Image for /icons/races/afrika_corps/vehicles/halftrack_250_ak.png}
Image for /icons/races/german/symbols/halftrack_250_ger.png}

250 Light Carrier

Transport unit effective against infantry. • Occupants can fire at nearby enemies. • Can tow heavy weapons. • Low armor and health. • Can Distribute Medical Supplies to heal nearby infantry.

dak faction icon

Stats

halftrack_250_ak

vehicles

Image for /icons/unit_status/bw2/5_obervationmode.png}

Sight Range

35

Image for /icons/unit_status/bw2/stealth.png}

Detection

10

Image for /icons/unit_status/bw2/artillery_radio_beacon.png}

Max Range

35

Image for /icons/unit_status/bw2/2_offensivebonus.png}

Speed

7.3

Image for /icons/unit_status/bw2/12_speedbonus.png}

Acceleration

4.5

Image for /icons/races/common/abilities/handbrake_on.png}

Deceleration

7.5

Image for /icons/unit_status/bw2/skorpion.png}

Rotation

75

Image for /icons/unit_status/bw2/11_capturebonus.png}

Capture Multiplier

0

Image for /icons/unit_status/bw2/10_retreatpoint.png}

Decapture Multiplier

0

Image for /icons/unit_status/bw2/9_markedtarget.png}

Target Size

16

Vehicle Armor

light halftrack

Vehicle Type
Frontal Armor

frontal

6

Frontal Armor

side

4

Frontal Armor

rear

2

Upgrades

Image for /icons/races/afrika_corps/abilities/250_autocannon_ak.png}
Conversion upgrade

KwK 38 Autocannon Conversion

Increases the durability of the halftrack, but decreases speed and mobility. Adds an autocannon to the halftrack that is more effective when garrisoned. Autocannon is effective against infantry and light vehicles.

Increases health by +40 and frontal armor by 2. -15% speed, -20% rotation speed and acceleration.

Costs
time

45

fuel

15

Image for /icons/races/german/team_weapons/mortar_81mm_weapon_ger.png}
Conversion upgrade

GrW 34 Mortar Conversion

Convert into a 250 Mortar Halftrack. Effective against infantry, team weapons, and structures at long-range.

Removes ability to Transport.

Costs
time

30

munition

75

Image for /icons/races/afrika_corps/vehicles/vampire_ht_ak_icon.png}
Conversion upgrade

250/3 Funkpanzerwagen Conversion

Upgrades the unit to the Funkpanzerwagen. Funkpanzerwagens can camouflage nearby units even if they are moving, but not itself. Can deploy Beacons, Goliath Demolition Vehicles, Schu-mines and anti-tank Teller mines. Can capture territory.

Can still transport infantry and tow heavy weapons after conversion.

Costs
time

30

Requires
Image for /icons/races/afrika_corps/vehicles/vampire_ht_ak_icon.png}

250/3 Funkpanzerwagen

Image for /icons/races/afrika_corps/abilities/long_war_veterans.png}
Veterancy upgrade

Long War Veterans

Vehicles can be upgraded with veteran crews granting the following effects: \n• +25% Experience Gain Plus an additional:\n• +1300 experience for light vehicles. \n• +1800 experience for medium vehicles \n• +3500 experience for heavy vehicles.

Costs
time

30

manpower

100

Requires
Image for /icons/races/afrika_corps/abilities/long_war_veterans.png}

Long War Veterans

Image for /icons/races/afrika_corps/battlegroups/elite_forces_ak_icon_mipped.png}

Elite Forces Battlegroup

Abilities

Image for /icons/races/common/abilities/tow_item.png}
Support / Select heavy weapon

Tow Heavy Weapon

Orders the unit to tow the selected heavy weapon. Non-abandoned heavy weapons will have their crew board the vehicle.

Image for /icons/races/common/abilities/drop_item.png}
Support / Select target position

Drop Heavy Weapon

Orders the unit to drop its towed heavy weapon at the target position.

Hold and drag over target position to set weapon facing upon disembarking.

Image for /icons/races/common/abilities/medical_kit.png}
Support / Timed

Medical Station

Temporarily grants this unit the ability to heal nearby infantry units that are out of combat.

Restores +4 health per second.

Duration
Image for /icons/unit_status/bw2/ammo_swap.png}

45s

Cooldown
Image for /icons/common/resources/resource_buildtime_extra.png}

120s

Image for /icons/common/abilities/ability_reveal_enemy_position.png}
Recon

Vehicle Awareness

Enables the vehicle to detect enemy vehicles in the fog of war.

Reveals enemy vehicles in the Fog of War and on the Minimap.

Requires
Image for /icons/races/afrika_corps/abilities/signal_detection.png}

Vehicle Awareness

Image for /icons/races/common/abilities/self_repair.png}
Passive

Emergency Repair Kits

The unit will slowly repair damage when out of combat and stationary.

Restores +6 health per second.

Requires
Image for /icons/races/afrika_corps/upgrades/emergency_repair_kits.png}

Emergency Repair Kits

Image for /icons/races/common/abilities/capture.png}
Passive

Vehicle Capture

Increases speed, rotation rate, and allows the vehicle to capture and decapture territory.

+20% speed and +15% rotation rate.

Requires
Image for /icons/races/afrika_corps/upgrades/survival_package.png}

Survival Package

Image for /icons/common/abilities/ability_abandon_vehicle_medic.png}
Passive

Onboard Medics

The Armored Half-track will heal injured infantry within its garrison hold.

Restores +4 health per second.

Requires
Image for /icons/hud/decorators/vet_star.png}

Vet 1

Image for /icons/races/common/abilities/support_veterancy.png}
Passive

Support Veterancy

Receives veterancy experience from nearby allies when they earn veterancy experience. The shared experience is split between each unit with this ability near that ally.

