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
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Frozen Tundra
Arctic Front Deluxe #17
(Attacker) Finland
(Attacker) Germany
vs Soviet Union (Defender)
Formations Involved
Finland 14th Infantry Regiment
Germany 67th Bicycle Battalion
Soviet Union 325th Rifle Regiment
Display
Balance:



Overall balance chart for AFDx017
Total
Side 1 3
Draw 0
Side 2 0
Overall Rating, 3 votes
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Arctic Front Deluxe
Historicity Historical
Date 1941-08-02
Start Time 13:00
Turn Count 30
Visibility Day
Counters 49
Net Morale 1
Net Initiative 1
Maps 3: 14, 6, 8
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 142
AAR Bounty 171
Total Plays 3
Total AARs 1
Battle Types
Road Control
Rural Assault
Conditions
Terrain Mods
Scenario Requirements & Playability
Arctic Front Deluxe Base Game
Eastern Front Maps + Counters
Road to Berlin Maps
Introduction

On the shores of the Arctic Ocean, German mountain troops tried to capture the vital Soviet port of Murmansk. Finland provided very slight support, but when the German advance stalled Mannerheim dispatched two battalions of middle-aged reservists. These soon became involved in a counterattack against Soviet troops that had landed behind German lines.

Conclusion

Separate incidents drove the German and Finnish contingents to insane battle fury, while the Soviet Kommissars also whipped their men into a frenzy. Both sides lost over half their men, and at the end of the confused fight no Soviets were left on the bare hilltop.


Display Order of Battle

Finland Order of Battle
Army
Germany Order of Battle
Heer
Soviet Union Order of Battle
Army (RKKA)

Display Errata (3)

3 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 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)

Don't Touch the Tundra
Author Poor Yorek
Method Solo
Victor Finland, Germany
Play Date 2015-01-14
Language English
Scenario AFDx017

After playing several excellent scenarios from AFDx, this one was a disappointment.

The Axis (mixed Finn/German) force enters on the west edge and must cross all of B6 which is Tundra (no woods). Tundra has two major effects: 2 MPs to enter and -1 to DF directed at units in Tundra. The Soviets set up on B14, though only the 20-m hill lines are in effect and no woods. The scenario is 30 turns and neither side has OBA; the Soviets having only a 1x82mm. The hill terrain is NOT Tundra, as so Soviet units can begin digging in with no rush as the Axis move along the road.

Because of this, the Axis essentially are road bound in crossing B6. Further, the Soviets can accomplish little in the way of disruption until the Axis units are within DF range. Thus I don't quite know why the scenario isn't simply reduced to 20 or 24 turns and the Axis allowed to set up within +/- 2 or 3 hexes of 6:1110 with some sort of "no closer than x hexes to a Russian unit).

Here is Soviet Set-Up (forgot to add this when first posted AAR) all on B14 as per scenario:

1xINF 0406; HMG+INF 0407; 2xINF 0509; HMG+INF 0510; HMG+INF 0511; 2xINF 0412; 1xINF each in 0609 and 0610; 82mm 0709; 2xINF 0808

So essentially:

Turns 1-10: Axis approach and - slowly - spread themselves out. Soviets take what BF and DF via HMGs they can.

Turns 11-17: Axis use the -1 DF of Tundra to advantage to stack 3-units; using their leaders combat bonuses (the Finns had a 10-2-1 type) to create 16 or 22 col DF attacks (Soviets took advantage of dug-in and hill shifts), but with 7/5 morale it was simply a matter of time as the Axis could force Soviet morale check failures at a higher rate than Soviets could attain significant disruptions to Axis units. By turn 18, the Soviets had holes in their lines despite gallant efforts by the 2xKOM (and this was an important factor) to allow Axis units to rush/infiltrate and begin adjacent DF and assaults.

Turns 18-30. Severe close combat as the Axis simply throw everything into the capture of the road hexes and, especially, killing the KOM. Soviet DD'd units could flee north or south on the hill to 4+ hexes, but the Axis didn't pursue the Major Victory, rather ensured that they solidified their hold on the hill-road hexes for a Minor Victory (or cleaned up sufficient Soviet steps to assure 2x Axis units on the hill relative to Soviet.

PS Since KOM are important in this scenario (particularly in phase II), I should add that - whilst I acknowledge the recent rules discussion of leader casualties in assault, when playing solo I home-rule that excess step losses in assault can be taken vs. leaders or KOM. It makes no sense to me that assault fire (which I think of a more severe that DF at range) should be treated differently (less deadly) in that respect than is done in the case of regular DF. In any case, thought this disclosure would be of interest to anyone else playing this Scenario.

Insofar as the play is concerned, I rate this a '3'. I just found the first several turns of slogging up the road with essentially no viable alternative unnecessary and could have been more easily accomplished by allowing the Axis to have something of a forward set-up and allowing the Soviets to begin dug-in. Hence the '2'.

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