I decided to write this guide because everyone talks about the soft spots on the armor in 2142...no one talks about how to actually get into position to take advantage of them, or how to kill armor if they're facing you dead-on.  This guide, I hope, will give people new ideas on how to combat armor...and there's a lot more of it in 2142; look at Shuhia Taiba (conquest) and you'll see what I mean: I believe it's three (or four?!) tanks per side in the uncap bases; that's a lot of death and destruction...or is it?

So you've come from Battlefield 2, eh?  You racked up 20,000 kills in the Tanks on Mashtuur City, Karkand, and Road to Jalalabad, and are still proud of your armor whoring?  Guess what: welcome to a rude awakening.

Battlefield 2142's Armor is not what it used to be, as we all know; the mini-gun that used to be lined up with the main barrel in BF2 is now split into the gunner's position, a welcome change if any. I've seen many a player comment on the forums about combating tanks, but never an in-depth guide.  This is where I come in, and cover various tactics that I may have mentioned in other posts, and from my almost 100+ hours combat experience on the future battlefield thus far; learn well from the pain I suffered...

...meh, enough drama: onto the tank killing, class-by-class.  Keep in mind that some strategies require teamwork, and having a good squad with VOIP makes these tactics work even better.  No one is a one-man army, but you can pass as one if you can remain hidden.  Recon whores, you can start grinning now.


So you've got a gun, eh?  7.62mm bullets don't do jack against armor; even the transports recon vehicles seem tough to kill; with the SCAR 11, it will take a few clips, in which case you will probably be dead by the time you see those licks of flames burning them alive.  Never fear, you've got plenty of ways to deal with armor, or at least run away from them: First off, the smoke grenade.

Smoke grenades are a good tactical weapon; in a decent-sized squad, an Assault class can pop a few of these off right in front of the tank clouding his vision.  From here, you have more options to deal with those twenty tons of metallic death hovering nearby; you can run away, which is probably the best idea if you're alone, or you can pop all of them off and keep the enemy blind, thus delaying your death by seconds.  Or if you're in a squad, you can get even with him, and have your engineers pop off missiles into his flanks when he turns his attention to that wonderful smoker's paradise you just created.  The smoke can also cover the engineers, but odds are the tank's just going to pop off a few random rounds in hopes of nailing them with the concussive blast.  This strategy works well against all armor, walkers even if you have enough men to do it.  Recon can also use the smoke and RDX the armor if they have Active Camo (AC).
Another tactic is to use the smoke for cover to revive your dead engineers or recon, and have them finish the job; please don't revive them if the tank is looking at you, that just makes the driver smile when he kills two of you with one shell.

Next up: the rifle rocket.  This thing is the death of Light Recon Vehicles (LRV) if you're outside the 20 meter minimum distance radius.  pop all three into the vehicle in rapid succession, and odds are you'll deal major damage, or if you manage to pop those rockets through the windshield, kill any infantry inside, best case scenario.  Against Tanks and APCs and Walkers, rockets are useless and do 1-2 damage per shot, tops.  You're better off running away.  Frag grenades, for all classes, simply suck against All armor, based on the rate you can throw them and the damage they do, unless they're borderline-ready to catch on fire. 

Assault is better off looking for the base defenses and using those to take out armor, while their more vehicle-unfriendly Engineers and Recon are busy taking the armor down in their own fashionable way.  If you're truly desperate against a walker, and you're all alone, go out with a blaze of glory and try to take him out by shooting the Skywalker Vents, as they are now referred to (underside of walker, for newbies).  Bottom line is, Assault serves as distractions for the armor while his buddies do the dirty work; remember, take one for the team if you think the tank will track you and not your rocket-happy buddy sitting on the tanks flank.


