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Tornio '44

Tornio '44 Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
  • 2.0 List of Contents
  • 3.0 Abbreviations
  • 4.0 Game Components
  • 5.0 Game Terms
  • 6.0 Sequence of Play
    • 6.1.1 Daytime (A) Game Turn
    • 6.1.2 Nighttime (B) Game Turn [27.0]
  • 7.0 Stacking Limit
  • 8.0 Fog of War
  • 9.0 Hex Control & Zone of Control (ZOC)
  • 10.0 Hex Ownership
  • 11.0 Coup (Coup de Main)
  • 12.0 Weather
  • 13.0 Supply
  • 14.0 Replacements
  • 15.0 Engineer Units & Demolitions
  • 16.0 At Start Units & Reinforcements
  • 17.0 Movement
  • 18.0 Terrain
  • 19.0 Overrun
  • 20.0 Air Strike
  • 21.0 Support Units & Indirect Fire Support
  • 22.0 Combat
  • 23.0 Broken Units
  • 24.0 Advance After Combat
  • 25.0 Exploitation
  • 26.0 Motti (Isolation)
  • 27.0 Nighttime (B) Game Turns
  • 28.0 Alcohol Depots
  • 29.0 How to Win
  • 30.0 Prepare for Play
  • 31.0 Optional Rules

1.0 Introduction

1.1 Game Scale: All units are either Companies or Batteries. Each hex represents 1 kilometer (0.62 mile) across and each Game Turn is 12 hours, either as a Daytime or a Nighttime Game Turn.

1.2 Number of Players: The game is designed for two players from 12 years and up, one player controlling the Finnish units and the other player controlling the German units. It is also possible to play the game solitaire by playing each nationality to its best ability. This will, however, take away some Fog of War feeling.

1.3 Getting Started: [1] Start by reading through the sections 2.0-29.0 in this Rules Manual. The Prepare for Play section [30.0] is on page 17 (with the numbers [2]-[12]).

2.0 List of Contents

  • 1 Rules Manual (16 pages). Version 1.2 is 24 pages.
  • 2 Identical Player Aid Cards
  • 2 Order of Battle Cards (Finnish & German)
  • 1 Countersheet (228 die-cut counters)
  • 1 Map (84 x 59.4 centimeters / 33 x 23 inches)
  • 2 Regular six-sided dice - not included in the ziplock version!

3.0 Abbreviations

  • AP - Action Point
  • DR(M) - Die Roll (Modifier)
  • MF - Movement Factor
  • MP - Movement Point
  • OOB - Order of Battle
  • RP - Replacement Point
  • VP - Victory Point
  • ZOC - Zone of Control

4.0 Game Components

4.1 Rules Manual: The rules are divided into sections and subsections. A rule that refers to another section or subsection is shown inside brackets. Examples: [4.0], [4.4] & [4.4.1]. Designer's notes, tips, rule examples and certain words are printed in italic letters.

4.1 Clarification: A brighter colored box, like this one, explains a specific rule furthermore. These clarifications have been taken from the official Mikugames errata.

4.2 Player Aid Card: All tables have been collected onto one card (one per player and printed on both sides) for easier reference.

4.3 Order of Battle (OOB) Cards: All units that historically took part in the battle at Tornio-Kemi 1944 are shown on the frontside of the Finnish and German OOB cards. The units are shown with their accurate identifications and organization on the backside of each OOB card. This is included for historical reference only. Players may at any time look at each other's OOBs during play.

4.4 Counters: The counters are divided into units and markers. A reduced size sample of the countersheet with both its frontside and backside is on page 22, included for reference only. All Finnish counters have a blue color, while the German counters have either a green (Heer - Army), a light gray (Luftwaffe) or a dark gray (Waffen-SS) color. The different German colors are included for historical reference only. All white counters are markers.

4.4.1 Units: All units have a frontside [Front] and backside, [Back] and are divided into two main types; Combat Units and Support Units [4.4.2 & 4.4.3].

4.4.2 Unit Descriptions:

Combat Unit: The counter shows (front) the Added Unit Type Info (in gray color) [4.4.3], the Identification [4.4.4], the Designation [4.4.5], the Unit Size [4.4.6], the Attack Factor* [22.0], the Defense Factor [22.0], the Movement Factor [17.0] and the Unit Type [4.4.3]. The Back is the Reduced side. (* Letter H = 0.5 Factor [22.0].)

Support Unit: The counter shows (front) the Long-range capability (Support Unit) [21.2], the Support Factor [21.0] (inside a rectangle), the Close Defense Factor* [21.3], the Unit Type [4.4.3] (with a darker color inside the Unit Type box) and the Motorized Markings [17.1]. The Back is the Reduced side. (* Used when defending in Combat [22.0] and in Overrun [19.0].)

4.4.3 Unit Types (Symbols):

  • Infantry
  • N: Supply/Nachschub unit
  • Recon/Bicycle Infantry
  • Ski Infantry
  • Jager/Jäger/Jääkäri
  • Replacement/Ersatz
  • Light Antiaircraft
  • Heavy Antiaircraft
  • Antitank (Artillery)
  • (Heavy) Machine gun ¹
  • Mountain/Gebirgs ¹
  • Engineer/Pionier/Pioneeri ²
  • Tank/Panzer/Panssari ²
  • Mortar (Support Unit)
  • Field Artillery (Support Unit)
  • Rocket Artillery (Support Unit)

¹ The (Heavy) Machine gun and Mountain/Gebirgs unit type symbols are never pictured alone but are always together with another unit type symbol which always represents the main unit type.

² Only Engineer [15.0] and Tank units [24.1] have a special feature in the game. See also optional rules 31.1-31.3.

4.4.4 Identification: All units have an identification included for historical reference and for easier reference in the game.

4.4.5 Designation: Most of the units have a designation included for historical reference and for easier reference in the game when the Stacking markers are used [7.1]. If a designation is printed in parentheses, no such Stacking marker exists in the game. If a unit has no designation it is considered to be an independent unit.

4.4.6 Unit Size: All units in the game have the size of a Company or a Battery, generally comprised of about 100-250 men. The term Battery is often used for artillery units.

4.4.7 Markers: Markers are used in the game to show certain game functions or unit states. All markers have information on both sides. They are explained in the appropriate section or subsection in the rules. Markers can never be treated as units.

4.5 Map: The map depicts the towns of Tornio and Kemi and their vicinity, superimposed by a hexagonal grid called hexes for unit positioning and movement regulation. Every fifth hex is identified by a four-digit code, called a hex number. Example: 2105. The hex numbers run in an increasing manner from west to east and from north to south. The map also includes a Terrain Key, a Marker Box, three tracks used for various game features, and Finnish and German Stacking Marker Boxes. A reduced size sample of the map is on page 23, included for reference only.

Designer's tip: A piece of plexiglass is a good investment. It is used for covering the map, both for protection and to keep the map flat.

4.6 Dice: Two regular six-sided dice with the numbers (pips) from 1-6 are included in the game (or needed if you have a ziplock version of the game). The dice are used when resolving combat and other game features. They are not used when moving units.

5.0 Game Terms

5.1 Legal/Illegal Hex: A legal hex is a hex where a unit may move and/or attack into (combat) according to the 18.6 Terrain Effects Table. Illegal hexes may never be entered by any units [18.4].

5.2 Target Hex: A target hex is a hex where a player will make a Demolition [15.0], Overrun [19.0], Air Strike [20.0], Indirect Fire Support [21.0] and/or a combat [22.0]. A target hex must always contain at least one enemy unit (or a bridge [15.0 & 20.0]).

5.3 Friendly Hex/Unit, etc.: The term friendly refers to something that is controlled by you - not by your opponent, see also 10.0 Hex Ownership.

5.4 Phasing Player & Non-Phasing Player: During the Finnish Player Turn the Finnish player is the Phasing Player, while the German player is the Non-Phasing Player. During the German Player Turn the phasing designations are reversed.

5.5 Zone of Control (ZOC): ZOC is the control of a hex and all six surrounding legal hexes [9.0]. All Combat Units have a ZOC in Daytime. Support Units never have ZOC.

5.6 Reduced Strength Side: A unit on its backside with reduced combat or support ability, meaning lower Combat Factors or Support Factor [4.4.2].

5.7 River/Road: The sole term river or road refers to both types included in the game.

6.0 Sequence of Play

The game is played in a series of Game Turns, each divided into two Player Turns (a Finnish Turn and a German Turn) consisting of 3 or 4 Phases each. Each Phase is again divided into a number of sub-phases. The process when going through all of the Phases is called a Sequence of Play. All Phases and sub-phases must be played in the order as listed in the 6.1 Sequence of Play Table (the rules in brackets are included for easier reference). The game ends when all sixteen Game Turns (1A-8B) have been played OR immediately when the Finnish player has less than 0.5 VP or more than 39.5 VPs [29.0]. Both Player Turns in each Game Turn are otherwise always played. The player who is most successful during the Coup starts the game [11.0]. On all subsequent Game Turns, the player who was most successful in the previous Game Turn in terms of VPs, gains the initiative. On a tie, it is decided by a die roll. The highest result begins (re-roll on a tie). In this way, a player may gain up to two Player Turns in a row. Place the TURN marker on the Game Turn track on the map and use the marker side that currently has the Player Turn.

