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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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Tighina Bridgehead
Eastern Front #48
(Attacker) Romania vs Soviet Union (Defender)
Formations Involved
Romania 1st “Romania Mare” Armored Division
Soviet Union 176th Rifle Division
Display
Balance:



Overall balance chart for EFDx048
Total
Side 1 2
Draw 0
Side 2 6
Overall Rating, 8 votes
5
4
3
2
1
3.25
Scenario Rank: 594 of 940
Parent Game Eastern Front
Historicity Historical
Date 1941-07-19
Start Time 10:00
Turn Count 30
Visibility Day
Counters 54
Net Morale 1
Net Initiative 2
Maps 2: 1, 7
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 71
AAR Bounty 159
Total Plays 8
Total AARs 3
Battle Types
Bridge Control
Inflict Enemy Casualties
Rural Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
Eastern Front Base Game
Introduction

Kishinev's fall represented a great success for Romanian arms, and the Soviets withdrew from the rest of Bessarabia in fairly short order. The Romanian Royal Armored Division pursued them. At Tighina, the Red Army turned to defend the vital bridge over the Dnestr River. If the Romanian government chose to pursue the war into Soviet territory proper, they'd need to grab this crossing.

Conclusion

Romanian morale soared as the last Soviet troops fled Bessarabia. Royal Armored Division had swept the last of its enemies out of the lost province, and the Red Army pulled back desperately in an attempt to re-group.

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
Soviet Union Order of Battle
Army (RKKA)
  • Towed

Display Errata (2)

2 Errata Items
Scen 48

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)

To the River!
Author Nvick9
Method Solo
Victor Soviet Union
Play Date 2017-01-11
Language English
Scenario EFDx048

This is an interesting scenario. Having noted the commentary on this site before beginning, I took a moment to consider the relative advantages of both sides. For the Rumanians, there are two big advantages: higher morale and a large number of tanks. The Soviet advantages are larger numbers of infantry and artillery.

My plans briefly were as follows: The Soviets divided into three groups of roughly company strength. One began dug-in around the bridge (with machine guns and AT guns) another was positioned in the eastern town (also with machine guns and AT guns.) The third company-sized force I positioned centrally near the bridge as my reserve. Since there is only four leaders, I chose not to place any of them forward as artillery spotters. The Rumanian foot units set up in their trucks outside the twelve hex spotting distance of the Soviets with the intent of driving quickly to the southern woods. The tanks set up north of the trucked units positioned to feint towards the northern woods. Here is how the battle unfolded: The Rumanian truckers were able to reach the woods without loss… maybe it would have been a better idea to place a spotter and risk losing him? The Rumanian tanks thrust forward in their feint towards the woods staying on clear terrain to discourage tank hunting teams and traveling along dead ground safe from AT fire. The feint drew the Soviet reserves north (even as the Rumanian infantry approached the southern town, I decided a large number of tanks under cover within range of the bridge could be disastrous.) After the Rumanian infantry deployed at the edge of the southern woods to prepare for the attack on the town, the tanks moved south to support them, carefully avoiding giving the soviets crossfire opportunities and staying at least six hexes away from each AT battery. When in position, the assault on the town began. The Rumanians had all the luck at this stage in the battle…their tanks moved up close to the town and eliminated it’s AT gun and leader very early. Likewise the Soviet OOA also did very poorly. I was able to get a couple of Soviet reserve platoons into the town, but after a few turns the Rumanian tanks were able to cordon off the town. A that point, the soviets stopped trying to break through and focused on digging-in its reserve’s survivors around the bridge at the same time the OOA and AT guns nipped at the Rumanians at long range. In game terms it took a couple of turns to clear the town. The tanks would spend a couple turns reducing the defender at point blank range then reposition while infantry-HMG teams mopped up. After a couple turns to regroup and recover morale, the attack on the bridge began roughly turn 20. Unlike the assault on the town, the Soviets had all the luck on the battle for the bridge. Soviet OP fire was able to slow the Rumanian advance and OOA was able to inflict several step losses. Most importantly the last remaining AT gun was able to destroy two steps of tanks (one with a tank leader.) Throwing caution to the wind I kept attacking and the scenario ended with the Rumanians nearing the end of their tether after having only dented the defenses around the bridge. I can’t imagine a Rumanian victory happening under these conditions. A more skilled player might be able to pull it off, but let’s face it; the Rumanians are operating under some stiff disadvantages. Regardless of the imbalance, I enjoyed the scenario. I did not expect the Rumanians to do as well as they did during the first half of the game. I just did my best with both sides and the result was pleasant if lopsided game.
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Royal Armored's tanks left on their own
Author Brett Nicholson
Method Solo
Victor Soviet Union
Play Date 2014-07-09
Language English
Scenario EFDx048

Romania always seems to get the short end of the stick in most of their 'Eastern Front' ventures. I knew full well before going into this scenario that there wasn't much of a chance of Romania scoring a win but I had to give it a try anyway. In this one there was plenty of time (30 turns) to clear off the lower-moraled Soviets from the west bank of the river but not near enough resources. In most cases when attacking foot the tanks play a supporting role but with this one they ended up relying on the infantry to support them. Unfortunately for Romania things did not work out that way as planned.

