The Finnish Trilogy 1939-1945: Winter War 1939-1940 (Vol. 1)
The Finnish Trilogy 1939-1945: Winter War 1939-1940 (Vol. 1) Rulebook
Table of Contents
Table of Contents
- 1.0 Introduction
- 2.0 Getting Started
- 3.0 Basic Concepts
- 4.0 Game Components
- 5.0 Sequence of Play
- 6.0 Stacking
- 7.0 Hex & Zone of Control
- 8.0 Unit/HQ Status Level & Refit
- 9.0 Headquarters (HQ)
- 10.0 Turn & Initiative
- 11.0 Weather
- 12.0 Random Events (Optional)
- 13.0 Supply
- 14.0 The OOB/RB Features
- 15.0 Replacements
- 16.0 Attach/Detach Units/HQs
- 17.0 Construction/Repair/Maintenance
- [C] Movement Phase
- 18.0 Ground Movement
- 19.0 Naval Movement
- 20.0 Air Movement
- [D] Combat Phase
- 21.0 Air Combat
- 22.0 Naval Combat
- 23.0 Ground Combat
- [E] Advancement Phase
- 24.0 Advancement (2nd Movement)
- [F] End Phase
- 25.0 Victory Status
- 26.0 Morale & Prestige Check
- Vol. 1 Winter War Rules Booklet
- 27.0 Introduction (WW)
- 28.0 Game Components (WW)
- Official Errata (Mikugames FAQ/Errata/Clarifications, September 2nd, 2014)
1.0 Introduction
The Finnish Trilogy 1939-1945 (FINTRI) is an operational-level game series recreating the Finnish front during World War II with high accuracy and detail. The volumes are: Vol. 1 Winter War 1939-1940; Vol. 2 Continuation War 1941-1944; and Vol. 3 Lapland War 1944-1945.
In Vol. 1 and Vol. 2, one player controls the Finnish forces and various other nationalities and the other player controls the Soviet forces (in Vol. 3, the German forces). The players are in command, controlling a number of cardboard playing pieces called unit counters. They are divided into: ground, air and naval units, headquarters and markers in various types and sizes. FINTRI uses the same basic rules mechanism for all three volumes.
A. Main Campaign. All three volumes in FINTRI include a Main Campaign, portraying the entire war with all unit counters and rules included.
B. Extended Campaign. An Extended Campaign is treated as a Main Campaign in all respects but with additional features and a longer game.
C. Large Scenarios. The Large Scenarios (included in Vol. 2 CW only) are treated as a Main Campaign in all respects but with a shorter game.
D. Small Scenarios. The Small Scenarios vary in size and length but are all played on Small Maps. They are a good alternative if there are time or space issues. No air or naval units are used or rules followed by a star.
1.1 Game Scale & Playing Time
A. Unit Scale. Finnish/Foreign/German player: Companies/Batteries and Battalions. Soviet player: Regiments and Brigades. Both players: Small Recon/Partisan Units (≈ Platoons), air units (squadrons of 6-12 aircraft) and naval units (single ships or flotillas of 2-10 vessels).
B. Time Scale. Each month is divided into four parts (I, II, III & IV). This means that each Game Turn represents about one week of action.
C. Map Scale. About 15 km (about 9.3 miles) per hex.
D. Playing Time. Main Campaign: 1 - 2 hours per Game Turn. Small Scenarios: 15 - 30 minutes per Game Turn (e.g. Vol. 1 is played in 14 Game Turns).
1.1.1 Number of Players
FINTRI is designed for two players but it can also be played solitaire by playing one side to its best ability and then the other side in the same manner. This will, however, take away some tension and Fog of War. All Main Campaigns are well suited for team play. Agree on how you want to divide the forces and front sections within each side, e.g. by the Weather Line.
2.0 Getting Started
2.1 Preparation
A. The Components. Get familiar with all the game components.
B. Read the Rules. One player (preferably all players) should read through both this Master Rules Manual and the Rules Booklet(s) thoroughly.
C. Punch out & Sort. Punch out all the die-cut unit counters and sort them by nationality, unit type and strength into zip-lock bags or storage trays. The more subgroups used, the easier it is to find a specific unit counter.
D. Pick a Game. Decide which game to play. It is recommended that you play at least one Small Scenario before moving on to a Main Campaign.
E. Find a Space. A Main Campaign requires a 100 x 140 cm (39" x 55") table (the total size of the Large Map). The HQ Breakdown Box Sheets need additional space, e.g. on two separate tables, one per side. Since all Small Scenarios are played on A4-sized Small Maps, a two-seat table will do.
F. Choose Sides. Decide by mutual agreement which side (nationality) you want to play or let a Die Roll (DR) decide it. An alternative is to play a game twice with the players trying out both sides and comparing the results.
G. The Orders of Battles (OOBs). Follow the instructions in the OOBs carefully. Place all initial unit counters on the map/HQ Breakdown Box Sheets. Keep all reinforcements off map until their time of arrival, e.g. in the HQ Breakdown Box Sheets (as long as an HQ is in its own HQ Breakdown Box, it is considered as not having arrived yet).
H. Markers. Divide all markers evenly to benefit the players. All remaining markers are placed in a common pool that can be reached by both players.
I. Get Historical. For added insight when playing any of the games, increase your knowledge about what happened historically. Check out the bibliography on our website or in Vol. 3 for the sources that have been used in the making of FINTRI. Note: there are more great materials available.
3.0 Basic Concepts
3.1 Abbreviations (see also OOBs on page 2)
- AA(A) - Anti-Aircraft (Artillery)
- ACF - Attack Combat Factor
- AFV - Armored Fighting Vehicle
- a.o. - among others
- ART/Art. - Artillery
- ASB - Abstract Air Support Box
- AT - Anti-Tank
- BE - Battalion Equivalent
- Bde/Bdes - Brigade/Brigades
- Bn/Bns - Battalion/Battalions
- Bkd - Breakdown (splitting a unit)
- Btty/Bttys - Battery/Batteries
- CAL - Combined Arms & Logistics
- C.C.C.P. (U.S.S.R.) - The Union of Soviet Socialist Republics
- CF - Combat Factor
- Coy/Coys - Company/Companies
- cont. - continued
- CCV - Command Control Value
- CPV - Close Protection Value
- CR - Command Radius
- CRT - Combat Results Table
- CW - The Continuation War (Game)
- DCF - Defense Combat Factor
- Div./Divs - Division/Divisions
- DO - Defensive Object
- DR - Die Roll
- DRM - Die Roll Modifier
Note! White boxes indicate important reading! Note/Tip: Gray boxes are optional reading from the designer.
3.2 Definitions
Aggressive side - the player that gains VPs and uses the Prestige rules.
Armored Fighting Vehicle (AFV) - all units with an AFV CAL symbol. They are called AFV CAL-category units for CAL purposes.
Artillery units (ART) - all units with an artillery CAL symbol. They are called ART CAL-category units for CAL purposes.
Battalion Equivalent (BE) - is a way to measure ground units/HQs, Defensive Objects (DOs) and SUPPLY markers in various features in the game.
BE-Box - the white or colored box on the upper left corner on all ground units (only). Regular or dashed [7.2]. HQs have a Box or Flag-Box [9.0].
Combined Arms & Logistics (CAL) - a term for the four categories (INF, ART, AFV & HQ) used in the games when measuring the level of CAL (and the dice used) in a ground combat in addition to printed CFs. In terms of ground units, CAL represents the use of the BE-Box (not if dashed).
CAL symbol - the INF, ART or AFV (NATO) symbol inside a BE-Box.
Contested hex - when both players have control or ZOC into the same hex.
Enemy/opponent - both these terms refer to the opposing player or side.
Force(s) - all units (ground, air, naval) and HQs of a nationality (player).
Fractions - are always retained in the game. Exception: in ground combat, step losses are rounded down for the defender and rounded up for the attacker. Also the MA of Intercepting air and naval units are rounded down.
Friendly hex - all hexes under your control are friendly, see also 3.2.3.
Frontside - the main side of a unit counter with no losses taken.
Infantry units (INF) - all units with an infantry CAL symbol. They are called INF CAL-category units for CAL purposes.
Isolated - an unit counter/object in a hex that cannot trace a route of supply.
Legal hex - a hex (terrain) where a type of unit/HQ is allowed to enter/attack.
Movement Points (MPs) - the cost to enter each terrain/hex and certain other applications. A unit counter may spend MPs up to the limit of its MA.
Other side - When a unit counter has another feature on its other side.
Organic unit/HQ - a unit/HQ that has a parent HQ in the game, in terms of a printed designation (unit ID) on the right side of its main symbol.
Phasing/Non-Phasing player - during a Player Turn one player is the Phasing player and the other player is the Non-Phasing player, e.g. during the SOV Player Turn, the SOV player is the Phasing player, while the FIN player is the Non-Phasing player. During a FIN Player Turn it is reversed.
Reduced side - the same unit is featured on its other side but with reduced ability, e.g. in terms of CFs. See 8.2 Ground Unit/HQ Step Loss.
Step/Step Loss - a unit with a frontside and a reduced side has two steps. It is removed from play on its second step loss. All other units have one step.
Squadron Equivalent (SE) - is a way to measure air units in various features in the game. The number of aircraft in a Squadron could vary [1.1].
Unit - the sole term; unit, refers to the ground units (only). Air units and naval units are always called as such. HQs and markers are not units.
Unit counters - refers to all playing pieces in the game. They are divided into: ground units, air units, naval units, Headquarters (HQs) and markers.
Vessel Equivalent (VE) - VE is a way to measure naval units in various features in the game. VE is based on Warships. See also 4.9.10.
Zone of Control (ZOC) - the control of a hex and all six adjacent hexes.
(thin arrow) = the other side of the unit counter is shown (also in RBs).
3.2.1 BE-value Table. See Ref. Chart #1.
3.2.2 SE/VE-value Table (Air & Naval Units). See Ref. Chart #3.
3.2.3 Hex Ownership/Control. A player has ownership/control of a hex that he currently occupies or was the last to occupy it, with at least 1 BE of combat units/DOs. Exception: A unit with 0.5 BE controls a hex with a road/railroad (trail NA), airbase, radar or VP-location (only) as long as it is in the hex. All hexes in Finland are controlled by the FIN(/GER) player and all hexes in the U.S.S.R. are controlled by the SOV player at the start of a game. Air units have no HOC/ZOC. Naval units have a special island control [19.2.10]. Use the CONTROL markers to keep track of who currently has the ownership of VP-objects [25.2]. See also HOC/ZOC [7.5/7.6], Hex Ownership in CW [37.18] and LW [45.4].
4.0 Game Components
A game component list for each volume is in its respective Rules Booklet.
4.1 The Rules
A. Master Rules Manual (MRM). This MRM is used in all volumes. The rules are divided into various sections, e.g. 2.0 and subsections, e.g. 2.1. All rule examples are printed in italic letters. The numbers in brackets, e.g. [3.2.3], indicate that the rule also refers to another rule or rule section in the MRM. Rules followed by a star are ignored in the Small Scenarios.
B. Rules Booklet (RB). Each volume has its own RB. A bracket in blue color refers to a rule or rule section in the RBs, e.g. [29.1.1]. The numbers continue from the MRM (1.0 - 26.0) into each of the three RBs (27.0 - 52.0).
4.2 HQ Breakdown Box Sheets
All HQs have a box represented in one of the HQ Breakdown Box Sheets, where all the units/smaller HQs subordinated to an HQ are placed when they are in the same hex. Each HQ Breakdown Box Sheet is printed on both sides. One side is used for the Main Campaign and the other side for the Small Scenarios. The HQ boxes are organized in HQ (front) size order.
4.3 Game Maps
A. Large Map. The Large Map is used in the Main Campaign. It comes in four pieces and has a winter tone for WW and a summer tone for CW. LW uses CW Large Map. It depicts Finland and its vicinity, superimposed by a hexagonal grid (called hexes), for unit positioning and movement regulation. Every fifth hex is identified by a four-digit code (in a single series), called hex number. Sweden was neutral during the war and is thereby unhexed except at the coast and borders, see 18.0 Ground Movement. The Large Map includes also a number of tracks and holding boxes, see RBs.
The Organization Boxes are used for units counters mentioned in the OOBs and/or RBs. The Target Boxes 1-10 are used mainly for Air-to-Air combat.
B. Small Maps. Each volume includes a number of Small Maps (printed on both sides) used for the Small Scenarios. Since the Small Maps are snapshots from a limited part of the Large Map, some names and objects may be only partially visible. Some Small Scenarios that are geographically next to each other can be combined for larger games, see in the OOBs.
Tip: Use plexiglass to cover the map both for protection and to keep it flat.
4.4 Charts & Tables
A. Reference Charts. All charts included in the game have been collected into a couple of card sheets (printed on both sides) for easier reference.
B. Playing Aid. The Playing Aid includes all the necessary holding boxes and tracks needed when playing any of the Small Scenarios (only).
4.5 Orders of Battles (OOBs)
The OOBs list most of the unit counters that are included in each game. The unit counters either start on the map or arrive later as reinforcements. The OOBs include also an Abbreviation and an Appendix section at the end.
4.6 Ground Units/HQs
Most of the ground units/HQs have a standard NATO military symbol.
4.6.1 Combined Arms & Logistics categories (CAL-categories)
Units are divided into three CAL-categories: (1) INF, (2) ART and (3) AFV. They have one of these three symbols printed on their upper left corner. HQs (more accurately THQs) are an own CAL-category.
4.6.2 Unit/HQ Type Table (complete list for FINTRI)
See separate chart.
4.6.3 Unit/HQ Size Indicators & Hierarchy
See separate chart.
4.6.4 Movement Allowance Classes (MA-Classes)
Units/HQs and Movement Markers [18.3] are divided into three main MA-Classes for movement purposes: Foot Class (FC); Motorized Class (MC); and Other Class (OC). Each main MA-Class is again divided into several subclasses according to below. See also Unit Display Chart.
A. Foot Class (FC):
- Standard Infantry (Std) = MA is only a number (most common).
- Light Infantry (Lt) = MA is circled.
- Horse-drawn Artillery (Art.◦/•) = MA is followed by a hollow/filled dot.
B. Motorized Class (MC) (Note: the MA is always underscored):
- Motorized Infantry (Mot. Inf.) = MA is only a number but underscored.
- Armored Fighting Vehicles (AFV ▫/▪) = MA is both underscored and followed by hollow/filled rectangle.
- Motorized Artillery (Mot. Art. ◦/•) = MA is both underscored and followed by a hollow/filled dot.
C. Other Class (OC):
- Railbound units (R). MA is an R.
- Fixed Units/SHQ (0). MA is 0 (zero).
4.6.5 Group (Grp) Units
No Bns or smaller units are included for the SOV player. This is to reduce the number of playing pieces in the game as well as to reflect their operational doctrine and tactics; large units (3-3-6 counter example) operating in small areas. The more important Bns have instead been incorporated into Rgt or Bde groups, distinguished by the abbreviation Grp on the counter. The Bns simulated by such group unit counters did not necessarily fight together. The Appendix back of the OOBs lists what Bns are included in each Grp unit. Also the FIN player has some Grp units.
4.6.6 Size indicator inside Brackets
A unit/HQ with its size indicator inside brackets [ ] is usually a non-ordinary military unit/HQ. It has the size printed only theoretically, while in reality it is a smaller unit. Such a unit has a different BE-Box color [4.6.11] and BE-value [3.2.1].
4.6.7 Winterized Units/HQs
Winterized units/HQs have no combat penalty when attacking during Snow Weather turns. Units/HQs with white CF and MA values are considered winterized, see in the RBs. See also SKI markers in 18.3.1. A unit/HQ lacking winterization will also have its ability to project a ZOC into any Forest type hex affected during Snow Weather turns [7.6.4]. AFV CAL-category units are never winterized.
Note: Winterization represents the ability to fight under severe winter conditions, not only skis and white camouflage clothes.
4.6.8 Ground Unit & HQ Descriptions
See Unit Display Chart.
4.6.9 Unit/HQ Backgrounds
All unit/HQ backgrounds have been included for added visual effect only.
Note: All ground units/HQs have the same background image despite them being part of the Air force, Navy or Army, exc. German Luftwaffe.
4.6.10 Battalion Equivalent Box (BE-Box)
All units have a white or colored box on their upper left corner called the BE-Box. The BE-Box is used in stacking, combat and HOC/ZOC calculation. In combat, the BE-Box refers to the color of the Die to be used in addition to any printed CF on the unit [4.11]. Exception: the White Die. The BE-Box has a different color on the reduced side of the unit. A white and/or a dashed BE-Box has no combat capabilities. HQs have no BE-Box [9.0].
4.6.11 BE-Box Colors on Units
See Ref. Chart #1.
4.6.12 Unit/HQ Identification (ID)
All units/HQs have an ID, included both for historical purposes and for use in the Attach/Detach rules [16.0]. See Abbreviations on unit/HQ ID-names in the OOBs. SOV units/HQs with a historically accurate ID are printed in Cyrillic letters (in Times New Roman font). Otherwise they are printed in Latin letters (in Arial font). Finnish Bns that are designated to a Rgt or Bde HQ often have their ID printed in Roman numerals, e.g. III (as in 3rd Bn of the Rgt or Bde). Some units that include two smaller units have them both listed as their unit ID, e.g. 5/6 (includes the 5th & 6th Bns). An ID starting with the number 0 is a non-correct historical ID, e.g. 01.
Note: FIN/GER Bns as part of a Rgt/Bde and Corps HQs, are printed in Roman numerals, e.g. III AK = 3rd Army Corps; I/JR 4 = 1st Bn of the 4th Inf. Rgt. All SOV units/HQs are printed in Arabic numbers, e.g. 8 ск = 8th Rfl. Corps, 3./529 сп = 3rd Bn of the 529th Rfl. Rgt.
4.6.13 Unit/HQ Designation
If a unit/HQ has a designation, it has a parent HQ in the game. Otherwise, it is considered to be a separate/independent unit/HQ. On the FIN/GER player side the size of the parent HQ can vary but on the SOV player side it is either a Div. or Corps HQ. Exception: some units that are considered Corps units have the designation, AK (FIN/GER) or ск (SOV). They may be attached to any Corps HQ in addition to normal Attachment rules [16.1]. A designation in parentheses is valid in the game only if the parent HQ is used. Otherwise it is ignored. The parent HQ to these units/HQs is only an optional feature based on a possible historical designation. Units that do not have their parent HQ represented in the game may have both their unit ID and designation on the left side of the unit symbol, e.g. I/214 (1st Bn of the 214th Rgt).
4.6.14 Combat Factors (CFs)
Most units have two CFs; an Attack Combat Factor (ACF) and a Defense Combat Factor (DCF) used in combat situations. N = no CF. H = half/0.5 CF.
4.6.15 Anti-Aircraft Combat Factor (AA-CF)
The AA-CF (in the upper right corner of certain units) is used vs. enemy air units only. No DR (CAL) is used. See further in 21.2.
4.6.16 Movement Allowance (MA)
MA is a value that shows the amount of MPs that can be spent in each Movement and Advancement Phase. Exception: Railbound units [18.2.6]. Units with no MA are called Fixed Units [4.7.4]. See MA-Classes [4.6.4].
4.7 Special Unit/HQ Features
Units/HQs with a symbol, letter(s) or number in their upper right corner have a special feature in the game. The color of it is of no importance. See also Unit Display Chart.
4.7.1 Soviet NKVD (Political Police) Units/HQs
SOV NKVD units/HQs may only use Static Defense [23.4]. A stack that includes any NKVD units/HQs may not use Mobile Defense. An NKVD unit is the last unit to take any step loss in a combat [8.2]. NKVD Border units have a value on their upper right corner, reflecting the number of hexes that they may cross the border into Finland. This value is lower on the reduced side of such units.
Note: In general, the NKVD Border units had a defensive role which was to make sure that no Red Army soldiers betrayed the Motherland by leaving the battleground as cowards.
4.7.2 Small Recon/Partisan Units
Small Recon/Partisan Units have a value on their upper right corner called the Recon Radius. It can be used for (A) Recon and (B) Harassment duties. Some Small Recon/Partisan Units are considered to be combat units [7.1]. In addition to normal supply rules, Small Recon/Partisan Units are always in supply if they are within the radius of a friendly Transport air unit type (any subversion of the letter T [4.8.1]) currently in a friendly airbase. Small Recon/Partisan Units without CFs are not affected by EZOCs and they may always retreat one hex before overrun [18.4] and combat unless they are in Motti All [23.10C].
A. Recon. The Recon Radius equals two things: (1) the radius of legal hexes from the Small Recon/Partisan Unit to any enemy stack that may be examined and (2) the number of enemy stacks that may be examined, e.g. a Recon Radius (value) of 3 = three enemy stacks may be examined within a radius of three legal hexes of the Small Recon/Partisan Unit. See also 11.4.1 - 2.
B. Harassment. Each Small Recon/Partisan Unit may use one of its Recon hexes above per turn to slow enemy movement by adding 1 MP for all enemy ground and Rail Movement when entering (not leaving) that hex. A maximum of +1 MP/hex. The hex is announced during enemy movement.
Notes: (1) Small Recon/Partisan Units without a size indicator are considered to be smaller than a Coy and too small to have any CFs. (2) Small Recon/Partisan Units are considered patrolling within their Recon Radius. The unit itself represents the base camp.
4.7.3 Coastal Units
Units marked with an exclamation point/mark on their upper right corner lose their CAL [23.5] if they are not in a coast hex. In game terms, a coast hex is only a hex with a thicker hexside outline [18.1.1], see also Terrain Key in RBs. Coastal units include Coastal Artillery and Coastal Infantry, see 4.6.2 Unit/HQ Type Table.
4.7.4 Fixed Units
Fixed Units (all with MA = 0) may only be moved by TRUCK markers [18.3.3]. All Fixed Units may use Rail Movement but only together with a TRUCK marker with the cost for MC with HE (see TEC). If any Fixed Unit is forced to retreat as a combat result, it loses one step unless it is stacked with a TRUCK marker. On a Panic result it is always eliminated and placed in the friendly INF RP Pool.
Note: SOV Fortified Regions may only use Static Defense [4.7.8 & 23.4].
4.7.5 HQs with several names/IDs
HQs can have two IDs printed; one inside the main symbol (flag) - which is the primary ID and one in parentheses on the left side - which is the secondary ID. Only if the HQ is printed on both sides is the secondary ID also of importance [9.3.6].
Note: A unit/HQ changed ID due to: (1) a new commander; (2) it had several names; (3) mislead the enemy; or (4) changes in the organization.
4.7.6 Replacement Units
Ground units with a letter R on the upper right corner are considered to be Replacement Units. Such a unit may be used in one of two ways: (1) like a normal fighting unit or (2) to Refit existing INF CAL-category unit(s) in play from its reduced side to its frontside. To Refit, the Replacement Unit must start the Initial Phase in the same hex as the unit to be refitted. A Replacement Unit is worth 2 RPs for each of its steps when refitting. Exception: a Jaeger Replacement Unit (CW/LW) is worth 3 RPs/step. Several Replacement (Capable) Units may be combined when refitting. See RP-costs in table 15.3.1.
4.7.7 Replacement Capable Units
Units with a letter (R) in parentheses on the upper right corner are considered to be Replacement Capable Units. The same rules as in 4.7.6 apply to a Replacement Capable Unit, exc. that it is worth 1 RP/step and can thus not refit any unit all by itself.
4.7.8 Fortress Units & Fortified Regions
Fortress units (any unit with the Fortress symbol) and SOV Fortified Regions may use their CAL, in both attack and defense [23.5], only if they are in the same hex as a DO of any type [7.4]. These units have the letters DO on their upper right corner as a reminder.
4.7.9 Units with AA- and/or AT-Capability
Units with an AA-capability may defend (open fire) vs. enemy air units but also vs. AFV units - if they have a DCF. Units with an AT-capability may affect enemy AFV units in combat [8.2.2C].
4.7.10 Soviet Recon Balloons
The SOV player has two (recon/observation) Balloon markers in WW/CW that may be used in the Main Campaigns only. The Balloon marker has two features in the game: (A) A recon capability within a radius of 2 hexes. See also 11.4.1 - 2. All enemy unit counters within this radius may be examined despite terrain. (B) It adds a +1 DRM for all ART CAL units (only) attacking a target hex within the radius of the Balloon, e.g. a CAL DR of 1 with a Blue Die is considered a 2 result. It can add the +1 DRM to any number of target hexes within its radius. A Balloon marker has no MA nor can it be destroyed. If a FIN ground unit/HQ enters a hex containing a SOV Balloon marker, the marker is simply placed in the Recon (Balloon) Box on the Large Map but may be used again by the owning player in the next Initial Phase. Balloon markers may be used during all Weather Types and Sky States [11.2] except during Bad Weather [11.2C]. During an Initial Phase the two SOV Balloon markers may be placed from the Recon (Balloon) Box on any friendly hexes within CR of any SOV OHQ. In the next Initial Phase they may be re-located to any other friendly hex within CR of any SOV OHQ during the Marker Removals/Re-location Step. [Errata Sept. 2014: 'CR of' added.]
Note: The U.S.S.R. (mainly) used a number of air balloons for recon and artillery spotting. They caused great problems for the Finns who could not destroy them because they were often out of range or rapidly pulled down when Finnish Fighters approached them.
4.7.11 Heavy Equipment (HE)
Ground unit counters with their MA followed by a circle or rectangle (hollow or filled - see Unit Display Chart) are considered to have heavy equipment, which will affect certain features in the game. The Unit/HQ Type Table [4.6.2] also shows which units have HE and how it affects movement on frozen waters [11.3.4] and Rail Movement [18.2.5]. TRUCK markers are considered to have (and to be) HE even when empty [18.3.3].
Errata (Sept. 2014), 4.7.11: The terms 'dot' and 'circle', as well as 'rectangle' and 'square', are the same when talking about Heavy Equipment (HE) [4.7.11]. For example, the term dot is used in 4.6.4 but otherwise circle is used in the rules/charts.
4.8 Air Units
The air units included in FINTRI represent all the most important aircraft models that participated in the Finnish campaign. Aircraft models and submodels that were few in number have been excluded. See OOBs.
4.8.1 Air Unit Types
A = Ground Attack; B = Bombers; F = Fighters; R = Recon; T = Transports. Subtypes (part of a type): dB = Dive Bombers; nB = Night Bombers; tB = Torpedo Bombers; hF = Heavy Fighters; nF = Night Fighters. An air unit can be of two types, e.g. BT = both as Bombers & Transports.
4.8.2 Air Unit Descriptions
See Unit Display Chart.
4.8.3 Air/Naval Unit Backgrounds
The backgrounds are included for added historical and visual effect only.
Note! The Finnish military Air Force (and the Swedish F 19 sqn in Finland during the Winter War) used a blue swastika as the national insignia on their aircraft between 1918 and 1945. The swastika is an ancient sign of luck originating from Asia. The Finnish version of the swastika had nothing to do with the swastika used later by the Nazis!
4.8.4 Aircraft Silhouette
The silhouette depicts the aircraft that was in the majority in the unit. The silhouette either points to the left (SOV) or to the right (FIN). The game includes no specific rules on air unit silhouettes with skis (only pontoons).
4.8.5 Ground Combat Factor (GCF)
The GCF can be used vs. both ground and naval units. When used in ground combat support, it is counted as an ART CAL-category unit [23.5]. A "-" means no GCF (no ground combat capability). If the GCF is a T (torpedo), it may be used vs. naval units (only). Air units with a High Altitude capability have a boxed GCF. H = half/0.5 GCF.
4.8.6 Air Unit Identification (ID)
The air unit ID shows the aircraft model. Soviet air unit IDs are printed in Cyrillic letters and are explained in the SOV OOBs. Finland used their own ID for all aircraft models used by the Finnish Air Force, see FIN OOBs.
4.8.7 Speed Factor (SF)
The SF reflects the aircraft type (air unit) maximum speed. See table in 20.0. It is important in calculating initiative in Air-to-Air combat.
4.8.8 Air Combat Factor (CF)
The air CFs (ACF/DCF) are used vs. enemy air units in Air-to-Air combat only. Note: all air units have the same air CFs on their reduced side. The CF is a combination of aircraft manoeuvrability and FP. A 0 is also a CF.
4.8.9 Movement Allowance (MA)
The MA represents the radius in hexes (one way; it has an equal amount of MA for the return trip) of the air unit during a mission. [Errata Sept. 2014: corrected wording; the second sentence of the printed rule is deleted.] The MA is an average since it could vary quite a lot due to altitude, bomb-load or fuel tank used.
4.8.10 Squadron Equivalent (SE)
The SE is a way to measure the size of the air unit, e.g. in stacking. A frontside = 1 SE (blue hexagon). A reduced side = half SE (green hexagon).
4.8.11 Pontoon Undercarriage
Some air units are equipped with pontoons, which enable landings on any non-frozen coast hexes and Seabases [20.2D]. Air units equipped with pontoons (not when skis) have a lower printed SF and MA value than air units equipped with wheels.
4.8.12 Soviet Air Units
There is a distinction between Soviet air units as part of the Army/Air Force, and as part of the Navy. The latter have the values printed in blue. See 20.1.
4.9 Naval Units
The naval units included in FINTRI represent all of the most important vessels that participated in the Finnish campaign. Naval units are divided into two categories; Ships (one vessel per unit) and Flotillas (two or more vessels per unit). Flotillas are distinguished by the letters Fl. after their ID. The vessels in Flotillas are smaller in size than Warships and may therefore also operate in various lakes, see 19.4 Sea & Lake Zones.
4.9.1 Naval Unit (Ship/Flotilla) Types
AG = Icebreakers; AM = Minesweepers; AP = Transports; APG = Supporting Gunnery Vessels; BB = Battleships*; BD = Coast Defense Ships*; CA = Heavy Cruisers*; CL = Light Cruisers*; CLA = Anti-Aircraft Cruisers*; CM = Minelayers; CS = Pocket Battleships*; DD = Destroyers; DL = Destroyer Leaders; PG = Gunboats; PT = (Motor) Torpedo Boats (MTBs); SS = Submarines (Subs/U-boats). * Referred as Warships in the game.
A naval unit can be of two types, e.g. PT/PG = both as MTBs & Gunboats.
4.9.2 Naval Unit Descriptions
See Unit Display Chart.
4.9.3 Vessel/Flotilla Silhouette
The silhouette shown on each naval unit is of the vessel that the counter represents or in the case of Flotillas one of the vessels of that Flotilla.
Note: Both the aircraft and vessel silhouettes are only included for added feeling and are not in scale with each other or always 100% accurate.
4.9.4 Naval Speed Factor (SF)
The SF reflects the naval unit (vessel) maximum speed. See table in 19.0. It is important in calculating initiative in a Naval-to-Naval combat [22.1].
4.9.5 Combat Factor (CF)
The CF can be used in both ground and naval combat. A naval unit supporting a ground combat is considered to be an ART CAL-category unit [23.7.1]. If the CF is a T (as in torpedo), it may be used vs. naval units (only). A single T on the unit is always equivalent of 1. Some naval units also have a minelaying capability (marked M). Naval units with a long-range combat capability have a boxed CF. A 0 is also a CF ("-" is not).
