The Finnish Front, 1941-42
The Finnish Front, 1941-42 Rulebook
Table of Contents
Table of Contents
- Errata
- 1.0 Introduction
- 2.0 Components
- 3.0 Set Up
- 4.0 Sequence of Play
- 5.0 Sub-Commands & Activations
- 6.0 High Command Table
- 7.0 Movement
- 8.0 Stacking
- 9.0 Zones of Control (ZOC)
- 10.0 Combat
- 11.0 Retreat After Combat
- 12.0 Pursuit & Pursuit Combat
- 13.0 Reinforcements & Refitting
- 14.0 Supply
- 15.0 Fog of War
- 16.0 Entrenchment
- 17.0 Special Units
- 18.0 Airpower
- 19.0 Naval Bombardment
- 20.0 Victory Conditions
- 21.0 TFF Scenario Special Rules
- Optional Rules
- 22.0 Tactical Advantage
- 23.0 Additional Special Units
- 24.0 Morale Checks
- 25.0 Combat Air Patrol
- 26.0 Refitting Permanently Eliminated Units
- 27.0 Supply Attrition
- 28.0 Further Scenario Options
Errata
As printed at the head of the eRules file:
- Counter Errata: The following Finnish units shown as divisions (xx), but they should be brigades (x): TFO "Cav", TFO "2", 6 Corps "1".
- The reverse side of the High Command marker should be blank.
- Turn Record Track Errata: September 1941 should also have "GR".
1.0 Introduction
1.1 The Finnish Front, 1941-42 (TFF), uses a system that simulates what might appear to be otherwise hopeless campaigns in World War II. TFF simulates the first stage of the "Continuation War," which was fought on the Finnish front between the Axis (Finnish and German) forces and the Soviets during 1941-42. During that war the Finns recaptured the territory they'd lost to the Soviets in the Winter War of 1939-40. They failed to take Murmansk, however, which would have seriously hindered Allied Lend-Lease shipments to the Soviet Union.
1.2 Scales
Each game turn represents one month. Each hexagon is 23 miles (37 kilometers) from side to opposite side. Units are divisions, regiments, brigades, battlegroups, and some specialized smaller units.
2.0 Components
2.1 Map
The map shows Finland and adjoining areas of the USSR as they were in 1941. A hexagonal grid has been superimposed over the terrain features on the map to regularize the movement and positioning of the playing pieces. The hexagons are called "hexes" in the rules.
2.2 Finland & Occupied Finland
"Finland" refers to the boundaries of Finland as established after the 1939-40 Winter War (solid line). "Occupied Finland" refers to the areas that were annexed by the USSR in 1940 and are delineated by the double line.
2.3 Playing Pieces
The pieces are referred to as "units" for military forces, and as "markers" for informational pieces.
2.4 How to Read the Units
- Combat Factor (first number): the unit's basic combat strength when attacking or defending. See section 10.0.
- Tactical Rating (second number): used in determining the ability of a unit to move through enemy zones of control during retreat and pursuit operations. See sections 11.0 and 12.0. The higher a unit's tactical rating, the more efficient it is in such operations.
- Movement factor (third number): the basic number of hexes through which a unit can move in a turn. See section 7.0.
2.5 Unit Types
- Armor (Mechanized)
- Motorized Infantry (Mechanized)
- Infantry
- Light Infantry
- Mountain Infantry
- Long-Range Recon (Ski Troops)
- Machinegun (Mechanized)
- Airborne
- Marine
- Cavalry
- Security
- Artillery
- Partisan
- Fortress
- Supply
- Sub-Command Marker
- Air Strike Marker
- Naval Bombardment Marker
The markers that read "Entrenchment" are the Entrenchment markers. The markers with a slash through the supply symbol are Out of Supply markers.
2.6 Unit Sizes
- XXXXX = front or army group
- XXXX = army
- XXX = corps or operational group
- XX = division
- X = brigade or battlegroup
- III = regiment
- II = battalion or detachment
2.7 Unit Designations, Nationalities & Sides
Units may be identified by a title, a number, or a two-part designation. See the scenario set up sections for details.
2.8 Abbreviations on the Units
Finnish
- A: Army High Command
- Cav: Cavalry (actually a light infantry unit)
- C: Coastal
- GF: Gulf of Finland
- La: Ladoga
- N: Norwegian, that is, belonging to the German Army in Norway
- On: Onega
- Ps: Pansseri (armored)
- SJK: Swedish Volunteers
- TFO: Task Force Oinonen
- TrK: Tribal Brigade
- 200: Estonian Volunteer Regiment
German
- AOKN: Army High Command Norway
- BR: Brandenburg Regiment (special operations)
- OpnK: Operation Klabautermann
- PzA: Panzer Abteilung
- SSNo: Waffen SS Division Nord.
Soviet
- GD: Guards
- Gr: Grivnin
- H: Hango Garrison
- Kar: Karelian Army
- Mur: Murmansk
- N: Northern Front
- OGK: Operational Group Karelia
- Pol: Polar
2.9 Sub-Command Markers are used to activate various corps-level and army-level commands. They have the names of sub-commands on them, corresponding to groups of units that are identified on their counters by having the same colored band on them.
2.10 Players will need to provide themselves with a six-sided die to play the game.
3.0 Set Up
3.1 Set up according to the following general rules. Play proceeds according to the sequence given in section 4.0 for the number of game turns specified in the scenario rules.
3.2 Command Pool
Players will need a large-mouth opaque container, such as a coffee mug. Throughout the course of a game, players will draw markers at random from that "command pool." Place all sub-command markers from both sides (all those with corps/army size symbols on them), along with the single "High Command" marker into the command pool.
3.3 The scenario rules designate the order in which players set up their forces. Units may be assigned specific set up hexes, or the players may be instructed to choose set up hexes. After all units in the initial deployment have been set up, the remaining units are placed aside, within easy reach, and are brought into play according to the reinforcement schedules.
3.4 First Player
The scenario rules indicate which player is the "first player." He's the player who draws first from the command pool each game turn. The other player is the "second player." Note that the player who sets up first is not necessarily the first player.
4.0 Sequence of Play
4.1 TFF is played in sequential "game turns," each of which is composed of interactive "phases" and "sub-phases." During each Operations Phase, the players alternate picking markers from the command pool; each such pick thereby indicating which sub-command will be "activated" for movement and combat at that time (see section 5.0). The player controlling a selected sub-command then receives reinforcements for it, if any are available that game turn, and then moves and conducts combat with the units of that sub-command. The High Command marker causes the Orders from the High Command Table to be checked (see section 6.0). The player who's currently conducting an Operations Phase is called the "phasing player", the other player is the "non-phasing player."
4.2 Sequence of Play
Each game turn consists of the following sequence, which players go through in the order specified.
I. Operations Phases
A. First Operations Phase. The first player draws a sub-command marker from the command pool. The sub-command named on the drawn chit is thereby "activated." In general, the player who controls that sub-command—no matter who actually drew the counter—then executes the following steps with the units of that sub-command (exceptions: see 21.12 & 22.13). If the player drew the marker reading "High Command," he must roll on the High Command Table (see section 6.0).
- Reinforcement/Refit Sub-Phase (section 13.0). The phasing player determines if he receives any new units for the activated sub-command and, if so, he places them as indicated by the scenario and reinforcement rules. He may then also conduct any refits (replacements) for that command.
- Movement Sub-Phase (section 7.0). The phasing player moves all, some, or none of the units of his activated sub-command, as he chooses.
- Combat Sub-Phase (section 10.0). The phasing player uses units of his activated sub-command to attack enemy units.
B. Second Operations Phase. The second player draws a new chit as in "A" above, and the player owning that newly activated sub-command works through steps "1" through "3", again, as described above.
C., D., Etc. Subsequent Operations Phases. Continue alternating between the first and second players drawing chits to activate sub-commands until all command markers have been picked from the pool, or until both players have passed consecutively. For example, if there are five markers in the command pool, there could be up to five operations phases in a single game turn.
II. Game Turn Inter-Phase
A. Return Phase. Return all markers to the pool. Remove all air interdiction markers from the Air Utilized Box and on the map and replace them in the players' Air Available box.
B. Game Turn Advance. Move the Game Turn marker to the next box on the Game Turn Record Track printed on the mapsheet. If it's the last game turn of the scenario, the game comes to an end and the winner is determined.
4.3 Disposition of Command markers
After a marker is picked from the command pool, it's placed aside. It's returned to the pool only during the Return Phase of that game turn (that is, after all Operations Phases have been completed for that game turn).
4.4 Even if no units of a sub-command are on the map, its marker is still put into the command pool unless otherwise noted in the scenario rules. If it's picked, nothing will actually happen during that particular Operations Phase unless there are reinforcements or refits for that sub-command due that turn.
4.5 Passing
Players may pass on the option of picking a marker from the command pool. If both players pass consecutively, the Operations Phases for that game turn end and play moves to the Game Turn Inter-Phase (II in the outline above).
