Holding The River Slovakia’s War #5 |
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(Defender) Slovak Republic | vs | Soviet Union (Attacker) |
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 | 1941-09-16 |
Start Time | 07:30 |
Turn Count | 24 |
Visibility | Day |
Counters | 106 |
Net Morale | 0 |
Net Initiative | 3 |
Maps | 4: 3, 4, 7, 8 |
Layout Dimensions | 86 x 56 cm 34 x 22 in |
Play Bounty | 190 |
AAR Bounty | 171 |
Total Plays | 2 |
Total AARs | 1 |
Battle Types |
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Inflict Enemy Casualties |
River Control |
Conditions |
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Off-board Artillery |
Scenario Requirements & Playability | |
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Fire in the Steppe | Maps + Counters |
Slovakia’s War | Base Game |
Introduction |
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Finally sent back into action, the Slovaks were tasked with guarding the right bank of the Dnepr River south of Kiev. On the opposite bank, the Germans were in the process of isolating a huge pocket of Soviet troops. All the Slovaks had to do was to prevent the Soviets from crossing the river, and not allow them to break out of the trap. |
Conclusion |
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The Slovak version of events doesn’t completely match with other indicators. The Soviets were indeed making counter-attacks at this time, but on the other side of the pocket. Even a successful crossing of the Dnepr would not have brought them any closer to escape and would have on the contrary put one of Europe's great rivers between them and the rest of their forces. The Slovaks claimed to have repulsed a major attack yet they suffered no casualties. We’ve taken their word in constructing this scenario, but in all likelihood this was a much smaller action than what is depicted here (if it happened at all). |
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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Tedium of the Dnieper | ||||||||||||||
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Another over long scenario, in need of a rewrite. Led the Soviets in this 6-session play through of a not very interesting, probably not play tested scenario. The T-rex handled the disorganized, defending Slovak Horde in what should have been a relatively balanced scenario. Both sides drew middling leaders. We used the FOW, consolidation and excess initiative optional rules. We also 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, which made up for the awful, defense-favoring, FOW rule This was a straight forward infantry fight and a boring battle. Slovakian die rolling luck held nearly the entire game. As often happens, the Russians never recovered from a senior leader decapitation during game turn 9. I give this tedious historical simulation a 3, mostly because it was fun to play with an entertaining opponent. This one is probably better played in solitaire mode. It's not much fun in shared play with the victory conditions as written. |
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