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 Hvy Sherman

Panzer Grenadier Headquarters Library Unit: United States Army Hvy Sherman for Panzer Grenadier game series Panzer Grenadier Headquarters Library Unit: United States Army Hvy Sherman for Panzer Grenadier game series Panzer Grenadier Headquarters Library Unit: United States Army Hvy Sherman for Panzer Grenadier game series
Unit Counter Data
Historical Name
Movement Class Mechanized
Movement Points 9
AFV Type Closed-top AFV - Tank
Armor Rating 4
Anti-tank Fire 5-6 5-6
Direct Fire 9-5 5-5
Overall Rating, 39 votes
5
4
3
2
1
3.79
Unit Rank: 320 of 1616
Additional Notes

This is the heavy armor M4 Sherman from Golden Journal 27 and Black Panthers.


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 (58)

Game Scenario Plays AARs Rating
Black Panthers 1. First Contact 1 0 4
Black Panthers 2. That Big Hill Up There 2 1 4
Black Panthers 3. Charlie Company Stalls 1 0 4
Black Panthers 4. The Deadly Ditch 1 0 3
Black Panthers 5. Night March 1 0 3
Black Panthers 6. Breaking Away 1 0 4
Black Panthers 7. Koecking Ridge 1 0 3
Black Panthers 8. D is for Dog 2 1 4
Black Panthers 9. "We'll fight them." 2 1 4
Black Panthers 10. Battalion Strength 0 0 ---
Black Panthers 11. Disaster at Honskirch 0 0 ---
Black Panthers 12. Champagne Breakfast 2 0 3
Black Panthers 13. Fortress Remagne 0 0 ---
Black Panthers 14. Wooden Walls 1 0 4
Black Panthers 15. Tank Hunters at Dusk 1 1 4
Black Panthers 16. “Fuck the King of Belgium” 1 0 3
Black Panthers 17. Hitler’s Escort Service 1 0 4
Black Panthers 18. The Fall of Tillet 0 0 ---
Black Panthers 19. The Last Bridgehead 1 0 3
Black Panthers 20. First Brewed 0 0 ---
Black Panthers 21. Over the River 0 0 ---
Black Panthers 22. Ambush at Sevelen 0 0 ---
Black Panthers 23. Delay at Kamperbrűck 0 0 ---
Black Panthers 24. Repulsed at Millingen 0 0 ---
Dragon’s Teeth 3. Local Counter-Attack 2 2 3.7
Dragon’s Teeth 4. No Time to Lose 1 0 3
Dragon’s Teeth 5. Homeland Security 1 0 5
Dragon’s Teeth 6. The Scharnhorst Line 1 0 4
Dragon’s Teeth 7. Buffalo Attack 1 0 4
Dragon’s Teeth 8. The High Ground 1 0 5
Dragon’s Teeth 10. The Last Bullet 1 0 4
Dragon’s Teeth 11. Morning Mists 1 0 3
Dragon’s Teeth 12. In the Mood 1 0 3
Dragon’s Teeth 13. On the Donnerberg 1 0 ---
Dragon’s Teeth 14. Off the Donnerberg 0 0 ---
Dragon’s Teeth 16. Withdrawal From Übach 0 0 ---
Dragon’s Teeth 17. Hell on Wheels 0 0 ---
Dragon’s Teeth 18. Village of Alsdorf 0 0 ---
Dragon’s Teeth 19. Tennessee Checkers 0 0 ---
Dragon’s Teeth 20. Crucifix Hill 0 0 ---
Dragon’s Teeth 21. Like a Stone Wall 0 0 ---
Dragon’s Teeth 22. Panzer Grenadiers 0 0 ---
Dragon’s Teeth 23. Return to the Donnerberg 0 0 ---
Dragon’s Teeth 24. The Storming of Gressenich 0 0 ---
Dragon’s Teeth 25. Repulse at Wurselen 0 0 ---
Dragon’s Teeth 27. Trouble at Puffendorf 0 0 ---
Dragon’s Teeth 28. Sergeant Jake Lindsey 0 0 ---
Dragon’s Teeth 32. Tusk Hogs 0 0 ---
Dragon’s Teeth 33. Chickenshit Regulations 0 0 ---
Dragon’s Teeth 34. Spearhead Blunted 0 0 ---
Dragon’s Teeth 35. Sad Results 0 0 ---
Dragon’s Teeth 36. An Artillery War 0 0 ---
Dragon’s Teeth 37. Castle Frenz 0 0 ---
Dragon’s Teeth 38. Return to Castle Frenz 0 0 ---
Dragon’s Teeth 40. Mean Streets of Kleinhau 0 0 ---
Dragon’s Teeth 41. Disaster at Merode 0 0 ---
Dragon’s Teeth 42. Struggle for Hill 401.3 0 0 ---
Sherman Tanks 1. In the Mood 8 5 4.1

Display Games (3)

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