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
Errors? Omissions? Report them!
Horse Soldiers
Lithuania's Iron Wolves #7
(Defender) Lithuania vs Germany (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for LIWo007
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Lithuania's Iron Wolves
Historicity Alt-History
Date 1939-03-01
Start Time 12:00
Turn Count 18
Visibility Day
Counters 64
Net Morale 0
Net Initiative 1
Maps 3: 1, 4, 5
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 180
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Delaying Action
Exit the Battle Area
Inflict Enemy Casualties
Conditions
Off-board Artillery
Scenario Requirements & Playability
Deluge Counters
Fall of France 1 Counters
Fire in the Steppe Maps + Counters
Lithuania's Iron Wolves Base Game
Introduction

The Germans undertook their invasion with limited forces, using the divisions deployed in East Prussia or raised there from reservists and Landwehr. Those formations included the German Army’s only cavalry brigade, which moved across the Neman at a crossing contested only by border guards. Lithuania’s lone cavalry brigade rode swiftly to seal off the 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. The German cavalry, on the other hand, slightly outnumbered the Lithuanians but were not nearly as skilled at their craft. The Lithuanians routed the German horse, taking back their gains and restoring the Lithuanian lines.


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 (2)

2 Errata Items
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)
Overall balance chart for 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)

Display AARs (1)

Horse Soldiers
Author Juiceman
Method Solo
Victor Germany
Play Date 2021-09-19
Language English
Scenario LIWo007

This scenario did not start off well for the Iron Wolves when their first roadblock was spotted by the advancing German forces, only to come under OBA fire which rolled snake eyes on the first attack and eliminated a step, demoralized all the forces in the hex and KIA the 9-1-1 leader. The second roadblock, with the lone ATG battery, lasted a little longer but it too fell to the German OBA once it was spotted, at least it engaged the German armored cars at long range before it died, with no effect.

While this was going on the German cavalry decided to move north around the roadblocks only to be met by the Lithuanian cavalry in and around the fields on maps 4 & 5. At first the Iron Wolves got the better of the Germans with the timely support of a HMG company, but the Germans had numbers and just enough troops were able to slip past to exit off the map, seven total, casualties were heavy on both sides.

With one turn left both sides had victory in their grasp, the Germans needed to get one more unit off the map, they had two cavalry troops within easy reach of the east map edge, but one was disrupted while the other was adjacent to two Lithuanian cavalry troops. The Iron Wolves won the initiative but only got 1 activation, their DF roll was an 8, which was a moral check, which the German cavalry troop easily passed with the help of a Lt Colonel and his -2 morale modifier. The Germans just barely won a major victory, if their troop had broken the victory would have gone the other way.

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