Panzer Grenadier Battles on April 30th:
White Eagles #21 - Poland Has Not Yet Perished
Errors? Omissions? Report them!
High Water Mark
Slovakia’s War #8
(Attacker) Slovak Republic vs Soviet Union (Defender)
Formations Involved
Display
Balance:



Overall balance chart for SlvW008
Total
Side 1 0
Draw 1
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
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.


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)

Display Order of Battle

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

Display Errata (3)

3 Errata Items
Scen 8

30 turns

(elfram2 on 2020 Sep 25)
Overall balance chart for 951

The reduced direct fire value in Kursk: Burning Tigers is 4-4.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (2)

At Last - A Draw, with the T-Rex
Author Tankodactyl (Soviet Union)
Method Face to Face
Victor Draw
Participants treadasaurusrex (AAR)
Play Date 2025-01-08
Language English
Scenario SlvW008

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
You must be a registered member and logged-in to post a comment.
Nonplaytested and No Armor = Not Much Fun
Author treadasaurusrex (Slovak Republic)
Method Face to Face
Victor Draw
Participants Tankodactyl (AAR)
Play Date 2025-01-08
Language English
Scenario SlvW008

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
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.54 seconds.