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!
A Slow Response
Romanian Soil #6
(Attacker) Germany
(Attacker) Romania
vs Soviet Union (Defender)
Formations Involved
Germany Grossdeutschland Division
Romania 7th Infantry Division
Soviet Union 93rd Guards Rifle Division
Display
Balance:



Overall balance chart for RoSo006
Total
Side 1 4
Draw 0
Side 2 0
Overall Rating, 3 votes
5
4
3
2
1
4.33
Scenario Rank: --- of 913
Parent Game Romanian Soil
Historicity Historical
Date 1944-04-10
Start Time 11:00
Turn Count 20
Visibility Day
Counters 116
Net Morale 0
Net Initiative 2
Maps 3: 14, 18, 5
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 171
AAR Bounty 165
Total Plays 4
Total AARs 2
Battle Types
Exit the Battle Area
Urban Assault
Conditions
Off-board Artillery
Reinforcements
Scenario Requirements & Playability
Eastern Front Maps + Counters
Red Warriors Counters
Romanian Soil Base Game
Road to Berlin Maps + Counters
Introduction

After pushing aside a rifle division at Podu Iloaie, Grossdeutschland replaced the shock units with new ones and continued westward. Among the shock units were a group of Romanians with an attitude, riding on the lead tanks. Initially little opposition was encountered as the 93rd Guards Rifle Division was still trying to re-orient itself to meet this new threat.

Conclusion

The Soviets still lacked the ability to respond rapidly to changing conditions on the battlefield. This led to the majority of 93rd Guards Rifle division being trapped behind enemy lines, leaving Targu Frumos inadequately defended. Most of the pocketed Soviet soldiers managed to work their way back to friendly lines over the next few days.


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).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • 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
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).
  • Unarmored Weapon Carriers: These are unarmored halftracks (Bufla and Sk7/2) or fully-tracked vehicles (Karl siege mortar) with mounted weapons. All are mechanized, except the BM-13 (Katyusha rocket launcher mounted on a truck). They are weapon units, not AFV's, so they are never efficient and cannot be activated by tank leaders. (SB)

Display Order of Battle

Germany Order of Battle
Heer
  • Motorized
  • Towed
Romania Order of Battle
Army
  • Foot
Soviet Union Order of Battle
Army (RKKA)
  • Foot
Guards
  • Motorized

Display Errata (5)

5 Errata Items
Scen 6

PzVIe should be PzIVe

(mike perryman on 2011 Jan 29)
Overall balance chart for 20

The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)
Overall balance chart for 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)
Overall balance chart for 484

Liberation 1944's Tiger movement and armor ratings are backwards. They should be Armor 7 and Movement 5.

(petermc on 2014 Feb 14)

Display AARs (2)

Get Yer Dramamine, It's a Bumpy Ride
Author Matt W
Method Solo
Victor Germany, Romania
Play Date 2011-02-18
Language English
Scenario RoSo006

After I graduated from college I went to visit a friend on the Outer Banks of North Carolina. It was at this point that I learned that I was susceptible to motion sickness. If you are similarly afflicted, this AAR may be a tough read. Be sure to have the appropriate medication. But, PLAY THIS SCENARIO!!

This appears to be a simple scenario. A blocking force of Soviets tries to hold onto some small towns in their immediate front and a large hill about two kilometers behind those towns. They set up in depth and have some reason to believe that they will receive reinforcements. They are heavily endowed with AT weaponry, unfortunately none of it of sufficient heft to harm the coming Panthers and Tigers so cross fire is necessary.

The Germans enter in two waves. The first has the benefit of lots of halftracks and the second comes in trucks. Both groups have 15 (3 platoons) of armored nastiness. The first group has Panthers and the second Tigers. The have to clear the towns, kill some Russians, keep from being killed, clear the road and exit the board. At least three of those objectives gets them a victory.

Usually when I play a scenario there is a tipping point. Let me emphasize that, A tipping point. In this one (thus the 5 rating), there were tipping points almost every other turn after contact. Permit me to explain.

The Germans enter the board (with those daredevil Romanian tank riders) and move quickly to invest the first town which has a token force in place. Surprisingly, the tokens hold up for an entire hour, but no matter, there is plenty to move on to the second town, that is until they blow the advancing infantry out of the water (first tipping point, possible German losses too high). After that turn, however, the German leaders get everything back on track and the second town is taken with strong halftrack support (second tipping point, Germans acheive town clearance in only 2 hours, leaving three hours to pursue other objectives, losses high but not so high as to indicate they will lose this objective).

