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https://w.atwiki.jp/arma2/pages/20.html
Tracked military vehicles 2S6M Tunguska M270 MLRS AAV P7A1 BMP-2 BMP-3 M1A2 TUSK T-72 T-90 ZSU-23 Shilka Wheeled military vehicles BRDM-2 BTR-90 Vodnik (HMG) BM-21 Grad HMMWV (M240) Utility truck (Repair) LAV-25 MTVR Offroad (DShKM) UAZ Ural (ZU-23) Rotary wing aircraft AH-1Z Ka-52 MH-60S Mi-8MTV-3 Mi-24D UH-1Y Fixed wing aircraft A-10 AV-8B (Fighter) C-130J F-35B MQ-9 MV-22 Pchela-1T Su-34 (Fighter) Su-25 link_anchor plugin error 画像もしくは文字列を必ずどちらかを入力してください。 Ships and boats Fishing Boat PBX RHIB Private small boat Civilian vehicles Urban Cars Cargo Transport Other link_anchor plugin error 画像もしくは文字列を必ずどちらかを入力してください。 link_anchor plugin error 画像もしくは文字列を必ずどちらかを入力してください。 link_anchor plugin error 画像もしくは文字列を必ずどちらかを入力してください。 link_anchor plugin error 画像もしくは文字列を必ずどちらかを入力してください。 link_anchor plugin error 画像もしくは文字列を必ずどちらかを入力してください。 link_anchor plugin error 画像もしくは文字列を必ずどちらかを入力してください。 Tracked military vehicles 2S6M Tunguska The 2S6M Tunguska (NATO reporting name is SA-19 Grison) is an Russian self-propelled anti-aircraft tracked vehicle with a surface-to-air gun and missile system. It is designed to provide day and night protection for infantry and tank regiments against low-flying aircraft helicopters and cruise missile. コメント M270 MLRS The M270 Multiple Launch Rocket System (M270 MLRS) is an unguided rocket artillery system. It is a very mobile unit well suited for the shoot-and-scoot tactic. The system is capable of firing guided or unguided projectiles to distances of 42 km; or ballistic missiles to distances of 300 km. コメント AAV P7A1 The Amphibious Assault Vehicle (AAV) is a fully tracked amphibious landing vehicle used by the US Marine Corps. The AAVP-7A1 is the most common AAV version. It carries M2HB .50 caliber heavy machine gun, and an Mk19 40mm automatic grenade launcher. コメント BMP-2 The BMP-2 is an infantry fighting vehicle. In contrast to the BMP-1, it has an enlarged two-man turret which mounts a 30-mm 2A42 automatic gun with a double-baffle muzzle brake, while it retains the 7.62-mm coaxial machine gun. On top of the turret is an AT-5 ATGM launcher to defeat armored vehicles. Variants BMP-2 (HQ), BMP-2 (Ambulance) コメント BMP-3 The BMP-3 is is an infantry fighting vehicle developed in Russia. It is one of the most heavily armed combat vehicles worldwide. It features 2A70 100 mm rifled gun, 2A72 dual feed autocannon, 7.62 mm machine gun, and two 7.62 mm bow machine guns. The BMP-3 is capable of engaging targets out to 5-6 km, however there is minimum engagement range of about 300 m. コメント M1A2 TUSK Variants M1A1 コメント T-72 コメント T-90 コメント ZSU-23 Shilka The ZSU-23-4 Shilka is a combination of a proven radar system, the chassis of the PT-76 light tank, and four 23 mm cannons. The result of this amalgamation is a vehicle displaying the key assets of mobility, firepower and accuracy. The ZSU-23-4 outclassed all NATO anti-aircraft guns at the time of its introduction and it is still regarded as a major threat to low-flying aircraft. The Shilka was widely used throughout the Warsaw Pact and other pro-Soviet states. コメント Wheeled military vehicles BRDM-2 コメント BTR-90 コメント Vodnik (HMG) コメント BM-21 Grad The BM-21 Grad (in English Hail) is a truck-based 122 mm multiple-launch rocket system made in Russia. It is used in over 50 countries and it is the most widely used rocket artillery system worldwide. It is equipped with 40 launch tubes, firing 2.87 m rockets. The effective range is about 30 km. コメント HMMWV (M240) コメント Utility truck (Repair) コメント LAV-25 コメント MTVR コメント Offroad (DShKM) コメント UAZ コメント Ural (ZU-23) コメント Rotary wing aircraft AH-1Z コメント Ka-52 The Kamov Ka-52 Alligator (NATO codename Hokum B) is a Russian made two-seat attack helicopter. The Ka-52 is equiped with dual-antena radar and is armed with semi-rigid 30 mm Shipunow 2A42 cannon; with S-8 80 mm unguided rockets and 12 laser-guided Vikhr anti-tank missiles. コメント MH-60S コメント Mi-8MTV-3 コメント Mi-24D コメント UH-1Y コメント Fixed wing aircraft A-10 コメント AV-8B (Fighter) コメント C-130J コメント F-35B コメント MQ-9 The MQ-9 Reaper is a combat ready unmanned aerial vehicle (UAV). It is the first purpose-designed hunter-killer UAV designed for long endurance high altitude surveillance. The MQ-9 is capable of carrying 14 AGM-114 Hellfire air-to-ground missiles as well as two GBU-12 Paveway laser-guided bombs. コメント MV-22 The V-22 Osprey is a multi-mission tilt-rotor military transport aircraft with vertical takeoff and landing (VTOL) and short takeoff and landing (STOL) abilities. It is designed to operate in a similar capacity to conventional helicopters but with the long range and high speed performance of a turboprop cruiser. The V-22 is able to reach speeds of 509 kph and can transport up to 32 passengers or up to 7 tons of cargo. コメント Pchela-1T The Pchela-1T is an unmanned aerial vehicle (UAV) developed in Russia. Its primary uses are surveillance and observation or target designation. コメント Su-34 (Fighter) コメント Su-25 コメント コメント Ships and boats Fishing Boat コメント PBX コメント RHIB コメント Private small boat コメント Civilian vehicles Urban Cars コメント Cargo Transport コメント Other コメント
https://w.atwiki.jp/cohstatsjp/pages/280.html
Vehicle Tiger Contents 1 Tiger Veterancy 2 Tactics 3 History 4 Requires 4.1 Armored Assault Force 5 Called In Using 5.1 Armored Assault Force 6 Doctrinal Abilities 6.1 Blitzkrieg 7 Vehicle Abilities 7.1 Vehicle Cover 8 Vehicle Weapons 8.1 88mm Tiger 8.2 MG42 Coaxial MG 8.3 MG42 Hull MG Tiger Health 1064 Max Speed 4 Sight 35 Cost 980220 Acceleration 2 Detection 0/0 Time 70 Deceleration 4 Hotkey Population 14 Rotation 23 Target Type armour_tiger Upkeep 21.504 Crush Human true Critical Type armour_elite Crush Mode crush_heavy Rear Damage Enabled true Tiger Veterancy [Expand][Hide] Received Damage 0.85 Maximum Health 1.15 Received Penetration 0.75 Tactics The Tiger can only be used with the Blitzkrieg Doctrine. Keep in mind that, although the Tiger is very strong, it is not invulnerable. The Tiger must always be protected by infantry, to eliminate AT guns and other threats. It is very recommendable to have Tiger at Level 3 (Elite) Veterancy, as it greatly improves its survival capabilities. The Tiger can pass through hedgerows, just like the upgraded Crocodile. Keep it in mind in case you are planing a flanking maneuver. The Tiger is a beast of a tank just like it was in real life. You