Panzer Grenadier Battles on October 24th:
Afrika 1944 #22 - PAKfront Leyte '44 #12 - Flying Wedge
Fronte Russo #9 - Potemkin Village Leyte '44 #13 - Failure at Buri Airfield
Red & White #28 - Bastion
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Romania's Bravest Son
Armata Romana #15
(Attacker) Romania vs Soviet Union (Defender)
Formations Involved
Romania 7th Infantry Division
Soviet Union 95th Rifle Division
Display
Balance:



Overall balance chart for ARom015
Total
Side 1 2
Draw 0
Side 2 1
Overall Rating, 4 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 1094
Parent Game Armata Romana
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
Inflict Enemy Casualties
Urban Assault
Conditions
Entrenchments
Off-board Artillery
Randomly-drawn Aircraft
Scenario Requirements & Playability
Armata Romana Base Game
Fire in the Steppe Maps + Counters
Introduction

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

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

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.


Display Order of Battle

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

Display Errata (1)

1 Errata Item
Overall balance chart for 951

The reduced direct fire value in Kursk: Burning Tigers is 4-4.

(plloyd1010 on 2015 Jul 31)

Display AARs (2)

A Bloody Near-Draw
Author Miguelibal (Soviet Union)
Method VASSAL
Victor Romania
Participants treadasaurusrex
Play Date 2025-08-12
Language English
Scenario ARom015

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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All in vain
Author wkenney53
Method Solo
Victor Soviet Union
Play Date 2026-02-19
Language English
Scenario ARom015

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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