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* Tank destroyers are vehicles designed mainly to take out tanks and other vehicles. Many were originally intent as stopgap measures to deal with more heavily armored tanks, until newer tank designs could be made to counter the former. Armed with powerful anti-tank guns, many designs either lacked turrets and often sacrificed armor, in order to make room for the aforementioned gun. Used mainly during World War II, these vehicles proved successful, but were ultimately phased out in favor of tanks postwar.

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* ''VideoGame/AdvanceWars'' has Mechs, Infantry armed with bazookas. They have one less move than regular Infantry, carry less rations (fuel), and only have three shots before they need to revert to their regular machine guns, but said bazookas do damage on par with a Tank. This makes them a cheap and effective answer for covering, that is keeping one of your better units in range of one to discourage an attack on it, as well as makes them effective for hiding in mountains to guard chokepoints.



* ''VideoGame/NintendoWars'': In some, games Anti-Tank units can be purchased.

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* ''VideoGame/NintendoWars'': In some, games Anti-Tank ''VideoGame/NintendoWars'' has Mechs, Infantry armed with bazookas. They have one less move than regular Infantry, carry less rations (fuel), and only have three shots before they need to revert to their regular machine guns, but said bazookas do damage on par with a Tank. This makes them a cheap and effective answer for covering, that is keeping one of your better units can be purchased. in range of one to discourage an attack on it, as well as makes them effective for hiding in mountains to guard chokepoints.
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I don't think you're really supposed to trope about fiction in the past tense, especially since Civ 5, I understand, is still fairly popular.


** In ''Civilization V'', Modern-era civs can field the prosaically-named Anti-Tank unit, which is fairly weak but has a big bonus against tanks. They tended to be effective against that era's armor, but overshadowed by future eras'. The unit profile noted that man-portable anti-tank weapons weren't all that good against modern armor, and recommended investing in some DeathFromAbove.

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** In ''Civilization V'', Modern-era civs can field the prosaically-named Anti-Tank unit, which is fairly weak but has a big bonus against tanks. They tended tend to be effective against that era's armor, but overshadowed by future eras'. The unit profile noted notes that man-portable anti-tank weapons weren't aren't all that good against modern armor, and recommended recommend investing in some DeathFromAbove.
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# {{EMP}}.

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# {{EMP}}.{{EMP}} devices that either temporarily or permanently disable more advanced vehicles.
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* ''Franchise/{{Halo}} Series'': A fully charged Plasma Pistol shot can disable a vehicle momentarily. The Spartan Laser is also designed to be especially effective against heavy vehicles.

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* ''Franchise/{{Halo}} Series'': A fully charged Plasma Pistol shot can disable a vehicle momentarily. The Spartan Laser is also designed to be especially effective against heavy vehicles. The USMC rocket launcher is also effective against vehicles, especially in games after the first when it gains a guided missile capability.
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# Explosives, mainly missile or rocket launchers, {{Satchel Charge}}s, and {{Sticky Bomb}}s.
# {{Caltrops}} for vehicles with [[PopTheTires tires]].

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# Explosives, mainly missile or rocket launchers, [[LandMineGoesClick land mines and IEDs]], {{Satchel Charge}}s, and {{Sticky Bomb}}s.
# {{Caltrops}} and spike strips for vehicles with [[PopTheTires tires]].
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For the sake of CompetitiveBalance and TacticalRockPaperScissors, many anti-vehicle-specific weapons (at least in video games) make extremely lousy anti-personnel weapons (when they can be used as anti-personnel weapons ''at all''). Lengthy reload time, very little ammo, lots of impact damage but little (if any) splash damage, shots are slow so someone on foot could dodge them with ease, may need to lock on or the vehicle to be tagged in some other way for the weapon to have its maximum effectiveness when fired ...

