[Reform will come to Romania] when pears grow on poplars.
-Nicolae Ceausescu
 
 
 
A state coup cannot be recognized.
-Nicolae Ceausescu
 
 
 
 
 
 

Pears on Poplar Trees

A great deal of heavy fighting in Romania occurred in urban centres including as Arad, Brasov, Cluj, Iasi, Ploiesti, Sibiu, Tirgoviste, and Timisoara. This was where the Securitate chose to hold its battles, fighting to protect government facilities at first, and later shifting its attacks to terrorism to desta­bilize the National Salvation Front. The heaviest fighting occurred in the capital of Bucharest, where the NSF and Securitate contested the possession of government buildings in vicious streetfighting. The Securitate emerged from secret tunnels to recapture several key buildings but found themselves under siege by the Army and Romanian revolutionaries.

This scenario takes place on December 23, 1989, during the height of the fighting in Bucharest. A new reality has come to Ceausescu's government and Securitate, a reality where pears do grow on poplar trees.

Scenario Outline

On December 23, 1989, Ceausescu himself had fled, leaving the Securitate to defend what was left of his government. This they did by turning the Bucharest government buildings into interconnected fortresses through a secret tunnel network connecting the Presidential palace with other key buildings. The Securitate has waited out the initial assault in the tunnels, and has emerged to recapture the buildings. 

The scenario itself is in three stages. It starts when the Securitate emerge from the tunnels of the key buildings and attempt to secure the buildings around the square. The second stage occurs when the Securitate have secured the buildings and consists of attacks on the troops and civilians in the square. The final stage involves successfully resisting any counter­attacks.

Both the Securitate and the National Salvation Front (NSF) are heavily armed with substantial forces, filling out both their ranks and making this a very brutal scenario. Because of the large numbers of combatants involved, team play with a referee is recommended. Play with the Initiative and Morale rules is also strongly recommended for maximum realism.

Setup

The NSF player sets up the Garrison inside the buildings as desired and the Reinforcement troops in the square. The Securitate player does not set up on the map, but has his troops in the connecting tunnels. He must designate which troops will enter the map through which tunnel entrance.

National Salvation Front

The National Salvation Front had just organized itself yesterday and has welcomed the Army to its ranks. Many of the government buildings had been captured earlier with only light resistance encountered. But now that the Securitate are flooding out of these captured buildings, the NSF answers one question but is faced with two others. It now knows that the Securitate did not give more resistance earlier because they were in hiding, preparing a counterattack. But where were they hiding, and how does the NSF beat them back now?

The initial Securitate battles will be in the buildings themselves and soldiers in the Garrison are first line of defence. The Garrison must prevent the Securitate from capturing the buildings. Failing that, the Garrison must escape the buildings to join with the Reinforcement troops both to usher the civilians out of the square and to stage a counterattack. All of the buildings must be recaptured.

National Salvation Front—Garrison

1 Rifle Platoon, containing:

            3 Rifle Squads -- Organization is below.

            1 Platoon Command Group -- Organization is below.

National Salvation Front—Reinforcements

1 Rifle Company, containing:

            9 Rifle Squads organized into 3 Platoons -- Organization is below.

            3 Platoon Command Groups -- Organization is below.

            1 Company Command Group -- Organization is below.

 

Romanian Rifle Squad Organization

                        Number             Quality              Weapons

                        2                      Line                  AK-47

                        1                      Line                  RPK

                        1                      Line                  AK-47/RPG-7V

                        4                      Green               AK-47

 

Romanian Rifle Platoon Command Group Organization

                        Number             Quality              Weapons

                        1                      Line                  AK-47

                        1                      Line                  SVD

 

Romanian Rifle Company Command Group Organization

                        Number             Quality             Weapons

                        1                      Crack                AK-47

                        2                      Line                  AK-47

                        1                      Line                  RPK

Securitate

The Securitate were always prepared for a military coup against Ceausescu. They hid weapons, equipment, and facilities waiting for the attempted ouster but now they are facing down the entire country in a revolution. The old tactics of holding government structures may not apply, but they are the only tactics possible. The Securitate start in the tunnels and must recapture the buildings to use as fighting positions against the troops in the square. If a building cannot be captured, ignore it and divert the resources to others--the building can always be captured later. Once the buildings are secured, the troops in the square must be attacked and neutralized with Securitate in each building contributing to a crossfire. Then, the buildings must be held against any further attacks, or failing that, the Securitate must escape with their units intact.

