Ammunition

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The Ammunition loadout of a vehicle, showing the three major types of ammunition and a subclass of HEAT ammunition, ATGMs.

In Armored Warfare, Ammunition (or Ammo for short) is used by vehicles to damage and destroy enemy vehicles. There are four main types of ammo in Armored Warfare; Armor Piercing (AP), High Explosive Anti-Tank (HEAT), High Explosive (HE), and High Explosive Plastic (HEP). While the ammunition within Armored Warfare can be broadly classified within these groups, there are various subgroups within each that have their own characteristics. Each shell type is designed with its own strengths and weaknesses. Experienced players will learn which ammunition type to use in different situations, and choosing the right ammunition for a specific target can be the difference between victory and defeat.

Armor Piercing (AP)[edit | edit source]

Armor Piercing, mostly known as AP, is the general name for a large group of kinetic energy penetrators, which focus on punching through armor with the amount of energy the shell can impact the target with. The sub-classes of AP include but are not limited to:

  • Armor Piercing (AP)
  • Armor Piercing Ballistic Cap (APBC)
  • Armor Piercing Composite Rigid (APCR)
  • Armor Piercing Incendiary (AP-I)
  • Armor Piercing Discarding Sabot (APDS)
  • Armor Piercing Fin Stabilized Discarding Sabot (APFSDS)
  • High Velocity Armor Piercing (HVAP)
  • High Velocity Armor Piercing Discarding Sabot (HVAPDS)

Nearly every vehicle in Armored Warfare uses some type of AP ammunition, as it is the most basic type of ammunition on the modern battlefield. AP rounds are typically the ammunition type players will load the most of and use the most often, as they are most accurate and fastest shell type, with some of the highest penetration values in the game, especially at the higher tiers. This is countered by AP ammunition getting no bonuses for penetrating armor, and being the least effective ammunition at damaging modules or killing crew members of enemy vehicles. AP rounds can be defeated by armor with high AP resistance, armor that is very thick, or if it strikes the armor at a shallow or steep angle. Another issue with AP rounds is that their penetration values fall off drastically the farther they travel.

Pros[edit | edit source]

  • Highest average penetration of all the ammo types.
  • Fastest ammunition type.
  • Gains a 'Normalization' bonus when attempting to penetrate, allowing it to hit at steeper angles and still penetrate.
  • Few countermeasures against it.

Cons[edit | edit source]

  • Lower damage than HEAT.
  • No area of effect.
  • Penetration falls off at long range.
  • Deals little crew/module damage.
  • Most expensive type of ammunition.

Armor Piercing ammunition is typically denoted by a blue symbol next to the name on the ammunition loadout screen.

High-Explosive Anti-Tank (HEAT)[edit | edit source]

High-Explosive Anti-Tank, or HEAT ammunition, is a class of ammunition that focuses on using the chemical reaction of the shaped charge to push through armor using the Munroe effect to focus the explosion onto a small point. HEAT comes in a variety of sub-classes based around changes to either the delivery or the shape of the warhead, which include:

Pros

  • Anti-Tank Guided Missile (ATGM)
  • Anti-Tank Guided Missile - Tandem HEAT(ATGM)
  • High-Explosive Anti-Tank (HEAT)
  • High-Explosive Anti-Tank Fin Stabilized (HEAT-FS)
  • High-Explosive Anti-Tank Multi-Purpose (HEAT-MP)

HEAT rounds are known for their high damage and high penetration, being one of the most powerful shells available for any vehicle. Compared to AP rounds, HEAT has more penetration against basic steel armor, making them extremely powerful at low tiers. But when composite armor becomes extremely prevalent past tier five, the overall penetration when facing these types of armor falls off significantly. Explosive Reactive Armor and Cage Armor also offer significant protection against HEAT ammunition, and become more prevalent past tier five as well. As HEAT ammunition is slightly slower than AP, it requires more target lead, and due to lower accuracy, is not as precise at range compared to AP rounds.

HEAT shells and missiles also have another factor when it comes to how much damage they do; remaining shell penetration. HEAT ammunition overall has the same damage as AP ammunition, but their damage will progressively increase with the remaining shell penetration after punching through a target. This difference is calculated by deducting the penetrated armor thickness from the shell’s penetration roll.

  • For 80% or more penetration remaining, the shell will receive 30% bonus damage (40% for HEAT-MP and other HEAT shells with fragmentation effect)
  • For only a small amount of penetration remaining, the shell will receive 10% bonus damage
  • Between these two values, the bonus scales linearly

As an example: If a HEAT shell with 800mm penetration value penetrates armor and has 700mm of penetration left (87.5%), it will obtain a 30% damage bonus (40% for HEAT-MP) while the same shell with 20mm left would have 10% bonus.

