Panzer Grenadier Battles on January 16th:
Panzer Grenadier #50 - Red Vengeance Sinister Forces #12 - Red Vengeance
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Artic Frontier
Edelweiss: Expanded #5
(Defender) Soviet Union vs Germany (Attacker)
Formations Involved
Germany 2nd Gebirgs Division
Germany 40th Panzer Battalion

Overall balance chart for EdlX005
Side 1 1
Draw 0
Side 2 2
Overall Rating, 3 votes
Scenario Rank: --- of 598
Parent Game Edelweiss: Expanded
Historicity Historical
Date 1941-06-29
Start Time 22:00
Turn Count 24
Visibility Day
Counters 66
Net Morale 2
Net Initiative 3
Maps 1: AK1
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 149
AAR Bounty 163
Total Plays 3
Total AARs 1
Battle Types
Enter & Exit
Road Control
Rural Assault
Off-board Artillery
Randomly-drawn Aircraft
Terrain Mods
Scenario Requirements & Playability
Afrika Korps maps
Airborne - IE counters
Edelweiss: Expanded counters
Eastern Front counters

After a week of slogging up to the Soviet border from their stations in Norway, two German mountain divisions began an attack along the Arctic coastline with the goal of seizing Murmansk. The Austrians of the 137th Mountain Regiment (formerly the "Erzherzog Rainier" Regiment of the old Imperial Army) ran into fierce resistance from the very start but had a secret weapon ready for such circumstances.


The Salzburgers cleared the bunker line with the help of their engineers, but not without heavy fighting and significant casualties. The divisional history hints that they did so using poison gas, but does not specify the type and this may have been a field expedient. With the first barrier broken, the Austrians believed the road to Murmansk lay open. They were mistaken.

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

Germany Order of Battle
  • Mechanized
Soviet Union Order of Battle
Army (RKKA)
  • Misc

Display Errata (5)

5 Errata Items
Overall balance chart for 501

The Anti-Tank Fire value is 2-4. It was misprinted in Edelweiss.

(rerathbun on 2016 Jan 18)
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)
Overall balance chart for 1284

Strongpoints are single step units and can be eliminated with X results like any other single step unit.

(rerathbun on 2014 Apr 08)
Overall balance chart for 1284 Strongpoints are affected by the terrain in their hex just like any other unit. Even though they can't move, they can attack using Assault Combat if an enemy unit moves into their hex. They may not dig in or benefit from entrenchments.
(rerathbun on 2014 Apr 21)

Display AARs (1)

Arctic Frontier
Author petermc
Method Solo
Victor Germany
Play Date 2003-10-27
Language English
Scenario EdlX005

Been running through Scenario 2 of Edelweiss...the MTN troops are advancing accross a rocky tundra towards Murmansk, against dug in and entrenched Russians, who also have a huge mortar and artillery contingent. The MTN morale of 9/8 is their sole asset in the game (vs 7/6 for the Russians). The Russians do have two bunkers...OUCH.

Probably the easiest way to win this scenario is "Go around, young man" and avoid the bunkers, play for exit victory conditions instead of the road clearing. The larger bunker (16-4/3-5) is tough to defeat...although your engineers do have "poison gas" as an still might not be enough to clear the bunker...risky strategy imo.

I think I messed up the Soviet Setup. You don't need to setup a picket line because the Germans can't win by exiting the map without also (realistically) eliminating about 8 or so Soviet steps.

So you can basically setup a fortified goose egg around the road and rocky area. This might make an exit victory too easy, but I doubt it. At some point the MTN troops will have to close with yours and inflict casualites...and then exit. The Sovs have alot of arty here, so they can stand up to the assault. You should keep some 4-2s in reserve though to use as fast movers through the clear area in your obstruct exit moves.

The terrain here is an artillerists dream...clear LOSs, no meaningful hills, and your guns are entrenched.

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