Panzer Grenadier Battles on November 21st:
Desert Rats #16 - The Panzers Pull Back Desert Rats #19 - The Panzers Return
Desert Rats #17 - The Tomb Of Sidi Rezegh Jungle Fighting #7 - Line Of Departure
Desert Rats #18 - A Pibroch's Skirl South Africa's War #5 - Irish Eyes
Errors? Omissions? Report them!
Timoshenko Strikes
Arctic Front Deluxe #10
(Defender) Finland vs Soviet Union (Attacker)
Formations Involved
Finland 1st Infantry Division
Soviet Union 123rd Rifle Division
Display
Balance:



Overall balance chart for AFDx010
Total
Side 1 0
Draw 0
Side 2 2
Overall Rating, 2 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 940
Parent Game Arctic Front Deluxe
Historicity Historical
Date 1941-02-11
Start Time 09:00
Turn Count 48
Visibility Day & Night
Counters 208
Net Morale 1
Net Initiative 0
Maps 6: 11, 18, 3, 7, 8, 9
Layout Dimensions 86 x 84 cm
34 x 33 in
Play Bounty 206
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Road Control
Rural Assault
Urban Assault
Conditions
Entrenchments
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Arctic Front Deluxe Base Game
Airborne - IE Counters
Battle of the Bulge Maps
Eastern Front Maps + Counters
Road to Berlin Maps + Counters
Introduction

After months of static warfare, Soviet Marshal Semyon Timoshenko brought the Soviet forces on the Karelian Isthmus new doctrine and determination. This time, there would be a break-through: Assault teams backed by artillery would move forward for direct-fire support while heavy tanks neutralized Finnish bunkers so Red Army infantry could advance. It all looked good on paper.

Conclusion

Commander F. Ailabushev's division provided the Red Army its first clear victory. The Finns left 700 dead on the battlefield just around one hilltop fortification. A Soviet paper celebrated the victory with poetry only Great Stalin could love:

The overwhelmed enemy runs And on the concrete bunker The Red Flag is already unfurled The wind takes it up and outwards Like a Flame

Forward, fighters of the 123rd! Forward, rifles, forward!

Thus the division rolled Like lava on the enemy Yesterday's flicker is today's flame.


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

Display Errata (3)

3 Errata Items
Scen 10

Date is 1940-02-11, not 1941-02-11.

(Andreas on 2020 Feb 11)
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)

Russian hordes just triumph in monster scenario
Author waynebaumber
Method Solo
Victor Soviet Union
Play Date 2012-07-03
Language English
Scenario AFDx010

I have to thank Herr Hughes for bringing this one to my attention. At the start of the year we decided to look at all the PG game sets we both own and pick the scenario's we really fancied playing then compare the two lists, those scenario that were on both lists would be our FtF games in the future. This was an interesting exercise and in fact resulted in 36 matches, however when discussing our pick, Vince in a slightly patronizing manner wondered why I had not picked this one as it was obviously a easy Soviet win. To be fair we both pick scenarios that look interesting rather than go for what look like easy wins. Of course I decided that it would be a cold day in hell before I played Vince with this one and as it is too big for Skype I decided to solo it. This took three longish sessions to complete. The Russkies have to clear a road, take entrenchment, strong points and towns as well as eliminate Finns for VP's while the Finns are on the defensive obviously have to hold as much ground as they can. The Soviets have massive off board artillery and lost of on board artillery too, they outnuumber the Finns by 2-1 and have 48 turns to cross 3 boards. The Finns have better morale and better leaders. The biggest VP for the Soviets is to clear one of the two North/South roads and it would seem to make sense to overload one road while pushing a holding force up the other but with more than a 100 units to advance a broad front option is really the only option and even then its quite a feat to get the Russian horde to advance in a military manner. After the first 20 turns I thought Herr Hughes was right and it would be a steamroller as the Russian artillery blasted away at the Finnish A/T guns and the River was crossed with ease and the first town was taken. Finnish losses were heavier than Russian losses and I could not see this lasting 48 turns. However as the Russian columns got strung out and units were disrupted or demoralized it became harder to get coherent attacks in, this coupled with 10 very short game turns, Fog of War plays a big role in this one in fact without FOW this should be a piece of cake for the Red Army, meant that as night fell the game was in the balance. The Soviet had now hit the main Finnish line of resistance and losses were mounting, the last few turns even had the Finns counter attacking in the major town to the North this did cause some Soviet losses but in the end lead to a flank attack which took the rear of the now undefended town. On the other road a stubborn Finnish entrenchment held out to the end and therefore neither road was cleared. At game end I did not know who had won, and after counting all losses and VP hexes there was only 10 VP's in it. The early Finnish losses and the late Russian town grab had just swung it the Red Armies way. Cracking scenario, just not getting a 5 mainly because the first few turns are more about traffic management than tactics and the Finns have little to do after set up until its starts getting dark as Russian artillery makes any movement in the open very risky.

2 Comments
2012-07-03 10:29

I'm gonna pick this as my self-pick fave when it comes to my turn !

2012-07-03 14:49

Well as I text'd you before you won't enjoy watching the Soviet steamroller rollover your forces, but its your choice, just do not cry over my maps. LOL

You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.43 seconds.