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{{Infobox vehicle
"Scout Car ready for deployment!" "Logistic Car ready for command and control route!"
 
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|title = [[File:Veterancy_Scout_Car_0.png]]<br/>SdKfz 221 Scout Car
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|image = [[File:Unit_Scout_Car_2.jpg|300px]]
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|caption = An un-upgraded Scout Car
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|army = [[Panzer Elite]]
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|role = Fast Reconnaissance and Resource Protection Vehicle
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|unit_cost = {{Manpower|220}}<br>{{PopCap|2}}
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|upkeep = {{Manpower|-2.68}}
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|prereq = None
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|production_struc = [[Logistik Kompanie]]
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|primary_weapon = MG42 Light Machine Gun
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|secondary_weapon =
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|garrison =
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|health = {{Health|260}}
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|armor = Light
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|speed = 7.5 m/s
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|produces =
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|num_abilities = 1
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|abilities = [[File:Ability_Secure_Sector.png|right]] '''Secure Sector'''
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* Increases resource production in a friendly sector and prevents the enemy from capturing it.
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* While active, increases maximum health by 50% and makes the car's weapon incredibly good at suppressing infantry.
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* Renders the car immobile.
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* Requires the '''Logistik Upgrade'''
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* Costs nothing
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* Duration: Permanent until deactivated
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* Cooldown: 10 after activation, 5 after deactivation
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|num_upgrades = 1
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|upgrades = [[File:Upgrade_Logistik_Upgrade.png|right]] '''Logistik Upgrade'''
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* Enables the '''Secure Sector''' ability.
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* Costs {{Munitions|25}}
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* Takes 25 seconds to install
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}}
   
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{{cite|Spähwagen ready for mission orders.}}
[[Image:Scout Car.jpg|400px|right|SdKfz.221 Leicther Panzerpahwagen- SdKfz.221 Scout Car]]
 
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[[SdKfz.221 Scout Car]] is an [[Axis]] vehicle unit field by the [[Panzer Elite]] featured in [[Company of Heroes: Opposing Fronts]].
 
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The [[SdKfz.221 Scout Car]], simply called the '''Scout Car''' in-game, is a light reconnaissance vehicle fielded by the [[Panzer Elite]] in [[Company of Heroes: Opposing Fronts]]. One of three Panzer Elite vehicles that can capture Strategic Points, this lightly-armed car can patrol against enemies trying to steal your territory, or invade enemy territory to quickly seize more land. The '''Scout Car''' can also secure a sector against enemy capture, increasing resource income as well.
   
 
== Game Info ==
 
== Game Info ==
[[SdKfz.221 Scout Car]] or ''Leichter Panzerpahwagen SdKfz.221''("Light Armoured Reconnaissance Vehicle Sonderkraftfahzeug 221") is a lightly armoured vehicle deployed by the [[Panzer Elite]]. The [[SdKfz.221 Scout Car]] serves as a reconnaissance and logistic duty. The [[SdKfz.221 Scout Car]] is also the cheapest armoured fighting vehicle of the [[Panzer Elite]] army. It is also the only vehicle that can capture and secure a strategic point without a special upgrade.
 
   
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The [[SdKfz.221 Scout Car]] is officially called the ''Leichter Panzerspahwagen SdKfz.221'' ("Light Armored Reconnaissance Vehicle Sonderkraftfahrzeug 221"). Installed on the same chassis as an [[SdKfz 222 Armored Car]], it is a light, fast vehicle with 4-Wheel-Drive and 14.5mm armor plating. An MG42 Light Machine Gun is installed on a pintle in the vehicle's open-top turret.
The [[SdKfz.221 Scout Car]] is a 4 x 4 armoured vehicle. Armed with a 7.92 mm Maschinengewehr 42 light machine gun mounted on the open top turrent, with 14.5 mm armour at the front &amp; side and 5 mm at the turrent &amp; rear. The [[SdKfz.221 Scout Car]] can serve as a reconnaissance vehicle, move around the battlefield to scout for enemy positions and capturing strategic points. aside from its reconnaissance role, the [[SdKfz.221 Scout Car]] can be upgraded with the '''logistic command upgrade''' and turn into a '''SdKfz.221 Logistic Car'''. The '''Sdkfz.221 Logistic Car''' has a large "bed-frame" antenna mounted on top of the turret. When upgraded, the '''SdKfz.221 Logistic Car''' can lock itself down on a captured strategic point to generate additional recourses and prevents the strategic point from falling to the enemy.
 