can expect it to handily defeat any Allied tank 1 on 1, though a shootout with a veteran Pershing is likely to leave your Tiger with precious few hit points. Although it certainly has the capability to take on any Allied tank or AT gun, it is highly advisable to back it up with some panzershreck armed grenadiers just in case you get mobbed by AT guns. With its slow turret traverse and poor accuracy on the move (50%), the Tiger isn t well-suited for kiting infantry or chasing vehicles. Unlike the King Tiger you can call it in as many times as you like for 900mp each time, though it is possible to have unlimited amounts of tigers on thefield in a team game with a Panzer Elite partner who has a bergetiger by destroying your tigers and calling in more then reviving them. History The Tiger I is the common name of a German heavy tank of World War II. The initial official German designation was Panzerkampfwagen VI Ausführung H (abbreviated PzKpfw VI Ausf. H, Ausführung is German for version ) but the tank was redesignated as Panzerkampfwagen VI Ausf. E in March 1943. The tank also had the ordnance inventory designation SdKfz 181. The Tiger I was in use from late 1942 until the German surrender in 1945. It was given its Tiger nickname by Ferdinand Porsche (the roman numeral was added after the Tiger II was produced). The design served as the basis for other armoured vehicles, the Sturmtiger heavy self-propelled gun and the Bergetiger recovery vehicle. Requires Armored Assault Force [Expand][Hide] Cost 4 Time Hotkey Effects Call an Off-Map Tiger Tank Reinforcement to the battlefield. Ideal for major assault operations. ESee Upgrade Armored Assault Force for details. Called In Using Armored Assault Force [Expand][Hide] Cost 900 Activation targeted Duration 0 Target tp_any Recharge 30 Hotkey Effects Call in a Tiger heavy tank. ESee Ability Armored Assault Force for details. Doctrinal Abilities Blitzkrieg [Expand][Hide] Cost 150 Activation timed Duration 30 Target tp_any Recharge 60 Hotkey Effects All Tanks and Armored Vehicles move more quickly, crush everything in their path, and fire more frequently. Infantry sprint to keep pace. ESee Ability Blitzkrieg for details. Vehicle Abilities Vehicle Cover [Expand][Hide] Cost Activation always_on Duration _ Target tp_any Recharge 0 Hotkey Effects $0 no key ESee Ability Vehicle Cover for details. Vehicle Weapons 88mm Tiger [Expand][Hide] Weapon 88mm Tiger See Weapon 88mm Tiger for details. MG42 Coaxial MG [Expand][Hide] Weapon MG42 Coaxial MG See Weapon MG42 Coaxial MG for details. MG42 Hull MG [Expand][Hide] Weapon MG42 Hull MG See Weapon MG42 Hull MG for details. Retrieved from http //coh-stats.com/Vehicle Tiger
https://w.atwiki.jp/cohstatsjp/pages/270.html
Vehicle King Tiger Contents 1 Tactics 2 History 3 Requires 3.1 King Tiger 4 Called In Using 4.1 King Tiger 5 Vehicle Abilities 5.1 Vehicle Cover 6 Vehicle Weapons 6.1 88mm King Tiger 6.2 MG42 Coaxial MG 6.3 MG42 Hull MG 6.4 MG42 Turret King Tiger Health 2000 Max Speed 3 Sight 35 Cost 980 Acceleration 1.2 Detection 0/0 Time 0 Deceleration 2 Hotkey Population 16 Rotation 20 Target Type armour_tiger Upkeep 21.504 Crush Human true Critical Type armour_elite Crush Mode crush_heavy Rear Damage Enabled true Tactics You can only call it in *once*! Don t waste it The King Tiger can only be used with the Terror Doctrine. The King tiger cannot gain unit veterancy from upgrades. The King Tiger is nearly immune to the feared British artillery. Most if not all shots will simply glance off its formidable armor, barely scratching the paint. This behemoth has the highest base hp in the game (a Jagdpanther with triple defensive veterancy has a little bit more) and is one of the most powerful anti tank guns in the game, the King Tiger is nearly unstoppable with support. The King Tiger should form the spearhead of any assault as it is too slow to flank. Defensively, think of this tank as the 300 Spartans simply park it where you don t want the enemy to go (preferably a choke point) and watch the fireworks. While the King Tiger is very well suited for heavy AT duty, the Tiger of Blitzkrieg doctrine is still the more efficient anti-infantry unit. History Tiger II is the common name of a German heavy tank of the Second World War. The official German designation was Panzerkampfwagen VI Ausf. B and the tank also had the ordnance inventory designation SdKfz 182. It is also known under the informal name Königstiger (German Bengal Tiger), often literally translated as King Tiger and by the British as Royal Tiger. The Tiger II combined the heavy armor of the Tiger with the sloped armor of the Panther. Designed to be unstoppable, the Tiger II was the victim of increasingly unrealistic specifications. It s main gun was the powerful 8.8cm KwK43, which could knock out any tank during the war with ease. Though the thick sloped armour was impervious to anything short of the Soviet IS-2 s 122mm gun, the incredible weight of the vehicle strained its engine and suspension. The initial models sent to Panzer Lehr were so unreliable that the division asked to have them shipped back, and when the division was forced to withdraw the Tiger II s had to be destroyed as they broke down. Most Tiger IIs were sent to independent heavy tank battalions to replace their Tiger Is, though not enough were produced to replace them all. Requires King Tiger [Expand][Hide] Cost 5 Time Hotkey Effects A single, very powerful King Tiger is allocated to the battlefield, but only once. Such a decisive weapon should not be squandered. ESee Upgrade King Tiger for details. Called In Using King Tiger [Expand][Hide] Cost Activation targeted Duration 15 Target tp_any Recharge 90 Hotkey Effects Call in a rare King Tiger, a veritable mobile fortress of a tank. The King Tiger is only available once per game, once you lose it, it s gone. ESee Ability King Tiger for details. Vehicle Abilities Vehicle Cover [Expand][Hide] Cost Activation always_on Duration _ Target tp_any Recharge 0 Hotkey Effects $0 no key ESee Ability Vehicle Cover for details. Vehicle Weapons 88mm King Tiger [Expand][Hide] Weapon 88mm King Tiger See Weapon 88mm King Tiger for details. MG42 Coaxial MG [Expand][Hide] Weapon MG42 Coaxial MG See Weapon MG42 Coaxial MG for details. MG42 Hull MG [Expand][Hide] Weapon MG42 Hull MG See Weapon MG42 Hull MG for details. MG42 Turret [Expand][Hide] Weapon MG42 Turret See Weapon MG42 Turret for details. Retrieved from http //coh-stats.com/Vehicle King_Tiger
