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 3: Call Me Sissi
Arctic Front #7
(Attacker) Finland vs Soviet Union (Defender)
Formations Involved
Finland P-1 Sissi Battalion
Soviet Union 44th Rifle Div
Display
Balance:



Overall balance chart for AFro007
Total
Side 1 0
Draw 0
Side 2 3
Overall Rating, 3 votes
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Arctic Front
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
Rear Guard
Road Control
Conditions
Off-board Artillery
Reinforcements
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Arctic Front Base Game
Eastern Front Maps + Counters
Introduction

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

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

This scenario requires three more Soviet INF units, available in Workers & Peasants, Road to Berlin, and Power of the East.


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

Display Errata (4)

4 Errata Items
Scen 7

In the Soviet OOB, "4 x 81mm" should be "4 x 82mm"

(rerathbun on 2012 Mar 03)
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)
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 #7
Author triangular_cube
Method Solo
Victor Soviet Union
Play Date 2021-05-21
Language English
Scenario AFro007

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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