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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Slowing the Juggernaut
Romanian Soil #3
(Attacker) Germany
(Defender) Romania
vs Soviet Union (Attacker)
Formations Involved
Germany 24th Panzer Division
Romania 7th Infantry Division
Soviet Union 16th Tank Corps
Soviet Union 9th "Bobriusko-Berlinskaya" Tank Division
Display
Balance:



Overall balance chart for RoSo003
Total
Side 1 2
Draw 0
Side 2 3
Overall Rating, 4 votes
5
4
3
2
1
4.25
Scenario Rank: --- of 940
Parent Game Romanian Soil
Historicity Historical
Date 1944-04-09
Start Time 11:00
Turn Count 24
Visibility Day
Counters 166
Net Morale 0
Net Initiative 2
Maps 4: 22, 23, 5, 6
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 190
AAR Bounty 159
Total Plays 5
Total AARs 3
Battle Types
Exit the Battle Area
Road Control
Conditions
Off-board Artillery
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Eastern Front Maps + Counters
Elsenborn Ridge Maps
Red Warriors Counters
Romanian Soil Base Game
Road to Berlin Counters
Introduction

Marshal Ivan Konev of 2nd Ukrainian Front identified Targu Frumos as his main target thanks to its strategic position. Interrogations of German prisoners revealed that the Axis would stand around Kishinev before falling back to the Romanian Strunga Line. Taking Targu Frumos would outflank the Kishineve position from the northwest, and unravel the German line. If the Soviets could strike quickly, Konev believed, they could isolate and destroy the entire Axis force on the Romanian front.

Conclusion

Gen. Wohler knew that the Romanian 7th Infantry Division could not deal with the two enemy tank corps now assaulting it, so he quickly dispatched a battle group of 12 tanks and a battalion of panzer grenadiers from 24th Panzer Division to the area. The next day when the Soviets resumed their advance, the Germans attacked their flank. Heavy fighting ensued, and while the Axis were forced back almost to Podu Iloaie the German counterattack kept the Soviets from reinforcing their infantry fighting at Targu Frumos. That bought the Germans enough time to bring in more forces to deal with the situation.

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, German lieutenant and a associated wagon 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).
  • Prime Movers: Transports which only transport towed units and/or leaders (May not carry personnel units). May or may not be armored (armored models are open-top). All are mechanized. (SB)
  • 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
  • Motorized
Romania Order of Battle
Armata Română
  • Towed
Soviet Union Order of Battle
Army (RKKA)
  • Motorized

Display Errata (5)

5 Errata Items
Overall balance chart for 20

The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 41

All SS PzIVH tanks should have a movement of 8.

(Shad on 2010 Dec 15)
Overall balance chart for 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)
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 951

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

(plloyd1010 on 2015 Jul 31)

Display AARs (3)

Romanian Right Broken But Juggernaut Halted
Author vince hughes (Germany, Romania)
Method Dual Table Setup + Email
Victor Germany, Romania
Participants unknown
Play Date 2012-10-24
Language English
Scenario RoSo003

This rather large game was played by PBEM with my Chicago based friend John.L over a period of 10 months ! It requires a Romanian set up designed to halt a large Soviet force across a two board frontage. Despite my dislike of doing so, the size of frontage forced my hand to a very thinned out Romanian line, but with deployment focused on keeping the Soviets 'slow' in the mud. Also, the Romanian left was practically ignored as German forces instantly enter this area. This is how the battle went.

Romanian forces from the 7th Infantry Division had been placed in front of the path that the Soviet 3rd and 16th Tank Corps were grinding forward along. It was a large front to protect, so Romanian lines had to be strung out thinly, but placed in locations that would most hamper the oncoming Stalinists. They were also dependent on the German reinforcements on their way from the west to strengthen the line and help combat the massive Soviet numbers. At 1100 hours The Germans began to arrive and they placed themselves immediately ahead of the Russian 3rd Tank Corps.(Soviet Right flank). These German forces spent the opening of the battle trying to deploy a defensive line along the east-west road. Other Soviets forces in the centre and on the left flank slowly move from the north toward the thin crust of Romanian lines. Axis OBA begins to hit the Soviet right (west) flank causing some confusion as a platoon becomes casualties and the Lt.Col of the regiment dies. By 1130 (turn.3), Soviet logistics have failed to bring all their forces onto the battlefield.

The Russian right continues to enter the field. More Soviet units become demoralised from Romanian rifle fire and enemy T34’s in the marshy area on their right flank pull back from aggressive Romanian infantry moves. With this, the German Panthers rush forward to attack the retiring T34’s before they have time to re-settle. The aggressive German tank attack, plus some infantry inflict heavy losses on the Russian tanks on the west flank (7 steps). Soviet OBA cuts one German infantry platoon to ribbons that was attacking the T34’s. Meanwhile the Russian centre begins to enter the battlefield. By 1145 hours, the Russians have entered all along the front.