6.1 Sequence of Play Table: See also in the Player Aid Card.

6.1.1 Daytime (A) Game Turn

  • [0] Initiative Check: Determine which player has the first Player Turn (as Player 1) & reset the VP Diff. marker [29.3].
  • [1] Player 1: Initial Phase:
    • 1a: Determine the Weather [12.0] (in each Player Turn) (not in Game Turn 1A);
    • 1b: Check the Supply status [13.0] (not in Game Turn 1A);
    • 1c: Remove or Reduce Broken Levels, if in supply [23.1];
    • 1d: Place Nationality markers [8.1];
    • 1e: German Player Turn: Attempt Demolitions [15.0].
  • [2] Player 1: Movement Phase:
    • 2a: Reinforcements may arrive - see OOB Card [16.2];
    • 2b: Move any number of units [17.0]; - Overruns are allowed [19.0].
  • [3] Player 1: Combat Phase:
    • 3a: Resolve any Air Strike [20.0] (not in Game Turn 1A);
    • 3b: Resolve Attacker Indirect Fire Support [21.0];
    • 3c: Resolve Defender Indirect Fire Support [21.0];
    • 3d: Resolve Combat [22.0].
  • [4] Player 1: Exploitation Phase:
    • 4a: Move any number of Combat Units half MF - not in combat or enemy ZOC [25.0]; - Overruns are allowed [19.0].

Player 2: Repeat all Phases [1]-[4] above (play all Phases & sub-phases) and proceed to 6.1.2 Nighttime (B) Game Turn.

6.1.2 Nighttime (B) Game Turn [27.0]

  • [0] Initiative Check: Determine which player has the first Player Turn (as Player 1) & reset the VP Diff. marker [29.3].
  • [1] Player 1: Initial Phase:
    • 1a: Remove or Reduce Broken Levels, if in supply [23.1];
    • 1b: Place Nationality markers [8.1];
    • 1c: Place 1 RP on an unbroken Combat Unit on a road or railroad hex [14.0];
    • 1d: German Player Turn: Attempt Demolitions (with at least -1 DRM) [15.0 & 27.3].
  • [2] Player 1: Movement Phase:
    • 2a: German Player Turn: Reinforcements may arrive - see OOB Card [16.2];
    • 2b: Move any number of units half MF. Restricted Road Bonus [17.0, 27.1 & 27.3].
  • [3] Player 1: Combat Phase:
    • 3a: Resolve Attacker Indirect Fire Support (with at least -1 DRM) [21.0 & 27.3];
    • 3b: Resolve Defender Indirect Fire Support (with at least -1 DRM) [21.0 & 27.3];
    • 3c: Resolve Combat (subtract at least 1 odds ratio) [22.0 & 27.2].

Player 2: Repeat all Phases [1]-[3] above (play all Phases & sub-phases) and proceed to 6.1.1 Daytime (A) Game Turn.

7.0 Stacking Limit

Up to 10 units may be in a single hex, regardless of unit type, unit status or terrain. This is the equivalent of two strengthened Battalions. There is no stacking limit for markers. Nationality markers may also be used for hiding the top counter in a stack [8.1]. It is the owning player's choice to decide in what order to stack in each hex. The stacking limit may temporarily be violated during movement. Exception: Not in an Overrun [19.0].

7.1 Stacking Markers: Both players may use Stacking markers to avoid high stacks of counters in a single hex. The Stacking markers have no Combat or Movement Factors. They represent each Battalion that took part in the battle. Each Stacking marker may include up to 5 units. Keep the Stacking markers in the Stacking Marker Boxes on the map. When used, place the Stacking marker in the hex and the units and any markers from that same hex in the appropriate Stacking Marker Box [23.2].

At least one of the units must be represented by the Stacking marker [4.4.5]. The order of the Stacking Marker Boxes is roughly based on the time of arrival of the units represented by each Stacking marker. A Stacking marker may immediately be used when any of its represented (designated) units enter play. Stacking markers are treated as HQs in optional rule 31.4.

Illustration 1: Stacking Markers. Example: The three Companies which are part of "I/11" in stack A could be replaced with the Stacking marker "I/11" both to minimize the stacking level and to hide the number of units in the hex. The same Stacking marker could also replace the units in stack B because of the one unit (1st Company) of "I/11".

8.0 Fog of War

Players may at any time during play examine the opposing player's stacks of counters as long as the units of each player are in any adjacent hexes. Otherwise, examination is not allowed.

8.1 Nationality Markers: Both players have a number of Nationality markers. A Nationality marker may be placed during the Initial Phase (only) on any friendly counter (unit or marker) that is: (1) not adjacent to an enemy unit, and (2) not going to take any actions (move, attack or support) during that friendly Player Turn. In this way, even the top counter in a stack is hidden/covered. A Nationality marker is immediately removed from a counter when: (1) an enemy unit is in an adjacent hex; or (2) the unit (all units) beneath the Nationality marker moves; or (3) in terms of Support Units, they are taking part in an Indirect Fire Support. The color of the German Nationality markers (Heer or Waffen-SS) is irrelevant. Nationality markers are on the other side of all Stacking markers that represent a Combat Unit and are therefore kept in the appropriate Stacking Marker Boxes when not used. Both enemy Air Strikes [20.0] and Indirect Fire Support [21.0] have a -1 DRM on a Nationality marker. Even though such an attack is made on an enemy Nationality marker, it is not allowed to look at the enemy units beneath the marker. See also 10.0 Hex Ownership.

Designer's note: It is up to the players to decide how far they want to go with the Fog of War principle. After all, each other's Stacking Marker Boxes are very visible to the other player. This could, however, be avoided with a piece of bent cardboard (one per player) that is placed in such a way that each player can see only his own boxes.

Illustration 2: Nationality Markers. Example: The German player has covered stack A with a Nationality marker. This means that the Finnish player may not examine that stack. Air Strikes and Indirect Fire Support on stack A are allowed but with a -1 DRM (without examining it). Stack B may not be covered because it is adjacent to an enemy (Finnish) unit.

9.0 Hex Control & Zone of Control (ZOC)

All units have control of the hex they currently occupy. This is called Hex Control. In addition, all Combat Units (only) [4.4.3 & 21.0] also have control of the six surrounding adjacent legal hexes, but only during Daytime. This is called Zone of Control (ZOC). If both players have ZOC into the same hex, the hex is contested and considered to be controlled by both players, but the ownership of the hex still belongs to the player who was the last to occupy it with a unit [10.0]. Enemy ZOC (and enemy hexes [22.3]) affects movement, see Illustration 6 on page 8. The cost to move into an enemy ZOC (or hex) or out of an enemy ZOC (or hex) is shown in the 17.5 Enemy Hex & ZOC Cost Table. The cost is the same whether the hex is contested or in enemy ZOC only, and regardless of the number of Combat Units creating the enemy ZOC.

Illustration 3: Hex Control & Zone of Control (ZOC) (Daytime). Example: The Finnish unit has ZOC to all of its six adjacent hexes (A-F). Hexes A-C are contested because both the Finnish and the German unit(s), to include the hidden stack in hex G, have ZOC into these three hexes. If it was a Nighttime (B) Game Turn, none of the units would have ZOC and no hexes would be contested.

10.0 Hex Ownership

All hexes on the map are under German ownership at the start of the game. Exception: All hexes that are currently occupied by a Finnish unit, are under Finnish ownership. If a unit is placed in hex 3722, hex 3622 is also under Finnish ownership. If a unit is placed in hex 3621, all hexes on the island Ajossaari (all hexes south-west of hex 3521 with the hex 3521 included) are under Finnish ownership (1 VP gained for Ajos). During play, a player has the ownership of a hex that he currently occupies or was the last to occupy with a unit. ZOC is not enough to gain ownership of a hex or a VP-object [29.0]. Nationality markers [8.1] may also be used as a reminder of which player currently has the ownership of a certain hex.

10.0 Clarification: A player can only gain ownership of a hex that has been entered by a friendly unit. For example, if a Finnish unit starts the game in hex 3621, the German player must enter the port Ajos (hex 3917) with a German unit in order to gain ownership of the port.

11.0 Coup (Coup de Main)

On the first Initiative Check, before the game actually begins, a Coup takes place in Tornio (hex 1502) and/or in Kemi (hex 3220) by the two Finnish units of Larjo. Roll one die per Coup and consult the 11.1 Coup Table. There is a -1 DRM for a Coup in Kemi, and if a Coup includes only one Larjo unit. The modifiers are cumulative. If any Coup is a failure, all German units on the map and the two reinforcements have been alerted and they may move up to a quarter (1/4) of their MF. If the Finnish player gained no VPs at all in the Coup(s), see rule 29.2. Any VPs lost in a Coup reduces the VP value in the Coup hex permanently.

11.1 Coup Table: See the Player Aid Card.

12.0 Weather

The weather is determined on all Daytime (A) Player Turns, starting on Game Turn 2A. Game Turn 1A is always Cloudy. The weather affects only Air Strikes [20.0] and Naval Landings [16.2.3] in the game. Roll a die and consult the 12.1 Weather Table. During Sunny weather, no penalties take place. During Cloudy weather, no Air Strikes are allowed. During Stormy weather, neither Air Strikes nor any Naval Landings are allowed. Naval Landings are delayed (no units arrive) until the first Daytime (A) Finnish Player Turn when the weather is not Stormy.

12.1 Weather Table: See the Player Aid Card.

13.0 Supply

All units currently in play must be in supply in order to function without restrictions. Supply is checked on every Daytime (A) Game Turn starting on Game Turn 2A. In order for a unit to be in supply, a supply route of no more than 10 Foot (class) Combat Unit MPs [17.1] (non-artillery [4.4.3]) along legal hexes must be drawn from the unit (hex exclusive) directly to a supply depot (hex inclusive) OR to any road and/or railroad hex leading to a supply depot. The length of the road/railroad may be unlimited. The supply route may not pass through enemy occupied hexes or enemy ZOC unless the hex is contested or occupied by a friendly unit. See 17.5 Enemy Hex & ZOC Cost Table. A unit that is unable to draw a supply route is considered to be Broken 1 Level. A unit still out of supply on the next Game Turn is considered to be Broken 2 Levels, which is the maximum level, use rule 23.0 in all respects. In game terms, a unit will never lose a step if it is unable to trace a supply route. Finnish units may not use German supply depots and vice versa, but re-captured friendly supply depots may be used. Any number of units may use the same supply depot for any number of Game Turns even if the supply depot is in Motti [26.0]. Broken units must also check for supply on Nighttime (B) Game Turns to remove or reduce a Broken Level [23.1].

