Panzer Grenadier Battles on May 8th:
Sinister Forces #40 - Menacing Dokshitz
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Soviet Union Army (RKKA) Ba10M

Panzer Grenadier Headquarters Library Unit: Soviet Union Army (RKKA) Ba10M for Panzer Grenadier game series Panzer Grenadier Headquarters Library Unit: Soviet Union Army (RKKA) Ba10M for Panzer Grenadier game series Panzer Grenadier Headquarters Library Unit: Soviet Union Army (RKKA) Ba10M for Panzer Grenadier game series
Unit Counter Data
Historical Name
Movement Class Motorized
Movement Points 11
AFV Type Closed-top Armored Car
Armor Rating 0
Anti-tank Fire 2-4 2-4
Direct Fire 4-4 2-4
Overall Rating, 170 votes
5
4
3
2
1
3.24
Unit Rank: 1303 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)
  • 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 (48)

Game Scenario Plays AARs Rating
Arctic Front Deluxe 23. Independence Day 0 0 ---
Armata Romana 07. Gates of Chisinau 3 2 4
C&CV1: War in the East 15. Counter-Blow 3 1 4
C&CV1: War in the East 17. Last Stand 2 1 3.5
Eastern Front 12. Defense of the Motherland 18 7 3
Eastern Front 24. A Dangerous Situation 10 7 3.8
Eastern Front 31. Head On 5 2 3.4
Eastern Front 44. Red Steel: Gates of Chisinau 12 6 3.1
Eastern Front 86. Teploye 1 0 4
Eastern Front 94. Vorontsovo I 4 1 3.5
Eastern Front 95. Vorontsovo II 3 2 3.7
Eastern Front 98. Vorontsovo III 4 2 3.5
Eastern Front 105. Night Ride through the Caucasus 4 1 3.3
Eastern Front 107. Gaytolovo 2 1 2.7
Fire in the Steppe 19. Ryabishev Returns 3 1 3
Fire in the Steppe 22. Directive 018 2 1 3.5
Fire in the Steppe 23. Shoulder Roll 1 1 4
Fire in the Steppe 30. Ryabishev's Escape 1 1 3
Fire in the Steppe 38. Brushed Aside 1 1 4
Fronte Russo 13. Suicide Squeeze 1 1 4
Heroes of the Soviet Union 19. Stalingrad Fire Brigade 3 1 3.3
March on Leningrad 02. Sol'tsy: The Prelude 5 3 4
March on Leningrad 05. Sol'tsy: Red Heat 3 2 4.3
Panzer Grenadier 14. Night Ride through the Caucasus 3 2 3.3
Panzer Grenadier 19. Gaytolovo 3 1 2.8
Panzer Grenadier 23. Teploye 3 1 3.3
Panzer Grenadier 28. Defense of the Motherland 3 1 3
Panzer Grenadier 35. A Dangerous Situation 2 1 3.3
Panzer Grenadier 37. Vorontsovo I 2 1 2
Panzer Grenadier 38. Vorontsovo II 3 1 3.5
Panzer Grenadier 39. Vorontsovo III 2 1 2.7
Panzer Grenadier 51. The Bridge at Borisov 2 1 3.3
Power of the East 06. Battle of Baintsagan 2 1 3.7
Power of the East 11. Desert Blitzkrieg 1 1 2.5
Red Warriors 03. Unleashing the Red God 2 1 3.5
Red Warriors 11. Mounted Mischief 4 3 3
Red Warriors 17. Nikitinka Station 3 1 4
Red Warriors 18. Shanaurin Strikes Back 1 0 ---
Tank Battles 23. Operation MARS Scenario # 11: Hell's Fury III 3 4 2.5
Tank Battles 24. Operation MARS #12: Shanaurin's Drive I: Chicherinka 8 5 2.7
Tank Battles 25. Operation MARS #13: Shanaurin's Drive II: Almost at Gorodina 3 2 2.3
Tank Battles 26. Operation MARS #14: Shanaurin's Drive III: The Beachhead 2 2 1.5
Tank Battles 28. Operation MARS #16: Shanaurin's Drive V: Nikitinka Station 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
White Eagles 13. Borderlands 5 2 3.2
Workers and Peasants 10. Unrealistic Expectations 1 1 4
Workers and Peasants 21. Turning the Tables 1 1 4

Display Games (14)

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