Panzer Grenadier Battles on November 21st:
Desert Rats #16 - The Panzers Pull Back Desert Rats #19 - The Panzers Return
Desert Rats #17 - The Tomb Of Sidi Rezegh Jungle Fighting #7 - Line Of Departure
Desert Rats #18 - A Pibroch's Skirl South Africa's War #5 - Irish Eyes
Errors? Omissions? Report them!
Confused Alarms
First Axis #1
(Attacker) Slovak Republic vs Hungary (Defender)
Formations Involved
Hungary 9th Independent Infantry Battalion
Slovak Republic 20th Infantry Regimant
Display
Balance:



Overall balance chart for FiAx001
Total
Side 1 9
Draw 1
Side 2 8
Overall Rating, 16 votes
5
4
3
2
1
3.25
Scenario Rank: 588 of 940
Parent Game First Axis
Historicity Historical
Date 1939-03-15
Start Time 13:00
Turn Count 12
Visibility Day
Counters 20
Net Morale 0
Net Initiative 2
Maps 1: 21
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 114
AAR Bounty 135
Total Plays 18
Total AARs 7
Battle Types
Hill Control
Rural Assault
Scenario Requirements & Playability
First Axis Base Game
Road to Berlin Maps + Counters
Introduction

Slovakia declared independence on the evening of 14 March 1939; Hungary recognized the new state the next morning to the surprise of the Slovak leadership. But the ploy became obvious a few hours later when Hungarian troops crossed the border to seize a strategic hilltop on the Slovak side. The new Slovak Army would have to take a break from celebrating to throw the Hungarians back to their own side.

Conclusion

The Slovaks claim to have re-taken Hill 212 by the time night fell on their first day of independence; the Hungarians declared it all a misunderstanding and said their Royal Army never crossed the border at all. Wherever the truth actually lay, by the end of the day the Slovaks had secured their frontier. They would be tested in the coming days.


Display Order of Battle

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

Display AARs (7)

Down To The Last Roll
Author KirkH
Method Solo
Victor Hungary
Play Date 2010-05-03
Language English
Scenario FiAx001

Hungarians set up on hill and with an HMG and INF in town. Slovaks entered from North and placed their artillery platoon in northern town. Slovak infantry advanced south, east of the town by just far enough to avoid the Hungarian HMG. Slovaks approached hill from the northeast, ascended it, and immediately assaulted a Hungarian dug-in position. By that time the Hungarian HMG and INF had moved to the north of the hill and were fending off other Slovak units. Slovak artillery was ineffective against dug-in Hungarian positions. The Slovaks had many units demoralized by the HMG, but lost no steps, although they did have to retreat to the north. In the last two turns the Slovaks got two good assault rolls and eliminated two steps, but the Hungarians held on for an 18-12 victory that was decided on the final two rolls of the game. If the two Hungarian units in the assault had not recovered from demoraliization, there would have been a swing of ten points for the Slovaks. All in all a fun, close game that could easily go either way. I'll definitely need to play this one again sometime.

0 Comments
You must be a registered member and logged-in to post a comment.
Last Minute Victory
Author thomaso827
Method Solo
Victor Slovak Republic
Play Date 2017-03-20
Language English
Scenario FiAx001

