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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Ride of the Seventh
Armata Romana #20
(Attacker) Romania vs Soviet Union (Attacker)
Formations Involved
Romania 7th Cavalry Brigade
Soviet Union 2nd Cavalry Division
Display
Balance:



Overall balance chart for ARom020
Total
Side 1 1
Draw 0
Side 2 1
Overall Rating, 2 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 940
Parent Game Armata Romana
Historicity Historical
Date 1941-10-04
Start Time 11:15
Turn Count 26
Visibility Day
Counters 68
Net Morale 0
Net Initiative 1
Maps 3: 1, 2, 3
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 173
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Inflict Enemy Casualties
Meeting Engagement
Urban Assault
Scenario Requirements & Playability
Armata Romana Base Game
Fire in the Steppe Maps + Counters
Introduction

On the left flank of the Soviet defense of Odessa, an assault by the 7th and 8th Infantry Divisions finally broke through the trench system. Having used World War I theory in the attack, Romanian high command followed the last war's procedure for exploiting a breakthrough. The 7th Cavalry Brigade surged through the opening and near the village of Lustdorf met a Soviet counterattack head-on in what became one of the war's largest cavalry battles.

Conclusion

After a furious saber-swinging battle better suited to 1741 than 1941, the Romanian recoiled from the Soviet counter-attack. Odessa still held, but the battle confirmed the Soviet high commands decision to abandon the city.

Additional Notes

This scenario is a revision of Eastern Front Deluxe, Scenario 73 "Odessa: Ride of the 7th" 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 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
  • Mechanized
  • Towed
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 (1)

Strange Victory Conditions indeed
Author Michael Murphy
Method Solo
Victor Romania
Play Date 2021-01-26
Language English
Scenario ARom020

Both sides started by entering the board and meeting on the middle board, just east of the town. They both took a couple of turns getting into a linear formation, the better to begin the battle with everybody lined up for action. The RKKA began by charging from their left (western edge of the board). The fighting quickly developed into an number of Assaults along the defensive line. At times the fighting grew hot and heavy, with no quarter asked or given. After six turns of gnarly battles the time came for the RKKA to break off the fighting.

On turn 12 they began falling backwards, slowly giving ground each turn, until by turn 20, they were lined up just outside the city on board 2. The Armata Romana managed to end up spread out over far more territory than they had leaders to manage. I called the game on turn 20 since the Armata didn’t have the leadership and time to prepare any kind of move on the city. They had been stopped, but at a bloody cost. The casualties had the Soviets losing 25 steps while the Romanians lost 20 steps. The Armata had failed to enter the city which would seem to be the point of this exercise. By casualty VC the Armata wins despite not entering the town.

The victory conditions clearly emphasize the city’s capture by the invaders. The Soviets don’t receive any such compensation for holding the line. In this case, the VC seem have a flaw in the way they are written. While they don’t have to get 5 points per town the RKKA should receive something for their defensive stand. Since they don’t they lose by 5 casualty points. That sounds counter-intuitive to me.

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