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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Axis Horse
Lithuania's Iron Wolves #10
(Attacker) Germany
(Attacker) Lithuania
vs Poland (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for LIWo010
Total
Side 1 2
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Lithuania's Iron Wolves
Historicity Alt-History
Date 1939-09-01
Start Time 08:00
Turn Count 28
Visibility Day
Counters 110
Net Morale 1
Net Initiative 2
Maps 4: 1, 2, 4, 5
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 200
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Inflict Enemy Casualties
Meeting Engagement
Urban Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
Deluge Counters
Fall of France 1 Counters
Fire in the Steppe Maps
Lithuania's Iron Wolves Base Game
Introduction

The last-minute nature of Lithuania’s intervention in the September Campaign made it almost impossible for German ground units to fight alongside the Lithuanians. The 1st Cavalry Brigade was present near the front and not closely engaged with the Poles, and to show solidarity with the Lithuanians it moved from East Prussia to join the Lithuanian Cavalry Brigade’s move into Polish territory.

Conclusion

The Axis side had numbers, even if most of those came from the hapless German cavalry brigade, and managed to bottle up the Poles and push them back. The Polish cavalry had spent nearly two decades preparing for the next clash of sabers, and dealt out more punishment than they suffered, but they could not overcome odds of two to one.


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

Germany Order of Battle
Heer
Lithuania Order of Battle
Army
  • Motorized
  • Towed
Poland Order of Battle
Wojska Lądowe
  • Motorized
  • Towed

Display Errata (3)

3 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 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)
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)

#10 - Axis Horse
Author Juiceman
Method Solo
Victor Germany, Lithuania
Play Date 2022-07-01
Language English
Scenario LIWo010

Interesting scenario involving three cavalry formations from Germany and Lithuanian against elements of a Polish cavalry brigade which made for a good fight. The scenario is a meeting engagement with each cavalry force having a different entrance location, the Germans from the west edge of map 5, the Lithuanians from the north edge of map 1 and the Polish cavalry from the east edge of map 4.

The Iron Wolves and the Polish cavalry descended on the large town of map 2 since it held the most VPs, the Wolves arrived first but only took control of a few hexes before the Polish forces counterattacked. Heavy fighting ensued with the Pols taking the brunt of the casualties.

Meanwhile the German Cavalry made contact with a Polish blocking force west of the town consisting of a company of bicycle troops supported by two platoons of armored cars. The small Polish force, outnumbered 4-1, repulsed several German attacks, the German cavalry sucks, but the Germans had good leaders who rallied their remaining troops and with the help of OBA finally broke thru the blocking force. The German cavalry then overran a couple of batteries of artillery and mortars, helping the Axis win this battle.

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