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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Bet Lietuvis Neprazus
Iron Wolves #8
(Defender) Lithuania vs Soviet Union (Attacker)
Formations Involved
Lithuania 2nd Infantry Division
Soviet Union 44th Guards Rifle Division
Display
Balance:



Overall balance chart for IrWo008
Total
Side 1 2
Draw 0
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
5
Scenario Rank: --- of 940
Parent Game Iron Wolves
Historicity Alt-History
Date 1940-06-01
Start Time 06:00
Turn Count 30
Visibility Day
Counters 158
Net Morale 0
Net Initiative 1
Maps 6: 1, 15, 18, 2, 21, 4
Layout Dimensions 86 x 84 cm
34 x 33 in
Play Bounty 207
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
Eastern Front Maps + Counters
Iron Wolves Base Game
Road to Berlin Maps + Counters
Introduction

Lithuania only managed to hold onto Vilnius for just over eight months. Had they chosen to resist the Soviet invasion, the ancient capital would not have been given up without a fight. The Lithuanian infantry was reasonably well-armed, but lacking in artillery and anti-tank weapons. The Soviets were themselves lacking in confidence following the Winter War, but had plenty of modern weapons.

Conclusion

The Red Army's overwhelming superiority in manpower and material would have eventually been brought to bear on the Lithuanians just as it had been on the Finns a few months before. Coming in the wake of the bloody Winter War, fearsome Lithuanian resistance might have brought rational Soviet leaders to the bargaining table. How Great Stalin would respond, however, one can only guess.


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
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)

Mob Rule
Author Matt W
Method Solo
Victor Lithuania
Play Date 2012-10-07
Language English
Scenario IrWo008

This was a tremendous blast. Not because so much happened but because it shows off the PG system in all its glory. A HUGE Soviet force (two entire rifle regiments) is attacking an understrength Lithuanian regiment over a 6 board expanse. The goal is to capture as many of the town hexes as they can (there are 45+) and kill Lithuanians. The Lithuanians, conversely, have to hold towns and kill Soviets. No doubt a fun time for all. The intro indicates that if Lithuania had resisted the Soviet takeover it would have been a "Winter War" type army which it fought. This is depicted by having by having only 13 leaders for 76 units, meaning each leader is responsible for two companies. Since the fight was likely to require urban assaults the leaders would be necessary to provide the needed column bonuses for those assaults and subsequently would not be available to lead bypassing forces to hit lines behind the front.

The Lithuanians set up with light forces in a front line along the bottom entry areas for the Soviets (excepting only the southernmost town which would be easily entered and cut off. It should be noted that the Soviets were unable to crush these forces in the towns as time after time the Lithuanians were able to disrupt/demoralize and eliminate the Soviet assaulting forces. Indeed two of these hexes remained undefeated throughout the game! The Soviets had their greatest success in the center of the field where they were able to capture all the town hexes on the southern board by turn 21. Unfortunately with only 9 turns left there was little they could do to bring their force to bear on the large town on board 2 in the northwest corner of the field. In the end the Lithuanians, through holding onto and denying town hexes, were able to have a 7 point lead, enough for a minor victory.

Some quick notes about the Soviet forces are in order. The lack of leaders virtually requires the Soviet player to advance in "overstacked" order greatly enhancing the Lithuanian artillery effectiveness. Average morale makes them easy to disrupt and demoralize thus delaying the advance and it is the advance that is important here. The Lithuanians cannot cover all the bases and will leave some easy town hexes to grab (The five hexes on Board 1 were undefended). The Soviet player has to find a way to project their force forward without losing the battles in the front line. Without sufficient leaders this is a difficult task.

The Soviets have tons of artillery but it also is subject to the Lithuanian artillery, especially while moving, which it will have to do. Those Lithuanian leaders holed up in assault hexes can still spot for OBA and it will have fun taking out the Soviet artillery on the move.

This was a marvelous illustration of exactly how the Soviet army's mass was incapable of doing more than bludgeoning the Finns in the Winter War and why the German army felt that conquering Soviet Russia would be a straightforward task. Lots of lessons in this one and a tense battle to boot. I give it a "5" for accomplishing both tasks.

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