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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Germany Heer Marder III

Panzer Grenadier Headquarters Library Unit: Germany Heer Marder III for Panzer Grenadier game series Panzer Grenadier Headquarters Library Unit: Germany Heer Marder III for Panzer Grenadier game series Panzer Grenadier Headquarters Library Unit: Germany Heer Marder III for Panzer Grenadier game series Panzer Grenadier Headquarters Library Unit: Germany Heer Marder III for Panzer Grenadier game series Panzer Grenadier Headquarters Library Unit: Germany Heer Marder III for Panzer Grenadier game series
Unit Counter Data
Historical Name Sonderkraftfahrzeug 138 Marder III
Movement Class Mechanized
Movement Points 7
AFV Type Open-top AFV - Tank Destroyer
Armor Rating 1
Anti-tank Fire 6-8 6-8
Direct Fire 9-6 5-6
Overall Rating, 154 votes
5
4
3
2
1
3.92
Unit Rank: 163 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).
  • 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.
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)

Display Scenario List (52)

Game Scenario Plays AARs Rating
An Army at Dawn 5. 10th Panzer Forward 18 7 3.1
An Army at Dawn 8. Djebel el Guessa 15 4 4.3
An Army at Dawn 18. Task Force Kern 8 3 3.4
An Army at Dawn 20. A Stronger Effort 6 2 4
An Army at Dawn 22. Counterattacked 6 3 4
An Army at Dawn 28. Combat Command B Holds Steady 4 1 4.4
An Army at Dawn 32. Kasserine Pass: Gore Force 3 2 2.8
An Army at Dawn 38. El Guettar 6 2 3.9
An Army at Dawn 40. Task Force Benson 5 2 4.2
An Army at Dawn 2nd Ed 6. Tenth Panzer Division Advances 0 0 ---
An Army at Dawn 2nd Ed 9. Djebel el Guessa 0 0 ---
An Army at Dawn 2nd Ed 17. Task Force Kern 0 0 ---
An Army at Dawn 2nd Ed 19. Renewed Effort 0 0 ---
An Army at Dawn 2nd Ed 22. Counterattack at Sened Station 0 0 ---
An Army at Dawn 2nd Ed 28. East of Sbeitla 0 0 ---
An Army at Dawn 2nd Ed 32. Gore Force 0 0 ---
An Army at Dawn 2nd Ed 39. Restless Energy 0 0 ---
An Army at Dawn 2nd Ed 40. April Fools' Battle 0 0 ---
Afrika 1944 22. PAKfront 0 0 ---
Big Red One 41. Morning on Hill 336 1 2 4
Big Red One 42. An Evening on Hill 336 1 1 ---
Defense of France 8. Open Fields 0 0 ---
Defense of France 10. Coup de Revers 0 0 ---
Go for Broke 2 19. Bruyeres is a Cheese, Right? 0 0 ---
Variant Panthers 7. Kursk - Burning Tigers Scenario 36: Forgotten Success VI: Ferocious Fight 0 0 ---
Variant Panthers 8. Kursk - Burning Tigers Scenario 38: Forgotten Success VIII: Bad Moon on the Rise 0 0 ---
Variant Panthers 9. Kursk - Burning Tigers Scenario 40: Forgotten Success X: The Eve of Destruction 0 0 ---
Burning Tigers 2 5. Aggressive Defense 0 0 ---
Burning Tigers 2 6. Dominoes Fall 0 0 ---
Burning Tigers 2 7. Storm I: The Storm Division 0 0 ---
Burning Tigers 2 12. Graveyard of Armor III: After the Ambush 0 0 ---
Burning Tigers 5. Kempf V: That Old Strategic Sense 5 3 3.8
Burning Tigers 6. Kempf VI: Like Dominoes They Fell 4 3 4.2
Burning Tigers 7. Storm I: The Storm Division 4 2 4.2
Burning Tigers 12. Graveyard of Armor III: After the Ambush 5 2 4
Burning Tigers 14. Graveyard of Armor V: Rokossovsky Prevails 3 1 4.5
Burning Tigers 16. Graveyard of Armor VII: Proud Grenadiers 4 1 4
Burning Tigers 17. Graveyard of Armor VIII: Giving Their All 3 1 4.3
Burning Tigers 18. Graveyard of Armor IX: Unflappable 4 3 5
Burning Tigers 19. The Graveyard of Armor X: Against Better Advice 2 1 4.5
Burning Tigers 24. Drive on Ponyri V: 18th Panzer Joins the Fray 1 1 4
Burning Tigers 27. Drive on Ponyri VIII: The Fight Continues 1 1 5
Burning Tigers 28. Drive on Ponyri IX: Unawares 3 2 4.3
Burning Tigers 36. Forgotten Success VI: Ferocious Fight 2 1 4.5
Burning Tigers 38. Forgotten Success VIII: Bad Moon on the Rise 3 2 4.3
Burning Tigers 40. Forgotten Success X: The Eve of Destruction 1 1 5
Liberation 1944 3. Collision Course 7 2 3.8
Liberation 1944 6. One-Two Punch 4 2 4
Liberation 1944 26. Operation Bluecoat: Sept Vents 1 0 5
Liberation 1944 29. Operation Bluecoat: St. Martin des Besaces 3 0 3.7
Storm Division 1. Deadly Toys 1 1 3
Storm Division 4. Drive on Lunika 1 1 4

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