WARGAMESOSD

A Winter War (2)

 

 

 

 

 

 

 

 

 

 

 

 


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Optional Rules

The following rules are optional: use any or all of them only by agreement of both players. They increase the coverage or depth of the game, but at a cost of greater complexity and somewhat longer playing time. Since some of the rules favor one side more than the other, players should decide which optional rules they will use before choosing sides.

A. Advanced Game Mechanics.

1. Supply Effects. Replace Rule 12D with the following:
A unit out of supply has its abilities restricted, depending upon the number of consecutive turns the unit is out of supply. A turn out of supply consists of two player turns. Example: A Finnish unit is first judged to be out of supply in the Finnish initial phase of the Jan 140 game turn. Its first turn out of supply consists of the Jan 1 40 Finnish game turn and the Jan II 40 Soviet game turn. Use status markers to mark the turns units are out of supply.
On the first turn out of supply, a unit has its attack strength halved; a c/m unit has its movement rating halved as well. A unit's defense and AA strengths, armor/antitank capabilities, and (for a non c/m unit) movement rating are unaffected.

On the second and subsequent turns out of supply, the attack, defense, and AA strengths, and movement rating of the unit all are halved. A unit is no longer capable of armor/antitank effects; it is treated as having no capability for AECA, AECD, and ATEC calculations (see Rule 36B).

During each initial phase starting with the fourth turn out of supply, the unit is checked for elimination if it is both out of supply and isolated (see Rule 3F) at that time. (It need not have been isolated in preceding turns.)
wargames.wilkey.org.uk

Consult the Success Table for each unit being checked for isolation elimination. Success means the unit survives the isolation check; failure means the unit is eliminated.

2. Terrain and Supply Lines. Each mountain, forest, and wooded rough hex counts as 2 hexes when tracing overland supply lines (see Rule 12B1). When tracing an overland supply line across an unfrozen narrow strait hexside, this hexside itself counts as 1 hex against the length of the supply line. These penalties do not apply if the overland supply line is traced along a road.

B. Armor and Antitank Effects.

1. Categories.

a. AEC: Armor Effects Capability. AEC expresses the ability of an attacking or defending unit to use armor effects.
b. ATEC: Antitank Effects Capability. ATEC expresses the ability of a defending unit to use antitank effects when the attacker has armor effects.

2. Values. Armor and antitank effects are calculated on a proportional basis, using regimental equivalents. To calculate the proportion, a player must know the value of each of his involved REs. A unit may have one of four possible values.
a. Full. Each RE of the unit is counted as fully capable. For example, a Soviet tank brigade (1 RE) has 1 RE of AEC.
b. Half. Each RE of the unit is counted as one half capable. For example, a Soviet light tank brigade (1 RE) is counted as 1/2 RE of AEC; its remaining 1/2 RE is counted as having no AEC.
c. Neutral. The REs of the unit are not counted when determining the proportion. For example, the 1 RE of a Finnish artillery regiment is not counted when determining ATEC.
d. None. All REs of the unit are counted in the proportion as having no capability.

3. Proportions. To calculate the proportion in a category, total the number of REs that have a capability. Divide this number by the number of non neutral REs involved. Express the resulting proportion as a fraction. For example, if two Soviet rifle divisions (6 REs, no AEC), two tank brigades (2 REs, full AEC), and two artillery brigades (2 REs, neutral and hence not counted) are attacking, then 2 out of
a total of 8 REs have AEC, for a fraction of 1/4.

Use the proportion to determine the die roll modification to combat. If the proportion is less than one half (1/2) for AEC or one seventh (1/7) for ATEC, then there is no die roll modification.

a. AEC in the Attack. When the AEC proportion of the attacking units is at least one half, the die roll modification is +1.
b. AEC in the Defense. When the AEC proportion of the defending units is at least one half, the die roll modification is -1. The defender may not use AEC in a combat if the attacking units have (or are capable of) one half or more AEC. In this situation, the defender must use ATEC, and not AEC.

c. ATEC. ATEC is used only when the attacking units have (or are capable of) one half or more AEC. Note that ATEC is used if the attacking units are capable of one half or more AEC, even if the attacking units do not (or cannot) use AEC. When the ATEC proportion is at least one seventh but less than one half, the die roll modification is -1. When the ATEC proportion is at least one half but less than one, the die roll modification is -2. When the ATEC proportion is one, the die roll modification is -4. The Armor/Antitank Summary lists all AEC and ATEC modifications.

