Panzer Grenadier Battles on March 31st:
An Army at Dawn #40 - Task Force Benson Conquest of Ethiopia #27 - Salt Spring
An Army at Dawn 2nd Ed #39 - Restless Energy Spearhead Division #19 - The Cats Return
Afrika Korps #8 - Ambush! Spearhead Division #20 - Wewer
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Germany Heer StuH42

Panzer Grenadier Headquarters Library Unit: Germany Heer StuH42 for Panzer Grenadier game series Panzer Grenadier Headquarters Library Unit: Germany Heer StuH42 for Panzer Grenadier game series Panzer Grenadier Headquarters Library Unit: Germany Heer StuH42 for Panzer Grenadier game series
Unit Counter Data
Historical Name Sturmhaubitze 42 (Sd.Kfz 142/2)
Movement Class Mechanized
Movement Points 7
AFV Type Closed-top AFV - Assault Gun
Armor Rating 4
Anti-tank Fire 5-6 5-6
Direct Fire 15-6 8-6
Overall Rating, 26 votes
5
4
3
2
1
3.96
Unit Rank: 123 of 1647
Additional Notes

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)
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable

Display Scenario List (28)

Game Scenario Plays AARs Rating
Aachen 1944 06. Bardenberg or Bust 1 1 4
Aachen 1944 07. The Final Push 1 1 5
Broken Axis 06. Târgu Frumos: The First Battle Scenario 4: Grossdeutschland Arrives 2 0 5
Broken Axis 10. Târgu Frumos: The First Battle Scenario 8: Fist of Iron 1 0 3
Broken Axis 19. Târgu Frumos: The Second Battle Scenario 8: Combined Arms 0 0 ---
Broken Axis 23. Târgu Frumos: The Second Battle Scenario 12: Ascend the Heights 0 0 ---
Broken Axis 31. Tashlyk Bridgehead Scenario 5: Collateral Damage 1 0 3
Broken Axis 33. Operation Katja Scenario 1: Commencing Operation Sonja 0 0 ---
Broken Axis 35. Operation Katja Scenario 3: Commence Operation Katja 1 1 4
Broken Axis 38. Operation Katja Scenario 6: South of Iepureni 1 1 5
Broken Axis 40. Operation Katja Scenario 8: Zahorna 1 1 4
C&CV1: War in the East 20. Prussian Towns Must Hold! 3 2 4
C&CV1: War in the East 24. Seelow Heights 3 2 3.3
Edelweiss IV 33. Tiraspol' Bridgehead 0 0 ---
Edelweiss: Expanded 25. Tiraspol' Bridgehead 0 0 ---
Fire and Sword 03. In the Puszta 1 1 4
Fire and Sword 15. The Crossing at Érd 0 0 ---
Fire and Sword 16. Ercsi Bridgehead 0 0 ---
Fire and Sword 19. North of Ercsi 0 0 ---
Invasion of Germany 21. Bardenberg or Bust 0 0 ---
Invasion of Germany 22. The Final Push 0 0 ---
Road to Berlin 29. Night of the Swabians 1 1 3
Road to Berlin 34. Infantry Attacks 1 0 4
Road to Berlin 48. Kustrin Corridor 2 1 4.5
Road to Berlin 54. Seelow Heights: The Center 1 1 5
Road to Berlin 56. Life Guards 0 0 ---
Road to Berlin 60. The Ego Unleashed 3 3 3.7
Road to Berlin 63. Seelow: The Heights Again 2 1 3.5

Display Games (8)

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