Panzer Grenadier Battles on May 8th:
Sinister Forces #40 - Menacing Dokshitz
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United States Army M7

Panzer Grenadier Headquarters Library Unit: United States Army M7 for Panzer Grenadier game series Panzer Grenadier Headquarters Library Unit: United States Army M7 for Panzer Grenadier game series Panzer Grenadier Headquarters Library Unit: United States Army M7 for Panzer Grenadier game series Panzer Grenadier Headquarters Library Unit: United States Army M7 for Panzer Grenadier game series
Unit Counter Data
Historical Name 105mm Howitzer Motor Carriage M7 Priest
Movement Class Mechanized
Movement Points 7
AFV Type Open-top AFV - Self-propelled Artillery
Armor Rating 1
Anti-tank Fire 5-5 5-5
Indirect Fire 18-30 9-30
Overall Rating, 144 votes
5
4
3
2
1
3.34
Unit Rank: 1170 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.
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)

Display Scenario List (68)

Game Scenario Plays AARs Rating
Aachen 1944 2. Hot Time at Übach 4 2 3.8
Afrika 1944 8. Road to Marrakesh 1 1 3
Afrika 1944 9. Speed Bump 1 0 3
Afrika 1944 11. Return of the Tiger 0 0 ---
Afrika 1944 12. Armor at Dawn 0 0 ---
Afrika 1944 18. The Mother of All Battles 2 1 4
Battle of the Bulge 24. Team Desobry 8 2 3.1
Battle of the Bulge 25. Team Desobry II 7 1 2.8
Battle of the Bulge 26. Team Cherry 6 0 3.3
Battle of the Bulge 27. Team Desobry III 4 1 3
Battle of the Bulge 30. Kampfgruppe Kunkel 9 1 3.5
Battle of the Bulge 34. The Ridge 5 2 2.8
Battle of the Bulge 35. Relief Attempt 4 2 2.5
Battle of the Bulge 36. Christnach 5 3 3
Battle of the Bulge 44. Martelange and Warnach 6 4 2.7
Battle of the Bulge 45. Bigonville 4 1 3.3
Battle of the Bulge 46. Relief at Last! 4 1 4.3
Black SS 1. Meet Maurice Rose 3 2 2.7
Cassino '44 19. Cavendish Road 7 1 3.3
Cassino '44 31. Campaign One: Red Bull Across the Rapido 5 1 4.6
Dishonor Before Death 3. Roadside Evening 0 0 ---
Dishonor Before Death 6. Baptism of Fire 0 0 ---
Dishonor Before Death 25. The High Ground 0 0 ---
Elsenborn Revised 26. Parker's Crossroads 0 0 ---
Elsenborn Ridge 26. Parker's Crossroads 8 3 3.6
Hammer & Sickle 6. Breakout of the War Eagles 0 0 ---
Hammer & Sickle 14. Battle Royale 0 0 ---
Hammer & Sickle 15. Through a Goose 0 0 ---
Hammer & Sickle 16. Ant Hill 0 0 ---
Hammer & Sickle 20. Last Redoubt 0 0 ---
Invasion of Germany 7. Dueling for the High Ground 1 0 3
Invasion of Germany 14. On the Donnerberg 1 1 3
Invasion of Germany 15. Off the Donnerberg 0 0 ---
Invasion of Germany 17. Hot Time at Übach 1 0 4
Invasion of Germany 31. Trouble at Puffendorf 0 0 ---
Invasion of Germany 39. Huchlen Town 0 0 ---
Leyte '44 9. Drive for Carigara 1 1 ---
Nihon Silk 10. San Manuel and the 2nd Armor 2 2 4.5
North of Elsenborn 9. On the Donnerberg 5 3 3
North of Elsenborn 10. Off the Donnerberg 3 2 3
Panzer Lehr 2 13. Road to St. Gilles 0 0 ---
Panzer Lehr 2 14. An Ironic Twist 0 0 ---
Panzer Lehr 2 16. Hill 183 0 0 ---
Panzer Lehr 2 19. Prelude to Disaster 0 0 ---
Panzer Lehr 2 20. Make Haste! 0 0 ---
Panzer Lehr 13. Road to St. Gilles 1 0 2.5
Panzer Lehr 14. An Ironic Twist 4 2 4
Panzer Lehr 16. Hill 183 1 1 3
Panzer Lehr 19. Prelude to Disaster 2 1 3.5
Panzer Lehr 20. Make Haste! 1 1 2
Patton's Nightmare 2. Kick Down the Door 2 1 2.5
Patton's Nightmare 4. Crunch 0 0 ---
Patton's Nightmare 5. Midnight Cowboy 0 0 ---
Patton's Nightmare 7. Slim Pickings 0 0 ---
Patton's Nightmare 9. Foul Mood 0 0 ---
Patton's Nightmare 16. King of the Hill 0 0 ---
Patton's Nightmare 17. Fist of Iron 1 0 3
Patton's Nightmare 20. Bloody Sunrise 0 0 ---
Roer River Battles 6. Trouble at Puffendorf 3 1 3
Spearhead Division 4. All In 2 1 4.5
Spearhead Division 7. Munsterbusch 1 0 4
Spearhead Division 9. Bad Road to Hastenrath 4 3 3.5
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 23. Osterode 2 1 4.5
West Wall 5. Dueling for the High Ground 3 3 3.5
West Wall 9. Huchlen Town 2 3 3.3

Display Games (19)

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