Panzer Grenadier Battles on April 27th:
Arctic Front Deluxe #40 - Children's Crusade Broken Axis #14 - Târgu Frumos: The Second Battle Scenario 3: Sledge Hammer of the Proletariat
Army Group South Ukraine #6 - Consternation Road to Berlin #73 - She-Wolves of the SS
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Staggered Assault
Iron Wolves #5
(Attacker) Lithuania vs Poland (Defender)
Formations Involved
Lithuania 2nd Infantry Division
Poland 35th Reserve Infantry Division
Display
Balance:



Overall balance chart for IrWo005
Total
Side 1 4
Draw 1
Side 2 1
Overall Rating, 5 votes
5
4
3
2
1
3.2
Scenario Rank: 614 of 913
Parent Game Iron Wolves
Historicity Alt-History
Date 1939-09-01
Start Time 06:00
Turn Count 18
Visibility Day
Counters 58
Net Morale 0
Net Initiative 1
Maps 2: 17, 21
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 153
AAR Bounty 147
Total Plays 6
Total AARs 5
Battle Types
Urban Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
Iron Wolves Base Game
Road to Berlin Maps
White Eagles Counters
Introduction

The tough Polish 1st Infantry Division moved away from Vilnius by rail soon after the start of the German invasion, leaving defense of the area to the hastily-mobilized 35th Reserve Division. Made up of KOP border guards, the 35th was not nearly as formidable an opponent as the Pilsudski Legion. And as Lithuania was not fully mobilized on September 1st, some weeks would have gone by before the Iron Wolves crossed the border.

Conclusion

It's difficult to judge the potential performance of an army that fought no battles. The Lithuanians had nationalist spirit on their side, with the desire to recover their old capital of Vilnius, but the Poles considered Wilno a truly Polish city as almost the entire population spoke Polish. The Polish reserve divisions crumbled under German attack, but the Lithuanians had no practical air power, their artillery was just as weak as that of the Poles and the did not have the crushing numerical superiority enjoyed by the Germans.


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

Display Order of Battle

Lithuania Order of Battle
Army
  • Mechanized
Poland Order of Battle
Wojska Lądowe

Display AARs (5)

Mejor con un poco de "house rules"
Author enrique
Method Solo
Victor Lithuania
Play Date 2011-09-23
Language Español
Scenario IrWo005

Típico escenario que en un bando (el lituano) ataca a una fuerza inferior en número pero parapetada en ciudades. Ambos bandos tienen la misma baja moral (7/6). Los atacantes disponen de algunos pequeños tanques con muy escasa capacidad de fuego y una moderada OBA (2 x 8, 1 x 15).

El progreso de los lituanos era lentísimo, ya que su escasa capacidad de fuego apenas tenía efecto sobre los defensores polacos. Tengo que añadir que los polacos disponían de un líder excepcional con un modificador moral de "2".

La partida me parecía francamente aburrida, hasta que en el turno 5 ó 6 hice las siguientes modificaciones en las reglas:

1) Di la vuelta a las fichas de líderes polacos con modificador moral de "1" ó "2", de manera que el mejor de ellos tenía un modificador moral de "1" y la mayoría de "0".

2) Eliminé la regla 14.45 que concede un "bonus" moral de +1 a la "recovery" en hexes de ciudad.

3) Eliminé la regla de la "Direct Fire Table" por la que el resultado "X" obliga a hacer un check moral "M" a los tanques. De manera que los tanques eran totalmente inmunes al fuego directo.

4) Apliqué la "Assault Combat Chart" de las reglas de la 1ª y 2ª edición, que hacían inmunes a los tanques a los resultados M, M1 y M2.

Con estos pequeños cambios, la partida cambió por completo. Ahora si que el atacante. maniobrando adecuadamente, podía hacer progresos.

Al final los lituanos consiguieron una amplia victoria (28 VP de diferencia).

Partida francamente divertida. Le adjudico un rating de 4.

P.D. El escenario concedía 3 VP a los lituanos por cada hex de ciudad conquistado. El resultado habría sido más equilibrado si se hubieran concedido 2 VP por cada hex de ciudad.