13.0 Clarification 1: Supply status is always checked for the Phasing Player's units only.

13.0 Clarification 2: It is possible to draw supply from a non-active Landing Site without alerting the German side [16.2.1]. For example, it is possible to draw supply from Ajos (hex 3917) and still keep a Low Alarm Level if only Röyttä (hex 2602) has been used for Naval Landings.

13.0 Clarification 3: Supply is checked only on Daytime (A) Game Turns, not on Nighttime (B) Game Turns. Units that have a broken status (Broken 1 or 2 Level) on Nighttime (B) Game Turns may, however, reduce the Broken Level one step if the unit is in supply = can trace a supply line of up to 5 Foot (class) Combat Unit MPs. This means that if the unit is not in supply on a Nighttime (B) Game Turn, the unit may not reduce a Broken Level.

13.1 Finnish Supply Depots: Hexes 2602, 2918, 3220, 3625 (only from Game Turn 5A onwards), 3722 and 3917 - as long as the Finnish player has ownership of the hex [10.0].

13.2 German Supply Depots: Hexes 0111, 0201, 0603, 1224, 1324, 1504, 2622 and 3625 (only until Game Turn 4B) - as long as the German player has ownership of the hex [10.0].

Illustration 4: Supply Route (Daytime). Example: Unit A is in supply because it can trace a supply route that is no more than 10 MPs to a road that leads to the supply depot in hex C. Unit B is out of supply because its supply route is 12 MPs. Place a Broken 1 Level marker on unit B. Note that the Finnish unit's ZOC affects the supply route for both German units.

14.0 Replacements

Both players receive 1 Replacement Point (RP) on every Nighttime (B) Game Turn starting on Game Turn 2B. Any unbroken Combat Unit (only) in play which is currently on a road or railroad hex and on its reduced side may be flipped to its frontside. The unit may be adjacent to enemy units, but not in Close Combat [22.3] or Motti [26.0]. Units that have been removed from the game for any reason may not re-enter play at a later stage. The RP may not be saved for any future Game Turn. If a RP cannot be placed on any unit during a Game Turn, it is permanently lost. The same unit may receive 1 RP several times in the game.

15.0 Engineer Units & Demolitions

Each unbroken German Engineer unit (only) may make one demolition attempt per Game Turn and only on the Tornionjoki (hex 1603) and/or Kemijoki (hex 2420) River Bridges (marked on the map). On a demolition attempt, place an Achtung! Gefahr! marker on the Engineer unit, roll a die and consult the 15.2 Bridge Demolition Results Table. Several Engineer units may choose the same target, but they have to make a separate demolition attempt. No other units may be in the hex during an attempt. The Engineer unit may not move or participate in any combat during that Player Turn. On a Successful demolition result, flip the Achtung! Gefahr! marker to its Brücke kaputt! marker side and subtract Finnish VPs. Bridges cannot be repaired. In terms of the Kemijoki River Bridge, consult the 15.3 Bridge K Destroyed VP-cost Table. K stands for Kemijoki. On a Neither demolition result, only half of the VPs for the bridge are subtracted on the VP-track. The Achtung! Gefahr! marker remains in the hex and any future attempt will have a +1 DRM. Also, all units pay an additional 2 MPs to enter the hex in addition to the terrain. Note: Each Neither result will give a +1 DRM in any future attempt, but only a Success result will destroy a bridge (with the remaining half VPs subtracted on the VP-track). On a Failed demolition result the marker is removed until a new demolition attempt is made. A demolition attempt during a Nighttime (B) Game Turn [27.0] or in enemy ZOC [9.0] will result in a -1 DRM. German Air Strikes on the two bridges are also allowed [20.2].

15.1 Crossing Rivers: All Engineer units may assist other friendly units that are crossing a river (of any type). When an Engineer unit is on any side of the river, other units pay half the normal cost for crossing the river (into or out from the same hex as the Engineer unit) whatever the situation. The Engineer unit itself must pay 6 MPs. An Engineer unit that is actively participating in an attack across a river will reduce the combat modifier for the river by half in the combat. This means that a Minor River with a bridge would have a combat modifier of 0 instead of -1 (+0.5 for the Engineer unit and +0.5 for the bridge [22.4]).

15.2 Bridge Demolition Results Table: See the Player Aid Card.

15.3 Bridge K Destroyed VP-cost Table: See the Player Aid Card.

Illustration 5: Crossing Rivers. Example: The Engineer unit in hex B may assist the other German unit in the same hex in crossing the Minor River. If the Engineer unit was in hex C instead, it could assist also the German unit crossing from hex A to C. If a Finnish unit was in hex C, the Engineer unit could halve the combat modifier for the Minor River in an attack on hex C.

Designer's notes: (1) Historically, there were two bridges that crossed the Kemijoki River at Laurila, one on each side of the small island in the middle of the river. In game terms, both bridges are affected in a demolition attempt, which takes place in hex 2420 only. (2) Only the two most important (largest) bridges on the map can be destroyed. (3) Only Engineer units may make demolition attempts and assist in river crossings in the game although smaller engineer units could exist in other Companies as well.

16.0 At Start Units & Reinforcements

16.1 At Start Units: Both players start the game with a number of units already in play. Most of the units must start in a specific hex or may choose between two or more hexes (see on the OOB Cards). Six of the German units are either placed in the hexes mentioned on the German OOB Card or any adjacent legal hex. All the six hexes must be used, which means one unit per hex. Note: No German units may start the game in the same hex as a Finnish unit.

16.2 Reinforcements: Both players may receive reinforcements in the game. Reinforcements may be delayed to any future Game Turn but they must always arrive (enter play) in the hex according to the OOB Cards. In terms of hex 3625, if for any reason it is not possible to enter the hex, any east edge hex(es) south of hex 3425 (hex inclusive) may be used instead. Other than this, if a hex is occupied by an enemy unit, the reinforcements are delayed until a Game Turn when the hex is clear of enemy units. Exception: German Restriction [16.2.2]. The stacking limit (10 units) may temporarily be violated during movement. The first map edge hex or a Landing Site hex [16.2.3] entered by a unit is always counted in the movement cost in addition to any possible enemy ZOC cost [17.5]. Reinforcements are always in supply on the Game Turn they arrive. See also optional rule 31.5.

16.2 Clarification: All reinforcements are considered to have moved on the Game Turn they arrive even when the units are starting on a Landing Site hex. This means also that all Support Units have a penalty due to movement [21.5] on the Game Turn they arrive, no matter what.

16.2.1 German Reinforcements & Alarm Levels: The time of arrival of German reinforcements is dependent on what Landing Site hex(es) the Finnish units have used in the Naval Landings [16.2.3]. The German OOB Card lists all possible time schedules, one per Landing Site hex; Kemi (K), Ajos (A) and Röyttä (R). Look at the various schedules as Alarm Levels, where a Finnish Naval Landing in Röyttä (hex 2602) is a Low Alarm Level, in Ajos (hex 3917) a High Alarm Level, and in Kemi (hex 3220) a Very High Alarm Level. An Alarm Level can increase during play but never decrease. Example: The Finnish player makes on Game Turn 1A a Naval Landing in Röyttä (R) only, but in Game Turn 2A in all three Landing Site hexes. This means that the Alarm Level increases from a Low level to a Very High level. This Alarm Level will be used for the remainder of the game. If an Alarm Level changes during play, make sure to read the German OOB carefully so that no reinforcements are missed as they can be listed on several (up to three) rows.

16.2.2 German Restriction: German reinforcements may no longer arrive from hex 0111, 0201, 0401, 1224 or 1324 if any Finnish unit has exited the map from that hex, also called a VP Exit Hex [17.2.1]. The supply depot in the hex may not be used. In terms of hexes 0111 and 1224, leave at least one Finnish unit in the Transfer Point hex as a reminder of this restriction. The unit will also block any future transfers between the Transfer Points [17.3]. In terms of hexes 0201, 0401 and 1324 leave at least one Finnish unit off map on the white half hex next to the VP Exit Hex. A German reinforcement may not arrive (enter play) in the game if all of its hexes mentioned on the German OOB have been exited by a Finnish unit. Note: Hex 3625 is not a VP Exit Hex.

16.2.3 Finnish Reinforcements & Naval Landings: The Finnish player may make Naval Landings into three Landing Site hexes as long as they are not currently occupied by enemy units: 2602 (Röyttä), 3220 (Kemi) and 3917 (Ajos). This means that no Naval Landings may take place as long as all three Landing Site hexes are occupied by enemy units. Most of the Finnish reinforcements start the game in one of these hexes. A Naval Landing into hex 2602 costs 1 MP and into hexes 3220 or 3917 3 MPs. The cost is doubled for Support Units, Antitank units and for the Tank unit. The terrain in the Landing Site hex is ignored during Naval Landings only.

Designer's note: Ajossaari was also named Ajos. In game terms, the island is named Ajossaari and the Landing Site hex (port) is named Ajos.

17.0 Movement

All units may move up to the limit of their Movement Factor (MF), reduced by any Broken Level [23.0]. A stack of units and a Stacking marker must move using the MF of the slowest unit in the stack. A unit pays Movement Points (MPs) for each hex entered. Different terrain types have different costs and restrictions. A unit may move in any direction as long as movement takes place along connected legal hexes [5.1]. Units may not accumulate MPs for future Game Turns or for later use in the current Movement Phase, nor spread them between other units. The stacking limit (10 units) may temporarily be violated during movement. Exception: Not in an Overrun [19.0].

