The Guards Move Forward Romanian Soil #7 |
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(Attacker) Romania | vs | Soviet Union (Defender) |
Formations Involved | ||
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Romania | 1st "Royal" Guards Infantry Division | |
Soviet Union | 206th Rifle Division |
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Overall Rating, 5 votes |
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3.4
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Scenario Rank: 476 of 940 |
Parent Game | Romanian Soil |
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Historicity | Historical |
Date | 1944-04-10 |
Start Time | 13:45 |
Turn Count | 18 |
Visibility | Day |
Counters | 67 |
Net Morale | 0 |
Net Initiative | 0 |
Maps | 2: 24, 25 |
Layout Dimensions | 86 x 28 cm 34 x 11 in |
Play Bounty | 150 |
AAR Bounty | 165 |
Total Plays | 5 |
Total AARs | 2 |
Battle Types |
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Urban Assault |
Conditions |
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Off-board Artillery |
Terrain Mods |
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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An often overlooked reason for Grossdeutschland's success (especially in German accounts) was the forceful pinning attacks mounted by the Romanians farther south. One such attack was carried out at Ganesti by Romania's battle hardened 1st Guards Division. Viewing the Royal Guards as a symbol of political reaction, Red Army kommisars encouraged a particular dislike for the Romanian division, one heartily returned by its officers. |
Conclusion |
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While Soviet Guards units received their designation for outstanding performance in battle, the Romanian Royal Guards Division had conducted ceremonial duties before the war and the prestige of assignment to the unit assured that it received the Army's best young officers and recruits. Hard experience in front of Odessa assured that the division was no mere set of parade-ground soldiers and they performed admirably under trying conditions. Despite their lack of heavy weapons support, The Royal Guards pressed forward hard enough to secure Ganesti and tie up the Soviet 206th Rifle Division so it could not send forces northward to deal with Grossdeutschland. |
Additional Notes |
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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. |
1 Errata Item | |
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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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Tree to tree then house to house |
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In this scenario a two battlions of Romanians bump heads against a reinforced battalion of Russians. The two forces are similar in morale so force and firepower are the primary winners. The Russians set up two roadblocks in the woods with a company to assist in holding the roadblocks hiding in the woods. The Romanians, aware of the company hiding in the deeper woods decide to bypass the roadblocks, sending one battalion plus the engineers and much of their heavier infantry weapons (HMGs) through the lighter woods to the west of the road. The Russians move the company through the woods and the combination of the roadblocks and mobile forces ends up delaying the Romanians for a couple of hours. Once the town is reached the battle devolves into an urban crash and thump which the Russians with no real reserves cannot win. At the end of the action, the Russians are still disputing control of two town hexes in the large town but only have three platoons fighting. The Romanians hold 5 town hexes and have effectively controlled the Russians. Total step losses were 10 Romanian and 22 Russian. Victory points were 12 Russian and 37 Romanian, thus a major victory for the Romanians and nearly the historical result. Clean and neat infantry battle. Solid rating of 4. |
0 Comments |
Soviets Make a Point |
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Soviets set up in large town on board 24 with artillery in light woods to the north and a few scattered units on the hill to the south. The Romanians advanced north en masse from the east side of board 25 and immeditaely ran into trouble. Their low morale meant the Soviets were able to disrupt many platoons with artillery, thus disorganizing the advance. Upon reaching the large town the Romanians encircled it from the East but took many losses when they advanced toward it. They also suffered from many turns ending due to FOW after only a few activations. With a half dozen turns remaining the Romanians had yet to eliminate a single Soviet step or take a town hex. In the end the Romanians gained only a single point as the Soviets dominated the game. This one could be winnable however for the Romanians with some better luck and better Generalling. It's not as bad a scenario as this play of it turned out to be. |
0 Comments |