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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Fighting French
Slovakia’s War #14
(Attacker) Germany vs
Formations Involved
Display
Balance:



Overall balance chart for SlvW014
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Slovakia’s War
Historicity Historical
Date 1944-08-31
Start Time 09:00
Turn Count 16
Visibility Day
Counters 63
Net Morale 1
Net Initiative 0
Maps 3: 104, 105, 3
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 173
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Exit the Battle Area
Inflict Enemy Casualties
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Scenario Requirements & Playability
Broken Axis Maps + Counters
Fire in the Steppe Maps
Slovakia’s War Base Game
Introduction

The first open fighting between German and Slovak troops took place near Zilina, a garrison town in northwest Slovakia. The local commander gathered about 1,000 men and some tanks, and a group of French partisans (escapees from German labor camps) and a Slovak partisan group joined him as well. Ordered to block the Vah River valley, they soon came under attack from Battle Group Von Ohlen of the 82nd Reserve Panzer Grenadier Regiment.

Conclusion

The Slovaks initially did well, holding back the Germans and damaging or destroying four of their tanks. But the Slovak partisans detailed to hold the hilltop on the right flank melted away without offering any resistance, and the Germans exploited this gap. Outflanked, the Slovaks pulled back and called in more regular reinforcements to hold a new line.

Additional Notes

Slovaks use 6x Partisans (Soviet)


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).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • 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
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)

Display Order of Battle

Germany Order of Battle
Heer
  • Mechanized
  • Motorized
Slovak Republic Order of Battle
Slovenská Armáda
  • Mechanized
Soviet Union Order of Battle
Army (RKKA)
  • Foot

Display Errata (4)

4 Errata Items
Scen 14

Scenario 14 German entry condition. original text "in any non-river hexes of the north edge of Board 20" Should be "in any non-river hexes of the north edge of Board 3"

In first axis this scenario uses the river board 20, in Slovakia's war it uses the river board 3.

(Philippe on 2020 Apr 28)
Overall balance chart for 20

The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 41

All SS PzIVH tanks should have a movement of 8.

(Shad on 2010 Dec 15)
Overall balance chart for 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)

Display AARs (1)

#14 Fighting French
Author Juiceman
Method Solo
Victor Germany
Play Date 2022-08-01
Language English
Scenario SlvW014

A small mixed force of partisans and Slovak regulars are spread out over three maps attempting to deny German troops from exiting off the southern map edge. Good news is the scenario is only 16 turns long so there is potential for the Slovaks to deny the Germans a victory if they can delay them long enough. This scenario would be a good for HtH play using hidden setup for the Slovaks, with a more experienced player playing the Slovak forces. Thought the scenario was OK, gave it a 2.5 rounded up to 3.

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