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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Armata Romana

Armata Romana boxcover
AP Series Panzer Grenadier
Designers Bennighof,
Ward
Game Type Expansion
Format Book
Release Date 2018-05
Availability In Print
Scenarios 20
Counters 98
Counter Type Die-cut
Maps 0
Tour Veterans
Armata Romana Tour of Duty Ribbon
Overall Rating, 44 votes
5
4
3
2
1
3.45
Expansion Rank: 64 of 117
Popularity: Ownership & Activity
Status Owned by 10% Played by 3% AAR'd by 3% Medaled by 1%
Rank 84th of 168 95th of 156 84th of 153 84th of 94
Expansion Game Requirements & Playability
20/20 Armata Romana
20/20 Fire in the Steppe
Display
Balance:



Overall balance chart for Armata Romana
Total
Side 1 22
Draw 9
Side 2 13
box back

At the moment German troops launched their surprise invasion of the Soviet Union in June 1941, Romanian dictator Ion Antonescu declared a “holy war” against the Communist regime. A half-million Romanian soldiers participated in these early campaigns, fighting fierce battles in Bessarabia, at Odessa and in the Crimea.


Display Scenario List (20)


Display Order of Battle

Germany Order of Battle
Heer
Romania Order of Battle
Armata Română
  • Motorized
Soviet Union Order of Battle
Army (RKKA)
  • Misc

Display Relevant AFV Rules

AFV Rules Pertaining to this Game'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
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.
  • Armored Trains: see Rule 15.2 ~ 15.22

Display Errata (5)

5 Errata Items
Errata item for metfan

The word "displaying" is misspelled on the back of the scenario book. (It's in the second paragraph.) Perhaps this increases the collectability of this volume if the error is fixed in later printings?

(metfan on 2021 Sep 14)
Scen 2

This scenario has river crossing numbers and a major river, but no engineers! (see Rule 5.7: major rivers can only be crossed at bridges or with engineer assistance). Let all units attempt to cross as if an engineer were there (boats, fords, pre-planned wading attempts, etc.) using the crossing numbers as if an engineer were present.

(Shad on 2018 Nov 13)
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 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 Nations (3)

Nations at War - Scenario Appearance Percentages
Romania
100%
Romania
Soviet Union
100%
Soviet Union
Germany
10%
Germany

Display Battle Types (13)


Display Conditions (5)

Errors? Omissions? Report them!
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