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 Two
Slovakia’s War #4
(Attacker) Germany
(Attacker) Slovak Republic
vs Soviet Union (Defender)
Formations Involved
Display
Balance:



Overall balance chart for SlvW004
Total
Side 1 1
Draw 0
Side 2 1
Overall Rating, 3 votes
5
4
3
2
1
2.67
Scenario Rank: --- of 940
Parent Game Slovakia’s War
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
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

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

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

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

Germany Order of Battle
Heer
  • Foot
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 #4 - Slovakia's Battle; Phase Two
Author Juiceman
Method Solo
Victor Soviet Union
Play Date 2024-03-09
Language English
Scenario SlvW004

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.

0 Comments
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Overcome the Evil Soviets with Dumb Luck & Daring
Author treadasaurusrex (Germany, Slovak Republic)
Method VASSAL
Victor Germany, Slovak Republic
Participants Tankodactyl
Play Date 2024-10-15
Language English
Scenario SlvW004

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.

3 Comments
2024-10-15 16:05

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.

(edited 2024-10-15 17:09)

Oh let me guess . . . the T-Rex had Axis tanks and the stodgy Soviet side didn't have armor.

2024-10-15 17:18

A T-rex with tanks is way scarier than one without them!

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