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Gates of Vilnius
Lithuania's Iron Wolves #13
(Defender) Lithuania vs Soviet Union (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for LIWo013
Total
Side 1 0
Draw 0
Side 2 2
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 913
Parent Game Lithuania's Iron Wolves
Historicity Alt-History
Date 1940-06-01
Start Time 06:00
Turn Count 32
Visibility Day
Counters 205
Net Morale 1
Net Initiative 1
Maps 6: 1, 2, 4, 5, 6, 8
Layout Dimensions 86 x 84 cm
34 x 33 in
Play Bounty 239
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Entrenchments
Off-board Artillery
Randomly-drawn Aircraft
Scenario Requirements & Playability
Fire in the Steppe Maps + Counters
South Flank Counters
Lithuania's Iron Wolves Base Game
Introduction

Lithuania had made her bargain with the devil to gain Vilnius, and would not give it up without a fight. The Lithuanian infantry was reasonably well-armed and well-trained, but lacked the Red Army’s numbers and firepower. The Soviets were themselves lacking in confidence following the Winter War, but had plenty of modern weapons.

Conclusion

The Soviets brought their overwhelming superiority in manpower and materiel to bear on the Lithuanians just as it had been on the Finns a few months before. The Lithuanians hoped that fearsome resistance might bring the Soviets to the bargaining table, but with Lithuania’s only allies – Latvia and Estonia – capitulating to Soviet demands, the Soviets had no reason to listen to talk. Lithuania could either fight or surrender.


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

Display Order of Battle

Lithuania Order of Battle
Army
Defense Force
Soviet Union Order of Battle
Army (RKKA)
  • Mechanized
  • Towed

Display Errata (2)

2 Errata Items
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 (1)

#13 - Gates of Vilnius
Author Juiceman
Method Solo
Victor Soviet Union
Play Date 2022-07-01
Language English
Scenario LIWo013

The key for this scenario is the control of the three towns, for each town hex controlled at the end the game the side controlling gains two victory points, the Lithuanians start off with control of 68 VPs.

Once again the Lithuanian Defense Forces (LDF) put up a stubborn defense which frustrated the Soviet advance as they doggedly refused to give up the town on map 4, it took the Soviets 25 turns to finally clear that town of LDF, which did not give them enough time or enough good ordered units to attack the town on map 1.

The main Soviet force advanced on the large town on map 2, which had 42 of the 68 victory points and was defended by the regular Lithuanian Army, supported by their French 75’s & mortars. As the Soviet advance came into range the Lithuanian artillery opened fire and did an excellent job of interdicting the Soviet advance, with a good third of their forces strung out in a line of disrupted and demoralized platoons, luckily for the Soviets they had a 10 rated Kommissar with them. Those Soviets troops that did not brake worked their way to the east of the town just out of small arms range to try and take the town from the rear.

The Lithuanians put up a good fight but eventually succumbed to superior Soviet numbers and fire power.

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