Gaming Guide

WARDOGS Season 2 Vehicle Guide: How to Take Out Every New Vehicle

Exact RPG-7, MAAWS, C4 and IED counts for the Wolf-110, T-72 and Flakpanzer Gepard, zone by zone.

Exact RPG-7, MAAWS, C4 and IED counts for the Wolf-110, T-72 and Flakpanzer Gepard, zone by zone.

Image: BULKHEAD

WARDOGS Season 2 added three new targets to the battlefield. The Wolf-110 is a light utility vehicle, the T-72 is a main battle tank, and the Flakpanzer Gepard is an anti-air tank. None of them takes damage evenly. Each has armor zones that soak rockets and weak zones that fold quickly. If you hit the wrong panel, you can empty a launcher into a tank that drives away.

Quick answer: One RPG-7 or MAAWS kills the Wolf-110 unless it hits a tire. The T-72 dies to 3 RPGs on its rear or turret back. The Gepard dies to 3 RPGs on its radar, turret rear sides or engine deck.


Kill counts for the Wolf-110, T-72 and Flakpanzer Gepard

Here is every Season 2 vehicle side by side, with the cheapest and costliest ways to finish each one with rockets. The cheapest route is always the rear or the top of the vehicle. The front costs you the most.

VehicleWeakest zone (RPG-7)Toughest zone (RPG-7)One IED on the rear
Wolf-1101 hit, main bodyTires absorb the hitDestroys it
T-723 hits, rear hull or turret back4 hits, front and sidesSets it on fire
Flakpanzer Gepard3 hits, radar, turret rear sides, engine deck6 hits front, up to 7 on low tracksDestroys it

The Gepard is the hardest of the three to kill. It soaks more damage overall than the T-72, and its armor is split into more layers.


RPG-7 and MAAWS hits by armor zone

Wolf-110: avoid the tires

The Wolf-110 has very little health. A single RPG-7 or MAAWS rocket anywhere on its main body destroys it. The exception is the tires. Each tire works as its own damage buffer. A rocket that lands on a tire punctures it and passes only part of the damage to the vehicle, so the Wolf survives a shot that would otherwise have killed it. Aim at the body panels above the wheel line.

Wolf-110 Weak Points & Tire Mechanics00:27Wolf-110 Weak Points & Tire Mechanics
On the Wolf-110, aim above the wheels. A rocket that hits a tire only punctures it instead of killing the vehicle. Shown at 00:27 in Airwingmarine’s video. Image: BULKHEAD

If a Wolf is parked, you may not need a launcher at all. You can shoot the passengers inside instead.

T-72: hit the rear hull and turret back

The T-72 has two damage tiers. The front plate and upper front sides take about 20–25% damage per RPG-7. The rear hull plate over the engine and the back half of the turret take about 40% per rocket.

T-72 zoneDamage per RPG-7RPG-7 hits to kill
Front plate20–25%4
Upper front sides20–25%4
Rear hull (engine)About 40%3
Turret rear and rear sidesAbout 40%3

A four-rocket kill and a three-rocket kill can be a difference of a few steps. If the tank is turned toward you, flank it before you fire.

T-72 Tank Damage Testing01:25T-72 Tank Damage Testing
At close range on a T-72, the side of the hull you hit decides whether the kill takes three rockets or four. Shown at 01:25 in Airwingmarine’s video. Image: BULKHEAD

The MAAWS hits harder. It kills a T-72 in two shots from almost any angle. One MAAWS into the rear engine compartment does 85–90% damage, so a single rifle round or grenade could be enough to finish it.

Flakpanzer Gepard: radar, turret rear sides and engine deck

The Gepard spreads its armor across more zones, and the hit counts range from 3 to 7. Shooting the front plate costs six rockets and will not track the vehicle. On the sides, rockets above the tracks or into the turret side take five hits. Low shots into the track assemblies take six or seven, because the tracks absorb the first hit.

Flakpanzer Gepard
Flakpanzer Gepard. Image: BULKHEAD
Gepard zoneRPG-7 hits to kill
Front plate6
Lower side, through the tracks6–7
Upper side and turret side5
Lower rear hull5
Boxed section under the radar5
Rear side vents4
Turret rear sides3
Radar dish and radar sides3
Top engine deck and vent strip3

The rear has a trap. The lower rear hull looks like an engine shot, but it takes five rockets and does not disable the engine. Aim higher, at the turret’s rear corners or the radar.

Gepard AA Tank Overview & Diagram05:04Gepard AA Tank Overview & Diagram
Flakpanzer Gepard armor map. The three-hit zones sit high on the turret, radar and engine deck. Shown at 05:04 in Airwingmarine’s video. Image: BULKHEAD

With a MAAWS, the Gepard usually goes down in two shots and sometimes needs three. Hits on the rear and right side give the most consistent results. Turret hits do not.