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Rectificación: La paciencia es una virtud
Author enrique
Method Solo
Victor Draw
Play Date 2011-09-29
Language Español
Scenario IrWo005

No quedé del todo satisfecho con la partida jugada de este mismo escenario el día 23 pasado. Apliqué entonces unas pequeñas "house rules" que hicieron el ataque lituano más fácil y al final dieron a éste bando la victoria. Ahora he vuelto a jugar la partida aplicando completamente las reglas oficiales. Para mi sorpresa, la partida resultó apasionante. El avance lituano fue mucho más lento, ya que obligó a este bando a calcular cuidadosamente todos los movimientos, pero mereció la pena.

Al final se produjo en ajustadísimo empate, ya que los lituanos obtuvieron 21 VP y los polacos 20 No quedé del todo satisfecho con la partida jugada de este mismo escenario el día 23 pasado. Apliqué entonces unas pequeñas "house rules" que hicieron el ataque lituano más fácil y al final dieron a éste bando la victoria. Ahora he vuelto a jugar la partida aplicando completamente las reglas oficiales. Para mi sorpresa, la partida resultó apasionante. El avance lituano fue mucho más lento, ya que obligó a este bando a calcular cuidadosamente todos los movimientos, pero mereció la pena.

Al final se produjo en ajustadísimo empate, ya que los lituanos obtuvieron 21 VP y los polacos 20 VP. También en esta partida apareció un líder polaco con modificador moral de "2". He aprendido que en los ataques a hexes de ciudad donde hay líderes enemigos con modificadores de moral, es útil asaltar los hexes donde se encuentran estos líderes para neutralizar sus efectos sobre los hexes adyacentes.

Rectifico, por tanto, mis comentarios de la partida del 23 de septiembre. Queda demostrado que también en este sistema la paciencia es una virtud.. También en esta partida apareció un líder polaco con modificador moral de "2". He aprendido que en los ataques a hexes de ciudad donde hay líderes enemigos con modificadores de moral, es útil asaltar los hexes donde se encuentran estos líderes para neutralizar sus efectos sobre los hexes adyacentes.

Rectifico, por tanto, mis comentarios de la partida del 23 de septiembre. Queda demostrado que también en este sistema la paciencia es una virtud.

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Hey, careful with those tanks!
Author Zouave
Method Solo
Victor Lithuania
Play Date 2008-12-08
Language English
Scenario IrWo005

Iron Wolves scenario 5 has the type of things I look for in a PG session: 2 maps, 18 turns, mixed forces, clear objectives. It's a hypothetical 1939 clash between a Lithuanian invading force and Polish reserve troops (the dreaded 4-2 ON guys). But the Poles have some guns, and start with control of the town hexes that the Lithuanians need to win.

The Poles put roughly equal forces in the 3 main towns, and will react according to where the Lithuanians attack.

For the Lithuanians, I tried something new as a solitaire player. I assigned 3 possible attack plans (concentrate on northern town on board 21, concentrate on southern town, attack both simultaneously) die roll numbers and rolled a 4 (main thrust at southern town). The armor will hide until the 37mm AT gun is knocked out. Some troops will move through the woods, others will attack from a 3-hex range, where the Polish infantry can't hit them. Hopefully OBA will also put a dent in the town's defenses.

I did put a small force up near the northern town to keep the defenders there

End turn 4

For the first two turns, the Iron Wolves (or IW, Lithuanians is too long to type every time) push forward toward the southern town, with a firing line forming in front and others moving through and behind the woods. Defensive fire from the town disrupts/demoralizes a stack, but otherwise there is not much action.

Things starting happening in the next few turns, though. While the town defenders, aided by their artillery in the rear, fire away at the attackers to their front, the IW manage to reach the edge of woods near the town. At the same time, two columns of V4t tanks have swung around the town and are in firing range, and out of sight of the AT gun. The IW get a huge break when their OBA lands a direct hit (roll of 12) on the town hex with the Polish HMG and INF unit, demoralizing the HMG. It subsequently fails its recovery check, so moves out of the hex. The IW use this break to advance to the edge of the town, surviving the now-depleted defensive fire.

So things are looking pretty grim for the Poles at the start of turn 5. If the IW win activation, they will advance into the town with a clear advantage.

End turn 6

I think this is a tough one for the Poles -- they have too much ground to defend and not enough units. Plus, the Lithuanian player has ample time to prepare his assaults.

At the end of turn 6, the IW have taken a hex in the southern town, and are contesting two others. One of the town hexes consists of just two demoralized INF units, so they will not be long for this world.

