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Reservist Nightmare
Armata Romana #5
(Defender) Romania vs Soviet Union (Attacker)
Formations Involved
Romania 35th Reserve Infantry Division
Soviet Union 95th Rifle Division
Display
Balance:



Overall balance chart for ARom005
Total
Side 1 0
Draw 2
Side 2 2
Overall Rating, 5 votes
5
4
3
2
1
3
Scenario Rank: 790 of 957
Parent Game Armata Romana
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
Hill Control
Inflict Enemy Casualties
Rural Assault
Surprise Attack
Conditions
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Armata Romana Base Game
Fire in the Steppe Maps + Counters
Introduction

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

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

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.


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

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 (3)

#5 Reservist Nightmare
Author Juiceman
Method Solo
Victor Draw
Play Date 2021-12-01
Language English
Scenario ARom005

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.

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Drive the Romanians off the Hills
Author treadasaurusrex (Soviet Union)
Method VASSAL
Victor Soviet Union
Participants Grognard Gunny (AAR)
Play Date 2024-12-30
Language English
Scenario ARom005

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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Got whupped!
Author Grognard Gunny (Romania)
Method VASSAL
Victor Soviet Union
Participants treadasaurusrex (AAR)
Play Date 2024-12-30
Language English
Scenario ARom005

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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