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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Târgu Frumos: The Second Battle Scenario 3: Sledge Hammer of the Proletariat
Broken Axis #14
(Defender) Germany
(Defender) Romania
vs Soviet Union (Attacker)
Formations Involved
Germany Grossdeutschland Division
Romania 1st "Royal" Guards Infantry Division
Soviet Union 14th Guards Heavy Tank Regiment
Soviet Union 27th Guards Tank Brigade
Soviet Union 81st Guards Rifle Division
Display
Balance:



Overall balance chart for BrAx014
Total
Side 1 2
Draw 0
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Broken Axis
Historicity Historical
Date 1944-04-27
Start Time 06:15
Turn Count 24
Visibility Day
Counters 121
Net Morale 0
Net Initiative 0
Maps 3: 103, 104, 105
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 178
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Anti-infantry Wire
Off-board Artillery
Smoke
Scenario Requirements & Playability
Broken Axis Base Game
Introduction

On the previous day, 2nd Ukrainian front lost a great deal of its assembly area in front of Târgu Frumos to an Axis spoiling attack. As Stavka's start date for a renewed offensive approached, Marshal Ivan Konev decided to keep his plans unchanged and use the planned attack to reclaim the lost ground rather than lose time modifying the plans. A counterattack launched late on the 26th against the Royal Guard in the Dumbrăvița region damaged the Romanians holding the planned Soviet assembly area, thus also making a stronger attack more attractive. Konev scheduled the preparatory bombardment and kickoff for dawn, authorizing deployment of the Red Army's newest tanks.

Conclusion

Despite their claims of destroying the Romanian battalion defending Dumbrăvița only after begging it to surrender, the Soviets simply attacked. When a small battle group from Grossdeutschland arrived to engage the powerful JS-2's, it tipped the balance in favor of the Axis. Indecisive fighting continued for another day, but the foxhole talk all revolved around the appearance of the new Soviet tank this far south. While the Germans openly scoffed at the two-piece ammunition used by the huge tank, they also forwarded urgent requests up the chain of command for heavier anti-tank weapons.


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
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Anti-Aircraft Weapon Carrier: apply a -1 modifier to an air attack if within three hexes of the targeted hex (15.14).
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).
  • Unarmored Weapon Carriers: These are unarmored halftracks (Bufla and Sk7/2) or fully-tracked vehicles (Karl siege mortar) with mounted weapons. All are mechanized, except the BM-13 (Katyusha rocket launcher mounted on a truck). They are weapon units, not AFV's, so they are never efficient and cannot be activated by tank leaders. (SB)

Display Order of Battle

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

Display Errata (5)

5 Errata Items
Overall balance chart for 20

The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)
Overall balance chart for 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)
Overall balance chart for 484

Liberation 1944's Tiger movement and armor ratings are backwards. They should be Armor 7 and Movement 5.

(petermc on 2014 Feb 14)
Overall balance chart for 881

All Guards JS-IIs should have AT fire values of 8-8.

(Shad on 2010 Dec 15)

Display AARs (1)

Broken Axis: Scenario Three, Sledge Hammer of the Proletariat
Author JayTownsend
Method Solo
Victor Germany, Romania
Play Date 2022-10-30
Language English
Scenario BrAx014

Broken Axis: Scenario Three, Sledge Hammer of the Proletariat

This scenario looks fun on paper with one Romanian Battlegroup, one German Battlegroup and three Soviet Battlegroups, with victory conditions all about town control and eliminated enemy steps, so a bloody battle it will be. Also it is a three mapper.

The Soviets have their new JS2 and of course their standard T34C and SU76s and the Germans bring on their Panthers and Tiger Is and all three countries bring Infantry and support weapons of all types. The Romanians start embedded in all the town hexes on maps 103 and 105, so the Soviets must weed them out while fighting a German mobile force as well.

I won’t go into all the highs and lows of 24 turns but it felt like a Soviet victory as they controlled all the town hexes but one. That one town hex had one disrupted ½ step Romanian Infantry unit and a leader in an ongoing assault hex. The Soviets needed one more turn, as they controlled all the town hexes and road hexes and eliminated 51 enemy steps compared to their losses of 43 steps. So the Romanian won a Minor victory with eliminating 25 or more Soviet steps. I felt cheated as the Soviet player, as they controlled the battlefield but this one contested town hex, that need most likely one more turn to win.

This was a bloody battlefield.

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