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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End of Chivalry
Lions of Finland #8
(Defender) Finland vs Soviet Union (Attacker)
Formations Involved
Finland Cavalry Brigade
Soviet Union 312th Rifle Division
Display
Balance:



Overall balance chart for LioF008
Total
Side 1 0
Draw 1
Side 2 1
Overall Rating, 2 votes
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Lions of Finland
Historicity Historical
Date 1944-06-14
Start Time 06:00
Turn Count 18
Visibility Day
Counters 61
Net Morale 1
Net Initiative 0
Maps 3: 3, 4, 8
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 180
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
Airborne - IE Counters
Eastern Front Maps + Counters
Lions of Finland Base Game
Road to Berlin Counters
Introduction

Powerful Soviet attacks erupted all along the Karelian Front. On the shore of the Gulf of Finland, the elite Cavalry Brigade held the western flank of the Finnish lines. A breakthrough here would open the road to Viipuri, considered the key to Finland.

Conclusion

Finland's cavalry proved no more adept at modern armored warfare than any other nation's horsemen. The Soviet assault shattered the cavalry's front, and despite fierce counterattacks the Finns could not restore their line. Viipuri stood in danger.

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

Display Order of Battle

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

Display Errata (3)

3 Errata Items
Scen 8

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 07)
Scen 8

This scenario's OOB is a bit confusing. Formation is not designated as Guards, but all the leaders (and none of the units) are listed as Guards. There are no tank leaders assigned, even though the tanks are RKKA (even designating the "playing as" units as being T-34a instead of Guards T-34/76a).

I played as written, with RKKA units, Guards leaders, and no tank leaders. It felt very wrong though.

(triangular_cube on 2017 Oct 07)
Overall balance chart for 951

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

(plloyd1010 on 2015 Jul 31)

Display AARs (1)

An unlikely draw?
Author Schoenwulf
Method Solo
Victor Draw
Play Date 2017-01-26
Language English
Scenario LioF008

Finnish Cavalry and AT units protecting the road to Viipuri were placed in the central and west towns, and north and southwest woods of the sector. They were engaged in the central village by elements of the Soviet 312th Rifle Division at 0630 hours on June 14, 1944. Soviet T-34/85’s plus OBA eliminated both a strongpoint and cavalry unit from the town in short order, but then a protracted battle occurred for the village. By 0715, Soviet tanks had entered the western village and engaged other cavalry units of the main brigade there. While the central village fell to a combined arms force and was under Soviet control by 0930, Finnish cavalry and HMG units under the direction of both Everesti Tappinen and Kapteeni Vorsala held out the west village past 1015, resulting in a draw.

This scenario is determined by Soviet control of all town hexes for a victory. Any result other than this is a Finnish victory, as long as the Finns do not lose more than eight steps over the eighteen turns of the scenario. This can be difficult since the Finnish forces have very little AT capability (2 x 37mm and a single 75mm AT unit); their AT firepower of “2” and their fixed position, since there are no wagons, makes them relatively useless against the T-34’s with an armor rating of “5”. Even if the Soviet tanks blunder into a crossfire, only a roll of 11 or 12 will give a hit. So, defense is pretty much left to a very mobile cavalry force with excellent morale. Two of the Finnish officers in this scenario provided morale modifiers of “2”, which made all of their command-range units very tough to disrupt or demoralize. There are multiple tactical options for both sides in the scenario; in this case, the Finnish forces guarded the road and placed a secondary force in the central village to slow the Soviet advance. The Soviets some moved armored units around the south woods to move quickly on the western village, while the bulk of their force locked down the central village and secured most of the road. Both sides lost 14 steps in the battle, and the Finns had lost their ninth step on Turn #13, so they were fighting to keep a draw for the last five turns.

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. The scenario was played with 4th Edition rules.

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