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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Crimean Gateway
First Axis #15
(Defender) Slovak Republic vs Soviet Union (Attacker)
Formations Involved
Slovak Republic 1st "Janošík" Infantry Division
Soviet Union 347th Rifle Division
Display
Balance:



Overall balance chart for FiAx015
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
2
Scenario Rank: --- of 940
Parent Game First Axis
Historicity Historical
Date 1943-10-28
Start Time 07:00
Turn Count 24
Visibility Day
Counters 104
Net Morale 0
Net Initiative 2
Maps 4: 20, 4, 5, 7
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 169
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Bridge Control
Hill Control
Rural Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Scenario Requirements & Playability
Eastern Front Maps + Counters
First Axis Base Game
Road to Berlin Maps + Counters
Introduction

Reorganized, more or less, as an infantry division, the Slovaks spent the spring and summer of 1943 behind the German lines. That changed when the Soviets opened a powerful offensive in southern Ukraine that fall, and the Slovaks were rushed to hold the Molochna River north of Melitopol. Known as the "gateway to the Crimea," the city and its vital rail lines had to be held or the entire peninsula would fall to the Red Army.

Conclusion

Flung into the line as a last reserve, the Slovaks stood up poorly. The division went into battle with a ration strength of less than 8,000; at least 2,000 of them deserted to the Soviets during the course of the battle. The Red Army sliced through the Slovak defenders and quickly moved forward to the Dnepr River, where the front stabilized for many months.


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).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • 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
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)
  • 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)

Display Errata (2)

2 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 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (1)

Foot in the Bucket
Author Matt W
Method Solo
Victor Soviet Union
Play Date 2011-06-11
Language English
Scenario FiAx015

Baseball is a game that is taught to American children at an early age. It is an odd sport involving a lot of hand/eye coordination and a rule book rivaling ASL in length and complexity. My wife and I have gone to several games this year and she is learning how the game is played and rules such as the infield fly rule (a particularly notorious rule involving a ball played into the air by the batter and the potential for fielders to play the ball to their advantage, rather than the batting team's advantage), etc. No doubt baseball players were highly involved in the drafting of some of the rule books we have seen.

Integral to baseball is the ability to stay in the "batter's box" while the pitcher throws the ball. Batters have a tendency to "step in the bucket" or step away from the path of the ball once it is pitched even if they intend to swing at the ball. This, of course, causes them to miss when they swing. This tendency is due to the fact that if the pitched ball hits the batter it hurts. So, it is a self defense mechanism.

In FA 15 we are given the opportunity to see the Slovaks with their foot in the bucket. They are understrength, stretched and faced with a Soviet force with ample armor, tons of artillery and plentiful infantry. But perhaps more important, they are low morale. The top end "7" is no great shakes but their units dissolve once they have taken a step loss due to the low end morale of "5". The narrative points out that the Slovaks were ready to run or quit and the scenario clearly shows that impact.

The Soviets were able to launch three prongs, one at each bridge and one to cross the river using engineers. It turned out that, due to incredible artillery fire, lousy morale rolls and sheer weight of direct fire both bridges had fallen to the Soviets within the first hour. By turn 9 the first hill had fallen and by turn 12 the second hill was held by one demoralized Slovak step. Two platoons occupied a one hex woods on board 7 but were going to be in sight by the next turn and the repeated high roll artillery would have destroyed them in short order.

The one bright spot for the Slovaks was the 88. It managed to knock out 2 steps of T-34s and withstood 3 assaults, demoralizing an entire stack and withstanding their own OBA which hit the hex with the demoralized attackers and the 88 and caused another 2 step losses to the Soviets.

The Slovaks are in quite a terrible predicament and a victory of any type depends on holding a bridge and delaying the Soviet crossings as much as possible. Given the massive amount of artillery and the low morale of the Slovaks it just doesn't seem as though there will be any Slovak victory parties with this one, even with the short timeframe, just like in reality (funny that). Instructive but not a blast, I give it a 2.

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