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 10: Sabaoani Crossroads
Broken Axis #50
(Defender) Germany
(Defender) Romania
vs Soviet Union (Attacker)
Formations Involved
Romania 1st “Romania Mare” Armored Division
Display
Balance:



Overall balance chart for BrAx050
Total
Side 1 1
Draw 1
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Broken Axis
Historicity Historical
Date 1944-08-23
Start Time 14:00
Turn Count 20
Visibility Day
Counters 28
Net Morale 1
Net Initiative 1
Maps 1: 105
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 141
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Urban Assault
Conditions
Entrenchments
Scenario Requirements & Playability
Broken Axis Base Game
Introduction

The Axis retreat became increasingly confused as Soviet mobile groups ranged through the Moldovan countryside and small units from assorted divisions tried to find their parent formations. At the small crossroads town of Sabaoani, the 2nd Company of the Romanian 1st Armored Regiment found a company of Romanian combat engineers desperately digging in to cover the approaches. The tankers' regimental commander passed through and told them to join the engineers (probably from the Royal Guard Division). Some wandering Germans appeared soon afterwards and decided to stay as well.

Conclusion

Apparently made careless by success, the Soviet tankers rolled right up to the anti-tank ditches dug by the Romanian engineers. There fire from the tanks and anti-tank guns shot up almost all of the approaching tanks and killed most of their tank riders. The German gunners -- Romanian sources do not identify them -- then limbered up their weapons and drove off for an unknown destination, while the Romanians held the town for a while and then left themselves. They soon found the German gunners under attack from a Soviet recon force and helped them drive off their attackers.


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
  • 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

Germany Order of Battle
Heer
  • Towed
Romania Order of Battle
Armata Română
  • Foot
  • Leader
Soviet Union Order of Battle
Army (RKKA)
  • Foot
  • Mechanized

Display AARs (1)

Broken Axis, scenario #10, Sabaoani Crossroads
Author JayTownsend
Method Solo
Victor Draw
Play Date 2017-04-29
Language English
Scenario BrAx050

Broken Axis, scenario #10, Sabaoani Crossroads

I saw this scenario and thought it offered a lot of unique units and an interesting situation and it wasn’t too large, to take me out of my current Korean War mood. I do wish the number sequencing remained the same throughout the scenario book, regardless of topic however. Just easier to reference.

This scenario pits Romanian and Germans against Soviets and it is all about town control victory conditions, nothing else matter, not even casualties, my kind of scenario! Of course the Axis setup and the Russian approaches are also key to winning this scenario. The Russian closed with tank riders who jumped off their vehicle right before enemy fire contacted them. It turned into kind of a slugfest engagement. The Axis had entrenchment counters and Dragon’s Teeth ringing the town but a few opening as well. There is no off-board artillery on either side so it’s a bloody fight.

Both sides take some tank losses and then the Infantry assaults start up, the German lose their 75mm AT gun and halftrack (I assume it was a German halftrack to go with the gun in setup). Those Romanian engineer units are tough in urban combat and engineers are always my favorite infantry type of unit to have around in any scenario, as they offer so many different advantages. In the end, two town hexes were Axis controlled, two town hexes were Soviet controlled and two town hexes were in dispute, so a total Draw. I guess, one dice roll either way and it would have changed the outcome of this scenario, very balanced in my play. Cool tanks on each side as well.

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