The Games EdgeThe Games Edge
  • Home
  • Guides
  • Gamepedia
  • The Devs
Reading: Tyr Armor and Modules Guide – Weak Points and Overmatch
Share
The Games EdgeThe Games Edge
  • Home
  • Guides
  • Gamepedia
  • The Devs
© Foxiz News Network. Ruby Design Company. All Rights Reserved.
Guides

Tyr Armor and Modules Guide – Weak Points and Overmatch

Thegamesedge Favicon
Last updated: September 7, 2026 7:34 am
The Gamesedge
Share
23 Min Read
SHARE

Armor is one of the most important mechanics to understand in Tyr. You can have a powerful cannon and still struggle to damage enemies if you are shooting the wrong part of their vehicle. Likewise, knowing how your own armor works can help you survive situations where another player might get destroyed.

Contents
  • Tyr Armor and Modules Guide – Weak Points and Overmatch
    • Tank Penetration Values
  • Understanding Sniper Mode Colors
    • Green
    • Grey
    • Yellow
    • Blue
    • Magenta
    • Watch Your Reticle
  • How Armor Angling Works
  • What Are Modules?
  • How Module Repair Timers Work
    • Example of the Module Timer System
  • Critical Modules
    • Critical Module Locations
  • Fuel Tank Modules
    • Fuel Tank Locations
  • Gun Modules
    • Gun Module Locations
  • Turret Modules
    • Turret Module Locations
  • Ability Modules
    • Ability Module Locations
  • Engine Modules
    • Engine Module Locations
  • Treads and Immobilizing Enemies
    • Magenta Track Shots Do Not Normally Deal Damage
    • Special Treads Locations
  • How Overmatch Works
  • When Should You Aim for Modules?
    • Can I Actually Penetrate It?
    • Is the Effect Worth More Than a Normal Shot?
    • What Happens After I Hit It?
  • Learn Your Own Tank’s Weak Points

In this post, I’ll explain how armor, penetration, angling, and Modules work in Tyr. We’ll go through the different penetration values, what the colors in Sniper Mode mean, where to find important Modules on each tank, and why sometimes shooting a specific weak point is much better than simply aiming for the largest visible part of an enemy.

Once you understand these mechanics, battles become much easier to read. Instead of randomly firing at whatever part of a tank is in front of you, you can make deliberate decisions. Sometimes you should go for extra damage, sometimes you should disable the enemy’s gun, and sometimes immobilizing them is the best possible move.

Tyr Armor and Modules Guide – Weak Points and Overmatch

If you have played other tank shooters before, the basic idea behind armor will probably feel familiar.

Different parts of every tank have different armor values. Some areas are heavily protected, while others are easier to penetrate. The angle of the armor also matters significantly.

Generally, you want to shoot armor as directly as possible.

Think of it like shooting a flat wall. If you are facing that wall directly, your shell has to travel through its normal thickness. But when the wall is angled, your shell effectively has to travel through more armor.

This means angled armor can become much stronger than its base value suggests.

Every tank also has its own penetration value, which determines how much armor its shells can reliably penetrate.

Tank Penetration Values

Here are the base penetration values for the different tanks:

  • 50mm: Ikarus and Fuse
  • 60mm: Alecto, Tempest and Valor
  • 70mm: Kestrel, Phantom, Seeker, Ranger and Maul
  • 80mm: Rook, Deadeye, Helio, Atlas, Tricera and Fortis
  • 90mm: Ark
  • 100mm: Arbalest

Your ammunition can also affect penetration.

Using Lightweight Shells lowers penetration by 10%, while High Explosive Shells have a flat 45mm penetration value.

Arbalest is the exception when it comes to increasing penetration. Its Siege Shot can reach 100mm plus 30% penetration.

So before taking a difficult shot, it is worth knowing what your tank is actually capable of penetrating.

Understanding Sniper Mode Colors

Sniper Mode gives you a huge amount of useful information when aiming at an enemy.

The colored overlay on enemy tanks tells you what will happen if your shell hits that area.

Green

Green means your shell will penetrate.

This is generally the safest area to shoot if your goal is simply dealing reliable damage.

Grey

Grey means your shell will be blocked.

Unless you have a special reason to shoot there, avoid these areas. You are likely wasting your shot.

Yellow

Yellow means the shot may penetrate.

This usually appears when your penetration is close to the amount required to penetrate the armor.

Yellow areas appear when your tank’s penetration value is within 10% of the required penetration value.

For example, if an armor section requires between 80 and 88mm of penetration, a tank like Helio may see that area as yellow.

A yellow shot has a flat 50% chance of penetrating and dealing normal damage.