First game in a while and a rainy first day of vacation, so a great day to try this scenario book. The Slovak force enters from the north and needs to move south on foot to take the hill in the southeast corner of board 21. The Hungarians need to keep as much of the hill as possible and cause casualties to keep the Slovak force from taking back the hill. The city in the middle is a big distraction that I needed to remember was not part of the objctive. I missed that in setting up the Hungarian defense until I re-read the scenario. I decided to leave decoy force in the town to take shots at passing Slovak troops and to jump off from if an assault possibility presented itself. The slow foot movement meant that several turns went by of Slovak movement, and the Slovak command decided to break off a small force to flank the town from the west and stop any attempt to attack the main Slovak force that moved along the east side of the board in a direct approach for the hill. The Slovak guns unlimbered 3 hexes from the dug-in Hungarians holding the hill, puttng themselves at risk from hmg fire but being able to spot and engage the Hungarians while the rest of the force moved to assault. Bombardmen fire had no effect but the assault proceded anyway. initially the Hungarians did great damage to the assault, but in the last turn, a disrupted Slovak hmg platoon that had rallied the turn before joined the assault as the only good order unit of either side in the assault hex. The slovak guns had limbered up when they could no longer risk firing into the assault hex and ended up moving up the hill to take and hold a 40m hill hex. With casualties being 4 steps to none in the Hungarians favor, the game looked like it would be a Hungarian win, demoralized units counted the same as destroyed towards the victory conitions, so only the Slovaks had good order troops on the hill. A small side-show of a fight in the west, where the Hungarians holding the town moved out and assaulted the western Slovak force, ended with demoralied Hungarians having fled back into the town but a demoralized Slovak force stuck where it couldnt assist the attack on the hill. Like I said, the town was a distraction, and both sides would have been better off ignoring it to have the maximum effort for both sides in the attack for the hill. It really came down to the last turn to see who would win. Great game.

0 Comments
You must be a registered member and logged-in to post a comment.
Not enough will to succeed
Author J6A
Method Solo
Victor Hungary
Play Date 2015-10-08
Language English
Scenario FiAx001

This was a nice, fast scenario. The Hungarians set up 2 INF platoons in the town to keep the Slovaks from using it as a fire base for their HMGs and artillery, and dug in their HMG and an INF platoon in the hills, leaving the last platoon in the woods. The Slovaks sent their HMG and artillery down the road to help with their speed, and later sent over an INF platoon, because I forgot they needed one in assaults. The rest of the INF advanced shielded by the woods.

First contact came on turn 4, as the Slovaks attempted to flank the hill, and got units disrupted for their troubles. However, accurate Slovak artillery demoralized the Hungarian HMG on the hill...for just a minute, as it rolled snake-eyes on recovery. The Slovaks attempted to force the Hungarians out of the town in an assault when they were able to demoralize the Hungarian leader there, only to lose a step for their troubles. This was the only step loss during the game. They were never able to clear the town, one of the HMG platoons ran away demoralized, and there wasn't a leader to send after him. A bunch of Slovaks were demoralized trying to crest the hill and bring the Hungarians to heel, and spent most of the game trying to recover.

When all was said and done, each side had 4 undemoralized steps on the 40m hill for 16 VP apiece, however the Slovaks had lost one step and had 2 steps demoralized at game end, giving the Hungarians a 19-16 victory. While not the most exciting scenario I've ever played, it was fun and I could see it going either way.

0 Comments
You must be a registered member and logged-in to post a comment.
A small but bloody battle
Author enrique
Method Solo
Victor Hungary
Play Date 2010-07-18
Language English
Scenario FiAx001

15 March 1939

In this skirmish two Slovakian infantry companies (6 x INF, 2 x HMG) and one mountain artillery battery ( 1 x 75 MTN) face a Hungarian infantry company (4 x INF, 1 x NHP). The Hungarians defend a hill located on the south side of the battlefield. The Slovaks enter to the north. Both sides have a similar morale (Slovakians 7/6, Hungarians 7/5). The Hungarians have two very good leaders: a "szazados" (0-10-1) and a "hadnagy" (1-11-1). The Slovaks have rather poor leaders. The skirmish takes place by day and lasts 12 turns.

Victory conditions. Each player scores victory points (VP) as follows: 1 VP for each undemoralized friendly step that occupies a 20-meter hill at the end of play. Two VPs for each undemoralized friendly step that occupies a 40-meter hill hex at the end of play. One VP for each enemy step eliminated or which is currently demoralized at the end of play.

The combat.

Turns # 1 and 2

The Slovaks enter on the north side and advance slowly. They limber the mountain artillery battery, that is prepared to fire.

Turn # 3

Slovakian infantry advances and is target of opportunity fire from the Hungarian outpost: a Slovak platoon is demoralized.

Turn # 4

Slovakian infantry continues advancing towards the hill. The demoralized Slovakian platoon recovers (now is disrupted).

