0% found this document useful (0 votes)
546 views35 pages

1939 - CoC - Winter of No Surrender Umpire

This document provides instructions for running the Winter of No Surrender Chain of Command campaign. It describes running the campaign as a semi-blind endeavor where players do not know each other's full forces or support abilities. Players must make initial decisions about unit strengths and starting locations. The Finns choose the status of their companies and platoon placements. The Soviets select unit organizations and initial artillery barrages. The campaign uses an optional rules document and ladder map to guide the scenario sequence while allowing flexibility in battle locations.

Uploaded by

Jose BlaCad
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
546 views35 pages

1939 - CoC - Winter of No Surrender Umpire

This document provides instructions for running the Winter of No Surrender Chain of Command campaign. It describes running the campaign as a semi-blind endeavor where players do not know each other's full forces or support abilities. Players must make initial decisions about unit strengths and starting locations. The Finns choose the status of their companies and platoon placements. The Soviets select unit organizations and initial artillery barrages. The campaign uses an optional rules document and ladder map to guide the scenario sequence while allowing flexibility in battle locations.

Uploaded by

Jose BlaCad
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 35

Gemigabok Presents:

Winter of No Surrender
A SERIES OF WINTER WAR - CHAIN OF COMMAND CAMPAIGNS
CAMPAIGNS ONE AND TWO

Umpire's Information (v2.0)

UI. How to Run This Campaign

Each Winter of No Surrender campaign is designed


to be run as a semi-blind campaign where neither The campaign is also supposed to be somewhat
side knows exactly the other's cards. Neither side larger and present a bigger picture than the
has access to the other's support listings or average CoC campaign, with players needing to
knowledge of how many support points any given ensure that their troops do not become too
item costs to the enemy, or how many points of exhausted.
support he may have for the current scenario. This
simulates the historical confusion and removes the Of course, this is your campaign to enjoy and you
opportunity to calculate whether or not the enemy may not want such detail in your gaming. If that is
may yet have an anti-tank gun or mortar FO in the case please feel free to ignore any/all the
reserve, so common to many CoC games. In optional rules and campaign notes and play the
addition neither side is supposed to know when campaign just as you would any other.
the campaign actually ends.

U1.1 Rules

It is suggested that you use the following Chain of  Entrenchments


Command Advanced rules (section 17) in this
campaign: Also familiarize yourself with the CoC Errata and
FAQ at http://toofatlardies.co.uk/blog/?p=7135
 Targeting and Buildings https://toofatlardies.co.uk/product/taking-the-
 Firing Procedure gembloux-gap/
The Big Chain of Command rules are freely The Blitzkrieg 1940 supplement also has some
available at useful rules on blowing up things and primitive
http://toofatlardies.co.uk/blog/?p=3013 tank turret layouts for example.

As with most CoC campaigns, the At the Sharp End The WoNS 1-2 Optional Rules document contains a
campaign rules are necessary to fully enjoy all large number of optional rules designed to make
aspects of this campaign. With some interpreting your Winter War experience more realistic.
they can also be used with other rule systems.
They are available from the Too Fat Lardies The full collection of rules to be used in the
webstore at https://toofatlardies.co.uk/product- campaign should be clearly documented before
category/chain-of-command/ play begins.

U1.2 Decisions Before the Campaign Begins

The umpire and players need to decide a few more support points per scenario which is also
things before the campaign is begun. First of all, quite a lot. It is a hard choice. Whichever training
does the umpire allow support options which level the Finns choose to begin with they will
probably weren't available to the combatants but always enjoy five Command Dice. As noted in the
which have been included in the campaign? These Finnish forces file, the player may change a Green
items include the T-27 tankette, the OT-130 platoon's status to Regular after any game.
chemical tank and the 37mm infantry gun.
The Soviets also have choices to make. They have
Secondly, the Finnish player needs to decide two companies and will need to decide whether
whether he wants to field his companies as Green they are of the 1938 or the September 1939
or Regular. Historically the 7th Border Company is organization. As explained in the Soviet notes,
said to have fought with such hard determination either is possible but most likely both companies
that they could be classified as Regular. But of would have had the same organization. The latter
course this is the first day of the war so they organization is much more powerful but if the
cannot have had any real experience. The 6th 1938 organization is selected the Russians will of
Independent Battalion on the other hand made course have much more support in every scenario.
several well-documented beginner mistakes in In addition, if the 1938 organization is chosen the
these battles so a Green status would probably be Soviet player will need to further decide whether
appropriate for them. In Chain of Command Green or not his platoons will be of the three or four-
units have lower Force Morale and suffer more section type and this will further influence the
hits in combat than their Regular equivalents. On amount of support available. The Soviets will
the other hand if the Finns elect to have one or always be Green and have four Command Dice.
both companies as Green they will get up to five

U1.3 Decisions at the Beginning of the Campaign

The Finns need to decide where each of their long as each company stays in its own area of
platoons are located. By default, they are at the responsibility.
following locations but these can be modified, as
7th Border Company
Sub-Unit Initial Location Notes
1st Platoon In positions at A - Huhti Outpost
Attached In positions at A - Huhti Outpost Two Maxim MGs
MG half-
Platoon

2nd Platoon Bivouaced at D - Jollonkorpi Suursuo Does not move during the
campaign
Attached Bivouaced at D - Jollonkorpi Suursuo Two Maxim MGs. Does
MG half- not move during the
Platoon campaign

Company from 6th Independent Battalion


Sub-Unit Initial Location Notes
Company Headquarters Bivouaced at F - Tuomela
Platoon
Medical Team Bivouaced at G - Riikola Vicarage
Weapons Maintenance Bivouaced at G - Riikola Vicarage
Team
Supply Section Bivouaced at O - Rautu
1st Platoon Bivouaced at F - Tuomela
2nd Platoon Bivouaced at F - Tuomela
3rd Platoon Bivouaced at G - Riikola Vicarage
4th Platoon Bivouaced at H - Riikola Cemetery
Attached Bivouaced at G - Riikola Vicarage Four Maxim MGs
MG Platoon
Mortar Detachment Bivouaced at H - Riikola Cemetery Two 81mm mortars
The Soviet companies and attached units are all located in the Soviet Union at the beginning of the
campaign:

Elements of the Battalion of 142th Infantry Division


Sub-Unit Initial Location Notes
1st Company Soviet Union
Command Platoon Soviet Union
1st Platoon Soviet Union
2nd Platoon Soviet Union
3rd Platoon Soviet Union
MG Platoon Soviet Union Two Maxim MGs
2nd Company Soviet Union
Command Platoon Soviet Union
4th Platoon Soviet Union
5th Platoon Soviet Union
6th Platoon Soviet Union
MG Platoon Soviet Union Two Maxim MGs

Anti-Tank Gun platoon Soviet Union Two 45mm anti-tank guns

Associated Unit Initial Location Notes


Regimental Gun Soviet Union Two 76mm regimental guns
Platoon
445th Special Tank
Battalion
1st Tank Platoon Soviet Union Three T-26
2nd Tank Platoon Soviet Union Three T-26
3rd Amphibious Tank Soviet Union Five T-37A
Platoon
4th Amphibious Tank Soviet Union Five T-38
Platoon
35th Light Tank Brigade
Engineer Tank Soviet Union Three ST-26
Platoon
The Soviets receive 1d6+1 artillery barrages (see WoNS Optional Rules, R23. Artillery Barrages). Roll for
type of each:

SOVIET INITIAL BARRAGES


Roll Barrage Type
1 Six 76mm Regimental Guns (Regimental level)
2 Eighteen 76mm Regimental Guns (Divisional level)
3 Twenty 76mm Guns (Divisional level)
4 Twenty-four 100mm Guns (Divisional level)
5 Twelve 122mm Howitzers (Divisional level)
6 Twelve 152mm Guns or Howitzers (Divisional level)

The Soviets know from aerial photography that the any other locations at will using the initial
Finns have built major entrenchments at four barrages. All the initial barrages will take place at
locations: D. Jollonkorpi Suursuo, E. Palkeala, L. 0700 hrs.
Pienporkku and N. Rautu. They may target these or

U1.4 The Campaign Ladder


The Campaign Ladder map is in the WoNS 1-2 Rautu or in the Soviet Union. There are battles
Introduction document. Due to low-quality Soviet which may take place in the rear areas, and
maps the Soviet player should not know any more barrages and aerial bombardments may also affect
about the campaign ladder than its overall map (in any given Location so that it is important to know
the Introduction document) and the results of who is there.
aerial photography reconnaissance which indicate
that the White Finns have built major Movement on the ladder is handled as follows.
entrenchments at four locations: D. Jollonkorpi Finnish units know the area and are able to move
Suursuo, E. Palkeala, L. Pienporkku and N. Rautu. at a good rate. When entering a location for the
first time, the Red Army must deal with booby
The Finn players on the other hand have full access traps, mines, road blocks and blown bridges and
to the WoNS 1 Campaign Ladder document as they have to use care to advance. Once the location has
know the area intimately. been entered into the obstacles have been cleared
and further movement there will be faster.
As umpire you will need to track the position and
activities of every single platoon on both sides. For
this purpose you might print out the campaign
ladder picture to use as an umpire's map with
some counters. Or you could use the chart in
Appendix 1 of this document. Keeping track is
important because a maximum of two friendly
infantry units and one tank platoon can be on any
given step of the ladder. There are two exceptions
however, any number of units may be located at N.
MOVEMENT TABLE
Moving Unit Maximum Movement Speed
Finnish 3 areas per Hour
Soviets Advancing into an area for the first time 1 area per Hour
and dealing with booby traps and mines
Soviets Advancing or Retreating in an area already 2 areas per Hour
cleared of booby traps and mines

Note that the restriction of having only two therefore going to have to do some traffic
friendly infantry platoons and one friendly tank management. Despite the restriction platoons can
platoon at any given location is going to cause a pass each other at any location as long as by the
terrible traffic jam on the road towards Rautu, as end of their movement the restriction is upheld.
was the case historically. The Soviet player is
U1.5 Campaign Turn (Hour) Sequence

Each Campaign Turn is an Hour.


