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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Holding the River
First Axis #11
(Defender) Slovak Republic vs Soviet Union (Attacker)
Formations Involved
Slovak Republic 1st "Janošík" Infantry Division
Soviet Union 116th Rifle Division
Display
Balance:



Overall balance chart for FiAx011
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game First Axis
Historicity Historical
Date 1941-09-16
Start Time 07:30
Turn Count 24
Visibility Day
Counters 106
Net Morale 0
Net Initiative 3
Maps 4: 19, 20, 21, 3
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 170
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Inflict Enemy Casualties
River Crossing
Conditions
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Eastern Front Maps + Counters
First Axis Base Game
Road to Berlin Maps
Introduction

Finally sent back into action, the Slovaks were tasked with guarding the right bank of the Dnepr River south of Kiev. On the opposite bank, the Germans were in the process of isolating a huge pocket of Soviet troops. All the Slovaks had to do was to prevent the Soviets from crossing the river, and not allow them to break out of the trap.

Conclusion

The Slovak version of events doesn't completely match with other indicators. The Soviets were indeed making counter-attacks at this time, but on the other side of the pocket. Even a successful crossing of the Dnepr would not have brought them any closer to escaped and would have on the contrary put one of Europe's great rivers between them and the rest of their forces. The Slovaks claimed to have repulsed a major attack yet they suffered no casualties. We've taken their word in constructing this scenario, but in all likelihood this was a much smaller action than what is depicted here (if it happened at all).


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

Slovak Republic Order of Battle
Slovenská Armáda
  • Mechanized
Soviet Union Order of Battle
Army (RKKA)
  • Towed

Display Errata (1)

1 Errata Item
Overall balance chart for 951

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

(plloyd1010 on 2015 Jul 31)

Display AARs (1)

Knife Edge
Author Matt W
Method Solo
Victor Soviet Union
Play Date 2011-05-21
Language English
Scenario FiAx011

For an action which probably didn't happen and if it did there was no reason for it anyhow (read through the conclusion to the scenario), this hypothetical, nonsensical sceanrio was a blast to play. The Slovaks are charged with defending against a fugitive Soviet unit looking to break out of the Kiev pocket. To do so, they must cross the Dnepr River. The Slovaks need to keep them from doing so. The "measure" of success is that the Soviets need to get 15 steps across.

If you haven't played a river crossing scenario this is a clean clear version. Many river crossings get caught up in Op Fire and direct fire at the engineers who are helping the crossing. In this case, the Soviets have so much artillery that if the Slovak shows themselves at all they're crazy. So this is quite simply a process of moving the Soviet engineers into the river, and then crossing. Oh, did I forget to mention that the Slovak player gets to fire his artillery at the engineers? This can make things a little more difficult.

After 13 turns of frustration the Soviets got their first troops across the river. They had already lost one engineer to artillery fire and were soon to lose another. A third ran away at a particularly inopportune time leaving one engineer solidly entrenched (as a figure of speech, not literally) in a river crosing in a small town which protected it against being sighted once the Soviet artillery had cleared away the sighting leader and his troops in the fields to the south.

What followed was a string of such good crossing rolls (< or equal to 6) that the Slovaks knew their goose was likely cooked. On most turns after turn 18 two units crossed, resulting in a large build up. The only problem was that the Slovaks turned their guns away from the engineer and onto the troops that had crossed, demoralizing them. The victory conditions called for 15 "undemoralized" steps to be across. This number fluctuated wildly from turn to turn as the Soviets remained 7/6 morale and continued to fail checks of M1, etc.

On turn 24 after all combat, the Soviets had managed to keep 16 steps in good order or disrupted leading to a 23-14 victory and a minor victory. One more unit demoralized (and there were several chances during the turn) and the final score would have been 29-21 Slovakia. Truly the victory was on a knife edge.

I give this one a three for the tactical study of crossing rivers. The victory conditions make crossing the river the single most important thing going on. The Soviets need to use their artillery to clear out defenders who can spot the engineers for the Slovak guns, find a safe spot to cross (the town/river hex on Board 20 is your best bet), and then roll low on the crossing numbers. Lots to learn, hope I got it right...

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