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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Blood on the Snow 2: Sissi Attack
Arctic Front #6
(Attacker) Finland vs Soviet Union (Defender)
Formations Involved
Finland P-1 Sissi Battalion
Soviet Union 44th Rifle Div
Display
Balance:



Overall balance chart for AFro006
Total
Side 1 1
Draw 0
Side 2 1
Overall Rating, 2 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 940
Parent Game Arctic Front
Historicity Historical
Date 1940-01-03
Start Time 08:00
Turn Count 24
Visibility Day
Counters 56
Net Morale 2
Net Initiative 3
Maps 3: 3, 6, 8
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 162
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Road Control
Conditions
Off-board Artillery
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Arctic Front Base Game
Eastern Front Maps + Counters
Introduction

Along the Raate Road from the Soviet border to the town of Suomussalmi, the Soviet 44th Motorized Rifle Division clung to a precarious hold in the face of Finnish counterattacks. Determined to wipe out the invaders, Col. Hjalmar Siilasvuo ordered an elite guerilla battalion to seize the key road junction of Eskola. Picked men of one of the world's toughest armies, the guerillas glided silently to the attack. The noose began to tighten on the Soviets.

Conclusion

The Finns swept forward through the Ukrainians of 44th Rifle, smashing resistance wherever it was offered. With the fall of Eskola, the Soviets had only one route leading homeward, and soon it would also be threatened by the Finns. Another "motti," or encircled Soviet position, was about to be formed.


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

Display Errata (3)

3 Errata Items
Scen 6

In the Soviet OOB, "2 x 81mm" should be "2 x 82mm"

(rerathbun on 2012 Mar 03)
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)

Arctic Front #6
Author triangular_cube
Method Solo
Victor Soviet Union
Play Date 2021-05-19
Language English
Scenario AFro006

The scenario sees a battalion of ski capable Sisu tearing apart a disparate regiment of Soviet infantry.

Scenario set up causes the Soviets to set a min of 6 units on each board, and the temptation becomes to bunch up on the board boarders in order to try to have some lethality against the Sisu. This really is a mistake however, as the true battle here isnt against the Finns, whose morale of 9 is going to soak up just about everything thrown at them, but against the clock. The Finns effectively have to run the table and wipe out the Soviet force to a man, as any soviet within 3 hexes of the road will cause them to lose.

Based on this timeline, if you do intend to resist rather than flee, the road is critical. I set up a somewhat effective combat force of 4 inf, 2 hmg, and the tank support on board 6 across the road to try and be a speedbump eating turns. The main body occupies the town on board 3 to try to be the main point fo resisitance. The rest of the soviet INF and 45mm spread out in the woods ready to wander aimlessly and head towards the road in the last 10 turns or so.

This strategy worked twice now, once here and the other in the same scenario of Lions of Finland. I question the balance due to gamey tactics, but the alternative is to just have the Soviets fold up like a cardboard box and hand an easy win to the Finns.

Regardless, the board 6 road block eats up 4 turns from the Finns, while the town eats up 12. There isnt enough time to clean up the wandering dorks in the woods. I doubt there ever would be. The Finns are forced to chain assault just about every turn here, so they do take 3 step losses for what that is worth. Soviets can always still roll a 6 afterall.

The scenario is still a fun race against the clock though, and a fairly unique situation for the system so it gets bonus points on the ranking.

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