The top engine deck is also exposed to aircraft. A Little Bird with rocket pods, the AH-6R [Rockets], can fire down onto the deck and get the same three-hit result infantry get from behind. That means attacking the one vehicle built to shoot helicopters down, so come in fast and leave fast.


C4, IED and grenade counts per vehicle

Placed explosives follow the same rule as rockets. The rear is where they do the most damage. The IED gives the most reliable result of any explosive.

VehicleIEDC4Grenades
Wolf-1101 anywhere on the bodyRear bumper may only set it on fire3–4
T-721 on the rear sets it on fire4 front/sides, 2 rear (fire), 3 rear (kill)2 disable the engine
Flakpanzer Gepard1 on the rear destroys it5 front/sides, 3 rearImpractical

Wolf-110. An IED kills it wherever it sits on the main body, including in the bed. C4 near the rear bumper is less certain and can leave the Wolf burning instead of destroyed. Three or four grenades finish it. Spreading the blasts across the hull works better than stacking them on the engine.

T-72. Placement is crucial. An IED hit to the rear engine bay ignites the tank, while a hit to its front or sides deals only 50–60% damage. Four C4 charges on the front or sides destroy it. Two charges at the rear start a fire; three destroy it instantly.

T-72 Explosives (IED & C4)04:30T-72 Explosives (IED & C4)
C4 on a T-72's rear sets it on fire with two charges and destroys it outright with three. Shown at 04:30 in Airwingmarine’s video. Image: BULKHEAD

Flakpanzer Gepard. One IED on the rear destroys it. Avoid placing IEDs on the front. C4 takes five charges on the front or sides and three on the rear. Grenades are close to useless here. They can bounce through the tracks without doing damage, and engine hits only count when the grenade lands directly on top of the deck.

Gepard Explosives (IED & C4)05:05Gepard Explosives (IED & C4)
Planting on the rear. On the Gepard, one IED here is a kill, while C4 needs three charges. Shown at 05:05 in Airwingmarine’s video. Image: BULKHEAD

Explosive damage varies from attempt to attempt, and the same placement can give different results. Carry at least one more charge than the table says, especially against the Gepard.


Tracking a tank and punishing the repair

You don’t always need to destroy a tank to stop it. A single RPG-7 or one C4 charge on a T-72’s tracks immobilizes the tank and damages the track. The crew then has to get out to repair it. You’ll know the track hit worked when the tank stops moving.

T-72 MAAWS & Track Vulnerability03:15T-72 MAAWS & Track Vulnerability
One rocket into a T-72's tracks stops the tank and forces the crew outside to repair it. Shown at 03:15 in Airwingmarine’s video. Image: BULKHEAD

That repair is your chance to attack. A crew working on the track is standing outside its armor, so either shoot the crew or walk around to the rear and use the three-hit zones while the tank can’t turn. Disabling a T-72’s engine also pays well, even if the tank survives. Two grenades into its engine bay are enough to do it.

The Gepard is harder to stop. Rockets fired at its front plate will not track it, and low side shots lose their first hit to the tracks.


RPG-7, MAAWS and Gepard stats

Before you choose a launcher for tank hunting, compare the two. The RPG-7 is cheaper, unlocks earlier and has a larger blast radius. The MAAWS fires a faster shell and turns a T-72 into a two-shot target.

MAAWS
MAAWS. Image: BULKHEAD
StatRPG-7MAAWS
Vendor price$2,000$2,600
Calibre93mm rocket84mm anti-tank shell
Damage per shot110100
Explosive radius12 m10 m
Muzzle velocity100 m/s230 m/s
Weight6.3 kg7.0 kg
UnlockSupport level 5, $30,000Support level 20, $125,000

Both launchers are reusable tubes with the same rate of fire. The RPG-7’s slower rocket needs more lead on a moving vehicle, and its zeroing goes out to 500 m. The MAAWS shell arrives at more than twice the speed.

To attack the Gepard’s engine deck from the air, you’ll need the AH-6R [Rockets]. It costs $12,500 from the vendor and unlocks at Pilot level 20 for a one-time fee of $250,000. It seats two and has a top speed of 350 km/h.

A Gepard is available only from the vehicle dealer in your faction’s safe zone; none spawn on the map. It’s costly to operate: each one costs $10,000 and uses 10 litres of fuel per kilometre, compared with 8 litres per kilometre for the L2A6 and SPH-2.

Flakpanzer GepardValue
Vendor price$10,000
Class and variantTank, Anti Air
Top speed65 km/h
Fuel capacity110 litres
Fuel burned per km10 litres
Seats2

With a top speed of 65 km/h, the Gepard can’t get away from infantry who have flanked it. Wherever you are on the map, the plan stays the same. Get behind the vehicle or above it, avoid tires and front plates, and save your IED for the tanks.