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
Errors? Omissions? Report them!
Crossing Over
River Battleships #11
(Defender) Romania vs Soviet Union (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for RiBa011
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 913
Parent Game River Battleships
Historicity Alt-History
Date 1941-08-01
Start Time 01:00
Turn Count 22
Visibility Night
Counters 29
Net Morale 1
Net Initiative 1
Maps 1: 108
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 163
AAR Bounty 227
Total Plays 1
Total AARs 0
Battle Types
Amphibious Landing
Inflict Enemy Casualties
River Crossing
River Control
Prisoner Capture
Scenario Requirements & Playability
River Battleships Base Game
Introduction

The broad Dnepr River presented a serious barrier to the Axis advance, and without a river flotilla of their own the Germans and Romanians were forced to build extremely long pontoon bridges to get their forces across. That might have been easier with some river craft and monitors to protect them, but the Soviets would still have a say in the matter.

Conclusion

Ferrying troops across rivers was a primary task for the inland flotillas – the Soviet Volga Flotilla made the defense of Stalingrad possible by assuring a constant stream of reinforcements as well as ready fire support. Both the Germans and Romanians eventually threw pontoon bridges over the big river; the German-Romanian bridge constructed at Berislav in early September was the longest such structure ever built while under enemy fire.


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).
  • River Vessels: see Rule 15.2 ~ 15.22

Display Order of Battle

Romania Order of Battle
Forțele Navale Române
Soviet Union Order of Battle
Navy
Errors? Omissions? Report them!
Page generated in 0.347 seconds.