Structure Health

**Versioning**

This article *could* contain outdated information that is inaccurate for the current version (1.52) of the game. It was last updated for 1.50.

This spreadsheet shows how many of **X** you need to destroy a particular structure.

For firearms, the number shown is the minimum amount of **bullets** needed when at closest range without missing and with lowest RNG damage. Outside of testing examples results may vary depending on range, rng of weapon damage and if the structure is being repaired. Numbers for bullets use the minimum damage possible. Many weapons and explosives listed below are not ideal to be used to destroy defenses, instead suited towards infantry and anti-vehicle.

Light Kinetic, Anti-Tank Kinetic, Anti-Tank Explosive, Incendiary, and Shrapnel damage does not affect structures at all (only exception being tripods and firepits). Therefore all weapons using that type of damage are not listed below (small arms, frag grenades, mortar shrapnel, anti-tank rifle, etc...).

Heavy Kinetic damage (12.7mm) can only affect certain light structures. Structures immune to it will show "N/A".

For artillery and mortar, the values are for direct hits.

The values are using standard ammunition and not High Velocity variants. You'll need to take the HV bonus into account to get the correct values for those weapons.

The values listed are for structures not affected by any health debuff of No Man's Land.

The values are rounded up to the next integer, 7.1 becomes 8.

## Utility Structures

### Length Variable Structures

Health of Sandbags, Sandbags Wall, and Barbed Wire Fence is proportional to their length, values shown are for max length. Divide by 2 to get values for minimum length.
Walls have the same health regardless of length.

### Concrete Curing

Concrete structures that require curing are weaker when their concrete is wet. The wetter the concrete the weaker the structure. Values shown are for dry concrete. A concrete structure that is at its wettest (just been placed) take 10 times more damage. At the half point of curing the structure takes 2-3 times more damage.

### Vehicle Ramming

Certain structures can also be instantly destroyed when certain vehicle ram them.

Fire Pits, Sandbags, and T1 Wall can be run over and destroyed by vehicles bigger than a motorcycle.

Barbed Wire Fences, Storage Boxes and Tripods can be run over and destroyed by APCs, Half-Tracks, and Tanks (except tankette).

Field Bridges can be run over and destroyed by any ship or amphibious vehicle moving on water.

### Bunkers

All values for bunkers are only for single-piece bunkers (100% structural integrity). Note that Tier 1 bunkers can never have more than 2.5 times the health of a single piece bunker, no matter how big they get. For tier 2 the limit is 7.5 times. For tier 3 the limit is approximately 43 times.

### Tripod

The tripods and tripod weapons use the same damage resistance as light armor vehicle (armored cars). As such, unlike all structures, they take damage from Anti-Tank Explosive weapons like stickies and white ash flasks, and Anti-Tank Kinetic weapons like anti-tank rifles.

## See Also

* Vehicle Health
* Damage Types
* Damage Resistance