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Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
0 |
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Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
0 |
|
Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
0 |
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Overall Rating, 0 votes |
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Scenario Rank:
of |
Parent Game |
Arctic Front Deluxe |
Historicity |
Historical |
Date |
1944-07-04 |
Start Time |
04:00 |
Turn Count |
40 |
Visibility |
Day |
Counters |
72 |
Net Morale |
1 |
Net Initiative |
2 |
Maps |
4: 15, 17, 3, 7 |
Layout Dimensions |
86 x 56 cm 34 x 22 in |
Play Bounty |
208 |
AAR Bounty |
227 |
Total Plays |
0 |
Total AARs |
0 |
Introduction
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With Viipuri fallen almost without a shot, the Soviets replied to Finnish peace feelers with a demand for unconditional surrender. Finland refused, and the Soviets began new attacks designed to break the final line of resistance. These included an assault across Viipuri Bay, where the battered Cavalry Brigade had been placed in what was assumed to be a quiet sector. It soon proved to be anything but.
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Conclusion
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The initial Soviet landings went well, and the cavalry did not react quickly to the unexpected assault. As the Soviets began to secure their bridgehead, fresh German troops arrived on the scene - a division transferred from Estonia in exchange for a Finnish promise not to make a separate peace with the Soviets. They contained the Red Army's landing forces, and finally drove them into Viipuri Bay with a counter-attack of there own on the 10th. The cavalry was transferred to the seemingly-quiet front in Eastern Karelia to recover its wits.
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Additional Notes
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Soviets use 9x LCVP (American) |
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
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Soviet Union Order of Battle
2 Errata Items |
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The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.
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The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".
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