So you've got the billion-bullets-a-minute Shuko, or the equally deadly Bianchi LMG?  Again, just like the Assault class, you're boned if you face armor dead-on; the major difference is, Support can royally screw up any armor if they're working in a squad.  First off, your LMG (or the Ganz, if you truly believe it's worth it) are good at making you a tank magnet if you decide to light him up with ineffective bullets; don't be dumb, you can't hurt him, and you make yourself a target.  You might be better off trying to take out the Skywalker Vents on the walker with the higher rate of fire and magazine capacity, but alone you're still screwed...although the LMG's are very effective at taking out LRV's if you have a steady aim, and you can avoid being run over.

Another purpose for support: getting rid of those pesky infantry trying to take out your engineers in a squad.  Shoot them full of holes and cover your squad; you've got a lot of bullets to throw around.

For the love of god, if you have ammo, dispense it: your Engineers need it for their rockets and mines, and your Recon guys need lots of sticky explosives.  If you're in a close-quarters fight, avoid tossing the box: it shows up on everyone's HUD and observant enemies will kill you when they put two and two together.  Hold it if possible, or if you have time and some distance, toss it and then pull out another one, reloading twice as fast.  If your squad member screams for ammo on VOIP, rush to him if possible and make sure he has the ammo to do the job of killing that pain-in-the-ass walker ripping half your team apart on Berlin.

So I'll start with the EMP grenade, obviously one of my favorite options for this class; you start off with three EMP nades (or four if you got the +1 grenade) and that's enough to cause a ruckus for the driver in the tank, who finds his superior firepower pretty much a twenty ton paperweight when hit with one of these.  If you have cover, throw down an ammo pack and proceed to spam the bastard so all he can do is sit and sweat it out.  I have seen some drivers panic, thinking they're being lined up for an artillery strike in Conquest, and abandon the vehicle; (it's even more beautiful if, low and behold you're a Squad Leader, and the Commander actually does this based on your request; just don't stand too close).  Reward him for his cowardice with a healthy helping of LMG lead when he does pop out.  If you don't have cover from the start, spam the guy anyways with the grenades on-hand, and pray there is a base defense nearby.  Or, in the case of a lone walker, EMP him and then spray at the Skywalker Vents; this works, if you've got balls and the guy is a complete idiot, who thinks his armor will protect him.  Again though, this is a long shot.

In a squad, though, the EMP nade becomes an incredibly potent weapon; there's nothing more satisfying than watching your Support guy disable that Armor whore, and then smile to yourself when you put a rocket in the rear of his tank.  Support should at all times try to remain hidden, throwing EMP's at the vehicle; the splash radius is fairly large, so keep in mind if any of your friendlies are nearby, you're going to mess up their vision, or worse, disable your own vehicles.  This strategy works well with two support if possible, each alternating throwing/reloading EMP grenades and keep that driver wishing he'd brought some back-up.  If you're incredibly lucky, the driver will bail and you are now +1 vehicles.  Most of the time, they won't abandon, which is where your Recon buddies come in, and C4 him while he sits around, frantically moving his mouse in an attempt to target you.  Or rockets, if you have engineers, or even other vehicles.  Keep in mind, if your squad isn't close-by, you can buy the time they need to get into position and take out that tank swiftly.  APC's are a bit tougher, since that grenade lobber is literal hell to deal with if he gets a shot off; deal with him first, he can arc those nades and kill your squad pretty damn quick.  Walkers are next-highest priority, followed by tanks (in terms of firing rate and lethality)  A slight variant, if you're in the right position: use EMP on LRV's and then spray the windshield with the amount of time you have; odds are you can take him out.

Next up, the Ion Shield.  Nothing much to say, except it does NOT stop tank shells.  My advice: if there's nothing between you and that tank but a pitiful little shield, kiss your ass goodbye.

Sentry guns: again, other than a distraction shooting 7.62mm bullets, not too good against tanks. 

Pulse Sensor: this one actually detects tanks, or at least the drivers inside them: pulse it whenever you can, so your engineers can find him if they are...you know, blind or something.

Bottom line: EMP grenades are your best friend against Vehicles; you alone can't kill them, but your buddies can, in most cases.  Your job is to make sure they get that window of opportunity they need to seal that drivers' fate.  Oh, and if you feel like it, turn their hot-rod LRV into a Swiss cheese junk-heap.


