Summary
Vehicles dominate WARDOGS, but they are far less scary once you know where to aim. Most players spend the late season running from Humvees and tanks because they never learned the damage model: the turret, trunk, and tires eat shots; the tank's front armor absorbs roughly 90% of explosive damage; and a pallet on the back of an Earl can tank a direct Gustav hit for free. This guide breaks down every major vehicle, the exact weak points, and how many shots each weapon type needs, while also covering how WARDOGS Cash can support your progression.
The Humvee: Pop Tires or Go Straight for the Engine
If you have no explosive, start with the tires: five to eight rounds to flatten them, another five to eight to strip them to rims — about ten or eleven 5.56 AP rounds total. Two popped tires nearly immobilize it, often enough to make it withdraw.
With an RPG, three hits kill it, and they are forgiving: front engine, cab, rear, even the bottom bumper all count. The turret and trunk lid are reduced-damage zones. The Gustav one-taps the Humvee almost everywhere except those spots — the great equalizer.
Bullets are a trap: a full 60-round belt does roughly five to ten percent of its health. The surprise tool is the grenade launcher — three shots disable and ignite it, a fourth finishes it.
The Tank: Shoot the Rear, Never the Front
The weak point is the rear engine. A single RPG up the back disables the engine outright, leaving the tank a sitting duck until repaired. Three RPGs from the rear kill it; the Gustav does it in two. To track one, aim low at the mid-rear tracks or the rear sprocket.
Never shoot the front: the active armor is a secondary health pool that absorbs around 90% of explosive damage, taking four or five shots just to strip. That makes a frontal assault eight or nine RPGs. Side and rear turret hits also count. Up close, one IED is unsalvageable; three C4 on the rear finish it.
Little Bird and Lakota: Cheap Anti-Air Anyone Can Pull Off
The Little Bird is fragile: one RPG or Gustav kills it, and two grenade-launcher rounds bring it down. The pilot is exposed, so sustained AP fire at about 100 rounds chases it off. Watch for rockets passing through the open rear bay on side-profile shots.
The Lakota dies to two rockets almost anywhere; hitting the tail near the flare boxes strips the tail rotor and usually forces a crash. The grenade launcher surprises here too: five rounds ignite it, a sixth blows it up — useful when one is hovering to land.
The Havoc: Slow, Big, and Easy to Farm
The most common late-season pain point is also the easiest helicopter to punish. One well-placed RPG or Gustav to the main rotor when the Havoc is in a steep climb or dive ends it, but that is a tough shot. Realistically, two RPGs kill it — and the craft is slow and large, so a pair of posted rocket soldiers reliably takes it down. The Gustav kills in two hits anywhere. The grenade launcher is not worth it: 13 rounds to ignite, 15 to kill.
RD Truck and Earl: The Ones That Play Tricks
The RD truck needs three C4s, or three RPGs (two Gustavs) — but only on the rear. Front or side hits take four or five RPGs. The rear hit also kills the engine so it cannot drive off.
The Earl is the frustrating one: dead-on front hits are inconsistent, and even Gustavs sometimes fail to detonate. Side-profile shots to the engine block, cab, or gas tank one-tap it with a Gustav. An RPG to the window or driver cab kills the driver directly. The biggest quirk: the pallets in the back act as some of the best armor in the game — a Gustav hitting a pallet does zero damage. Aim past them.
Quick Reference: Shot Counts at a Glance
Vehicle | RPG | Gustav / MOS | Grenade Launcher |
Humvee | 3 anywhere usable | 1 tap (except turret/trunk/tires) | 3 disable, 4 kill |
Tank | 3 rear (8–9 front) | 2 rear | 9 ignite, 10 kill |
Little Bird | 1 | 1 | 2 |
Lakota | 2 | 2 | 5 disable, 6 kill |
Havoc | 2 (1 main rotor) | 2 anywhere | 13 ignite, 15 kill |
RD Truck | 3 rear (4–5 side) | 2 rear | 6 disable, 7 kill |
Earl | 2–3 side (1 driver cab) | 1 side | Aim past pallets |
Player Recommendations
Carry at least two RPGs per squad member. Two dedicated rocket soldiers take down a Havoc every time it shows.
Flank tanks, never front them. The rear engine both disables and kills; the front active armor wastes your whole rocket supply.
Use the grenade launcher on Humvees and light helos. It is the most underrated anti-vehicle tool in the game — three GL rounds disable a Humvee.
Aim past the Earl's pallets. Hitting the cargo does nothing; side engine, cab, or gas tank are the one-shot spots.
Small arms matter against helos. AP fire at 100 rounds brings down a Little Bird, and pilot hits chase helos off to repair.
Final Verdict
The vehicle power curve feels oppressive only because most players fire blindly at the front of a Humvee or the sloped armor of a tank. Once you internalize the weak points — tires and engine on the Humvee, the rear on the tank, the main rotor on the Havoc, the pallets to ignore on the Earl — infantry stops feeling like the underdog and starts feeling like the ambush.
The practical takeaway is teamwork and ammunition choice, not solo heroics. Three RPGs on a Humvee is hard to land alone; two coordinated rocket players make the Havoc disappear. Bring explosives, aim for the rear and the rotors, and stop putting bullets into a chassis that laughs at them. If you want to prepare your loadout and resources before the next fight, you can also buy WARDOGS Cash to support your early progression.


