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TORNIO ENG Rules Manual V 1 3 Page 01 24 Conv
TORNIO ENG Rules Manual V 1 3 Page 01 24 Conv
TORNIO '44
Finnish naval landing behind the German lines
RULES MANUAL
NORWAY
III/6
K.Gr. Wutti
II/11
11
82
SWEDEN
K.Gr. Steets
3
U.S.S.R.
I/50
FINLAND
II/50
FINLAND
14
13
III/50
SWEDEN II/53 II/379
I/53 13
TORNIO
III/53 K.Gr. Tornio
SS 6
I/11
11.D II/11
D.Gr. Kräutler
III/11 II/206 520
HAPARANDA
424
I/16
3.D
6
K.Gr. Kemi
II/16
Os.P
KEMI
TABLE OF CONTENTS
1.0 INTRODUCTION ..................................................... 2 18.0 TERRAIN ................................................................ 8
2.0 LIST OF CONTENTS ............................................... 2 19.0 OVERRUN .............................................................. 9
3.0 ABBREVIATIONS ................................................... 2 20.0 AIR STRIKE ........................................................... 9
4.0 GAME COMPONENTS ........................................... 2 21.0 SUPPORT UNITS & INDIRECT FIRE SUPPORT 10
5.0 GAME TERMS ......................................................... 3 22.0 COMBAT .............................................................. 10
6.0 SEQUENCE OF PLAY ............................................. 3 23.0 BROKEN UNITS .................................................. 14
7.0 STACKING LIMIT ................................................... 4 24.0 ADVANCE AFTER COMBAT ............................. 15
8.0 FOG OF WAR ........................................................... 4 25.0 EXPLOITATION ................................................... 15
9.0 HEX CONTROL & ZONE OF CONTROL (ZOC) .. 5 26.0 MOTTI (ISOLATION) .......................................... 15
10.0 HEX OWNERSHIP ................................................ 5 27.0 NIGHTTIME (B) GAME TURNS ........................ 15
11.0 COUP (COUP DE MAIN) ...................................... 5 28.0 ALCOHOL DEPOTS ............................................ 16
12.0 WEATHER .............................................................. 5 29.0 HOW TO WIN ...................................................... 16
13.0 SUPPLY ................................................................... 5 30.0 PREPARE FOR PLAY .......................................... 17
14.0 REPLACEMENTS .................................................. 6 31.0 OPTIONAL RULES ............................................. 18
15.0 ENGINEER UNITS & DEMOLITIONS ................ 6 HISTORICAL SUMMARY .......................................... 18
16.0 AT START UNITS & REINFORCEMENTS .......... 7 DESIGNER'S NOTES .................................................. 20
17.0 MOVEMENT .......................................................... 8 APPENDIX ................................................................... 21
Version 1.3: All errata fixed, more clarifications, new font (Times New Roman), larger text, and more air on each page.
1.0 INTRODUCTION 4.4 Counters: The counters are divided into units and
TORNIO '44 is a historically accurate and detailed markers. A reduced size sample of the countersheet with
wargame about the battle between Finnish and German both its frontside and backside is on page 22, included for
forces at the towns of Tornio and Kemi in Northern reference only. All Finnish counters have a blue color, while
Finland on October 1—8, 1944. the German counters have either a green (Heer – Army),
a light gray (Luftwaffe) or a dark gray (Waffen-SS) color.
1.1 Game Scale: All units are either Companies or The different German colors are included for historical
Batteries. Each hex represents 1 kilometer (0.62 mile) reference only. All white counters are markers.
across and each Game Turn is 12 hours, either as a Daytime
4.4.1 Units: All units have a frontside [Front] and backside,
or a Nighttime Game Turn.
[Back] and are divided into two main types; Combat Units
1.2 Number of Players: The game is designed for two and Support Units [4.4.2 & 4.4.3].
players from 12 years and up, one player controlling the 4.4.2 Unit Descriptions:
Finnish units and the other player controlling the German
units. It is also possible to play the game solitaire by playing Combat Unit:
each nationality to its best ability. This will, however, take Added Unit Type Info Front Back (Reduced)
(in gray color) [4.4.3] Unit Size [4.4.6]
away some Fog of War feeling.
I/11
I/11
◊
4.
4.
Identification [4.4.4] Designation [4.4.5]
1.3 Getting Started: [1] Start by reading through the sec-
Attack Factor* [22.0] 6 -8-5 3 -4-5 Unit Type [4.4.3]
tions 2.0—29.0 in this Rules Manual. The Prepare for Play
section [30.0] is on page 17 (with the numbers [2]—[12]). Defense Factor [22.0] Movement Factor [17.0]
* Letter H = 0.5 Factor [22.0].
2.0 LIST OF CONTENTS Support Unit:
1 Rules Manual (16 pages). Version 1.3 is 24 pages. Long-range capability Front Back (Reduced)
2 Identical Player Aid Cards (Support Unit) [21.2] 7 7 Unit Type [4.4.3]
21.
21.
◊
11
11
2 Order of Battle Cards (Finnish & German)
Support Factor [21.0] Darker color inside
1 Countersheet (228 die-cut counters) (inside a rectangle) 6 2 -8 3 1 -8 the Unit Type box
1 Map (84 x 59.4 centimeters / 33 x 23 inches)
Close Defense Factor* [21.3] Motorized Markings [17.1]
2 Regular six-sided dice - not included in the ziplock
version! * Used when defending in Combat [22.0] and in Overrun [19.0].
4.4.4 Identification: All units have an identification in- 5.5 Zone of Control (ZOC): ZOC is the control of a hex
cluded for historical reference and for easier reference in and all six surrounding legal hexes [9.0]. All Combat Units
the game. have a ZOC in Daytime. Support Units never have ZOC.
4.4.5 Designation: Most of the units have a designation 5.6 Reduced Strength Side: A unit on its backside with
included for historical reference and for easier reference reduced combat or support ability, meaning lower Combat
in the game when the Stacking markers are used [7.1]. If Factors or Support Factor [4.4.2].
a designation is printed in parentheses, no such Stacking
5.7 River/Road: The sole term river or road refers to both
marker exists in the game. If a unit has no designation it is
types included in the game.
considered to be an independent/separate unit.
4.4.6 Unit Size: All units in the game have the size of a
Company or a Battery, generally comprised of about 100—
6.0 SEQUENCE OF PLAY
The game is played in a series of
250 men. The term Battery is often used for artillery units.
