ATGM Employment: Fire From Behind Cover
Launch anti-tank missiles from masked positions and stay hidden after impact — guidance limits and range rules that decide the shot.
Anti-tank guided missiles are the reason helicopters matter on the battlefield. A helicopter with ATGMs can kill armor from beyond the range where that armor can shoot back, from behind terrain, and then leave before anyone knows where the shot came from. Employed badly — hovering in the open while guiding a missile — the same weapon makes you the most visible target on the map.
How the weapon actually works
Missiles differ between vehicles: guidance type, flight speed, penetration, and effective range all vary and change over time. Confirm your helicopter’s missile performance before planning engagements, because guidance type changes the whole approach: a beam-rider demands line of sight for the entire flight, a fire-and-forget does not. What does not change is the workflow:
- The missile needs line of sight to the target for at least part of its flight, depending on guidance type.
- Missiles take time to reach the target — flight time matters against moving targets.
- Missiles have a minimum arming distance; point-blank launches fail.
The masked firing cycle
| Phase | Action | Error that kills |
|---|---|---|
| Mask | Sit behind terrain, rotor below the ridgeline or treeline | Hovering where the target can see you |
| Pop up | Rise just enough to see and acquire the target | Rising fully exposed “to be sure” |
| Launch | Fire, then descend back behind cover | Staying up to watch the impact |
| Guide | Keep the target illuminated if your guidance requires it | Letting the crosshair drift off the target |
| Relocate | Move to a new masked position after impact | Firing the next shot from the same spot |
The cycle is the same geometry helicopters use against everything: terrain between you and the threat, exposure measured in seconds, and a new position after every launch. The AA survival patterns apply here too — most helicopters die to ground fire while launching, not after.
Target selection
Missiles are expensive in the sense that every launch exposes you. Prioritize:
- Vehicles actively killing friendlies — the ones shooting at your ground forces.
- Vehicles that will kill you if ignored — other helicopters and air defense.
- Whatever the mission actually needs destroyed, in order of value.
Do not spend missiles on targets your cannon or rockets can handle; save the exposure for what requires it.
After the shot
The launch gives your position away. Anyone who saw the missile now knows roughly where you are, and anything with return fire will look. Move after every engagement — a few hundred meters to a new masked position is enough to break the correlation. A helicopter that fires twice from the same hiding spot teaches the enemy where to aim. The vehicles most likely to punish a badly chosen firing position are air defense and other helicopters; the AA role guide explains how they hunt.
Sources & References
This guide is verified against the game's own data and official communications. For patch notes, current balance, and authoritative specifics, consult the references below. Where a precise number cannot be verified, we explain the mechanic rather than invent a figure.
- War Thunder on Steam — patch notes, current season, and authoritative game data.