Dingo Light Scout Car Symbol

Dingo Light Scout Car

symbol
Vehicle
Dingo Light Scout Car
Dingo Light Scout Car Portrait
UK Forces Icon
Faction

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 . As the earliest UKF vehicle available in skirmishes, it serves as a mobile scout, harasser, and utility/support vehicle. It is also a designated detector unit, meaning it has larger detection range of 25 compared to the usual 12.5 range for most units.

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 . The Dingo also has one of the highest sight ranges in the game at 50 meters - by comparison the DAK Kradschützen Motorcycle has 45 sight range, and most units have 35 sight range.

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 , DAK , and DAK . Thanks to its impressive penetration values on its gun, it can make surprisingly short work of said light vehicles quite quickly unless the opponent reacts. The healing ability is great to help keep infantry healthy early game and stall the construction of a Field Infirmary, although it has a long cooldown which prevents it from being an outright replacement for healing as time passes. Due to a lack of a self-repair ability, it can only be self sufficient for so long before needing to retreat to get repairs from a .

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 .

Armor


light armoured car

CoH3 Stats light Cover Icon4.5
CoH3 Stats negative Cover Icon2.5
CoH3 Stats light armoured car Portrait
CoH3 Stats heavy Cover Icon4.5
CoH3 Stats light Cover Icon4.5

Veterancy


Veteran Star FullVeteran Star EmptyVeteran Star Empty

600 XP

Unlocks veteran ability. Increases rotation rate, sight, and acceleration.
Veteran Star FullVeteran Star FullVeteran Star Empty

1800 XP

Increases speed, rotation rate, and accuracy.
Veteran Star FullVeteran Star FullVeteran Star Full

3600 XP

Increases speed, acceleration, health, sight and rate of fire.

Veterancy Abilities

  • 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.

Abilities


Forward Observer Artillery Barrage icon
Forward Observer Artillery Barrage
Requests the HQ howitzer to barrage the target area. Very effective against stationary targets.
Munitions Cost

35

Time Cost

60

Decoy Flares icon
Decoy Flares
Fires off-map decoy flares at the target position that can trick enemies to relocate or retreat.
Munitions Cost

15

Time Cost

60

Distribute Medical Supplies icon
Distribute Medical Supplies
When stationary, heals nearby infantry that are out of combat.
Restores +%1% health per second.
Time Cost

120

Emergency Engine Repair icon
Emergency Engine Repair
Crew will repair vehicle criticals when out of combat and stationary.
Tow Heavy Weapon icon
Tow Heavy Weapon
Orders the unit to tow the selected heavy weapon.

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.

Research Upgrades

  • Light Vehicle Training: Available from the . Grants veterancy XP and combat bonuses to veteran light vehicles.

Battlegroup Abilities:

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.

Weapons


30cal-dingo-uk-sp
Near
Mid
Far
Accuracy0.750.70.68
Range102535
Penetration7.264.8
3.5
  • 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.


Change Log

1.8.0 Update Sept 18 2024

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 

1.6 'Coral Viper' April 2 2024

  • 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