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!
Aerosans on the Attack
Arctic Front Deluxe #26
(Attacker) Finland vs Soviet Union (Attacker)
Formations Involved
Finland 2nd Independent Infantry Battalion
Soviet Union 111th Independent Ski Battalion
Soviet Union 4th Combat Aerosled Battalion
Display
Balance:



Overall balance chart for AFDx026
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
5
Scenario Rank: --- of 940
Parent Game Arctic Front Deluxe
Historicity Historical
Date 1943-03-26
Start Time 21:00
Turn Count 18
Visibility Night
Counters 38
Net Morale 0
Net Initiative 1
Maps 6: 17, 18, 20, 3, 4, 8
Layout Dimensions 86 x 84 cm
34 x 33 in
Play Bounty 153
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Exit the Battle Area
Rescue
Rural Assault
Conditions
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Arctic Front Deluxe Base Game
Eastern Front Maps + Counters
Road to Berlin Maps
Introduction

The period between the Finnish offensive of 1941 and Soviet attack of 1944 was marked by very limited warfare. When Lake Onega on the edge of Eastern Karelia froze over in winter time, Soviet probes came over the ice to harass the Finns. The Finns stationed a brigade along the shoreline on coastal defense duty, but the Soviets had an answer to the Finn's superior ski skills.

Conclusion

A Finnish patrol found a large Soviet probe on the western lakeshore and quickly called in support. The Finns had the Soviets cornered when the powerful whine of rescuing aerosans sounded through the cold night air. The aerosans drove back the Finns and escorted the ski troops home, having inflicted serious casualties without losing and of their machines.


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).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).

Display Order of Battle

Finland Order of Battle
Army
  • Mechanized
Soviet Union Order of Battle
Army (RKKA)
  • Foot
  • Mechanized

Display Errata (3)

3 Errata Items
Overall balance chart for 249

Propeller-driven APC on skis (aerosan). Treated as Foot units for movement purposes.

(rerathbun on 2011 Feb 26)
Overall balance chart for 981

Propeller-driven APC on skis (aerosan). Treated as Foot units for movement purposes.

(rerathbun on 2011 Feb 26)
Overall balance chart for 982

Propeller-driven APC on skis (aerosan). Treated as Foot units for movement purposes.

(rerathbun on 2011 Feb 26)

Display AARs (1)

Cat & Soviet Mouse
Author Shad
Method Solo
Victor Finland
Play Date 2009-05-10
Language English
Scenario AFDx026

Shad's Note: I'm dumping in a bunch of my old BGG AARs. If you've followed my "work" on BGG then you've read these before...

Deployment

The 6 Soviet SMGs have little choice for setup, however, it's good to have some sort of plan on how the hell you're going to save your ass because the Finns will be on you almost immediately.

I chose to put them on the south side of the starting hex and intended to run them SSE straight into a large forest which I knew I could reach within 2 turns. From there I planned to hold out as long as possible in the hopes that the Soviet reinforcements wouldn't be too late in coming.

As the Finns, I split my forces putting everything I could on the aerosans and having those enter from the center of the south edge. Hopefully they would keep the Soviets from getting out onto the ice while the rest of my infantry skied in from the west edge.

My goal was to encircle the Soviet troops and then quickly grind them down in assaults before the reinforcements could arrive.

Initial Moves

The Soviets quickly reached the relative safety of the forest, and the Finns easily established a loose perimeter around the patrol.

It was here that a wholly unexpected and quite entertaining game of Cat & Mouse developed. The Finns did not have enough men to establish an airtight ring unless they were immediately adjacent to the Soviets...

...and the Soviets were ski-capable, so the Finns had no advantage in movement. This meant that the Soviets were constantly maneuvering within the safety of the forest looking for a chance to break out, while the Finns were slowly creeping closer trying not to over-commit.

The Finns knew that no reinforcement call would be made until the first Soviet soldier lay dead, so they were in no hurry to attack so long as the Soviets remained holed up in their little forest.

As for the Soviets, they patiently waited for the Finns to get juuuuuuuuust close enough and then split and headed in two directions.

The Chase

1/3rd of the Soviets along with one of their two leaders burst NE through a gap in the tightening Finnish noose. They had waited until the Finns were nearly upon them, so when they did finally move they were able to get a good head start. The other 2/3rds of the patrol headed South through the forest.

The Finns now had a tough choice. They could launch an all out pursuit of the smaller force and risk the larger slipping away as well, or they could send a harassing detachment after the escapees and focus on quickly grinding down the remaining bulk of the patrol.

After much consideration, they went with the latter option.

While the fanatical Sisu closed in on the remaining Soviets in the woods, the two escaped SMG platoons skied for their lives east towards the Soviet lines. They could move just as fast as the Sisu, on who they had gotten a good headstart, and the few aerosans the Finns had were weakly armed and unable to stop them.

While they rushed to safety, their comrades back in the forest were systematically cut to pieces by the Finns. To their credit, when only a single brave Soviet Captain remained alive, he too refused to surrender...

The End

The Soviet aerosan reinforcements showed up on schedule, but by then the four SMG platoons that had been left behind were dead to a man and the 2 that had broken free were only 1 turn away from exiting under their own power.

The Finns had suffered only 1 steploss, and led by 7 VPs at this point. Staring across the frozen lake at the Finns reforming their lines on shore, the Soviet aerosans knew that their superior numbers would be no match for the Finns superior firepower in a head-on attack across open ground.

The order was given to retreat, and 2300 the battle ended, a Major Victory for Finland.

Final Thoughts

Given the Soviet strategy used - holing up in favorable terrain and waiting for help - I don't think the outcome will ever be much different. If the aerosan reinforcements don't arrive during the battle they will be of no use, as they lack the punch needed to inflict serious casualties on their own.

This would be worth playing again using a simple "ski for your goddamn life" strategy as the Soviet player.

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