Summary

Vehicles are some of the most dangerous threats in WARDOGS, but they are also much easier to deal with when you know where to shoot. Different vehicles have different weak points, and hitting the wrong part can waste large amounts of ammunition.

From Humvees and tanks to helicopters and trucks, this guide breaks down the most effective ways to disable or destroy every major vehicle covered in the testing. You will learn which areas to target, which weapons work best, and how many hits you generally need. To unlock the best weapons for the job, buy WARDOGS Cash and grab the gear you need.

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WARDOGS Vehicle Weak Points Explained

Not every part of a vehicle takes the same amount of damage. Some areas can absorb or reduce incoming damage, while others can disable important components such as engines, tracks, or rotors.

For most vehicles, RPGs, MOZs, C4, and IEDs are much more effective than conventional firearms. If you are using small arms, you generally need far more ammunition to achieve the same result.

Humvee Weak Points

The Humvee has several areas that behave differently when damaged. Its tires are particularly useful targets if your goal is to stop the vehicle rather than immediately destroy it.

Shooting a tire takes roughly 5–8 rounds to pop it during the first stage, followed by another 5–8 rounds to strip it down to the rim. With 5.56 AP ammunition, around 10–11 rounds can completely destroy a tire.

Taking out two tires can make the Humvee extremely difficult to maneuver, depending on which tires are destroyed.

The turret and trunk lid are less effective targets, while much of the main chassis takes relatively consistent damage.

For explosives, three RPGs can destroy a Humvee when aimed at effective areas such as the front engine, cab, rear, or even the lower rear bumper. A MOZ can one-shot the vehicle in most locations, although the turret, trunk, and tires are exceptions.

Grenade launchers are also usable, requiring roughly three shots to disable or ignite the Humvee and a fourth to finish it.


Tank Weak Points

Tanks are considerably more resistant to frontal attacks, making positioning especially important.

The main areas to target are the rear engine, tracks, and back of the turret. Hitting the rear engine with an RPG can disable the engine with just one shot, leaving the tank immobilized until it is repaired.

To disable the tracks, aim low toward the rear track and sprocket area. The back of the turret is another effective location for explosive weapons.

Avoid the Front Armor

The tank's frontal armor is a poor place to spend your ammunition. Frontal attacks first interact with its Active Armor, substantially reducing the damage that reaches the vehicle.

Depending on the weapon and hit location, it can take around 8–9 RPGs in total to destroy a tank from the front, with several shots needed just to get through the additional protection.

Instead, try to move around the tank and attack its rear or turret.

A MOZ can destroy a tank with two hits to the back, while an IED can effectively finish the vehicle with one well-placed explosive. Around three C4 placed on the rear can also destroy it.

The grenade launcher is a last-resort option, requiring approximately nine shots to set the tank on fire and ten to destroy it.

 

Little Bird Weak Points

The Little Bird does not have a reliable traditional weak point, but its exposed pilot provides another way to pressure the helicopter.

A single RPG or MOZ can destroy the Little Bird. However, rockets can sometimes pass through the helicopter's open rear section, so make sure you have a solid hit.

Small arms are much less efficient. Approximately 175 rounds of 5.56 FMJ or around 100 rounds of 5.56 AP may be required to bring it down.

The grenade launcher performs considerably better, taking around two grenades to destroy the Little Bird.

If you cannot immediately land a rocket hit, shooting at the exposed pilot can also force the pilot out of the fight.

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Lakota Weak Points

The Lakota is vulnerable to explosive damage, requiring around two RPG or MOZ hits to destroy it.

One particularly useful target is the rear tail section around the tail rotor and rear boxes. A successful hit can remove the tail rotor and effectively disable the helicopter. A skilled pilot may still be able to land and repair, so this is not always an instant kill.

Be careful when firing rockets at the middle of the helicopter because projectiles can pass through the aircraft without producing the damage you expect.

With a grenade launcher, expect approximately five shots to disable or set the Lakota on fire, followed by a sixth shot for the kill.

 

Havoc Weak Points

The Havoc has a particularly interesting weak point: its main rotor.

A direct RPG or MOZ hit on the main rotor can destroy it immediately. The rotor can be difficult to hit during normal combat, but when the helicopter exposes its upper surface, you can aim toward the rotor for splash damage.

In normal situations, approximately two RPGs are enough to set the Havoc on fire or destroy it. MOZ also performs well, with around two hits generally being enough.

The tail rotor is less reliable as a dedicated disabling target, so directly attacking the helicopter is usually more practical.

Grenade launchers are possible but inefficient, requiring roughly 13 shots to set the Havoc on fire and 15 to destroy it.

 

Rye Truck Weak Points

The Rye Truck is vulnerable to attacks from the rear, especially around its engine.

Three C4 charges can destroy the vehicle. With RPGs, however, positioning matters much more.

A rear RPG hit can disable the engine and leave the truck immobilized. Around three RPGs to the rear can destroy it, while approximately two MOZ hits to the rear are enough.

Attacking the sides or front is much less efficient and can require around four or five RPGs.

The grenade launcher needs approximately six shots to disable the truck and seven to destroy it.

The truck can also be attacked from helicopters, although passengers attempting to use its mounted weapon can become easy targets during the engagement.

 

Earl Weak Points

The Earl has some unusual hit behavior, particularly when attacked directly from the front. Even MOZ shots can occasionally produce inconsistent results, and it is unclear whether this behavior is intended.

The side profile around the front engine block, cab, and gas tank is much more reliable. A MOZ can destroy the vehicle with one successful hit in these areas.

RPGs generally require two hits, although certain hit locations may require a third.

Another option is to target the driver through the cab. Once the driver is eliminated, the vehicle may stop, giving you an easier opportunity to finish it with another explosive.

The rear of the Earl is more difficult to attack because the pallets mounted there can absorb incoming damage. Some bullets may hit the pallets and deal no meaningful damage to the truck itself.

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How to Choose Your Attack

The most important lesson from these tests is that weapon choice and positioning matter more than simply shooting the vehicle repeatedly.

For tanks and trucks, try to reach the rear whenever possible. Disabling the engine or tracks can immediately remove much of the vehicle's mobility.

For helicopters, prioritize RPGs or MOZs instead of wasting large amounts of rifle ammunition. When a rotor or exposed section presents itself, take advantage of it.

For Humvees, destroying tires is useful when you need to stop the vehicle quickly, while explosives are better when you want a full kill.

Learning these weak points lets you spend fewer resources and makes vehicle encounters much more predictable. Instead of firing blindly at the largest target, position yourself around its vulnerable components and use the weapon best suited to the job. To unlock the best weapons and explosives for the job, WARDOGS Cash can help you secure the gear you need to take down any vehicle efficiently.