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
Errors? Omissions? Report them!
Fighting French
First Axis #21
(Defender) Slovak Republic vs Germany (Defender)
Formations Involved
Germany 178th "Tatra" Panzer Division
Germany Kampfgruppe von Ohlen
Slovak Republic Dubrovodsky Combat Group
Slovak Republic Marechal Foch Paritsan Battalion
Display
Balance:



Overall balance chart for FiAx021
Total
Side 1 0
Draw 0
Side 2 3
Overall Rating, 3 votes
5
4
3
2
1
2.67
Scenario Rank: --- of 940
Parent Game First Axis
Historicity Historical
Date 1944-08-31
Start Time 09:00
Turn Count 16
Visibility Day
Counters 63
Net Morale 0
Net Initiative 0
Maps 3: 14, 16, 20
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 149
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Exit the Battle Area
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Scenario Requirements & Playability
First Axis Base Game
Road to Berlin Maps + Counters
Sinister Forces Counters
Introduction

The first open fighting between German and Slovak troops took place near Zilna, a garrison town in northwest Slovakia. The local commander gathered about 1,000 man and some tanks, and a group of French partisans (escapees from German labor camps) and a Slovak partisan group joined him as well. Ordered to block the Vah River valley, they soon came under attack from Battle Group Von Ohlen of the 82nd Reserve Panzer Grenadier Regiment.

Conclusion

The Slovaks initially did well, holding back the Germans and damaging or destroying four of their tanks. But the Slovak partisans detailed to hold the hilltop on the right flank melted away without offering any resistance, and the Germans exploited this gap. Outflanked, the Slovaks pulled back and called in more regular reinforcements to hold a new line.

Additional Notes

Slovaks use 6x Partisans (Soviet)


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
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)

Display Order of Battle

Germany Order of Battle
Heer
  • Mechanized
  • Motorized
Slovak Republic Order of Battle
Slovenská Armáda
  • Mechanized

Display Errata (3)

3 Errata Items
Overall balance chart for 20

The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 41

All SS PzIVH tanks should have a movement of 8.

(Shad on 2010 Dec 15)
Overall balance chart for 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)

Display AARs (2)

Hit and Run
Author Matt W
Method Solo
Victor Germany
Play Date 2011-06-20
Language English
Scenario FiAx021

This is one of the more baffling terrain setups I have run into. The German force is moving through a river valley and the Slovaks are charged with the responsibility to keep the Germans from advancing for four hours. The Slovaks have the benefit of two companies of partisans of uneven quality (morale 8/5 and some odd restrictions on their activation capability) which can clog up the river valley and force the Germans to delay.

The only thing that forces the Slovaks to fight early on though is that the river runs directly through the map and can be crossed only at the bridge which is only two hexes away from the Germans entry point. So, rather than setting up a defense in depth the Slovaks are forced to set up in a "V" with the apex of the V at the entry point of the German force. Helping the Slovaks immensely is that the bridge is in a town and the Slovaks pulled their 1-10-2 Porocik who will command in the town.

The Germans are not forced to commit to both sides of the river, as the Slovaks must, without knowledge of the Germans deployment. They choose the east side of the river as the terrain is a little more open once the town is bypassed. They invest the town and use their armor as a direct fire support force and keep the pressure on the Slovaks by continuing to eliminate steps. The Slovaks, however, are elated as their control of the town and the resistance of their troops further south is holding up the Germans.

The losses however cause the partisans to become undependable, failing initiative time after time and leaving holes for the Germans to infiltrate and leave the board. At the end of the 16 turn scenario the Germans had managed to exist six infantry platoons and one armor platoon and managed to garner 46 VPs to the Slovak 18, a major victory for the Germans.

The play, however, was a good deal closer than the final score. The failure of the partisan troops to move when necessary was the real killer. A very interesting terrain situation and the variety of troops on the Slovak side gives the strong impression of an improvised defense. I sure didn't think it would rank highly but in the end I give it a four for the novelty and the "feel" of the frantic situation of the Slovaks.

0 Comments
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After being a POW, there is not much fight.
Author campsawyer
Method Solo
Victor Germany
Play Date 2010-08-31
Language English
Scenario FiAx021

In seeing this popup on the scenario of the day, I look and saw that it looked interesting. This has a German reserve division overrunning Slovak units with some freed French POW's during the Slovak uprising. The Slovaks are on the defense and have some heavy weapons but they must cover three boards with the units. The Germans must drive across the board from north to south. They have a balance force or infantry, HMG, ENG, as well as PzVIh's and OBA.

The setup had the Slovaks covering the main advance points the town over straddling the river on board 20, the hills on board 16 and 14. The French POWs dugin at key points on the roads and the hills with the Slovak infantry on the hill elevations and woods, and being ready to move to reinforce the German entry point. The Slovaks defense cannot stop a focused force, but will try to reinforce with mobile units and their tanks. The Germans mass there forces to cross board 14 and exit units.

Turns 1 and 2 have the Germans entering the board and moving to engage the Slovaks on the hill. The other Slovak units move from 20 and 16 to try to reinforce. By turn 3 the Germans engage the the Slovaks and French POW's. The POWs demoralize quickly while the Slovaks try to hold but are overrun in an assault. Several German platoons race past the Slovak units to try to get off the board. By turn 5 the Slovak tanks look to support the Slovak infantry, but the German PzVIh knock out the Slovak Marder and L34. At this point, turn 7 the Germans have run past the Slovaks and the other defenders are running to try to catch them. And the game is called.

This scenario is unbalanced toward the Germans, given they have the mobility and a well balanced force. The Slovaks have a large front to cover cannot with their forces. It might be more balanced if the Germans did not have trucks and it slowed them down.

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