Panzer Grenadier Battles on December 3rd:
Black Panthers #12 - Champagne Breakfast Heavy Metal #3 - Black Princes
Carpathian Brigade #4 - Fraternal Assistance Jungle Fighting #41 - Patrol Action
Conquest of Ethiopia #39 - Addis Ababa - Djibouti Railway VII Siege of Leningrad #9 - Winter Wonderland
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Japan Imperial Japanese Army Type 95

Panzer Grenadier Headquarters Library Unit: Japan Imperial Japanese Army Type 95 for Panzer Grenadier game series Panzer Grenadier Headquarters Library Unit: Japan Imperial Japanese Army Type 95 for Panzer Grenadier game series Panzer Grenadier Headquarters Library Unit: Japan Imperial Japanese Army Type 95 for Panzer Grenadier game series Panzer Grenadier Headquarters Library Unit: Japan Imperial Japanese Army Type 95 for Panzer Grenadier game series Panzer Grenadier Headquarters Library Unit: Japan Imperial Japanese Army Type 95 for Panzer Grenadier game series Panzer Grenadier Headquarters Library Unit: Japan Imperial Japanese Army Type 95 for Panzer Grenadier game series
Unit Counter Data
Historical Name Type 95 Ha-Gō light tank
Movement Class Mechanized
Movement Points 8
AFV Type Closed-top AFV - Tank
Armor Rating 1
Anti-tank Fire 1-3 1-3
Direct Fire 6-5 3-5
Overall Rating, 173 votes
5
4
3
2
1
3.71
Unit Rank: 440 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 (34)

Game Scenario Plays AARs Rating
Ancient Armor 3. Armor of Guam 0 0 ---
Alaska's War 11. Kiska Evacuation 7 3 3.9
Dragon Rampant 8. Highway 2 0 0 ---
Dragon Rampant 9. Ruahine Foothills 0 0 ---
Guadalcanal 20. Diversion I 19 9 4
Kokoda Campaign 25. Milne Bay Scenario 1: Milne Bay - The Landing 4 3 2.8
Kokoda Campaign 26. Milne Bay Scenario 2: Milne Bay - Second Night 2 1 3
Kokoda Campaign 27. Milne Bay Scenario 3: Milne Bay - The Breakout 2 1 3.5
Kokoda Campaign 28. Milne Bay Scenario 4: Assault on No. 3 Airstrip 3 2 3
Kokoda Campaign 29. Milne Bay Scenario 5: Australian Pursuit 2 1 3.5
Kokoda Trail 5. Milne Bay — The Landing 12 8 2.8
Kokoda Trail 6. Milne Bay — Second Night 6 5 3.5
Kokoda Trail 7. Milne Bay — The Breakout 5 4 3.2
Kokoda Trail 10. Assault on No. 3 Airstrip 5 3 3.8
Lost Battalion 3. Defense of Porong 1 1 4
Leyte '44 42. Vlug’s Bazooka 1 1 ---
Marianas 1944 4. Tanks on the Right! 3 3 3.3
Marianas 1944 14. Into the Night 5 2 4.4
Marianas 1944 18. Along the Agat-Sumay Road and the Drive to Orote 3 3 4.3
Marianas 1944 26. Yigo and the Approach to Mt. Santa Rosa 3 2 4.3
Marianas 1944 29. The Last Japanese Tanks 4 2 4
Nihon Silk 10. San Manuel and the 2nd Armor 3 2 4.3
Power of the East 6. Battle of Baintsagan 2 1 3.7
Power of the East 10. Last Attempt 1 0 3
Saipan 1944 1. Red Beach 18 11 4.4
Saipan 1944 3. Probing Marines 20 12 3.4
Saipan 1944 7. Throw Them Into the Sea! 8 6 4.1
Saipan 1944 10. Tanks in the Jungle 6 4 4.6
Saipan 1944 19. Exploring Hill 790 5 3 3.8
Saipan 1944 26. Overlooking Radio Road 12 3 3.6
Saipan 1944 36. Shifting the Lines 5 2 3.7
Secret Weapons 8. Red Dragons 3 2 2
Waltzing Matilda 3. Dutch Treat 1 1 4
Waltzing Matilda 4. Brisbane Line 1 1 3

Display Games (14)

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