17.0 Clarification: There are no limitations on how to move the units in terms of moving them one stack at a time or finishing the movement of one unit before moving another unit.

17.1 Movement Classes: Units are either motorized or non-motorized - also called Foot units. Motorized units are recognized by their movement markings; an underscored MF and wheels, a track, or a half track symbol beneath their unit symbol [4.4.2]. Non-motorized Artillery units (three types are included in the game) are treated as Foot units in all respects unless otherwise noted.

17.2 Exit Map: Units that exit the map are permanently removed from play and may not re-enter the map again at a later stage.

17.2.1 VP Exit Hex: Units exiting the map from a special hex called a VP Exit Hex will be counted for VPs. It is 0.5 VP per unit (not per step) [29.4]. See also 16.2.2 German Restriction. Both players may always gain VPs from the same VP Exit Hex.

17.3 Transfer Points A & B: The map contains two special white hexes, called Transfer Points A and B. Only German units may use these Transfer Points and as long as the Transfer Point is not blocked by a Finnish unit [16.2.2]. It takes one complete Game Turn to move between these two points in any direction, also during a Nighttime (B) Game Turn. Any number of units may use a Transfer Point at the same time, which means that the stacking limit may be violated. The unit must end its movement in a Transfer Point during a Game Turn in order to continue its movement on the next friendly Player Turn by moving out to an adjacent map hex from the other (or the same) Transfer Point. This means that a unit must exit a Transfer Point (enter a map hex) on the next Game Turn. Treat a Transfer Point hex as a Main Road. German units may also retreat and panic into a Transfer Point, but doing so is counted as exiting the map [17.2]. From Game Turn 8A onwards, no new transfers are allowed and any ongoing transfers must be finished.

17.4 One Hex Movement: A unit may always move one hex if the unit can pay at least half of the required MPs to enter the hex.

17.5 Enemy Hex & ZOC Cost Table: See the Player Aid Card.

Illustration 6: Movement & Enemy ZOC (Daytime). Example: The German unit is moving to hex B via hex A. In hex A the cost for Open Ground (1 MP) and for crossing the Minor River (1 MP) must be paid. The unit may then use the road (0.5 MP) to move into hex B. In addition, the unit must pay twice for moving into and out of an enemy ZOC (2 MPs), both in hex A and in hex B. The total cost is 6.5 MPs.

18.0 Terrain

A single hex may include several types of terrain. In such case, the terrain that dominates in the hex is used both in terms of movement and as a combat modifier [22.4]. If it is hard to determine the terrain in a hex, always use Forest terrain.

18.0 Clarification: In terms of the terrain that dominates in a hex, buildings are a bit special in the game since the buildings in a hex are always counted in addition to the terrain, which is either Open Ground or Forest.

18.1 Rivers: Minor Rivers run on top of hexsides (the hexsides are not visible), while Major Rivers run below hexsides (the hexsides are visible). In game terms, all water hexsides that are not Minor Rivers are considered to be Major Rivers. If more than half of the number of unit steps in a combat attack across a river hexside the combat modifier for the river is used, otherwise not. If a river runs inside a hex, then that river has no effect in game play.

18.1.1 Motorized Units & Rivers: Motorized units may both attack and have ZOC, but never move, across Major River hexsides without a bridge. The Attack Factor of all Motorized units are halved when attacking across a Major River without a bridge.

18.2 Roads: Units moving along road hexes ignore other terrain in the hex. This is called Road Bonus in the game. In terms of Main Roads, it costs 0.5 MP to move along each Main Road hex although every 3rd consecutive Main Road hex entered (in the same Phase) costs 0 (zero) MP.

18.3 Railroads: No rail movement is allowed in the game, but all units may treat railroads as Secondary Roads in all respects. Units may switch between road and "railroad" movement at no cost if both exist in the same hex, even if there is visually no connection between the road and railroad in the hex.

Designer's note: Historically, both sides used some rail movement in the Tornio-Kemi area. In game terms, this is the equivalent of using road movement since disembarkment from trains also takes time.

18.4 Illegal Hexes: Units that enter an Illegal Hex are considered to be eliminated and permanently removed from play. See 21.2.

18.5 Terrain Key: See on the map.

18.6 Terrain Effects Table: See the Player Aid Card.

19.0 Overrun

Overruns are allowed both during the Movement Phase and the Exploitation Phase on Daytime (A) Game Turns only. An Overrun is always counted as part of movement, which means that units may move both before and after an Overrun. The Phasing Player may attempt to make an Overrun when its units are in an adjacent hex to an enemy unit giving an odds ratio of at least 10:1 in favor of the Phasing Player. Overruns are allowed in all terrain types except in Town/Factory Area hexes. The Phasing Player needs to have sufficient MPs remaining for both entering the enemy (target) hex and for the Overrun itself. The Phasing Player may make an Overrun from several adjacent hexes to the target hex as long as the stacking limit (10 units per player) is not violated. On an Overrun, all enemy units in the target hex are eliminated without any combat die roll. The Phasing Player must then move into the vacant hex and continue to move and make more Overruns as long as the units have sufficient MPs remaining. The cost to make an Overrun is 1 MP plus any terrain entered. Road Bonus is allowed [18.2]. Enemy ZOC cost is paid for in an Overrun unless the units conducting the Overrun are already adjacent to the target hex. Support Units may take part in an Overrun but only by the Non-Phasing Player and only by using their Close Defense Factor [21.3]. Intoxicated units may not conduct Overruns [28.1]. Reinforcements may Overrun in the first edge (or Landing Site) hex they enter on the map. Note: Overruns are not counted as combat.

Illustration 7: Overrun (Daytime). Example: The four Finnish units are going to Overrun the German unit in hex A during the Movement Phase and continue to move to hex B. The odds ratio is exactly 10:1 in favor for the Finnish player (6 + 6 + 4 + 4 = 20 versus the German 2). All four Finnish units must enter hex A in the Overrun, while entering hex B is optional.

19.0 Clarification 1: An Overrun only takes place when you actually enter the target hex with an odds ratio of at least 10:1. The Phasing Player may continue to move some or all of the units that took part in the Overrun as long as the units have sufficient MPs remaining and as long as the stacking limit of 10 units in a (any) hex is not violated. This means also that you do not need to advance any further but can stop in the target hex.

19.0 Clarification 2: The Phasing Player may temporarily violate the stacking limit of 10 units in a hex from where the Overrun will be initiated, BUT no more than 10 of the units may actually take part in the Overrun (counting Attack Factors) and only those 10 units must enter the target hex. The remaining "excess" units may enter the target hex later in the same Movement Phase or Exploitation Phase as long as the stacking limit of 10 units is not violated. For example, if the overrunning units continued with their movement beyond the target hex.

20.0 Air Strike

Both players have abstract aircraft in the game. One Air Strike is allowed per Player Turn and only by the Phasing Player. An Air Strike is allowed on Sunny weather Daytime (A) Game Turns (only) from Game Turn 2A onwards. Declare the target hex for the Air Strike by placing the Air Strike marker on top of the enemy counter or stack, roll a die and consult the 20.3 Air Strike Table. An Air Strike will affect all units in the target hex with the same result; No Effect, or Broken 1 or 2 Levels [23.0]. Air Strikes are immune to all enemy attacks. See also optional rule 31.2. The Air Strike marker has a Finnish and a German side. Use the Air Strike marker (any side of it) also as a Weather marker on the Weather track on the map when not used for Air Strikes.

20.1 Air Strike Modifiers: An Air Strike into a Town/Factory Area hex will generate a -2 DRM, on a Nationality marker [8.1], or into a Forest or Village hex a -1 DRM on the 20.3 Air Strike Table. All modifiers are cumulative. Note: Buildings in a Forest hex is still a -1 DRM.

20.2 Air Strikes on Bridges: The German player may make Air Strikes on the Tornionjoki (hex 1603) and Kemijoki (hex 2420) River Bridges but always with a -2 DRM. Use the 15.2 Bridge Demolition Results Table and in terms of hex 2420, the 15.3 Bridge K Destroyed VP-cost Table in all respects but ignore all DRMs listed except that each Neither result will give a +1 DRM in any future attempt, but only a Success result will destroy a bridge (with any remaining half VPs subtracted on the VP-track) [15.0]. No friendly units may currently be in the bridge hex but any enemy units in the bridge hex will also be affected. Consult the 20.3 Air Strike Table. Finnish VPs are subtracted for a damaged or destroyed bridge but not for the hex (VP-object).

20.3 Air Strike Table: See the Player Aid Card.

21.0 Support Units & Indirect Fire Support

All Support Units have a Support Factor (red number inside a rectangle) used for Indirect Fire Support only - not for combat. Each Support Unit may take part in one Indirect Fire Support per Player Turn (in both Player Turns in a Game Turn).

21.1 Indirect Fire Support Procedure: (1) Declare the target hex for an Indirect Fire Support. It is not required to attack the same target hex in a combat. Any number of target hexes may be declared during a Player Turn, but each Indirect Fire Support must be fully resolved before any new one takes place. A new target hex does not need to be declared until the previous Indirect Fire Support was finished. The same hex may be targeted several times. (2) Total the Support Factors and roll two dice. (3) Add Indirect Fire Support modifiers [21.4, 8.1 & 27.3]. (4) Consult the 21.7 Indirect Fire Support Table. Any number of friendly Support Units within range to the target hex may take part in the Indirect Fire Support. As soon as a Support Unit has fired, an Indirect Fire Support marker may be placed on the unit as a reminder. The marker is removed at the end of the Combat Phase. An Indirect Fire Support will affect all units in the target hex with the same result; No Effect, or Broken 1 or 2 Levels [23.0]. Both the Phasing and the Non-Phasing Player may use Indirect Fire Support against any enemy units or Nationality markers [8.1] in play. The Phasing Player always resolves his Indirect Fire Support first, before the Non-Phasing Player may do so.

