Panzer Grenadier Battles on November 23rd:
An Army at Dawn #3 - Fire Support Leyte '44 #29 - Thanksgiving Day
Carpathian Brigade #3 - Breakout and Pursuit Panzer Lehr 2 #24 - Plug the Hole
Desert Rats #23 - Te Hokowhitu-a-Tu ("War Party") Panzer Lehr #24 - Plug the Hole
Desert Rats #24 - Hill 175 South Africa's War #7 - Rear Echelon
Dragon’s Teeth #33 - Chickenshit Regulations South Africa's War #8 - Ons Is Helsems
Invasion of Germany #38 - Making Hay South Africa's War #9 - Sunday of the Dead
Jungle Fighting #9 - Another Try West Wall #8 - Making Hay
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United States Army M6

Panzer Grenadier Headquarters Library Unit: United States Army M6 for Panzer Grenadier game series
Unit Counter Data
Historical Name M6 37 mm Gun Motor Carriage "Fargo"
Movement Class Motorized
Movement Points 8
AFV Type Unarmored Weapon Carrier
Anti-tank Fire 2-6 2-6
Direct Fire 2-3 1-3
Overall Rating, 223 votes
5
4
3
2
1
3.83
Unit Rank: 280 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).
  • Unarmored Weapon Carriers: These are unarmored halftracks (Bufla and Sk7/2) or fully-tracked vehicles (Karl siege mortar) with mounted weapons. All are mechanized, except the BM-13 (Katyusha rocket launcher mounted on a truck). They are weapon units, not AFV's, so they are never efficient and cannot be activated by tank leaders. (SB)

Display Scenario List (51)

Game Scenario Plays AARs Rating
An Army at Dawn 03. Fire Support 25 10 3.7
An Army at Dawn 07. Not Ready for Prime Time 16 6 3
An Army at Dawn 08. Djebel el Guessa 15 4 4.3
An Army at Dawn 10. Hanging Tough 9 4 4.1
An Army at Dawn 13. Ousseltia Valley 12 5 3.6
An Army at Dawn 14. Ousseltia Seesaw 9 4 3.7
An Army at Dawn 20. A Stronger Effort 6 2 4
An Army at Dawn 21. Back to Sened Station 9 3 4.4
An Army at Dawn 22. Counterattacked 6 3 4
An Army at Dawn 23. Hightower's Attack 6 2 3.6
An Army at Dawn 25. None Returned 6 3 4
An Army at Dawn 26. Djebel Ksiara 6 3 3.5
An Army at Dawn 27. Battle Group Gerhardt 11 5 3.9
An Army at Dawn 28. Combat Command B Holds Steady 4 1 4.4
An Army at Dawn 31. Kasserine Pass: Like a Stone Wall 4 1 4
An Army at Dawn 32. Kasserine Pass: Gore Force 3 2 2.8
An Army at Dawn 33. Kasserine Pass: Egged On 4 2 4
An Army at Dawn 34. Kasserine Pass: Duel at Dawn 7 4 3.9
An Army at Dawn 35. Kasserine Pass: The Reports Were Wrong 5 4 4.3
An Army at Dawn 38. El Guettar 6 2 3.9
An Army at Dawn 39. Djebel Berda 7 3 4.6
An Army at Dawn 2nd Ed 08. Futility on Route 50 0 0 ---
An Army at Dawn 2nd Ed 09. Djebel el Guessa 0 0 ---
An Army at Dawn 2nd Ed 11. Panic at Djebel Bou Aoukaz 0 0 ---
An Army at Dawn 2nd Ed 12. Ousseltia Valley 0 0 ---
An Army at Dawn 2nd Ed 13. Confusion in the Valley 0 0 ---
An Army at Dawn 2nd Ed 14. Attack in the Valley 0 0 ---
An Army at Dawn 2nd Ed 19. Renewed Effort 0 0 ---
An Army at Dawn 2nd Ed 20. Return to Sened Station 0 0 ---
An Army at Dawn 2nd Ed 21. Clearing the Ridge 0 0 ---
An Army at Dawn 2nd Ed 22. Counterattack at Sened Station 0 0 ---
An Army at Dawn 2nd Ed 23. Hightower's Attack 0 0 ---
An Army at Dawn 2nd Ed 25. None Returned 0 0 ---
An Army at Dawn 2nd Ed 26. Last Stand on Djebel Ksiara 0 0 ---
An Army at Dawn 2nd Ed 27. Battle Group Gerhardt 0 0 ---
An Army at Dawn 2nd Ed 28. East of Sbeitla 0 0 ---
An Army at Dawn 2nd Ed 31. Like a Stone Wall 0 0 ---
An Army at Dawn 2nd Ed 32. Gore Force 0 0 ---
An Army at Dawn 2nd Ed 33. Egged On 0 0 ---
An Army at Dawn 2nd Ed 34. Duel at Dawn 0 0 ---
An Army at Dawn 2nd Ed 35. Prepared Defense 0 0 ---
Blackshirt Division 04. Counter Attack 1 0 4
Blackshirt Division 06. Tanks Against Tank 2 0 3.5
Blackshirt Division 07. On the Attack 2 1 4
Blackshirt Division 10. Spring of the Panther 2 0 3
Big Red One 41. Morning on Hill 336 1 2 4
Big Red One 42. An Evening on Hill 336 1 1 ---
Big Red One 43. Djebel Berda 2 2 4
The Last Horse Soldier 02. Rough Country 7 2 4.1
La Campagne de Tunisie 04. Phoenix: Aggressiveness Paid Off 8 4 3.3
La Campagne de Tunisie 11. Phoenix: Seven Horrors of War 4 2 3

Display Games (6)

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