Armour Battles – Collated German Statistics

All the German statistics collated for Armour Battles.

Tiger I

The Tiger I is a formidable heavy tank. Armed with an 88L56 gun, the Tiger can pick off enemy armour from long range and its heavy armour provides excellent protection against anti-tank weapons and artillery. Prone to breaking down when it makes double or triple moves, the Tiger is best moved slowly.

Training: Regular

Move: Average 6+1D

Reaction: 7D

Weapon: 88L56 Gun

  • Range: 10/20/40
  • FP: 9D AT: 10D

Notes: The Tiger I is mechanically unreliable. If it rolls more 1s than 6s on a double or triple move, it breaks down and cannot move this turn. It may still fire. Next turn it can be repaired using a Command Dice or a Staff Order. It cannot move on the turn it’s repaired, but it may move again the following turn.


Powerful and rightly feared by the Americans, the Panther is well armed and armoured. While resistant to damage, the Panther is not invulnerable when fighting superior numbers of enemy tanks. Try to avoid letting the US tanks manoeuvrer into your flank and rear zones.

Training: Regular

Move: Average 6+1D

Reaction: 7D/6D

Weapon: 75L70 Gun

  • Range: 9/18/36
  • FP: 8D AT: 9D

Notes: The Panther’s sloped armour gives it 7D Reaction against frontal attacks. When fired at in the flanks/rear or when hit by artillery, its Reaction is reduced to 6D.

Panzer IV H

The workhorse of the German army, the Panzer IV is a good all round tank. Its 75L48 gun has good anti-tank ability that is superior to the M4 75mm, and is a match for the M4 76mm.

Training: Regular

Move: Average 6+1D

Reaction: 5D

Weapon: 75L48 Gun

  • Range: 8/16/32
  • FP: 7D AT: 8D

Sturmgeschütz III

Designed with a low profile, the Stug III benefits from an increased Reaction Dice over the Panzer IV, and is armed with the same gun. However, its lack of a turret restricts it to a 180° fire arc. As the Stug often has to move so that it can fire at units outside of its fire arc it is likely to trigger opportunity fire. Because of this the Stug is best used to support the Panzers rather than fighting in the front line.

Training: Regular

Move: Average 6+1D

Reaction: 6D (includes bonus for low profile)

Weapon: 75L48 Gun

  • Range: 8/16/32
  • FP: 7D AT: 8D

Notes: Restricted to 180° fire arc.

SdKfz 234/2 Armoured Car (Puma)

Fast and armed with a 50L60 gun, the Puma lacks the armour protection of the Panzers. The Puma is good for moving around the enemy’s flanks, and it can use its beak off ability to get itself out of trouble when attacked.

Training: Regular

Move: Fast 6+1Dx2

Reaction: 4D

Weapon: 50L60 Gun

  • Range: 7/14/28
  • FP: 5D AT: 6D

Notes: Recon. Break Off.

105L28 Howitzer

The 105mm howitzer provides off-table artillery support. Use it to suppress and knock out the lighter US tanks or use a smoke screen to block fire from the American vehicles.

Training: Regular



Weapon: 105L28 howitzer

  • Range: Off-Table. Burst Radius: 4”
  • FP: 4D AT: 4D

Notes: Artillery Suppression. Units must roll more 6s than your artillery to avoid being suppressed.

About Jim Bambra

Jim has designed and developed a wide variety of games such as Warhammer Fantasy Battles, Warhammer 40,000, Star Wars Miniatures, Warhammer Fantasy Roleplay, Dungeons and Dragons, Star Frontiers, GURPS, Star Wars, and TORG. In addition to tabletop games, Jim has also developed games for PCs and consoles: Special Forces, Warzone 2100, Conflict: Desert Storm I & II, the Great Escape, Conflict: Vietnam, and Conflict: Global Storm, amongst others.

Combat HQ is his latest set of rules. It grew out of Jim’s desire to play a fast moving World War Two miniatures game that not only required him to make decisions as an army commander, but also contained sufficient detail to capture the intricacies and complexities of World War Two combat in an entertaining manner.

Jim lives in Fuerteventura where he plays a wide range of games from miniature wargames to video games. In his spare time he likes to read, teach Aikido and go walking with his dogs.

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