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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Holy Vilnius
Iron Wolves #3
(Attacker) Lithuania vs Poland (Defender)
Formations Involved
Lithuania 2nd Infantry Division
Poland 1st Legion "Pilsudshk's" Infantry Division
Display
Balance:



Overall balance chart for IrWo003
Total
Side 1 0
Draw 0
Side 2 2
Overall Rating, 2 votes
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Iron Wolves
Historicity Alt-History
Date 1939-11-01
Start Time 07:00
Turn Count 30
Visibility Day
Counters 119
Net Morale 1
Net Initiative 0
Maps 4: 15, 17, 18, 6
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 185
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Scenario Requirements & Playability
Eastern Front Maps + Counters
Iron Wolves Base Game
Road to Berlin Maps
White Eagles Counters
Introduction

Despite fighting together against the Reds in their first years of independence, friendship between Poland and Lithuania proved impossible once Poland seized Lithuania's ancient capital, Vilnius, in 1922. In 1939, the Germans urged Lithuania to join them in their attack on Poland and regain Vilnius. Many in the army and government wanted to follow through.

Conclusion

Lithuania's refusal to assault Vilnius in September 1939 spared them from having to face the 1st Infantry Division, Pilsudski's Legion, one of the toughest units in the Polish army. At the end of September the Germans made a deal with the Soviets placing Lithuania in the Soviet sphere of influence, and the Soviets allowed them to occupy Vilnius unopposed on 9 October. They would not enjoy their conquest for long.


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
  • Towed
Poland Order of Battle
Wojska LÄ…dowe

Display AARs (1)

Pole-Axed
Author Matt W
Method Solo
Victor Poland
Play Date 2010-11-13
Language English
Scenario IrWo003

This one pits two battalions of Poles of high quality against an entire regiment of Lithuanians of normal quality with significant, though primarily poor quality armor support. The Lithunians are trying to open up two roads leading to Vilnius without decimating themselves in the process

The Poles set up in two company sections, 1 guarding each of the roads and 1 centrally located to support either road. Given their available artillery, they ceded the entry boards completely leaving a significant open space for the Lithuanians to cross prior to contact. This worked to perfection.

The Lithuanians put their major effort in the north, sending two battalions and 80% of their armor. They ultimately did clear off the road but their losses due to the artillery and the opportunity fire as they closed in were significant. The Poles could count and knew that they had a large lead in losses and had inflicted more than the 20 steps necessary to get a minor victory and therefore did not commit their reserves at all.

It was interesting, however, as the possibility of a major victory loomed if the Poles did commit their reserves, but the losses to be incurred were so substantial as to inhibit the move. That tension was felt throughout the play.

For the Lithuanians to win they have to keep their entire force concentrated and should probably focus on the northern road, given the lack of towns there. It will be very difficult to get the Poles destroyed and clear of the road while having a lighter loss. Remember, no combined arms for the Lithuanian armor.

Overall, a reasonably large scale scenario with critical choices for both players. Highly recommended.

A note, however, about "victory" conditions. In this circumstance, if the goal was to open the road to Vilnius it is clear that the Lithuanians won. The ONLY reason that the Poles did not attack to close down the road was that it would have endangered their current easy "victory" by opening their reserves up to losses from artillery (by the way, I did not use the swamp terrain for the Polish defense, something you should not overlook). If this was a real situation one would have expected the Lithuanians to turn and establish a strong defense, perhaps by using the third battalion as a trailer, and the Poles to launch a nasty counterattack.

A long time ago in a very quirky design (The Struggle of Nations, the 1813 campaign in Germany) Kevin Zucker wrote a remarkably strong comment about victory conditions. While the game is in my attic and I don't want to invest the energy to go get it, the comment was basically that only a scoundrel would fail to realize that they have lost. In this case, although, the Poles "won" they cannot be satisfied and although the Lithuanians "lost" they have far more options concerning the ultimate strategic goal, capture of Vilnius and can feel pleased with their efforts.

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