4.9.6 Hull Factor (HF)
The HF is used in defense and reflects the armor of the (War)Ship/Flotilla.
4.9.7 Naval Unit Identification (ID)
The naval unit ID shows the type/name of the vessel. Soviet naval unit IDs are printed in Cyrillic letters and are explained in the SOV OOBs. Some counters have two names, thus two vessels. They are considered Flotillas.
4.9.8 Naval Anti-Aircraft (AA) Factor
The AA-CF on naval units is used in the same way as for ground units, see on different altitudes in 20.1. Not all naval unit have an AA-CF.
4.9.9 Movement Allowance (MA)
The MA represents the maximum number of hexes the naval unit may move before the enemy gets to react. Note: the MA is lower on the reduced side on (War)Ships but not on the Flotillas.
Note: Naval movement is somewhat abstract in the game since within a time-frame of one week (turn) a naval unit could move long distances. The MA value on each vessel is based on its real speed in knots, e.g. Väinämöinen has an MA of 15, due to its speed of 15 knots. Submarines have their MA based on their surface (not when submerged) speed in knots.
4.9.10 Vessel Equivalent (VE)
The VE is a way to measure the size of the naval unit, e.g. in stacking. A frontside = 1 VE (blue hexagon). A reduced side = half SE (green hexagon). Exception: Warships are always 1 VE (even when on their reduced side).
4.10 Markers
Markers are used in the game to show certain game functions or unit/HQ status. All markers have information on both sides. These are explained in the appropriate rule section in the MRM/RBs. Markers are divided into two main types: neutral markers (used by both players); and markers printed in nationality colors. Only half of each marker type may be used in the Small Scenarios but if two are combined all markers may be used.
Tip/Play Option: If you own the complete FINTRI, increase the amount of markers in a game by adding the ones from the other volume(s) as well.
4.11 The Dice
The game includes five six-sided dice, each with unique numbering. Certain markers, charts and tables carry a colored symbol showing which colored die needs to be rolled in a specific situation. The number in each sample illustration of the dice shows the highest value of each color. The terms throughout the rules and OOBs are: one Die & two (several) dice.
- Green Die - mainly used as a ground combat modifier for all units with a green BE-Box but is also used when a situation calls for a "fifty-fifty" chance DR. The numbers on the Green Die are: 0, 0, 0, 1, 1, 1.
- Blue Die - mainly used as a ground combat modifier for all units with a blue BE-Box but is also used when a situation calls for a "one out of three" DR. The numbers on the Blue Die are: 0, 0, 1, 1, 2, 2.
- Red Die - mainly used as a ground combat modifier for all units with a red BE-Box (= SOV player only). The numbers on the Red Die are: 0, 1, 1, 2, 2, 3. Note: in game terms it is considered red although the color is more orange.
- Black Die - mainly used as a ground combat modifier for all units with a black BE-Box (= SOV player only). The numbers on the Black Die are: 0, 1, 2, 2, 3, 4.
- White Die - not a combat modifier but is used in a wide variety of situations when solving different actions. The numbers on the White Die are: 0, 1, 2, 3, 4, 5. Any player may roll the White Die unless otherwise specified.
5.0 Sequence of Play
The game is played in a number of turns called Game Turns, each divided into two Player Turns, one per player. The player that gets the first Player Turn each Game Turn is determined by a DR based on the Morale and Prestige Levels. Each Player Turn is divided into a number of Phases, Segments and Steps. The process when going through all of them is called the Sequence of Play. The game ends when all Game Turns have been played or when a player has failed a Morale or Prestige Check [26.0]. A Master Sequence of Play with all Phases, Segments and Steps included is on a separate chart.
- [A] Game Turn Phase. Check for Initiative, Weather, Sky and Ice Status.
- [B1] Player A, Initial Phase. Check General Supply. Combat Supply, RPs, reinforcements are received; unit/HQ conversions, upgrades and removals take place according to the OOBs. Engineers construct and repair objects.
- [C1] Player A, Movement Phase. All eligible unit counters may move. Ground units may make overruns. Engineers may make demolitions.
- [D1] Player A, Combat Phase. All eligible ground, air, naval units and HQs may make one round of combat or make various combat missions.
- [E1] Player A, Advancement Phase. All eligible ground unit counters may move a 2nd time, make overruns and demolitions. OHQs may move.
- [B2] Player B, Initial Phase. See Player A, Initial Phase.
- [C2] Player B, Movement Phase. See Player A, Movement Phase.
- [D2] Player B, Combat Phase. See Player A, Combat Phase.
- [E2] Player B, Advancement Phase. See Player A, Advancement Phase.
- [F] End Phase. Check the VP, Morale and Prestige Levels. Back to [A].
6.0 Stacking
Only a limited amount of unit counters may occupy each hex on the map. When more than one unit counter is in a single hex, it is called stacking.
Tip: Some parts of the map will be congested with unit counters. A good investment is tweezers. Some players cut the corners of each unit counter to make them fit the hexes better and to avoid that they get stuck in each other.
6.1 Ground Unit/HQ Stacking Limit
The basic stacking limit is 3 combat units/HQs in a single hex. In addition, a non-city hex can also include an extra 3 non-combat units [7.2] and/or Fixed Units [4.7.4 & 7.1.2] while a city hex can also include an extra 6 non-combat units and/or Fixed Units. FINTRI has four different Stacking Levels based on the number of Division HQs allowed in a single hex: (1) Division I Stacking; (2) Division II Stacking; (3) Corps I Stacking; and (4) Corps II Stacking Levels. The last level (4) is a double stacking level [6.1.1].
6.1.1 Unit/HQ Stacking Level Table
See Ref. Chart #1.
6.1.2 Mountains
Mountain hexes have a stacking limit of the Division I Stacking Level. Only Lt units (also units currently carrying a SKI or BIKE marker [18.3]) and units/HQs with a mountain symbol may enter or make an attack into a mountain hex. ART CAL-category units, see [23.5.4A].
6.1.3 Legal Island Hexes
Only islands with a thicker hexsides may host ground units/HQs in the game. They are called legal island hexes. All legal island hexes have a stacking limit of the Division I Stacking Level.
6.1.4 Special Stacking Rules
Any OHQ in a hex must be on top of the stack (below any SHQ). Otherwise, it is entirely the owning player's choice how to stack in a hex (ground, air and naval units, markers and THQs). This contributes to more Fog of War if a stack is hidden beneath a marker. A unit/smaller HQ stacked beneath a larger HQ in a hex is not considered to be part of that HQ. To be attached to an HQ, the unit/smaller HQ must be placed in the corresponding box in the HQ Breakdown Box Sheet. The Stacking limit may be violated during any Phase but must be obeyed when a Phase has ended, otherwise it will result in elimination of all excess units/HQs in that hex (owning player's choice). This rule applies to air and naval units too, but not markers [6.5].
6.2 HQs in Stacking
HQs reduce the stacking height and increase the stacking capability in the hex they occupy. Also, HQs add Fog of War. The size and number of HQs that may be stacked in each hex are determined by the terrain and the presence of OHQs. Both sides have a number of HQ Breakdown Box Sheets where ALL ground units/HQs are placed that currently are part of an HQ (in the same hex). Exception: Division HQs and OHQs. An OHQ is considered a Division HQ in terms of calculating Combat Supply [13.1].
6.2.1 HQ Inherent Stacking Capability
All HQs with a CCV may always include its organic units/HQs. In addition, non-organic units/HQs up the limit of the CCV factor may be attached. HQs may only be attached to another HQ as long as they are smaller in size in terms of size hierarchy [4.6.3]. No HQs in the game (not even OHQs), may attach larger units/HQs than Brigades. This means that a Division HQ that is considered to be part of a Corps HQ is stacked in the same hex on the map as the Corps HQ, not in the HQ Breakdown Box. See also 9.3.3.
6.3 Air Unit Stacking Limit
Air units have two different stacking limits: one limit in a hex during a mission, which is 10 SEs and another limit in an airbase/non-base, see 20.2.
6.4 Naval Unit Stacking Limit
Naval units have two different stacking limits: one limit in a non-port hex, which is 10 VEs and another limit in a port (Minor/Major/Grand Port = 3/6/12 VEs), see 19.5. Submarines are also counted in this limit at all times.
6.5 Markers in Stacking
There is no limit on how many markers that may be in a single hex as long as they currently have a purpose in the game and are not on the map only to hide the top unit counter. Only Concealment "?" markers may hide top unit counters [6.6.1]. Any number of Movement Markers (SKI, BIKE & TRUCK) may be stacked in a single hex [18.3]. See also 16.1.1.
6.5.1 Stacking Markers A-H
The Stacking markers, A-H, may be used to reduce high stacks. Place the unit counters in the FIN respectively SOV Stacking Marker Box Sheet and place the appropriate Stacking marker on the map. Normal stacking [6.1 - 6.5] and Fog of War rules [6.6] apply. Use no more than one Stacking marker per hex. All nationalities controlled by the FIN player may use the FIN Stacking markers while the SOV player uses the SOV Stacking markers. Port Boxes may be used by all unit counters to avoid high stacks in those, usually city, hexes [19.5C].
6.6 Fog of War
A player may at any time during a Game Turn examine an enemy stack and HQ Breakdown Box when: (1) it has a friendly unit/HQ in a legal adjacent hex, (2) it is within the Recon Radius of a Small Recon/Partisan Unit [4.7.2], (3) or of a Balloon marker (SOV) [4.7.10] or (4) an air unit has performed a successful recon mission that turn [20.1.6]. Otherwise, examination is NA.
6.6.1 Concealment "?" Markers
To add even more Fog of War in a game, both players have 7 Concealment "?" markers. They may be placed in any friendly hex(es) outside EZOCs at any time during a friendly Player Turn, also at the start of a game. In this way, even the top unit counter in a stack is hidden. Any number of Concealment markers may be stacked in a hex, which gives the possibility to create whole stacks of only Concealment markers. All unit counters may be hidden in this way.
A. To Reveal Concealment Markers. A Concealment marker is immediately removed from a stack in the same way as mentioned in 6.6 but also when a unit/HQ beneath the marker moves OR participates in any combat. Keep the Concealment markers off-map when they are not used.
B. Attacks on Concealment Stacks. The CF is always halved (but never more) on all air and naval units when attacking a Concealment marker. Variation (optional): The Concealment marker is removed from the naval unit before any attack if the naval unit is in an all-water hex.
7.0 Hex & Zone of Control
The amount of control a unit or stack of units has in a hex (HOC) or even in the surrounding hexes (ZOC) is measured in Battalion Equivalents (BEs). Only (ground) combat units and DOs may be used in the calculation.
7.1 Combat Units
All (non-Railbound) units with a DCF are considered to be combat units.
7.1.1 ART CAL-category Units
ART CAL-category units may only use their full BE-value if stacked with an INF or AFV CAL-category combat unit. Otherwise their BE-value is halved. An ART CAL-category unit not stacked with an INF or AFV CAL-category unit, with a unit Status Level of -2 (or lower) is halved twice.
7.1.2 Fixed Units
Fixed Units may only use their full BE-value if stacked with an INF or AFV CAL-category combat unit or DO. Otherwise their BE-value is halved.
7.2 Non-Combat Units
Units with a dashed BE-Box (despite color) and units with only an ACF are considered non-combat units. A unit can be a combat unit on its frontside and a non-combat unit on its reduced side.
7.3 HQs
HQs have no BE-value for HOC/ZOC calculation, only for transportation.
7.4 Defensive Objects (DOs) & BE
The game includes eight types of DOs. As markers: two levels of Fieldworks (ESD & -1) and two levels of FORTs (-2 & -3). As printed DOs on the map: villages and three levels of cities (Minor, Major & Capital). Village = Fieldworks ESD marker (0.5 BE); Minor City = Fieldworks -1 marker (1 BE); Major City = FORT -2 marker (2 BEs); Capital City = FORT -3 marker (3 BEs) in all respects.
DOs are included in the BE-calculation only when stacked with a combat unit in the same hex of any CAL-category or size. ART CAL-category, see 7.1.1. The terrain or printed DO and a DO marker in a hex are always added together for defense purposes and BE calculations [17.3.7].
7.5 Hex of Control (HOC)
At least 1 BE is required to have HOC in any terrain. Exception: 0.5 BE in a road/railroad hex (any type). See also 3.2.3. An enemy HOC may only be entered by an overrun [18.4]. Units/HQs that are unable to reach the requirement for a HOC must retreat (with no further penalties) when any enemy unit/HQ, with HOC, is about to move into the hex. Supply routes [13.2.1] and Rail Movement [18.2] are never allowed into an enemy HOC.
7.6 Zone of Control (ZOC)
At least 6 BEs are required (always) to have a ZOC. A ZOC is the control of the occupied hex (HOC) PLUS the six surrounding legal hexes. The winterization status of a unit/HQ may affect its ZOC ability [7.6.4].
7.6.1 Combined ZOC
Units may combine their BE-values from several adjacent hexes to create a ZOC into one hex. In this way a hex can be in an EZOC either from one hexside (of 6 BEs) or several hexsides (a combined total of 6 BEs).
Example: The FIN 14th Inf. Bn advances according to the arrows. The Inf. Bn does not pay any EZOC cost in any of the hexes because in:
- Hex A: The SOV 337th Mtn Rfl. Rgt is not enough to create a ZOC (it currently has only the value of 1 BE due to its reduced side).
- Hex B: Both the SOV 118th and 337th Mtn Rfl. Rgts, as well as the 86th Mtn Art. Rgt may combine their BEs for a ZOC calculation. In this case they reach 5.5 BEs (only 0.5 BE from a ZOC) because the 337th Rfl. Rgt is on its reduced side and an ART CAL-category unit has its BE-value halved when not stacked with an INF or AFV CAL-category unit.
- Hex C: The combined BE-value between the 118th Mtn Rfl. Rgt and the 86th Mtn Art. Rgt is only 4.5 BEs and not enough to create a ZOC.
7.6.2 EZOC Movement Effect
An EZOC affects the movement cost. From one EZOC to another costs both types listed, see TEC. The number of EZOCs into a single hex is irrelevant.
7.6.3 Other Effects of ZOC
- Rail movement may neither start, end, nor move through an EZOC.
- A retreat/panic combat result is only allowed into an EZOC if there are no other retreat/panic route alternatives.
- A supply route is not allowed through an EZOC.
Friendly ZOC (= 6 BEs) in a hex will negate an EZOC [Errata Sept. 2014: 'ground units' replaced with 'ZOC (= 6 BEs)'.], thus all effects of an EZOC are lost. If both sides have a ZOC into the same hex, the hex is contested and not considered to be controlled by either side. Note: the six surrounding hexes in a ZOC is not enough to gain control of a VP-object [25.1].
7.6.4 Non-winterized ZOC Penalty
Units/HQs that are considered non-winterized during Snow Weather turns have a ZOC only into connecting roads, railroads and open ground hexes. Into trails only when a Construction/Combat Engineer is in the same hex.
Example: The two SOV Rfl. Rgts on their frontside have the minimum requirement of 6 BEs for having a ZOC (the hex they occupy plus all six surrounding adjacent hexes) but since its winter and they are considered non-winterized they do not have ZOC into Forrest hexes, only along road hexes. In their case they have ZOC into the hexes 1, 3 & 4 (only).
8.0 Unit/HQ Status Level & Refit
Most units have a frontside and a reduced side. The frontside represents none or only marginal casualties. The reduced side represents heavy casualties in both men and material. HQs and Coys/Bttys have no reduced side.
8.1 Unit/HQ Status Levels
Even when a unit is on its frontside, it might have certain restrictions on its movement and/or combat capabilities. Seven factors will reduce the unit Status Level in the game: fatigue; disrupted; limited supply; out of supply; out of command; bad terrain; and Bad Weather [11.2.2C]. All ground units/HQs are in one of five unit/HQ Status Levels. The highest level (0) provides no penalties for the unit/HQ in either combat or movement. The 5th level (-4) results in a step loss for the unit/HQ plus additional penalties [8.1.1]. FINTRI includes seven Status markers: FATIGUE!; DISRUPTED! [23.13.4]; LIMITED SUPPLY!; OUT OF SUPPLY! [13.0]; Out of Command! [16.4]; Bad Terrain! [18.1.6] & STATUS CRITICAL! Each marker will reduce the status by one or two levels as mentioned on the marker. A second fatigue results in a disrupted level; and a continued limited supply will become an out of supply level. The STATUS CRITICAL! marker is used together with the DISRUPTED! or the OUT OF SUPPLY! marker and in this way is the final Unit/HQ Status marker before any elimination of the unit/HQ. A unit/HQ can have several Status markers at the same time, e.g. a FATIGUE!; LIMITED SUPPLY!; and an Out of Command! marker, resulting in a Status Level of -4.
Errata (Sept. 2014), 8.1: A unit that loses a step based on a Status Level change cannot regain the step just because the Status Level improves. The step can be regained per the normal Replacement rules [15.0], however.
The Status markers reduce the Status Level as follows:
- FATIGUE! - reduce one status level.
- DISRUPTED! - reduce two status levels (2nd level of FATIGUE).
- LIMITED SUPPLY! - reduce one status level.
- OUT OF SUPPLY! - reduce two status levels.
- STATUS CRITICAL! - reduce one status level.
- Out of Command! - reduce two status levels.
- Bad Terrain! - reduce one status level.
Note! The term unit Status Level is used but HQs are also counted in the Status Levels in terms of loss of CAL and MA but not in step losses unless all of the organic units stacked in the same hex have been eliminated.
8.1.1 Unit/HQ Status Level Table
See Ref. Chart #1.
8.2 Ground Unit/HQ Step Loss
According to various events in the game, units can be required to take step losses (HQs as the last action). A unit with both a frontside and a reduced side can take two step losses. If it has only one side or it is already on its reduced side, it can take one step loss. HQs, Coys/Bttys and Bkd units can only take one step loss even if they have information on both sides of the counter.
Tip: A unit with its main symbol in a different color than the rest of the counter has not taken any step loss.
In general, a step loss is equivalent to: (1) flipping a unit from its frontside to its reduced side or (2) removing a unit/HQ from play (if the unit has only one side or the unit is already on its reduced side). When several step losses are required for any reason, the owning player may choose whether to: (1) place one step loss on several units (flip a frontside to a reduced side) or (2) place two steps on a couple of units and remove them from play, placing them in the appropriate RP Pool on the Large Map (Small Scenarios: the Playing Aid). A combination of these two alternatives is also allowed. The second alternative will mean that some units do not lose any steps. A unit removed from play due to step loss is placed in one of the three CAL-category RP Pools and may return later as replacements [15.0].
A unit eliminated due to an E combat result or out of supply is permanently removed and may not re-enter play. Only ordinary HQs may be brought back to play later as replacements (NO-THQs are permanently removed).
Notes! (1) Players may never voluntarily take step losses on any friendly air units or ground units/HQs, only naval units, see Scuttling [8.4.1]. (2) On a Q combat result, at least one unit must always take a step loss.
8.2.1 To Choose Step Losses in Combat
In ground combat, only units/HQs participating are subject to step losses (except long-range combat capable artillery [23.5.6]). HQs take a step loss (removed from play) when all of its organic units that participated in the combat are lost. A Movement Marker [18.3] is never subject to step losses as long as there are other friendly units in the same hex (they take control of the Movement Marker). If not, the Movement Marker is permanently removed from the game. A unit without ACF is not subject to any step losses in an attack and a unit without a DCF is not in a defense, see also 23.13. The owning player chooses the step losses unless there is a Required Step Loss [8.2.2].
Note: A step loss simulates men killed in action (KIA), seriously wounded, surrender to the enemy (POW), lost in combat or panic. This is why all step losses can generate RPs except those chosen by the opponent in a Motti.
8.2.2 Required Step Loss
Under some circumstances the owning player may not choose his own step losses. They are either determined by (A) opponent tactics (Motti), (B) terrain or (C) opponent units. See also SOV NKVD units/HQs [4.7.1].
A. Opponent Tactics: When the defender is in any level of Motti [23.10], the attacker may choose some or all of the defender's step losses.
B. Terrain: Some terrain requires that the first (sometimes also the second) step loss has to be of a certain unit type before any further step losses may be chosen by the owning player. AFV CAL-category units are especially sensitive to take step losses when attacking into an unfavorable terrain, e.g. Major Cities, FORT -2/-3 markers, Swamp, etc (basically everything off-road). See also 23.5.4C and about unfavorable terrain in the TEC.
C. Opponent type units: AT vs. AFV. If the opponent has an AT-unit, AT-capable unit or AFV CAL-category unit participating in the combat, there will be a step loss DR check on any friendly AFV CAL-category unit. Exception: Flame Tank units do not have any effect on other AFV CAL-category units. The square/circle after the MA is of importance here. Both sides roll a Die equal to the color of the unit BE-Box. A filled square/circle is stronger and receives a +1 DRM. If the step loss side has the lowest DR, a step loss must be taken on one of the AFV/AT-(capable) units involved. Other results is NE. All units with an AT-unit symbol on their upper right corner are considered light AT-capable units with a non-filled circle. Certain air units in CW/LW have AT-capability.
Notes: (1) An AT-unit represents AT-artillery of various calibers while a unit with an AT-unit symbol on its upper right corner means that it has lighter handheld AT-weapons. (2) The different unit sizes for the two playing sides means that Finnish casualties are comparatively smaller per step loss, which is historically correct. The Red Army usually took more casualties in combat than the Finns. Some sources even claimes it to be 10:1.
8.3 Air Unit Step Loss
All air units with both a front and a reduced side can take two step losses, otherwise only one. Eliminated air unit are always placed in the owning player's Air Unit RP Pool, even if it was eliminated over enemy territory. In game terms, destroyed enemy air units will not benefit any player.
Note: Each SOV air unit is considered to include slightly more aircraft than a FIN/GER air unit, hypothetically resulting in more losses per step.
8.4 Naval Unit Step Loss
All naval units with both a front and a reduced side can take two step losses, otherwise only one. Some Flotillas becomes a Ship during step loss. Eliminated naval units are always permanently removed from play [15.7].
Notes: (1) A step loss on a single-vessel reflects damage to the engines, hull and weaponry, thus the weaker CF, HF and MA on its reduced side. A step loss on a Flotilla reflects the loss of some of the vessels. (2) Any possible re-use of sunken naval units have been ignored in FINTRI.
8.4.1 Scuttling
A player may voluntarily scuttle (eliminate) any friendly naval unit(s) during a friendly Naval Movement Segment, e.g. to prevent that the enemy will receive any VPs [25.2]. Any missions are allowed before scuttling.
8.5 Unit Refit
All weakened units in play, may refit and regain their former potential.
8.5.1 Ground Unit Refit Procedure
A unit on its reduced side, starting the Initial Phase in any friendly legal hex out of an EZOC, may be flipped to its frontside by spending the right amount of RPs, according to the 15.3.1 RP-cost Table. ART and AFV CAL-category units may only refit if the hex also has a road or railroad.
Note: Refitting will force weak units to withdraw from the frontline.
8.5.2 Air/Naval Unit Refit Procedure
Air and naval units have two types of refitting possibilities. Air units may be refitted in Airfields and Seabases (only) and naval units in Major and Grand Ports (only), no matter the type of refit used (Minor or Major Refit).
- A. Minor Refit: An air or naval unit with an Air/Naval Unit Refit marker on top, is lightly damaged and undergoing repair. The marker is a reminder that the air/naval unit may not be used for one complete Game Turn (No Movement), starting with the current Player Turn. Thereafter, it may be used normally. No RPs needed.
- B. Major Refit: An air or naval unit on its reduced side or in the Unit RP Pool, may be refitted by spending the right amount of SE/VE RPs [8.5.1].
8.6 Unit Undergoing Training
A unit/HQ that according to the OOB needs training (and is also considered waiting for all the necessary equipment), is placed in the hex specified, with a Do Not Use! Unit Training marker. A unit is always on its reduced side during training mode and it may not move until the training period is over, indicated in the OOB. It may also be activated according to the rule 14.8B. On an activation, the marker is temporarily removed and the unit remains on its reduced side to simulate that its training has not been completed. If eliminated, the unit is permanently removed from the game. As soon as no enemy combat unit is within the MA radius, it may continue to undergo training by placing the Do Not Use! Unit Training marker back on top of the unit. A Coy/Btty has no reduced side and may therefore not be activated in the same way as a larger unit. Instead, a Coy/Btty undergoing training is automatically eliminated as soon as an enemy combat unit enters the hex. HQs are not undergoing training but follow the same rules as their organic units anyway.
Errata (Sept. 2014), 8.6: A unit that has no reduced side (e.g. Coy/Btty) is not turned to its other (blank) side during training; only units with a reduced side must be turned to their other side when training. Such one-sided units, including Coys/Bttys, are not activated due to enemy actions. Instead all of those units are automatically eliminated as soon as an enemy unit with an ACF greater than 0 either attacks or overruns that hex.
9.0 Headquarters (HQ)
HQs are recognized by a flag as their main symbol. There are three main types of HQs in the game, each with its own shape of flag, as shown from left to right: (1) Supreme HQ/Front HQ (SHQ/FHQ), (2) Operational HQ (OHQ), and (3) Tactical HQ (THQ). For the upper left side feature, the game uses the terms: HQ-Box for SHQ/OHQs and Flag-Box for THQs (BE-Box for units).
Note! HQs are very important in the game. For example, they push out supply, increase stacking capabilities in a hex and provide CAL benefits.
Note: A HQ with a size-indicator in parentheses ( ), is usually considered to be larger in size; and a HQ with a size-indicator in brackets [ ] is usually considered to be smaller in size, than a HQ without any of these.
9.1 Supreme HQ/Front HQs (SHQ/FHQs)
The FIN player has an SHQ, while the SOV player has one or two FHQs in play at the same time. The SHQ may only leave the map if it is eliminated. The FHQs, when in play, are kept in the Large Map Front Box at all times (Small Scenarios: the Playing Aid). Their role is to accrue SUPPLY markers (SPs) during play [13.1.1]. FHQs may possess any number of SPs. The SHQ/FHQs have no CCV or HQ Breakdown Box.
Note: Marshal, Carl Gustaf Emil Mannerheim was the highest military commander (C-in-C) of the Finnish armed forces. In game term, he is included in the SHQ (PM) together with his closest staff. The Soviet player side does not include an SHQ. Its Stavka was located in Moscow.
9.1.1 SHQ and Movement
The SHQ may only move during the Advancement Phase, as indicated by the letter A after its MA but only with a TRUCK marker. Rail Movement is allowed but only together with a TRUCK marker. The SHQ is not counted in the Rail Capacity but the TRUCK marker is considered HE [4.7.11]. If it is forced to retreat without a TRUCK marker, it is eliminated. Every time the SHQ moves, it may not receive any Combat Supply in the next Initial Phase [13.1]. Flip the SHQ to its No SP! (HQ moved) side as a reminder (as with Army HQs).
9.1.2 SHQ Eliminated
The SHQ is worth 20 VPs, which is a reduction of one Morale/Prestige Level in a Main Campaign [26.0]. Unless the FIN player has lost, a new SHQ is placed in the Capital City, Helsinki, in the first Initial Phase the city is in FIN player control. It is now considered that a new SHQ has been created without any RP-cost. The SHQ is immune to sole air and naval attacks.
9.2 Operational HQs (OHQs)
OHQs are divided into three subtypes: Army; Corps; and Corps Group HQs. They are recognized by a Box (HQ-Box) in their upper left corner.
Note! OHQs may leave the map only if a Stacking marker A-H is used. In other words, they are never placed in a HQ Breakdown Box.
Note: An OHQ represents its staff, a close protection Coy or Bn and various supply/signal units (none are represented specifically in the game).
9.2.1 Army HQs
An Army HQ has a supply symbol on its upper right corner. This means that it will receive two SPs (one SP during Position War [37.6]) of Combat Supply each Initial Phase, as long as it is in General Supply [13.2]. Place a SUPPLY 2 marker on each Army HQ currently in play, unless otherwise stated in the OOBs. These SUPPLY markers may immediately or any future turn(s) be assigned to any other OHQ within CR, e.g. an Army HQ splits its two points of SPs, just received, to two of its Corps HQs that are within 8 hexes. All OHQs can store SUPPLY markers up to their CCV limit [13.1.1] for future use for large attacks and defense [23.1.1]. No more than one Army HQ may be in a single hex at any time.
9.2.2 Corps HQs & Corps Group HQs
Corps HQs are the most common OHQs in the game. Corps Group HQs are equal to Corps HQs but are only slightly smaller in size and capability and they have the size indicator in parentheses. Soviet Guards Corps HQs (CW/LW) have a slightly higher capability (see example).
9.2.3 OHQs and Movement
OHQs may only move during the Advancement Phase, as indicated by the letter A after their MA. Corps/Corps Group HQs may move in all terrain types and pay the same movement cost, as the MA-Class they belong to [4.6.4], while Army HQs may only move along trails (w. engineer unit) and roads/railroads. The asterisk * after the letter A on an Army HQ, means that it has this movement restriction. Every time an Army HQ moves, it may not receive any Combat Supply in the next Initial Phase [13.1]. Flip the Army HQ to its No SP! (HQ moved) side as a reminder. If an OHQ is forced to retreat outside its movement restriction, it is eliminated. OHQs may move by rail but are not counted in the Rail Capacity. They pay the same cost for embarkment, disembarkment and Rail Movement as the MA-Class they belong to [4.6.4].
9.2.4 OHQs Change ID
Some OHQs change name and/or organization during a game. They have information on both sides of the counter. Follow the instructions in the OOBs and flip such OHQs to their other side when called for. See also 4.7.5.
9.3 Tactical HQs (THQs)
THQs are divided into three subtypes: OTHQ (ordinary-); NO-THQ (non-ordinary-); and STHQ (Special THQ). The sole term THQ always refers to all subtypes. All THQs are the 4th CAL-category in the calculation of CAL.
9.3.1 THQ Flag-Boxes
THQs have one out of three Flag-Boxes on their upper left corner, as shown here; (1) with a CCV inside [9.4], (2) with a NO inside (NO-THQs only) [9.3.8] or (3) totally blank (STHQs only) [9.3.9].
9.3.2 THQs and Movement
THQs move in the same manner as units of the same MA-Class [4.6.4]. If forced to retreat outside their movement restriction, they are eliminated. THQs may move by rail but are not counted in the Rail Capacity. See table 18.2.4 for embarkment, disembarkment and Rail Movement cost.
9.3.3 Ordinary THQs (OTHQs)
OTHQs are part of a regular military organization with usually a long history. The FIN(/GER) player side includes three main sizes of OTHQs; Division HQs, Brigade HQs and Regiment HQs, while the SOV player side includes only Division HQs. All OTHQs have organic units in the game. FIN/GER Division HQs also include a number of smaller organic THQs, usually Regiment HQs.
Note! Division HQs may leave the map only if a Stacking marker A-H is used. In other words, they are never placed in a HQ Breakdown Box.