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The '''Scout Car''' is produced by the [[Logistik Kompanie]] Base Structure, for the cost of {{Manpower|220}}, {{PopCap|2}}, making it cheaper than a squad of infantry. No special upgrades are required to produce this vehicle.
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This vehicle is lightly-armed, with nothing but the MG42 to defend itself - useful only against enemy light infantry. However, it is one of only two vehicles in the game that can capture Strategic Points without requiring any special upgrades. Unlike [[Panzer Elite]] [[Infantry]], its Strategic Point capture rate is normal (as opposed to the infantry's 75% slower capture rate). This ability makes the vehicle extremely useful in the early game, to quickly expand the Panzer Elite's territory. Later on, this vehicle can make excursions into enemy territory to seize it.
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The light armor covering this vehicle, coupled with its good speed, makes it useful for hunting down and destroying infantry units. Though it will take damage from small-arms, it benefits from some damage reduction thanks to the armor, and would take a while to destroy with such weapons. Unfortunately, the armor is not strong enough to protect the vehicle from heavy weaponry (like tank cannons and anti-tank cannons) which can destroy it with only a few shots.
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When the '''Scout Car'''s '''Logistik Upgrade''' is installed, it gains a very important ability: Securing captured territory. To do so, the vehicle entrenches itself in a friendly sector, giving up its mobility. In return, the sector it is in will produce significantly more Munitions or Fuel (as appropriate), and cannot be captured by enemy units at all. Furthermore, the '''Scout Car''' gains plenty of extra Maximum Health and a significant increase to the [[Suppression]] caused by its MG42 Light Machine Gun. The '''Scout Car''' can "release" itself from entrenchment at any time, regaining mobility but losing all the above bonuses.
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== Weapons ==
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The '''Scout Car''' has only one weapon: a 7.92mm MG42 Light Machine Gun mounted on a pintle in the vehicle's open-top turret. This weapon can kill infantry, and while the vehicle is "set up" in a sector is also reasonably good at delivering [[Suppression]] fire.
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=== 7.92mm MG42 Light Machine Gun ===
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The standard Light Machine Gun for all [[Axis]] forces, the MG42 is a belt-fed automatic weapon capable of rapid fire. It is useful for killing enemy infantry, which it does at a surprising speed.
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The game uses many different "variations" of this weapon for the many infantry units, buildings and vehicles that employ it. The '''<nowiki>Scout Car'</nowiki>'''s version has a range of 35 meters (sight-range), does 6 damage per bullet, and is a little more accurate between 20 and 35 meters than the infantry-carried MG42. However, it is less accurate against close-range targets. It fires 25-bullet bursts, with a 3-second delay between each burst.
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This MG42 delivers a very small amount of suppression per bullet. Fortunately, when the '''Scout Car''' is "Set up" in friendly territory, it gains a 1400% bonus to suppression, allowing it to reliably pin down infantry units. However it is more likely to kill an infantry unit first, thanks to its rapid damage output.
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Thanks to being installed in the vehicle's turret, this weapon can engage enemies at any direction.
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== Abilities ==
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The '''Scout Car''' has only one ability available, which must be unlocked first with the purchase of the '''Logistik Upgrade '''(at the cost of {{Munitions|25}}). With this ability, the vehicle can entrench itself to secure friendly sectors and increase Resource income. This ability is comparable to the British and American Observation Posts.
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=== [[File:Ability_Secure_Sector.png]] '''Secure Sector''' ===
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* Requires the '''Logistik Upgrade'''
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* Costs nothing.
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* Activation: Select Ground (Friendly), Select Direction
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* Duration: Permanent until deactivated
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* Cooldown: 10 seconds on activation, 5 seconds on deactivation
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The ability to secure a sector becomes available once the '''Logistik Upgrade''' is installed. When activated, select a group point anywhere within friendly territory, then select a valid direction. The '''Scout Car''' will drive to the selected point and begin to entrench itself. The entrenching process takes 10 seconds to complete, though its effects are felt immediately once the process begins.
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Unfortunately, the direction input is completely ignored - the vehicle will set itself up in whatever direction it had when it arrived at the target point. If you wish the vehicle to present its front armor in a certain direction, put the car slightly behind that spot, then order it to entrench at the desired location. It'll drive forward and entrench itself in the direction it traveled.
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As soon as the vehicle begins entrenching itself, several things will happen. Firstly and most importantly, the sector will become "Secured", with a kicker message shown floating above the sector point for a few moments. As a result, the sector point will produce significantly more Munitions or Fuel, depending on its type. If it is a Basic Strategic Point, it will only provide {{Manpower|+1}}. In addition, enemy units are prevented from capturing this sector (they don't get the option to do so).
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While set-up, the vehicle is completely immobile, aside from its turret which can rotate 360-degrees to engage enemies. However, it automatically receives a 50% bonus to its Maximum Health (normally increasing it to {{Health|390}}). Additionally, the MG42 mounted on the turret now delivers 15 times the normal amount of suppression. Unfortunately, the initial suppression values on this gun are remarkably low, so after a 15-fold increase it will deliver roughly three times as much suppression as an infantry-carried MG42 LMG (per bullet), or 1/3 as much as an [[MG42 Heavy Machine Gun Team]].
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The '''Scout Car''' does not need to be set up next to a sector point to win these bonuses. It simply needs to be within the sector's boundaries. This means that you can hide the '''Scout Car''' nearer the rear of the sector, or within some enclosure where enemies cannot easily get to it. This gives the vehicle some safety against artillery shelling or fast enemy attacks - presuming the enemy hasn't discovered its location already. You can periodically move the vehicle from spot to spot if you think its position has been discovered.
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When the vehicle has finished setting itself up, the '''Secure Sector''' ability button will change function: clicking the button will release the vehicle from entrenchment, losing all above bonuses but making the vehicle mobile again. This process takes 5 seconds to complete, and the '''Scout Car''' cannot move until it is finished.
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The following table illustrates the resource bonus acquired from setting the '''Scout Car''' up in various sector types:
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{| class="gradientable" style="width: 100%; font-size:90%; text-align:left;" cellpadding="3"
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|- class="firstrow"
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! Resource Point Type
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! Resource Point Size
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! Original Value
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! Bonus
  +
! Total
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|-
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! style="vertical-align:text-top;" | '''Strategic Point'''
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| --
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| {{Manpower|3}}
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| {{Manpower|+1}}
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| {{Manpower|4}}
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|-
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! rowspan="3" style="vertical-align:text-top;" | '''Munitions Point'''
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| Low
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| {{Munitions|5}}
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| {{Munitions|+3}}
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| {{Munitions|8}}
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|-
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| Medium
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| {{Munitions|10}}
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| {{Munitions|+8}}
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| {{Munitions|18}}
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|-
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| High
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| {{Munitions|16}}
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| {{Munitions|+10}}
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| {{Munitions|26}}
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|-
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! rowspan="3" style="vertical-align:text-top;" | '''Fuel Point'''
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| Low
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| {{Fuel|5}}
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| {{Fuel|+3}}
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| {{Fuel|8}}
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|-
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| Medium
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| {{Fuel|10}}
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| {{Fuel|+8}}
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| {{Fuel|18}}
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|-
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| High
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| {{Fuel|16}}
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| {{Fuel|+10}}
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| {{Fuel|26}}
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|}
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== Upgrades ==
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The '''Scout Car''' has only one upgrade available, called the '''Logistik Upgrade'''. The only function this serves is to enable the '''Secure Sector''' ability.
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=== [[File:Upgrade_Logistik_Upgrade.png]] '''Logistik Upgrade''' ===
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* Costs {{Munitions|25}}
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* Takes 20 seconds to complete
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This upgrade's only function is to enable the '''Secure Sector''' ability. It does not provide any additional bonuses to the '''Scout Car''', and thus serves only to prevent fresh units from securing sectors until a modest investment of Munitions is made.
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If you're short on Munitions, but own a Munitions point that you can protect, you may wish to spend what little Munitions you have on purchasing this upgrade and setting the vehicle up in that sector. This is a long-term investment that will increase your Munitions supply over time.
