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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Fortress Leuntea
Grossdeutschland 1944 #1
(Defender) Germany
(Defender) Romania
vs Soviet Union (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for GD44001
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 913
Parent Game Grossdeutschland 1944
Historicity Historical
Date 1944-08-20
Start Time 09:45
Turn Count 24
Visibility Day
Counters 168
Net Morale 1
Net Initiative 3
Maps 3: 102, 103, 105
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 206
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Hill Control
Inflict Enemy Casualties
Urban Assault
Conditions
Anti-infantry Wire
Entrenchments
Minefields
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Scenario Requirements & Playability
Armata Romana Counters
Broken Axis Maps + Counters
Grossdeutschland 1944 Base Game
South Flank Counters
Introduction

On the left flank of 4th Mountain Division (and its parent XXIX Corps), Soviet recon had accurately found the boundary with the neighboring XXX Corps (also the boundary between the German Sixth and Romanian Third Armies). To cover the gap between the two Axis armies and protect their open right flank, the Germans had built up a considerable entrenched position at Leuntea, a wine-growing village sited on the dry bed of the Dnestr River's former course

Conclusion

Leuntea had been turned into a fortress, surrounded by trenches, wire and minefields with a full battalion of artillery dedicated to its support. To add impetus to their attack, Sixth Guards Rifle Corps had stripped the second echelon 195th Rifle Division of its medium and heavy mortar batteries and heavy anti-tank guns, attaching them to the two forward divisions to increase their firepower at the point of impact. The preliminary bombardment, supported by direct-fire weapons and mortars, obliterated many of the Gem1a11 fighting positions and the troops within them. The surviving German troops fought hard, but the Soviets applied maximum force and blocked the advance of a Romanian relief column. Neither reaction affected the Soviet advance, which rolled forward regardless.


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).
  • 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
Romania Order of Battle
Army
Soviet Union Order of Battle
Army (RKKA)
  • Towed
Guards
  • Motorized
  • Towed

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 54

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

(rerathbun on 2012 Jan 30)
Overall balance chart for 912

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (1)

Last ditch defense
Author Grognard Gunny
Method Solo
Victor Soviet Union
Play Date 2023-07-28
Language English
Scenario GD44001

A fair defensive line was built along central and eastern portions of the map. The West was, however slighted a bit as it was thought by the command that the real action would be in the center and Western portions of the map, in that was where the greater portion of "Victory Points" were. The plan held up as well as could be expected. The German/Romanian forces fought a delaying action across the South Central hard terrain. A group of German forces got trapped there getting out after they lost the high ground. They were not needed, hovever, as the German/Romanian forces DID hold onto the last town. The whole thing was decided by but three points. A closely fought battle (and WAY too long).

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