|Overall Rating, 4 votes|
|Scenario Rank: --- of 522|
|Parent Game||Eastern Front|
|Maps||2: 1, 5|
|Layout Dimensions||56 x 43 cm
22 x 17 in
|Kill Them All|
|Scenario Requirements & Playability|
|Eastern Front||maps + counters|
With fresh troops now in the line the Romanian III Corps resumed the assault on Odessa with a surprise attack. Infantry would go forward without artillery preparation to maintain the element of surprise, and then tanks would join them to exploit their success. For the first time, the long promised German air support would actually be available as well. Unfortunately for the Armata Romana, neither the tankers nor the foot soldiers had ever practiced combined arms tactics.
The Romanians lost 32 tanks but managed to capture the key Karpova railway station and knock out the annoying armored train. German air support proved nearly useless, while the Romanian infantry shied away from its own side's tanks and neither armor nor infantry officers seemed to grasp that the tanks needed infantry protection. The Romanians congratulated themselves on a tactical victory, but the cost was horrific. Again.
|AFV Rules Pertaining to this Scenario's Order of Battle|
|2 Errata Items|
The reduced direct fire value in Kursk: Burning Tigers is 4-4.
(plloyd1010 on 2015 Jul 31)
Kommissars never get morale or combat modifiers. Ignore misprints.
(Shad on 2010 Dec 15)
|Why always the engineers?|
The Romanians used the darkness to approach the town on Board 1. The plan was (since capture of the town was mandatory to achieve victory) to engulf the town with the full force before trying to clear the road. Because the Russians were entrenched and had higher morale, the plan was to wear them down some with concentrated fire, then move in with engineers to help equal the odds a little. The Romanians were lucky enough to have more than one leader with a combat bonus. The wearing down process went fairly well, though the Russians rolled incredibly well for recovery. With the one or two units they had to fire at the Romanians they managed to inflict moral checks...the only units to fail were the engineers. This made the close assaults unsuccessful. The same turn their artillery caused a one step loss on a stack with the Colonel in it...a two was rolled for leader loss and the Colonel was gone. This froze up key units to continue the attack. With artillery and counterattacks (at higher moral) the Romanian attack was stopped cold. At this point time constraints (turns left) made the Romanian player realize there was no way he could accomplish his victory conditions and he conceded.
|You Want Me to Charge Where?|
Soviets are dug-in and entrenched along an east-west railroad on the east half of the board. Romanians need to keep their east-west rail clear on the west half and clear out the Soviets on the east half AND clear a town to the north. (Sigh) The Romanians must march bravely into doom. At least it will be a short game.
Romanian puny 2x10 OBA and strangled air support won't have significant affect on the dug-in Soviets so the Romanians advance and engage dug-in and entrenched Soviets with the expected results.
About a third way through the scenario it became clear that the Romanians could not win but may be able to leap in at the very last turn to a hex adjacent to the east-side railroad and squeak by a Draw. Soviets soon perceived this strategy and decided that all Romanians must meet their maker. They left their trenches and began to hunt every Romanian unit.
By the end of the first half of the game it was clear that the Romanians could not even advance to be adjacent to the railroad and resigned.