9.3.4 Special Small Corps HQs
Special Small Corps HQs are represented by having their size indicator inside brackets [ ]. In game terms, Special Small Corps HQs are not OHQs but are treated as THQs in all respects. Special Small Corps HQs may only attach Brigades and/or smaller units. HQs NA.
Note! Some Special Small Corps HQs are considered NO-THQs [9.3.8], while others have organic units and are subject to the CCV rules [9.4].
9.3.5 Battalion HQs
Battalion HQs with a CCV of 1, may attach one Battalion or any non-fixed smaller unit but not HQs. Battalion HQs on their Battlegroup HQ side, may attach up to two Battalions or any non-fixed smaller units. Battalion HQs with a CR of 0 must have their organic units stacked with the HQ at all times. In other words, no detachments is allowed.
9.3.6 Battlegroup HQ Sides
Most Regiment/Brigade HQs feature a Battlegroup HQ side, which represents the name of the commanding officer of that HQ. A Regiment/Brigade HQ with a designation ID may flip to its Battlegroup HQ side only if it has been detached from its parent HQ. Likewise, a Battlegroup HQ side may only flip back to its Regiment/Brigade HQ side when re-attached to its parent HQ. Ignore these restrictions if the parent HQ is not in play. A detached Regiment/Brigade HQ may not be placed in its parent HQ Breakdown Box. Instead, a DETACHED! marker is used. A Regiment/Brigade HQ with no designation ID may at any time flip to its Battlegroup HQ side but a DETACHED! marker must be used [16.2.7].
Note! A Regiment/Brigade HQ that flips to its Battlegroup side is considered detached even if it is in the same hex as its parent HQ.
Notes: (1) In general, a Regiment Battlegroup would in Finland be called osasto (Detachment) and a Brigade Battlegroup be called ryhmä (Group). In a few cases, however, a Regiment HQ may feature a Group on its Battlegroup HQ side. (2) Most HQs have the name of its commander.
The +1 or +2 indicator marked on the upper right corner refers to the additional unit/HQ that may be attached and detached to that HQ, in addition to its CCV. In this way, a Battlegroup HQ side can be slightly stronger and attach/detach more units than a frontside, e.g. a Regiment HQ currently part of a Division HQ may include 4 units, while a detached Regiment HQ may include up to 5 units.
An Artillery HQ Battlegroup side is recognized by: (1) the +1 indicator on the upper right corner; (2) the unit ID and size indicator printed in parentheses; and (3) no parent designation visible. An Artillery HQ may only attach ART CAL-category units and smaller Artillery HQs.
Note: Sometimes Artillery [Battle]groups were created to boost the attack or defense on certain fronts. In game terms, the name of the commander has been left off, to keep the artillery symbol intact.
9.3.7 Task Force HQ Sides
Most Division HQs feature a Task Force HQ side. It represents the name of the commanding officer of the Division and is equivalent to a Group HQ (similar to a Brigade HQ in size). A Division HQ may flip (optional) to its Task Force HQ side when it has no more than 0-2 organic Regiment HQs/0-1 organic Brigade HQ (FIN) or 1-2 units (SOV) within its CCV. But, a Task Force HQ side (exc. when it is a NO-HQ) may only flip back to its Division HQ side when at least 2 of its organic Regiment HQs/1 organic Brigade HQ (FIN) or two units (SOV) are within its CCV. Also, a Division HQ with a designation ID may flip to its Task Force HQ side if it has been detached from its organic parent Corps HQ. Divisions with an organic parent Corps HQ are very few in the game.
Notes! (1) A SOV Task Force HQ side has no CPV or +2 on its upper right corner, as opposed to a FIN/GER Task Force HQ side. (2) Any detached organic units/HQs may never be placed in the parent HQ Breakdown Box. Instead, use a DETACHED! marker. (3) HQs may only flip side during a friendly OOB/RB Features Segment [14.7]. (4) If a Division HQ has an organic parent Corps HQ, the Division HQ may flip to its Task Force HQ side when it is detached, as mentioned in the rule 9.3.6.
Notes: (1) In FINTRI, the term Battlegroup is used for Regiment and Brigade HQs on their other side and the term Task Force is used for Division HQs. Quite often, however, the OOB lists the original name or number of the HQ. (2) A Battlegroup was sometimes created even when it was subordinated to its division. In game terms, an HQ that is flipped to its Battlegroup HQ side is considered detached. (3) An HQ could change its commander for various reasons several times during the war. To make it simple in the game, each Battlegroup HQ will portray only one commander and usually the one that served the longest time in the HQ or the one that was there from the start. (4) Both the Finnish and German Army frequently organized sporadic Battlegroups/Task Forces but we have only included the most common and important ones, in addition to the Battlegroups that players can create on their own, by flipping a Regiment or Brigade HQ to its other side. A Battlegroup/Task Force often bore the name of its commander or the geographical area they were stationed and/or fighting in. Their size indicator is printed in parentheses. The Battlegroup side of a THQ always has the same size indicator as on frontside but in parentheses. Only in a couple of cases, might the sizes differ as they did historically, e.g. an ordinary Regiment HQ was formed into a Brigade-sized Battlegroup. (5) The fact that the FIN/GER player uses smaller units/HQs in the game than the SOV player makes the FIN/GER player side a little bit more complex to play. A FIN/GER player Division HQ can be broken down into a series of smaller THQs and finally into units, while a SOV player Division HQ can only be broken down into units.
9.3.8 Non-Ordinary THQs (NO-THQs)
NO-THQs have no organic units in the game and have therefore no CCV. A NO-THQ may attach any ground units/HQs up to its attachment limit, according to the NO-THQ BE Table and HQ Breakdown Box. A NO-THQ often bears the name of its commander or the geographical area it was stationed and/or fighting in. In general, NO-THQs may attach an equal amount of units/HQs that OTHQs of the same size would do. NO-THQs have no CCV (no CR) or worth any VPs. All units/HQs that are currently considered part of a NO-THQ, must be stacked in the same hex and placed in the HQ Breakdown Box.
Note! OTHQs and NO-THQs function differently: (A) OTHQs count the number of attached units/HQs, while NO-THQs count BEs (when units). (B) NO-THQs will not be eliminated in the way OTHQs would be when their last organic unit has been removed from play.
Note: NO-THQs were often created on demand, when the situation called for it on the battlefield. A NO-THQ could vary in size.
Errata (Sept. 2014), 9.3.8: NO-THQs are not eliminated as a combat result but are eliminated if an enemy advances into a hex occupied only by a NO-THQ. NO-THQs can also be overrun without cost as they have no HOC or Combat Point value.
9.3.9 Special THQs (STHQs)
STHQs have a blank Flag-Box and are treated as NO-THQs [9.3.8] in all respects, exc. that STHQs may only attach certain unit (and HQ) types (both mot. and non-mot.), as noted on the other side of the STHQs. Some STHQs have organic units which are also counted in the attachment limit, according to the table 9.3.10. STHQs may detach any number of their organic units and are therefore not subject to the detach rules or DETACHED! markers in 16.2.
9.3.10 NO-THQ/STHQ Attachment Table
See Ref. Chart #2.
9.4 Command Control Value (CCV)
A value printed inside an HQ-Box/Flag-Box is called the Command Control Value, CCV. It is based on the size of the OHQ/THQ and it has five functions: (1) CR; (2) Attach Limit; (3) Detach Limit; (4) VP-value; (5) RP-cost.
9.4.1 Command Radius (CR)
CR is the number of legal hexes that the HQ's organic units/smaller HQs must operate within, without penalties. A CR is a path of contiguous legal hexes between the HQ (hex exclusive) to a unit/smaller HQ (hex inclusive). A CR may not enter an enemy-controlled hex or an EZOC, unless a hex is contested. When calculating CR, all terrain costs one MP. A THQ with a CR of 0 must have all its organic units stacked together in the same hex as the THQ at all times or they are eliminated. See 16.4 Out of Command.
Note: The CR of all THQs are quite generous considering that each hex equals 15 km across. This ability is first and foremost meant to be used in areas with a lot of space and few units and not recommended in crowded areas, where it would be hard to control all the units/HQs scattered around. The more units in an area, the closer they are together for easier control.
9.4.2 Attach Limit of an HQ
The CCV reflects to the number of non-organic units/HQs (Division HQs NA) that may be attached [16.1], in addition to any organic units/HQs. Division HQs are never counted in the attachment limit because they are always on the map or Org. Box, and not placed in a HQ Breakdown Box.
9.4.3 Detach Limit of an HQ
The CCV reflects to the number of organic units/HQs that may be detached (operate outside the CR) [16.2], in addition to any non-organic units/HQs.
9.4.4 Victory Point (VP) Value
The CCV reflects to the number of VPs that are gained for the HQ [25.0].
9.4.5 Replacement Point (RP) Cost
The HQ RP-cost is equivalent of the CCV x 4. See further in 15.3.
10.0 Turn & Initiative
10.1 Game Turn
Each Game Turn consists of six phases: [A] Game Turn Phase, [B] Initial Phase, [C] Movement Phase, [D] Combat Phase, [E] Advancement Phase and [F] End Phase. The phases [B] to [E] are played twice, one per player and are therefore called [B1]-[E1] and [B2]-[E2] Player Turns. 1 is the 1st player (has the initiative) and 2 is the 2nd player in each Game Turn. Each month is divided into four parts (I-IV). Use the Part of Month marker, as well as the Year marker, in CW/LW. In WW, only the (Player) TURN marker is needed, see 10.2. The sole term turn always refers to Game Turn (only).
10.2 Player Turn - The Initiative DR
Place the TURN marker with the right side face up (according to the OOB) on the appropriate space in the turn section on the Large Map (Small Scenarios: the Playing Aid). On all Game Turns (except on the first), both players roll a Die, based on the current Morale and Prestige Level. The Aggressive side player receives a +1 DRM. The higher the Morale and Prestige level, the better the Die: Very High level = White DR; High level = Black DR; Average level = Red DR; Low level = Blue DR; and Very Low level = Green DR. The player with the highest result has the first Player Turn. On a tied result, the player with the highest Moral/Prestige Level begins. If still a tie, the Aggressive side player begins. In this way, a player may get two Player Turns in a row. Use the side of the TURN marker that currently has the Player Turn, see also Vol. 3 LW [50.2].
10.2.1 First Game Turn
The very first Game Turn is special. The player that according to the OOBs is considered to be the Aggressive side player, has the first (1st) Player Turn in a game - no Initiative DR. No SUPPLY markers [13.1] or RPs [15.1] are received and all units/HQs are in General Supply [16.1].
10.2.2 Last Game Turn
The very last Game Turn is special unless otherwise noted in the OOBs. This feature is used only if neither player has failed a Morale/Prestige Check. If the Aggressive side player gets the first Player Turn due to the Initiative DR, there will be no Non-aggressive side Player Turn but if the Non-aggressive side gets the first Player Turn, there will be a last Aggressive side Player Turn.
Note! Both the Morale and the Prestige Check takes place also on the very last Game Turn, even if there is only one Player Turn.
Note: The Soviet Red Army had total initiative at the end of both the Winter and Continuation Wars. The final orders from the High Command were to use all of the remaining ammo against the Finnish frontlines. In game terms, the Aggressive side always gets the last Player Turn in all games. This will avoid any unrealistic suicidal attacks to take back VPs.
11.0 Weather
The weather affects all aspects in the game: supply, movement, combat.
11.1 Weather Type
There are five different Weather Types in FINTRI: Snow, Thaw, Clear, Mud and Frost. In game terms, Mud and Thaw are similar Weather Types. Roll a White Die each Game Turn and consult the Weather Type Table. The result of the DR always applies to Weather Zone South. There is a -2 DRM for Weather Zone North of the same DR, e.g. a DR of 1 for south is -1 for north.
11.1.1 Two Weather Zones & one Weather Line
The Large Map (and some Small Maps) is divided into a Weather Zone North and South by a Weather Line. The hexes on and north of the Weather Line are always part of Weather Zone North, exc. in Vol. 3 Lapland War.
11.1.2 Weather Type Table
See Ref. Chart #1.
11.1.3 Weather Results
See Ref. Chart #1.
Note: Each of the five Weather Types represent an average weather state of a turn/week, e.g. Frost Weather can include a thin layer of snow but not enough to be considered Snow Weather in game terms.
11.2 Sky Status
Each Weather Zone can have its own Sky Status, that will mainly affect the air units. Roll a White Die every Weather Segment for each Weather Zone and consult the Sky Status Table. The OOBs usually show the Sunny Weather side of the Sky Status marker despite the DR needed also on the very first Game Turn, e.g. "Snow+DR" means that the game starts with a Snow Weather but a DR is needed to determine the Sky Status.
11.2.1 Sky Status Table
See Ref. Chart #2.
11.2.2 Sky Status Results
- A. Sunny Sky. All rules are in effect normally. All unit counters may operate without any restrictions in that Weather Zone. In the Small Scenarios: Abstract Air Support is allowed [23.7.3].
- B. Cloudy Sky. All rules are in effect normally. All unit counters may operate without any restrictions in that Weather Zone, exc. in terms of air units, only Fighters - all types marked with F, may fly missions. Other air unit types must stay on the ground. In the Small Scenarios: no Abstract Air Support is allowed [23.7.3].
- C. Bad Weather. The following restrictions take place during a Bad Weather Game Turn in that specific Weather Zone (only):
- No air/naval missions!
- No 2nd Echelon attacks are allowed [23.5].
- No recon actions by any unit counters are allowed.
- No constructions, repairs, maintenance or demolitions are allowed.
- All ground units (only) have their unit Status Level reduced by one [8.1].
- All terrain types cost an additional 1 MP/hex to enter. Exception: EZOC.
- No air/naval missions are allowed. All surface naval units (only) not in a port, must immediately move to the nearest friendly port within half of the naval units printed MA. If this is not possible, roll a Green Die. On a result of 0, the naval unit loses one step. Any remaining step may stay in the hex.
- No Rail Movement are allowed [18.2].
- Frozen all-water hexes and Mountain hexes are prohibited to attack/enter.
- No Combat Supply received for those OHQs (only) in that Weather Zone.
Notes: (1) The two Sky States represent an average state of a week (turn). (2) Bad Weather simulates: blizzard, fog, rain, storm, hail...
11.3 Ice Status
Each Weather Zone can have its own Ice Status. The ICE Status Both side of the marker is used when both Weather Zones have the same Ice Status. Roll a White Die on each Nov. - Apr. Game Turn and consult the Ice Status Table. The result of the DR reflects the Ice Status in Weather Zone South. There is a -2 DRM for Weather Zone North of the same DR, e.g. a DR of 1 for south is -1 for north. In game terms, it is the time of the year that decides the Ice Status and it is always checked between November and April. If the OOB states "DR" beneath the ICE marker(s), roll a DR to determine the Ice Status.
11.3.1 Waters that never freeze
The following waters never freeze in the game and are therefore not affected by the Ice Status rules: (1) Arctic Sea; (2) waters with strong currents, e.g. Vuoksi (Karelian Isthmus), Svir (between Lake Ladoga and Lake Onega); and (3) any canals. This means that all ports on the Arctic Sea are fully operational at all times. In game terms, all rivers (only) connected to the Arctic Sea are affected by the Ice Status rules though.
11.3.2 Ice Status Table
See Ref. Chart #1.
11.3.3 Ice Status Results
- A. No Ice (N). Naval units move normally. Ground units/HQs may cross various water hexes/hexsides with the expenditure of additional MPs, see TEC.
- B. Coast Only (C). All rivers and partial water/land hexes (coastlines/multiple island hexes) are frozen in all waters in the affected Weather Zone. Submarines (SS): Submarines may operate normally in non-ice hexes. They may however, enter/leave a frozen Major Port or Grand Port and a Minor Port only if there is also a friendly Icebreaker (AG). Submarines may always dive through two hex-sides of ice. Surface naval units: movement is allowed normally by Icebreakers (AG) and Warships [19.8]. Other naval units may move in frozen coast hexes only if accompanied by a friendly Icebreaker (Warships may not act as Icebreakers) or if the coast hex is a Major or Grand Port [19.5]. Ground units/HQs: FC INF CAL-category units and non-motorized HQs (only) may move across one consecutive all-water hexside.
Only islands inside white hexsides are considered to have a coastline and be covered under this rule.Movement is allowed from one coast hex to another, even if this means moving across an all-water hexside, e.g. between two legal Island hexes.A hex containing one or several small islands inside a regular hex may not host any ground units, nor be considered as frozen until Coast + 1 or Full Ice Status is in effect.[Errata Sept. 2014, 11.3.3B: both struck sentences are deleted.] A Coast Only result means that two coast hexes and their hexsides are frozen. Movement from a coast hex to a non-coast hex is NA. - C. Coast +1 (C+1). All partial water/land hexes (as in B) plus all water hexes adjacent to those, are now frozen in the appropriate Weather Zone. Submarines (SS): Submarines may enter/leave a Grand Port (only). A Submarine may always dive through two hexes of ice. Surface naval units: movement is allowed normally by Icebreakers (AG) and Warships [19.8]. Other naval units may move only if accompanied by a friendly Icebreaker (Warships may not act as Icebreakers). Ground units/HQs: All FC INF CAL-category units/non-motorized HQs may move across one consecutive all-water hex (two hexsides). Since the ice is even thicker at the coastline, all MC units/HQs (exception: heavy AFVs) may move across one all-water hexside with a cost of +1 MP per hexside due to HE, e.g. a Soviet Tank Bde pays 1 MP for the frozen all-water hex entered plus an additional MP (total of 2 MPs) for the all-water hexside.
- D. Full Ice (F). All-water hexes are now totally covered with thick ice in the appropriate Weather Zone, except those waters that never freeze [11.3.1]. Naval units: No naval movement by any naval units allowed, exc. 11.3.5. Ground units/HQs: All FC INF CAL-category units/non-motorized HQs may move through two contiguous all-water hexes. All MC units/HQs (also heavy AFVs) may move through one all-water hex. All Major and Grand Ports (not Minor Ports) may still be used as supply source [13.2.6].
11.3.4 Heavy Equipment on Ice
All units with HE [4.7.11] must pay +1 MP for rivers and each frozen all-water hexside crossed, in addition to the terrain entered. Exception: units with HE may not move across a frozen all-water hexside on Lake Ladoga.
Note: Lake Ladoga had some strong currents, which made the ice unreliable. In addition, the northern shore of the lake had a lot of cliffs and were therefore impassable for naval landings by any units/HQs.
11.3.5 Ice while on Mission
Naval units may get stuck in a hex if the waters freeze while on a mission. NA to Submarines, they are automatically placed in a friendly port as per normal rules [19.2.11]. Only Icebreakers may assist surface vessels and also during Full Ice. This is the only time Icebreakers may operate in Full Ice turns.
11.4 Arctic Circle (Line)
Since the game portrays an Arctic battlefield, there are some special rules concerning short and long days north of the Arctic Circle, the line that runs between hex rows 33## and 34## on the Large Map (and some Small Maps).
11.4.1 Short Days (Dec. & Jan.)
During the December and January turns, the amount of daylight north of the Arctic Circle (Line) is very limited. These two months are marked with a * symbol on the Turn Table and they are subject to the following rules:
- Only half of the air units north of the Arctic Line may be activated.
- The Recon Radius is decreased by one for all Small Recon/Partisan Units (not harassment) [4.7.2 & 6.6]; and Recon Balloons (SOV only) [4.7.10].
- No 2nd Echelon attacks are allowed during Dec. and Jan. turns [23.6].
11.4.2 Long Days (Jun. & Jul.)
During the June and July turns, the amount of daylight north of the Arctic Circle (Line) is constant. These two months are marked with a ¤ symbol on the Turn Table and they are subject to the following rules:
- The Recon Radius is increased by one for all Small Recon/Partisan Units [4.7.2 & 6.6]; Recon Balloons (SOV only) [4.7.10]; all other ground units (instead of adjacent hex only, it is now a radius of two hexes) [6.6]; and Recon air units (same as above) [20.1.6]. See also Bad Weather [11.2.2.C].
12.0 Random Events (Optional)
This optional feature may be included in WW/CW (and in LW if linked with CW) for spicing up the game. Many unpredictable and negative things can happen in a war and all events included here actually occurred.
12.1 General Rules
There are two types of events in the game, some that affect only one player and others that affect both players. Begin with a Blue DR. On a result of 0, no further DR is made. On a result of 1 and 2, continue with a White DR and consult the Random Events Table. DR 1 = FIN player; 2 = SOV player.
12.1.1 Random Events Table
See Ref. Chart #2.
12.1.2 Random Events Results
- A. Aircraft Accidents. Remove one step of any friendly air unit currently in play (owning player's choice). Either flip the air unit to its reduced side or remove a reduced side from play and place it in the Air Unit RP Pool.
Note: Air units (aircrafts) were sometimes lost during a mission or involved in various accidents (caused by either human or technical error), and in more rare instances by sabotage or accidental attacks by friendly AA.
- B. Naval Accidents. Remove one step of any friendly naval unit currently in play (owning player's choice). Flip the naval unit to its reduced side.
Note: Naval units (vessels) could on rare occasions be subject to various accidents, sabotage or even attacks by friendly aircraft.
- C. Enemy Propaganda. Any one ground unit that is adjacent to any enemy unit/HQ has to lose one step (owning player's choice). A unit in any Motti-level must be chosen first. Either flip the unit to its reduced side or remove a reduced side from play and place it in the appropriate enemy RP Pool.
Note: Effective enemy propaganda can serve its purpose on weak minds when the timing is right, for example when they are isolated.
- D. False Rumors. Any one ground unit stack that is adjacent to any enemy ground unit/HQ, has to retreat one hex. The opposing player chooses the stack and the owning player chooses the retreat route, as per 23.13.1.
Note: False rumors on enemy movement behind the lines could be fatal and cause unnecessary retreat or even panic among the defending units.
- E. Unit Information. The affected side may immediately examine any one complete enemy stack currently in play anywhere on the Large Map.
Note: Information about enemy units and their current groupings could be received from commanders (POW or dead); espionage or collaborators.
- F. Defeatism. Defeatism applies to the player with the lowest Morale/Prestige level and is ignored if the level is High or Very High. If both sides have the same level, it is decided by a Green DR (1 = FIN). A number of ground units (only) that are adjacent to an enemy combat unit have to lose one step (owning player's choice). Either flip the units to their reduced side or remove them from play. The units may later be brought back as replacements. This rule refers to number of units, not BEs. A Morale/Prestige level of: Average = one unit; Low = three units; Very Low = six units.
Note: Soldiers and even officers may lose their will to fight and disappear from their unit when the situation is bad enough. Defeatism can spread like a disease, e.g. during the battles in the Karelian Isthmus in the summer of '44, over 29,000 Finns suffered from defeatism and disappeared from their units. Their motto was: "rather a living collaborator than a dead hero".
Errata (Sept. 2014), 12.1.2 C, D & F: 'adjacent' should be read as 'in an EZOC'.
13.0 Supply
There are two types of supply in the game; Combat Supply and General Supply. The sole term supply always refers to General Supply (only).
Note: Supply is an essential factor in war and consists of; food, forage, petroleum, oil, lubricants, medical supplies, ammunition, firewood, etc. Units out of supply will have a reduced movement and combat ability.
13.1 Combat Supply
Combat Supply is vital in order to do large-scale operations in the game.
13.1.1 Army/Front HQs & Supply Points (SPs)
During each Initial Phase (not 1st turn), the Phasing player receives SPs as SUPPLY markers. Two SPs per Army HQ currently in play that is in General Supply and not to be removed from play that turn. In addition, the FIN player receives two SPs for its SHQ (PM) and the SOV player receives two SPs per FHQ currently in the FHQ Box (they are not included in all Small Scenarios). The SPs may be used in the same Player Turn they are received. The SHQ/FHQ SPs must be placed that turn but may be placed on any friendly OHQ(s) that is in General Supply and not to be removed from play that turn. Corps HQs are the lowest level HQ that would have SPs. [Errata Sept. 2014: the clause 'and they would feed all units/HQs within the Corps HQ CCV' is deleted.] An OHQ may possess SPs up to its CCV limit while an FHQ has no limit. Apart from the SPs received by the SHQ/FHQ or Army HQ [9.2.1], SUPPLY markers may only be transported on TRUCK markers, also when transported by rail. [Errata Sept. 2014: 'or sea' deleted; 'or Army HQ [9.2.1]' added.] SUPPLY markers cost 1 respectively 2 BEs in terms of transportation, e.g. a TRUCK marker on its frontside may carry 4 BEs. SUPPLY markers may be used as supply sources for General Supply. See how the SPs are used in combat [23.1.1].
13.2 General Supply
General Supply is vital in order for units/HQs to function normally.
- All reinforcements are automatically in General Supply upon arrival.
- Units/HQs in General Supply in the Initial Phase are in General Supply throughout the Player Turn, even when moving out of a hex in supply.
- Units/HQs out of General Supply in the Initial Phase are out of General Supply throughout the Player Turn, even when moving into a hex in supply. A hex in General Supply can be a contested hex but can't be an enemy-controlled hex. [Errata Sept. 2014, 13.2 (3), replaces the printed sentence.]
- Weather changes can affect the General Supply status drastically.
Errata (Sept. 2014), new rule for 13.2 (applies to both players): All unit counters in a coastal hex (hexes with thicker blue hexsides) can trace supply up to 10 MPs through water hexes (all-water or coastal hexes) to any type of a friendly port in the main land. The cost is always 1 MP/water hex but a hex may not blocked by enemy surface ships. Supply can also be traced to any type of a friendly port - located, for example, in the same island or peninsula - which in turn must be able to trace to a Main Supply source either via water hexes (again, 10 MPs/water hex) or via land hexes (as per normal rules [13.2.6]).
13.2.1 Procedure
The General Supply status is checked during the Initial Phase on all units/HQs by tracing a supply route from each unit/HQ through friendly controlled hexes out of EZOCs (unless contested [3.2]) to the closest supply source. The supply length for both players (sides) are 10 MPs of any MA-Class. Exception: All units with HE [4.7.11] may not use Std or Lt MA-Class (due to heavy ammunition). The owning player may choose which MA-Class to use for each unit/HQ per turn. Use the TEC to see the movement cost in different terrain and Weather Types. See also 17.5. A supply route can be traced across frozen lakes/all-water hexes in the same way as ground movement [11.3.3] [Errata Sept. 2014: reference corrected from 13.4.5, which does not exist.]. Any units/HQs unable to trace a supply route will have a reduced unit Status Level [8.1]. See also 13.2.8 - 13.2.10.
13.2.2 Air Units
Air units in an isolated airbase during an Initial Phase must in the next Movement Phase move to a friendly non-isolated airbase within normal MA range. If this is not possible the air unit is permanently removed from play.
13.2.3 Naval Units
A naval unit is always in supply in a port, even when isolated. A naval unit in any other hex is in supply for one Game Turn (two Player Turns) only.
Errata (Sept. 2014), 13.2.3: This rule should have a reference to rule 24.2.1.
13.2.4 First Turn Supply
All units/HQs (also air/naval units) on both sides, are in General Supply on the first Game Turn. No supply check is necessary until the second Game Turn.
Note: Some units/HQs starting the game in a remote area might not be in supply on the second Game Turn, unless a SUPPLY marker has been transported there, e.g. by Air Drop or a TRUCK marker. See also 13.1.1.
13.2.5 SUPPLY Markers - Special Rules
SUPPLY markers may be transported by air/sea or rail, using corresponding transport resources. For overland transport, a TRUCK marker is required. If transported by air/sea, Transport air/naval units are required. If transported by rail, the SUPPLY marker must start and end the Rail Movement in a friendly railroad hex that also has a village or city [18.2.5]. The load capacity equals the value of the SUPPLY marker (1 or 2 BEs). All supply sources can be destroyed by demolition, losing its supply status. A supply source can supply an unlimited amount of units/HQs indefinitely unless isolated. SUPPLY markers may be conquered and used by the enemy.
13.2.6 Supply Sources
These objects may act as a supply source for any number of unit counters:
A. Main Supply Source. FIN player side: Any non-isolated friendly port (or other friendly hex - in Small Scenarios only) with a white/blue supply symbol. SOV player side: Any friendly hex with a white/red supply symbol.
B. Regular Supply Source. Both sides: any friendly city hex; any friendly SUPPLY marker; any friendly road/railroad line free from Rail Break, HIT! and FIRE! (City/Forest) markers; enemy units; and EZOCs (cannot be negated by friendly units), leading to a Main or Regular Supply Source. The road/railroad may also not be under construction or repair. Roadblocks reduce MA.
A Regular Supply Source can act as supply source only if it can trace a supply route to a Main Supply Source as per normal rules with HE units.
Errata (Sept. 2014), 13.2.6: A Regular Supply Source must be able to trace 10 MPs either directly to a Main Supply Source or to a Road/Railroad hex which in turn leads to a Main Supply Source. The length of such a road/railroad route may be unlimited as long as it is not blocked by enemy units (or EZOC unless the hex is contested). A Road/Railroad hex would be required to trace the 10 MP path to a Regular Supply Source but not for a Main Supply Source.
13.2.7 Units and HQs in Full Supply
Units/HQs that are in full supply, have no reduction in unit Status Level. Air/naval units and TRUCK Markers have no such penalty when out of supply. [Errata Sept. 2014, 13.2.7.]
13.2.8 LIMITED SUPPLY!
If a unit/HQ cannot trace a supply route to a supply source, it is considered to have limited supply. The unit Status Level is reduced by one level, by placing a LIMITED SUPPLY! marker on top of it [8.0]. See also table 8.1.1.
13.2.9 OUT OF SUPPLY!
If a unit/HQ cannot trace a supply route to a supply source and it has a LIMITED SUPPLY! marker already on top of it, it is now considered to be out of supply. The unit Status Level is again reduced by one level by flipping the LIMITED SUPPLY! marker to its OUT OF SUPPLY! side [8.0]. See also table 8.1.1.
13.2.10 STATUS CRITICAL!
If a unit/HQ cannot trace a supply route to a supply source and it has an OUT OF SUPPLY! marker already on top of it, the situation has become critical and a STATUS CRITICAL! marker is placed on top of the OUT OF SUPPLY! marker. The unit Status Level is thereby reduced by an additional level. Used in the same way during a 3rd Fatigue result [23.13.4.]. A unit with a STATUS CRITICAL! marker on top during an Initial Phase, that still cannot trace a supply route, will lose one step. A two-step-unit on its frontside will thereby be completely eliminated after five Game Turns in a row without supply.
13.3 Isolation
Isolation means that a unit or a hex can not trace any overland supply route to a Main Supply Source (supply symbol), see in 13.2.6A.
13.3.1 Isolated Cities/SUPPLY Markers
Since cities can act as supply sources, they always have some amount of supply in stock. Any number of units/HQs that are isolated in or around any type of a city, may be in supply an equal number of Game Turns, as the current VP-value of the city but only half during Snow Weather turns, with fractions rounded up, e.g. a VP-value of 3, can be used as a supply source for 2 turns in Snow Weather and 3 turns in all other Weather Types. Keep track of the number of turns remaining with a Current Value marker. Ports and cities with ports are not affected as long as the sea route is open from both ice and enemy naval units.