Game Turns, each divided into two
4.4.7 Markers: Markers are used in the game to show Finnish ◊ German
TURN TURN Player Turns consisting of 3 or 4
certain game functions or unit states. All markers have Phases each. Each Phase is again
information on both sides. They are explained in the divided into a number of sub-phases. The process when
appropriate section or subsection in the rules. Markers can going through all of the Phases is called a Sequence of
never be treated as units. Play. All Phases and sub-phases must be played in the order
4.5 Map: The map depicts the towns of Tornio and Kemi as listed in the 6.1 Sequence of Play Table (the rules in
and their vicinity, superimposed by a hexagonal grid called brackets are included for easier reference). The game ends
hexes for unit positioning and movement regulation. when all sixteen Game Turns (1A—8B) have been played
Every fifth hex is identified by a four-digit code, called OR immediately when the Finnish player has less than 0.5
a hex number. Example: 2105. The hex numbers run in VP or more than 39.5 VPs [29.0]. Both Player Turns in
an increasing manner from west to east and from north to each Game Turn are otherwise always played. The player
south. The map also includes a Terrain Key, a Marker Box, who is most successful during the Coup starts the game
three tracks used for various game features, and Finnish and [11.0]. On all subsequent Game Turns, the player who was
German Stacking Marker Boxes. A reduced size sample of most successful in the previous Game Turn in terms of
the map is on page 23, included for reference only. VPs, gains the initiative. On a tie, it is decided by a die roll.
Designer’s tip: A piece of plexiglass is a good investment. The highest result begins (re-roll on a tie). In this way, a
It is used for covering the map, both for protection and to player may gain up to two Player Turns in a row. Place the
keep the map flat. TURN marker on the Game Turn track on the map and use
the marker side that currently has the Player Turn.
4.6 Dice: Two regular six-sided dice with the numbers 6.1 Sequence of Play Table: See also in the Player Aid
(pips) from 1—6 are included in the game (or needed if Card.
you have a ziplock version of the game). The dice are used
when resolving combat and other game features. The dice 6.1.1 DAYTIME (A) GAME TURN:
are not used when moving units. [0] Initiative Check: Determine which player has the first
Player Turn (as Player 1) & reset the VP Diff. marker
5.0 GAME TERMS [29.3].
5.1 Legal/Illegal Hex: A legal hex is a hex where a unit [1] Player 1: Initial Phase:
may move and/or attack into (combat) according to the 18.6 1a: Determine the Weather [12.0] (in each Player Turn)
Terrain Effects Table. Illegal hexes may never be entered (not in Game Turn 1A);
by any units [18.4]. 1b: Check the Supply status [13.0] (not in Game Turn 1A);
5.2 Target Hex: A target hex is a hex where a player will 1c: Remove or Reduce Broken Levels, if in supply
make a Demolition [15.0], Overrun [19.0], Air Strike [23.1];
[20.0], Indirect Fire Support [21.0] and/or a combat [22.0]. 1d: Place Nationality markers [8.1];
A target hex must always contain at least one enemy unit 1e: German Player Turn: Attempt Demolitions [15.0].
(or a bridge [15.0 & 20.0]). [2] Player 1: Movement Phase:
5.3 Friendly Hex/Unit, etc.: The term friendly refers to 2a: Reinforcements may arrive - see OOB Card [16.2];
something that is controlled by you - not by your opponent, 2b: Move any number of units [17.0];
see also 10.0 Hex Ownership. - Overruns are allowed [19.0].
5.4 Phasing (Active) Player & Non-Phasing (Passive) [3] Player 1: Combat Phase:
Player: During the Finnish Player Turn the Finnish player 3a: Resolve any Air Strike [20.0] (not in Game Turn 1A);
is the Phasing Player, while the German player is the 3b: Resolve Attacker Indirect Fire Support [21.0];
Non-Phasing Player. During the German Player Turn the 3c: Resolve Defender Indirect Fire Support [21.0];
phasing designations are reversed. 3d: Resolve all Combat [22.0].
I/11
I/11
2.
1.
Player Turn (as Player 1) & reset the VP Diff. marker 2010
II/50
I/11
4 -6-6 4 -6-6
3.
5.
I/11
II/50
[29.3]. 4 -6-6 4 -6-6
4.
6.
6 -8-5 4 -6-6
[1] Player 1: Initial Phase:
1a: Remove or Reduce Broken Levels, if in supply 2110
A B
[23.1];
1b: Place Nationality markers [8.1];
Palosaari I/11 Laivaniemi
1c: Place 1 RP on an unbroken Combat Unit on a road 2210
or railroad hex [14.0]; Example: The three Companies which are part of “I/11” in
1d: German Player Turn: Attempt Demolitions stack A could be replaced with the Stacking marker “I/11”
(with at least -1 DRM) [15.0 & 27.3]. both to minimize the stacking level and to hide the number
of units in the hex. The same Stacking marker could also
[2] Player 1: Movement Phase: replace the units in stack B because of the one unit (1st
2a: German Player Turn: Reinforcements may arrive Company) of “I/11”.
- see OOB Card [16.2];
2b: Move any number of units half MF. Restricted
Road Bonus [17.0, 27.1 & 27.3]. 8.0 FOG OF WAR
Players may at any time during play examine the opposing
[3] Player 1: Combat Phase: player’s stacks of counters as long as the units of each
3a: Resolve Attacker Indirect Fire Support player are in any adjacent hexes. Otherwise, examination
(with at least -1 DRM) [21.0 & 27.3]; is not allowed.
3b: Resolve Defender Indirect Fire Support
8.1 Nationality Markers: Both players have a
(with at least -1 DRM) [21.0 & 27.3];
number of Nationality markers. A Nationality
3c: Resolve all Combat
marker may be placed during the Initial Phase
(subtract at least 1 odds ratio) [22.0 & 27.2].
(only) on any friendly counter (unit or marker)
Player 2: Repeat all Phases [1]—[3] above (play all that is: (1) not adjacent to an enemy unit, and (2) not going
Phases & sub-phases) and proceed to 6.1.1 Daytime (A) to take any actions (move, attack or support) during that
Game Turn. friendly Player Turn. In this way, even the top counter
in a stack is hidden/covered. A Nationality marker is
7.0 STACKING LIMIT immediately removed from a counter when: (1) an enemy
Up to 10 units may be in a single hex, regardless of unit is in an adjacent hex; or (2) the unit (all units) beneath
unit type, unit status or terrain. This is the equivalent of the Nationality marker moves; or (3) in terms of Support
two strengthened Battalions. There is no stacking limit Units, they are taking part in an Indirect Fire Support. The
for markers. Nationality markers may also be used for color of the German Nationality markers (Heer or Waffen-
hiding the top counter in a stack [8.1]. It is the owning SS) is irrelevant. Nationality markers are on the other side
of all Stacking markers that represent a Combat Unit and
player’s choice to decide in what order
to stack in each
hex. The stacking limit may temporarily be violated during are therefore kept in the appropriate Stacking Marker
movement. Exception: Not in an Overrun [19.0]. Boxes when not used. Both enemy Air Strikes [20.0] and
Indirect Fire Support [21.0] have a -1 DRM on a Nationality
7.1 Stacking Markers: Both players may marker. Even though such an attack is made on an enemy
use Stacking markers to avoid high stacks of Nationality marker, it is not allowed to look at the enemy
A6 counters in a single hex. The Stacking markers units beneath the marker. See also 10.0 Hex Ownership.
have no Combat or Movement Factors. They
represent each Battalion that took part in the battle. Each Designer’s note: It is up to the players to decide how far
Stacking marker may include up to 5 units. Keep the they want to go with the Fog of War principle. After all,
Stacking markers in the Stacking Marker Boxes on the each other’s Stacking Marker Boxes are very visible to
map. When used, place the Stacking marker in the hex the other player. This could, however, be avoided with a
and the units and any markers from that same hex in the piece of bent cardboard (one per player) that is placed in
appropriate Stacking Marker Box [23.2]. such a way that each player can see only his own boxes.
