A Technical Deep Dive into the BEST Anti Tank Weapon in BATTLEFIELD 6
Anyone serious about their game has got to keep hostile armored units neutralized at any cost within the intensified mixed-media battlefield of the latest title. We put all the anti-vehicular rocket launchers available to the test in a painstaking series of timed trials so as to arrive at a categorical decision for definitively the BEST Anti Tank Weapon in BATTLEFIELD 6. Our proceedings to dissection ensue around the TTK, damage values through different angles, and—most importantly—rocket speed.
The testing revealed two contenders who hold the highest distinction above others—in very different ways, in terms of speed and versatility. The final determination will depend almost entirely on the operator's desires for target prioritization and engagement distance.

Technical Metrics and Initial Launcher Assessment
The testing procedure employed very rigorous standards: the timer started upon launch of the rocket, until such time as the final damage calculation was registered on the enemy tank (1,000 health standardized). Thus we came up with a very accurate TTK comparison across different weapons at different angles of attack.
A. The Fixed-Damage Contenders

MBT-LAW (Engineer Starter): Honestly, this launcher is simple and has fixed damage; it will always execute a top-down attack bypassing all localized armor differences.
Damage: 294 per rocket (Fixed).
Shots Required: 4.
TTK (Measured): 15.5 seconds (930 frames).
FGM-148 (Javelin Equivalent): This system uses a top-down attack regardless of the firing angle, resulting in a consistent 350 damage per shot. However, the requirement to lock-on drastically affects the overall TTK, as unlocking is considered time in the measurement.
Damage: 350 per rocket (Fixed).
Shots Required: 3.
TTK (Measured): 16.46 seconds (987 frames).
Conclusion: The large lock-on time and mediocre damage against early-run tanking operators who know a little about APS just renders their use almost useless for any meaningful engagement.
B. My Personal Analysis: Angle Dependency is Paramount
My empirical testing confirms that angle-dependent damage mechanisms are the single most important factor for maximizing damage output against heavy armor. Fixed-damage systems (LAW) will provide excellent consistency, but ones that allow rear and side armor hits, unencumbered by anything, will yield exponentially superior results. For example, changing from frontal to side allows RPG-7 to almost halve its TTK.
TTK Showdown: RPG-7 vs. AM-136 (AT-4)
The RPG-7 and the AM-136 (representing the anti-tank/AT-4 class) share an identical damage profile, meaning their effective TTK differences are determined entirely by the operational mode, primarily reload speed and rocket velocity.
| Attack Angle | Armor Thickness (Front/Side/Rear) | RPG-7 Damage/Shot | RPG-7 TTK (Shots/Time) | M-136 TTK (Dump Fire/Time) |
| Front | Heaviest | 204 | 5 shots/19.6 seconds | 5 shots/18.4 seconds |
| Side | Medium | 351 | 3 shots/10.06 seconds | 3 shots/10.33 seconds |
| Rear | Weakest | 594 | 2 shots/5.8 seconds | 2 shots/5.25 seconds |
The AM-136 can be fired either using a guided (TOW-style) mode or a dump fire mode. The dump fire method is therefore quickest regarding reload animation, as the operator doesn't need to stay in the scope while guiding the projectile. A slight difference in reload animation gives the AM-136 dump fire mode the fastest theoretical TTK in the game when shooting the rear armor.
The Decisive Factor: Rocket Velocity
If the damage profiles are identical, why go for one or the other? The answer rests with projectile speed. A side-by-side velocity comparison was carried out, with measurements taken for travel time for 75m and 100m distances.
The RPG-7 rocket is 2.5 times faster than the AM-136's projectile, hands down.
M-136: Slow speed compromises effectiveness for anything else but guided fire mode against fast moving or distant targets.
RPG-7: Since the speed allows for snap shots, air targets (helicopters or planes), and peeking, firing, and retreating from cover.
Final Tactical Recommendation: Choosing Your BEST Anti Tank Weapon in BATTLEFIELD 6

The true BEST Anti Tank Weapon in BATTLEFIELD 6 will depend on the base objectives of the user:
For Absolute Fastest TTK and Flexibility: The AM-136 (AT-4)
Pros: Single fastest TTK (5.25 seconds against the rear via dump fire). Also, a guided slow moving projectile adds to its flexibility for hits on more distanced and stationary targets.
Cons: Projectile moves slow, slow enough for it to be almost useless against moving targets and air assets.
For Air Control and Close Range Fire Power: RPG-7
Pros: Projectile moving 2.5 times faster—truly advantageous for hitting aerial targets, high-speed moving vehicles, or fast up-close encounters where speed equals life. Excellent TTK on side (shots-to-kill in 10.06 seconds).
Cons: Slightly slower TTK than AM-136 in absolute ideal rear-shot condition.

RPG-7 is the most rewarded and desirable option for infantry players with experience who want to score fast hits and take shots at targets of opportunity, like helicopters or fast-moving ground vehicles.
Mastering anti-tank warfare is crucial, but your effectiveness as infantry also relies on your primary weapon. If you are still building your arsenal, make sure you start strong by checking our comprehensive guide on What Are The Best Starter Guns?