4.6 Multiple Markers
In certain scenarios a player may have more than one marker at a time in the pool for a given sub-command. In cases like that, such sub-command(s) may conduct more than one Operations Phase per game turn. They do so whenever each of their individual sub-command markers is pulled during a given game turn.
5.0 Sub-Commands & Activations
5.1 The armies in TFF are divided into "sub-commands," each of which operates as a semi-autonomous force within its overall army. Sub-commands are defined by abbreviations and colored stripes on the unit-counters. A particular sub-command is said to be "activated" for an Operations Phase when its marker is picked during step I of the game sequence outline given above in rule 4.2. Note that the pulling of certain markers will allow a player to conduct operations simultaneously with more than one sub-command.
5.2 If a player picks the marker of a sub-command that's part of his army, he must at that time execute the reinforcement, movement and combat sub-phases for that sub-command. In general, if a player picks the marker of a sub-command that's part of the opposing player's army, the player who drew the marker gives it to his opponent, and the player receiving the marker then executes the reinforcement, movement and combat sub-phases for that sub-command. Exceptions are noted in scenario instructions.
5.3 In general, a sub-command may be activated—and thereby be reinforced, move, and fight—only during an Operations Phase in which its own marker has been picked. At the completion of that Operations Phase that sub-command is no longer activated.
5.4 In some scenarios a player may activate designated sub-commands, or sometimes even individual units within sub-commands, more than once during the same Operations Phase. For example, pulling the German 20th Mountain Army sub-command marker will allow for the activation of more than one Axis sub-command. So, despite the general rule against it, certain sub-commands or individual units may conduct more than one Operations Phase per turn. For example, the Soviet player picks the "N" (Northern Front) command marker. He activates all Northern Front units plus, say, the 14th Army. He could then conduct reinforcement, refitting, movement and combat for both these commands. He could also activate a total of two air units, one for each command; he could use them to support either army, or both for one army, as long as the restrictions of 18.2 are met.
5.5 You may never carry out any action for units that are part of the enemy army, even if you were the player who actually picked its sub-command marker. In such cases, you must generally hand the picked enemy sub-command marker to your opponent, who then must use it to conduct an Operations Phase of his own. Note that means players may potentially conduct more than one Operations Phase before the opposing player is allowed to react with an Operations Phase of his own.
5.6 Inter-Sub-Command Stacking
Units from different sub-commands of the same side may stack together.
5.7 Attacking
Since only activated units may attack, units from different sub-commands that may happen to be stacked together may not generally participate in the same attack, unless each of their sub-commands has been activated by a command marker.
5.8 Defending
Units always defend normally, regardless of which sub-command, friendly or enemy, happens to be activated at the moment. Units from different friendly sub-commands may be called on to defend together.
6.0 High Command Table
6.1 The High Command Table (printed on the mapsheet) represents the wide swings of fortune common in warfare. Whenever a player picks the High Command marker, he must roll on the High Command Table and then immediately apply any result. Two dice are rolled and the results totaled. That gives the specific incident that will occur.
6.2 Note there is only one High Command Table; there isn't a separate one for each player. When either player draws the High Command chit, he rolls on that one table. Also note that, except for High Command events five and nine, simply implementing the die roll result immediately ends that Operations Phase. Finally, note that each event on the table may be rolled any number of times per game.
7.0 Movement
7.1 During each Movement Sub-Phase, the phasing player may move as many or as few of the units of his activated sub-command(s) as he chooses. Eligible units may be moved in any direction or combination of directions out to the limits of their movement factors. If more than one sub-command is activated, the player may move units of those commands in any order.
7.2 Each unit has a movement factor printed on it. Units are moved tracing a path of contiguous hexes through the hex grid, until all movement points are expended or the player decides to cease moving the unit, whichever comes first. As each unit enters a hex it pays one or more movement points (MP) from its movement allowance (MA). Consult the Terrain Effects Chart (TEC) printed on the mapsheet for further details.
7.3 Zero-Movement-Factor (Static) Units
Units with printed movement factors of zero (0) are "static," and as such they never move, once placed on the map, except to go into the dead pile.
7.4 Mechanized & Non-Mechanized Movement
The TEC may dictate mechanized and non-mechanized units pay different movements costs for the same terrain.
7.5 Restrictions
A player's units may be moved only during a Movement Sub-Phase in which one or more of his sub-commands have been activated. Once a unit has been moved and the player's hand removed from it, it may not be moved again. A unit may expend all, some, or none of its MP in any one Movement Sub-Phase of its sub-command. Unused MP may not be accumulated from turn to turn or phase to phase or sub-phase to sub-phase, nor may they be in any way transferred from one unit to another.
7.6 Minimum Movement
All units are generally guaranteed the ability to always move at least one hex per Movement Sub-Phase of their sub-command; however, units may never enter an enemy occupied hex or prohibited hexes, nor may they move through enemy zones of control (see section 9.5 for an exception).
7.7 Enemy Zones of Control (EZOC)
EZOC stop movement; see the zone of control rules section, 9.0.
7.8 Retreat After Combat, which occurs as part of combat results, isn't considered part of regular movement and as such doesn't use up MP.
7.9 Terrain
To enter any given hex a unit must expend the number of MP designated by the TEC for the kind of terrain in it. When the TEC calls for a movement point expenditure to cross a hexside, such as a river, that cost is in addition to the cost for entering the hex.
7.10 Multiple Terrain
If there is more than one terrain type in a hex, use the highest single movement cost from among all the terrain involved. Exceptions: 1) if there is a railroad, road or bridge, use the railroad, road or bridge movement rate regardless of any other terrain in that hex, as described below; and 2) units using amphibious or airborne movement ignore terrain while making such moves (see 17.3 & 21.27).
7.11 Roads & Railroads
A unit, mechanized or non-mechanized, which moves from one road or railroad hex directly into an adjacent road or railroad hex through a hexside traversed by that road or railroad expends a half movement point (0.5) per hex entered.
7.12 Special Railroad Movement
Certain scenarios may allow special railroad movement. If so, an activated unit may make a rail move by starting its sub-command's Movement Sub-Phase on a friendly rail hex and then moving an unlimited number of hexes via contiguous friendly rail hexes (as defined by the scenario). Units using rail movement may not start in or enter hexes containing EZOC while making such moves.
7.13 River & Lake Hexsides
Units pay the movement cost of other terrain in a hex when crossing a river or lake hexside. That cost is in addition to the cost of entering the next hex. Note this applies only to lake hexsides between two land hexes, not to all-lake hexsides that lie between all-lake hexes (which are prohibited).
7.14 Bridges
A bridge negates the effects of rivers and lakes on movement for units crossing such hexsides. Bridges occur wherever roads or rail lines cross water hexsides. Bridges are indestructible for game purposes.
7.15 Exiting the Map
Some scenario special rules allow units to move off the map. Exiting the map is done as normal movement, with the unit moving off from a hex that's part of the map edge. To exit, a unit must spend an entire Movement Sub-Phase of its activated sub-command sitting in such a map edge hex; it's then exited at the very end of that sub-phase. Once a unit exits, it may never re-enter the map. A unit may not exit the map via retreat or pursuit.
8.0 Stacking
8.1 Having more than one friendly unit in a hex at the same time is called "stacking." Stacking limits vary by terrain type and are given on the TEC. Stacking limits are given on the TEC in terms of "units," and each unit in the game, no matter its nominal organizational size, is "one unit" for stacking purposes.
8.2 Stacking limitations apply for all units of both sides at the end of each Reinforcement, Movement, and Combat Sub-Phase, regardless of which sub-command is activated. Friendly units may move through hexes occupied by other friendly units, even if they belong to different friendly sub-commands, at no extra cost. There is no limit on the number of friendly units that may pass through a single hex or cross a single hexside in one sub-phase, phase or turn. If, however, at the end of any friendly or enemy Reinforcement, Movement or Combat Sub-Phase, one or more hexes is over-stacked, the excess units must be eliminated by the owning player.
8.3 A friendly unit or stack may never enter a hex containing an enemy unit or stack.
8.4 Free-Stacking Units
Air, Naval Bombardment, and Entrenchment markers have no stacking values. Such markers may be added to any hexes as long as the particular rules for their use are observed. Also, under certain circumstances, Air and Naval Bombardment markers may be placed in the same hexes as enemy units or markers, and vice versa. See sections 18.0 and 19.0.
8.5 Stack Movement
Units are generally not moved as stacks in TFF. Move each unit of an activated sub-command one at a time, no matter if they begin a Movement Sub-Phase stacked together in the same hex (exception: see section 12.0).
8.6 Stacking Order
In general, players are free to arrange their stacked units, from top to bottom, in any order they choose, when that sub-command is activated. The exception is, any stack containing an entrenchment marker, that marker must always be kept as the top unit in that stack.
8.7 Intra-Sub-Command Stacking
Friendly units from different sub-commands may stack together.
9.0 Zones of Control (ZOC)
9.1 The six hexes immediately surrounding a unit's hex constitute that unit's "zone of control" (ZOC). Hexes into which a unit exerts a ZOC are called "controlled hexes." ZOC stop enemy movement and block enemy supply lines. A friendly unit's presence in an enemy ZOC (EZOC) at the start of that friendly unit's sub-command's Combat Sub-Phase requires that unit to attack. ZOC also affect retreats after combat.
