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Tag: Visual edit
(Since the text was quite long and already had a contents list, I decided the split the description into a chapter and keep a short blurt at the top. Also, a correction for the inventory size)
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{{Quote|An armored all-terrain vehicle used to support infantry during assaults.|In-game description}}
 
{{Quote|An armored all-terrain vehicle used to support infantry during assaults.|In-game description}}
 
The [[Half-track]] is an armored combat [[Vehicles|Vehicle]] with capabilities to act as an armored personnel carrier. It is able to seat a crew of up to 3 (1 driver, 1 passenger, and 1 gunner). It also is able to carry people in the back similar to the [[Landing APC]]. The vehicle comes equipped with a [[Heavy MG|Heavy Machine Gun]] which the gunner is able to use. The vehicle has an inventory of 3 item slots of which one is used for the [[12.7mm]] ammunition of the Heavy MG.
   
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== Description ==
The [[Half-track]] is an armored combat [[Vehicles|Vehicle]] with capabilities to act as an armored personnel carrier. It is able to seat a crew of up to 3 (1 driver, 1 passenger, and 1 gunner). Although open space in the back means that other people are able to climb aboard and ride without being seated. The vehicle comes equipped with a [[Heavy MG|Heavy Machine Gun]] which the gunner is able to utilize themself. The vehicle has an inventory limitation of 4 item slots of which 2 are often reserved to the [[Fuel]] and [[12.7mm]] ammunition for the Heavy MG.
 
 
The half-tracks offensive capabilities of the installed Heavy Machine Gun is most effective towards attacking infantry and destroying light enemy defenses (such as [[Manned Foxhole|Foxholes]] and [[Light Pillbox|Light Pillboxes]]). It is not recommended to use the half-track as an anti-tank weapon due to the low damage output of its gun. A well coordinated crew however is able to use a half-track as a very strong area-denial tool by stopping the enemy infantry, preventing builders from constructing defenses and, in cases of poor defenses, as a strong assaulting force.
   
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Each crew seat must be entered from the correct side, the driver must enter the vehicle from the left side. The passenger enters on the right. The gunner enters from behind by climbing onto the rear of the vehicle into the rear bay. This is an open position, thus the gunner is vulnerable for incoming fire. The design of the vehicle makes it soak up most of the frontal fire, but the sides and mainly the rear has the gunner exposed.
The half-tracks offensive capabilities (the HMG) is most effective towards attacking infantry and destroying light enemy defenses (such as [[Manned Foxhole|Foxholes]] and [[Light Pillbox|Light Pillboxes]]). It is not recommended to use a half-track as an anti-tank weapon due to the low damage output of the HMG. A well coordinated crew however is able to use a half-track as a very strong area-denial tool by stopping the enemy infantry and preventing builders from constructing defenses and in cases of poor defenses as a strong attacking force.
 
   
Each crew seat must be entered from the correct side, the driver must enter the vehicle from the left side. The passenger, the right and the gunner from behind. It is strongly recommended to have an extra passenger on the back area who operates as a medic with a [[First Aid Kit]] and a [[Trauma Kit]] in-case of emergencies or a crew needing to be healed. This keeps the half-track in the fight much longer and not needing to go back to a [[Forward Base|Forward]] or [[Static Base]] to pick up a new gunner if the old one is injured.
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Halftracks are also not able to move if any passengers on the rear are encumbered. It is important to never over-encumber yourself as a passenger because the driver must be able to escape quickly. As with the Landing APC, it is strongly recommended to have an extra passenger on the back who operates as a medic with a [[First Aid Kit]] and a [[Trauma Kit]] in-case of emergencies or a crew needing to be healed. This keeps the half-track in the fight much longer and not needing to go back to a [[Forward Base|Forward]] or [[Static Base]] to pick up a new gunner if the old one is injured or killed.
   
 
The chassis for the Colonial Halftrack may be inspired by the Russian BA-20 Armoured Car, while the Warden Halftrack appears to be based on the German Sd.Kfz. 251.
 
