Panzer Grenadier Battles on October 24th:
Afrika 1944 #22 - PAKfront Leyte '44 #12 - Flying Wedge
Fronte Russo #9 - Potemkin Village Leyte '44 #13 - Failure at Buri Airfield
Red & White #28 - Bastion
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Fighting Germans
Slovakia’s War #17
(Defender) Slovak Republic vs Germany (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for SlvW017
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 2 votes
5
4
3
2
1
3
Scenario Rank: --- of 1093
Parent Game Slovakia’s War
Historicity Historical
Date 1944-09-04
Start Time 12:00
Turn Count 30
Visibility Day
Counters 71
Net Morale 0
Net Initiative 0
Maps 4: 1, 102, 103, 4
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 177
AAR Bounty 168
Total Plays 1
Total AARs 1
Duplicates FiAx024, FSUr007
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 + Counters
Slovakia’s War Base Game
Introduction

Though the Slovaks had scored one of their few victories of the Second World War, they had lost most of their support weapons in the process while the German force remained more or less intact. The Germans began their renewed attack with a heavy artillery barrage, and then sent their tanks forward in a frontal assault while infantry forces tried to envelop both Slovak flanks.

Conclusion

This time things went much better for the Germans, as the Slovaks had little with which to stop their tanks. The Slovaks at first fell back in good order, but then as the tanks pursued them a rout ensued. Knowing their troops to be ill-trained, the German command pulled back the reins on pursuit before they could become disorganized. The Slovak officers used the respite to restore order in their own ranks and incorporate reinforcements.


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)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable
  • 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

Germany Order of Battle
Heer
  • Mechanized
  • Motorized
  • Towed
Luftwaffe
  • Mechanized
Slovak Republic Order of Battle
Slovenská Armáda
  • Mechanized

Display Errata (3)

3 Errata Items
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)

Raw Slovak Courage - German Combined Arms = Wehrmacht Victory
Author treadasaurusrex (Germany)
Method VASSAL
Victor Germany
Participants CavDo
Play Date 2025-05-31
Language English
Scenario SlvW017

This was an overlong, nonplaytested, conflict simulation that we played in 9 sessions. I had the attacking German horde and the fearless & flexible CavDo led the defending Slovaks in this rather unbalanced battle. Both sides drew middling leaders in this somewhat tedious scenario.

We used the FOW, excess initiative, extended assault, smoke/illumination and consolidation optional rules, and tried these 4 house rules: 1) Road Movement for Mechanized & Foot Units All FOOT & MECHANIZED units may move on roads at the rate of 1/2 of a Movement Point (MP) per road hex, just like MOTORIZED units, 2) Standardized Movement for Mechanized Unit All mechanized units may move through clear hexes at a movement cost of only 1 movement point (MP) per hex, instead of 1 1/2. Add one to this cost if moving up, across, or down slopes hexes, 3) German Assault Gun Activation German Army, turretless STG units were typically crewed by artillerymen. Like halftracks, these units may be activated by ALL leaders, as well as Tank Leaders, unless prohibited by scenario rules and Armored Fighting Vehicle (AFV) Consolidation, and 4) Armored Fighting Vehicle (AFV) Consolidation Unless prohibited by special scenario rules, half-strength (reduced) AFV units of the same type, nationality, and morale condition may be combined to form a single, full-strength unit. Both reduced units must start their activation in the same hex and be activated by an adjacent – or same-hex – good order, Tank Leader. This action costs both units all of their movement points. Remove one of the units, flip the other to its full-strength side and mark it activated.

The Jerries approached after a heavy artillery barrage, followed by a combined arms attack on both flanks. Luckily for the attackers, the Slovaks had little to oppose the ferocity of the AFVs in this Axis onslaught. A senior leader decapitation paralyzed the Slovaks on the 12th game turn, and they never really recovered from this blow. Many failed morale checks and recovery attempts later, the defenders routed.

This one deserves a 3 in shared play, with a gracious & challenging opponent. Clearly, this unbalanced one requires that the more experienced player should lead the Slovak defenders. I won the coin toss and got the Germans this time. They had just enough armor to virtually guarantee a win. This scenario is batter played in SOLO mode.

4 Comments
2025-05-31 17:07

This scenario was so unbalanced and overlong that it should be played in just 15-17 turns. Historically accurate, but not much fun to play, unless you draw an entertaining and generous opponent as I did, this time. Overall, this is a decent learning scenario, when played with a patient trainer.

2025-06-01 14:42

How much did the use of house rules impact the scenario?

2025-06-01 15:05

Certainly better simplicity & playability using the first two.

As this play-through turned out, the second two were not needed.

2025-06-01 20:27

Absolutely concur with my honorable opponent. The house rules we tried made shared play much less complicated and way more fun.

Moving infantry and tanks on a road at 2/3 of a MP per hex, or AFVs at 1.5 MP per hex makes no sense and wastes time in shared play, IMHO.

I say, keep PG play as simple and enjoyable as possible . . .

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