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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Red Steel: Crossed Sabers
Eastern Front #32
(Attacker) Romania vs Soviet Union (Defender)
Formations Involved
Romania 11th Infantry Division
Romania 7th Cavalry Brigade
Soviet Union 9th Cavalry Division
Display
Balance:



Overall balance chart for EFDx032
Total
Side 1 2
Draw 0
Side 2 5
Overall Rating, 8 votes
5
4
3
2
1
2.75
Scenario Rank: 857 of 940
Parent Game Eastern Front
Historicity Historical
Date 1941-07-07
Start Time 08:00
Turn Count 24
Visibility Day
Counters 62
Net Morale 0
Net Initiative 1
Maps 2: 3, 5
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 77
AAR Bounty 159
Total Plays 7
Total AARs 3
Battle Types
Inflict Enemy Casualties
Road Control
Rural Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
Eastern Front Base Game
Introduction

Romanian attempts to force the Cornesti Massif and open the road to Kishinev ran into an elite Soviet formation, the 2nd Cavalry Corps. With the infantry blocked by the Soviet horsemen, the Romanian high command fed one of their own elite formations into the fight.

Conclusion

The Romanian brigade launched a spirited attack, but failed to dislodge the Soviet riders from their positions. Cavalry squadrons charged and counter-charged in scenes reminiscent of the Crimean War, but at the end of the day the situation remained about the same.

Additional Notes

There are no Romanian trucks or wagons provided in the game. Players may either substitute German trucks and wagons, or download the the DIY counters for Romanian transport from Avalanche Press.


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

Display Order of Battle

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

Display Errata (2)

2 Errata Items
Scen 32

This scenario has river crossing numbers and a major river, but no engineers! (see Rule 5.7: major rivers can only be crossed at bridges or with engineer assistance). Let all units attempt to cross as if an engineer were there (boats, fords, pre-planned wading attempts, etc.) using the crossing numbers as if an engineer were present.

(Shad on 2010 Apr 29)
Overall balance chart for 951

The reduced direct fire value in Kursk: Burning Tigers is 4-4.

(plloyd1010 on 2015 Jul 31)

Display AARs (3)

Glue Factory, or a lesson learned
Author Matt W
Method Solo
Victor Soviet Union
Play Date 2011-01-08
Language English
Scenario EFDx032

So you want to clear out a light enemy force with minor loss to your own forces and you see, waiting anxiously for an assignment, an elite large group of cavalry. Before you pick them consider the fact that with superglue and double sided tape, the demand for standard, Elmer's type glue has been reduced considerably.

The fragility of cavalry makes them terribly unsuited to these types of engagements. Where they shine is in situations where their shock value (the +1 for a charge) can disrupt a defense in order to permit more conventional troops take over and do the nasty clean up. You WILL have losses, lots of them.

Consider the fact that in WW I cavalry virtually disappeared from the battlefield after the opening campaigns due to the increased firepower of the infantry. Then add in the added firepower of WW II weaponry and you can see how terribly these units must suffer.

I like the rules in Fronte Russo for the Italian cavalry permitting them to dismount and therefore reduce their profile. But then again those units were superbly trained and highly disciplined and although the Romanian cavalry was an elite unit they still did not reach that level of training.

In this scenario I did set up the hedgehog on the hilltop as addressed in other AARs on this battle but frankly I never got to see if I could take it. Several "2" and "3" rolls on the OBA for the Soviets made that a moot point. By turn 6 the Romanians who were still working on clearing out the fields to the north of the hill had already lost 7 steps and had several demoralized units as targets for the Soviet OBA.

As I mentioned in my article the lesson of the scenario is clear. There is virtually no way the Romanians can accomplish this with their cavalry. If they could use their infantry as well, even as poorly led as they are, and could pool their artillery getting a "21" barrage and you could remove the ("if they tie the Soviets win") Soviet favorable victory conditions and permit a draw, a draw is clearly possible. Short of that, the Romanians will lose every time - just as they did in real life.

I am disappointed to be unable to help the Romanian statistics in the database but that's the way it goes. Great example of the inability of cavalry to participate in WW II action in a stand up battle. Difficult game play. Scenario gets a 3.

