Discussions on the Final War
- Thorgrimm-28
- Site Admin
- Posts: 474
- Joined: Thu Oct 05, 2023 12:37 am
Discussions on the Final War
All general discussions on the Final War will go here.
- Thorgrimm-28
- Site Admin
- Posts: 474
- Joined: Thu Oct 05, 2023 12:37 am
Re: Discussions on the Final War
Here are some ideas concerning PoW's. Comments are welcome.
1) The Pow Exchange:
VP's are gained on both sides from the total BE's exchanged rounding up. Assets lost for the next 5 turns count against the owning player by inflicting a penalty of -2 VP per asset destroyed.
2) Free the PoW's:
Both players establish Pow Camps. Each camp and hold up to 5 BE's of PoW's. A freed Pow camp places an Independent Formation HQ with 1 BE of Leg Infantry at 0 strength on the map for each BE within the liberated camp. The Player owning the freed PoW's must return the IF to a Supply Head to gain 2 VP per BE returned. PoW assets have a Leg mobility value.
Pow Assets are immediately recaptured if not attached to a HQ to escort them to safety.
3) No Prisoners:
HQ's at a 20% to 0% FCL do not check for surrender. The HQ's get a free Ammo when first reduced to less then 21% FCL. This represents the desperate last stand as everyone scrounges for every dirty trick they can.
1) The Pow Exchange:
VP's are gained on both sides from the total BE's exchanged rounding up. Assets lost for the next 5 turns count against the owning player by inflicting a penalty of -2 VP per asset destroyed.
2) Free the PoW's:
Both players establish Pow Camps. Each camp and hold up to 5 BE's of PoW's. A freed Pow camp places an Independent Formation HQ with 1 BE of Leg Infantry at 0 strength on the map for each BE within the liberated camp. The Player owning the freed PoW's must return the IF to a Supply Head to gain 2 VP per BE returned. PoW assets have a Leg mobility value.
Pow Assets are immediately recaptured if not attached to a HQ to escort them to safety.
3) No Prisoners:
HQ's at a 20% to 0% FCL do not check for surrender. The HQ's get a free Ammo when first reduced to less then 21% FCL. This represents the desperate last stand as everyone scrounges for every dirty trick they can.
- Thorgrimm-28
- Site Admin
- Posts: 474
- Joined: Thu Oct 05, 2023 12:37 am
Re: Discussions on the Final War
I have finished the Soviet & Finnish Orbats for the Winter War Mini-Game.
Doing up the rough draft of the map.
Below is the introduction and Victory Conditions for the mini-game.
The Winter War
1) BACKGROUND:
Less than two years before the Soviet Union faced off against Nazi Germany during World War II it waged a bloody war with another adversary: the tiny nation of Finland. Russia’s feud with its Nordic neighbor began in 1939, when Soviet leader Joseph Stalin looked to expand his influence over Eastern Europe.
Citing concerns about a potential attack by the Germans, Stalin demanded that Finland’s border with Russia be moved back 16 miles along the Karelian Isthmus to create a buffer zone around the city of Leningrad. He also wanted the Finns to hand over several islands in the Gulf of Finland and lease to the Soviets territory on the Hanko Peninsula for construction of a naval base.
The Soviets offered a parcel of Russian territory as part of the deal, but the Finns were suspicious of their motives and turned them down. On 30 November, 1939, following a series of ultimatums and failed negotiations, the Red Army launched an invasion of Finland with half a million troops.
1) This scenario lasts for 5 months: Nov 39 to Mar 40
2) VICTORY CONDITIONS:
The Soviets win by breaching the Mannerheim Line, i.e., capturing their hexes, or by capturing Helsinki, hex ----|----. Any other result is a Finnish victory. If the Soviets meet these victory conditions, the borders of Finland are adjusted to the dashed lines, as a result of the negotiated settlement, for future campaign game play.
3) Rules in Force:
This scenario uses the rules from the Ground Action Phases. Note that all other Phases are omitted from [4.0]Complete Sequence of Play. There are no naval or air operations in this scenario.
Cheers, Thor
Doing up the rough draft of the map.
Below is the introduction and Victory Conditions for the mini-game.
The Winter War
1) BACKGROUND:
Less than two years before the Soviet Union faced off against Nazi Germany during World War II it waged a bloody war with another adversary: the tiny nation of Finland. Russia’s feud with its Nordic neighbor began in 1939, when Soviet leader Joseph Stalin looked to expand his influence over Eastern Europe.
Citing concerns about a potential attack by the Germans, Stalin demanded that Finland’s border with Russia be moved back 16 miles along the Karelian Isthmus to create a buffer zone around the city of Leningrad. He also wanted the Finns to hand over several islands in the Gulf of Finland and lease to the Soviets territory on the Hanko Peninsula for construction of a naval base.
The Soviets offered a parcel of Russian territory as part of the deal, but the Finns were suspicious of their motives and turned them down. On 30 November, 1939, following a series of ultimatums and failed negotiations, the Red Army launched an invasion of Finland with half a million troops.
1) This scenario lasts for 5 months: Nov 39 to Mar 40
2) VICTORY CONDITIONS:
The Soviets win by breaching the Mannerheim Line, i.e., capturing their hexes, or by capturing Helsinki, hex ----|----. Any other result is a Finnish victory. If the Soviets meet these victory conditions, the borders of Finland are adjusted to the dashed lines, as a result of the negotiated settlement, for future campaign game play.
3) Rules in Force:
This scenario uses the rules from the Ground Action Phases. Note that all other Phases are omitted from [4.0]Complete Sequence of Play. There are no naval or air operations in this scenario.
Cheers, Thor