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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Struggle and Flight
Uprising #4
(Attacker) Slovak Republic vs Hungary (Attacker)
Formations Involved
Hungary 23rd Infantry Brigade
Slovak Republic Stakcin Group
Display
Balance:



Overall balance chart for FSUr004
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 1939-03-24
Start Time 07:30
Turn Count 24
Visibility Day
Counters 51
Net Morale 0
Net Initiative 1
Maps 4: 1, 102, 104, 53
Layout Dimensions 112 x 43 cm
44 x 17 in
Play Bounty 235
AAR Bounty 222
Total Plays 0
Total AARs 0
Duplicates FiAx004
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Scenario Requirements & Playability
Broken Axis Maps
Fire and Sword Maps + Counters
Fire in the Steppe Maps
Uprising Base Game
Puppet Brigade Counters
Introduction

While the Slovaks inherited a fair number of tanks from the former Czechoslovak army, they lacked crews and many vehicles had been sabotaged by the Czechs. The Slovaks quickly began repairs, and the first group of armored cars reported to the front a day after the Hungarian assault. The Slovak command immediately ordered them to spearhead a counter-attack.

Conclusion

Told to expect no resistance, the Hungarians had already had several rude surprises. They were in no way prepared for their enemies to counterattack at all, let alone within a day and with armor and air support. The Slovak attack made initial progress and drove the Hungarians back several kilometers, but Hungarian reserves stabilized the situation and the Slovak advance stalled in the face of heavy artillery fire. The infantry panicked when two of their armored cars were knocked out, and by day's end all of their gains had been lost.


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

Hungary Order of Battle
Army
Slovak Republic Order of Battle
Slovenská Armáda
  • Motorized
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