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Vehicle Motorcycle Contents 1 Motorcycle Veterancy 2 Tactics 3 History 4 Built From 4.1 Wehrmacht Quarters 5 Doctrinal Abilities 5.1 Blitzkrieg 6 Vehicle Abilities 6.1 Vehicle Cover 7 Vehicle Weapons 7.1 MG42 Motorcycle Motorcycle Health 125 Max Speed 7.2 Sight 55 Cost 180 Acceleration 12 Detection 18/0 Time 30 Deceleration 9 Hotkey M Population 2 Rotation 105 Target Type vehicle_motorcycle Upkeep 2.688 Crush Human Critical Type light_vehicle Crush Mode Rear Damage Enabled false Motorcycle Veterancy [Expand][Hide] Received Damage Received Accuracy (While moving) x0.85 x0.85 Maximum Health Received Accuracy (While moving) x1.15 x0.85 Received Penetration Received Accuracy (While moving) x0.75 x0.8 Tactics The Motorcycle is a very good sniper hunting vehicle. Using it to chase down a retreating sniper is usually a good idea. Motorcycles can spot enemy positions before it can be seen, use this to your advantage. The Motorcycle is weaker than the American jeep and cannot reverse, retreat carefully. This vehicle has a better attack than the Jeep and can be used to support your Volksgrenadiers squads when they face enemy troops by killing retreating-low health squads. The Motorcycle is effective at harassing American engineer squads early in the game, and also in destroying British emplacements before they are finished. History The BMW R75 was World War II-era motorcycle and sidecar combination produced by the German company BMW. BMW were already producing a number of popular and highly effective motorcycles, and developed the R75 in response to a request from the German army for a machine more capable in off-road conditions. BMW developed a technically advanced machine in which the third side-car wheel was driven from an axle connected to the rear wheel of the motorcycle, effectively making it a three-wheeled vehicle. Fitted with a locking differential and selectable road and off-road gear ratios the R75 was highly manoeuvrable and capable of negotiating most surfaces. It was even fitted with a reverse gear. The BMW R75 and its rival the Zündapp KS 750 were both widely used by the Wehrmacht in Russia and North Africa, though after a period of evaluation it became clear that the Zündapp was the superior machine. In August 1942 Zündapp and BMW, on the urging of the Army, agreed upon standardization of parts for both machines, with a view of eventually creating a Zündapp-BMW hybrid (designated the BW 43), in which a BMW 286/1 side-car would be grafted onto a Zündapp KS 750 motorcycle. They also agreed that the manufacture of the R75 would cease once production reached 20,200 units, and after that point BMW and Zündapp would only produce the Zündapp-BMW machine, manufacturing 20,000 each year. Since the target of 20,200 BMW R75 s was not reached, it remained in production until the Eisenach factory was so badly damaged by Allied bombing that production ceased in 1944. A further 98 units were assembled by the Soviets in 1946 as reparations. Built From Wehrmacht Quarters [Expand][Hide] Health 500 Target Type building Cost 22015 Critical Type building Time 60 Hotkey W Effects Deploys Volksgrenadier Squads, Snipers, Heavy Machine Gun teams and Motorcycles. ESee Structure Wehrmacht Quarters for details. Doctrinal Abilities Blitzkrieg [Expand][Hide] Cost 150 Activation timed Duration 30 Target tp_any Recharge 60 Hotkey Effects All Tanks and Armored Vehicles move more quickly, crush everything in their path, and fire more frequently. Infantry sprint to keep pace. ESee Ability Blitzkrieg for details. Vehicle Abilities Vehicle Cover [Expand][Hide] Cost Activation always_on Duration _ Target tp_any Recharge 0 Hotkey Effects $0 no key ESee Ability Vehicle Cover for details. Vehicle Weapons MG42 Motorcycle [Expand][Hide] Weapon MG42 Motorcycle See Weapon MG42 Motorcycle for details. Retrieved from http //coh-stats.com/Vehicle Motorcycle
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Vehicle M4 Sherman Contents 1 M4 Sherman Veterancy 2 Tactics 3 History 4 Built From 4.1 Tank Depot 5 Company Abilities 5.1 Field Repairs 5.2 Allied War Machine 6 Vehicle Abilities 6.1 Sherman Smoke Shell 6.2 Sherman Mineclearing 7 Vehicle Upgrades 7.1 M1A1C 76mm Gun 7.2 Defensive Smoke Screen 7.3 M2HB .50 cal Sherman 7.4 Crab Mine Flail 8 Vehicle Weapons 8.1 75mm Sherman 8.2 76mm Sherman 8.3 30 Cal Coaxial MG 8.4 30 Cal Hull MG 8.5 M2HB Turret MG M4 Sherman Health 636 Max Speed 5.2 Sight 35 Cost 42090 Acceleration 1.6 Detection 0/0 Time 55 Deceleration 4 Hotkey S Population 8 Rotation 35 Target Type armour_sherman Upkeep 13.824 Crush Human true Critical Type armour Crush Mode crush_medium Rear Damage Enabled true M4 Sherman Veterancy [Expand][Hide] Maximum Speed 1.25 14 Vet-Exp Penetration 1.5 28 Vet-Exp Damage 1.25 42 Vet-Exp Tactics The Sherman isn’t total rubbish, but it’s no Tiger either this is the key point to keep it mind. While it can take more hits then most light vehicles it will still die quickly in direct battle with enemy Anti-tank units. AT guns are a particular bane as the Sherman lacks the range or power to destroy them quickly or the armor to really tank hits while flanking. Add to this the fact that any player worth his salt probably has shreks nearby to cover said AT gun and this makes charging even more ill advised in most cases. While it’s true of all tanks it’s more so with the Sherman then most, tanks are not disposal they cost allot and if all you do with the Sherman is blindly rush the enemy force an infantry squad or two to fall back and then get blown up it was a waste of money. To break even you need to kill at least 3 or 4 infantry squads or defeat another tank or several light vehicles. The key to using a Sherman is combined arms and tactics while a PE or Wehr player might be able to mass up tanks and vehicles and steam roll his way to victory massing Sherman’s is not really a viable tactic against anything besides AI. (And even then it can turn into a disaster if they mass AT guns which they’re sometimes want to do.) Sherman’s once upgraded with there 76mm can be counted on to counter pretty much anything at or below Panzer 4 level reasonably well it won’t be a curb stomp but with any sort of support they can compete on an even level and win. On that noted the 