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== Veterancy ==
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Like all other [[Panzer Elite]] units, the '''Scout Car''' 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.
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=== Accumulation ===
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Like all other [[Panzer Elite]] units, the [[Scout Car]] 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.
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Each kill the '''Scout Car''' makes will grant it 100% of the experience value of the killed unit.
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In addition, it will pass 50% of that value to any [[Panzer Elite]] units within 35 meters of itself.
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Vicariously, the '''Scout Car''' receives 50% of the experience value of kills made by other [[Panzer Elite]] units within 35 meters.
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=== Bonuses ===
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Every time the '''Scout Car''' 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.
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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.
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{{PEVT
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| name = Scout Car
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| 1_vet_def =
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* 10% harder to hit by all weapons
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* 10% damage reduction from all sources
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* +15% increase to Maximum Health
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* +15% increase to Maximum Speed
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| 1_vet_off =
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* +15% accuracy with all weapons
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* +15% [[Penetration]] with all weapons
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* +11% firing rate
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* 10% shorter reload times
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| 2_vet_def =
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* 5% harder to hit by all weapons
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* 5% damage reduction from all sources
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* +5% increase to Maximum Health
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* +15% increase to Maximum Speed
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| 2_vet_off =
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* +15% accuracy with all weapons
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* +15% [[Penetration]] with all weapons
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* +11% firing rate
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* 10% shorter reload times
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| 3_vet_def =
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* 5% harder to hit by all weapons
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* 5% damage reduction from all sources
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* +5% increase to Maximum Health
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* +15% increase to Maximum Speed
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| 3_vet_off =
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* +15% accuracy with all weapons
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* +15% [[Penetration]] with all weapons
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* +11% firing rate
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* 10% shorter reload times
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}}
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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:
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{| class="gradientable" style="width: 100%; font-size:90%; text-align:left;" cellpadding="3"
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|- class="firstrow"
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! Veterancy Level
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! Selected Upgrades
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! Harder to hit by
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! Damage Reduction
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! Maximum Health
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! Maximum Speed
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! Accuracy
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! Penetration
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! Firing Rate
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! Reload Times
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|-
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| 0
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|
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| class="original" | --
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| class="original" | --
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| {{Health|260|original}}
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| class="original" | 7.5 m/s
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| class="original" | --
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| class="original" | --
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| class="original" | 100%
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| class="original" | 100%
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|-
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| rowspan="2" style="vertical-align:text-top;" | 1
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| {{PEB|d}}
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| 10%
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| 10%
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| {{Health|299}}
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| 8.6 m/s
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| class="original" | --
  +
| class="original" | --
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| class="original" | 100%
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| class="original" | 100%
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|-
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| {{PEB|o}}
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| class="original" | --
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| class="original" | --
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| {{Health|260|original}}
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| class="original" | 7.5 m/s
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| +15%
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| +15%
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| 111%
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| 90%
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|-
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| rowspan="4" style="vertical-align:text-top;" | 2
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| {{PEB|d|d}}
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| 15%
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| 15%
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| {{Health|313}}
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| 9.9 m/s
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| class="original" | --
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| class="original" | --
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| class="original" | 100%
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| class="original" | 100%
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|-
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| {{PEB|o|d}}
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| 5%
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| 5%
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| {{Health|273}}
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| 8.6 m/s
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| +15%
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| +15%
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| 111%
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| 90%
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|-
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| {{PEB|d|o}}
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| 10%
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| 10%
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| {{Health|299}}
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| 8.6 m/s
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| +15%
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| +15%
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| 111%
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| 90%
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|-
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| {{PEB|o|o}}
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| class="original" | --
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| class="original" | --
  +
| {{Health|260|original}}
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| class="original" | 7.5 m/s
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| +32%
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| +32%
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| 123%
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| 81%
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|-
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| rowspan="8" style="vertical-align:text-top;" | 3
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| {{PEB|d|d|d}}
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| class="best" | 19%
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| class="best" | 19%
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| {{Health|329|best}}
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| class="best" | 11.3 m/s
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| class="original" | --
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| class="original" | --
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| class="original" | 100%
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| class="original" | 100%
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|-
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| {{PEB|o|d|d}}
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| 10%
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| 10%
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| {{Health|286}}
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| 9.9 m/s
  +
| +15%
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| +15%
  +
| 111%
  +
| 90%
  +
|-
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| {{PEB|d|o|d}}
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| 15%
  +
| 15%
  +
| {{Health|313}}
  +
| 9.9 m/s
  +
| +15%
  +
| +15%
  +
| 111%
  +
| 90%
  +
|-
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| {{PEB|o|o|d}}
  +
| 5%
  +
| 5%
  +
| {{Health|273}}
  +
| 8.6 m/s
  +
| +32%
  +
| +32%
  +
| 123%
  +
| 81%
  +
|-
  +
| {{PEB|d|d|o}}
  +
| 15%
  +
| 15%
  +
| {{Health|313}}
  +
| 9.9 m/s
  +
| +15%
  +
| +15%
  +
| 111%
  +
| 90%
  +
|-
  +
| {{PEB|o|d|o}}
  +
| 5%
  +
| 5%
  +
| {{Health|273}}
  +
| 8.6 m/s
  +
| +32%
  +
| +32%
  +
| 123%
  +
| 81%
  +
|-
  +
| {{PEB|d|o|o}}
  +
| 10%
  +
| 10%
  +
| {{Health|299}}
  +
| 8.6 m/s
  +
| +32%
  +
| +32%
  +
| 123%
  +
| 81%
  +
|-
  +
| {{PEB|o|o|o}}
  +
| class="original" | --
  +
| class="original" | --
  +
| {{Health|260|original}}
  +
| class="original" | 7.5 m/s
  +
| class="best" | +52%
  +
| class="best" | +52%
  +
| class="best" | 137%
  +
| class="best" | 72%
  +
|}
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''* Click the button at the top-right corner to view the entire table.''
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== Tactics ==
