Table of contents
1. Introduction & Foreword
2. Glossary of terms and abbreviations
2a. Launcher Types
2b. Ordinance Types
3. Usage tips
4. Launchers
4a. AT
4b. AA
5. Vehicle passive defence systems
6. Change Log
1. Introduction & Foreword
This guide is going to cover the Man Portable Launchers for Anti-Tank (AT) and Anti-Air (AA) that are available to infantry squads.
It will cover the different types of launchers, Ordinance used by them, some usage tips as well as going over the sight apertures and some controls to assist with them. Please note: All controls will be assumed to be default so if you have rebound these - they may differ.
A big thanks to @Nick Aryson for writing the original guide and to @Monocled Badger for the formatting.
2. Glossary of terms and abbreviations
2a. Launcher types
LAT: Light Anti-Tank. Single shot, dumb-fire launchers. Cannot be reloaded, are light and quick to use, but lack in firepower and versatility. Ideal to take down lightly armoured vehicles or for anti-infantry uses.
MAT: Medium Anti-Tank. Reloadable, dumb-fire launchers. They pack a good punch and the rounds have better range, but are much heavier. Their variety of available rounds make them very versatile as well. Ideal as all-rounders.
HAT: Heavy Anti-Tank. Reloadable launchers with advanced guidance systems. This ranges from lock-on fire-and-forget systems to wire-guided or laser-guided launchers.
2b. Ordinance types
ManPAD (Man Portable Air Defense): Term used for Shoulder Mounted Anti-Air systems used by Infantry that pose a threat to Rotary and Fixed Wing aircraft - such as Stingers and Iglas.
HE (High-Explosive): Used against soft/un-armoured targets and materials (Personal, Soft-skinned vehicles etc)
HEAT (High-Explosive Anti-Tank): Uses a shaped charge to focus the explosive force of the shell into a small, compact area which penetrates armoured targets such as Armoured Vehicles and structures. Not effective against Infantry.
HEDP (High-Explosive Dual-Purpose): Variant of HEAT rounds with anti-personnel capabilities.
HEAA (High-Explosive Anti-Armor): Same as HEAT.
HESH (High-Explosive Squash-Head): Uses a soft, sticky cap that squashes and sticks to the surface of your target, then detonates. This damages the armour plating and converts it into shrapnel that damages whatever is inside of it.
AA (Anti-Air): Kills things that fly.
AT (Anti-Tank): Kills big bulky things that don’t fly.
AP (Anti-Personeel): Same as HE.
FRAG (Fragmentation): Explosive with large amounts of shrapnel to inflict large amounts of injuries against soft targets.
Tandem: Projectile with 2 warheads used to defeat passive protection systems. The first projectile is typically a weak one which pierces the reactive armour of the target without detonating it, leaving a channel through the reactive armour so that the second projectile may pass unimpeded, penetrating the armour.
Thermobaric: Very high temperature explosion that burns the oxygen in an area. Also known as bunker-buster.
Airburst: High-explosive fragmentation round that explodes in the air above its intended target. Used mainly against soft targets (Infantry) behind cover that would otherwise be protected.
3. Usage tips
- Keep clear of walls, and be careful of uneven terrain. If you fire too close to a wall or the ground, you may end up injuring or knocking yourself out due to backblast. Note that there are exceptions, as certain rounds are launched from the tube before the rocket itself ignites.
- Keep clear of friendlies. They may not appreciate getting knocked out or injured because you forgot to ask people to clear your backblast.
- Firing a rocket during a night mission is like lighting a flare, ensure you are able to move to a new position after firing. In case of doubt, clear it with your lead elements first.
- Wire and laser guided rounds keep going until their fuel is expended. So, if you miss, crash your missile. Certain launchers point downwards on your back, and if the missile is able to, it will boomerang back to you.
- If you are an MAT or HAT operator, remember who has your additional rounds, and make sure they’re always nearby. It also helps if they assist you in spotting and ranging targets, as well as ensuring your backblast is clear.
- Stick to the rounds that the mod of your launcher provides. Each mod models munitions differently, including their trajectory and range, and so the rangings of optics and sights will not be accurate anymore.
