Blood on the Snow 3: Call Me Sissi Arctic Front #7 |
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(Attacker) Finland | vs | Soviet Union (Defender) |
Formations Involved | ||
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Finland | P-1 Sissi Battalion | |
Soviet Union | 44th Rifle Div |
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Overall Rating, 3 votes |
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4
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Scenario Rank: --- of 940 |
Parent Game | Arctic Front |
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Historicity | Historical |
Date | 1940-01-05 |
Start Time | 10:00 |
Turn Count | 20 |
Visibility | Day |
Counters | 106 |
Net Morale | 3 |
Net Initiative | 3 |
Maps | 2: 1, 6 |
Layout Dimensions | 56 x 43 cm 22 x 17 in |
Play Bounty | 169 |
AAR Bounty | 171 |
Total Plays | 3 |
Total AARs | 1 |
Battle Types |
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Rear Guard |
Road Control |
Conditions |
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Off-board Artillery |
Reinforcements |
Severe Weather |
Terrain Mods |
Scenario Requirements & Playability | |
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Arctic Front | Base Game |
Eastern Front | Maps + Counters |
Introduction |
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As the Finns pressed 44th Rifle Division tighter and tighter, Soviet resistance became ever more desperate. The ski guerillas spearheaded the assault as the Finns tried to wipe out the trapped Soviet division. But as their positions grew smaller, the Soviets were able to pack more and more men into their shorter front lines. |
Conclusion |
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Expecting an easy victory, the Finns found themselves caught in a furious infantry fight. Narrowing lines allowed the Soviets to pack their front with troops, restoring the fighting spirit of soldiers made fearful by the silent, dark forests. Despite repeated attacks, the Soviet lines held. |
Additional Notes |
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This scenario requires three more Soviet INF units, available in Workers & Peasants, Road to Berlin, and Power of the East. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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4 Errata Items | |
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Scen 7 |
In the Soviet OOB, "4 x 81mm" should be "4 x 82mm" (rerathbun
on 2012 Mar 03)
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Scen 7 |
Turn(time) indicator for Finn reinforcements is out of sync by one turn. I used the Turn rather than Time. (triangular_cube
on 2021 May 21)
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The reduced direct fire value in Kursk: Burning Tigers is 4-4. (plloyd1010
on 2015 Jul 31)
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Kommissars never get morale or combat modifiers. Ignore misprints. (Shad
on 2010 Dec 15)
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Arctic Front #7 | ||||||||||||
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This is similar to the last scenario in that a battalion of Sisu must cross the map and essentially wipe a cardboard Soviet defense off the map. In this case the Soviets however have more men, are more dense, and have a large amount of Artillery support. This will be more challenging, but the Sisu will have reinforcements that will get into action for the final few turns. The Soviets deploy in 3 main defensive lines, all on board 1. The first line contains all of the full strength HMGs, paired with an INF platoon each. The second line is the mostly useless 45mms, paired with INF (DF value 0 in the first edition, I play as published), the third line is the scraps. Artillery deploys in the town in 2 groups of 3s, and the mortars are south of the defensive lines a bit out of the way. The object here is to maximize column values and hope to roll some Xs to slow the Finns down. The Finns advance down the road, sending 2/3 of the Sisus against the first defensive line, and a third down to the mortars, then sweeping up into the flanks of the 2nd and 3rd lines. The first line holds up for a few turns, the second for far less and the third falls back to a dense set up guarding the objective hexes. The mortars roll well and take a while to get off the board. The Finns reinforcements march down the road and into the 2nd line of defense, crumbling it. As the clock ticks down the Finns move on the 3rd line and engage it. Soviets win with 4 reduced INF, 1 reduced HMG (dem), 6 arty pieces, and one Captain on the board. Only the 4 red INF are denying the Finn objective. One more turn would have changed the win. Final step losses 9 to 81 (Tx2 Wx1 for my records). This is another scenario that depends on chain assaults to keep the Finns out of artillery fire, as that is the most lethal thing the Soviets have on the board. (6 76s on the board, 5 off). As visibility is 1 hex just about everywhere, Soviets will willingly soak up friendly fire in order to generate losses. The rest of their bodies are just dead men walking anyhow, all that matters is fighting the clock. Setting up the arty in the town, which is far aware from the objective seemed to be wise, it kept them firing every turn of the game. This really was a close run thing, that rewarded tight play. I enjoyed my second play (first in Lions of Finland) far more than the first, likely due to a better Soviet strategy. |
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