21.1 Clarification: Round down to the closest column on the 21.7 Indirect Fire Support Table. Example: If the total Support Factor (strength) is 5, use the "4" column on the table.

21.2 Long-Range Fire Capability: Support Units have a long-range fire capability of various numbers of hexes depending on their type of weaponry. Any type of terrain may be in between the Support Unit and the target hex. Illegal hexes can be used in the calculation of long-range Indirect Fire Support [18.4].

21.3 Close Defense Factor: A Support Unit must use its Close Defense Factor when it is: (1) about to be Overrun [19.0], (2) defending in a Regular Combat [22.2], or (3) defending in a Close Combat [22.3]. Close Defense Factor may not be used in attack.

21.4 Indirect Fire Support Modifiers: All modifiers are cumulative. See also Nationality markers in 8.1 and Nighttime (B) Game Turns in 27.3.

21.4.1 Artillery Spotters: If no friendly unit is in an adjacent hex to the target hex of an Indirect Fire Support, there will be a -2 DRM on the 21.7 Indirect Fire Support Table.

21.4.2 Terrain: An Indirect Fire Support into a Town/Factory Area hex will generate a -2 DRM, and into a Forest or Village hex a -1 DRM on the 21.7 Indirect Fire Support Table. Note: Buildings in a Forest hex is still a -1 DRM.

21.5 Movement Penalty: If the Support Unit moved during the Movement Phase in the current Player Turn, the Support Factor of the unit is halved. Retain any fractions. Example: A Support Factor of 5 becomes a 2.5.

21.6 Indirect Fire Support Restrictions: No Support Unit may take part in more than one Indirect Fire Support per Combat Phase. Each Indirect Fire Support must be directed against the units occupying a single hex. Two or more enemy occupied hexes may not be the target of a single Indirect Fire Support. Support Units stacked in the same hex may support into different target hexes but each target hex must be resolved separately. A single Support Unit may not split its Support Factor so as to conduct an Indirect Fire Support to more than one target hex.

21.7 Indirect Fire Support Table: See the Player Aid Card.

Illustration 8: Support Units & Indirect Fire Support. Example: The two German Support Units A and B are attacking the Finnish unit C in an Indirect Fire Support. The total Support Factor is 4 + 8 = 12. Roll two dice and use the "12" column on the 21.7 Indirect Fire Support Table. Add a -1 DRM for the Village.

22.0 Combat

Combat is optional unless a hex includes units of both players [22.3]. All Combat Units have two Combat Factors; an Attack Factor and a Defense Factor used for combat and Overrun [19.0] only. The letter H stands for half (0.5) Attack Factor. A Combat Unit may attack only if it currently has an attack strength that is more than 0 (zero). Example: A Combat Unit with an Attack Factor of 2 but currently Broken 2 Levels may not attack (2 - 2 = 0).

22.1 Combat Procedure: (1) The attacker (Phasing Player) declares which hex to attack. The hex to be attacked is now called a target hex. Any number of target hexes may be declared during a Player Turn, but each combat must be fully resolved before any new one takes place. A new target hex does not need to be declared until the previous combat is finished. (2) The attacker totals the Attack Factors of all units participating in the attack and the defender (Non-Phasing Player) totals the Defense Factors and any Close Defense Factors [21.3] of all units in the target hex. The two totals are compared with each other and calculated into an odds ratio. (3) Combat modifiers are added to and/or subtracted from the odds ratio [22.4]. The final odds ratio is rounded down to the closest whole or half (0.5) odds ratio step, but may never exceed 10:1 or be less than 1:5. Example: 1:1.5, 1:1, 1.5:1, 2:1, 2.5:1, etc. If the final odds ratio is a half odds ratio the owning player rolls a separate die to determine if he may use an extra die in the combat. A die roll of 1-3 = No extra die; 4-6 = Extra die allowed. Example: On an odds ratio of 2.5:1, the attacker rolls an extra die that will determine if the final odds ratio will be 2:1 or 3:1. (4) The odds ratio tells you how many dice are to be rolled by each player. Example: The final odds ratio is 3:1 in favor for the attacker. The attacker rolls three dice and the defender rolls one die. This means that the first number in an odds ratio always refers to the number of dice to be rolled by the attacker and the second number always refers to the number of dice to be rolled by the defender. The attacker always rolls his die/dice first. (5) The total result of the dice is converted into Action Points (APs). The opposing player must spend these APs on his unit(s) by using various combat actions [22.6]. This means that the defender must spend all combat actions before he rolls his die/dice in the same manner. He may roll the die/dice even if all of his units in the target hex have been eliminated.

22.1 Combat and odds ratio calculation Clarification: Always round DOWN to the closest half (0.5) odds ratio when calculating the basic odds ratio. This means that if, and as soon as, the defender is stronger than the attacker in a combat, the basic odds ratio cannot be 1:1 but is instead 1:1.5 (in favor for the defender). If the defender is more than one and a half times (up to two times) stronger than the attacker, the basic odds ratio is 1:2 (in favor for the defender). If the defender is more than two times (up to two and a half times) stronger than the attacker, the basic odds ratio is 1:2.5 (in favor for the defender) and so forth. By basic odds ratio means before any combat modifiers are added and/or subtracted. If a final odds ratio is 1:2 it means that the defender rolls two dice while the attacker rolls only one die in that combat.

22.2 Regular Combat: When units of both players are in any adjacent hexes Regular Combat may occur (not mandatory). This is the most common combat method.

Illustration 9: Regular Combat. Example: The German unit in hexes A and B attack the Finnish unit in hex C, which becomes the target hex. The German Attack Factors are 6 + 2 = 8 and the Finnish Defense Factor is 4. The basic odds ratio is 2:1. Add and subtract the combat modifiers for attacking from two hexes (+0.5) and for defending in a Forest hex (-0.5) [22.4].

22.3 Close Combat: Combat is also allowed within a hex, but only in Town/Factory Area hexes. This is called Close Combat. Use the combat rules in all respects.

Exception: All Foot Combat Units (only) in Close Combat double their Combat Factors. A Support Unit in Close Combat can only defend and must do so by using its Close Defense Factor [21.3], which is also doubled. Any Broken Level will then reduce the strength [23.0]. No Air Strike or Indirect Fire Support [21.0] is allowed into (or out of) a Close Combat hex. This means that opposite from Regular Combat, Indirect Fire Support is not possible before Close Combat because of the friendly units already in the hex. Both players may have a full stacking allotment in a Close Combat hex. In an unresolved Close Combat, both players' units may stay in the hex but a new combat must take place in the next Player Turn unless the Phasing Player decides to move out of the hex. Both player's units in a Close Combat hex have Hex Control (the hex is contested) but no ZOC [9.0]. The cost to move into an enemy Town/Factory Area hex is at least 3 MPs, also during Nighttime (B) Game Turns [27.0]. No Road Bonus [18.2] is allowed into or out of a Close Combat hex. The cost to move out of such a hex is always 1 MP in addition to the terrain, also during Nighttime (B) Game Turns. Units that are moving out of a Close Combat hex are not affected by any enemy ZOC from that same hex.

Illustration 10: Close Combat (Daytime). Example: The German units A & B are about to enter the Town/Factory Area hex where the Finnish unit C is located. This will result in a Close Combat. Unit A pays for the Town/Factory Area hex (2 MPs) and for entering an enemy hex (1 MP) - a total of 3 MPs. Unit B pays for the terrain in two hexes - for the Main Road into the first hex, then for the Town/Factory Area in the second hex (1/2 + 2 MPs) and for entering an enemy ZOC (1 MP) and enemy hex (1 MP), a total of 4 1/2 MPs.

22.3 Clarification 1: No outside fire or combat support what so ever is allowed into a Close Combat hex.

22.3 Clarification 2: All Motorized (class) units may participate in Close Combat but their Combat Factors are not doubled. Only Foot (class) Combat Units have their Combat Factors doubled in Close Combat.

22.4 Combat Modifiers: Several factors will modify a combat result, such as terrain [18.0], Nighttime (B) Game Turns [27.2], Multi-Hex Attacks and Defensive Flanking Support. These are measured by adding or subtracting either whole or half (0.5) odds ratio steps. All combat modifiers are cumulative. A bridge in a hex will always add the odds ratio step in an attack across the river by 0.5. Example: The combat modifier for attacking across a Major River with a bridge by any unit would be -1.5 instead of -2.

22.4.1 Multi-Hex Attack: If an attack takes place with Combat Units from more than one hex (maximum six hexes) into the same target hex, each additional hex attacked from will result in one half (0.5) odds ratio step in favor for the attacker. Each attacking unit must have a final attack strength that is more than 0 (zero).

22.4.2 Defensive Flanking Support: The defender may subtract one half (0.5) odds ratio step for each adjacent hex (maximum four hexes) to the target hex that consists of at least one friendly Combat Unit that is also adjacent to any of the attacker's hexes in the combat. A unit may give Defensive Flanking Support only if it has a Defense Factor (a final defense strength) that is more than 0 (zero). A unit may give Defensive Flanking Support even if it has been (or will be) attacked itself during the same Combat Phase. A unit may also give any number of Defensive Flanking Support in the same Combat Phase. Defensive Flanking Support is neither allowed into nor out from a Close Combat hex [22.3].