4. Launchers
To quick jump to a particular launcher or section, Ctrl + F ("Find") in the browser for the section number e.g. If you were wanting to quick jump to the RPG-26 section - Search "a i 5". or the launcher name itself. For the Igla in the AA section the search would be "b 1".
a. AT
i. LAT
1. M72A7
2. M136, ILAW
3. RBR-M80
4. RPG-26, RShG-2
5. RPG-75
6. Panzerfaust
7. Panzerfaust 3, Bunkerfaust
8. RGW 90
ii. MAT
1. M3 MAAWS
2. Leuchtbüchse 84 mm
3. Mk153 Mod 0 SMAW
4. MAAWS Mk4 Mod 0
5. MAAWS Mk4 Mod 1
6. RPG-7
7. RPG-7V2
8. RPG-32
iii. HAT
1. NLAW
2. FGM-148 Javelin, BAF Javelin System, Titan MPRL Compact
3. Metis-M
b. AA
1. FIM-92F, Fliegerfaust 2 Stinger
2. 9K38 Igla
3. Titan MRPL
a i 1. M72A7 (RHS)
The M72A7 is an older US made light launcher from the 1960s. It must be readied by pressing the reload weapon key (“R”) before it can be fired. Its sights can be adjusted to fire at ranges between 50 and 350 metres in steps of 50 with the range up and range down keys (“Page Up” and “Page Down” respectively or by holding down “Ctrl” and scrolling your mouse wheel up and down).
In order to fire it correctly, aim the top end of the middle prong at your target, adjust to the desired range, and fire.
a i 2. M136 (RHS), ILAW (3CB)
The AT-4 is a more modern Swedish light launcher from the late 1980s. Its sights can be adjusted to fire at ranges between 50 and 400 metres in steps of 50 with the range up and range down keys (“Page Up” and “Page Down” respectively or by holding down “Ctrl” and scrolling your mouse wheel up and down).
In the case of the RHS ones, they must be readied by pressing the reload weapon key (“R” by default) before it can be fired. Furthermore, the sights have a shield that can be removed by pressing the Forward slash ("/") key on your keypad (See fig 2.).
In order to fire it correctly, aim the top end of the middle prong at your target, adjust to the desired range, and fire.
Fig 1. Sight shield down (Default state)
Fig 2. Sight shield up (After keypress)
a i 3. RBR-M80 (RHS)
The M80 Zolja is a Yugoslav light launcher from the 1980s, still in use by the Serbian Armed Forces. Must be readied by pressing the reload weapon key (“R” ) before it can be fired. Its sights can be adjusted to fire at ranges between 150 and 400 metres in steps of 50 with the range up and range down keys (“Page Up” and “Page Down” respectively, or by holding down “Ctrl” and scrolling your mouse wheel up and down).
In order to fire it correctly, adjust to the desired range, aim at your target with the given range’s cross, and fire.
a i 4. RPG-26 (RHS), RShG-2 (RHS)
The RPG-26 is a Soviet made light launcher from 1985, still used today by the Russian Armed Forces. By default, it can be fired at a range of 100 metres if you aim using the top notch of the shield. By pressing “Ctrl” and the “Right Mouse Button”, you can switch to the main aiming sights, which consist of a narrow hole. Through it, you can see a red pointy bit with a “^” shape ranged for 50 metres. By using the range up and range down keys (“Page Up” and “Page Down” respectively, or by holding down “Ctrl” and scrolling your mouse wheel up and down), you can switch to similar rangings for 150 and 250 metres.
The RshG-2 is the same launcher, except it fires a thermobaric round instead of a HEAT round, and it can be adjusted for ranges from 50 to 250 metres in 50 metre increments. Otherwise, the operation is identical.
In order to fire it correctly, adjust to the desired range, aim at your target with the given range’s “^” or the top notch, and fire.
Fig 1. - Aiming via the top notch
Fig 2. - Aiming via the main aiming sight
ATTENTION: DO NOT RANGE AND FIRE THIS LAUNCHER WITHOUT USING THE SHIELD. IF YOU CAN SEE THE FULL SIGHTS, JUST LIKE IN FIGURE 3 JUST BELOW THIS TEXT, YOU WILL MISS.
Fig 3. Incorrect aiming - being able to see the full sights.
a i 5. RPG-75 (RHS)
The RPG-75 is a Czechoslovakian light launcher from the 1970s. Must be readied by pressing the reload weapon key (“R”) before it can be fired. Its sights are non-adjustable, and require aligning your target to the centre of the sights, and then to the horizontal line that corresponds to the desired range (in hundreds of metres). The white notches correspond to the 200 metre range. It also sports a simple optical rangefinder for at the bottom, which requires you to align the bottom notches to the lower chassis of the target and the upper notches to the turret. Approximate distance to the target is indicated below the notches in hundreds of metres.