Securitate Units

1 Special Assignment Company, containing:

9 Squads organized into 3 Platoons -- Organization is below.

3 Platoon Command Groups -- Organization is below.

1 Company Command Group -- Organization is below.

 

Securitate Special Assignment Squad Organization

Number               Quality              Weapon

2 Crack AK-47

3 Crack AMD-65

1 Crack AK-47/RPG-7V

 

Securitate Special Assignment Platoon Command Group

Number               Quality              Weapon

1                        Elite                  AK-47

1                        Crack                RPK

 

Securitate Special Assignment Company Command Group

Number               Quality              Weapon

1                        Elite                  AK-47

1                        Crack                RPK

2                        Crack                AMD-65

 

Civilian Securitate Operatives

Number               Quality              Weapon

2                        Line                  AK-47

3                        Line                  AMD-65

2                        Line                  Shotguns

4                        Green               AMD-65

2                        Green               Shotguns

 

Special Rules

Terrain: The buildings are all mass-construct stone with thick alls (PF 6400). Interior walls are simple plaster and lath, for  PF of 2. The floors are typical with an assortment of offices and cubicles. All buildings have three floors and a basement, each identical except that doors on the upper floors are considered windows.

Fountains in the square are 2 feet high and provide protection to kneeling combatants while the statuary in the square, provide cover to as many as two standing combatants. The fountains have a PF of 900, while the statuary has a PF of 4000.

Tunnels: There are tunnel entrances inside the basement of each key building. Each basement is identical to the floors above the ground but has no windows or exterior doors. 

The tunnel is wide enough to allow two combatants to exit simultaneously side by side. The NSF does not know about these tunnels and so cannot react to the presence of the Securitate until the Securitate are spotted by the Garrison or shots are fired within the building. The NSF cannot make use of the tunnels themselves.

Reinforcement Reaction Time: The Reinforcements are stationed in the square outside the buildings and so must first hear the shots inside before they can start the reaction process. It will take 9+(6) phases for the Reinforcements to realize that the shots they are hearing are an actual battle and not Romanians celebrating by firing their guns in the air. The Reinforcements can do nothing until the reaction time ends or the Securitate open fire on them, at which point they can move and engage in combat normally.

Civilians: The civilians present an obstacle for the Securitate and NSF Reinforcements. There are 80 civilians randomly placed throughout the square, celebrating the flight of Ceausescu. These civilians will not react to gunfire until (6) phases after either the Reinforcements open fire or the Securitate opens fire on the reinforcements. Once the reaction time has elapsed, the civilians will start to run at 4 HPP towards the nearest map edge, and all actions for NSF Reinforcements within 2 hexes of a civilian at this time will be at +1 AC, representing the time spent shouting orders to civilians and trying to avoid endangering them.

The civilians represent an obstacle for the Securitate as well because the Securitate must pick out NSF Reinforcement targets among the throng. Players with access to the ”Phoenix Command Expansion” should use the target identification rules of Section 6.13 to determine which targets are NSF and not permit Securitate to open fire until the target is identified. This target identification rule applies only to NSF troops within 2 hexes of a civilian. The Securitate had no compunctions about shooting unarmed civilians and often did. The simple fact of the matter is that the Securitate realize that in this situation with limited ammunition, it is more effective to shoot an armed soldier than an unarmed civilian. 

Combat Engineering: Once the Securitate have captured a building, they can designate certain combatants for combat engineering tasks, such as building barricades, mouseholing, and planting grenade mines. The rules on the combat effects of these devices are found in the scenario “Crossfire” in this supplement. 