9.2 In general, all units exert a ZOC at all times, regardless of the phase, sub-phase or game turn. EZOC aren't negated by other units, enemy or friendly. A unit's ZOC doesn't extend into hexes that unit is prohibited from entering.
9.3 Multiple ZOC
Both friendly and enemy units may simultaneously exert ZOC into the same hexes. There's no additional effect if more than one unit, friendly or enemy, exerts ZOC into the same hex at the same time. If a given unit is in an EZOC, that enemy unit is also in its ZOC, except as noted above in 9.2. The two units are equally and mutually affected.
9.4 ZOC & Movement
A unit must stop its movement for that sub-phase when it first enters an EZOC. It may move no farther that [sic] sub-phase. A unit may generally not move directly from one EZOC to another EZOC (exception: see 9.5 below.).
9.5 Infiltration Movement
A unit may move directly from one EZOC to another EZOC (called "infiltration") if all of the following are true.
- The tactical rating of the moving unit is higher than the tactical ratings of all enemy units through whose EZOC it is moving. The opposing player must reveal those superior tactical ratings if he wants to block such a move.
- The infiltrating unit moves a maximum of one hex during that sub-phase.
- The infiltrating unit makes no other move in that sub-phase.
9.6 ZOC & Combat
During an activated sub-command's Combat Sub-Phase, the phasing player must attack all enemy units exerting ZOC into hexes occupied by the units of his activated sub-command. Non-activated units never attack, regardless of ZOC. All units belonging to an activated sub-command in an EZOC at the start of that sub-command's Combat Sub-Phase must attack at least one adjacent, ZOC-exerting, enemy occupied hex.
9.7 See the Retreat (11.0) and Pursuit (12.0) sections for the effects of ZOC on these activities.
10.0 Combat
10.1 Attacking is mandatory for units of an activated sub-command found to be in EZOC at the start of that activated sub-command's Combat Sub-Phase. The phasing player is termed the "attacker"; the non-phasing player is the "defender," regardless of the overall strategic situation. There are two different Combat Results Tables (CRT), Assault and Mobile, and both are printed on the mapsheet. Combat is mandatory for all friendly units in an EZOC, including units with a zero movement allowance. Units which have a zero combat strength are eliminated at the start of a combat phase if they are not stacked with a friendly unit that has a combat strength of one or more and (1) they are in an EZOC when their own command is activated; or (2) they are in the EZOC of an enemy unit which has been activated. Units with a zero combat factor suffer the same combat result as other units in their own hex.
10.0 Combat Results Explanations (correction to change above):
AD (attacker defeated), AT (attacker trounced), BT (breakthrough), DD (defender defeated): Change step 1) so that instead of the affected force losing at least one half of its printed combat strength to: "That side rolls one die for each affected unit. If the result is less than or equal to the unit's tactical rating, then the unit survives but must retreat or rout as per step 2). If the result is greater than the unit's tactical rating, it is eliminated." Remaining steps remain the same.
10.2 For each individual attack, follow the sequence below.
- Attack Declaration. The phasing player declares which units of his side's activated sub-command will be attacking which defending enemy units.
- Support Declaration. The attacker commits any Air (18.0) or Naval Bombardment (19.0) support, then the defender does the same.
- CRT Determination. The attacker generally chooses the CRT for the attack: Assault or Mobile.
- Combat Strength Determination. Total the combat strength of all involved attacking units. Total the defense strength of all involved defenders. (Remember, out of supply units have their combat strengths halved; see section 14.0.) Divide the attacker's strength by the defender's strength and multiply that result by 100 in order to get a percentage (see 10.13).
- Combat Shift Determination. Determine CRT column shifts for terrain, air or naval strikes, entrenchments, and any other applicable factors.
- Final Percentage Determination. Consult the appropriate CRT under the appropriate column heading. Apply all applicable shifts to the initial percentage column.
- Combat Resolution. The attacker rolls a die and cross-indexes that result beneath the final percentage column heading. Implement the combat result immediately. Execute any retreats, then execute any pursuits and pursuit combats.
10.3 Which Units May Attack
Only the units of activated sub-command(s) may attack during a given Combat Sub-Phase. Units of other non-activated sub-commands may not attack at that time. Defending units may belong to one, or more than one, enemy sub-command. Note that in some cases a player may activate more than one sub-command in one Operations Phase. In those cases all activated sub-commands could attack together. Note: static units attack normally, though there are restrictions on their ability to retreat or pursue.
10.4 Attack Declarations
The phasing player may resolve his attacks in any order he chooses. He must declare which adjacent activated units will be attacking which defending enemy units at the beginning of each Combat Sub-Phase in order to ensure all adjacent ZOC-exerting enemy units will be attacked.
10.5 All activated units in EZOC must attack. All ZOC-exerting enemy units adjacent to your activated units must be attacked. Within that overall limit, the phasing player may choose which attacking units will attack which defending units, as long as all activated friendly units adjacent to a ZOC-exerting enemy unit participate in an attack. A player may also, but doesn't have to, attack enemy units that don't have ZOC.
10.6 A defended hex may be attacked from as many as six adjacent hexes, with all attacking units combined into one single attack.
10.7 In general, no unit may attack more than once per Combat Sub-Phase and no defending unit may be attacked more than once per Combat Sub-Phase. See section 12.0, for exceptions.
10.8 Stacks on the Attack
Units in the same stack must be combined together for combat. That is, all attacking units in a hex must be involved in the same attack as one single, combined force. Units defending in the same hex must be attacked as a single combined total; they may not be attacked separately. Note, though, pursuit combat rules (section 12.0) may modify these strictures.
10.9 Multi-Unit & Multi-Hex Attacks
If an attacking unit is in the ZOC of more than one enemy unit, it must attack all those enemy units that aren't engaged by some other attacking unit(s). Units in two or more hexes may combine their combat strengths and attack into a single hex if all those attacking units are adjacent to all the involved defending units. Attacks may involve any number of attacking or defending units. For an attack to be resolved as a single combat, however, all involved attacking units must be adjacent to all involved defending units.
10.10 Diversionary Attacks
When making a series of attacks, a player may allocate his attacking units, on a hex by hex basis, so some attacks are made at poor percentages while others are made at more advantageous percentages.
10.11 Combat Strength Unity
A single unit's or stack's attack and defense strengths are always unitary. A given unit's or stack's strength may not be divided among different combats, either for attack or defense.
10.12 Choice of CRT
The attacker generally chooses the CRT.
10.13 The Combat Percentage is determined by dividing the attacker's strength by the defender's strength and then multiplying that result by 100. Then reference the corresponding column on the CRT. For example, if the attacker has 20 combat factors and the defender 13, you divide 20 by 13 and get 1.53. Then you multiply 1.53 by 100 in order to convert it to a percentage, which yields 153 percent. So that combat would be resolved on the 150-199% column of whichever CRT is chosen.
10.14 CRT Percentage Column Shifts
Certain conditions will "shift" the combat percentage. They include: 1) entrenchments, see 16.0; 2) terrain, see 10.18; and 3) artillery, see 10.17.
10.15 A CRT percentage column shift to the right means the column is increased by the number of columns indicated (that is, in favor of the attacker). A shift to the left means the column is decreased by the number of columns indicated (that is, in favor of the defender). If both the attacker and defender have shifts, use the cumulative difference. Even if the starting percentage is less than 49% or greater than 500%, use the 49% and 500% columns as the "base line" for shifts.
10.16 Artillery
A player receives shifts for each artillery unit involved in a battle, as follows. The attacker receives one shift to the right for each friendly artillery unit involved in an attack. The defender doesn't receive shifts for artillery. The final number of artillery shifts may not exceed the number of friendly non-artillery units involved in that combat. The shifts are in addition to the combat factors of the artillery units themselves. For example: the attacker has two artillery and three infantry units involved in an attack. The attacker would get two shifts for artillery. Remember, it's one shift per artillery unit, not per artillery combat factor. The "+" symbol next to an artillery unit's combat factor is to indicate the unit provides a one column shift to friendly forces on the CRT, along with adding in its combat factor during the initial combat percentage calculation. On the defense, any artillery unit present simply adds in its combat factor to its hexes defense.
Design Note. There is only one artillery unit in TFF, the Soviet "Kar" brigade. The rule above is written so as to function as a systemic rule in future installments of this game system.
10.17 Terrain
Defending units benefit from the terrain in the hex they occupy and, in certain cases, along that hex's sides. The TEC lists the defensive shifts for each type of terrain. Benefits for in-hex terrains aren't cumulative; a defending force can receive only the shift for one type of terrain. If a force potentially has more than one in-hex defensive terrain shift available to it, it uses the single best one for that defense. That also applies in the case of multi-hex defenses: the entire defending force gets the benefit of the single best in-hex terrain involved in the overall defense, even if that terrain isn't actually present in all that defending force's hexes. Also see 10.18 below.