Note: a completely isolated Helsinki (worth 20 VPs) can act as a supply source for 20/10 turns respectively.
Each HIT! (City) marker will reduce a city supply capacity by one point (level). Same rules as for cities apply to isolated SUPPLY markers in all respects.
Errata (Sept. 2014), 13.3.1: SUPPLY markers can give General Supply for a number of turns equal to its Supply Point value (halved in Snow weather). Flip the marker to the appropriate side to reflect the use of the supply in each turn.
14.0 The OOB/RB Features
Both sides check their OOBs every turn during play (preferably in advance). All features that may occur during a Player or Game Turn are explained here. See also the WW/CW OOBs (on p. 2) and RBs for more information.
Notes! (1) Opponent players should mutually agree beforehand whether to be allowed to look in each others OOBs any turn in advance during play. (2) If the picture of the unit/HQ in the OOB has no ID, it is the owning player's choice which one to use as long as the unit/HQ is otherwise exactly the same as pictured. Exception: FIN units/HQs may also be FIN-SWE and vice versa, see RB on p. 2. The ID of the unit/HQ written in the gray or black upper row (or to the right) is shown for historical purposes only.
14.1 Removals
Some units/HQs will, according to the OOBs, be Removed from the game, while others are Removed on a certain DR only, called Remove-DR (CW). If the unit/HQ still exists and is on its frontside, simply remove it permanently from the game. Note: some of the units/HQs may re-enter later. If the unit to be removed has lost one or two steps (is eliminated), do one of the following things: (1) remove an equal amount of steps from play, in terms of nationality, size and CAL-category; or (2) reduce an equal number of RPs, e.g. a FIN Art. Bn is to be Removed from play according to the OOB. The Bn is still in play but on its reduced side. It is removed and the number of RPs in the RP-track is reduced by 6 RPs (one step of ART CAL-category [15.3]); or (3) any combination thereof. It is the owning player's choice. If an HQ is eliminated, no other HQ may take its place. A unit to be removed may have stronger CFs or MA values than what is portrayed in the pictures in the OOB.
- RP + Remove = 1 RP is received in addition to a normal removal.
- {Remove} = The unit is removed from play but there is no RP-loss if the unit is on its reduced side. Likewise, if the unit has already been eliminated, no other unit needs to be removed.
Note: A unit was removed due to: 1) It was needed elsewhere; 2) It was broken up as replacements for other unit(s); 3) Reformed as a or into a, new unit; 4) Additional training; 5) Political or; 6) Economical reasons.
14.2 Reinforcements (Arrivals)
Both players receive reinforcements according to the OOBs. All reinforcements must arrive on the turn of arrival but some units/HQs will arrive on a certain DR only, called Arrive-DR (CW) [37.4]. Reinforcements are always in supply the turn they enter play, unless the hex they enter in is isolated [13.3]. If they arrive on an OHQ, they must be placed in the same hex as the OHQ or in the appropriate box in the HQ Breakdown Box Sheet. If the OHQ is eliminated or isolated; a specified hex is enemy controlled (EZOCs are allowed); or have failed an Arrive-DR, the reinforcements may not be used that turn but are instead placed in the High Command Box [14.10] to be used on any future turn. If a THQ is eliminated, any future organic units/HQs arriving as reinforcements may not be used but are instead calculated as RPs and may be used immediately [15.0]. See also 16.2.5.
Errata (Sept. 2014), 14.2: All unit counters that fail an 'Arrive-DR' (only) should be placed in the Transfer Box [37.4], not in the High Command Box as mentioned in the rules. The 'Arrive-DR'-feature is only used in CW/LW, not in WW. Therefore, ignore the Soviet 'Arrive-DR' boxes (in the RGK Box) on the Large Map.
- Airbase/City/Port/etc... = The reinforcement is placed in either one or several friendly, non-isolated, locations specified. See also OOBs p. 2.
- [HQ] = A HQ ID in brackets means that the reinforcement is placed in the same hex as the HQ specified or in the appropriate HQ Breakdown Box.
14.2.1 Reinforcements in Small Scenarios
Note! In the Small Scenarios (only), some reinforcements may arrive in the Advancement Phase. Both players always place all of their reinforcements during the Initial Phase, unless marked by the abbreviation "Adv." (stands for Advancement Phase). In game terms, reinforcements that arrive during the second half of a week (turn) may therefore arrive during the Advancement Phase.
14.3 Conversions
A conversion may be postponed only if the unit/HQ is currently out of supply/isolated. The new unit will receive the same status in terms of front/reduced side and unit/HQ status [8.1]. Any markers are left for the new unit/HQ. It is always the same amount of steps that enters, that are converted. If several units are to be converted into one new unit, all units must be in the same hex before the conversion take place. Meanwhile, the new unit is placed in the appropriate Organization Box on the Large Map, see in the RB. Two units with 1 step each may not convert into one unit with 2 steps unless mentioned in the particular conversion in the OOB or RB.
- Convert 2 steps = The owning player may choose whether to convert one unit on its frontside or two units on their reduced side (in the same hex). In these examples only one unit (on its frontside) is pictured. Any remnants are placed in the appropriate RP Pool (based on the CAL-category).
- Convert + RP = In addition to a normal conversion, 1 RP must be spent.
- RP + Same hex = 1 RP is received in addition to that the new unit/HQ is placed in the same hex where the converted unit/HQ used to be.
14.4 Upgrades
A unit can be upgraded in one of two ways: (1) it is replaced by another unit with the same ID but with improved CF and/or MA or (2) it is flipped from its reduced side to its frontside. Any markers are left on the unit.
A. Upgrade according to the OOB. A unit may be upgraded in EZOC but if the specific unit is eliminated, isolated or has already been Upgraded by RPs, no upgrade can take place. Instead, an equal number of RPs are received as the upgraded unit represents (in terms of CAL-category cost [15.3]) unless otherwise noted in the OOB. These RPs may be used in the very same Player Turn. See also RB.
B. Upgrade by RPs. Use the same rules as in section 15.0 Replacements.
14.5 Breakdowns
Certain units may be broken down to become two smaller units. The unit must be on its frontside but may be in both an EZOC and out of supply. There are two types of breakdowns in the game: specified and non-specified. In a specified breakdown, the main unit has its own unique Bkd unit in the game that must be used. In a non-specified breakdown, the main unit may be any unit that can match a Bkd unit. Use the correct unit type, category and winterization status. A unit breakdown is not considered a detached action [16.2]. In a unit breakdown, the main unit is flipped to its reduced side and an appropriate Bkd unit is placed in the same hex. See more in the RBs.
Note: To add more dynamics into play, some units may be broken down. It may be necessary to control large areas with limited amount of units.
14.5.1 Non Specified Breakdown (Bkd) Units
A non-specified Bkd unit is recognized by the "#./#" or "Bkd" on the unit. It may be used any number of times in the game when a main unit is broken down but also as replacements [15.1.2]. No more than one Bkd unit may be used for each breakdown. SOV Bkd units that may only be used for Bdes are marked with a boxed B on the right side of the counter. Otherwise, both Bdes and Rgts may be used. Most Bkd units have info on both sides. Players must choose which side of the counter to use during that particular breakdown.
Note! A unit that has been broken down and is according to the OOB required to be removed from play, must either (1) remove the Bkd unit as well or (2) reduce an equal number of RPs available (see RP-track).
Note: In some situations, it might be appropriate to break down a unit, to give CAL support in (or attack from) two hexes instead of one.
14.5.2 Fighter Breakdown
A Fighter (unit) on its frontside, may be broken down into two identical Fighters (units) on their reduced sides, as long as the counter mix allows it. Such a breakdown may be executed in any friendly airbase and Initial Phase.
14.6 Consolidations
Some units may, according to the OOBs/RBs, be consolidated. A consolidation is always optional. All units that are to be consolidated must be in the same hex during the Initial Phase and on their frontside. They may be in an EZOC and out of supply. The new unit is be placed in the same hex.
Note: A consolidation reduces the number of units in a hex, the step loss and stacking capability (HOC/ZOC) but enhance the total CFs of the unit.
14.6.1 Fighter Consolidation
Two identical Fighters (air units) on their reduced side and in the same airbase, may be consolidated into one Fighter on its frontside. Flip one of the Fighter to its frontside and place the other one in the Air Unit RP Pool.
14.7 Flip sides
The unit must flip from its frontside to its reduced side or when Coys/Bttys or OHQs; from one side to another. If the unit/OHQ no longer exists, ignore this action. A unit/OHQ may only flip sides when: (1) called for in the OOBs; (2) during a Breakdown [14.5]; or (3) otherwise mentioned in the rules.
14.8 Activations/Conditional Reinforcements
Some units/HQs must be activated before they may be used in the game. A unit/HQ is in supply upon activation. There are two types of activations:
A. Pre-determined Activations. The unit/HQ is automatically activated according to the OOBs. It is usually undergoing combat training. Until its combat training are finished, it is subject to Conditional Activation, see B.
B. Conditional Activations (also called Conditional Reinforcements). The unit/HQ may only be activated under certain game conditions mentioned in the OOBs or RBs. An activation may immediately take place if it is caused by enemy movement during the opponent's Movement or Advancement Phase. This happens when any enemy ground unit/HQ is within a radius of 5 hexes to the conditional reinforcement unit/HQ. Roll a White Die and a result equal to or higher than the radius in hexes means activation. A unit/HQ is automatically activated when the enemy is about to attempt an overrun [18.4]. A unit that is not activated may not move or attack but always defend. Exception: Coys/Bttys undergoing training are eliminated [8.6].
14.9 Marker Removal/Re-location
Certain markers are removed from play or may be re-located on the map.
A. Remove: Remove all markers from play, that are currently no longer valid (some of them are valid for two Player Turns only), e.g. FATIGUE!; FIRE! City/Forest markers; Refit markers; and MINES! markers [11.3.3E].
B. Re-locate: Soviet Balloon markers [4.7.10]; Concealment "?" markers [6.6.1]; SKI/BIKE markers [18.3]. TRUCK markers are NA in this rule.
14.10 High Command Boxes
The Large Map (Small Scenarios: the Playing Aid) includes High Command Boxes: an RGK/RVGK Box (SOV), PM Box (FIN) and AOK Box (GER). Certain unit counters start the game in a High Command Box, either [Errata Sept. 2014, 14.10: 'units/HQs' changed to 'unit counters'.] (1) according to the OOB, (2) due to a Remove-DR (CW) [14.1] or (3) other causes mentioned in 14.2. When they eventually enter play, they are placed in any friendly, non-isolated city hex (only). See also 37.3.
14.10.1 Starting the Game in the High Command Box
Some reinforcements start the Main Campaign in the High Command Box as High Command Reserves. To enter play, which is optional, they must roll a White DR of 5 during any friendly Initial Phase. On any other DR result, they remain in the Box. There is a +1 DRM if the Morale/Prestige Level is Low and a +2 DRM if the level is Very Low. In other words, the chance is greater that they may enter play during these levels. The unit counters in each High Command Box enter play in the following manner:
- A. PM Box. In Finland, Weather Zone South (use the Borderline '39).
- B. AOK Box. In Finland, Weather Zone North (use the Borderline '41).
- C. RGK/RVGK L[eningrad] Box. In WW: west of the 7 A/13 A Operation Line; In CW: west of the 23 A Operation Line (see Large Map at Leningrad).
- D. RGK/RVGK K[arelian] Box. Anywhere but as mentioned above.
The sole term RGK/RVGK Box refers to either the L or K Box - or both.
Errata (Sept. 2014), 14.10.1: A White DR is rolled for each unit counter in the High Command Box. When rolled for a HQ, all of its organic units/HQs are also affected, e.g. roll only one White die for a complete Division.
15.0 Replacements
In war, all combat units will at some point need replacements of men and materiel in order to gain or keep normal fighting capacity.
15.1 Replacement Points (RPs)
RPs are received in two ways: (1) in the Initial Phase according to the RP-Level Table; and (2) immediately when a unit step loss occurs due to combat or overrun but not in a Motti if the step loss was chosen by the opponent [23.10]. 1 step is equivalent of 1 RP received. Slide the RP marker(s) on the RP-track accordingly.
Only the RPs received according to the RP-Level Table may be used immediately (same turn). Both ways of RPs may be saved for future use. The RP-Level Tables for the Small Scenarios are in the OOBs and for the Main Campaign in the Reference Chart #2. Check the RP-Level Table in the Initial Phase to see how many RPs are received that turn (except in the 1st Game Turn), in addition to any RPs saved in the RP-track.
15.1.1 Replacement Point Pools (RP Pools)
The Large Map and the Playing Aid, includes four RP Pools, equalling each CAL-category in the game (INF, ART, AFV & HQ). A unit/HQ that is eliminated is placed in the relevant RP Pool for possible use in the future. All units/HQs on the FIN/GER player side use the same RP Pools (exc. in LW).
15.1.2 Replacements Using RPs
Both sides may spend RPs on ground units/HQs in one of two ways: (1) to bring a unit/HQ back into play from any of the four RP Pools (INF, ART, AFV or HQ). They re-enter play on their front or reduced side depending on the amount of RPs used; (2) to flip a fully supplied ground unit already in play, from its reduced side to its frontside. The unit may be in an EZOC only if there is a friendly ZOC into the same hex. The RP-value may never go below 0. Up to 29 RPs may be saved before they must be used (see RP-track).
15.1.3 City/Village RP-Capacity
Only cities and villages with both a VP-value and a road/railroad/trail, may act as replacement centers. Units that are brought into play from the RP Pools or are upgraded from their reduced side to their frontside, must start/be in such a hex in the Initial Phase (in Small Scenarios, also a map edge will do). The RP-capacity per turn is equal to the city/village VP-value.
15.1.4 Replacement Point Expenditure Procedure
Adjust the RP-track on the Large Map accordingly (Small Scenarios: the Playing Aid). The RP-track is used by both playing sides' RP markers (1s/10s). In CW, the Germans have their own RPs & RP markers. FIN RPs may never be spent on GER unit counters or vice versa.
15.1.5 Replacements From RP Pool
All units/HQs in the RP Pools may re-enter play. See RP-cost in 15.3.
15.2 Replacement Restrictions
15.2.1 Units Permanently Eliminated
Non-ordinary units/HQs that are eliminated in the game, are permanently removed from play and may not enter later as replacements. Non-ordinary units/HQs are recognized by their ID as a name rather than a number [9.3.8].
15.2.2 Foreign Volunteers & FNA
Certain units/HQs have no replacement capability in the game. These units/HQs are marked with a † in the Unit Countries & Colors list in the RBs.
15.3 Replacement Cost (RP-cost)
The RP-cost is measured in steps, despite the size of the unit, e.g. the RP-cost is the same when flipping a Bn and a Bde from a reduced side to a frontside. The RP-cost depends on the CAL-category. The cost per step is: INF = 3; ART = 6; AFV = 9; HQs = CCV x 4.
Add 1 RP per step for the following units/HQs (in game terms considered to be elite) SOV Cadre & Guards; GER SS; GER/SOV winterized; Lt; MC; and ART CAL-category units with a long-range combat capability. Small Recon/Partisan Units without a size indicator cost 2 RPs/step.
15.3.1 CAL-Category RP-Cost Table
See Ref. Chart #2.
15.3.2 Other RP-Cost Table
See Ref. Chart #2.
15.4 Captured Soviet War Materiel
When a SOV ART or AFV CAL-category unit lose a step in any type of Motti or due to a Panic result (ART CAL-category units only [23.11.2]), it is the FIN/GER player who receives the RP, not the SOV player.
Note: The Finns used an effective encirclement and dissect tactic called Motti. This resulted in that a great number of Russian war material was left over, which the Finns were not late to incorporate for their own use.
15.5 Soviet Special RP Rules (WW/CW '44)
The Soviet Prestige Level determines the number of extra RPs that may be used each turn in Vol. 1 WW and Vol. 2 CW during '44 (only). These RPs may be used to bring any units/HQs into play from the RGK/RVGK Box.
15.5.1 Soviet Prestige RP Table
See Ref. Chart #2.
15.6 Air Units
Air units in the Air Unit RP Pool on the Large Map, are considered damaged and may be repaired and brought back to play. Also, air units in play that are on their reduced side, may be upgraded to their frontside. See also 8.5.2. Eliminated air units and air units removed according to the OOBs, may not re-enter play, unless otherwise specified, see OOBs p. 2.
15.6.1 Air Unit RPs
The FIN player receives 0.5 SE of RP every Game Turn and the SOV player receives 1 SE of RP every Game Turn (despite initiative). Air Unit RPs are not cumulative and may not be saved. If no air units are on their reduced side and no air units are in the Air Unit RP Pool, the RP for that Game Turn is lost. In CW, the GER player receives 0.5 SE of RP in the same manner. The Finnish 0.5 SE of RP may not be given to the Germans or vice versa.
Note: Old aircraft were withdrawn from combat duties (or not repaired) and replaced by new and better ones to meet the demands of the battlefield.
15.7 Naval Units
Naval units in the Naval Unit RP Pool on the Large Map are considered damaged and may be repaired and brought back to play. Also, naval units in play (on the Large Map) that are on their reduced side, may be upgraded to their frontside. Both ways cost RPs. Totally eliminated naval units and naval units removed according to the OOBs are permanently removed from the game. Only Transport Flotillas may be brought back into play by RPs.
15.7.1 Naval Unit RPs
The FIN player receives 1 VE of RP and the SOV player 2 VEs of RPs each Jan. I Game Turn (only) every year, exc. on the Jan. I '45 turn. Naval Unit RPs are not cumulative and may not be saved. If no naval units are on their reduced side and no naval units are in the Naval Unit RP Pool, the RP(s) for that year are lost. In CW, the GER player receives 1 VE of RP in the same manner. The Finnish 1 VE of RP may not be given to the Germans or vice versa. The OOBs will inform when a VE of RP(s) is received.
Note: The amount of Naval Unit RPs are low in the game because they take time to repair and they will also be more carefully used by the players.
16.0 Attach/Detach Units/HQs
16.1 Attach Units/HQs
Units/smaller HQs may be attached to HQs [6.2]. No MPs are needed.
16.1.1 Attach Non-organic Units
All HQs with a CCV may attach units/smaller HQs up to the limit of the CCV even if they have not detached any organic units/HQs, e.g. a Division HQ with a CCV of 2 may attach two non-organic units/small HQs, while keeping all of its organic units/HQs attached. In addition, an equal number of attachments are allowed up to the number of detachments of the HQ, e.g. the same Division HQ has detached two of its organic units (max. allowance) and may therefore attach up to four non-organic units. See in the RBs what nationalities may attach within each other. Any number of Corps Artillery units (marked AK [FIN/GER] or ск [SOV]), may be attached to a Corps HQ, in addition to the normal allotment, e.g. a Corps HQ with a CCV of 4, may attach four units and two Corps Artillery units, in addition to the Corps HQ organic units. Movement Markers (e.g. empty TRUCK markers) are not counted in the attachment rules/limit.
16.1.2 Attachment Limit
- Whether a unit is on its reduced side or frontside, is irrelevant.
Fixed Units (MA = 0) may not be attached to any THQs, only OHQs.Fixed Units (MA = 0) may be attached to both THQs and OHQs. [Errata Sept. 2014, 16.1.2.]- A Division HQ with a CCV of 1 may attach up to one Brigade unit/HQ and a Division HQ with a CCV of 2 may attach up to two Brigade units/HQs. All other attachments must be Regiment units/HQs (or smaller).
16.1.3 Re-attach Organic Units/HQs
The owning player announces which organic units/HQs are re-attached back to their parent HQ. The organic unit/HQ must be within CR of the parent HQ. Remove any DETACHED! marker from the parent HQ Breakdown Box. In addition, flip the HQ from its Battlegroup side back to its normal side. This Applies only to an HQ with the infantry symbol. NA for Artillery HQ. A unit/HQ is only considered attached to a non-parent HQ, when it is in the same hex as the HQ (placed in the HQ Breakdown Box).
16.1.4 NO-THQs
NO-THQs have no CCV. They have an attachment limit as per rule 9.3.8 & 9.3.10. Units/HQs are only attached when they are in the same hex.
Note! On some occasions, a unit will arrive in the game before its parent HQ. The unit is treated as a separate/independent unit until its parent HQ arrives, when the Attach/Detach rules (and markers) are used normally.
16.2 Detaching Units/HQs
All HQs with a CCV (OHQs and OTHQs), may detach organic units/smaller HQs, up to the limit of the CCV. No MPs needed. The Phasing player announces which organic unit/HQ is detached from a parent HQ that turn (if any). The unit/HQ to be detached must be within CR of the parent HQ at the start of the Initial Phase and may not be Out of Command [16.4]. To keep track if an HQ has detached any units/HQs in the game, place a DETACHED! marker in the parent HQ Breakdown Box (to the right of the HQ ID). A DETACHED! marker has one side with a value of 1 and the other side with a value of 2. A unit may not be placed in a non-parent HQ box, unless it is detached but is allowed to stack with such a HQ. If an organic Regiment or Brigade HQ (despite the type) is detached, it must be flipped to its Battlegroup HQ side. An HQ may always detach its own organic units, whether the HQ itself is detached or not. When a unit or HQ is detached from its parent HQ, it may still be within the CCV of the parent HQ. It may even be in the same hex on the map or attached to another HQ in the same hex. A detached unit/HQ may never be placed in a parent HQ box until re-attached [16.1.3].
Note: Divisions rarely detached all of their organic artillery but occasionally, two Divisions could switch artillery with each other.
16.2.1 Detachments at Start of a Game
Units/HQs that according to the OOBs, are detached at the start of a game, must be detached. Other units/HQs may not start a game detached but may be detached in the first friendly Initial Phase, when all unit counters are already on their starting locations. Keep the remaining DETACHED! markers in each side's Detach Box, when not used in the game.
16.2.2 Detached Unit/HQ Eliminated/Removed
If a detached organic unit/HQ is eliminated or removed from play, the parent HQ may detach a new unit/HQ, as long as at least one unit/HQ is left within the parent HQ CR. Adjust the DETACHED! marker accordingly, e.g. an HQ detaches two of its four organic units. One of the detached units is later eliminated. The DETACHED! marker is flipped from its 2-side to its 1-side. The HQ may detach only one of the two remaining organic units in the future.
16.2.3 Parent HQ Eliminated/Removed/Not in Play
If a parent HQ has been eliminated, removed or is for other reasons not in play, any detached organic units/HQs are not affected. They are considered detached units/HQs for the remainder of the game (as independent units/HQs or attached to another HQ), unless the parent HQ is later rebuilt with RPs, e.g. in Small Scenarios, some unit's parent HQ may not be included.
16.2.4 Non-detached Unit(s) Eliminated
If all non-detached units (within CR) are eliminated, leaving the HQ alone, at least one detached organic unit (if any) must immediately return to the HQ. This is done in the next possible Movement or Advancement Phase. This is also done if a detached HQ has lost all of the organic units that were detached together with the HQ but still has an organic unit remaining elsewhere in the game. A HQ that has lost all of its organic units in the game is removed from play and the opposing player gains VP(s) [25.2].
16.2.5 Units/HQs Enter Play Detached
Players must always be careful when new units/HQs enter play (as reinforcements, replacements or conversions) because their organic parent HQ may already be in play. A DETACHED! marker must be placed on the parent HQ if its organic units/HQs enter play outside the parent HQ CR.
16.2.6 Separate Battlegroup HQ Side
A DETACHED! marker is placed in the HQ Box [16.2.6]. A separate OTHQ has also a Battlegroup HQ side. In game terms, if this side is used, it is considered detached and a DETACHED! marker is placed in the HQ (Breakdown) Box. This is to avoid situations where all OTHQs are flipped to their stronger side. Flipping a Task Force HQ to its Battlegroup side is not counted in this rule.
16.2.7 Detachment Limit
To avoid an unrealistic amount of detachments in the game, there is a limit on how many detachments are allowed per player. The limit is based on the number of markers, not detachments, included in the game, since each marker has a 1 and a 2 side. The number of DETACHED! markers that may be used in any game is 16 by the FIN player and 8 by the SOV player. In addition, the FIN and the SOV player may use a total of 4 respectively 2 DETACHED! Bonus markers, see 16.3. Exception: All limits are halved in all Small Scenarios as long as two Small Scenarios are not combined.
Notes: (1) The flipping of a THQ to its Battlegroup side, when detached, makes it easier to keep track of which HQs are detached and which are out of command. (2) To avoid the possibility to attach/detach units/HQs while moving them around, they are announced in the Initial Phase.
Example (from a FIN HQ Breakdown Box Sheet): (1) Box 12: This is a typical starting view of a FIN Inf. Rgt with all three Inf. Bns attached and in the same hex as their parent HQ (in this case the 12th Inf. Rgt); (2) Box 13: The 13th Inf. Rgt has detached one of its Inf. Bns. A DETACHED! 1 marker is placed in the HQ Box (to the right of the HQ ID) as long as the Bn is detached. In addition, the Rgt has attached one Art. Bn; (3) Box 14: The 14th Inf. Rgt has attached two units, while keeping all of its organic Inf. Bns in the same hex as the HQ. An Rgt HQ may attach two units (instead of one) only when it has been detached from its parent Div. HQ and is thus on its Battlegroup HQ side. Note also that II-III/JR 14 has lost a step each and are therefore on their reduced side; (4) Box 15: As long as an HQ is in its own box, it is not considered to be in play. This is an option to keep reinforcements on the HQ Breakdown Box Sheets ready to go, instead of keeping them in zip-locked bags or counter trays.
16.3 Bonus Detachments
The following bonus detachments may only be used as long as no earlier detached organic units have been eliminated according to 16.2.2. Note: bonus detachments do not give any bonus attachment as per 16.1.1.
16.3.1 Detach 3 units/HQs
Up to 4 FIN player HQs and 2 SOV player HQs may use a DETACHED! 3 Bonus marker (side). It is treated as a regular DETACHED! 1 & 2 marker in all respects, except that an HQ with a CCV of 2 (only), may detach 3 units/HQs.
16.3.2 Detach one extra unit/HQ (FIN/GER only)
Up to 4 FIN player HQs and 2 SOV player HQs may use a DETACHED! 2 Bonus marker (side). It is treated as a regular DETACHED! 2 marker in all respects, except that an HQ with a CCV of 1 (only), may detach 2 units/HQs.
Notes! (1) Certain HQs have too many units attached in the Initial Set-up, mentioned in the OOBs. It is the owning player's role to attach (spread) some of these units into the organic HQs within these parent HQs or in the same hex. (2) Make sure to have a DETACHED! marker left for a reinforcement that needs one according to the OOB, otherwise the reinforcement will not arrive but is kept off-map until such marker is available.
Note: Occasionally, the situation on the battlefield required that an HQ had to detach many of its units/smaller HQs elsewhere.
16.4 Out of Command
A unit/HQ outside its parent HQ CR is considered out of command and has its unit Status Level reduced by two levels, for as long as it is outside its parent HQ CR. Place an Out of Command! marker on that unit/HQ. Applies only to those units/HQs that have a parent HQ and have not been detached, as per the Detach rules [16.2 - 16.3]. A separate unit/HQ may move freely on the map without any penalties. If the parent HQ is eliminated, the Out of Command! marker is removed. The unit/HQ that was out of command is now considered separate for the remainder of the game. If the parent HQ is rebuilt and brought into play later, the CR rules are again active normally.
Errata (Sept. 2014), 16.4: The 'Out of Command' marker is immediately removed from a unit/HQ when the unit/HQ is within its parent HQ. The Out of Command Check [16.4] during the 'Attach/Detach Units/HQs Segment' is only a reminder to make sure that no units/HQs are, or will be, out of command due to new Attachments or Detachments during that Segment.
17.0 Construction/Repair/Maintenance
Both sides may construct and repair a wide variety of objects in the games.
17.1 Engineer Units (Engineers)
Only engineer units may attempt to construct/repair and only when they have a unit Status Level of 0. Exception: Fieldwork ESD markers may be constructed by any units regardless of unit Status Levels. No engineer units that are currently constructing/repairing, may participate in any combat.
A. Assault Combat Engineers (CW/LW). Assault Combat Engineers have no construction/repair capabilities but only demolition capabilities [18.5]. In addition, Assault Combat Engineers always have CAL when attacking any type of city hexes or FORT markers [23.5.4C].
B. Fortress Engineers (CW/LW). Fortress Engineers have a +1 DRM when constructing/repairing any DOs. Otherwise, Fortress Engineers are treated as Combat/Construction Engineers when on their frontside/reduced side respectively.
C. Combat Engineers. Combat Engineers may construct/repair in EZOC but with a -1 DRM, e.g. a sole Cmbt Eng. Bn on its frontside (blue BE-Box) in an EZOC will succeed on a Blue DR of 2 only (instead of 1 & 2).
D. Mountain Combat Engineers (CW/LW). Mountain Combat Engineers are treated as Combat Engineers in all respects (see above in C). In addition, Mountain Combat Engineers (only) have the capability to construct and repair in mountain hexes [17.3.2], but terrain Maintenance is NA [17.5].
E. Pontoon Engineers. Pontoon Engineers may both repair damaged (destroyed) bridges but also make it easier for other friendly units/HQs to cross unfrozen Passages or other water hexsides that do not have any bridge [17.4]. See Terrain Key in the RBs and 18.3.4.
F. Railroad (RR-) Engineers. Railroad Engineers (also called RR-Engineers) are Railbound units [18.2.6]. RR-Engineers may only construct [17.3.11] and repair railroads in the game. They do this more effectively than any other engineers [17.4].
G. Construction Engineers. (R) Construction Engineers are non-combat units and include civilian labour or POW. No construction/repair is allowed in an EZOC. Some Construction Engineers have a small replacement capability [4.7.7]. See also Fortress Engineers in B.
17.1.1 Construction Cost
A construction or repair does not cost anything in the game. The cost or limit is simply, that both sides have only a limited amount of markers of each category at their disposal according to the OOBs and counter mix.
17.2 Construction/Repair Procedure
If the construction/repair is any one of the ones represented by the three Under Construction markers (Airstrip, Airfield, DO), place it on top of the engineer unit that will do the construction/repair. Some construction/repair alternatives are automatically successful, while other constructions/repairs take time and need a DR bearing the same color as the BE-Box of the engineer unit attempting to construct/repair. Any modified DR but 0 is always successful (DR of 0 = failure). A long term construction/repair will need several successful DRs. Some objects have already been constructed when the game begins.
17.2.1 Construction Time Level (Current Value)
To keep track of long-term construction, players should use a Current Value marker. The value on the marker refers to the number of Game Turns left for the construction/repair, e.g. a FORT -2 marker takes eight successful turns to construct into a FORT -3 marker. For each successful construction turn, the player simply lowers the value, e.g. from 4 to 3. The Current Value markers range from 1-8. If all Current Value markers of a certain value are already in play, two or more markers may be added as long as the combined value is correct.
