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 Luftwaffe KETT

Panzer Grenadier Headquarters Library Unit: Germany Luftwaffe KETT for Panzer Grenadier game series
Unit Counter Data
Historical Name Kettenkrad
Movement Class Mechanized
Movement Points 8
AFV Type Prime Mover
Overall Rating, 2 votes
5
4
3
2
1
5
Unit Rank: --- of 1616
Additional Notes

The Sd.Kfz. 2, better known as the Kleines Kettenkraftrad HK 101 or Kettenkrad for short (where Ketten means "chains" or "tracks" and krad is the military abbreviation of the German word Kraftrad, the administrative German term for motorcycle), started its life as a light tractor for airborne troops. The vehicle was designed to be delivered by Junkers Ju 52 aircraft, though not by parachute. The vehicle had the advantage of being the only gun tractor small enough to fit inside the hold of the Ju 52, and was the lightest mass-produced German military vehicle to use the complex Schachtellaufwerk overlapped and interleaved road wheels used on almost all German military half-track vehicles of World War II.


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).
  • Prime Movers: Transports which only transport towed units and/or leaders (May not carry personnel units). May or may not be armored (armored models are open-top). All are mechanized. (SB)

Display Scenario List (4)


Display Games (1)

Percentage of Each Game's Scenarios Featuring this Unit
Parachutes Over Crete
10%
Parachutes Over Crete
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