Turn.4: 1145 hours.. Soviet infantry on the west flank are in a mess as German OBA opens up on them as well as the first German firing line. The attacking Soviets densely pack together making themselves tasty targets. Meanwhile on the east flank and centre, the Soviets continue to advance towards Romanian lines unmolested and as well as closing the gap they force the defending line to stretch. Turn 5: 1200 hours. Soviet tanks take yet more of a battering. On the west flank the marshes are cleared as are the remaining 2 T34 platoons already under infantry attack. German OBA bombardment causes heavy casualties on Soviet Infantry. In reply, Soviet OBA hits a Rom platoon eliminating half of it. All of the Soviet troops get to move forward whilst the Romanians retire slightly and set up a new battle line to stand in way of this advance. Turn 6. 1215 hours. On the west flank, the Soviet wing here is slowly being taken apart, suffering more casualties as counter-attacking German tanks blast away more T34’s that were making an attempt to break through. The supporting infantry here were also becoming DIS & DEM as casualties are taken from German infantry fire. In the centre, the Soviet infantry & armour both make surges forward. The armour breaks through but is counter-attacked by Romanian infantry via close-assaults. The Soviet infantry units concentrate on the Romanian line and are now engaged in close fighting. The east flank sees little action as both forces stand off.

Turn 7: 1230 hours. The Soviets managed to get practically all their troops on the move around this time. They also inflicted losses on Romanian infantry their tanks entered assaults in the centre attempting to break through. On the east flank, the Reds make a move and close in on the Romanian line bravely withstanding most of the enemy fire in the process. On the fast decimating west flank all the Russians can do is to try and repair it and hold as many German forces interest in this location as possible. In offensive terms, it is already rendered impotent. Turn 8: 1245 hours: Over on the east flank, a bombardment and point blank MG fire curtails the Soviet advance here. Romanian troops left adjacent pull back 200 yards to retain a gap for fire lanes. The Soviet tanks in the centre become very aggressive, attacking Romanian positions and making a break through the fractured defensive lines. In response, a platoon of Panther tanks shift up toward these to attack this breakthrough. Turn 9: 1300 hours. The Panthers’ cut through 2 x T34 platoons that were making a break through the centre effectively ending their battle. The remaining Romanian Infantry engage them to hold them back and eat time. German artillery and Romanian troops continue their best efforts to DIS & DEM the advance on the east flank. This was partly successful, but still not enough to hold it up completely. On the west flank, a surprise T34/85 attack on German armour takes out part of PzIV platoon.

Turn 10 – 1315 hours. The Soviets really begin to hit back On their right (west facing the Germans) flank, they show more resistance by hanging on when needed. On their left flank, they become aggressive towards the defending line in an effort to push forward faster and inflict a number of casualties. The Romanian position here looks to be wavering. Turn 11 – 1330 hours. The Soviet pressure continues. Again, despite looking down and out 30 minutes ago, they inflict numerous casualties against the Romanians on their east flank causing concern for the Axis as to its ability to hold out much longer. Also, despite losing the most casualties that they had of any turn so far, they still continued to pressure the axis right flank. Turn 12- 1345 hours. Starts off better for the Axis as they remove some of the more obstinate Soviets in the opening exchanges. Also, the general tome of the battle is going more the Axis way than did the previous half hour. Casualties had been heavy to both sides as half way was reached. The Axis had lost 13 ROM steps of foot and 2 German, plus 1 step of AFV’s. The Soviets had so far suffered 20 steps of foot losses, 3 APC steps and no less than 23 x T34 steps.

From 1400-1500 hours (Turns 13-16) – The Soviets spend their time trying to force any troops that are able, through gaps in the Axis line. These amount to nothing more than fugitive type numbers including an APC and two infantry platoons. They also continue the mission of destroying the Romanian right (east) flank to make a breach. By turn 1430 hours a break in the Romanian line is achieved. Many Romanian defenders are either destroyed or demoralised leaving just a few of their number in the farmland to fire at the Soviets. But the Soviets have very few good order troops here themselves and time is dwindling fast. This effectively ends any push the Soviets might bother to make. Also, to their right flank are a bank of Romanian MG units in farmland waiting for the moment to open up on the Soviets moving in the open. The 16th Tank Corps effort has been futile.

Despite the seeming futility of it all, the Soviet commander insisted that efforts are still made and from 1515-1630 hours (turns 17-22), the communist forces are made to continue their advance. The whole point of this appearing to allow Soviet artillery and those engaged in close assaults to attempt to merely to inflict more damage on the defenders. This did occur, albeit the Soviets lost even more than they inflicted. One T34 platoon miraculously survived 8 salvoes of shots from a panther unit during this period, and would escape being counted in the huge AFV losses suffered by the Red attackers.

The Soviet attack had achieved the one objective of inflicting - steps on the Axis forces, but had failed at securing a north-south road, had lost too many casualties and just one lone M3 platoon had got through the enemy lines when so many more were needed. The victory was to the Axis, but considered a minor one. Total step-losses per category in this battle amounted to the following - Soviet = 28 FOOT, 4 Officer, 25 AFV, 2 GUN, 3 APC: Germo-Romanian = 21 FOOT, 2 Officer, 1 AFV.

