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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Collective Farm
First Axis #13
(Attacker) Slovak Republic vs Soviet Union (Defender)
Formations Involved
Slovak Republic 1st "Janošík" Infantry Division
Soviet Union 55th Guards Rifle Division
Display
Balance:



Overall balance chart for FiAx013
Total
Side 1 0
Draw 1
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game First Axis
Historicity Historical
Date 1942-07-25
Start Time 06:30
Turn Count 32
Visibility Day
Counters 123
Net Morale 1
Net Initiative 1
Maps 4: 1, 4, 5, 8
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 176
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Hill Control
Rural Assault
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Scenario Requirements & Playability
Eastern Front Maps
First Axis Base Game
Road to Berlin Counters
Introduction

After refitting with replacement personnel and trucks, the Slovak Mobile Division set out in the second echelon of the German advance into the Caucasus. When fierce fighting broke out in and around the city of Rostov, the German corps command committed its shaky allies to capture a key collective farm northeast of the city.

Conclusion

The Slovaks faced some of their fiercest fighting of the entire war, but slowly managed to force the Soviets back and capture the collective farm. In a marked difference from the unit's first year of war, the division not only fought a successful action but was fit for action again afterwards. The re-joined the German second echelon and drove on into the Caucasus.


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)
  • Mechanized
Guards

Display Errata (2)

2 Errata Items
Overall balance chart for 896

These units should have a Direct Fire rating of 2-3, just like the RKKA and NKVD counterparts.

(danradz on 2011 May 04)
Overall balance chart for 912

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (1)

Hit 'em where they ain't
Author Matt W
Method Solo
Victor Draw
Play Date 2011-06-01
Language English
Scenario FiAx013

In this scenario a regiment of Slovaks needs to take several hills and towns away from two Guards battalions. Given the higher value of the towns the Soviets set up in the front town and leave the hills more lightly guarded. The Slovaks run and take both of the smaller hills and insert themselves clearly between two larger Soviet forces.

A Soviet counterattack nearly succeeds in retaking one of the hills but in a situation where the Slovaks were threatened with the loss of the hill they called down artillery on their own location and destroyed the attacking Soviet force, killing the Colonel.

The Soviet forces were too strong to be able to take any of the remaining town hexes but too weak to attempt an assault on the hills. The Slovaks did not have the strength (or the morale) to be successful in an assault on a town and were comfortable letting a draw go into the books.

I felt more than a little pleased at being able to take a relatively weak force at a morale disadvantage against the Guards and being able to capture some territory. I've learned quite a bit about operating the Slovaks at this point. A key is to force the opponent into attacking you. Until you can do that the Slovaks are simply not strong enough by themselves to win. Therefore hitting the opponent where they are weak is essential and finding the choke points in the terrain which force counterattacks is critical.

A large scenario on a large board gives both sides lots of options. I give it a 4 for the flexibility provided to each side.

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