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For the sake of CompetitiveBalance and TacticalRockPaperScissors, many anti-vehicle-specific weapons (at least in video games) make extremely lousy anti-personnel weapons (when they can be used as anti-personnel weapons ''at all''). Lengthy reload time, very little ammo, lots of impact damage but little (if any) splash damage, shots are slow so someone on foot could dodge them with ease, may need to lock on or the vehicle to be tagged in some other way way, such as using a PuppetGun, for the weapon to have its maximum effectiveness when fired ...
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* ''VideoGame/AdvanceWars'' has Mechs, Infantry armed with bazookas. They have one less move than regular Infantry, carry less rations (fuel), and only have three shots before they need to revert to their regular machine guns, but said bazookas do damage on par with a Tank. This makes them a cheap and effective answer for covering, that is keeping one of your better units in range of one to discourage an attack on it, as well as makes them effective for hiding in mountains to guard chokepoints.

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** Attilan hunting lances can be fitted with melta tips, which produce focused beams of plasma designed to cut through the heavy armor of tanks and mechas.



** Note that unlike some other examples, such weapons ''will'' obliterate a soldier they're fired at. But dedicated anti-infantry weapons can kill several in a single salvo. "Ordnance" weapons like demolisher cannons are usually good against both.

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** Note that unlike some other examples, such weapons ''will'' obliterate a soldier they're fired at. But However, dedicated anti-infantry weapons can kill several in a single salvo. "Ordnance" weapons like demolisher cannons are usually good against both.
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# Explosives, mainly missile or rocket launchers and {{Sticky Bomb}}s.

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# Explosives, mainly missile or rocket launchers launchers, {{Satchel Charge}}s, and {{Sticky Bomb}}s.
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* ''VideoGame/HellLetLoose'': Several weapons are issued to the Anti-Tank, Engineer, and Assault classes to counter enemy vehicles such as Trucks, Jeeps, Recon Vehicles, and especially tanks. These range from handheld rocket launchers like Bazooka, to buildable anti-tank guns capable of destroying even the heaviest of tanks. Alternatively, the SatchelCharge issued to the aforementioned classes can also be planted onto the surface of enemy vehicles, ensuring that they're destroyed once the charge goes off.
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* ''VideoGame/PlantsVsZombies2ItsAboutTime'': In Far Future, the E.M.Peach can paralyse zombie mechas. A godsend considering the robotic zombies and the Gargantuar Prime's eye-beams.

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* ''VideoGame/PlantsVsZombies2ItsAboutTime'': In Far Future, the E.M.Peach can paralyse paralyze zombie mechas.mechas (in addition to the Zombie Bull and Rodeo Legend Zombie in Wild West). A godsend considering the robotic zombies and the Gargantuar Prime's eye-beams.
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* ''VideoGame/PlantsVsZombies2ItsAboutTime'': In Far Future, the E.M.Peach can paralyse zombie mechas. A godsend considering the robotic zombies and the Gargantuar Prime's eye-beams.
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clarified

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This trope also includes examples of apparatuses that create a barrier to civilian vehicles.
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clarified


* Boom barriers are a very effective and inexpensive way to keep certain vehicles in and out, hence their use in toll gates.

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* Boom barriers are a very effective and inexpensive way to keep certain vehicles in and out, hence their use in toll gates.gates and railway crossings.
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added civilian example to ensure that the real life section is kept

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* Boom barriers are a very effective and inexpensive way to keep certain vehicles in and out, hence their use in toll gates.
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For the sake of CompetitiveBalance and TacticalRockPaperScissors, many anti-vehicle-specific weapons (at least on video games) make extremely lousy anti-personnel weapons (when they can be used as anti-personnel weapons ''at all''). Lenghty reload time, very little ammo, lots of impact damage but little (if any) splash damage, shots are slow so someone on foot could dodge them with ease, may need to lock on or the vehicle to be tagged in some other way for the weapon to have its maximum effectiveness when fired ...