Personally, I would avoid relying on yellow shots whenever possible. A 50% chance can save you in certain situations, but if you have a guaranteed green target available, that is usually the smarter choice.

Blue

Blue means you will penetrate a Module.

This is where things become much more interesting.

A successful Module penetration deals normal damage while also applying the Module’s additional negative effect.

Magenta

Magenta indicates Treads.

Shooting these areas can disable the enemy’s movement, but the shot normally does not deal damage to their health.

However, as we’ll discuss later, Overmatch can change how some of these shots work.

Watch Your Reticle

You do not always need to stare at the entire armor overlay.

The small dot at the center of your reticle also changes color depending on what you are aiming at.

This is particularly useful when terrain, rocks, walls, or other objects are close to your target. Before firing, check the reticle color to make sure your shell is actually going where you expect it to go.

How Armor Angling Works

Armor becomes more effective when it is angled.

To get the best chance of penetrating an enemy tank, you generally want to hit the armor as directly as possible. Shooting an armor plate from the side can dramatically increase its effective armor.

This is why positioning matters so much.

If an enemy is showing you a heavily angled hull, you may struggle to penetrate areas that would normally be easy to damage.

The same mechanic works in your favor when you are defending yourself.

Heavy tanks especially benefit from proper armor angling, but some Medium tanks can also significantly improve their survivability by presenting their armor at the correct angle.

I recommend checking your vehicle in the Armor viewer, either through Tyr HQ or in-game.

Spend a little time rotating your tank and looking at the armor values from different directions. You may discover that a position you thought was dangerous actually gives you a much stronger effective armor profile.

What Are Modules?

Modules are special parts located around different tanks.

You can think of them as tactical weak points.

Every tank has between two and four different Module types, and successfully penetrating one can deal normal damage while also applying a negative effect.

There are currently seven Module types:

  • Critical
  • Fuel Tanks
  • Gun
  • Turret
  • Ability
  • Engine
  • Treads

Some Modules are easy to recognize because of where they are placed. Others require you to learn the specific layout of each tank.

This knowledge can completely change how you approach an enemy.

For example, you may not always want to aim for the easiest armor penetration. If you can disable an enemy’s gun, stop their movement, or trigger a fire, hitting the Module may provide much more value.

How Module Repair Timers Work

Most functional Modules eventually repair themselves after being damaged.

However, repeatedly shooting the same Module does not mean you can permanently disable an enemy.

The repair system uses progressively shorter timers.

The default timers are:

  • Ability Modules: 10 / 5 / 2.5 seconds
  • Engine Modules: 8 / 4 / 2 seconds
  • Turret Modules: 8 / 4 / 2 seconds
  • Gun Modules: 6 / 3 / 1.5 seconds
  • Track Modules: 5 / 3 / 1.5 seconds

The first time you break a Module, it uses the longest timer.

If you hit that same Module again during the correct window, the next break uses a shorter timer.

Eventually, after reaching the third and shortest timer, the Module becomes temporarily immune to being broken again for 10 seconds.

You can still shoot it for normal damage during this period, but you cannot keep applying the disabling effect indefinitely.

Example of the Module Timer System

Let’s use Helio’s Turret Module as an example.

The first break disables the turret for 8 seconds.

If you shoot it again too quickly, the timer will not reset.

If enough of the current timer has passed but less than 10 seconds have passed since the break, hitting it again moves the Module down to the next timer.

That means the next break can last 4 seconds, followed by 2 seconds.

After reaching the shortest timer, the Module becomes immune to breaking again for 10 seconds.

After that immunity period ends, the system resets and the next successful break starts again at the longest timer.

Each Module is tracked separately.

So damaging one Module does not affect the repair timing of another Module on the same tank.

Critical Modules

Critical Modules are some of the best targets in the game if your goal is raw damage.

Penetrating a Critical Hit Module deals 50% additional damage.

That makes them extremely valuable when you have a clean shot.

Critical Module Locations

  • Kestrel: Circular section on the upper back of the turret
  • Phantom: Windshield
  • Ark: Small elongated section on the back of the turret
  • Arbalest: Rectangular section on the back of the hull
  • Valor: Circular sections toward the back on the sides of the hull
  • Ranger: Rectangular section on the back of the hull
  • Helio: Circular sections on the upper sides of the turret
  • Atlas: Elongated section along the lower back of the turret
  • Tricera: Small circular sections on the inner sides of the hull
  • Fortis: Small circular sections on the inner sides of the turret

Whenever you have a safe and reliable shot at one of these, it is usually worth taking advantage of the extra damage.

