Panzer Grenadier Battles on May 8th:
Sinister Forces #40 - Menacing Dokshitz
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Germany Heer Hetzer

Panzer Grenadier Headquarters Library Unit: Germany Heer Hetzer for Panzer Grenadier game series Panzer Grenadier Headquarters Library Unit: Germany Heer Hetzer for Panzer Grenadier game series Panzer Grenadier Headquarters Library Unit: Germany Heer Hetzer for Panzer Grenadier game series Panzer Grenadier Headquarters Library Unit: Germany Heer Hetzer for Panzer Grenadier game series Panzer Grenadier Headquarters Library Unit: Germany Heer Hetzer for Panzer Grenadier game series Panzer Grenadier Headquarters Library Unit: Germany Heer Hetzer for Panzer Grenadier game series
Unit Counter Data
Historical Name Jagdpanzer 38(t)
Movement Class Mechanized
Movement Points 8
AFV Type Closed-top AFV - Tank Destroyer
Armor Rating 4
Anti-tank Fire 6-8 6-8
Direct Fire 10-5 5-5
Overall Rating, 155 votes
5
4
3
2
1
3.49
Unit Rank: 864 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).
  • 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 Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)

Display Scenario List (52)

Game Scenario Plays AARs Rating
Afrika 1944 4. Resistance at San Cristóbal 0 0 ---
Afrika 1944 18. The Mother of All Battles 2 1 4
Afrika 1944 22. PAKfront 0 0 ---
Battle of the Bulge 16. Fuhren 7 1 3.1
Battle of the Bulge 17. Fuhren II 7 0 3.3
Battle of the Bulge 19. The Greyhounds: 16 December 7 1 3.1
Battle of the Bulge 29. Kampfgruppe Beinsen 11 2 3.3
C&CV1: War in the East 24. Seelow Heights 3 2 3.3
C&CV1: War in the East 25. Nowhere To Go 1 0 5
DAK '44 1. Opening Moves 3 2 3.3
DAK '44 3. Piecestrike 2 1 3.5
DAK '44 10. Out of Gas 2 1 4
Elsenborn Revised 2. An Operation Named Mist 1 1 4
Elsenborn Ridge 2. An Operation Named Mist 26 6 3.5
First Axis 25. Slovak Revival 1 1 2
Sherman Tanks 1. In the Mood 7 5 4.1
Invasion of Germany 4. No Time to Lose 2 1 3
Invasion of Germany 13. In the Mood 3 2 4
Invasion of Germany 30. An Outstanding Performance 0 0 ---
Invasion of Germany 34. Grasping at Straws 1 1 5
Invasion of Germany 38. Making Hay 0 0 ---
Invasion of Germany 41. Bourheim Blues 1 0 4
Invasion of Germany 45. Indie River Blues 0 0 ---
Invasion of Germany 48. Indie River Blues II 0 0 ---
North of Elsenborn 2. No Time to Lose 5 3 3.1
North of Elsenborn 8. In the Mood 4 3 3.3
North Wind 6. Night of the Liberators 7 7 3.1
Roer River Battles 5. An Outstanding Performance 3 1 3
Roer River Battles 9. Grasping at Straws 5 3 3.2
Road to Berlin 11. Gates of Komorn 2 3 4.5
Road to Berlin 12. Tigers at Zamoly 2 1 3.5
Road to Berlin 13. Red Rampage 1 1 4
Road to Berlin 21. Quiet Sector 1 2 3.5
Road to Berlin 24. Second Kinersdorf 1 1 4
Road to Berlin 25. Fritz's Heirs 0 0 ---
Road to Berlin 27. Oder Flood 5 1 2.8
Road to Berlin 29. Night of the Swabians 1 1 3
Road to Berlin 39. Evil Russians 0 0 ---
Road to Berlin 50. Final Counter Attack 1 1 3
Road to Berlin 51. Malomsok Bridgehead 1 0 3
Road to Berlin 52. A Thousand and One 1 1 5
Road to Berlin 54. Seelow Heights: The Center 1 1 5
Road to Berlin 60. The Ego Unleashed 3 3 3.7
Road to Berlin 63. Seelow: The Heights Again 2 1 3.5
Road to Berlin 66. Highway to Hell 3 1 4
Road to Berlin 74. Czech Mate 3 1 3.7
Siegfried Line 1. Bourheim Blues 2 0 4
Siegfried Line 5. Indie River Blues 2 0 4
Siegfried Line 8. Indie River Blues II 1 0 5
Spearhead Division 13. It Starts 2 1 4
Spearhead Division 14. Altenkirchen 1 0 3
West Wall 8. Making Hay 4 3 3.4

Display Games (16)

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