WARGAMESOSD

A Winter War (1)

 

 

 

 

 

 

 

 

 

 

 

 


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Introduction

October, 1939, the Finnish delegation listened to Comrade Stalin's ultimatum that Finland give in to Soviet demands for their territory. Attempts on Finland's part to reach a compromise were refused. On November 30, without a declaration of war, the Soviet Union invaded Finland and thus began the Winter War.

In this historical recreation of that war, Finland's small but effective army faces the Soviet giant. Finland had only 120,000 troops, less than 50 modern aircraft, and virtually no modern weapons. But the Finnish soldiers were well trained, tenacious in the defence of their homeland, and expert in 'irregular' warfare.

The Soviets began the war with over 300,00 troops, hundreds of modern aircraft and tanks. By December's end the Finns had inflicted 27,000 casulaties on the Red Army while suffering only a tenth of that number.
This disaster caused the Soviets to reorganize their armed forces.
On February 1, 1940 the Red Army renewed its offensive. With massive force they repeatedly struck the main Finnish defensive position, the Mannerheim Line, and within ten days they broke through.

On March 8, 1940 the Finns sued for peace and Stalin won his demands.

A Winter War is a detailed simulation of the Soviet invasion of Finland during the winter of 1939-40. A Winter War is a two player game, with one player representing the Soviet high command (STAVKA) and the other the Finnish high command (Paamaja).

The Soviet player must break Finland upon the field of battle, capturing territory, inflicting losses, and isolating Finland from outside help, so that the Finnish political leadership would have no choice but to sue for peace on Soviet terms.

The Finnish player must weather the Soviet storm-giving up ground reluctantly, inflicting as many losses as possible, and keeping his army intact-in such a manner that it would be advantageous for the Soviet political leadership to agree to a negotiated peace. Both sides maneuver their forces and conduct combat in an attempt to achieve their goals.
Basic Game Concepts

A. Units.
The term units, when used by itself, refers to ground units only and does not include air or naval units. The term forces refers to ground, air, and naval units collectively. Units are rated based on their size, type, and capabilities. Typically, a unit has a unit size, a unit type, a combat strength (or separate attack and defense strengths), a movement rating, and a unit identification. The Unit Identification Chart displays the layout of these symbols and ratings, as well as all specialized symbols and ratings used in the game. Some overall definitions apply to units.

1. Size. Units are divided into two general cate
gories, based on their size:
· Divisional Unit. Any unit with the division or corps symbol, except for headquarters. Note: The Soviet 10th Tank Corps, which was organized and operated the same as a division, is the only corps-size combat unit in the game. This unit only appears when using Optional Rule 36C3.
· Non-Divisional Unit. Any unit smaller than a divisional unit: brigades, regiments, cadres, and battalions.

2. Class. Units are divided into three general
classes, based on their types:
· Non-Motorized. All unit types listed as nonmotorized on the Unit Identification Chart. For example, a cavalry unit is non-motorized.
· Artillery. All unit types listed as artillery on the Unit Identification Chart. For example, a siege artillery brigade is artillery. Note that for game purposes antiaircraft units are not artillery.
· Combat/Motorized. All unit types listed as combat/motorized on the Unit Identification Chart. For example, a tank brigade is combat/motorized.
Note: "Combat/motorized" is abbreviated "c/m"
in the rules. "Non-c/m" units are those units that are not combat/motorized: all non-motorized units and all artillery units.

3. Regimental Equivalents. A regimental equiva
lent (RE) measures the size of a unit or supply
point. RE sizes are as follows:
· 1/2 RE: Each battalion, point of position AA, or supply point.
· 1 RE: Each brigade, regiment, or cadre.
· 3 REs: Each divisional unit.
Cavalry and c/m units count double their RE size
for purposes of rail capacity (Rule 7A2). For exam
ple, a tank brigade (1 RE) that moves by rail counts
as 2 REs for rail capacity purposes.
4. Heavy Equipment. The Unit Identification
Chart lists the unit types that have heavy equip
ment. In addition, all units that have supporting
arms (Rule 11) have heavy equipment. Units with
heavy equipment may not be transported by air.

B. Sides.

1. Finnish. The Finnish player controls the forces of Finland. The Finnish player also controls all Foreign Volunteer units (if any arrive), and all forces of the Western Intervention Force (if they intervene).

2. Soviet. The Soviet player controls the forces (Regular, Winter-Capable, NKVD, Air Force, and Foreign Contingent) of the Soviet Union.