1. Umpire announces campaign time, weather, visibility and wind direction (roll randomly using a d8
or a direction die), reads the News, and states who has the Initiative.
2. Players tell umpire what each of their platoons will do during this Hour. The actions and locations
of the units must be noted down for future reference, for example onto the Campaign Ladder
document.
3. Both sides select one Campaign Card to be played during this Hour and inform the umpire but not
the enemy player(s). The umpire makes note of the cards played as each may only be played once
during the entire Winter War (i.e. across all the WoNS campaigns). Players may also immediately
play their cards, if desired.
4. GM announces what happens and any changes to weather and visibility due to played Campaign
Cards
5. Finn player(s) indicate if they wish to modify the table
6. The table is set up, if necessary. If not, skip to step 12.
7. Force Morale is determined. Remember to take Fatigue/Exhaustion of the platoon into account.
Players can play any Campaign Cards which cause Force Morale level changes.
8. Patrol Phase is played
9. Players choose their Support Options
10. Battle is played
11. Determine post-battle results (CO's and Men's Opinions, Platoon Leader's Outlook etc.) as per At
the Sharp End supplement
12. If the battle lasted less than one CoC Turn the platoons which took part in it may immediately
perform a new action. For example, they may launch another Attack, or Retreat away.
13. Adjust Fatigue level of every platoon depending on actions during this Hour
14. Determine any changes to Initiative. If the initiative-holding player's foremost platoons (on the
highest step of the ladder) did not Advance, Attack or Reinforce during this Hour then initiative
reverts to the enemy player for the next Hour.
15. Any Campaign Card selected during step 3 but still un-played is now lost.
U1.6 Weather

Weather plays an important part in the Winter Fahrenheit). For every hour roll 1D6 for
War. At the beginning of the Fire in the Sky temperature:
campaign the temperature is 0° Celsius (+32°

D6 Roll Temperature Change °C


-1 -4
0 -3
1 -2
2 -1
3-4 0
5 +1
6 +2
7 +3
8 +4

Modifiers to Temperature rolls: Darkness -2, Dawn or Dusk +1, Daylight +2

Low temperatures have very real effects on unprepared troops:

Temperature °C Effect
+ 5 or more None
+1 to +4 If temperature was +5 or more within the previous 5 Hours AND current Hour is
0300 to 1000 Hours: Fog restricts vision to 12". Otherwise None.
-3 to 0 If temperature was +5 or more within the previous 5 Hours AND current Hour is
0300 to 1000 Hours: Mist restricts vision to 18". Otherwise None.
-14 to -4 None
-18 to -15 Soviet troops incur one additional Fatigue per Hour
-25 to -19 Vehicle engines which have not been run for four Hours refuse to start on d6 roll
of 5-6 and such vehicles will not arrive on the board. Soviet troops incur one
additional Fatigue per Hour.
-35 to -26 Aircraft can no longer be obtained for support even by using Campaign Cards.
Vehicle engines which have not been run for two Hours refuse to start on d6 roll
of 3-6 and such vehicles will not arrive on the board. Soviet troops incur two and
Finns one additional Fatigue per Hour.

Note that the effects of temperature can be avoided by keeping troops indoors, in tents (Finns only) or next
to bonfires or burning buildings (or burning vehicles).
Also roll 1d6 for Weather and another 1D6 for Precipitation:

D6 Roll Weather Precipitation Precipitation Effect


1 Overcast Hard rain or Visibility is reduced to 18” (12" for sleet or snow) for the
sleet / snow first Turn. Pre-game Barrages are not possible.
At the end of the Turn roll a D6:
1-3: it clears up
4-5: it continues until end of next Turn
6: it continues and the ground is now very wet or Deep
Snow conditions have set in. -1 pip per dice on all
movement outside buildings for the rest of the
game. Roll again at the end of the next Turn with a +1 on
the dice.

2 Cloudy Light rain or Visibility is reduced to 48” (36" for sleet or snow) for the
sleet / snow first Turn. At the end of the Turn roll a D6:
1-3: it clears up
4-6: it continues until end of next Turn

3 Cloudy None
4 Cloudy None
5 Clear None
6 Sunshine None

Precipitation is only possible if Weather is Overcast sleet if it is something in between. Aircraft will not
or Cloudy. Precipitation will be rain if the fly in rain, sleet or snow.
temperature is +3° or more, snow if -3° or less and
U1.7 Initiative and Actions

The side holding the Initiative decides whether to or Reinforces during this Hour, initiative passes to
attack during any given Hour. Initially the Soviet the enemy starting next Hour.
side holds the Initiative. If none of the friendly
For each platoon choose one option each Hour:
platoons furthest up the Ladder Advances, Attacks
Initiative Fatigue Fatigue
Action Result Required? Finns Soviets
* *
Advance Move unit up (towards enemy) on the Ladder, No 1 1
provided there are no enemy units on the current
step of the Ladder.
Attack Attack enemy unit on this step of the Ladder. Yes 2 2
If platoon wins Battle then all enemy platoons on
this step of the Ladder must Retreat and the
friendly side continues to hold initiative.
If platoon loses Battle all friendly platoons on this
step of the Ladder must Retreat and initiative
passes to the enemy.
If Battle took less than one CoC Turn to play, each
platoon involved may immediately execute
another action.
Defend Be prepared for enemy Attack. Finns suffer no No 0/1 1
fatigue during Daylight if no Battle ensues.
Flank Flank enemy unit. Enables use of Yellow and Purple Yes 1 1
tables in next Hour's battle at this Location. This
option is unavailable to Soviet units which have not
yet engaged in a battle on the Red table at this
Location (i.e. the Red Army must always first attack
on Red table). See R3 Surprise.
Flanking Finns only. Flank Red Army units on this step of the Yes 2 n/a
Attack Ladder and Attack during this Hour. Enables use of
Flanking Attack Scenario on Blue or Green table.
Reinforce Co-ordinate actions of two platoons on this step of No 0 0
the Ladder. This enables use of Big Chain-of-
Command rules (two platoons per side) when next
Hour is played.
Consolidate Dig entrenchments for 1 Hour. The ground is No 1 1
Defenses frozen. Roll 1d6 for each Section. On a roll of 6
they have dug entrenchments for one section or
heavy weapon.
Build Finns only. Build a prepared roadblock for 1 Hour. No 1 n/a
Roadblock
Burn Set on fire all or just selected buildings at current No 0 1
Buildings step of Ladder and then stare at the flames while
filled with emotion
Build Soviets only. Gather enough firewood to burn for No n/a 1
Bonfire three hours and keep an entire platoon warm
Retreat Move unit one step down the Ladder (away from No 1 1
the enemy)
Rest Rest for 1 Hour anywhere/in a building. Rest is not No -2/-3 -1/-2
possible if there are enemy units on the same step
of campaign ladder.
*Fatigue is increased by 1 if performing any action other than Rest during Darkness

