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!
Christmas Day
Slovakia’s War #6
(Defender) Slovak Republic vs Soviet Union (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for SlvW006
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
2
Scenario Rank: --- of 940
Parent Game Slovakia’s War
Historicity Historical
Date 1941-12-25
Start Time 06:30
Turn Count 28
Visibility Day & Night
Counters 94
Net Morale 0
Net Initiative 1
Maps 3: 4, 7, 8
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 183
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Inflict Enemy Casualties
River Control
Conditions
Off-board Artillery
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Fire in the Steppe Maps + Counters
Slovakia’s War Base Game
Introduction

Knowing their enemies to enjoy Christmas celebrations, the Red Army launched numerous attacks on the holiday. The Slovaks were dug in behind a river, with strong German formations on either side of them. But the Soviets had made careful preparations and backed their attacking infantry with strong artillery support, knowing this would unnerve the fragile Slovak brigade. The German divisions were struck at the same time, to make sure neither could lend assistance.

Conclusion

The Slovaks held their positions, despite a lack of German support (powerful attacks kept their neighbors well-occupied themselves). The Slovak “division” had already detached one of its four battalions to coast defense duties on the Sea of Azov, leaving it the equivalent of a reinforced regiment. The duty on the Mius line would be the Slovak division’s only extended exposure to combat, and it held up very well.

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
  • 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
  • Towed
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 (1)

A Hard to Win, near Draw, Slog
Author treadasaurusrex (Slovak Republic)
Method VASSAL
Victor Slovak Republic
Participants Sonora
Play Date 2024-11-09
Language English
Scenario SlvW006

This was a 5-session slog of a scenario, with the clever & determined Sonora running the attacking Soviet side in this overlong and not-play-tested encounter. I had the defending Slovaks trying to hold their positions on a river with limited resources and a bad leader draw in this 3-map slugfest. Decent balance in this one and we used the FOW, consolidation and excess initiative optional rules. We also used this house rule: 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.

Both side alternated have really good die rolls, followed by very bad ones. the Slovaks were able to hold tighter positions in spite of heavy casualties. My opponent nearly emerged from this poorly-designed scenario with a hard-fought draw, before his senior leader was captured. While it could have gone either way, we give this unfinished one a rating of 2, probably generous, as it needs a re-think and rewrite.

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