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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Engineers Really Can Do Anything
Romanian Soil #4
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany Grossdeutschland Division
Soviet Union 206th Rifle Division
Display
Balance:



Overall balance chart for RoSo004
Total
Side 1 6
Draw 0
Side 2 1
Overall Rating, 6 votes
5
4
3
2
1
3.67
Scenario Rank: 274 of 940
Parent Game Romanian Soil
Historicity Historical
Date 1944-04-09
Start Time 13:15
Turn Count 12
Visibility Day
Counters 52
Net Morale 1
Net Initiative 1
Maps 1: 24
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 138
AAR Bounty 147
Total Plays 7
Total AARs 5
Battle Types
Urban Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
Eastern Front Counters
Elsenborn Ridge Maps
Romanian Soil Base Game
Road to Berlin Counters
Introduction

Targu Frumos had an importance all out of proportion to its size; its loss would threaten two German and two Romanian armies with encirclement. When word reached Gen. Wohler that the Romanians had been driven from there, he ordered the elite Grossdeutschland Division to rectify the situation at once. As luck would have it they had already ordered eastward, and were currently arriving on the battlefield. Their engineer battalion was one of the first to arrive, and without waiting for help they took the fight to the enemy.

Conclusion

Drawing on all their hard-won experience, the outnumbered engineers of Grossdeutschland managed to wedge themselves into the southern part of the town. Once there they refused to be driven off and later that night German reinforcements would arrive to drive the Soviets out before daylight.


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.
  • 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)

Display Order of Battle

Germany Order of Battle
Heer
  • Foot
  • Mechanized
  • Motorized
  • Towed
Soviet Union Order of Battle
Army (RKKA)

Display Errata (3)

3 Errata Items
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 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)
Overall balance chart for 951

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

(plloyd1010 on 2015 Jul 31)

Display AARs (5)

Grossdeutschland Pioneers uber alles: solo play
Author Poor Yorek
Method Solo
Victor Germany
Play Date 2010-12-24
Language English
Scenario RoSo004

Summary: The engineering battalion of the Grossdeutschland Division must wrest control of town hexes from RKKA defenders. No armored forces (save for x3 SPW 251's). See scenario description for specifics (though played on board 24 which has a one-hex town in 1105 and a seven-hex town about a crossroads in the middle of the board).

LDR Draws:

RKKA: Cpt: 9-0-0; Lts: 8-0-0; 8-0-0; 9-0-1; 8-0-1 Heer: Maj: 9-0-1; Cpts: 9-0-1; 9-0-1; Lts: 9-1-0; 10-1-2; Sgt: 9-1-1.

So Heer had significantly better leadership (though only one really strong one as German leaders go). And the RKKA avoided any 7-0-0's, so all-in-all a reasonable draw here.

Initial Set-up: 8-0-0 LT + RIF(x2) + 45mm ATK in town 1105. 8-0-0 LT + RIF(x2) in light woods hex 0405. HMG(x2) + 76.2mm in town hex 0808 (southernmost town hex). Remaining RIFs, SMGS, ATR's hold other town hexes. The 82mm (x2) were located in heavy wood in hex 1114.

Rationales:

I placed the two RIF platoons in the light woods in case the German player (me) decided to use that limiting terrain as an assembly area for an approach to the town. Also, I thought that should the German player go due north and or west, these forces might provide a flanking counter-attack. I placed the ATK guns forwards to try to take out or retard entry/use of the SPW 251's. The mortars I debated between having them forwards on the ridge line north of the main town so that they could use the self-spot col shift; but, once they fired, they would be spotted and pray to German OBA. Hence, I felt that keeping them behind a hex of hvy woods would keep them in the game longer and balance the above advantage (as well as giving up a few hexes of range).

Victory Points Summary: (Soviets 1pt per German step loss + two per town hex controlled; Germans 1 pt per Soviet step loss + three per town hex controlled). At the end of each turn:

Turn Soviet VPs German VPs

1 16 1 (Russian 45mm gun crew fled: failed recover from DEMORLZ & spotted)

2 17 1

3 17 1

4 15 6 (Germans capture town hex 1105)

5 15 6

6 15 7

7 13 7 (Germans assault town hex 0808)

8 14 9 (Germans assault town hex 0909)

9 14 12

10 14 13

11 11 22

12 11 26

Soviet: 3 step losses inflicted + four town hexes) = 11 VPs German: 14 step losses inflicted + four town hexes) = 26 VPs. Difference is sufficient for a major German victory.