10.18 Entrenchment Exception
An entrenchment in a hex always generates an additional one column defensive shift on top of any other terrain shift received.
10.19 Hexsides Shifts
A defending force receives the benefit for defending behind a defense-enhancing hexside, such as a river, only if all attacking units are attacking across such hexsides. When applicable, though, such hexside defensive shifts are accrued in addition to those described above in 10.17, 1018 [sic; probably 10.18] and 10.19.
10.20 Certain High Command Table events will provide additional shifts, which are also accrued in addition to those applicable according to 10.17, 1018 and 10.19. See the High Command Table.
10.21 Combat Shifts Example
The attacker has one combat factor and the defender 10, which would normally give <=49% on the CRT. The attacker has three shifts to the right, and the defender one to the left, giving a final result of two shifts to the right. The final percentage column is therefore 100-159% because the starting column (<=49%), when shifted two to the right, becomes the 100-159% column. And yes, that effect is intentional, to allow small forces the chance to win improbable victories and large forces the chance to go down in pitiful disasters.
10.22 Combat Results Explanations
The results for both CRT are listed below in alphabetical order. Results within each result must be applied in the order given, and only those results specifically called for are applied. For example, unless a result specifically calls for pursuit combat, no pursuit combat takes place.
10.23 Eliminations
When unit eliminations are called for, the choice of which involved unit(s) is/are to be eliminated is always up to the owning player. Regardless of all other considerations, however, if players are using optional rules section 22.0, the first unit to be eliminated must be the "lead" unit.
Combat Results Explanations (change):
AD (attacker defeated), AT (attacker trounced), BT (breakthrough), DD (defender defeated): Change step 1) so that instead of the affected force losing at least one half of its printed combat strength to: "That side rolls one die for each affected unit. If the result is less than or equal to the unit's tactical rating, then the unit survives but must rout as per step 2). If the result is greater than the unit's tactical rating, it is eliminated." Remaining steps remain the same.
AE: Attacker Eliminated
- Eliminate all involved attacking units.
- Defender may conduct pursuit movement but may not enter EZOC while doing so. No pursuit combat.
AD: Attacker Defeated
- Eliminate at least half of the involved attacking force's printed attack strength.
- Surviving attacking units retreat one hex.
- No pursuit movement or combat.
AP: Attacker Panics
- All attacking units rout (see section 11.0).
- Defender may conduct pursuit movement but may not enter EZOC while doing so. No pursuit combat.
AT: Attacker Trounced
- Eliminate at least half of the attacking force's printed attack strength.
- Surviving attacking units rout (see section 11.0).
- The defender may conduct pursuit movement but may not enter EZOC while doing so. No pursuit combat.
AW: Attacker Withdraws
- All involved attacking units retreat one hex.
- No pursuit movement or combat.
BB: Bloodbath
- Eliminate all the involved units of the side with fewer printed combat strength points.
- The other side must eliminate at least as many combat strength points from among its involved units.
- No pursuit movement or combat.
BT: Breakthrough
- Eliminate at least half of printed combat strength of the defending force.
- Surviving defending units rout (see section 11.0).
- Attacker may conduct pursuit movement and combat.
DD: Defender Defeated
- Eliminate at least half the printed combat strength of the defending force.
- Surviving defending units retreat one hex (see section 11.0).
- Attacker may conduct pursuit movement, but not pursuit combat.
DE: Defender Eliminated
- Eliminate all involved defending units.
- Attacker may conduct pursuit movement and combat.
DP: Defender Panics
- All defending units rout (see section 11.0).
- Attacker may conduct pursuit movement, but not pursuit combat.
DW: Defender Withdraws
- All defending units retreat one hex (see section 11.0).
- Attacker may conduct pursuit movement, but not pursuit combat.
MD: Mobile Defense
- Eliminate one involved attacking unit.
- All involved defending units retreat one hex (see section 11.0).
- Attacker may conduct pursuit movement, but not pursuit combat.
MA: Mobile Attack
- Eliminate one involved defending unit.
- Surviving defending units retreat one hex (see section 11.0).
- Attacker may conduct pursuit movement and combat.
11.0 Retreat After Combat
11.1 When a combat result requires units be retreated, the owning player immediately moves those units the indicated number of hexes away from their combat position. Retreat is not regular movement; its execution doesn't use up MP. It is carried out in terms of hexes, not MP, and units always retreat the number of hexes indicated, regardless of their printed movement allowances.
11.2 Retreats are always executed by the player who owns the retreating units. You may move retreating units only into hexes they would normally be allowed to enter. If no such hexes exist they are eliminated.
11.3 Retreat is subject to the following strictures. Within these limits, units may be retreated in any direction.
- Units may not retreat into hexes containing enemy units, into otherwise prohibited terrain, or off the map. If there is no other alternative, they are eliminated in the last hex into which they were able to retreat. Note that naval and air markers don't block retreats.
- A unit may retreat into a hex containing EZOC, but only if the tactical rating of the retreating unit is higher than the best tactical rating among the enemy units exerting the ZOC. Retreat all units one at a time.
- In general, units may retreat into and through hexes containing friendly units, even in violation of stacking limits. Note, though, units must obey all stacking and sub-command rules in the final hex of their retreat path. If they end their retreat in violation of any of those rules, the retreating unit retreats extra hexes until it reaches a hex in which it meets the limit.
- A retreating unit may not be moved into the same hex more than once, nor may it re-enter the hex from which it began its retreat. It must end its retreat the indicated number of hexes away from its combat position (more sometimes, see 3 above). If it can retreat only a portion of the number of hexes called for in the combat result, it's eliminated in the last hex into which it was able to retreat.
- Within the strictures above, stacked units don't have to use the same retreat path as they conduct their individual retreats.
- In no case may a unit be retreated into a hex that would cause it to be eliminated or over-stacked if another retreat path is available.
11.4 Number of Hexes Retreated
The combat result will designate if the retreat is one or more hexes.
11.5 Routs
If a "rout" is called for, the player rolls one die for each retreating unit and then retreats it that number of hexes. Each unit is retreated individually before the next one begins its retreat or rout.
11.6 Static Units & Retreats
Static ("fortress") units, and units in hexes with one or more fortress units, which receive retreat or rout results while attacking or defending may—but don't have to—retreat (owning player's choice on a battle by battle basis). Also, if units from outside retreats (or routs) into a hex containing a friendly static unit, they may cease their retreat/rout in that hex and don't have to retreat the full distance. That applies only to static units, not entrenchment markers. If the player decides to accept the retreat/rout portion of combat result in a hex containing one or more static units, only the mobile units (those with printed MF greater than zero) may actually move; the static units are eliminated in place.
11.7 Under certain circumstances a unit may end its retreat or rout adjacent to an enemy unit (see 11.3.2). Such units may be attacked again that same sub-phase provided the newly adjacent enemy units hadn't been committed to any attack, or if they end up stacked with units that were already designated to be attacked.
12.0 Pursuit & Pursuit Combat
12.1 Pursuit is a special form of movement and combat that may occur after each battle, if allowed by its combat result. "Pursuit" is what is usually termed "advance after combat" in other wargames, though with additional possibilities.
12.2 If a combat result allows a player to conduct pursuit, he may, but is generally not required to, immediately move some, none, or all of his eligible involved units up to the number of MP equal to its tactical value. The first hex must be the hex the enemy units formerly occupied. The second and subsequent hexes, if allowed, may be in any directions. Pursuit movement follows the normal rules of movement. It's important to remember that pursuit is counted in terms of MP, not hexes, and you pay normal terrain costs when pursuing.
12.3 Pursuit may be made only into hexes into which pursuing units could normally move. Pursuing units are affected by EZOC normally, including when conducting pursuit as an infiltration move. Note that may mean, owing to the way defending unit EZOC overlap, that a pursuing unit may not be able to move after all, unless the strictures of infiltration movement are met.
12.4 Mechanized Pursuit. All mechanized units have their tactical value doubled for purposes of determining the number of MP they may expend in pursuit. For example, a tank brigade with a tactical value of "3" could expend up to six MP in pursuit, though its tactical value for infiltration movement remains just "3."
12.5 If a pursuit is more than one hex, some pursuing units may stop in the first hex, and others in the second or subsequent hexes. Pursuit movement may not be increased by railroad, amphibious, or airborne movement.
12.6 Pursuit Combat
If a combat result allows pursuit combat, then, on completing that battle's pursuit movement, if the pursuing units are adjacent to enemy units, the player who owns the pursuing units has the following options.
- He may declare there won't be any pursuit combat, in which case nothing further occurs with those pursuing units that sub-phase.
- He may declare pursuit combat. Those pursuing units then immediately attack again in that same Combat Sub-Phase, according to the normal rules of combat, just as if they hadn't conducted their initial attack. In general, they may attack by themselves, or along with other friendly units that haven't yet attacked; however, any attack that had been declared at the start of that Combat Sub-Phase may not be rearranged (in terms of hex arrangements). Note, though, the combat resolution percentage of such previously declared attacks may be improved for the attacker by the simple addition of the combat strengths of newly added pursuing units.
