Panzer Grenadier Battles on April 27th:
Arctic Front Deluxe #40 - Children's Crusade Broken Axis #14 - Târgu Frumos: The Second Battle Scenario 3: Sledge Hammer of the Proletariat
Army Group South Ukraine #6 - Consternation Road to Berlin #73 - She-Wolves of the SS
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Crimean Winter
Eastern Front #100
(Defender) Romania vs Soviet Union (Attacker)
Formations Involved
Romania 18th Infantry Division
Soviet Union 320th Rifle Division
Soviet Union 55th Tank Brigade
Display
Balance:



Overall balance chart for EFDx100
Total
Side 1 2
Draw 0
Side 2 3
Overall Rating, 5 votes
5
4
3
2
1
3.4
Scenario Rank: 473 of 913
Parent Game Eastern Front
Historicity Historical
Date 1942-02-27
Start Time 08:00
Turn Count 36
Visibility Day
Counters 67
Net Morale 0
Net Initiative 1
Maps 2: 5, 8
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 84
AAR Bounty 159
Total Plays 5
Total AARs 3
Battle Types
Inflict Enemy Casualties
Road Control
Rural Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
Eastern Front Base Game
Introduction

The Soviet 44th Army in the eastern Crimea continued its attempts to drive forward to the besieged fortress of Sevastopol. A major offensive began in late February, with the heaviest effort coming on the northern part of the front, where the Romanian Vi Corps held the line.

Conclusion

The Soviets pushed the Romanians back for several kilometers but could not force a total breakthrough. the 18th Infantry Division was exhausted, but still able to but up a fight in prepared positions. German and Romanian reinforcements would counter-attack the next day.

Additional Notes

There are no Romanian trucks or wagons provided in the game. Players may either substitute German trucks and wagons, or download the the DIY counters for Romanian transport from Avalanche Press.


Display Relevant AFV Rules

AFV Rules Pertaining to this Scenario's Order of Battle
  • 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)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable

Display Order of Battle

Romania Order of Battle
Army
Soviet Union Order of Battle
Army (RKKA)

Display Errata (2)

2 Errata Items
Overall balance chart for 951

The reduced direct fire value in Kursk: Burning Tigers is 4-4.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (3)

Just another day at the office
Author Michael Murphy
Method Solo
Victor Romania
Play Date 2011-03-02
Language English
Scenario EFDx100

I played this one solo setting up the Romanians in three clusters, each of which was placed midway between boards 8 and 5. I planned for an attack straight up the middle along the road. It took the Soviets about an hour and a half to move into position. During that time the Romanians managed to kill a couple of tank steps using those much maligned 47's. Of course, crappy BT-7's don't take a whole lot of abuse to begin with. Killing a couple of half platoons wasn't a big deal.

The Soviets used their artillery to "soften up" the line but without any notable success. The PBI managed to fight their way into and through the (strongest) middle position. The cost, while not exceptional, was enough to throw the whole assault into disarray. Meanwhile, the flanking Romanian companies fell back to the western side of board 8. The northern company got chewed up but the southern company remained relatively intact.

At this point, about halfway through the scenario, I realized that both sides were nearing physical exhaustion. I was also getting a bit tired of this one as well. Consequently, I decided that while both sides had inflicted moderate casualties, I would award the win to the Romanians. They had enough men left to put up a stiff fight, at least for a couple of turns. The Soviets were becoming more disorganized as casualties took their toll on the advance. I figured that the Soviets had indeed pushed back the Romanians, but not by a whole lot. That matched the after action report in the scenario book.

All in all, it was just another day at the front for both sides.

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Punching Through
Author TheDoctor
Method Solo
Victor Soviet Union
Play Date 2014-02-18
Language English
Scenario EFDx100

Setup: The Romanian setup three roadblocks spread out across the road on Board 8, with their force equally split into the roadblocks. Each roadblock has a 47mm gun, a HMG, and a few infantry to stop the Soviets from clearing the road.

Play: The Soviets enter on the first turn on the eastern map edge, moving along the road so that the slow moving HMG's can keep up with the rest of the force. At the edge of the first 47mm's range, the light tanks hold back and the infantry and lone T-34 move up the first roadblock. As they approach, the Soviets split off half their group to launch an attack against the second roadblock.

The Romanians take opportunity fire against the Soviets, but the Soviets survive well. The next turn, the Soviets are able to demoralize the gun, and it subsequently fails its morale check. After this the Soviets move up their light tanks and the T-34 moves up to aid the attack on the second roadblock. The light tanks and infantry assault the first roadblock as the other group approaches their target.

The T-34 led group arrives at the second roadblock and begin direct fire at the Romanians, again destroying the gun. Soon after they begin they assault as well. Two of the assaults go well for the Romanians, and require backup to finish off, while the other two stall, but eventually the Romanians crumble. The Soviets take an hour to recover their morale before moving to deal with the final road block. The Soviet repeat the same tactics as the first roadblock and quickly destroy the final Romanian roadblock, while taking an equal number of steps lost.

Result: Soviet Victory.

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Ivan Wins By Assault
Author KirkH
Method Solo
Victor Soviet Union
Play Date 2015-09-30
Language English
Scenario EFDx100

Romanians set up in two lines of defense. The forward line contained the AT units, the HMG's, and some infantry, while the second line consisted purely of infantry. The artillery and mortars set up behind the second line. The Soviets entered and moved west with their tanks using the fields in the south to cover their advance and their infantry split into two groups, one in the middle and one south with the tanks. The Romanian artillery was accurate, and the Soviet BT-5's and 7's were no match for the Romanian 47mm AT guns, so the Soviets took two AFV step losses in their advance. Also, with many turns ending prematurely due to fog-of-war, the Soviet advance was slow. Eventually the Soviets reached the Romanian defenses and eliminated all the AT guns via assault. They then moved through the Axis defenses systematically, eliminating each unit in turn. As the game approached the halfway point, both sides had eliminated ten steps of their enemy, the only question was whether the Romanians would be able to hold out until the end. As the turns passed the Soviets whittled away the Axis defenders so that by turn 28 they had all been eliminated, securing the Soviet victory. All in all not a bad scenario, but the Romanians need to hit the Soviets hard during their initial approach, as they simply don't have the numbers to hold on for 36 turns.

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