Light vehicle effective against infantry and snipers. Has increased vision range. Can be damaged by small-arms. Can reveal nearby camouflaged units.
The Dingo Light Scout Car is a light UKF vehicle unit. In skirmishes it is available from the
The Dingo boasts decent damage per second (DPS) against infantry at all ranges, with a skewed damage curve towards close range, dealing practically double the amount of damage at close range compared to long range. It also has very impressive penetration values compared to other equivalent recon vehicles, allowing it far better performance against light vehicles like halftracks. Thus against vehicles it typically out-damages equivalent units like the USF
While the Dingo is quite powerful for its class of vehicles, it is much less maneuverable with far less speed and rotation rate. Care must be taken handling the vehicle as it can be surprising difficult to get out of a bad situation quickly. In addition, the Dingo lacks a self-repair ability and while it has significantly higher health than comparative recon vehicles, it is still quite vulnerable to small arms. Plus, unlike some other vehicles it cannot capture territory. Lastly, all its power comes with a significantly higher resource cost.
By default the Dingo has the Distribute Medical Supplies active ability that allows the Dingo to heal nearby allied infantry while stationary and out of combat. It can also tow heavy weapons such as AT guns, but only if they are abandoned, as it has no space to carry a weapons crew. Its smaller size also prevents it from towing larger weapons like the 17 Pounder or Flak 36 AT guns. Additional abilities like Decoy Flares and Forward Observer Artillery Barrage are gained upon reaching veterancy level 1.
The Dingo is best used in the early stages of a skirmish match, where it can utilize its speed to harass enemies attempting to capture points, or flank HMGs to force them to move. Combined with its large sight range it can be a potent flanker to support your own troops and see threats coming before it's too late. In the very early game it is also great for dealing with fast units like the Wehrmacht
After attaining veterancy level 1, the Dingo gains access to Decoy Flares and Forward Observer Artillery Barrage. Decoy Flares fire offs flares that mimic real artillery strikes, but of course does not launch any artillery. As for the real artillery barrage ability, it functions the same as the Infantry Section's ability with Recce Package. See veterancy section for more details
As with most light vehicles, the Dingo becomes harder to keep alive and use in direct fights as time passes and better anti-vehicle measures start coming out, severely limiting its usefulness in combat. It retains a lot of utility thanks to its large sight range (which further improves with veterancy levels), and its artillery abilities, transitioning into primarily a non-combat role due to difficult micromanagement needs. Fortunately the UKF can eventually refund the Dingo via the Withdraw and Refit ability, should it still remain alive in the later stages of a match.
This unit benefits from the Light Vehicle Training upgrade available at the
600 XP
1800 XP
3600 XP
Decoy Flares: Active ability available after reaching veterancy level 1. Fakes an incoming artillery strike by creating the same warning flares that normally show up when actual artillery abilities are used, at a smaller Munitions cost compared to the real artillery ability. Great for tricking opponents into moving their units, such as set-up heavy weapons.
Forward Observer Artillery Barrage: Active ability available after reaching veterancy level 1. The base HQ howitzer will fire off volleys at the target area after a long delay. This ability is functionally identical to the Infantry Section's ability with Recce Package. While this ability is very slow to strike after initiating and thus gives opponents plenty of time to react, it is quite cheap for an artillery ability and is still useful for forcing the opponent to move units or otherwise take significant damage. Its lengthy barrage time can also be useful for extended area denial.
35
60
15
60
120
Note: Emergency Engine Repair is campaign exclusive and is not available in skirmishes.
Distribute Medical Supplies: Active ability. When activated, the Dingo will heal nearby allied infantry that are out of combat while stationary. Lasts for 45 seconds. This ability is a great way to get early healing for UKF infantry, just remember it will not work while the Dingo is in combat or moving (it also will not heal infantry engaged in combat). It has a very long 2 minute cooldown however, and thus cannot truly replace building dedicated healing. As with other healing abilities, it also works with teammate units in team games.
Towing Heavy Weapons: The Dingo is capable of towing various abandoned heavy weapons on the field such as AT guns. However, it can only tow abandoned weapons - it does not have transportation capacity and thus cannot transport live crewman. Its smaller size also prevents it from towing the very large heavy weapons such as 17 Pounders and heavy howitzers.
Support Veterancy: This unit gains veterancy XP when nearby friendly units gain XP. This allows it to gain XP even if it is not actively fighting. If multiple units with Support Veterancy are nearby, the gained XP will be shared equally amongst them.
Light Vehicle Training: Available from the
Indian Artillery Battlegroup
Artillery Saturation: The Dingo's artillery barrage ability benefits from Artillery Saturation, which passively increases the amount of volleys fired in every barrage.
30cal-dingo-uk-sp | Near | Mid | Far |
---|---|---|---|
Accuracy | 0.75 | 0.7 | 0.68 |
Range | 10 | 25 | 35 |
Penetration | 7.2 | 6 | 4.8 |
Unlike most small arms, the Dingo features incredible penetration values for a unit of its class, greatly outclassing equivalent recon light vehicles of other factions. This makes it deceptively powerful against various light vehicles such as halftracks, and thus a useful tool against units like the DAK
The Dingo's machine gun has a significant burst duration penalty when firing on the move. This essentially means it will do overall less damage when on the move as the amount of rounds fired per burst is significantly lower.
Dingo Light Scout Car
The Dingo’s moving damage-per-second has been adjusted to be less effective against other vehicles. In matchups such as British versus Afrikakorps, the Dingo could destroy a 250 too fast while driving at full speed/chasing. The unit will still retain high damage against ultra-light vehicles while stationary.
Moving burst reduction from 1 to 0.66
Moving accuracy increased from 0.75 to 0.9
Detection Range of 25
The following units are Detectors and have a Detection range of 25:
British Forces
Dingo Scout Car, Humber Armored Car, Infantry Sections upgraded with the Recce Package
US Forces
1/4-ton 4x4 Truck, Scouts and their variations (Pathfinders, Artillery Observers)
Afrikakorps
Kradschutzen Motorcycle Team, 254 Reconnaissance Tractor, Panzerpioneers
Wehrmacht
Kettenkrad Recon Vehicle, 221 Scout Car, Pioneers