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!
Depot Guard
First Axis #23
(Defender) Slovak Republic vs Germany (Attacker)
Formations Involved
Germany 18th SS "Horst Wessel" Panzergrenadier Division
Germany 40th SS Panzergrenadier Regiment
Germany French SS Battalion
Germany Kampfgruppe Shaffer
Slovak Republic 5th Infantry Regiment
Slovak Republic Field Armored Regiment
Slovak Republic Slava Partisan Group
Display
Balance:



Overall balance chart for FiAx023
Total
Side 1 1
Draw 0
Side 2 2
Overall Rating, 3 votes
5
4
3
2
1
3.33
Scenario Rank: --- of 940
Parent Game First Axis
Historicity Historical
Date 1944-09-02
Start Time 07:00
Turn Count 24
Visibility Day
Counters 87
Net Morale 0
Net Initiative 0
Maps 3: 14, 17, 6
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 158
AAR Bounty 171
Total Plays 3
Total AARs 1
Battle Types
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Scenario Requirements & Playability
Eastern Front Maps
First Axis Base Game
Road to Berlin Maps + Counters
Sinister Forces Counters
Introduction

When the Slovaks rose against the Nazis, one of the country's most important military assets was the huge ammunition depot at Kvetnica. But when the Slovak Army's two regular infantry divisions were disarmed without a fight, the means to defend it became very sparse. A nearby garrison regiment joined with a partisan unit and a wandering tank company to hold the vital position.

Conclusion

The German battle group, part of the 18th "Horst Wessel" SS Panzer Grenadier Division, broke through the Slovak line and occupied the ammunition dump before the Slovaks could do anything to destroy the stockpiles there. Over 40 million rounds of ammunition and more than 800 machine guns fell into German hands, while patriotic Slovak volunteers were sent away from garrisons and partisan camps because of a lack of weapons.

Additional Notes

Slovaks use 6x Partisans (Soviet)

Substitute German Army counters for Schutzstaffel as needed.


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)
  • 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)
  • 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

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

Display Errata (4)

4 Errata Items
Overall balance chart for 439

All SS 75mm IG guns are direct fire weapons (black), not indirect (white).

(Shad on 2010 Dec 15)
Overall balance chart for 424

The reduced direct fire value of the SS HMG is 5-5 in Beyond Normandy and Road to Berlin.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 408

The Units in Beyond Normandy were misprinted with a movement factor of 5. The movement factor should be 8.

(rerathbun on 2012 Mar 21)
Overall balance chart for 408

Liberation 1944's counters are mislabeled 'PzIVF2.' The counter's ratings are correct (Armor 5, Move 8, DF 11-6, AT 6-8).

(rerathbun on 2014 Feb 14)

Display AARs (1)

Subtle
Author Matt W
Method Solo
Victor Germany
Play Date 2011-07-03
Language English
Scenario FiAx023

It seems odd to be writing a summary of a battle, albeit a paper one, with the title of subtle but it is a subtle difference that is highlighted within the National Uprising scenarios that is clearly seen here. The design inherent in PG really shines in this one.

A strong SS force is approaching a munitions depot guarded by 2 companies of Slovak regulars and a like number of partisans. The Slovaks are bolstered by an entire company of LT38s to help with firepower. The SS choose to take the road in order to move quickly onto the board as they must get the bulk of their forces across two boards and take towns on the third by the end of 6 hours.

The Slovaks expected the road to be the entry point and prepared a partisan ambush which dented the German advance. Unfortunately for the partisans they were immediately hit with massive firepower, destroying an entire company within the first hour of battle. On the other hand, the problems with SS troops, and particularly their leaders began to appear.

SS leaders are incredibly brave, carrying personal morale of 9 or 10, but they are inept leaders of men, having very few modifiers and most of those being combat modifiers. As a result the SS troops which have fair morale, often become disrupted and can easily become demoralized (with an effective morale of 6, requiring an unmodified roll of 5 or less to begin the recovery process. Woe to your units if they lose a step and become demoralized as then they only have a one in six chance of beginning the recovery).

As a result, the SS battlefield is littered with unrecovered units and good order leaders running around yelling at the troops to pay attention and start moving or at least doing something constructive. Since in many cases, SS units were composed of non-German, Aryans (e.g. sorta Germanic peoples from outside of Germany) there could have been language issues as well. Finally, the SS felt that an appropriate political outlook was a good substitute for military training for their leaders and their troops. All of these can be "felt" by the player as they continue to roll sevens and their troops remain useless.

After two and a half hours, the SS were stalled in front of a large hill where the Slovaks had placed a company of partisans and a company of regulars along with ten tanks. The tanks and the partisans had been causing some losses and disrupting and demoralizing the SS infantry. The SS armor had begun looping around to the south of the hill and was coming up behind the Slovak position. The Luftwaffe had, in the meantime eliminated the threat of the 75 AT gun position on the hill.

Suddenly the Slovak position seemed to disintegrate. The SS tanks ran through the regulars and destroyed the remaining Slovak tanks while what infantry that wasn't disrupted or demoralized passed through towards the towns.

The Slovaks had little to defend the towns with as the SS armor had swept up the potential retreating units. The SS poured into the towns and destroyed the retreating Slovaks. by turn 20 the result was clear and only the final score was in question. The Germans had 44 points, to the Slovaks 23, but in that 23 were 13 steps that never quite made it across the width of two boards. It was clear that it would take another several hours for the SS to recover enough to be combat effective again.

The design elements of PG that accomplish this evocative simulation are so simple but the remaifications so dramatic that it was stunning. After two scenarios of running across boards with Heer forces of similar composition but different leadership, the contrast with the SS performance was striking. Had the Heer forces demonstrated the inability to recover that the SS did in this scenario they could not have won those battles.

Perfectly acceptable scenario, tense at times with the SS armor being the major difference maker. But the "4" goes to the revealed design of the rank and file SS vs. their leaders.

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