In order to fire it correctly, centre the sights on your target, align the line of the desired range to it, and fire.
a i 6. Panzerfaust 60 (RHS)
The Panzerfaust 60 is a World War II German light launcher with limited effectiveness against modern vehicles. Its sights can be adjusted to fire at 30, 60 and 80 metres with the range up and range down keys (“Page Up” and “Page Down” respectively, or by holding down “Ctrl” and scrolling your mouse wheel up and down).
In order to fire it correctly, adjust to the desired range, aim at your target with the pointy bit at the bottom of the notch, and fire.
a i 7. Panzerfaust 3, Bunkerfaust (BWMod)
The Panzerfaust 3 is a late cold war, German developed launcher that entered service with the Bundeswehr in 1992. It features a 110mm tandem HEAT round, capable of defeating ERA and providing 900mm of penetration on armour. Its optics range from 100 to 400 metres in increments of 100, and include a circle that acts as a 50 metre boresight. The Bunkerfaust is the same launcher, but using an anti-personnel round instead. You can mount the NSA 80 night vision attachment on both.
In order to fire it correctly, centre the sights on your target, align the cross/circle of the desired range to it, and fire.
a i 8. RGW 90 (BWMod)
The RGW 90 is the German designation for the MATADOR system, develop by Isreal and Singapore, and in service since 2000. It features a 90mm tandem HESH round. Its optics range from 100 to 400 metres in increments of 100, and include a circle that acts as a 50 metre boresight. It's similar to previous one, but in a smaller scale.
In order to fire it correctly, centre the sights on your target, align the cross/circle of the desired range to it, and fire.
a ii 1. M3 MAAWS (RHS)
The M3 MAAWS is the US Army designation for the 2011 version of the Carl Gustaf recoilless rifle. It can use HE, HEDP and HEAT rounds, and features a sight adjustable for ranges between 100 and 900 metres, in 100 metre increments. You can also mount an additional 1.6x magnification scope which still allows for the aforementioned range adjustments (Figure 2). The sight can be adjusted by using the range up and range down keys (“Page Up” and “Page Down” respectively, or by holding down “Ctrl” and scrolling your mouse wheel up and down).
In order to fire it correctly, adjust to the desired range, aim at your target with the centre prong of the sight or optics, and fire.
Fig 1. Default sights
Fig 2. Mounted 1.6x optic sight
a ii 2. Leuchtbüchse 84 mm (BWMod)
The Leuchtbüchse 84 mm is the Bundeswehr designation for the 2011 version of the Carl Gustaf recoilless rifle. It can use HE, HEDP, HEAT-T, Smoke and Illumination rounds, and features a sight adjustable for ranges between 100 and 600 metres, in 100 metre increments. You can also mount an additional 3x magnification scope which still allows for the aforementioned range adjustments (Figure 2). The sight can be adjusted by using the range up and range down keys (“Page Up” and “Page Down” respectively, or by holding down “Ctrl” and scrolling your mouse wheel up and down).
In order to fire it correctly, adjust to the desired range, aim at your target with the centre prong of the sight or optics, and fire.
Fig 1. Default sights
Fig 2. Mounted 3x optic sight
a ii 3. Mk153 Mod 0 SMAW (RHS)
The Mk153 Shoulder-Launched Multipurpose Assault Weapon is a US made launcher from 1984. It can use HEAA and HEDP rounds, and features a sight ranged for 300 metres, as well as an additional scope of 3.6x magnification that allows range adjustment between 50 and 500 metres, in 50 metre increments. The sight can be adjusted by using the range up and range down keys (“Page Up” and “Page Down” respectively, or by holding down “Ctrl” and scrolling your mouse wheel up and down).
This launcher also features an integrated spotting rifle that fires 9x51mm tracer rounds, which allow the operator to track round trajectory. In order to use the spotting rifle, switch to it with the Next weapon key (“F”), and press the Reload key (“R”) to load a cartridge. You can switch back out of the spotting rifle by pressing the Next weapon key (“F”) again. Be aware that you must carry Mk217 Mod 0 Spotting rifle cartridges in order to use the spotting rifle.
In order to correctly fire the launcher, adjust to the desired range, aim at the target, and fire.
Fig 1. Default sights
Fig 2. Mounted 3.6x Optic
a ii 4. MAAWS Mk4 Mod 0 (Arma 3 Tanks DLC)
The MAAWS Mk4 Mod 0 is the US (in the Arma fiction) designation for the 2014 version of the Carl Gustaf recoilless rifle. The integrated optics allow to adjust for targets between 100 and 1000 metres in 100 metre increments, and feature an optical rangefinder for 2.5 metre high targets on the right side.
