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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Steamrolled at Coarnele-Capru
Romanian Soil #2
(Defender) Germany
(Defender) Romania
vs Soviet Union (Attacker)
Formations Involved
Romania 7th Infantry Division
Soviet Union 16th Tank Corps
Display
Balance:



Overall balance chart for RoSo002
Total
Side 1 4
Draw 0
Side 2 0
Overall Rating, 4 votes
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Romanian Soil
Historicity Historical
Date 1944-04-07
Start Time 13:45
Turn Count 24
Visibility Day
Counters 69
Net Morale 0
Net Initiative 2
Maps 4: 10, 14, 22, 6
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 164
AAR Bounty 159
Total Plays 4
Total AARs 3
Battle Types
Road Control
Urban Assault
Conditions
Off-board Artillery
Severe Weather
Scenario Requirements & Playability
Battle of the Bulge Maps
Eastern Front Maps + Counters
Elsenborn Ridge Maps
Red Warriors Counters
Romanian Soil Base Game
Road to Berlin Maps + Counters
Introduction

The last natural barrier between the Soviets and their primary objective of Targu Frumos was Coarnele-Capru. Despite Marshal Ion Antonescu's devotion to the Axis alliance, most Romanian soldiers were concerned only with their own survival and the officers had stopped wearing any German decorations awarded them. Their only advantage was the fact that the Soviet logistical system was breaking down after three months of constant maneuvering, leaving Red Army formations significantly under-strength.

Conclusion

The combination of poor equipment and morale had undermined the defenders' ability to resist so much that the muddy ground proved more of an impediment to securing the village than the Romanians. In the fighting around Stalingrad, 7th Infantry Division had been bled white and did not see action again until late 1943. When it re-entered the fray, it contained only 6,500 men and the artillery park consisted of only four 75mm field guns and two 100mm howitzers. The Germans refused to supply them with adequate artillery or armor support, but were always ready to slander their fighting ability.

Additional Notes

There were no Romanian wagons in the PG universe when this game was released. Players may either substitute German wagons or download the the DIY counters for Romanian transport from Avalanche Press.

The German 50mm anti-tank gun, 20mm antiaircraft gun, German lieutenant and a associated wagons should be considered Romanian. Players owning broken Axis or playing the scenario with Vassal should consider replacing the German counters with their Romanian counterparts.


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
  • 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).
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.
  • Unarmored Weapon Carriers: These are unarmored halftracks (Bufla and Sk7/2) or fully-tracked vehicles (Karl siege mortar) with mounted weapons. All are mechanized, except the BM-13 (Katyusha rocket launcher mounted on a truck). They are weapon units, not AFV's, so they are never efficient and cannot be activated by tank leaders. (SB)

Display Order of Battle

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

Display Errata (3)

3 Errata Items
Overall balance chart for 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)
Overall balance chart for 581

HoSU and RW counters were incorrectly printed as 4-7 AT value. Per HoSU scenario book these should all be 4-8

(triangular_cube on 2017 Oct 08)
Overall balance chart for 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (3)

Romanian Soil # 2 - Photo Gallery on this Battle
Author enrique
Method Solo
Victor Germany, Romania
Play Date 2010-01-11
Language English
Scenario RoSo002

In Consimworld,

http://talk.consimworld.com/WebX?14@@.ee6fd1c/4249

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Stymied at Coarnele-Capru (solo)
Author Poor Yorek
Method Solo
Victor Germany, Romania
Play Date 2011-06-23
Language English
Scenario RoSo002

. Romanian's on defense against nine Soviet T-34/SMG combos + OBA + BM-13 (and a couple of recon units).

Boards are set as follows with long axis oriented N/S:

6 22

14(f) 10 (f) = flipped

Soviet victory conditions are, upon entering anywhere on north edge, to clear all roads on all four maps and all town hexes on boards #22 and #10. Twenty-four turns. Heavy mud conditions attain reducing all movement allowances.

Board Six: 2xINF dug-in each on road hexes 0514 and 1010. Board Fourteen: 2xINF on 40-m hill road hexes 0908 and 0609. Also 75mm-FG with spotting 6-0-0 cpt (for OBA) on 60mforest hex (range = 18). Board Twenty-two: 2xINF + 1xHMG in two-hex hamlet 0608 & 0708 with 9-1-1 cpt. 2xINF with LT in farm 0809. 1xENG + 1xHMG + 10-0-1 LT in farm 0914 (road hex controls entry to board 10). Also have 47mmAT guns in 0715 & 1115 (with 3 ATF, only real shot at a T-34 is with a x-fire bonus which is set up vs. road hex just to the north of 0914). Board Ten: 2xINF dug-in on road hex 0705. 2xHMG + 8-0-0 LT dug-in on 0706 (support fire vs. approach). Village holds LtC 9-1-0 + 2 INF in cross-roads hex and Heer 20mmAA + 50mmAT in 0809.

So rather than, say, one mutually supporting stronger grouping on each board, I have opted for a series of spread out road-blocks and town-hex holding positions in the hope of forcing the Soviet force either to split up or to spend inordinate time reorienting itself for multiple attack sequences.

It did occur to "hide" units in forests/hills requiring the soviet player either to off-road in chase or to leave "holding forces" to prevent ROM units from reclaiming a road hex at game end. This seemed a meta-gaming approach or an approach better suited for partisan activities such as scenarios in Sinister Forces.

Play:

The Soviet commander perhaps unfortunately had read his intelligence section's evaluation of the Romanian defense in this area. He didn't expect much resistance from the ROM 7th infantry. Sending his armored column with SMG tank riders south along the road on board 22, about half off-loaded to deal with the town in hexes 0608 and 0708. There was some desultory OF from the village and weak Soviet supporting OBA. The rest of the Soviet column headed west towards board 6 although slowed due to heavy mud.