76mm is VITAL if you intend to attempt to fight tanks with your Sherman the 75mm is utterly inadequate for anything heavier then a Puma. The 76mm won’t turn the Sherman into a Firefly, but it’ll at least give it a pretty even shake against Panzer 4s and Stugs. The cost has been reduced now and I normally try to get the 76mm after my second Sherman, sometimes my first if it looks like I have a fuel advantage and he isn’t fielding allot of vehicles. That said I normally don’t get it before the first Sherman as getting the first real tank out can be a game winner if you beat his armor so I like to try and get at least one tank out first. However even with the 76mm gun things like Panthers, King Tigers, and Tank Destroyers require supporting arms or some luck and skill. The first and golden rule when using Sherman’s is simple, ALWAYS try to flank. Unless flanking involves driving into a field of AT guns and garrisoned panzershreks a Sherman should never try to fight anything head on. The Sherman is fast with good turret rotation and with the right terrain and good micro it can often maneuver around the enemy getting in more shots on his weaker flank armor then it takes in turn. Having several Sherman’s helps three of them with the rest of my army in other units is my preferred end game set up on most medium sized (2vs.2 or 3vs.3) maps. One of the Sherman’s should charge and dance around the enemy trying to draw his attention the other two should hold at a distance but separated a bit from each other with this set up you can normally always expect to be landing some rear armor hits. AT guns can be used to replace the other Shermans earlier in the game (and supplement it later), but these will reduce the mobility of the entire formation. If possible massed armor battles ought to be avoid focused fire takes down Sherman’s at a fairly frightful rate since most hits from any serious AT weapon are going to penetrate and do damage. If possible you ought to try and use the Sherman’s superior speed to draw enemies into ambushes or at least break up the order of there formation so picking them off is easier. How you use your Sherman’s also varies a bit by Doctrine Armored Armored used to be able to truly spam Sherman’s since war machine meant any losses simply rolled right back to the front, but War Machine has now been nerfed into oblivion and in practice the armored docs Sherman’s aren’t really anymore expendable then others. Armored also used to be able to count on a pair of heavy Pershing tanks for some muscle. The Pershing didn’t get nerfed, but you can only have one and while useful this is a serious hit to this docs armored spearheads. Faster tank production is fairly useless as if you have decent macro you shouldn’t be running the kind of surplus that would allow for rapid production of multiple tanks to begin with, field repair isn’t suck but its expensive and you gain it at the cost of any off map support to break up entrenched AT defenses. Calliopes used to be great, but got nerfed to there point the scatter so much they’re basically useless unless they’re so close the enemy can shot at them, and even then they sometimes managed to miss they also lost there main gun. A recent patch slightly rebuffed them, but they’re still pretty much a joke compared to what they once where. You also have no ranged infantry AT when playing armored while sticky bombs aren’t bad they still cost munitions. Bazooka shells don’t and the later can be fired from the cover of a building or sandbags instead of forcing you to run onto often exposed ground to basically hurl a grenade at a tank. This can be a serious downside when trying to use combined arms against enemy tanks. Infantry The infantry doctrine has some good stuff for the Sherman user Rangers are hands down some of the best units to have supporting your Sherman’s there fire up ability allows them to charge down AT guns or flank tanks easily and with SMG and Bazookas they can do serious damage to either. They presence of a serious infantry threat also often forces the enemy to invest it counters instead of massing up to hard counter the Sherman’s. Artillery strikes are costly but a great way to break up some annoying AT guns, late game a single howitzer can serve much the same purpose on smaller maps. Really though if you’re taking this Doctrine we all know you’re taking it for the Rangers… and you know what that’s hardly a bad reason at all. As mentioned rangers work great in support of almost anything and by themselves are nearly worth the pick. Airborne Though you might not think it Airborne actually works well with armor it has a number of powers and units that prove rather nice to have when trying to use armor. Paratroopers have AT weapons though the Recoilless rifles set up can be a nuisance it was improved in a recent patch there reinforce cost was also reduced making them much more viable they can reinforce anywhere which can be a great help supporting armor on the attack in enemy controlled areas, they also vet up considerably faster then Rangers. On the downside they don’t fight infantry all that well and are much weaker in close combat then SMG armed rangers. Airborne also offers air dropped AT guns these can be a god send when confronted by unexpected enemy armor and can allow instant flanking by simply para dropping in behind enemy tanks. You’ll also have a ready supply of anywhere reinforceable paras to re-man them if they’re killed in most cases. The other side of the tree also offers some nice options too strafing runs and bombing runs can both be used to attack AT guns and the later can soften up enemy armor before you move in on it as well. Scouting passes can be nice before moving into a choke point as well and to avoid nasty ambushes. Supply drops used to be awesome, but the new MP cost makes them so-so if you’re running a big MP surplus the extra fuel and munitions can be nice, but it’s rare you have such a surplus and aren’t already winning handily anyway. Overall the Sherman is a fairly adaptable and useful tank and as the only real option in terms of true armor available to a US commander you’re going to use it so you best know how to use it well. If Pak 38 s or any other deadly AT emplacement is giving you trouble, fire a smoke round at it. It won t be able to hit you with smoke blocking it s view, giving a great opportunity to flank. History