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The '''Scout Car''' is not an impressive attack vehicle, though it can pose a threat to enemy infantry early in the game. Instead, it is used for quickly asserting your dominance over a sizeable portion of the map, and then securing said territory against enemy infiltration. The resource bonus it provides can prove extremely useful for early production and for the use of unit abilities.
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A '''Scout Car''' can be produced very early in the game - even with nothing but your starting resources. While [[Kettenkrad]]s can provide the same function as far as taking territory early on, they have no offensive capability and cannot easily fend off enemy infantry from retaking their gains. Therefore, deploying a '''Scout Car''' as your opening move can grant control over the most lucrative resource points, and then actually hold those points against re-capture.
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By producing several '''Scout Car'''s, you can increase resource income significantly, especially if you've managed to take several medium- and high-production sectors. Furthermore, you can secure your entire front lines with them, preventing the enemy from increasing the size of his territory.
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Later on, the '''<nowiki>Scout Car'</nowiki>'''s speed allows it to perform reconnaissance of enemy positions, or even make incursions into enemy territory to capture points when they are left undefended. However, the car is very vulnerable and can easily be destroyed by the enemy, especially since (unlike the [[Kettenkrad]]) it has no means by which to hide itself from enemy eyes.
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=== Early Deployment ===
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Production of a [[Panzer Grenadiers]] squad requires {{Manpower|255}}. Those Grenadiers can construct a [[Logistik Kompanie]] for {{Manpower|220}} and {{Fuel|20}}. The Logistik Kompanie can then produce a '''Scout Car''' for another {{Manpower|220}}. The total, {{Manpower|695}}, {{Fuel|20}}, is within the Panzer Elite's starting budget. This entire project would take about 105 seconds. By the end of the process, you'll have a lightly-armored unit that can quickly reach the enemy's front lines and begin killing off his early infantry and capture his strategic points. Few players will be able to produce a useful counter to a '''Scout Car''' this early.
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Once produced, the '''Scout Car''' should head well forward of your lines, and begin either capturing high-value neutral points, or taking sectors away from the enemy. The car should meet minimal enemy resistance at this stage, and can even attempt to cut off enemy sectors from their supply lines. Very little can stop it from doing so.
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In the meantime, produce more [[Panzer Grenadiers]] or [[Kettenkrad]]s to connect the captured territory to your supply lines. This should get your resource production rolling relatively early, and at the same time perhaps kill off some enemy infantry, and put a dent in their economy.
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Note that this is something of a gambit. Producing a car this early may leave you with too few units to defend yourself properly once the enemy recovers from their initial losses - if they can do so at all. However, with this tactic you'll probably have acquired several high-yield sectors, which will boost your initial economy, allowing you to rapidly construct an offensive force to follow-up on your early advantage.
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Your Scout Cars can continue patrolling your territory to kill enemy infantry or harass enemy sectors, or they can entrench themselves in your highest-income sectors to boost them even further. Remember that once heavier vehicles or anti-tank [[Weapon Team]]s begin to appear, it's often wise to withdraw your Scout Cars and have them boost your resource production.
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=== Resource Boost ===
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When the front lines have stabilized and the enemy begins constructing defenses for their sectors, '''Scout Cars''' can no longer serve as effectively at grabbing enemy territory. Instead, they should focus on maximizing resource production in your own sectors. Set them up at the highest-value sectors if possible.
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Never entrench the '''Scout Car''' on top of a resource point. This makes it vulnerable to artillery shellings, since the enemy will often attempt to clear a point by bombarding it before sending in the infantry. Instead, find a quite, out-of-the-way spot within the sector's boundaries, and set up your '''Scout Car''' there. It's usually best to put the car near the sector's edge that's closest to your base.
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You can also place the Scout Car as a sort of Machine Gun emplacement, since its MG42 turret can suppress and destroy enemies rather effectively while in the "Set Up" state. Again, don't expose it to enemy units outright - you want to keep its location secret if at all possible.
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If the enemy does spot your '''Scout Car''', move it elsewhere. Otherwise, there's a good chance that the enemy may try to bring in heavier vehicles to destroy it, or even use an artillery shelling to try and take it out. You can return the vehicle to its original position later.
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Finally, the '''Scout Car''' can double as a mobile anti-infantry platform, protecting nearby sectors as well as its own. If you spot infantry trying to take out an adjacent sector, pack up the vehicle and move it to intercept. You can't "Secure" a sector while it's being captured, but the MG42 might be able to take out the offending infantry before they manage to take the point away from you. You can then return the '''Scout Car''' to its original position to continue resource gathering.
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=== Veterancy Choices ===
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Due to its relatively poor weaponry, weak armor, and largely-defensive role, it's often considered better to take the Defensive veterancy bonuses for the '''Scout Car'''. This increases its survivability considerably, and allows it to capitalize on its speed to defend several sectors and/or escape from enemy assaults.
  +
  +
If you want to take the Offensive bonuses, do consider at least grabbing the Level 1 Defensive bonus, since it provides a larger bonus. Then you can pick Offensive Bonuses 2 and 3 at later levels. This may also help ensure that your '''Scout Car''' makes it to levels 2 and 3 in the first place, since it's generally a fragile vehicle after all.
  +
  +
=== Weaknesses ===
  +
  +
The '''<nowiki>Scout Car'</nowiki>'''s 14mm-thick armor is unfortunately not strong enough to block any kind of attacks. Though it is largely (but not fully) resistant to small-arms fire, it will take damage from nearly everything else. A single shot from a high-powered anti-tank cannon can sometimes take out a '''Scout Car''', and both [[Mines]] and Artillery shellings are likely to either destroy or cripple the vehicle.
  +
  +
Also watch out for infantry anti-tank squads. The '''<nowiki>Scout Car'</nowiki>'''s MG42 Light Machine Gun is not powerful enough to take them out faster than they can launch a missile or two, and this is usually enough to destroy the car.
  +
  +
Of course, the '''<nowiki>Scout Car'</nowiki>'''s most dangerous enemies are Medium Vehicles. These are both fast enough to chase the car down, and powerful enough to destroy it. If one is encountered (for instance an [[M3 Halftrack]] with .50 cal upgrades or an [[M8 Greyhound]]), run away as quickly as possible towards any friendly unit that can protect the Scout.
  +
  +
==Quotes==
  +
  +
On unit creation :
  +
{{cite|Spähwagen, ready for mission orders.}}
  +
{{cite|Armored vehicle taking the field.}}
  +
{{cite|Armored vehicle, ready to serve.}}
  +
{{cite|Spähwagen, ready for duty.}}
  +
  +
  +
  +
On unit selection :
  +
{{cite|Ready to execute orders.}}
  +
{{cite|Loud and clear, send.}}
  +
{{cite|Send your orders.}}
  +
{{cite|Crew ready.}}
  +
{{cite|Ready to roll out.}}
  +
{{cite|We await your command.}}
  +
{{cite|Combat ready.}}
  +
{{cite|Incoming radio transmission.}}
  +
{{cite|Ja.}}
  +
{{cite|My men are eager for battle.}}
  +
{{cite|Confirm our readiness.}}
  +
  +
  +
  +
On repetitive unit selection :
  +
{{cite|What has come over you?}}
  +
{{cite|You are driving us mad!}}
  +
  +
  +
  +
On unit selection while attacking :
  +
{{cite|Go ahead!}}
  +
{{cite|We read you!}}
  +
{{cite|We are busy!}}
  +
{{cite|Send!}}
  +
{{cite|Go on already!}}
  +
{{cite|Ready to adjust attack.}}
  +
  +
  +
  +
On halt order :
  +
{{cite|Halt!}}
  +
{{cite|Holding on your orders.}}
  +
{{cite|Hold, driver.}}
  +
{{cite|Driver, hold.}}
  +
{{cite|Stop the vehicle.}}
  +
{{cite|Stop, hold there.}}
  +
{{cite|Hold here.}}
  +
{{cite|Understood, holding gear.}}
  +
{{cite|Holding for orders.}}
  +
{{cite|Stopping on your orders.}}
  +
{{cite|Right away.}}
  +
  +
  +
  +
On attack move order :
  +
{{cite|This won't be a smooth ride, trust me.}}
  +
{{cite|Advancing the vehicle to first contact.}}
  +
{{cite|Moving off on combat patrol.}}
  +
{{cite|Engage any enemy we encounter.}}
  +
{{cite|Kill anyone in our way.}}
  +
{{cite|Combat route marked, moving off.}}
  +
{{cite|Do not let your guard down.}}
  +
{{cite|Moving off, combat route marked.}}
  +
{{cite|Engage all enemy along the way.}}
  +
{{cite|Getting ourselves onto the route.}}
  +
  +
  +
  +
On Logistics upgrade :
  +
{{cite|Yes, sir, and will be glad to have it.}}
  +
{{cite|Upgrading to logistics car!}}
  +
{{cite|Logistic car it is!}}
  +
  +
  +
  +
On Logistics upgrade complete report :
  +
{{cite|We have completed the upgrade, commander. Logistics car in the field.}}
  +
  +
  +
  +
On move order :
  +
{{cite|Moving to location.}}
  +
{{cite|Keep a lookout for AT guns.}}
  +
{{cite|Full throttle!}}
  +
{{cite|Rolling out now.}}
  +
{{cite|Getting over there now.}}
  +
{{cite|Moving through the forward lines.}}
  +
{{cite|Understood, moving out.}}
  +
{{cite|Understood, vehicle moving out.}}
  +
{{cite|Moving now.}}
  +
{{cite|Moving through our sector.}}
  +
{{cite|Move quickly!}}
  +
{{cite|Crossing the operational sector.}}
  +
{{cite|Spähwagen rolling out.}}
  +
{{cite|Off we go, driver.}}
  +
{{cite|Right, course plotted, let us go.}}
  +
{{cite|Spähwagen headed that way now.}}
  +
{{cite|Heading there now.}}
  +
{{cite|Advancing to area now.}}
  +
  +
  +
  +
On move order while under attack :
  +
{{cite|Move this thing!}}
  +
{{cite|We have to move!}}
  +
{{cite|Pull us out of here!}}
  +
{{cite|Understood, moving now!}}
  +
{{cite|Crossing the battlefield!}}
  +
{{cite|Full speed, move!}}
  +
{{cite|Driver, get us over there!}}
  +
{{cite|Shift position, move, move!}}
  +
{{cite|Will do, moving now!}}
  +
{{cite|Schnell, drive, drive!}}
  +
{{cite|Get us onto that location.}}
  +
{{cite|On our way!}}
  +
{{cite|Get this vehicle moving!}}
  +
  +
  +
  +
On capture order :
  +
{{cite|Moving to capture.}}
  +
{{cite|Noted, move on it now!}}
  +
{{cite|Moving on enemy fuel stores.}}
  +
{{cite|Grid point marked, moving on it now.}}
  +
{{cite|Moving to secure.}}
  +
{{cite|Moving to capture munitions point.}}
  +
{{cite|Deploying onto target.}}
  +
  +
  +
  +
On capture report :
  +
{{cite|The point has been secured.}}
  +
{{cite|We have captured the objective.}}
  +
  +
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  +
On attack order :
  +
{{cite|Ranged, open fire!}}
  +
{{cite|Engaging armor.}}
  +
{{cite|Seen, engaging the riflemen!}}
  +
{{cite|Engaging.}}
  +
{{cite|Engaging target.}}
  +
{{cite|Target seen.}}
  +
{{cite|Feuer frei!}}
  +
{{cite|Firing!}}
  +
{{cite|Attacking target!}}
  +
{{cite|Open fire!}}
  +
{{cite|Attacking enemy infantry.}}
  +
  +
  +
  +
On under attack report :
  +
{{cite|Scheiße, this is not a game!}}
  +
{{cite|Infantry, contact!}}
  +
{{cite|Incoming!}}
  +
{{cite|Infantry, watch for Panzerfaust.}}
  +
{{cite|We are taking fire!}}
  +
{{cite|Panzerspähwagen under attack!}}
  +
  +
   