Now we're getting to the good stuff: Recon class.  You have a choice of sniper rifles, a carbine, and a wide array of cool gadgets to kill tanks.  Keep in mind though, that you're not godlike if you die twenty times in a row because your sniper rifles doesn't dent their armor; the pigeon poo on their hull probably does more damage.

Against LRV's, Snipers are okay against.  If the driver is solo and hops into the gunner position to hold and capture the flag, reward him for his stupidity to stand still and pop him in the face with a single well-placed shot; remember, the gunner will be on the right side of the vehicle, so you may want to position yourself to the right side if possible.

Next up, the carbine...yeah, those tiny bullets do even less to tanks as they laugh at you and then crush you; don't even try it against LRV's, it won't work unless you kill them inside the vehicle; by now you think "oh God Recon sucks" but fear not: they can be vehicle killers.

I'll start off with the APM mine, which is decent at killing LRV's; these won't dent armor, but are good at stopping the occasional vigilante racing around at break-neck speeds trying to ram you.  Smile when he realizes you left a little present in front of his path; you can kill the gunner in the same way, but I'm not so sure about the third guy sitting in the back seat.

Next: we have RDX Demopaks.  I remember my fun in Battlefield 2 where I'd plant two of those C-4 packs on a tank and laugh as he tried to bail out, dying in the massive fireball that was his vehicle.  Much remains unchanged, the laughter ever-louder, but *gasp* what's this, a walker can take two packs and live?  Blashphemy!

Yeah, it seems C4 got a bit weaker since BF2, but still a hell of a splash radius.  If the tanks' back is towards you, or walker, or APC (gotta be careful with the last two), put two on the tank to kill him: recommended distance to survive is about 10 meters, or less if you've got health to spare, just watch out for teammates.  Walkers seem to take more regardless of where you stick them, so put on three or four just to make sure that evil bastard dies in one go.  APC's seem to take three (someone correct me if you find it takes less) packs, and generally speaking, RDX will kill these guys if you're fast.  Ideal locations to C4 them are narrow streets where their field of fire is limited to forward and backwards, especially parts of Fall of Berlin, or Belgrade; Camp Gibraltar doesn't have a lot of armor, so this strategy is reduced.  Watch for lateral movement if possible, because you can get crushed pretty easily at point blank.  If your wonderful armored enemy has friends nearby, they will undoubtedly try to kill you, so be swift, and before they can warn them.  One warning though: Nekomata tanks with good drivers will use their maneuverability to crush you if you get close, since they can move in any direction and you'll get almost no warning, unlike the EU tank.  More so when they switch to external views.

This is where teamwork comes into play, so pay attention: if your support guy has him EMP'ed (grenades or in the engineers' case, mines), or the Assault class is busy taking tank rounds, rush forth and finish the job; the last thing they want to see is their life sacrificed in vain.  Let your buddies know you want to RDX them (over VOIP if possible) and plan ahead.  keep yourself out of sight until the last second, then rush in and give that tank or walker a nice RDX sandwich with a side of charred metal.

Okay, so that APC killed you with the nade launcher the last time you tried to stick him: he saw you, he shot you, you died.  Try it again...but remain unseen, with the wonderful TI-33 Active Camouflage system!  This goes hand-in-hand with RDX, if you use it wisely; at around 30 meters or so, with high-fog maps (such as Gibraltar or Belgrade) it'll be tough to spot you; any closer, and if they have decent eyesight they'll see you coming.  If your Assault buddy has smoke down (this I hypothesize), the smoke will further distort you.  Rush up preferably from the rear or the flank, and switch to RDX at the LAST SECOND; always, always do this, because when someone sees you walking around with a huge wad of explosives, they'll know what you're doing and try to stop you.  If your active camo isn't available, stay in blind spots when possible, keep the carbine close; if it's an APC and the infantry bail out to stop you, you can still finish the job if you take them out quick.  If you prefer a quiet kill, re-engage the active camo once you finish the job, and then go hide: if it's an APC and it's titan mode, laugh maniacally when you detonate the RDX just as they get to the Titan.  Best case, you get six kills, and (if more lucky) you'll get a titan defend bonus for all six of them.  w00t.

