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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Soviet Union NKVD Train

Panzer Grenadier Headquarters Library Unit: Soviet Union NKVD Train for Panzer Grenadier game series
Unit Counter Data
Historical Name
Movement Class Misc
Movement Points 0
AFV Type Armored Train
Armor Rating 2
Anti-tank Fire 6-5 0-0
Indirect Fire 18-10 0-0
Overall Rating, 3 votes
5
4
3
2
1
3
Unit Rank: --- of 1616
Additional Notes

Armor of 2 value per Matt Ward

Feb. 21, 2020


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).
  • Armored Trains: see Rule 15.2 ~ 15.22

Display Scenario List (2)


Display Games (2)

Percentage of Each Game's Scenarios Featuring this Unit
Arctic Front Deluxe
3%
Arctic Front Deluxe
Sinister Forces
3%
Sinister Forces

Display Errata (1)

1 Errata Item

This unit has an armor value of 2, per Matt Ward

(plloyd1010 on 2020 Feb 26)
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