Tanks in Wardogs feel unfair right up until you stop shooting them in the face. Every anti-tank option in the game — C4, the IED, the RPG, and the MAAWS — deals wildly different damage depending on which part of the hull you hit, and the gap between a front shot and a rear shot is the difference between a quick kill and burning your whole loadout for nothing.
Quick answer: Hit the rear engine compartment. A MAAWS rocket into the rear kills a tank in roughly 11 seconds, compared to about 33 seconds from the front and 22 from the side.
Tank armor zones in Wardogs: front, side, top, and rear
Tanks are split into distinct damage zones. The front plate is the most resistant surface on the vehicle and soaks up an enormous amount of punishment. Side armor is noticeably softer. The top of the turret, where the hatch sits, behaves as its own surface and is reachable if you can climb onto the hull. The rear, where the engine sits, is the weakest point by a wide margin.
That ordering never changes. Whatever you have equipped, the priority is the same: get behind the vehicle, then settle for the flank, and only shoot the front when you have no other angle and no better option than chipping away at it.

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Add to Google Preferences →RPG and MAAWS time to kill by armor zone
Both launchers can solo a tank. The MAAWS is faster in every single zone, and the difference gets dramatic at the back of the vehicle.
| Launcher | Front | Side | Rear |
|---|---|---|---|
| RPG | ~60 sec | ~31 sec | ~25 sec |
| MAAWS | ~33 sec | ~22 sec | ~11 sec |
A minute of sustained RPG fire into a tank’s front plate is not a realistic plan in a live match. The crew will spot the launch signature, reposition, or simply kill you long before the health bar runs out. Treat the front numbers as proof that the angle is wrong, not as a strategy.

Tip: A rear MAAWS hit finishes the vehicle outright. There is no leftover chassis to mop up afterwards, so you can move on the moment the explosion registers.
Using C4 and the IED against tanks
Placed explosives require you to close the distance, which is the risky part, but they pay off because you get to choose exactly where the charge lands. Both C4 and the Improvised Explosive Device follow the same armor rules as the launchers, so a stack of charges on the front plate is largely wasted.

Fire from high ground to hit soft armor
Elevation solves the biggest problem with launchers, which is that tanks tend to point their thickest armor at whatever they can see. A rocky ridge overlooking a road gives you a clean look at the flank of anything driving past, and a rooftop or an industrial crane extends that to long-range shots across the map.

Height also buys you time. Crews struggle to elevate their guns onto a target above them, which means you can land follow-up rockets instead of relocating after every shot. Pick a perch that covers a road or a bridge crossing, and let the armor come to you.
Confirming the kill and getting paid
You will know it worked from the on-screen notification. A destroyed vehicle posts a VEHICLE DESTROYED confirmation with a cash value attached, and damage you contributed toward someone else’s kill shows up as an assist payout instead. Vehicle work pays well — a single armor assist can be worth thousands, and a good tank-hunting streak stacks those numbers quickly.
If nothing registers, the usual cause is the angle. Damage dumped into the front plate reads as chip damage, and a crew that pulls back to repair resets your progress entirely. When you cannot reach the rear, coordinate with a teammate so your rockets land inside the same window rather than spread across a minute of the match.
The short version: is that Wardogs armor is not overpowered so much as directional. Learn the four zones, keep the MAAWS in your pocket for anything you can flank, and save the C4 and IEDs for the moments a tank parks itself somewhere you can walk up behind it.






