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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Borderlands
White Eagles #13
(Defender) Poland vs Soviet Union (Attacker)
Formations Involved
Poland Korpus Ochrony Pogranicza
Soviet Union 74th Guards Rifle Division
Display
Balance:



Overall balance chart for WhEa013
Total
Side 1 2
Draw 0
Side 2 3
Overall Rating, 5 votes
5
4
3
2
1
3.2
Scenario Rank: 632 of 940
Parent Game White Eagles
Historicity Historical
Date 1939-10-01
Start Time 06:00
Turn Count 16
Visibility Day
Counters 99
Net Morale 0
Net Initiative 1
Maps 2: 10, 6
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 142
AAR Bounty 165
Total Plays 5
Total AARs 2
Battle Types
Urban Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
Battle of the Bulge Maps
Eastern Front Maps + Counters
White Eagles Base Game
Introduction

Reeling away from the "victory" at Szach that cost 2/3 of their small force. the Polish border guards led by Gen. Wilhelm Rueckemann crossed the River Bug in an attempt to join up with Gen. Franciszek Kleeburg's group trying to fight their way through to Romania. Exhausted, the Poles did not march with their accustomed speed and blundered into a Soviet tank company in the dark. After a brief firefight, the tankers withdrew and the Poles moved into the town of Wytyczno. At dawn the rest of the Soviet division appeared.

Conclusion

Polish luck - if there was such a thing in 1939 - finally ran out. Wytyczno fell after fearsome house-to-house fighting, and Polish morale crumbled as one battalion refused orders to counter-attack. With artillery ammunition nearly exhausted, Rueckemann ordered his command to break up into small groups and make their way to the Polesie Corps fighting nearby. The general himself slipped back across Poland to Lithuania, and from there to Britain.


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

Poland Order of Battle
Wojska Lądowe
Soviet Union Order of Battle
Army (RKKA)
  • Mechanized
  • Towed

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)

Display AARs (2)

A Stalwart Defense
Author splat99
Method Solo
Victor Poland
Play Date 2022-01-21
Language English
Scenario WhEa013

Finally played my first White Eagles game: Scenario 13, Borderlands. The Polish setup emphasized putting the ATG’s in places where they had maximum coverage, including one on a slope several hexes west of town (which spent the first two turns digging in.) This severely limited the usefulness of the Soviet AFV’s since none of them have tank leaders. The rest of the setup (apart from the 75/97 arty units) was in town.

Even though the ATG outside the town succumbed early to off-map artillery, the Russian armor (apart from some armored cars that took a blind spot position adjacent to town early on) was neutralized for most of the game by the threat from the ATG’s (and the 75’s until they ran out of ammo and were eliminated.)

As for the rest of the huge mass of Soviets, they pressed relentlessly on from south and west. The cavalry swept past town and joined some infantry against the Polish artillery (plus an infantry unit that had fled into the same field), though it was actually ammo and not attack that eliminated the guns., and the cavalry took some losses.

The rest of the action was adjacent and in town, with point-blank fire and assaults the main events. The Russians ground away at the Poles and even bombarded hexes with friendlies in as many as 4 adjacent hexes. By game’s end, though, the dogged Poles held one town hex free of Russians and disputed all the rest except one the enemy had cleared.

The Soviets gained 3 VP for one town hex and 7 VP for Polish losses, while the Poles had 5 VP for one town hex and 5 VP for Soviet losses. Since the Russians needed a 2-1 edge to win, it was a Polish victory.

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White Eagles, scenario #13: Borderlands
Author JayTownsend
Method Solo
Victor Soviet Union
Play Date 2023-11-15
Language English
Scenario WhEa013

White Eagles, scenario #13: Borderlands

When I received The Deluge Poland 1939, I sold off White Eagles thinking they were the same thing, but before I shipped it, I realized the new version was missing the Soviet vs Poland section and few other scenarios, so I copied them to play later with my new Deluge and Fire in the Steppe game material, so this is one of those scenarios I held onto, as I really like the Soviet vs Poland scenarios or subject.

This scenario the Soviets have two large battlegroups of the 45th Rifle Division and attached armor while the Polish have depleted elements of the Korpus Ochrony Pogranicza, trying to holdout in the town of Wytyczno. Both sides have a low morale but the Polish reduce side units it is only 5, so even urban combat is going to be brutal. Victory points give the Polish side a chance as the Soviet have to win by double points or more.

The two Soviet battlegroups converge on the Polish elements, and they have some Anti-Tank Guns but the Soviets have a good amount of armor: (T-26s) and armored cars: (FAI, BA6 & BA10Ms) even if they are 1939 models, they also have a ton of Infantry and a good amount of off board artillery. When it was all said and done, the Soviets had 27 victory points to the Polish 12 victory points, giving the Soviet the victory. I like the topic but the scenario was probably average.

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