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Tornio '44» Forums » General

Subject: The Battle of Tornio: October 1 - 8, 1944 rss

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Cole Biere
Canada
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In light of the anniversary of the operations, I will be playing through the game, posting a few reports, and, hopefully, communicating some thoughts as things unfold over the next eight days or so..
(with a little help from the 2nd edition map and the latest version of the rules
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Cole Biere
Canada
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*the following entries may well (dis)function as: rules inquires, session reports, reflections and considerations such that will place them firmly in the "General" forum category..

PART I

Onnistunut Isku

(Setup & Coup)

Initial unit placement is largely determined by the scenario setup and accounts for the pre-invasion situation, as described in the rules booklet historical summary.


German lack of awareness is apparent in the approval of stationed Finnish troops in the Kemi region factory area. The game begins with "Detachment Pennanen" (Os.P), positioned in such a way as to model the exploitation of this condition.



The Finnish player has an opportunity to locate a detachment of Os.P on, or across the water from, a crucial access bridge to the island Ajossaari. One option presumes the capture of this critical port (which may serve to stage a secondary invasion) while the other allows for the antecedent historical encounter to be played out. A perceived flexibility in design, something as seemingly simple as a single hex deployment option, allows the player(s) to explore a specific aspect of the engagement (in this case, a combat at the Ajossaari bridge). Tension will mount and conflict inevitably erupt regardless of exact unit placement, serving both the history of the simulation and the excitement of the game. The relevant conditions, factors and decisions will present themselves without any explicit player intention, but there are opportunities for specific investigations.

addendum: I'm making an assumption here that this "by sea" assault on the Ajossaari bridge was launched from Veitsiluoto.. AND that Movement is allowed from hex 3622 to 3621.. (for game purposes, could this be considered a Major River?) Thoughts?


A successful coup at the border town of Tornio..


An unsuspecting detachment sent from Kemi rendezvous with fragments from 3rd company in Pikku-Berliini at Tornio..

addendum: Are the German 'N' Supply units considered Combat units? Do they project a ZOC?

Cont. in PART II: Autumn Manoeuvres..
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Tuukka
Finland
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Thanks for the session report.

They indeed landed on Ajos from Veitsiluoto, and in the game the landing would be from hex 3622 to hex 3621. There was a small detachment guarding the bridge, 2 Germans were killed, 5 wounded and 4 captured. In addition two Finnish women were wounded and a lorry and motorcycle were captured. [Link to the digitized war diary of the 36th border guards company 1.10.1944]

I think that all the water hexes which are not illegal hexes are handled as minor rivers, major rivers or that they have no effect. So for example you could move from 3622 to 3621 or from 3722 to 3721.
Quote:
18.1 Rivers: all water hexsides that are not Minor Rivers are considered to be Major Rivers.


I think that the German supply (N) units have ZOCs because they are combat units. There are only two types of units, combat and support units. Basically all the mortar, artillery and rocket units are support units and the rest are combat units.
Quote:
21.0 SUPPORT UNITS &
INDIRECT FIRE SUPPORT
: All Support Units have a Support Factor (red
number inside a rectangle) used for Indirect
Fire Support only - not for combat.


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Cole Biere
Canada
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Wow! Thank you for the information!
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Cole Biere
Canada
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PART II

Autumn Manoeuvres

(turn 1A/B)



Finnish troops advance north towards Tornio from the Röyttä landing site.. (bold outlines and edge shading create a sense of depth and vitality, even motion - an exceptional map design)






The small German detachment is caught by surprise and forced to retreat, despite the presence of "King Alcohol"..

Cont. in Part III..

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