Panzer Grenadier Battles on May 8th:
Sinister Forces #40 - Menacing Dokshitz
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Germany Heer SdKfz-231/8

Panzer Grenadier Headquarters Library Unit: Germany Heer SdKfz-231/8 for Panzer Grenadier game series Panzer Grenadier Headquarters Library Unit: Germany Heer SdKfz-231/8 for Panzer Grenadier game series Panzer Grenadier Headquarters Library Unit: Germany Heer SdKfz-231/8 for Panzer Grenadier game series Panzer Grenadier Headquarters Library Unit: Germany Heer SdKfz-231/8 for Panzer Grenadier game series Panzer Grenadier Headquarters Library Unit: Germany Heer SdKfz-231/8 for Panzer Grenadier game series
Unit Counter Data
Historical Name Schwerer PanzerspƤhwagen Sd. Kfz. 231 (8-rad)
Movement Class Motorized
Movement Points 13
AFV Type Closed-top Armored Car
Armor Rating 0
Anti-tank Fire 0-4 0-4
Direct Fire 8-5 4-5
Overall Rating, 131 votes
5
4
3
2
1
3.6
Unit Rank: 620 of 1599
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)
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.

Display Scenario List (36)

Game Scenario Plays AARs Rating
An Army at Dawn 22. Counterattacked 6 3 4
An Army at Dawn 29. Ferianna Outpost 7 3 3.6
An Army at Dawn 31. Kasserine Pass: Like a Stone Wall 4 1 4
An Army at Dawn 34. Kasserine Pass: Duel at Dawn 7 4 3.9
Afrika 1944 07. Recon Probe 0 0 ---
Afrika Korps 08. Ambush! 9 3 3.1
Afrika Korps 10. Er Regima 8 0 2.8
Afrika Korps 43. Africa Korps Advances 6 2 3
Afrika Korps 47. Operation SKORPION 6 0 3.8
Carpathian Brigade 10. Rescue at Mekili 0 0 ---
C&CV2: The King's Officers 06. El Ageila 3 2 4
C&CV2: The King's Officers 09. Halfaya Pass 1 1 4
C&CV2: The King's Officers 10. Operation Crusader 4 2 3.8
C&CV2: The King's Officers 14. Darkness an Desert 1 0 3
The Last Horse Soldier 02. Rough Country 7 2 4.1
Desert Rats 11. Gabr Saleh 4 3 2.8
Desert Rats 17. The Tomb Of Sidi Rezegh 6 2 3.2
Desert Rats 34. Young Fascists : German Relief 2 2 5
DAK '44 05. Left Jab 1 0 4
Defense of France 01. The Forward Screen 1 0 4
Variant Panthers 08. Kursk - Burning Tigers Scenario 38: Forgotten Success VIII: Bad Moon on the Rise 0 0 ---
Variant Panthers 09. Kursk - Burning Tigers Scenario 40: Forgotten Success X: The Eve of Destruction 0 0 ---
Burning Tigers 12. Graveyard of Armor III: After the Ambush 5 2 4
Burning Tigers 16. Graveyard of Armor VII: Proud Grenadiers 4 1 4
Burning Tigers 24. Drive on Ponyri V: 18th Panzer Joins the Fray 1 1 4
Burning Tigers 38. Forgotten Success VIII: Bad Moon on the Rise 3 2 4.3
Burning Tigers 39. Forgotten Success IX: Foregoing Good Sense 1 1 5
Burning Tigers 40. Forgotten Success X: The Eve of Destruction 1 1 5
La Campagne de Tunisie 05. Phoenix: Against Anybody 6 3 3.8
South Africa's War 04. Crusader: First Contact 6 1 3.8
South Africa's War 16. With the Utmost Vigour 3 2 4.3
Tank Battles 22. Operation MARS Scenario # 10: Hell's Fury II 1 1 2
Tank Battles 23. Operation MARS Scenario # 11: Hell's Fury III 3 4 2.5
Tank Battles 27. Operation MARS #15: Shanaurin's Drive IV: Breakout 2 2 2
Tank Battles 29. Operation MARS #17: Shanaurin's Drive VI: Shanaurin Strikes Back 2 2 2.5
Tank Battles 46. Operation MARS #34: Desperately Trying 1 1 3

Display Games (14)

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