Sd. Kfz 232

From Post Scriptum Wiki
Jump to: navigation, search

This article is a stub. You can help Post Scriptum Wiki by expanding it.

"Sd.Kfz 232"
Type Armored vehicle
Operator Germany
Ticket Cost Occupied 4
Ticket Cost Empty 3
Respawn Time 2:00
Top Speed 45Km/h
Main Gun 20mm Autocannon
Secondary Gun MG34
Crew 2
Positions Driver & Gunner
Number of Weak Spots 6
Weak Spots Driver, Gunner, ammo(X2), engine and turret ring.
Console Name BP_Sdkfz_232_C

Background[edit | edit source]

The Schwerer Panzerspähwagen (Heavy armored reconnaissance vehicle), or as known by its designation 'Sd.Kfz 232', is a German Armored vehicle in Post Scriptum. The vehicle is equipped with a 2 cm KwK 30 L/55 auto-cannon and a coaxially mounted MG 34. It is operated by a crew of just two; the driver and the gunner. It has 8 wheels instead of tracks, making it extremely mobile on pavement and around cities but it is very hard to maneuver inside forest areas. In reality, the Sd.Kfz 232 is an Sd.Kfz 231 but with one medium and one short range radio. The result is the "bedspring" antenna over most of the hull, which makes the vehicle stand out behind cover.

The vehicle has access to 250 AP and 200 HE rounds for the auto-cannon, and 13 boxes of 250 rounds each for the MG 34.

In Game Vehicle Stats[edit | edit source]

Vehicle Stats (Sd.Kfz 232)
Number of Weak Spots 6
Weak Spots crew (X2), ammo(X2), engine and turret ring.
Time to Enter Vehicle 3 Seconds
Time to Switch Spots 3 seconds
Can Destroy Fobs no
Can Destroy Buildables yes
Can Destroy Soft Skin Targets yes
Can Destroy Light Armour yes
Can Destroy Tanks no
Armour Front ???
Armour Side ???
Armour Back ???
Armour Top ???
Armour Turret ???
Armour Turret Mantle ???

Position Stats[edit | edit source]

Driver[edit | edit source]

Driving Stats (Sd.Kfz 232)
Top Speed 45Km/h
From 0km/h to Top Speed 15 Seconds
Max Reverse Speed 15Km/h
From 0km/h to Max Reverse Speed 2-3 seconds
Views Open Hatch. (exposed)

Closed Hatch. (not exposed)

Zooms No

Gunner[edit | edit source]

Driving Stats (Sd.Kfz 232)
360 Rotation of the turret 20 Seconds
Main Gun 20mm Autocannon
Main Gun Rate of Fire 480 rpm
Main Gun Ammo Count 250 AP

200 HE

Main Gun Reload 3 Seconds
Secondary Gun MG34
Secondary Gun Ammo Count 13 Belts of 250 Rounds
Secondary Gun Reload 10 Seconds
Gun Elevations Unknown. different from IRL
Views Gun Sight (not exposed)

Cupola (not exposed)

Periscope (not exposed)
Zooms Yes. All Views

Vehicle Weak Spots[edit | edit source]

  • Blue = Crew
  • Pink = Engine
  • Yellow = Turret Ring
  • Orange = Ammo

Strategy[edit | edit source]

The best thing for vehicles with a 20mm autocannon is to always be moving or not staying in one position too long. When engaging enemies it's best to shoot for 5-10 seconds and relocate. The bedspring antenna makes the vehicle very easy to spot. Although it is quick, the vehicle can be spotted behind cover easily, therefore it should not be used as an ambush vehicle. Its best use is to relay information to the Platoon Commander and other Squad Leaders and occasionally engaging enemy infantry that are in the open. You should at all costs avoid cities, as the vehicle has no armor whatsoever and is easily taken out by two P.I.A.T hits. It is however, a direct upgrade from the Sd Kfs 222 in terms of armor, as it provides the crew with more armor that doesn't allow small arms fire to take them out.

  • 232 VS infantry

The 232 is a very good vehicle to engage enemy infantry with. The HE, combined with the fire rate of the 20mm make it devastating against infantry.

  • 232 VS Soft Targets and AT Guns

When coming up against vehicles like trucks or cars the best thing to do is load HE. This will completely destroy a vehicle in seconds. Although rare to come up against an AT gun, the best way to take out an AT gun is by spraying it with 20mm HE and 7.92mm fire to quickly take out the exposed crew, and then destroy the weapon.

  • 232 VS Allied Scout Cars

The high speed of the 232 combined with the firepower of the 20mm make it a nightmare for the lightly armored Scout Cars, as it can quite easily chase after them and do serious damage with the 20mm.

  • 232 VS Tanks

It is best to avoid head on fights with Medium Tanks whenever possible, and avoid Heavy Tanks at all costs, as the 20mm is inadequate when it comes to penetrating their thick armor. Medium tanks can be taken out from the rear and sometimes the sides, but you shouldn't actively seek fights with them. Report their location to your team and have an infantry section or another armored section deal with them.