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For the sake of CompetitiveBalance and TacticalRockPaperScissors, many anti-vehicle-specific weapons (at least on in video games) make extremely lousy anti-personnel weapons (when they can be used as anti-personnel weapons ''at all''). Lenghty Lengthy reload time, very little ammo, lots of impact damage but little (if any) splash damage, shots are slow so someone on foot could dodge them with ease, may need to lock on or the vehicle to be tagged in some other way for the weapon to have its maximum effectiveness when fired ...
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* ''VideoGame/StarWarsGalacticBattlegrounds'': Mech Destroyer units specialize in destroying other mechs.
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* ''VideoGame/HaloWars'': The Covenant Hunters excel in this role, and their plasma weapons can tear up vehicles in seconds.
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* ''VideoGame/{{Titanfall}}'': Most small arms do little to no damage against [[MiniMecha Titans]], so Pilots carry specialized Anti-Titan weapons. Against other Pilots, such weapons tend to be ineffective because they're slow to fire, inaccurate, and/or do unspectacular damage--the Archer rocket launcher won't even ''fire'' without a Titan to lock onto. By contrast, ''VideoGame/{{Titanfall 2}}'' introduced "Grenadier" weapons that are meant for use against Pilots ''or'' Titans, but take up a Primary weapon slot.
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# Explosives, mainly missile or rocket launchers and {{Sticky Bomb}}s
# {{Caltrops}} for vehicles with [[PopTheTires tires]]
# {{EMP}}
# Difficult to traverse environments and solid obstructions

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# Explosives, mainly missile or rocket launchers and {{Sticky Bomb}}s
Bomb}}s.
# {{Caltrops}} for vehicles with [[PopTheTires tires]]
tires]].
# {{EMP}}
{{EMP}}.
# Difficult to traverse Difficult-to-traverse environments and solid obstructions
obstructions.
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* Anti-tank guns are this overlapped with AntiArmor. Their main purpose is to destroy armored vehicles such as tanks, armored personnel carriers, and self-propelled guns, but they also have high-explosive rounds capable of destroying "soft-skinned" vehicles such as trucks and jeeps.
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Frickin' Laser Beams entry amended in accordance with this Trope Repair Shop Thread.


* ''VideoGame/CommandAndConquer'': A standard infantry choice in all incarnations of the games. Generally, upon building their first barracks or equivalent, a commander would have the option to train either basic riflemen (or equivalent) or an anti-armor soldier. Many of them used guided missile launchers, so they also served as AntiAir, but not all -- other anti-tank weapons have included grenades, railguns, and FrickingLaserBeams.

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* ''VideoGame/CommandAndConquer'': A standard infantry choice in all incarnations of the games. Generally, upon building their first barracks or equivalent, a commander would have the option to train either basic riflemen (or equivalent) or an anti-armor soldier. Many of them used guided missile launchers, so they also served as AntiAir, but not all -- other anti-tank weapons have included grenades, railguns, and FrickingLaserBeams.[[EnergyWeapon Frickin' Laser Beams]].

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%%
%% The examples on this page have been sorted alphabetically. Please help keep this page tidy by adding new ones in order. Thank you!
%%
%% Zero-context examples are not allowed on wiki pages; all such examples have been commented out.
%% Please add proper context before uncommenting them -- a good example should explain *how* it's an example.
%%



* The 'Straight Arrow' anti-tank missile from the ''Literature/{{Starfist}}'' series, good enough to extinguish mechanized warfare for several hundred years ([[HollywoodTactics in-universe]]).

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* ''Literature/{{Starfist}}'': The 'Straight Arrow' "Straight Arrow" anti-tank missile from the ''Literature/{{Starfist}}'' series, missile, good enough to extinguish mechanized warfare for several hundred years ([[HollywoodTactics in-universe]]).