Illustration 11: Multi-Hex Attack & Defensive Flanking Support. Example: The Finnish player attacks hex A from two hexes and receives in this way a half (0.5) odds ratio step bonus. The German unit in hex B gives Defensive Flanking Support into hex A because it is adjacent to both a target hex (A) and a hex where the attack comes from (C). This will subtract the odds ratio with a half (0.5) step.

22.5 Combat Restrictions: No unit may attack more than once per Combat Phase. All units defending in a target hex must be attacked collectively, with their Defense Factor strength combined. 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 Factor so as to attack more than one hex. An attack is only allowed into an adjacent hex unless the unit is in Close Combat, in which case the unit must attack into its own hex [22.3]. Only units that are participating in the attack are subject to combat actions. Exceptions: A Retreat combat action affects all units in one attacker's hex [22.6.5] and a Panic combat action affects all units in all of the attacker's hexes [22.6.6]. All units in a target hex or Close Combat hex are subject to combat actions. A single hex can be attacked only once per Combat Phase.

22.5.1 Defender Bonus DR: The defender may roll an extra die each and every time his previous die roll was a 5 or 6 during a combat die roll, but only as long as the defending units have not retreated or panicked (left the target hex). Roll all dice before any APs are spent. Defender Bonus DR is allowed even if all defender's units were eliminated, but is not allowed in Close Combat or by Support Units alone. This rule portrays a defender that is well dugin.

22.6 Action Points (APs) & Combat Actions: There are six different combat actions to choose from. The owning player always chooses the combat actions of his units. All combat actions cost 1-4 APs. If all player's units have been eliminated, any excess APs are lost. APs may not be saved for future combats. Combat actions are either calculated per unit, stack or several stacks.

22.6.1 Step Loss (4 APs): All units have a frontside and a backside. The backside is also called a reduced side in the game. A unit on its frontside can take two step losses, while a unit on its reduced side can take only one step loss. In general, a step loss is the equivalent of either flipping a unit from its frontside to its reduced side, or removing a unit on its reduced side permanently from play. The owning player always chooses how to distribute step losses. Example: Two step losses can either be that two units on their frontside are flipped to their reduced side or that one unit on its frontside is removed from play. The Finnish Player gains VPs for German step losses and eliminations [26.1] but not vice versa.

22.6.1 Clarification: Note that the example above is correct when, for example, two units are already on a Broken 2 Level when they are taking part in a combat.

Designer's note: A step loss simulates not only men killed in action but also seriously wounded, missing in action and prisoners taken.

22.6.2 No Effect (1 AP): The combat had no effect. This means that your opposing player does not need to spend any further APs. This combat action will only take place on a sole die roll of 1. It may not be used in combination with other combat actions.

22.6.3 Broken 1 Level (2 APs): Unit is Broken 1 Level [23.0].

22.6.4 Broken 2 Levels (3 APs): Unit is Broken 2 Levels [23.0].

22.6.5 Retreat (2 APs): All units in one of the attacker's hexes (if several was used) must retreat one hex. The criteria to retreat is:

  1. A unit cannot retreat into a hex occupied by an enemy unit or into a hex which was the site of an earlier combat unless there is currently (also) a friendly unit in that hex. This means that the hex is or has been a Close Combat hex [22.3].
  2. The stacking limit (10 units) may not be violated [7.0].
  3. The hex may not be in enemy ZOC unless there are no other alternatives. Retreat is allowed to a hex that is contested [9.0].
  4. It may not result in that a unit would need to enter an Illegal Hex, unhexed area, or exit the map from a non-VP Exit Hex.
  5. No retreat may be towards enemy units or into an enemy controlled hex [10.0] unless there are no other alternatives.

22.6.6 Panic (3 APs): All units in all of the attacker's hexes (if several was used) must retreat two hexes. Units that are unable to retreat two hexes are eliminated. A Panic combat action will always cause all Field and Rocket Artillery units to lose one step. All units lose a step on a Panic combat action when they are crossing a Major River hexside without a bridge. A Panic combat action may only be chosen by one player in the same combat. This means that if the defender chose Panic as a combat action, the attacker may not do so. Otherwise, use 22.6.5 in all respects.

22.7 Multiple Combat Results: A unit may retreat or panic into a hex that is still an unresolved target hex during the same Combat Phase. The unit is not allowed to participate in the new combat but is subject to the new combat actions (not as the only unit).

22.8 Retreat Voluntarily: Units that participated in a combat may always retreat (never panic) voluntarily even if all APs have already been spent on combat actions. Exception: Units may not already have retreated or panicked during that Combat Phase.

22.9 Action Order: Any combat actions can be chosen although additional combat actions can then only be ones with a higher precedence order if multiple combat actions are needed to expend the APs required: (1) Step Loss, (2) Broken 1 Level (on unbroken units only), (3) Broken 2 Levels (on Broken 1 Level units only), (4) Retreat or Panic combat actions (never both). Note: There can be situations in which a player will want to spend more APs than required in order to avoid a Step Loss (or a Retreat/Panic) combat action. Obey the Action Order only if several combat actions are spent. See combat example in Illustration 12.

22.9 Clarification 1: The Action Order is based on the whole combat, not on a unit by unit or stack by stack basis, while Action Points (APs) either affects one unit (when Step Loss or Broken 1 or 2 Levels), one stack (when Retreat), or all units involved (when Panic) in the combat. Example: The attacker attacks from three hexes into the same target hex. The Action Points (APs) that the attacker suffers in the combat (due to the defender's die roll) are distributed on all of the attacking units in the correct Action Order. This means that you first distribute any Step Loss APs on any or all of the units involved in the attack. Then, you distribute any Broken 1 Level APs on any units in the attack; any Broken 2 Level APs; and finally any Retreat or Panic APs if required. If you choose a Retreat action, any one of the three stacks must retreat one hex (this means also that you could choose up to three Retreat actions - one per stack). If you choose a Panic action, all three stacks must retreat two hexes.

22.9 Clarification 2: The Action Order is ignored only if the unit is unable to spend all of the Action Points (APs) required. This will automatically result in the elimination (2nd Step Loss) of the unit.

22.10 Large Combats: Use this rule when each player has three or more units of any status actively participating in the combat.

22.10.1 Procedure: (1) Calculate the odds ratio as per normal rules. (2) Determine which player has the fewest number of units in the combat. (3) Divide the number by half. Round up any fractions. (4) The result is the number of dice to be rolled by the player who has the lowest number in the odds ratio. The other player rolls a number of dice to keep the same initial odds ratio. Quick Reference Guide: 1 unit = 1 die; 2 = 1; 3 = 2; 4 = 2; 5 = 3; 6 = 3; 7 = 4; 8 = 4; 9 = 5; 10 = 5 (maximum). Read as: number of units = number of dice to be rolled. (The source prints each pair joined by an arrow glyph.) Example: The final odds ratio is 2:1. The defender has 5 units and the attacker has 7 units in the combat. Since the defender has the fewest number of units in the combat, in this case 5, the number 5 is then halved to 2.5 and rounded up to 3. The defender rolls three dice (plus any Defender Bonus DR [22.5.1]), while the attacker rolls six dice (first) in order to keep the 2:1 odds ratio.

22.11 Combat Cost Table: See the Player Aid Card.

Designer's notes: (1) The maximum number of APs that a single unit can take as a combat result without elimination is 12 (1 x Step Loss = 4 APs, 1 x Broken 1 Level = 2 APs, 1 x Broken 2 Levels = 3 APs, and 1 x Panic = 3 APs). This means that any result that is higher than 12 results in that a single unit in a hex is removed from play. (2) The reduced side of each unit is exactly half of the Combat Factor or Support Factor of the frontside. This means that each Step Loss (and RP) is the equivalent of two Platoons (50-125 men).

Illustration 12: Combat Example (Daytime). Example: All five Finnish units are attacking the German unit B. All units are unbroken. The total Finnish Attack Factors are 22 and the German Defense Factor is 6. This gives an odds ratio of 22 ÷ 6 = 3.66:1. This is rounded down to the closest half odds ratio step which is 3.5:1. Combat modifiers are added and subtracted. +1 odds ratio step for the two additional hexes attacked from, -0.5 for the Defensive Flanking Support from unit A and -0.5 for the Swamp hex. Since a majority of the unit steps are attacking across a river, there will be a further -1 odds ratio step. The odds ratio is 2.5:1. The Finnish player then rolls a die which will determine if the final odds ratio will be 2:1 or 3:1. A 3 is rolled which will give a final odds ratio of 2:1. The Finnish player rolls two dice. Result: 1+3 = 4. The German player must spend 4 APs of combat actions and choose one of the following alternatives for his unit: (1) Broken 1 + Retreat = 4 APs; (2) Broken 1 + Broken 2 = 5 APs; (3) Broken 1 + Panic = 5 APs; (4) One Step Loss = 4 APs. The German player chooses alternative (2) which means that he spends one additional AP than required just in order to remain in the hex. The German player then rolls one die. Result: 1. The Finnish player spends 1 AP on a No Effect combat action.

23.0 Broken Units

Units can become Broken in one of six ways. As a result of; (1) being unable to trace supply [13.0], (2) an enemy Air Strike [20.0], (3) an enemy Indirect Fire Support [21.0], (4) combat (APs) [22.6], (5) Motti [26.0], or (6) when entering an alcohol depot (Finnish units only) [28.1]. There are two Broken Levels, Broken 1 Level and Broken 2 Levels. The term Broken unit marker refers to both levels. Place the appropriate Broken unit marker on the affected unit or stack OR place the unit in the appropriate row in a Stacking Marker Box [23.2]. Each Broken Level will reduce both printed Combat Factors (Support Factor and Close Defense Factor when Support Unit) and the Movement Factor by one value for as long as the unit is Broken. Example: An Attack Factor of 4 will on a Broken 1 Level unit be 3. A Broken 2 Level is the maximum level that a unit can have in the game. Exception: In Motti [26.0]. Any additional Broken Level result will have no effect on the unit - it cannot result in a step loss, BUT if a Broken Level on a unit results in that the unit has a (Close) Defense Factor that is less than 0, it is immediately eliminated and removed from play. If all units in a target hex have a (Close) Defense Factor of 0, they are automatically eliminated in an attack by any enemy unit with an Attack Factor (strength) greater than 0. A Broken 1 Level result in an Air Strike or Indirect Fire Support results in that all units that are already Broken 1 Level will instead be Broken 2 Levels.

