Sd.Kfz. 250/9

Recon Halftrack · Germany
Reconnaissance halftrack with the Luchs's 2 cm autocannon: quick, small and very thin-skinned (rifle-calibre plate). It cannot turn on the spot. Scout, mark and call in the Stuka, then get out.
(the vehicle's description in the garage)
At a glance
| Nation | Germany |
| Role | Light vehicle (LT) |
| Price | 380 credits |
| Team stock | 3 per five-player team (scales with team size) |
| Hit points | 470 |
| Main gun | 60 damage per AP shot, 4 s reload |
| Speed | 65 km/h on roads, 30.6 km/h off-road |
| View range | 300 m |
| Ability (B) | Stuka (Ju 87 Dive Bomber) |
| Garage ratings | Armour 1/10 · Firepower 1/10 · Mobility 10/10 · Spotting 9/10 |
History
The Sd.Kfz. 250 was a light armoured half-track built for reconnaissance and command units. The 250/9 variant carried the open-topped turret of the Sd.Kfz. 222 armoured car with a 2 cm KwK 38 autocannon and an MG 34, giving the recon battalions a fast, armed scout that could follow tanks off-road. The game models the Ausf. A with the original, more complex angular hull.
Sd.Kfz. 250/9s served with panzer and panzergrenadier division recon battalions from 1942, including Panzer-Lehr in Normandy, the division whose Panzer IVs and half-tracks counter-attacked the British at Villers-Bocage.
In Armor Heads
Design note: Sd.Kfz. 250/9 Ausf. A (James 2026-10-21: "this is the 250/9, build this and provide the correct stats"): the reconnaissance battalions' light halftrack with the Sd.Kfz. 222's turret (Haengelafette 38). Same 2 cm KwK 38 as the Luchs, 100 rounds stowed (real), 14.5 mm front / 8 mm sides / 5.5 mm roof (Luchs 30 / 20), 5.8 t, Maybach HL 42 100 PS, 60 km/h like the Luchs (so the Luchs's game speed, a little more acceleration), gun +70 / -7, no smoke dischargers, 3 crew. Steers with its front wheels: 11.5 m turning circle, no pivot (TankController.halftrack). Screens closed over the turret (James: "keep the top closed"), so not open-topped. Calls the Stuka like the Luchs.
Compared with the other 34 WW2 vehicles, it is bottom 5 for hit points (#35 of 35); bottom 5 for effective hp (#35 of 35); bottom 5 for hull front armour (#34 of 35); bottom 5 for turret front armour (#35 of 35); top 5 for road speed (#3 of 35); top 5 for off-road speed (#4 of 35); bottom 5 for shot damage (#33 of 35); top 5 for damage per minute (#3 of 35); bottom 5 for accuracy (#31 of 35); top 5 for aim time (#4 of 35); top 5 for view range (#4 of 35); bottom 5 for ap penetration (#33 of 35).
Survivability
- Hit points: 470. Damage taken multiplier: 1.22 (effective HP 385).
- Track repair: 4 s.
| Zone | Damage multiplier (lower = thicker) | Raw shell damage to destroy through this zone |
|---|---|---|
| Hull front | 1.45 | 166 |
| Hull side | 1.72 | 140 |
| Hull rear | 1.72 | 140 |
| Roof | 1.88 | 128 |
| Turret front | 1.45 | 166 |
| Turret side | 1.72 | 140 |
| Turret rear | 1.72 | 140 |
Main gun
- Mount: turret, 360° traverse at 20°/s.
- Elevation +70° / depression -7°, at 30°/s.
- Autocannon: 10-round clip, 0.2 s between rounds, 4 s to reload the clip.
- Damage per minute (AP): 5,760.
- Accuracy: 0.095° dispersion when settled, aim time 1.36 s, move bloom 0.07.
