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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Capturing Lojev
Slovakia’s War #11
(Attacker) Slovak Republic vs Soviet Union (Defender)
Formations Involved
Display
Balance:



Overall balance chart for SlvW011
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Slovakia’s War
Historicity Historical
Date 1942-11-08
Start Time 10:00
Turn Count 12
Visibility Day
Counters 27
Net Morale 0
Net Initiative 0
Maps 2: 3, 6
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 157
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Hidden Units
Randomly-drawn Aircraft
Scenario Requirements & Playability
Fire in the Steppe Maps + Counters
Slovakia’s War Base Game
Introduction

Though supposedly given lighter duty than the Mobile Division, the Slovak Security Division still saw plenty of combat well behind the lines. The Soviet partisan movement was strong in Western Ukraine, and made stronger by the fact that the Security Division had been given most of the Slovak Army's politically suspect officers. When a strong detachment of partisans overran a German police outpost in Lojev, the division’s recon group moved to relieve them with less enthusiasm than the division command expected.

Conclusion

Ambushed outside of town, the Slovak divisional recon group fell back under heavy mortar fire. They attempted to flush the partisans from the woods and continue their advance, but lost heart when anti-tank rifle fire destroyed two of their accompanying armored cars. Chastened and defeated, the Slovaks broke off their attack. By the next summer, all of the recon group’s officers would either have been dismissed or deserted to join the partisans.


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)
  • 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.

Display Order of Battle

Slovak Republic Order of Battle
Slovenská Armáda
  • Motorized
Soviet Union Order of Battle
Army (RKKA)
  • Foot
NKVD
  • Foot
  • Towed

Display AARs (1)

#11 Capturing Lojev
Author Juiceman
Method Solo
Victor Slovak Republic
Play Date 2022-08-01
Language English
Scenario SlvW011

This scenario would be better off played head-to-head due to the Partisan forces starting the game hidden, but for solo play made the best of it, with that said it still played out well with the battle not decided until the last turn. The goal for both sides is the town, more so for the Slovaks since they earn 3 VPs for each hex controlled while the Partisans earn 1 VP with the usual 1 VP per step loss. The forces are pretty evenly matched with the Slovaks having the mobility and the Partisans the DF, the key is for the Slovaks to get to the town with minimal casualties trying to avoid the 45mm ATG. The fight was centered in and around the town with the Slovaks gaining enough town hexes and eliminating enough steps to win a minor victory.

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