| Tactics
in White Eagles
Scenario 23: Polish Armor
Part 1: 0900–0945
By Doug McNair
April 2008
Now that Island
of Death is done and on
the way to the fans, I’ve finally got
some time to catch up on all the Panzer
Grenadier book supplements we’ve been publishing
lately. First up is White
Eagles, our book
on the German invasion of Poland in 1939.
White Eagles is packed with articles and
illustrations giving lots of detail on the
Polish Army, and the countersheets include
the full array of Polish tanks, infantry
and other specialized units (like a Polish
armored train). The forty scenarios run the
gamut from German armored assaults, counterattacks
by Polish cavalry and armor, and finally
the remnants of the Polish Army trying to
break out to neutral countries after the
fall of Warsaw.
The scenario that probably gives the quintessential
Blitzkrieg experience is Scenario 23: “Polish
Armor,” so that’s the one I’ll
be running for this article series.
Game Situation
“Polish Armor” is played on
four boards laid horizontally in two tiers.
There is plenty of forest and field terrain
for cover, and two roads cross the board
running north-south.
It happens on the fifth day of the German
invasion, when elements of the Polish 19th
Infantry Division were massing for a counterattack.
First Panzer Division made a surprise attack
on the Polish 19th before their counteroffensive
could begin, and the Polish infantry had
to hold the line against a German combined-arms
assault while calling for reinforcements
from the Polish 2nd Light Tank Battalion.
The Poles set up on-board, anywhere on or
east of the north-south road that crosses
the two western boards. The Germans enter
on the west edge. The Germans score victory
points for destroying Polish steps and taking
town hexes, and the Poles score victory points
for destroying German steps and keeping control
of town hexes. The Poles also score large
numbers of victory points for keeping the
Germans from cutting the north-south roads.
Polish Tactics
The main challenge facing the Polish player
is the classic one: how to hold a broad front
against overwhelming numbers of highly mobile
Germans? The Polish player gets 20 VPs for
each north-south road that has no undemoralized
German units anywhere on it at the end of
play. All town hexes are east of the western
north-south road, so at first glance the
Poles might want to dig in on the western
road and try to hold it against the German
onslaught.
The problem here is that the Poles have
only 16 x INF and 4 x HMG plus mortars and
AT guns to hold a two-board front, and if
the Germans breach the Polish line they can
send motorcycle units and armored cars with
a movement allowance of 12 through the breach.
Those units will outdistance the retreating
Poles and get to the eastern towns long before
them, and the Poles will have a hard time
taking the towns back since they’ll
be dispersed by the advancing Germans before
getting there. The Poles do get reinforcements
in the form of four relatively powerful 7TPj
tank platoons, but they are slow and won’t
be able to keep the German MTCs and armored
cars from grabbing several of the town hexes
on the eastern boards.
So, the Poles have to setup closer to the
eastern towns, but they probably don’t
want to set up in the towns because there’s
a big, beautiful kill zone in the middle
of the board that they won’t be able
to hit from the towns. There’s plenty
of woods, field and swamp terrain west of
the towns where the Poles can setup, and
while the swamp is worse than useless for
units being hit by direct fire, it’s
good protection against the powerful German
offboard artillery. Setting up the majority
of their units in the woods, swamps and fields
will give the Poles concealment and let them
hit the advancing Germans well before they
reach the eastern towns.

It will also force the Germans to hold back
their thin-skinned PzI, PzII and PzJrI tanks
and tank destroyers, because the Polish 37mm
anti-tank guns can destroy them at a range
of up to nine hexes. The Poles must hope
to break up the German advance with direct
and bombardment fire while knocking off any
Panzers that break from the western woods,
and then execute a fighting withdrawal to
the eastern towns before any German units
get there. They must then hunker down and
hold the towns against German assaults, hoping
to win on victory points by making the Germans
do all the attacking and thus take more step
losses in the town assaults than the Poles
do.
German Tactics
The Germans have superior numbers, numerous
leaders and plenty of offboard artillery
support, so time is on their side. They can
afford to leave their lighter tanks in reserve
and let their infantry advance on the Polish
lines with just the heavier PzIIIF tanks
supporting them. The main German infantry
force should hit the Polish center or flank
while the German recon companies (3 x MTC
and 3 x SdKfz222) attempt an end run around
the other flank. If the recon companies can
get behind the Polish line and into the eastern
towns, the Poles will have to commit their
reserves to fighting them off. That will
allow the German infantry to dig out the
anti-tank guns, breach the line and send
the lighter tanks through the breach to occupy
the rest of the eastern towns.
Game Summary
With that, here begins a turn-by-turn replay
of Scenario 23: “Polish Armor.”
Turn One: 0900 Hours
The Poles roll one die to see if their armored
reinforcements arrive. They roll a 6, so
the 4 x 7TPj tank platoons will arrive on
the board this turn. The Germans win initiative
by one activation and bring a motorized rifle
battalion onto the board near the north edge.
The Poles pass to see where the next German
units will enter, and another motorized rifle
battalion enters just south of where the
first entered.