The M4 Sherman medium tank was the first truly successful tank design produced by the US in WWII, and remained in use right to the end of the war. Intended for assaulting infantry and exploiting breakthroughs, it was highly mobile and its M3 75mm gun fire an effective high explosive warhead. Against other tanks it proved capable of defeating the Panzer III and IV tanks it faced in North Africa, though struggled against the heavier Tiger I. At the time of the Normandy invasion, many were up-armored, granting them more protection than the Panzer IV H medium tank it often faced. These up-armoured models usually carried the new M1 76mm gun, which had substantially better penetration, and could even punch through the front of a Panther or Tiger I at short range. The M4 Sherman in Company of Heroes is an up-armoured M4A3 model, given its performance against the Panzer IV H tank of the Wehrmacht faction. Built From Tank Depot [Expand][Hide] Health 775 Target Type building Cost 35090 Critical Type building Time 165 Hotkey T Effects Primary Tank Production Structure. Deploys M10 s, M4 Shermans as well as Sherman Crocodiles. Also contains upgrades for the M4 Sherman. ESee Structure Tank Depot for details. Company Abilities Field Repairs [Expand][Hide] Cost 150 Activation timed Duration 20 Target tp_any Recharge 45 Hotkey Effects Crews will Repair their own Vehicles automatically. ESee Ability Field Repairs for details. Allied War Machine [Expand][Hide] Cost 200 Activation timed Duration 30 Target tp_any Recharge 90 Hotkey Effects Replaces up to 2 destroyed Allied tanks with a new Tank for a period of time. ESee Ability Allied War Machine for details. Vehicle Abilities Sherman Smoke Shell [Expand][Hide] Cost 50 Activation timed Duration 29 Target tp_entity_and_position Recharge 45 Hotkey S Effects A Smoke Round is fired from the vehicle, temporarily masking itself or targets. ESee Ability Sherman Smoke Shell for details. Sherman Mineclearing [Expand][Hide] Cost Activation toggle Duration 3 Target tp_any Recharge 0 Hotkey M Effects When engaged, the Sherman Crab attachment can safely explode Mines. ESee Ability Sherman Mineclearing for details. Vehicle Upgrades M1A1C 76mm Gun [Expand][Hide] Cost 20050 Time 45 Hotkey U Effects M4 Shermans are upgraded with the more powerful M1A1C 76mm gun. The weapon trades area effect high explosive for increased armor penetration. ESee Upgrade M1A1C 76mm Gun for details. Defensive Smoke Screen [Expand][Hide] Cost 15025 Time 45 Hotkey N Effects Equip your M4 Sherman s with Smoke Canisters to create Defensive Smoke Screens. ESee Upgrade Defensive Smoke Screen for details. M2HB .50 cal Sherman [Expand][Hide] Cost 75 Time 20 Hotkey U Effects Equip the M4 Sherman with a M2HB .50 cal Machine Gun. ESee Upgrade M2HB .50 cal Sherman for details. Crab Mine Flail [Expand][Hide] Cost 75 Time 30 Hotkey C Effects Equip the M4 Sherman with the Crab Mine Flail. Destroys Enemy Mines when deployed. ESee Upgrade Crab Mine Flail for details. Vehicle Weapons 75mm Sherman [Expand][Hide] Weapon 75mm Sherman See Weapon 75mm Sherman for details. 76mm Sherman [Expand][Hide] Weapon 76mm Sherman See Weapon 76mm Sherman for details. 30 Cal Coaxial MG [Expand][Hide] Weapon 30 Cal Coaxial MG See Weapon 30 Cal Coaxial MG for details. 30 Cal Hull MG [Expand][Hide] Weapon 30 Cal Hull MG See Weapon 30 Cal Hull MG for details. M2HB Turret MG [Expand][Hide] Weapon M2HB Turret MG See Weapon M2HB Turret MG for details. Retrieved from http //coh-stats.com/Vehicle M4_Sherman
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Vehicle Bergetiger Repair and Recovery Vehicle Contents 1 Bergetiger Repair and Recovery Vehicle Veterancy 2Tactics 3History 4Built From 4.1 Panzer-Support Kommand 5Vehicle Abilities 5.1 Recover Wreck 5.2 Repair 6Vehicle Weapons 6.1 MG42 Hull MG Bergetiger Repair and Recovery Vehicle Health 1000 Max Speed 4 Sight 35 Cost 40050 Acceleration 2 Detection 0/0 Time 45 Deceleration 4 Hotkey B Population 8 Rotation 23 Target Type armour_tiger Upkeep 10.752 Crush Human true Critical Type armour Crush Mode crush_heavy Rear Damage Enabled true Bergetiger Repair and Recovery Vehicle Veterancy [Expand][Hide] Received Damage Received Accuracy Maximum Speed Maximum Health 0.9 0.9 1.15 1.15 12 Vet-Exp Received Damage Received Accuracy Maximum Speed Maximum Health 0.95 0.95 1.05 1.15 29 Vet-Exp Received Damage Received Accuracy Maximum Speed Maximum Health 0.95 0.95 1.05 1.15 51 Vet-Exp Tactics Often ignored by less experienced players, the Bergetiger Repair vehicle is invaluable when considering a strategy that is heavy on tank usage. With the ability to take destroyed tanks and bring them back to the field, it can be considered of even greater value than a Tiger. Always keep it protected, as it has little ability to defend itself against anything more powerful than basic infantry. Any vehicles repaired by the Bergetiger will be under the control of the user they were produced by. Keep this in mind, so you don t end up screwing an ally with unwanted population plugs. If an ally has used a King Tiger during the game and it has been killed but not completely destroyed, the Bergetiger can be used to bring the King Tiger back from the dead. History The German military used a variety of recovery vehicles for their Panzer battalions, of which, more than a few were converted tanks. These halftracks and Bergepanzers were intended to tow tanks off the battlefield where they would be safely repaired. The most common versions were the SdKfz 9 (an 18-ton half-track), the Bergepanzer III, and Bergepanther; however, some damaged Tiger I Es were also converted into Bergepanzers.. The Bergetiger in Company of Heroes is disputed by historical experts on whether it was a recovery vehicle or not. It s design is based on images taken in Italy. However standard Bergetigers lacked a turret, and had a heavy-duty winch for towing tanks. The current theory regarding the turreted Bergetiger is that it was actually a mine-clearing, or explosives-handling tank used in Italy, as a Tiger I s turret is not properly fastened to support a crane that could tow a tank. Built From Panzer-Support Kommand [Expand][Hide] Health 1000 Target Type building Cost 22030 Critical Type building Time 115 Hotkey S Effects Initially produces the 250/10 Light Anti Tank Halftrack and Bergetiger Repair and Recovery vehicle. Can be upgraded to produce the Panzer IV Infantry Support Tank. A Veteran Sergeant makes squads tougher, harder to suppress, and gain experience more rapidly. ESeeStructure Panzer-Support Kommandfor details. Vehicle Abilities Recover Wreck [Expand][Hide] Cost Activation targeted Duration 0 Target tp_entity_and_squad_entity Recharge 0 Hotkey E Effects The Bergetiger can recover vehicle wrecks and bring them back to a functional state. ESeeAbility Recover Wreckfor details. Repair [Expand][Hide] Cost Activation targeted Duration 0 Target tp_entity_and_squad_entity Recharge 0 Hotkey E Effects Repair a Structure or Vehicle for a nominal Resource cost. ESeeAbility Repairfor details. Vehicle Weapons MG42 Hull MG [Expand][Hide] Weapon MG42 Hull MG SeeWeapon MG42 Hull MGfor details. Retrieved from http //coh-stats.com/Vehicle Bergetiger_Repair_and_Recovery_Vehicle
