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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Brown Battalions
First Axis #29
(Defender) Slovak Republic vs Germany (Attacker)
Formations Involved
Germany 18th SS "Horst Wessel" Panzergrenadier Division
Slovak Republic 2nd Tactical Group
Display
Balance:



Overall balance chart for FiAx029
Total
Side 1 0
Draw 1
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game First Axis
Historicity Historical
Date 1944-10-21
Start Time 07:00
Turn Count 30
Visibility Day
Counters 119
Net Morale 0
Net Initiative 0
Maps 4: 14, 16, 18, 19
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 175
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Terrain Mods
Scenario Requirements & Playability
Eastern Front Counters
First Axis Base Game
Road to Berlin Maps + Counters
Introduction

The Horst Wessel Division, composed mostly of Hungarian ethnic Germans, went into action against the Slovaks as soon as it arrived from Hungary. The Slovaks committed most of their remaining armored forces to trying to stop the SS men, whose advance on Slovak army headquarters appeared unstoppable.

Conclusion

Though the Horst Wessel Division was not a particularly good combat formation, the Slovaks were nothing like the Red Army and the SS rolled over them after some hard fighting. The Slovak forces now began to fall apart, with the partisans directed to return to their hiding places and prepare to wage guerrilla warfare while the regular troops made their final stands.


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
  • Assault Gun: if closed-top, 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
  • Mechanized
  • Motorized
  • Towed
Slovak Republic Order of Battle
Slovenská Armáda
  • Misc
  • Towed

Display Errata (1)

1 Errata Item
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)

Display AARs (1)

Efficiency and Elan
Author Matt W
Method Solo
Victor Draw
Play Date 2011-07-31
Language English
Scenario FiAx029

Alliteration is one of my favorite pastimes (wargaming is not a pastime, it is an essential, kind of like breathing) and it was gratifying to see that I could use it in a title for an AAR. This scenario clearly was a clash between efficiency and elan. The Slovaks are charged with two responsibilities, hold onto several scattered towns and kill SS troopers. The SS merely have to clear the towns while avoiding the Slovak victory conditions.

There are three towns on the front boards (closest to the SS entry) and one further back hidden in the mountains. The SS need to capture the three front board towns to gain a minor victory and all the towns to gain a major victory.. The Slovaks, knowing this, proceed to set up to defend the largest town, which is really the central point, lightly, reserving their strongest defense (2 companies with HMGs, the mortars and a 75 and LT 38 in close support. The Train holds the last town. A Catnik (I always think of catnip) with two platoons is hiding out in the swamps along the road between the towns with the intention of slowing the advance between the towns

The SS takes the bait and enters en masse to attack the lightly held town. After about 2 hours they have cleared the town and the advancing forces have gotten caught up with the Catnik (who has managed to demoralize a StuG). Upon completing the capture of the town the SS finally realize the predicament they are in. They must now move to capture the towns which are more heavily defended in order to gain a minor victory and then cross the entire width of the board, braving OBA and harrassing fire from the 75mm and an occassional INF platoon or LT 38 before they even have a chance to get to the last town.

There is nothing for it, however but to try and move the Slovaks (a not very easy process as they have the super Porocik and a competent Stotnik in the town for defense). The SS prepares assault teams with armor, engineers and infantry or heavy weaponry and hits the town with OBA. The approach, however, is botched and three platoons of infantry are demoralized and then reduced by repeated hits from the OBA.

The assaults were ultimately brutal with a normal attack being rolled on the 18-24 column for the attacker and the 13-18 column for the defenders. The attack itself required three hours after contact leaving the SS insufficient time to cross the board to try to clear the last town. In addition, the Slovak artillery was very efficient and the assaults took their toll (even the train managed to nail a step) and the Slovaks had eliminated 14 steps and met their minor victory level as well. The sides agreed to separate with the Slovaks having used their elan and guile to stop the SS at their initial goal.

The play was quite enjoyable as the Slovaks had a clear chance to win this one. Only a few poor rolls kept them from reaching the 18 loss plateau which would have been a major victory. This one was well balanced and well worth playing. I give it a solid "4".

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