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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Iron Ducklings
Arctic Front Deluxe #20
(Attacker) Finland vs Soviet Union (Defender)
Formations Involved
Finland 1st Jäger Brigade
Finland 1st Tank Battalion
Finland 7th Infantry Division
Soviet Union 3rd NKVD Regiment
Display
Balance:



Overall balance chart for AFDx020
Total
Side 1 2
Draw 0
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Arctic Front Deluxe
Historicity Historical
Date 1941-09-21
Start Time 07:00
Turn Count 40
Visibility Day
Counters 106
Net Morale 1
Net Initiative 1
Maps 6: 10, 11, 12, 3, 6, 9
Layout Dimensions 86 x 84 cm
34 x 33 in
Play Bounty 177
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Bridge Control
Road Control
Urban Assault
Conditions
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Arctic Front Deluxe Base Game
Battle of the Bulge Maps
Eastern Front Counters
Sinister Forces Counters
Introduction

Two intact T-34 tanks fell into Finnish hands in and around the power plant, and Col. Ruben Lagus ordered them immediately manned and put at the spearhead of a renewed Finnish advance to clear the Svir. The Finns named their new vehicles "Sotka," the Finnish name for a duck who lays her eggs on other birds' nests and is very prominent in the Kalevala for her iron offspring. Lagus hoped the tough NKVD border troops holding the railroad bridge at Latva over the Svir would likewise mistake the T-34's for their own tanks. An NKVD armored train had defied all Finnish attacks, but surely it could not resist the Red Army's own secret weapon.

Conclusion

Just as Lagus had hoped, the NKVD troopers mistook the Sotkas for their own T-34's and withheld their fire until they were on top to the Soviet positions. The Finns drove the Soviets out of the village and took the bridge, but could not knock out the armored train. With the help of their train the NKVD men broke through the 7th Division's cordon and raced northward to join the forces assembling to defend Pedtrozavodsk, the capital of Soviet Karelia. Even so, the Murmansk Railway had been broken, a signal achievement for Finnish arms.


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
  • Armored Trains: see Rule 15.2 ~ 15.22

Display Order of Battle

Finland Order of Battle
Army
  • Mechanized
  • Motorized
  • Towed
Soviet Union Order of Battle
Army (RKKA)
  • Leader
NKVD
  • Misc
  • Towed

Display Errata (2)

2 Errata Items
Overall balance chart for 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)
Overall balance chart for 919

This unit has an armor value of 2, per Matt Ward

(plloyd1010 on 2020 Feb 26)

Display AARs (1)

Catching the Train
Author Schoenwulf
Method Solo
Victor Finland
Play Date 2018-10-29
Language English
Scenario AFDx020

On the morning of September 21, 1941, Finnish units from the 1st Jäger Brigade and Tank Battalion moved forward to clear the area around the Svir River. At 0730 hours, they encountered units from the Soviet 3rd NKVD Border Regiment in both the fields south of the river and woods further south. An intense skirmish in the southern woods took a toll on a couple of the Finnish platoons, while others continued to move east toward the town of Latva. Finnish units also advanced on the town from the north and took fire from both mortars and an armored train. By 0930 hours, Sisu platoons were in the woods west of the town and eliminating limited Soviet resistance there. Shortly after 1000 hours, a captured Finnish unit using captured T-34’s moved close enough to fire and eliminate the Soviet armored train. By midday, the Sisu had Latva surrounded and were clearing Soviet units within the town itself, although spirited fighting continued from house to house. Meanwhile, a small group of Soviet units west of town were holding their own and eliminated a T-26s platoon. The town was secured by Finnish troops shortly before 1300 hours, and the only remaining Soviet unit were in the west woods attempting to form a fire group. All Soviet units were eliminated or captured by 1415 hours and the Finnish units had taken the day.

This scenario has complex objectives and is played over a six-map battlefield. The Finnish forces receive VP’s for town & bridge control and Soviet steps eliminated. The Soviets have similar objectives but can also gain VP’s for Soviet units that exit the board if certain parameters have been met. The Soviet setup forces placement of units over 4 different maps, so initial setup involved Soviets set up in the field on Map 12, southeast woods on Map 9, dug-in south of the river, in town and in the woods both west and south of town on Maps 3 and 6. The Finns entered north and south of the river on Maps 11 & 12 with armor split between both forces, and in the woods east (HMG’s + INF) and west (mortars + INF) of the railroad embankment on Map 10. The first two turns were shortened by fog-of-war, so it took both turns to get all Finnish forces in play. Both sides had several “kill” die rolls, but the Finnish benefitted the most when a single “12” eliminated the Soviet armored train for double VP’s. The superior morale, movement advantage of the Sisu and armor, and the sheer number of Finnish forces eventually locked in and eliminated the Soviet resistance. All Soviet units were eliminated with a loss of 12 Finnish steps for a 71-12 VP Major Victory for the Finns.

This is a tough one for the Soviet player. Although historically, the armored train covered a move north for some of the Soviet troops to escape, in this scenario the Soviets can’t “break out” until they have lost 15 steps, and they were down 18-4 on the turn that occurred. There are 51 Soviet steps in the game, and the town and bridge are worth 20 VP’s to either side; thus, at the “breakout point”, the score would have been 38-4 in the Finns favor. So, even if all Soviet units (33 steps) could leave the terrain VP’s behind and exit the board, it made little sense to try and evacuate as that would have only made a draw possible at 38-37 VP’s. In addition, the chances of all Soviet units getting through the Finnish juggernaut would have been extremely slim, and a shift of eight steps would have cemented the Finnish victory. The Finnish strategy used in this scenario would seem to work against either Soviet approach, stand-and-fight or breakout-withdrawal. For the Soviets, the player could either attempt to defend the bridge and town or move forces close to the northern border as quickly as possible hoping to overwhelm the Finnish forces that enter from there; if that were successful, some Soviet units could then move south to attempt to secure the town. The bottom line is that you want a challenge, try the Soviets; or take the Finns for a good chance to win.

One rule change that I would made if I developed this scenario would be to give the Sotka hidden movement, as it is supposed to be masquerading as a T-34; however, as the rules are currently written, it only remains undiscovered until adjacent to a Soviet unit or firing at one. With the current rules, the Soviet player can quickly move the armored train from the T-34 as s/he knows the location of the chit. This probably wasn't done since such a change would add even greater imbalance to the scenario.

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