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Vehicle Sherman Firefly Contents 1 Cromwell Command Tank Veterancy 2 Tactics 3 History 4 Requires 4.1 Cromwell Command Tank 5 Built From 5.1 Armor Command Truck 6 Support Abilities 6.1 Hull Down Position 7 Vehicle Upgrades 7.1 Tank Crew Commander 8 Vehicle Weapons 8.1 17 Pounder Firefly 8.2 Besa Coaxial Vehicle 8.3 Besa Hull MG Sherman Firefly Health 550 Max Speed 5 Sight 35 Cost 450100 Acceleration 1.5 Detection 0/0 Time 65 Deceleration 5 Hotkey F Population 10 Rotation 35 Target Type armour_sherman Upkeep 9 Crush Human true Critical Type armour Crush Mode crush_medium Rear Damage Enabled true Cromwell Command Tank Veterancy [Expand][Hide] Sight Radius Vehicles Stackable +5 0 Vet-Exp Weapon Reload Vehicles Stackable x0.75 0 Vet-Exp Weapon Range Vehicles Stackable +2.5 0 Vet-Exp Weapon Reload Sherman Firefly Stackable x0.8 0 Vet-Exp Sight Radius Vehicles Stackable +5 48 Vet-Exp Weapon Reload Vehicles Stackable x0.9 48 Vet-Exp Weapon Range Vehicles Stackable +2.5 48 Vet-Exp Weapon Reload Sherman Firefly Stackable x0.8 48 Vet-Exp Veterancy Level 1 N/A N/A Nothing 24 Vet-Exp Veterancy Level 2 N/A N/A Nothing 48 Vet-Exp Veterancy Level 3 N/A N/A Nothing 72 Vet-Exp Tactics While the armor is not great, the Firefly has a great range and penetration. As a result keeping the tank at max range allows it put out very respectable damage without taking any itself. Another reason to keep the Firefly at maximum range is a set of range modifiers applied to its reload time. As strange as it sounds, the main gun reloads faster at long range and gets significant short range penalties. With the 2.3 patch it is also necessary to keep a Command Tank in range to get the most out of it. Using hulldown on your Firefly is often a fatal mistake, as the enemy can then easily close in and exploit the reload time penalties as well as the weak rear armour. The Panther is often considered to be the archenemy of the Firefly. Since both units have enough firepower to penetrate the enemy s frontal armour with every single shot and both have comparable mobility, the aforementioned short range penalties of the Firefly become the most important factor in such a duel. In close combat, the Panther will usually slaughter the Firefly without much resistance, while at maximum range, the opposite might be true (the Firefly outranges the Panther). History Fireflies were introduced to armored brigades and divisions in 21 Army Group in 1944 just in time for the Normandy landings. After experience in the Battle of Normandy, it was decided to employ them by assigning one (later two) to each four-tank troop instead of concentrating them in Firefly-only troops or squadrons. They were among the few Allied tanks capable of taking on the German Panther and Tiger tanks at normal combat ranges. Though they were no better-armored than most M4 versions, the 17-pdr anti-tank gun offered far better performance than the standard 75 mm gun which had been chosen for the infantry support role. Even using the regular APC round it could penetrate the front armour of a Tiger I at up to 1,000 meters; with the more advanced APCBC and APDS rounds that became available towards the end of the war, it could penetrate at over 2,000 meters. The principal disadvantages of the Firefly were its low rate of fire (about half that of a 75 mm Sherman), due to the cramped nature of the turret and difficulty in reloading a gun turned on its side, and the very large, bright muzzle flash of the 17-pdr gun. Requires Cromwell Command Tank [Expand][Hide] Health 636 Population 8 Cost 30050 Max Speed 5 Time 50 Target Type armour_cromwell Hotkey T Effects The unarmed Command Tank uses a dummy gun barrel to mask its true identity from the enemy. Massive radios crowd the turret, allowing communication with nearby tank squads and other command elements. ESee Vehicle Cromwell Command Tank for details. Built From Armor Command Truck [Expand][Hide] Health 750 Population 0 Cost 20565 Max Speed 3 Time 70 Target Type hqs_mobile Hotkey A Effects The Armor Command Truck coordinates and deploys Heavy Armor on the battlefield. ESee Vehicle Armor Command Truck for details. Support Abilities Hull Down Position [Expand][Hide] Cost Activation toggle Duration _ Target tp_any Recharge 0 Hotkey D Effects Tank can be toggled into and out of a Hull Down Position, which offers more protection to the vehicle. ESee Ability Hull Down Position for details. Vehicle Upgrades Tank Crew Commander [Expand][Hide] Cost 10 Time 10 Hotkey T Effects The tank crew commander will emerge to survey the battlefield, improving sight range. ESee Upgrade Tank Crew Commander for details. Vehicle Weapons 17 Pounder Firefly [Expand][Hide] Weapon 17 Pounder Firefly See Weapon 17 Pounder Firefly for details. Besa Coaxial Vehicle [Expand][Hide] Weapon Besa Coaxial Vehicle See Weapon Besa Coaxial Vehicle for details. Besa Hull MG [Expand][Hide] Weapon Besa Hull MG See Weapon Besa Hull MG for details. Retrieved from http //coh-stats.com/Vehicle Sherman_Firefly
