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Red Tears Shed on Gray ETO (id:#63065)
(Friendly Fire Pack 11 ID:FrF89)
Designer: Peter Struijf and Chris Mazzei
Starter kit scenario?:    Deluxe scenario?:
Under German-backed dictator Antonescu, Rumania joined its Nazi ally in the fateful Operation Barbarossa. After two months of defeats, the Soviet Army in the Ukraine was reeling. Second line units, factory militia and ageing equipment were thrown into the path of the Axis invaders. On 17 August, the Rumanian 11th Infantry Division approached the town of Karpova, a key railway junction 30 km northwest of Odessa. The factories and warehouses near the railway station were defended by a ragtag company of Soviet units.
Attacker: Rumanian (Elements of 3rd "Dorobanti" Regiment, 11th Infantry Division and 1st Armored Regiment)
Defender: Russian (Elements of the Odessa Defense Region)  
Turns: 6     Players: 2     OBA: None     Night: No
Karpova, Ukraine 1941-08-18
Unit Counts:
Squads: A:16.0 D:16.0
AFVs: A:3
LT vz 35(g) x 3

BA-6 x 2

Guns: A:0 D:2
37mm PTP obr. 30 x 1
76.2mm P obr. 00/02P x 1
Victory Conditions:
Exit VP: Building Control VC: Area Control VC:
Unit Based VC: LOS Style VC: CVP Cap:
Misc Rules: Buildings with printed stairwells are Factories. NQ for both sides.
Map Board(s): 1 71
Overlays: O4 X15 X21
Errata (source)
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Scenario Comments
Latest Updates:
hoxson1 Modified the misc. rules2018-07-26 19:19:11
sdedier Added a playing2018-03-09 06:48:02
cosarara Added a playing2018-03-09 02:57:32
RJenulis Added a playing2018-02-11 23:17:50
aiabx Added a playing2018-02-11 01:05:10
Last Played:
2018-03-08(A) Stephen dedier vs Holt, Jim Russian winI have really liked everything from this FrF pack. For me early war is good because I am still learning vehicles and you don't have so much of the 1 shot one kill tank action. Of course, you do one two street fights one kill one immobilization. I spread my attack with emphasis on the Russian left. Using my tanks as a spearhead to run through and VBM freeze I made a 1st turn breakthrough on the Russian left. I had the first 4 victory hexes building in turn 2 and attacked the 2nd on turn 3. I had also exposed both of his guns and killed the ART on turn 3 with a tank overrun. This is where my error started to show. While i meant to leave units on the Russian right to keep him occupied and make an assault across open ground and also units in the middle to prevent his forces from changing flanks, i left too many there. It took me till turn 4 to get another 4 hexes from the last units on this side. I had to send tanks to try and free up my other trapped units sapping strength from the success on my right. The Russian reinforcements came on and were able to consolidate their left holding me to 8 hexes and my offensive across open ground on my left was doomed. My opponent roolled 12's to malf both his MA on the AC's. But 2 of my leaders were killed (one sniper and one random selection and failed MC and wound) in the attack on my left. Then a couple key rally rolls by the Russians really hurt. An all out assault in the last building left a lot of shot up Romanian cardboard in the street but no more victory hexes. Some lessons learned. Commit yourself to an offensive strategy. Think about your unit strength and what success will take a bit more. Use more VBM freeze for attacks. The minor's just don't have many leaders. Losing even 1 let alone 2 cripled me leaving so many broken units w/o rally possibilities.
2018-03-07(D) Paolo Cariolato vs Federico Corso Russian winI don't think the scenario deserve its pro-rumenian fame, I think it's a very good tournament scenario, with multiple evenues of attack, you can choose your pace for the romeninan attack and its up to the russian defender setting up a defence that's tough enough to delay the rumenian outslang. Defending up front with russian conscript is a receipt for disaster, I found that a deep defence it's what is needed for the russian, the reinforcement are meager indeed but are enough to make the russian win.
2018-02-10(D) Andy Beaton vs Richard Hooks Russian winRussian conscripts delayed the Romanian attack on the Russian left flank, allowing reinforcement and further delay. Russian reinforcements arrived after Romanians had captured 2 buildings and Romanians had to try and charge a packed building. A massacre of Romanian troops resulted.
2018-02-10(A) Richard Jenulis vs Andrew Simpson Rumanian win
2017-12-27(A) X von Marwitz vs Alex Koestler Russian winAn early East front scenario that pits the Romanians vs. the Russians. The Romanians have a pretty good force of 16 squads, 4 of which are Assault Engineers which are supported by 3 Czech-built Pz35s. Goodies are 2 DCs and a FT and plenty of MGs. The only thing lacking is leaders of which there are only 3. The Russians have a mostly Consript force which is additionally burdened with an ELR of 2 (which did not have a large impact in our game, though). Only 2 MGs an ATG and an ART piece without AP supported by one Commissar and one leader presage which side is going to be pushed. On the bright side, the Russians defend in good TEM and do receive powerful reinforcements in the form of 4.5 squads, a 9-1 and 2 BA-6 armored trucks. Basically, there are two (or arguably three) ways to tackle this scenario as the Romanians: Concentrate on the western flank or the eastern flank to go all the way or attempt a broad approach to go half the way. It is rather decisive for the Romanians to capture and secure the victory locations in their 4th turn before the Russian reinforcements come in. With their reinforcements, the Russians then need to mount a counterattack, which is one of the attractions of this good scenario design. In our game in which I played the Romanians, I elected to attack down the western flank. There was some indication by the way my opponent had placed one of his rubble counters that he wanted me to do just that, but it appeared the better choice nevertheless. A small force attacked towards the middle-east to tie down some Russians there and to mess up a possible shift of forces towards the west. I did not find the guns nor the HIP unit where I expected them, which helped the middle-east attack to good progress. Instead, I found the Russian strong point the "hard way". Once discovered, I decided to attack it viciously at once and to swamp it immediately, as there is no time for the Romanians to lose a turn. Fortunately, this worked out at some cost (one tank among the losses) and the Russians managed to pull back better than hoped. My Romanians pursued immediately and the two remaining tanks tried to impede the Russians retreating across the streets, one of them dodging the ATG when it popped up. Yet, the Russian Commissar managed to retreat back to the 1H7 building, where he and an accompanying squad met a gruesome death by FT. I had the necessary VC locations captured by the end of Romanian turn 4, though some Russian survivors had unfortunately escaped destruction back in the middle and managed to delay some units there. The 1F6 building and 1H7 area was tightly secured though, when the Russian reinforcements came on. These, I was not quite able to harm when they moved into position. On top of that, my FT went empty on the 3rd shot when the reinforcements closed in. Three defensive fire attacks cowered on the last Russian turn which denied some fire opportunities and RFP to me. This allowed the Russians to close in and reinforce. In the end, it were the few survivors in the back that proved to be my undoing - I could not kill a Russian HS in a 2:1 CC despite Ambush and thus not regain control of a location he had grabbed back to me. And I could not prevent him moving into another one of the back locations because the unit appointed to the task was stuck in melee and the squad covering the approach cowered and could not place a FL with its MG. Altogether a very good and fun game. I can recommend this scenario.
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Avg Rating: 6.50Votes: 8
Views: 0
To-Play list count: 0
Estimated Play time: 5.9 hours
Recorded Games: 6
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Saturday 18 August 2018 10:27:36 AM  (c)dramsey 2018