Image for /icons/races/afrika_corps/abilities/smoke_dischargers.png}
Defensive

Smoke Canisters

Orders the vehicle crew to deploy smoke canisters in front of the vehicle.

Smoke blocks vision for a short period of time.

Costs
munition

25

Cooldown
Image for /icons/common/resources/resource_buildtime_extra.png}

120s

Requires
Image for /icons/races/afrika_corps/upgrades/smoke_survivability.png}

Smoke Package

Image for /icons/common/abilities/ability_german_detection_on.png}
Off

Stealth Off

Toggle to enable Stealth. Vehicle must be out of combat for at least 6 seconds before it can stealth again.

Requires
Image for /icons/common/abilities/ability_german_detection_on.png}

Silent Running

Image for /icons/races/afrika_corps/abilities/grb_requisition.png}
Offensive / Passive

GrB 39 Grenade Launcher Requisition

Infantry occupying this vehicle temporarily equip an anti-infantry GrB 39 Grenade Launcher until they disembark.

Requires
Image for /icons/races/afrika_corps/battlegroups/panzerjager_kommand_ak_icon_mipped.png}

Panzerjäger Kommand Battlegroup

Image for /icons/races/afrika_corps/abilities/grb_requisition.png}

GrB 39 Grenade Launcher Requisition

Stats

Costs
time_seconds

35

manpower

230

popcap

5

Hitpoints
Image for /icons/common/squad/squad.png}
240

240

Upkeep per minute
manpower

7.5

Veterancy
vet 1 starvet 1 empty starvet 1 empty star

XP: 500

  • Veteran ability
  • +25% ability recharge speed
vet 2 starvet 2 starvet 2 empty star

XP: 1500

  • +25% rotation rate
  • +40 health
vet 3 starvet 3 starvet 3 star

XP: 3000

  • +80 health
  • +30% harder to hit
  • Deals suppression damage

Can Construct

Image for /icons/races/afrika_corps/buildings/schu-mine_42.png}
General purpose / Explosive

Schu-mine 42

Explosive device triggered by nearby enemies. Damages enemy units, suppresses infantry and deals the Engine Damage critical to vehicles.

Costs
time

10

munition

30

Loadout

Image for /icons/common/weapons/weapon_mg42.png}1
mg34 halftrack 250 ak

hmg - small arms

Image for /icons/unit_status/bw2/8_damagebonus.png}

Damage

3

Image for /icons/unit_status/bw2/range_boost.png}

Range

35m

Near

7m

Mid

20m

Far

35m

Core Stats

Accuracy

56%

43%

27%

Rounds per Minute

566

468.42

424.3

Penetration

2

1.75

1.5

Timing

Burst Duration

3.16s

2.75s

2.612s

Time Between Bursts

1.403s

2.097s

2.514s

Reload Cycle

2.625s

3s

3.1s

Image for /icons/unit_status/bw2/9_markedtarget.png}

Aim Time

0.25–0.5s

Image for /icons/unit_status/bw2/ammo_swap.png}

Magazine

9 bursts

Image for /icons/unit_status/bw2/skorpion.png}

Traverse Speed

35

Image for /icons/unit_status/bw2/artillery_radio_beacon.png}

Arc

30°

Accuracy

Burst Duration

Moving

×0.73

×0.38

VS Cover - Modifiers

Accuracy

Damage

Light Cover

Light Cover

×0.5

×1

Heavy Cover

Heavy Cover

×0.5

×0.5

Garrison

Garrison

×0.55

×0.5

Target Modifiers

Base DMG

Accuracy

Penetration

Damage

Sniper

×2

  • The effective accuracy is impacted by several factors like target size or armor of the receiving unit as well as accuracy or penetration of the attacking one.

Ability Weapons

Image for /icons/races/afrika_corps/abilities/grb_requisition.png}
Offensive / Passive

GrB 39 Grenade Launcher Requisition

Infantry occupying this vehicle temporarily equip an anti-infantry GrB 39 Grenade Launcher until they disembark.

Requires
Image for /icons/races/afrika_corps/battlegroups/panzerjager_kommand_ak_icon_mipped.png}

Panzerjäger Kommand Battlegroup

Image for /icons/races/afrika_corps/abilities/grb_requisition.png}

GrB 39 Grenade Launcher Requisition

Image for /icons/common/weapons/weapon_grb_grenade_launcher.png}1
grb 39 grenade launcher he hold 250 ak

grenade launcher - explosive weapon

Image for /icons/unit_status/bw2/8_damagebonus.png}

Damage

45

Image for /icons/unit_status/bw2/range_boost.png}

Range

10 - 35m

Near

10m

Mid

12.5m

Far

35m

Core Stats

Scatter Area

1×6

1.2×6

3.2×6

Scatter Offset

+1.7m

+1.7m

+1.7m

Rounds per Minute

11.16

11.16

10.91

Penetration

25

25

25

Timing

Refire Time

5.375s

5.375s

5.5s

Image for /icons/unit_status/bw2/9_markedtarget.png}

Aim Time

0.625–1s

Image for /icons/unit_status/bw2/skorpion.png}

Traverse Speed

120

Image for /icons/unit_status/bw2/artillery_radio_beacon.png}

Arc

120°

AoE Falloff

VS Cover - Modifiers

Accuracy

Damage

Light Cover

Light Cover

×0.5

×1

Heavy Cover

Heavy Cover

×0.5

×0.5

Garrison

Garrison

×1

×1.33

Target Modifiers

Base DMG

Accuracy

Penetration

Damage

Building

×10

Emplacement

×10

×10

×1.5

Building

×10