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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Fontana Alba
Armata Romana #1
(Attacker) Romania vs Soviet Union (Defender)
Formations Involved
Romania 2nd Calarasi Regiment
Soviet Union 164th Rifle Regiment
Display
Balance:



Overall balance chart for ARom001
Total
Side 1 0
Draw 2
Side 2 1
Overall Rating, 3 votes
5
4
3
2
1
3.33
Scenario Rank: --- of 940
Parent Game Armata Romana
Historicity Historical
Date 1941-06-22
Start Time 06:00
Turn Count 26
Visibility Day
Counters 64
Net Morale 1
Net Initiative 1
Maps 2: 4, 7
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 166
AAR Bounty 171
Total Plays 3
Total AARs 1
Battle Types
Urban Assault
Conditions
Off-board Artillery
Reinforcements
Scenario Requirements & Playability
Armata Romana Base Game
Fire in the Steppe Maps + Counters
Introduction

On Romania's northern flank, the understrength 3rd Army faced the much stronger Soviet 12th Army. Even though the Red Army's Gen. P. G. Ponedelin and his staff faced extreme danger from German flanking attacks, they responded sharply when the Romanians advanced into their former province of Northern Bucovina. Despite German condescension, and the fact that Romania had yet to declare war, both sides proved very willing to spill blood over "national" territory.

Conclusion

The Romanian cavalrymen took the village of Fontana Alba in the morning, meeting 8th Cavalry Brigade's objectives. But around noon the Soviets counterattacked in force and drove them back out. The Red Army in this sector put up spirited resistance, but eventually had to pull back due to defeats elsewhere.

Additional Notes

This scenario is a revision of Eastern Front Deluxe, scenario 3 "Fontana Alba" and is playable with pieces & maps from Eastern Front Deluxe.

Romanian wagons are available at Avalanche Press, in the Daily Content archives. The article Moving the Armata Romana links to a pdf download, and contains suggestions for creating the counters.


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

Display Errata (2)

2 Errata Items
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 (1)

Another town fight!
Author Grognard Gunny
Method Solo
Victor Draw
Play Date 2023-04-13
Language English
Scenario ARom001

The Russians deployed defending their river border but it was defended thinly and the Russian Commander didn't think it would hold long. The next stage was an orderly retreat toward the town with the Romanians in hot pursuit. The calvary won the race to the town. Well, most of it anyway. The rest of the scenario was the Russians holding on until the reinforcements could come up. Once the reinforcements were in play, the Romanians were forced to retreat into the town for a last ditch "holdout". The Romanians held out long enough for the draw.

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