12.7 Pursuit combat doesn't necessarily have to be against the same, just-defeated, enemy force. A pursuit attack must, however, be resolved before any other, entirely new, attack's resolution is begun. If adding the pursuing units' strength to an already declared combat, that combat is then the next to be resolved.
12.8 If there's more than one stack of units pursuing as a result of one original attack's combat result, only one of those stacks may conduct pursuit combat. If two or more different attacking forces from the same sub-command, attacking from different hexes, advance into the same hex, they may conduct pursuit combat together.
12.9 If units conducting pursuit combat receive another result allowing them to pursue, or pursue and conduct further pursuit combat, they may do so again. There's no limit on the number of times a force may conduct pursuit or pursuit combat during any one Combat Sub-Phase.
12.10 Units conducting pursuit combat must again determine their supply status at the instant of pursuit combat. Also, air and naval markers may be added only if they're available. Those that were used in the combat that initially triggered the pursuit are considered utilized for that sub-phase.
12.11 Due to pursuit combat, defending units may in some cases be attacked more than once in a single Combat Sub-Phase. That's an exception to the normal combat rule.
12.12 Static Units
Units with a "0" MF may not conduct pursuit movement or pursuit combat.
13.0 Reinforcements & Refitting
13.1 Players may receive additional units over the course of a game. Such units are called reinforcements. Reinforcements appear in the receiving sub-command's Reinforcement Sub-Phase during the game turn indicated by the scenario reinforcement schedule. Also, reinforcements generated by the High Command Table are received immediately when their triggering event is rolled.
13.2 During each of his activated sub-commands' Reinforcement Sub-Phases, the owning player places reinforcement units in the hexes designated on the map for units of that sub-command scheduled to arrive that turn. Reinforcements operate normally starting with their sub-phase of arrival.
13.3 Restrictions. Reinforcements may not be placed in a hex occupied by an enemy unit. A reinforcing unit that enters on a map edge may generally enter via a hex containing an EZOC; other cases are stated in the scenario instructions. Reinforcements may enter over-stacked. If, and only if, all scheduled appearance hexes are occupied by enemy units, those reinforcement units are delayed. They are placed on the first subsequent Reinforcement Sub-Phase for their sub-command in which a legal hex is available. A player may not otherwise delay reinforcements.
13.4 Reinforcements are simply placed on the map; they do not move onto it. There are no MP costs for reinforcement placement.
13.5 Contingency Reinforcements
Certain scenario rules will include "contingency" reinforcements. They appear only if particular conditions have been met, or they may also be generated by the High Command Table.
13.6 Withdrawals
Certain events will call for units to be withdrawn. The units in question are simply picked up and removed from the map or the Refit Box, regardless of their position. Withdrawn units are placed in the permanently eliminated dead pile. A unit that was previously permanently eliminated and is then called on to be withdrawn simply remains permanently eliminated. A player must withdraw units first from those on the map, then those in the Refit Box. If a player doesn't have sufficient units to be withdrawn, he withdraws as many as he can toward meeting the withdrawal requirement, and there's no further effect.
13.7 Contingency Reinforcement Pools
A scenario may designate certain units begin play in a "Contingency Reinforcement Pool." That's any opaque large-mouth container into which such units are placed, and from which they are drawn at random (without first looking) by the receiving player. Units are otherwise deliberately and specifically placed according to each scenario's reinforcement schedule.
13.8 Refitting
Whenever a combat unit is eliminated in combat and it can trace a line of supply, it's placed in its side's Refit Box (printed on the mapsheet). Players receive refit points with which they may replace those units. A player must expend one refit point for each point in the tactical factor of a unit. The unit is then placed as a reinforcement. Refit points may be used with any sub-command. Refit points may not be accumulated from turn to turn; if not used, they're lost. A unit may be refitted in the same turn that it was eliminated, provided other conditions apply.
13.9 Conversion
Certain reinforcements will call for an existing unit to be converted into the arriving unit. Simply remove the old unit from the map and replace it with the newly arriving unit. A unit must have its sub-command activated and be in supply to be converted. The old unit is permanently out of play. An out of supply unit may not be converted until it's brought back into supply. No conversions take place in the Refit Box, but such units would be available for conversion as soon as they were otherwise brought back into play on the map.
14.0 Supply
14.1 Units trace lines of supply (LOS) to supply sources. Supply is needed in order to be able to move and fight at full effectiveness. Additionally, unsupplied units may not be refit; units eliminated while out of supply are permanently removed from play.
14.2 Units in Supply
Units in the same hex as a printed friendly supply symbol are always in supply, even if they're simultaneously in an EZOC. Units able to trace an LOS to a friendly supply source hex or to a friendly supply unit (which can in turn trace a line of supply, see 14.4) are also in supply. Scenario instructions may also explain that certain other units are automatically in supply. The maximum length of supply lines varies by scenario. Units in reinforcement pools, as well as those that have exited the map, or are being refit, or that have been withdrawn, are also always in supply. Air and naval markers never need supply.
14.3 Tracing Supply Lines
Supply is traced from a unit back to a supply source. Supply lines may not be traced through a hex if there is an EZOC in that hex. Friendly units don't negate EZOC for purposes of tracing supply. When counting supply line length, count from the unit to be supplied to the supply source.
14.4 Railroads & Roads
A unit may trace an LOS to a railroad or road hex and then back along that railroad or road (or any combinations) an unlimited number of hexes back to a friendly supply source. Once traced to a railroad/road, an LOS may never again leave the railroad/road prior to reaching the supply source hex. Railroad and road LOS are blocked by enemy units and EZOC.
14.5 Thaw: During thaw turns, roads may not extend supply lines; they cease to exist during thaw turns. Railroads still function normally during thaw turns.
14.6 Supply Units
Supply units themselves serve as supply sources only if they can trace a LOS as in 14.3 or 14.4.
14.7 Movement Supply is checked at the start of each Movement Sub-Phase for the units of the activated sub-command. A unit that can't trace an LOS at that time has its movement factor halved for that entire sub-phase (remainders are retained, since they could be used for road movement). Once calculated, such MF halving remains in place for the entire sub-phase, even if the halved unit moves back into supply during it.
14.8 Combat Supply is checked at the start of the resolution process of each individual attack for all involved attacking units in that combat. Any unit found to be out of supply (OOS) at that time has its combat strength halved for that attack or defense (retaining any remainders). Also note that attacking OOS artillery units lose their column shift value, and OOS mechanized units don't double their tactical factor when calculating their pursuit MF.
14.9 Players may deliberately move their units into hexes in which they will, or might, become unsupplied.
14.10 Inter-Sub-Command Supply
Units may trace supply to any friendly supply source of their side, even if it belongs to a different sub-command.
14.11 Alliance Supply
Unless otherwise stated by the scenario, all units on each side may use any friendly supply source regardless of nationality.
14.12 No Capture
A player may not use enemy supply sources to supply his own forces if he captures them.
14.13 No Supply Unit Expenditure
Supply units aren't expended by being used to provide supply.
14.14 Maximum Supply Line Lengths
Axis maximum off-road/off-railroad supply line length is four hexes. The Soviet maximum off-road/off-railroad supply line is three hexes. Those maximum lengths remain unchanged no matter from what type of supply source (supply unit or hex) a supply line is being traced. LOS are counted in terms of hexes, not MP. LOS may never be traced through enemy units or EZOC or into prohibited terrain.
14.15 Blocking Terrain & Water Barriers
Axis LOS may not be traced across all-sea hexsides, while Soviet LOS may be traced across such hexsides. Both sides may trace them across river and lake hexsides and all-lake hexes.
15.0 Fog of War
15.1 In general, players may examine enemy stacks only during the combat resolution process. Once an attack has been declared, it may not be called off.
15.2 Certain High Command outcomes and air interdiction zones (18.3) may lead to enemy stacks being examined.
15.3 See the infiltration movement, retreat, and pursuit rules for times when a player has to reveal to his opponent certain units' tactical ratings in order to facilitate movement through EZOC.
16.0 Entrenchment
16.1 A player may build entrenchments to enhance the defense of friendly units within them. Any kind of supplied ground unit may build an entrenchment.
16.2 To entrench, one or more activated and supplied units must remain in place for one complete Movement Sub-Phase of its sub-command. At the end of that sub-phase, the owning player rolls a die. On a result of one, two or three, place an entrenchment marker in the hex; on a four, five or six, the entrenchment attempt has failed. Make only one die roll per hex no matter how many units are actually present.
16.3 All friendly units of all types in an entrenched hex receive those benefits regardless of which unit built it. An entrenchment marker, once placed on the map, remains in place until there are no longer any friendly units in that hex at the end of a phase or sub-phase (that is, if all occupying units move off, or are removed as a result of combat). It costs no extra MP for a unit to enter or leave an already built entrenchment. Entrenchment markers may be recycled in and out of play any number of times during a game.
16.4 Combat Effect
The combat effect of an entrenchment marker is to generate a one column leftward CRT percentage column shift for all units defending in that hex.
