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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Fighting Germans
First Axis #24
(Defender) Slovak Republic vs Germany (Attacker)
Formations Involved
Germany Kampfgruppe von Ohlen
Slovak Republic Dubrovodsky Combat Group
Display
Balance:



Overall balance chart for FiAx024
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 1944-09-04
Start Time 12:00
Turn Count 30
Visibility Day
Counters 71
Net Morale 0
Net Initiative 0
Maps 4: 15, 17, 18, 21
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 162
AAR Bounty 171
Total Plays 1
Total AARs 1
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
Introduction

Though the Slovaks had scored one of their few victories of the Second World War, they had lost most of their support weapons in the process while the German force remained more or less intact. The Germans began their renewed attack with a heavy artillery barrage, and then sent their tanks forward in a frontal assault while infantry forces tried to envelop both Slovak flanks.

Conclusion

This time things went much better for the Germans, as the Slovaks had little with which to stop their tanks. The Slovaks at first fell back in good order, but then as the tanks pursued them a rout ensued. But knowing their troops to be ill-trained, the German command pulled back the reins on pursuit before the could become disorganized. The Slovak officers used the respite to restore order in their own ranks and incorporate reinforcements.


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
  • 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
Heer
  • Mechanized
  • Motorized
  • Towed
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 (1)

Duck and Cover
Author Matt W
Method Solo
Victor Germany
Play Date 2011-07-03
Language English
Scenario FiAx024

I was in elementary school during the early Cold War and remember doing our elementary school nuclear war drills. I would huddle under my desk as the teacher checked to see that we had appropriately ducked and covered. Only later in life did I realize exactly how useless such a position would be if there actually was a blast within 20 miles of where I lived. The Slovaks tried a similar approach in this one and found out the same lesson.

This one was over with the leader draws. The Slovaks had NO modifiers of any sort while the Germans pulled two 1-10-2 Lts, and a captain with a morale modifier as well. The Slovaks knew they were in a terrible uphill fight and decided to force the Germans to assault them in tough terrain so they set up in the more southerly town and dared the Germans to come get them.

It didn't work out so well for the Slovaks. By turn 13 their entire force had been destroyed as most of it became demoralized quickly and never really recovered. The Germans meanwhile only lost two steps of infantry in the entire battle. With better leadership the Slovaks may be able to bleed the Germans some more or try to get them into a hide and seek game near the northern boards with a chance to sneak someone on late in the game but that would be a very "gamey" play of the scenario and not really indicative of the action itself.

The scenario conclusion hints at a similar kind of result in actuality. It is hard to see how it could be any other way. Frankly, the only rational course of action for the Slovaks is to try to outrun the Germans. I give it a "2"

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