II/206
6.
II/50
occupied by a Finnish unit, are under Finnish ownership. If
5.
14
3.
4 -6-6 4 -6-8 a unit is placed in hex 3722, hex 3622 is also under Finnish
6 -8-9
2110 ownership. If a unit is placed in hex 3621, all hexes on the
island Ajossaari (all hexes south-west of hex 3521 with
I/139
II/379
2.
Palosaari
7.
44--66--68
Laivaniemi the hex 3521 included) are under Finnish ownership (1 VP
2210 gained for Ajos). During play, a player has the ownership
A of a hex that he currently occupies or was the last to occupy
with a unit. ZOC is not enough to gain ownership of a hex
Example: The German player has covered stack A with a
or└ a VP-object┘ [29.0]. Nationality markers [8.1] may also
Nationality marker. This means that the Finnish player
be used as a reminder of which player currently has the
may not examine that stack. Air Strikes and Indirect Fire
ownership of a certain hex.
Support on stack A are allowed but with a -1 DRM (without
examining it). Stack B may not be covered because it is 10.0 Clarification: A player can only gain ownership of a
adjacent to an enemy (Finnish) unit. hex that has been entered by a friendly unit. For example,
if a Finnish unit starts the game in hex 3621, the German
player must enter the port Ajos (hex 3917) with a Ger-
9.0 HEX CONTROL &
man unit in order to gain ownership of the port.
ZONE OF CONTROL (ZOC)
All units have control of the hex they currently occupy. This
is called Hex Control. In addition, all Combat Units (only) 11.0 COUP (COUP DE MAIN)
[4.4.3 & 21.0] also have control of the six surrounding On the first Initiative Check, before the game actually
adjacent legal hexes, but only during Daytime (A) Game begins, a Coup takes place in Tornio (hex 1502) and/or in
Turns. This is called Zone of Control (ZOC). If both Kemi (hex 3220) by the two Finnish units of Larjo. Roll
players have ZOC into the same hex, the hex is contested one die per Coup and consult the 11.1 Coup Table. There
and considered to be controlled by both players, but the is a -1 DRM for a Coup in Kemi, and if a Coup includes
ownership of the hex still belongs to the player who was only one Larjo unit. The modifiers are cumulative. If any
the last to occupy it with a unit [10.0]. Enemy ZOC (and Coup is a failure, all German units on the map and the two
enemy hexes [22.3]) affects movement, see Illustration 6 reinforcements have been alerted and they may move up to
on page 8. The cost to move into an enemy ZOC (or hex) or a quarter (¼) of their MF. If the Finnish player gained no
out of an enemy ZOC (or hex) is shown in the 17.5 Enemy VPs at all in the Coup(s), see rule 29.2. Any VPs lost in a
Coup reduces the VP value in the Coup hex permanently.
Hex & ZOC Cost Table. The cost is the same whether the
hex is contested or in enemy ZOC only, and regardless of 11.1 Coup Table: See the Player Aid Card.
the number of Combat Units creating the enemy ZOC. See
also Nighttime (B) Game Turns in 27.0.
12.0 WEATHER
Illustration 3: Hex Control & Zone of
Control (ZOC) The weather is determined
(Daytime) on all Daytime (A) Player
Sunny Cloudy Turns, starting on Game
1910
F A Turn 2A. Game Turn 1A is
(I/47)
I/139
3.
G
2.
[4.4.3]) along legal hexes must be drawn from the unit (hex 14.0 REPLACEMENTS
exclusive) directly to a supply depot (hex inclusive) OR to Both players receive 1 Replacement Point (RP) on every
any road and/or railroad hex leading to a supply depot. The Nighttime (B) Game Turn starting on Game Turn 2B. Any
length of the road/railroad may be unlimited. The supply unbroken Combat Unit (only) in play which is currently
route may not pass through enemy occupied hexes or enemy on a road or railroad hex and on its reduced side may be
ZOC unless the hex is contested or occupied by a friendly flipped to its frontside. The unit may be adjacent to enemy
unit. See 17.5 Enemy Hex & ZOC Cost Table. A unit that units, but not in Close Combat [22.3] or Motti [26.0]. Units
is unable to draw a supply route is considered to be Broken that have been removed from the game for any reason may
1 Level. A unit still out of supply on the next Game Turn is not re-enter play at a later stage. The RP may not be saved
considered to be Broken 2 Levels, which is the maximum for any future Game Turn. If a RP cannot be placed on any
level, use rule 23.0 in all respects. In game terms, a unit unit during a Game Turn, it is permanently lost. The same
will never lose a step if it is unable to trace a supply route. unit may receive 1 RP several times in the game.
Finnish units may not use German supply depots and vice
versa, but re-captured friendly supply depots may be used.
Any number of units may use the same supply depot for 15.0 ENGINEER UNITS &
any number of Game Turns even if the supply depot is in DEMOLITIONS
Motti [26.0]. Broken units must also check for supply on Each unbroken German
(Br.139)
Achtung! Brücke
Nighttime (B) Game Turns to remove or reduce a Broken
17.
◊
Gefahr! Engineer unit (only) may
kaputt!
Level [23.1]. 4 -4-9 make one demolition
13.0 Clarification 1: Supply status is always checked for attempt per Game Turn
the Phasing Player’s units only. and only on the Tornionjoki (hex 1603) and/or Kemijoki
13.0 Clarification 2: It is possible to draw supply from a (hex 2420) River Bridges (marked ). On a demolition
non-active Landing Site without alerting the German side attempt, place an Achtung! Gefahr! marker on the Engineer
[16.2.1]. For example, it is possible to draw supply from unit, roll a die and consult the 15.2 Bridge Demolition
Ajos (hex 3917) and still keep a Low Alarm Level if only
Results Table. Several Engineer units may choose the same
Röyttä (hex 2602) has been used for Naval Landings. target, but they have to make a separate demolition attempt.
13.0 Clarification 3: Supply is checked only on Daytime No other units may be in the hex during an attempt. The
(A) Game Turns, not on Nighttime (B) Game Turns. Engineer unit may not move or participate in any combat
Units that have a broken status (Broken 1 or 2 Level) during that Player Turn. On a Successful demolition result,
on Nighttime (B) Game Turns may, however, reduce the flip the Achtung! Gefahr! marker to its Brücke kaputt!
Broken Level one step if the unit is in supply = can trace a marker side and subtract Finnish VPs. Bridges cannot be
supply line of up to 5 Foot (class) Combat Unit MPs. This repaired. In terms of the Kemijoki River Bridge, consult
means that if the unit is not in supply on a Nighttime (B) the 15.3 Bridge K Destroyed VP-cost Table. K stands for
Game Turn, the unit may not reduce a Broken Level. Kemijoki. On a Neither demolition result, only half of the
VPs for the bridge are subtracted on the VP-track. The
13.1 Finnish Supply Depots : Hexes 2602, 2918, Achtung! Gefahr! marker remains in the hex and any future
3220, 3625 (only from Game Turn 5A onwards), 3722 and attempt will have a +1 DRM. Also, all units pay an
3917 - as long as the Finnish player has ownership of the additional 2 MPs to enter the hex in addition to the terrain.
hex [10.0]. Note: Each Neither result will give a +1 DRM in any future
13.2 German Supply Depots : Hexes 0111, 0201, └ attempt, but only a Success result will destroy a bridge
┘
0603, 1224, 1324, 1504, 2622 and 3625 (only until Game (with the remaining half VPs subtracted on the VP-track).
