How many hits it takes
The raid calculator ranks explosives by what they cost. This one answers the question you ask while standing in front of the wall: how many more, and is what I am carrying enough.
What are you hitting
Hit points are the full-health figures. If the wall is already chewed up, drop the hit points below and every count re-runs against what is left.
Full health is 1,000. Lower it for a wall someone has already been working on.
Hits to bring it down
Fewest units first. Damage delivered is what those whole units actually do; wasted is everything past zero hit points, which is the price of rounding up.
| # | Explosive | Damage per hit | Hits needed | Damage delivered | Wasted |
|---|---|---|---|---|---|
| 1 | C4 | 250 | 4 | 1,000 | — |
| 2 | Rocket | 125 | 8 | 1,000 | — |
| 3 | Satchel | 43.50 | 23 | 1000.50 | 0.50 |
| 4 | HV Rocket | 15 | 67 | 1,005 | 5 |
| 5 | Beancan | 8.93 | 112 | 1000.16 | 0.16 |
| 6 | Explo Ammo | 2.50 | 400 | 1,000 | — |
| 7 | F1 | 1.01 | 993 | 1000.15 | 0.15 |
What you are carrying
Mix whatever is actually in the box. Everything is applied to the same face, which is the optimistic case — a mistimed satchel on the wrong wall is not modelled.
- C4
- Rocket
- HV Rocket
- Satchel
- Explo Ammo
- Beancan
- F1
0.00% of what the Sheet Metal Wall has left
Note. Hit points and per-explosive damage come from the same table the raid calculator uses, so the two pages can never disagree. Vehicles carry their own explosive multipliers and are a coarser approximation than the building tiers.