Armored Warfare: Swingfire Review, Guide to ATGM [“The Art of Warfare” Epi 1]

32,016 views
1 Star2 Stars3 Stars4 Stars5 Stars (469 votes, average: 5.00 out of 5)
Loading...

Source: Taugrim

We review the Swingfire, a tier 4 AFV in (AW), with gameplay of a tier 4 Reactor battle.

We also take an in-depth look at the mechanics of ATGM (Anti-Tank Guided Missile) and tips for landing your missiles consistently, including firing on targets before they enter your line-of-sight and switching targets mid-flight.

Stat line: Ace Tanker, , 2.3k , 1.6k spot damage, 6 kills, 9 spots

Strengths and Weaknesses
+ superb camouflage (0.42)
+ high HEAT penetration (428)
+ excellent vision
+ 2 missiles per salvo (“clip”) provide compact burst damage
– low top speed and sluggish acceleration limit active scouting capability
– ATGM requires line-of-sight to the target, means the Swingfire is exposed to counter-fire
– can struggle in close-quarters combat, compared to other AFVs which can fire-on-the-move and flank

Similar to my “Road to Unicum” video for of Tanks (WoT), the objective of these AW videos is to help players improve their gameplay.

“The Art of Warfare” full guide and FAQs:
TBD

If you want to support my gaming habit (thanks that's generous of you), you can donate here on YouTube via PayPal or by shopping on Amazon:

Cheers,
Taugrim

Leave a Reply

Your email address will not be published. Required fields are marked *