Company of Heroes Wiki
File:Veterancy Light AT Halftrack.png
SdKfz 250/10 Light AT Half-track
Unit Light AT Halftrack.jpg
Two Light AT Half-tracks attacking.
Role Light Vehicle Hunter
Unit Cost 260 260
15 15
6 6
Prereq. None
Produced By Panzer-Support Kommand
Primary armament 3.7 cm PaK 36 Anti-Tank Cannon
Secondary armament None
Health 286 286
Armor Light
Max. Speed 6.5 m/s

The SdKfz 250/10 Light AT Halftrack, or Light AT Halftrack, is a Panzer Elite vehicle hunter featured in Company of Heroes: Opposing Fronts. It is essentially little more than a light Anti-Tan gun mounted on a set of treads, but is an extremely useful unit for Panzer Elite assault and defense. The PaK 36 cannon can be temporarily used to "snipe" enemy units, stopping tanks cold or killing infantry with well-placed shots.


The final SdKfz 250 halftrack variant to become available to the Panzer Elite is usually the Light AT Halftrack. Light, fast, and most importantly accurate, this small vehicle can handle a wide variety of threats, from killing infantry to destroying enemy light and medium vehicles. A large pack of Light AT Halftracks can surround and destroy an M4A3 Sherman with surprising ease.

The Light AT Halftrack is produced at the Panzer-Support Kommand structure, for 260 260, 15 15, 6 6. The Halftrack is a small elongated truck, with two front wheels and a set of treads at the back. The MG42 Light Machine Gun normally mounted at the top of the vehicle has been replaced with a 3.7 cm PaK 36 Anti-Tank cannon. Relatively cheap, these vehicles are often made in large quantities, and can operate alone or in groups.

The Light AT Halftrack's cannon is only mildly powerful, but makes up for this with surprising accuracy: it will rarely miss a vehicle target during sight-range encounters, and can fire beyond sight-range as well. This allows it to quickly reduce enemy light vehicles to burning wrecks. Unfortunately, it lacks the front-armor penetration to kill an enemy tank head-on, but will often be able to penetrate rear armor on most if not all vehicles.

This vehicle relies greatly on two special abilities - one anti-vehicle, the other anti-infantry - both showcasing the amazing accuracy this little gun can employ. The first ability will knock the treads, wheels or engine off a vehicle, rendering it completely immobile. The second ability sacrifices speed to allow the Halftrack to snipe enemy infantry units with ease.

Light AT Halftracks are very commonly used to defend Panzer Elite territory against various intruders. However it is also used in masses during attacks to surround and destroy enemy vehicles, or protect the flanks of the attack. It both cases it relies on superior mobility and versatility to tackle a wide range of targets.


The Light AT Halftrack is armed with a single weapon: a 3.7 cm (37mm) PaK 36 Light Anti-Tank Gun. This weapon is useful against several types of targets.

3.7 cm PaK 36 Light Anti-Tank Gun

This is a short, low-caliber cannon, firing shaped-charge armor-piercing warheads. Due to its size, it is by far not the most powerful Anti-Tank gun in the game, but makes up for this partially by having a high firing rate and reasonable accuracy for its size.

Each shell fired by this cannon impacts with 25-30 points of damage. A single shell is fired every 2 seconds, making this one of the fastest Anti-Tank weapons in the game.

Penetration values for the weapon are not impressive, as only 1 of 10 shells will go through an M4A3 Sherman's front armor. However against rear armor the chance of penetration is significantly increased. Furthermore, the impact of each shell is increased by 50% when attacking American vehicles (though not British vehicles, for some reason).

The maximum range of this weapon is 45 meters, 10 meters more than the normal sight-range.


In normal combat, the Light AT Halftrack is useful primarily against other light vehicles, whose armor it can penetrate easily. But this vehicle's true brilliance appears through the use of its two manually-activated abilities. Though pricey, they can help it tackle all sorts of targets, protecting your territory or throwing the enemy into chaos during an attack.

Ability Tread Breaker.png Tread Breaker

  • Costs 40 40
  • Activation: Select Enemy Vehicle (mobile)
  • Cooldown: 240 seconds

When Tread Breaker is activated, select an enemy vehicle that is mobile (i.e. not a static emplaced gun or other similar "vehicle"). The Light AT Halftrack will move to within 42 meters of that vehicle, and then fire a single round at it.

This shot has a 100% chance of penetrating the target vehicle's armor. The shot also has a 100% chance of causing one of two types of critical damage to the vehicle: either Immobilization (destruction of its wheels/treads) or a Destroyed Engine. If the vehicle is already Immobilized or its engine is already destroyed, the other effect will occur.

As a result, the target vehicle will no longer be able to move, at least until it receives repair. This will often leave the vehicle stranded and unable to escape, making it easier to surround and destroy it, hit it with artillery, or simply continue attacking until it succumbs.