Note that the Finnish companies are not able to Jollonkorpi and once 7th Border retreats to
operate in each other's area of responsibility, i.e. Palkeala they will be out of the campaign until they
the 6th Independent is not allowed to advance to return as a Sissi detachment later in the campaign.
U1.8 Force Size and Table Selection
Several different tables are provided for each When counter-attacking, the Finns may use the
location. Historically the Red Army was operating Blue and Green tables and are always able to use a
according to a strict timetable and could not afford Flanking Attack (scenario 4 from CoC) on any table
the time to attempt flanking maneuvers. In the if they wish to attack and have the initiative.
initial contact the Russians therefore must always
use the table marked on the map in Red. If the Unless a Reinforce action has been used at this
initial attack fails they are then able to use either Location during the previous Hour, the initial battle
the Yellow or Purple table if they spend one between the forces will always be one platoon vs.
additional Hour in a Flank action, or they can another. This is because the roads are in such sorry
simply make another attempt at the Red table with state that the platoons must advance one after the
no additional delay. other. The Reinforce action enables the use of Big
Chain of Command rules (2 vs 1 or 2 platoons)
When defending, the Finnish player may modify during the next Hour. Note that there are some
the Red, Yellow or Purple table by shifting it up to Locations where the Finns will already have two
24" forward or backward along the road. The platoons ready for combat and these are indicated
additional maps document should provide enough as such in the Campaign Ladder document.
additional mapped terrain so that the player can
make this decision. This represents the Finnish Whether or not Big Chain of Command is an option
commander choosing the location and manner for you depends of course on whether or not you
where he wants to defend the area. The Finn have enough figures to field two Finnish and/or
player announces his decision during step 5 of the Soviet platoons plus support. The Big Chain of
campaign turn sequence (see U1.5 Campaign Turn Command rule additions are freely available so I
(Hour) Sequence). will list the differences here:

REGULAR vs. BIG CHAIN OF COMMAND


Chain of Command Big Chain of Command
Force size One reinforced One or two reinforced infantry platoons per side,
infantry platoon plus optionally one armored platoon
per side
Recommended Normal, 6'x4' One additional foot of width per additional
table size infantry platoon. Enlarge deployment zones by
50% to 100% depending on table size.
Support for Roll number of d6 The system presented in Big Chain of Command
infantry indicated for each does not work so use this: Tally the Big Force
platoons side. Add any Ratings of each side together. Enter the Big Force
bonus points from Table below with the number to figure out the
platoon Force final force rating.
Rating, scenario or
campaign cards. For each side roll number of d6 indicated for each
infantry platoon. Tally the rolls together and add
any bonus points from platoon Big Force Table,
scenario and campaign cards to form pool of
support points. Buy supports using the pool and
designate each on-table support unit to an
infantry platoon. Only designated platoon's
command dice may be used to activate that on-
table support unit.
Support for n/a If tanks are operating with infantry platoons but
armored do take the tank platoon's Force Rating into
platoons account in determining the infantry platoons'
support. Do not roll and do not allocate any
support units.

If tanks are operating independently, do as for


infantry platoons, above.
Commander One player per side Player with infantry platoon of highest Force
Morale is overall force commander.
First move of Side with higher Side with higher average Force Morale
Patrol Phase Force Morale
Patrol Phase Three to six patrol One additional patrol marker for each additional
markers depending infantry platoon. Force commander plays patrol
on scenario phase.
Jump-off Three to four One additional jump-off point for each additional
points depending on infantry platoon. If side is allowed to choose
scenario number of jump-off points, minimum number is
the minimum indicated in the scenario. Each
attacking platoon must be designated two
dedicated jump-off points. If there are insufficient
jump-off points the platoons without jump-off
points must be designated as reserve platoons.
Reserve status n/a Designate each infantry platoon as attacking or
reserve platoon. Resreve platoons can be
deployed by overall force commander by using
two Command Initiatives. Reserve platoons may
use only the two jump-off points of the platoon
they are supporting.
Chain of Accumulated and If one side has fewer platoons than the other at
Command used as per CoC the start of the battle it receives a full Chain of
Dice rules Command die for each of its platoons. Note that in
WoNS these additional CoC dice cannot be used
by the Finns to end the Turn.
Chain of Command dice are accumulated and used
individually by each platoon, as per CoC rules.
Turn end Either player rolls Either force commander rolls three 6's on
three 6's on command dice, or uses Chain of Command Die to
command dice, or end Turn. Other commanders rolling three or
uses Chain of more 6's do not cause Turn end but do cause all
Command Die to other effects.
end Turn.
Bad Things Table used as in As in CoC rules with addition of the additional
Happen CoC rules setback table on page 8 of Big Chain of Command.

Big Force Table


Tallied Big Force Ratings Final Force Rating
4 or less -6
5 or 6 -5
7 or 8 -4
9 or 10 -3
11 or 12 -2
13 or 14 -1
15 or 16 +0
17 or 18 +1
19 or 20 +2
21 or 22 +3
23 or 24 +4
25 or 26 +5
27 or 28 +6
29 or 30 +7
31 or 32 +8
33 or 34 +9
35 or 36 +10
37 or 38 +11
39 or 40 +12
41 or 42 +13
43 or 44 +14
45 or 46 +15
47 or 48 +16
49 or 50 +17

The battle of Pienporkku


U1.9 Fatigue and Exhaustion
(See R2. Fatigue and Exhaustion). Accumulated modifier to the Force Morale result (not throw) of
Fatigue causes Exhaustion which is a negative the unit. Fatigue is tracked per platoon.

Fatigue Exhaustion
0-3 0
4-6 1
7-9 3
10 4
11 5
12 6

U1.10 Victory Conditions


The combined campaign (campaigns I & II) begins the players is up to you, but historically the end
at 0700 hours on November 30th, 1939 and ends came as quite a surprise to both sides. If the Finns
at 2300 hours on December 2nd as the Finnish HQ are still in possession of J. Mullikka they have won
panics and orders a withdraw. If the Finns are still a decisive victory. If the Soviets have progressed up
in possession of L. Pienporkku at that point they to L. Pienautio by this time they win the campaign
win the campaign, having equalled historical and if they have taken N. Rautu they have won a
performance. Whether you want to divulge this to decisive victory.
U1.11 Using the Campaigns Separately
It is possible and even likely that you may prefer to If played separately the Fire in the Sky campaign
play the campaigns separately although they are begins at 0700 hours on November 30th, 1939 and
of course linked. ends when they have taken possession of location
D. Jollonkorpi Suursuo:

Soviets have taken Campaign result


Location D by
1500 hours Soviet major victory - The Border Company have not managed to slow
the Red Army's advance by even a single hour. The Soviet company
commanders will be awarded medals. The Red Army is nevertheless now
badly behind schedule.
1700 hours Soviet victory - The Red Army will be able to proceed to Palkeala during
dusk and then assault Palkeala
1800 hours Tie (historical performance). The 7th Border Company is now known for
their battle prowess.
1900 hours Finnish victory - After twelve hours of war the mighty Red Army has only
been able to advance about five kilometers into Finland. The Red Army
has been slowed down by four hours, giving Third Brigade time to
evacuate civilians and take up defensive positions. The 7th Border
Company is now known for their battle prowess and the Finnish platoon
leader will receive a medal.
2100 hours Finnish major victory - Exhausted, the Soviets will have to rest for the
night at Suursuo before assaulting Palkeala in the morning. After
fourteen hours of war the mighty Red Army has only been able to
advance about five kilometers into Finland. The Red Army has been
slowed down by six hours, giving Third Brigade plenty of time to evacuate
civilians and take up defensive positions. The 7th Border Company is now
famous for their battle prowess throughout the Karelian Isthmus armies
and the Finnish platoon leader will receive a medal.

After the campaign has been played make sure that hours on November 30th, 1939. Victory conditions (see
you have fully documented the state of the 7th Border U1.10) are unchanged so the Red Army will have 53
Company as they will return in the Make Them Bleed hours to take Pienporkku if they wish to equal historical
scenario in Defiance on the Huhti Road. Also you will of performance. At the start of the campaign the Soviet
course need to fully document the states of the Soviet units all have 10 points of Fatigue (8 from moves + 2 for
companies AND all their exhaustible and tracked 1 fight each per unit + 2 for 2 night hours - 2 for resting
supports as they will not be getting and new ones in the 2 hours) which is 4 points of Exhaustion. In addition
second campaign. they will have lost 1d6 men from each platoon plus one
amphibious tank and one T-26. Historically the Red
If you decide to play Defiance on the Huhti Road Army fought with the Finnish 2nd Company for two
independently of the first campaign then the first hours at Palkeala and then rested for the rest of the
battle of the campaign occurs at E. Palkeala at 2000 night before continuing its advance in the morning.
U1.12 Using These Campaigns with Other Rule Sets