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Red Steel : Crossed Sabres - Eastern Front Deluxe Scenario 32
Author vince hughes (Romania)
Method Face to Face
Victor Soviet Union
Participants waynebaumber
Play Date 2009-10-28
Language English
Scenario EFDx032

"Crossed Sabres" : This is a 2 board-map battle with a Rumanian Cavalry force backed up at the rear by some infantry. Their mission is to clear the main road of any Soviets within 3 hexes of that road without losing 8 or more steps.The Russians consisted of 6 x CAV steps, some HMG's and AT guns, MTR's and 2 x 12 OBA. The Rumanians had 1 x 10 OBA.

Some of the features of this scenario were that the Rumanian INF could not leave the rear board and therefore NOT assist any offensive movement, and the Rumanians were equipped with a can of beans disguised as a tank called the R1 (as weak as a KMS).

In the event, we had the oppurtunity to play this scenario TWICE in the day. The Soviet had cannily set up his HMG's, AT and MTR's on a hill within 3 hexes of the road. With their 8 morale plus a leader with a +1 modifier and dug-in, this made for a very tough hedge-hog for a Cavalry force to deal with.In the first play, the Rumanians grabbed a chance at a complete regimental charge at the hill as the OBA of the enemy (24pts) was always on the 30 coloumn (+1 v CAV) and would easily eventually knock out a substantial amount of steps. To the eye, it looked like this large charge might shift the enemy. In reality, with OBA, OPP Fire, defending uphill and 1st strike dug in......... It was a complete slaughter......... Game Over turn 4 (casualties were 8 x Rumanian CAV v 1 x Soviet CAV and a MTR). MY FIRST RUMANIAN LOSS !

In game 2 (or attempt 2) of this scenario, the Rumanian CAV force decided to stay in the woods, in limiting terrain and therefore unseen. In the meantime, their 2 HMG platoons with leadership would advance to said hill to begin a hopeful whittling down of the hedge-hog and prey for some double 1's with their 8 FP OBA to cause some damage. Meanwhile, a small flanking force caused the Russian Cavalry some problems. All this went much better than game one. The Soviets racked up some losses but that darned hedge-hog was still there.

In the end, with a lot of SOV forces around the hill dealt with, an attack had to go in up on THAT hill, though this time it came from the rear. Once more the CAV charged and this time they cut down the Soviet MTR crews where they stood. But this produced it's own problem. Standing there, in the open, point blank range they then sustained some more heavy casualties from adjacent hex Soviet troops firing (2 steps lost + disorder) thus taking Rumanian losses once more to 8 steps ! Game Over turn 13 Rumanian's lose 2 x HMG steps & 6 CAV steps, Soviet losses 6 x CAV and 2 x MTR)

End result and feelings on this game... 2 x Rumanian loss results in trying this task, and if you are the Soviet,then make sure to hedge-hog that hill, it looks unbeatable in this scenario.

Anybody else tried it, I'm sure there will be a Rumanian winner, but did the Soviets defend said hill ?

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It was over before it began
Author Brett Nicholson
Method Solo
Victor Soviet Union
Play Date 2014-05-23
Language English
Scenario EFDx032

I cannot say that this is a "broken" scenario as everything is specific and to the point concerning VCs. But I knew well before setting this one up that the chances of the Romanians winning were slim to none, with "Slim" never even arriving in town. However, calvary versus cavalry always makes for an interesting encounter. Basically the Romanians have to somehow eliminate the entire Soviet force or drive it away from the road and manage this without losing 8 steps. Not an impossible task in itself but these are cavalry units on the attack and are very vulnerable to both direct and indirect fire. The Soviets have the HMG and mortar units begin dug-in on the hill within 3 hexes of the road while sending their outnumbered calvary to engage the enemy head-on before the hill can be contested. The first Soviet cavalry charge goes at the 60mm and 75mm guns and they are quickly eliminated. Meanwhile the Romanians counterattack and take more losses. Everytime a Romanian unit becomes demoralized it becomes an easy target for the combination of Soviet OBA and mortar fire. Though the Soviet cavalry is outnumbered more than 2-to-1 it is effective enough to keep the Romanians scattered and clear of the hill. Very soon the skirmish is over and though most of Soviet cavalry units have been hammered and in retreat, the Romanians take 8 step losses before the conclusion of turn 6. No point in continuing on as if both players win, the Soviets still win anyway.

So despite the odds against the Romanians winning this one it was an interesting enough showdown. Probably not the best scenario for competitive play. I still give it a "2" for what it's worth though with this ending after only 6 turns it seemed that it took longer to set it up than to play it out. I went into this scenario with very low expectations and at least in that aspect I wasn't disappointed.

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