Panzer Grenadier Battles on April 1st:
An Army at Dawn 2nd Ed #40 - April Fools' Battle DAK '44 #4 - Night Raid
Afrika 1944 #1 - Beaches of Radazul Dragon Rampant #3 - Hilltop Village at Takrouna
Afrika Korps #34 - Pursuit of 2nd Armored Dragon Rampant #4 - Tank Battle at Enfidaville
Blackshirt Division #7 - On the Attack Dragon Rampant #5 - On the Djebel el Srafi
The Last Horse Soldier #1 - Horses in Tunisia Grossdeutschland 1946 #5 - Over the River
The Last Horse Soldier #2 - Rough Country Hopeless, But Not Serious #14 - Defenders of the Republic
Divisione Corazzata #6 - Roll Over Togliatti River Battleships #1 - Admiral Horthy’s Navy
DAK '44 #1 - Opening Moves River Battleships #2 - A Hungarian River Fleet
DAK '44 #2 - Armored Thrust River Battleships #3 - Iron Gates
DAK '44 #3 - Piecestrike Secret Weapons #1 - Flight of the Valkyries
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Soviet Union Army (RKKA) GB

Panzer Grenadier Headquarters Library Unit: Soviet Union Army (RKKA) GB for Panzer Grenadier game series
Unit Counter Data
Historical Name
Movement Class Misc
Movement Points 0
Anti-tank Fire 3-4 0-0
Direct Fire 12-10 0-0
Overall Rating, 4 votes
5
4
3
2
1
3.25
Unit Rank: --- of 1647

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).

Display Scenario List (1)

Game Scenario Plays AARs Rating
Eastern Front 105. Night Ride through the Caucasus 4 1 3.3

Display Games (1)

Percentage of Each Game's Scenarios Featuring this Unit
Eastern Front
1%
Eastern Front
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