Light Anti-Tank Launcher

A Light Anti-Tank Launcher (LAT) is a man-portable shoulder-launched Anti-Tank Launcher designed to be used by a single Infantryman. Despite its name, it is not very effective against Tanks, but is typically capable of defeating IFVs and anything lighter. Two such weapons are normally carried by each Fireteam, and are also commonly carried by Enemy Infantry.

The LAT launcher is a tube that can easily be carried on a soldier's back. Most LAT launchers come packed with one rocket, and become useless after that rocket is fired. Other LAT launchers - particularly Soviet models - can be reloaded with another rocket after firing. Using LAT is somewhat difficult, because the rocket is unguided as it flies through the air. It requires knowing (or guessing) the range to the target, and successfully leading a moving target before pressing the trigger. The rocket's exhaust exits out the back of the launch tube, meaning that Backblast must be taken into consideration as well.

A typical LAT rocket carries an HEAT warhead with enough power to reliably penetrate the side armor of an APC, and semi-reliably penetrate the side armor of an IFV. The explosion of a LAT rocket is also powerful enough to injure or kill infantry within a range of a few meters of the impact point. Multiple LAT hits may be required to kill a Tank, and usually must hit its most vulnerable points or repeatedly strike the same spot in order to get through its armor at all.

The LAT is the primary weapon of a basic Infantry Platoon against armored threats. Most Infantry Platoons have no other weapon with which to tackle such threats. Each Squad is likely to have 4 LATs available at mission start, for a total of 12 in a normal Platoon. A Rifleman carrying a LAT is called an AT Rifleman, and is expected to react appropriately whenever an armored threat appears. Resupply Crates or the looting of dead enemies can be used to replenish LAT. If a Squad runs out of LAT, it may become unable to handle armored threats altogether.

Enemy-fired LAT is one of the greatest dangers to any unit or vehicle. If an enemy draws out a LAT launcher, Infantry players usually attempt to shoot him immediately, while vehicles often retreat to avoid being hit. Helicopters are also quite vulnerable to LAT when they are close to the ground (but much less so when they are up high or traveling very quickly). Players inside buildings may evacuate them if the enemy fires multiple LATs at them, as the hits may cause the building to collapse.

The most common LAT model used by players in ShackTac is the single-use AT4. The M72 LAW is also somewhat common. OPFOR commonly uses the single-use RPG-26 in ArmA 3, though the reusable RPG-7 was much more common in ArmA 2. In World War II scenarios, the Bazooka and Panzerschrek feature prominently.

Design
The Light Anti-Tank Launcher was invented during World War II in order to counter the threat that Tanks posed to infantry. Tank armor was becoming far too heavy to be penetrated by high-velocity, large-caliber bullets. A more powerful armor-piercing weapon was needed, that could both be carried by the infantry and reliably penetrate several dozen millimeters of armor at significant ranges. However, kinetic penetrators (solid Armor Piercing shells) required a cannon that could propel them to incredible velocities, and thus was too heavy to be carried by hand. The answer was to use HEAT rockets, fired from a relatively light tube.

The HEAT warhead of a LAT rocket is a shaped charge that directs its power forward, piercing through the armor and causing all sorts of damage inside the penetrated vehicle. The explosion occurs when the rocket hits the vehicle itself, so that the velocity of the rocket during the impact is irrelevant to its damage potential. In fact, among the earliest successfull LAT launchers was the British PIAT, which fires a slow shell in a high arc like a Mortar, rather than a rocket. All it needs is to carry a warhead powerful enough to pierce the tank.

The Americans and Germans developed the Bazooka and Panzerschrek, respectively, close to the end of the war. The use of rockets in these launchers meant that Infantry could engage tanks from a much longer distance (though, again, this did not increase the damage potential of the warhead). LAT quickly became a standard-issue weapon, distributed to all infantry units as their primary defense against tanks and other armored vehicles.

LAT design already began to diverge during the war into two primary groups: Single-use and Multi-use launchers. Multi-use launchers can simply be reloaded with the new rocket after each firing, meaning that soldiers must hang on to their launcher tube if possible. Single-use launchers are typically lighter and easier to use, but the launcher becomes completely unusable after firing and must be disposed (hence the term "disposable rocket launcher"). This was the preferred design for the Germans near the end of the war, with the Panzerfaust launcher which was meant to be used by largely-untrained infantry.