Turn 4B) - as long as the German player has ownership of On a Failed demolition result the marker is removed until
a new demolition attempt is made. A demolition attempt
the hex [10.0].
during a Nighttime (B) Game Turn [27.0] or in enemy ZOC
Illustration 4: Supply Route (Daytime)
Finland [9.0] will result in a -1 DRM. German Air Strikes on the
i a
e s
s
ä r
k
a ki vi
n j j
1405 1410
two bridges are also allowed [20.2]. See optional rule 31.6.
oki
joki
oki
Pikku-
1505
Yliraumo 10.5 7.5 1510 15.1 Crossing Rivers: All Engineer units may assist other
C
III/11
II/379
friendly units that are crossing a river (of any type). When
11.
Berliini
7.
6 3 2 4 -6-6 4 -6-6
Pudas
1605
12 1610
7.5
1705
m Alaraumo
on
1710
half the normal cost for crossing the river (into or out from
jo k
Laivajärvi the same hex as the Engineer unit) whatever the situation.
Example: Unit A is in supply because it can trace a supply The Engineer unit itself must pay 6 MPs. An Engineer
route that is no more than 10 MPs to a road that leads to unit that is actively participating in an attack across a river
the supply depot in hex C. Unit B is out of supply because will reduce the combat modifier for the river by half in
its supply route is 12 MPs. Place a Broken 1 Level marker the combat. This means that a Minor River with a bridge
on unit B. Note: The Finnish unit’s ZOC affects the supply would have a combat modifier of 0 instead of -1 (+0.5 for
route for both German units. the Engineer unit and +0.5 for the bridge [22.4]).
TORNIO '44
15.2 Bridge Demolition Results Table: See the Player 16.2 Clarification: All reinforcements are considered to
Aid Card. have moved on the Game Turn they arrive even when the
15.3 Bridge K Destroyed VP-cost Table: See the Player units are starting on a Landing Site hex. This means also
Aid Card. that all Support Units have a penalty due to movement
[21.5] on the Game Turn they arrive, no matter what.
Illustration 5: Crossing Rivers
2215 2220 16.2.1 German Reinforcements & Alarm Levels: The
A time of arrival of German reinforcements is dependent
14
3.
aakamo
6 -8-9 on what Landing Site hex(es) the Finnish units have used
2315
in the Naval Landings [16.2.3]. The German OOB Card
(6) lists all possible
time schedules, one per Landing Site hex;
3.
Pö r
9 4 -4-9 Kemi (K), Ajos (A) and Röyttä (R). Look at the various
C
II/82
5.
I/53
2.
2.
3
of units and a Stacking marker must move using the MF of 4 -6-8 4 -6-6
the slowest unit in the stack. A unit pays Movement Points
1205
(MPs) for each hex entered. Different terrain types have
Ke r
different costs and restrictions. A unit may move in any A
direction as long as movement takes place along connected op
u 1305
legal hexes [5.1]. Units may not accumulate MPs for future
das
Kiviranta
I/53
Li a
Game Turns or for later use in the current Movement Phase,
1.
nor spread them between other units. The stacking limit B 4 -6-6 k
a
(10 units) may temporarily be violated during movement. 1405
Exception: Not in an Overrun [19.0]. Suensaari
Example: The German unit is moving to hex B via hex A. In
17.0 Clarification: There are no limitations on how to hex A the cost for Open Ground (1 MP) and for crossing
move the units in terms of moving them one stack at a the Minor River (1 MP) must be paid. The unit may then
time or finishing the movement of one unit before moving use the road (0.5 MP) to move into hex B. In addition, the
another unit. unitmust pay twice for moving into and out of
an enemy
17.1 Movement Classes: Units are either motorized or
ZOC (2 MPs), both in hex A and in hex B. The total cost is
6.5 MPs.
non-motorized - also called Foot units. Motorized units are
recognized by their movement markings; an underscored
MF and wheels ( ), a track ( ), or a half track ( ) 18.0 TERRAIN
beneath their unit symbol [4.4.2]. Non-motorized Artillery A single hex may include several types of terrain. In such
units (three types are included in the game) are treated as case, the terrain
that dominates in the hex is used both in
Foot units in all respects unless otherwise noted. terms of movement and as a combat modifier [22.4]. If it
is hard to determine the terrain in a hex, always use Forest
17.2 Exit Map: Units that exit the map are permanently
removed from play and may not re-enter the map again at may not move through an enemy Town/
terrain. A unit
Factory Area hex, but must stop in the hex, see also 22.3.
a later stage.
18.0 Clarification: In terms of the terrain that dominates
17.2.1 VP Exit Hex: Units exiting the map from a special
in a hex, buildings are a bit special in the game since the
hex called a VP Exit Hex will be counted for VPs. It is 0.5
buildings in a hex are always counted in addition to the
VP per unit (not per step) [29.4]. See also 16.2.2 German
terrain, which is either Open Ground or Forest.
Restriction. Both players may always "gain" VPs from the
same VP Exit Hex (the Germans on turns 8A & 8B only). 18.1 Rivers: Minor Rivers run on top of hexsides (the
17.3 Transfer Points A & B: The map contains two special hexsides are not visible), while Major Rivers run below
white hexes, called Transfer Points A and B. Only German hexsides (the hexsides are visible). In game terms, all
units may use these Transfer Points and as long as the water hexsides that are not Minor Rivers are considered to
Transfer Point is not blocked by a Finnish unit [16.2.2]. It be Major Rivers. If more than half of the number of unit
takes one complete Game Turn to move between these two steps in a combat attack across a river hexside the combat
points in any direction, also during a Nighttime (B) Game modifier for the river is used, otherwise not. If a river runs
Turn. Any number of units may use a Transfer Point at the inside a hex, then that river has no effect in game play.
same time, which means that the stacking limit may be 18.1.1 Motorized Units & Rivers: Motorized units may
violated. The unit must end its movement in a Transfer Point both attack and have ZOC, but never move, across Major
during a Game Turn in order to continue its movement on River hexsides without a bridge. The Attack Factor of all
the next friendly Player Turn by moving out to an adjacent Motorized units are halved when attacking across a Major
map hex from the other (or the same) Transfer Point. This River without a bridge.
means that a unit must exit a Transfer Point (enter a map 18.2 Roads: Units moving along road hexes ignore other
hex) on the next Game Turn. Treat a Transfer Point hex as terrain in the hex. This is called Road Bonus in the game.
a Main Road. German units may also retreat and panic into In terms of Main Roads, it costs 0.5 MP to move along
a Transfer Point, but doing so is counted as exiting the map each Main Road hex although every 3rd consecutive Main
[17.2]. From Game Turn 8A onwards, no new transfers are Road hex entered (in the same Phase) costs 0 (zero) MP.
allowed and any ongoing transfers must be finished.
