Panzer Grenadier Battles on May 7th:
Broken Axis #23 - Târgu Frumos: The Second Battle Scenario 12: Ascend the Heights Panzer Lion #8 - A Profitable Diversion
Broken Axis #24 - Târgu Frumos: The Second Battle Scenario 13: A Fire-Spewing Fortress Panzer Lion #9 - Reclaiming the Perimeter
Broken Axis #25 - Târgu Frumos: The Second Battle Scenario 14: Lines Restored Panzer Lion #10 - Hill 192
Broken Axis #26 - Târgu Frumos: The Second Battle Scenario 15: Redemption Road to Berlin #75 - Final Panzer Battle
Panzer Lion #7 - Back to Kalmu
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South Korea Daehanminguk Yukgun M3

Panzer Grenadier Headquarters Library Unit: South Korea Daehanminguk Yukgun M3 for Panzer Grenadier game series
Unit Counter Data
Historical Name Carrier, Personnel Half-track M3
Movement Class Mechanized
Movement Points 8
AFV Type Open-top APC
Armor Rating 0
Direct Fire 6-5
Overall Rating, 24 votes
5
4
3
2
1
3.92
Unit Rank: 159 of 1599

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).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).

Display Scenario List (6)


Display Games (1)

Percentage of Each Game's Scenarios Featuring this Unit
Pusan Perimeter
13%
Pusan Perimeter
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