EDIT: I've completely left out another subtle yet effective tactic, placing the RDX packs around silos and/or flags.  Stupid drivers will rush in and try to cap the moment they see the area is clear (and there's a lot of dumb people, trust me on this).  Detonate when they get close enough; if you're lucky, any infantry buddies they have nearby will be cooked as well.  Placing these around strategic choke-points is another good option (especially Berlin, Gibraltar, Cerebre Landing, and Belgrade to an extent) where armor is forced into one direction.  The best place to stick these is walls, or in shadowed areas; everyone can see them if they're just lying on the ground.  Think of what the enemy can see, and place them where they can't see them until it's too late, and you push that little detonator and send him packing back to the respawn point.  Ambushes are good, because if they have no clue where you are, you may be able to pull this tactic off again on the next guy that rumbles through.  Note: If that driver happens to be an engineer, and he bails out to try to defuse the RDX, blow him away; you might even get a chance to steal his vehicle and *grins* start raping their team in turn...but no uncap raping, that's all I ask.

One last strategy that I recently discovered is the ability to use the Zeller Advanced Sniper Rifle to blow apart all sorts of mines...including RDX packs.  I tested a new theory of mine on an empty server, using my own RDX packs, backing off, and using the Zeller to target and blow them up.  Low and behold, you can kill vehicles this way, after I put some packs on a walker, no detonator needed.  You might ask, why would I even bother with this, if I have a detonator in hand?  The answer is simple: if you RDX stick a walker, but are unable to finish the job and die, your RDX will remain for a little while; therefore, when you respawn, hunt down that vehicle, zoom in on those explosives and blow the guy to hell like you intended to the first time; if you've got three or four packs close together, the resulting explosion chain will seal his fate.  This will probably take exceptional skill, especially a moving vehicle, and your odds of succeeding are, in this case, slim to nill.  But, if you hit, you will be showered in glory by the rest of your team (I have no idea on scoring if it's someone else's RDX packs).  Or, if your Recon buddy gets killed, make sure he gets the last laugh by blowing the RDX packs for him with a well-placed shot.  One shot, one kill, indeed.

On titan mode, if you're a truly evil bastard, there's another strategy you can use when confronting APC's and Transports attacking the titans, which is to plant RDX packs on them when they're empty.  The minute they spawn, thinking it's all-too-safe (the jet sound is a good indicator), prove them wrong with a blaze of glory, followed by their obscene cursing.  This denies them fifteen seconds of respawn, and removes their mobile spawn point, two birds with one stone.  This is about as bad as putting APM mines/RDX packs on the upper levels of the titan and blowing them up the minute they come through the top hatches...and yet, it feels so good.  Explosives are your friend.

The stabilizer...well, yeah, useless against tanks, unless you plan on sniping un-detonated RDX packs; good luck with that.  So that sums up the Recon class.  Bottom line: you're a rush unit, ideal for close quarters tank-killing, so keep to those areas if possible.  Grab the ground turrets if you find yourself at long range, you'll bite the dust before you can get close enough to RDX a tank.  You have to work more with your team than anyone to guarantee a kill on an enemy armor unit.  Now onto the final class...the Tank Killer/Healer himself...the engineer.


You were born from the womb holding a rocket launcher, there's no doubt about it; the Engineer is every Tank's worst nightmare, more-so when the engineer has some of his friends pestering you in your twenty tons of metal and death.  The engineer on large maps is indispensable when it comes to tank killing, he is the key to it all.  So we start with the side-arm, the SMG.

The SMG is your only defense against infantry from short to medium-range; if you're alone, you'd better kill the enemy fast.  This is your sidearm, your job is to kill enemy tanks and heal your friendlies; you wouldn't want to disappoint them.  Point-blank, these can kill infantry in a LRV, but don't ge