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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Slovakia's Battle; Phase One
Slovakia’s War #3
(Attacker) Slovak Republic vs Soviet Union (Defender)
Formations Involved
Display
Balance:



Overall balance chart for SlvW003
Total
Side 1 2
Draw 0
Side 2 1
Overall Rating, 3 votes
5
4
3
2
1
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.


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
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.
  • 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

Display Errata (1)

1 Errata Item
Overall balance chart for 951

The reduced direct fire value in Kursk: Burning Tigers is 4-4.

(plloyd1010 on 2015 Jul 31)

Display AARs (2)

Slovakia’s War #3 - Slovakia's Battle; Phase One
Author Juiceman
Method Solo
Victor Soviet Union
Play Date 2024-03-09
Language English
Scenario SlvW003

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
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A Too Long, Near Run Fight
Author Tankodactyl (Soviet Union)
Method VASSAL
Victor Slovak Republic
Participants treadasaurusrex
Play Date 2024-10-02
Language English
Scenario SlvW003

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
(edited 2024-10-02 18:00)

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.

2024-10-02 18:14

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.

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