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!

United States Army M36

Panzer Grenadier Headquarters Library Unit: United States Army M36 for Panzer Grenadier game series Panzer Grenadier Headquarters Library Unit: United States Army M36 for Panzer Grenadier game series Panzer Grenadier Headquarters Library Unit: United States Army M36 for Panzer Grenadier game series Panzer Grenadier Headquarters Library Unit: United States Army M36 for Panzer Grenadier game series Panzer Grenadier Headquarters Library Unit: United States Army M36 for Panzer Grenadier game series
Unit Counter Data
Historical Name 90mm Gun Motor Carriage M36
Movement Class Mechanized
Movement Points 9
AFV Type Open-top AFV - Tank Destroyer
Armor Rating 2
Anti-tank Fire 8-8 8-8
Direct Fire 11-5 6-5
Overall Rating, 112 votes
5
4
3
2
1
3.75
Unit Rank: 372 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 (62)

Game Scenario Plays AARs Rating
Afrika 1944 08. Road to Marrakesh 1 1 3
Afrika 1944 09. Speed Bump 1 0 3
Afrika 1944 11. Return of the Tiger 0 0 ---
Afrika 1944 12. Armor at Dawn 0 0 ---
Afrika 1944 15. Attacco di carri armati 0 0 ---
Afrika 1944 18. The Mother of All Battles 2 1 4
Battle of the Bulge 40. Grosbous 3 0 3
Battle of the Bulge 49. Heiderscheid 5 1 3.8
Battle of the Bulge 50. Sibret 3 1 2.3
Britain's Bulge 02. Festival Day: Foy-Notre-Dame, East of Dinant, Belgium 3 2 3
Black Panthers 20. First Brewed 0 0 ---
Black Panthers 21. Over the River 0 0 ---
Dragon’s Teeth 27. Trouble at Puffendorf 0 0 ---
Elsenborn Revised 14. The Devil's Own 0 0 ---
Elsenborn Revised 15. The Fall 0 0 ---
Elsenborn Revised 20. The Last Gasp 0 0 ---
Elsenborn Revised 22. Bastard Tanks 0 0 ---
Elsenborn Ridge 18. St. Vith: The Devil's Own 9 2 3.1
Elsenborn Ridge 19. Bastard Tanks 15 6 4
Elsenborn Ridge 21. Crossroads: The Last Gasp 10 3 3.8
Elsenborn Ridge 22. St. Vith: The Fall 11 4 4.3
Grossdeutschland 1946 09. Attack in the Ardennes 0 0 ---
Grossdeutschland 1946 10. Close Quarters 0 0 ---
Hammer & Sickle 01. Fulda Gap 0 0 ---
Hammer & Sickle 02. Hof Gap 0 0 ---
Hammer & Sickle 04. Resisting the Tide 0 0 ---
Hammer & Sickle 14. Battle Royale 0 0 ---
Hammer & Sickle 15. Through a Goose 0 0 ---
Hammer & Sickle 16. Ant Hill 0 0 ---
Hammer & Sickle 17. Shooting Tin Cans 0 0 ---
Hammer & Sickle 20. Last Redoubt 0 0 ---
Hammer & Sickle 23. Fulda's Fury 0 0 ---
Hammer & Sickle 24. Big Red One 0 0 ---
Hammer & Sickle 29. Training and Doctrine 0 0 ---
Red & White 06. Here Come the Yankees 0 0 ---
Red & White 09. Probing for the Flank 0 0 ---
Invasion of Germany 36. Crocodile Rock 1 1 4
Iron Curtain 03. Fulda's Fury 1 1 3
Iron Curtain 04. Big Red One 1 1 4
Iron Curtain 09. Training and Doctrine 1 1 4
Panzer Lehr 2 25. Roadblock at Ischermuhl 0 0 ---
Panzer Lehr 2 26. Rauwiller Bump and Run 0 0 ---
Panzer Lehr 25. Roadblock at Ischermuhl 0 0 ---
Panzer Lehr 26. Rauwiller Bump and Run 0 0 ---
Patton's Nightmare 04. Crunch 0 0 ---
Patton's Nightmare 13. A Soldier's Duty 2 2 3.5
Secret Weapons 10. Under the River 1 0 3
Secret Weapons 18. Through the Desert 1 1 3
Spearhead Division 13. It Starts 2 1 4
Spearhead Division 14. Altenkirchen 1 0 3
Spearhead Division 18. They Were Wrong 3 1 3.7
Spearhead Division 19. The Cats Return 1 0 5
Spearhead Division 20. Wewer 2 1 3.5
Spearhead Division 21. Harste 2 1 4.5
Spearhead Division 22. The Beast 3 2 4
Spearhead Division 23. Osterode 2 1 4.5
Spearhead Division 24. Gieboldehausen 2 0 4.5
Spearhead Division 25. Bockelnhagen 1 0 3
West Wall 06. Crocodile Rock 5 6 3.4
Winter Soldiers 17. A Manhay Christmas 7 5 4.4
Winter Soldiers 21. Paratroopers Prevail 5 5 3.8
Winter Soldiers 30. Last Gasp 5 3 3.4

Display Games (19)

Errors? Omissions? Report them!
Page generated in 0.217 seconds.