Panzer Grenadier Battles on May 8th:
Sinister Forces #40 - Menacing Dokshitz
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United States Army M16

Panzer Grenadier Headquarters Library Unit: United States Army M16 for Panzer Grenadier game series Panzer Grenadier Headquarters Library Unit: United States Army M16 for Panzer Grenadier game series Panzer Grenadier Headquarters Library Unit: United States Army M16 for Panzer Grenadier game series Panzer Grenadier Headquarters Library Unit: United States Army M16 for Panzer Grenadier game series Panzer Grenadier Headquarters Library Unit: United States Army M16 for Panzer Grenadier game series Panzer Grenadier Headquarters Library Unit: United States Army M16 for Panzer Grenadier game series
Unit Counter Data
Historical Name Combination Gun Motor Carriage M16
Movement Class Mechanized
Movement Points 8
AFV Type Open-top AFV - Anti-aircraft Weapon Carrier
Armor Rating 0
Anti-tank Fire 0-3 0-0
Direct Fire 24-7 12-7
Overall Rating, 294 votes
5
4
3
2
1
3.5
Unit Rank: 813 of 1599

Display Relevant AFV Rules

AFV Rules Pertaining to this Unit
  • Vulnerable to results on the Assault Combat Chart (7.25, 7.63, ACC), and may be attacked by Anti-Tank fire (11.2, DFT). Anti-Tank fire only affects the individual unit fired upon (7.62, 11.0).
  • AFV's are activated by tank leaders (3.2, 3.3, 5.42, 6.8). They may also be activated as part of an initial activating stack, but if activated in this way would need a tank leader in order to carry out combat movement.
  • AFV's do not block Direct Fire (10.1).
  • Full-strength AFV's with "armor efficiency" may make two anti-tank (AT) fire attacks per turn (either in their action segment or during opportunity fire) if they have AT fire values of 0 or more (11.2).
  • Each unit with an AT fire value of 2 or more may fire at targets at a distance of between 100% and 150% of its printed AT range. It does so at half its AT fire value. (11.3)
  • Efficient and non-efficient AFV's may conduct two opportunity fires per turn if using direct fire (7.44, 7.64). Units with both Direct and AT Fire values may use either type of fire in the same turn as their opportunity fire, but not both (7.22, 13.0). Units which can take opportunity fire twice per turn do not have to target the same unit both times (13.0).
  • Demoralized AFV's are not required to flee from units that do not have AT fire values (14.3).
  • Place a Wreck marker when an AFV is eliminated in a bridge or town hex (16.3).
  • AFV's do not benefit from Entrenchments (16.42).
  • AFV's may Dig In (16.2).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • Anti-Aircraft Weapon Carrier: apply a -1 modifier to an air attack if within three hexes of the targeted hex (15.14).

Display Scenario List (65)

Game Scenario Plays AARs Rating
Afrika 1944 08. Road to Marrakesh 1 1 3
Afrika 1944 09. Speed Bump 1 0 3
Afrika 1944 11. Return of the Tiger 0 0 ---
Afrika 1944 12. Armor at Dawn 0 0 ---
Afrika 1944 15. Attacco di carri armati 0 0 ---
Afrika 1944 17. Ironsides and Ariete 0 0 ---
Afrika 1944 18. The Mother of All Battles 2 1 4
Battle of the Bulge 03. Bocholz 38 15 3.3
Battle of the Bulge 05. Holzthum-Consthum 19 5 3.6
Battle of the Bulge 09. Reuler 27 10 3.5
Battle of the Bulge 14. Clervaux 19 3 3.4
Battle of the Bulge 21. Wiltz: 18 December 9 3 2.6
Battle of the Bulge 22. Wiltz: 19 December, AM 10 3 3.8
Battle of the Bulge 23. Wiltz: 19 December, PM 7 0 2.9
Battle of the Bulge 35. Relief Attempt 4 2 2.5
Battle of the Bulge 36. Christnach 5 3 3
Battle of the Bulge 41. Grevils-Bresil II 2 0 3.5
Black SS 03. Another Crack at Them 3 1 4
Dishonor Before Death 03. Roadside Evening 0 0 ---
Dishonor Before Death 10. Auxais 0 0 ---
Dishonor Before Death 25. The High Ground 0 0 ---
Elsenborn Revised 11. First Probe 0 0 ---
Elsenborn Revised 13. Help Arrives 0 0 ---
Elsenborn Revised 26. Parker's Crossroads 0 0 ---
Elsenborn Ridge 09. St. Vith: First Probe 35 16 3.7
Elsenborn Ridge 11. St. Vith: Help Arrives 15 6 3.8
Elsenborn Ridge 26. Parker's Crossroads 8 3 3.6
Hammer & Sickle 10. Riders on the Storm 1 1 4
Hammer & Sickle 12. The Mud and the Blood and the Beer 0 0 ---
Red & White 05. Defending The Vistula 0 0 ---
Red & White 06. Here Come the Yankees 0 0 ---
Red & White 13. Split Them in Two 0 0 ---
Red & White 14. Destruction of the Red Banner 0 0 ---
Invasion of Germany 27. Bad Road to Hastenrath 0 0 ---
Invasion of Germany 31. Trouble at Puffendorf 0 0 ---
Counter Attack 06. Death of an Artillery Battalion 3 2 3.5
Counter Attack 07. First Battle of the Naktong Bulge 4 1 4
Counter Attack 28. Task Force Davidson 5 3 3.8
Counter Attack 35. Shield for Yongsan 2 1 3.5
Pusan Perimeter 25. Rock of Chickamauga 4 1 4
Pusan Perimeter 26. The Great Road Block 2 1 4
Pusan Perimeter 28. Day Two, Taejon Flanked! 3 2 4
Nihon Silk 05. The Burauen Raid, Wa Operation 4 3 3.8
Panzer Lehr 2 13. Road to St. Gilles 0 0 ---
Panzer Lehr 2 17. Once Again Into the Breach, Dear Boys 0 0 ---
Panzer Lehr 13. Road to St. Gilles 1 0 2.5
Panzer Lehr 17. Once Again Into the Breach, Dear Boys 1 0 4
Patton's Nightmare 09. Foul Mood 0 0 ---
Roer River Battles 02. Bad Road to Hastenrath 10 6 3.3
Roer River Battles 06. Trouble at Puffendorf 3 1 3
Spearhead Division 02. Enter the Buffaloes 3 1 3.7
Spearhead Division 04. All In 2 1 4.5
Spearhead Division 07. Munsterbusch 1 0 4
Spearhead Division 09. Bad Road to Hastenrath 4 3 3.5
Spearhead Division 10. Round Two at Hastenrath 1 0 3
Spearhead Division 11. Scherpenseel 2 0 2
Spearhead Division 13. It Starts 2 1 4
Spearhead Division 14. Altenkirchen 1 0 3
Spearhead Division 19. The Cats Return 1 0 5
Spearhead Division 22. The Beast 3 2 4
Spearhead Division 25. Bockelnhagen 1 0 3
Winter Soldiers 25. Malevolent Young Men 7 4 3.7
Winter Soldiers 26. Challenged 5 3 4
Winter Soldiers 29. West of Michamps 3 3 3.7
Winter Soldiers 30. Last Gasp 5 3 3.4

Display Games (18)

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