Just remember that a difficult Module shot is not always better than a guaranteed penetration.

Do not miss a perfectly good shot because you are trying to hit a tiny Critical Module from an impossible angle.

Fuel Tank Modules

Fuel Tank Modules can start fires.

When you penetrate one, the enemy tank catches fire and takes 160 damage over 8 seconds.

The fire deals damage in ticks of 20 damage.

There are some important limitations:

  • The fire cannot be reset.
  • The damage does not stack.
  • Another fire cannot be triggered until the current fire finishes.

This means you should not keep shooting the Fuel Tank expecting multiple fires to stack on top of each other.

Fuel Tank Locations

  • Alecto: Rectangular section on the lower back of the hull
  • Kestrel: Two rectangular sections on the back of the hull
  • Ikarus: Two rectangular sections on the back of the hull
  • Tempest: Circular exhaust port on the back of the hull
  • Atlas: Rectangular section on the back of the hull

Fuel Tanks are particularly valuable targets when you can get behind an enemy.

If you have a flanking opportunity, checking for these Modules can turn a good attack into a much more damaging one.

Gun Modules

A successful penetration on a Gun Module prevents the enemy tank from firing its cannon until the Module is repaired.

The default repair time is 6 seconds.

This can completely change an engagement.

If you are facing a dangerous enemy and successfully disable their gun, you suddenly have a window where they cannot shoot back.

That gives you time to reposition, retreat, push forward, or let your team finish them.

Gun Module Locations

  • Ark: Section surrounding the barrel on the turret
  • Arbalest: Small circular sections on the inner sides of the turret
  • Tempest: Shell cylinder on the back of the turret
  • Ranger: Rectangular section on the back of the turret

Gun Modules are especially useful when fighting enemies one-on-one.

If you know you cannot win a direct damage trade, disabling their cannon can give you the advantage you need.

Turret Modules

Turret Modules prevent an enemy from rotating their turret when damaged.

The default repair time is 8 seconds.

The important thing to remember is that the enemy can still:

  • Move their hull
  • Fire their cannon

So disabling the turret does not make them completely helpless.

However, it can be extremely effective against an enemy trying to track multiple targets.

If you disable their turret and move around them, they may have to rotate their entire hull to keep their cannon aimed at you.

Turret Module Locations

  • Alecto: Rectangular section on the back of the turret
  • Seeker: Triangular tabs on either side of the turret
  • Rook: Elongated section on the back of the turret
  • Maul: Elongated section on the back of the turret
  • Helio: Pentagonal sections on the inner back of the hull
  • Tricera: Circular section on the back of the turret

These Modules can be particularly useful when you are flanking slower or heavier tanks.

Ability Modules

Ability Modules prevent a tank from activating its special ability.

The default repair time is 10 seconds, making it the longest standard functional Module disable.

This can be extremely valuable against tanks that heavily depend on their abilities.

If you know an enemy is preparing to use their ability, disabling the Module can completely disrupt their plan.

Ability Module Locations

  • Alecto: Small circular sections on the inner sides of the hull
  • Phantom: Two circular sections on the sides of the hull
  • Ikarus: Two elongated sections on the upper sides of the hull
  • Fuse: Either end of the missile pod on top of the turret
  • Valor: Arch-shaped section on the back of the turret
  • Rook: Hexagonal section on the lower front of the hull
  • Deadeye: Rectangular section on the back of the hull
  • Maul: Circular exhaust port on the back of the hull

Knowing these locations can help you counter specific enemies much more effectively.

Engine Modules

Damaging an Engine Module limits the enemy tank’s speed and acceleration.

The default repair time is 8 seconds.

This is particularly useful when an enemy is trying to escape or reposition.

A damaged Engine can turn a fast vehicle into an easy target.

Engine Module Locations

  • Alecto: Rotary fans on either side
  • Phantom: Circular exhaust port on the back of the hull
  • Fuse: Circular exhaust port on the back of the hull
  • Seeker: Rectangular section on the back of the hull
  • Arbalest: Trapezoidal sections on the sides of the hull
  • Fortis: Cylindrical section on the back of the hull

If a fast enemy is escaping after taking damage, hitting their Engine Module can give your team the extra time needed to finish them.

Treads and Immobilizing Enemies

Treads are one of the most useful tactical targets in Tyr.

Damaging a Treads Module prevents the enemy tank from moving.

The default repair time is 5 seconds.

Most Medium and Heavy tanks also have magenta-colored tracks that can be shot to immobilize them.

However, there is an important difference.

Magenta Track Shots Do Not Normally Deal Damage

Shooting these track-only areas can immobilize the enemy, but the shot does not deal damage to their health.

