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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Romania Mare Scenario 3: Zmev: Glory or Shame
Broken Axis #43
(Defender) Romania vs Soviet Union (Attacker)
Formations Involved
Romania 1st “Romania Mare” Armored Division
Display
Balance:



Overall balance chart for BrAx043
Total
Side 1 2
Draw 0
Side 2 1
Overall Rating, 3 votes
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Broken Axis
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
Delaying Action
Exit the Battle Area
Hill Control
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Smoke
Scenario Requirements & Playability
Broken Axis Base Game
Introduction

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

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.


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
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)
  • 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).

Display Order of Battle

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

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)

Broken Axis, Scenario Three: Zmev: Glory or Shame
Author JayTownsend
Method Solo
Victor Romania
Play Date 2020-12-29
Language English
Scenario BrAx043

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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