Illustration 13: Broken Units. Example: German unit A is Broken 2 Levels and unit B is Broken 1 Level. Always place a Broken unit marker on top of the affected unit(s). This means that any unbroken unit(s) in the same hex must be placed on top of the stack, here unit C.

Designer's tip: Place Broken unit markers on the affected units/stacks in an angled way as illustrated. This will make it easier to; (1) see what player's units are beneath the marker, (2) see if several Broken unit markers are in the same hex as in Illustration 13, and (3) grab the marker when it is removed or reduced.

23.1 Remove or Reduce a Broken Level: Each Broken Level is in effect until the next friendly Initial Phase when it is removed but only if the unit is fully supplied [13.0]. If a Broken unit marker is on a unit, the marker is removed and placed in the Marker Box or flipped to the level 1 side. If the unit is in a Stacking Marker Box, the unit is placed in another row, see further in 23.2. This means that a Broken 2 Level takes two consecutive friendly Initial Phases before it is removed from the unit, unless the unit has received a new Broken result. Units that are Broken on a Nighttime (B) Game Turn need to be in supply in order to be allowed to use this rule. The length of the supply route on a Nighttime (B) Game Turn supply check is halved, which means 5 Foot unit MPs.

Designer's notes: (1) See the Broken unit feature in the game as a combination of a physical (fatigue) and psychological (morale) deterioration of a unit. (2) Due to the limited number of Broken unit markers included in the game, use also the Broken unit marker areas printed in the Stacking Marker Boxes on the map, see 23.2.

23.2 The Stacking Marker Boxes: Here are some examples of how to place units in the Stacking Marker Boxes. No more than 5 units may be in each box and at least one unit must be represented by (have the same designation as) the Stacking marker [7.1]. The name of the commander(s) that is printed in each box (unfortunately some German names are missing) is included for historical purposes only. Some of the units changed their commander during the battle.

Illustration 14: Units in Stacking Marker Boxes. Example: Box I/11; The two units on the top row are unbroken, while the unit "2./I/11" is Broken 1 Level and "3./I/11" is Broken 2 Levels. Box II/11; All units are Broken 1 Level because the "Broken 2 Levels!" text has been covered with a unit, and no units are on the top row. Box III/11; Both units are unbroken as they are covering the "Broken 1 Level" & "Broken 2 Levels!" text. The units could also cover only one text or be placed on the top row as shown in Box I/11.

24.0 Advance After Combat

If one of the players has abandoned a hex either due to a Panic or Retreat combat action, voluntarily, or due to elimination, the other player may advance into the abandoned hex despite terrain. Units may only advance if they; (1) are currently adjacent to the abandoned hex, (2) participated in the combat, and (3) are unbroken. No Field or Rocket Artillery units, as well as no friendly units that retreated or panicked in the combat, may advance. The stacking limit (10 units) may not be violated. If both players abandoned a hex in the combat, neither player may advance. It is only allowed to advance into the first abandoned hex if the enemy panicked.

24.1 Tank Units: An unbroken Tank unit (only) may advance one additional hex from the first (abandoned) hex. The second hex must be empty from enemy units and either be an Open Ground hex or connected to the first hex with a road or railroad. Rivers may be crossed but only if there is a bridge between the first hex and the second hex. The bridge may even be damaged [15.0]. See also Nighttime (B) Game Turns [27.0].

Illustration 15: Advance after Combat (Daytime). Example: The Finnish unit panicked (retreated two hexes) as a combat action. Only the German Tank unit may advance into the abandoned hex - hex A, because all other units are Broken. The Tank unit may also advance into hex B because there is a connected Secondary Road from hex A. Hexes C and D are blocked by the Minor River.

25.0 Exploitation

During the Exploitation Phase on Daytime (A) Game Turns, Combat Units (not Support Units) may move a second time. Use the Movement rules [17.0] in all respects. Exceptions are below.

25.1 Exploitation Restrictions:

  • The MF is halved. Fractions are retained. A Broken Level on a unit will reduce movement even more.
  • The Combat Unit may not have participated in any combat that Player Turn. Note: Overruns are not counted as combat.
  • The Combat Unit may not currently be (start the Exploitation Phase) in enemy ZOC. Exception: The Combat Unit may be in enemy ZOC to a unit that is about to be Overrun by that Combat Unit or any other friendly unit during the Exploitation Phase.

26.0 Motti (Isolation)

A unit (hex) that is totally encircled is considered to be in Motti, a Finnish term for isolation. This means that all hexes that surrounds the unit in Motti must either be occupied by an enemy unit and/or be an Illegal Hex, unhexed area, or map edge, but they do not need to be adjacent to the unit (hex) in Motti, see Illustration 16 below. The enemy units may be of any type or attack strength and even lack a Combat Factor [22.0]. A unit in Motti is immediately Broken 1 Level. This means that a unit can be in a Broken 3 Level as long as it is in Motti (only), which is the maximum level in the game. A unit in Motti does not need a Broken unit marker or need to be placed in a "broken" row in a Stacking Marker Box [23.2] since its Broken Level is obvious. Example: A Broken 1 Level marker on a unit in Motti means that the unit is actually Broken 2 Levels. A unit is not Broken for being in Motti if, and as long as, the unit is able to trace a supply route to a friendly supply depot [13.0]. Example: A Landing Site hex.

26.1 German Prisoners: The Finnish player gains 1 VP for each German unit step loss occurred in Motti (otherwise 0.5 VP). The step loss can either be the result of the Broken Level (the Defense Factor becomes less than 0 [23.0]) or due to combat. 1 VP for a step loss is gained only if there is still a Motti after combat.

Illustration 16: Motti (Isolation). Example: The German unit is in Motti because its hex is totally surrounded by either a Finnish unit, map edge, or an Illegal Hex - hex A. For each step loss on the German unit, the Finnish player will gain 1 VP.

27.0 Nighttime (B) Game Turns

The Nighttime (B) Game Turns differ from the Daytime (A) Game Turns. In addition, Replacements rules [14.0] are used.

27.1 Movement: The MF is halved. Fractions are retained. A Broken Level on a unit will reduce movement even more.

27.2 Combat: The attacker must subtract 1 odds ratio step.

27.3 Other Nighttime Restrictions:

  • No units have ZOC, only Hex Control [9.0].
  • No Weather Check [12.0], thus no Air Strike is allowed [20.0].
  • No Naval Landings are allowed [16.2.3].
  • No Overruns are allowed [19.0].
  • All Indirect Fire Supports have a -1 DRM [21.0].
  • All Demolition attempts have a -1 DRM [15.0].
  • Road Bonus is not allowed into a hex that is adjacent to enemy units. Road Bonus is, however, allowed out of such a hex [18.2].
  • Supply is only checked on those units that have a Broken unit marker. The supply route is halved to up to 5 Foot (class) Combat Unit MPs [13.0].

Designer's note: In game terms, Nighttime is considered to be roughly between 18.00 and 06.00 hours. Daytime is, of course, the opposite.

28.0 Alcohol Depots

The Germans have two alcohol depots in the Tornio-Kemi area. Before play begins, the German player secretly writes on a piece of paper any two friendly hexes where the hidden alcohol depots will be located until revealed. Each hex must include a road or railroad but may not be on the islands Pirkkiö, Ajossaari, Veitsiluoto (hexes 3622, 3722 & 3823) or in the hexes 1502 or 3220, or adjacent to a map edge. When Finnish units enter such a hex during any type of movement (also in a retreat, panic or advance after combat) the alcohol depot is revealed but not until the end of the current Phase when all Finnish units have finished their movement or combat. Each of the two alcohol depots will be in effect only once in the game. If Finnish units move through two hidden alcohol depots during the same move, only the first alcohol depot is revealed, while the other remains hidden until next time a Finnish unit enters it. German units are never affected by the alcohol depots. A Close Combat [22.3] must be fully resolved in the hex before any hidden alcohol depot is revealed. This is the only time an alcohol depot is not revealed after movement.

28.1 Intoxicated Units: All Finnish units that enter an alcohol depot hex become automatically intoxicated even when entering a revealed hex at a later stage during the Player Turn. Place an Intoxic. marker (Intoxic. = Broken 2, No Actions or ZOC; its other side, Hangover = Broken 1) on the units. In game terms, intoxicated means that the units are Broken 2 Levels despite earlier status. Use rule 23.0 in all respects, except that the units must stop in the alcohol depot hex, they lose their ZOC and they may take no actions (move, attack or support), only defend, until the next friendly Player Turn when the Intoxic. marker is flipped to its Hangover marker side and the units become Broken 1 Level as per normal rules in 23.0. No Retreat or Panic combat actions are allowed while the units are on a Broken 2 Level. This means that Step Loss is the only combat action that can be chosen if attacked. Move back all units that passed the hidden alcohol depot hex during movement. The stacking limit (10 units) may not be violated. All excess units (Finnish player's choice) have to stop in the hex prior to the alcohol depot hex but they may move in the Exploitation Phase. Units may never move through an alcohol depot hex even if it is fully stacked.