Anti-Tank Guided Missiles[edit | edit source]

HEAT ammunition as a whole has a major subclass, in the shape of Anti-Tank Guided Missiles, or ATGMs. ATGMs have very slow velocity, but have the ability to be guided by a player to their target, making them extremely accurate. ATGMs retain the very high damage of standard HEAT ammunition, and also have the highest base penetration of any ammo type in the game. This is counteracted by ATGMs retaining the same drawbacks as HEAT ammunition, while also being targeted by Active Protection Systems, which can destroy or divert an ATGM.

Pros[edit | edit source]

  • Highest potential damage capability of any shell type.
  • Does not lose penetration with distance.
  • Highest average penetration in the game.
  • More module and crew damage than AP rounds.

Cons[edit | edit source]

  • Lower shell velocity compared to AP rounds.
  • Multiple countermeasures against HEAT ammunition.
  • Less accurate than AP shells.
  • Less effective penetration at higher tiers due to composite armor.

High-Explosive Anti-Tank ammunition is typically denoted by a red symbol next to the name on the ammunition loadout screen.

High-Explosive (HE)[edit | edit source]

High Explosive shells, mostly known as HE, is the general name for a large group of explosive filled shells, which focus on doing large amounts to damage to weakly armored vehicles at the cost of very low penetration. Some of the sub-classes of HE include:

  • High-Explosive (HE)
  • High-Explosive - Fragmentation (HE-F)
  • High-Explosive - Incendiary (HE-I)

High-Explosive rounds are designed to cause maximum damage to lightly armored vehicles through penetrating and exploding within the cabin of the vehicle, destroying the modules and injuring or killing the crew. Known for having very high module and crew damage, the ability to deal damage to a vehicle without actually penetrating armor, and having a blast radius, HE shells are very specialized equipment. These abilities come with a significant disadvantage though, with HE shells being the slowest, least penetrating, and most inaccurate shell type in the game. This makes them very situational, used mostly for resetting a cap circle or damaging modules on heavily armored vehicles.

Pros[edit | edit source]

  • High damage if penetration occurs.
  • Splash damage, so can do damage without hitting the target/damage many modules and crew with one hit.
  • Can do damage without penetration, though at severely reduced amount.
  • Easily destroys Explosive Reactive Armor for little cost.

Cons[edit | edit source]

  • Low velocity, very slow travel time.
  • Very low penetration, will often never deal the full listed damage.
  • Lacks the sheer damage output of the other ammo types.

High-Explosive ammunition is typically denoted by a yellow symbol next to the name on the ammunition loadout screen.


High-Explosive Plastic (HEP)[edit | edit source]

High-Explosive Plastic, mostly known as HEP (or Thermos for the ATGM variant), is the general name for a group of explosive filled shells, which focus on doing large amounts to damage to weakly armored vehicles at the cost of low penetration. These shells are different from High Explosive shells in the fact that due to the nature of the explosives within the shell itself they have a larger penetration than HE shells at the cost of less module damage to the vehicle than standard HE ammunition Some of the sub-classes of HE include:

  • Armor Piercing Fragmentation Projectile (PELE)
  • High-Explosive Plastic (HEP)
  • High-Explosive Squash Head (HESH)
  • Thermobaric Anti-Tank Guided Missiles (ATGM-TB)

High-Explosive Plastic rounds are designed to cause maximum damage to lightly armored vehicles through penetrating and exploding within the cabin of the vehicle, destroying the modules and injuring or killing the crew. Known for having very high module and crew damage, the ability to deal damage to a vehicle without actually penetrating armor, HEP shells are very specialized equipment. These abilities come with a significant disadvantage though, with HEP shells being the slow, having low penetration, and poor accuracy. This makes them very situational, used mostly for resetting a cap circle or damaging modules on heavily armored vehicles.

Thermobaric Anti-Tank Guided Missiles[edit | edit source]

HEP ammunition as a whole has a major subclass, in the shape of Thermobaric Anti-Tank Guided Missiles, or Thermos. Thermo ATGMs have very slow velocity, but have the ability to be guided by a player to their target, making them extremely accurate. Retaining the very high damage of standard HEAT ammunition, while keeping the ability to do extreme module damage even without penetrating, Thermos are a very dangerous type of ammunition when used properly. This is counteracted by the missiles retaining the same drawbacks as standard HEP ammunition, while also being targeted by Active Protection Systems, which can destroy or divert an ATGM.

Pros[edit | edit source]

  • High damage if penetration occurs.
  • Can do damage without penetration, though at severely reduced amount.
  • Easily destroys Explosive Reactive Armor for little cost.

Cons[edit | edit source]

  • Low velocity, very slow travel time.
  • Low penetration relative to AP and HEAT.
  • Lacks the sheer damage output of the other ammo types.

High-Explosive Plastic ammunition is typically denoted by a green symbol next to the name on the ammunition loadout screen.

External Links[edit | edit source]