After the war, the Americans stuck to their tried-and-true Bazooka for many years, while the Soviet Union developed a wide variety of new LAT launchers - mostly multi-use designs. Since the rockets can be easily removed from the launcher and replaced, Soviet infantry were provided with multiple types of rockets for different combat purposes, including anti-tank, anti-personnel, and anti-building. The Americans, on the other hand, eventually switched over to single-use LAT launchers instead.

As the Cold War progressed, tank armor began to become heavier and heavier. Modern tanks carry so much armor that most warheads carried by a single infantryman could no longer penetrate them reliably. Heavier launchers, firing guided missiles, carried and operated by a whole Weapon Team, became necessary for defeating tanks. Nevertheless, the LAT remained a staple weapon for infantry units to defeat all manners of other armored vehicles, including the APC, IFV, and so forth. Modern LAT weapons can still defeat a tank, but often need to hit it at a vulnerable spot. They can still disable tracks, destroy optics, etc.

Distribution
Light Anti-Tank Launchers are normally available to Infantry players at the very start of a mission as part of their standard loadout. Players taking the role of AT Rifleman within their Fireteams receive one LAT launcher, of a model corresponding to the rest of their gear. With two AT Riflemen per Fireteam, each Squad therefore has a total of 4 LAT launchers at the start of a mission.

Most LAT launchers are discarded after firing, as they become completely unusable. Carrying an expended single-use LAT launcher is pointless, and only serves to fatigue a player needlessly.

If a player is killed while carrying a loaded LAT launcher, the launcher will typically be taken from their body by any other player who can carry it. If that player is a Rifleman, their role changes to AT Rifleman immediately. Multi-use LAT launchers are picked up whether they are loaded or not, since rockets might become available later on (or picked up immediately from the body of the dead player, if any).

AI-controlled Enemy Infantry often carry large numbers of LAT, and will happily use them against any player-controlled asset or even occupied buildings. If the enemy carries single-use LAT, it may be picked up if it hasn't been fired - assuming the players can reach the body without putting themselves in undue risk. If enemy armor is a particular threat, players may take greater risks to recover these launchers. Again, multi-use launchers may be picked up even if they are not loaded, in case rockets become available later.

Resupply Crates may contain additional launchers. This is especially true in ArmA 3, where standardized "Fireteam Crates" contain two LAT launchers by default. In previous versions of the game, Logistics units would load the crates manually with as many launchers as requested.

When additional LAT launchers become available by any method, they are typically distributed to Riflemen first, as they are both light enough to carry a launcher and are best positioned to use them. Once all Riflemen are carrying a LAT launcher, additional launchers will typically be picked up by Fireteam Leaders or even the Squad Leader. Automatic Riflemen and Medics rarely pick up launchers, since this can cause them to become too encumbered to keep up with the rest of their team.

Carrying two launchers is possible, though the weight can be an issue. Thus, if a player has two launchers, they may actively seek someone else to give one of the launchers.

Should a unit run out of LAT launchers altogether, the Game Master may or may not adjust the number of armored enemy units to send their way. Failure to do so can create an unwinnable scenario for the players.

Usage
LAT Launchers are, for the most part, simple point-and-shoot weapons. Nevertheless, they are significantly less accurate than a Rifle, mainly due to the slow speed of the projectile. The procedure of using a LAT launcher is also fairly simple, and it is expected that each Rifleman know how to use a LAT launcher, in case they happen to be issued one (or pick one up). If a player does not feel confident about using a LAT Launcher, they should give it to someone else.

Firstly, an AT Rifleman is expected to draw their LAT launcher as soon as armored vehicles are reported to be in the vicinity, just in case the vehicle suddenly comes into view. If the vehicle poses a threat to the unit, AT Riflemen are expected to hunt it down, even if it means advancing or flanking some distance away from the rest of their unit.

Since LAT Launchers are unguided weapons, and are often in short supply, it is generally better to wait until the armored threat is close enough to provide a "sure hit". Naturally, if the target is far away but is already a threat to the unit, AT Riflemen may be instructed to fire at it despite the lower hit chance. The AT Rifleman needs to weigh the risk and the reward against one another constantly before ever taking the shot. At a distance, it is practically necessary to wait until the target is stopped, as this significantly raises the chance to hit (and means that the target is probably not going to approach to a more comfortable range). At close range, firing at a moving target is significantly less risky.