Use this ability to stop an enemy vehicle advancing on your positions. You can also use it to prevent an enemy vehicle from escaping an attack. The best targets for this ability are vehicles that can only fire in a forward angle (like the Light AT Halftrack itself), since if they can't turn their chassis they can't attack enemies on their flanks or rear.

Ability Focused Firing.png Focused Firing

  • Costs 40 40
  • Activation: Immediate
  • Duration: 30 seconds
  • Cooldown: 240 seconds

When Focused Firing is activated, the Light AT Halftrack immediately receives a +900% bonus to its accuracy. This makes it, quite literally, the most accurate weapon in the game, with a 100% chance of hitting any kind of target it fires at.

Unfortunately, the vehicle pays for this with both firing speed and movement speed. Its reload times (the interval between each and every shell fired) are increased by 75%, from 2 seconds to 3.5 seconds. Additionally, movement speed is reduced by 45%, to a mere 3.5 m/s (just slightly faster than Infantry).

The Focused Firing ability is an extremely useful method for increasing the chance to hit infantry units, otherwise 80% harder to hit with the PaK 36 than any other unit. While this ability is active, the Halftrack will snipe enemy infantry with ease. It will kill an infantryman with each hit it makes, regardless of the damage output. This is true also against infantry inside structures. It even has a real chance to hit infantry inside Slit Trenches, despite the massive accuracy penalty they inflict.

Of course, since it renders the vehicle so much slower, it's always advised to use this ability defensively, otherwise it might prevent your Light AT Halftrack from escaping if a stronger enemy unit shows up. During an offensive move, it's often best to leave anti-infantry operations for anti-infantry units, and keep the Light AT Halftrack firing at enemy vehicles.


Like all other Panzer Elite units, the Light AT Halftrack can attain 3 levels of Veterancy, by accumulating experience points from the killing of enemy units. As it gains levels, its performance will increase proportionally.


Like all other Panzer Elite units, the Light AT Halftrack uses the Panzer Elite Shared Veterancy system to accumulate Veterancy points. In this system, units share experience from their kills with each other, within a certain radius.

Each kill the Light AT Halftrack makes will grant it 100% of the experience value of the killed unit.

In addition, it will pass 50% of that value to any Panzer Elite units within 35 meters of itself.

Vicariously, the Light AT Halftrack receives 50% of the experience value of kills made by other Panzer Elite units within 35 meters.


Every time the Light AT Halftrack gains a level, you'll be asked to choose which Veterancy Upgrade you wish to apply to it - either a Defensive bonus or an Offensive bonus, but not both. You can choose a different bonus at each Veterancy level, if you want.

The bonuses described below are specific to each level. Due to the way they are applied on top of each other, when computed together (see below) they may or may not add up as you may expect.

Veterancy Light AT Halftrack 0.png No Veterancy:
  • Unit is at normal combat effectiveness.
Veterancy Light AT Halftrack 1.png Level 1 Veterancy:
Upgrade Defensive Bonus 1.png Defensive Bonus 1
  • 10% harder to hit by all weapons
  • 10% damage reduction from all sources
  • +15% increase to Maximum Health
  • +15% increase to Maximum Speed
Upgrade Offensive Bonus 1.png Offensive Bonus 1
  • +15% accuracy with all weapons
  • +15% penetration with all weapons
  • +11% firing rate
  • 10% shorter reload times
Veterancy Light AT Halftrack 2.png Level 2 Veterancy:
Upgrade Defensive Bonus 2.png Defensive Bonus 2
  • 5% harder to hit by all weapons
  • 5% damage reduction from all sources
  • +5% increase to Maximum Health
  • +15% increase to Maximum Speed
Upgrade Offensive Bonus 2.png Offensive Bonus 1
  • +15% accuracy with all weapons
  • +15% penetration with all weapons
  • +11% firing rate
  • 10% shorter reload times
Veterancy Light AT Halftrack 3.png Level 3 Veterancy:
Upgrade Defensive Bonus 3.png Defensive Bonus 3
  • 5% harder to hit by all weapons
  • 5% damage reduction from all sources
  • +5% increase to Maximum Health
  • +15% increase to Maximum Speed
Upgrade Offensive Bonus 3.png Offensive Bonus 1
  • +15% accuracy with all weapons
  • +15% penetration with all weapons
  • +11% firing rate
  • 10% shorter reload times

When these bonuses are computed together with each other as well as the unit's basic statistics, the results at each level are as follows:

