Foxhole Armored Car Guide

Cars! But with guns and armor!


Armoured cars are an early war addition to Foxhole and are normally the first piece of armour that the factions unlock during the war. They are lightly armoured vehicles that can hold a two man crew. Driver and gunner. 

Having knocked together a crate of them for me and my buddy to use, here's everything I learned about them for you.

 

1. Acquiring them

The Warden O'Brien (Left) and the Colonial Xiphos (Right)

Armoured cars are pretty cheap to come by. You can knock one up at a garage for 25 Rmats (Refined Materials). Simply scroop up some components and refine them into Rmats. Take them over to the garage and hammer one out. 

Or you can take 75 Rmats to a Mass Production Factory and make a crate of them. You will need a flatbed to take them to a stockpile to be unloaded. After that, you can unpack them there or take the crate with you to where you want to deploy them. You and your mates can have a wonderful little line of armoured cars. 

Just don't forget to bring fuel, ammo, and Bmats for repairs. Once gas is in play, make sure your crews have some gas masks and plenty of filters in their pockets.

 

2. Variants

Variants of the Warden O’Brien

As with pretty much everything that moves in Foxhole, Armoured Cars can be upgraded into different variants that can be used for different purposes.

The bog standard AC comes with a twin barrel, 7.92mm machine gun. This is the same on both factions with the Warden O'Brien V.110 and the Colonial T3 "Xiphos".

Both can be upgraded to have all manner of different armaments such as Anti-tank, anti-structure, indirect fire launchers, and even flame throwers.

 

3. Frontline Tactics

At some point during the war. When heavier armour and Anti-tank tools are teched, AC's will more or less become obsolete on the fronts. Their light skin and smaller armaments aren't very useful when larger guns with higher ranges can knock them out almost instantly.

Regardless, they are useful to make armoured lines in the early days of the wars. It's a tactic used by pretty much all tanking players. Forming lines of advance to move up and quickly retreat after a salvo of rounds.

Line up alongside other armoured cars, or tanks if you're brave and decided to bring AC to a tank fight. Coordinate with your fellow tankers and advance as one wave of armour. Retreat back to safety together when faced with overwhelming odds or you're in need of repair.

Good infantry should be supporting you the whole time. But if you're in the standard Xiphos or O'Brien, you can now down enemy infantry anyway.

 

4. Anti Tank Cars

The Colonial "Percutio", the Warden Freeman and Gravekeeper are the armoured car variants that have dedicated Anti-tank capabilities. This makes them much more relevant in the late game if used in conjunction with other armoured and infantry support. 

Their lighter armour is made up for by their mobility and speed. Although they are a lot more vulnerable off road as their speed is reduced.

 

5. The Percutio

This Colonial variant of the Xiphos replaces its twin barrel machine gun with a 20mm Anti-tank gun. The turret is open top making the gunner more vulnerable to small arms fire but the vehicle's manoeuvrability can make up for this with a decent driver.

The Percutio is a good fit for flanking and harassing fire of enemy vehicles. You can get in and out after getting a few shots off. The rapid movement of the turret gives the gunner a lot more options when firing while moving.

If the gunner has a good aim, they can shoot the tracks of enemy tanks. This will disable them and allow infantry and other friendly armour to close in for the kill. 

You can upgrade your Xiphos at an equipped facility for the low low cost of 5 Processed Construction Materials and 10 AssMatts I.

 

6. The Freeman

The Warden variant of the O'Brien that comes with a 40mm rear mounted cannon.  This makes it ideal for fighting light vehicles and armour as well as low tier defensive structures.

Its heavier armament reduces its speed. Especially off road. Its turret turning speed is also affected so driver and gunner communication is going to be vital in operating the Freeman.

With a 35m range on the cannon, it's possible to approach the enemy in reverse as the gun is mounted to the rear of the vehicle. This will also have the added bonus of being able to retreat quickly back to safety.

Because the Freeman is so vulnerable to infantry when deployed, good infantry support is a must. You'll want those Collies kept at bay while you're getting in position and firing.

One of these will set you back one standard O'Brien, 15 Construction Materials and 15 AssMats I.