Although designed for Chain of Command these Troops in CoC begin a battle with a Force Morale of 8
campaigns can easily be used with other rule sets. Here to 11 points. As the game progresses and casualties are
are some notes to help you do that. suffered the morale will often fall. Once it is in the
region of 5 or lower the troops will gradually become
In general the campaign is written for a platoon-level more and more unresponsive towards the player and
1:1 rule set (i.e. one figure equals one man) but this once FM drops to 0 they will leave the battle. Usually
does not need to restrict you. The campaigns would in a campaign game it is advisable to retreat well before
probably also work well using some company-level rule that point as the difference in in FM determines the
set such as I Aint't Been Shot Mum (IABSM). level of actual casualties to one's platoon. Various
Historically, the Finns fielded one company in the first cards and such modify the initial FM of both sides in
campaign and two in the second (the 1st Company of this supplement. Once the battle is over the casualties
Er.P 6 was engaged to the west of the battles in this are assessed: Some casualties return immediately
supplement). The Soviets of course had an unlimited (they momentarily lost their way in the heat of the
number of troops, but you could concentrate on the battle), others are lightly wounded and miss one game
first battalion of the 142th Division. and then return to the platoon, while the rest are
Chain of Command is a set of platoon-level miniatures permanently out of action. The system for that is set
rules with many revolutionary mechanisms. But in out in the At the Sharp End supplement which you
essence it is a game pitting one reinforced platoon vs. could buy and use with just about any game system. If
another. It is important to understand this because it not, you can assume that the ratio is 1:1:2.
means that whereas in accepted military theory an The systems in At the Sharp End also track three other
attack scenario will usually require that the attacker important factors in the campaign: The Opinion for
has a 2:1 or 3:1 superiority in numbers before the your troops and of your commanding officer, and your
attacker has a good chance of success, in Chain of own Outlook. The first one has influence on your Force
Command this is not a requirement. In CoC one Morale rolls, the second on the amount of support you
reinforced platoon attacking an entrenched but slightly get and the third affects Force Morale and other
less reinforced platoon has a good chance of success. factors.
Therefore if you are playing these campaigns using
some… shall we say, differently oriented game system Depending on the scenario, troops in CoC have a
you may find that you need to augment the number of number of Support Points with which they can buy
attackers in a scenario. But of course your mileage may support. For example if you have three points, you can
vary. obtain one support from List One and one from List
Two, or alternatively three supports from List One.
It is also possible to play Big Chain of Command, where
using a few additional rules modifications each side can A CoC game begins with the Patrol Phase which
field multiple platoons. The additional rules for this are represents reconnaissance units establishing first
available for free. contact. During the phase special Patrol Markers move
on the map and their locations at the end of the phase
determine where the Jump-Off Points (JoP) are initially
located. Troops deploy from these JoPs onto the table, Command Dice. The more dice your troops have the
representing the moment when they are first sighted faster and better they operate. Usually a platoon will
by the enemy. Vehicles on the other hand always have four or five dice. Occasionally a triple six is rolled
deploy from the table edge, within 6" of a road. In with the Command Dice, signifying the end of the Turn,
many scenarios the initial locations of the Patrol at which point more time has passed: smoke is
Markers are explained in the Campaign Ladder removed, demoralized troops leave the field of battle
document. For games other than CoC you can just etc. It is quite possible to play an entire game of Chain
assume the you can deploy your troops within the zone of Command and not have the end of the first Turn
or entry point and anywhere within 12" of it. occur. It is important to understand the difference
between a Phase and a Turn because in this campaign
A CoC game progresses in Phases during which typically the Finns are successful only if the games take more
one to three sections, squads or Leaders are active. A than one Turn - otherwise they have not delayed the
Phase represents a shortish time, a minute or two or Russians enough to add an hour to the clock.
something, maybe. Troops are activated using
APPENDIX 1: THE CAMPAIGN LADDERS
Campaign Battle Location Scenario Type
Defiance on the Huhti Road Rautu Third Brigade n/a
Defiance on the Huhti Road N. Rautu Six - Attack on an Objective
Defiance on the Huhti Road M. Pienautio Hasty Defence
Defiance on the Huhti Road L. Pienporkku Six - Attack on an Objective
Defiance on the Huhti Road K. Suurporkku Six - Attack on an Objective
Defiance on the Huhti Road J. Mullikka Three - Attack & Defend
Defiance on the Huhti Road I. Point 72 Hasty Defence
Defiance on the Huhti Road H. Riikola Cemetery Three - Attack & Defend
Defiance on the Huhti Road G. Riikola Vicarage Six - Attack on an Objective
Defiance on the Huhti Road F. Tuomela Four - Delaying Action
Defiance on the Huhti Road E. Palkeala Three - Attack & Defend
Defiance on the Huhti Road D. Jollonkorpi Suursuo Six - Attack on an Objective
Fire in the Sky
Fire in the Sky C. Kaivosuo Four - Delaying Action
Fire in the Sky B. Huhti One - The Patrol
Fire in the Sky A. Huhti Outpost Two - The Probe
Fire in the Sky Rajajoki Station Special - Included in the full
version of this campaign
Fire in the Sky Soviet Union n/a

Location N: Rautu
The lake: When examined by an armored vehicle machine gun, mortar and anti-tank gun positions (log
crewman from 6" or closer using one Command entrenchments), a command log bunker (no windows
Initiative he can determine that if the temperature is - but provides bunker cover), a communications log
5 degrees Celsius or below the ice will support any bunker (no windows but provides bunker cover), and
tankette but not armored cars or real tanks such as the 36" of anti-tank ditch. Where a road crosses the ditch
T-26. If the temperature is -10 degrees or lower the ice it can be blocked by large rocks as a road block [B1, p.
will support anything. Deep Snow conditions make no 21].
difference. Unless the armored crewman is also within
6" of a stream he will fail to notice the following: Where As this area is within range of the Third Brigade mortars
unfrozen streams meet the lake the ice is likely to be at Rautu, any mortar barrages obtained as support will
thinner and break under tankettes (at -5 or below) or cover an area of 18" x 18".
tanks (at -10 or below). Allow the Russian player to After this last game of the campaign has been played,
figure this out by himself and answer truthfully if he document carefully the state of both Independent
asks. Battalion 6 and the 142th Division troops. They will all
Note that if the Finns are cunning this might be a good return in a future WoNS campaign supplement.
place to try out the ice-breaching mines or other The Soviets have the choice of approaching the area
explosives in the equipment list. Blowing them up on from either direction. They have and infantry platoon,
command will require a CoC die, or they can be blown a tank platoon and 1d6+3 points of support. Every
prior to the game. time the game is played they receive an additional
This is the Battalion's main defensive line. There is a 1d6 points of support.
triple barbed wire obstacle 36" long, 6 entrenchments,
Location M: Pienautio
As this area is within range of the Third Brigade mortars requirements are met, see R23.1.1 Soviet Artillery) or
at Rautu, any mortar barrages obtained as support will anti-aircraft units. Each time that the scenario is played
cover an area of 18" x 18", as opposed to the 9"x18" of they add D3 points.
the Battalion's two-tube mortar platoon (or 9"x9" if
they have lost the mortar's plate). In Big Chain of Command the Soviets will likewise have
two platoons and 2D6+3 support points.
The Soviets have D6+3 points of support in this
scenario. They may not select artillery (unless

Location L: Pienporkku
As this area is within range of the Third Brigade mortars Regimental Guns. These are located east of the table
at Rautu, any mortar barrages obtained as support will and will fire shrapnel only (See R16.4) and may be
cover an area of 18" x 18", as opposed to the 9"x18" of activated on a 1 (one gun) or 2 (two guns). They will
the Battalion's two-tube mortar platoon (or 9"x9" if cease firing once the Russians have reached the
they have lost the mortar's plate). imaginary line between the barn at the roadside and
the new copse of woods south-east of Tuomela farm.
The Soviets have 2D6+6 points of support in this
scenario. They may not select artillery (unless On the way here the Soviets will cross several mine
requirements are met, see R23.1.1 Soviet Artillery) or fields. Resolve a mine attack against a randomly
anti-aircraft units. Each time that the scenario is played determined Soviet section.
they add D3 points.
If the 0700 hours artillery bombardment targeted this
In addition if this assault is being conducted in Daylight site the table should feature twenty or so randomly
they have support from two off-table 76mm placed shell holes.

Location K: Suurporkku
The Finns have D6+3 points of support in this scenario. The Soviets have D6+4 points of support in this
Infantry cannon, anti-tank cannon, mortar or artillery scenario. They may not select artillery (unless
support is subject to Campaign Timeline and events. requirements are met, see R23.1.1 Soviet Artillery),
flamethrowers or flamethrower tanks (the engineers
In addition they have an off-table Maxim-type machine are not spearheading the assault) or anti-aircraft units.
gun located about 800 meters to the west of here. It Each time that the scenario is played they add D3
has visibility to the table as if it were located in the points.
westernmost corner of the table. It can be activated on
a 1 or 3 and fires indirect fire at Long range. On the way here the Soviets will cross several mine
fields. Resolve a mine attack against a randomly
determined Soviet section.
Also if the 0700 hours artillery bombardment targeted
this site the table should feature twenty or so randomly
placed shell holes.

Location J: Mullikka
Marsh: When examined by an armored vehicle The Soviets have 2D6+6 points of support in this
crewman from 6" or closer using one Command scenario. They may not select artillery (unless
Initiative he can determine that if the temperature is - requirements are met, see R23.1.1 Soviet Artillery) or
7 degrees Celsius or below the marsh will support any anti-aircraft units. Each time that the scenario is played
tank. If the temperature is 0 degrees or lower it can they add D3 points.
support a tankette. If Deep Snow conditions exist it can
support any tank or tankette no matter what the On the way here the Soviets will cross several mine
temperature. fields. Resolve a mine attack against a randomly
determined section.