16.5 The effect of having an entrenchment marker in a hex is the same as having one or more static fortress units in a hex. It's therefore not allowed to build entrenchments in a hex already containing one or more static fortress units. In effect, the entrenchments are already there.
17.0 Special Units
17.1 Mountain Troops
If an attacking force contains one or more mountain infantry units, and the defender is in a hex containing mountain or rough terrain, shift the odds one percentage column to the right. That's a maximum of one such shift per attack, no matter how many mountain units are involved.
17.2 Airborne units may generally make airborne landings, but there are no airborne landings in this game.
17.3 Amphibious Troops
Amphibious-qualified units may make amphibious landings. That's done by moving the unit from an eligible embarkation hex (see 21.37), and then landing on any coastal hex. That consumes the unit's entire movement for that sub-phase. A unit that conducts an amphibious landing may attack normally in the same Operations Phase, and is considered to be in full supply for that attack. Units may also attack from all-sea hexes, but if they fail to clear the defender's hex and then advance into it, they're eliminated. Only Soviet and Axis marine units may conduct amphibious landings.
17.4 Partisans
Partisans are always in supply, but they otherwise function like other combat units.
18.0 Airpower
18.1 Airpower is represented by markers. They're initially placed in the Air Available Box printed on the mapsheet. Air markers are activated as parts of activated sub-commands. When a player has airpower available, he may use the markers for purposes stated below, placing them anywhere on the map. After an air marker has been used, place it in the Air Utilized Box on the mapsheet. An air marker may be used only once per game turn.
18.2 Attack Support
The attacker may add one or more available air markers when he makes an attack (see 10.2). For each marker added, the combat percentage is shifted one column to the right. The defender may never add airpower to a battle. At the end of each air-supported attack, all deployed markers are removed from the map. The number of airpower markers that may be added as attack support to a single battle is limited as follows: three for each activated German sub-command; two for each activated Finnish sub-command; and one for each activated Soviet sub-command.
18.2 Attack Support (clarification 1). An air marker can provide close support to any friendly unit, regardless of nationality.
18.2 Attack Support (clarification 2). Note that while the Axis player can activate only two German air units per command activated as per 21.20 (other than Luftflotte Five), there may be situations in which he could activate all four air units in a single command marker pick and thereby commit three airstrikes to attack support. For example, when picking the AOKN marker, the Axis player could activate two German commands, thereby allowing the use of all four air markers.
18.3 Interdiction
Place the air marker into any hex on the map. A maximum of one interdicting air marker may be placed per hex. Interdiction has the following effects.
- Interdiction Zones. The hex the interdiction unit occupies and all six adjacent hexes form an "interdiction zone." Enemy units that enter an interdiction zone must pay one extra MP, over and above normal movement costs, to enter each hex within it. Railroad movement may not be made into or out of an interdiction zone. Supply is not affected. An Interdiction marker remains on the map until the Return Phase of the game turn.
- Recon. All enemy units in, or that enter, an interdiction zone are revealed to the friendly player.
18.4 Interception
You may, when you activate an air unit, negate an enemy Interdiction marker by putting a friendly air marker on it. Simply remove the Interdiction marker from the map, as well as the intercepting marker, and place them in the Air Utilized Box.
18.5 Air markers may be re-used from turn to turn, unless otherwise specified. Air markers are never eliminated. They're not affected by enemy air units other than being negated by interception and, even then, they're only removed from the map, not from play.
18.6 Aerial Supply Markers
A player may place an Aerial Supply marker in a hex to provide supply for all units in that hex. The enemy may intercept it as described in 18.4. An Aerial Supply marker remains in its hex until the Return Phase of that game turn. LOS may not be traced to an Aerial Supply marker from other hexes. Note that Aerial Supply markers are a distinct sub-type of airpower marker. As such, they may only perform the aerial supply mission, not any of the other missions described above.
18.7 Activation
Some sub-commands will activate airpower as part of a ground sub-command (see 21.10, 21.19 & 21.20). That will allow air units to be used for attack support. Some sub-commands will activate only air units (such as the German Luftflotte Five). In the latter case, air markers may not be used for attack support or aerial supply (see below), only for interdiction. A player doesn't have to activate an air unit if he doesn't want to, he may save it for activation with a later sub-command activation.
18.8 Air markers otherwise have no effect on play. That is, they have no ZOC, don't count for stacking, don't block the movement of enemy units, etc.
19.0 Naval Bombardment
19.1 Naval bombardment markers are generally treated in the same manner as air markers for attack support (but not for other missions). They may be used, though, only against enemy units defending on coastal hexes.
19.2 A maximum of one naval bombardment marker may support an attack. Naval bombardment may be combined with air support shifts.
19.3 In TFF, only the Soviet player has naval bombardment, and it may only be used against Barents Sea and White Sea coastal hexes.
20.0 Victory Conditions
20.1 Each scenario will have its own victory conditions. Usually victory is determined via the capture of territorial objectives and/or eliminating enemy units. There are three levels of victory: tactical (lowest), operational, and strategic (highest).
20.2 If neither player attains any victory, or both attain the same level of victory, the game ends in a draw.
20.3 If both players gain one or another level of victory, the player with the higher level wins. Subtract the lower number of victory conditions attained from the higher to determine the overall victor.
20.4 See the scenario rules sections for specific victory conditions.
21.0 TFF Scenario Special Rules
21.1 Players & Sides
There are two players: the Axis player and the Allied player. The Axis player controls both German and Finnish forces. The Allied player controls Soviet forces plus the RAF air strike marker.
21.3 Game Lengths
Players should first decide whether they'll play the short or long game. The "Short Game" lasts from June 1941 through November-December 1941. The "Long Game" lasts from June 1941 through September 1942.
21.4 TFF Victory Conditions
Axis Victory Conditions
Tactical Victory: accomplish any one of the following.
Operational Victory: accomplish any two of the following.
Strategic Victory: accomplish any three of the following.
In both the Long and Short Games:
- control all cities and towns in Occupied Finland;
- control one or more cities or towns on the Murmansk-Belomorsk railroad;
- control Schlusselberg or Volkhov.
Soviet Victory Conditions
Tactical Victory: accomplish any one of the following.
Operational Victory: Accomplish any two of the following.
Strategic Victory: Accomplish any three of the following.
In the Short Game:
- occupy at least two cities or towns in Occupied Finland;
- put four or more Axis division-sized units in the permanent dead pile;
- control two or more of the following: Alakurtti, Kestenga, Peytrozavodsk.
In the Long Game:
- control all cities and towns in Occupied Finland;
- put eight or more Axis division-sized units in the permanent dead pile.
- control two or more of the following: Helsinki, Turku, Oulu, Kemi, Nikel.
21.5 Sudden Death Victory
If, at the end of game turn prior to the end of the game, a player has attained all his victory conditions, and the enemy player none of his, the game ends and he wins an Epic "Monstrous Fine" Victory.
21.6 Deployment Order
The Allied player first deploys all his initial forces on the map. The Axis player then deploys Finnish and German units. See below for details.
21.7 Command Pool
Initial Sub-Commands: place the following sub-command markers in the pool at the start of play.
- Finnish: A (Army High Command), TF O, 2, 3, 4, 6, 8 Corps.
- German: AOKN, 19th Mountain Corps, 36th Corps, Luftflotte Five.
- Soviet: 7th, 14th, 23rd, Northern Front ("N").
- The High Command marker.
21.8 Reinforcement Sub-Commands: add the following to the pool on the indicated turn:
- German 18th Mountain Corps: April-May 1942
- Soviet Karelian (Kar) Army: April-May 1942
21.18 Axis Deployment (clarification). The Axis player may deploy his units on the border in EZOCs.
21.18 (clarification). The Finnish Oinonen Corps refers to the "TFO" units.
21.18 and 21.21 (correction). The Finnish 3 Ski Battalion appears as a reinforcement in January-February-March 1942, as per the counter.
21.9 Soviet Deployment
Soviet Initial Deployment (all must be in the USSR or Occupied Finland).
- 14th Army (must be placed north of Kem, exclusive): 14, 52, 104, 122 Infantry Divisions; 1 Armored Division; Pol, Mur, 12 Marine Brigades; 14 NKVD Regiment.
- 7th Army (must be placed south of Kem and north of Petrozadovsk, inclusive): 54, 71, 168, 237 Infantry Divisions; 67, 80 Marine Brigades; 14 NKVD Regiment.
- 23rd Army (must be placed south of Petrozadovsk, exclusive): 43, 115, 123, 142, 177 Infantry Divisions; 21 24 Armored Divisions [sic]; 198 Motorized Division; 4 Marine brigade; 23 NKVD Regiment.
- Northern Front (may be placed anywhere on the Soviet side of the 1941 border): 3 Armored Division; 163 Motorized Division; 5 Airborne Division; 70 Infantry Division; Gr Infantry Brigade; N NKVD Regiment; 21, 22, 23, 25, 26, 27, 28, 29 Fortress Divisions.
