Panzer Grenadier Battles on November 21st:
Desert Rats #16 - The Panzers Pull Back Desert Rats #19 - The Panzers Return
Desert Rats #17 - The Tomb Of Sidi Rezegh Jungle Fighting #7 - Line Of Departure
Desert Rats #18 - A Pibroch's Skirl South Africa's War #5 - Irish Eyes
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False Hope
Army Group South Ukraine #2
(Attacker) Germany
(Defender) Romania
vs Soviet Union (Attacker)
Formations Involved
Germany 79th Infantry Division
Romania 5th Infantry Division
Soviet Union 103rd Tank Brigade
Soviet Union 180th Rifle Division
Display
Balance:



Overall balance chart for AGSU002
Total
Side 1 1
Draw 2
Side 2 0
Overall Rating, 3 votes
5
4
3
2
1
3.67
Scenario Rank: --- of 940
Parent Game Army Group South Ukraine
Historicity Historical
Date 1944-04-25
Start Time 09:30
Turn Count 20
Visibility Day
Counters 103
Net Morale 0
Net Initiative 0
Maps 2: 24, 25
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 165
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Urban Assault
Conditions
Off-board Artillery
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Army Group South Ukraine Base Game
Eastern Front Counters
Elsenborn Ridge Maps
Road to Berlin Counters
Introduction

After being rebuffed in their efforts to secure Targu Frumos earlier in the month, the Soviets paused to regroup. Second Ukrainian Front formed a new battle plan that involved limited-scale assaults on and around the town of Iasi to draw in and pin down the German mobile units there before resuming the main effort to the west. On the 24th the Soviets conducted active reconnaissance, and the next day the assault troops launched an attack on the town of Tautesti.

Conclusion

Things went better than expected as a Romanian rifle regiment broke, allowing the Soviets to pour through the opening. German reinforcements were quickly called in, but they had to travel two miles to reach the battlefield and that gave the Soviets enough time to severely compromise Axis defenses. But the Soviet success proved illusory; within a week they would be pushed back to their starting positions having been unable to pin or wear down the German mobile formations.

Additional Notes

There were no Romanian wagons in the PG universe when this game was released. Players may either substitute German 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
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable

Display Order of Battle

Germany Order of Battle
Heer
  • Mechanized
  • Towed
Romania Order of Battle
Armata Română
Soviet Union Order of Battle
Army (RKKA)
  • Mechanized

Display Errata (5)

5 Errata Items
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 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)
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 (2)

I'm Not Dead Yet
Author Matt W
Method Solo
Victor Germany, Romania
Play Date 2012-10-21
Language English
Scenario AGSU002

Fans of Monty Python will recall those words as some of the first lines delivered in the feature film "Monty Python and the Holy Grail". Spoken by a supposed victim of the plague being carried out to a cart bearing corpses to a medieval disposal, they acurately portray the performance of the Romanians in this enjoyable romp of a scenario.

A full regiment of Soviet infantry supported by a company of T-34s bears down on a battalion of shaky Romanian infantry holding a town. The Soviets need to cover the width of 1 1/2 boards prior to reaching the town so organized movement and the avoidance of any significant delays is imperative. The Romanians know this a put an entire third of their infantry (three platoons) in the woods along the north south track to delay the Soviets. These troops will be doing well if they can cause some units to have to assault for more than one turn. Meanwhile the Romanian AT gunners await the T-34s and have set up a potential crossfire commanding the entry areas to the town from the north. The Romanians all must think "delay" as a German battalion with armor support and higher morale than the Soviets is expected somewhere around halfway through the scenario.

The expectation is that the Soviets will invest the town, ejecting the Romanians but be so disorganized by the "victory" that the Germans along with the remnants of the Romanians will be able to fight their way back in making for a pretty see saw battle.

As in all things, these plans do not survive contact with the enemy.

The Soviet advance looks terrifying for three turns, then it runs into the sacrificial lambs in the woods. They cause some losses to the Soviets through Op Fire and then hold out for 4-6 turns meting out numerous disruptions and demoralizations. Due to the delays in taking out the lambs, the Soviets decide to send the tanks and whatever forces they can shunt around the lambs towards the town. The tanks with a higher movement factor get there first and immediately experience the crossfire works and one step of T-34s is vaporized. The approaching infantry force is likewise "savaged" by the Romanian artillery (a mortar and a 75mm both with only 8 factors) and the track is strewn with Soviet infantry trying to get their mojo back.

Finally around turn 7 the Soviets are able to generate an assault at the northernmost town hex of the large town (the Romanians did NOT try to defend the smaller hilltop town expecting that, if the Soviets chose to take it they could be ejected by the late arriving Germans. The Soviet assault does not do much and the attackers are disrupted. The Romanian Capitan decides to show the Germans, who have yet to even show up in the far, far distance, that Romanian forces have not given up and are not "dead yet". The AT gun and HMG in the assaulted hex are joined by the Romanian engineers who manage an counterassault on the 13 column and cause the demoralization of the entire Soviet force. While this left the next town hex held by only one platoon of infantry, the Romanians still had reserves to use and the Soviets were spread out trying to recover or arriving late from the attack on the lambs.

In the final analysis the arrival of the Germans and their StGs became the reason for the Soviets to run away. Until then, despite the fact that the Romanians continued to have by far the better of the fight and probably could have pulled a minor victory out in any event due to their brave counterassaults but the German forces were able to stretch to the east and sweep the Soviets away from the town, isolating their forces in the town which were cleaned up over time by the Romanian engineers and the German combined arms.

I always enjoy a scenario that plays out in a manner very different than planned and this was exactly that kind of play. It was a lot of fun for the Romanian and remarkably frustrating to the Soviet. I give it a "4".

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Another exciting tussle
Author waynebaumber
Method Solo
Victor Draw
Play Date 2016-03-09
Language English
Scenario AGSU002

This scenario has a Romanian regiment defending a town against a stronger Soviet force with T34 support, however a German battle-group should arrive during the game to offer support to their fragile allies. The Romanian commander decided to set up defending the town on board 24 and to only have two small outposts on each flank, both with ATG's in an effort to get some flanking shots on the T34's. The Soviets advanced almost unopposed towards the town, detaching units to deal with the flank outposts. One of these collapsed immediately and the survivors fled back to the town. The other outpost stubbornly held out till the end of the game thus tying up several Soviet units which would have been more use in the battle for the town. The German reinforcements arrive only 30 minutes late but already half the town was being contested and several town hexes were controlled by the Russians. The Germans went on the counter attack and paid a heavy price 3 GREN platoons being destroyed by Russian artillery and HMG. However they pushed the Soviet forces back, destroying a T34 platoon who with its supporting INF had been isolated and surrounded in the town. The remaining T34s and the German STUG then had a tank duel on the outskirts of the town, but both sides failed to inflict and damage on each other, it was left to the German 50mm ATG to show the tankers how to shoot destroying the Soviet command tank and forcing the rest to retire, however a parting shot did knock out 2 STUG's. Meanwhile the town battle had developed into a stalemate with neither side able to destroy the other. As this was a solo battle I had not kept an eagle eye on VP's during the game but thought that the Soviets had just done enough to get a minor victory however I knew it was close and at Game end so it proved, as the final tally had the Red Army 4 VPs ahead of the Axis forces but just 1 off for a minor win. Good solid scenario appears balanced but that will depend on when the German support arrives, I am sure that the Soviet player in a FtF game would have managed to win this by getting that final VP.

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