Location I: Point 72
The Finns have D6 support points. Infantry cannon, preparation for the installation of anti-tank mines
anti-tank cannon, mortar or artillery support is subject though there are no anti-tank mines. However if the
to Campaign Timeline and events. No entrenchments Finn player requests it he can make a fake minefield by
or field works may be obtained. clumsily camouflaging the holes in the road.
If you are playing Big Chain of Command then the Finns The Soviets have D6+3 points of support in this
have two platoons and have D6 support points. scenario. They may not select artillery (unless
requirements are met, see R23.1.1 Soviet Artillery) or
The Finns have two minefields which must be placed anti-aircraft units. Each time that the scenario is played
off the road. Holes have been dug into the road in they add D3 points.

Location H: Riikola Cemetery


The Soviets have 2D6+6 points of support in this anti-aircraft units. Each time that the scenario is played
scenario. They may not select artillery (unless they add D3 points.
requirements are met, see R23.1.1 Soviet Artillery) or

Location G: Riikola Vicarage


The Soviets have 2D6+4 points of support in this
scenario. They may not select artillery (unless
requirements are met, see R23.1.1 Soviet Artillery) or Note that after this Captain Saarelainen will be driving
anti-aircraft units. Each time that the scenario is played back to N. Rautu in his little car. Thus any Soviet units
they add D3 points. operating in Finnish rear areas (see the Campaign Cards
Cavalry Reconnaissance, Infantry Reconnaissance and
The defensive field works here include a road block Desants! included in the full version of this campaign)
made from stones [B1, p.33]. At the beginning of the might run into him. Saarelainen's itinerary is listed in
campaign the rocks for this road block are at the site the Campaign Timeline.
but must be moved into position in order to block the
road. This will take two hours and only one platoon Note that the Finns should have set all buildings on fire.
may work on it at a time. However they will not be able to bring themselves to
burn or booby trap the church, the house of God… so
Assuming that this battle site is still in Finnish hands on
the Soviets will be able to use it as a shelter when
November 30 at 1000 hours and not yet actively resting - two platoons will be able to rest in the church
contested by the Red Army, the Battalion commander at any time. In fact Palkeala Church will survive WWII
Saarelainen arrives in his command car and orders that only to be demolished by the Soviets in the late Forties.
the road block must be opened "because this is not yet
a real war". He then departs, never to return. The Finns If the 0700 hours artillery bombardment targeted this
must dismantle the road block enough that the road is site the table should feature twenty or so randomly
cleared and this will take one hour, and then re- placed shell holes.
establishing it - if the Finn player wishes to - will take
another hour.

Location F: Tuomela
Campaign Timeline and events such as the Rautu could be engaged by Finns using machine guns at
journey (see Location E, below) may impact Finnish Extreme ranges (see R6. Longer Ranges), if desired.
support availability.
Note that the Finns should have set all buildings on fire
The Soviets have D6+4 points of support in this by this point. If they neglect to burn the Kauppa store,
scenario. They may not select artillery (unless any Soviet unit finishing movement within 9" of it will
requirements are met, see R23.1.1 Soviet Artillery), be allocated the lowest suitable Soviet Command Die
flamethrowers or flamethrower tanks (the engineers next Phase enabling it to run towards the store to check
are not spearheading the assault) or anti-aircraft units. if there is anything to be looted there (and there is, the
Each time that the scenario is played they add D3 goods in any Finnish store are far superior to what is
points. In addition if this assault is being conducted in available in the Soviet Union). Any unit coming within
Daylight they have support from two off-table 76mm base contact with the store will be moved inside the
Regimental Guns. These are located east of the table building. Getting the unit out of the building requires
and will fire shrapnel only (See R16.4) and may be an allocated command initiative and a successful roll as
activated on a 1 (one gun) or 2 (2 guns). They will cease if the unit was in a pre-game barrage.
firing once the Russians have reached the imaginary
line between the barn at the roadside and the new Also if the 0700 hours artillery bombardment targeted
copse of woods south-east of Tuomela farm. The guns this site the table should feature twenty or so randomly
placed shell holes.

Location E: Palkeala
This is the first scenario of the Defiance on the Huhti The Red Army have 2D6+3 support points in this
Road campaign. scenario. They may not select artillery (unless
requirements are met, see R23.1.1 Soviet Artillery),
Looking south from their high hill, the Finns see that flamethrowers or flamethrower tanks (the engineers
the entire border seems to be on fire - hundreds of are not spearheading the assault) or anti-aircraft units.
homes have been torched by the Border Company and Each time that the scenario is played again they add D3
the red glow on the horizon seems to reach all the way points. On the third and subsequent tries they have no
to the stars (see Scene Four in the Introduction limitations on what support they may obtain (but of
document). Towards the north-west, the village of
course artillery requirements still apply). During Turn
Palkeala is also burning, the smoke slowly drifting One (see below) the Russians will field a cavalry
westwards. reconnaissance section.
If this is Big Chain of Command then the Red Army have will have accumulated up to 12 points of Fatigue (six
3D6+3 support points in this scenario. for walking six hours, possibly up to six additional if this
took place in darkness) and thus they may be in dire
Note that the Finns should have set all buildings on fire
need of rest.
by this point. Also if the 0700 hours artillery
bombardment targeted this site the table should On the plus side the Company commander Ltn Jäntti is
feature twenty or so randomly placed shell holes. available and gains initiative in the campaign, ordering
a re-taking of Palkeala! Next Hour, a Finnish Flanking
Special rules: Attack takes place on Blue or Green table with the
This scenario begins with a special Turn Zero during Finns having 2d6 points of Support (max 10) but no
which the Soviets will field only one unit - a cavalry machine guns or mortars. Artillery and anti-tank gun
reconnaissance patrol of one Junior Leader and ten availability depends on Campaign Timeline. The
horsemen, all with cavalry bolt-action rifles with Russians will have 1d6 Support but cannot select any
bayonets and sabers. They will conduct aggressive kind of flamethrowers, artillery or fieldworks but will
reconnaissance, see R1.3.3 Reconnaissance Elements. be able to utilize the Finnish entrenchments, where
logical.
Green flares: IF this battle takes place at Dusk, in
Darkness or at Dawn then two green flares will be History: the Finnish deployment here was two
sighted at the end of Turn Two, regardless on which companies supported by four machine guns and the
table the play is currently taking place. Actually they medium mortar platoon [B1, p. 18]. 1st Company kept
are white flares fired by the platoon leader of 3rd half a platoon in reserve for this engagement [B1, p.
Platoon, 2nd Company trying to see what is going on 19]. The Palkeala line also incorporated some "traps"
but viewed through the smoke or the burning houses which were probably anti-personnel mines and a
they look green [B7, p.1]. The Finns will retreat and the murros roadblock [B1, p. 27] though it is most unclear
battle will be considered a draw. In the confusion most where that would have been located. One platoon of
of the company (2nd and 3rd platoons) plus the Finnish the 2nd Company was on the eastern and two on the
support weapons - machine guns and mortars - will in western side of Palkeala.
fact retreat all the way to N. Rautu and will be A Soviet cavalry reconnaissance patrol appeared at
unavailable (not selectable for battle or support) for Palkeala after sundown and was driven away by gunfire
the next six Hours when they will have returned to after wounding one Finn [B1, p. 31].
front line [B7, p.1]! Note that when they return they

--

Location D: Jollonkorpi Suursuo


The Red Army have 2D6+10 support points in this points. On the third and subsequent tries they have no
scenario. They may not select artillery (unless limitations on what support they may obtain (but of
requirements are met, see R23.1.1 Soviet Artillery), course artillery requirements still apply).
flamethrowers or flamethrower tanks (the engineers
are not spearheading the assault) or anti-aircraft units. If this is Big Chain of Command then the Red Army have
Each time that the scenario is played again they add D3 4D6+13 support points in this scenario.
Use the notes for Location B to resolve the issues 7th Border Company platoon as they will return in the
related to the marsh, if necessary. Make Them Bleed scenario in a day or so. Also record
the shape and fatigue of the Soviet companies as the
If the 0700 hours artillery bombardment targeted this
Defiance on the Huhti Road campaign continues
site the table should feature twenty or so randomly immediately from here. In addition record the use of
placed shell holes. Campaign Cards because each of them may only be
This is the last game of the Fire in the Sky campaign. used once during the entire Winter War (i.e. across all
Despite that be sure to record the final situation of the the WoNS campaigns).