3. Neutral. Estonia, Norway, and Sweden start the game neutral and are controlled by neither player.

C. Game Mechanics.

1. Fractions. Unless stated otherwise, always retain fractions. For example, half of 7 is 3 1/2.
2. Cumulative Effects. Unless stated otherwise, all effects to units' strengths and all modifications to die rolls are cumulative. For example, a unit halved in strength twice is quartered in strength.
3. Die Rolls. All rolls requiring two dice are identified as such in the rules. All other rolls require only one die.
4. Accumulation. Each player receives various abilities on a turn by turn basis. A player may not accumulate these abilities from turn to turn unless specifically allowed by the rules. For example, the Finnish player may move 5 REs of units by rail per turn (as stated in Rule 7A2). If the Finnish player does not move any units by rail in a turn, he cannot move 10 REs in the following turn.
5. Cities. References to cities include all cities: major, dot, reference, and point.

D. Ownership.

A player owns a hex if: 1) his units occupy the hex, 2) his units exert an uncontested zone of control into the hex, or 3) his units were the last to occupy or exert an uncontested zone of control (ZOC) into the hex. (Zones of control are defined in Rule 5. A unit with a ZOC has an uncontested ZOC in a hex if the hex is neither occupied by nor in the ZOC of an enemy unit.) Exception: ZOCs alone do not gain ownership of enemy-owned cities or airbases. To gain ownership of a hex containing an enemy-owned city or airbase, a friendly unit must occupy the hex.

E. Geography.

The game map shows the international borders as they existed at the start of World War II (1 September 1939).
The map contains many islands, which are parts of various nations. Any island that is connected directly or indirectly by narrow straits to a country is part of that country, unless indicated otherwise. For example, the island of Kemito (35:4430) is part of Finland. All other islands have the names of their countries printed in parentheses below their names.
The following terms are defined:
· A major city is any partial hex, full hex, or multi-hex city. A major city hex is any hex of a major city.
· Finland consists of the territory within the Finnish borders and the Aland Islands Holding Box (located on the Finnish Game Chart).
· Soviet Union refers to the part of the Soviet Union shown on the map and the Soviet Strategic Reserve Holding Box (located on the Soviet Game Chart). Note that hexes 35:0201, 0301, and 0302 lie within the Soviet Union.
· Estonia refers to the portion of Estonia shown on the map.
· Sweden refers to the portion of Sweden shown on the map.
· Norway refers to the portion of Norway shown on the map. While most of Norway is off-map, three minor portions of Norway appear along the northern edge of the map: the bordered area containing the city of Narvik (35:0126), the bordered area containing the city of Kautokeino (35:0118), and the bordered area containing the city of Kirkenes (35:0205).

F. Isolation.

A unit or hex is isolated if an overland supply line of any length cannot be traced from the item to a full supply source of the owning player. (Supply lines and sources are covered in Rule 12.)

Isolation status of all units and hexes is determined twice per player turn: at the start of each initial phase and combat phase. An item that is isolated at the start of one of these phases remains isolated until isolation status is checked again.

Sequence of Play

The game is played in a series of game turns, each representing one-half month. Each game turn consists of a Soviet player turn followed by a Finnish player turn.

A. Sequence.

Each player turn consists of the following phases:
1. Initial Phase. Both players determine the supply and isolation status of their units and hexes. The phasing player receives reinforcements and replacements, builds forts and airfields, and may attempt to repair inoperative air units.
2. Movement Phase. The phasing player moves his ground units.
3. Air Phase. Players move air units, resolve air combat, and execute air missions.
4. Combat Phase. Both players determine the isolation status of their units and hexes. The phasing player resolves attacks made by his units.
5. Exploitation Phase. The phasing player moves his eligible c/m units.

B. Phasing.

During the Soviet player turn, the Soviet player is the phasing player and the Finnish player is the nonphasing player. During the Finnish player turn, these roles are reversed.

C. Restrictions.


Unless noted otherwise, activities may not be conducted outside this sequence. The activities mentioned above are explained in the following rules.

Zones of Control

The zone of control (ZOC) of a unit represents the control the unit exerts over surrounding terrain. ZOCs affect many activities in the game, as covered in the appropriate rules.

A unit exerts a ZOC through the six hexsides of the hex the unit occupies into the six surrounding, adjacent hexes. A unit prohibited from entering a specific terrain type or crossing a specific type of hexside does not exert a ZOC into that hex or through that hexside. For example, a unit prohibited from crossing a frozen sea hexside does not exert a ZOC through any frozen sea hexside.

