Romania Mare Scenario 3: Zmev: Glory or Shame Broken Axis #43 |
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(Defender) Romania | vs | Soviet Union (Attacker) |
Formations Involved | ||
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Romania | 1st “Romania Mare” Armored Division |
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Overall Rating, 3 votes |
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3
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Scenario Rank: --- of 940 |
Parent Game | Broken Axis |
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Historicity | Historical |
Date | 1944-08-20 |
Start Time | 12:00 |
Turn Count | 20 |
Visibility | Day |
Counters | 92 |
Net Morale | 1 |
Net Initiative | 1 |
Maps | 2: 102, 103 |
Layout Dimensions | 86 x 28 cm 34 x 11 in |
Play Bounty | 163 |
AAR Bounty | 171 |
Total Plays | 3 |
Total AARs | 1 |
Battle Types |
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Delaying Action |
Exit the Battle Area |
Hill Control |
Inflict Enemy Casualties |
Urban Assault |
Conditions |
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Off-board Artillery |
Smoke |
Scenario Requirements & Playability | |
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Broken Axis | Base Game |
Introduction |
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The 4th Motorized Vanatori Regiment probably reached Crucea Hill before the tank regiment because they continued eastward to provide flank security for the division without encountering any enemy formations. Their luck ran out somewhere around Zmev. |
Conclusion |
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German and Soviet sources repeatedly claim that the Romania Mare put up token resistance if they bothered to put up any at all. The performance of the 1st Tank and 3rd Motorized Vanatori Regiments belie that claim, but in could be true at Zmev. Shortly after encountering the Soviets the Romanians fell back with the enemy in hot pursuit. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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2 Errata Items | |
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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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Kommissars never get morale or combat modifiers. Ignore misprints. (Shad
on 2010 Dec 15)
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Broken Axis, Scenario Three: Zmev: Glory or Shame | ||||||||||||
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Broken Axis, Scenario Three: Zmev: Glory or Shame My game didn’t play out historical at all, the Shame was on the Soviet’s side. The Romanians setup on map 102 mostly on or around the hill blocking the Soviet entry from map 103 when they get there but also a secondary group or second line in or around the small village in southern area of map 102 to block the Soviets from controlling all the town and village hexes on both maps, they can have the town hexes on map 103 as they are too far forward to send valuable units after them. The Romanians also deployed a third group of units to occupy the 6 wooded 20mm hill hexes right across the border from map 102 which the Romanians can easily cross on turns 1-2 and deny the Soviet another victory objective and also block the Romanian left side or Soviets right flank, thus funneling the Soviet main army in a narrow corridor on the Soviet left flank as the center is awful terrain for any army to cross in 20 turns. The bottleneck strategy worked and the Soviet paid a terrible price, losing 31 steps, tank steps counting double to only 4 Romanian steps. The Soviet exit 8 steps but achieve none of the victory objectives for a Major Romanian Victory. Kind of an interesting scenario as far as the armor nationality types: German-TA, Romanian-TAC60, Soviet-SU76, British-Val IX & American-M4/76. For the Romanians I wouldn’t play anything differently but for the Soviets the only thing I could try differently, is to led with my Infantry and follow up with my armor, as the Soviet armor is kind of brittle and loses accumulate pretty fast. A tough scenario for the Soviets and a long way to go in only 20 turns. |
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