Location C: Kaivosuo
The Soviets have 2D6+3 points of support in this 7 degrees Celsius or below the marsh will support any
scenario. They may not select artillery (unless tank. If the temperature is 0 degrees or lower it can
requirements are met, see R23.1.1 Soviet Artillery), support a tankette. If Deep Snow conditions exist it can
flamethrowers or flamethrower tanks (the engineers support any tank or tankette no matter what the
are not spearheading the assault) or anti-aircraft units. temperature.
Each time that the scenario is played they add D3
points. Pond: When examined by an armored vehicle crewman
from 6" or closer using one Command Initiative he can
Mortar or artillery support may be available, see determine that if the temperature is -10 degrees
Campaign Timeline Tracker. Celsius or below the ice will support any tank. If the
temperature is -7 degrees or lower it can support a
Weather might freeze the waters of the stream and the tankette. Deep Snow conditions make no difference.
pond.
If the 0700 hours artillery bombardment targeted this
Marsh: When examined by an armored vehicle
site the table should feature twenty or so randomly
crewman from 6" or closer using one Command placed shell holes.
Initiative he can determine that if the temperature is -

--
Location B: Huhti
The Soviets have D6+3 points of support in this Note that if the Finns have done their job all buildings
scenario. They may not select aircraft (apart from will be burning ferociously at this point and that
Reconnaissance Flight), artillery, flamethrowers or changes in weather might freeze the waters of the
flamethrower tanks (the engineers are not stream.
spearheading the assault) or anti-aircraft units. Each
time that the scenario is played they add D3 points. The sawn-through bridge: Roll on D6 when crossed by
any vehicle:
If the 0700 hours artillery bombardment targeted this
site the table should feature twenty or so randomly
placed shell holes.
Vehicle class Roll to Collapse Bridge
Motor car 5-6
Light armored car or truck 4-6
Tankette 3-6
Heavy armored car or light tank (T-26) 2-6

If the bridge collapses the crossing vehicle will fall into Russians with the bridge still intact they will receive an
the ditch and be useless for the remainder of the additional supply point for the next game.
campaign. If the location should be captured by the

Location A: Huhti Outpost


The Soviets have 2D6+6 points of support in this If the bridge is blown underneath a crossing vehicle it
scenario. They may not select aircraft (apart from will fall into the ditch and be useless until 0700 hrs on
Reconnaissance Flight), artillery, flamethrowers or December 1, when it will have been extracted from the
flamethrower tanks (the engineers are not stream and repaired. If the location should be captured
spearheading the assault) or anti-aircraft units. Each by the Russians with the bridge still intact they will
time that the scenario is played they add D3 points. receive an additional supply point for the next game.
Note that any buildings set alight by the Finns will be If the 0700 hours artillery bombardment targeted this
burning ferociously at this point. site the table should feature twenty or so randomly
placed shell holes.
The defenders of Riikola Cemetery.
CAMPAIGN TIMELINE TRACKER
Hour Campaign Event Historical Event

Dec 02 End of the Defiance on the Huhti Road Ordered to withdraw, Seitola's 3rd Company / 4th
2300 hrs campaign Platoon vacates its positions at Pienporkku at 2345
hours, leaving behind a ltn Kumpula's platoon as a
Darkness covering detachment [B8, p.5]. During withdrawal
ltn Kilpeläinen of 1st Company is wounded [B2].
2nd Company withdraws towards the north from
Rautu [B8, p.5]
Dec 02 News: About 20 Russian tanks are reported to be in front
2200 hrs A patrol from the Independent Battalion of 1st Company positions [B2; B7, p.2].
observes Riikola and finds it is teeming A reconnaissance patrol from 6th Independent
Darkness with Russian forces including tanks, observes Riikola, now in Soviet hands.
artillery and supply units. On orders from the Battalion 2nd (1st?) Company
withdraws to N. Rautu from Raaju, leaving behind a
platoon as a covering detachment [B8, p.5]. 1st
Company commander forgets to inform crew of
one attached anti-tank gun of the withdrawal and
they are left behind. Discovering the situation in
the morning they make their way north dodging
Soviet troops and eventually reach friendly forces.
Dec 02
2100 hrs

Darkness
Dec 02
2000 hrs

Darkness
Dec 02 News: Soviet assault on Pienporkku ceases. Seitola's 3rd
1900 hrs Finnish Army Corps transfers command of Company / 4th Platoon continues to hold the
the Isthmus Army's retreat to 3rd position. They have lost one NCO and one man
Darkness Brigade. dead one NCO and two men wounded [B10].
Finnish Army Corps transfers command of the
Isthmus Army's retreat to 3rd Brigade [B1, p. 43].
Dec 02 News: Fighting at Pienporkku. The large number of
1800 hrs The large number of Russian tanks Russian tanks reported to be approaching 1st
reported to be approaching 1st Company Company positions are stopped by a blown bridge
Darkness positions are stopped by a blown bridge [B1, p.42].
Dec 02 News: Fighting at Pienporkku has continued all day now.
1700 hrs Finnish mortar ammunition is already Seitola's 3rd Company / 4th Platoon is supported
running low by the Finnish mortar though ammunition is
Darkness already becoming scarcer [B1, p.41].
Dec 02 News: Seitola's 3rd Company / 4th Platoon reports 15
1600 hrs The large number of Russian tanks Soviet tanks at Pienporkku. The large number of
reported to be approaching on the road Russian tanks reported to be approaching on the
Dusk to Raasuli have now stopped at Ratu road to Raasuli have now stopped at Rautu station.
station. Due to this 1st Company is reinforced with two
machine guns from 3rd Brigade [B1, p.42].
Dec 02
1500 hrs

Daylight
Hour Campaign Event Historical Event
Dec 02
1400 hrs

Daylight
Dec 02 News: A large number of Russian tanks are reported to be
1300 hrs A large number of Russian tanks are approaching on the road to Raasuli, south of
reported to be approaching on the road Liippua [B1, p.42]. The patrol spotting them counts
Daylight to Raasuli, south of Liippua. The patrol 60 tanks with one and 40 tanks with two turrets
spotting them reports 60 tanks with one [B8, p.3] and also artillery units.
and 40 tanks with two turrets, as well as
some artillery units.
Dec 02
1200 hrs

Daylight
Dec 02
1100 hrs

Daylight
Dec 02
1000 hrs

Daylight
Dec 02 Red Air Force planes are active, assaulting 3rd
0900 hrs Company positions at Porkku during this day [B10]

Daylight
Dec 02
0800 hrs

Dawn
Dec 02 Two Soviet platoons are still at the
0700 hrs location of 7th Border Company's attack.

Darkness
Dec 02 Two Soviet platoons are still at the
0600 hrs location of 7th Border Company's attack.

Darkness
Dec 02 Two Soviet platoons are still at the
0500 hrs location of 7th Border Company's attack.

Darkness
Dec 02 Two Soviet platoons are still at the Red Army assault on Porkku supported by tanks,
0400 hrs location of 7th Border Company's attack. mortars, artillery and engineers with mine
detectors [B1, p.41; B7, p.1].
Darkness 1st Company casualties: One Finnish NCO and one
man are wounded, another man dies [B2].
Hour Campaign Event Historical Event
Dec 02 Soviet tank support not available. Two Russians are fighting against each other in the
0300 hrs Soviet infantry platoons closest to the dark.
location of 7th Border Company's attack
Darkness are sent there to counter attack with tank
support. If there are Soviet forces at the
location of 7th Border Company's attack
or at either nearby location the counter-
attacking Soviets will mistakenly fight
them. Each platoon involved permanently
loses 1d6 men due to friendly fire.
Dec 02 Run the Make Them Bleed scenario Kaarnajoki Battery fires at Palkeala [B1, p.39]. 7th
0200 hrs Border Company - now in sissi role - assaults
enemy troops at Palkeala. All Soviet tank support
Darkness and some infantry relocates to Palkeala.
Dec 02 Finnish mortars (presumably from JP4) fire a
0100 hrs concentrated barrage at Pienporkku, Russian
offensive activity ceases [B7, p.1]
Darkness
Dec 01 Finnish artillery support available. Supported by mortars and artillery, Seitola (4th
2400 hrs Finnish HQ authorizes the Platoon, 3rd Company) defeats attacking Russians.
commencement of Sissi guerrilla Two Russian tanks destroyed [B1, p.40].
Darkness operations against the enemy. Death in Finnish HQ authorizes the commencement of Sissi
White Campaign Card is now available. guerrilla operations against the enemy.
Finnish HQ orders counter attack to retake
Finnish HQ orders counter attack to Palkeala.
retake Palkeala.

Initiative passes to the Finns.


