Engineers Really Can Do Anything Romanian Soil #4 |
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(Attacker) Germany | vs | Soviet Union (Defender) |
Formations Involved | ||
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Germany | Grossdeutschland Division | |
Soviet Union | 206th Rifle Division |
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Overall Rating, 6 votes |
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3.67
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Scenario Rank: 274 of 940 |
Parent Game | Romanian Soil |
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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 |
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Urban Assault |
Conditions |
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Off-board Artillery |
Scenario Requirements & Playability | |
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Eastern Front | Counters |
Elsenborn Ridge | Maps |
Romanian Soil | Base Game |
Road to Berlin | Counters |
Introduction |
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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 |
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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. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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3 Errata Items | |
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The morale and combat modifiers of German Sergeant #1614 should be "0", not "8". (Shad
on 2010 Dec 15)
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All SPW 251s have an armor value of 0. (Shad
on 2010 Dec 15)
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The reduced direct fire value in Kursk: Burning Tigers is 4-4. (plloyd1010
on 2015 Jul 31)
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Grossdeutschland Pioneers uber alles: solo play | ||||||||||||
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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:
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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0 Comments |
Engineers can't do everything |
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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. |
0 Comments |
Germany Makes a Point |
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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. |
0 Comments |
Engineers may not be able to do anything, but this, they can do... |
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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 | ||||||||||||
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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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0 Comments |