Example 1: A rifle division, three tank brigades, and an artillery regiment are attacking a hex against which AEC may be used. The artillery unit is AEC neutral and is not counted. Of the six REs for the proportion, three are AEC. The proportion is 1/2, thus, 1 is added to the die roll.

Example 2: Units capable of more than 1/2 AEC are attacking a stack of one rifle division, one armor battalion (1/2 RE), and one artillery regiment. The artillery unit is ATEC neutral and is not counted. Of the three and 1/2 REs for the proportion, 1/2 RE is ATEC. The proportion is 1/7, thus, 1 is subtracted from the die roll.

3. Cumulative Effects. In an attack where the attacker has AEC and the defender has AEC or ATEC, the modifications to the die roll are cumulative. For example, if the attacker is full AEC (+1) and the defender is full ATEC (-4), the net modification is -3.

4. Neutral Restriction. A player may have up to twice the number of neutral REs as he has of full and half-capable units. Neutral units in excess of this limit are treated as having no capability instead of being neutral.

Example: Three motorized divisions and three tank brigades are attacking. Of the total of twelve REs, three are AEC and the remaining nine are neutral. However, only six (twice three) of these may be considered neutral; the remaining three are considered to have no capability. Thus, there are six REs for the proportion, of which three are AEC. The proportion is 1/2.

Note that for this rule, all REs of half-capable units are counted. For example, 2 REs of neutral units may be present, without penalty to armor effects, in conjunction with a 1 RE unit having half AE C.

5. Terrain. The Terrain Effects Chart lists several terrain types as no AEC. This means that AEC may not be used by a unit attacking into such a hex, attacking across such a hexside, or defending in such a hex. ATEC is unaffected and is used in such a hex if its attackers are capable of one half or more AEC, even though AEC may not be used due to the terrain.
Example: A Soviet tank brigade is attacking a British antiaircraft battalion in a dot city. Due to the dot city, the attacking unit may not use AEC. Since the tank brigade is capable of one half or more AEC, the defender uses ATEC. Thus, the die roll is modified by -4, due to the full ATEC capability of the defending unit.

6. Required Losses.
If the attacker uses 1/2 or more AEC in an attack, at least half of all losses to the attacker as a result of the attack must be taken from units capable of at least 1/2 AEC. If the defender uses 1/2 or more AEC or ATEC defending against an attack, at least half of all losses to the defender as a result of the attack must be taken from units capable of at least 1/2 AEC or ATEC, respectively.

C. Special Unit Abilities.

1. Soviet Ski Units. The Soviets had several units in Finland that were officially titled ski units. The training of these units for ski operations was practically nil, however, so they are shown as rifle units in the order of battle. Assuming better training for these units, the following rules apply:

· The "Dol" and "BOS" Rifle Brigades, and "8A" Rifle Regiment (all in Winter-Capable colors) called for in the Soviet OB appear as ski units instead.
· Soviet ski units have anti-partisan zones of control (see Rule 14F2).

2. FNA Reliability. The Soviets raised several combat units from Finnish expatriates, forming the so-called Finnish National Army. For the most part these units proved unreliable in combat. Assuming these units do better in combat than they did historically, do not use Rule 3084, FNA Unreliability.

3. 10th Tank Corps.
The tank corps assigned to the Leningrad Military District is not shown as a combat unit because its components operated independently in the war. Assuming the corps did operate intact, the following rules apply:
· The 13th and 20th Tank Brigades and the 50th
Mot MG Brigade called for in the Soviet OB
(initial units with Seventh Army) are replaced
by the 10th Tank Corps instead.
· If used, the tank corps may not break down.