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Vehicle Cromwell Contents 1 Cromwell Command Tank Veterancy 2 Tactics 3 History 4 Built From 4.1 Armor Command Truck 5 Support Abilities 5.1 Hull Down Position 6 Vehicle Abilities 6.1 Flank Speed 7 Vehicle Upgrades 7.1 Tank Crew Commander 8 Vehicle Weapons 8.1 75mm Cromwell 8.2 Besa Coaxial Vehicle 8.3 Besa Hull MG Cromwell Health 636 Max Speed 5 Sight 35 Cost 40070 Acceleration 2.2 Detection 0/0 Time 45 Deceleration 4.4 Hotkey C Population 8 Rotation 35 Target Type armour_cromwell Upkeep 6.9984 Crush Human true Critical Type armour Crush Mode crush_medium Rear Damage Enabled true Cromwell Command Tank Veterancy [Expand][Hide] Sight Radius Vehicles Stackable +5 0 Vet-Exp Weapon Reload Vehicles Stackable x0.75 0 Vet-Exp Weapon Range Vehicles Stackable +2.5 0 Vet-Exp Weapon Reload Sherman Firefly Stackable x0.8 0 Vet-Exp Sight Radius Vehicles Stackable +5 48 Vet-Exp Weapon Reload Vehicles Stackable x0.9 48 Vet-Exp Weapon Range Vehicles Stackable +2.5 48 Vet-Exp Weapon Reload Sherman Firefly Stackable x0.8 48 Vet-Exp Veterancy Level 1 N/A N/A Nothing 24 Vet-Exp Veterancy Level 2 N/A N/A Nothing 48 Vet-Exp Veterancy Level 3 N/A N/A Nothing 72 Vet-Exp Tactics The Cromwell has a dramatically reduced accuracy while on the move in comparison to most other vehicles. While many other vehicles offer a 75% accuracy while on the move, the Cromwell sports a dashing 50% accuracy. This dramatic reduction leads to the need for specific tactics for the Cromwell. Instead of constantly kiting which is the general consensus when using vehicles, make the Cromwell drive in controlled bursts. Move quickly - using Flank Speed for instance - then stop just before the shot goes off to ensure a better accuracy. Cromwell s gun does massive damage to infantry when shooting from a standing position and backed up by a command tank, sometimes killing two with one shot. The Cromwell has pretty poor penetration vs other tanks, so always to flank enemy tanks whenever possible. However, it does fire faster than an average tank, especially when the Cromwell Command Tank is nearby. However, it is risky to try and flank enemy tanks with the Cromwell Command Tank attached, as it may cause a traffic jam. Cromwell are also harder to hit than an average main battle tank due to a 0.8 Accuracy Modifier. If using Royal Engineers, always drive into the fight with a Churchill first to draw fire and then block the retreating enemy tanks with a Cromwell with flank speed and shoot at them from behind. Use flanking speeds to get around tougher targets, like for example Jagdpanthers or Tigers. Make sure that you have more than 1 Cromwell to execute this tactic. History British Cruiser Tanks were the most successful range of British Tanks during WWII. Other than the heavier Infantry support Tanks which were large, slow and heavy but lacking Firepower (like the Churchill), it was fast and had good armour Penetration. Earlier Cruiser tanks featured much less armour and sometimes different suspension and the lighter 2pounder AT gun. The Tank, Cruiser, Mk VIII, Cromwell (A27M) was more heavily armored compared to earlier cruisers so that it fitted as a medium Tank. It is named after the English Civil War leader and Politician Oliver Cromwell. It was the first tank in the British arsenal to combine a dual-purpose gun, high speed, and reasonable armour. Its 75mm gun which was an improvised solution for firing American 75mm Ammo had worse armour penetration than the 57mm 6-Pounder AT but was still better than the shorter 75mm Gun in the Sherman and did not match the German 75mm L48 from the later Panzer IV. The Rollce-Royce Meteor Motor gave it very good agility and top speed, which was only limited by the light Christie-suspension. But in special Cases on the Battlefield, it had the ability to use its very good Power to weight ratio to flank enemy tanks. This has been implemented in the game with the Flank Speed button. Late in the war it was the most common British design in use, going alongside with the leased American Sherman tanks for some units. Its design was further enhanced in the Comet tank, the last of the Cruiser series. Built From Armor Command Truck [Expand][Hide] Health 750 Population 0 Cost 20565 Max Speed 3 Time 70 Target Type hqs_mobile Hotkey A Effects The Armor Command Truck coordinates and deploys Heavy Armor on the battlefield. ESee Vehicle Armor Command Truck for details. Support Abilities Hull Down Position [Expand][Hide] Cost Activation toggle Duration _ Target tp_any Recharge 0 Hotkey D Effects Tank can be toggled into and out of a Hull Down Position, which offers more protection to the vehicle. ESee Ability Hull Down Position for details. Vehicle Abilities Flank Speed [Expand][Hide] Cost 35 Activation timed Duration 30 Target tp_any Recharge 60 Hotkey F Effects The tank will push acceleration and top speed to the limit. ESee Ability Flank Speed for details. Vehicle Upgrades Tank Crew Commander [Expand][Hide] Cost 10 Time 10 Hotkey T Effects The tank crew commander will emerge to survey the battlefield, improving sight range. ESee Upgrade Tank Crew Commander for details. Vehicle Weapons 75mm Cromwell [Expand][Hide] Weapon 75mm Cromwell See Weapon 75mm Cromwell for details. Besa Coaxial Vehicle [Expand][Hide] Weapon Besa Coaxial Vehicle See Weapon Besa Coaxial Vehicle for details. Besa Hull MG [Expand][Hide] Weapon Besa Hull MG See Weapon Besa Hull MG for details. Retrieved from http //coh-stats.com/Vehicle Cromwell
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Vehicle Jeep Contents 1 Jeep Veterancy 2 Tactics 3 History 4 Built From 4.1 Barracks 5 Company Abilities 5.1 Field Repairs 5.2 Raid 6 Vehicle Abilities 6.1 Vehicle Cover 7 Vehicle Weapons 7.1 30 Cal Jeep MG Jeep Health 185 Max Speed 7.2 Sight 55 Cost 220 Acceleration 5.5 Detection 18/0 Time 35 Deceleration 6.5 Hotkey J Population 3 Rotation 85 Target Type vehicle_jeep Upkeep 5.184 Crush Human Critical Type light_vehicle Crush Mode Rear Damage Enabled false Jeep Veterancy [Expand][Hide] Maximun Speed 1.25 8 Vet-Exp Accuracy 1.25 12 Vet-Exp Damage 1.25 18 Vet-Exp Tactics Use your jeep to hunt snipers, snipers take additional damage from the jeep. You can use the jeep to push units out of cover or away from a resource point, preventing them from capping. Unlike its Wehrmacht counterpart, the jeep can reverse and it is significantly more maneuverable, always retreat and repair. Jeeps extended sight range allows it to reveal enemy positions before it can be seen, use it to your advantage. With Armor Company, jeeps can self repair at a cost of some munitions and capture points. Against the Panzer Elite player, they are used for attacking Kettens in the hopes of damaging an opponent s capping power. History Produced by Willys-Overland through-out the war, the US Willy s Jeep was their main light transport and towing