 

7. The Gravekeeper

Another variant of the Warden O'Brien but this one comes with a mounted Bonesaw Mk 3 Launcher. Firing ARC/RPG's designed specifically for armour piercing, this AC can still be quite formidable in the right hands even later on in the war.

Its quick reload time and 35m range, coupled with being mobile and impervious to small arms and shrapnel make it ideal for hit and run attacks and flanks on armoured lines.

The AC has no defence against infantry though so watch out. Make sure you have infantry support to stop yourself from being overwhelmed.

You also don't have a lot of room for extra ammo. Bring some extra with you in a truck so you can come back to resupply when you need to. Providing you make it that long.

One of these will cost you an O'Brien to be upgraded. 10 Processed Construction Materials and 10 AssMatts I.

 

8 Anti Structure Cars

These cars are designed specifically to approach enemy AI defences. With their crew being protected from small arms fire, they can suppress and destroy obstacles that are preventing friendly advances. 

Both the Colonial and the Warden versions will need infantry support. If you're hitting structures on a front, you should have infantry with you anyway. 

Early war, these are fantastic for making rapid gains before more substantial armour and Anti-tank comes into play.

 

9. The Gemini

The Colonial AC, armed with twin RPG launchers. Variant of the Xiphos, it has no specific anti-infantry capability unless you want to delete some poor Wardens with an RPG to the face.

Instead of wasting RPG's trying to score funny kills, it's better to approach enemy defences. Preferably rifle bunkers, pillboxes, machine gun bunkers, and basically anything that is preventing your friends in the infantry from advancing. 

Unload RPG's into it until it is destroyed, re-arm and repair while your Brolonials move up. Rinse and repeat.

If you take a Xiphos to a facility capable of upgrading it, a Gemini will cost you 10 Construction Materials and 10 AssMatts I.

 

10. The Wildjack

A niche AC from the Wardens but deadly in the right hands, this thing shoots fire. Unlike the Colonial Gemini, this is also useful against Infantry and obviously a lot of fun.

Flushing out entrenched enemies with fire can be tempting but you will need to get very close. At 12m of range, you'll almost be right on top of them.

With a low capacity for its flamethrower fuel, you're better off utilising its fantastic off-road mobility to burn down enemy structures. If the wind is on your side, even better. 

A Wildjack will set you back 10 Processed Construction Materials and 10 AssMatts I.

 

11. The Knave

Not specifically anti-structure but its grenade launcher can fire Tremola grenades. This Warden AC is quite versatile. As well as Tremola grenades, it can fire Green Ash gas grenades and smoke grenades to cover advances. 

Although its armament comes with the advantage of being able to fire in an indirect arc, it has no capacity to fend off infantry directly on its own. Ensure you have protection for you and your crew.

A Knave will cost you 40 Rmats at a garage to knock together.

 

12. The Highlander

The only other AC to come on tracks instead of wheels. One could argue that it doesn't count as an armoured car but I guess we'd just be splitting hairs.

The Highlander, along with the Wildjack, offers unparalleled off-road mobility when compared to any other armoured car. Particularly the Colonial equivalents. This makes it able to approach enemy lines without being channelled by roads.

Its twin machine guns are its only armament meaning it is specifically for anti-infantry.

The Highlander is cheap as chips, costing 5 Construction Materials and 5 AssMats I.

 

13. Gearing up

Now that you have acquired whichever armoured car you're planning on using, you're going to need a few things on your person and within the vehicle itself. This can be used for most crewed vehicles but as AC's are unlocked first, it's good to get into the habit.

Other than the standard hammer, side arm combo that you spawn in with, you are gonna need some specifics that will make your AC run last a lot longer than my first one did.

 

14. Tanker Uniform

Colonial Coveralls (Left) and Warden Padded Boiler Suit (Right)

Both factions have these and while they are visually different, they function the same way. If you're going to be crewing any multi-crew vehicle, be it an AC or a tank, this should be the first thing you wanna grab for you and your crew mates.

