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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Cavalry Screen
Lions of Finland #1
(Defender) Finland vs Soviet Union (Attacker)
Formations Involved
Finland Neuland Cavalry Regiment
Soviet Union 45th Guards Rifle Division
Display
Balance:



Overall balance chart for LioF001
Total
Side 1 3
Draw 0
Side 2 0
Overall Rating, 3 votes
5
4
3
2
1
3.33
Scenario Rank: --- of 940
Parent Game Lions of Finland
Historicity Historical
Date 1939-11-30
Start Time 16:00
Turn Count 12
Visibility Day
Counters 47
Net Morale 1
Net Initiative 2
Maps 2: 2, 3
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 169
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Eastern Front Maps + Counters
Lions of Finland Base Game
Introduction

As Soviet troops marched across the border, they expected to meet little resistance. Border guards and troopers of Finland's elite Cavalry Brigade set up roadblocks and a few isolated ambushes, but did not stand and fight. This changed when the Soviets approached the first sizable town, the seaside resort of Terijoki. Finnish cavalrymen ignored Marshal Gustav Mannerheim's orders to continue their retreat. They dug in at Terijoki and awaited the Red Army.

Conclusion

The Finnish cavalrymen fought with berserk fury, contesting every building in the town. Superior Soviet numbers forced them back, but the Finnish horsemen fought practically to the last man. The sacrifice of these badly-needed professional soldiers held up the 70th Rifle Division about one day, and left Terijoki a smoking pile of burned ruins

Additional Notes

This scenario may be played using units from Arctic Front or Arctic Front Deluxe.


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 (1)

1 Errata Item
Overall balance chart for 951

The reduced direct fire value in Kursk: Burning Tigers is 4-4.

(plloyd1010 on 2015 Jul 31)

Display AARs (2)

Hit and Lurk
Author Matt W
Method Solo
Victor Finland
Play Date 2013-03-18
Language English
Scenario LioF001

Usually the comment is hit and run but if you are trying to deny control of a geographical objective hitting and hiding nearby is probably the best thing that can be done. Especially if you happen to be cavalry and your opponent has some nasty artillery.

A Finnish cavalry batallion is attempting to delay a Soviet force from taking a relatively large town at the beginning of the Winter War. Their self appointed task is to keep the Soviets from taking the town. In reality all that they gained was 24 hours at the cost of way too many men. The scenario tries to get you to notice this by putting an upper limit on the Finnish losses if they are to get a win.

The Finns really shouldn't get caught up in a firefight as this will permit the Soviets to pummel the cavalry with multiple rounds of artillery fire which will cause losses, especially in conjunction with direct fire. So the Finns have to commit to an odd, disruptive defense with lots of counterattacks and even cavalry charges followed by disengagements. In my play the Finns were able to eliminate the Soviet ability to take the town by the end of turn 6 and spent the rest of the game huddling away from the Soviet artillery in the nether reaches of the town, thus denying the Soviets control of the town and keeping their losses sufficiently low to get the win.

The real trick in this one is for the Soviet player to realize that control of the town is probably out of reach and to focus on causing losses. It didn't take long to figure that out and I spent most of the game pursuing that goal but my Soviet losses were just too great to catch up and the hide and seek nature of the Finnish defense frustrated the use of the artillery.

I enjoyed the thinking necessary for the Finnish player to win this one. It isn't a simple matter of standing up and fighting the Soviets toe to tow. You will certainly keep them from winning but may not win yourself. It is far more useful to find areas where you are safe from artillery in the town and sally forth as necessary to keep the Soviets from crushing you. I enjoyed it a ton and give it a "4"

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Stalin's Disappointment
Author Schoenwulf
Method Solo
Victor Finland
Play Date 2016-11-02
Language English
Scenario LioF001

In the late afternoon of November 30, 1939, Soviet units from the 70th Rifle Division moved west across the Finnish border. By 1600, they had engaged elements of the Finnish Neuland Cavalry Regiment along the road east of Terijoki. The Finnish cavalry did their best to slow the Soviet forces, but by 1630, most of their forces had withdrawn to the town with the notable exception of one HMG unit that held out over 90 minutes against continuous Soviet assaults. After the Soviet forces regrouped, they attacked the town from the south and east, moving into the south side of Terijoki by 1700 hours. Within the next hour, Soviet units had advanced toward the town center from both south and east sides, pushing all cavalry units back into the northeast sector. The Finnish Majuri withdrew to the hill northeast of town, while Lt. Col. Vorovich moved forward into the east side of town to rally his fellow Soviet troops. Despite heavy Soviet bombardment, the Finnish forces managed to retain a foothold in the town, thus delaying Stalin’s announcement of the Finnish Democratic Republic for another day.

This first scenario in the Lions of Finland monograph provides a quick cavalry battle against some difficult odds. However, if the Finns can survive the scenario with a loss of no more than five steps and hold a single town hex they can win. In this case, they did achieve victory with a fairly firm hold on two town hexes, but came extremely close to losing a sixth step from Soviet bombardment, which would have led to a draw. A roll of “11” instead of “10” on one bombardment would have done it. The total step loss was 5 steps for the Finnish to 8 steps for the Soviets.

NOTE: This scenario was played using updates and corrections from the PG-HQ site contributed by plloyd1010, rerathbun, and Shad. Maps and Soviet units from Eastern Front were used, and Finnish units were from Arctic Front Deluxe. It was played with 4th Edition rules, and the visibility values from page 14 of Arctic Front Deluxe were used since that scenario occurred on the same date and in the same locale. Also, since no tank leaders were originally assigned, the T-26’s were not allowed to advance into an assault situation.

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