Tiger I
Rightly feared by the Allies, 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.
SdKfz 234/2 Armoured Car (Puma)
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
Training: Regular
Move: —
Reaction: —
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.
Panther
Training: Regular
Move: Average 6+1D
Reaction: 7D/6D
Weapon: 75L70 Gun
- Range: 9/18/36
- FP: 8D AT: 9D
Notes: Sloped armour.
Panzer IV H
Training: Regular
Move: Average 6+1D
Reaction: 5D
Weapon: 75L48 Gun
- Range: 8/16/32
- FP: 7D AT: 8D
Sturmgeschütz III
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.
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What next for Armour Battles.