Slovakia's Battle; Phase One Slovakia’s War #3 |
||
---|---|---|
(Attacker) Slovak Republic | vs | Soviet Union (Defender) |
Formations Involved |
---|
|
Overall Rating, 3 votes |
---|
2
|
Scenario Rank: --- of 940 |
Parent Game | Slovakia’s War |
---|---|
Historicity | Historical |
Date | 1941-07-22 |
Start Time | 05:00 |
Turn Count | 36 |
Visibility | Day |
Counters | 98 |
Net Morale | 0 |
Net Initiative | 1 |
Maps | 4: 102, 104, 6, 8 |
Layout Dimensions | 112 x 43 cm 44 x 17 in |
Play Bounty | 191 |
AAR Bounty | 165 |
Total Plays | 3 |
Total AARs | 2 |
Battle Types |
---|
Inflict Enemy Casualties |
Road Control |
Urban Assault |
Conditions |
---|
Off-board Artillery |
Reinforcements |
Scenario Requirements & Playability | |
---|---|
Broken Axis | Maps |
Fire in the Steppe | Maps + Counters |
Slovakia’s War | Base Game |
Introduction |
---|
After spending several weeks absorbing reinforcements in the rear areas, the Slovak Mobile Brigade finally was attached to the German 49th Mountain Corps and ordered into action. The German corps command sent the brigade to the town of Lipovec to block the retreat routes of Soviet units coming from the north. The town was believed to be Soviet-occupied, and the Slovaks were to eject the defenders and hold the position. |
Conclusion |
---|
Despite the help of tank support, the Slovaks had trouble fighting their way through the first Soviet lines. The “brigade” was very small and lacked sufficient infantry for the task, and when Pilfousek sent tanks forward without infantry support several were shot up by Soviet anti-tank guns. By late afternoon the Slovaks reached the edge of Lipovec, only to be thrown back later. Their colonel ordered the tanks to pull back and refuel, and had not issued any further orders when the Soviets took the decision out of his hands. |
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. |
AFV Rules Pertaining to this Scenario's Order of Battle |
---|
|
1 Errata Item | |
---|---|
The reduced direct fire value in Kursk: Burning Tigers is 4-4. (plloyd1010
on 2015 Jul 31)
|
Slovakia’s War #3 - Slovakia's Battle; Phase One | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Even though the Soviets are strung out on each map board, they were able to hold off the Slovak forces. Towns are a big part of the VCs but there is only one town hex out of the four maps. |
||||||||||||
0 Comments |
A Too Long, Near Run Fight | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
This was a very long, 36-turn battle that was the Soviet's to lose, and I managed to do just that by the end of our 8 sessions, costly sessions. The Tread Rex once again astonished as the comeback leader of the Axis side, in spite of my best efforts, and better Soviet equipment. It was not enough to lead the winning side for about 26 of the 36 turns -- especially with the FOW-shortened 19 game turns of the 36 we played! We used the regular PG rules in this one, which was probably a mistake, and the excess initiative, consolidation, smoke, FOW, tank riders and extended assault optional rules. The Bolsheviks had the initiative and momentum for most of the game, but were scattered all over the battle map, and I had great difficulty trying to coordinate my side. This sloppily-constructed scenario was not for the faint of heart and was a chore to get through. This one is probably better forSOLO play IMHO, unless it receives a rewrite, especially as regards the odd victory conditions and game length. We both felt that a 2 was a generous rating, since It was pretty obvious that this scenario was not properly play tested. |
||||||||||||||
2 Comments |
Without tanks, and inspired leadership, the Slovaks would never have won this 4-map, mess of a game! Truth is, that they had generally better luck, especially in adjacent-hex firefights & lost fewer leaders than my star-crossed, defending Russians. This was an unexpectedly "close run" Wellington-Like victory for attacking Slovaks, led by a steely and quick-witted Soviet opponent. On reflection, it was more fun, than good.
I agree, if the Russians had armor, they would have been able to maintain their initial momentum and triumphed in this one. Having little to counter attack with, when it counted, was fatal for the Commies.
As it played out, the Soviets were plagued by bad luck and suffered two, senior leader losses in the first 20 game turns - turns of event that was very hard for my able opponent to recover from, and which directly led to the higher-mobility, Slovak side being able to change direction at will. Better tactical flexibility - and pure dumb luck with die rolls - won this unbalanced battle for the Slovaks in this poorly designed scenario.