  +
On engine damage :
The [[SdKfz.221 Scout Car]]'s MG 42 is an effective weapon against infantry. Its 14.5 mm armour provides reasonable protection from small armed fire. powered by a 90 horsepower Horch diesel engine, the [[SdKfz.221 Scout Car]] has good speed and mobility, allowing it to move around the battlefield quickly. The [[SdKfz.221 Scout Car]] uses its mobility to scout the battlefield. But the true purpose of the [[SdKfz.221 Scout Car]] is to serve as a logistic vehicle. Once the '''SdKfz.221 Logistic Car''' has captured a strategic point and has it in lockdown, it can't be captured unless the '''SdKfz.221 Logistic car''' either becomes mobile or is destroyed.
 
  +
{{cite|We are losing oil pressure!}}
   
== Weakness ==
+
==Trivia==
  +
* The real-world SdKfz 221 was equipped with an MG34 Light Machine Gun, not an MG42 as portrayed in the game. There is no MG34 to be found in [[Company of Heroes]].
Lightly armed and armoured, the [[SdKfz.221 Scout Car]] is highly vulnerable to heavy machine guns,anti tank guns, mines and mortar rounds. Its 14.5 mm armor also proves to be too light to withstand tanks, anti-tank fire and artillery strikes. The 17 pounder anti-tank gun of the [[Sherman Firefly]] and the 76.2 mm M7 gun of the [[M10 Tank Destroyer]] can turn it into scrap metal instantly. Thus, it is advisable to protect it with other infantry or panzers to ensure its continued service on the battlefield.
 
   
  +
==Gallery==
[[Image:Logistic Car.jpg|400px|left|The upgraded SdKfz.221 Scout Car has a large "bed frame" antenna, making it enable to capture and hold a strategic point.]]
 
