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
When the 250 halftrack is upgraded with KwK 38 Autocannon Conversion (which requires the Combat Half-Tracks upgrade from the
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
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
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
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
700 XP
2100 XP
4200 XP
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.
40
120
40
60
25
120
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
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.
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.
20mm-250-ak | Near | Mid | Far |
---|---|---|---|
Accuracy | 0.52 | 0.424 | 0.36 |
Range | 10 | 20 | 40 |
Penetration | 16 | 14 | 13 |
Mg34-coaxial-250-222-ak | Near | Mid | Far |
---|---|---|---|
Accuracy | 0.504 | 0.46 | 0.41 |
Range | 7 | 20 | 40 |
Tank-smoke-ak | Near | Mid | Far |
---|---|---|---|
Range | 0 | 27.5 | 55 |
Penetration | 35 | 35 | 35 |
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.
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.