Enemy armour is a significant threat on the battlefield to both infantry and armour, when friendly armour is not present or is occupied it is the role of the Anti-Tank operator to ensure that these threats are neutralised.
Without the addition of anti-tank operators to the unit, the threat of enemy armour is multiplied and casualty rates in battle multiply. It is the responsibility of the Anti-tank operator to protect their squad mates from not only enemy tanks and vehicles but also air threats.
This training will give the operator the knowledge to decide when and how to take out a variety of enemy armour, vehicles and air and will give them the confidence to bring the right tools for the job in the evolving situation of the battle field.
There are three main weapons used by the Anti-Tank Operator, the melta, the AT launcher and the AA launcher. The use of each of these is listed below however the following are examples of basic loadouts that should be used alongside your main kit:
OR
OR
The selection of targets is a vital decision made by the Anti-Tank operator, the following information should be regarded as the highest priority information:
Is the target friendly - The unit is often in a position where enemy armour and vehicles are requisitioned, this should be communicated when captured however if the Anti-Tank Operator has not been noticed, they should always confirm that the vehicle is not a captured friendly vehicle.
Is the armour a threat  - A dismounted vehicle is not a threat to anyone, once the enemy dismounts, the vehicle should be left to save ammunition or to allow engineers to capture/commandeer the vehicle after a repair.
Is your backblast area clear (Rockets only) - There should be no other friendly units behind you when using the launchers as their backblast will damage anyone close, when using a rocket call out "Backblast clear" and wait for the return call of "Clear" before firing unless you are in imminent danger from the vehicle.
Use the following chart to help decide on how to engagae an armoured target:
Wire guided.
There is no lock function with this, you simply aim where you want the rocket to hit.
The AT launcher comes with two ammo types:
Krak - Anti-armour
Frag - Anti-infantry
Locked on.
For an aircraft to be locked on, it must have it's engine's on. If the plane is landed, call another AT Operator to disable it with an AT launcher or Melta.
Default Key for Lock-on is Tab, you must keep the enemy air close to your crosshair while aiming to maintain a lock.
Dumb fire.
Hitting an air target with a dumb fire rocket is difficult but impressive, to do so you must range your target and account for the speed of the aircraft.
It can be helpful to have a second combatant range for you to increase your chances of hitting.
It is much easier to hit a target that is flying parallel than perpendicular, where possible reposition to reflect this.
Close range.
The Melta is the most powerful AT when used in short range (<200m) therefore should be used as a first intent in these situations.
Super Melta ammo is available for heavier targets however it's functional range is <100m and weighs much more.
Most Medium & light armoured vehicles will be destroyed in a single shot from the melta.