  +
<gallery widths="200" position="center" columns="3" spacing="small" orientation="none" captiontextcolor="#ffffff" bordercolor="#323574" captionalign="center" captionsize="medium">
[[File:Logistic_Car_deployed.jpg|thumb|left|400px| A deployed '''SdKfz.221 Logistic Car''' is holding a fuel depot.]]
 
  +
Logistic_Car_deployed.jpg|A deployed '''SdKfz.221 Logistic Car''' is holding a fuel depot.
  +
Unit_Scout_Car.jpg|The '''Scout Car''' as it appears without external paint and decals.
  +
</gallery>
 
[[Category:Vehicles]]
 
[[Category:Vehicles]]
 
[[Category:Panzer Elite Units]]
 
[[Category:Panzer Elite Units]]

Revision as of 18:00, 22 May 2018

Veterancy Scout Car 0
SdKfz 221 Scout Car
Unit Scout Car 2
An un-upgraded Scout Car
Army Panzer Elite
Role Fast Reconnaissance and Resource Protection Vehicle
Unit Cost 220Icon Manpower Small 220
2Icon PopCap Small 2
Upkeep per Minute -2.68Icon Manpower Small −2.68
Prereq. None
Produced By Logistik Kompanie
Primary armament MG42 Light Machine Gun
Health 260Icon Health Small 260
Armor Light
Max. Speed 7.5 m/s
Abilities (1)
Ability Secure Sector
Secure Sector
  • Increases resource production in a friendly sector and prevents the enemy from capturing it.
  • While active, increases maximum health by 50% and makes the car's weapon incredibly good at suppressing infantry.
  • Renders the car immobile.
  • Requires the Logistik Upgrade
  • Costs nothing
  • Duration: Permanent until deactivated
  • Cooldown: 10 after activation, 5 after deactivation
Upgrades (1)
Upgrade Logistik Upgrade
Logistik Upgrade
  • Enables the Secure Sector ability.
  • Costs 25Icon Munitions Small 25
  • Takes 25 seconds to install

The SdKfz.221 Scout Car, simply called the Scout Car in-game, is a light reconnaissance vehicle fielded by the Panzer Elite in Company of Heroes: Opposing Fronts. One of three Panzer Elite vehicles that can capture Strategic Points, this lightly-armed car can patrol against enemies trying to steal your territory, or invade enemy territory to quickly seize more land. The Scout Car can also secure a sector against enemy capture, increasing resource income as well.

Game Info

The SdKfz.221 Scout Car is officially called the Leichter Panzerspahwagen SdKfz.221 ("Light Armored Reconnaissance Vehicle Sonderkraftfahrzeug 221"). Installed on the same chassis as an SdKfz 222 Armored Car, it is a light, fast vehicle with 4-Wheel-Drive and 14.5mm armor plating. An MG42 Light Machine Gun is installed on a pintle in the vehicle's open-top turret.

The Scout Car is produced by the Logistik Kompanie Base Structure, for the cost of 220Icon Manpower Small 220, 2Icon PopCap Small 2, making it cheaper than a squad of infantry. No special upgrades are required to produce this vehicle.

This vehicle is lightly-armed, with nothing but the MG42 to defend itself - useful only against enemy light infantry. However, it is one of only two vehicles in the game that can capture Strategic Points without requiring any special upgrades. Unlike Panzer Elite Infantry, its Strategic Point capture rate is normal (as opposed to the infantry's 75% slower capture rate). This ability makes the vehicle extremely useful in the early game, to quickly expand the Panzer Elite's territory. Later on, this vehicle can make excursions into enemy territory to seize it.

The light armor covering this vehicle, coupled with its good speed, makes it useful for hunting down and destroying infantry units. Though it will take damage from small-arms, it benefits from some damage reduction thanks to the armor, and would take a while to destroy with such weapons. Unfortunately, the armor is not strong enough to protect the vehicle from heavy weaponry (like tank cannons and anti-tank cannons) which can destroy it with only a few shots.

When the Scout Cars Logistik Upgrade is installed, it gains a very important ability: Securing captured territory. To do so, the vehicle entrenches itself in a friendly sector, giving up its mobility. In return, the sector it is in will produce significantly more Munitions or Fuel (as appropriate), and cannot be captured by enemy units at all. Furthermore, the Scout Car gains plenty of extra Maximum Health and a significant increase to the Suppression caused by its MG42 Light Machine Gun. The Scout Car can "release" itself from entrenchment at any time, regaining mobility but losing all the above bonuses.

Weapons

The Scout Car has only one weapon: a 7.92mm MG42 Light Machine Gun mounted on a pintle in the vehicle's open-top turret. This weapon can kill infantry, and while the vehicle is "set up" in a sector is also reasonably good at delivering Suppression fire.

7.92mm MG42 Light Machine Gun

The standard Light Machine Gun for all Axis forces, the MG42 is a belt-fed automatic weapon capable of rapid fire. It is useful for killing enemy infantry, which it does at a surprising speed.

The game uses many different "variations" of this weapon for the many infantry units, buildings and vehicles that employ it. The Scout Car's version has a range of 35 meters (sight-range), does 6 damage per bullet, and is a little more accurate between 20 and 35 meters than the infantry-carried MG42. However, it is less accurate against close-range targets. It fires 25-bullet bursts, with a 3-second delay between each burst.

This MG42 delivers a very small amount of suppression per bullet. Fortunately, when the Scout Car is "Set up" in friendly territory, it gains a 1400% bonus to suppression, allowing it to reliably pin down infantry units. However it is more likely to kill an infantry unit first, thanks to its rapid damage output.

Thanks to being installed in the vehicle's turret, this weapon can engage enemies at any direction.

Abilities

The Scout Car has only one ability available, which must be unlocked first with the purchase of the Logistik Upgrade (at the cost of 25Icon Munitions Small 25). With this ability, the vehicle can entrench itself to secure friendly sectors and increase Resource income. This ability is comparable to the British and American Observation Posts.

Ability Secure Sector Secure Sector

  • Requires the Logistik Upgrade
  • Costs nothing.
  • Activation: Select Ground (Friendly), Select Direction
  • Duration: Permanent until deactivated
  • Cooldown: 10 seconds on activation, 5 seconds on deactivation

The ability to secure a sector becomes available once the Logistik Upgrade is installed. When activated, select a group point anywhere within friendly territory, then select a valid direction. The Scout Car will drive to the selected point and begin to entrench itself. The entrenching process takes 10 seconds to complete, though its effects are felt immediately once the process begins.