Dec 01 Ahi's 1st Company reaches Rautu [B2; B7, p.1].
2300 hrs

Darkness
Dec 01 News: An intercepted radio message indicates that the
2200 hrs An intercepted radio message indicates Soviet 13th Tank Brigade has been ordered to
that the Soviet 13th Tank Brigade has break through via Palkeala [B1, p.39]. Group
Darkness been ordered to break through via Metsäpirtti has retreated to beyond Lake Vuoksi
Palkeala. Group Metsäpirtti has retreated [B1, p.39].
to beyond Lake Vuoksi.
Dec 01 News: The Soviets reach Pienporkku [B7, p1]. They assault
2100 hrs On the eastern flank, Group Metsäpirtti - Pienporkku but Seitola's 3rd Company / 4th
the neighboring Finnish battle group Platoon continues to hold it [B10]
Darkness responsible for delaying the enemy
between here and Lake Ladoga - has On the eastern flank, Group Metsäpirtti - the
retreated over the river to Taipale, neighboring Finnish battle group responsible for
pursued by enemy forces. delaying the enemy between here and Lake Ladoga
- has retreated to Taipale, pursued by enemy
forces.
Dec 01 Finnish 37mm Bofors Gun now available A Finnish 37mm Bofors gun from JR29 is moved to
2000 hrs a couple of kilometers away [B1, p.39]. Two Soviet
platoons oust 2nd company's platoon Hämäläinen
Darkness from their positions [B36, p. 84]. Hämäläinen take
up defensive positions behind 3rd Company at
Pienporkku [B1, p.38; B36, p.82], having lost one
man [B9, p.8].
Hour Campaign Event Historical Event
Dec 01 News: the 42 tanks are reported to have Ahi's 1st Company ordered to retreat to N. Rautu
1900 hrs retreated back over the border. [B1, p.37]. The 42 tanks near Raasuli are reported
to have retreated back over the border [B36, p.
Darkness 83].
Dec 01 News: 42 tanks are reported to be 42 tanks are reported to be on their way back to
1800 hrs retreating near Raasuli, south of Liippua. the Soviet Union near Raasuli, south of Liippua
[B36, p.83]
Darkness
Dec 01 Group Hämäläinen has reached Vitikaisenlampi (J
1700 hrs Mullikka). Remnants of 2nd company's platoon
Hämäläinen retreat arrive at Raaju [B1, p.32].
Darkness
Dec 01 Seitola arrives at Porkku, uniting with the rest of
1600 hrs the 3rd Company [B1, p.35].

Dusk
Dec 01 Seitola (3rd Company / 4th Platoon) ordered to
1500 hrs relocate from Riikola [B1, p.35]. On the way to
Porkku Seitola notices that mines have not been
Daylight installed in some minefields. He covers the holes in
the road with sticks and snow to create the
impression of minefields [B1, p.35].
Dec 01
1400 hrs

Daylight
Dec 01
1300 hrs

Daylight
Dec 01 Finnish 37mm Infantry Gun is now Seitola's 3rd Company / 4th Platoon relocates from
1200 hrs available. Riikola [B1, p.32]. Mortar platoon retreats from
Riikola to Raaju, forgetting the base plate of one of
Daylight their two mortars [B1, p.36]. 1st Company is now
at Haukijärvi [B1, p.32, 37]. Remnants of 2nd
company's platoon Hämäläinen retreat from
Riikola towards Raaju and Vitikaisenlampi [B1,
p.32, 37]. 7th Border Company is designated as the
reserve for the 6th Independent Battalion.
Dec 01
1100 hrs

Daylight
Dec 01 Soviet artillery support becomes Finnish Mortar FO arrives. The Soviet Air Force is
1000 hrs available. very active.
Jäntti's 2nd Company continues battle with Red
Daylight News: Army forces north-west of Palkeala [B9, p.5].
The Red Air Force is very active. Jäntti's 2nd Company suffers a casualty [B9, p.5].
Somewhere close to Liippua and Jäntti's 3rd Platoon (led by a vänrikki Hämäläinen)
Maanselkä a Russian attack is beaten is subordinated to 3rd Company at Pienporkku [B9,
back by Third Brigade forces - two of five p.5]. Somewhere close to Liippua and Maanselkä a
heavy tanks are destroyed. Russian attack is beaten back by Third Brigade
forces - two of five heavy tanks are destroyed
[B36, p. 79]
Hour Campaign Event Historical Event
Dec 01 News: Third Brigade reports having Jäntti's 2nd Company continues battle with Red
0900 hrs identified the following tank types being Army forces north-west of Palkeala (B9, p.5]. Third
used by the enemy: T-26 (both one and Brigade reports having identified the following tank
Daylight two-turreted ones), T-27, T-28. Gasoline types being used by the enemy: T-26 (both one and
bottles seem to have no effect but 6 kg two-turreted ones), T-27, T-28 [B36, p. 78].
satchel charges and anti-tank hand Gasoline bottles seem to ineffective against tanks
grenades have been found to be but 6 kg satchel charges and anti-tank hand
effective. grenades do the job [B36, p. 79]
Dec 01 Seitola (4th Platoon, 3rd Company) defends Riikola
0800 hrs while Jäntti's 2nd Company fights north-west of
Palkeala. The Soviets resume their assault
Dawn supported by at least three tanks [B1, p.34, 36].
2nd Company characterizes Soviet losses as
"considerable" [B9, p. 5].
Dec 1 News: During the first 24 hours of the war During the first 24 hours of the war the Red Army
0700 hrs the Red Army has advanced a mere five has advanced a mere five to ten kilometers [B1,
to ten kilometers into Finland and are p.36]. 1st Company continues to defend south-
Darkness now badly late of schedule. western flank of Palkeala [B1, p.35]. One platoon
from 2nd Company is resisiting the Soviets in
north-western Palkeala [B1, p.35]. Vänr Seitola's
platoon (3rd Company / 4th Platoon) continues to
hold Riikola Cemetery.
Dec 1 The mortar platoon returns to Riikola and opens
0600 hrs fire on Palkeala [B1, p.36].

Darkness
Dec 1
0500 hrs

Darkness
Dec 1 Previously retreating elements of Jäntti's 2nd
0400 hrs Company, machine guns and mortars have
returned to the front line [B7, p.1].
Darkness
Dec 1
0300 hrs

Darkness
Dec 1
0200 hrs

Darkness
Dec 1 Retreating elements of Jäntti's 2nd Company,
0100 hrs machine guns and mortars have reached Rautu and
are ordered to go back and retake their positions
Darkness [B7, p.1]!
Nov 30 News: Group Metsäpirtti reports having retreated to
2400 hrs Group Metsäpirtti reports having Umpilampi [B1, p.30].
retreated to Umpilampi
Darkness
Nov 30 If he is still alive, Battalion commander Battalion commander orders a counter attack to
2300 hrs Captain Saarelainen orders a counter retake Palkeala. This is however not carried out by
attack to retake Palkeala. Initiative passes the Battalion [B1, p. 33]
Darkness onto the Finns.
Hour Campaign Event Historical Event
Nov 30 3rd company receives orders to burn the villages of
2200 hrs Rautu and Pienporkku [B10]. Jäntti's 2nd Company
retreats due to a misunderstanding: Machine guns,
Darkness mortars and all but one platoon of infantry retreat
to N. Rautu [B1, p.32; B7, p.1; B9, p.6].
Nov 30 Ltn Jäntti establishes a defensive position near
2100 hrs Palkeala with one platoon.

Darkness
Nov 30 The Russians have taken the Palkeala hill and have
2000 hrs positioned machineguns on it [B9, p.6]. Vänr
Seitola's platoon (3rd Company / 4th Platoon)
Darkness mans the Tuomela - Riikola Pappila area and are
assaulted by strong Soviet forces supported by at
least three tanks [B1, p.34].
Nov 30 Run the 0700 hrs artillery bombardment. The Red Army reaches Palkeala. First combat for
1900 hrs Finnish mortar support is available. 2nd Company / 6th Independent Battalion. Finnish
Beginning of the Defiance on the Huhti mortar support is available [B1, p.31].
Darkness Road campaign, if you are running it
independently of the Fire in the Sky
campaign.
Nov 30 News: Group Metsäpirtti reports having retreated to
1800 hrs Group Metsäpirtti reports having Taipale-Viisjoki-Igolkanniemi. The left flank of Er.P
retreated to Taipale-Viisjoki-Igolkanniemi. 6 is now wide open [B1, p.30]. Seitola's (4th
Darkness The left flank of Er.P 6 is now wide open. Platoon, 3rd Company) platoon reports seeing
Seitola's (3rd Company) platoon reports enemy cavalry [B1, p.34]
seeing enemy cavalry near Palkeala. 1st Company sends out patrols [B8, p.3]
Nov 30 Sometime here the 7th Border Company retreats
1700 hrs from Huhti [B1, p. 34]

Darkness
Nov 30 News: At Lake Tykläjärvi - some 7 km At 1620 hours Group Metsäpirtti reports having
1600 hrs west of Palkeala - 1st Company of the 6th retreated to Haapasaari [B1, p.30].
Independent Battalion reports having At Tykläjärvi - some 7 km west of Palkeala - 1st
Dusk killed some thirty Russ and captured an Company / 6th Independent Battalion has its first
LMG and its ammunition and a map case, firefight with enemy forces and reports having
all of which have been sent to Battalion killed c. 30 enemies and captured an LMG and its
HQ. ammunition and a map case, all of which were sent
News: At 1620 hours Group Metsäpirtti to Battalion HQ [B8, p.3].
reports having retreated to Haapasaari.
Nov 30
1500 hrs

Daylight
Nov 30 News: At 1430 hrs 7th Border Company defending Huhti
1400 hrs Group Metsäpirtti reports having reports facing at least a battalion strength enemy
retreated to Lehtimetsä supported by tanks [B1, p.30]. Group Metsäpirtti
Daylight reports having retreated to Lehtimetsä [B1, p.30].
Red Army assaults 7th Border Company positions
at C Jollon-korpi
Nov 30 Battalion commander Captain
1300 hrs Saarelainen drives through M. Pienautio
and N. Rautu in his command car.
Daylight
Hour Campaign Event Historical Event
Nov 30 Battalion commander Captain Soviet artillery bombardment of Rautu, Raaju and
1200 hrs Saarelainen drives through J. Mullikka, K. Palkeala tapers off.
Suurporkku and L. Pienporkku in his
Daylight command car.

