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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National Socialist Ardor
Lions of Finland #10
(Attacker) Finland vs Germany (Defender)
Formations Involved
Finland Panssaridivisoona "Marshal's Fist"
Germany Machine Gun Ski Brigade
Display
Balance:



Overall balance chart for LioF010
Total
Side 1 1
Draw 0
Side 2 1
Overall Rating, 2 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 940
Parent Game Lions of Finland
Historicity Historical
Date 1944-10-04
Start Time 08:00
Turn Count 12
Visibility Day
Counters 32
Net Morale 0
Net Initiative 2
Maps 1: 6
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 160
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Road Control
Conditions
Off-board Artillery
Scenario Requirements & Playability
Eastern Front Maps
Lions of Finland Base Game
Road to Berlin Counters
Introduction

Despite a promise to leave Finland peacefully, following the Finnish armistice with the Soviet Union German troops began taking hostages and indulged themselves in an orgy of property destruction. The Finns responded by moving several divisions into northern Finland to expel the Germans with force. At the key port of Kemi, the Finnish Armored Division fought to cut off German retreat routes from central Finland.

Conclusion

Fighting with great enthusiasm the Finns pushed the Germans out of Kemi and set them on a headlong retreat that soon liberated Finland of the Nazi presence. One German veteran expressed apparently heartfelt outrage in his post-war memoirs that the Finns broke their purchase contract by using German-made assault guns against the Nazis.

Additional Notes

This scenario may be played using units from Arctic Front or Arctic Front Deluxe. German units for this scenario are available from Road to Berlin, Elsenborn Ridge, or Battle of the Bulge.


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)
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable

Display Order of Battle

Finland Order of Battle
Army
  • Mechanized
  • Motorized
Germany Order of Battle
Heer
  • Towed

Display Errata (2)

2 Errata Items
Overall balance chart for 20

The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)

Display AARs (1)

Nicht so schnell, mein freund
Author Schoenwulf
Method Solo
Victor Finland
Play Date 2017-02-13
Language English
Scenario LioF010

As the Germans retreated from Finland on October 4, 1944, units from the Finnish Armored Division moved to cut them off near the port of Kemi. A German Machine Gun Ski Brigade tried to keep an east-west roadway open, and a skirmish commenced around 0815 as the Finnish attempted to eliminate the hostiles from the road. The Germans positioned their units on both sides of the road, with a 50mm emplacement in the woods on either side. Two Finnish Stu-40 platoons moved west on the road, while two others moved north of the woods on the north side of the road. As Finnish Jägers moved west through the woods to neutralize the gun emplacements, they were hit by OBA. However, they succeeded in destroying the north woods emplacement by 0900 hours, The one in the south woods fell to combined Sturmi and Jäger unit fire at 0945. German grenadier and HMG units assaulted a Finnish HMG group adjacent to the north side of the road. At 1045, the Germans made a last-ditch attempt to get to the road, but were unsuccessful; two HMG platoons were suppressed by Stu-40 fire, and the assaulting German units north of the road were disrupted in a final charge by a combined Sturmi and Jäger force.

This quick, 12-turn scenario, which is played on a single map, was won by the Finnish forces. The sole objective is to not have any good order German units adjacent to any road hex by the end of the scenario. Both sides have strong forces and good morale, so it boiled down to a high stakes firefight at the end. The game had great tension, as the Germans could have pulled out a victory if they could have hit smoke on the last turn, or survived four separate morale checks. The final step losses were 4 for the Finns and 6 for the Germans. This one is highly recommended for a short, intense game with multiple strategic approaches.

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 German units from Road to Berlin were used, and Finnish units were from Arctic Front Deluxe and a Finnish Supplement created by plloyd1010. The scenario was played with 4th Edition rules.

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