The entrance to the Gulf of Finland and the Finnish capital,
Helsinki, with anti-aicraft emplacements. See also the
naval base at Turku (to the west)


Helsinki: Note 0-1-6 infantry regiment with no combat value, only defensive. There is a cycle regiment to the east, and note
hostile aircraft stationed at Tallinn (opp.) in the Baltic states


The Gulf of Finland indicates more fervant military activity
as the Scandinavian country smarts from its first
warnings that the Soviet forces will attack


The hub of the industrial heart of Finland at Tampere due north of
Helsinki. Whilst lakes protect from attack if the roads are blown,
strong anti-aircraft cover will also benefit the defenders

D. Airborne Operations.

If this rule is used, all 1-2-8 parachute-infantry brigades in the Soviet OB appear as 1-2-5 parachute brigades instead.
The air drop mission (Rule 20E2) is used to transport and drop parachute units on a target hex. For the purposes of the air drop mission a transport may carry 1/2 RE of parachute units. Thus, two transports are required to carry a 1 RE parachute unit on an air drop.

1. Disruption. A parachute unit may suffer disruption when making an air drop. During the mission resolution step, roll one die for each parachute unit making an air drop. Modify the die roll as follows:
-1 for dropping onto enemy units and/or into enemy ZOCs.
-1 for dropping into a non-clear terrain hex.
-1 for dropping into a major city hex. (This is in addition to the non-clear terrain modifier.)
-1 for every five hexes (or fraction thereof) a Soviet air unit flies its cargo to the target hex.
-1 for a drop during poor weather, which prevails on every turn of the game.
If the modified disruption die roll is: 2 or greater, the unit is not disrupted. 1 or 0, the unit is disrupted and has its attack and defense strengths halved. -1 or -2, the unit has its attack strength reduced to 0, has its defense strength halved, and is immediately eliminated if in an enemy-occupied hex. -3 or less, the unit is immediately eliminated.

A parachute unit that becomes disrupted remains disrupted until the start of its next friendly initial phase. For example, a parachute unit disrupted during the Soviet air phase would remain disrupted throughout the rest of the Soviet player turn and
throughout the entire following Finnish player turn. The disruption die roll is also used for each air dropped supply point. If the roll is 1 or less, the supply point has been scattered and is eliminated.

2. Ground Operations. A parachute unit does not gain full ownership of the hex it occupies during the player turn it makes the airdrop and during the following enemy player turn. If the hex is not occupied by enemy units, then undisrupted parachute units gain immediate ownership of any airbase in the hex. For all other cases and purposes, the parachute units do not gain ownership of the hex. For example, a supply line may be traced through a friendly-owned hex occupied by an enemy parachute unit.
Parachute units that jump in hexes other than enemy-occupied hexes may attack adjacent enemy units per the standard combat rules. They may attack in conjunction with other friendly units.

Parachute units that jump in enemy-occupied hexes must attack the enemy units in the hex during the combat phase. Adjacent friendly units may join in the attack.

When differing sides occupy the same hex, resolve combat as normal, except that AS (attacker stopped) results are modified. If an AS is rolled, parachute units which dropped in the enemy-occupied hex treat the result as an AR (attacker retreat) and must retreat. All other units treat the result as an AS.

Retreating units are subject to the effects of all ZOCs they enter, including the ZOCs of enemy units in the hex from which they retreat. Example: A parachute brigade drops in a hex occupied by an enemy division. During the combat phase, the parachute brigade must attack, and the combat result requires it to retreat. Since any hex it can enter is in the ZOC of the division in the landing hex, the parachute brigade is eliminated.

3. Planning and Preparation. Airborne operations involving parachute units (but not supply points) must be planned in advance. The Soviet player must determine the target hex and the unit to be dropped there one turn in advance of the drop.
· During his initial phase of the game turn prior to an operation, the Soviet player writes down the identity of the unit involved in the operation and the target hex or holding box of the operation. He may plan only one operation at a time per parachute unit. Once planned, he may cancel an operation in his next initial phase and plan a new operation for the unit at that time. He may also cancel an operation during the phase in which it is tooccur.

· During the initial phase, a player may not plan an operation for a unit that is in an enemy ZOC at that time. Once planned, the operation must be canceled if the unit enters an enemy ZOC, attacks, or is attacked at any time from the planning of the operation to its execution. If for any reason the unit is not able to participate in the operation during the phase in which it is to take place, the operation must be cancelled. A player may plan an operation for a reinforcement parachute unit during the initial phase of the game turn prior to its arrival in the game, so that it may execute the operation on its turn of arrival.