The Soviets divide their forces between the west bridge/river area and the town as expected but do not send any forces into the northern most woods, choosing to dig-in by the river. This was not the best command decision as it would of been easier to linger or manuever around in woods than to be out in the open. But the bridge was of one of the prime Romanian objectives and the Soviets were not just going to hand it over to them. The Romanian attack has the foot units making for the town while two triple stacks of R-2 tanks make for the woods by the bridge to harass the north flank of the bridgehead. Soviet OBA at 2 x 16 was telling right away and got the best Romanian leader, a 10-0-1 LOC, pinned down on the east-west road along with a HMG unit. By 11:00/turn 5, that Locotenent was easily eliminated through compound demoralization and the small attacking force of foot units had just two leaders left; one of which, a 6-0-0 Capitan would also soon perish. Romanian OBA is very weak at 1x 10 and they only have one 81mm for additonal fire support but somehow with just that are able to polish off one of the two 45mm AT guns standing in the way of the R-2s, enabling them to close in on units by the bridge unopposed by AT fire. A desperate attempt is made to transport the remaining 45mm AT gun from the town to firing range but it is disrupted from indirect fire soon after unloading before it can unlimber, fire or dig-in; soon enough it too would be eliminated leaving the Soviets with no AT capable units.

While the tanks begin to harass the bridgehead with little oppostion the foot units trying to take the town begin to get ripped to shreds; mostly by Soviet OBA alone. Romanian HMG units are the first to go and then the INF begins to get whittled away. However, the defending units in the town are kept on their toes with failed morale checks and the Soviets have to constantly keep units on rotation to maintain a solid defense. Romanian INF units get close to the town but soon lose their Capitan, leaving just a 8-0-0 LOC left to rally and lead. This Locotenent would continue to be targeted and soon would be forced to abandon the remaining INF to recover from demoralization. It was very simple, all the Soviets had to do was eliminate the last Romanian leader and there would be no further threat from the infantry with no-one to lead or press them on. The attack on the town is going nowhere and at 15:15/turn 22 the Soviets have eliminated 8 enemy steps for their VCs. Realizing that that the remaining Locotenent's days (hours, minutes ...) are numbered the R-2s go on assaults spltting up; three platoons south to the town and the other three to rollover soviet HMGs guarding the bridge. The armored assault on the northern edge of town goes well at first, eliminating two steps of Soviet INF there but those units are rotated and the assault hex reinforced for a succesful counterattack. A step of R-2s are eliminated and the other two full platoons forced to exit leaving just a reduced R-2 to hold it's own in the town. The armored assault on the HMGs send one unit fleeing but that assault is soon reinforced by INF units. The assault by the bridgehead soon flounders and R-2s begin to flee that assault as well. Soon the inevitable happens and at 16:45/turn 28, the last Romanian leader is eliminated leaving the last three platoons of INF helpless and incapable of assisting the armored assaults on the town. 30 more minutes pass and the battle is over with a clear Soviet victory.

Losses on both sides were almost equal; the Soviets lost at total of 9 steps defending both areas but Romania lost 11 steps and all their leaders. None of the Romanian objectives were met but they did make their presence known. It seemed like a hopeless mission for the Romanians from the start but was surprised that they got as far with the attack as they did. Had this been a FTF match then I would rated it lower for balance issues but for a solo exercise I got a fair "3" out of it. While a Romainan victory may be hard to come by I do believe they could salvage a draw. I was also surprised that the tanks managed as well as they did on their one with only one step of the R-2s lost by battle's end.

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Not Quite Enough
Author PaperTiger
Method Solo
Victor Soviet Union
Play Date 2012-07-19
Language English
Scenario EFDx048

The small but intrepid Romanian force had their work cut out for them. At 1000 they moved from the northwestern town to eliminate the Soviets defending the town to their southeast. They were then to march on the river, swing upstream and take on the bridge with all its defences. Meanwhile, the Soviets sat tight and waited, ready to call down their superior OBA.

Romanian armor went directly for the town. INF and supporting units in trucks made for the woods to its west, from where they'd make the push toward the enemy. Two INF platoons were demoralized by SOBA and flee toward the field north of the road. Romanian OBA makes the Soviet artillery spotter duck at a crucial time and the remaining Romanian INF make the woods in good order.

The Soviets in town are soon encircled by Romanian armor. The Romanian assault soon eliminates the opposition in town, but not before SOBA eliminates and entire Romanian HMG platoon. Two Soviet INF platoons manage to break through the encirclement and escape to the woods north of the road, where they join with two additional platoons sent to extend the Soviet right.

Romanian armor regroups and head to the river to soften up the waiting defences. The Soviet AT guns open up but proved amazingly ineffective, with one soon being eliminated. The Romanian tanks, working on the west bank, systematically chased away the Soviet defenders on the east bank.

It was a different story for the Romanian INF support, which was soon decimated by SOBA. The surviving units retreated back to town to rally.

The end of the action saw Romanian armor assaulting the bridge, with armor and INF taking care of the Soviets in the northern woods. In the end, there just wasn't enough Romanians in place to finish the job. This action goes to the Soviets.

I rated this scenario only a 2. I don't know if it was my solution to the situation, but I found this action oddly lackluster. Towards the end, I was just glad that it was wrapping up. Maybe it's a little too long for the small numbers involved, but I can't really put my finger on it.

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