Every divisional unit has a ZOC. Brigades, regiments, and cadres have ZOCs only in hexes in weather zone A; they do not have ZOCs in hexes outside this zone. Battalions never have ZOCs.

When a unit with a ZOC is unsupplied (see Rule 12), it has a reduced ZOC. Reduced ZOCs are the same as standard ZOCs, except for their effects on the movement of enemy units (Rule 6A).

A unit with a ZOC may temporarily lose its ZOC, depending upon certain activities. For example, a unit which uses administrative movement (Rule 6B) loses its ZOC. When a unit undertakes such an activity, it loses its ZOC as specified in the rule. A unit which loses its ZOC does not have a ZOC for any game purpose until it regains its ZOC.


Master Sequence of Play Summary

The following is a list of activities that occur during the course of a game turn. Within each phase, activities are numered in the order they should be conducted. Activities within a numbering may be conducted in any order. Some activities are applicable only to a single side. The appropriate rules sections for the activities are given in parentheses.

Start of Game Turn

Initial Phase

1. Check for Western intervention (31A).
2. Check for required Soviet and Western Intervention Force garrisons (30B3, 31B).
3. The Finnish player may declare that his icebreakers are keeping either Turku or Helsinki open (30A2). 4. Perform all reinforcement and replacement activities (31C, 32, 33).
5. Check the isolation (3F) and supply (12) status of units and hexes.
6. Land late-returning air units (20F2c, d).
7. The Finnish player may evacuate the government (30A1).
8. Repair air units (23).
Build forts, and permanent airfields/airstrips (14A).
Upgrade low-volume railroads to high-volume railroads (14A4).
Finnish partisian units may change modes (14F3).
9. Plan airborne operations (36D3).

Movement Phase

1. Break down units (15).
2. Move units, including administrative, road, and rail movement (6, 7).
Execute overruns (13).
Break rail lines, damage airbases and ports (7A3, 17D, 29B3). Repair broken rail lines and damaged airbases and ports (14A).
3. Assemble broken down units (15).

Air Phase

1. Initiate air missions (20), move air units (18), and resolve patrol attacks (19).
2. Fly interception and scramble missions (18, 20A, 20B). 3. Resolve air combat (21).
4. Fire AA (22B).
5. Resolve bombing missions (20F) and airborne operations (36D). 6. Return phasing air units to base (18).
7. Return non-phasing air units to base (18).

Combat Phase

1. Check the isolation status of units and hexes (3F).
2. Announce which hexes naval units are supporting with gunfire for defense (26A2).
3. Resolve attempts by Finnish ski and partisan units to retreat before combat (9I, 14E, 14F).
4. Resolve combat hex by hex (9 and other rules), including AA fire against defensive support air units (22B). 5. Return ground support air units to base (20F2b).

Exploitation Phase (Eligible Ski and C/M Units)

1. Move units, including road but not administrative or rail movement (6, 7). Execute overruns (13).
Break rail lines, damage airbases and ports (7A3, 17D, 29B3).

End of Game Turn

1. Determine if game ends (36E).

When Applicable:

Resolve attempts by Finnish ski units to retreat before overrun (9I, 14E). Resolve air unit escape (17B).
Scuttle ships (26).
Abandon zero capacity airfields and airstrips (17D).

A Winter War: Initial Setup

Game Mechanics

Time Scale:
2 week turns
Map Scale: 16 miles per hex
Unit Scale: D
ivisions, regiments, battalions
Players: Two - Intermediate Complexity
Solitaire Suitability: High complexity

Playing Time: 6+ hours

Scenarios

1) A Winter War
2) Optional Rules - scenario variations
3)
Northern Theater of Operations (NTO) - issued with 'Storm Over Scandinavia', not with this game.
NTO combines Weserubung and A Winter War. It begins with the Soviet attack against Finland. The western Allies may intervene to aid Finland. To do so they must transit through Norway. Norway may disagree with this and the Germans may intervene to prevent the Allied intervention. Ownership of Storm Over Scandanavia is required for this scenario

Game components:

656 Die-Cut Counters (Counter sheet 58 & 59, Accessory counter sheet # 2)
1 Map one 21" x 27" (Europa Map 35)
1 Rules booklet
1 OB - Finnish & Soviet
10 Reference charts
2 Die

Game Strategy

Classic hexagonal play game using established Europa rules. The game has one edition published in 1992.

Storm Over Scandinavia was added to the Northern Theatre (known as NTO) in 1998 and thus to A Winter War to complete the whole area of the Northern Theatre of Operations. Storm Over Scandinavia also included Narvik, an earlier popular game in the same theatre.
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