250/9 Armored Half-track Symbol

250/9 Armored Half-track

symbol
Vehicle
250/9 Armored Half-track
250/9 Armored Half-track Portrait
Afrikakorps Icon

Light vehicle effective against infantry and can damage light vehicles. Can transport infantry and tow. Increased autocannon firepower when garrisoned Can be damaged by small-arms

The 250/9 Armored Half-Track is a variant of the (commonly referred to as the 250 halftrack). In skirmishes it is only attainable through upgrading the 250 halftrack, and cannot be built directly.

When the 250 halftrack is upgraded with KwK 38 Autocannon Conversion (which requires the Combat Half-Tracks upgrade from the ), it converts to this unit. Essentially this conversion changes the halftrack into a more durable but slower mechanized combat vehicle, with increased firepower. It gains new weapons including a rotating autocannon turret, though occupants can no longer fire out from the vehicle. Uniquely, this unit has a relatively slow rate of fire, but this rate of fire is increased significantly while it is transporting troops.

Stats wise, compared to the 250 halftrack this unit trades mobility for durability. It has slower speed and acceleration, but greater health and armour.

Interestingly, unlike most conversions, this unit retains its previous utility functions the default 250 halftrack has. This includes still being able to tow weapons and transport troops, as well as access to the Medical Station ability. As a downside the 250/9 loses the Support Veterancy passive.

At veterancy level 1 it gains the Hit and Run passive ability which activates when the unit takes enough health damage, granting it a huge boost to speed and acceleration for a duration. This passive helps make up for the slower mobility compared to the default 250 halftrack, at least initially in combat engagements. See veterancy section for more info.

The 250/9 is an effective early game light vehicle. Its autocannon is far more effective than the standard weapon the 250 has, allowing it to do far more damage to infantry while also being able to rotate independently of vehicle facing. It also has better penetration and thus can better combat other light vehicles such as Allied halftracks, the USF , and the UKF . It will still struggle against anything more heavily armoured however. This weapon behaves very similarly to the weapon the uses, although it is weaker in various aspects such as direct damage value. See weapons section for more info.

The most intriguing aspect of the upgrade is that it keeps the utility functions of the default 250 halftrack. This means the 250/9's role is effectively more like a dedicated Armoured Personnel Carrier (APC) or Infantry Fighting Vehicle (IFV), especially as it features greater durability and firepower than the 250 halftrack but still can transport troops. This is further encouraged since its rate of fire is increased while transporting infantry. Outside of acting as a transport and infantry support, remember it can still heal infantry units out of combat, and can still tow abandoned weapons.

It should be noted that the benefits heavily from using transports, as it has a unique passive that activates when disembarking from vehicles in combat. See its page for more details.

Overall the 250/9 is a significant upgrade, boosting its overall firepower and durability while still keeping its healing, towing, and transportation functionalities. That said, despite the increase in health it is still ultimately a light vehicle that can still be easily destroyed by many weapons, so careful micromanagement is needed as more AT weapons are deployed by enemies. In addition, while the added weapon is an upgrade, it pales in comparison to the 8 Rad's autocannon weapon especially if the 250/9 is not transporting troops to gain increased rate of fire. As such the 250/9 can be quite lacking when used on its own, and of course is best used to support infantry.

This vehicle can be very helpful for the DAK theme of mechanized combat as it grants what is basically the game's only true APC/IFV vehicle role. If a player opts to get the Combat Half-Tracks upgrade from the Armory, getting this unit is a great way to keep up field pressure in the early stages of a match, though bear in mind the increased micromanagement demands. This is especially true since it is designed to work with infantry, rather than act as a traditional light vehicle that can operate on its own. If one plans on using Assault Grenadiers, this is naturally a very fitting infantry support vehicle to use with them.

