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Sd.Kfz. 250/9

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

NationGermany
RoleLight vehicle (LT)
Price380 credits
Team stock3 per five-player team (scales with team size)
Hit points470
Main gun60 damage per AP shot, 4 s reload
Speed65 km/h on roads, 30.6 km/h off-road
View range300 m
Ability (B)Stuka (Ju 87 Dive Bomber)
Garage ratingsArmour 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.
ZoneDamage multiplier (lower = thicker)Raw shell damage to destroy through this zone
Hull front1.45166
Hull side1.72140
Hull rear1.72140
Roof1.88128
Turret front1.45166
Turret side1.72140
Turret rear1.72140

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).
ShellTypeDamageSplashBlast radiusMuzzle velocityPenetration thresholdRoundsCrew shock
Autocannon APAP6051 m780 m/s0.8570-
Autocannon HEHE39303 m995 m/s1.3300.25
2 cm Pzgr. 40 APCRAPCR4521 m1050 m/s0.48bought (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:

RangeAP needsAPCR needsAP damageAPCR damage
100 m0.850.486045
300 m0.850.615235
500 m0.850.864325
700 m0.851.073920

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)

StatRank
Hit points35
Effective HP35
Hull front armour (lower multiplier = thicker)34
Turret front armour35
Road speed3
Off-road speed4
Shot damage (AP)33
Damage per minute3
Reload (shortest first)7
Accuracy (smallest dispersion first)31
Aim time (fastest first)4
Turret / gun traverse speed18
View range4
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).