The decisive means for politics is violence
 -Max Weber

The Battle Begins

Two days following the June 25, 1991 Slovenian declaration of independence, the Yugoslavian Army was mobilized, with columns heading for the Austrian, Italian, and Hungarian borders. The Slovenian Territorial Defence Force responded with roadbloacks and partisan-style resistance. By nightfall, the JNA had sized all border crossings, and found itself under siege in what had become a foreign land overnight. This scenario simulates one of the first battles on June 27, when the war of Yugoslavian dissolution officially began.

Scenario Outline

The Slovenians have little more than a squad of TDF and irregular troops equipped with military weapons, and with these they must prevent the JNA forces from crossing the roadblock. The TDF have used civilian vehicles as a quick roadblock, and have had a little time to prepare fighting positions, but even so, they are outnumbered and outgunned. 

The two Yugoslavian infantry squads have dismounted from their personnel carriers and are preparing to assault the roadblock in what promises to be a pitched battle. 

The scenario takes place in normal daylight and starts at the moment of the JNA attack

Setup

In a straightforward battle, all forces are placed on the board, with the Slovenians setting up first anywhere on the northern half of the map. The Yugoslavians enter anywhere along the southern edge.

For a more advanced scenario, the Slovenian player can declare some or all of his units hidden. In such a case, he may position the hidden units out of sight of the Yugoslavian player. He does not place these hidden units on the board, but notes their position on a piece of paper and gives this paper to the Referee. Hidden combatants can move and engage in actions normally, but are subject to spotting by the Yugoslavians. 

Slovenian TDF

The Slovenian Territorial Defence Forces have managed to recover from the Yugoslavian assaults earlier this morning. The TDF units must hold the roadblock for as long as possible and prevent Yugoslavian units from passing. 

Slovenian TDF Units

                        Number             Quality              Weapon

                          2                      Line                  AK-47 (one is sergeant)

                          1                      Line                  RPK

                          1                      Green               RPK

                          4                      Green               AK-47                

                          2                      Green               AK-47 & M-79 Osser

                          3                      Militia                Shotgun

 

Yugoslavian Army

The Yugoslavian Army has been called on to preserve the borders of the nation, but all the soldiers know that this means crushing the secessionists. Two JNA squads of the platoon have been sweeping ahead of their armored vehicles securing roadblocks so that the column can pass safely to its objective. This obstacle

is just another roadblock which must be secured, with two sets of armed men facing each other, waiting for the killing to begin.

JNA Command Elements

                        Number             Quality              Weapon

                          1                      Line                  AK-47 (Lieutenant)

                          1                      Line                  SVD

 

Yugoslavian JNA Squad Organization -- Each Squad of Two Squads

                        Number             Quality              Weapon

                          3                      Line                  AK-47

                          1                      Line                  RPK

                          1                      Line                  AK-47 & M-79 Osser

                          3                      Green               AK-47

 

Sidearms: The Lieutenant carries a Makarov PM pistol along with two magazines. 

Special Rules

Parlay and Negotiation: As an option, the Yugoslavian player may elect to negotiate with the Slovenian player with the hopes of getting the Slovenians to either surrender the roadblock, or offering amnesty to any Slovenes who surrender to the JNA. Players who are interested in a straightforward battle should not engage in parlay. 

To engage in parlay the JNA Lieutenant must advance in the open, preferably with his hands above his head, to within 10 hexes of the TDF vehicle barricade and announce his intention to parlay, taking 10 AC to do so. If the TDF player agrees to parlay, then his Sergeant must walk towards the Lieutenant until the two are in adjacent hexes.

The parlay process will take 30 phases per attempt, during which time, all troops may move and aim, but may not fire or otherwise engage in combat. The Yugoslavian may demand either the surrender of the barricade or the surrender of the Slovenian troops. During parlay, the Yugoslav Lieutenant must roll three six-sided dice per attempt. The Lieutenant must have the sum of the dice be less than the base odds of 4 plus his SL in order to succeed at the attempt, and he requires three successful attempts in order to have the Slovenians succumb to his demands. A failed roll is not necessarily fatal to the process--the process simply takes more time. However, each time the Yugoslavian Lieutenant fails his success roll, the Slovenian Sergeant makes a 0-9 roll and if the roll is greater than his SL x 2, then he breaks off the parlay and returns to the barricade.

If the Yugoslavian Lieutenant is able to make three success rolls, then he is able to convince the Slovenian sergeant to agree to his demands. If the demand was that the Slovenians surrender the barricade, then the Slovenians do so without combat and the scenario ends. If the demand was for all troops to surrender, the sergeant agrees to relay the demand to his troops. This will take another 30 phases, with each Slovenian
combatant making a 0-9 roll. Any combatants whose rolls exceeded their SL will surrender and be escorted off the board by Yugoslav soldiers, requiring one Yugoslav soldier to escort three prisoners. Play is suspended during the surrender process. Then the remainder of the troops fight out the battle for the barricade.

Although it is Machiavellian behavior for combatants, neither side is obligated to honor either the request to parlay, or the parlay procedure itself. The only thing players must honor is the individual combatants' wishes to surrender.

Optional Parlay Breakdown: The parlay process is always tense and always has the potential to degenerate into combat through an accidental discharge or sudden threatening movement by one side or the other. If players wish to use this optional rule, then every 30 phases of parlay, make a 0-9 roll for each squad or squad element on the board. If the roll is higher than the SL of the most experienced combatant in that squad element, then someone in the squad has broken and may open fire. Make a 0-9 roll for every combatant in that squad or element and if the roll is higher than 2 x a combatant's SL, then that combatant is nervous and will open fire unless saved by the sight of a more experienced combatant. If there is an experienced combatant within the nervous combatant's field of view, then make a third 0-9 roll, and this time, if the roll is higher than the more experienced combatant's SL, then the nervous combatant begins shooting at the closest enemy. 

If shots have been fired, then at the end of the next phase repeat the process for each squad and combatant on the field, but this time, add 2 to each of the dice rolls. In this way, any parlay can degenerate into a full-scale firefight regardless of the commander's intentions. The parlay breakdown can be avoided by judicious placement of troops; by teaming more experienced soldiers with those less experienced, the entire unit is kept under better command control.

Optional Mechanized Support: At the start of the JNA assault on many barricades, a standard tactic was to send the armor forward to drive over and break apart the barricade. However, the JNA was quickly educated in the vulnerabilty of their expensive armored vehicles while practicing such tactics. Televised scenes of tanks ramming through barricades were quickly replaced by scenes of the same tanks brewing up and burning. 

Players with the ”Phoenix Command Mechanized System” can incorporate the Yugoslavian vehicles into the scenario. The Yugoslavians will have 3 BVP M80A APCs with Line quality crews carrying three squads in the column. If this is done, double the number of Slovenians and provide the whole Slovenian force with 6 RPG-18s. Data on the BVP M80A can be simulated with data for the BMP-2. 

Victory Conditions

The JNA win if they capture the roadblock without taking more than a squad of casualties, with casualties defined as combatants who are either dead or incapacitated for more than 20 minutes. The Slovenian TDF wins by preventing a JNA victory.

If the barricade was surrendered as a result of parlay, the JNA win a minor victory, having achieved their objective. In a sense, the TDF have also won a small victory, both by forcing the Yugoslavians to negotiate before combat, and in denying the Yugoslavians a pretext for escalating the conflict within Slovenia.

 

 


Page last modified: July 25, 2003