The immobilization itself can still be incredibly valuable.

A stationary enemy is much easier for your team to hit.

It can also stop an enemy from escaping, prevent them from reaching cover, or leave them exposed during a push.

Special Treads Locations

Most Treads Modules are easy to identify, but two tanks have special locations worth remembering:

  • Valor: Two taller sections in the middle of the tank on either side
  • Atlas: Two circular sections toward the back of the tank on either side

How Overmatch Works

Overmatch is one of the more interesting armor mechanics in Tyr.

If your shell’s penetration value is more than four times the effective armor of the section you hit, your shot will Overmatch.

This means the shell penetrates regardless of the armor’s angle.

That can be extremely useful against thin armor sections that would otherwise become difficult to penetrate because of extreme angling.

Overmatch also has another important benefit.

It can turn certain magenta Track-only shots into full Module breaks that also deal damage.

Normally, shooting a magenta track immobilizes the enemy without damaging their health.

But if you successfully Overmatch the armor involved, that interaction can become much more powerful.

This makes penetration values important for more than simply determining whether your shell can damage a tank.

When Should You Aim for Modules?

In general, aiming for Modules is almost always worth considering.

But you should not blindly chase them.

Some Modules are deliberately placed in awkward locations. You might see an attractive blue target, but the angle could cause your shell to hit nearby armor instead.

Other times, the Module may be small enough that attempting the shot creates an unnecessary risk.

I recommend thinking about three things before firing:

Can I Actually Penetrate It?

Check the Sniper Mode overlay and your reticle.

A blue Module is valuable, but only if your shell can reliably reach it.

Is the Effect Worth More Than a Normal Shot?

If an enemy is about to escape, an Engine or Treads Module may be more valuable than ordinary damage.

If a dangerous tank is about to fire, disabling its Gun Module could be the best possible choice.

If you have a clean shot at a Critical Module, the extra 50% damage might be worth prioritizing.

What Happens After I Hit It?

Always think one step ahead.

Immobilizing an enemy is more valuable when your teammates have clear firing angles.

Disabling a turret is more useful if you can immediately flank the enemy.

Starting a fire is especially effective when the enemy is already under pressure.

Modules are strongest when you use their effects to create an advantage rather than simply shooting them because they are blue.

Learn Your Own Tank’s Weak Points

One of the most overlooked parts of the Module system is understanding your own tank.

You should know exactly where your Critical Modules, Engine Modules, Gun Modules, and other weak points are located.

If you know where the enemy wants to shoot you, you can position your vehicle to make those shots more difficult.

Armor angling becomes even more important once you understand this.

You are not just trying to hide your weakest armor.

You are also trying to protect the Modules that can disable your tank or deal extra damage.

I strongly recommend spending some time in the Armor viewer and inspecting your favorite vehicles.

The knowledge you gain there can save you from a lot of unnecessary damage in real matches.

The biggest lesson is simple: do not just shoot the enemy tank—choose what you want your shot to accomplish.

Sometimes you want guaranteed damage.

Sometimes you want the 50% bonus damage from a Critical Module.

Sometimes you need to disable their gun before they can fire.

Other times, immobilizing an enemy for your teammates is far more valuable than dealing damage yourself.

Armor, penetration, angling, and Modules all work together in Tyr, and learning these mechanics gives you a major advantage over players who simply fire at the biggest target they can see.

Check your penetration value. Watch the Sniper Mode colors. Learn where important Modules are located. Angle your own armor properly, and think carefully about what each shot can do.

Once you start playing with that mindset, every enemy tank becomes much easier to understand—and much easier to take apart.

Slime RNG All Recipe Locations Guide – Crafting Recipe
Dress to Impress Summer Update Guide – Codes, Patch Notes
007 First Light For England Challenge Guide
Dustborn 100% Achievement Guide – Unlock Walkthrough
Task Bar Hero Rune Planner Tool – How to Plan Your Rune
Share This Article
Facebook Email Print

Recent Posts

  • Worming from Home Walkthrough Guide – All Achievements
  • Sable Walkthrough Guide – Achievements, Quest
  • Feed The Pit Act 1 Guide – Achievements, Tips, Challenge
  • MineMogul Machine Throughput and Product Prices Guide
  • Pascal Requiem Achievement Guide – Red Memory Locations

Follow US on Social Media

Facebook Instagram X-twitter

© TheGamesEdge.com. All Rights Reserved.

Thegamesedge Favicon

More from Foxiz

  • About
  • Contact
  • Privacy
Welcome Back!

Sign in to your account

Username or Email Address
Password

Lost your password?