The Colonial Tankmans Coveralls and the Warden Padded Boiler Suit reduces the encumbrance of Bmats. Bmats that you will need to field repair your AC should it become damaged. If you're on a front, it most certainly will. 

You can also stack gas mask filters at 2 per stack in your inventory which we'll get to in a minute. 

Both factions’ tank uniforms cost 100 Bmats per crate of 15 to produce so one crate will be more than enough for you and one other crew mate.

 

15. Gas masks and filters

When Green Ash is teched and starts to fill up the fronts with that awful chemical hue, a gas mask and filter become standard for most infantry. For vehicle crews though, you should be taking three filters at a minimum. 

They will stack in your inventory if you're wearing a tanker uniform and they are automatically replaced in the gas mask as long as you have filters in your inventory. Still, it is not advisable to hang around in Green Ash clouds regardless of how protected you are. The extra filters give you extra time if you're disabled or damaged. 

When you're retreating to re-arm and repair, be sure to check your backpack to see how many filters you have left.

A crate of gas masks costs 160 Bmats for 20 and the filters cost 100 Bmats for a 20.

 

16. Binoculars

More so for the driver of the AC than anything else. Having Binos with you when crewing a vehicle is a must. They'll allow you to recon the ground ahead and make sure you aren't about to charge into certain death.

While the gunner keeps an eye out, the driver can step out and aim the binoculars like any other weapon and scope out the area. 

Unfortunately, the binos take up the secondary slot so you won't be able to have a side arm on you as the driver. Still, I like to keep a Cometa in my backpack just in case.

Binos cost 75 Bmats for a crate of 5. More than enough for you to have a pair.

 

17. A Radio

Again, more so for the driver but if I'm in any position of a vehicle crew, I like to take one. I almost feel naked without one to be honest but that's just me. 

Having a radio on you will allow you to see real time map intelligence updates from any ground covered by observation structures. You can see friendly and enemy units move every tick.

With this info, you can plan your movements, objectives, and targets of opportunity. It's also good for when night falls and armoured vehicles become more vulnerable. You can retreat to safety, re-arm, repair, and watch radio TV until daybreak.

 

18. Mid to late war

If, like me, you came late to the armoured car party, you might be a little upset that they are pretty much obsolete on the fronts in the mid to late war. However, don't be upset. There are still plenty of uses for your armoured car.

Whether or not you want to make it into a different variant if you have the bog standard Xiphos or O'Brien, or you want to keep your regular twin machine gunned car, there are still things you can use them for.

 

19. Anti-partisan ops

Partisans nearly always operate on foot or in light skinned vehicles. Carrying little on them, their job is to cause disruption behind enemy lines.

The chances of them being equipped to deal with any kind of armour are very slim making a standard AC the perfect tool to show up and lay some hate on those pesky partisans. 

You can even operate close to the front lines. If you have a radio on you, you can hang back from the front and protect Logi coming through to support. Partisans won't stand a chance.

 

20. Partisan Logi cutting

Especially useful with a Highlander for off-roading, you can use an AC to cut in behind enemy lines. As long as you keep out of view of watch towers, you can ambush enemy Logi and they won't stand a chance.

You can get in and out. Making a quick getaway while the enemy scrambles to QRF the plucky armoured car causing havoc to their rear.

 

Conclusion

While armoured cars are a lot of fun to use,  their relevance is reduced dramatically as the war goes on. A shame really as they're very accessible to smaller, newer crews and can be a great introduction to tanking and crewing in general. 

Personally, I'd like to see more Colonial variety in the AC and some more work in general to keep them relevant throughout the war. But that's just like, my opinion, man.

 

You might also be interested in; 

Foxhole Artillery Guide (Top 15 Tips)

Foxhole Weapons Guide (Top 20 Tips)

Foxhole Game Mechanics Guide (Top 25 Tips)

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A veteran of many virtual battles and one real one. I keep my mind limber each time I trudge again and again into the breach, to game me my horizon.
Gamer Since: 2000
Favorite Genre: RTS
Currently Playing: Project Zomboid
Top 3 Favorite Games:Arma 3, XCOM 2, Witcher 3: Wild Hunt - Blood and Wine


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