17.4 One Hex Movement: A unit may always move one
18.3 Railroads: No rail movement is allowed in the game,
but all units may treat railroads as Secondary Roads in all
hex if the unit can pay at least half of the required MPs to
respects. Units may switch between road and “railroad”
enter the hex. movement at no cost if both exist in the same hex, even
17.5 Enemy Hex & ZOC Cost Table: See the Player Aid if there is visually no connection between the road and
Card. railroad in the hex.
Designer’s note: Historically, both sides used some 19.0 Clarification 1: An Overrun only takes place when
rail movement in the Tornio-Kemi area. In game terms, you actually enter the target hex with an odds ratio of
this is the equivalent of using road movement since at least 10:1. The Phasing Player may continue to move
disembarkment from trains also takes time. some or all of the units that took part in the Overrun as
long as the units have sufficient MPs remaining and as
18.4 Illegal Hexes: Units that enter an Illegal Hex are long as the stacking limit of 10 units in a (any) hex is not
considered to be eliminated and permanently removed violated. This means also that you do not need to advance
from play. See 21.2. any further but can stop in the target hex.
18.5 Terrain Key: See on the map. 19.0 Clarification 2: The Phasing Player may tempora-
18.6 Terrain Effects Table: See the Player Aid Card. rily violate the stacking limit of 10 units in a hex from
where the Overrun will be initiated, BUT no more than
10 of the units may actually take part in the Overrun
19.0 OVERRUN └ ┘
(counting Attack Factors) and only those 10 units must
Overruns are allowed both during the Movement Phase enter the target hex. The remaining “excess” units may
and the Exploitation Phase on Daytime (A) Game Turns enter the target hex later in the same Movement Phase
only. An Overrun is always counted as part of movement, or Exploitation Phase as long as the stacking limit of 10
which means that units may move both before and after units is not violated. For example, if the overrunning
an Overrun. The Phasing Player may attempt to make an units continued with their movement beyond the target
Overrun when its units are in an adjacent hex to an enemy hex.
unit giving an odds ratio of at least 10:1 in favor of the
Phasing Player. Overruns are allowed in all terrain types
except in Town/Factory Area hexes. Units may, however,
enter an enemy Town/Factory Area hex. The Phasing Player
20.0 AIR STRIKE
Both players have abstract aircraft
needs to have sufficient MPs remaining for both entering the Air Air
◊ in the game. One Air Strike is
enemy (target) hex and for the Overrun itself. The Phasing
Strike Strike allowed per Player Turn and only
Player may make an Overrun from several adjacent hexes
by the Phasing Player. An Air Strike
to the target hex as long as the stacking limit (10 units per
is allowed on Sunny weather Daytime (A) Game Turns
player) is not violated. On an Overrun, all enemy units in
(only) from Game Turn 2A onwards. Declare the target hex
the target hex are eliminated without any combat die roll.
for the Air Strike by placing the Air Strike marker on top of
The Phasing Player must then move into the vacant hex
the enemy counter or stack, roll a die and consult the 20.3
and continue to move and make more Overruns as long as
Air Strike Table. An Air Strike will affect all units in the
the units have sufficient MPs remaining. The cost to make
target hex with the same result; No Effect, or Broken 1 or 2
an Overrun is 1 MP plus any terrain entered. Road Bonus is
Levels [23.0]. Air Strikes are immune to all enemy attacks.
allowed [18.2]. Enemy ZOC cost is paid for in an Overrun
See also optional rule 31.2. The Air Strike marker has a
unless the units conducting the Overrun are already adja-
Finnish and a German side. Use the Air Strike marker (any
cent to the target hex. Support Units may take part in an
side of it) also as a Weather marker on the Weather track on
Overrun but only by the Non-Phasing Player and only by
the map when not used for Air Strikes.
using their Close Defense Factor [21.3]. Intoxicated units
may not conduct Overruns [28.1]. Reinforcements may 20.1 Air Strike Modifiers: An Air Strike into a Town/
Overrun in the first edge (or Landing Site) hex they enter Factory Area hex will generate a -2 DRM, on a Nationality
on the map. Note: Overruns are not counted as combat. marker [8.1], or into a Forest or Village hex a -1 DRM
on the 20.3 Air Strike Table. All modifiers are cumulative.
Illustration 7: Overrun (Daytime)
Note: Buildings in a Forest hex is still a -1 DRM.
2010
20.2 Air Strikes on Bridges: The German player may make
13
4.
N
T
6 -8-5 A B
8.
6 -8-5 1 -2-6 (hex 2420) River Bridges but always with a -2 DRM. Use
2110 the 15.2 Bridge Demolition Results Table and in terms of
hex 2420, the
13
1.
respects but ignore all DRMs listed except that each Neither
4 -6-Laivaniemi
6
2210 result will give a +1 DRM in any future attempt, but only
a Success result will destroy a bridge (with any remaining
Example: The four Finnish units are going to Overrun the half VPs subtracted on the VP-track) [15.0]. No friendly
German unit in hex A during the Movement Phase and units may currently be in the bridge hex but any enemy
continue to move to hex B. The odds ratio is exactly 10:1 in units in the bridge hex will also be affected. Consult the
favor for the Finnish player (6 + 6 + 4 + 4 = 20 versus the 20.3 Air Strike Table. Finnish VPs are subtracted for a da-
German 2). All four Finnish units must enter hex A in the maged or destroyed bridge but not for the hex (VP-object).
Overrun, while entering hex B is optional. 20.3 Air Strike Table: See the Player Aid Card.
21.0 SUPPORT UNITS & 21.5 Movement Penalty: If the Support Unit moved
INDIRECT FIRE SUPPORT during the Movement Phase in the current Player Turn, the
All Support Units have a Support Factor (red Support Factor of the unit is halved. Retain any fractions.
12
Example: A Support Factor of 5 becomes a 2.5.
520
1.
424
A
4.
Support Units within range to the target hex may take part
in the Indirect Fire Support. As soon as a Support Unit has 4 2 -7
fired, an Indirect Fire Support marker may be placed on 2215
II/379
11
6.
520
II/206
the unit as a reminder (optional). The marker is removed
3.
Kaakamo
13
3.