This could have gone either way given a few different key rolls in assaults in turns 8 & 9. At that point, the Germans held the upper hand as the Soviets were forced to feed more and more units into the two assault hexes and were eventually almost bled dry. Still, it was quite exciting and, I think, an excellent scenario. Again, whilst primarily a Soviet "hold on to your town hexes" against both ENGs with higher morale and better leadership (grim at best), there are some subtle set-up choices that one can make.

Game vagaries:

  1. On turn 1, Soviet OBA disrupts one ENG and demoralizes another! German OBA on 1105-town was only an M, but demoralized one RIF and the 45mm gun. This craziness caused the German side of my brain to change my attack plan completely. I had hoped one company would deal with 1105 whilst the other two went for the light woods. Now, I had to commit two companies to 1105 and keep the third as a blocking/spotting force on the N/S road and hill complex in map center. Germans had this town hex by turn four and held it with the 20mm gun and a reduced ENG platoon.

  2. On turn 5, German OBA disrupts both HMGs in 0808 (town) and demoralizes the 76.2 mm, but two RIF platoons OF (Germans rushed up to take advantage of the HMG's fate), demoralize two ENG platoons. Soviet OBA on the following turn rolls a '7' on those two demoralized ENGS!

  3. Major assault on 0808 begins on turn 7 with 1 ENG + 2 SPW (now safe as the 76.2 mm is gone); the turn 8 is the key shifting point. Both Soviet and Germans on 24 Col, but Soviets roll a '3' and Germans a '6'. Assault also begins on 0909 (town). Curiously, the two German ENGs that were demoralized earlier take about four-five turns to get back to good order even with help from leader. Likewise, the pair of Soviet RIF and their leader, hit hard by an OBA attack earlier, likewise are stuck on morale failures. So essentially, both sides have two platoons and a leader effectively out of action. If the Soviets could recover first, they could essentially counterattack as per plan.

  4. Turns 9-10 were assaults; recoveries; fleeing hexes; regroups; etc., but the Soviets were fighting an uphill battle. One HMG was DEMORLZD and out of the assault (and stubbornly would not recover) and the Germans: +1 ldr + 1 ENG +1 morale lead to a net +1 col shift after the -2 for defending in a town. Hence the Germans just worn the Soviets down. And the Germans came out on top on the rolls here also.

  5. In the last few turns, the pair of German ENGS recovered and moved to take a town hex that had been left uncovered due to Soviets having to feed the two main assault hexes. The two Soviet rifle platoons likewise recovered, but with insufficient time to move to counter-attack town hex 1105, so they moved back into the main town on the last turn simply shoring up a town hex that had two DEMORLZD units in it.

I think this was a very interesting and tense scenario despite the end score. Given the vagaries of assault tables and their corresponding morale checks, this could easily have gone the other way. Perhaps keeping the two RIF platoons out in those woods (they were spotted when a German ENG/LDR moved within three hexes and hit by OBA) was a bad call. On the other hand, with them there, the German player could not afford to treat town hex 1105 as secure. As it turned out, two German ENG units also attempting recovery essentially were also providing protection duty. So it is difficult to know how this really turned out in the balance.

Also, the SPW251's made a significant difference in the assaults. Perhaps it might have been better to have placed the Soviet ATKs in town hexes that were unlikely to become spotted/targeted due to OF from RIF/HMG in the same hex (of course, those hexes had the best field of fire). In any case, I suspect that German OBA taking out those guns before they had a chance of using AT fire at the 251's was a significant factor in the German victory.

