Illustrated AAR: The First Day Scenario

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R E D W I N T E R Illustrated AAR: The First Day Scenario Created July 2010 Here is a recent game of the 5 turn First Day scenario using Joel Toppen's new VASSAL module. Counter art by Michael Evans. Playtest map art by Mark Mahaffey. Setup. Finns use a setup similar to the previous two games (not shown here) with the two MG units defending in front of Kivisalmi Bridge, and one infantry company just behind them in order to prevent a Soviet multihex advance after combat. For more thoughts on setup strategy, see this article: http://boardgamegeek.com/article/5077471#5077471 The other two Finnish infantry companies start on Kotisaari Island, and on the small island in Lake Taivaljärvi. The strategic thinking is as follows: The single unit on Kotisaari will be unable to hold off the Soviets for long, but it might buy just enough time for reinforcements to arrive at Kotisaari. The unit

on the Lake Taivaljärvi islet will prevent the Soviets from making an Extended Move (+2 MPs) around Lake Taivaljärvi due to the Finns' proximity to the road. This time, Pajari starts stacked with the reduced Finnish units in Tolvajärvi Village. Note: Pajari can either yield a beneficial column shift in Combat, or yield a beneficial +1 DRM to the Recovery rolls of reduced Finnish infantry units with which he is stacked. In the screenshot above, Pajari is stacked with 3 reduced infantry companies of the PPP7 Bicycle Battalion.

Turn 1. The two Soviet battalions which begin on the map move up and slam into the forward Finnish position, with support from their mortars. A newly arrived battalion of Soviet reinforcements (light blue NATO symbols) move up the main highway, but they do not have enough MPs to reach the Combat this turn. The Finns opt to save their meager artillery ammo for later in the day; the area is still blanketed in the morning's fog and there is a -1 DRM to all ranged attacks. The result of the combat is that the Finns are pushed back. They retreat across the bridge, heavily outnumbered but still intact. The Soviets advance after combat. During the Finns' turn 1, units of a fresh JR16 Battalion begin to enter the map as reinforcements. They use their Extended Movement to arrive near the gravel pits and tourist hotel, but they cannot reach the frontline. Two of the new units head to Tolvajärvi village instead, where they will begin digging in next turn (the Finns score 1 point for each Dug In village hex at the end of the scenario). Pajari succeeds in rallying 2 of 3 reduced bicycle companies to full strength. The forward Finns shift their defensive positions slightly. They cannot begin digging in because they moved.

Turn 2. The Soviets are faced with 3 main tactical options- a straightforward attack up the main highway, a flanking move around the east shore of Lake Taivaljärvi, and a push across the ice of Lake Tolvajärvi towards Kotisaari Island. They opt for a combination of the first two, sending roughly a battalion sized force on to the ice of Lake Taivaljärvi. The focus of this battalion is to support the main advance with ranged fire, rather than attempting to take ground east of the lake. The main Soviet force slams into the Finns along the highway. This turn, the Soviets have the additional support of two battalions of 76mm artillery. The Soviets must place some of their combat units on the ice (a dangerous situation) in order to bring enough force to bear on the Finns. The ranged support from the ice fails to provide any beneficial column shifts, but the mortars and artillery yield some positive effect. The final outcome of the combat is a step reduction to both sides, as well as a retreat by the Finns. During the Finns' turn, they opt to completely abandon Kotisaari Island, as well as the islet on Taivaljärvi, in favor of providing a better defense in front of the hotel. Pajari succeeds in rallying another bicycle company, and the Finns begin digging in at the village. They also begin digging in at the crossroads south of the hotel (see screenshot).

Turns 3 and 4. A battalion of Soviet infantry crosses the ice of Lake Tolvajärvi and captures Kotisaari Island without opposition. The Finns play a delicate game of fighting retreat and manage to fall back into a continuous line of defense by turn 4 (the dusk turn). The dusk turn is critical for both sides. Soviet units which move on the following turn (the night turn) are subject to possible losses on the Sub-Zero Loss Table due to the harsh night time temperatures. Thus, if the Soviets wish to build bonfires and avoid attrition losses, they have to move into their desired positions

during the dusk turn. The Finns will want to be in good positions to launch a night raid next turn, and they will also want to crowd the Soviet units where possible (and not too dangerous) because Soviet stacks cannot build bonfires when adjacent to enemy units. The Finns accomplish both goals, managing to crowd the Soviets and form a continuous line of defense. However, two Soviet companies (the ones that were sent around the eastern shore of Lake Taivaljärvi on the previous turns) have managed to outflank the Finns' line on the east, creating a potentially dangerous situation. Turn 5 (final turn). It is the night turn, representing a long fifteen hour period of darkness. Units which do not begin adjacent to the enemy get double their normal Movement Allowances. Soviet units can build bonfires to avoid Sub-Zero losses, and Finns may conduct a night raid. The Soviets opt to preserve their forces and stay put this turn, building bonfires wherever possible. The three Soviet infantry companies which have spread out to secure Kotisaari Island (see above screenshot) all opt to build bonfires as well, taking a rather sizable risk. These units are in easy striking distance of night raids staged from the village, and Finnish night raids vs. bonfire hexes receive a favorable +2 DRM. The bonfires on Kotisaari Island will prove to be a poor judgment call by the Soviets. During the Finn's turn 5, they launch a night raid against the south most hex of Kotisaari Island with two companies of their own infantry, and manage to utterly eliminate the Soviet infantry unit stationed there. Having spread out in the village during the previous two turns, the Finns finish digging in in all seven Tolvajärvi village hexes. Note that Pajari was never involved in combat at any point during this game (oddly enough), nor did he participate in the night raid. The Finns sent a company of infantry to the far south on the previous turn in order to create a nuisance from that direction. On the final game turn, this unit utilizes double movement to move north and put pressure on the Soviet supply line, thus causing any Soviet territorial gains to be worth only half their normal allotted Victory Point values. A similar nuisance company which was sent to the north on turn 4 is unable to reach the Soviet supply source hex by the end of the scenario. Instead, it moves adjacent to the Soviet MG unit near Lake Taivaljärvi. This prevents the MG from building a bonfire, in the hopes that it will now suffer a sub-zero attrition loss. (see screenshot, next page)