Note! A construction/repair on any pre-printed airbase on the map take one turn less to finish. The location is considered very suitable for an airbase. This is the only time and type of object that receives this bonus.
17.3 Construction Limitations & Modifiers
All the following DRMs are cumulative.
17.3.1 Bad Weather
No constructions, repairs or maintenance are allowed by any unit during Bad Weather [11.2.2C].
17.3.2 Mountains
Only Mountain Combat Engineers may construct/repair in mountain hexes. Exception: no FORTs or airbases may be constructed in mountain hexes. Maintenance is allowed in a mountain hex only if there is a road or trail.
17.3.3 Frost and Snow
Constructions (but not repairs) have a -1 DRM during Frost/Snow Weather turns. This restriction does not apply to Fieldworks ESD.
17.3.4 In EZOCs
Combat Engineers only may construct/repair in an EZOC but with a -1 DRM. This restriction does not apply to Fieldworks ESD.
17.3.5 Combined Construction
Several engineers may combine a construction/repair attempt. A +1 DRM for each additional engineer unit taking part in the construction/repair.
17.3.6 One Construction Category per Hex
Only one object per construction category is allowed to be built. Airbases are one category and Defensive Objects are another category, e.g. it is not allowed to construct a FORT -2 and a Fieldworks marker in the same hex. The only exception is that a hex may include both a Seabase and another type of an airbase (Airfield, Airstrip or Icebase) but not two Seabases.
17.3.7 Construction Order
A construction has to start from the bottom up, e.g. in the construction of DOs, the first step would be to construct a Fieldworks ESD, then a Fieldworks -1; FORT -2; and finally a FORT -3 marker (the strongest DO marker in the game). It will take 1 + 2 + 4 + 8 = 15 Game Turns to end up with a FORT -3 marker in a hex, if all DRs are successful. To construct a DO marker in a village or any city, always start the construction with a Fieldworks -1 marker.
Note! A FORT -3 (marker) construction in a Capital City would result in a defense of 6 Column Shifts but since (a final) 5 Column Shifts are the maximum amount that can be applied in any one direction on the CRT, there may be times that this defense cannot be fully utilized.
17.3.8 Airbases in Gray Hexes & Neutral Countries
No new constructions, only repairs, are allowed in Estonia, Norway, Sweden or any gray hexes on the Large Map. No engineers are needed; they are always automatically successful and take one Game Turn to complete.
17.3.9 One Time Construction
Each FORT -2/-3 and Airfield markers may only be constructed once in a game. It is not allowed to use them in another hex again, once they are destroyed by any side. They are, however, allowed to be re-built (repaired) in the same hex they used to be in, as long as there is a foundation left, e.g. (1) a destroyed FORT -2 marker may be re-built in the same hex (only), if there is a Fieldworks -1 marker present; (2) an Airfield may be re-built in the same hex (only), if there is an Airstrip marker present. See also 17.2.1.
Note: This rule prevents FORTs and Airfields from being destroyed by the owning player in order to be rebuilt (constructed) again in a more favorable location. The reason is that they are expensive to construct.
17.3.10 Several Times Construction (Icebase/Seabase)
Icebase and Seabase markers may be constructed several times in a game, as long as they were removed from the map in the previous Game Turn.
17.3.11 Special Railroads
Special Railroads are treated as Primary Roads (only) in all respects until they have been constructed - when they are also treated as Regular Railroads. Note: only Special Railroads may be constructed in the game.
17.4 Construction & Repair Alternatives
The following objects can only be repaired, not constructed: bridges; canals; factories; roads; railroads (also narrow railroads); ports and cities.
Note! Objects not listed here cannot be constructed/repaired in the game.
| Object | Unit type | Location | Time | Effect |
|---|---|---|---|---|
| Port/City HIT! (City) | Combat; Construction Engineers | Ports & cities respectively | 1 turn per HIT! marker | Object functions normally |
| Fieldworks ESD | All combat units & all engineers, exc. cities | On all terrain types | 1 turn. Automatic success - no DR! | Enables Static Defense. Remove when empty. |
| Fieldworks -1 | All combat units & all engineers. Exc: RR-Engineers | On a Fieldworks ESD marker or any city. NA on Mountains | 2 successful turns - use a DR [17.2] | Adds 1 Column Shift in defense |
| FORT -2 | Construction; & Fortress Engineers | On a Fieldworks -1 marker. NA on Mountains | 4 successful turns - use a DR [17.2] | Adds 2 Column Shifts in defense |
Note: the table is transcribed from the printed Construction & Repair Alternatives chart; cells that the printed chart shows only as graphics (unit symbols, marker artwork) are given in words.
17.4.1 Roadblock (Road Blocked & Mined)
Combat Engineers (only) may place a Road Blocked & Mined! marker in a road, railroad or trail hex. It costs all of the engineer's MA. All unit counters (both sides) pay an added MP cost to enter the hex. See Demolition to remove marker [18.6].
17.5 Road/Trail & Terrain Maintenance
Construction; Combat and Fortress Engineers (only) may conduct maintenance on all roads, trails and terrain hexes. This is allowed in all Weather Types, except for Bad Weather. An engineer unit conducting maintenance pays 1 MP for the hex in addition to any terrain entered. All other unit counters, incl. supply route, entering a maintenance hex pay for the terrain -1 MP (always) - regardless of the number of engineers in the hex but not less than 0.5 (half) MP for the terrain, e.g. an Inf. Rgt enters a Forest hex in Thaw Weather where an engineer unit is conducting maintenance. The Inf. Rgt pays 3 MPs for the hex (instead of 4) and continues movement into one additional Forest hex together with the engineer unit (still conducting maintenance), thus paying another 3 MPs. The engineer unit has paid a total of 1+1+4 MPs (maintenance in two hexes + entering a Forest hex).
Errata (Sept. 2014), 17.5: A Maintenance-capable Engineer may provide the Maintenance benefit (-1 MP) to other units if the Engineer unit moves with those other units as a stack and pays an additional MP for each hex it 'Maintains'. It may also provide the Maintenance benefit to units that move into the Engineer's hex at the cost of 1 MP to that Engineer. The presence of a Maintenance-capable Engineer in a hex, as long as that Engineer is not performing or doesn't start performing other Construction activities in that same Initial Phase (e.g. there may not be an 'Under Construction' marker on top of the Engineer), will give the Maintenance benefit (-1 MP) to a Supply route (both General and Combat). Doing so will not affect the normal abilities of the Engineer later in the turn nor will it cost the Engineer unit any MP.
[C] Movement Phase
18.0 Ground Movement
All capable friendly (ground) unit counters may move up to their MA limit. A ground unit counter pays MPs for the terrain entered with its MA. Different terrain types have different costs and restrictions. Unit counters may not save MPs for future turns or for later use in the current Movement Phase, or give them to other unit counters. Each Weather Type will greatly affect the movement cost in a terrain. Since there can be two different Weather Types at the same time in the game, make sure to pay the proper terrain cost when moving a unit counter from one Weather Zone to another, see TEC.
18.1 Movement & Terrain
18.1.1 Terrain Effects & Restrictions
- It is always the terrain that is the majority in a hex that is in effect. A partial land/water hex is treated as both. For movement purposes, moving along roads, railroads and trails will negate any other terrain in the hex.
- The term coast refers to all partly land/water hexes distinguished by a thicker blue hexside. In other words, no other partly land/water hexes are considered coast hexes in the game. See 19.0 and Coastal Units in 4.7.3.
- All roads and railroads (trails NA) that cross a water hexside are considered to have a bridge [18.3.5]. Passages do not have a bridge.
- Gray hexes in Estonia and the U.S.S.R., are for air and naval units only, unless there is a railroad, in which case ground unit counters may be transported from one city to another (only), using either Road or Rail Movement.
- Half-hexes are treated as full hexes. Gray half-hexes are impassable.
- Only one city, village, port or airbase is included in a single hex. Exception: two airbases may include in a hex if one of them is a Seabase.
- Airbase names are written in italic, especially if no city/village is present.
- A player controls the water that runs along hexsides (e.g. river/canal/passage) if he controls both hexes adjacent to the water hexside.
Notes! (1) In game terms, if a road and a railroad are featured in the same hex they are always considered connected. See example in hex 3039. (2) The map shows only one out of many railroads south of Leningrad.
18.1.2 One Hex Movement
A unit/HQ with an MA may always move one hex but only if it has at least half of the MPs required to enter the hex (any EZOC cost included). Note: engineer units conducting Maintenance always reduce the terrain cost [17.5].
18.1.3 Exit Map
No unit/HQ or marker is allowed to exit a map, exc in 18.2.8. If one is forced to exit a map due to a combat result, it is permanently removed from play.
18.1.4 HQ & Movement
Make sure that all units/HQs currently moving with a parent HQ, can move with the same amount of MPs, otherwise they have to move separately. The slowest unit/HQ in a stack or parent HQ always dictates the MA.
18.1.5 Road & Trail Movement
There are two types of roads: Primary and Secondary Roads. The sole term road always refers to both types, unless otherwise stated. Trails are never considered to be roads. Railroads may also be used as Primary Roads. Moving along road and trail hexes negates any other terrain cost.
18.1.6 Bad Terrain
When a unit/HQ starts a game in, or enters during play, a terrain (hex) that is marked with a red number on the TEC, it loses one Status Level. A Bad Terrain! marker should be placed on the unit/HQ as a reminder [8.1]. The unit/HQ immediately regains one Status Level and the Bad Terrain! marker is removed when the unit/HQ enters a terrain that is marked with a black number on the TEC.
Errata (Sept. 2014), 18.1.6: The Bad Terrain marker may also be removed from a unit/HQ in the next Movement/Advancement Phase if the hex has a road, railroad (that may also act as a road) or trail.
18.1.7 Terrain Effect: Snow; Clear; Mud & Thaw; Frost
See TEC.
18.2 Rail Movement
Rail Movement is only allowed along friendly Regular Railroad hexes. The sole term railroad always refers to Regular Railroads (both normal and wide gauge). Rail Movement may not start or end in any enemy occupied hex or EZOC, nor move through enemy units, EZOCs (cannot be negated by friendly units) or Rail Break! markers. The units/HQs may make normal movement both before embarkation and after disembarkation, as long as there are sufficient MA left. Rail Movement cost is 5 hexes per MP. Exception: 4 hexes per MP during Snow Weather. In addition, there is also usually both an embarkation and a disembarkation cost, see 18.2.4. All terrain is ignored. The maximum number of hexes for rail movement is, however, 30 hexes. Exception: 20 hexes during Snow Weather. If no disembarkation has taken place, the unit counter is still considered using Rail Movement and an Ongoing Rail Movement marker is placed on top of the unit counter/stack. See also 17.3.11.
18.2.1 Narrow Railroad
The (one) Narrow Railroad on the map is treated as a Secondary Road in all respects. It was never completed but is included for historical purposes.
18.2.2 Naval Units on Rail
Only naval units marked with an L on the right side of the counter may be transported by rail. They must both start and end the Naval Movement Segment on a port with a railroad. No other movement is allowed for that naval unit during that turn. The cost to embark and disembark is 3 MPs each. See also [19.4].
18.2.3 Rail Capacity
The Rail Capacity per player is calculated in BEs and reflects to the capacity to be used separately in the Movement and Advancement Phase. No accumulation is allowed. The Rail Capacity in CW (WW, see [29.4]) is halved when both Weather Zones have Snow Weather. Reinforcements that enter play from outside map are not counted in the Rail Capacity, e.g. in Small Scenarios; or SOV units/HQs starting in Tikhvin-RR or T/O-RR hexes.
Errata (Sept. 2014), 18.2.3: Rail Capacity is 'to be used separately' means that you can use the full capacity in both the Movement Phase AND the Advancement Phase.
18.2.4 Rail Movement/(Dis)Embarkment Cost Table
See Ref. Chart #2.
18.2.5 Heavy Equipment (HE) & Rail Movement
All ground units with HE [4.7.11]; TRUCK markers [18.3.3]; and naval units [18.2.2], are counted double when calculating the Rail Capacity. In addition, units with HE as well as MC HQs and SUPPLY markers, must embark/disembark in a friendly village or city hex. Other units/HQs may embark/disembark in any friendly railroad hex outside EZOCs (only).
18.2.6 Railbound Units
Units that are allowed to move by rail only, are called Railbound units. They are recognized by having their MA as a letter R. Railbound units may move any number of friendly railroad hexes during both the Movement and Advancement Phase at no cost and are not counted in the Rail Capacity, see also 7.1. If a Railbound unit is forced to retreat to a non-friendly hex/railroad hex, it is eliminated.
18.2.7 HQs and Small Recon/Partisan Units & Rail Movement
All THQs, despite their size or MA-Class, and Small Recon/Partisan Units (with a White BE-Box) are counted as a quarter (¼) BE in the calculation of the Rail Capacity. See in 9.0. OHQs are not counted in the Rail Capacity.
18.2.8 Off-map Road & Rail Connections
SOV player may use Rail Movement between hexes 5059 and 8550. The Rail Movement must start and end in those hexes and is not counted in the Rail Capacity [18.2.3]. It takes one complete Movement or Advancement Phase. Road movement is allowed in the same manner between two adjacent off-map roads in the Eastern and Southern hexes in the U.S.S.R. (only).
18.2.9 Railroads in Sweden & Estonia
The railroads in Sweden and Estonia, marked thin on the map, are standard gauge, not broad gauge as in Finland and the U.S.S.R. Therefore, all Rail Movement must stop in the "Stop" hexes, 3918 & 8931, and all unit counters must disembark. Embarkment may take place in the same hex if Rail Movement is to be continued.
18.3 Movement Markers
The Movement Markers may only be used by the owning country, e.g. FIN SKI markers may only be used by the FIN units. An OHQ may carry (and a single hex may include) any number of friendly Movement Markers.
Errata (Sept. 2014), 18.3: The number inside the white circle on the markers or certain units is the maximum amount of BEs that may use that marker.
18.3.1 SKI Markers
SKI markers may be used during Snow (Weather) turns only. They start the game on a friendly OHQ/Div. HQ or in such HQ Breakdown Box but may be placed on any unit within CR of such HQ during the OOB/RB Features Segment. Up to three BEs of fully supplied Std Class INF CAL-category units (only as their main symbol) may use each SKI marker. Place a SKI marker on top of such a unit/stack. A HQ may not use a SKI marker but may carry it around without extra cost. The SKI marker may be placed on a new fully supplied INF unit on any future Initial Phase in the same way as mentioned at the top. The SKI (and BIKE) markers are not counted in the Rail Capacity [18.2.3]. In game terms, a SKI marker represents more than skis. A non-winterized unit is also considered winterized [4.6.7] as long as it has a SKI marker. SOV player may in certain situations use one SKI marker, see RB. SKI markers cost 1 BE in terms of transportation.
18.3.2 BIKE Markers
A BIKE marker is treated during non-Snow turns in the same way as a SKI marker is during Snow turns in all respects. A SKI marker is flipped to its BIKE marker side immediately on a non-Snow turn. If a SKI marker does not have a BIKE marker side, it is removed from play until the next Snow turn. BIKE and SKI markers may be used at the same time if one of the two Weather Zones has Snow Weather. BIKE markers cost 1 BE in terms of transportation.
18.3.3 TRUCK Markers
A TRUCK marker may carry (and mix): (1) any Foot Class (FC) units; (2) SUPPLY markers; (3) Fixed Units [4.7.4]; (4) Non-mot. THQs; and (5) SKI/BIKE markers. A TRUCK marker has a load capacity of 4 BEs on its frontside and 2 BEs on its reduced side. Units with HE are counted double. The unit/HQ/marker to be transported has to start the Movement or Advancement Phase in the same hex as the TRUCK marker and may neither move before or after the transportation in the same phase. TRUCK markers may be used during both the Movement and Advancement Phase. Several TRUCK markers may combine their load capacity for larger or heavier units, e.g. to carry a SOV Rgt with HE (6 BEs). TRUCK markers are classified as HE and cost, when empty, 2 BEs in terms of transportation in addition to any BEs carried. Both the embarkation and disembarkation is included in the movement cost, since each BE carried will reduce the MA on the TRUCK marker, e.g. a TRUCK marker carrying 4 BEs has an MC MA of 6 MPs. TRUCK markers (frontsides) may be broken down into two reduced sides as long as the countermix allows it. They may also be consolidated [14.6]. TRUCK markers have no penalty if they are isolated.
18.3.4 Crossing Water Hexsides & Passages
A Combat Engineer or Pontoon Engineer unit must be present when any MC units/HQs or units with HE need to cross: (1) an unfrozen water hexside that lacks a road/railroad, (2) a hexside with a Bridge Destroyed! marker or (3) a Passage. An INF CAL-category unit (Std or Lt) pays half the river/passage MP cost, if an engineer unit is present on either side of the river/passage. An engineer unit can support an unlimited amount of units per turn to cross a river, as long as it remains on either side of the river hexside, also when in EZOC.
18.3.5 Bridges
All roads/railroads that cross a water hexside, are considered to have a bridge (although not visible on the map). All bridges can be demolished [18.6] and bombed. A player controls a bridge if he controls both hexes adjacent to the bridge. A Bridge Destroyed! marker is placed in the hex where a bridge has been destroyed or bombed. Make sure to point the arrow of the marker at the corner of the hex where the bridge(s) used to be. The hexside on both sides of the corner (marked with a thicker dashed line), will have all of its bridges destroyed. Place the Bridge Destroyed! markers, that are placed at start of a game, on the map in the same way as they are portrayed in the OOBs (the direction of the arrow). If the Bridge Destroyed! markers run out, write down on a piece of paper the bridges that are destroyed. In game terms, trails do not have a bridge. They are considered too small in this level of operations.
18.4 Overrun
An Overrun is allowed both in the Movement and Advancement Phase, vs. all enemy ground units and HQs. Air and naval units may attempt to Escape [20.2.3 & 19.5.1]. An Overrun is counted as part of movement, which means that units may move both before and after a successful overrun. The attacker may attempt to make an overrun when it is adjacent to a defender with a combined printed ACF giving an odds ratio of at least 10:1 for the attacker. The attacker needs to have sufficient MPs left for both entering the enemy terrain and for the overrun itself - if there is a HOC [7.5]. The attacker may make an overrun from several adjacent hexes to the target hex, as long as all of the units making the overrun could enter the target hex without violating the stacking limit [6.1]. The attacker may continue moving and also make another overrun, as long as the overrunning unit(s) have sufficient MA left. Combat SPs are never needed in an overrun.
18.4.1 Overrun Cost
The cost to make an overrun vs. an enemy unit with HOC is 1 MP + terrain (road/trail bonus is allowed [18.1.5]). Otherwise the cost is nothing for the overrun itself, only for the terrain, e.g. a Forest hex with less than 1 BE of combat units, will cost nothing to overrun. ZOC costs are used in an overrun, unless the attacking units/HQs are already adjacent to the enemy.
18.4.2 Overrun Check
Both sides calculate the CAL and roll the dice as in combat. This is called the Overrun Check. The end result will determine the status of the overrun. All enemy hexes that do not have a HOC or Coys undergoing Training [14.8] may be overrun without the need of an Overrun Check. If the defender is a sole ART CAL-category unit and/or HQ, only the CPV is used [23.3].
18.4.3 Successful Overrun
If the end result still gives the attacker at least a 10:1 odds ratio, the defending units/HQs are eliminated and the attacker may move into the vacant hex and even continue moving and attempt further overruns as long as the overrunning unit(s) have sufficient MA left. A successful overrun in the Movement Phase allows the unit(s) to also either; (1) attack in the forthcoming Combat Phase or (2) move and even make a new overrun in the Advancement Phase. Not both, unless it is an AFV CAL-category unit [24.0].
18.4.4 Failed Overrun
A failed Overrun Check will give the defender the opportunity to retreat one hex. The attacker may not advance into the vacant hex, nor may any of the units participating in the failed overrun, attack that turn in the Combat Phase or move or make a new overrun attempt in the Advancement Phase. Place a Do Not Use! Unit/HQ in Combat marker on the units/HQs.
18.4.5 Overrun Restrictions
No ART CAL-category units may make an overrun. A THQ (only) may be part of the stack but may not use its CAL. This means that the attacker may only include INF and/or AFV CAL-category units with an ACF in an overrun check, while the defender may use all four CAL-categories.
Errata (Sept. 2014), 18.4.5: The first sentence of the printed rule is deleted. This means that all ART CAL-category units may take part in an overrun as long as the overrun includes also at least one INF and/or AFV CAL-category unit with a printed ACF that is greater than 0 (zero).
18.5 Demolition & Hits
Only (Assault) Combat Engineers may attempt demolitions in the game, unless otherwise specified in 18.6. The engineer unit must have a Status Level of 0. Several units cannot speed up demolition by splitting or adding their MA. Friendly demolitions are also allowed in the game [18.5.3].
18.5.1 Demolition Procedure
All demolition attempts are made during the Movement and Advancement Phase. No demolitions require a DR, only the expenditure of MPs. Each engineer unit may attempt one demolition in the Movement Phase and another in the Advancement Phase. It is not allowed to accumulate MPs from a Movement Phase to an Advancement Phase or vice versa. Several demolition attempts are allowed on the same Player Turn and also in the same hex, as long as the engineer unit has enough MPs to do so or there are two engineer units, e.g. it would require two engineer units to attempt demolition on both a railroad and an Airfield in the same hex and turn.
18.5.2 Hits (HIT! markers)
Each time a demolition or bombing is successful on a printed object on the map, place an appropriate marker on the object. The HIT! markers are printed for (Road), (Airbase), (City) and (Port). Only cities and ports can take more than one hit, therefore several HIT! (City) / HIT! (Port) marker values are used in the game. Since the highest value is 3, several HIT! markers may be added, e.g. a fourth hit on a city (with a VP-value of 5) requires a HIT! 3 and a HIT! 1 marker. HIT! markers with the letter A (as in All) are used when an object has taken maximum number of hits, e.g. when the same city, as mentioned earlier, has taken five hits. See also 21.4.3. Each HIT! marker on a printed airbase or port on the map will reduce its capacity by one step until the HIT! marker is removed, e.g. an Airfield becomes an Airstrip; a Major Port becomes a Minor Port. HIT! markers can never reduce the capacity of a non-base hex [20.2E & 24.2.1]. If the HIT! markers run out, write on a piece of paper the object, hex number and amount of hits taken.
Errata (Sept. 2014), 18.5.2: Roads may only be damaged by bombing.
18.5.3 Friendly Demolition
A player may attempt demolition of friendly objects and by doing so, prevent the enemy from using or gaining full potential of those objects, e.g. to win time by destroying a friendly bridge. Each time a friendly VP-object is damaged/destroyed, the opposing player always gains half of the VPs for the damaged/destroyed object, any fractions rounded up, e.g. a successful demolition of a friendly FORT -3 marker will result in 1 VP for the enemy. A new successful friendly demolition will result in the FORT -2 marker becoming a Fieldworks -1 marker but with no VPs gained.
18.6 Demolition Alternatives (complete list)
| Object | Unit type | Cost | Demolition Effect/Notes |
|---|---|---|---|
| City (any) - HIT! 1 (City) | (Assault) Combat Engineers | 6 MPs per step + any terrain entered | No VPs are gained, unless it is a friendly city [18.5.3]. A city always has the same defense capability, despite any HIT! (City) markers. |
| Port (any) - HIT! 1 (Port) | (Assault) Combat Engineers | 6 MPs per step + any terrain entered | A Grand Port becomes a Major Port, which becomes a Minor Port, which becomes a no port at all. Grand Port = 3 hits. |
| Fieldworks ESD | All combat units & engineers, exc. RR-Engineers | No movement cost | Disables Static Defense. Also, remove the Fieldworks ESD marker immediately when no units/HQs are in the hex. |
| Fieldworks -1 | All combat units & engineers, exc. RR-Engineers | 2 MP + any terrain entered | A Fieldworks -1 marker becomes a Fieldworks ESD marker. Also, when any enemy units (only) enters the hex. |
| FORT -2 | (Assault) Combat Engineers |
Errata (Sept. 2014), 18.6: The FORT -3 entry should say 4 MPs + any terrain entered; this is a misprint. Basically, 8 MPs are required to destroy a FORT -3 marker altogether, but since it must be flipped to its FORT -2 side first, the printed statement is wrong.
18.7 Flooding & Canal Destroyed
A FLOOD! marker may be placed on any enemy unit/HQ/stack that is adjacent to both the Combat Engineer that is performing the flooding and to a canal or other water with currents, see also 18.1.1. It costs 6 MPs + any terrain entered. Both players may conduct one flooding at a time in the game. The hex beneath the marker (only) will be flooded for one complete Game Turn. This will reduce the unit Status Level by one and stop all movement and combat, both into and out of the hex. The FLOOD! marker is then flipped to its Canal Destroyed! side. (Marker label as printed: No MA, CFs into/from hex, 1 Game Turn.)
18.8 Declare Target Hexes (Ground Combat)
The Phasing player declares which enemy hexes are going to be targets (attacked) during the forthcoming Combat Phase, by placing a Black or White TARGET! marker in those hexes. This is a reminder of where combat is going to take place. A White TARGET! marker represents a small attack where no combat SP(s) are needed. A Black TARGET! marker represents a large attack which will need the expenditure of combat SP(s) [13.1]. Remove the TARGET! marker when the combat has been resolved. Each target hex may be attacked in any order, the number on the TARGET! marker has nothing to do with an attack order and the declaration of the next attack is not needed until the previous one has been fully resolved. There are eighteen TARGET! markers in the game. Keep ten of them in the Target Boxes 1-10 on the Large Map when not used [23.7.2]. See the table 23.1.2 of the SP cost to attack/defend with various unit sizes.
19.0 Naval Movement
Note: The naval units/rules are important in the game, even though the naval activity in this region was limited during the war. Possible enemy naval landings will keep Coastal Artillery units under alert at all times.
Note! Many vessels had several capabilities. In game terms, most of the naval units have been restricted to their primary roles, e.g. minelaying.
All capable friendly naval units may move up to their MA limit (Exception: Long-Range Naval Movement [19.2.1]) and conduct one mission. Naval units pay two different movement costs: 2 MPs for coast hexes (thick blue hexside [18.1.1]) and Island hexes (see Terrain Key) and 1 MP for all other hexes with a blue hexside. Island hexes are treated the same despite their terrain. Naval movement may only occur between unfrozen blue hexsides, both full and partly water hexsides [15.4]. Submarines have a special movement feature [19.2.11]. [Errata Sept. 2014: reference corrected from 28.2.8.] When moving a naval unit or a stack of units, be precise and move slowly, so that the Non-Phasing player can immediately, in each hex entered, announce to perform a naval Interception [19.10].
Vessel Speed Conversion Table (for reference only)
| SF | knots | km/h | SF | knots | km/h |
|---|---|---|---|---|---|
| 0 | ≤ 10 | ≤ 19 | 5 | 30-34 | 55-63 |
| 1 | 11-15 | 20-28 | 6 | 35-39 | 64-73 |
| 2 | 16-20 | 29-37 | 7 | 40-44 | 74-82 |
| 3 | 21-24 | 38-45 | 8 | 45-49 | 83-91 |
| 4 |
Note: A knot is 1.852 km/h (1.15 mph). The knot has been rounded to the closest whole number in km/h. Apart from 0, each SF represents a range of 5 knots.
19.1 Soviet Navy Restrictions
The Soviet naval units are subject to a restriction in the game. The SOV player may never use more than half of its Baltic Fleet (KBF) and Arctic Fleet (SF) active on a mission during a Soviet Player Turn (in addition to Interception). All non-active naval units must stay in any friendly Ports.
Note: See further in the SOV WW OOB on p.10 and CW OOB on p. 15.
19.2 Naval Missions
On a Game Turn, each naval unit may perform one mission during a Phasing player Movement Phase and also attempt one Interception mission during a Non-Phasing player Movement Phase. A naval unit may move before, but not after, a mission, e.g. a Minelayer moves five hexes and conducts minelaying. It may not move further that Player Turn. A stack of naval units always move together, not one-by-one. A stack of naval units may, however, both split up (and be combined) during movement.
19.2.1 Long-Range Naval Movement
Any naval unit may move double its printed MA if moved without passing within the radius of enemy naval or Cst. Art. units, having any involvement in combat, minefields (Submarines NA) or U-boat nets (Submarines only).
19.2.2 Minelaying & U-boat Netlaying
Only Minelayers (CM) or naval units marked with an M on the left side of their silhouette may perform minelaying or netlaying (GER only) operations and then only as their sole action for that turn. There is a limit of one minelaying/netlaying per hex and turn by each naval unit capable of minelaying. The Minelayer may lay mines or a net in any non-enemy occupied hex within its MA radius in all Lake & Sea Zones on the Large Map [19.4].
Errata (Sept. 2014), 19.2.2: The last sentence should read '...within its MA radius as per 19.2.2A in all Lake & Sea Zones'.
A. Minelaying Special Rules. Minelaying, unlike netlaying, means secretly writing down on a piece of paper the hex number [4.3A] of the chosen target hex of the Minelayer, which is either beneath the Minelayer or any adjacent (legal) hex. The first minelaying in a hex must be a MINES! Low Density marker. Any second minelaying in the same hex is the equivalent of flipping the MINES! Low Density marker to its MINES! High Density side, which is the maximum in a single hex. See also 19.10.
B. Netlaying Special Rules. Only GER naval units may place U-boat Net markers in the game. They are placed with the Undamaged side face up in the hex visible. As soon as any enemy or friendly Submarine unit enters a hex with a U-boat Net marker, the Submarine unit may continue its movement through the U-boat Net marker by rolling a White DR of 5. On any other result it is trapped in the hex for one complete Game Turn. It may then continue moving during the next friendly Player Turn but only to the nearest friendly port within range (or move towards the nearest port and continue to the port the next turn), starting with the same hex it had prior to entering the hex with the U-boat Net marker. A U-boat Net marker is flipped to its Damaged side on a DR of 0 with the same Die. Its capacity is reduced and will trap on a DR of 0-2 only. A second DR of 0 and the U-boat Net Marker is removed. A U-boat Net can not be repaired but may be removed by a GER Minelayer or Minesweeper as a sole action for that turn and to be re-used at a later stage (undamaged).
Note: Undamaged U-boat Net: Trapped 0-4; Damaged U-boat Net: Trapped 0-2.
19.2.3 Minesweeping
Only Minesweepers (AM) may perform minesweeping operations and only as their sole action for that turn. The Minesweeper unit must be in the same hex as the MINES! marker. If it is a friendly minefield, simply remove one step of the minefield without any DR. If it is an enemy minefield, the minesweeper has to undergo the same mine attack as other naval units, with the only exception that they have a -1 DRM to the attack (a White DR of 2 becomes 1, etc.). If the Minesweeper survives the mine attack, it may then try to sweep the minefield. A White DR equal to the minefield attack value (0-1 or 0-3) is a successful minesweeping. All other results are no effect. A MINES! High Density marker that loses one step [printed as "lose on estep"] is flipped to its MINES! Low Density side, which on a step loss is permanently removed from play. Keep track which hexes have a MINES! marker and its density [19.10].
