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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Guns of Vilkovo
River Battleships #7
(Attacker) Romania vs Soviet Union (Defender)
Formations Involved
Display
Balance:



Overall balance chart for RiBa007
Total
Side 1 1
Draw 0
Side 2 1
Overall Rating, 2 votes
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game River Battleships
Historicity Alt-History
Date 1941-06-01
Start Time 07:00
Turn Count 20
Visibility Day
Counters 13
Net Morale 1
Net Initiative 1
Maps 1: 108
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 156
AAR Bounty 227
Total Plays 2
Total AARs 0
Battle Types
Inflict Enemy Casualties
Entrenchment Control
River Control
Prisoner Capture
Conditions
Entrenchments
Scenario Requirements & Playability
River Battleships Base Game
Introduction

Had the Romanian Danube Flotilla chosen to pursue its Soviet counterparts down the Danube to the Black Sea, they would have to pass under the Soviet Battery Number 7 at Vilkovo on the north bank, sited to overlook the juncture of the Danube and the Ochakivske, a distributary channel flowing from the Danube northeastwards also into the Black Sea. As long as the Soviet guns remained there, Romanian shipping could not move freely between the Danube and the sea.

Conclusion

Rather than assault Battery Number 7 from the river, the Romanians waited until the advance of their armies into Bessarabia farther to the north forced the Soviet troops in the Danube delta to retreat on their own. The monitors and gunboats escaped to the Dnepr River and fought there, but a fair amount of equipment and supplies were left behind at their base at Ismail. Of the six batteries assigned to the Danube Flotilla, four moved to Odessa and one was dismantled and its weapons re-distributed. Only Battery Number 7 was not evacuated, and its weapons and emplacements were blown up before the gunners retreated.


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).
  • River Vessels: see Rule 15.2 ~ 15.22

Display Order of Battle

Romania Order of Battle
Forțele Navale Române
  • Foot
Soviet Union Order of Battle
Navy
  • Foot
  • Leader
  • Misc
  • Towed
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