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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 9: Midnight Special
Broken Axis #49
(Defender) Romania vs Soviet Union (Attacker)
Formations Involved
Romania 1st “Romania Mare” Armored Division
Display
Balance:



Overall balance chart for BrAx049
Total
Side 1 0
Draw 0
Side 2 2
Overall Rating, 2 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 940
Parent Game Broken Axis
Historicity Historical
Date 1944-08-22
Start Time 23:00
Turn Count 24
Visibility Night
Counters 78
Net Morale 0
Net Initiative 0
Maps 2: 102, 104
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 161
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Delaying Action
Exit the Battle Area
Inflict Enemy Casualties
Rear Guard
Conditions
Off-board Artillery
Reinforcements
Smoke
Illumination
Scenario Requirements & Playability
Broken Axis Base Game
Introduction

Fighting continued all day between Romania Mare and the remnants of 13th Infantry Division on one hand, and the advancing Soviet 5th Mechanized Corps on the other. The Soviets moved up their artillery and reserves, and shortly before midnight unleashed a well-prepared assault on the exhausted 4th Motorized Vanatori Regiment, which had already suffered serious losses over the previous two days.

Conclusion

The Soviet attack smashed through the Romanian lines, but a prompt counter-attack by the 1st Armored Regiment slowed their advance. The Romanian and German infantry divisions on the flanks were able to retreat in good order, but Romania Mare was already being worn down in just a few days of heavy combat and it did not seem likely that the Soviet advance could be halted. Marshal Antonescu returned to Bucharest and finally agreed with his government's civilian leaders to seek an armistice with the Soviets.


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
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable

Display Order of Battle

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

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 (1)

Smashed in the Dark
Author Blackcloud6
Method Solo
Victor Soviet Union
Play Date 2020-06-18
Language English
Scenario BrAx049

The Romanians defended forward across the line with an AT kill zone in the center and the Stugs back to respond. the Soviets hit the Romanian right flank and easily broke it open with supporting forces coming on across the board to fix the rest of the Romanian forces. The Soviet tanks broke through the right and were met by the reinforcement tanks which they defeated and forced them to the center where the Soviets surrounded them. Two Romanian tanks platoons escaped. by this time the Romanian line was shattered and the Romanian infantry ran for their lives, some made it. the Romanians did meet their exit criteria but caused hardly any Soviet casualties. The Soviets achieved all three VCs by 0230 hours and killed most of the Romanian force.

Although the game felt one sided, this is an interesting maneuver scenario at night. Its tough for the Romanians and is quit a puzzle to figure out how they should win.

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