In order to correctly fire the launcher, align the target to its given range, aim at it with the corresponding central cross “+”, and fire.
a ii 5. MAAWS Mk4 Mod 1 (Arma 3 Tanks DLC)
A variant of the MAAWS Mk4 Mod 0, but with a laser rangefinder. You still have to manually adjust to the target’s range.
In order to correctly fire the launcher, aim the red dot at your target, press the Lase range key (“T” or "Tab"), adjust to the target’s range, and fire.
a ii 6. RPG-7 (Arma 3 APEX)
The RPG-7 is a 1961, soviet made launcher that fires PG-7VM HEAT rounds. Its ironsight can be adjusted to fire between ranges of 200 and 500 metres, in 100 metre increments, by using the range up and range down keys (“Page Up” and “Page Down” respectively, or by holding down “Ctrl” and scrolling your mouse wheel up and down).
In order to fire it correctly, adjust to the desired range, aim at your target with the centre prong of the sight, and fire.
a ii 7 .RPG-7V2 (RHS)
Modernised version of the RPG-7, currently in service in the Russian Federation army. Capable of firing multiple types of rounds, both anti-tank (PG-7V, PG-7VM, PG-7VS, PG-7VL, PG-7VR) and anti-personnel (OG-7V, Type 69 Airburst, TBG-7V). The iron sights are ranged for the PG-7VL HEAT round and can be adjusted to hit targets at 100, 200 and 300 metres. It fits a series of optics which allow the user to adjust for the different types of rounds at the same time. The more modern of these is the PGO-7V3, which also has a night vision integrated version, the 1PN93-2. Both of these feature an optical rangefinder for 2.5 metre high targets.
In order to fire it correctly with the iron sights, adjust to the desired range, aim at your target with the centre prong, and fire (Figure 1).
In order to fire it correctly with the scopes, align the horizontal line corresponding to the range you require of the round you are using, then align it to the centre vertical lines, and fire. The newer PG-7VS and PG-7VM rounds use the PG-7V scale (Figure 2).
Fig 1. Default Iron sights
Fig 2. PGO-7V3 optics guide by GeorgRavioli
a ii 8. RPG-32 (Arma 3)
The RPG-32 is a 2012 Russian-Jordan launcher with an integrated optic which allows to adjust for targets between 50 and 500 metres. It uses HEAT and HE rockets.
In order to correctly fire the launcher, align the target to its given range, aim at it with the corresponding central cross “+”, and fire.
a iii 1. NLAW (ACE)
The NLAW is a joint British-Swedish project from 2009. In Arma, it’s a light launcher with no vertical drop and horizontal speed adjustment. To use the speed adjustment, aim to a moving target and press and hold the [ACE] NLAW Track Target (Hold) key ("Tab"). The launcher will automatically compensate for the target’s horizontal speed at that given time, meaning that if the target drastically changes its speed, the round will most likely miss. This launcher also features a top-down attack mode which can be cycled with the Next weapon key (“F”).
In order to fire it correctly, aim the centre red dot at your target and fire.
a iii 2. Metis-M (Arma 3 Tanks DLC)
The 9K115-2 Metis-M is a Russian made wire guided heavy anti-tank launcher from 1992, which can use HEAT and HE rounds. It features white hot and black hot thermal modes in an orange tint.
In order to fire it correctly, aim the red dot at your target, and fire. If the target moves, you will need to track it.
a iii 3. FGM-148 Javelin (RHS), BAF Javelin System (3CB), Titan MPRL Compact (Arma 3)
The FGM-148 Javelin is a US made 1996 lock-on, fire-and-forget heavy missile launcher. The Titan MRPL Compact is a similar Arma fictional launcher. These launchers feature two fire modes, Direct and Top Down, which can be cycled using the Next Weapon key (“F”). Furthermore, they require a target lock to fire, and in order to lock onto a target, it must have an active thermal signature. However, when using the Titan MRPL Compact with AP rounds, it will use a laser guidance system instead of the lock-on system explained below, only requiring to use the launcher optics for it to work.
While the FGM-148 Javelin and Titan MPRL Compact and their munitions can be found directly in the Arsenal, the BAF Javelin System works similarly to its real counterpart:
In order to use the BAF Javelin System, take a “Javelin Tube” as your launcher and a "Javelin CLU" as your binoculars. You must assemble it before it can be used by pressing the Assemble Javelin key (“Ctrl+B”). It can be disassembled and reassembled at any point using the same key. Once it is fired, to reload it you will need to disassemble the launcher, which will drop the used tube. Then somebody must give you a new tube, which will allow you to reassemble the launcher again.
