|
|
Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
1 |
|
Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
1 |
|
Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
0 |
|
Overall Rating, 1 vote |
|
Scenario Rank:
--- of 940 |
Parent Game |
Grossdeutschland 1944 |
Historicity |
Historical |
Date |
1944-08-20 |
Start Time |
12:00 |
Turn Count |
12 |
Visibility |
Day |
Counters |
54 |
Net Morale |
1 |
Net Initiative |
2 |
Maps |
2: 1, 102 |
Layout Dimensions |
56 x 43 cm 22 x 17 in |
Play Bounty |
165 |
AAR Bounty |
227 |
Total Plays |
1 |
Total AARs |
0 |
Introduction
|
Fourth Mountain Division had been one of the Royal Romanian Army's crack formations when the war with the Soviet Union began in 1941. In early 1943 it suffered heavy casualties in the Kuban campaign, losing two-thirds of its personnel. To bring it back to strength it absorbed the 24th Infantry Division, an ad hoc formation of Stalingrad survivors and conscripted criminals, and fresh drafts of newly inducted young recruits. When faced with a full-scale prepared assault it fell back in haste, with the Soviets in hot pursuit.
|
Conclusion
|
The battered Romanian mountain division had never recovered from the shock of the initial bombardment and assault. Throughout the day it continued to melt away. Some of its troops ended up fighting alongside other German or Romanian formations, but by the following morning the division had effectively ceased to exist
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Additional Notes
|
Map 1 may also be found in Panzer Grenadier: The East Front and in Eastern Front Deluxe.
Romanian units from Armata Romana are also in Eastern Front Deluxe. |
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.
- Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)
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Soviet Union Order of Battle
1 Errata Item |
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Kommissars never get morale or combat modifiers. Ignore misprints.
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