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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Bajorai
Lithuania's Iron Wolves #2
(Attacker) Lithuania vs Poland (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for LIWo002
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 Lithuania's Iron Wolves
Historicity Alt-History
Date 1938-03-01
Start Time 10:00
Turn Count 28
Visibility Day
Counters 63
Net Morale 0
Net Initiative 1
Maps 2: 1, 8
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 176
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Delaying Action
Exit the Battle Area
Inflict Enemy Casualties
Meeting Engagement
Road Control
Scenario Requirements & Playability
Deluge Counters
Fire in the Steppe Maps
Lithuania's Iron Wolves Base Game
Introduction

Lithuania had a cavalry tradition every bit as proud of that of Poland, and it included winged hussars. Between the world wars the Lithuanians failed to pour their scarce resources into a huge cavalry establishment as the Poles did, but their cavalry regiments likewise considered themselves elite. Polish hussars and Lithuanian bajorai had never crossed sabers as part of opposing national armies, but soon did so once the Poles carried through on their threats.

Conclusion

The Lithuanian Cavalry Brigade was smaller than its Polish counterparts, and Lithuania only had one such brigade compared to eleven for the Poles (not all of which participated in the invasion of Lithuania). Despite its undoubtedly high morale, the Lithuanian brigade was seriously outnumbered by the Polish horse and could only delay the invaders for a brief time.


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)
  • 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

Lithuania Order of Battle
Army
  • Motorized
  • Towed
Poland Order of Battle
Wojska LÄ…dowe
  • Towed

Display Errata (2)

2 Errata Items
Scen 2

VC #2 states that four Polish units have exited the East Edge, believe this should Read off the West Edge since the Pols enter from the East Edge and have to control the road.

(Juiceman on 2022 Sep 06)
Overall balance chart for 691

One unit of Polish Calvary from White Eagles has a printed movement of 5, it should be 6 like the rest.

(garbare83686 on 2023 Aug 13)

Display AARs (1)

#2 Bajorai
Author Juiceman
Method Solo
Victor Poland
Play Date 2022-07-01
Language English
Scenario LIWo002

A Cavalry meeting engagement with the Polish Cavalry having the advantage in numbers and fire power but equal in support units. The battle went back and forth with the Iron Wolves taking a heavy toll on the charging Polish Cavalry, but the Pols regrouped and used their superior fire power and leadership to reduce the Wolves numbers but, in the end, the Polish forces prevailed despite losing their artillery to the Lithuanian armored car running around in their rear. For added flavor played this scenario with the Overrun Optional Rule.

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