This was a great scenario as far as my experience was concerned. It sets a lot of objectives and options in each play of this scenario are certainly numerous. I expect results will vary throughout plays and I look forward to reading other peoples plays beyond this one. I'm giving this a '5' as playing a hard pressed Romanian line always looking ready to snap but not doing so until victory seemed assured will certainly stay memorable for me.

5 Comments
2012-10-24 20:34

Considering the length of real time that this scenario took, and the size, and the uncertainty of your position throughout, would you say that playing via PBEM was helpful to your play? Do you think things would have gone differently if this had been face-to-face or synchronous online?

2012-10-25 01:44

Hi Shad.

Playing this way can be helpful at times because of the time factor. In some AS's you may need to cogitate and you are actually able to. You have effectively 24 hours.

But to be honest, such situations are generally very rare as I reckon most of us have a plan whilst playing (don't we ?).

In fact, I find myself having on many occassions to control my patience and do the AS's in a controlled order. In other words, trying to 'stay' one's hand. You may have a really neat shot or move up your sleeve but are dependent on something else occurring first, such as a move from your opponent beforehand. Hanging out for that email 'AS', can test the nerves akin to a Submarine Captain below surface staying silent as the prowling destroyer searches above LOL.. Patience Vinny, patience.

The other instances I find 'staying' my hand .....and this can happen on ftf and skype, is when, for example, the opponent lands a rather nasty blow on a hex. Very often, your first impulse is to hit back (often in petulant revenge), but this impulse needs to be restrained on many occassions. If its an early AS (ie before FOW rolls), you need to remind yourself that the damage is done and you can go back to that hex soon but perhaps not NOW. Keep your mind fixed on what is the most needy as it may not always be that just damaged hex. This is exagerated on email PBEM because it could be days before you get to do anything.

Anybody else reading this should be advised that when I play this particular opponent it is just 1 email a day with an AS (sometimes 2 or 3 on a weekend). We like it that way and have played 7 or 8 games over 4 years. In todays quicker World, I know many, in fact most players wouldn't be up for this at all and have I experienced that fact with other blokes. But that is how we go and we have built a succesful regular move per day system. I'd hate to lose John as an opponent. He in fact gets a few ftf sessions in with Mike.P. Now that I would enjoy !

2012-10-25 02:09

Fascinating! How did you and John originally find each other? That PBEM relationship predates PG-HQ by a good bit...

And in all how many activation segments did this battle take?

2012-10-25 03:26

I THINK John simply put an advert post on the CSW PG forum if memory serves me ?

How many activations ? That's a stat I have never thought of keeping :-)

Altough Alan.S. does on his games.

2012-10-25 03:28

Based on what you wrote above simply counting the number of emails back and forth regarding that game would get you within a power of 10 or so. Certainly close enough for casual chat. :-)

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Ramming through Romanians
Author Matt W
Method Solo
Victor Soviet Union
Play Date 2009-10-28
Language English
Scenario RoSo003

The key to the Soviet assault is to ignore your losses in teh 3 Tank Corps and use the 16 Tank Corps to push over and through the Romanians. With luck the Germans will be slightly cautious or, even more fun, greedy and try to gorge on 3 Tank Corps. Their real function will be to screen 3 Tank Corps and fall on the flank of 16 Tank Corps before they can begin exiting steps to the south. These are no unmitigated wins as the Soviets in both cases only acheive the destruction of German/Romanian forces and exiting of troops. As the Germans close in they retake the road and the Soviets just lose way too many troops to get a major victory.

0 Comments
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Romanian Soil, scenario #3: Slowing the Juggernaut
Author JayTownsend
Method Solo
Victor Soviet Union
Play Date 2011-06-26
Language English
Scenario RoSo003

First let me state, this was a fun scenario. I real puzzle for both sides to solve. It starts with a large, mostly Romanian force on the board, a German mixed armor & Infantry force coming on the west edge and two Soviet mixed forces coming on two different northern maps and all on turn one.

The Romanian are not sure which North-South road to protect, so they pretty much slit their initial forces in two to defend both. The Soviets realize the Germans will reinforce from the west, so they use the north-west force to screen their north-east force which will open the north-east road. The Soviets have four victory objectives to try for and the axis will try to stop as many as possible.

The weather, mud slows movement on both sides! The Soviets are able to clear the North-East road and eliminate over 15 Romanian & German steps, but they lose over 20 steps by a few step and they miss exiting 25 steps by two steps, as too many steps got involved with fighting and screening axis forces, spread out too far and the mud slowed movement. So this was a minor Soviet victory which could have been a major one if I had paid more attention to the overall situation. The Axis should have entered the Germans further south and not get tangled up with so much Soviet armor right in the begin and then this would have been a much closer game, either way. I believe you could play this one three times and have three different outcomes.

0 Comments
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