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Squid's Light Anti-Tank Guide

The light anti-tank, or LAT, is one of my personal favorite classes, along with the machinegunner class.

Variations of LAT kits

There is a substantial difference between factions when it comes to the light anti-tank kits. Eastern factions will generally have a LAW, AT4 or similar single-use disposable rocket, as well as a grenade or two. Eastern factions have available to them the RPG7, which is a multi-use rocket launcher. This rocket launcher is my favorite weapon in all of Squad.

RPG-7 Variants

The RPG-7 appears in two variants in Squad. On the Russian and Middle Eastern Alliance factions, you will have the RPG-7v2, which comes with a magnified optic with a special view port.

RPG-7v2 Optic


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This reticle has lines for distance, lines for movement in one or the other direction.

It is important to note that there are two sets of horizontal lines for distance. One at the top, for HEAT and fragmentation rockets, and one at the bottom, for tandem rockets (used by Heavy Anti-Tank class)

At the top, the big plus sign, little plus sign, 2, 3, 4, and 5 are used for 50 meters, 100 meters, 200 meters, 300 meters, 400 meters, and 500 meters for HEAT and fragmentation rockets.

At the bottom, for Tandem rounds three horizontal lines mark 100 meters, 150 meters, and 200 meters. These are marked "1", "1,5", and "2", respectively.

There is also a stadia sight, which can be used to find approximate distance on targets. Note that the "2,7" under the stadia sight indicates that the sight measures an object 2.7 meters high, about the height of an American tank.

As a general rule when using this optic and trying to hit targets at a distance, the big plus crosshair is used when the target is right up on you -- almost at point blank range. The smaller plus sign is used for most shots, and will hit something 100 meters away which is a common distance. The double line marking 300 meters is a "sweet spot" for fragging enemies in distant treelines. It's common to have 300 meters be the correct range for enemies across the field in a treeline.

The best way to get used to this sight is to use Jensens range and practice shooting rockets into windows and distant buildings. Try not to rely on the range with the distance markings, as you will need to get the muscle memory down, and judging range on the fly will be the key to succeeding with this launcher.

Effectiveness of the RPG-7

Generally speaking, in Squad, the RPG-7 is not a very powerful anti-armor weapon. For the most part, any armored vehicle will tank a HEAT round from the RPG-7. Thankfully, insurgent factions get two HEAT rounds and three fragmentation rounds, which mean they can get more than one shot in.

The real strength of the LAT RPG-7 kit is its capabilities as an anti-infantry and anti-emplacement weapon.

While the HEAT and fragmentation rockets have markings on the scope for up to 500 meters, it is possible to land shots with the RPG-7 at well over 500 meters, even as far as a kilometer away.

With the optic, aiming at the tandem 1,5 market will generally land about 700 meters away. pushing out from there to 800,900, and 1000 meters requires a bit of guestimation, but with practice you can get it working.

Similar things can be done with the iron sights RPG-7. Setting the sights at all the way to 500 meters, and then raising the aim until the target just becomes covered by the sight, is equivalent to aiming at 600 meters. Raising it further will allow you to shoot for 700+ meters, with diminishing accuracy.

I have had success with this method before, once hitting an MG nest with a frag at approximately 1km on Kohat

Dealing with Helicopters / Tanks / Armor

As a LAT, you don't have much for dealing with armor. You will need usually need additional ammunition to kill an enemy vehicle. A rifleman, friendly vehicle, or ammo crate nearby is essential. Thus, the farther removed your squad is from the supply lines, the less useful a LAT on the squad will become.

When you see a helicopter, you generally shouldn't attempt to hit it unless you have a clean shot. Unfortunately, you are not given enough rockets to be able to afford to miss.

The best time to shoot a helicopter is when it is landing or taking off. Wait until such time as the helicopter attempts to land within 300 meters of you and then take the opportunity.

If there is an enemy tank nearby - it is best to stick near ammo sources such as the friendly rifleman or an ammo crate. Find a hiding spot and try to get a shot off on the tank and then hide. Replenish the rockets and repeat. Throw all your smokes to block the view of the tank.

If there is an enemy MRAP nearby, you can usually convince it to leave the area with a well-placed hit. Particularly open top MRAPS are vulnerable to this. In this case, it's better to leave the ammo sources behind and find the best angle to launch your rocket.