|
|
Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
0 |
|
Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
0 |
|
Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
0 |
|
Overall Rating, 0 votes |
|
Scenario Rank:
of |
Parent Game |
Slovakia’s War |
Historicity |
Historical |
Date |
1942-09-15 |
Start Time |
08:00 |
Turn Count |
0 |
Visibility |
Day |
Counters |
0 |
Net Morale |
0 |
Net Initiative |
0 |
Maps |
3: 104, 105, 4 |
Layout Dimensions |
84 x 43 cm 33 x 17 in |
Play Bounty |
202 |
AAR Bounty |
227 |
Total Plays |
0 |
Total AARs |
0 |
Introduction
|
The Slovaks saw little fighting during the Axis advance into the Caucasus, as German and Romanian divisions did the dirty work and the Mobile Division breezed along in their wake. With the Soviet 56th Army fighting with berserk fury to hold the approaches to the port of Tuapse on the Black Sea, 57th Panzer Corps finally committed the Slovaks to a major attack. If the Axis could break through to Tuapse, the Soviet defenses along the Black Sea coast would be cut in two.
|
Conclusion
|
Though the capture of Tuapse was vital to the German campaign plan in the Caucasus, neither of 57th Panzer Corps’ mercenary divisions (the other was the 5th SS “Viking” Division) were up to the task. On the Soviet side, North Caucasus Front had asked for thousands of Communist Party members and additional political officers, and these men and women helped keep fighting spirit at a fanatic level. The Red Army held with its back to the sea, setting the stage for an eventual massive victory. The Slovaks, badly damaged in the effort, were pulled back out of the front lines.
|
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).
- 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)
|
Slovak Republic Order of Battle
Soviet Union Order of Battle
3 Errata Items |
Scen 8 |
30 turns
|
|
The reduced direct fire value in Kursk: Burning Tigers is 4-4.
|
|
Kommissars never get morale or combat modifiers. Ignore misprints.
|