* ''TabletopGame/BattleTech'': A curious situation exists where vehicles can be armored as well as comparable [[HumongousMecha [=BattleMechs=]]] but risk additional critical hits and motive system damage each time an attack capable of even causing a single point of damage connects. This makes "scattershot" weapons like short-range missiles, LB-X autocannons firing shotgun-style cluster munitions, and somewhat ironically most infantry attacks ''more'' effective threats than simple attempts to breach the armor through brute force since enough small hits can immobilize or with some luck possibly even altogether neutralize even the toughest tank fairly quickly.
* ''TabletopGame/{{Infinity}}'' gives infantry a variety of explosives and missile launchers for dealing with [[MiniMecha TAGs]], along with more exotic options like the Adhesive Launcher, which glues the robot to the floor.



* ''TabletopGame/{{Warhammer 40000}}'': Krak missiles or variants thereof are the most common, used by the Imperial Guard, Space Marines, Orks, and Eldar among others. For heavier vehicles, the lascannon is considered the gold standard, whereas the PowerFist is exceptionally deadly ''if'' you can get in range (easier said than done when the tank in question is capable of [[CarFu driving over you]]).

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* ''TabletopGame/{{Warhammer 40000}}'': ''TabletopGame/Warhammer40000'':
**
Krak missiles or variants thereof are the most common, commonly used for this purpose by the Imperial Guard, Space Marines, Orks, and Eldar among others. For heavier vehicles, the lascannon is considered the gold standard, whereas the PowerFist is exceptionally deadly ''if'' you can get in range (easier said than done when the tank in question is capable of [[CarFu driving over you]]).you]]).
** Several units specialize in taking down enemy vehicles, such as Ork Tankbustas, who achieve their kills through heavy use of bombs and rocketry, and Eldar Fire Dragons, who instead utilize powerful plasma cutters to slice through vehicular armor.



* ''TabletopGame/{{Infinity}}'' gives infantry a variety of explosives and missile launchers for dealing with [[MiniMecha TAGs]], along with more exotic options like the Adhesive Launcher, which glues the robot to the floor.
* A curious situation exists in ''TabletopGame/{{BattleTech}}'', where vehicles can be armored as well as comparable [[HumongousMecha [=BattleMechs=]]] but risk additional critical hits and motive system damage each time an attack capable of even causing a single point of damage connects. This makes "scattershot" weapons like short-range missiles, LB-X autocannons firing shotgun-style cluster munitions, and somewhat ironically most infantry attacks ''more'' effective threats than simple attempts to breach the armor through brute force since enough small hits can immobilize or with some luck possibly even altogether neutralize even the toughest tank fairly quickly.



* ''VideoGame/Battlefield2142'': The engineer class can place an anti-vehicular railgun turret for fellow soldiers to use. The railgun takes a short time to recharge between shots, however.
* ''VideoGame/{{Civilization}}'':
** The various spearmen classes specialize in taking out the horse units.
** In ''Civilization V'', Modern-era civs can field the prosaically-named Anti-Tank unit, which is fairly weak but has a big bonus against tanks. They tended to be effective against that era's armor, but overshadowed by future eras'. The unit profile noted that man-portable anti-tank weapons weren't all that good against modern armor, and recommended investing in some DeathFromAbove.
* ''VideoGame/CommandAndConquer'': A standard infantry choice in all incarnations of the games. Generally, upon building their first barracks or equivalent, a commander would have the option to train either basic riflemen (or equivalent) or an anti-armor soldier. Many of them used guided missile launchers, so they also served as AntiAir, but not all -- other anti-tank weapons have included grenades, railguns, and FrickingLaserBeams.



* The AT (anti-tank) squads in ''VideoGame/WorldInConflict'' shared the basic infantry squads' vulnerability to being run over but are positively deadly to ground vehicles of any kind. Owing to the game's consistent TacticalRockPaperScissors balancing, they are completely defenseless against helicopters (while basic infantry isn't).
* The Swarm Launchers, homing AV grenades, Forge Guns, and proximity mines of ''VideoGame/DustFiveOneFour''.
* The Lancer class in ''VideoGame/ValkyriaChronicles'' is the only infantry unit who can damage tanks without [[AttackItsWeakPoint attacking its radiator]]. In case a Lancer manages to hit a tank's radiator, it usually results in a OneHitKill for the tank.