Veterancy Level Selected Upgrades Harder to hit by Damage Reduction Maximum Health Maximum Speed Accuracy Penetration Firing Rate Reload Times
0 -- -- 286 286 6.5 m/s -- -- 100% 100%
1 Defensive Bonus 10% 10% 328 328 7.4 m/s -- -- 100% 100%
Ofensive Bonus -- -- 286 286 6.5 m/s +15% +15% 111% 90%
2 Defensive BonusDefensive Bonus 15% 15% 345 345 8.6 m/s -- -- 100% 100%
Ofensive BonusDefensive Bonus 5% 5% 300 300 7.4 m/s +15% +15% 111% 90%
Defensive BonusOfensive Bonus 10% 10% 328 328 7.4 m/s +15% +15% 111% 90%
Ofensive BonusOfensive Bonus -- -- 286 286 6.5 m/s +32% +32% 123% 81%
3 Defensive BonusDefensive BonusDefensive Bonus 19% 19% 362 362 9.8 m/s -- -- 100% 100%
Ofensive BonusDefensive BonusDefensive Bonus 10% 10% 315 315 8.6 m/s +15% +15% 111% 90%
Defensive BonusOfensive BonusDefensive Bonus 15% 15% 345 345 8.6 m/s +15% +15% 111% 90%
Ofensive BonusOfensive BonusDefensive Bonus 5% 5% 300 300 7.4 m/s +32% +32% 123% 81%
Defensive BonusDefensive BonusOfensive Bonus 15% 15% 345 345 8.6 m/s +15% +15% 111% 90%
Ofensive BonusDefensive BonusOfensive Bonus 5% 5% 300 300 7.4 m/s +32% +32% 123% 81%
Defensive BonusOfensive BonusOfensive Bonus 10% 10% 328 328 7.4 m/s +32% +32% 123% 81%
Ofensive BonusOfensive BonusOfensive Bonus -- -- 286 286 6.5 m/s +52% +52% 137% 72%

* Click the button at the top-right corner to view the entire table.

Selecting Veterancy bonuses for the Light AT Halftrack is tricky, because while the vehicle is fragile and could use Defensive bonuses, the Offensive bonuses increase the vehicle's usefulness in combat.

Whatever you choose, like most other Panzer Elite vehicles, it's usually best to at least take the first level in Defensive Bonuses, because it has the most effect, and increases the vehicle's chance to reach higher veterancy levels alive. Beyond that, it is a matter of personal preference, depending on what kinds of uses this Light AT Halftrack unit should expect to serve.


Half-tracks are very common in the Axis forces, and in the Panzer Elite, they are a mainstay of their forces and are modified to suit different roles in the battlefield. One modification of it is the replacement of its MG34 machine guns with a 37mm anti-tank gun. This gives the Panzer Elite a highly mobile tank destroyer, at the cost of armor and anti-infantry capabilities that most tanks have. This 37mm gun is a pre-war Pak 36; it was a useless piece of equipment against tanks, but as time went by and the Germans actively upgraded their shells with tungsten-cored armor-piercing shells. Eventually, this was also upgraded to shaped-charged warheads, enabling the half-track to engage and destroy tanks. Even though it does not have the caliber to destroy enemy tanks quickly, a few of these can halt an advance because of the gun crew's ability.

It is cheap for its purpose; masses of these can halt an armored advance and destroy them.

It is fast, just like any other medium vehicle. This mobility lets them move out of the firing line of an enemy tank or move to another vantage point to hunt down vehicles. Although it cannot fire while on the move, it has abilities that tanks lack. The gun crew also has the skill to aim at a an incoming vehicle's treads, wheels or engine, immobilizing it completely, making them vulnerable to more anti-tank fire unless there are units repairing the immobilized vehicle. Although it lacks any sort of defense against infantry, the gun crew has managed to circumvent this to a degree with their skill - they can fire at infantry using the tank gun itself. They are so skilled at it that they can fire at moving infantry without any difficulty, though this will hamper the rate of fire and movement speed for the duration of the ability.


For a light Anti-tank vehicle, it is very useful against masses of heavy tanks and vehicles. Its treadbreaker ability lets it immobilize any incoming vehicle for a nominal munitions cost. While this is active, any target will be immobilized permanently unless repaired. It will fire 4 immobilizing shots before going into cooldown of 240 seconds unless followed by a munitions halftrack, its cooldown then is ~4 seconds, which is shorter than it takes it to fire those shots. This is particularly useful, even with an overwhelming amount of vehicles and tanks - three of these or four would be more than enough to counter six to ten tanks in the field. If in any case that it encounters infantry on its own, use its Focused Firing ability to take a squad down. But if possible, have it escorted with heavy armor and infantry to prevent such an encounter.

Use its speed to relocate to another vantage point to ambush incoming vehicles, hunt down retreating tanks, or retreat altogether. If the targets are already immobilized, retreat have a spotter ready to finish them off from afar. Like most anti-tank guns, it has a longer range than its visual range, spotters would support its firing ability.

With all these advantages however, keep in mind that it is only a half-track with an anti-tank gun. A few hits from other anti-tank units will destroy it. It lacks enough armor to deflect bullets.


Unfortunately, with all these advantages, they are not durable. They are half-tracks and are not immune to small-arms fire from infantry. A direct confrontation with heavy armor will destroy it with a few shots unless it uses the tread breaker to stop it from chasing it as it retreats. It has no main defense against infantry, and enough saturated rifle fire will destroy it.



Pak 36 3.7cm gun
Sd.Kfz.250 half-track