After a second round of ineffective OBA and BM-13 fire, the Soviets decided to take the bull by the horns and move adjacent to the village preparatory to a combined arms assault. Little did they know that the captain leading the Romanians in this village had spent six months as a liaison officer with the Grossdeutschland division earning a German close assault badge: the OF was withering. The Soviet SMG platoons were savaged (rolls of '12' and '3'). After a mere 45 minutes of combat, the Soviets had initiated an assault in one town hex; eliminated 2 ROM INF steps; but at the cost of four SMG steps and several DIS/DEMs - the Soviet zampolit found himself busy. On the other hand, the attack against the eastern road block on the road on board six had gone well, with come OBA/DF causing compound morale failures.

The Soviet commander of the assault in hex was eventually shot for cowardice. Leading into combat an SMG+2T-34s+M3+subsidiary leader, an hour and a half of combat had not succeeded in dislodging a single ROM infantry platoon (read this as three consecutive '1' rolls on 18 or 13 cols followed by three more rounds of nothing greater than a '3'). By turn 8, the Soviets had suffered seven step losses, but had several other units, particularly in the assault, in poor-order. The Romanians had suffered likewise, particularly over on board 6, for a total likewise of seven step losses.

To make a sad story short, the Soviet player gave up the attack on board 22 and headed west to board 6 setting a few units to "seal off" board 6 from a ROM counterattack; cleared board 6 and off-roaded slow, sloppy trek south to board 14; eventually cleared the two road blocks on board 14.

Game ended in the Soviets controlling boards 6 and 14 for TWO objectives, but had made no inroad at all towards boards 22 and/or 10. Minor ROM victory.

I have to say that it was sobering to observe the die rolling differential between the two sides even playing solo. Whilst the Soviets had a few decent rolls, the ROM side, particularly in the first third (8 turns) of the game, simply rolled amazing attack rolls (10+ or 4-) and certain key units simply never failed a morale check (like heroic forces in the 0609/0708 village on board 22).

The deep-mud conditions also keep the Soviets primarily road-bound, though I had to forgo that because of the tenacity of the board 22 defense.

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The Die is Cast - Oh, for Pete's Sake, not ANOTHER "1"
Author Matt W
Method Solo
Victor Germany, Romania
Play Date 2011-08-07
Language English
Scenario RoSo002

The Soviets in this scenario have the task of clearing roads and towns of a large, although dispirited Romanian force. While the Soviets clearly have the ability to do so in a local engagement, it is very difficult for them to hold the ground taken. They arrive with 9 platoons of T-34s, nine platoons of SMGs, a rocket artillery unit and a recon detachment. They can probe, disrupt, demoralize, chase and occassionally crush the Romanians but they cannot hold the ground.

Add to that the fact that the "ground" is primarily liquid. All units are mired in mud making it difficult to advance quickly in any off road direction. This forces the Soviets to take a predictable route to their victory conditions.

The Romanians set up primarily along the north-south road on the eastern side of the area. They heavily garrison the towns along the way, forcing the Soviets to risk their infantry in assaults in order to avoid having the valuable tanks caught without infantry in urban settings. They put no units whatsoever on Board 6, ceding that victory location to the Soviets but place a company of infantry with the 75mm on the hill south of that to threaten a counterattack.

The Soviets enter and send their recon detachment to capture the road to the west and send their main force forward to start clearing the eastern road. The Soviets have decided to go for a win by forcing their way down the eastern side of the board. A western strategy faces a much more difficult prospect as there is no north-south road there and all movement would be cross-country through the mud. Finally, without an attmpt at the town to the southeast, the best they can hope for is a minor victory and they are looking for better than that.

Within the first four turns the Soviets have lost their armored cars and four steps of infantry. This gives the Romanians a chance to reduce the Soviets victory performance if they can eliminate four more steps. On the other hand some very strong detachments of Romanian troops have fled the first two towns that the Soviets have attacked. So really a mixed bag of results.

By turn 10 the Soviets have captured the northwestern road (which was undefended) and have managed to lose ten steps, the last one coming on a failed Kommissar recovery (with a Kommissar morale of "10"). That fact is a perfect example of the die rolling in this action. A Romanian mortar platoon was attacked by two T-34 platoons in open ground and held out for 45 minutes. This simply wasn't a good day to be the Soviet commander.

Yet the Soviet assault ground forward. They had lost 9 steps of infantry and two of tanks and were grinding down the road towards Coarnele-Capru but time was clearly against them. The Romanians had garrisoned the town heavily and had the German support weapons there as well. The Soviets weren't able to even assault the town until turn 20 (of 24) and then still had to clear out the road system to the south where a lone Romanian platoon controlled the exit from the board.

Ultimately the Soviets were unable to take the town, losing another tank step and only gaining control of a single town hex. In addition, the Romanian company on the western board advanced to contest control of the western road which the recon detachment was not able to defend due to the loss of the armored cars earlier. The final total of victory conditions for the Soviets was "1" for control of the northeastern board, less the "1" for losing ten or more steps, leaving the Soviets with an unseemly "0" victory conditions met and a string of burning tanks. A major Romanian victory, a rare occurence this late in the war.

The tactical puzzle given to both sides here is daunting. The Romanians can't stop the Soviets but can retake anything they lose. The Soviets can take any position but can't hold any position. Given the Soviets' need to control areas they are at a disadvantage in the play of this one but there is plenty to enjoy in the play. Given the mud it seems odd to say that maneuver is critical but it absolutely is critical for both sides to think 5-7 turns ahead to consider where they need to be to have the best effect on the final result. I enjoyed this one, a solid "4".

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