tyre and another six to blow it down to the rim; a shotgun does each stage in one or two shells. Save the RPG for when you actually need the kill, not the stop.

Humvees and Urals aren't built the same

The Humvee takes more punishment than the buggies but not by much: a hit to the grille removes roughly half its health, the sides do about 40 percent, and the rear does noticeably less, so two rockets from the front or side usually finish it and the back is the worst angle to bother with. The Ural supply truck is the surprise. It absorbs more damage overall and typically needs three or four C4 charges to put down properly, but it has a specific weak point on the driver's side, the fuel tank, that some hits have taken down in a single rocket. Results there were inconsistent between attempts, so treat it as a genuine soft spot rather than a guaranteed one-shot, and verify against your current build before you plan around it.

Every tank shares the same three components

Whether it's the L2A6 main battle tank or the SPH-2 artillery tank, the same three components decide the fight: the engine, the tracks and the fuel line. The engine sits at the rear and dies to one RPG, four well thrown grenades, a single C4 charge, or even a mortar round landing just behind the tank; kill it and the tank is stuck in place, though the crew can still shoot back. The tracks want the opposite angle: they only take damage from the side, a front hit on them does nothing at all, and one RPG, one tank shell or three to four grenades will strip them off. The fuel line can be punctured too, most reliably as a side effect of a rear hit, and once it's leaking the tank has lost fuel even if the crew patches the rest of the damage. The mortar fire missions guide covers landing that shot on a moving target in the first place.

Rear beats side beats front, every time

Both tanks follow the same shape: the rear is the weak side and the front is a waste of ammunition. On the L2A6, front hits soak up around seven RPG rounds thanks to extra plating on that face, while the rear only needs three; C4 tells the same story, three charges from behind against seven from the front. The SPH-2 artillery tank has no front armour at all, so its numbers are flatter (roughly five RPGs whichever side you pick) but it's still the softer of the two, and two C4 charges from the rear will finish it. Landmines, two of them, and a direct mortar hit kill either tank outright regardless of angle. These counts come from field testing on a specific build, so treat the exact figures as a guide rather than gospel and verify against your current build.

The right tool beats the raw numbers

A Stingray shot is the cleanest answer to either tank: it costs around 5,000 in spare parts per launch, but the drone flies itself onto the target and one-shots both the L2A6 and the SPH-2, which is exactly why hunting tanks sits on the higher-reward end of the money farming guide. Ammo type matters less than people assume below tier three armour: FMJ handles tier two vehicles fine and AP only pulls ahead once you're up against the heavier plating, so there's no need to burn AP on every truck you see. Terrain does real work too. Funnel a vehicle through a choke point or a line of hedgehogs and you turn a moving target into a stationary one, which is worth more than any single ammo choice.

A WARDOGS player firing a rocket launcher at an armoured vehicle from behind cover.
The rear is the weak side on every vehicle in this guide, tanks included; the front is almost always the worst angle to spend a rocket on.
WARDOGS players pushing forward past a stalled vehicle on the battlefield.
A tank with its tracks or engine destroyed is stuck, not gone. The crew can still shoot back, so finish the job or move past it fast.

SOURCE BRIEFING

Source video from Antpile

I tested Wardogs vehicles for weak points, so you don't have to

Sources

Numbers and mechanics on this page are paraphrased from:

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