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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When Elites Meet
Romanian Soil #10
(Attacker) Germany vs Soviet Union (Defender)
Formations Involved
Germany Grossdeutschland Division
Germany Grossdeutschland Sturmgeschütz Battalion
Soviet Union 3rd Guards Airborne Division
Display
Balance:



Overall balance chart for RoSo010
Total
Side 1 2
Draw 0
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 940
Parent Game Romanian Soil
Historicity Historical
Date 1944-04-13
Start Time 08:15
Turn Count 16
Visibility Day
Counters 119
Net Morale 0
Net Initiative 1
Maps 2: 19, 24
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 166
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Urban Assault
Conditions
Terrain Mods
Scenario Requirements & Playability
Eastern Front Counters
Elsenborn Ridge Maps
Romanian Soil Base Game
Road to Berlin Maps + Counters
Introduction

Unsure whether the Soviet offensive had really ended, Lt. Gen. Hasso von Manteuffel of Grossdeutschland Division ordered a series of small-scale attacks to expand his defensive perimeter around Targu Frumos. The Soviet 3rd Guards Airborne Division had entered the line, and Manteuffel reasoned that a spoiling attack might also upset Soviet plans should they be preparing a fresh attack.

Conclusion

Like their German counterparts at this time, Soviet airborne troops often weren't jump-trained but were utilized as elite infantry. But unlike the Fallschirmjagers, they were equipped the same as a regular (Guards) infantry division, relying on their elan to carry the day. Unfortunately for them, their antagonist this day was also an elite unit and lavishly equipped with armor and heavy weapons to boot. Grossdeutschland overwhelmed the Guards and advanced to the north of Harmanesti by noon. Pressure from other Soviet forces in the area forced them to pull-back somewhat, but at nightfall the German lines were over three miles northwest of Targul-Frumos.


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)
  • 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)

Display Order of Battle

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

Display Errata (4)

4 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 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 912

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (1)

Textbook
Author Matt W
Method Solo
Victor Germany
Play Date 2011-11-20
Language English
Scenario RoSo010

In this scenario a 2 battalion mechanized force of the GD attacks a battalion of Soviet Guards paratroops holding two towns. The goal is to destroy the Soviets and take the towns. In reality this proved to be relatively easy for the GD.

In this play the Germans entered cavalierly and paid quickly for that attitude as two of the loaded halftracks were taken out by AT fire at long range. This early six point cushion, however, quickly faded as the mechanized troopers made mincemeat of the Soviets through use of engineers and the extra firepower from the halftracks. Indeed, with 18 halftracks and a 2-1 margin in troop strength the Germans had the force to spare. Within 10 of the eighteen turns 5 town hexes were already German and 3 were contested, leaving only 4 in Soviet hands. Also by that point the Soviet AT capability had been whittled to nothing (albeit at the cost of 5 halftracks smoking on the board).

The scenario teaches the use of the halftracks firepower and its ability to be wielded even in front of defenses stocked with AT capability. You will lose halftracks but once the AT guns are spotted your artillery can zero in and pave the way for your combined arms assaults. The scenario itself is somewhat "workmanlike" so it ranks a "3".

All in all a fitting end to the Romanian Soil scenarios which see the blunting of a Soviet attack through careful and judicious counterattacks by German and Romanian forces, ultimately leading to the stabilization of the situation and the establishment of a strong Axis defense in front of Romania.

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