Scoring. Each reduced Soviet unit is worth 1 point to the Finns, and each eliminated Soviet unit is worth 3. Finnish losses are worth 3 times this amount to the Soviet player (3 points per reduced unit, and a whopping 9 points per eliminated unit) thus forcing the Finns to focus on preservation during this critical first day of the battle. All reduced Soviet units managed to recover to full strength by the end of the game, and, miraculously, the Soviets suffered no Sub-Zero losses with the stacks which were not beneath bonfires. Thus the Finns earn 3 points for the eliminated Soviet unit on Kotisaari Island. They also earn 7 points (1 point per hex) for digging in at Tolvajärvi village. Finns' total = 10 points. The Soviets hold Kotisaari Island (2 points) but they are Out of Supply due to the presence of the Finnish

nuisance unit along the highway to the south, thus they receive only 1 point for the island. They reduced several Finnish units (worth 3 points each) through combats, but only two of these were unable to recover by the end of the game. Additionally, one bike company stacked with Pajari never did manage to recover. So the Soviet player gets 9 total points for the 3 reduced Finnish units, plus 1 point for the island = 10 points. The game ends in a draw. Final Thoughts. Note that the two previously playings of this scenario resulted in a Soviet blowout victory, and a narrow Finnish victory. So the overall bias of this scenario is unchanged- a tie. It is my personal feeling that this scenario is well balanced. I think a new player will have a harder time playing the Finns, but between two skilled opponents it should be a very close fight. The Finns might even have a very slight edge in a fight between two seasoned players. The scenario provides an excellent workout for newbies. It teaches the type of preservation skills necessary for the Finns on day one. To have a shot at winning the full 5 day campaign day, the Finns really need to preserve their units on the first couple days. This is hard to do against the initial overwhelming onslaught of the Soviets, but it is certainly possible if the Finnish player is cautious, while still executing counterattacks and night raids at the right times. Obviously, the Finns CANNOT let themselves get surrounded, or let a lone reduced unit take 3 or more losses from a single combat, resulting in its elimination. If the Finnish player can adhere to these two rules, he should be able to complete the first day without losing any units. Giving the Soviet player 9 points for an eliminated unit (in the First Day scenario) is steep, and if the Finnish player loses even 1 or 2 units he will likely lose the scenario. The Finns should feel free to yield ground when necessary to ensure that the above crises do not occur. But yielding ground too generously will provide the Soviets with many Victory Points for territorial gains, so there is obviously a fine balance to be struck.

As noted in the AAR, when possible and not too dangerous, Finns should move adjacent to Soviet stacks during the dusk turn in order to prevent them building bonfires. The night turn is where the Finns can really turn the score upside-down, and night raids are just as valuable as preventing Soviet bonfires in this respect. By creating a nuisance with lone units in the far north and south, the Finns can threaten the Soviet supply line. This would have mattered more in a game where the Soviets captured more victory hexes. The Finnish player needs to be careful with these units, as they are unsupported and likely to get surrounded or eliminated in a fight. Use them to "hide out" in the forest, then move them into position near the main road at a point when supply status is critical to the Soviet player. The Finns did well to dig in at all possible Tolvajärvi village hexes during this playing of the scenario, but by delegating so many units to this task they had fewer with which to defend. As a result, the Finns took many losses during the course of the game, and not all of the reduced infantry managed to recover by the end. Finally, Finns should not stack infantry near the front, thus denying the Soviets more than a +1 DRM to their ranged fire. In most cases, they should use their MGs to stiffen the defense, rather than standing off and providing ranged fire. Using Pajari exclusively to rally units was a mixed bag, as even after 5 turns one yellow-bellied bike company still had not recovered. Using Pajari upfront for part of the scenario might have resulted in fewer reduced Finns since Pajari provides a beneficial column shift in Combats. But it's hard to say... I hope you've enjoyed the AAR. Thanks for looking! Mark Mokszycki (designer) p.s. For a comparison of the new VASSAL module (displayed here) and the old one, have a peek at this older AAR: http://boardgamegeek.com/thread/444806/tanks-in-the-narrows-... More info on Red Winter below. Banners by Rodger MacGowan. Banners include artwork by Michael Evans.

For those interested in learning more about the game, please join us at the Red Winter forum at Consimworld: http://talk.consimworld.com/webx?8@434.dauqedxa9aw.0@.1dd371... The game rules are now posted at the above link, as well as tons of screenshots, articles, artwork, and Winter War era photos.