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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Clash of Armor
Lithuanian Campaign #5
(Attacker) Russian Empire vs Imperial Germany (Attacker)
Lithuania (Attacker)
Formations Involved
Imperial Germany 1st Cavalry Division
Imperial Germany 1st Panzer Brigade
Lithuania Mobile Division
Russian Empire 15th Heavy Tank Brigade
Russian Empire 30th Rifle Division
Display
Balance:



Overall balance chart for LiCm005
Total
Side 1 0
Draw 0
Side 2 0
Overall Rating, 0 votes
5
4
3
2
1
0
Scenario Rank: --- of 940
Parent Game Lithuanian Campaign
Historicity Alt-History
Date 1940-08-01
Start Time 06:00
Turn Count 32
Visibility Day
Counters 105
Net Morale 0
Net Initiative 1
Maps 3: 1, 4, 5
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 251
AAR Bounty 227
Total Plays 0
Total AARs 0
Battle Types
Inflict Enemy Casualties
Meeting Engagement
Urban Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
Fire in the Steppe Maps
Land Cruisers Counters
Lithuanian Campaign Base Game
Lithuania's Iron Wolves Counters
Introduction

It didn't take long for the Russians to regroup and resume their advance, once again spearheaded by their slow, relentless tank brigades. But this time the Germans had added a tank brigade of their own to the Lithuanian defenses. That made a battle between the land battleships inevitable.

Conclusion

Russian numbers and firepower eventually told, but only at a steep cost to the invaders. The Central Powers managed to bloody the Russians and temporarily halt their advance. But it soon resumed, prompting the German general staff to dispatch more substantial reinforcements to the Eastern Front.


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
  • 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

Imperial Germany Order of Battle
Deutsches Heer
  • Mechanized
  • Motorized
  • Towed
Lithuania Order of Battle
Army
  • Mechanized
  • Motorized
  • Towed
Russian Empire Order of Battle
Imperial Army
  • Towed

Display Errata (1)

1 Errata Item
Scen 5

Lithuanian and German initiative is 3, morale is 8/7, OBA is 4 x 16 & 1 x 20

(Shad on 2023 Feb 04)
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