4. Surprise. Due to the immense surprise effects airborne operations achieved during this period of the war, parachute units are treated as being supported on the player turn they make air drops.

5. Aland Islands. Note that Soviet parachute units may drop on the Aland Islands Holding Box, which for combat purposes is treated as a single clear terrain hex. If the Soviet player captures the holding box, he receives VPs for capturing the point city of Marienhamn.

E. Variable Game Length.

The rules assume the game will end with the historical onset of the spring rains in mid-March 1940. The rains could have been delayed, however, allowing for an extended campaign.
At the end of the Mar 140 turn, the Finnish player rolls one die. On a roll of 1 or 2 the game ends. On a roll of 3 through 6 the game continues with the Mar II 40 turn.
At the end of the Mar II 40 turn, the Finnish player rolls the die again. On a roll of 1 through 4 the game ends. On a roll of 5 or 6 the game continues with the Apr 140 turn.
If the game continues with the Apr 140 turn, it automatically ends at the end of that turn.

F. Accelerated Foreign Aid to Finland.

Many European countries initially were hesitant to come to the aid of Finland. Additionally, German diplomatic and administrative measures slowed delivery of much of the aid which was sent. Assuming a more concerted effort to aid Finland is made, the following rules apply:
· The headquarters of the Finnish 21st, 22nd, and 23rd Rifle Divisions and the RaskT Artillery Battalion arrive two turns earlier than specified in the Finnish OB.
· The conversion of the Finnish armor battalion occurs two turns earlier than specified in the Finnish OB.
· All Finnish foreign aid reinforcements arrive two turns earlier than specified in the Finnish OB.
· Finnish foreign aid reinforcements arriving via sea are never delayed.
· Western intervention is triggered on a roll of 2 or 3 (see Rule 31A).
For the purposes of game balance, the Finnish player has 10 victory points deducted from his total if this option is used. (The historical outcome of the game, but not the player victory, is determined without deducting these points.)

G. Increased Soviet Preparedness.

The Soviets were not as prepared for operations in Finland as they thought they were. While many of the Soviet shortcomings could not be mitigated-or even recognized-before the war began, some measures could have been taken to improve preparedness had the Soviets acted to do so. Assuming increased Soviet preparedness, the following rules apply:
· The Soviet rail capacity is raised to 30 REs.
· Optional Rules 36C1 and 36D apply.
· All units specified in the Soviet OB as Dec 139 and Dec II 39 reinforcements are initial units instead. These units may be added to the forces of any Soviet armies and groups. Additionally, perform the conversion specified on the Dec II 39 turn.
· Soviet parachute units may deploy at any airbases in the Soviet Union. The Soviet player may plan air drops for these units to take place on the Dec 139 game turn.
· All reinforcements and conversions appear two turns earlier than specified in the Soviet OB. Note: The flipping of corps headquarters to their regular stacking sides remains as specified in the order of battle.
For the purposes of game balance, the Soviet player has 20 victory points deducted from his total if this option is used. (The historical outcome of the game, but not the player victory, is determined without deducting these points.)

H. Earlier Start to Campaign.


The campaign could have started two weeks earlier with the onset of the fall freeze-up. The following rules explore this possibility.
· The game begins with the Soviet initial phase of the Nov II 39 game turn.
· The Soviet player must remove 10 REs from his on-map initial forces and place them in the Strategic Reserve Holding Box. At least 6 REs of these units must come from 8th and 9th Armies. These units are released from the strategic reserve on the Soviet Nov II 39 player turn.
· The rail lines in hexes 35:2107 and 35:3106 are under construction, and are not completed until the Soviet initial phase of the Dec 139 turn. Until completion, the rail lines in these hexes are treated as roads.
· The breakdown regiments of the Finnish "A" Division are deleted from the Finnish initial forces and appear as Nov It 39 reinforcements.
· The fort in hex 35:4616 is under construction, and does not complete until the initial phase of the Finnish Nov 11 39 player turn.
For the purposes of game balance, the Soviet player has 20 victory points deducted from his total if this option is used. (The historical outcome of the game, but not the player victory, is determined without deducting these points.)