Turn # 5

Two Slovakian HMG platoons and a infantry platoon advance towards the Hungarian outpost. The rest of the Slovakian infantry advances towards the hill ready to combine fire . The Slovaks are targeted by the Hungarian opportunity fire, that misses. However the Hungarian units on the hill have now blow its cover. The Slovakian artillery fires and disruptes the Hungarian NHP platoon on the 40-meter hill.

Turn # 6

A Slovakian infantry platoon assaults the Hungarian outpost. There are no losses in both sides. Meanwhile two Slovakian HMG platoons approach the assaulted hex to reinforce the attack.

Turn # 7

Two Slovakian HMG platoons reinforce the assault against the Hungarian outpost. The Hungarians lose a step and are demoralized. When fleeing the Hungarian half platoon is completely annihilated . In the assault a Slovakian infantry platoon is disrupted.

Turn # 8

Slovakian artillery fire disrupts another time the Hungarian NHP platoon on the 40-meter hill and the concentrated fire of the Slovakian infantry disrupts as well a Hungarian infantry platoon on the 20-meter hill.

Turn # 9

A Slovakian infantry platoon advances towards the hill, but it is hit by Hungarian opportunity fire and is demoralized. Two Slovakian infantry platoons and a "stotnik" advance suddenly on the Hungarian right flank towards the hill. A Hungarian infantry platoon and a "hadnagy" run to block the way.

Turn # 10

Two Slovakian infantry platoons who remained stationary to the north of the hill advance suddenly. They are targeted by Hungarian opportunity fire and one platoon is demoralized. The Hungarian infantry platoon that runned to block the way to two Slovakian infantry platoons, fires point-blank on these: both Slovakian platoons are disrupted and the "stotnik" is demoralized.

Turn # 11

Two Slovakian HMG platoons fire point-blank on a Hungarian infantry platoon on the hill: the Hungarian platoon is demoralized and flees. Next a Slovakian infantry advances through the gap towards the 40-meter hill, but the opportunity fire of a Hungarian NHP platoon eliminates a step and the Slovakian half platoon stops suddenly. On the east side of the hill a Hungarian infantry platoon fires point-blank another time on two disrupted Slovakian infantry platoons and a "stotnik": the Slovaks lose a step and the "stotnik" and the others become demoralized and flee.

Turn # 12

The Slovaks attack the 40-meter hill as a last hope. The infantry half platon advances, but is wiped out by the opportunity fire of the Hungarian NHP platoon on the top of the hill. Next a Slovakian HMG platoon advances as well, but it is again targeted by the opportunity fire of the Hungarian machine guns on the top of the hill: the Slovakian platoon loses a step and becomes demoralized. A second Slovakian HMG platoon advances towards the top of the hill and this time it is able to reach the top without resistance.

The skirmish finishes in a slaughter. The Slovaks have lost 4 steps and a leader and near all surviving units are demoralized. The Hungarians have lost 2 steps and have a demoralized unit.

A Hungarian victory.

VP: Slovaks 8, Hungarians 20.

0 Comments
You must be a registered member and logged-in to post a comment.
Keep out of our turf!
Author ChrisPayne
Method Solo
Victor Slovak Republic
Play Date 2011-02-23
Language English
Scenario FiAx001

The naughty Hungarians have crossed the Slovak border. The Slovak's job is to capture a hill and thereby force them out. 3 hours (12 turns) is all that is allowed to complete the task.

Action commmences with the Hungarians dug in along a nearby road defending the hill. The wily Slovaks deploy most of their forces to pin down the Hungarians whilst sending a highly mobile infanry unit far to the south to capture the hill.

As the Slovak force closes on the hill, the Hungarians drop back some untis and place a machine gun unit on the 20m elevation. The reckless Slovaks charge the hill anyway,demoralising the machine gunners forcing more Hungarian units to drop back into what becomes a sausage grinder.

Now the other Slovak units advance on the road as well, taking losses but tying up the remaining Hungarian defenders in the process. This group won't make it in time, but their job was simply to tie down the defenders.

