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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Lithuanian Horse
Legend of the Iron Wolf #21
(Attacker) Lithuania vs Soviet Union (Defender)
Formations Involved
Display
Balance:



Overall balance chart for LoIW004
Total
Side 1 0
Draw 0
Side 2 0
Overall Rating, 0 votes
5
4
3
2
1
0
Scenario Rank: of
Parent Game Legend of the Iron Wolf
Historicity Alt-History
Date 1941-07-26
Start Time 08:00
Turn Count 24
Visibility Day
Counters 108
Net Morale 1
Net Initiative 2
Maps 2: 3, 8
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 242
AAR Bounty 227
Total Plays 0
Total AARs 0
Battle Types
Bridge Control
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
Fire in the Steppe Maps + Counters
Lithuania's Iron Wolves Counters
Legend of the Iron Wolf Base Game
Introduction

The Lithuanian Army’s offensive punch, such as it was, rested in its two mobile formations, the Mechanized Brigade and Cavalry Division. The mission to liberate Latvia was a popular one among the troops, and when they encountered resistance, they attacked with enthusiasm. The Lithuanian tank crews were well-trained, and their infantry and cavalry knew how to operate alongside them.

Conclusion

The Czech-built light tanks help the Lithuanian infantry break through the Soviet line, and the cavalry quickly widened the breach and exploited beyond it. The Red Army had plenty of warning before the Axis attack, but while some divisions responded quickly and ably to the emergency, most did not.

Additional Notes

Iron Wolves uses the counters as Lithuania's Iron Wolves. Eastern Front Deluxe has the same maps and counters as Fire in the Steppe.


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

Lithuania Order of Battle
Army
  • Mechanized
  • Motorized
Soviet Union Order of Battle
Army (RKKA)

Display Errata (2)

2 Errata Items
Overall balance chart for 951

The reduced direct fire value in Kursk: Burning Tigers is 4-4.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)
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