4 -6-6
7.
at the end of the Combat Phase. An Indirect Fire Support 4 -6-6 4 -6-8 8 2 -7
will affect all units in the target hex with the same result; B
No Effect, or Broken 1 or 2 Levels [23.0]. Both the Phasing
C 2315
Pö
and the Non-Phasing Player may use Indirect Fire Support Example: The two German Support Units A and B are
against any enemy units or Nationality markers [8.1] in attacking the Finnish unit C in an Indirect Fire Support.
play. The Phasing Player always resolves his Indirect Fire The total Support Factor is 4 + 8 = 12. Roll two dice and
Support first, before the Non-Phasing Player may do so. use the “12” column on the 21.7 Indirect Fire Support
21.1 Clarification: Round down to the closest column Table. Add a -1 DRM for the Village.
on the 21.7 Indirect Fire Support Table. Example: If the
total Support Factor (strength) is 5, use the “4” column 22.0 COMBAT
on the table. Combat is optional unless a hex includes units of both
21.2 Long-Range Fire Capability: Support Units have players [22.3]. All Combat Units have two Combat
a long-range fire capability of various numbers of hexes Factors; an Attack Factor and a Defense Factor used for
depending on their type of weaponry. Any type of terrain combat and Overrun [19.0] only. The letter H stands for
may be in between the Support Unit and the target hex. half (0.5) Attack Factor. A Combat Unit may attack only
Illegal hexes can be used in the calculation of long-range if it currently has an attack strength that is more than 0
Indirect Fire Support [18.4]. (zero). Example: A Combat Unit with an Attack Factor of 2
but currently Broken 2 Levels may not attack (2 - 2 = 0).
21.3 Close Defense Factor: A Support Unit must use its
22.1 Combat Procedure: (1) The attacker (Phasing Player)
Close Defense Factor when it is: (1) about to be Overrun
[19.0], (2) defending in a Regular Combat [22.2], or (3) declares which hex to attack. The hex to be attacked is now
defending in a Close Combat [22.3]. Close Defense Factor called a target hex. Any number of target hexes may be
may not be used in attack. declared during a Player Turn, but each combat must be
fully resolved before any new one takes place. A new target
21.4 Indirect Fire Support Modifiers: All modifiers
hex does not need to be declared until the previous combat
cumulative. See also Nationality markers in 8.1 and
are
is finished. (2) The attacker totals the Attack Factors of all
Nighttime (B) Game Turns in 27.3. units participating in the attack and the defender (Non-
21.4.1 Artillery Spotters: If no friendly unit is in an adja- Phasing Player) totals the Defense Factors and any Close
cent hex to the target hex of an Indirect Fire Support, there Defense Factors [21.3] of all units in the target hex. The
will be a -2 DRM on the 21.7 Indirect Fire Support Table. two totals are compared with each other and calculated into
21.4.2 Terrain: An Indirect Fire Support into a Town/ an odds ratio. (3) Combat modifiers are added to and/or
Factory Area hex will generate a -2 DRM, and into a Forest subtracted from the odds ratio [22.4]. The final odds ratio
or Village hex a -1 DRM on the 21.7 Indirect Fire Support is rounded down to the closest whole or half (0.5) odds
Table. Note: Buildings in a Forest hex is still a -1 DRM. ratio step, but may never exceed 10:1 or be less than 1:5.
Example: 1:1.5, 1:1, 1.5:1, 2:1, 2.5:1, etc. If the final odds Exception: All Foot Combat Units (only) in Close Combat
ratio is a half odds ratio the owning player rolls a separate double their Combat Factors. A Support Unit in Close
die to determine if he may use an extra die in the combat. A Combat can only defend and must do so by using its Close
die roll of 1—3 = No extra die; 4—6 = Extra die allowed. Defense Factor [21.3], which is also doubled. Any Broken
Example: On an odds ratio of 2.5:1, the attacker rolls an Level will then reduce the strength [23.0]. No Air Strike
extra die that will determine if the final odds ratio will be or Indirect Fire Support [21.0] is allowed into (or out of) a
2:1 or 3:1. (4) The odds ratio tells you how many dice are Close Combat hex. This means that opposite from Regular
to be rolled by each player. Example: The final odds ratio Combat, Indirect Fire Support is not possible before Close
is 3:1 in favor for the attacker. The attacker rolls three dice Combat because of the friendly units already in the hex.
and the defender rolls one die. This means that the first Both players may have a full stacking allotment
└ ┘
in a Close
number in an odds ratio always refers to the number of dice Combat hex. In an unresolved Close Combat, both players’
to be rolled by the attacker and the second number always units may stay in the hex but a new combat must take place
refers to the number of dice to be rolled by the defender. in the next Player Turn unless the Phasing Player decides
The attacker always rolls his die/dice first. (5) The total to move out of the hex (towards friendly units if possib-
result of the dice is converted into Action Points (APs). le). Both player’s units in a Close Combat hex have Hex
The opposing player must spend these APs on his unit(s) Control (the hex is contested)
but no ZOC [9.0]. The cost
by using various combat actions [22.6]. This means that the to move into an enemy Town/Factory Area hex is at least
defender must spend all combat actions before he rolls his 3 MPs, also during Nighttime (B) Game Turns [27.0]. No
die/dice in the same manner. He may roll the die/dice even Road Bonus [18.2] is allowed into or out of a Close Combat
if all of his units in the target hex have been eliminated. hex. The cost to move out of such a hex is always 1MP
22.1 Combat and odds ratio calculation Clarification: in addition to the terrain, also during Nighttime (B) Game
Turns. Units that are moving out of a Close Combat hex
Always round DOWN to the closest half (0.5) odds ratio
when calculating the basic odds ratio. This means that if, are not affected by any enemy ZOC from that same hex.
and as soon as, the defender is stronger than the attacker Illustration 10: Close Combat (Daytime)
in a combat, the basic odds ratio cannot be 1:1 but is 2820
instead 1:1.5 (in favor for the defender). If the defender is
a-
I/139
Os.P
KK.
2.
more than one and a half times (up to two times) stronger
than the attacker, the basic odds ratio is 1:2 (in favor for ro C 3 -4-7 4 -6-8 A
the defender). If the defender is more than two times (up 2920
6
basic odds ratio is 1:2.5 (in favor for the defender) and 4 -6-8 B
so forth. By basic odds ratio means before any combat 3020
modifiers are added and/or subtracted. If a final odds Example: The German units A & B are about to enter the
ratio is 1:2 it means that the defender rolls two dice while Town/Factory Area hex where the Finnish unit C is located.
the attacker rolls only one die in that combat. This will result in a Close Combat (units must stop in the
hex). Unit A pays for the Town/Factory Area hex (2 MPs)
22.2 Regular Combat: When units of both players are in
and for entering an enemy hex (1 MP) - a total of 3 MPs.
any adjacent hexes Regular Combat may occur (not man-
Unit B pays for the terrain in two hexes - for the Main
datory). This is the most common combat method.
Road into the first hex, then for the Town/Factory
Area in
Illustration 9: Regular Combat
the second hex (0.5 + 2 MPs) and for entering an enemy
2010 ZOC (1 MP) and enemy hex (1 MP), a total of 4.5 MPs.
II/206
III/53
9.
Palosaari
2 -3-6 B Laivaniemi not doubled. Only Foot (class) Combat Units have their
2210 Combat Factors doubled in Close Combat.
Example: The German unit in hexes A and B attack the 22.4 Combat Modifiers: Several factors will modify a
Finnish unit in hex C, which becomes the target hex. The combat result, such as terrain [18.0], Nighttime (B) Game
German Attack Factors are 6 + 2 = 8 and the Finnish Turns [27.2], Multi-Hex Attacks and Defensive Flanking
Defense Factor is 4. The basic odds ratio is 2:1. Add and Support. These are measured by adding or subtracting either
subtract the combat modifiers for attacking from two hexes whole or half (0.5) odds ratio steps. All combat modifiers
(+0.5) and for defending in a Forest hex (-0.5) [22.4]. are cumulative. A bridge in a hex will always add the odds
22.3 Close Combat: Combat is also allowed within a hex, ratio step in an attack across the river by 0.5. Example: The
but only in Town/Factory Area hexes. This is called Close combat modifier for attacking across a Major River with a
Combat. Use the combat rules in all respects. bridge by any unit would be -1.5 instead of -2.