vehicle. The Jeep was used to carry reconnaissance troops, tow light guns and trailers, transport wounded, and carry officers and support personnel. It s simple design and excellent off-road mobility earned it a reputation for being reliable. British forces also acquired Jeeps for their own usage, and were most prominently used by their Commando and Airborne troops as transports once the invasion had moved inland. The version in Company of Heroes is armed with an M1919 .30cal machine-gun, but the Jeep could also mount the M2HB .50cal machine-gun for anti-air defense. Built From Barracks [Expand][Hide] Health 500 Target Type building Cost 16015 Critical Type building Time 70 Hotkey B Effects Deploy Riflemen Squads and Jeeps from the Barracks. Also contains upgrades for the Riflemen. ESee Structure Barracks for details. Company Abilities Field Repairs [Expand][Hide] Cost 150 Activation timed Duration 20 Target tp_any Recharge 45 Hotkey Effects Crews will Repair their own Vehicles automatically. ESee Ability Field Repairs for details. Raid [Expand][Hide] Cost 2 Time Hotkey Effects Light Vehicles can now capture Territory Sectors. ESee Upgrade Raid for details. Vehicle Abilities Vehicle Cover [Expand][Hide] Cost Activation always_on Duration _ Target tp_any Recharge 0 Hotkey Effects $0 no key ESee Ability Vehicle Cover for details. Vehicle Weapons 30 Cal Jeep MG [Expand][Hide] Weapon 30 Cal Jeep MG See Weapon 30 Cal Jeep MG for details. Retrieved from http //coh-stats.com/Vehicle Jeep
https://w.atwiki.jp/cohstatsjp/pages/287.html
Vehicle Hetzer Contents 1 Hetzer Veterancy 2 Tactics 3 History 4 Requires 4.1 Hetzer Tank 5 Called In Using 5.1 Hetzer 6 Vehicle Abilities 6.1 Vehicle Cover 6.2 Ambush Lock-Down 7 Vehicle Upgrades 7.1 APCR Rounds 7.2 Spotting Scope 8 Vehicle Weapons 8.1 75mm Hetzer 8.2 75mm Hetzer APCR 8.3 MG42 Hetzer Hetzer Health 450 Max Speed 6.2 Sight 35 Cost 300 Acceleration 1.3 Detection 0/0 Time 30 Deceleration 2.75 Hotkey Population 8 Rotation 27 Target Type armour_hetzer Upkeep 1.0752 Crush Human true Critical Type armour Crush Mode crush_medium Rear Damage Enabled true Hetzer Veterancy [Expand][Hide] Received Damage Received Accuracy Maximum Speed Maximum Health 0.9 0.9 1.15 1.15 Accuracy Reload Cooldown Penetration 1.15 0.9 0.9 1.15 24 Vet-Exp Received Damage Received Accuracy Maximum Speed Maximum Health 0.95 0.95 1.05 1.15 Accuracy Reload Cooldown Penetration 1.15 0.9 0.9 1.15 58 Vet-Exp Received Damage Received Accuracy Maximum Speed Maximum Health 0.95 0.95 1.05 1.15 Accuracy Reload Cooldown Penetration 1.15 0.9 0.9 1.15 102 Vet-Exp Tactics The Hetzer can camoflauge when stationary and so, is good for ambushing enemy tanks raids. History The Jagdpanzer 38 (known after World War II as the Hetzer ( baiter )), was a German tank destroyer of the Second World War based on a modified pre-war Czechoslovakian Panzer 38 chassis. The Jagdpanzer 38 fitted into the lighter category of German tank destroyers that began with the Panzerjäger I, continued with the Marder series, and ended with the Jagdpanzer 38(t). The Hetzer was fitted with a modified 75mm Pak 39 L/48, very similar to the late Panzer IV s 75mm kwk 40 L/48; it could destroy nearly all allied tanks in service at longe range, and its fully-enclosed armor made it a much safer vehicle to crew than the Marder II or Marder III series. The Jagdpanzer 38(t) is one of the most common late-war German tank destroyers. It was crucially available in numbers that made it significant, and was generally mechanically reliable. Also, its small size made it a hard target, and was easy to conceal, allowing it to lie in ambush for enemy tanks. The Jagdpanzer 38(t) s weaknesses were its very limited gun traverse, poor internal ergonomics and poor visibility. The gun traverse was so limited that the entire vehicle sometimes needed to be turned to track a fast-moving target. The gun was designed to be loaded from the right but was also placed on the far right of the vehicle, making operation difficult for the gunner and loader, leading to a lower rate of fire than would be ideal. The confines of the vehicle were also very cramped, with four men squeezed into the small machine. The commander sat far back in the vehicle, with a flat roof to his front and without a cupola. Thus, his visibility was limited when the vehicle was even slightly elevated in back as, for example, in a classic hull-down position. Some versions attempted to alleviate the space problem by removing the recoil-absorbing mechanism for the gun, though it was at the cost of forcing the vehicle itself to absorb the recoil. Requires Hetzer Tank [Expand][Hide] Cost 3 Time Hotkey Effects A Hetzer Tank Hunter is available for reinforcement. These maneuverable tanks have thick sloping armor, and their small size means they are easily camouflaged. ESee Upgrade Hetzer Tank for details. Called In Using Hetzer [Expand][Hide] Cost 600 Activation targeted Duration 0 Target tp_any Recharge 40 Hotkey Effects The diminutive Hetzer mounted the same powerful Pak39 as used on the Panzer IV in well-armored chassis that was also small enough to easily conceal. ESee Ability Hetzer for details. Vehicle Abilities Vehicle Cover [Expand][Hide] Cost Activation always_on Duration _ Target tp_any Recharge 0 Hotkey Effects $0 no key ESee Ability Vehicle Cover for details. Ambush Lock-Down [Expand][Hide] Cost Activation toggle Duration 0 Target tp_any Recharge 10 Hotkey C Effects Lock-down your Hetzer and enter a Camouflaged state. The Hetzer s first-strike out of Camouflage has powerful ambush bonuses. ESee Ability Ambush Lock-Down for details. Vehicle Upgrades APCR Rounds [Expand][Hide] Cost 3 Time Hotkey Effects AT guns and main tank guns are issued the more powerful APCR (Armor Piercing Composite Rigid) Panzergranate 40 ammunition that will improve armor penetration. ESee Upgrade APCR Rounds for details. Spotting Scope [Expand][Hide] Cost 25 Time 25 Hotkey S Effects The Spotting Scope increases sight and gun range of the Hetzer Tank Destroyer. ESee Upgrade Spotting Scope for details. Vehicle Weapons 75mm Hetzer [Expand][Hide] Weapon 75mm Hetzer See Weapon 75mm Hetzer for details. 75mm Hetzer APCR [Expand][Hide] Weapon 75mm Hetzer APCR See Weapon 75mm Hetzer APCR for details. MG42 Hetzer [Expand][Hide] Weapon MG42 Hetzer See Weapon MG42 Hetzer for details. Retrieved from http //coh-stats.com/Vehicle Hetzer