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Capturing Lojev
First Axis #17
(Attacker) Slovak Republic vs Soviet Union (Defender)
Formations Involved
Slovak Republic 2nd "Škultéty" Infantry Division
Display
Balance:



Overall balance chart for FiAx017
Total
Side 1 0
Draw 0
Side 2 5
Overall Rating, 5 votes
5
4
3
2
1
2.2
Scenario Rank: 930 of 940
Parent Game First Axis
Historicity Historical
Date 1942-11-08
Start Time 10:00
Turn Count 12
Visibility Day
Counters 29
Net Morale 0
Net Initiative 0
Maps 2: 3, 6
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 132
AAR Bounty 159
Total Plays 5
Total AARs 3
Battle Types
Urban Assault
Conditions
Hidden Units
Randomly-drawn Aircraft
Scenario Requirements & Playability
Eastern Front Maps + Counters
First Axis Base Game
Sinister Forces Counters
Introduction

Though supposedly given lighter duty than the Mobile Division, the Slovak Security Division stall saw plenty of combat well behind the lines. The Soviet partisan movement was strong in Western Ukraine, and made stronger by the fact that Security Division had been given most of the Slovak Army's politically-suspect officers. When a strong detachment of partisans overran a German police outpost in Lojev, the division's recon group moved to relieve them with less enthusiasm than the division command expected.

Conclusion

Ambushed outside of town, the Slovak divisional recon group fell back under heavy mortar fire. They attempted to flush the partisans from the woods and continue their advance, but lost heart when anti-tank rifle fire destroyed two of their accompanying armored cars. Chastened and defeated, the Slovaks broke off their attack. By the next summer, all of the recon group's officers would either have been dismissed or deserted to join the partisans.


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)
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.

Display Order of Battle

Slovak Republic Order of Battle
Slovenská Armáda
  • Motorized
Soviet Union Order of Battle
Army (RKKA)
  • Foot
NKVD
  • Towed

Display AARs (3)

Come into my parlour...
Author Matt W
Method Solo
Victor Soviet Union
Play Date 2011-06-13
Language English
Scenario FiAx017

In this one a small Slovak force is asked to drive into a town which has seen some previous partisan activity and secure the town. Unfortunately for the Slovaks, who are once again under the dubious command of Pilfousek (although he does not make an appearance on board, his incompetence shines through given the situation), the partisan force has not left the area, it has set up an elaborate ambush.

The Soviets set up in a semicircle around Lojev, hanging in the edges of the woods. While it is tempting to set up the ambush along the road through the woods a cautious Slovak player could choose to eschew the road and any Soviets set up there would not be able to get back to Lojev in time to fight.

The Slovaks, sensing the trap that is the road decide to skirt north of the woods and approach Lojev through the gap in the woods to the northwest of town. They began to approach Lojev on turn 4 (of twelve) when the Soviets sprung their trap. Nearly the entire Slovak force was trapped between Lojev and the approaching partisan force. One platoon of cyclists and the armored cars did make it into Lojev but were brutally handled and destroyed. The remainder of the force was hammered within 400 yards of Lojev and left the field screaming.

This is a short sharp action. By the end all of the Slovak and most of the Soviet force, with the exception of the NKVD, were demoralized. It does, however, show the danger of an organized force of significant size in a "secure" area. The Slovaks lost 11 steps, including both armored car steps, to the Soviets 4 steps of partisans and while they did penetrate to the town their hold was untenable.

The victory conditions virtually mandate that the Slovaks try to get into the town otherwise they would have tried to run earlier but they likely would have experienced most of the losses anyway since they were actually trapped by the ambush. A nice short scenario. I give it a 3

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Capturing Lojev
Author driddle01
Method Solo
Victor Soviet Union
Play Date 2010-10-28
Language English
Scenario FiAx017

A short (12 turns) and tough scenario for the Slovaks.

The Russion partisans with two HMG's get to sit up hidden, and ready to ambush the Slovaks as they approach the town. The Slovaks enter along the road on the west edge. On the 2nd turn, as they move along, the Russian 45mm fires without effect on the Slovak AC.

The Slovaks close on the ATG position to try and overwhelm it, and then quickly move on to the town. The 45mm quickly reduces and demoralizes the AC. The partisan opportunity fire is ineffective.

On the next turn, the 45mm finishes off the AC, and the partisans retreat back into the southern forest. The Slovaks continue to advance, but cannot pin the partisan defenders down.

The Slovak force continues west, and the Russian HMG's and remaining partisans rally in the town. The Slovak force closes and attempts to circle around the south side of the town, but the Russian shift forces and counter the Slovak flanking maneuver.

The scenario with very few losses on either side, but the Russians retaining control of the town. I think this is a difficult scenario for the Slovak force to win. They have fewer forces and lower morale than the NKVD, so assault is not really an option.

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First Axis, scenario # 17: Capturing Lojev
Author JayTownsend
Method Solo
Victor Soviet Union
Play Date 2011-07-16
Language English
Scenario FiAx017

A very small and short scenario but it looked interesting to try. The Partisan force really is much stronger, even if the Slovaks have an OA.30 armored car and occasional air-support, as the Partisans have the terrain advantage of forest on both sides of the road running through map board number six, the exact route I took as the Slovakian player. In hind-site, I should have taken the long way around but I doubt I could have taken the town hexes on map number three with this small Slovakian force either. In the end, the Partisans controlled all the town hexes only losing one step, while the Slovakians also lost a step. In fact, they didn’t even make it off map number six to challenge the town hexes on map three. A total Partisan victory.

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