dak faction icon

Deutsches Afrikakorps

A combined-arms force of aggressive vehicles, plentiful reinforcements and stubborn tanks that can break down any enemy line.

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Anti-tank / Heavy weapon
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Flak 36 Anti-tank Gun Team

Immobile heavy weapon extremely effective against all vehicles at long-range. Can shoot down aircraft. Comes towed by a 2.5-tonne Utility Truck.

Stats

halftrack_towed_88mm_ak

vehicles

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Sight Range

35

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Speed

7.4

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Acceleration

3.25

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Deceleration

6

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Max Range

0

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Target Size

16

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Capture Multiplier

0

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Decapture Multiplier

0

Vehicle Armor

light halftrack

Vehicle Type
Frontal Armor

frontal

8

Frontal Armor

side

6

Frontal Armor

rear

4

Upgrades

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Conversion upgrade

Medical Conversion

Convert the unit into an unarmed medical vehicle that heals nearby infantry.

When stationary, heals nearby infantry that are out of combat.

Costs
munition

50

Abilities

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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/common/abilities/ability_british_rapid_maneuvers.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.

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Support / Select target weapon

Recrew Weapon

Deploys infantry to recrew an abandoned team weapon.

Costs
manpower

50

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Support / Automatic Reinforcement

Auto-Reinforce Disabled

Automatically reinforces nearby infantry squads and team weapons when active.

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Passive

Vehicle Capture

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

+20% speed and +15% rotation rate.

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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.

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Passive

Field Supplies

Squads near the vehicle gain combat bonuses and retain the benefit for a short period of time after leaving the aura.

+20% speed, +10% rate of fire, and +10% accuracy on affected units. Lasts for 45 seconds after leaving the aura.

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Off

Stealth Off

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

Stats

Costs
time_seconds

45

manpower

380

fuel

40

popcap

4

Hitpoints
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240

240

Upkeep per minute
manpower

5

Veterancy
vet 1 starvet 1 empty starvet 1 empty star

XP: 1200

Unlocks veteran ability. Increases rotation rate and acceleration.

vet 2 starvet 2 starvet 2 empty star

XP: 3600

Increases speed, sight, and rotation rate.

vet 3 starvet 3 starvet 3 star

XP: 7200

Increases speed, acceleration, reinforce range, and health.

Loadout

  • 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.