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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Gates of Chisinau
Armata Romana #7
(Attacker) Germany
(Attacker) Romania
vs Soviet Union (Attacker)
Formations Involved
Germany 172nd Reconnaissance Battalion
Romania 1st Reconnaissance Battalion
Soviet Union 47th Reconnaissance Battalion
Display
Balance:



Overall balance chart for ARom007
Total
Side 1 2
Draw 1
Side 2 0
Overall Rating, 3 votes
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Armata Romana
Historicity Historical
Date 1941-07-15
Start Time 07:00
Turn Count 18
Visibility Day
Counters 57
Net Morale 1
Net Initiative 1
Maps 2: 1, 5
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 162
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Covering Action
Exit the Battle Area
Meeting Engagement
Patrol
Scenario Requirements & Playability
Armata Romana Base Game
Fire in the Steppe Maps + Counters
Introduction

With the Soviet positions in front of Kishinev unhinged by the German LIV Corps' flanking move, the corps command sent a fast battlegroup drawn from recon elements to try to force a quick capture of the Bessarabian capital. The drive stalled when the Soviet recon elements anticipated the move.

Conclusion

The Axis attempts to speed past the Soviets failed, when prompt response blocked the road and the 47th Recon Battalion fought with great spirit. These particular Axis units had never operated together, though the Romanian officers probably had some knowledge of the German military terminology from the pre-war training given the Royal Armored Division by German instructors. This did not prove a problem in this action; rather, the Red Army had something to do with the Axis failure.

Additional Notes

This scenario is a revision of Eastern Front Deluxe, Scenario 44 "Red Steel: Gates of Chisinau" and is playable with pieces & maps from Eastern Front Deluxe.

6 of the trucks in this scenario should be Romanian. Romanian trucks 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).
  • 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.

Display Order of Battle

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

Display AARs (2)

Armata Romana: scenario Seven: Gates of Chisinau
Author JayTownsend
Method Solo
Victor Draw
Play Date 2021-08-08
Language English
Scenario ARom007

Armata Romana: scenario Seven: Gates of Chisinau

Now this scenario was better in my opinion then scenario six and an interesting matchup of unit type and three nationalities. Same objectives, the Romanians/Germans have to exit four or more units and the Soviets need to prevent this or eliminate more than six steps. I used actual Romanian truck counters I had downloaded a few years ago and added one Soviet truck to their mix as well, as they were obviously short one.

The Germans and Romanians have some very fast Motorcycle Infantry and Armored Cars to race down the road, followed by Truck mounted Infantry and Anti-Tank Guns. At the same time the Soviet have a nice mix of Armored Cars, followed by light T-37 tanks and trucked mounted Infantry and AT Guns.

Here is where I made one tactical mistake, I left too large of a hole around the hex 0109, as anything within four hexes of it, the Axis exit points. So in a few turns later the Axis were able to exit five units off the north edge of the map but the battle continued and the Axis also lost seven steps, thus a Draw.

So I made a mistake with each side, the Soviets left a large hole in the lines trying to engage enemy units instead of forming a defensive line the Axis after exiting enough units should have pulled back the remaining units but some were locked in assault combat. It would be interesting to try this one again, as I bet it could go either way.

1 Comment
2021-08-08 23:15

Looking back on the victory conditions, the result is actually a Soviet victory.

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Some times it's beter to be lucky...
Author metfan
Method Solo
Victor Germany, Romania
Play Date 2021-08-16
Language English
Scenario ARom007

When I first set up the maps and read over this scenario I thought it should be a Soviet cake walk. Sure the German and Romanian forces have good movement factors when the infantry and AT's are mounted/towed, and the 47mm range is better than anything the Soviets have, but the Reds have tanks, and if the SMG infantry ever get close enough to assault the Romanian infantry, they should carry the field! But that is not how it played out. The Axis forces traveled up the North/South road on turn one, then spilt, with the Germans heading West and the Romanians East to outflank both ends of the Soviet positions. It was on the East where the three 47's soon had unlimbered near the small hill, and got off some amazing rolls against the Red Army's Ba-10M's, with a natural 11 against one, and a twelve against the second! It was then a mad dash East, then North for the Germans, following the Romanians toward the exit hexes. The Germans did take 4 step losses as they prevented the Soviets from interfering with the 3 Romaian infantry and 2 cycle units leaving the board. The Romanian AT's and a Leader set up in the small town in the North-East corner, to protect the 4 hexes East of the road, the designated exit point. At the end of the game, the total Axis loss was 6 steps, while they easily met the exit requirements to actually win. Sometimes it is better to be lucky...

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