Panzer Grenadier Battles on February 22nd:
An Army at Dawn #36 - Kasserine Pass: A Terrible Price An Army at Dawn 2nd Ed #37 - Denouement
An Army at Dawn #37 - Kasserine Pass: Denouement Africa Orientale Italiana #13 - Squeezing Jelib
An Army at Dawn 2nd Ed #36 - A Terrible Price Africa Orientale Italiana #14 - Mabungo Bridgehead
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Clash by Night
Uprising #2
(Defender) Slovak Republic vs Hungary (Attacker)
Formations Involved
Hungary 24th Infantry Brigade
Slovak Republic 16th Infantry Regiment
Display
Balance:



Overall balance chart for FSUr002
Total
Side 1 0
Draw 0
Side 2 0
Overall Rating, 0 votes
5
4
3
2
1
0
Scenario Rank: --- of 952
Parent Game Uprising
Historicity Historical
Date 1939-03-23
Start Time 01:00
Turn Count 24
Visibility Day & Night
Counters 39
Net Morale 0
Net Initiative 2
Maps 2: 103, 104
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 221
AAR Bounty 222
Total Plays 0
Total AARs 0
Duplicates FiAx002
Battle Types
Inflict Enemy Casualties
Road Control
Surprise Attack
Urban Assault
Scenario Requirements & Playability
Broken Axis Maps
Fire and Sword Counters
Uprising Base Game
Puppet Brigade Counters
Introduction

The Hungarian invasion did not surprise the Slovaks, but without having replaced Czech officers and specialists their units were still disorganized when the enemy crossed the border at midnight on 22-23 March 1939. The Hungarians weren't in much better shape; the battalions spearheading the advance contained a large proportion of raw recruits. But both sides could count on nationalism and ignorance to fuel their morale.

Conclusion

The Hungarians caught the Slovaks by surprise, and quickly overran one of the 16th Regiment's companies. The Slovaks fell back in some disorder, and the Hungarians seized the town of Ubla and then marched forward through the darkness. By morning they had reached all of their objectives, and it seemed the Slovaks would not put up serious resistance.


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).
  • Prime Movers: Transports which only transport towed units and/or leaders (May not carry personnel units). May or may not be armored (armored models are open-top). All are mechanized. (SB)

Display Order of Battle

Hungary Order of Battle
Army
Slovak Republic Order of Battle
Slovenská Armáda
  • Mechanized
  • Towed
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