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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Defending Lojev
Slovakia’s War #12
(Defender) Germany
(Defender) Slovak Republic
vs Soviet Union (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for SlvW012
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Slovakia’s War
Historicity Historical
Date 1942-11-14
Start Time 03:30
Turn Count 16
Visibility Day & Night
Counters 48
Net Morale 0
Net Initiative 3
Maps 2: 3, 6
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 163
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Reinforcements
Scenario Requirements & Playability
Fire in the Steppe Maps + Counters
Slovakia’s War Base Game
Introduction

Having captured the town of Lojev, the partisans only held it for a few days before melting back into the forests. The Slovaks moved in once they were gone, but would not be left in peace. Backed by hardened cadres and heavy weapons, the partisans returned to the attack.

Conclusion

The partisans subjected the battered town to several assaults, prompting the Slovaks to call for German reinforcements. Though the partisans could not make a serious lodgment in Lojev this time, they did ambush the Germans and inflict serious casualties on them. The Slovaks claimed to have killed over 50 partisans for the loss of but three of their own, though these figures are hard to substantiate.


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

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

Display AARs (1)

#12 Defending Lojev
Author Juiceman
Method Solo
Victor Soviet Union
Play Date 2022-08-01
Language English
Scenario SlvW012

The Partisan infantry platoons have a movement rate of 2 which made for a slow approach march to the objective, lucky for them the Slovak forces did not have any artillery assets and the first 10 turns was at night. SS reinforcements arrived on time for a change with them overrunning a Soviet artillery battery on the way to reinforce the town, but the euphoria did not last as their 6/5 morale did not help. Just like the previous scenario it was control of the town that tipped the scales to a Soviet victory.

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