- Northern Front (Hango): H Marine Brigade.
Airpower Available: three air strike markers.
Naval Available: one bombardment marker.
21.10 Soviet Sub-Command Activation
- 7th Army: Activate all 7th Army units.
- 14th Army: Activate all 14th Army units.
- 23rd Army: Activate all 23rd Army units.
- Karelian Army: Activate all Kar Army units.
- Northern Front: When this is picked, the Allied player may activate all Northern Front units plus any one Soviet army of his choice.
- Soviet Airpower: Each time a Soviet sub-command is activated, the Soviet player may activate one air strike.
- Soviet Naval: Each time the Soviet Northern Front or 14th Army is activated, the Soviet player may activate the naval bombardment unit. But also remember, each air and naval marker may only be activated only once per game turn.
21.11 Soviet Regular Reinforcements
- July 1941: One British (RAF) air strike.
- August 1941: 88, 265, 272 Infantry Divisions.
- September 1941: 14 Infantry "Pol" Division.
- January-March 1941 [sic]: 2 Ski Brigade.
- April-May 1942: 10 Guards, 23 Guards, 27, 136 152, 186, 263 Infantry Divisions; 85 Infantry Brigade; 64 Marine Brigade; 8 Ski Brigade; Kar Tank Brigade; Kar Artillery Brigade; Kar NKVD Regiment; one air strike.
21.12 Soviet Regular Withdrawals
July 1941. At the start of the July 1941 Game Turn, the Soviet player rolls a die and checks the result. He must then withdraw a number of armored, motorized or airborne divisions equal to that result.
21.13 Soviet Contingency Reinforcements
Received via High Command Contingency Reinforcement event: OGK Armor, 1, 2 Partisan Brigades.
21.14 Soviet Reinforcement Placement
Soviet reinforcements may be placed on any Soviet city or town hexes connected by rail to the eastern edge of the map or to the map edge rail line hex southeast of Volkhov. Units may not be placed in the same hex as an enemy unit or EZOC, and the rail line may not be blocked by enemy units or EZOC. If no such cities or towns exist, the units are placed on the east map edge south of the White Sea.
21.15 Static Units may be placed in any hex occupied by a supplied Soviet unit. Partisans may be placed anywhere in the USSR in hexes not containing enemy units or EZOC.
21.16 Soviet Refit Points: five per game turn in 1941; seven per game turn in 1942. The Soviet player may not replace armored divisions and motorized divisions. Once eliminated, they are out of the game permanently. (Historically, the Soviets abolished their armored and motorized divisions after the initial shock of the 1941 German invasion.)
21.17 Special Soviet Refit Point
The Soviet player gains one extra refit point per game turn if he occupies all three of the following towns, determined at the start of each game turn: Alakurtti, Kestenga, Petrozadovsk.
21.18 Axis Deployment. Axis units may set up in EZOC.
Deploy in Finland north of Oalu [sic: Oulu] and south of Sodankyla (inclusive)
- Finnish 3rd Corps: F, J, 3 Infantry Brigades.
- German 36th Corps: 169 Infantry Division, Nord Motorized Division, PzA N Armored Battlegroup; Finnish 6 Infantry Division.
Deploy anywhere south of Oalu [sic: Oulu] (inclusive)
- Finnish 2nd Corps: 2, 15, 18 Infantry Divisions, 2 Infantry Brigade.
- Finnish 4th Corps: 4, 8, 10, 12 Divisions, 4 Infantry Brigade.
- Finnish 6th Corps: 5, 11 Divisions, 1 Jaeger Brigade, 6 Infantry Brigade; German 163 Infantry Division.
- Finnish 8th Corps: 7, 19 Divisions, 8 Infantry Brigade.
Deploy anywhere in Finland
- Finnish Oinonen Corps: Cav, 2 Jaeger Brigades.
- Finnish Army High Command: 1, 14, 17 Infantry Divisions, 1 Infantry Brigade, Ps Armored Brigade, SFK Battalion, Marine Regiment; Logistics unit; S, 1, 2, 3 Ski Battalions, 1-9, GF Fortress Brigades.
Deploy in Petsamo
- Finnish P Ski battalion (part of German 19th Mountain Corps).
Deploy in Norway
- German 19th Mountain Corps: 2, 3 Mountain Divisions; 1, 2 Fortress Brigades.
Airpower Available
- Luftflotte Five: one aerial supply and three air strike markers.
- Finnish Air Force: two air strikes.
21.19 Axis Sub-Command Activations
- Finnish 2nd Corps: activate all 2nd Corps units.
- Finnish 3rd Corps: activate all 3rd Corps units.
- Finnish 4th Corps: activate all 4th Corps units.
- Finnish 6th Corps: activate all 6th Corps units.
- Finnish 7th Corps: activate all 7th Corps units.
- Finnish Task Force Oinonen Corps: activate all TF O units.
- Finnish Army High Command ("A"): activate all Finnish "A" units plus any one Finnish corps of the Axis player's choice.
- German 18th Mountain Corps: activate all 18th Corps units.
- German 19th Mountain Corps: Activate all 19th Corps units.
- German 36th Corps: activate all 36th Corps units.
- AOKN in 1941: when this is picked, the Axis player may activate all German AOKN units, plus any one German and any one Finnish corps of his choice.
- AOKN in 1942: when this is picked, the Axis player may activate all German AOKN units plus any two German corps of his choice.
- Luftflotte Five: the Axis player may activate all Luftwaffe air markers.
21.20 Axis Airpower Activation Details
- Luftwaffe: each time a German sub-command is activated, the Axis player may activate up to two German air markers (any combination of air strikes and air supply).
- Luftflotte Five: each time the Luftflotte Five sub-command chit is picked, the Axis player may activate all German airpower markers.
- Finnish Air Force: each time a Finnish sub-command is activated, the Axis player may activate two Finnish airpower markers.
Remember, each airpower marker may be activated only once per game turn.
21.21 Axis Regular Reinforcements
- July 1941: German MGN Machinegun Battlegroup.
- September 1941: German: 193, 388 Infantry Regiment. Finnish: Tr K Brigade; La and On Fortress Brigades.
- October 1941: German 6 Mountain Division.
- April-May 1942: German: 7 Mountain Division, AOKN Logistics unit, BR Recon unit. Convert: German Nord Motorized Division to Nord Mountain Division (note this changes the unit from 19th to 18th Corps).
- June 1942: German: 210 Fortress Division.
- July 1942: Convert: Finnish Armored Brigade to Armored Division.
21.22 Axis Regular Withdrawals
January-March 1942: At the start of the game turn, withdraw three Finnish infantry divisions.
21.23 Axis Contingency Reinforcements
The following are received when called for by a High Command event: German 5 Mountain Division, 139 Mountain Brigade, AOKN Ski Battlegroup, Opn K Naval marker; Finnish 200 Regiment, 3 Ski Battalion.
The following are received the first game turn any Soviet unit enters a hex of Finland: Finnish 5, 8, 9 Reserve Brigades, 1, 2 Partisan Brigades.
21.24 Axis Refit Points
- German: four points per game turn in 1941-42.
- Finn: six points per game turn in 1941; four points per game turn in 1942.
Special. The Axis player gains two extra refit points per game turn if he occupies all three of the following towns, determined at the start of each game turn: Alakurtti, Kestenga, Petrozadovsk. Those points may be used for either the Finns or Germans; regular refit points aren't interchangeable between the two Axis nationalities.
21.25 Finnish Reinforcement Placement
Finnish reinforcements may be placed on any cities or towns in Finland or Occupied Finland that aren't occupied by enemy units or EZOC. Static units may be placed in any hexes occupied by a supplied Finnish unit. Partisans may be placed anywhere in Finland or Occupied Finland in hexes not containing enemy units or EZOC.
21.26 German Reinforcement Placement
German reinforcements may be placed in any towns in Norway. Additionally, one German reinforcement per game turn may be placed on a supply source hex in Finland if it's Axis controlled and not in an EZOC. Static units may be placed in any hexes occupied by a supplied German unit. Arriving airpower and naval markers are placed in the Available Box.
21.27 Occupied Finland
Towns, cities and railroads in Occupied Finland are considered Finnish for all game purposes, other than starting the game under Soviet control.
21.28 Hango is a Finnish town (actually, a naval base), but starts the game occupied by Soviet units.
21.29 Finnish Restrictions
- Finnish land units may never enter or move adjacent to hexes in the USSR that are on the Murmansk-Medvezh'yegorsk rail line. This does not apply to spur lines, though, such as the ones that run to Alakurtti and Kestenga. Also note Polynaryy is not on the rail line.
- Finnish land units may not cross the River Svir, though they may move adjacent to it on its north bank.
- No Finnish unit may ever move across an all-lake hex of Lakes Onega or Ladoga.
- Finnish land units may not move into, or into any hexes adjacent to, Leningrad or Schlusselberg.
- Finnish air units may not be placed on any hex of, or east or south of, the Murmansk-Leningrad rail line.
- Finnish units may not enter Norway.
- Finnish Partisan units may not leave Finland or Occupied Finland.