28.1 Clarification 1: A "No Effect" combat action may not be chosen by any Intoxicated units in combat.

28.1 Clarification 2: A revealed alcohol depot is no longer considered to be in the hex when the units are "Hangover" (when the Intoxic. marker has been flipped to its Hangover marker side).

28.1 Clarification 3: All actions (also Overruns) by all of the Finnish units that passed (after) a revealed German alcohol depot is cancelled (they have never taken place).

29.0 How to Win

The Finnish objective in the game is to gain as many Victory Points (VPs) as possible and to prevent the Germans from destroying the bridges at Tornio (hex 1603) and Kemi (hex 2420) and from exiting the map. The German objective is to prevent the Finnish victory condition. The VPs 0+ marker is kept and slid along the Finnish VP-track on the map. The marker is flipped to its VPs 10+ side when the number of VPs are 10-19.5. The VPs 20+ marker is used when the number of VPs are 20-29.5. The marker is flipped to its VPs 30+ side when the number of VPs are 30-39.5. Make sure to update all VPs gained or lost during each Player Turn regularly. The German player cannot gain VPs in the game but can subtract the Finnish player's VPs. The game ends immediately when the VP-level is less than 0.5 VP or more than 39.5 VPs. To mark a half (0.5) VP, place the marker in between two values, see Illustration 17 on page 17.

29.1 Starting VP-level: The Finnish player will start the game with 3-4 VPs already gained, 1 VP each for hexes 2819, 2918, 3621 & 3722, see the Finnish OOB Card. In addition, each Coup [11.0] and Landing Site hex [16.2.3] can (will, in terms of the latter) generate 1-2 VPs.

29.2 The First Initiative: Only VPs gained from the Coup(s) are used in the determination of the initiative for the first Game Turn. If the Finnish player gained no VPs from the Coup(s), both players roll a die. The player that gets the highest result has the initiative (starts the game). Re-roll on a tie. The Coup(s) will never affect the German Alarm Level in terms of Reinforcements [16.2.1].

29.3 Initiative During Play: The number of VPs gained (if Finnish player) or subtracted (if German player) during a Game Turn is crucial when determining which player will (has to) gain the initiative in the next Game Turn. Use the VP Diff. marker on the Finnish VP-track. Use the side of the marker that represents the player (nationality) that is in favor of the difference. The marker is placed on the 0 space both when there is no difference and after each Initiative Check (each Game Turn). The difference cannot go above 9 on the VP-track. If the difference is 0, both players roll a die, see 29.2.

Illustration 17: The Initiative. Example: It is the Initiative Check before Game Turn 2A. The Finnish player has gained 5 VPs so far. During the previous Game Turn (1B) the Finnish player gained 3.5 VPs, while the German player subtracted 2 VPs from the Finnish player. This will result in a difference of 1.5 VP in favor for the Finnish player who will have the initiative in this Game Turn (the VP Diff. marker is on its Finnish side and placed in between the spaces 1 and 2).

29.4 Victory Point (VP) Objects:

29.4.1 The Finnish player gains VPs for:

  • Each VP-object (re-)captured (see in the hex specifically). Half VPs are gained for a captured bridge that is damaged. No VPs are gained for a captured bridge that is destroyed.
  • 0.5 VP per German unit step loss (not for units exiting the map).
  • 1 VP per German unit step loss in Motti [26.1].
  • 0.5 VP per Finnish unit that exits the map from the VP Exit Hex 0111, 0201, 0401, 1224 or 1324. German units may no longer arrive from such a hex [16.2.2].

29.4.2 The German player subtracts Finnish VPs for:

  • Each VP-object (re-)captured (see in the hex specifically).
  • A number of VPs for destroying the Kemijoki River Bridge (hex 2420), depending on which Game Turn it was destroyed [15.0], see the 15.3 Bridge K Destroyed VP-cost Table.
  • 4 VPs for destroying the Tornionjoki River Bridge (hex 1603), regardless of the Game Turn it was destroyed [15.0].
  • 0.5 VP per German unit that exits the map from the VP Exit Hex 0111, 0201, 0401, 1224 or 1324, but only on Game Turns 8A & 8B, otherwise no VP.

Note: VP-objects may be captured also in a retreat [22.6.5] or panic [22.6.6] move.

29.5 Finnish Victory Points & Levels:

  • 0 VP or less = German Major Victory.
  • 0.5-8.5 VPs = German Minor Victory.
  • 9-21.5 VPs = Stalemate - no winner.
  • 22-39.5 VPs = Finnish Minor Victory.
  • 40 VPs or more = Finnish Major Victory.

30.0 Prepare for Play

(read sections 1.0-29.0 first)

[2] For added feeling when playing TORNIO '44, read the Historical Summary on pages 18-20. Only a few books are available on this topic but the internet can also provide some information.

[3] Decide which of the optional rules in 31.0, if any, will be used.

[4] Decide by mutual agreement which nationality you want to play or let a die roll decide it. For example: The player with the highest die roll plays the Finns.

[5] Unfold the map and place it together with the two Player Aid Cards and OOB Cards on a table. The German player sits on the eastern side and the Finnish player sits on the western side of the map. Place each friendly OOB Card next to the Stacking Marker Boxes.

[6] The German player hides two alcohol depots on the map by writing their location secretly on a piece of paper and hiding the paper from the Finnish player [28.0].

[7] Punch out all die-cut counters. Sort them by nationality and store them in ziplock bags when the game is not being played. Two ziplock bags are provided in the boxed game.

[8] Place all units on the appropriate unit pictures on the Finnish and German OOB Cards (use the frontside of the Cards) [4.3]. Use the frontside of all units.

[9] Place the markers on the map as follows:

  • (9a) TURN marker with the Finnish side up on the Coup space on the Game Turn track.
  • (9b) Air Strike marker on the Cloudy space on the Weather track. Use any side of the Air Strike marker.
  • (9c) VPs 20+ marker on the Extra VP marker space and VPs 0+ marker on the 3 or 4 space on the Finnish VP-track depending on whether the units of Os.P are placed in three or four of the starting hexes according to the Finnish OOB Card. 1 VP is gained for Ajos if a unit starts in hex 3621.
  • (9d) VP Diff. marker on the 0 space on the Finnish VP-track. Use any side of the VP Diff. marker.
  • (9e) Stacking markers (Nationality or Indirect Fire Support marker on their other side) in the appropriate Stacking Marker Boxes.
  • (9f) All remaining markers in the Marker Box.

[10] Place the AT START units on the map according to the Finnish and German OOB Cards. Use the following set-up order:

  • (10a) Four Finnish units of Os.P in three or four hexes, see above in "(9c)".
  • (10b) All nine German units. Six of the units are placed within one hex of the six hexes mentioned on the German OOB Card. All nine hexes must be used. One unit per hex.
  • (10c) Two Finnish units of Larjo, which are used in the Coup(s) and placed in Tornio and/or Kemi [11.0].

[11] Determine the outcome of the Coup(s). The Finnish player rolls one die per Coup. Adjust the VP-level accordingly. If the Finnish player gained no VPs in the Coup(s), both players roll a die and the player with the highest result has the initiative on the first Game Turn (re-roll on a tie). Then, place the TURN marker with the correct side face up on the 1A space on the Game Turn track.

[12] Play the game by using the 6.1 Sequence of Play Table on the Player Aid Card. Play all Phases and sub-phases in the order as listed. Play all sixteen Game Turns (1A-8B) in this way and determine the winner at the end of the second Player Turn of Game Turn 8B, OR end the game immediately when the VP-level is less than 0.5 VP or more than 39.5 VPs [29.5].

31.0 Optional Rules

(any or all can be used in a game play)

31.1 Antitank Capability: If a Tank, Antitank or Antiaircraft unit is participating in a combat where the opposing player has a Tank unit, the opposing player's Tank unit must take the most expensive combat action.

31.2 Antiaircraft Defense: A Finnish Air Strike may not take place in a hex where any German Antiaircraft unit is currently located, despite status of the Antiaircraft unit.

31.3 Bonus Range: All Tank, Antitank and Antiaircraft units (both light and heavy) have a combat range of two hexes and a ZOC extending outward two hexes but only when the hex between the unit and the target hex is Water or Open Ground and free of any units. The Combat Factors for long range fire are halved. Movement penalties for long range ZOC are halved.

31.4 Battalion Headquarters (HQs): All Stacking markers are treated as Battalion Headquarters. Use the Stacking marker rules in all respects [7.1]. A HQ may immediately be used when any of its represented (designated) units enter play. A HQ that has no represented unit in the same hex as the HQ, is automatically eliminated and permanently removed from play (it may only be used as a Nationality marker or Indirect Fire Support marker). Each eliminated HQ is worth 1 VP for the opposing player (the German player subtracts 1 VP). A HQ cannot be Broken, take step losses or be out of supply.

31.4.1 Combat Units: Each Combat Unit HQ may always give one half (0.5) odds ratio step bonus in one combat per Player Turn, but no more than one HQ per hex in an attack, and two HQs in the target hex. HQ bonus is not allowed in Defensive Flanking Support [22.4.2] or in Overruns [19.0]. In a Close Combat [22.3], up to two HQs per player may give this bonus. The HQ bonus is added at the very last to the final odds ratio, see also 22.1.

31.4.2 Support Units: Each Support Unit HQ may give a +1 DRM on the 21.7 Indirect Fire Support Table, but no more than two Support Unit HQs may give a DRM per Indirect Fire Support.

31.5 Uncertain Time of Arrival: German reinforcements can be delayed. Roll a die each German Player Turn when any reinforcements could arrive. On a die roll of 1 no reinforcements arrive - they are delayed. On a die roll of 2-3 half (rounded up) of all current and any delayed reinforcements arrive (German player's choice). On a die roll of 4-6 all current and any delayed reinforcements arrive.