The Poles pass again, and the four German
PzI tank platoons enter on the north flank
of the first rifle battalion. The Poles respond
by bringing in one of their four tank platoons
near the northern woods by the Polish right
flank.

The Germans then bring in their two PzIIIF
platoons on the south flank of the first
rifle battalion.

The Poles pass, and then the two German
recon companies enter on the west edge near
the road and drive to the south edge.

The Poles bring in two more tank platoons
and send them south along the eastern road.

The PzII and PzJrI platoons enter the west
edge near where the recon companies did and
make for the road, and the final Polish tank
unit enters the north edge and takes up a
reserve position in the northeastern town.
All German units have activated and are outside
Polish spotting range, and the Poles hold
the line so the turn ends.

Turn Two: 0915 Hours
The Poles win initiative by one activation
and move the tank platoon by the Polish
right flank southwest to where it can
get line of sight on both sides of the nearby
field. The Germans send their two PzIIIF
platoons northeast to oppose it, staying
out of range of the Polish AT guns in
the woods and keeping a field hex blocking
LOS between them and the Polish tanks.

The Poles pass, and the Germans activate
the northern motorized rifle battalion and
send trucks east. They take an unoccupied
town hex (5 German VPs), and some INF and
HMG units unload while others plus the mortars
stay loaded outside Polish spotting range.
That prompts a brave but expendable Polish
major (who has no morale or combat bonus)
to break out of the woods and run westward
to a spotting position on a three-high stack
of German INF units loaded on trucks.

The Germans respond by raining offboard
artillery on him before he can call in a
strike. They hit him with 3 x 16 offboard
artillery factors, and the M1 result disrupts
him. But he’s not demoralized so he
can still call in the strike, and what little
Polish offboard artillery there is (3 x 8)
rains on the stack. With +2 column shifts
for hitting a three-high stack loaded on
trucks it scores an M1 result, and the truck
carrying the German captain becomes disrupted
(he and an INF unit bail out), but the other
two trucks make their morale checks.
Then the southern battalion drives forward
to the other unoccupied town hex near the
western road (5 German VPs), unloading the
lead INF and HMG units and keeping the rest
loaded and out of Polish spotting range.
The Poles have no offboard artillery left,
so the kapitan that could have sprinted out
of the swamps to spot for a barrage on the
just-moved German column stays put.

The Poles pass to see where the remaining
German units go, and the recon companies
charge eastward along the south edge of the
board. That puts one of the SdKfz222 armored
car platoons at 150% of the range of a Polish
AT gun battery in the swamp, but the Poles
hold their fire to keep from revealing their
position to German artillery (they’re
waiting for a better shot at closer range).

Instead, two Polish tank platoons move south
toward the advancing recon units, and the
German PzII tanks and PzJrI tank destroyers
split left and right so that 2 x PzII and
1 x PzJrI each end up at the north and south
edges of the southwestern woods. The Polish
tank unit in the northeastern town moves
southwest to support the Polish center, and
the PzI tanks take up a reserve position
on the road behind the northwestern woods.
The Poles pass and the Germans hit the exposed
major with the last of their offboard artillery,
and the roll of 11 on the 30 column scores
an X result, which kills him! The Poles hold
the line and the turn ends.

Turn Three: 0930 Hours
The Germans win initiative by one activation,
and the two PzIIIF platoons take advantage
of their superior AT range by moving two
hexes southeast to a firing position on the
Polish tank platoon near the northern woods.
The panzers are outside the AT range of the
Polish tanks and AT guns, so the Polish tanks
withdraw one hex into the woods to gain concealment.
The lead elements of the northern German
rifle battalion then advance eastward toward
the Polish positions in the northern woods,
and Polish offboard artillery hits the two
trailing German INF platoons who aren’t
adjacent to a leader that gives a morale
bonus. The roll of 11 on the 21 column scores
an M2 result that demoralizes one of the
INF units, but the other holds morale.