Designer's Choice Rules

The following optional rules are "Designer's Choice" rules. These rules allow the designer and developers of A Winter War to exercise the full scope of their creativity, at the cost of greater complexity and somewhat longer playing time. Use any or all of these rules only by agreement of both players. Since some of the rules favor one side more than the other, players should decide which "Designer's Choice" rules they will use before choosing sides.

A. Special Unit Abilities.


1. Heavy Tanks. The Soviet 35th and 40th Tank Brigades (3-2-6) are heavy tanks. Heavy tanks may not move or attack across frozen lake hexsides.
2. Finnish Ski Units. A Finnish ski unit may move in the exploitation phase, provided it does not move more than half its movement allowance in the movement phase. Its movement allowance in the exploitation phase is half the unit's movement allowance in the movement phase. For example, a Finnish 1-8 ski regiment moving in the exploitation phase has a movement allowance of 4 MPs if supplied, and 2 MPs if unsupplied.
The procedure is as follows: When a Finnish ski unit moves in the movement phase of a Finnish player turn, place a light gold-brown hit marker on the unit if it moves more than half its movement allowance in the phase. For example, mark a supplied Finnish 1-8 ski regiment if it uses more than 4 MPs in the movement phase. A Finnish ski unit so marked may not move in the exploitation phase. All unmarked Finnish ski units may move in the exploitation phase, as described above.

B. Variable Demolition Costs.


Rule 7A3 (Rail Breaks) and 17D (Airbase Damage), and Rule 2983 (Ports) assign a flat MP cost per unit to damage these types of facilities. When using variable demolition costs, the MP cost is based on unit size instead.
The Demolition Summary Table lists the number of MPs each size unit must spend to inflict one hit of damage on each type of facility. Additionally, engineer-category units are counted at double their RE size for purposes of this rule. For example, normally a regiment (1 RE) would spend 3 MPs to break a rail line, yet an engineer regiment would need to spend only 1 MP to do so, the same MP cost normally required of a 2+ RE unit.

C. Resolute Western Intervention.


The Western intervention rule (Rule 31) shows the historically low chances of Western intervention and the high chances of Norwegian and Swedish resistance to intervention. This optional rule explores the possibility that the Western powers were more resolute in their intention to intervene and that Norway and Sweden would be more likely to acquiesce to the intervention. In this case, modify Rule 31 as follows:
- Western intervention is triggered on a roll of 4 or less.
- Modify the intervention triggering dice roll by -1 for each turn after the first turn (Dec 139). For example, modify the roll by -1 on the second turn (Dec II 39) and by -3 on the fourth turn (Jan II 40).
- Norway resists Western intervention on a roll of 1. On a roll of 2 through 6 it does not.
- Sweden resists Western intervention on a roll of 1 or 2. On a roll of 3 through 6 it does not. (Modify the roll by -1, per Rule 31 B, if Norway resists Western intervention.)




Suomussalmi in the central borders of Finland. A Finnish
ski regiment faces two 4-6 infrantry divisions of the Soviet
Ninth Army, with fighter-aircraft in the vacinity (east)


Suomussalmi, the wider picture, the red tiles are Soviet
border guards and have no offensive value. See also Soviet
3-6 infantry division south of Kubrno (bottom of picture)


A 4-8 motorised infantry division and two 4-6 rifle divisions of Ninth
Army along with a 3-6 infantry division to the north. One 4-6
winterized division with a 4-6 rifle of Eighth Army to the south
.


The same 4-6 winterized division to the north with further
infantry divisions to the south in the region near Suojarvi
NNE of Lake Ladoga, note Soviet airfields to the east.


On the shores of Lake Ladoga to the west and Lake Onega
to the east, the huge strip of land is crossed by the River
Svir. A 3-2-8 tank brigade of Eighth Army on the border.


Fourteenth Army in the north, near Murmansk, five infantry
divisions (two winterized) can be seen. The two 4-6
divisions in the centre commence their attack.