Panzer Grenadier Battles on November 21st:
Desert Rats #16 - The Panzers Pull Back Desert Rats #19 - The Panzers Return
Desert Rats #17 - The Tomb Of Sidi Rezegh Jungle Fighting #7 - Line Of Departure
Desert Rats #18 - A Pibroch's Skirl South Africa's War #5 - Irish Eyes
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Memel Land
Iron Wolves #2
(Defender) Lithuania vs Germany (Attacker)
Formations Involved
Germany 1st Cavalry Division
Lithuania Cavalry Division
Display
Balance:



Overall balance chart for IrWo002
Total
Side 1 3
Draw 0
Side 2 1
Overall Rating, 4 votes
5
4
3
2
1
3.25
Scenario Rank: --- of 940
Parent Game Iron Wolves
Historicity Alt-History
Date 1939-03-01
Start Time 12:00
Turn Count 16
Visibility Day
Counters 57
Net Morale 0
Net Initiative 1
Maps 3: 15, 17, 18
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 158
AAR Bounty 159
Total Plays 4
Total AARs 3
Battle Types
Exit the Battle Area
Conditions
Off-board Artillery
Scenario Requirements & Playability
Eastern Front Counters
Iron Wolves Base Game
Road to Berlin Maps
White Eagles Counters
Introduction

Grossly outnumbered by the total strength of the German Wehrmacht, Lithuania's three infantry divisions could have made a stand against the limited forces the Germans could have deployed from East Prussia. German troops still had to be detailed to watch the French and Czech frontiers, and British and French naval power could have interdicted sea communications with the rest of Germany. In that situation, Lithuania's general reserve — a single brigade of cavalry with some tank support — would have to seal off any breakthrough.

Conclusion

Lithuania, like Poland, had a long cavalry tradition and, like the Poles, had gained a great deal of battlefield experience in their 1919 war against the Soviet Union. Still, the Lithuanian cavalry was well-regarded and likely would have given a good account of itself had it been allowed to fight for its country.


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).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • 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)
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.

Display Order of Battle

Germany Order of Battle
Heer
  • Motorized
Lithuania Order of Battle
Army
  • Motorized
  • Towed

Display Errata (1)

1 Errata Item
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)

Display AARs (3)

Fun cavalry dustup
Author scrane
Method Solo
Victor Germany
Play Date 2010-10-18
Language English
Scenario IrWo002

I still haven't gotten the hang of cavalry in PG. They're so fragile and I tend to be very impetuous with them. In this case the attacking Germans deployed their motorized HMGs and mortar to soften up the Lithuanian road block, although it was OBA that did the job. Then German cavalry charged and wiped out the roadblock, covered by A/Cs that took out the Lith. A/C.

It was at this point that my Lithuanian cavalry went nuts and started charging the Germans all over the place. They took heavy casualties before the German cavalry broke through and made for the Eastern map edge. German major victory.

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Failure to focus.
Author Greyfox
Method Solo
Victor Lithuania
Play Date 2020-07-08
Language English
Scenario IrWo002

This 16 turn scenario caught me off guard, I though it would prove difficult to stop the Germans from getting ten steps off the east end of the map. I was wrong and the scenario proved very educational. This scenario is a great introduction to the strengths and limitations of cavalry. Cavalry is tough to employ, and has been since the advent of the pike. Modern arms makes it even more difficult to employ. It is also a very good scenario to think in terms of how and where to defend, how to set-up an engagement area.

