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
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Night of the Guards
Armata Romana #2
(Defender) Romania vs Soviet Union (Attacker)
Formations Involved
Romania 6th Guard Infantry Regiment
Soviet Union 25th Guards Rifle Division
Soviet Union 5th Cavalry Division
Display
Balance:



Overall balance chart for ARom002
Total
Side 1 1
Draw 0
Side 2 1
Overall Rating, 2 votes
5
4
3
2
1
4
Scenario Rank: --- of 913
Parent Game Armata Romana
Historicity Historical
Date 1941-06-23
Start Time 00:00
Turn Count 36
Visibility Night
Counters 85
Net Morale 1
Net Initiative 1
Maps 4: 3, 5, 6, 7
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 186
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Bridge Control
Rural Assault
Urban Assault
Conditions
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Armata Romana Base Game
Fire in the Steppe Maps + Counters
Introduction

On the war's first day the Romanian Royal Guard Division had seized several bridgeheads over the river Prut, for use when the main offensive opened a week later. The Soviets did not sit quietly, and made furious attempts to drive the interlopers back over the river.

Conclusion

A ferocious, close-quarters clash including numerous incidents of hand-to-hand fighting left hundreds of casualties on both sides. Soviet cavalrymen got very close to the bridge, but were driven back by a moonlit bayonet charge by the regiments 9th Company that killed dozens of Red Army troops and captured four machine guns and 13 rifles. The Guard kept its bridgehead; the Soviets pulled back to reform and try again.

Additional Notes

This scenario is a revision of Eastern Front Deluxe, Scenario 11 "Night of the Guards" and is playable with pieces & maps from Eastern Front Deluxe.


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

Romania Order of Battle
Army
  • Towed
Soviet Union Order of Battle
Army (RKKA)
  • Mechanized
  • Towed

Display Errata (2)

2 Errata Items
Scen 2

This scenario has river crossing numbers and a major river, but no engineers! (see Rule 5.7: major rivers can only be crossed at bridges or with engineer assistance). Let all units attempt to cross as if an engineer were there (boats, fords, pre-planned wading attempts, etc.) using the crossing numbers as if an engineer were present.

(Shad on 2018 Nov 13)
Overall balance chart for 951

The reduced direct fire value in Kursk: Burning Tigers is 4-4.

(plloyd1010 on 2015 Jul 31)

Display AARs (1)

long fight.
Author Grognard Gunny
Method Solo
Victor Soviet Union
Play Date 2023-04-25
Language English
Scenario ARom002

The Romanians set up along and between the wood copses short of the bridge and the town. The Russians sent two companies around the South in the attempt to "bum's rush" the town on the cheap. (Didn't work!) The line fell back to surround the town and the Russians never did take it. The bridge battle turned out to be another donneybrook and fought well into the last two hours of the fight. It finally fell and the Russians eaked out a marginal win. (Misplaced the Romanian AT guns. (They counldn't move, Duh!) Not sure it would have made any difference.) Good fight!

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