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National Socialist Ardor
Arctic Front #20
(Attacker) Finland vs Germany (Defender)
Formations Involved
Finland Panssaridivisoona "Marshal's Fist"
Germany Machine Gun Ski Brigade

Overall balance chart for AFro020
Side 1 0
Draw 0
Side 2 2
Overall Rating, 2 votes
Scenario Rank: --- of 586
Parent Game Arctic Front
Historicity Historical
Date 1944-10-04
Start Time 08:00
Turn Count 12
Visibility Day
Counters 34
Net Morale 0
Net Initiative 2
Maps 1: 6
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 141
AAR Bounty 163
Total Plays 2
Total AARs 1
Battle Types
Road Control
Off-board Artillery
Scenario Requirements & Playability
Arctic Front counters
Eastern Front maps
Road to Berlin counters

Despite a promise to leave Finland peacefully, following the Finnish armistice with the Soviet Union German troops began taking hostages and indulged themselves in an orgy of property destruction. The Finns responded by moving several divisions into northern Finland to expel the Germans with force. At the key port of Kemi, the Finnish Armored Division fought to cut off German retreat routes from central Finland.


Fighting with great enthusiasm the Finns pushed the Germans out of Kemi and set them on a headlong retreat that soon liberated Finland of the Nazi presence. One German veteran expressed apparently heartfelt outrage in his post-war memoirs that the Finns broke their purchase contract by using German-made assault guns against the Nazis.

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)
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable

Display Order of Battle

Finland Order of Battle
  • Mechanized
  • Motorized
Germany Order of Battle
  • Towed

Display Errata (2)

2 Errata Items
Overall balance chart for 20

The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)

Display AARs (1)

No rollover
Author Matt W
Method Solo
Victor Germany
Play Date 2012-09-17
Language English
Scenario AFro020

Sometimes you play a scenario that, due to the dice, just doesn't work. This is one time where that happened. An armor heavy Finnish unit needs to clear a road through the woods of a stubborn German machine gun battalion with AT support. While the AT guns are decent they only have an AT factor equal to the armor on the Finnish AFVs. This means that they should be able to have a reasonable chance of exposing themselves at long range without being immediately hit.

With an intro like that, of course they were immediately hit on the first two shots of the game. This left the attacking Finns without the armor support they needed and the infantry moving up was crushed by the HMGs of the Germans. At turn 6 the Finns had lost 1/4 of their armor and 3/8 of their infantry to no losses for the Germans.

Even without the losses the lack of a morale advantage for the Finns left me scratching my head as to how to accomplish the task for the Finns. The Germans just have to stay close to the road, the Finns have to completely chase them away. With a morale of "8" the Germans aren't going to be running away so they have to be pushed and the Finns don't have overwhelming stregth. As a matter of fact, they are outgunned by a couple of DF factors.

I was not enthralled with the situation at all. The balance seems out of whack and the historical result is indicative of a morale differential being present. I give this one a "2" as the history doesn't seem acheivable with the forces as they are presented.

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