Unfortunately, the direction input is completely ignored - the vehicle will set itself up in whatever direction it had when it arrived at the target point. If you wish the vehicle to present its front armor in a certain direction, put the car slightly behind that spot, then order it to entrench at the desired location. It'll drive forward and entrench itself in the direction it traveled.

As soon as the vehicle begins entrenching itself, several things will happen. Firstly and most importantly, the sector will become "Secured", with a kicker message shown floating above the sector point for a few moments. As a result, the sector point will produce significantly more Munitions or Fuel, depending on its type. If it is a Basic Strategic Point, it will only provide +1Icon Manpower Small 1. In addition, enemy units are prevented from capturing this sector (they don't get the option to do so).

While set-up, the vehicle is completely immobile, aside from its turret which can rotate 360-degrees to engage enemies. However, it automatically receives a 50% bonus to its Maximum Health (normally increasing it to 390Icon Health Small 390). Additionally, the MG42 mounted on the turret now delivers 15 times the normal amount of suppression. Unfortunately, the initial suppression values on this gun are remarkably low, so after a 15-fold increase it will deliver roughly three times as much suppression as an infantry-carried MG42 LMG (per bullet), or 1/3 as much as an MG42 Heavy Machine Gun Team.

The Scout Car does not need to be set up next to a sector point to win these bonuses. It simply needs to be within the sector's boundaries. This means that you can hide the Scout Car nearer the rear of the sector, or within some enclosure where enemies cannot easily get to it. This gives the vehicle some safety against artillery shelling or fast enemy attacks - presuming the enemy hasn't discovered its location already. You can periodically move the vehicle from spot to spot if you think its position has been discovered.

When the vehicle has finished setting itself up, the Secure Sector ability button will change function: clicking the button will release the vehicle from entrenchment, losing all above bonuses but making the vehicle mobile again. This process takes 5 seconds to complete, and the Scout Car cannot move until it is finished.

The following table illustrates the resource bonus acquired from setting the Scout Car up in various sector types:

Resource Point Type Resource Point Size Original Value Bonus Total
Strategic Point -- 3Icon Manpower Small 3 +1Icon Manpower Small 1 4Icon Manpower Small 4
Munitions Point Low 5Icon Munitions Small 5 +3Icon Munitions Small 3 8Icon Munitions Small 8
Medium 10Icon Munitions Small 10 +8Icon Munitions Small 8 18Icon Munitions Small 18
High 16Icon Munitions Small 16 +10Icon Munitions Small 10 26Icon Munitions Small 26
Fuel Point Low 5Icon Fuel Small 5 +3Icon Fuel Small 3 8Icon Fuel Small 8
Medium 10Icon Fuel Small 10 +8Icon Fuel Small 8 18Icon Fuel Small 18
High 16Icon Fuel Small 16 +10Icon Fuel Small 10 26Icon Fuel Small 26

Upgrades

The Scout Car has only one upgrade available, called the Logistik Upgrade. The only function this serves is to enable the Secure Sector ability.

Upgrade Logistik Upgrade Logistik Upgrade

  • Costs 25Icon Munitions Small 25
  • Takes 20 seconds to complete

This upgrade's only function is to enable the Secure Sector ability. It does not provide any additional bonuses to the Scout Car, and thus serves only to prevent fresh units from securing sectors until a modest investment of Munitions is made.

If you're short on Munitions, but own a Munitions point that you can protect, you may wish to spend what little Munitions you have on purchasing this upgrade and setting the vehicle up in that sector. This is a long-term investment that will increase your Munitions supply over time.

Veterancy

Like all other Panzer Elite units, the Scout Car 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.

Accumulation

Like all other Panzer Elite units, the Scout Car 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 Scout Car 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 Scout Car receives 50% of the experience value of kills made by other Panzer Elite units within 35 meters.

Bonuses

Every time the Scout Car 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 Scout Car 0
No Veterancy:

Unit is at normal combat effectiveness.


Veterancy Scout Car 1
Level 1 Veterancy:
Upgrade Defensive Bonus 1 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
Or
Upgrade Offensive Bonus 1 Offensive Bonus 1
  • +15% accuracy with all weapons
  • +15% Penetration with all weapons
  • +11% firing rate
  • 10% shorter reload times


Veterancy Scout Car 2
Level 2 Veterancy:
Upgrade Defensive Bonus 2 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
Or
Upgrade Offensive Bonus 2 Offensive Bonus 2
  • +15% accuracy with all weapons
  • +15% Penetration with all weapons
  • +11% firing rate
  • 10% shorter reload times


Veterancy Scout Car 3
Level 3 Veterancy:
Upgrade Defensive Bonus 3 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
Or
Upgrade Offensive Bonus 3 Offensive Bonus 3
  • +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 -- -- 260Icon Health Small 260 7.5 m/s -- -- 100% 100%
1 Defensive Bonus 10% 10% 299Icon Health Small 299 8.6 m/s -- -- 100% 100%
Ofensive Bonus -- -- 260Icon Health Small 260 7.5 m/s +15% +15% 111% 90%
2 Defensive BonusDefensive Bonus 15% 15% 313Icon Health Small 313 9.9 m/s -- -- 100% 100%
Ofensive BonusDefensive Bonus 5% 5% 273Icon Health Small 273 8.6 m/s +15% +15% 111% 90%
Defensive BonusOfensive Bonus 10% 10% 299Icon Health Small 299 8.6 m/s +15% +15% 111% 90%
Ofensive BonusOfensive Bonus -- -- 260Icon Health Small 260 7.5 m/s +32% +32% 123% 81%
3 Defensive BonusDefensive BonusDefensive Bonus 19% 19% 329Icon Health Small 329 11.3 m/s -- -- 100% 100%
Ofensive BonusDefensive BonusDefensive Bonus 10% 10% 286Icon Health Small 286 9.9 m/s +15% +15% 111% 90%
Defensive BonusOfensive BonusDefensive Bonus 15% 15% 313Icon Health Small 313 9.9 m/s +15% +15% 111% 90%
Ofensive BonusOfensive BonusDefensive Bonus 5% 5% 273Icon Health Small 273 8.6 m/s +32% +32% 123% 81%
Defensive BonusDefensive BonusOfensive Bonus 15% 15% 313Icon Health Small 313 9.9 m/s +15% +15% 111% 90%
Ofensive BonusDefensive BonusOfensive Bonus 5% 5% 273Icon Health Small 273 8.6 m/s +32% +32% 123% 81%
Defensive BonusOfensive BonusOfensive Bonus 10% 10% 299Icon Health Small 299 8.6 m/s +32% +32% 123% 81%
Ofensive BonusOfensive BonusOfensive Bonus -- -- 260Icon Health Small 260 7.5 m/s +52% +52% 137% 72%

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

Tactics

The Scout Car is not an impressive attack vehicle, though it can pose a threat to enemy infantry early in the game. Instead, it is used for quickly asserting your dominance over a sizeable portion of the map, and then securing said territory against enemy infiltration. The resource bonus it provides can prove extremely useful for early production and for the use of unit abilities.