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Engineers can't do everything
Author ricer
Method Solo
Victor Soviet Union
Play Date 2010-12-29
Language English
Scenario RoSo004

The Soviets set up their forces with art, smg's and most of the inf in the town hexes. South of the town they set up a line of inf and AT rifle units to slow down the Germans as the advance on the town and discourage the APC's. The town on the hill was occupied by an inf with a leader to spot the Germans as soon as they appear. The Germans managed to overrun the Soviet line south of the town causing significant Soviet casualties, but also delaying their eventual assault on the town hexes (no eng assault bonus on non-town hexes). Soviet art and op fire was very effective in breaking up German assaults, further delaying/weakening them. The Germans assaulted the town from the west, south and east. They would have been better served by not spreading out so much. The turning point in the game came when on the southern assault and Soviet counter-assault the Germans lost 3 steps plus the OC. In the end they were only able to occupy 3 town hexes and the Soviets won on points. Another turn or two and the Germans would have won given the mounting Soviet losses, I'll have to try this one again.

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Germany Makes a Point
Author KirkH
Method Solo
Victor Germany
Play Date 2010-09-26
Language English
Scenario RoSo004

Soviets set up in large town and also had one unit dug-in in the light woods southeast of the large town and one unit in the small town to the southwest. The Germans entered the board from the east and circled around to the east to advance on the town. As they approached they lost a couple steps, but quickly assaulted and took a town hex. Then the game settled into a contest of assaults. On the final turn they assaulted two towns to keep the Soviets from claiming the points for control of them and also eliminated the Soviets from another assault hex. This turned what had been a very close game into a major victory for the Germans. This one was closer than the 23-8 final score and would definitely warrant replaying.

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Engineers may not be able to do anything, but this, they can do...
Author Matt W
Method Solo
Victor Germany
Play Date 2011-08-08
Language English
Scenario RoSo004

A German engineer batallion with high morale and a very good set of leaders must attack and gain a lodgement in a town. The defending Soviets have a substantially larger force.

The Soviets, knowing that the Germans are coming set up a slight defensive post in the separate hamlet then string outposts south of the large town with AT rifles ready to shoot up the halftracks. With only 12 turns it is pretty obvious where the Germans will be coming so their real strength is located in the town, along with all the artillery.

The Germans have good OBA but their numbers are anemic. They do, however, have one advantage, they are engineers, with ample leadership assaulting a lower morale force in an urban area. As a result, each assault, even in the towns will typically go off with at least a +1 column shift on the assault table. The Soviets set up in a perfect way to heighten that shift by concentrating their strongest units in the towns.

The town assaults led to substantial losses on both sides (the Germans would eventually lose 4 engineer steps and one halftrack but they were able to take 3 hexes of the large town and contest two more while causing losses of roughly 3 to 1). The Soviets, however, with less, although pretty good, leaders have trouble recovering their morale while the Germans with a Captain with a "2" morale modifier, are recovering quickly (a "-3" modifier while in a town hex will do that for you.

The Germans are just too well suited for this one. Bad rolls may slow them down but the Soviets seem unlikely to do enough damage to the Germans to make up for the damage they themselves will experience and holding the town is very difficult for the reason discussed above.

This is a very quick and direct scenario. Without time or space for esoteric maneuvers the engineers just slam straight in. I give it a "3".

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Romanian Soil, scenario #4: Engineers Really Can Do Anything
Author JayTownsend
Method Solo
Victor Germany
Play Date 2011-10-21
Language English
Scenario RoSo004

Romanian Soil has had some pretty nice scenarios so far in my previous plays, so I had a go at this quick one mapper.

Setting this one up, I felt this would be a good solo scenario as the Russians pretty much defend. The Germans only have Engineers but 9 counters worth and one 20mm AA gun, three SPW 251, some off board artillery and one mean Sargent with an attack factor of 2, as all the rest of their forces are transportation types and leaders. The Soviets have a mixed bunch of Infantry types and heavy weapon units which included a couple of Gun types with a small dose off board artillery. A kind of strange matchup!

The Germans were able to enter the southern edge of the map and take the first town hex on the hill with only losing one step of halftracks, then they regrouped and attacked the large town below, taking three more town hexes while only losing another step of engineers. The Soviets lost 9 steps but still held 4 town hexes. The German get those nice one column modifiers with Engineer units in assault combat. The Germans also get three points for controlled town hexes verses two points for the Soviets. This was a major German victory.

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