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!
Crossed Sabers
Lithuania's Iron Wolves #15
(Attacker) Lithuania vs Soviet Union (Defender)
Formations Involved
Display
Balance:



Overall balance chart for LIWo015
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Lithuania's Iron Wolves
Historicity Alt-History
Date 1940-06-01
Start Time 10:00
Turn Count 20
Visibility Day
Counters 41
Net Morale 1
Net Initiative 1
Maps 3: 1, 4, 5
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 174
AAR Bounty 227
Total Plays 1
Total AARs 0
Battle Types
Breakout
Delaying Action
Inflict Enemy Casualties
Road Control
Scenario Requirements & Playability
Fire in the Steppe Maps + Counters
Lithuania's Iron Wolves Base Game
Introduction

The invading Soviet armies – the 3rd and 11th – each included a cavalry corps, each of those with two cavalry divisions and one rifle division. These were the only large mobile formations in the Red Army of 1940, as the former head of the armor branch, Dmitry Pavlov (who also had charge of the invasion of Lithuania), had parceled out the tanks to support the rifle corps. And so they were tasked with sealing Lithuania’s northern and southern borders; the Lithuanians sent their own cavalry to interfere.

Conclusion

The Lithuanian cavalry could delay the Soviet advance, but could not stop it. The Soviet cavalry would reach the Baltic coast before the slow-moving Lithuanian infantry could have crossed the border into East Prussia, but the Lithuanians had never considered sending their army into exile. Even the cavalry brigade would remain on Lithuanian soil to join in the last stand.


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
  • Foot
  • Motorized
  • Towed
Soviet Union Order of Battle
Army (RKKA)
  • Towed
Errors? Omissions? Report them!
Page generated in 0.228 seconds.