Panzer Grenadier Battles on November 21st:
Desert Rats #16 - The Panzers Pull Back Desert Rats #19 - The Panzers Return
Desert Rats #17 - The Tomb Of Sidi Rezegh Jungle Fighting #7 - Line Of Departure
Desert Rats #18 - A Pibroch's Skirl South Africa's War #5 - Irish Eyes
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United States Army M24

Panzer Grenadier Headquarters Library Unit: United States Army M24 for Panzer Grenadier game series Panzer Grenadier Headquarters Library Unit: United States Army M24 for Panzer Grenadier game series Panzer Grenadier Headquarters Library Unit: United States Army M24 for Panzer Grenadier game series Panzer Grenadier Headquarters Library Unit: United States Army M24 for Panzer Grenadier game series
Unit Counter Data
Historical Name M24 Chaffee Light Tank
Movement Class Mechanized
Movement Points 12
AFV Type Closed-top AFV - Tank
Armor Rating 3
Anti-tank Fire 5-5 5-5
Direct Fire 9-5 5-5
Overall Rating, 71 votes
5
4
3
2
1
3.92
Unit Rank: 164 of 1616

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).
  • Closed-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables. Do not take step losses from Direct or Bombardment Fire. If X or #X result on Fire Table, make M morale check instead (7.25, 7.41, 7.61, BT, DFT).
  • Closed-top AFV's: Provide the +1 modifier on the Assault Table when combined with infantry. (Modifier only applies to Germans in all scenarios; Soviet Guards in scenarios taking place after 1942; Polish, US and Commonwealth in scenarios taking place after 1943.) (ACC)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable

Display Scenario List (42)

Game Scenario Plays AARs Rating
Afrika 1944 18. The Mother of All Battles 2 1 4
Police Action 01. Crossfire 2 1 4.5
Police Action 02. Still Loving You 2 1 4.5
Grossdeutschland 1946 09. Attack in the Ardennes 0 0 ---
Hammer & Sickle 22. Spearhead 0 0 ---
Hammer & Sickle 23. Fulda's Fury 0 0 ---
Hammer & Sickle 24. Big Red One 0 0 ---
Hammer & Sickle 25. North German Plain 1 1 5
Hammer & Sickle 27. Always Ready 0 0 ---
Hammer & Sickle 30. Crashing Satellite 0 0 ---
Hammer & Sickle 31. Lone Star 0 0 ---
Hammer & Sickle 36. Heavy Metal 1 1 5
Hammer & Sickle 38. Shocked Troops 0 0 ---
Red & White 11. Armored Scrum 0 0 ---
Iron Curtain 02. Spearhead 2 1 3
Iron Curtain 03. Fulda's Fury 1 1 3
Iron Curtain 04. Big Red One 1 1 4
Iron Curtain 05. North German Plain 4 3 4.5
Iron Curtain 07. Always Ready 6 3 4.2
Iron Curtain 10. Crashing Satellite 2 2 3
Iron Curtain 11. Lone Star 1 1 3
Iron Curtain 16. Heavy Metal 2 2 4.5
Iron Curtain 18. Shocked Troops 1 1 3
Counter Attack 01. Head to Head 7 5 3.8
Counter Attack 07. First Battle of the Naktong Bulge 4 1 4
Counter Attack 40. Counterattack at Haman 2 1 3.5
Counter Attack 53. Breaking the Taegu Cordon 1 1 ---
Pusan Perimeter 20. South of Chonui 3 2 4
Pusan Perimeter 21. Counter Attack at Chonui 2 1 4
Pusan Perimeter 22. The Perfect Assault 3 3 3
Pusan Perimeter 25. Rock of Chickamauga 4 1 4
Pusan Perimeter 26. The Great Road Block 2 1 4
Pusan Perimeter 30. The Fall of Taejon 2 0 4
Pusan Perimeter 32. All So New! 4 2 4.3
Pusan Perimeter 35. Roadblock Yongdong 3 1 4
Pusan Perimeter 37. Escape to Yongdong 2 1 4
Patton's Nightmare 07. Slim Pickings 0 0 ---
Patton's Nightmare 09. Foul Mood 0 0 ---
Patton's Nightmare 19. Getting Desperate 0 0 ---
Patton's Nightmare 20. Bloody Sunrise 0 0 ---
Secret Weapons 06. Egg Beaters 0 0 ---
Secret Weapons 18. Through the Desert 1 1 3

Display Games (10)

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