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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Raksa Valley
First Axis #28
(Defender) Slovak Republic vs Germany (Attacker)
Formations Involved
Germany 178th "Tatra" Panzer Division
Slovak Republic 1st Tactical Group
Display
Balance:



Overall balance chart for FiAx028
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 1944-10-04
Start Time 07:30
Turn Count 32
Visibility Day
Counters 113
Net Morale 0
Net Initiative 1
Maps 3: 16, 21, 9
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 168
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Exit the Battle Area
Urban Assault
Conditions
Entrenchments
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Battle of the Bulge Maps
Eastern Front Counters
First Axis Base Game
Road to Berlin Maps + Counters
Introduction

Supplied with more tanks and crews, the German Tatra Division pushed into the Raksa Valley where the Slovaks dug in for a determined defense. The valley's good roads led to Sviaty Martin, home of the Slovak Army's armored training center and most of its technical workshops. Slovak maintenance crews were rapidly refurbishing tanks and artillery pieces there; loss of the vital center would doom the uprising.

Conclusion

The Tatra Division had been issued a large number of outdated Czech-made tanks from the Arsenal in Vienna. Though useless against the Red Army, the proved very effective against the Slovaks - as did the handful of Tiger tanks. The Germans broke through the first line of the Slovak defense but there offensive stalled thanks to the timely arrival of the armored train Hurban and a company with modern German made anti-tank guns.


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
  • Motorized
Slovak Republic Order of Battle
Slovenská Armáda
  • Mechanized
  • Misc

Display Errata (4)

4 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)
Overall balance chart for 484

Liberation 1944's Tiger movement and armor ratings are backwards. They should be Armor 7 and Movement 5.

(petermc on 2014 Feb 14)

Display AARs (1)

Hopeless, Seriously
Author Matt W
Method Solo
Victor Germany
Play Date 2011-07-25
Language English
Scenario FiAx028

I know I shouldn't use that in describing a First Axis scenario but this is one of the first I have seen (with the exception of "Sneak Attack" EFDx numer 2) that seems completely impossible for one player to win. The Slovaks were beaten, in a minor victory by turn 6 (of 32), leading by 35 to 15. Even if the Germans chose not to exit any units they would win 35 to 30. It is clear that they will continue to smash the Slovaks and be able to exist some units. Or, the Germans could sit back and let the clock tick down and any Slovak counterattack would be shredded, just adding to the German victory.

I think the VPs for town control are flipped and the Slovak player probably needs to get points for unexited German units but there really is no way for the Slovaks to win that I can see.

The German firepower is such that they will be able to overwhelm any Slovak concentrations that they want to with relatively small loss and the Slovaks have no counterpuch capability. In my setup I put some delaying troops in the towns where the Germans would have to enter and in six turns those troops were destroyed, the entrenchments were invested on the middle board and even with the newly arrived reinforcements there didn't seem to be the force to stand up to the Germans tanks.

I give it a "2" because it shows what use older vintage tanks could be to supression of unrest but otherwise the action seems heavily slanted, just like in the real situation. Playing the Slovaks in the National Rising scenarios is a desperating demoralizing experience. Right about now I need a good morale roll for me!

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