News:
Soviet artillery bombardment of Rautu,
Raaju and Palkeala tapers off.
Nov 30 Battalion commander Captain Finnish artillery in action vs. Liippua heights at
1100 hrs Saarelainen drives through H. Riikola 1130 hours [B1, p. 29]. Finnish engineers blow up
Cemetery and I. Point 72 in his command railway tracks and bridges [B1, p. 29].
Daylight car.

News:
Finnish artillery is bombarding Liippua
heights. In the west, Finnish engineers
can be heard blowing up railway tracks
and bridges.
Nov 30 Battalion commander Saarelainen arrives Battalion commander Saarelainen arrives at Riikola
1000 hrs at Riikola Vicarage in his command car pappila in his command car and orders that the
and orders that the road block must be road block must be opened "because this is not yet
Daylight opened "because this is not yet a real a real war".
war".
Nov 30 Battalion commander Captain Russian aircraft seen overhead [B2]. Red Army
0930 hrs Saarelainen drives through I. Point 72 and reaches Huhti. 7th Border Company outpost
H. Riikola Cemetery in his command car. assaulted in spirited firefights. The sound of tanks
Daylight can be heard all the way up to the center of Rautu.
News:
Russian aircraft seen overhead. Silvery
bombers fly in large formations towards
the west, smaller fighters make strafing
and bombing runs against Finnish troops.
The sound of tanks can be heard all the
way up to the center of Rautu.
Nov 30 Battalion commander Saarelainen drives 6th Independent Battalion is now manning its
0800 hrs through L. Pienporkku, K. Suurporkku and defensive positions [B7, p.1].
J. Mullikka in his command car.
Dawn
Nov 30 Beginning of the Fire in the Sky campaign. The war begins. Artillery bombardment at
0700 hrs Temperature: -4 degrees Celsius. Palkeala, Rautu and other places [B8]. The Red
Army crosses the frontier.
Darkness The war begins. Artillery bombardment
of 1d6+1 locations on the map (Russian Evacuation of Finnish civilians begins.
player decision).
At Palkeala, 2nd Company of the 6th Independent
Battalion commander Captain Battalion begins installing mines in their sector [B9,
Saarelainen jumps in his command car p.3].
and drives through N. Rautu and M.
Pienautio.

Run the Rajajoki Station scenario if you


have the full version of the campaign

News: Evacuation of Finnish civilians


begins.
Make Them Bleed
Special Scenario - 0200 Hours, December 2, 1939

The events in this special scenario may occur Hour in the campaign - one at the front line against the
simultaneously to those happening at the front line. 6th Independent Company and another in the rear of
This means that two battles might be fought at a given the Soviet troops.

Background
Having delayed the Red Army for several hours on commencement of Sissi guerrilla operations against
November 30th (the Fire in the Sky campaign) the 7th the enemy. By that time the 7th Border - intimately
Border Company was withdrawn from front line and familiar with the area and very mobile on skis - had
then designated as the tactical reserve of the 6th already flanked the Russians by using side roads and
Independent Battalion at noon on December 1st. At was in the rear of the invader's spearhead.
2400 hours the Finnish HQ authorized the

Starting situation
The 7th Border Company platoon has all the men and Any Leaders taken as prisoner by the Russians during
equipment it had after the last battle of the Fire in the last campaign may attempt one roll to escape. The
Sky campaign some 31 hours ago. The platoon has not platoon still has snow smocks and skis but no longer
received any replacements but any men who were to automatically has supporting MMGs but may obtain
miss "the next game" have returned. The platoon now such as supports if desired.
has only 2 points of Fatigue.

The Bombardment of Palkeala


The Palkeala hill is so high that it is observable from the If there are any units relevant to this campaign located
other side of Taipale river, and thus it can easily be at Palkeala run two Pre-Game Barrages (see R23.1.2
taken under artillery fire. On December 2nd at 0200 Finnish Artillery) on them. The Finnish artillery will
hours the Kaarnajoki battery's four 152mm coastal automatically be available immediately. Reroll any 3's
guns (from c. 1887) bombard Soviet troops - many of or 18's when determining Accuracy. For the first
them resting around large bonfires - on Palkeala. Barrage the targets will be counted as being in the
Historically the bombardment was a complete surprise Open, and for the second they will be in Light Cover.
and caused quite a shock to the Red Army troops there. Due to the nasty surprise any shock inflicted on the
Losses were estimated to have been considerable. Soviet troops will be doubled.

Hakkaa päälle!
Historically the bombardment was immediately Yellow, Purple tables, in effect assaulting from the
followed by the 7th Border Company assaulting up the Soviet rear, if desired.
Palkeala hill. For the purposes of this campaign if there
are no Soviet troops relevant to this campaign on If the Red Army has multiple units on the table the Finn
Palkeala hill at the time, the Finn player may direct may elect to assault any one of them, or any number of
them to assault the relevant enemies nearest to the them if a game of Big Chain of Command is desirable -
hill. in which case the Finn may employ two or more
platoons. The Finn must be informed about the types
The Finn player may select any table (Red, Yellow, of units present, i.e. two infantry platoons and one tank
Purple, Blue or Green) and may switch sides on Red,
platoon, but not their exact strength or types of unpreparedness the Soviets may not employ artillery
equipment. or mortar barrages, aircraft, snipers or flame-throwing
equipment of any kind.
The Finn player may select any mission for himself,
from the following: Two - The Probe, Three - Attack and Appearing seemingly out of nowhere, firing automatic
Defend, Four - Delaying Action, Five - Flank Attack, Six - weapons and shouting the bloodcurdling war cry of the
Attack on an Objective. Roll for support as normal but 17th century Hakkapeliittas, the Border men achieve
due to being surprised the Soviet side gets only half Surprise (see R4. Surprise). Now operating as Sissi, the
(rounded down) of the usual amount of support. men of the Border Company are completely ruthless
Travelling light, the Finn may not select artillery, anti- and will take no prisoners. Any enemies taken prisoner
tank or infantry guns, mortar support, mines, wire, will be permanently removed from the campaign.
entrenchments or other fieldworks. Because of their

Aftermath
After the battle if the Finns won they may make artillery or mortar barrages, aircraft or flame-throwing
Capture rolls on any portable equipment they would equipment of any kind.
like to take with them. Then they should follow
regulation Sissi tactics and disappear into the woods to After the Finns have retreated/fled the counter-
fight another day. However if the Finn is feeling attacking Russians will mistakenly fight any non-
adventurous - or boisterous - enough, he may elect to counterattacking Soviet units at or next to this location,
hold the table and wait for the inevitable Soviet or counter-attacking units attacking from the other
counter-attack. While he holds the table any Soviet direction until dawn. All units involved in this blue on
units west/north of the table will suffer a two-point bl… sorry, red on red fighting will suffer the permanent
reduction in support points, the only supply line to the loss of 1d6 men. Additionally all such units will
Soviet Union being unavailable. continue to accumulate Fatigue throughout the night
as they are in combat. At dawn (0800 Hours) the
As detailed in the Campaign Timeline earlier in this mistake is realized and the fighting finally stops but the
document The Red Army will immediately at 0300 units involved will be severely fatigued. If there are no
organize a counter-attack by all armor units and two other Russians to fight, the two platoons will
infantry platoons closest to the location of the Border nevertheless stay at the location alert for any more
Company attack (but which were not at the location White Finn incursions.
itself at 0200 Hours). The Russians will immediately
attack with whatever forces reach the location, In Finnish literature this raid by the 7th Border
possibly resulting in just one platoon taking on the Company is considered to have been a great success.
Finns at a time. If the Finns are still there when they After the scenario is over be sure to record the statuses
arrive at the location they must decide how stubbornly of all the units involved and any Campaign Cards used.
they intend to defend - choosing their mission from The 7th Border Company will return to the table if the
Two - The Probe, Three - Attack and Defend, Four - Death in White Campaign Card (included in the full
Delaying Action, Six - Attack on an Objective. version of this campaign) is played, and will in any case
The Finns will only have the supports they brought with appear in a future WoNS release.
them or have since captured from the enemy. The
Soviets will roll for support normally but cannot select

You might also like