Panzer Grenadier Battles on June 1st:
Four-Five Commando #1 - South of San'aa Iron Wolves #9 - Iron Wolves
Chihuahua Incident #2 - Infantry Assault Lithuania's Iron Wolves #13 - Gates of Vilnius
Chihuahua Incident #3 - Cavalry Battle Lithuania's Iron Wolves #14 - Moscow Rifles
Chihuahua Incident #4 - Counterattack Lithuania's Iron Wolves #15 - Crossed Sabers
Divisione Corazzata #1 - First Tanks Lithuania's Iron Wolves #16 - Kaunas Airport
Divisione Corazzata #2 - Po Valley Lithuania's Iron Wolves #17 - Lithuania’s Last Stand
DAK '44 #10 - Out of Gas River Battleships #7 - Guns of Vilkovo
Armor of Saipan #1 - Massed Armor River Battleships #8 - Battle of the Delta
Grossdeutschland 1946 #2 - Dawn Strike River Battleships #9 - Upper Dnepr
Hammer & Sickle #35 - Avtomat Kalashnikov Secret Weapons #25 - Spring Offensive
Iron Curtain #15 - Avtomat Kalashnikov Secret Weapons #26 - Spring Offensive, Northern Flank
Iron Wolves #7 - Kaunas Stampede Secret Weapons #27 - Spring Offensive - Counterattack
Iron Wolves #8 - Bet Lietuvis Neprazus Secret Weapons #31 - Bitter Woods
Errors? Omissions? Report them!

Romania Forțele Navale Române Ardeal

Panzer Grenadier Headquarters Library Unit: Romania Forțele Navale Române Ardeal for Panzer Grenadier game series
Unit Counter Data
Historical Name Ardeal class monitor
Movement Class Misc
Movement Points 7
AFV Type River Vessel
Armor Rating 2
Anti-tank Fire 5-5 5-5
Indirect Fire 10-10 5-10
Overall Rating, 8 votes
5
4
3
2
1
3.75
Unit Rank: 373 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).
  • River Vessels: see Rule 15.2 ~ 15.22

Display Scenario List (6)


Display Games (2)

Percentage of Each Game's Scenarios Featuring this Unit
River Battleships
29%
River Battleships
Black Helicopters
20%
Black Helicopters
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