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* The AT (anti-tank) squads in ''VideoGame/WorldInConflict'' shared ''VideoGame/DirtyBomb'': One of the basic infantry squads' vulnerability to being run over but are positively deadly to ground vehicles of any kind. Owing to roles the game's consistent TacticalRockPaperScissors balancing, they are completely defenseless against helicopters (while basic infantry isn't).
*
Fire Support class has is disabling the EV with their unique abilities such as artillery strikes, KillSat, etc.
%%* ''VideoGame/DustFiveOneFour'':
The Swarm Launchers, homing AV grenades, Forge Guns, and proximity mines of ''VideoGame/DustFiveOneFour''.
* The Lancer class in ''VideoGame/ValkyriaChronicles'' is the only infantry unit who can damage tanks without [[AttackItsWeakPoint attacking its radiator]]. In case a Lancer manages to hit a tank's radiator, it usually results in a OneHitKill for the tank.
mines.



* ''VideoGame/Battlefield2142'': The engineer class can place an anti-vehicular railgun turret for fellow soldiers to use. The railgun takes a short time to recharge between shots, however.

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* ''VideoGame/Battlefield2142'': The engineer class can place an anti-vehicular railgun turret for fellow soldiers to use. The railgun takes ''VideoGame/{{Foxhole}}'' has a short time to recharge between shots, however.number of anti-vehicle options; [=RPGs=], high-explosive grenades, [[StickyBomb Sticky Bombs]], and anti-tank mines.



* In some ''VideoGame/NintendoWars'' games Anti-Tank units can be purchased.
* Spikeweeds and Spikerocks in ''VideoGame/PlantsVsZombies''. These deal DamageOverTime against normal zombies, but are a OneHitKill on Zombonis and Catapult zombie vehicles.
* A bog-standard infantry choice in all incarnations of ''VideoGame/CommandAndConquer''. Generally, upon building their first barracks or equivalent, a commander would have the option to train either basic riflemen (or equivalent) or an anti-armor soldier. Many of them used guided missile launchers, so they also served as AntiAir, but not all -- other anti-tank weapons have included grenades, railguns, and FrickingLaserBeams.
* In ''VideoGame/{{Civilization}} V'', Modern-era civs can field the prosaically-named Anti-Tank unit, which is fairly weak but has a big bonus against tanks. They tended to be effective against that era's armor, but overshadowed by future eras'. The unit profile noted that man-portable anti-tank weapons weren't all that good against modern armor, and recommended investing in some DeathFromAbove.
** Before that, the various spearmen classes specialize in taking out the horse units.
* In ''[[Videogame/MechWarrior MechWarrior Living Legends]]'', the GatlingGood Rotary Autocannons have a damage multiplier against tanks and ''especially'' {{Hover Tank}}s, allowing them to rip through even a 80 ton Demolisher mechhunter tank in short order. However, Rotary [=ACs=] are also godly AntiInfantry and AntiAir, provided that they are spun up before the aircraft passes out of the engagement range; a Partisan support tank mounts four class-2 Rotary [=ACs=] as close range AntiAir.

