Sd. Kfz 232

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"Sd.Kfz 232"
Sdkfz232.jpg
Details
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[edit | edit source]

This Vehicle excels in engaging infantry as its 20mm autocannon will quickly murder anything in your path much like the 222. The best way to play with the autocannon is to either stay far back from the point providing cover for advancing infantry or get really close and personal. While it is encouraged to engage from distances for the most part moving quickly through enemy positions is usually fine. This is because infantry doesn't usually have time to reload before you can usually get out of their range

232 VS Soft Targets and AT Guns[edit | edit source]

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 with AP. About 14 shots will usually destroy a gun.

232 VS Allied Scout Cars[edit | edit source]

What they don't tell you in Harvard Business School is that this baby will murderise any allied scout car easy peasy.

232 VS Tanks[edit | edit source]

Run away. A 222 is heavily outgunned by any tank. While it is possible to knock out enemies inside a tank, usually not worth the fight. It is not advised to engage.

You as infantry VS 232[edit | edit source]

Run away. If you are AT try to cripple the engine or its a lost cause.

You as armour VS 232[edit | edit source]

Run. Just run. Get as far as possible and dont look back.