A Scout Car can be produced very early in the game - even with nothing but your starting resources. While Kettenkrads can provide the same function as far as taking territory early on, they have no offensive capability and cannot easily fend off enemy infantry from retaking their gains. Therefore, deploying a Scout Car as your opening move can grant control over the most lucrative resource points, and then actually hold those points against re-capture.

By producing several Scout Cars, you can increase resource income significantly, especially if you've managed to take several medium- and high-production sectors. Furthermore, you can secure your entire front lines with them, preventing the enemy from increasing the size of his territory.

Later on, the Scout Car's speed allows it to perform reconnaissance of enemy positions, or even make incursions into enemy territory to capture points when they are left undefended. However, the car is very vulnerable and can easily be destroyed by the enemy, especially since (unlike the Kettenkrad) it has no means by which to hide itself from enemy eyes.

Early Deployment

Production of a Panzer Grenadiers squad requires 255Icon Manpower Small 255. Those Grenadiers can construct a Logistik Kompanie for 220Icon Manpower Small 220 and 20Icon Fuel Small 20. The Logistik Kompanie can then produce a Scout Car for another 220Icon Manpower Small 220. The total, 695Icon Manpower Small 695, 20Icon Fuel Small 20, is within the Panzer Elite's starting budget. This entire project would take about 105 seconds. By the end of the process, you'll have a lightly-armored unit that can quickly reach the enemy's front lines and begin killing off his early infantry and capture his strategic points. Few players will be able to produce a useful counter to a Scout Car this early.

Once produced, the Scout Car should head well forward of your lines, and begin either capturing high-value neutral points, or taking sectors away from the enemy. The car should meet minimal enemy resistance at this stage, and can even attempt to cut off enemy sectors from their supply lines. Very little can stop it from doing so.

In the meantime, produce more Panzer Grenadiers or Kettenkrads to connect the captured territory to your supply lines. This should get your resource production rolling relatively early, and at the same time perhaps kill off some enemy infantry, and put a dent in their economy.

Note that this is something of a gambit. Producing a car this early may leave you with too few units to defend yourself properly once the enemy recovers from their initial losses - if they can do so at all. However, with this tactic you'll probably have acquired several high-yield sectors, which will boost your initial economy, allowing you to rapidly construct an offensive force to follow-up on your early advantage.

Your Scout Cars can continue patrolling your territory to kill enemy infantry or harass enemy sectors, or they can entrench themselves in your highest-income sectors to boost them even further. Remember that once heavier vehicles or anti-tank Weapon Teams begin to appear, it's often wise to withdraw your Scout Cars and have them boost your resource production.

Resource Boost

When the front lines have stabilized and the enemy begins constructing defenses for their sectors, Scout Cars can no longer serve as effectively at grabbing enemy territory. Instead, they should focus on maximizing resource production in your own sectors. Set them up at the highest-value sectors if possible.

Never entrench the Scout Car on top of a resource point. This makes it vulnerable to artillery shellings, since the enemy will often attempt to clear a point by bombarding it before sending in the infantry. Instead, find a quite, out-of-the-way spot within the sector's boundaries, and set up your Scout Car there. It's usually best to put the car near the sector's edge that's closest to your base.

You can also place the Scout Car as a sort of Machine Gun emplacement, since its MG42 turret can suppress and destroy enemies rather effectively while in the "Set Up" state. Again, don't expose it to enemy units outright - you want to keep its location secret if at all possible.

If the enemy does spot your Scout Car, move it elsewhere. Otherwise, there's a good chance that the enemy may try to bring in heavier vehicles to destroy it, or even use an artillery shelling to try and take it out. You can return the vehicle to its original position later.

Finally, the Scout Car can double as a mobile anti-infantry platform, protecting nearby sectors as well as its own. If you spot infantry trying to take out an adjacent sector, pack up the vehicle and move it to intercept. You can't "Secure" a sector while it's being captured, but the MG42 might be able to take out the offending infantry before they manage to take the point away from you. You can then return the Scout Car to its original position to continue resource gathering.

Veterancy Choices

Due to its relatively poor weaponry, weak armor, and largely-defensive role, it's often considered better to take the Defensive veterancy bonuses for the Scout Car. This increases its survivability considerably, and allows it to capitalize on its speed to defend several sectors and/or escape from enemy assaults.

If you want to take the Offensive bonuses, do consider at least grabbing the Level 1 Defensive bonus, since it provides a larger bonus. Then you can pick Offensive Bonuses 2 and 3 at later levels. This may also help ensure that your Scout Car makes it to levels 2 and 3 in the first place, since it's generally a fragile vehicle after all.

Weaknesses

The Scout Car's 14mm-thick armor is unfortunately not strong enough to block any kind of attacks. Though it is largely (but not fully) resistant to small-arms fire, it will take damage from nearly everything else. A single shot from a high-powered anti-tank cannon can sometimes take out a Scout Car, and both Mines and Artillery shellings are likely to either destroy or cripple the vehicle.

Also watch out for infantry anti-tank squads. The Scout Car's MG42 Light Machine Gun is not powerful enough to take them out faster than they can launch a missile or two, and this is usually enough to destroy the car.

Of course, the Scout Car's most dangerous enemies are Medium Vehicles. These are both fast enough to chase the car down, and powerful enough to destroy it. If one is encountered (for instance an M3 Halftrack with .50 cal upgrades or an M8 Greyhound), run away as quickly as possible towards any friendly unit that can protect the Scout.

Quotes

On unit creation :


On unit selection :


On repetitive unit selection :


On unit selection while attacking :


On halt order :


On attack move order :


On Logistics upgrade :


On Logistics upgrade complete report :


On move order :


On move order while under attack :


On capture order :


On capture report :


On attack order :


On under attack report :


On engine damage :

Trivia

  • The real-world SdKfz 221 was equipped with an MG34 Light Machine Gun, not an MG42 as portrayed in the game. There is no MG34 to be found in Company of Heroes.

Gallery