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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First Battle
Slovakia’s War #1
(Attacker) Slovak Republic vs Soviet Union (Defender)
Formations Involved
Display
Balance:



Overall balance chart for SlvW001
Total
Side 1 0
Draw 0
Side 2 2
Overall Rating, 3 votes
5
4
3
2
1
2.67
Scenario Rank: --- of 940
Parent Game Slovakia’s War
Historicity Historical
Date 1941-06-25
Start Time 10:00
Turn Count 30
Visibility Day
Counters 61
Net Morale 1
Net Initiative 1
Maps 3: 102, 104, 6
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 172
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
Broken Axis Maps
Fire in the Steppe Maps + Counters
Slovakia’s War Base Game
Introduction

The Slovak mobile group met its first opposition near Wojtkowa, in formerly Polish territory just to the northeast of the Slovak border. They found Red Army troops of 8th Rifle Corps who had been bypassed by the advancing German spearheads a few days earlier, undamaged and still ready to fight. Col. Rudolf Pilfousek sent his tanks forward to support an infantry assault.

Conclusion

Eighth Rifle Corps remained full of fight, and most importantly well-supplied with corps-level artillery and ammunition. The border guards put up fierce resistance and the Slovak infantry balked at advancing even when accompanied by their tanks. Pilfousek pulled his troops back without having put a dent in the Soviet line.

Additional Notes

There are no actual truck counters in the Slovakian army counter mix. Use trucks from which ever Axis counter set that may be convenient.


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

Slovak Republic Order of Battle
Slovenská Armáda
  • Motorized
Soviet Union Order of Battle
Army (RKKA)
  • Mechanized
Guards
  • Towed

Display Errata (1)

1 Errata Item
Overall balance chart for 896

These units should have a Direct Fire rating of 2-3, just like the RKKA and NKVD counterparts.

(danradz on 2011 May 04)

Display AARs (1)

Historic Result - Slovaks No Match for the Soviets
Author treadasaurusrex (Soviet Union)
Method VASSAL
Victor Soviet Union
Participants Tankodactyl
Play Date 2024-04-17
Language English
Scenario SlvW001

A too-long scenario, in need of a rewrite.

Took the Soviets in this 5-session play through of a not very interesting, probably not play tested scenario. Tankodactyl handled the Slovak Horde with their tanks in what should have been a relatively balanced scenario. The Russians had all the luck drawing leaders. We used the FOW, extended assault and excess initiative optional rules. Plus, we used these 2 house rules: 1) Road Movement for Mechanized & Foot Units All FOOT & MECHANIZED units may move on roads at the rate of 1/2 a Movement Point (MP) per road hex, just like MOTORIZED units, and 2) Standardized Movement for Mechanized Units All mechanized units may move through clear hexes at a movement cost of only 1 movement point (MP) per hex, instead of 1 1/2. Add one to this cost if moving up, across, or down slopes hexes. We liked using these 2 house rules which added materially to ease of play, fun & simplicity., more than making top for the wretched, defense-favoring, FOW rule

Pretty straight forward & slightly boring battle. Slovakian luck helped make the first 6 game turns somewhat exciting, and then the massacre of the tanks & Solvak leaders began. The Slovaks never really recovered after the senior leader decapitation during game turn 10, and the Bolsheviks entranced the PG fates beginning in game turn 15 with far better than average moral recovery, initiative, close assault and adjacent-hex firefight results..

I give this doggish historical simulation a 2, since it was fun to play with a daring opponent. Save this one for SOLO play, or drop about 6 game turns if playing it in SHARED mode.

1 Comment
2024-04-17 16:03

Concur with the T-rex, although I liked this scenario better than he did, after all I had tanks!

Bad unit morale and poor leaders really hurt the Slovakian side in this fight, that mirrored what happened historically. Still, I think that with better luck, a shorter length, and a victory condition rewrite, this could have ended in a draw or a minor Slovak win.

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