22.4.1 Multi-Hex Attack: If an attack takes place with 22.5.1 Defender Bonus DR: The defender may roll an extra
Combat Units from more than one hex (maximum six die each and every time his previous die roll was a 5 or 6
hexes) into the same target hex, each additional hex during a combat die roll, but only as long as the defending
attacked from will result in one half (0.5) odds ratio step in units have not retreated or panicked (left the target hex).
favor for the attacker. Each attacking unit must have a final Roll all dice before any APs are spent. Defender└Bonus DR ┘
attack strength that is more than 0 (zero). is allowed even if all defender’s units were eliminated, but
22.4.2 Defensive Flanking Support: The defender may is not allowed in Close Combat or by Support Units alone.
subtract one half (0.5) odds ratio step for each adjacent This rule portrays a defender that is well dugin.
hex (maximum four hexes) to the target hex that consists 22.6 Action Points (APs) & Combat Actions: There are
of at least one friendly Combat Unit that is also adjacent six different combat actions to choose from. The owning
to any of the attacker’s hexes in the combat. A unit may player always chooses the combat actions of his units. All
give Defensive Flanking Support only if it has a Defense combat actions cost 1—4 APs. If all player’s units have
Factor (a final defense strength) that is more than 0 (zero). been eliminated, any excess APs are lost. APs may not
A unit may give Defensive Flanking Support even if it has be saved for future combats. Combat actions are either
been (or will be) attacked itself during the same Combat calculated per unit, stack or several stacks.
Phase. A unit may also give any number of Defensive 22.6.1 Step Loss (4 APs): All units have a frontside and a
Flanking Support in the same Combat Phase. Defensive backside. The backside is also called a reduced side in the
Flanking Support is neither allowed into nor out from a game. A unit on its frontside can take two step losses, while
Close Combat hex [22.3]. a unit on its reduced side can take only one step loss. In
general, a step loss is the equivalent of either flipping a unit
Illustration 11: Multi-Hex Attack &
Support
Defensive Flanking from its frontside to its reduced side, or removing a unit on
its reduced side permanently from play. The owning player
1605 1610
always chooses how to distribute step losses. Example:
C
III/53
Ra u
II/379
10.
-6-6
m4Alaraumo
on
6 -8-5 B frontside are flipped to their reduced side or that one unit
1705 on its frontside is removed from play. The Finnish Player
jo ki
III/53
A6
3.
Illegal Hex, unhexed area, or exit the map from a non-VP 22.9 Clarification 2: The Action Order is ignored only if
Exit Hex. the unit is unable to spend all of the Action Points (APs)
(5) No retreat may be towards enemy units or into an required. This will automatically result in the elimination
enemy controlled hex [10.0] unless there are no other (2nd Step Loss) of the unit.
alternatives.
22.6.6 Panic (3 APs): All units in the target hex (when 22.10 Large Combats: Use this rule when each player has
defender) or all units in all of the attacking hexes (when three or more units of any status actively participating in
attacker) must retreat two hexes. Units that are unable to the combat.
retreat two hexes are eliminated. A Panic combat action 22.10.1 Procedure: (1) Calculate the odds ratio as per
will always cause all Field and Rocket Artillery units to normal rules. (2) Determine which player has the fewest
lose one step. All units lose a step on a Panic combat action number of units in the combat. (3) Divide the number by
when they are crossing a Major River hexside without a half. Round up any fractions. (4) The result is the number of
bridge. A Panic combat action may only be chosen by one dice to be rolled by the player who has the lowest number
player in the same combat. This means that if the defender in the odds ratio. The other player rolls a number of dice to
chose Panic as a combat action, the attacker may not do so. keep the same initial odds ratio. Quick Reference Guide:
Otherwise, use 22.6.5 in all respects. 11; 21; 32; 42; 53; 63; 74; 84; 95:
22.7 Multiple Combat Results: A unit may retreat or panic 105 (maximum). Read as: number of units number
into a hex that is still an unresolved target hex during the of dice to be rolled. Example: The final odds ratio is 2:1.
same Combat Phase. The unit is not allowed to participate The defender has 5 units and the attacker has 7 units in the
in the new combat but is subject to the new combat actions combat. Since the defender has the fewest number of units
(not as the only unit). in the combat, in this case 5, the number 5 is then halved to
2.5 and rounded up to 3. The defender rolls three dice (plus
22.8 Retreat Voluntarily: Units that participated in a any Defender Bonus DR [22.5.1]), while the attacker rolls
combat may always retreat (never panic) voluntarily even six dice (first) in order to keep the 2:1 odds ratio.
if all APs have already been spent on combat actions.
Exception: Units may not already have retreated or 22.11 Combat Cost Table: See the Player Aid Card.
panicked during that Combat Phase.
Designer’s notes: (1) The maximum number of APs that a
22.9 Action Order: Any combat actions can be chosen single unit can take as a combat result without elimination
although additional combat actions can then only be ones is 12 (1 x Step Loss = 4 APs, 1 x Broken 1 Level = 2 APs,
with a higher precedence order if multiple combat actions 1 x Broken 2 Levels = 3 APs, and 1 x Panic = 3 APs).
are needed to expend the APs required: (1) Step Loss, (2) This means that any result that is higher than 12 results
Broken 1 Level (on unbroken units only), (3) Broken 2 in that a single unit in a hex is removed from play. (2) The
Levels (on Broken 1 Level units only), (4) Retreat or Panic reduced side of each unit is exactly half of the Combat
combat actions (never both). Note: There can be situations
Factor or Support Factor of the frontside. Thismeans
in which a player will want to spend more APs than required that each Step Loss (and RP) is the equivalent of two
in order to avoid a Step Loss (or a Retreat/Panic) combat Platoons (50—125 men).
action. Obey the Action Order only if several combat
Illustration 12: Combat Example (Daytime) (Yli-Liakka)
actions are spent. See combat example in Illustration 12. Alavojakkala
22.9 Clarification 1: The Action Order is based on the A B 0605
(JR11)
Jääk.
basis, while Action Points (APs) either affects one unit 4 -6-8 4 -6-8 4 -6-8
(when Step Loss or Broken 1 or 2 Levels), one stack 0705
III/11
III/11
10.
12.
11.
