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
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Mopping up
First Axis #8
(Attacker) Germany
(Attacker) Slovak Republic
vs Soviet Union (Defender)
Formations Involved
Germany Heer
Germany Schnell Gruppe Coretti
Slovak Republic Mobile
Soviet Union Army (RKKA)
Display
Balance:



Overall balance chart for FiAx008
Total
Side 1 2
Draw 0
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
2
Scenario Rank: --- of 940
Parent Game First Axis
Historicity Historical
Date 1941-06-27
Start Time 08:00
Turn Count 20
Visibility Day
Counters 68
Net Morale 0
Net Initiative 0
Maps 4: 15, 17, 18, 21
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 158
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Inflict Enemy Casualties
Rural Assault
Conditions
Entrenchments
Hidden Units
Minefields
Off-board Artillery
Scenario Requirements & Playability
Airborne - IE Counters
Eastern Front Counters
First Axis Base Game
Road to Berlin Maps
Introduction

Apparently embarrassed by his group's failure, Pilfousek ordered them forward again only to find that the Soviets had pulled out without the Slovaks noticing. The German corps command then ordered the group back to assist a German engineer battalion that was reducing Soviet fortified positions left behind in the rapid advance. The Germans believed them to be unoccupied, but they had to be investigated all the same.

Conclusion

Things began to go badly from the start, as the Germans drove right up to an unsuspected machine gun position and suffered terrible casualties. The Slovaks then sent their tanks forward in a reconnaissance-by-fire to find the hidden Soviet positions and determine which bunkers were occupied. Only after the tanks had been fired on did the Slovak infantry assault the strong points, with the help of their own engineers and a few survivors of the German unit. The Slovaks showed they could be just as careless as the Germans - several tanks were lost when they spotted Soviet anti-tank guns and moved directly in front of them to wait motionlessly for infantry supports.

Additional Notes

Use German strongpoints from either Airborne or Soviet Strongpoints Edelweiss, or download the Soviet Strongpoints from APL.

Use German trucks from Eastern Front Deluxe for Slovakian trucks.


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)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable
  • 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

Germany Order of Battle
Heer
  • Foot
  • Leader
  • Motorized
Slovak Republic Order of Battle
Slovenská Armáda
  • Motorized
Soviet Union Order of Battle
Army (RKKA)
  • Misc
  • Towed

Display Errata (3)

3 Errata Items
Overall balance chart for 951

The reduced direct fire value in Kursk: Burning Tigers is 4-4.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 1284

Strongpoints are single step units and can be eliminated with X results like any other single step unit.

(rerathbun on 2014 Apr 08)
Overall balance chart for 1284 Strongpoints are affected by the terrain in their hex just like any other unit. Even though they can't move, they can attack using Assault Combat if an enemy unit moves into their hex. They may not dig in or benefit from entrenchments.
(rerathbun on 2014 Apr 21)

Display AARs (1)

Making them run
Author Matt W
Method Solo
Victor Germany, Slovak Republic
Play Date 2011-05-07
Language English
Scenario FiAx008

In this one, Col. Pilfousek's men, smarting from their first brush with the Soviets, enter an area which has been bypassed by the German offensive but may have some Soviet troops. Since they were entering an area which had been fortified by the Soviets the Slovaks have their own and some German engineers to help blow stuff up.

The Soviets get to set up hidden for the most part. This helps because their force is almost entirely immobile (straongpoints, HMGs and AT guns without transport) and even those units with moderate mobility (INF) are hampered by low numbers and few leaders (and in my case really bad leaders).

Nevertheless, the Slovaks are so few in number and so "blah" as troops that there is some tension as to whether the Slovaks can find the Soviets and then appropriately deal with an entrenched enemy. The scenario is relatively short (20 turns) and as a result does not give the usual 45-60 minute rest periods the Slovaks need to recover morale after each small action.

In this instance, however, the Slovaks are matched against an equally "blah" force which had a quirky habit of becoming demoralized as soon as the Slovaks attacked (whether a strongpoint or an entrenchment) and then getting slaughtered as they ran away. In seven turns the victory point total went from 53-4 Soviet to 37-26 Slovak with the Soviets incapable of turning it around. The Slovaks basically held on to the ground after that and the Soviets couldn't bring any troops to bear, given their immobility, for a counterattack.

Omniscience (I played this solo) may have played into the result somewhat but I did manage to run Slovak tanks right into an AT gun. That was shortlived, though, as the OBA took out the AT gun the next turn. The Soviets certainly rolled hideously during the game and the Slovak morale rolls were equally lucky in the other direction. I believe this one is much better face to face but I can't imagine that the Soviet player has much to do. Interesting situation but maybe not much fun to play in reality. Give it a "2". Lesson learned: poor morale in bypassed troops leads to easy "Mopping Up".

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