The Germans start disadvantaged, with a slightly lower initiative rating than the Lithuanians and yet they are on the offensive. The Lithuanians assumed some risk by ceding most of the map to the Germans, but ended being a very smart move. They set-up there roadblock company in the far east (board 17) setting up in the eastern situated between a large wooded area to the north, and a smaller one to the south. The Germans ended up starting first, one of the few times they were able to start with the initiative. The Germans choose wisely to lead with their Armored cars the only reconnaissance units they had (sorry, apparently cavalry aren't automatically considred reconnaissance assets). They pushed both AC units along the high speed avenue of approach (the road). The Lithuanian's are able to start employing elements of their Cavalry Brigade. In the first turn they only moved their HMG platoons on wagons to reinforce the units in the town, and increase the effectiveness and leathality of the engagement area in the center. They also push out their own AC Platoon, who also used the high speed road to move as far to the west as possible. They kept the Cavalry Platoons out off board and out of the fight. First contact was between armored cars of both sides starting on the third turn around the woods and town hexes vicinity of 0804. The Fighting was inconclusive and the Lithuanian AC retreated as the bulk of the German Cavalry approached. When the German Armored cars identified the Lithuanians engagement area (around turn 5 or 6) they decided to skirt the woods to the North of the Engagement Area, but using one company and an Armored car cover the flank of the German advance. It is then that the Lithuanians release their cavalry held off board. One company of Lithuanian Cavalry Attacked north, with the remainder attacking through the Engagement Area. Due to the failure of the Lithuanian Cavalry to destroy the Germans over the next few turns, the Forces located in the Engagement Area move out of dug in positions and town hexes to advance to the north. It was only in the south western portion of the line where the Lithuanians have the most success; however, the even with overall failure of Lithuanan Cavalry to destroy German forces in their charge attempts, they manage to stop the German advance to the north, and start to put pressure on German forces from the south as they attempted and envelopment. In the end, it was a close and bloody fight. The Lithuanians lost 14 steps, and the Germans 12. The off board artillery proved to be the biggest killer in the game, and severely hampered offesive operations on both sides. The Germans were only able to get 4 steps off the east end of the map before the end of final turn, far less than the 10 they were tasked with. End talley was Lithuanians 22 and German 18, for a Lithuanian Minor Victory (just barely). Had it been an 18 turn game the Germans would have likely earned a Major Victory (as they just broke through in the North). Could they have done it earlier - Yes. Problem was that the Germans load focus; they didn't mass enough force against the Lithuanian Cavalry in the North. They were spread out to far to the south east and were focused too focused on (feared) enveloping forces from the south.

Dynamic game. Tough fight. Realistically portrayed the challenges associated with using Cavalry. Lessons learned / Observations -

1) Understand mission requirements. Plan how to use your forces to best accomplish the mission. While the enemy has a vote and will doe its best to ruin your perfect plan, stay on task. Keep asking yourself how do I accomplish my mission.

2) Terrain considerations are always significant in a fight. Employ your forces to maximize your fields of fire, while minimizing the enemy fields of fire. Also, think of how to use terrain to conceal the approach of very vulnerable elements. If you can't be spotted, you can't be engaged.

3) Cavalry is vulnerable. To fight more effectively - try to have two leaders with each company in of cavalry if you can. Spread your cavalry so that no more than one platoon is each hex. This minimizes the ability of artillery to mass on and disrupt or destroy your cavalry. It also minimizes the effectiveness of direct/opportunity fire. If maneuvered correctly, they can still charge into the same hex and benefit from the advantage of a cavalry charge.

4) Combined Arms can significantly improve the success of a charge. Maneuver infantry or other forces next adjacent to an enemy force to force opportunity fire. It may significantly improve your ability to successfully conduct a charge.

5) Don't be afraid to use overrun. Though not as effective as a charge, it can be used to allow forces cut off by enemy advance to return to friendly lines.

If you find this helpful.... please drop me a line.

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Stand back! Another kill box
Author Matt W
Method Solo
Victor Lithuania
Play Date 2012-10-01
Language English
Scenario IrWo002

I'm starting to get the hang of these battles. When you are defending against an enter and exit force it is imperative to shape the battlefield. This means that you are looking to funnel the advance somewhere where you can create a bottleneck. In the case of cavalry versus cavalry this has to happen quickly but you have the force and speed to do so. In this case it was important for the Lithuanians to hold back their HMGs until the path of the German cavalry was clear.

As the Germans slogged through the swamps after an abortive attempt to break the roadblock the HMGs set up a gauntlet through which the Germans would have to run. With opportunity fire against cavalry disruption and demoralization was quite likely. The only wild card were the armored cars which quickly sped around the swamp and avoided the AT fire. The Lithuanians chose to ignore the ACs which almost resulted in a loss.

Behind the HMGs the Lithuanians were running a large group of cavalry to close off the German exit. It was this group that the German ACs attacked. After a turn or two the Lithuanians were able to close in on the German cavalry and get into an assault. In the final analysis the Germans were unable to get the ten or more steps off the board to avoid the Lithuanian bonus, with only seven steps exiting (including the ACs). The slaughter of horses and men in the kill box was extensive.

I assume that the Germans could have been more aggressive in trying to destroy the blocking force but that would have taken time and there was precious little time to spend fighting if they were to be able to exit the board.

All in all a very good study of cavalry. The Lithuanians were careful to avoid getting too close to the German cavalry in order to maintain their ability to have devastating opportunity fire. The Germans had less of a chance to pursue fire tactics and had to absorb the Lithuanian fire and keep moving. In addition the poor DF of the German cavalry made such fire anemic anyhow. I give it a "3". It is a tough road for the Germans but some good morale check rolls would give them a real chance. They were only two units away from a win.

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