On to the hill, which if you know your boards is a REALLY big hill. The Soviets have been firing away with their AT rifles carefully placed to guarantee that when the 76s and 57s fire they have cross fire bonuses. After a few turns of watching their shells bounce wildly off the Panthers they change targeting to the halftracks and find them to be a better general target (tipping point - here come the German losses again), but this also unmasks them for the German OBA which was particulary lethal (tipping point, the AT menace quickly passes - seasick yet?)

Bereft (a significantly underused word) of their AT support the Soviets wail in despair as the Tigers come chugging up the hill but wait (tipping point alert) is that 2 companies of support coming up from the south? Of course, the Soviets roll a six for these variable reinforcements on the first two turns possible. The race is on for the hill's summit.

The Tigers reach the summit first, followed closely by the Panthers and a motley assortment of Romanian and German infantry which came on the flanks to invest the remaining AT guns and supporting infantry. The Germans have now obtained both the town and Soviet loss objectives and have only lost ten steps with 7 turns to go and a crumbling Soviet position. It appears that the Soviet reinforcements have arrived too late. But (oh, you knew that was coming didn't you?). A Soviet captain rallied some of the reserve forces that were kept behind the slope for just such a purpose and they gamely assault the Tigers. They were slaughtered but they pinned the Tigers for the turn or two necessary to get the reinforcements in place. The Germans sensing yet another tipping point, desperately tried to get their infantry through to the Tigers which had penetrated to the reverse slope but we couldn't have a tipping point if they actually got through.

The Soviet reinforcements arrive and enter the assault against the Tigers and (tip) destroy five of them (2 steps). We go from ten to fourteen losses in 15 minutes. The early arrival of the reinforcements for the Soviets has given them the chance to win the scenario! However (kind of like "but" in its literary effect, but with more letters), unnoticed in all of the seesaw occurences, the Soviets have not managed to get anymore of their reinforcements to enter the board and we are now late enough in the scenario that any that arrive may not have any effect anyhow.

The Tigers remain trapped behind a wall of Soviet troops but are dealing out more damage by far than they are taking and the Russians begin to worry that they may not get that last two step losses on the Germans to take the victory away. Considerations of exiting German troops are now gone due to the little time remaining and the Soviets have no worries about the Germans clearing the road since they can just fall back (foreshadowing alert!). So the Soviets begin taking chances to gain that last step kill and (tipping point, again, and somewhat monotonous to type) throw in their last reserves on turn 17 (of 20) and see that "6" on the assault roll, giving them one more Tiger step (2 tanks) and what appears to be a sure victory (yes I said "appears" and the careful reader will have noticed who won the scenario).

The remaining Soviets began leaving the hilltop to ensure that the road remained covered with undemoralized troops and the Germans, in a fit of pique, took a shot at the Soviet major with the OBA while their polyglot (German and Romanian) infantry raced after the Soviets in what appears to be a foregone conclusion. Of course, (tipping point,dizzy yet?) the OBA is tremendously effective and actually kills the major,decapitating the Soviet force, and consequently immobilizing it, while still in range of the German force, which proceeds to clean up the road, finally clearing the last Soviet disrupted infantry from the road with the last possible assault in the shadown of the hilltop with the damaged Tigers in full sight.

There was a LOT going on in this one and I didn't even mention the early fog of war rolls in the early turns of the scenario that convinced me that the Germans didn't really stand a chance unless they kept their losses down. Like a good book, the story that was unravelling was too good to put down and I played the entire scenario in one sitting. Yes, it's a five, with oak clusters, or something. The whole GD series of scenarios seems incredibly well crafted and even has those goofy yellow pieces in play (anyone viewing my profile can seem my affinity for the Romanians). I can't say enough to recommend this one. Enjoy. And stock up on the dramamine...

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Romanian Soil, scenario #6: A Slow Response
Author JayTownsend
Method Solo
Victor Germany, Romania
Play Date 2011-06-14
Language English
Scenario RoSo006

I played this one based on another gamers AAR & ranking over on PG-HQ. It has three nationalities, German, Romanian & Soviet. I really am drawn to scenarios that have more then two nationalities. The Germans have 5 objectives and the whole games victory conditions are based on how many they obtain. The Axis is the attacker and the Soviets are the defender with both sides receiving reinforcements dependant on the dice rolls.

In my game the Axis first cleared the town hexes which took more then half the game, reduced the Soviet steps by far more then the required 10 steps and kept their own losses under 15 steps but only by one step. Both sides received some reinforcements, the Axis on turn 9 and the Soviets on turns 12, 14 & 19. The Germans were not able to clear the road due to the Soviet late reinforcements nor were they able to get 20 steps off the west edge of the board, so they achieved 3 out of 5 victory objectives for a minor victory. You know it is tough combat conditions when the Soviets even loss a BM-13 rocket launcher truck unit! Fun stuff, this scenario!

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