In order to correctly fire the launcher, switch to any thermal sight mode (Figure 1) with the Nightvision key (“N”), look at the target, and hold down “Tab”. The optics will narrow down to a small box and you will hear beeping (Figure 2). This means that you have found a target and the launcher is attempting to lock on. If you don’t hear any beeping, it means no target can be found. Track the target until you see a fixed cross over the target, the beeping changes to a deeper tone, and you see the SEEK indicator light up (Figure 3). Fire.
Fig 1. Thermal scope on the BAF Javelin system
Fig 2. Target has been found, launcher is attempting to lock on
Fig 3. Target has been locked, ready to fire (Note the lit green SEEK in the top right)
b 1. FIM-92F (RHS), Fliegerfaust 2 Stinger (BWMod)
The FIM-92F Stinger a US made guided surface-to-air missile launcher that entered service in 1981. The Fliegerfaust 2 is the German licensed version, which has a different model but otherwise works the same.
In order to fire it, aim at an aerial target no closer than 200 metres away and no more than 4.6 kilometres away, wait for the diamond lock to close, and fire.
b 2. 9K38 Igla (RHS)
The 9K38 Igla is a Russian made guided surface-to-air missile launcher from 1981.
in order to fire it, aim at an aerial target no closer than 200 metres away and no more than 4.6 kilometres away, wait for the diamond lock to close, and fire.
b 3. Titan MRPL (Arma 3)
Fictional Arma 3 launcher. Has the same interface as the Titan MRPL Compact, but doesn’t work like it.
In order to fire it, aim at an aerial target, press the Lock target key (“T”), wait for the diamond to close, and fire.
5. Passive defence systems
Explosive Reactive Armour
(E)xplosive (R)eactive (A)rmour (ERA) is a form of protection designed to counter attacks from anti-tank ordinance by using its own explosive force to remove any penetrating kinetic force from the incoming round. It is especially designed to counter HEAT rounds and shells, meaning it’s a real nightmare for infantry as there aren't many carryable solutions that offer a solution against it.
https://en.wikipedia.org/wiki/Reactive_armour
Fig 1. A T-72B (1985) equiped with Kontakt-1 ERA (The little green bricks)
Cage (Slat) Armour
Cage or Slat armour is a type of passive defence system alternative to ERA. Like the name implies it is simply a cage added around an existing vehicle to protect it against HEAT rounds and shells. It is cheaper to make than ERA and covers more parts of the vehicle but is much heavier, less effective and makes the vehicle a bigger target.
https://en.wikipedia.org/wiki/Slat_armor
Fig 1. A Badger IFV equipped with Cage Armour
Dealing with Passive Defence Systems
Your best bet is to use tandem rounds if they're available, since they can punch through both ERA and Slat armour and still damage your target. Failing that, use your mobility to flank and engage the target on unprotected soft spots, and have some people distract and draw fire from the target.
For ERA equipped targets, aim at soft spots such as the engine block in the back of the vehicle or the back of the turret, in order to, respectively, immobilise the vehicle or disable the turret's rotation.
For Slat armour equipped targets, which are usually IFVs and Tank Destroyers that are generally a lot less armoured, front included, any unprotected area is a good option. Especially the turret, since a well placed hit will easily disable it or render the vehicles optics inoperable.
Finally, if flanking is not an option and you have plenty of AT rounds, you always have the option of hammering the target repeatedly in the same spot. Both ERA and Slat armour have the drawback of being a non-reusable one-time failsafe. Once you hit a spot, it will be left unprotected and vulnerable to additional shots.
6. Change Log
v2 .0 - 18/05/2021 - Updated RPG-7V2 sight guide. Added BWMod launchers. Added new glossary. Corrected multiple typos.
v1.5 - 23/11/2020 - Added new RHS rounds for the RPG-7V2. Removed SFP launchers.
v1.4 - 08/10/2020 - Corrected certain wrong keybinds and actions; corrected maximum AA launcher range. Thanks to @cineafx.
v1.3 - 17/09/2020 - Amended usage difference with AP rounds in the Titan MRPL Compact. Thanks to @Karzak and @johnb43.
v1.2 - 04/09/2020 - Added warning on mixing and matching rounds and launchers, and advice to deal with ERA and SLAT.
v1.1 - 01/09/2020 - Minor correct provided by @info on ManPADS.
v1.0 - 27/08/2020 - Posted initial guide with content provided by Colt & Nick and applying the Badger^TM Formatting.
Edited by colt92