- Gunner's sight: TZF 3a, 2.5x (binoculars 6x / 10x / 15x).
| Shell | Type | Damage | Splash | Blast radius | Muzzle velocity | Penetration threshold | Rounds | Crew shock |
|---|---|---|---|---|---|---|---|---|
| Autocannon AP | AP | 60 | 5 | 1 m | 780 m/s | 0.85 | 70 | - |
| Autocannon HE | HE | 39 | 30 | 3 m | 995 m/s | 1.3 | 30 | 0.25 |
| 2 cm Pzgr. 40 APCR | APCR | 45 | 2 | 1 m | 1050 m/s | 0.48 | bought (key 3) | - |
The penetration threshold is the thinnest zone multiplier the shell gets through: zones below it stop the shell (10 % damage for AP, 20 % for HE). See how the numbers work.
APCR (2 cm Pzgr. 40 APCR) is bought in the garage, not issued: 3 rounds for 200 credits, at most 6 carried, from a team stock of 3 per player for the whole match (never resupplied). It gets through far thicker plate than the AP up close but loses its punch quickly with range:
| Range | AP needs | APCR needs | AP damage | APCR damage |
|---|---|---|---|---|
| 100 m | 0.85 | 0.48 | 60 | 45 |
| 300 m | 0.85 | 0.61 | 52 | 35 |
| 500 m | 0.85 | 0.86 | 43 | 25 |
| 700 m | 0.85 | 1.07 | 39 | 20 |
Matchups (AP against the hull front, square-on, under 100 m)
- Its AP gets through the hull front of 8 of the other 34 vehicles. It is stopped by: Tiger I, M4 Sherman, Panther, Panzer III Ausf. L, T-34/76, T-34-85, Panzer IV Ausf. H, Cromwell, Sherman Firefly, M26 Pershing, Tiger II, IS-2, Churchill VII, KV-1, M10 Wolverine, StuG III Ausf. G, SU-100, Jagdpanther, ISU-152, M32 TRV, T-70M, Marder III, M36 Jackson, Jagdpanzer 38 Hetzer, M3 Lee, 17pdr SP Achilles.
- 34 of the other 34 vehicles' AP get through its hull front. None of them is stopped by it.
- Sides, rears and roofs are thinner on every vehicle; see each page's zone table.
Secondary weapons and equipment
- No working roof machine gun.
- No smoke dischargers.
Mobility
- Running gear: halftrack: front-wheel steering, no pivot turns, minimum turning radius 5.8 m.
- Top speed 65 km/h on roads, 30.6 km/h off-road (47 %), reverse 13 km/h, acceleration 4.2 m/s².
- Turn rate 48°/s (26°/s at top speed). Mass 5,800 kg. Engine start 1.5 s.
Special ability (B)
Stuka (Ju 87 Dive Bomber): a Ju 87 Stuka dives, siren screaming across the map, on the enemy tank nearest the point you mark (within 1,000 m) and drops a 500 kg bomb; a direct hit destroys anything. Ready 90 s after the round goes live, once per round; another use costs 450 credits.
Where it appears
Players can take it on all seven WW2 maps, on either team. The AI fields it on:
- Villers-Bocage 1944, Red (Axis side): 1x in an 7-vehicle line-up (first at position 6).
Where it ranks (1 = best of 35)
| Stat | Rank |
|---|---|
| Hit points | 35 |
| Effective HP | 35 |
| Hull front armour (lower multiplier = thicker) | 34 |
| Turret front armour | 35 |
| Road speed | 3 |
| Off-road speed | 4 |
| Shot damage (AP) | 33 |
| Damage per minute | 3 |
| Reload (shortest first) | 7 |
| Accuracy (smallest dispersion first) | 31 |
| Aim time (fastest first) | 4 |
| Turret / gun traverse speed | 18 |
| View range | 4 |
| AP penetration (lower threshold = goes through more) | 33 |
| Price (1 = most expensive) | 34 |
The real vehicle
In-game model: 4.6 m long (gun included) × 1.95 m wide × 1.99 m high (antenna excluded), 5,856 triangles, built at true scale.
Images
Renders of the in-game model in a plain nation colour (the game paints its camouflage at runtime).





