The Spike-LR II (Long Range 2) is an advanced anti-tank guided missile (ATGM) that is part of the Spike family. Found on many IFVs, it is capable of engaging both non-line-of-sight and beyond-line-of-sight targets. Additionally, it can function as a surface-to-air missile (SAM), being particularly effective against helicopters and low-flying aircraft.
Pros: | Cons: |
---|---|
Fire-and-forget guidance | Slow flight speed |
Tandem warhead | Low warhead explosive mass |
Doesn’t trigger enemy aircraft’s RWR thanks to its IR guidance | Launch angle impacts minimum range |
Features excellent accuracy and manuverability | Inconsistent damage on hits |
Long guidance time and range | |
Ability to fire on the move |
Vehicles equipped with this weapon
- Vilkas (Germany)
- PUMA VJTF (Germany)
- KF41 (Italy)
- Freccia (Italy)
- CV 90 Mk.IV (Sweden)
- Namer 30 (Israel)
- Namer Tsrikhon (Israel)
Missile characteristics
Calibre | 110 mm |
Projectile mass | 13.5 kg |
Maximum speed | 180 m/s |
Guidance | IR |
Lock range | 20.00 km |
Missile guidance time | 45 sec |
Explosive mass | 1.27 kg TNTe |
Fuse sensitivity | 0.01 mm |
Fuse delay | 0.4 m |
Armor penetration | 900 mm |
Usage in Battle
The Spike-LR II is primarily an ATGM for engaging enemy tanks but can also be used as a SAM against aircraft.
Using the Spike against tanks
The LR II is best used as a long-range missile against distant enemy tanks. On some vehicles, such as the Vilkas and KF41, the Spike requires at least 300 meters to hit due to the angled launcher placement. However, on vehicles like the PUMA VJTF, where the missile is mounted horizontally beside the gun, it can successfully engage targets at much closer ranges.
While the LR II features a tandem HEAT warhead, its 1.27 kg TNT equivalent is relatively low. As most MBTs have strong HEAT protection, the missile often inflicts only critical damage rather than leading to outright destruction due to the lack of spalling. This results in inconsistent kill potential, making the Spike more effective against light tanks, IFVs, and SPAAs. These vehicles typically have minimal armor, making them more vulnerable to penetration and overpressure, often leading to instant destruction.
Although the Spike can destroy MBTs, its effectiveness is inconsistent because it doesn’t always aim for the center mass of the tank. The damage inflicted depends on the missile’s flight path and point of impact. Since the Spike ascends immediately after launch to engage non-line-of-sight targets, it may strike from above — similar to the TOW-2B — potentially leading to a kill. However, if it hits turret cheeks or other well-armored areas like the upper front plate, it usually results in only critical damage to components like the gun barrel, gun breach, or crew.
At closer ranges, the LR II’s maneuverability allows it to fly directly at the target rather than arcing upward, increasing the chances of hitting weak spots like the lower front plate or turret ring. This makes the Spike a viable option in even city environments (depending on the vehicle) where direct line of sight is available. Additionally, its agility enables it to engage fast-moving targets more reliably.
To maximize effectiveness, locate enemy tanks using your scouting device or commander optics. Once a suitable target is identified, peek from your cover, fire the LR II and relocate. The Spike’s fire-and-forget capability allows you to immediately search for your next target without having to guide the missile. Additionally, since it can be fired on the move, you can engage enemies while driving, increasing the survivability of the easily destructible vehicles the LR II is found on.
Using the Spike against helicopters
If you want to use the LR II against enemy aircraft, helicopters are the ideal targets due to their low maneuverability and slow speed. Scan the skies for incoming helicopters, lock onto a target, and fire the missile. Since the Spike is IR-guided, it does not trigger the targeted helicopter’s RWR, making it harder to detect before it’s too late.
The missile’s slow speed can also work to its advantage. Many players, after initially taking evasive action, may assume the threat has passed and ascend back into the sky only for the Spike to hit them moments later.
While some helicopters, such as the Ka-50 and Ka-52, are equipped with a Missile Approach Warning (MAW) system that can detect the Spike, this detection occurs only in the final moments before impact, meaning the threat typically remains undetected for most of the time. The MAW detects the missile’s approach, but due to the very short reaction window, the pilot has little time to take evasive action. As a result, the Spike often remains invisible to the helicopter until it is almost too late.
Thanks to the LR II’s decent maneuverability, once it locks onto the helicopter, it is highly likely to hit if no evasive actions are taken. While flares significantly increase the chances of evading the Spike, there are instances where the missile ignores the countermeasures and continues targeting the helicopter. However, due to the Spike’s relatively low explosive mass, the missile sometimes only causes a hit or critical damage if a non vital part (e.g. the tail on the Ka-50) is hit, which might leave the enemy with the possibility of repairing the helicopter.
Using the Spike against planes
While the Spike-LR II is not primarily designed for engaging fast-moving aircraft, it can still be effective against slower planes — especially those focused on ground attacks. Aircraft like the A-10s and Su-25s often have to maintain a steady flight path when using guided munitions or unguided rockets, making them vulnerable to missiles due to their lack of maneuvering.
For best results, target aircraft that are still approaching the battlefield rather than those already engaged in combat. Planes that have just spawned are less likely to notice the launch, whereas those already attacking can spot and evade the missile more easily using flares or maneuvering. Thanks to the Spike’s long guidance range and lack of RWR activation, it can be fired at distant planes without alerting them. However, its relatively slow speed means it takes time to reach the target, giving aware pilots a chance to react.
In summary, the Spike-LR II is most effective against light tanks and IFVs. While it can be fired at closer ranges depending on the vehicle configuration, it performs best at longer distances. For engaging aircraft, prioritize helicopters over planes, as they are less likely able to evade the missile.