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
Errors? Omissions? Report them!
Holding The River
Slovakia’s War #5
(Defender) Slovak Republic vs Soviet Union (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for SlvW005
Total
Side 1 2
Draw 0
Side 2 0
Overall Rating, 3 votes
5
4
3
2
1
2.67
Scenario Rank: --- of 940
Parent Game Slovakia’s War
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
Inflict Enemy Casualties
River Control
Conditions
Off-board Artillery
Scenario Requirements & Playability
Fire in the Steppe Maps + Counters
Slovakia’s War Base Game
Introduction

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

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).


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).
  • 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
  • Mechanized
  • Motorized
Soviet Union Order of Battle
Army (RKKA)
  • Towed

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 (1)

Tedium of the Dnieper
Author Tankodactyl (Soviet Union)
Method VASSAL
Victor Slovak Republic
Participants treadasaurusrex
Play Date 2024-08-05
Language English
Scenario SlvW005

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.

0 Comments
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.376 seconds.