Panzer Grenadier Battles on April 27th:
Arctic Front Deluxe #40 - Children's Crusade Broken Axis #14 - Târgu Frumos: The Second Battle Scenario 3: Sledge Hammer of the Proletariat
Army Group South Ukraine #6 - Consternation Road to Berlin #73 - She-Wolves of the SS
Errors? Omissions? Report them!
Blood on the Snow 3: Call Me Sissi
Lions of Finland #6
(Attacker) Finland vs Soviet Union (Defender)
Formations Involved
Finland P-1 Sissi Battalion
Soviet Union 44th Rifle Div
Display
Balance:



Overall balance chart for LioF006
Total
Side 1 0
Draw 0
Side 2 2
Overall Rating, 2 votes
5
4
3
2
1
4
Scenario Rank: --- of 913
Parent Game Lions of Finland
Historicity Historical
Date 1940-01-05
Start Time 10:00
Turn Count 20
Visibility Day
Counters 106
Net Morale 3
Net Initiative 3
Maps 2: 1, 6
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 188
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Road Control
Rural Assault
Conditions
Reinforcements
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Eastern Front Maps + Counters
Lions of Finland Base Game
Introduction

As the Finns pressed 44th Rifle Division tighter and tighter, Soviet resistance became ever more desperate. The ski guerillas spearheaded the assault as the Finns tried to wipe out the trapped Soviet division. But as their positions grew smaller, the Soviets were able to pack more and more men into their shorter front lines.

Conclusion

Expecting an easy victory, the Finns found themselves caught in a furious infantry fight. Narrowing lines allowed the Soviets to pack their front with troops, restoring the fighting spirit of soldiers made fearful by the silent, dark forests. Despite repeated attacks, the Soviet lines held.

Additional Notes

This scenario may be played using units from Arctic Front or Arctic Front Deluxe. If using Arctic Front, you will also need one German 81mm from Eastern Front (treat as Finnish). You will need three extra Soviet INF units from Power of the East, Road to Berlin, or Workers & Peasants.


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
Soviet Union Order of Battle
Army (RKKA)
  • Mechanized

Display Errata (2)

2 Errata Items
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 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)

Display AARs (1)

The Road Goes Ever On
Author Schoenwulf
Method Solo
Victor Soviet Union
Play Date 2016-12-10
Language English
Scenario LioF006

The Finnish Sissi Battalion kept pressure on the Soviet 44th Rifle Division through the morning hours of January 5, 1940. As they advanced west under heavy bombardment, they were pinned down by 1045 hours. Launching multiple assaults, they broke out by destroying a T-26 platoon and the accompanying infantry units; during that time, Soviet artillery had destroyed two mortar units and wounded Majuri Päkönen. By noon, they had cleared another T-26 platoon and were regrouping for another push west after their assaults of the morning, still facing losses from Soviet bombardment. Shortly after noon, Finnish reinforcements arrived from the south, including Kapteeni Piipaniemi, who assumed command after the death of the Majuri. By 1300 hours, Finnish units had infiltrated the southwest woods, and a small group of Sissi were also approaching the Soviet defensive perimeter that was dug in around the west end of the road. The Sissi group then infiltrated behind the Soviets and into the westernmost section of road by 1400 hours, at which time one Soviet 76.2 mm battery had been silenced. The western Soviet lines were eventually surrounded by a classical Finnish motti trying to hold the road perimeter. At 1445 hours. Colonel Kasakov and a single infantry platoon remained in good order holding the line against a mass of Finnish attackers.

It was interesting that the Finnish units beginning this scenario were only one step different from those that finished Scenario #5. However, the Soviet forces are markedly increased. Soviet defenses were set up in the northeast woods (Mortars; HMG), southeast woods (INF;HMG), southwest woods (76.2mm batteries; INF) and western road hexes adjacent to the objective hex (45 mm, INF & Engineers). The Finnish objective for victory is to hold the western end on the road with a secure perimeter that has no good order Soviet units within four hexes. The tactical challenge for the Finnish is to advance while avoiding observation by Soviet officers, as the Soviet bombardment capacity is brutal (5x10 OBA and 2 batteries of 3x76.2 mm). The Finns are heavily outnumbered, but they have exceptional morale (9/8, and in this scenario, they were always bolstered by their leaders by an additional 1-2), and movement & firepower advantages as well. In this playthrough, there was great tension over the last two turns, during which Soviet units inside the perimeter struggled to maintain good order while the Finnish forces fired away at close range or assaulted them. In the end, the Finns controlled the primary objective hex, but a single Soviet infantry rallied and sustained its status within the perimeter on the last turn, which gave the Soviets a victory. The Finns lost a total of 11 steps to 33 lost by 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. Three additional Soviet infantry units are needed to play the scenario; mine were borrowed from Kursk: Burning Tigers. It was played with 4th Edition rules.

0 Comments
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.301 seconds.