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
Errors? Omissions? Report them!

North Korea Chosŏn inmin'gun T34/85

Panzer Grenadier Headquarters Library Unit: North Korea Chosŏn inmin'gun T34/85 for Panzer Grenadier game series Panzer Grenadier Headquarters Library Unit: North Korea Chosŏn inmin'gun T34/85 for Panzer Grenadier game series Panzer Grenadier Headquarters Library Unit: North Korea Chosŏn inmin'gun T34/85 for Panzer Grenadier game series
Unit Counter Data
Historical Name T-34-85 medium tank
Movement Class Mechanized
Movement Points 8
AFV Type Closed-top AFV - Tank
Armor Rating 5
Anti-tank Fire 7-7 7-7
Direct Fire 8-4 4-4
Overall Rating, 151 votes
5
4
3
2
1
3.79
Unit Rank: 329 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 (47)

Game Scenario Plays AARs Rating
Counter Attack 01. Head to Head 7 5 3.8
Counter Attack 06. Death of an Artillery Battalion 3 2 3.5
Counter Attack 15. Dust Clouds 7 3 3
Counter Attack 18. Pedal to the Metal 3 2 3.3
Counter Attack 22. Surrounded on Hill 303 2 1 4
Counter Attack 23. The Bowling Alley 4 1 3.5
Counter Attack 24. Another Night 2 1 4
Counter Attack 29. East of Taegu 4 2 4
Counter Attack 33. Breakout Along the Naktong 1 1 ---
Counter Attack 34. Action on Sibidang-san 1 1 ---
Counter Attack 36. Yongsan Streetfight 2 1 4
Counter Attack 37. Marine Ambush 2 1 3.5
Counter Attack 44. Highway to Seoul 5 4 2.8
Counter Attack 46. Flanked 2 1 3.5
Counter Attack 47. The Night Road 1 1 ---
Counter Attack 50. Service Politics 1 1 ---
Counter Attack 51. Battle of the Barricades 1 1 ---
Counter Attack 53. Breaking the Taegu Cordon 1 1 ---
Counter Attack 57. Delaying Action 2 1 4
Counter Attack 58. Task Force Lynch 2 1 3
Counter Attack 61. ROK Advance 1 1 ---
Counter Attack 62. Race to P'yongyang 1 1 ---
Pusan Perimeter 02. General Attack 7 4 3.9
Pusan Perimeter 05. The Korangp’o-ri Position 3 1 4.3
Pusan Perimeter 06. Chaos at Uijongbu 2 1 4
Pusan Perimeter 08. Back Again! 5 4 3.7
Pusan Perimeter 09. Ch’unch’on Day 3 3 2 4
Pusan Perimeter 10. Secret Gardens 7 3 3.3
Pusan Perimeter 12. The Outskirts of Seoul 3 1 4.3
Pusan Perimeter 15. Retreat to Suwan 5 3 3.8
Pusan Perimeter 16. Task Force Smith 7 4 4.4
Pusan Perimeter 17. Delaying Action 5 3 4.2
Pusan Perimeter 18. The Battle for Ch’onan 4 2 3.8
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 23. Nightmare on the Kum River 3 1 4
Pusan Perimeter 28. Day Two, Taejon Flanked! 3 2 4
Pusan Perimeter 29. Taejon Street Battle 3 2 3.7
Pusan Perimeter 30. The Fall of Taejon 2 0 4
Pusan Perimeter 34. Join the Cavalry 4 2 4
Pusan Perimeter 35. Roadblock Yongdong 3 1 4
Pusan Perimeter 36. Around the Bend 3 2 4.3
Pusan Perimeter 37. Escape to Yongdong 2 1 4
Pusan Perimeter 41. In Front of Chinju 4 2 4
Pusan Perimeter 42. Fall of Chinju 2 1 4
Pusan Perimeter 43. The Andong Battles 3 2 4

Display Games (2)

Percentage of Each Game's Scenarios Featuring this Unit
Pusan Perimeter
52%
Pusan Perimeter
Counter Attack
34%
Counter Attack
Errors? Omissions? Report them!
Page generated in 0.203 seconds.