The upgrade is also helpful if there are multiple 250 halftracks on the field and there are spare Munitions to use up, as by the later stages of a match the speed loss is not nearly as consequential compared to gaining extra firepower and durability. Bear in mind the excess Munitions can also be used for the other combat upgrade, the .

Armor


light halftrack

CoH3 Stats light Cover Icon4
CoH3 Stats negative Cover Icon3
CoH3 Stats light halftrack Portrait
CoH3 Stats heavy Cover Icon7
CoH3 Stats light Cover Icon4
  • This unit retains the armour increase from the prerequisite Combat Half-Tracks upgrade from the .

  • The 250/9 has slightly higher frontal armour than the other 250 halftrack variants.

  • Note that the health of the 250/9 and other variants is increased by the prerequisite Combat Half-Tracks upgrade from the . Since the upgrade is required to attain the 250/9 in the first place, its health value is actually +40 higher than the default listed here.

Veterancy


Veteran Star FullVeteran Star EmptyVeteran Star Empty

700 XP

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

2100 XP

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

4200 XP

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

Veterancy Abilities

  • Hit and Run: Passive ability. When this unit takes damage and reaches 75% or lower health, it gains +30% speed and acceleration for a duration of 20 seconds. 40 second cooldown. As the name implies, this is great for hit and run tactics which is very suited to the role of the 250/9 halftrack, whom likely will need the extra mobility to drop off troops and stay alive in combat. Due to the health requirement it is not easy to activate as it requires actions on the enemy's part, though it will typically will activate as soon as the vehicle is hit with some sort of AT weapon like a Bazooka.

  • Overrun Infantry: Active ability gained upon reaching veterancy level 1. After using it on a target infantry, the 250/9 will charge in at maximum speed into point blank range of said target. Once it reaches its destination, it will start radiating 'shockwaves' that will suppress and slow any infantry caught in its area of effect for a few seconds. The 250/9 itself is significantly slowed for the duration. The pulses will also slow infantry even if they are retreating. Useful ability to quickly suppress infantry and/or to slow down retreating infantry, although the 250/9 will be putting itself in a very risky position doing this. This is especially true due to the self-slowing effect as it will not be able to pull itself out of a bad situation for the duration. This old veteran ability has since been replaced with the above in the 1.7 Onyx Shark patch.

Abilities


Hit and Run icon
Hit and Run
+30% %2%, +20% %4%. Lasts for %5% seconds.
Hit and Run icon
Hit and Run
+30% %2%, +20% %4%. Lasts for %5% seconds.
Time Cost

40

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

120

Drop Heavy Weapon icon
Drop Heavy Weapon
Orders the unit to drop its towed heavy weapon at the target position.
Tow Heavy Weapon icon
Tow Heavy Weapon
Orders the unit to tow the selected heavy weapon. Non-abandoned heavy weapons will have their crew board the vehicle.
Blitzkrieg icon
Blitzkrieg
Increases vehicle speed, rate of fire, and makes unit harder to hit when active.
Munitions Cost

40

Time Cost

60

Hold Fire Disabled icon
Hold Fire Disabled
Unit will not engage unless given a manual attack order when active.
Stealth Off icon
Stealth Off
Toggle to enable Stealth. Vehicle must be out of combat for at least 6 seconds before it can stealth again.
Emergency Repair Kits icon
Emergency Repair Kits
The unit will slowly repair damage when out of combat and stationary.
Restores +%1% health per second.
Smoke Canisters icon
Smoke Canisters
Orders the vehicle crew to deploy smoke canisters in front of the vehicle.
Munitions Cost

25

Time Cost

120

Vehicle Awareness icon
Vehicle Awareness
Enables the vehicle to detect enemy vehicles in the fog of war.
Vehicle Capture icon
Vehicle Capture
Increases speed, rotation rate, and allows the vehicle to capture and decapture territory.
+20% speed and +15% rotation rate.
  • Medical Station: Active ability. Once activated, this unit will heal nearby friendly infantry while stationary and out of combat for a long duration. Has a very long cooldown.

