Black Day of the Finnish Army Lions of Finland #7 |
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(Defender) Finland | vs | Soviet Union (Attacker) |
Formations Involved | ||
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Finland | 1st Infantry Regiment | |
Soviet Union | 46th Rifle Division |
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Overall Rating, 2 votes |
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2.5
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Scenario Rank: --- of 940 |
Parent Game | Lions of Finland |
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Historicity | Historical |
Date | 1944-06-10 |
Start Time | 10:00 |
Turn Count | 24 |
Visibility | Day |
Counters | 104 |
Net Morale | 1 |
Net Initiative | 1 |
Maps | 4: 1, 3, 4, 6 |
Layout Dimensions | 86 x 56 cm 34 x 22 in |
Play Bounty | 199 |
AAR Bounty | 171 |
Total Plays | 2 |
Total AARs | 1 |
Battle Types |
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Inflict Enemy Casualties |
Road Control |
Rural Assault |
Conditions |
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Off-board Artillery |
Terrain Mods |
Scenario Requirements & Playability | |
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Airborne - IE | Counters |
Eastern Front | Maps + Counters |
Lions of Finland | Base Game |
Red Warriors | Counters |
Road to Berlin | Counters |
Introduction |
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After close to three years of inactivity, during the early summer of 1944 the Soviets launched a powerful offensive designed to knock Finland out of the war. Made overconfident by success, the Finns were not prepared for the hard-won skills or material superiority of their enemies. Three Soviet divisions concentrated on one Finnish division. |
Conclusion |
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Finnish contempt for Soviet fighting abilities had made them lax, and 10th Infantry Division's artillery was slow to respond to the Soviet attack. Tanks and infantry pressed their attacks in a coordinated manner the Finns had not dreamed possible, and by the end of the day Finland's proudest regiment had utterly ceased to exist. |
Additional Notes |
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This scenario may be played using units from Arctic Front or Arctic Front Deluxe. Use German strongpoints from either Airborne or Edelweiss, or download the Finnish Strongpoints from APL (http://www.avalanchepress.com/pdf/Finnish_Strongpoints.pdf) |
AFV Rules Pertaining to this Scenario's Order of Battle |
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3 Errata Items | |
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Scen 7 |
The T-34/85 unit had not been printed at the time of publishing of LoF. SSR give the unit an AT value of 7-8, using older T-34 units as "playing as" units. Because of this, for a truly authentic LoF experience, the T-34/85 units should have 7-8 AT value and and AV of 4 (for those that care about such things). (triangular_cube
on 2017 Oct 06)
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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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All Guards T-34/85 tanks should have AT fire values of 7-7. (Shad
on 2010 Dec 15)
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Sisu Saves a Draw | ||||||||||||
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On June 10, 1944, dug-in elements of the Finnish 1st Infantry Regiment in the Valkeasaari region were approached by Soviet units of the 46th Rifle Division, who advanced north in the face of light Finnish bombardment. They occupied a town in the southeast sector, setting up rocket artillery and mortar units there. Finnish units in both the southwest and southeast woods were attacked by Guards T-34/85 units at 1100 hours while other Soviet units moved north on both flanks. By noon, Soviet units had advanced into the northeast woods and pressed the 76.2mm artillery battery and mortar units there, with the artillery crews deserting by 1230 hours and the mortar units on the move. The Soviets then controlled the primary east-west road, while skirmishes continued in the central, southeast and southwest woods. By 1430, both BM-13 units were out of ammunition, while Soviet troops reorganized for a final push to clear the area of Finnish units. The Guards armor units were very effective at disrupting the Finnish units, but the latter held out until 1545, at which point both sides accepted a draw. The primary objectives of this 4-map scenario are either Soviet control of the area south of the road and elimination of at least 10 Finnish units, or Finnish control of the area north of the road while not losing more than 8 units. It became apparent about halfway through the scenario that the Finns were not going to be able to keep the Soviet T-34/85’s from pretty much doing as they wished. The total AT firepower of the Finnish is limited to individual 37, 45 and 76.2 mm platoons, which is woefully inadequate to take on a dozen Guards T-34’s. At that point, the Finnish only need to have a single good order unit south of the road to gain a draw, while the Soviets try to hunt them down. It turns into a game of Soviet Whack-a mole, with Finnish units cycling through various stages of good order/ disruption/demoralization and hoping to keep one of their units healthy enough using the protection of the woods and movement to stay as clear as possible. This one could easily have been a Soviet victory, as the Finns only had two individual infantry units in good order at game end, one in the central woods with a 2-morale Kersanti and another in the southeast woods, and both were under attack. This would be an extremely difficult scenario for the Finnish side to win, but that mirrors the history of the day itself, hence the title “Black Day of the Finnish Army”. At game end, the steps lost were very close: 15 lost for the Soviets to 14 for the Finns. NOTE: This scenario was played using updates and corrections from the PG-HQ site contributed by plloyd1010, rerathbun, and Shad. Maps from Eastern Front and Soviet units from Road to Berlin were used, and Finnish units were from Arctic Front Deluxe. One additional Soviet BM-13 unit from Kursk: Burning Tigers was also needed to play the scenario, which was played with 4th Edition rules. |
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