Panzer Grenadier Battles on April 27th:
Arctic Front Deluxe #40 - Children's Crusade Broken Axis #14 - Târgu Frumos: The Second Battle Scenario 3: Sledge Hammer of the Proletariat
Army Group South Ukraine #6 - Consternation Road to Berlin #73 - She-Wolves of the SS
Errors? Omissions? Report them!
Not as Planned
Army Group South Ukraine #5
(Defender) Germany
(Defender) Romania
vs Soviet Union (Attacker)
Formations Involved
Romania 6th Infantry Division
Soviet Union 42nd Guards Rifle Division
Soviet Union 5th Guards Cavalry Group
Display
Balance:



Overall balance chart for AGSU005
Total
Side 1 1
Draw 0
Side 2 3
Overall Rating, 4 votes
5
4
3
2
1
3.75
Scenario Rank: --- of 913
Parent Game Army Group South Ukraine
Historicity Historical
Date 1944-05-02
Start Time 05:30
Turn Count 16
Visibility Day
Counters 79
Net Morale 1
Net Initiative 1
Maps 1: 6
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 152
AAR Bounty 159
Total Plays 4
Total AARs 3
Battle Types
Road Control
Rural Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
Army Group South Ukraine Base Game
Eastern Front Maps + Counters
Red Warriors Counters
Road to Berlin Counters
Introduction

As dawn approached, the nerves of the defending Romanian soldiers were stretched to the breaking point. All of the previous day they had been maintained at readiness to repel the expected Soviet onslaught. Having dominated the preliminaries the Red Army made their move.

Conclusion

While the main effort would be made farther to the east, an easy time was expected against the Romanians. This turned out to be false, as the hardened guardsmen were unable to penetrate the defenses at all. This raised the question as to how hard the attack was pressed, as casualties were very light.

Additional Notes

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.

The German 50mm anti-tank gun, German lieutenant and a associated wagon should be considered Romanian. Players owning broken Axis or playing the scenario with Vassal should consider replacing the German counters with their Romanian counterparts.


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).
  • 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

Display Order of Battle

Germany Order of Battle
Heer
  • Foot
  • Leader
  • Towed
Romania Order of Battle
Army
Soviet Union Order of Battle
Army (RKKA)
  • Foot
Guards
  • Mechanized

Display Errata (1)

1 Errata Item
Overall balance chart for 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)

Display AARs (3)

Murphy’s Law
Author Retiredgrunt17
Method Solo
Victor Soviet Union
Play Date 2017-12-21
Language English
Scenario AGSU005

The Romanians set up in wood hexes to take advantage of cover and used it to slow the Soviets down. This worked, and forced the Soviets to attack the flanks, which went against the Romanians favor, as their flanks were not that strong to begin with. The Romanians manages to reinforce their left, but the right was overrun. The German AT platoon was destroyed early. The Romanians had the other AT guns on the left flank. This allowed to Soviets to use their l9ne T-34 platoon to help overrun the right and clear the lane north-south. A hard fought Soviet victory.

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Almost exactly as planned
Author waynebaumber
Method Solo
Victor Soviet Union
Play Date 2020-11-19
Language English
Scenario AGSU005

This scenario has a Romanian force of mainly ING backed by some A/T guns defending a single board width against stronger Soviet forces with better OBA and a solitary tank platoon in support. The Soviet of objectives are to clear the east -west road and have a 3 hex corridor running North to South also clear of Romanian troops. The Soviet attack heads south and using massed HMG platoons and smoke to cover the advance easily break through the initial defence line of the Romanians, by GT6 things are looking very rosy for the Red Army. However as the Russian troops make their was through the woods on board 6 they are unable to catch the fleeing Romanians and time is ticking away ominously quickly. The Romanians manage to from a second line along the edge of the southern wood and as units get dispersed in the thick forest the Soviet attack is losing cohesion. Then a lucky artillery strike hits the Soviet command structure and the Commanding Officer is eliminated (Col 800 rolls a 12 on a rally) could this be the turning point of this battle. Actually know none of the other Soviet officers are in remotest bit concerned and carry on regardless. The final attacks go in and although the Romanian troops try to avoid been pinned by assault they are unsuccessful apart from a reduced INF and a Lt 700 who have a chance to advance onto the road and secure a very unlikely win. However the Red Army artillery leap into action and although with a very strong chance of causing Friendly fire casualties fire at the impudent Romanians and wipe them out (Double 1 rolled on the 30 Bombardment column). Game over. If somebody had said at the end of GT6 this scenario would go down to the wire and the Axis forces would have had a chance to win I would have been very sceptical however so it proved. A one mapper with the end in doubt till the last turn. Excellent fun Excellent scenario.

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Ivan Rolls
Author KirkH
Method Solo
Victor Soviet Union
Play Date 2010-09-07
Language English
Scenario AGSU005

The Romanians set up on the northern edge of the tree line with an unobstructed view of the empty ground to the north. The Soviets entered on the eastern half of the northern edge in order to reduce the number of Romanian troops that could fire on them during their advance. Accurate Romanian fire saw the Soviets lose four steps in their approach to the woods. Once the Soviets reached the woodline they began to overwhelm the Romanian defenders. Half way into the game the Soviets had lost only two more steps while the Romanians had lost a dozen. The Soviets had cleared a three row north-south corridor to gain a minor victory and were working on making sure no Romanian units could approach the east-west road. The last turns of the game were spent seeing if the Romanians could get a unit onto the east-west road to prevent a Soviet major victory. In the end they couldn't and the Soviets romped to an easy victory. Not a bad scenario solitaire, but appears to be a real struggle for the Axis player.

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