The German recon companies then continue
their dash eastward along the south edge
of the board and come up even with the Polish
left flank. The Polish INF and HMG units
in the swamp open up with opportunity fire
on the three German MTC units, but the +2
morale bonus given by the elite lieutenant
in charge of the recon units gets them through
some excellent Polish shooting unscathed.
Two Polish tank platoons drive south on
the road to a blocking position ahead of
the German recon units, and 2 x PzII tank
platoons plus a PzJrI tank destroyer platoon
move eastward to oppose them. Then the AT
gun battery in the swamp on the Polish left
flank opens fire on a SdKfz222 armored car
unit but misses. German offboard artillery
responds by firing on the newly-spotted AT
guns, but the guns pass the M1 morale check
(being dug in in a swamp is great protection
against bombardment fire).

Then all the INF and HMG units of the southern
rifle battalion activate and head eastward,
unloading from their trucks and preparing
to advance across the kill zone. A Polish
tank platoon moves to join with the infantry
in the Polish center, and German mortars
ride their trucks forward to join with the
southern rifle battalion.

The Polish reserves stay in place for the
moment, and the disrupted German captain
who bailed out of his truck sends the other
two trucks forward to join the northern rifle
battalion while he and the INF platoon and
trucks with him all recover morale. The turn
then ends on a Fog of War roll.

Turn Four: 0945 Hours
The Germans win initiative by one activation,
and the two recon companies try to cut behind
the Polish left flank and into the Polish
rear. But opportunity fire from HMG and INF
units in the swamp hits the lead MTC unit
(with the elite lieutenant riding in a sidecar)
and rolls a 2 on the 16 column, doing one
step loss to the MTC (1 Polish VP) but failing
to kill the lieutenant. Both the MTC and
the lieutenant make their morale checks and
press on, but continued opportunity fire
from the same HMG and INF in the swamp scores
an M result, and this time the lieutenant
and the now-reduced MTC both fail their morale
rolls and become disrupted. The remaining
units of the recon companies follow their
sergeant and cut behind the Polish right.

Polish offboard artillery hits the HMGs
of the southern rifle battalion before they
can advance, and the roll of 10 on the 30
column (+1 column shift for a 3-high stack)
scores an M2 result that disrupts all three
HMG platoons! German offboard artillery responds
by hitting the Polish AT gun battery in the
swamp again, but once again it passes its
morale check.
The AT gun then fires on the lead German
armored car that cut behind it but misses
with a roll of 3! The PzII and PzJrI units
advance toward the swamp, and the Polish
tanks both roll 7s and miss the armored cars
again!
The INF platoons of the southern rifle battalion
advance, the battalion’s mortars ride
trucks forward and unload in a field within
range of the Polish line, and the disrupted
HMG platoons all recover morale. Then the
second AT gun battery in the swamps (near
the Polish center) opens fire and finally
hits the lead armored car platoon, killing
one armored car step (1 Polish VP) and disrupting
the other. That brings the remaining German
offboard artillery raining onto that AT gun,
which makes its morale check exactly. But
the HMG unit in the same hex with the gun
is disrupted.

Polish mortars fire at the lead motorcycle
unit of the recon companies but miss, and
then the northern rifle battalion advances
on the Polish right flank in the northern
woods. Opportunity fire erupts from the woods
and scores an X result on a German INF platoon,
doing one step loss (1 Polish VP) and demoralizing
the other step!
All but one of the remaining German INF
and HMG units advance unmolested, with the
Polish tank in the woods holding fire to
see what the PzIIIF tanks do. The remaining
German INF unit is demoralized and fails
to recover, and flees west to the woods.
Two Polish INF platoons move into the same
hex with the Polish tank unit in the northern
woods to form a fire team. The two PzIIIF
platoons advance one hex into the fields
where the Polish tanks can’t spot them,
but where they’ll have a shot once
the Polish tanks reveal themselves by firing.

A kapitan leads a Polish INF unit out of
the swamp to an assault position on the disrupted
German lieutenant and reduced MTC that got
stopped while trying to round the Polish
flank.

The turn then ends with German stragglers
bringing up the rear and Polish units recovering
morale and redeploying.

So at the end of the first hour of battle,
Poland’s INF and HMG units plus her
offboard artillery are doing a great job
of breaking up the German advance, but the
Polish tanks and AT guns haven’t gotten
the hang of this hitting-the-target thing
yet. The German recon companies’ flanking
action is doing its job, drawing the Polish
reserves southward so the main German thrust
can have the best shot at a quick breach
of the Polish line.
The Polish reserves need to deal with the
recon companies quickly so they can get back
to the main action; failure to do that will
allow the Germans to rack up more VPs by
taking the two exposed town hexes near the
southeast corner of the board. As it stands,
Germany controls two town hexes for a score
of 10 VPs, and Poland controls 10 town hexes
(3 Polish VPs per hex) and has killed three
German steps for a total score of 33 VPs.
Can Poland hold back the German advance
and lengthen her VP lead? Tune in next time
and find out!
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