Slovakia's Battle; Phase Two Slovakia’s War #4 |
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(Attacker)
Germany
(Attacker) Slovak Republic |
vs | Soviet Union (Defender) |
Formations Involved |
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Overall Rating, 3 votes |
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2.67
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Scenario Rank: --- of 940 |
Parent Game | Slovakia’s War |
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Historicity | Historical |
Date | 1941-07-22 |
Start Time | 16:30 |
Turn Count | 38 |
Visibility | Day & Night |
Counters | 117 |
Net Morale | 0 |
Net Initiative | 0 |
Maps | 4: 102, 104, 6, 8 |
Layout Dimensions | 112 x 43 cm 44 x 17 in |
Play Bounty | 197 |
AAR Bounty | 165 |
Total Plays | 2 |
Total AARs | 2 |
Battle Types |
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Inflict Enemy Casualties |
Road Control |
Urban Assault |
Conditions |
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Off-board Artillery |
Reinforcements |
Scenario Requirements & Playability | |
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Broken Axis | Maps |
Fire in the Steppe | Maps + Counters |
Slovakia’s War | Base Game |
Introduction |
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Col. Rudolf Pilfousek ordered his entire brigade to move forward to Lipovec, apparently thinking the town was already in Slovak hands. The Soviets still held firm there, and the Slovaks began to fight them house-to-house. While the fighting raged in the town and drew the Slovaks’ attention forward, a Soviet flanking force struck hard from the south. |
Conclusion |
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The Slovaks fought hard for the town, but Pilfousek and his staff had done a poor job of scouting and planning. The Soviet flanking attack took them completely by surprise, and the brigade was cut in two. Some units panicked, while the brigade’s lead elements had to fight their way back to re-gain communications with the rest of the Slovaks. Two companies of Germans helped stabilize the situation, and though they took Lipovec the brigade never truly recovered from this battle. |
Additional Notes |
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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 |
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1 Errata Item | |
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The reduced direct fire value in Kursk: Burning Tigers is 4-4. (plloyd1010
on 2015 Jul 31)
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Slovakia’s War #4 - Slovakia's Battle; Phase Two | ||||||||||||
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Better scenario than Phase One but not by much, the Slovaks used their light armor as a fire brigade and was able to get some early casualties on the advancing Soviets before nightfall, but a hidden ATG did take out a couple of steps of armor which tipped the VCs in favor of the Soviets. |
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0 Comments |
Overcome the Evil Soviets with Dumb Luck & Daring | ||||||||||||||
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Concur with the Juicemen on this one: this is a much better & more challenging scenario than Phase One of the same battle This example was not properly play tested and it shows. The Axis drew much better leaders than the hapless Soviets. The keys to success for the Axis force in our play-through was lucky combat die & morale recovery die rolls and the early death of the Soviet senior leader that heralded a great deal of disorganization & chaos in the Russian force. As described elsewhere, Slovakian light armor did the job well, as a slowly-diminshing, mobile reserve, plugging holes and supporting adjacent-hex counter attacks, until the eventual sunset, when cold steel began prevailing over the low morale Bolsheviks. This one could use a rewrite and a shorter length. Play balance is heavily weighted in favor of the Soviets, and the Axis were very lucky to pull this one off. In shared play, the more experienced player should take the Axis side. This scenario is probably better suited to SOLO play, and I give it a 3, solely due to the fun factor and my aggressive opponent's unfailing good humor. |
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3 Comments |
I agree with the T-Rex. Too unbalanced in favor of the Soviets for shared play, although the Russians made a real fight of it, against a more adept Slovakian/German player. Stick to solitaire with this scenario. A solid 2, would be my assessment.
Oh let me guess . . . the T-Rex had Axis tanks and the stodgy Soviet side didn't have armor.