Edelweiss: Expanded #5
|(Defender) Soviet Union||vs||Germany (Attacker)|
|Germany||2nd Gebirgs Division|
|Germany||40th Panzer Battalion|
|Overall Rating, 3 votes|
|Scenario Rank: --- of 598|
|Parent Game||Edelweiss: Expanded|
|Layout Dimensions||88 x 58 cm
35 x 23 in
|Enter & Exit|
|Scenario Requirements & Playability|
|Airborne - IE||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.
|AFV Rules Pertaining to this Scenario's Order of Battle|
|5 Errata Items|
The Anti-Tank Fire value is 2-4. It was misprinted in Edelweiss.
(rerathbun on 2016 Jan 18)
The reduced direct fire value in Kursk: Burning Tigers is 4-4.
(plloyd1010 on 2015 Jul 31)
Kommissars never get morale or combat modifiers. Ignore misprints.
(Shad on 2010 Dec 15)
Strongpoints are single step units and can be eliminated with X results like any other single step unit.
(rerathbun on 2014 Apr 08)
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)
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 option...it 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 rear...to obstruct exit moves.
The terrain here is an artillerists dream...clear LOSs, no meaningful hills, and your guns are entrenched.