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Romania's Bravest Son Armata Romana #15 |
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| (Attacker) Romania | vs | Soviet Union (Defender) |
| Formations Involved | ||
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| Romania | ![]() |
7th Infantry Division |
| Soviet Union | ![]() |
95th Rifle Division |
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| Overall Rating, 4 votes |
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3.5
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| Scenario Rank: --- of 1094 |
| Parent Game | Armata Romana |
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| Historicity | Historical |
| Date | 1941-08-12 |
| Start Time | 07:00 |
| Turn Count | 32 |
| Visibility | Day |
| Counters | 64 |
| Net Morale | 1 |
| Net Initiative | 0 |
| Maps | 2: 2, 8 |
| Layout Dimensions | 56 x 43 cm 22 x 17 in |
| Play Bounty | 159 |
| AAR Bounty | 163 |
| Total Plays | 3 |
| Total AARs | 2 |
| Duplicates | EFDx058 |
| Battle Types |
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| Inflict Enemy Casualties |
| Urban Assault |
| Conditions |
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| Entrenchments |
| Off-board Artillery |
| Randomly-drawn Aircraft |
| Scenario Requirements & Playability | |
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| Armata Romana | Base Game |
| Fire in the Steppe | Maps + Counters |
| Introduction |
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Heavy fighting continued on the first line of the Odessa defenses, as the 7th Infantry Division forced its way down the rail toward the city. At the Karpova railway station, the Soviets had built their positions in and around the big railroad embankments, and proved nearly impossible to dislodge. With their artillery support doing little damage, the Romanian infantry went forward to dig out the Red Army foot by foot. |
| Conclusion |
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Two months earlier, sublocotenant Marius Dumistrecu had graduated first in his class at the Romanian Military Academy in Cernauti. when his men wavered, Dumitrescu stood and waved them forward. Slowly, the dorobanti followed, picking up speed as he stormed up the embankment and into the station itself. Dumistrescu and every man of his platoon had been killed in action by the end of the afternoon, but the Romanian took the station. |
| Additional Notes |
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This scenario is a revision of Eastern Front Deluxe, Scenario 58 "Odessa: Romania's Bravest Son" 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. |
| 1 Errata Item | |
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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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| A Bloody Near-Draw | ||||||||||||||
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With no tanks the T-Rex is not near as dangerous to play! Yes, I ended up losing this 8-session, fracas leading the defending Soviets, but we came very close to a drawn game at the end of 32 turns. My guys held off the Romanian wave for more turns than expected and inflicted a great many casualties on the invaders on their way to Odessa. This was your basic infantry slugfest with many adjacent-hex firefights that I mostly lost, and plentiful close assaults which turned out to be about even. I shed leaders with alarming regularity in this scenario and suffered the traditional senior leader decapitation during the 21st turn. I used up my scant reserves trying to plug holes by the end of the 24th game turn, and was slowly shot to pieces as I lost critical terrain and troops to my wily opposite number. Room to maneuver was limited on this battle map, so both sides basically just bludgeoned their way, straight ahead across the map. Oops, I nearly forgot . . . my fellow house rules heretic reminded me to include the rule set we used in this long battle. These certainly improved and simplified our play-through. We used the FOW, consolidation, smoke/illum, excess initiative and strategic movement optional rules, and also used these THREE optional house rules: 1) Road Movement for Mechanized & Foot Units — All FOOT & MECHANIZED units may move on roads at the rate of 1/2 of a Movement Point (MP) per road hex, just like MOTORIZED units, 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, 3) Revised Gully & Wadi Rule — The 4th Edition Terrain Effects Chart is adjusted as follows: combat units and leaders in gullies or wadis are in limiting terrain for purposes of spotting and are automatically dug in. Entrenching is allowed in this terrain type, as well. Movement within this terrain remains: 2 for Foot, 4 Motorized, 3 for Mechanized units. Combat against units in this terrain is –1 DF, -1 AT and defending units have First Fire in the first segment of assault combat. I give this decently-balanced fight a 4, in shared play with a tough and clever opponent who made it more fun to play than a solitaire match. In truth it probably deserves a 3. The more experienced player should lead the Romanians, as they have the harder row to hoe in this infantry-heavy, firepower dependent, scenario. |
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| 0 Comments |
| All in vain | ||||||||||||
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Russians on defense. The Romanians couldn't catch a break on their attacks and the Russians were recipents of hot dice. |
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| 0 Comments |
ARom014

