Panzer Grenadier Battles on October 20th:
Arctic Front Deluxe #39 - Rear Guard Defense Go for Broke #21 - Justifiable Fury
Conquest of Ethiopia #37 - Focus on Ras Destà Red & White #4 - Forcing the Nogat
Go for Broke 2 #3 - High Ground by Daylight Red & White #25 - Szczecin Front Line
Go for Broke 2 #21 - Justifiable Fury Counter Attack #64 - Rakkasans
Go for Broke #3 - High Ground by Daylight
PG-HQ Library > Games > Arctic Front Deluxe
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Arctic Front Deluxe Edition: Finland's War, 1939-1944

Arctic Front Deluxe boxcover
Designer Bennighof
Game Type Expansion
Format Book
Release Date 2008-04
Availability In Print
Scenarios 40
Counters 176
Counter Type Die-cut
Maps 0
Immortalize yourself as the first member to complete this game!
Overall Rating, 77 votes
5
4
3
2
1
3.32
Expansion Rank: 46 of 74
Popularity: Ownership & Activity
Status Owned by 33% Played by 12% AAR'd by 10% Medaled by 0%
Rank 16th of 99 22nd of 92 22nd of 89 TBD
Expansion Game Requirements & Playability
40/40 Arctic Front Deluxe
33/40 Eastern Front
32/40 Road to Berlin
31/40 Battle of the Bulge
9/40 Airborne - IE
8/40 Sinister Forces
4/40 Edelweiss: Expanded
2/40 Red Warriors
1/40 Guadalcanal
Display
Balance:



Overall balance chart for Arctic Front Deluxe
Total
Side 1 53
Draw 6
Side 2 15
box back

In November 1939, the Soviet Union launched over a million men in an unprovoked attack against Finland. Finland's army, 160,000 strong, won most of the battles, showing amazing tactical skill. It's those battles, and similar ones from the Continuation War of 1941-44, that form the basis of Arctic Front.


Display Scenario List (40)


Display Order of Battle

Finland Order of Battle
Army
  • Misc
  • Motorized
Germany Order of Battle
Heer
  • Misc
Luftwaffe
  • Towed
Soviet Union Order of Battle
Army (RKKA)
Guards
  • Towed
NKVD
  • Misc
  • Towed

Display Relevant AFV Rules

AFV Rules Pertaining to this Game'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).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • 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
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.
  • Prime Movers: Transports which only transport towed units and/or leaders (May not carry personnel units). May or may not be armored (armored models are open-top). All are mechanized. (SB)
  • 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 Errata (19)

19 Errata Items
Errata item for PG-Tank Dude

"Light Forest" is just another name for Woods. "Heavy Forest" differs from "Light Forest" as follows: spotting is 1 hex (not 3), movement costs are 3MPs for foot (not 2), and no vehicles may enter.

(PG-Tank Dude on 2010 Apr 30)
Scen 7

Ignore the Finnish Tank Leader included in the OOB. There are no tanks in this scenario.

(PG-Tank Dude on 2010 Apr 30)
Scen 29

Finnish strongpoints may be downloaded from Avalanche Press: http://www.avalanchepress.com/pdf/Finnish_Strongpoints.pdf

(plloyd1010 on 2012 Feb 01)
Scen 36

The Finns should receive 3 tank leaders.

(PG-Tank Dude on 2010 Apr 30)
Overall balance chart for 249

Propeller-driven APC on skis (aerosan). Treated as Foot units for movement purposes.

(rerathbun on 2011 Feb 26)
Overall balance chart for 2

Two 105mms (ID#s 1204, 1205) have "16-31" fire values in black (direct fire), when they should be in white (indirect fire).

(Shad on 2010 Dec 15)
Overall balance chart for 501

The Anti-Tank Fire value is 2-4. It was misprinted in Edelweiss.

(rerathbun on 2016 Jan 18)
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 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)
Overall balance chart for 527

Strongpoints are single step units and can be eliminated with X results like any other single step unit.

(Shad on 2010 Dec 15)
Overall balance chart for 527

The standard mix of strongpoints may be downloaded from Avalanche Press:

http://www.avalanchepress.com/German_Strongpoints.php

This is the standard mix found in Airborne, Airborne-IE, and Edelweiss Expanded. The strongpoint mix in Cassino '44 is different from that of other PG games.

(plloyd1010 on 2012 Feb 01)
Overall balance chart for 527 Strongpoints are affected by the terrain in their hex just like any other unit. Even though they can't move, they can attack using Assault Combat if an enemy unit moves into their hex. They may not dig in or benefit from entrenchments.
(rerathbun on 2014 Apr 21)
Overall balance chart for 54

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

(rerathbun on 2012 Jan 30)
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)
Overall balance chart for 981

Propeller-driven APC on skis (aerosan). Treated as Foot units for movement purposes.

(rerathbun on 2011 Feb 26)
Overall balance chart for 982

Propeller-driven APC on skis (aerosan). Treated as Foot units for movement purposes.

(rerathbun on 2011 Feb 26)
Overall balance chart for 912

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)
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 Nations (3)

Nations at War - Scenario Appearance Percentages
Finland
100%
Finland
Soviet Union
88%
Soviet Union
Germany
20%
Germany

Display Battle Types (13)


Display Conditions (9)

PG-HQ Library > Games > Arctic Front Deluxe
Errors? Omissions? Report them!