High Water Mark Slovakia’s War #8 |
||
---|---|---|
(Attacker) Slovak Republic | vs | Soviet Union (Defender) |
Formations Involved |
---|
![]()
|
Overall Rating, 2 votes |
---|
2.5
|
Scenario Rank: --- of 961 |
Parent Game | Slovakia’s War |
---|---|
Historicity | Historical |
Date | 1942-09-15 |
Start Time | 08:00 |
Turn Count | 30 |
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 | 153 |
AAR Bounty | 161 |
Total Plays | 1 |
Total AARs | 2 |
Duplicates | FiAx014 |
Battle Types |
---|
Road Control |
Urban Assault |
Conditions |
---|
Off-board Artillery |
Scenario Requirements & Playability | |
---|---|
Broken Axis | Maps + Counters |
Fire in the Steppe | Maps + Counters |
Slovakia’s War | Base Game |
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. |
AFV Rules Pertaining to this Scenario's Order of Battle |
---|
|
3 Errata Items | |
---|---|
Scen 8 |
30 turns (elfram2
on 2020 Sep 25)
|
![]() |
The reduced direct fire value in Kursk: Burning Tigers is 4-4. (plloyd1010
on 2015 Jul 31)
|
![]() |
Kommissars never get morale or combat modifiers. Ignore misprints. (Shad
on 2010 Dec 15)
|
At Last - A Draw, with the T-Rex | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Yes, this was a long, slog to get through, with no tanks for either side, but it was also a rare draw for me in battle with the fearsome T-REx leading the Godless Commies in the mountainy Caucus. Very heavy casualties on both sides and we tired of this after 4-sessions of face-to-face fighting over the holidays. Both sides suffered senior leader losses, and had miserable luck in die rolling with a very poor leader selection. I give this scenario a rating of 3. To be continued . . . |
||||||||||||||
0 Comments |
Nonplaytested and No Armor = Not Much Fun | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Just a quick not to agree with my humble, but very clever, opponent on this barking & drooling dog of a scenario. Playing this one is a great way to atone for one's manifold & numerous sins, especially for those go us who like tanks in the scenario mix. This one probably deserves a 1, but it was fun to play over the holidays over an excessive amount of beer & salsa with good company, so I give it a generous 2 in shared play and recommend it to my fellow sinners as more suitable for SOLO play. |
||||||||||||||
0 Comments |