Building these devices requires the following amounts of time: Rubble Barricades require 120 AC with up to 8 combatants contributing CA while Grenade mines require 60 AC with up to 2 combatants contributing CA. 

Smaller Scenario: This is a very big scenario with a large number of combatants. There are 77 Securitate, 108 National Salvation Front Soldiers, and 80 civilians involved in the fight and this may be much more than players would want to handle at a time. Reducing the size of the forces to a more manageable size is simple. Remove 4 Securitate squads from play and take out one Garrison squad, 3 Reinforcement Squads, and 1 Reinforcement Platoon Command group. Also reduce the number of civilians by half. This will reduce the scenario to a more manageable size. 

For a still smaller scenario, remove 6 squads from the Securitate, 14 soldiers from the Garrison, and 5 squads and 1 command group from the Reinforcements. Reduce the number of civilians down to 20, and close down all buildings except for one which is determined by mutual consent of all the players. None of the other buildings may be entered by any combatants, but may be used for cover. This way, the scenario becomes a simple building assault/counterassault and is quite manageable for two players.

Armored Reinforcement: Players with the ”Mechanized Combat System” can at their option provide the NSF Reinforcements with 3 T-55 MBTs with Green quality crews. These provide a form of mobile artillery for bombarding Securitate positions and were used in the actual battle for this very purpose. Also, one of the reinforcement infantry platoons should be mechanized, having 3 TAB-77 APCs. Use BTR-70 statistics for the TAB-77. The vehicles may set up anywhere within the square.

If these vehicles are introduced into the scenario, provide the Securitate with 20 RPG-18s and 12 RKG-3M Antitank Grenades to be distributed as the Securitate player desires. 

Scenario Length

To keep the scenario manageable and realistic, the scenario should last for a maximum of one hour of game time (1800 phases). Within one hour of the battle's start, more reinforcements will be arriving from the rest of the city and the scenario will be reduced to a siege with both sides trying to weaken the other to gain a small advantage. Both sides will be trapped, unable to leave the battle area until events elsewhere force the battle to a close. This is what happened in the real battle. It took overwhelming force and the death of Ceausescu to finally break the Securitate threat in Bucharest, although scattered snipers and pockets of loyalists remained in combat until near the year's end.

Victory

The unusual three-stage nature of this scenario gives rise to some complex victory conditions. The Securitate plan is what is driving this scenario and this plan requires that the Securitate meet certain objectives. 

The first objective is obviously capturing the key buildings. This has to be accomplished quickly and with a minimum of casualties so that more combatants are available to participate in the other objectives. If the Securitate is able to capture the majority of key buildings by eliminating or driving out all the NSF Garrison defenders, they win this battle.

If the first objective is met, the next objective is to take the square by eliminating the defenders and driving off the civilians. This is much more difficult due to the larger forces involved and the Securitate often fighting from fixed positions. If the Securitate are able to kill, incapacitate, and drive off the NSF reinforcement units and civilians from the square itself, then they have won this battle as well. 

The third objective is somewhat muddled because it represents the Securitate realizing the exact nature of their victory: they have captured the buildings and succeeding in placing themselves under siege. The buildings are territory only and possess no command or government significance. The Securitate therefore have three options. The first is to drive away all NSF units off the map through an all-out assault. The second is to continue to hold the building against the next assault, if any. The final option is to designate rearguards while the rest of the unit exfiltrates overland off the map. More than 50% of the original Securitate members must exfiltrate for a victory if this option is chosen. If the Securitate are able to achieve any of these objectives, then they have won this battle as well, and have won the scenario.

It is not enough to say that the NSF wins the scenario by frustrating the plans of the Securitate and preventing them from achieving their objectives. If the NSF can frustrate the Securitate's plans in the first two stages so that the later stages never occur, then the NSF has won the scenario. Should the third stage of the battle occur, then the NSF has the following two objectives: recapturing the buildings and neutralizing the Securitate through death or capture. If the NSF can meet both of these later objectives, then they have won this scenario. 

If the one-hour time limit expires before the battle's scenario's third stage is resolved, then the battle is a draw.

 

 


Page last modified: July 25, 2003