After three hours the undemoralised mobile Slovaks have pushed aside the Hungarian hill defenders and have reached the 40m line

A stunning Slovak victory that relied on enthusiasm and luck, given the lack of strong leadership

0 Comments
You must be a registered member and logged-in to post a comment.
Confused Arms or Hillbilly Slap Therapy.
Author PG-Tank Dude
Method Solo
Victor Slovak Republic
Play Date 2010-08-06
Language English
Scenario FiAx001

Situation: Hungarians have taken over a hill in Slovakian territory. Slovakia is sending a force to teach them the error of their ways.

Turns: 12

Victory Conditions: 1 VP for each undemoralized friendly step that occupies a 20m hill hex at end of play. 2 VP for each undemoralized friendly step that occupies a 40m hill hex at end of play. 1 VP for each enemy step eliminated or which is demoralized at end of play.

Set-up: Hungary, with 4 INF dig in 2 each on a 20m and 40m hill with a Hadnagy (2nd Lt.) commanding all 4. An NHP with a Szazados (Captain) commanding is setup on the northern edge of town to keep Slovakia from making use of it as cover. Slovakia, forms up on Northern edge with 2 details consisting of 2 INF and 1 HMG each. One is led by a Stotnik (Captain) the other is led by a Porocik (Lt.). Two more INF are escorting a 75 MTN field gun, commanded by another Porocik.

Turn 1: Hungarians win initiative but patiently wait. Slovakian Stotnik activates everyone and moves forward.

Turn 2: Stotnik again chain activates everyone. Field gun moves to south edge of the northern town un-noticed. Porocik moves his two INF just outside of town under the gaze of the NHP - which holds its fire for a better opportunity.

Turn 3: Field gun unlimbers. Porocik activates, sending one INF toward the southern town. NHP op-fires at 2 hex range and demoralizes the INF. Porocik valiantly leads his other INF to reinforce his demoralized troops, getting himself and his troops disrupted by the NHP's 2nd op-fire. All other units move closer to the town.

Turn 4: Slovakian INF units trade fire with NHP for no results. Porocik is able to rally himself and his troops. Field gun makes itself know in a dramatic way, demoralizing the NHP.

Turn 5: All Slovakian units move next to NHP, which has recovered to disrupted.

Turns 6 & 7: Stotnik combines fire of 4 INF and 2 HMG on NHP, getting a step loss and a demoralization. Thinking his Porocik and his 2 INF can handle the rest, he takes his other Porocik, 4 INF (losing one step to op-fire) and 2 HMG up to the hill. Field gun is able to demoralize both dug in units on the 20m hill. Porocik left to mop up the NHP fails to live up to his Stotnik expectations.

Turns 8 & 9: Field gun is able to get 2 more disruptions. Porocik in town thinks bringing in another INF unit will help matters. It doesn't.

Turns 10-12: Fearing time is running short, the Slovakians go all out. Field gun is unable to match any of its earlier successes and all assaults are only able to achieve a few disruptions and demoralizations. A Hungarian INF seeing its chance ignorantly assaults the Stotnik and his 2 HMG's and INF (1 HMG is demoralized and the INF is disrupted), losing a step loss for its recklessness.

Slovakia wins (if you can call it that) 8vp's to 6.

Conclusion: This is a very quick scenario with the first 3 turns of one side only activating and moving its units. This scenario didn't turn out like I thought it was going to. One of two things could have been done differently I believe to change the outcome. Either I should have kept the Stotnik and all of the troops beside the town for one more turn to finish off the NHP and then move all of the units up the hill, or, had the Stotnik and all of his forces move up the hill without stopping by the town at all and let the one Porocik and his 2 INF deal with the NHP alone. I think the latter would have been the better option considering the Field guns early achievements of demoralizing and disrupting the units on the hill.

0 Comments
You must be a registered member and logged-in to post a comment.
A beginner scenario
Author Grognard Gunny
Method Solo
Victor Draw
Play Date 2023-07-02
Language English
Scenario FiAx001

This scenario is a bit boring... a bunch of Slovakians attempting to take a hill. Not much to write home about.

0 Comments
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.322 seconds.