Panzer Grenadier Battles on November 23rd:
An Army at Dawn #3 - Fire Support Leyte '44 #29 - Thanksgiving Day
Carpathian Brigade #3 - Breakout and Pursuit Panzer Lehr 2 #24 - Plug the Hole
Desert Rats #23 - Te Hokowhitu-a-Tu ("War Party") Panzer Lehr #24 - Plug the Hole
Desert Rats #24 - Hill 175 South Africa's War #7 - Rear Echelon
Dragon’s Teeth #33 - Chickenshit Regulations South Africa's War #8 - Ons Is Helsems
Invasion of Germany #38 - Making Hay South Africa's War #9 - Sunday of the Dead
Jungle Fighting #9 - Another Try West Wall #8 - Making Hay
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Black Day of the Finnish Army
Lions of Finland #7
(Defender) Finland vs Soviet Union (Attacker)
Formations Involved
Finland 1st Infantry Regiment
Soviet Union 46th Rifle Division
Display
Balance:



Overall balance chart for LioF007
Total
Side 1 0
Draw 1
Side 2 1
Overall Rating, 2 votes
5
4
3
2
1
2.5
Scenario Rank: --- of 940
Parent Game Lions of Finland
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
Inflict Enemy Casualties
Road Control
Rural Assault
Conditions
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Airborne - IE Counters
Eastern Front Maps + Counters
Lions of Finland Base Game
Red Warriors Counters
Road to Berlin Counters
Introduction

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

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

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)


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
  • Unarmored Weapon Carriers: These are unarmored halftracks (Bufla and Sk7/2) or fully-tracked vehicles (Karl siege mortar) with mounted weapons. All are mechanized, except the BM-13 (Katyusha rocket launcher mounted on a truck). They are weapon units, not AFV's, so they are never efficient and cannot be activated by tank leaders. (SB)

Display Order of Battle

Finland Order of Battle
Army
  • Misc
Soviet Union Order of Battle
Army (RKKA)
  • Motorized
Guards
  • Mechanized

Display Errata (3)

3 Errata Items
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)
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 884

All Guards T-34/85 tanks should have AT fire values of 7-7.

(Shad on 2010 Dec 15)

Display AARs (1)

Sisu Saves a Draw
Author Schoenwulf
Method Solo
Victor Draw
Play Date 2016-12-22
Language English
Scenario LioF007

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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