Shape charges such as the ones found on the H.E.A.T.type of anti armor weapons work on the explosivly formed projectile principal. This projectile consists of a cone of deformable metal (copper) that is compressed by the explosive. This compressed liner travels at around 6,000 fps. and has a relatively small frontal cross section. The method of armor penetration is one of extremely localized pressure combined with heat, The effect is greatest when the nose of the warhead detonates against the target. The reason for this is the penetrator becomes unstable when traveling through air. The farther it travels through the air the less stable it is, the less stable it is the less armor it will penetrate. (hence the dingle berries on the turret)
H.E.A.T. warhead armor penetration is predicated on warhead diameter for instance the RPG 7 warhead will penetrate around 12 inches of rolled homogeneous steel (armor plate) this makes this little weapon quite handy if you're a grunt. Contrary to popular belief TOW, Millan, HOT, Hellfire, RPG, LAW ect. do not "blow the turret" off of anything but they do introduce a plasma (hot as crap) jet into the interior of an armored vehicle. It is the hope of the dude firing the weapon that this plasma jet or any of its spall (cone of molten crap) lands on or goes through things that go boom (Ammo, Fuel, Clothes, People ect.) when this happens then the turret might fly off but by then it is a moot point. It is important that when one discusses these or other weapons they aren't lulled into false assumptions due to the fact that you might one day be facing these same type types of goodies sould the crap really hit the fan.
As a side line one of the best field expedient defenses against H.E.A.T. type weapons when in a stationary position was and still is chain link fence.