  • Towing Heavy Weapons: Passive ability. This unit can tow various heavy weapons like AT guns. Non-abandoned weapons can also be towed since it has transportation capacity to carry crews. As the halftrack is a larger vehicle, it is capable of towing even the heaviest of weapons like the UKF and the DAK .

Armory Upgrades/Abilities

  • Emergency Repair Kits: Passive ability. The unit will repair itself when stationary and out of combat. Requires the Emergency Repair Kits upgrade from the Armory.

  • Smoke Canisters: Active ability. Drops smoke directly in front of the vehicle. Requires the Vehicle Survival Package upgrade from the Armory.

  • Vehicle Capture: Passive ability. The unit gains increased movement speed, rotation rate, and is able to capture/decapture territory. Requires the Rapid Advance upgrade from the Armory.

Armored Support Battlegroup

  • Vehicle Awareness: Passive ability. The vehicle can detect enemy vehicles in the fog of war. Requires the Vehicle Awareness perk.

  • Panzer Storm: Active battlegroup ability. Upon activation, globally increases the speed of all vehicles and grants them immunity to engine criticals for the duration.

Weapons


20mm-250-ak
Near
Mid
Far
Accuracy0.520.4240.36
Range102040
Penetration161413
12
1.5
Mg34-coaxial-250-222-ak
Near
Mid
Far
Accuracy0.5040.460.41
Range72040
3
Tank-smoke-ak
Near
Mid
Far
Range027.555
Penetration353535
  • The 250/9's default 20mm autocannon is essentially a weaker version of the default autocannon used by the

    • Both feature many identical stats including the same accuracy, range, and penetration values.

    • However the 250/9 autocannon has significantly lower direct damage values, higher area of effect radius/distance values, and lower moving accuracy.

    • The 250/9 autocannon also uniquely features a slower rate of fire with a default cooldown set to 0.925 seconds.

      • This rate of fire is sped up by 0.8 seconds (cooldown becomes 0.125 seconds) when the vehicle is transporting infantry.

  • The coaxial MG of this unit is identical to the 8 Rad's coaxial with exception of worse accuracy.


Change Log

1.7.0 Onyx Shark July 16 2024

250/9 20mm Halftrack 

We have reworked the 250/9 to be an upgrade over the standard 250 which retains its utility. Before, it was just a lighter 8-rad, rather than a a heavier transport with fire support capabilities.  

The 250/9 is now a slower, but more durable troop transport that gains increased firepower when garrisoned that maintains both its healing and towing functionality, giving this unit excellent versatility to the Afrikakorps player while also encouraging more mechanized gameplay.  

  • Veterancy requirements reduced from 800/2400/4800 to 700/2100/4200 

  • Speed decreased from 7.5 to 6.5 

  • Acceleration and deceleration set from 4.5/7.5 to 3.6/6 

  • Health increased from 240 to 280; 320 with Combat Halftracks upgrade 

  • Machine gun accuracy increased from 0.42/0.38/0.34 to 0.504/0.46/0.41 

  • Autocannon stats adjusted to that of the 8-Rad except for the following: 

  • Damage reduced from 16 to 12 

  • Area radius from 1.25 to 1.5 

  • Area of effect distances from 0.75/0.67/0.5 to 1/0.75/0.5 

  • Moving accuracy reduced from 0.75 to 0.5 

  • When the 250/9 is unloaded, the weapon cooldown is set to 0.925 seconds 

  • Can now use the Distribute Medical Supplies ability 

  • Can be garrisoned with a squad. When garrisoned, the Halftrack’s rate of fire is sped up by 0.8 seconds. 

  • New ability: Hit and Run. 

    • When the halftrack is damaged and reaches 75% health or below, the unit gains +30% speed and +30% acceleration for 20 seconds. Recharges after 40 seconds when triggered. Replaces Terror Tactics.