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Jungle Fighting #25 - Mt. Austin VII North Wind #10 - Hellcats Boxed
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Beyond the Prut
Army Group South Ukraine #4
(Defender) Romania vs Soviet Union (Attacker)
Formations Involved
Romania 5th Cavalry Division
Soviet Union 294th Rifle Division

Overall balance chart for AGSU004
Side 1 1
Draw 0
Side 2 1
Overall Rating, 2 votes
Scenario Rank: --- of 598
Parent Game Army Group South Ukraine
Historicity Historical
Date 1944-04-26
Start Time 05:00
Turn Count 24
Visibility Day
Counters 102
Net Morale 0
Net Initiative 2
Maps 3: 18, 6, 9
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 158
AAR Bounty 163
Total Plays 2
Total AARs 1
Battle Types
Road Control
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Army Group South Ukraine book
Battle of the Bulge maps
Eastern Front maps + counters
Road to Berlin maps + counters

With its high banks lined with woods and swamps, the Prut River was a formidable barrier that provided a natural anchor for the Soviet east flank. The day after the offensive at Iasi started, the Soviet 78th Rifle Corps moved forward from the Prut with minimal tank support to secure the previous day's gains. Their instructions were to keep the enemy in front of them and not allow any enemy infiltration of the line.


The terrain totally frustrated the Soviet tankers, forcing the infantry to advance alone. But the Romanian cavalry attempting to intercept them had trouble making contact, so the Soviets were able to push forward. While casualties were light, both sides were forced to spend time ejecting enemy elements that had infiltrated their lines. By nightfall the Soviet line had advanced almost 2 miles.

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
Soviet Union Order of Battle
Army (RKKA)
  • Mechanized
  • Towed

Display Errata (1)

1 Errata Item
Overall balance chart for 951

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

(plloyd1010 on 2015 Jul 31)

Display AARs (1)

Fierce Fight in the Forest
Author waynebaumber
Method Solo
Victor Romania
Play Date 2017-07-16
Language English
Scenario AGSU004

This action has the Romanian 5th Cavalry Division trying to hinder the Soviet advance. The Russian forces outnumber the Romanians but have tricky terrain to advance through and also have the difficult VC's to chase. The cavalry advance guard will have to slow the Soviet advance until the bulk of the division arrives to support them, so they deploy mainly on the edge of the woods on board 9, with a few platoons thrown forward to cause the Russian's deploy from march order. The Soviets deploy in three groups with the central force being the stronger. The initial turns were spent in moving the to contact, the Soviet forces brush aside the initial Romanian platoons and advance to the tree line, the next few turns see little fighting as the Cavalry retire slowly through the wood, meanwhile the reinforcements have arrived and have begin to dig in on the road, as the advance guard pull back to the end of the wood they halt to face the Russian sledgehammer. The Soviet attack so far had been well handled but disruptions were starting to effect the cohesion of the Red Army. However confidence was still high in the upper echelons of the Soviets as their INF & SMG units assault the Romanian line. The Romanian line holds pretty firm and in fact the cavalry launch two old fashioned charges which tie up a Russian INF company. As the Russian flanking forces emerge from the woods they are met by the final Romanian reserves and intense mortar fire, the battle now became a series of individual assaults all over the map. During this phrase of the battle both commanders were killed, the Romanian COL leading his men in a third charge the Russian COL killed by a stray shell from the meager Romanian OBDA. The heart of the Romanian defense were two dug in HMG platoons both supported by nearby cavalry forces, these two outposts one each end of the road, were going to hold out till the end of the game thereby gaining a Romanian minor victory. Cracking scenario this going all the way to the last turn, the Soviet commander prehaps erred by trying to assault his way through the Romanian lines were maybe moving close and using firepower would have been the better option.

2017-07-16 20:44

A five is high praise from Wayne Baumber! Can you elaborate a bit on what in particular really made this scenario great? Was it just the tension up until the last turn?

2017-07-18 07:15

A good question Shad, any 4+ rating from me means that its a pretty good scenario, this one got a 5 because it was fun to play, was tense towards the end and was far better than my expectations. I rate scenarios as follows, A 1 is a totally unplayable as it stands scenario, or badly written VC's or special rules which effect the games enjoyment and balance. A 2 rating means there are flaws with the scenario, which effect balance or enjoyment as above but to a lesser degree, 3 is your average PG fare with no huge issues in regards to balance or VC's but no huge wow factor either. 4's are good scenarios fun to play and usually but not always well balanced. A 5 is a 4 which has just ticked all my boxes on that particular day, I suspect that if time allowed and I went back to some of my 5 rated games they may drop to a 4 and vice-versa. I would be interested to see how many people read the AARs before playing a scenario, I tend not to normally but will read them after the game.

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