A lucky artillery strike on the northern town opened the way for an assault there next turn. Meanwhile, a column of tanks has sped east to begin softening up the next large town. Poles have lost two steps so far, the IW four. I've never seen so many 2s and 12s rolled in a two-turn span, but often one extreme was followed by another, enabling the victims to pass morale checks. It's this kind of unpredictability that makes the game fun for solitaire play.

End turn 12

The wild die rolling continued in turns 7-12. More 2s and 12s than seem statistically possible.

Turn 8 featured a colossal mistake by the IW, as they sent their tanks around the eastern town to get a shot at the Polish guns. But the brave Poles advanced out of the town and assaulted the tanks, using their special AT rifles. Each squad gets one shot if it rolls a 5 or 6. Both squads rolled 6s, and then each killed a step of tanks! The ensuing assault disrupted one tank and demoralized the other. The demoralized tank failed its recovery and fled. The disrupted one died in a subsequent turn. To add insult to injury, the guns in town took a Hail Mary shot at the fleeing tanks and rolled a 3, and sure enough the demoralized tank failed and disappeared. That's 4 tank steps, worth 8 VPs! Moral of the story -- be careful with those tanks!

Meanwhile, to the west, the Polish defenders hang on, always seeming to roll a 6 in assault defense, even on the 1 column, and disrupting the attackers. Some more lucky OBA, however, whittles a few more Polish steps away.

Turns 9-10 saw more fighting in the western town with little result.

The tide turns, however, on turns 11-12, as the IW inflict some step losses in assault, and manage to drive a stack out of the northern town with tank and OBA fire. Step losses are roughly equal (12 for IW, 13 for Poles), and what defenders remain in the western towns are reduced and/or demoralized. More defenders are fleeing for the safety of distant woods up north. The icing on the cake came when the Poles' best leader in the west, a 10-1-1 Porucznik, died after rolling a 2 for a leader loss check.

End turn 18 - IW win big

The 2s and 12s continued -- this was one weird scenario. I think a total of four units made complete recoveries from demoralization by rolling 2. Also, the fog of war wasn't a factor until things got tight near the end, and then two straight turns ended very early. And there was one poor reduced Polish INF unit in the eastern town who failed something like 10 straight recovery rolls, even with the town bonus!

But in the end, the Iron Wolves pulled out a victory, 41 VPs vs 23 VPs. The last two turns gave them 8 VPs by taking the last two town hexes in the west. Given that the Poles got only 8 of their VPs through a bone-head move by me with the V4t tanks, I have to say this one strongly favors the Lithuanians.

Still, it was fun to play. I give it only a 3, due to balance issues.

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Why fight harder?
Author Matt W
Method Solo
Victor Lithuania
Play Date 2012-10-02
Language English
Scenario IrWo005

Early on in this scenario it became clear that the Lithuanians could win without moving forward beyond the towns in their immediate front. As a result, that's what they did. The Poles simply don't have sufficient force to hold everything they need to in order to deny the Lithuanians a win.

Despite this it is an enjoyable little scenario given the forces involved; the ON home guard type units from White Eagles against the Iron Wolves can only happen here.

I found myself wondering, however, what the motivation for the Lithuanians to press their attack would be. Since I didn't find anything compelling I stopped early on.

I give it a "3" but it could have been a "2". Given the hypothetical nature of the battle something more well developed as a scenario would have been nice.

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My first PG Uber Vassal game
Author waynebaumber
Method Solo
Victor Lithuania
Play Date 2020-12-04
Language English
Scenario IrWo005

As I had not played any Iron Wolves scenarios I thought it would be a good excuse to get the game out as part of my two Academy scenarios. This scenario as the Lithuanians pushing on to the board against a Polish force consisting of border troops. The Lithuanians have tanks in support OBDA and received better leaders then the Poles who have some on board art for support. As the game was played mainly as a learning exercise for VASSAL I probably did not play the best of tactical games however the Pole failed to inflict heavy casualties and lost the two eastern most town by game end. This resulted in a fairly comfortable win for the Iron Wolves. Pretty standard PG fayre but kept me interested to the end. I was not totalling up VP's as I went along so was mildly surprised at the extent of the Lithuanian win, looks tough for the plucky Poles

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