19.2.4 U-boat Netsweeping
Only Minesweepers (AM) may perform enemy netsweeping operations and only as their sole action for that turn. The Minesweeper must be in the same hex as the U-boat Net marker. The netsweeping is successful only on a Blue DR of 0. The GER player removes nets without any DR [19.2.2B].
19.2.5 Offensive Ground Support
All naval units with a CF may conduct ground support on one target hex per turn during the Ground Combat Segment, by adding it to the total on the CRT. See further in 23.7.1. A naval unit can only fire/support into the adjacent hex unless it has a long-range combat capability, in which case it may fire two hexes, see 23.5.6. See also naval unit escape [19.5.1].
19.2.6 Naval Landing
Only fully supplied unit counters may make naval landings. A naval landing is allowed on all friendly or enemy controlled/occupied legal island or coast hexes that has no cliffs, see Terrain Key. A naval landing on an enemy occupied hex has a penalty of -3 Column Shifts on the CRT [23.6.2] in addition to the terrain. All naval landing must start from a friendly port. Unit counters conducting a naval landing may not move any further during that Movement Phase and in the forthcoming Combat Phase, their CFs are halved, exc. Soviet Navy ground units do not have their CFs halved. The unit may move in the following Advancement Phase as per normal allotment.
19.2.7 Escorting
Destroyers (DD) and Destroyer Leaders (DL) may act as escorts in the same way as Fighters may act as Escorts in the Air Rules [20.1.7].
19.2.8 Patrolling
All naval units with a CF may conduct patrolling in a non-enemy controlled all-water or coast hex. When an enemy naval unit enters within the FP radius (1 or 2 hexes) of the patrolling naval unit, naval combat may occur. It is the patrolling unit discretion, unless the enemy naval unit has a long-range combat capability and the patrolling naval unit has not. In the next friendly Player Turn, the patrolling naval unit must return to any friendly port within range, otherwise it is eliminated. It may however in the very same turn conduct any type of a new naval mission. The number of patrol missions allowed per player/turn is limited to the number of Patrol Mission markers provided.
19.2.9 Transportation
Ground units/HQs, Movement Markers and SUPPLY markers may be transported by sea from one friendly port to another friendly port (only) within range. If the Transport Flotilla is sunk all cargo is lost. See further in 19.6.
19.2.10 Capture of Enemy Empty Islands
When a naval unit enters (either stops or pass through) an enemy empty island hex (and survives any attacks [19.9]), the island becomes automatically controlled by the new owner. Place a CONTROL marker of the new owner in the hex as a reminder [3.2.3].
19.2.11 Submarine Movement
Submarines are moved differently than other naval units. Submarines that are going out on a mission are placed in the Hidden Box on the Large Map. The owning player then writes secretly on a piece of paper the hex number where each Submarine will be located that turn. The hex must be within the MA radius of the Submarines before it went out on the mission, starting from a port. See also [19.2.1]. The Submarine may during the next friendly Movement Phase continue to move to a new secret hex within radius of the previous secret hex. This can take place up to two times in a row in the Arctic Sea and three times in a row in the Baltic Sea (or any of the lakes). Before every new secret hex, the player must reveal the position of the Submarine to the opponent (reveal & hide). Use the numbered boxes in the Hidden Box for Submarines to keep track of how many turns they have been on a mission (in a non-port hex). If Submarines of both players have been in the same hex, there will be combat retroactively [22.1.2]. After the mission, the Submarine is moved any number of hexes (free from U-boat net markers) to any friendly port in the same Sea/Lake Zone, see below.
19.3 Naval Movement Restrictions
Naval units may both pass through enemy coast hexes currently occupied by ground units/HQs and EZOC without any movement penalty unless any of the ground unit is a Coastal or Railroad Artillery, in which case it may fire as per 19.9C. Naval movement may not end up in a coast hex currently occupied by an enemy ground unit (regardless of the size or type of the naval or ground unit [HQs NA]) or EZOC, unless it is a Naval Landing [19.2.6].
19.4 Sea & Lake Zones
The game is divided into various sea and lake zones. No naval movement is allowed in any other waters. All types of naval units may operate in these zones and move between these zones, unless otherwise noted below.
- A. Arctic Sea: All hexes with a blue hexside north of the Arctic circle (line).
- B. Baltic Sea: All hexes with a blue hexside in the Baltic Sea, Gulf of Bothnia and Gulf of Finland. See national restrictions in the RBs.
- C. White Sea: All hexes with a blue hexside in the White Sea. Naval activity is allowed by the SOV player only. See also Stalin Canal in 19.4.1.
- D. Lake Ladoga: All hexes with a blue hexside in Lake Ladoga. All naval units may operate here except Warships or Submarines not marked with an L. These naval units may only pass through, see 19.4.1.
- E. Lake Onega: All hexes with a blue hexside in Lake Onega. All naval units may operate here except Warships or Submarines not marked with an L. These naval units may only pass through, see 19.4.1.
- F. Lake Saimaa: All hexes with a blue hexside in Lake Saimaa (located North-West of Lake Ladoga). Only Flotillas (Fl.) marked with an L may operate here, but no Submarines. Movement between Lake Saimaa and Gulf of Finland is allowed via the canal (Saimaan kanava) in the hexsides 7632, 7732 and 7833. Movement between Lake Saimaa and Lake Ladoga is allowed via Vuoksi/Suvanto between Imatra (7434) and Taipale (7840).
19.4.1 Stalin Canal
The SOV player (only) may transfer all non-Warships [4.9.1] between the Baltic and Arctic Seas via the so called Stalin Canal. Movement between ports only. All ports mentioned below have to be in Soviet control, likewise the rivers/canals between the locations must be out of EZOCs (cannot be negated by friendly units). In CW, when Heeresgruppe Nord status is in zone C or both C and D (at Leningrad), no transfer is allowed from Lake Ladoga to the Baltic Sea or vice versa (not even to or from Leningrad). The movement cost is as follows. It takes:
- One turn from Leningrad Grand Port hex 8439 to any Lake Ladoga port.
- One turn from any Lake Ladoga port to any Lake Onega port.
- One turn from any Lake Onega port to any White Sea port.
- One turn from any White Sea port to any Arctic Sea port.
It takes a total of four turns to transfer such naval units between the Baltic and Arctic Seas, unless there is a Bad Weather [11.2] or Ice [11.3].
19.5 Ports
Ports may act as a supply source; for embarking/disembarking units/HQs and supplies on transport naval units; and host naval units in general.
- A. Minor Ports. A Minor Port is indicated by a small anchor symbol. It has a capacity of 3 VEs and may host minor vessels and Flotillas (marked Fl. after ID) only, not Warships (BB, BD, CA, CL, CLA, CS).
- B. Major Ports. Major Ports are indicated by an anchor symbol inside a dashed box. A Major Port has a capacity of 6 VEs and may host all naval unit types.
- C. Grand Ports (Port Boxes). Grand Ports are indicated by a large anchor symbol inside a box. A Grand Port has a capacity of 12 VEs and may host all naval unit types. There are eight Grand Ports in the game: Kronstadt, Leningrad, Libau (WW) or Riga (CW), Murmansk, Polyarnoye, Tallinn, Helsinki and Turku. Each Grand Port is represented by a holding box on the Large Map, also called a Port Box, where naval units may be placed when in port. The Latvian Grand Ports, Libau (Liepaja) and Riga are off-map. Naval units enter/leave those off-map Grand Ports via any of the four colored hexes 9606-9609. The cost is an additional 10 MPs. The Port Boxes are used to avoid high stacks in the hex.
19.5.1 Capture of Enemy Ports & Naval Unit Escape
All types of enemy ports may be captured by ground units (combat units) only. Normal rules on Hex Ownership [3.2.3] are required to gain control of an enemy port. The port may immediately be used by the new owner. Any enemy naval units in the hex may attempt to escape. The owning player rolls a Blue Die for each vessel. On a DR of 0 & 1, the naval unit escapes successfully to the nearest friendly port within half of its printed MA range. On a DR of 1 the naval unit also loses one step. On a DR of 2 or if there are no port within range, the naval unit is destroyed and permanently removed from play. Warships are worth VPs [25.2].
19.6 Transport Flotillas (AP)
Both sides have a number of Transport Flotillas (AP). They are the only naval units that may carry ground units/HQs, Movement Markers and SUPPLY markers in the game. Exception: In CW, the FIN player has four naval units, SvesiL 11-14, with a small load capacity. Transportation may be done across all unfrozen water hexes or hexsides and coast hexes during a friendly Naval Movement Segment. When the waters are frozen, Transport Flotillas must move together with an Icebreaker [19.8]. All Transport Flotillas have a load capacity of 6 BEs. A player may combine the cargo in any way, as long as the BE-limit is not exceeded. The opposing player gains 1 VP for each Transport Flotilla destroyed. Transport Flotillas have no reduced side.
19.7 Depth Charges & Submarines (SS)
All surface naval units and air units may drop depth charges in the hex they are in or move into. One hex per unit and turn. This means rolling a White Die in an attempt to hit any possible enemy Submarines currently located in the same hex (hidden in the water). A White DR of 0 = any one Submarine unit in the hex loses one step. 1-2 = any one Submarine unit in the hex is damaged and must immediately return to the closest friendly port. All other results are no effect. Submarines have better protection in deep water hexes. All-water hexes in medium blue color are considered Deep waters and in dark blue color Very Deep waters, see the terrain key. Deep waters have a +1 DRM and Very Deep waters have a +2 DRM. The depths have no other function in the game. Shallow waters (they follow the hex border) have a -1 DRM.
19.8 Ice & Icebreakers (AG)
During ice conditions, only Icebreakers (AG) and Warships (BB, BD, CA, CL, CLA, CS) may move normally. All other naval units must move together with an Icebreaker (Warships NA). In game terms, no naval movement is allowed during Full Ice Status [11.3.3].
19.9 Naval Unit Reaction/Interception
The Non-Phasing player in a Player Turn may react to the Phasing player's ground unit movements as defensive ground combat support [23.7.1] and naval unit movements, with the following units and features (each unit may fire only one time per Naval Unit Reaction/Interception Step):
- A. Surface Naval Units. When the Phasing player has ended (not during) his movement of all naval units, all Non-Phasing player's non-refitting naval units that are within a radius of half the naval units' printed MA may intercept. Fractions are rounded down. This will result in Naval-to-Naval combat [22.1]. The intercepting unit moves within two hexes of the attacking naval unit(s). All naval units with a long-range combat capability may fire, then the Intercepting naval unit may continue his move adjacent to the attacker, when all remaining naval units may fire.
- B. Submarines. If the enemy moves with any naval unit into the same hex (only) where a Submarine unit is secretly hidden (it is in the Hidden Box on the Large Map), the Submarine unit may open fire and by doing this must reveal itself. If the attack by the Submarine fails, the opponent may counter-attack with the naval unit that was the target (only). Use the Naval-to-Naval Rules [22.1.1] but jump directly to 3). Combat Sequence.
- C. Coastal & Railroad Artillery. All Cst. Art. and RR-Art. units (only) within range may open fire vs. enemy naval units, using either the ACF or DCF (owning player's choice). The CAL (BE-Box) is used vs. enemy naval units as long as the unit Status Level permits it.
- D. Sea Mines. See 19.10.
- E. Air Units. Air units equipped with torpedoes (only) may attack [20.4].
Errata (Sept. 2014), 19.9A: Add: Naval units can react to land ground combat support (23.7.1) to a ground combat within 1/2 of their movement radius but the reacting naval units are subject to being attacked by coastal/RR artillery if their movement brings them into range of such artillery.
19.9.1 Coastal Artillery Combat Table
See Ref. Chart #3.
19.9.2 Coastal Artillery Combat Results
See Ref. Chart #3.
19.9.3 Coastal Artillery DRMs (also on Ref. Chart #3)
- A. Fast/Slow Naval Units. A +1 DRM vs. enemy naval units with an SF of 0 (lowest SF). A -1 DRM vs. enemy naval units with an SF of 7 or higher.
- B. Cst. Art. HQ. A Cst. Art. HQ in the same hex as a Cst. Art. unit (only), gives a +1 DRM. A maximum of one Cst. Art. HQ can give bonus per hex.
- C. Strong Hull (HF). A -1 DRM if the HF is stronger on the naval unit than the total printed FP (no CAL) of the attacking Cst. Art. units.
19.10 Sea Mines
Both players start the game with a number of MINES! Low Density markers already in play, according to the OOBs. The locations of these pre-laid mines are secretly written on a piece of paper. They must be in a friendly coast or all-water hex. Both players may lay more mines [19.2.2] during play up to the limit of the counter mix. They may be laid in non-enemy controlled hexes only and only one MINES! marker per hex regardless of density. A low density minefield may be upgraded for a high density during play. Keep the MINES! markers that are in use, in the Hidden Box on the Large Map (until revealed and placed on the hex) and keep all the other MINES! markers in the FIN, GER respective SOV player Markers Boxes. There are two minefields.
- A. Low Density MINES! Markers. They represent sparse minefields with a small hit possibility. Roll a White Die for each naval unit entering the hex. A DR of 0-1 is a hit, resulting in one naval step loss. A DR of 2-5 is a miss.
- B. High Density MINES! Markers. They represent dense minefields with a high hit possibility. Roll a White Die for each naval unit entering the hex. A DR of 0-3 is a hit, resulting in one naval step loss. A DR of 4-5 is a miss.
19.10.1 The Sea Minefield Attack (Hit)
Immediately when an enemy naval unit enters such a hex, a MINES! marker is placed in the hex and a mine attack occurs. Submarines are immune to mine attacks in the game. All other naval units are affected. Friendly naval units may enter and move through hexes containing friendly mines without penalties. A sea mine may attack any number of times. The only way they may be reduced in capacity or entirely removed from play are; (1) during ice turns [11.3.3E] or (2) by Minesweepers [19.2.3]. There are two types of minefields: low density and high density. When a MINES! High Density marker loses a step, it is flipped to its Mines! Low Density side and when a MINES! Low Density marker loses one step, it is removed from the hex.
20.0 Air Movement
All eligible friendly air units (Fighters only during Cloudy Sky Status [11.2]) may move up to their MA limit. Exceptions: Long-Range Air Movement [20.1.1] and Long-Range Bombing [20.1.2C]. The movement cost is one MP for each hex entered.
Aircraft Speed Conversion Table (for reference only)
| SF | km/h | mph | SF | km/h | mph |
|---|---|---|---|---|---|
| 0 | ≤ 249 | ≤ 154 | 5 | 450-499 | 279-309 |
| 1 | 250-299 | 155-185 | 6 | 500-549 | 310-340 |
| 2 | 300-349 | 186-216 | 7 | 550-599 | 341-371 |
| 3 | 350-399 | 217-247 | 8 | 600-649 | 372-403 |
| 4 |
Apart from 0, each SF represents a range of 50 km/h (30-31 mph).
- No aircraft models on the Finnish front '39 - '45 were able to fly faster.
Note: Speed was a significant factor in air-to-air combat. The development of faster aircraft was continuous throughout WWII. Slow aircraft were given better engines, other duties or withdrawn from service.
20.1 Air Missions
Each air unit in play, may perform one mission per friendly Player Turn. Several types of missions may take place in the same hex but each type of mission requires an air unit. In addition, Interception and Defensive Ground Support missions are allowed during the enemy Player Turn. Air unit missions are divided into; aggressive and non-aggressive missions. An aggressive mission is considered all missions directed at the enemy.
Note! In game terms, only SOV air units are strictly divided between the Air Force and the Navy. This means that only SOV Navy air units may conduct: all-water sea-recon; sea-minelaying; or attack enemy naval units.
FINTRI uses two levels of altitudes for air units: Low Altitude and High Altitude. All air units may fly at both altitudes but the various Air Missions in the game can be performed at a Low Altitude or High Altitude only.
- A. Low Altitude. The following missions may be executed at Low Altitude only: Tactical Bombing, Torpedo Attack, Ground Support, Sea-Minelaying and Recon. Low Altitude = higher AA risk, see AA-units in 21.2. [Errata Sept. 2014, 20.1A & B: reference corrected from 21.2.8.]
- B. High Altitude. The following missions may be executed at a High Altitude: Strategic Bombing, Long-range Bombing/Immune to light AA. Use the High Altitude markers to keep track what air units are currently at High Altitude. See AA-units in 21.2. [Errata Sept. 2014, 20.1A & B: reference corrected from 21.2.8.]
20.1.1 Long-Range Air Movement
An air unit that moves between two friendly airbases (only) may move double its printed MA as long as it has not been involved in any combat - in which case it must move to the closest friendly airbase or non-base hex [24.2.1].
20.1.2 Bomb Raid
Air units with a GCF may bomb enemy objects. The air unit is moved to the hex where it intends to conduct the bomb raid. The player must announce whether it is a Tactical or Strategic Bombing [20.1A/B]. When the air units have successfully flown to the target hex (after any enemy Escort Screen and AA(A)-attacks), roll a White Die and consult the Bombing Result Table. If successful, place an appropriate marker on the object, e.g. HIT! marker [18.5.2] or flip the marker to its damaged side or remove the marker. Any VP is also gained. Each air unit may attack one target only during an Air Combat Segment. A player must announce in advance which objects in a hex each air unit will attack, if the target hex has several target possibilities.
A. Tactical Bombing. Tactical Bombing is the equivalent of bombing at Low Altitude. All air units with a GCF may perform Tactical bombing. The following objects can be targets in a Tactical Bombing: Bridges [18.3.5], roads, railroads, airbases, factories, cities, ports and radars (in CW/LW). Trails or DO-markers (e.g. FORTs) cannot be bombed in the game.
B. Strategic Bombing. Strategic Bombing is the equivalent of bombing cities and ports at High Altitude [20.1B]. Only air units with a boxed GCF may perform Strategic Bombing and only with half their GCF strength. High Altitude = low bombing accuracy.
C. Long-Range Bombing. Any air units with GCF may fly a long-range bombing raid using double its printed MA. The penalty is a halved GCF. Air units on a long-range strategic bombing mission have their GCF halved x 2.
20.1.3 Air Torpedo Attack
Air units that have a GCF = T (torpedo), may attack enemy naval units (only). No long-range attacks allowed. See further in 22.1.2.
20.1.4 Sea-Minelaying
All air units marked with M (mines) on their left side may Drop Sea Mines into an unfrozen coast or all-water hex. Only a MINES! Low Density marker may be used. Minelaying means secretly writing down on a piece of paper the hex number of the chosen target hex within the flying path of the air unit and placing a MINES! marker in the Hidden Box on the Large Map. See also 19.10.
20.1.5 Offensive Ground Support
All air units with a GCF may conduct ground support on one target hex per turn during the Ground Combat Segment. Use the Target Boxes 1-10 on the Large Map for the air units to avoid high stacks on the target hexes [23.7.2]. If the number of air unit SEs in a ground support (in attack or defense), are more than the amount of ground unit BEs participating in the combat, all air unit SEs in excess may not participate in the combat support. It is the owning player's choice as to which air units to use. Air units are never subject to ground combat results on the CRT. See also air unit escape [20.1.11].
20.1.6 Recon[naissance]
All air unit types may conduct Recon missions but specialized air units for Recon - all types marked with R (only), have a better recon capability. A Recon mission means examining one or several enemy stacks. A non-recon air unit may examine one enemy hex only (beneath the air unit) per Game Turn, while a Recon air unit may examine one enemy hex plus all of its six adjacent hexes. See also 11.4.2. In terms of SOV air units, see 4.8.12 & 20.1 (info).
20.1.7 Escorting
Fighters - all types marked with F (only), may be used for Escorting and in this way protect a friendly Mission Force from enemy Fighters conducting Interception [20.4]. An Escort means Fighters (only) on this mission.
20.1.8 Patrolling
Fighters - all types marked with F (only), may conduct offensive patrolling in any hex, exc. enemy airbase hex. Place a Patrol Mission marker on an air unit conducting patrolling. When any enemy air unit flies into the same hex, air combat may occur. It is the patrolling unit discretion. In the next friendly Player Turn, the patrolling air unit must return to any friendly airbase or non-base hex [24.2.1] within range, otherwise it is eliminated. It may, however, in the very same turn conduct any type of a new air mission (from an airbase only). The number of patrol missions allowed per turn is limited to the number of Patrol Mission markers provided. Any AA-capable unit may fire vs. any enemy Fighters conducting patrolling in the same hex as the unit.
20.1.9 Transportation & Transport Air Units
Transport air units - all types marked with T (only), may be used for Transportation missions. The load capacity is shown as a value inside a white circle and refers to the number of BEs allowed to be transported on each Sunny Sky turn between two friendly airbases. A Transport air unit with a GCF may do both Transport missions and bomb raids but only one of the missions per turn. Transport air units may carry SUPPLY markers, Std and Lt class units (without HE) and THQs up to the load capacity. Several Transport air units may combine their load capacity in order to carry, for example, a larger unit. If a Transport air unit loses a step due to AA-fire or Air-to-Air combat during a Transport mission, it will also affect the load capacity. It is the owning player's choice, which items are lost, e.g. a SOV Transport air unit on its frontside (a capacity of 4 BEs) carries a Rfl. Rgt (3 BEs) and a SUPPLY 1 marker (1 BE) during a Transport mission. It is attacked by a FIN Fighter and loses one step. The Transport air unit is flipped to its reduced side. Since the load capacity is now only 2 BEs, the SOV player must flip the Rfl. Rgt to its reduced side (1 BE). The SUPPLY 1 marker is thus not affected.
20.1.10 Air Drop
Transport air units - all types marked with T (only), may be used for Air Drop missions. Only SUPPLY markers and Small Recon/Partisan Units may be Air Dropped. They may be Air Dropped in any non-mountain hex or frozen water hex, but not on an enemy occupied hex. EZOC is, however, allowed. HQs may never be Air Dropped. All units are in supply on the turn they are Air Dropped. In all subsequent turns, normal supply rules are in effect [13.2]. See WW rule 30.3.5 about the SOV Parachute/Airborne Bdes.
A. Special Air Drop Rule for the Small Scenarios: Only SUPPLY 1 markers may be Air Dropped in the Small Scenarios. An Air Drop is only allowed on those turns, when the Abstract Air Support Table in the OOBs allows an Attack Air Support. An Air Drop takes place instead of an Attack Air Support and is only successful on a Green DR of 1. On a DR of 0, the SUPPLY 1 marker is destroyed and is removed from play.
20.1.11 Air Unit Escape
When enemy ground units gain hex ownership of an airbase/non-base hex [20.2.3] or when enemy air units are about to bomb an airbase/non-base hex, any air units in the hex must attempt to escape. The owning player rolls a Blue Die for each air unit. A DR of 1 and 2 results in: (1) a successful escape to any friendly airbase/non-base hex within normal range or (2) in terms of Fighters, allow Interception vs. enemy air units in the same hex (only) [20.4]. A DR of 0, results in a failure. The air unit is destroyed and placed in the owning player's Air Unit RP Pool.
20.2 Airbases & Non-base Hexes
All airbase markers and airbases printed on the map are treated equally. Exception: during construction and repair, see white info box on page 17.
A. Airfields. All air unit types may use Airfields. The SE-capacity for an Airfield is 6. Air units with an Airfield marking may not use Airstrips, only Airfields, Icebases (C) and non-base hexes (E).
B. Airstrips. Airstrips are considered to have fewer and shorter runways than Airfields and also more sensitive to changes in climate. During Thaw and Mud turns, their SE-capacity is halved. Air units with an Airfield marking may not use Airstrips.
C. Icebases. All air unit types may use Icebases. All Icebases are removed in the first Thaw weather turn and any air unit must fly to another friendly airbase within range or be eliminated, see 20.1.1. The SE-capacity for an Icebase is 1.
D. Seabases. Only air units equipped with pontoons (marked with a pontoon symbol) [4.8.11] may use Seabases. When frozen, Seabases are treated as Icebases. In terms of markers, the Seabase may be flipped to its Icebase side or be removed from play. As soon as the waters freeze in a Weather Zone, are air units with pontoons in that Weather Zone (only) considered to have wheels/skis and may use other airbases, see also 20.2A and 20.2.1. The SE-capacity for a Seabase is 1.
E. Non-base hexes (Open Ground). All air units types may use non-base hexes. The SE-capacity for a non-base hex is 2. See also 24.2.1.
20.2.1 Units with Several Features
Some FIN air units have two different sides, e.g. one side with skis and the other with pontoons. The FIN player may choose which side to use. Each air unit may flip sides any number of times in the game but it takes one complete Player Turn to flip a side [14.3] (no actions).
20.2.2 Do Not Use Airbase
Some printed airbases on the map are not operational at the start of the game (but historically they were at some point in the war). Until a player constructs an airbase in such a friendly hex, keep a Do Not Use! Airbase Unfinished marker in the hex.
20.2.3 Capture Enemy Airbases
All enemy airbases/non-base hexes may be captured as per normal ownership rules [3.2.3]. The airbase may immediately be used by the new owner.
20.3 Soviet PVO (Air Defense) Boxes
Certain Soviet air units are, according to the SOV OOB, placed in one or two of the PVO Boxes on the Large Map. The SOV player may change the starting Fighters in a PVO Box for other Fighters (only), as long as the Fighters are of the highest SF and are part of the Army (not part of the Navy [4.8.12]). In CW, at least 50% must be Guards Fighters, if possible. The amount of Fighters (calculated in SE) must remain the same throughout the game. Any losses must be filled up with any new Fighters.
- A. Leningrad PVO Box (L.PVO Box). These Fighters' main role is to defend Leningrad. They may only be activated, if any enemy units (ground, air or naval) are within 4 hexes of the Leningrad hex 8339, which is the only airbase they may use in the game.
- B. Murmansk PVO Box (M.PVO Box). Not used in WW or CW '41! These Fighters' main role is to defend Murmansk. They may only be activated, if any enemy units (ground, air or naval) are within 4 hexes of the Murmansk hex (1543), which is the only airbase they may use in the game.
Note: In game terms, the PVO air units always use the same airbase.
20.4 Air Unit Reaction/Interception
The Non-Phasing player may react to the Phasing player's air and naval unit movements but also to forthcoming ground combat (see below), with any friendly, non-refitting, air unit types that are within a radius of half the air units' printed MA. Fractions rounded down. But, only Fighters - all types marked with F, may act as Interceptors and encounter enemy air units in an enemy Escort or Mission Force).
20.4.1 Defensive Ground Combat Support
The Non-Phasing player may react to forthcoming enemy ground combat with any air units with a GCF. The terms, Mission Force and Escort Screens are also used for the Non-Phasing player. See also 21.1. and 23.7.
Errata (Sept. 2014), 20.4.1: The reacting air units are subject to AA attack only in the ground combat hex (also called the target hex) (21.2.4). They are not subject to attack in any hex they pass through on the way to the ground combat.
20.4.2 Naval Movement Reactions
The Non-Phasing player may react to enemy naval movement with all air units in range and equipped with torpedoes (only). See also 23.7.
[D] Combat Phase
21.0 Air Combat
21.1 Air-to-Air
When opposing players have air units in the same hex, there will be Air-to-Air combat but only if at least one of the players has Interceptors (Fighters) in the hex. Air-to-Air combat in each hex is divided into dogfights. Each dogfight may include only one air unit per player. Combat can take several rounds to resolve. This is called Attack Waves. The first Attack Wave must be fully resolved by all dogfights before moving on to any new Attack Wave and all Attack Waves must be fully resolved in a hex, before moving on to any new Air-to-Air combat hex. Use the Current Value markers [17.2.1] to keep track of what Attack Wave is played. A hex may include air units of both player sides when the Air-to-Air Combat Step is finished, as long as neither player has an Interceptor in the hex. An Interceptor may never encounter an enemy Interceptor and an Escort may never encounter an enemy Escort. The Altitude rules [20.1] are not used in Air-to-Air combat. The Interceptors always choose their targets.
21.1.1 Air-to-Air Combat Procedure
1.) Preparation Sequence. Both players place all their air units from the specific target hex (or the specific Target Box [23.7.2]) into the Air Combat Box on the Large Map. Be careful to place them in the correct column. All air units must be sorted as part of either the: (1) Mission Force; (2) Escort Screen; or (3) Interceptors. The Non-Phasing player must announce what of his Fighters will be Interceptors and what will be part of the Escort Screen before the Phasing player may change any of its available Fighters in the Escort Screen to become Interceptors instead (if any).
2.) Assign Enemy Sequence. Both players decide first what enemy air units will be the targets of their Interceptors. A maximum of one air unit may encounter each enemy air unit, ignoring the SE of the air units involved. If the opponent has an Escort Screen, each Interceptor has two options: (1) to encounter any Fighters in the Escort Screen or (2) to try to pass the Escort Screen in an attempt to encounter the Mission Force. In the second alternative, the opponent may choose which of its Fighters in the Escort Screen will take on the Interceptors trying to encounter the Mission Force. This is the only time a non-Interceptor may choose the target air unit.
3.) Initiative Sequence. Both players add the SF on their air unit with a DR equal to the air units' SE-Hexagon color and with a White DR, to see who is the attacker is and who is the defender in that specific Attack Wave. Add/reduce certain Air Initiative DRMs [21.1.3]. The highest result gains the initiative. On a tie result, it is the player with the highest White DR. Otherwise it is a re-roll for both players. The player that gains the initiative has the option to either: (1) engage the air unit in a combat, (2) do nothing or focus on its original mission, if it has one or (3) Voluntarily Abort/Escape [21.1.8]. If an Interceptor trying to pass the Escort Screen, gains the initiative, it may in the next Attack Wave encounter any air unit in the Mission Force.
4.) Combat Sequence. Once the Initiative DRs are made for both players in that particular "dogfight", the attacking air unit compares its ACF with the defending air unit's DCF and consults the Air-to-Air Combat Table, using the appropriate column. The final result for that Attack Wave is determined by a White DR. For each additional Attack Wave a single air unit is involved in, there will be a -1 DRM in the Air-to-Air Combat Table (but not during the Initiative Sequence). In this way, an air unit will eventually get a result of an A and leave the combat scene, due to low ammo and/or limited fuel.
Errata (Sept. 2014), 21.1.1(4): Defending escorts that won initiative but chose option 2 (do nothing), still suffer the -1 per wave penalty if they choose option 1 (engage in combat) in any later waves.
Note! Any Fighters in the Mission Force may for any new Attack Wave change as to become an Interceptor or part of the Escort Screen instead but not vice versa. Interceptors may also become Escorts and vice versa.
21.1.2 Air Initiative Modifier Table
See Ref. Chart #3.
21.1.3 Air Initiative Modifiers
- A. Nationality Modifier. There are various DRMs depending on the nationality. Some nationalities had better pilot training than others.
Note: Finnish pilots were famous for their heroism and good pilot training. They were also tactically superior to their Soviet counterparts.
- B. Home Country Modifier. A +1 DRM for the player that fights in the skies of its home country. Only FIN and SWE units in Finland and only SOV units in the U.S.S.R. can use this modifier. In CW, Finland is considered to be within the Borderline '39, even though the area between the Borderline '39 and '41 is Soviet controlled at start in '41. The Home Country Modifier is not the same thing as fighting in a friendly controlled hex.
