Reservist Nightmare Armata Romana #5 |
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(Defender) Romania | vs | Soviet Union (Attacker) |
Formations Involved | ||
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Romania | ![]() |
35th Reserve Infantry Division |
Soviet Union | ![]() |
95th Rifle Division |
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Overall Rating, 5 votes |
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3
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Scenario Rank: 790 of 957 |
Parent Game | Armata Romana |
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Historicity | Historical |
Date | 1941-07-08 |
Start Time | 07:00 |
Turn Count | 22 |
Visibility | Day |
Counters | 47 |
Net Morale | 0 |
Net Initiative | 1 |
Maps | 1: 2 |
Layout Dimensions | 43 x 28 cm 17 x 11 in |
Play Bounty | 146 |
AAR Bounty | 154 |
Total Plays | 4 |
Total AARs | 3 |
Duplicates | EFDx033 |
Battle Types |
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Hill Control |
Inflict Enemy Casualties |
Rural Assault |
Surprise Attack |
Conditions |
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Off-board Artillery |
Terrain Mods |
Scenario Requirements & Playability | |
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Armata Romana | Base Game |
Fire in the Steppe | Maps + Counters |
Introduction |
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Applying all force to the liberation of Bessarabia, the Romanian high command also called out six divisions of ill-equipped, ill-prepared and over-aged reservists. Only one of these was deemed fit for combat, and sent to the front with III Corps. Crossing the Prut without opposition, the second-line troops found themselves placed in the front line. When the Soviet command realized this, they laid on a fine reception. |
Conclusion |
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Unwilling and unready, the reservists did what they'd been trained to do: follow their leaders. Unfortunately for the Romanian command, the 35th's leaders headed straight for the rear areas and their men followed as best they could. Steadier regular units took over and advance on Kishinev resumed. |
Additional Notes |
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This scenario is a revision of Eastern Front Deluxe, Scenario 33 "Red Steel: Reservist Nightmare" and is playable with pieces & maps from Eastern Front Deluxe. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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2 Errata Items | |
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The reduced direct fire value in Kursk: Burning Tigers is 4-4. (plloyd1010
on 2015 Jul 31)
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Kommissars never get morale or combat modifiers. Ignore misprints. (Shad
on 2010 Dec 15)
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#5 Reservist Nightmare |
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The Soviet advance on the first hill was hampered by accurate Romanian fire that was helped by a Romanian Capitan with a combat modifier and a battery of 81mm mortars but the combination of Soviet mortars, OBA and DF from the two T-26 platoons helped eliminate the first objective, but it took 6 turns to do so. This delay allowed the rest of the Romanian Reservists to dig in on the second and third hill. Being dug in gave the Romanian forces a slight advantage on the second hill objective especially in assault as they used first fire to break up several Soviet attacks, further delaying the Soviets, which they could ill afford. In the end the Russians only achieved two objectives, they needed at least three to win a minor victory. |
0 Comments |
Drive the Romanians off the Hills | ||||||||||||||
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This was a 3-session play-through (22 game turns) with the resolute & stimulating, Grognard Gunny, leading defending elements of the Romanian 35th Reserve Infantry Division in hasty defensive positions on three hills. I commanded the attacking elements of the Soviet 95th Motorized Rifle Division. Both sides drew marginal sets of leaders. We used the FOW, consolidation, excess initiative and extended assault optional rules, along with the following two house rules: 1) Road Movement for Mechanized & Foot Units - All FOOT & MECHANIZED units may move on roads at the rate of 1/2 Movement Point (MP) per road hex, just like MOTORIZED units, and 2) Standardized Movement for Mechanized Units - All mechanized units may move through clear hexes at a movement cost of only 1 movement point (MP) per hex, instead of 1 1/2. Add one to this cost if moving up, across, or down slopes hexes. The initial session (game turns 1-4) featured the deliberate Soviet movement to contact, north of the east-west road where they were greeted with a significant amount of opfire that did surprisingly little damage. This was thanks in part to a mortar-deployed smoke screen on the northeast margins of the 21-hex hill, one the Russians drew into decisive range. Step losses for the Romanians were 4 and a leader was captured, resulting in a decline in their initiative level, while the Soviets lost 2 steps in a pair of fierce, adjacent-hex firefights. By session’s end, the Soviets had secured 3 hexes of the largest hill, and were on the verge of seizing 2 more, having driven back the Romanian’s supporting mortar platoon. Our second session (game turns 5-10) featured multiple, adjacent-hex firefights on the large hill, and the Soviets also moved to secure the south hill. The dwindling Romanian Reservists continued the brave fight on the big hill, but suffered 7 step losses, plus a leader casualty> while the Russians lost just one more step this session. So far, there have been no close assaults attempted by either side, but a great many morale recovery rolls were thrown. The Russians Kommissar has been extremely bust recovering demoralized units as the Bolshevik wave moves inexorably over the big hill. Twelve game turns remain to be played. The third session (game turns 11-15) featured the inexorable advance of the Commies, accompanied by many adjacent-hex firefights on the largest hill, leading to the inevitable loss of 20 Romanian steps, plus a leader, this session. My worthy and hard-fighting opponent conceded defeat at the end of the 15th game turn when it was apparent that there was no chance for a draw, or a Romanian victory. Score a Soviet minor victory for the Russian horde in this unbalanced scenario. A couple questions occurred to us: 1) Where is the Romanian artillery “firing over open sights” mentioned in the scenario writeup? Only the Soviets have off-board artillery and a pair of mortar platoons. 2) We assume that the 22-hex town that is supposed to be a hill, is only 20-meters high with no relief features on top – in other words – it is a flat mesa. Though this was fun to play with a challenging opponent, there is little chance of the Romanians pulling off a win in this rather unbalanced & overlong scenario. I give it a generous 3 in shared play and recommend it for SOLO play, only. |
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0 Comments |
Got whupped! | ||||||||||||||
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The Romanians had their hands full with the Russians on this one. The Russians simply pushed their way through the central hill and handed the Romanians their eviction papers. Not a very good scenario at all, not even for solo play |
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0 Comments |