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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Blood on the Snow 2: Sissi Attack
Lions of Finland #5
(Attacker) Finland vs Soviet Union (Defender)
Formations Involved
Finland P-1 Sissi Battalion
Soviet Union 44th Rifle Div
Display
Balance:



Overall balance chart for LioF005
Total
Side 1 0
Draw 0
Side 2 2
Overall Rating, 2 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 913
Parent Game Lions of Finland
Historicity Historical
Date 1940-01-03
Start Time 08:00
Turn Count 24
Visibility Day
Counters 56
Net Morale 2
Net Initiative 3
Maps 3: 3, 6, 8
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 181
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Road Control
Conditions
Off-board Artillery
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Eastern Front Maps + Counters
Lions of Finland Base Game
Introduction

Along the Raate Road from the Soviet border to the town of Suomussalmi, the Soviet 44th Motorized Rifle Division clung to a precarious hold in the face of Finnish counterattacks. Determined to wipe out the invaders, Col. Hjalmar Siilasvuo ordered an elite guerilla battalion to seize the key road junction of Eskola. Picked men of one of the world's toughest armies, the guerillas glided silently to the attack. The noose began to tighten on the Soviets.

Conclusion

The Finns swept forward through the Ukrainians of 44th Rifle, smashing resistance wherever it was offered. With the fall of Eskola, the Soviets had only one route leading homeward, and soon it would also be threatened by the Finns. Another "motti," or encircled Soviet position, was about to be formed.

Additional Notes

This scenario may be played using units from Arctic Front or Arctic Front Deluxe.


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

Finland Order of Battle
Army
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 (1)

Get off the road!
Author Schoenwulf
Method Solo
Victor Soviet Union
Play Date 2016-12-01
Language English
Scenario LioF005

On the morning of January 3, 1940, Finnish guerilla units of the P-1 Sissi Battalion attacked Soviet units of the 44th Motorized Rifle Division in an attempt to retake control of the Raate Road, a critical supply thoroughfare for the Soviets. By 0845, two motti had been formed, one on the east road between the two wooded areas, and another in the south woods; both surrounded Soviet machine gun units. The south woods were cleared by 0930, but the east road remained an issue as the battle shifted to the woods north of the road and Soviet reinforcements entered the fray. As the Sissi from the south moved to the road east of the village, they were intercepted by two T-26 platoons in a combined arms group. By noon, the road had been cleared through both AT fire and assault, and the Soviet forces in the woods to the northeast along the road that had been holding out there were finally cleared. The Finnish forces moved quickly to the village, but Soviet AT, mortar and infantry units led by both Captain Teranovitch and Kommissar Kucherov fought on until 01345, at which point the skirmish ended in a Soviet victory.

This is a challenging scenario for the Sissi, as they must clear all Soviet units from within three hexes of the east/west road to win; otherwise, it is a Soviet victory. Basically, this means that Soviet forces must be eliminated so that they are unable to slip back and get near the road. A Finnish victory was possible, but the resilience of the Soviet forces blocking the road and in the woods to the east slowed the Finnish advance. In addition, six Soviet units had dug in blocking the road west of the village, and those still needed to be cleared after the village. The final analysis is that the Finns must move quickly to destroy the numerous Soviet units, which is a tall order that calls for some die roll success. In this playthrough, the Soviet units (with a morale of 7/6) showed remarkable recovery, which called for repeated attacks and assaults, slowing the Finns. Thus, a Soviet victory was achieved despite the disparity in step losses: 3 for the Finnish (with all units still in play) versus 37 for the Soviets.

NOTE: This scenario was played using updates and corrections from the PG-HQ site contributed by plloyd1010, rerathbun, and Shad. Maps and Soviet units from Eastern Front were used, and Finnish units were from Arctic Front Deluxe. It was played with 4th Edition rules.

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