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
Errors? Omissions? Report them!
Defending Lojev
First Axis #18
(Attacker) Germany
(Defender) Slovak Republic
vs Soviet Union (Attacker)
Formations Involved
Slovak Republic 2nd "Škultéty" Infantry Division
Display
Balance:



Overall balance chart for FiAx018
Total
Side 1 0
Draw 0
Side 2 2
Overall Rating, 2 votes
5
4
3
2
1
3
Scenario Rank: --- of 913
Parent Game First Axis
Historicity Historical
Date 1942-11-14
Start Time 03:30
Turn Count 16
Visibility Day
Counters 48
Net Morale 0
Net Initiative 3
Maps 2: 3, 6
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 140
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Urban Assault
Conditions
Reinforcements
Scenario Requirements & Playability
Eastern Front Maps + Counters
First Axis Base Game
Sinister Forces Counters
Introduction

Having captured the town of Lojev, the partisans only held it for a few days before melting back into the forests. The Slovaks moved in once they were gone, but would not be left in peace. Backed by hardened cadres and heavy weapons, the partisans returned to the attack.

Conclusion

The partisans subjected the battered town to several assaults, prompting the Slovaks to call for German reinforcements. Though the partisans could not make a serious lodgment in Lojev this time, they did ambush the Germans and inflict serious casualties on them. The Slovaks claimed to have killed over 50 partisans for the loss of but three of there own, though these figures are hard to substantiate.


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)
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.

Display Order of Battle

Germany Order of Battle
Schutzstaffel
Slovak Republic Order of Battle
Slovenská Armáda
  • Motorized
Soviet Union Order of Battle
Army (RKKA)
  • Towed
NKVD
  • Towed

Display AARs (1)

Duck and Cover
Author Matt W
Method Solo
Victor Soviet Union
Play Date 2011-06-15
Language English
Scenario FiAx018

Unlike in the previous scenario, here the Slovaks already hold the town of Lojev and need to hold it while in the dark of the early morning a horde of partisans is organizing for an assault.

I set the Slovaks up in the town and watched as the NKVD assisted partisans overwhelmed my defenders. While the promised SS reinforcements never arrived, their 6/5 morale would seem to indicate that they would be of little help anyhow.

The Soviet forces redezvoused just west of town while a detachment awaiting the "late" SS reinforcements was just east of town. When it became clear that the SS were leaving the Slovaks to their own devices, even that force joined in the overwhelming assault on Lojev. One could just imagine the SS in their warm, comfortable accomodations upon hearing the phone ring, saying "It can wait until morning..."

The lesson here is that large amounts of troops of average morale, laced with higher morale troops will make mincemeat of small amounts of average morale troops, especially if they can close with the defenders under the cover of night. Given the less than stunning nature of the lesson, I'll give this one a "2". Maybe if the SS were able to be released it might be fun to trash them as they move up. The movement of the partisans to rendezvous was interesting but the combat itself didn't inspire.

0 Comments
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.464 seconds.