The chassis for the Colonial Halftrack may be inspired by the Russian BA-20 Armoured Car, while the Warden Halftrack appears to be based on the German Sd.Kfz. 251.

Revision as of 22:00, 3 December 2019

Half-Track
ScreenshotHalfTracks.png
Information
Vehicle Type:
Half-Track
Cost:
70 Refined Materials.png
Disabled under:
30% health
Crew:
2
Passengers:
3 (1 shotgun, 2 in rear behind gunner)
Slots:
3
Engine
Fuel capacity:
150L
Consumption rate:
~10L Petrol.png per 1:07 minutes
Full tank duration:
16:40 minutes
Armament
12.7mm Heavy Machine Gun
View vehicle strength table
An armored all-terrain vehicle used to support infantry during assaults.
In-game description

The Half-track is an armored combat Vehicle with capabilities to act as an armored personnel carrier. It is able to seat a crew of up to 3 (1 driver, 1 passenger, and 1 gunner). It also is able to carry people in the back similar to the Landing APC. The vehicle comes equipped with a Heavy Machine Gun which the gunner is able to use. The vehicle has an inventory of 3 item slots of which one is used for the 12.7mm ammunition of the Heavy MG.

Description

The half-tracks offensive capabilities of the installed Heavy Machine Gun is most effective towards attacking infantry and destroying light enemy defenses (such as Foxholes and Light Pillboxes). It is not recommended to use the half-track as an anti-tank weapon due to the low damage output of its gun. A well coordinated crew however is able to use a half-track as a very strong area-denial tool by stopping the enemy infantry, preventing builders from constructing defenses and, in cases of poor defenses, as a strong assaulting force.

Each crew seat must be entered from the correct side, the driver must enter the vehicle from the left side. The passenger enters on the right. The gunner enters from behind by climbing onto the rear of the vehicle into the rear bay. This is an open position, thus the gunner is vulnerable for incoming fire. The design of the vehicle makes it soak up most of the frontal fire, but the sides and mainly the rear has the gunner exposed.

Halftracks are also not able to move if any passengers on the rear are encumbered. It is important to never over-encumber yourself as a passenger because the driver must be able to escape quickly. As with the Landing APC, it is strongly recommended to have an extra passenger on the back who operates as a medic with a First Aid Kit and a Trauma Kit in-case of emergencies or a crew needing to be healed. This keeps the half-track in the fight much longer and not needing to go back to a Forward or Static Base to pick up a new gunner if the old one is injured or killed.

The chassis for the Colonial Halftrack may be inspired by the Russian BA-20 Armoured Car, while the Warden Halftrack appears to be based on the German Sd.Kfz. 251.

Tactics

The main weapon of the Half-track is the Heavy Machine Gun, it is a strictly forward facing gun with a limited firing arc but with an extremely high rate of fire. The front of this HMG comes equipped with a shield that protects the gunner from front-facing targets, as such it is best to keep the half-track forward facing at all times, this allows you to: protect the gunner, allow the gunner to shoot. In case of situations where retreating would be the best course of action it is still recommend to reverse instead of turning around and exposing the gunner.

Like most armored vehicles, the strongest armor is located at the front of the half-track and as such is a lot more resilient to small-arms fire and anti-tank weapons than the weaker side and back armor. The back armor of the half-track is the weakest and is much more important to keep this angle protected if under heavy fire. The side armor falls somewhere in between these two.

Destruction

Anti-tank Launchers and Explosives are best suited towards destroying or disabling a half-track, the high speed of the vehicle means it is able to escape situations quickly and so if aiming to destroy one of these it is best to work in a group with R.P.G. or Sticky Bombs. A small organized force is able to quickly destroy these with minimal effort if working together. Green Ash can also be an effective tool for wiping out the enemy crew if they are not wearing Gas Masks, because of this it is never advised to go anywhere near an armored vehicle without a gas mask.

Gallery

External Links