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* ''Videogame/MechWarrior'': In some ''VideoGame/NintendoWars'' games Anti-Tank units can be purchased.
* Spikeweeds and Spikerocks in ''VideoGame/PlantsVsZombies''. These deal DamageOverTime against normal zombies, but are a OneHitKill on Zombonis and Catapult zombie vehicles.
* A bog-standard infantry choice in all incarnations of ''VideoGame/CommandAndConquer''. Generally, upon building their first barracks or equivalent, a commander would have the option to train either basic riflemen (or equivalent) or an anti-armor soldier. Many of them used guided missile launchers, so they also served as AntiAir, but not all -- other anti-tank weapons have included grenades, railguns, and FrickingLaserBeams.
* In ''VideoGame/{{Civilization}} V'', Modern-era civs can field the prosaically-named Anti-Tank unit, which is fairly weak but has a big bonus against tanks. They tended to be effective against that era's armor, but overshadowed by future eras'. The unit profile noted that man-portable anti-tank weapons weren't all that good against modern armor, and recommended investing in some DeathFromAbove.
** Before that, the various spearmen classes specialize in taking out the horse units.
* In ''[[Videogame/MechWarrior MechWarrior
''[=MechWarrior=] Living Legends]]'', Legends'', the GatlingGood Rotary Autocannons have a damage multiplier against tanks and ''especially'' {{Hover Tank}}s, allowing them to rip through even a 80 ton Demolisher mechhunter tank in short order. However, Rotary [=ACs=] are also godly AntiInfantry and AntiAir, provided that they are spun up before the aircraft passes out of the engagement range; a Partisan support tank mounts four class-2 Rotary [=ACs=] as close range AntiAir.AntiAir.
* ''VideoGame/NintendoWars'': In some, games Anti-Tank units can be purchased.



* ''VideoGame/DirtyBomb'': One of the roles the Fire Support class has is disabling the EV with their unique abilities such as artillery strikes, KillSat, etc.
* ''{{VideoGame/Foxhole}}'' has a number of anti-vehicle options; [=RPGs=], high-explosive grenades, [[StickyBomb Sticky Bombs]], and anti-tank mines.

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* ''VideoGame/DirtyBomb'': One of the roles the Fire Support ''VideoGame/PlantsVsZombies'': Spikeweeds and Spikerocks DamageOverTime against normal zombies, but are a OneHitKill on Zombonis and catapult zombie vehicles.
* ''VideoGame/ValkyriaChronicles'': The Lancer
class has is disabling the EV with their unique abilities such as artillery strikes, KillSat, etc.
only infantry unit who can damage tanks without [[AttackItsWeakPoint attacking its radiator]]. In case a Lancer manages to hit a tank's radiator, it usually results in a OneHitKill for the tank.
* ''{{VideoGame/Foxhole}}'' has a number ''VideoGame/WorldInConflict'': The AT (anti-tank) squads shared the basic infantry squads' vulnerability to being run over but are positively deadly to ground vehicles of anti-vehicle options; [=RPGs=], high-explosive grenades, [[StickyBomb Sticky Bombs]], and anti-tank mines.any kind. Owing to the game's consistent TacticalRockPaperScissors balancing, they are completely defenseless against helicopters (while basic infantry isn't).
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Non wiki word clean up


* Most Improvised Explosive Devices (IEDs) are designed to target vehicles, since an incapacitated vehicle is not only a sitting duck, but can also be used as bait to set up an ambush against dismounted troops.

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* Most Improvised Explosive Devices (IEDs) ([=IEDs=]) are designed to target vehicles, since an incapacitated vehicle is not only a sitting duck, but can also be used as bait to set up an ambush against dismounted troops.
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** Note that unlike some other example, such weapons ''will'' obliterate a soldier they're fired at. But anti-infantry weapons can kill several.

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** Note that unlike some other example, examples, such weapons ''will'' obliterate a soldier they're fired at. But dedicated anti-infantry weapons can kill several.several in a single salvo. "Ordnance" weapons like demolisher cannons are usually good against both.
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SubTrope of WeaponOfXSlaying. See also AntiAir, AntiCavalry, AntiInfantry, and AntiArmor.

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SubTrope of WeaponOfXSlaying. See also AntiAir, AntiCavalry, AntiInfantry, AntiStructure and AntiArmor.
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[[folder:Film]]
* ''Film/ReturnOfTheJedi'': The Ewoks employ, [[BewareTheSillyOnes among their arsenal of creatively improvised weapons and booby traps]], lassos and [[LowClearance clotheslines]] to snag Imperial speeder bikes and their riders.
[[/folder]]
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* ''{{VideoGame/Foxhole}}'' has a number of anti-vehicle options; [=RPGs=], high-explosive grenades, [[StickyBomb Sticky Bombs]], and anti-tank mines.

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