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 Army (RKKA) KV-II

Panzer Grenadier Headquarters Library Unit: Soviet Union Army (RKKA) KV-II for Panzer Grenadier game series Panzer Grenadier Headquarters Library Unit: Soviet Union Army (RKKA) KV-II for Panzer Grenadier game series Panzer Grenadier Headquarters Library Unit: Soviet Union Army (RKKA) KV-II for Panzer Grenadier game series Panzer Grenadier Headquarters Library Unit: Soviet Union Army (RKKA) KV-II for Panzer Grenadier game series
Unit Counter Data
Historical Name
Movement Class Mechanized
Movement Points 4
AFV Type Closed-top AFV - Tank
Armor Rating 4
Anti-tank Fire 5-4 5-4
Direct Fire 18-9 9-9
Overall Rating, 150 votes
5
4
3
2
1
3.4
Unit Rank: 1035 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 (33)

Game Scenario Plays AARs Rating
Blue Division 15. Las Tropas me Abandonan! 4 2 4.4
Eastern Front 12. Defense of the Motherland 18 7 3
Eastern Front 17. Land Battleships 8 3 3.1
Eastern Front 24. A Dangerous Situation 10 7 3.8
Eastern Front 39. The Bridge 8 2 3
Eastern Front 64. Smashing Guderian 5 4 3.3
Eastern Front 66. Malaya Kabosi 14 7 3.4
Eastern Front 94. Vorontsovo I 4 1 3.5
Fire in the Steppe 3. Into the Trap 7 2 3.6
Fire in the Steppe 8. Bridge over the River Styr 2 1 4
Fire in the Steppe 26. Rear Guard 4 2 4
Fire in the Steppe 27. For the Night is Dark 2 1 3
Fire in the Steppe 28. Flanking Move 2 1 3
Fire in the Steppe 29. After Dark 1 1 4
March on Leningrad 10. Pulkovo Heights 8 5 3.9
Panzer Grenadier 26. The Bridge 3 2 2.8
Panzer Grenadier 28. Defense of the Motherland 3 1 3
Panzer Grenadier 30. Malaya Kabosi 5 2 3
Panzer Grenadier 35. A Dangerous Situation 2 1 3.3
Red Warriors 1. Guards Before Moscow 5 3 3.7
Red Warriors 8. Molodoi Tud River Blues 3 1 4
Sinister Forces 16. Hill 125.6 1 0 4
Sinister Forces 17. Tanks Alone 3 2 2.7
Siege of Leningrad 7. Voibokalo Station 2 1 4
Siege of Leningrad 8. Shock Group 1 0 4
Siege of Leningrad 9. Winter Wonderland 2 1 4.5
Tank Battles 23. Operation MARS Scenario # 11: Hell's Fury III 3 4 2.5
Tank Battles 30. Operation MARS #18: Molodoi Tud River Blues I: The Penetration 2 1 4.5
Tank Battles 32. Operation MARS #20: Molodoi Tud River Blues III: Tough Ride 1 1 4
Raseiniai 2. Solyankin’s Attack 2 1 3
Raseiniai 3. Across the Dubysa 1 1 3
Raseiniai 4. Koll’s Counter Attack 2 2 3
Raseiniai 5. Daylight fades 1 1 2

Display Games (10)

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