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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And Again
Romanian Soil #9
(Defender) Germany vs Soviet Union (Attacker)
Formations Involved
Germany 24th Panzer Division
Soviet Union 93rd Guards Rifle Division
Soviet Union 9th "Bobriusko-Berlinskaya" Tank Division
Display
Balance:



Overall balance chart for RoSo009
Total
Side 1 2
Draw 0
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
4.5
Scenario Rank: --- of 940
Parent Game Romanian Soil
Historicity Historical
Date 1944-04-13
Start Time 07:15
Turn Count 36
Visibility Day
Counters 274
Net Morale 0
Net Initiative 1
Maps 6: 1, 10, 14, 16, 19, 25
Layout Dimensions 86 x 84 cm
34 x 33 in
Play Bounty 235
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Road Control
Urban Assault
Conditions
Off-board Artillery
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Battle of the Bulge Maps
Eastern Front Maps + Counters
Elsenborn Ridge Maps + Counters
Red Warriors Counters
Romanian Soil Base Game
Road to Berlin Maps + Counters
Introduction

Marshal Konev had given firm orders to Lt. Gen. S.I. Bogdanov of Second Tank Army: the salient held 24th Panzer Division was to be eliminated. Having failed with one of his two tank corps, Bogdanov now committed his other, fresh corps and attached additional infantry for the assault. Twice as many tanks would be used, with the main thrust shifted slightly to the west to accommodate the larger forces.

Conclusion

Though Bogdanov had sent in a larger force, Edelsheims's men were ready for them and the Soviets only made limited gains. The division's reserve attacked again, and restored the initial German line when threats against both of 3rd Tank Corps' flanks forced the Red Army formation to pull back. With Bogdanov clearly stopped, Konev consulted with Stavka and agreed the offensive should halt until two fresh armies could join 2nd Ukrainian Front.


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
  • Assault Gun: if closed-top, 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
Luftwaffe
  • Towed
Soviet Union Order of Battle
Army (RKKA)
  • Motorized

Display Errata (6)

6 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 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)
Overall balance chart for 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (1)

Blunt Force Trauma
Author Matt W
Method Solo
Victor Germany
Play Date 2011-11-16
Language English
Scenario RoSo009

After playing through Scenario 8 one has to wonder about the mental acuity of Lt. Gen. Bogdanov of the RKKA. In essence the concept behind the Soviet advance on 4/13/44 was to repeat, in near lockstep, the Soviet advance of 4/12/44 but somehow the results this time would be significantly improved. It is moments like this that we can understand the terrible toll that the purges of the Soviet military caused.

As noted in the conclusion to the scenario, the 24th Panzer was again able to retain its position and roll back the Soviets advance and retake their positions.

I told myself that I would not fall into the same trap that I had fallen into as the Soviet commander in the previous scenario. I would husband my armor and use it to reduce the German positions and armor in ranged combat. I would be helped by having a much improved complement of T34/85s.

It all worked beautifully for the first 2 1/2 hours. The Soviets advanced quickly through the central woods and fanned out flanking parties to keep the eventual counterattack honest. The hills on the center and left of the Soviet advance were cleared of German defenders on Turn 9 and Turn 16 respectively while a German company continued to hold out on the Soviet right flank throughout the 9 hours.

The Soviets advanced heavily through the central boards getting to the fields to the northwest of the central town and then the German counterattack began (they arrived on the first possible turn again, while the Soviet Guards reinforcement took five turns to come on). The German counterattack was supported by halftracks creating a terrible direct fire and assault force which ran roughshod over the lightly supported infantry. Once the fields were cleared and the Germans moved into the light woods the halftracks came into range of the extensive AT capability of the Soviets (T34cs supported by AT guns) and were decimated leading to a stalemate in the center. The conflict here was the result of both centers of gravity colliding. The Soviets just didn't have the morale and weight to pull off the attack once the German reinforcements were on the case.

The Soviets massed their remaining offensive capability to the east to see if they could penetrate to the town and perhaps grab an objective other than the German losses but the failure to maintain any pressure in the center permitted the Germans to move strong reinforcements to counter the push. In addition, unlike in the central position the advance had to cross open ground and the Soviet infantry was punished terribly. The German AT capability was simply too strong to fight as the Soviets lost 15 tanks in one 15 minute stretch of being in the open.

At that point the Soviets conceded to the Germans. Another bloody mess but in this one the Soviets were able to establish a strong position in the northern hills that the Germans were less than anxious to attack. Certainly the capability existed to remove the Soviets from the high ground but the expected losses from such an effort were probably not warranted. A grand scenario to play (a 5) and a difficult one to "win" as the Soviets. I would suggest that the Soviets look to outperform history and pray, hard, that the German reinforcements are delayed.

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