Note: To fight in the skies above your home country (or a friendly neighbour country as with the Swedes) will boost morale and fanaticism. If you are shot down, you know that you are less likely to fall into enemy hands.
- C. Interceptor Modifier. A -1 DRM for an Interceptor trying to pass an Escort Screen and engage any air units of the Mission Force.
Note: The Interceptor will try to avoid any engagement vs. an Escort to use as much ammo as possible on the Mission Force air units.
- D. Large Aircraft Modifier. All non-Fighters with an Airfield symbol printed on them but also heavy Fighters (hF), have a -1 DRM. Large aircraft have an extra disadvantage in combat due to their low manoeuverability.
21.1.4 Air-to-Air Initiative Example
On the SOV Player Turn, the FIN Fighter, Fokker D.XXI (FRm), intercepts the SOV Fighter, I-16/T5 (Polikarpov I-16, type 5) flying on an Escort Screen mission. The FRm has a SF of 4, while the I-16 has a 5. Both air units are on their frontside (blue SE) and use therefore the Blue Die. The FIN player rolls a 0 and the SOV player rolls a 1. In addition, both sides roll a 3 with the White Die. The FIN player receives a Nationality +1 DRM, while the SOV player receives a -1. The battle takes place in the skies above Finland, so the FIN player receives a Home Country +1 DRM. The total is 9 (4 [SF]+0 [Blue DR]+3 [White DR]+2 [DRM]) for the FIN air unit and 8 (5+1+3-1) for the SOV air unit. This results in that the FIN air unit will (but only barely) gain the initiative in the 1st Attack Wave.
21.1.5 Air-to-Air Combat Table
See Ref. Chart #3.
21.1.6 Air-to-Air Combat Results
See Ref. Chart #3.
Errata (Sept. 2014), 21.1.6 & 22.1.4: If an air unit is not within range of an airbase/port/non-base hex after suffering a combat result of A, E or D, it is eliminated and placed in the friendly Air Unit RP Pool.
21.1.7 Voluntarily Abort/Escape
An air unit that gains the initiative or has no opponent in an Attack Wave, may continue with its mission or leave the target hex and return to any friendly airbase or non-base hex [24.2.1] within range. As soon as an air unit returns to an airbase/non-base hex, it may not be used again that Player Turn.
21.2 Anti-Aircraft Defense
Only ground and naval units with an AA-CF, may fire vs. enemy air units flying into the same hex (NA if only passing through), as long as there are currently no friendly air units in the air in the same hex. Air units on the ground will not restrict the use of AA-fire. An AA-CF is recognized by the arrow above the number or letter (Q or H). It is not possible to defend against enemy Abstract Air Support in the Small Scenarios.
21.2.1 Light & Heavy Anti-Aircraft Units
Lt AA-units may only fire vs. enemy air units at Low Altitude. Hvy AA-units (also called AAA-units) are recognized by their boxed AA-CF and they may fire vs. enemy any air units either at Low Altitude [20.1A] or High Altitude [20.1B]. All AA-units with CF(s) may participate in ground combat as INF CAL-category units [4.7.9].
Note: Lt AA-units consisted of MGs and AA-guns up to 75 mm. Hvy AA-units consisted of 75 mm or heavier guns with a range of 4-5 km. In game terms, all air units are considered targets for AAA-units.
21.2.2 Other Anti-Aircraft Capable Units
All units with an AA-CF in their upper right corner have an AA-capability. If the AA-CF is boxed, the unit may fire vs. enemy air units flying either at Low or High Altitude [20.1A-B].
21.2.3 Special Anti-Aircraft Feature
All AA-(capable)-units may engage both air units and ground units in the same Combat Phase (in attack/defense). Since air support may only occur during Regular attacks and 1st Echelon attacks, AA-(capable)-units may only engage vs. ground units (not air units) during 2nd Echelon attacks.
21.2.4 The Anti-Aircraft Procedure
All AA-capable units in a hex fire collectively vs. each enemy air unit, using their printed AA-CF (no CAL). Use the appropriate column on the Anti-Aircraft Fire Table and roll a White Die. An AA-CF of Q means a quarter/0.25 FP and H means half/0.5 FP. When attacking a hex, any defending air units in that hex are engaged by adding all AA-CFs in the attack and then dividing the total by the number of attacking hexes.
21.2.5 Anti-Aircraft Fire Table
See Ref. Chart #3.
21.2.6 Anti-Aircraft Fire Results
See Ref. Chart #3.
21.2.7 Anti-Aircraft DRMs (also on Ref. Chart #3)
The AA DRMs A, C & D concerns all AA-capable ground and naval units.
- A. Fast/Slow Air Units. A +1 DRM vs. enemy air units with an SF of 0 (lowest SF). A -1 DRM vs. enemy air units with an SF of 7 or higher.
- B. AA-HQ. An AA-HQ is in the same hex as an AA-capable ground unit (only), gives a +1 DRM. A maximum of one AA-HQ can give bonus per hex.
- C. High Altitude. A -1 DRM vs. enemy air units at High Altitude, e.g. in a Strategic Bombing mission [20.1.2B]. Only Heavy AA-units may fire.
- D. Finnish AAs. A +1 DRM for all regular Finnish and Finno-Swedish AA-units and units with AA-capability vs. all types of enemy air units.
21.3 Air-to-Naval
All air units with a GCF may attack enemy naval units. The naval units may first open AA-fire using their AA-CF. All remaining air units use the Torpedo & Air-to-Naval Attack Table [21.3.2].
21.3.1 Attacking with Torpedoes (from Air Units)
Air units with a torpedo capability (GCF = T), may attack enemy naval units only (apart from enemy air units). Air units with torpedoes always attack together but only with other air units with torpedoes. A single T = 1.
21.3.2 Torpedo & Air-to-Naval Attack Table
See Ref. Chart #3.
21.4 Bombing Enemy Objects/Bomb Raid
21.4.1 Bombing Table
See Ref. Chart #3.
21.4.2 Bombing Results
See Ref. Chart #3.
21.4.3 Terror Bombing Enemy Cities
Soviet and German air units (only) may terror bomb enemy cities with the possibility of gaining (or losing) VPs. Exception: Leningrad and Kronstadt may never be bombed. Bombing enemy cities is not necessarily a success. It is decided by a DR. When the Phasing player bombs any enemy city, the Non-Phasing player rolls the White Die and consults the City Terror Bombing Effect Table. A city can take one hit per turn. The number of hits equals its VP-value. Each hit will reduce the VP-level of the city by 1 VP.
21.4.4 Air Bombing Surprise Turn (Optional)
The turn before the actual start of the Main Campaign (Nov. IV '39 in WW and Jun. IV '41 in CW), is an optional SOV/GER Air Bombing Surprise Turn. The SOV player decides whether to terror bomb Finnish cities (only) and in CW, the GER player decides whether to terror bomb Soviet cities (only). In CW, the GER air units perform any attack first, then the SOV air units. Use the normal rules when Terror Bombing enemy cities [21.4.3], with any enemy Interception and enemy AA-fire included. Before any bombing may take place, normal Weather Type and Sky Status checks also apply. Play the Weather-, Air Movement-, and Air Combat Segments.
21.4.5 City Terror Bombing Effect Table
See Ref. Chart #3.
Errata (Sept. 2014), 21.4.5: It is necessary to score a hit on the Bombing Table (21.4.1) to be able to roll on the City Terror Bombing Effect Table (21.4.5).
Note: Terror bombing enemy cities can either break or boost the morale of the population. In game terms, VPs are either gained or lost.
21.5 Fire in Cities
City bombing missions [21.4.3] may start a major fire. An F-result means that a FIRE! City marker is placed in the city. It is treated as a hit result in all respects. A fire in a city will last one Game Turn and only in the affected hex. Remove the FIRE! City marker in the next Initial Phase and place a HIT! (City) marker instead. During a fire in a city, the consequences are:
- A Minor or Major City cannot act as a supply source while on fire. A Capital City may act as a supply source but only with half of its capacity.
- Units/HQs may remain in the city but neither attack or defend, their focus is on putting out the fire. No attacks (ground, air or naval) are allowed into the city. All Fixed Units are eliminated, unless there is a TRUCK marker in the hex [18.3.3] and all air units must attempt to escape as per rule 20.1.11. If the fire is in a port (coast hex city), any naval units may remain in the hex.
- No embarkment/disembarkment is allowed for units with HE [18.2.5].
22.0 Naval Combat
22.1 Naval-to-Naval
Naval units use the CF when attacking and HF when defending in a combat. Only naval units with a CF may attack. Note: 0 is also a CF. See attacking with torpedoes in 22.1.2. Combat between naval units can occur in a range between one or two hexes, depending on the vessel type and gunnery. See in 19.9A on naval Interceptors (surface naval units only).
22.1.1 Naval-to-Naval Combat Procedure
The combat procedure for Naval-to-Naval combat is very much the same as Air-to-Air combat, except that both sides get to fire in each Attack Wave, irrespective of the combat result, compared to the Air-to-Air combat [21.1].
1A.) Assign Enemy Sequence w. Long-Range Interceptors. All Intercepting naval units with a boxed CF may assign an enemy/Phasing player naval unit. A naval unit with a boxed CF may wait to fire until the enemy naval unit is at close-range (in the adjacent hex).
1B.) Assign Enemy Sequence w. Close-Range Escorts. All Escorting naval units with a boxed CF may assign an enemy/Non-Phasing player naval unit.
1C.) Assign Enemy Sequence w. Close-Range Interceptors. The Non-Phasing player moves any naval units one hex so they become adjacent to enemy naval units and then decides which enemy naval units to encounter with its own naval units (Interceptors). A maximum of one VE of Interceptors may be assigned against each enemy naval unit, e.g. one naval unit on its frontside or two naval units on their reduced side. If the Phasing player has an Escort Screen, each Interceptor (Non-Phasing player) has two options: (1) to encounter any naval unit in the Escort Screen or (2) to try to by pass the Escort Screen in an attempt to encounter the Mission Force (if any). In the second alternative, the Phasing player may choose which of its Escorting naval units will take on the Interceptors trying to encounter the Mission Force.
2.) Initiative Sequence. Both players add the SF on their naval unit with a DR equal to the naval units' VE-Hexagon color and with a White DR, to see who gets to fire first in a specific Attack Wave. In naval combat, there are no Naval Initiative DRMs. The highest result gains the initiative. On a tied result, it is the player with the highest DR. Otherwise it is a re-roll for both players. The player that gains the initiative has the option to either: (1) engage the naval unit in combat, (2) do nothing (focus on the original mission) or (3) voluntarily abort/escape (leave the target hex and return to a friendly port within range). If an Interceptor trying to bypass the Escort Screen, gains the Initiative, it may encounter any of the naval units in the Mission Force. A naval unit that has been eliminated may, however, not return fire.
3.) Combat Sequence. Once the Initiative DRs are made for both sides in that particular combat, the attacking naval unit compares its CF with the defending naval unit HF and consults the Naval-to-Naval Combat Table, using the appropriate column (the same table as for Air-to-Air combat). The final result for that combat is determined by a White DR. For each additional combat a single naval unit is involved in, there will be a -1 DRM on the combat table. In this way, a naval unit will eventually get a result of an A and leave the combat scene, due to low ammo and/or limited fuel.
Note! Any vessels in the Mission Force may for any new Attack Wave change as to become part of the Escort Screen instead but not vice versa.
22.1.2 Attacking with Torpedoes (from Naval Units)
Naval units with a torpedo capability (T) may attack enemy naval units only in an adjacent hex. Exception: Submarines attack always within a hex only. Consult the 21.3.2 Torpedo Attack Table. Naval units with torpedoes always attack together but not with non-torpedo naval units.
22.1.3 Naval-to-Naval Combat Table
See Ref. Chart #3.
22.1.4 Naval-to-Naval Combat Results
See Ref. Chart #3.
Errata (Sept. 2014), 21.1.6 & 22.1.4: If an air unit is not within range of an airbase/port/non-base hex after suffering a combat result of A, E or D, it is eliminated and placed in the friendly Air Unit RP Pool.
22.2 Naval-to-Coastal Artillery
Naval units may attack enemy Coastal Artillery units. A successful attack will neutralize or reduce the Coastal Artillery unit by one or two steps.
22.2.1 Naval-to-Coastal Artillery Combat Table
See Ref. Chart #3.
22.2.2 Naval-to-Coastal Artillery Combat Results
See Ref. Chart #3.
22.3 Naval Smoke Screens
Naval units with an underscore beneath the vessel-type letters, e.g. BB, have a smoke screen capability, which will halve all CFs for both sides during one complete Game Turn. Place a SMOKE SCREEN marker on the naval unit that is putting out a smoke screen during any Segment of the Combat Phase. One smoke screen per naval unit/turn.
22.4 Soviet Blockade Threat
The Soviet Baltic Fleet Warships and Submarines may attempt to reduce the FIN SP-level for each turn. If successful, the FIN player gains fewer SUPPLY markers (SPs) during the next friendly Player Turn. This feature portrays in an abstract way that merchant ships have been destroyed, since they are not included in the game as unit counters but merely allowing the SOV player to roll a Die. The Transport Flotillas are not used in this rule.
22.4.1 Procedure
The SOV player rolls a White Die for each Warship and Submarine unit VE located in the Baltic Sea, either in any hex north of the Weather Line or in any eastern/southern edge hex. A total of 0.5 VE has no effect. When a Die is rolled, the location of the Submarine unit must be revealed [19.2.11].
22.4.2 Soviet Blockade Threat Table
See Ref. Chart #3.
23.0 Ground Combat
23.1 General Rules
When units/HQs from both sides are in adjacent hexes, combat may occur. See also Combat Within a Hex [23.2]. All ground units with an attack combat factor (ACF), may attack and all ground units with a defense combat factor (DCF) may defend in a combat. A 0 (zero) and an H (Half/0.5) is always considered a CF (and subject to use CAL) but an N (No) or "-" is not a CF. Units with both CFs marked with N, have no combat capability and they may not be part of a combat in any way, not even take losses or advance after combat - only retreat/panic. Always retain half CFs when calculating odds ratios on the CRT. If a unit has a final attack strength of 0, after any CAL DR, no attack is allowed even if the defender has a unit with a DCF of 0 or even N. Certain ART CAL-category units have a long-range combat capability and they are recognized by their boxed CFs. Units lacking such capability must be adjacent to an enemy unit/HQ. ART CAL-category units and HQs may never attack unless there is an INF or AFV CAL-category unit in the same hex. Exception: units using their long-range combat capability [23.5.6 & 23.7.4]. The attacker totals the printed ACFs and the defender totals the printed DCFs of all units participating in the combat.
23.1.1 (Combat) Supply Points (SPs) in Combat
Most ground combats require the expenditure of one or more combat SPs, depending on the size of the attack or defense. All units/HQs participating in the combat must be able to trace a supply route to a SUPPLY 1 or 2 marker in the same way as with General Supply [13.2]. The total number of units in an attack or defense may not exceed the BE or stacking level that the combat SP(s) support as shown in the Combat Supply Point Table. Add 1 SP for all combats in the table in Weather Zone North during Snow turns, e.g. defending with 15 BEs in Weather Zone North costs 1 SP during Snow turns. Only the amount of units up to each SP limit may attack or defend in that combat (owning player's choice), e.g. if the same defender has 15 BEs of combat units in a hex but no SPs available, only 11 BEs of the combat units in the hex may defend. All remaining units may not attack or defend at all.
Errata (Sept. 2014), 23.1.1 & 23.1.2: If there are less than 12 BEs in a combat, even in Weather North Zone in Snow turns, there is no need for Combat Supply expenditure.
23.1.2 Combat Supply Point (SP) Table
See Ref. Chart #2.
23.2 Combat Within a Hex
Combat within a hex may occur in two possible ways: (1) when a naval landing is made on an enemy occupied hex during the Naval Movement Segment or (2) movement into an enemy occupied city during the Ground Movement Segment (only). Combat is resolved normally but no combat support are allowed into or out from such a hex. Place a TARGET! marker in the hex and place units/HQs from both player sides in one of the ten Target Boxes (1-10) on the Large Map. In a combat within a city, all INF CAL-Category units (only) on both sides double their printed FP.
23.3 Close Protection Value (CPV)
Most OHQs and Div. HQs (only) and all ART CAL-category units have a CPV, used when defending in a hex without INF or AFV CAL-category units. All CPVs in the same hex may be combined but no CAL is added.
23.4 Two Defense Types
The Non-Phasing player has the option to choose between two types of defense. The printed CFs and CAL may be used in both types of defense.
23.4.1 Combat Results Table (CRT)
See CRT.
A. Mobile Defense (Delaying). Mobile Defense may always be used in a combat, despite the terrain. Exception: Soviet NKVD units/HQs [4.7.1] and Fixed Units [4.7.4] may only use Static Defense, see below.
Note: A Mobile Defense is fighting back only enough to win time and keep the casualties down. In game terms, this type of defense has more retreat results, which is an option if the defender does not mind leaving a certain location (hex) in favor of none or only limited losses.
B. Static Defense (Parrying). Static Defense may only be used in a hex with a DO (Fieldworks ESD/-1; FORT -2/-3 marker or any city). Exception: Soviet NKVD units/HQs must always use Static Defense, as well as any other units/HQs stacked in the same hex (even if there is no DO) [4.7.1].
Note: A Static Defense is holding a position as long as possible but with the risk of high casualties. In game terms, this type of defense has a lot of step losses for both sides but no retreat results, which is an option if the defender wants to hold a certain key location (hex) at all costs.
23.4.2 Ground Combat Results
See CRT and in 23.13.
23.5 Combined Arms & Logistics (CAL)
CAL is the equivalent of using the colored BE-Box on a unit, in addition to the printed CF, in ground combat. The printed CF is the lowest combat value the unit has in normal circumstances. The BE-Box is merely added to the printed strength as a DR (the Die must be of the same color as the BE-Box), so a player can never be sure what the final strength of the unit will be either when attacking or defending. In terms of HQs, only THQs may use CAL but only if together with an INF or AFV CAL-category unit. Units/HQs with a low Status Level may not use their CAL allowance [8.1].
23.5.1 CAL-Categories
(1) INF (Infantry); (2) ART (Artillery) also Air and Naval Support [23.7.1]; (3) AFV (Armored Fighting Vehicles); (4) HQ (Headquarters)
Notes: (1) The most effective method of combat, is combining the arms infantry, artillery and AFV with functioning logistics and leadership (represented by the HQ). FINTRI stresses this feature by something called Combined Arms & Logistics. (2) CAL is used to make the combat more uncertain. Gone are the calculations for perfect odds. (3) All of the larger units included two or three different arms. In game terms, each large unit is represented as having usually only the arm that was in majority.
23.5.2 CAL Die-Roll Modifiers (DRMs)
One CAL = -1 DRM (minimum); Two CAL = 0 DRM; Three CAL = +1 DRM; Four CAL = +2 DRM (maximum), see CRT. The more CAL-categories used in the same hex during combat the better. In attack: a separate Die is not rolled for each unit in the combat but for each BE-Box color in the attacking hex. If the attacker attacks from several hexes, count the BE-Box colors and roll the necessary dice for each hex separately.
23.5.3 DRM & Dice
A DRM can never go above the highest value of a Die, e.g. in a +2 DRM, a Blue DR of 1 will result in 2 (not 3). In this example, no DR would be needed, since it will be 2 on all blue DRs. A DRM can never go below 0, e.g. in a -1 DRM, a Green DR of 0 will result in 0 (not -1). In this example, no DR would be needed, since it will be 0 on all Green DRs.
23.5.4 CAL Determination
The Terrain and Unit/HQ Status Level decides whether a CAL-category may use its CAL in combat. The attacker checks the CAL status in each attacking hex separately. The defender checks the CAL status in the target hex (only).
A. CAL & Mountains. Only units/HQs with a Mountain symbol may use CAL in an attack into a Mountain hex. Exception: all ART CAL-category units may use CAL into such a hex. Note: only Mountain units/HQs, ART CAL-category units and Lt class units may enter and thus attack into Mountain hexes in the game. See also long-range combat capable units in 23.5.6.
B. CAL & Rivers/Water Hexsides/Passages. An attack across a non-frozen minor/major river; water hexside; or passage requires the support of Combat Engineers or Pontoon Engineers (only), to allow any other CAL-category units to use their CAL. Exception: ART CAL-category units may always use CAL across such terrain mentioned. There are no required step losses for the Combat Engineers or Pontoon Engineers. They may, despite their size, support all hexsides in the hex they occupy but may not participate in the combat with their CF or CAL.
C. CAL & Forts/Cities. Only if one of the units listed below (in addition to any THQs) are participating in the attack (in hex if attacking from several hexes) may all other units in the stack also use CAL when attacking a Major or Capital City hex or a FORT -2/-3 marker. Any such unit must take any first step loss (owning player's choice). See also neutralization of defensive flanking support [23.10.1]. This penalty is not equivalent of a Status Level loss.
- (1) INF CAL-category: Combat Engineers or Assault Combat Engineers.
- (2) ART CAL-category: Super Heavy Artillery units when adjacent (only).
- (3) AFV CAL-category: Flame Tank or Heavy Tank units (only).
23.5.5 CAL-Category penalties in Combat
A. ART CAL-Category. If the number of ART CAL-category BEs in an attack or defense, are more than two times the amount of INF and/or AFV CAL-category units, all ART CAL-category units in excess may not use CAL in the combat (only their CF). Also long-range combat capable units are included. It is the owning player's choice of how to use his units.
B. AFV CAL-Category. An AFV CAL-category unit may use its CAL in attack only when attacking an open ground hex or from a road, railroad or trail hex connected to the target hex. An AFV CAL-category unit may use its CAL in defense only when defending in an open ground or in a road, railroad or trail hex. They do not need to be connected to any attacking hex.
23.5.6 Units with Long-Range Combat Capability
All ground and naval units that have a boxed CF, have a long-range combat capability of two hexes. CAL and CFs are used normally during long-range combat support (into a hex) but no advance after combat is allowed. An ART CAL-category unit using its long-range combat capability is never part of any combat result, unless the opposing player also has such a unit within radius and taking part in the combat. A long-range combat support is not allowed into a hex that includes only HQs and/or ART CAL-category units. See also 23.7.4.
23.5.7 Counting the Total Firepower (FP) & Calculating the Odds
Calculate the odds ratio once both players have totalled their printed CFs with the CAL. The total attack and defense strength is compared using the appropriate CRT (Mobile or Static Defense). After all Column Shifts (modifiers) are made, roll a White Die and cross-index the result on the CRT. See also 23.2 Combat Within a Hex. As mentioned earlier in 23.1, a final attack strength of 0, after any CAL DR, means that no attack is allowed.
Tip: When counting the FPs (especially when many units are involved): (1) use a calculator; or (2) write them down on a piece of paper; or (3) use any marker(s) to slide on the separate Firepower Tally Chart provided.
23.5.8 Combat Examples
Combat Example Part I (CAL). The SOV player attacks from three hexes; A1, A2 & A3, into one defending Finnish hex; D1. All hexes in this example are Forest with Primary Road.
(1) The defender announces whether to use Mobile or Static Defense.
(2) Start the combat by totalling the printed ACFs on all the attacking units and the DCF on all the defending units. The attacker (Soviet) = 2+4+5+2+4+6+3 = 26 points. The defender (Finland) = 2+1+2 = 5 points.
(3) Calculate the CAL status in each hex by counting the number of BE-Boxes of each color. Roll the necessary dice and check the number of CAL-categories in each hex.
- Hex A1 (attacker) includes one blue and one red BE-Box. Roll a Blue and a Red Die. The result of the Blue Die is 1 and the Red Die 2 but since there is only one CAL-category (INF), both the dice receive a -1 DRM. This gives the Blue Die an end result of 0 and the Red Die a 1. Since there is only one red BE-Box in that hex, only one additional CF is added from this attacking hex. The lack of support is evident.
- Hex A2 (attacker) includes one blue and one red BE-Box. Roll a Blue and a Red Die. The result of the Blue Die is 0 and the Red Die is 2. This hex has three CAL-categories (INF, ART, HQ), which gives a +1 DRM on all dice. Thus, the Blue Die gives an end result from 0 to 1 and the Red Die from 2 to 3. The unit with a blue BE-Box receives a +1 to its printed CF and the unit with the red BE-Box receives a +3 (highest possible with the Red Die). Summary: Add an additional 3+1 = 4 CFs to the total.
- Hex A3 (attacker) includes two red and one black BE-Box. Roll a Red and a Black Die. The result of the Red Die is 0 and the Black Die is 4. This hex has also three CAL-categories (INF, ART, AFV), which gives a +1 DRM on all dice. Thus, the Red Die gives an end result from 0 to 1 and the Black Die remains with the 4, since it is not possible to receive more than the highest number on each Die. Add an additional 1+1+4 = 6 CFs to the total. The grand total FP for the attacker is: 26+1+4+6 = 37 points.
- Hex D1 (defender) includes one green and two blue BE-Boxes. Roll a Green and a Blue Die. The result of the Green Die is 0 and the Blue Die is 2. This hex has three CAL-categories (INF, ART, HQ), which gives a +1 DRM on both dice. Thus, the Green Die gives an end result from 0 to 1 and the Blue Die remains with the 2, since again, it is not possible to receive more than the highest number on each Die. Add 1+2+2 = 5 CFs to the total. The grand total FP for the defender is: 5+5 = 10 points. The final odds ratio is 37 to 10 which is 3.7:1 rounded down to the 3:1 column.
Make all the necessary Column Shifts and finally roll the White Die.
Combat Example Part II. The SOV 18th Rfl. Div. together with a Combat Engineer Rgt, is advancing towards the FIN Battlegroup Autti (commander of the 39th Inf. Rgt) during the Movement Phase. The SOV player has a couple of attacking options. (1) To make a frontal attack with all units from one hex. (2) To split the Rfl. Div. and attack from two or even three hexes. (3) To wait with the attack until the next turn, so that the Artillery units can participate in a flanking attack. The Tank unit should remain in the road hex (it will lose its CAL if it attacks into a Forest hex without a connected road).
The SOV 18th Rfl. Div. decides to attack from two hexes by sending the 97th and 208th Rfl. Rgts to attack from the right flank. Those two units are enough to create a ZOC. The FIN Battlegroup Autti has a ZOC, because of the DO (Fieldworks -1 marker). This ZOC makes it impossible for its Soviet counterpart to move its Artillery or Tank units off-road. There are simply not enough MPs. It took three turns for the FIN player to construct the Fieldworks -1 marker, so giving up the hex is not an option. The FIN player decides to go for a Static Defense. The SOV player attacks with all of its units and therefore has a total FP of 29. The FIN player has 10. All stacks check their CAL status. The SOV player has one stack with only one CAL-category (INF) and another with all four CAL-categories. The Finnish stack has three CAL-categories (INF, ART & HQ).
The combat ends with an H/H result (half of the units of both players, lose one step). The SOV player has 7 units, which result in 4 step losses. The FIN player has 5 units, which result in 2 step losses. The attacker always rounds up, while the defender always rounds down. HQs do not take part in a step loss calculation. A single unit with both a frontside and a reduced side may take two step losses, which will remove it from play. Note: the Finnish stack has no longer enough BEs to create any ZOC.
23.6 Combat Using Several Echelons
There is a limit on how many units may attack from or defend in, a single hex at the same time. This limit is equivalent of a Corps I Stacking. Usually, ground combat in the game means only one attack into each target hex, from either one or several hexes. In game terms, this is called a Regular attack. Under certain circumstances, an attack may be split into, two attack waves, called echelons. A single unit may participate in one echelon only.
A. 1st Echelon Attack. If, during the declare target hexes step, a player announces that it will not be a regular attack but a 1st Echelon attack, it automatically means that there will also be a 2nd Echelon attack. A player may, never cancel a 2nd Echelon attack even if the 1st Echelon attack failed. See also 23.7.1. All units/HQs that are not beneath a 2nd Echelon marker (see below) are always considered to be part of the 1st Echelon.
B1. 2nd Echelon Attack. A 2nd Echelon attack is made from the same hex as any 1st Echelon attack. If the 1st Echelon attack came from multiple hexes, the 2nd Echelon attack can take place from one or all of these hexes. This means that a 2nd Echelon attack can be made from several hexes into the same target hex. The requirement for a 2nd Echelon attack is that the hex has a Corps II Stacking. In other words, if the attacker has a Corps II Stacking in one or more of the attacking hexes, a 2nd Echelon attack may be executed. This is not allowed north of the Arctic Circle (Line) during December - January [11.4]. The expenditure of necessary combat SPs is made before the 2nd Echelon attack. If the defender has not a Corps II Stacking in the hex, the same defenders may be attacked twice, so each unit/HQ may only attack once in a combat but may have to defend twice in the same Player Turn.
B2. 2nd Echelon Defense. The defender may split his defense into two echelons if there is a Corps II Stacking in the target hex. It is possible to change the type of defense between the 1st Echelon and the 2nd Echelon attacks but a change from Static Defense to Mobile Defense will make any DO marker (not cities) lose its defense capabilities (no Column Shifts).
23.7 Combat Support
23.7.1 Support from the Air and Sea
Each air and naval unit with a (G)CF can support ground units in one target hex during the Ground Combat Segment (Regular/1st Echelon attacks only), by adding it to the total on the CRT. If the number of SEs or VEs in ground support (attack/defense), are more than the amount of ground unit BEs participating in the combat, all SEs and VEs in excess may not participate in the combat support (owning player's choice). Air and naval units are considered ART CAL-category units in ground combat support but they are never subject to the results on the CRT. Defensive ground combat support by air and naval units, see 20.4.1 and 19.9 respectively.
23.7.2 Target Boxes on the Large Map
To reduce the unit stack height of a target hex when it includes a number of air units, use the Target Boxes 1-10 on the Large Map. Each numbered TARGET! marker on the target hex dictates in what Target Box the air units are placed. For each for Air-to-Air combat, remove the air units from the Target Box into the appropriate column in the Air Combat Box [21.1].
Note: there are more TARGET! markers than Target Boxes. The Target Boxes may also be used during naval landings on enemy controlled hexes (coasts/islands) and cities, where combat occurs within such a hex [23.2].
23.7.3 Abstract Air Support (Small Scenarios Only)
Abstract Air Support is used in the Small Scenarios, where no air units are present. An Abstract Air Support is a one Column Shift in favor of the owning player and can be used in both attack and defense. No more than one Abstract Air Support per combat is allowed and the number of supports available each Game Turn, is mentioned at the end of each Small Scenario OOB, e.g. a 1/2 means that one attack and two defense supports are allowed in the same Game Turn. The attacker announces first what hex(es) to support, then the defender.
23.7.4 Long-Range Combat Support
Any ART CAL-category units (also naval units) with a long-range combat capability may support a ground combat. Any terrain type may be between the ART CAL-category unit and the target hex (also a gray hex). See also 23.5.6.
- A. In an attack: from a distance of two hexes from the target hex.
- B. In a defense: from any adjacent hex into the target hex.