Once deciding to fire at a target, the AT Rifleman must determine the range to that target. If the target's exact position is known (such as when it has stopped next to a recognizable feature or building), the map may be used to measure the distance rather accurately. Other players may be consulted for their opinion about the range, especially Fireteam Leaders or Squad Leaders who have Binoculars and have more experience in judging ranges in general. The AT Rifleman will then set the elevation on their LAT Launcher to the correct range, and adjust up or down as necessary. At very close ranges (~50 meters) the elevation is practically meaningless; It's only important to lead the target properly if it is moving, and otherwise aim for the weakest point on the target.

Before firing any rocket, the AT Rifleman must make sure that they are not wasting a rocket on a disabled target. Thus, they will pay careful attention to the radio to ensure that no one else is currently firing rockets at that target, as well as visually inspecting the target to make sure it is still a threat. Firing a rocket at a target that is obviously disabled (such as a smoking vehicle, or one that has been dismounted by its crew) is usually a waste.

Next, the AT Rifleman must ensure that their Backblast is clear. This means making sure that there is no wall behind them (as this could hurt the AT Rifleman themselves), and also that no other player is standing within close proximity. Failure to clear the backblast zone can result in injuries, at least in most versions of the game. The call "Clear backblast!" should be uttered by the AT Rifleman or someone nearby to ensure that no one crosses behind the launcher when they fire.

Finally, the AT Rifleman will, in most cases, call out "Rocket! Rocket!" to indicate that they are firing. This not only reiterates the need to clear the backblast zone (in case someone missed the original call), but will also indicate to other AT Riflemen in the vicinity that a rocket is being launched at the target - preventing anyone else from firing at the same target until the damage from the rocket being launched can be assessed to determine whether another rocket should be expended at the same target.

Once the rocket is launched, the AT Rifleman and anyone else within view of the target will observe the rocket's flight and impact. If the rocket hits the target, players will observe the damage (if any) and call it out on radio. Anyone who is not holding a LAT launcher should be ready to fire their weapon at any dismounts from the vehicle. If the target survives the impact, the AT Rifleman who launched a rocket at it will call out the range they used, so that other AT Riflemen can adjust their range accordingly. This is less significant the closer the target is, down to ~50 meters where range is practically irrelevant.

After the launch, if the LAT launcher is single-use, the AT Rifleman should dispose of it immediately. Otherwise, they must reload their launcher immediately to be ready to launch another rocket.

Models
ArmA 3 and the various DLCs used by ShackTac provide several models of LAT launchers and rockets. However, it is difficult to define exactly where the line stands between LAT and MAT, since the two categories have many similar properties. The section below lists weapons that are used as LAT, meaning they are typically carried as standard weapons by AT Riflemen, rather than by dedicated MAT Teams. Some of these may be used in both roles.

BLUFOR LAT includes primarily the AT4, a launcher that is standard-issue for the United States Marine Corps. This is a single-use launcher that is discarded after firing. It is by far the most common weapon seen carried by ShackTac players in both ArmA 2 and ArmA 3. Another LAT launcher, the M72 LAW, has similar properties but slightly less armor penetration, and is seen more rarely in ShackTac videos. Both models fire a rocket with a HEAT warhead.

In ArmA 2, OPFOR had the RPG-7 - a multi-use launcher that can be reloaded after firing, and has several types of rockets available including HEAT and Fragmentation, to counter different types of targets. It also has a rarely-seen Tandem Warhead rocket that is significantly more effective against armor, making it arguably a MAT launcher. The RPG-7 became significantly less common in ArmA 3, where the RPG-26 effectively replaced it. The RPG-26 is a single-use launcher similar in use and effect to BLUFOR's AT4.

In World War II scenarios, none of the models above are available. The most common LAT launcher for the Americans is the Bazooka, which is a multi-use launcher. For the Germans it is the Panzerschrek, which was developed based on the Bazooka. Both weapons are multi-use launchers, capable of being reloaded. They are very effective against the Tanks of that period, which is what they typically face in WW2 scenarios. The Panzerfaust, a German single-use launcher, appears more rarely.