21.30 Germans Restrictions
German land units may never move into Leningrad or into any hexes adjacent to Leningrad.
21.31 Soviets Restrictions
Soviet units may never enter Norway. Soviet partisan units may not leave the USSR.
21.32 General Restrictions
Units may attack into hexes they may not enter. ZOC extend into such hexes. No units may move or attack into Sweden.
21.33 Axis Inter-Operability
In general, German and Finnish units may stack together, unless prohibited by some specific rule. Note that two Finnish units (6th Division, "P" Ski) are parts of German sub-commands, and one German unit (163rd Division) is part of a Finnish sub-command. Both nations may use each other's supply sources.
21.34 Axis Railroads
Axis units may use railroads only in Finland and Occupied Finland for special rail movement (7.12). The Axis player may move a maximum of one unit per sub-command activation using special rail movement. Both players may use all railroads when using them as roads and for LOS.
21.35 Soviet Railroads
Soviet units may use railroads only in the USSR for special rail movement (7.12). The Soviet player may move a maximum of one unit per sub-command activation using special rail movement. Both players may use all railroads when using them as roads and for LOS.
21.36 CRT Choice
The Axis player may always select either CRT when he attacks. The Soviet player may use only the Assault CRT in 1941; he may select either CRT in 1942.
21.37 Amphibious Landings
Marine units on both sides may conduct Amphibious landings. A maximum of one unit per sub-command activation may conduct an amphibious landing. A Soviet amphibious unit must start (embark) and then land on either a White Sea or Barents Sea coastal hex. They can also go from the White Sea to the Barents hex and vice versa. They may also conduct landings across Lake Ladoga and Lake Onega. An Axis amphibious unit must start and then land on a Baltic Sea hex in Finland. A unit making an amphibious landing must either start or end its move on a coastal city or town hex.
21.38 Hango Evacuation
The Soviet unit that starts in Hango may use amphibious movement once per game to move to Leningrad.
21.39 Weather
There are three types of weather, as marked on the Turn Record Track that's printed on the mapsheet: Summer, Winter, and Thaw.
21.40 Winter Effects
- The number of airpower markers you have available is halved (round up).
21.41 Thaw Effects
- Roads cease to function; treat them as other terrain in the hex for movement and supply. This also includes railroads in terms of their use as roads for movement, though railroads may still be used for special rail movement and LOS. Bridges aren't affected.
- The number of airpower markers you may use in a game turn are halved (round up).
21.42 Summer Effects
There are no special summer weather rules. The main body of the rules are written with summer weather in mind.
21.43 Red Airpower Limits
Soviet airpower markers may not be used for interdiction in 1941; they may interdict in 1942. The RAF marker and all Axis air strike markers may perform interdiction normally at all times.
21.44 Operation Klabautermann (Opn K)
This is a marker representing assorted German naval activities. If the Axis player receives Operation Klabautermann (due to an event on the High Command Table), he places it with his airpower markers. He may use the Opn K marker once each summer and thaw game turn to do one of the following: 1) prevent any one Soviet amphibious move; or 2) use it as a naval bombardment marker on Lake Ladoga or Lake Onega. See 19.0.
Optional Rules
Players should agree to experiment with the use of the following optional rules in order to add more variation to play.
22.0 Tactical Advantage
22.1 Replace step three of the combat procedure, CRT determination, with the following.
CRT Determination. Each player, attacker first, openly designates one of his units in the battle to be the "lead" unit. Each player rolls a die and adds to it the tactical value of his lead unit. The player with the higher total has the tactical advantage. The other player has tactical disadvantage. That player chooses the CRT for that battle. In case of ties, attacker chooses.
22.2 If the defender chooses the CRT, he still remains the "defender" in terms of absorbing the battle's combat result.
22.3 If a combat result calls for a unit to be eliminated, the lead unit must be the first to go.
22.4 Who Does the Retreating
Retreats after combat are now executed by the player who had the tactical advantage for that battle combat. That means you may be retreating either your own or the enemy units. You may move retreating units only into legal hexes. Only if no such hexes exist may you move them into prohibited hexes, which will then cause them to be eliminated.
22.5 When using this rule, ignore the Soviet-choice-limit given in rule 21.36. The Soviet player can now select either CRT, if he has the tactical advantage, no matter what year it is.
23.0 Additional Special Units
23.1 Engineers
There are no engineer units in TFF, but this rule is included for completeness and for use with future games in the system.
23.2 Engineers in Combat
If an attacking force contains one or more engineer units and the defender is in a hex containing a static unit, entrenchment or city, shift the odds one percentage column to the right. That's a maximum of one such shift per combat, no matter how many engineer units are involved.
23.3 Engineers & Entrenchment
If one or more engineer units are present in a hex undergoing an entrenchment attempt, that attempt succeeds on a die roll of one through five.
23.4 Engineers & Mobility
If an engineer is located in or adjacent to a hex or hexside that would normally cost more than one movement point to enter, then the cost for friendly units to enter that hex or cross that hexside is reduced by one. This occurs only if the engineer unit can trace a valid LOS and doesn't move for that entire movement sub-phase. Both the engineer unit and the moving units must belong to sub-commands that have been, or are presently, activated that Operations Phase. For example, a hex costing two MP to enter would cost only one point.
23.5 Recon
Certain units of an activated sub-command may conduct reconnaissance. Recon occurs at the start of each Movement Sub-Phase, before any movement is begun for the activated sub-command. The player who controls the reconnoitering units rolls a die for each such unit and, if the result is equal to or less than the unit's tactical rating, the recon is successful. He may then examine all enemy stacks within two hexes of the unit. He must, in turn, indicate (and show if stacked) the opposing player the units conducting the recon. In TFF, only ski, light infantry and commando [printed "commnado"] units may recon.
24.0 Morale Checks
24.1 Whenever a unit has the following combat results inflicted on it, the owning player must make a morale check to see if the result changes. A morale check is done by rolling a die for each unit. If the die roll is less than or equal to the unit's tactical rating, it passes the morale check. If it's greater than the unit's tactical rating, it fails the morale check.
Assault CRT
- Convert AW to no effect for units that pass their morale check.
- Convert DW to no effect for units that pass their morale check.
Mobile CRT
- Convert AP to AW for units that pass their morale check.
- Convert DP to DW for units that pass their morale check.
24.2 Note that some units in the same battle may pass a morale check while others might fail. Apply the result to each unit individually.
24.3 Defending the Homeland
Units located in the following places add one to their tactical rating for their morale checks (but not for other game functions).
- Finnish units located in Finland or Occupied Finland.
- Soviet units located in a Soviet city.
24.4 Regardless of all other considerations, a unit that rolls a six while making a morale check fails that morale check.
25.0 Combat Air Patrol
25.1 In addition to other effects, an airpower marker placed on an interdiction mission also performs CAP. Whenever the enemy places an air strike or aerial supply in a hex for any mission, and that hex is in or adjacent to a hex containing a CAP/interdiction airpower marker, the player owning that CAP/interdiction marker may remove the newly placed enemy air strike or aerial supply marker from the map. He must, though, then also remove his own CAP/interdiction air unit. Place the removed intruder airpower markers in the Utilized Box without completing their missions. That's done on a one for one basis, one CAP removing one intruder mission. Soviet air units may not conduct Combat Air Patrol in 1941. The RAF unit may.
26.0 Refitting Permanently Eliminated Units
26.1 Units in the permanently eliminated pile may be refit by expending the number of refit points equal to twice each such unit's tactical rating. Withdrawn units may not be refit in this way, and should be kept in another separate pile. Note: for purposes of Soviet victory determination in 21.4, an Axis unit that's once gone into the "permanent" dead pile still counts as being there even if this optional rule is used to bring it back into play.
27.0 Supply Attrition
27.1 Add a Supply Attrition Phase to the sequence of play. It occurs during the Game Turn Inter-Phase just prior to the Return Phase. During the Supply Attrition Phase, the first player checks all of his unsupplied units for supply; then the second player does the same with his own units. Roll a die for each land unit that's not in supply. Each individual unit in an unsupplied stack should have a separate roll made for it.
27.2 On summer and thaw turns, a rolled-for unit is eliminated on a result of six. On winter turns, a rolled-for unit is generally eliminated on a result of five or six; however, units located in cities, towns, entrenchments (including being stacked with one or more static units), are eliminated only on a six.
28.0 Further Scenario Options
28.1 Option 1: Full Commitment for Both Sides
Prior to start of play, the players may agree to use this option. At the start of each game turn beginning with July 1941, each player picks at random one of his contingency reinforcement units and places it as a normal reinforcement. Also, all Soviet units normally withdrawn in July 1941 are now added to the contingency pool upon withdrawal. If the Contingency Reinforcement event occurs when consulting the High Command Table, the player instead rolls a die and gains that extra number of refit points.
28.2 Option 2: Full Commitment for One Side
Same as above, but each player may decide to take or pass on the full commitment option. If you choose to make a full commitment, and your opponent doesn't, you must win a strategic or sudden death victory or you lose the game.