23.8 Combat Modifiers/Column Shifts
Several factors can modify a ground combat result. These are measured in Column Shifts and they are cumulative up to a maximum of five shifts in one direction (left or right). Always reduce Column Shifts (to the left on the CRT - in favor for the defender) before adding Column Shifts (to the right), e.g. an odds ratio before any modifiers, is 9:1. The defender is in a Major City, which will reduce the odds by two Column Shifts, down to 7:1. But the attacker is attacking from three hexes, which will increase the odds by two Column Shifts back to 9:1. A final odds ratio, after all modifiers, can never exceed 10:1 and can never go below 1:5. See all Column Shifts on the CRT.
23.8.1 Attacking from Several Hexes
Each additional hex attacked from into the same target hex, will generate in a one Column Shift bonus. To be counted for the bonus, the attacking hex must include an INF and/or AFV CAL-category combat unit. An ART CAL-category unit alone in a hex or long-range combat capable units, are not counted for this bonus. Spreading units may weaken the CAL-status in the hex.
Note: The FIN player will benefit more from the possibility of spreading units, due to their smaller unit size, e.g. a FIN Rgt can attack from up to three hexes, while a SOV Rgt can only attack from one hex. This simulates the historical situation, especially during '39 - '42, when the Finns used flanking attacks more often than their Russian counterparts.
Example: The FIN reinforced 14th Inf. Rgt decides to attack the SOV 768th Rfl. Rgt. To add Column Shifts in favor for the attacker, the 14th Inf. Rgt releases one of its Bns (I) to the north and another Bn (II) to the south. The third Bn (III) together with an attached Art. Bn (I/KTR 5), remains with the 14th Inf. Rgt HQ and is therefore kept in the "14" box in the HQ Breakdown Box Sheet (here shown as one box).
Combat Phase example: Both players: (1) Total the printed CFs on all units participating in the combat (FIN = 2+2+2+1 & SOV = 5); (2) Check the CAL status. The FIN player checks the CAL status separately in each of the three attacking hexes. The two hexes with a single FIN Infantry unit have only one CAL-category, meaning a -1 DRM on the Blue Die (rolled separately). The center attack hex has three CAL categories and has therefore a +1 DRM on the Blue Die. The SOV player has one CAL-category and has therefore a -1 DRM on the Red Die. After all dice have been totalled and all other modifiers have been used, the final odds ratio can vary quite a lot from the initial one.
23.9 Finnish Forest Bonus
The FIN player receives a one Column Shift attacking bonus into a Forest or Forest Rough terrain hex if at least 50% of the BEs in the attack are Finnish. See the RB on p. 2 on what units/HQs are in game terms considered "Finnish". NA in defense but allowed in a counter-attack (where the former attacker loses one Column Shift). In this way, Forest will have a Column Shift modifier of -1 instead of 0 and Forest Rough a 0 instead of +1.
Note: The Finns never feared or had any major problems fighting in the forest, the way the Soviets and Germans did. For example, during the Winter War, the Soviets even called the forest, The White Death.
23.10 Motti
Units/HQs partially or totally encircled by enemy combat units, are considered to be, what in Finnish is called, Motti. Units in Motti may have their unit Status Level reduced, due to isolation from General Supply [13.2]. In addition, the attacker will receive additional bonuses in combat in terms of Column Shifts and the opportunity to choose some or all of the casualties if there are step losses, which will not generate RPs. The first defender step loss is always decided by the defending player, exc. in Motti All level. The level of Motti is based on the number of hexes that the attack is made from.
- A. Motti Quarter. An attack made from 4 hexes will give the attacker the opportunity to choose one quarter (every fourth) of the defender's step losses.
- B. Motti Half. An attack made from 5 hexes will give the attacker the opportunity to choose half (every second) of the defender's step losses.
- C. Motti All. An attack made from all 6 hexes will give the attacker the opportunity to choose all of the defender's step losses. Since no retreat is possible, any surviving units/HQs remain in the hex fatigued [23.13.4].
23.10.1 Eliminated due to Motti
Units totally eliminated in Motti, are permanently removed and may not enter play again. They are placed in the opposing player's RP pools (INF, ART & AFV respectively), who receives the units RPs. Make sure to mark off the right replacement CAL-category. HQs are also permanently removed but they are only worth VPs, not RPs. Only OTHQs may be re-built.
23.11 Defensive Flanking Support
If the defender has enough units/DOs adjacent to the target hex, to create a ZOC and at the same time are adjacent to enemy attacking units, a defensive flanking support takes place. This will reduce the odds ratio on the CRT by one Column Shift (in favor of the defender). In this way, each defensive flanking support reduces a Column Shift bonus of an attack from several hexes. If an attack is made from only one hex, the defensive flanking support still reduces the odds ratio by one Column Shift.
Example: The SOV stacks C & D attack the FIN stack B. The FIN 10th Inf. Rgt is in a FORT -3 marker (stack A) and has the required 6 BEs (ZOC) to be allowed to give defensive flanking support into the target hex (stack B). In this example the defensive flanking support (stack A) will negate the attackers' Column Shift bonus of attacking from two hexes. If only stack D would attack, no defensive flanking support would be allowed.
23.11.1 Neutralize Defensive Flanking Support
The attacker can neutralize any defensive flanking support threat but only by creating a ZOC (6 BEs) of ground units/HQs into that flanking hex. The ZOC can be combined from several hexes adjacent to the neutralized hex. The units that are neutralizing do not need to attack but if they do, they are only allowed to attack the hex they are neutralizing (no other hexes).
Example: The SOV 20th Hvy Tank Bde (hex E) neutralizes the FIN 10th Inf. Rgt with the FORT -3 marker (stack A). This will negate any defensive flanking support into the target hex (stack B) and give the attacker a one Column Shift bonus of attacking from two hexes (C and D). (Note; the requirement for neutralizing a Fort, is 6 BEs [e.g. with a SOV Bde on its frontside or two Rgts on their frontside] of a Flame Tank, Heavy Tank or Combat Engineers/Assault Combat Engineers [23.5.4C].)
Do Not Use! Unit/HQ in Combat marker: Units/HQs that have been participating in ground combat during the Combat Phase, may not move in the forthcoming Advancement Phase (exc. AFVs). Place a Do Not Use! Unit/HQ in Combat marker on the units/HQs as a reminder.
23.12 Combat Restrictions
No unit may attack more than once per Combat Phase. A HQ may only participate in one combat (with its CAL-category). A defending unit may be attacked twice but only if the attacker uses a 2nd Echelon attack [23.6]. All units/HQs defending in a hex must be attacked collectively, with their DCF strength combined. Units/HQs in a hex may not be attacked individually. Each attack must be directed against the units occupying a single hex. Two or more enemy occupied hexes may not be attacked as a single attack. Units stacked in the same hex may attack into different hexes but each hex attacked must be resolved as a separate combat. A single unit may not split its attack strength so as to attack more than one hex. An attack is only allowed into a legal adjacent hex, except ART CAL-category units, that may always attack an adjacent hex (or two hexes, if the ART CAL-category unit has a long-range combat capability).
23.13 Ground Combat Results
Only units/HQs participating in an attack are subject to a combat result, while all units with a DCF in the target hex are subject to all combat results. Units without a ACF/DCF are subject to retreat and panic results only. Any fractions on step losses are always rounded off down for the defender and up for the attacker. The attacker in each combat is subject to the result first, then the defender, e.g. a Q/F result means that the Attacker will have One Quarter Step Loss and the Defender will be Fatigue.
| Result | Meaning |
|---|---|
| - | No Effect. The defender may, however, voluntarily retreat from the target hex with any units/HQs with MA, on a Mobile Defense (only). |
| Q | One Quarter Step Loss. 25% of the combat units lose one step. |
| H | Half Step Loss. 50% of the combat units lose one step. |
| 3Q | Three Quarters Step Loss. 75% of the combat units lose one step. |
| A | All Step Loss. All combat units lose one step. Any DO loses one step (FORT -3 → FORT -2 → Fieldworks -1 → Fieldworks ESD → E). |
| F/# | Attacker Fatigue. All attacking units/HQs are fatigued. A FATIGUE! marker is placed on top of the units/HQs (all attacking hexes). |
| #/F | Defender Fatigue. All defending units/HQs are fatigued. A FATIGUE! marker is placed on the units/HQs (in the target hex). |
| R/# | Attacker Retreat. The attacker retreats all of his units/HQs one hex in a direction of his choice, according to the retreat rules [23.13.1]. |
| #/R | Defender Retreat. The defender retreats all of his units/HQs, one hex in a direction of his choice, according to the retreat rules [23.13.1]. |
Notes! (1) On any step loss result (Q, H, 3Q or A), at least one unit must always take a step loss, even if there is only one unit or step available. (2) A step loss is based on the number of units, not steps, that have actively taken part in the combat, e.g. it is more favorable to attack with 4x units on their frontsides than 8x units on their reduced sides. See also 15.1.
23.13.1 Retreat
A ground unit counter must retreat one hex in the following direction: (1) to a friendly hex outside an EZOC with the best supply possibility and favorable terrain or (2) if no other options are available, into an EZOC. If a retreat cannot be executed without violating the stacking limit in a hex and the retreat rules in general, the exceeding ground unit counters are eliminated instead and removed permanently from play. The attacker (the defender in a counter-attack) may move into the vacated hex (also from a Roadblock marker). See further in 23.14. See also SOV NKVD units/HQs [4.7.1] and Fixed Units [4.7.4].
23.13.2 Defender Panic
Use all rules in 23.13.1, except that a Panic result is the equivalent of retreating two hexes (ending in the most favorable terrain). The first hex may temporarily overstack a friendly unit stack without penalty. Exception: If the first hex entered is any DO (city or marker [7.4]) there is no need to retreat a second hex. A Panic result will cause all heavy and super heavy units to lose one step prior to the first retreat hex (but no further step loss into any second hex), see 4.6.2 Unit/HQ Type Table. See also 15.4.
23.13.3 Retreat Two Times
A unit/HQ may retreat into a hex, as the last option, that is still an unresolved target hex for that turn, provided that the stacking limit is not violated. The unit/HQ is not allowed to participate in the new combat or any counter-attack, nor is it subject to any step losses. However, if the combat result is a retreat/panic, the unit/HQ is affected and must retreat/panic a second time.
23.13.4 Fatigue/Disrupted
Units/HQs that are fatigued receive a FATIGUE! marker. Their Status Level is reduced by one [8.1]. A FATIGUE! marker is removed from units/HQs in the next Initial Phase if they are fully supplied and out of EZOCs, unless negated by at least the same amount (in BEs) of friendly combat units. Otherwise they remain fatigued. If the units/HQs already have a FATIGUE! marker, another fatigue result will cause them to be disrupted. Flip the FATIGUE! marker to its DISRUPTED! side (DISRUPTED! = reduce two status levels, 2nd level of FATIGUE). Flip back (one level at a time) in the next friendly Initial Phase. See also 13.2.10.
23.14 Advance After Combat
A. Regular & 1st Echelon Attack. If the defender has abandoned the target hex due to either a retreat/panic result, elimination or voluntarily, the attacker may always advance into that hex with all eligible units/THQs that were adjacent and participated in the attack as long as the terrain in the target hex is not marked with a red color in the TEC. Exception: 23.14.1.
B. 2nd Echelon Attack. All units/THQs that are part of a 2nd Echelon attack (beneath a 2nd Echelon marker), may also advance into the first vacated hex in the same way as mentioned above in A and make an attack in the same Combat Phase into a new adjacent hex (which becomes the new target hex). If that hex is also vacated, all units/THQs that took part in the 2nd Echelon attack may advance into that new hex as mentioned above in A.
23.14.1 Unit Counters not allowed to Advance
The following unit counters may never advance after ground combat: (1) ART CAL-category units marked with a filled dot (•) after their MA; (2) Fixed Units; (3) Railbound units; (4) OHQs; or (5) TRUCK markers. [Errata Sept. 2014, 23.14.1: the struck sentences are deleted, so ART CAL-category units and TRUCK markers may advance after combat.]
Errata (Sept. 2014), 23.14.1: The ART CAL-category units and the TRUCK markers listed below may advance after combat; see the struck text.
23.14.2 AFV CAL-category Units
An AFV CAL-category unit may advance one or two hexes after combat (owning player's choice). The first hex must be the target hex. The second hex may be in EZOC but must otherwise follow the rules in 23.14A.
Note! Any road/railroad connected to the target/empty hex will always negate any other terrain in the hex. The red number in the TEC is ignored.
23.15 Defender Counter-Attack
If the defender has chosen a Static Defense [23.4], he has the option to make a counter-attack on any one of the adjacent hexes where the attack came from but only with those units that participated in the combat (in the defense in the target hex). The attacker now becomes the defender, with a -1 reduction of each shift for terrain given by the former attacker's hex. [Errata Sept. 2014, 23.15: the printed second sentence is replaced.] Only Mobile Defense may be used and only with printed CFs (no CAL). Roll a White Die and consult the CRT. A counter-attack is always allowed, despite the unit Status Level of the units/HQs involved. Normal Combat Supply rules apply for large counter-attacks.
23.15.1 Counter-Attack Consequence
Units/HQs doing a counter-attack may not move in the forthcoming Movement Phase (or in the Advancement Phase) [Errata Sept. 2014, 23.15.1: 'only' replaced by 'or'.], nor attack in the Combat Phase. Place a Do Not Use! Unit/HQ in Combat marker according to the tip on p. 30.
Errata (Sept. 2014), 23.15.1: The statement 'only in the Advancement Phase' should be 'or in the Advancement Phase'. This means that during the forthcoming friendly Player Turn no movement or combat is allowed. Advance after combat after a Counter-Attack is allowed as per normal rules [23.14].
[E] Advancement Phase
Note: The Advancement Phase is movement in the second half of a week.
24.0 Advancement (2nd Movement)
24.1 Criteria
Ground units/HQs may move a second time with their full allowance in the same manner as in the Movement Phase in all respects (also make overruns [18.4]) but only if the following criteria are met (see also note below):
- Unit/HQ did not take part in any combat this Player Turn (not even AA defense fire). Note: overrun is not considered combat in the game [18.4].
- Unit/HQ is fully supplied (no LIMITED/OUT OF SUPPLY! markers).
- Unit/HQ is currently not in an EZOC, unless negated by at least the same amount (in BEs) of friendly combat units, otherwise adjacent is allowed.
- The HQ has not used an SP in combat (OHQs only).
Note! AFV CAL-category units need no criteria, exc. to be fully supplied.
24.1.1 Restrictions
- No air or naval unit missions are allowed in the Advancement Phase.
- A player may not save/accumulate MPs from the Movement Phase to the Advancement Phase (or vice versa) or spread them between other units/HQs.
24.1.2 SHQ/OHQ Movement
The SHQ/OHQs may move during the Advancement Phase only (therefore the MA followed by an A) but only if the criteria in 24.1 are met. Flip such a HQ to its normal side, if it moved last turn but will not move this turn.
24.2 Return Air & Naval Units
All air units on a mission must now return to any friendly airbase or non-base hex, see further below. All naval units on a mission, may return to any friendly port within range or stay in the hex (owning player's choice).
24.2.1 Non-base Consequence
Air units that are not returned to any friendly airbase but to a non-base hex, which in the game is any Open Ground, ice or water hex (pontoons needed), are NA to make any aggressive missions in any two consecutive player turns (20.1). [Errata Sept. 2014, 24.2.1.] The same goes with naval units that are not returned to port but to, or stay in, a non-base hex, which in the game is any friendly (legal) water hex. See also 20.2E.
Errata (Sept. 2014), 24.2.1: Gray hexes may not be used as a non-base hex.
[F] End Phase
25.0 Victory Status
25.1 Victory Condition
The Aggressive side's game objective is to gain as many VPs as possible, which will eventually break the morale of the Non-aggressive side. The Non-aggressive side has to prevent this by maintaining a high morale, which will eventually reduce the prestige of the Aggressive side. The VP markers (1s/10s) are kept and slid along the VP-tracks on the Large Map (Small Scenarios: the Playing Aid). Make sure to update all the VPs earned and lost during each Player Turn. Only the Aggressive side can gain VPs in a game. The Non-aggressive side can subtract the Aggressive side VPs. A VP-level can never go below 0.
25.2 Victory Point (VP) Objects
VPs are gained for the following actions and objects:
- 1 VP for each enemy SP captured (SP = value on the SUPPLY marker).
- 1 VP for each enemy Factory step removed.
- 1 VP for each enemy Factory step removed by the enemy himself.
- 2 VPs for each enemy undamaged Factory captured (it has lost no step).
- 1 VP for each enemy Transport Flotilla destroyed (removed from play).
- 1 VP for each enemy FORT -3 marker either captured or destroyed.
- Various VPs for each VP-object captured (see the hex specifically).
- Double VPs for each city currently occupied by a Soviet FNA unit (only). This feature is only used in Vol. 1 WW, see WW RB [28.1.3 & 30.4.3C].
- -1 VP for each HIT! (City) / (Port) marker when capturing the object [21.4].
- 1 VP for a successful City Terror Bombing on an enemy city [21.4.3].
- Various VPs for each eliminated enemy HQ, equal to their CCV.
- 1 VP for each enemy Warship step loss [4.9.1]. Exception: Tirpitz 37.22.
- -1 VP for an unsuccessful City Terror Bombing on an enemy city [21.4.3].
25.3 Victory Point (VP) Levels
A. Victory Levels on a Failed Morale Check:
- Failed Average Morale Check = Aggressive side Minor Victory.
- Failed Low Morale Check = Aggressive side Intermediate Victory.
- Failed Very Low Morale Check = Aggressive side Major Victory.
B. Victory Levels in a Failed Prestige Check:
- Failed Average Prestige Check = Non-aggressive side Minor Victory.
- Failed Low Prestige Check = Non-aggressive side Intermediate Victory.
- Failed Very Low Prestige Check = Non-aggressive side Major Victory.
C. Victory Level if neither side Failed a Morale or Prestige Check:
- No Failed Moral or Prestige Check by the end of game = Stalemate.
Note: In game terms, both the Winter War and the Continuation War ended with a stalemate. The U.S.S.R. managed to take only a small part of Finland, while Finland kept its independence and avoided a total occupation.
26.0 Morale & Prestige Check
The Morale/Prestige features in FINTRI are intended to introduce uncertainty as to when the game will end. The psychological state of the population, military leaders and the politicians of the Non-aggressive side is measured in Morale and of the Aggressive side, measured in Prestige.
26.1 Morale
There are five Morale Levels (Very High, High, Average, Low and Very Low). The starting Level is Very High in all games but can get lower during play. A game ends immediately when the Non-aggressive side has failed a Morale Check. All Small Scenario Morale Tables are in the OOBs. Large Scenarios use table 26.1.2.
Note: Morale and the will to fight is the most important thing in a war. After all, even the military is in the hands of the decision makers - the politicians. A steady situation on the battlefield and a high fighting spirit among the units/HQs at the front is not always enough.
26.1.1 Morale Check Procedure
Check the Aggressive side VP-level every End Phase and consult the Morale Table. The VP-level determines the current Morale Level. A Morale Check is needed when the levels are: Average, Low or Very Low.
26.1.2 Morale Level Table
See Ref. Chart #2.
26.1.3 Morale/Prestige Results
See Ref. Chart #2.
26.2 Prestige
There are five Prestige Levels (Very High, High, Average, Low and Very Low). The starting Level is Very High in all games but can get lower during play. A game ends immediately when the Aggressive side has failed a Prestige Check. The Prestige Level is based on the sequential four week/turn periods, exc. Small Scenarios that are shorter than 12 turns, are based in the following way: 8 turns = sequential three week periods; 5-7 turns = sequential two week periods.
Note: For an attacking nation, the pressure is high from the population, military colleagues and politicians. As the highest commander of the operations, YOU are expected to achieve results, preferably at a fast rate. If you fail, the consequences can be fatal.
26.2.1 Prestige Check Procedure
The Non-aggressive side's Morale Level will determine the Aggressive side's Prestige Level and if necessary, may force a DR for a Prestige Check! The Prestige Level will affect the level of RPs gained on each turn [15.5] (SOV only). Prestige results are the same as Morale results [26.1.3].
26.2.2 Prestige Level Table
See Ref. Chart #2.
Note: For simplicity, all games in FINTRI start with Very High Morale and Prestige Levels, although historically this was not always the case.
Vol. 1 Winter War Rules Booklet
The following sections are from the Vol. 1 Winter War 1939-1940 Rules Booklet (Version 1.1, © 2013 Mikugames), of which only pages 1-2 were available. Sections 28.2 through 34.0 of that booklet, including the Vol. 1 special rules 29.0-29.7 (Winterization, Special Soviet Arctic Defense, Replacements, Rail Capacity in WW, Soviet Intrinsic AAs, Finnish Naval Artillery, Initial Finnish Tank Fear), 30.0-30.6, 31.0-31.1, 32.0-32.3, 33.0 and 34.0, were not available and are NOT transcribed here.
27.0 Introduction (WW)
Vol. 1 Winter War 1939-1940 is the first stand-alone campaign in The Finnish Trilogy 1939-1945®, where one player controls the Finnish and all (non-Soviet) foreign forces, and the other player controls the Soviet forces, in this famous Russo-Finnish conflict during WW II.
The Winter War game can be played in six different ways: the historical Main Campaign; the longer hypothetical Extended Campaign - with a possible Foreign Intervention and some other extra features; and the four strictly historical Small Scenarios from various front sections.
27.1 Game Objective
The SOV player's victory condition is to gain Victory Points (VPs) by taking important objects on the map such as: Finnish cities, ports, factories, rail junctions, as well as destroying forts and eliminating enemy HQ. The FIN player's objective is to prevent Soviet victory condition. The FIN player has a Morale level, which is determined by the current VP level. The SOV player has a Prestige level which is determined by the current Finnish Morale level. Both Morale and Prestige features are represented by a five degree scale, where low levels will force the player to do a DR.
27.2 Rules Booklet (RB)
This RB includes rules/features used in the Vol. 1 Winter War 1939-1940 game only. Rules and features that are used in all volumes of The Finnish Trilogy 1939-1945®, are included in the MRM.
28.0 Game Components (WW)
Vol. 1 Winter War 1939-1940 Game Includes:
- 5 six-sided, colored dice with unique numbering
- 32-page Master Rules Manual
- 8-page WW Rules Booklet
- 2 Orders of Battles (Finnish & Soviet command)
- 5 FINTRI Reference Charts (printed on both sides)
- 2 Stacking Marker sheets.
- 10 HQ Breakdown Box sheets (6 Finnish & 4 Soviet)
- 2 Small Maps (for the Small Scenarios) (printed on both sides)
- A 100 x 140 cm (39" x 55") Large Map in four parts
- 7+1 Countersheets for a total of 2,128 die-cut unit counters
Pen and paper are needed for various game features.
28.1 Countries & Colors
The game involve two main nationalities: Finland and the Soviet Union, but also a large number of foreign countries as well. The colors on the units/HQs (especially frontsides) represent the national flags and/or the colors of uniforms. If a unit/HQ includes more than one nationality, the one in the majority has been used in the determination of its color, e.g. the Volunteer Company Sisu (Os. S) included several different nationalities, but the Estonians were in the majority, thus the Estonian colored stripe on the unit. Units followed by the symbol "†", may not receive new RPs in the game, but they do generate RPs when lost. This means that they may receive RPs from casualties in the RP Pool from an equal nationality only.
Estonian † (counter shown beside the FIN note below, without its own printed heading).
28.1.1 FIN units/HQs (All winterized, exc. AFVs)
Finnish - Regular; Finnish - non-wint.; Finno-Swedish; Finno-Soviet* †; American-Finnish †; English volunteers †
* Finns living in the C.C.C.P., but voluntarily fighting in the Finnish Army.
Note: The terms Finns and Finnish [FIN] units/HQs always refer to all types printed in gray color and with a Finnish insignia (lion). They may all be stacked and attached together. In other words, there is a distinction between FIN units/HQs and FIN Side units/HQs (see below).
28.1.2 FIN Side units/HQs (white CFs and/or MA = winterized)
Danish †; Norwegian †; Swedish* (†); British †; British - winterized †; Canadian non-wint. †; Canadian †; French †; French - winterized †; Hungarian †; Italian †; Polish †
* Swedish (SWE) RPs are allowed under certain criteria only [29.3.2]. Also, all SWE units/HQs are considered winterized.
Notes: (1) All FIN Side units/HQs may be stacked together, but only British and Canadian units/HQs may be attached within each other. (2) FIN units/HQs & FIN Side units/HQs may be stacked together but not attached within each other.
28.1.3 SOV units/HQs (white CFs and/or MA = winterized)
Soviet - Regular; Soviet - Cadre* 'C'; Soviet - winterized; Soviet - Naval; Soviet-Finnish** †; Soviet - NKVD
* Some Cadre 'C' units/HQs are winterized, while others are not [30.5.2].
** Finns living in the C.C.C.P., but forced to fight for the Soviet Red Army, in the Finnish National Army, FNA. Some FNA units are winterized.
Note: The terms Soviet and Soviet [SOV] units/HQs always refer to all types mentioned above. They may all be stacked and attached together.
Designer's Note: If the volunteers were Finnish speaking or wore Finnish equipment/uniforms and trained in Finland, they have the Finnish insignia and a colored stripe using two colors from their national flag. Otherwise, they have their own color and insignia. The Finno-Swedish units were not volunteers despite the stripe, but were part of the Finnish Army, since Finland was, and still is, a bilingual country with a large Swedish speaking community. Also, most Estonians could speak and understand Finnish.
Official Errata (Mikugames FAQ/Errata/Clarifications, September 2nd, 2014)
Source: the official Mikugames sheet "The Finnish Trilogy FAQ/Errata/Clarifications (September 2nd, 2014)", copied from the Mikugames website FAQ/Errata menu. Each correction above marked "Errata Sept. 2014" is already applied in the text. The complete list follows for reference. Vol. 2 and Vol. 3 items are omitted (they do not apply to Vol. 1). Corrections to the OOB pages and map hexes are component fixes, not rules text, and are listed at the end for reference only.
The Finnish Trilogy in General
- Master Rules Manual (MRM)
- Clarification: The terms, "dot" and "circle", as well as "rectangle" and "square" are the same when talking about Heavy Equipment (HE) [4.7.11]. For example, the term dot is used in 4.6.4 but otherwise circle is used in the rules/charts.
- 4.7.10: The last sentence should be: "In the next Initial Phase they may be re-located to any other friendly hex within CR of any SOV OHQ during the Marker Removals/Re-location Step". In other words, add the words "CR of".
- 4.8.9: The first sentence should read "The MA represents the radius in hexes (one way; it has an equal amount of MA for the return trip) of the air unit during a mission." Delete the second sentence.
- 7.6.3: The sentence at the bottom should read "Friendly ZOC (= 6 BEs) in a hex will negate an EZOC, thus all effects of an EZOC are lost." Replace the words "ground units" with "ZOC (= 6 BEs)".
- 8.1: A unit that loses a step based on a Status Level change cannot regain the step just because the Status Level improves. The step can be regained per the normal Replacement rules [15.0], however.
- 8.6: A unit that has no reduced side (e.g. Coy/Btty) is not turned to its other (blank) side during training; only units with a reduced side must be turned to their other side when training. Such one-sided units, including Coys/Bttys, are not activated due to enemy actions. Instead all of those units are automatically eliminated as soon as an enemy unit with an ACF greater than 0 either attacks or overruns that hex.
- 9.3.7: Typographical correction: the words should be: similar; organic; and within (not si-milar; orga-nic; or with-in).
- 9.3.8: NO-THQs are not eliminated as a combat result but are eliminated if an enemy advances into a hex occupied only by a NO-THQ. NO-THQs can also be overrun without cost as they have no HOC or Combat Point value.
- 11.3.3B: Ignore the word "multiple". The Errata sheet that is provided in the Vol. 1 game says 11.3.3A, which is wrong.
- 11.3.3B (Ground units/HQs): Delete the entire sentence beginning "Only islands inside white hexsides..." Also, delete the entire sentence beginning "A hex containing one or several small islands...".
Vol. 1 Winter War game
- Vol. 1 Rules Booklet (WW RB) (the sections below are in the Vol. 1 booklet pages not available here; the corrections are kept for reference)
- 30.2.6: The RP-cost to bring "Os. M" unit into play should be 3 RPs per step, not 1 RP per step.
- 31.1: The rule should say "In the U.S.S.R. and Estonia, only air bases may be bombed."
- 30.3.1 White Box: Delete the word "not". The sentence should say: "No SOV-FIN (FNA) units may be broken down in the game."
- Vol. 1 FIN OOB (component corrections, not rules text): Page 9: the 6th Hvy Art. Bn (Rask.Psto 6) is missing in the Main Campaign. It should enter play on the Feb. III '40 turn to be placed in the ART TC. Page 16: the 5th Hvy Art. Bn (Rask.Psto 5) is missing in the Small Scenario 4. It should enter play from the North edge on the Jan. I '40 turn. Both are fixed in the corrected Finnish OOB page, available with the Vol. 3 package or from the publisher. Page 19: The British TRUCK, SKI, and SUPPLY markers should be activated (enter play) on a White DR of 0-4, not 0-5. General Clarification #1: Some HQs must enter play in the same hex as a certain unit (if possible). The unit is pictured for easier reference only. Example, on page 8 "E/Ryh. Susi" must be placed in the same hex as the unit shown next to the arrow (thus the "(1)"), in this case the 16th Inf. Bn (Er.P 16). If the unit is no longer in play, the HQ must be placed in the same hex as any Bn currently in play (thus the "(2)").
- Vol. 1 SOV OOB (component corrections, not rules text): Page 4: the SOV submarine unit "M-IV" is missing in the VMF KBF (Red Banner Baltic Fleet) Box (fixed in the corrected Soviet OOB page). Page 6: one of the SOV Fighters in the L.PVO Boxes should be an I-16/T-6, not I-16/T-5. The header is correct but the picture of the air unit counter is wrong. Page 6: in terms of airfields, the hex 8440 should be 8539 and the hex 8633 should be 8733. Page 6: the airfield for the "R-5" air unit part of "31 VRE" (top row, 4th air unit) should be 8933, not 8740. Page 12 (Small Scenario 1): A TRUCK marker should start the Small Scenario 1 in the RG(V)K Box. The Truck added should have a capacity of "4". It enters in hex 3039 on a successful roll as per 14.10. Also, the Soviet begins to receive Supply Markers on the Jan. I '40 turn, as per the Notes, not on the Dec. IV '39 turn as per the Reinforcement Schedule. Page 12 - Gray Box at the bottom of the page: The first exclamation point should be number 2. Page 13: Ignore the first yellow #1 (on the header of the SOV 54th Mtn Div. HQ). It is a misprint. General Clarification #2: If a unit/HQ is pictured with no ID, any unit/HQ currently in play may be chosen for the removal, conversion or what the situation might be. See white info box in the MRM on page 13. Page 18 at the top: It should refer to page 19, not page 15 (fixed in the corrected Soviet OOB page).