Description: The Russo-Finnish conflict from November 1939 through March 1940. Each game turn represents 10 days and each hex is equivalent to 20 kilometers. There are 10 game turns each covering two weeks of elapsed time.
The Soviets have a massive strength advantage but their heaviest units can't be used north of the arctic circle and all Soviet units must be able to trace a supply line back to Leningrad at all times. Finnish units don't need supply in Finland, they have the advantage of prepared defenses south of the arctic circle, and Finnish units have higher mobility than Soviet units.
The Russians have to successfully invade Finland and take objective cities to win. The Finns simply have to hold out for ten turns.
Two games in one. The base game favors an experienced Soviet player, who will often break through the Mannerheim line in a fairly historical manner around turns 7-9. The optional special events, depending on which are rolled, tend to favor the Finns, sometimes reducing the number of turns to just 5, placing tremendous time pressure on the Soviets. Play the base game several times before adding the optional "What-if" events.
The Soviets have a massive strength advantage but their heaviest units can't be used north of the arctic circle and all Soviet units must be able to trace a supply line back to Leningrad at all times. Finnish units don't need supply in Finland, they have the advantage of prepared defenses south of the arctic circle, and Finnish units have higher mobility than Soviet units.
The Russians have to successfully invade Finland and take objective cities to win. The Finns simply have to hold out for ten turns.
Two games in one. The base game favors an experienced Soviet player, who will often break through the Mannerheim line in a fairly historical manner around turns 7-9. The optional special events, depending on which are rolled, tend to favor the Finns, sometimes reducing the number of turns to just 5, placing tremendous time pressure on the Soviets. Play the base game several times before adding the optional "What-if" events.
Contents:
- The History of Wargaming by Martin Campion & Stephen B. Patrick
- Winter War by James F. Goff
- Outgoing Mail
- Sackson on Games by Sid Sackson
- Pass in Review by Albert A. Nofi
- Power Politics by Rodney C. Walker
Item created by: Lethe on 2015-07-01 08:38:36. Last edited by gdm on 2018-08-21 10:06:25
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