6 -8-5 4 -6-6
9.
roll) are distributed on all of the attacking units in the Example: All five Finnish units are attacking the German
correct Action Order. This means that you first distribute unit B. All units are unbroken. The total Finnish Attack
any Step Loss APs on any or all of the units involved Factors are 22 and the German Defense Factor is 6. This
in the attack. Then, you distribute any Broken 1 Level gives an odds ratio of 22 ÷ 6 = 3.66:1. This is rounded
APs on any units in the attack; any Broken 2 Level APs; down to the closest half odds ratio step which is 3.5:1.
and finally any Retreat or Panic APs if required. If you Combat modifiers are added and subtracted. +1 odds ratio
choose a Retreat action, any one of the three stacks must step for the two additional hexes attacked from, -0.5 for the
retreat one hex (this means also that you could choose up Defensive Flanking Support from unit A and -0.5 for the
to three Retreat actions - one per stack). If you choose a Swamp hex. Since a majority of the unit steps are attacking
Panic action, all three stacks must retreat two hexes. across a river, there will be a further -1 odds ratio step.
The odds ratio is 2.5:1. The Finnish player then rolls a die
which will determine if the final odds ratio will be 2:1 or Designer’s tip: Place Broken unit markers on
Br 1 vel
3:1. A 3 is rolled which will give a final odds ratio of 2:1. the affected units/stacks in an angled way as
ok
N
en
The Finnish player rolls two dice. Result: 1 + 3 = 4. The illustrated. This will make it easier to;
Le
1 -2-6
German player must spend 4 APs of combat actions and (1) see what player’s units are beneath the
choose one of the following alternatives for his unit: (1) marker, (2) see if several Broken unit markers
Broken 1 + Retreat = 4 APs; (2) Broken 1 + Broken 2 = 5 are in the same hex as in Illustration 13, and
APs; (3) Broken 1 + Panic = 5 APs; (4) One Step Loss = 4 (3) grab the marker when it is removed or reduced.
APs. The German player chooses alternative (2) which 23.1 Remove or Reduce a Broken Level: Each Broken
means that he spends one additional AP than required just Level is in effect until the next friendly Initial Phase when
in order to remain
in the hex. The German player then rolls it is removed but only if the unit is fully supplied [13.0]. If
one die. Result: 1. The Finnish player spends 1 AP on a No a Broken unit marker is on a unit, the marker is removed
Effect combat action. and placed in the Marker Box or flipped to the level 1
side. If the unit is in a Stacking Marker Box, the unit is
23.0 BROKEN UNITS placed in another row, see further in 23.2. This means that
Broken Broken Units can become Broken in one of a Broken 2 Level takes two consecutive friendly Initial
1 ◊ 2six ways. As a result of; (1) being Phases before it is removed from the unit, unless the unit
Level Levels! unable to trace supply [13.0], (2) an has received a new Broken result. Units that are Broken on
enemy Air Strike [20.0], (3) an a Nighttime (B) Game Turn need to be in supply in order to
enemy Indirect Fire Support [21.0], (4) combat (APs) be allowed to use this rule. The length of the supply route
[22.6], (5) Motti [26.0], or (6) when entering an alcohol on a Nighttime (B) Game Turn supply check is halved,
depot (Finnish units only) [28.1]. There are two Broken which means 5 Foot unit MPs.
Levels, Broken 1 Level and Broken 2 Levels. The term Designer’s notes: (1) See the Broken unit feature in
Broken unit marker refers to both levels. Place the appro- the game as a combination of a physical (fatigue) and
priate Broken unit marker on the affected unit or stack OR psychological (morale) deterioration of a unit. (2) Due
place the unit in the appropriate row in a Stacking Marker to the limited number of Broken unit markers included in
Box [23.2]. Each Broken Level will reduce both printed the game, use also the Broken unit marker areas printed
Combat Factors (Support Factor and Close Defense Factor in the Stacking Marker Boxes on the map, see 23.2.
when Support Unit) and the Movement Factor by one value
for as long as the unit is Broken. Example: An Attack 23.2 The Stacking Marker Boxes: Here are some examples
Factor of 4 will on a Broken 1 Level unit be 3. A Broken 2 of how to place units in the Stacking Marker Boxes. └ No ┘
Level is the maximum level that a unit can have in the more than 5 units may be in each box and at least one unit
game. Exception: In Motti [26.0]. Any additional Broken must be represented by (have the same designation as) the
Level result will have no effect on the unit - it cannot result Stacking marker [7.1]. The name of the commander(s) that
in a step loss, BUT if a Broken Level on a unit results in is printed in each box (unfortunately some German names
that the unit has a (Close) Defense Factor that is less than are missing) is included for historical purposes only. Some
0, it is immediately eliminated and removed from play. If of the units changed their commander during the battle.
all units in a target hex have a (Close) Defense Factor of 0,
Illustration 14: Units in Stacking Marker Boxes
they are automatically eliminated in an attack by any
Commander: Commanders: Commander
enemy unit with an Attack Factor (strength) greater than 0.
I/11
I/11
A Broken 1 Level result in an Air Strike or Indirect Fire I/11 6 -8-5 4 -6-6 II/11
(II) kapt. Toivonen
(III) kapt. Palatsi III/11
(II)
II/11
I/11
10.
6.
2.
5.
1 1 1
Level 2 -3-6 Level 4 -6-6 4 -6-6 -6-6
4Level
Illustration 13: Broken Units
i
i
1505
C
(34)
11.
3.
K
6.
Pikku- Yliraumo 2 2 2
Berliini Levels! 4 -6 -6 -6-6 4 -4-6
4Levels! 4 -6-6
Levels!
(211)
2.
Broken
81 -6-8 Example: Box I/11; The two units on the top row are
(Br.139)
17.
1605
BrokenLevel unbroken, while the unit “2./I/11” is Broken 1 Level and
42-4-9
Ra u
II/53
1.
Levels!
2 -3-6 4 -Alaraumo
6-8
m
on Broken 1 Level because the “Broken 2 Levels!” text has
1705 A been covered with a unit, and no units are on the top row.
jo
Broken
81 -6-8
(Br.139)
Illustration 16: Motti (Isolation)
17.
1605 BrokenLevel
Pudas 42-4-9
II/53
Ra u
3320
A
7.
B
1.
Levels!
III/15
III/15
2 -3-6 4 -6Alaraumo
-8 II/15
10.
9.
m
5.
on 4 -6-6 4 -6-6
1705 2 -3-6
j
Finland
as a
(15.Pr.)
Pion.
I/139
advance into the abandoned hex - hex A, because all other 4 -4-6 4 -6-8 Kittiläjärvi
Laitakari
units are Broken. The Tank unit may also advance into hex 3520
because there is a connected Secondary Road from hex
B
From
III/15
9
12.
II/7
Game
5.
• No Overruns are allowed [19.0]. 28.1 Clarification 1: A “No Effect” combat action may
• All Indirect Fire Supports have a -1 DRM [21.0]. not be chosen by any Intoxicated units in combat.
• All Demolition attempts have a -1 DRM [15.0]. 28.1 Clarification 2: A revealed alcohol depot is no
• Road Bonus is not allowed into a hex that is adjacent to longer considered to be in the hex when the units are
enemy units. Road Bonus is, however, allowed out of such “Hangover” (when the Intoxic. marker has been flipped
a hex [18.2]. to its Hangover marker side).
• Supply is only checked on those units that have a Broken 28.1 Clarification 3: All actions (also Overruns) by all
unit marker. The supply route is halved to up to 5 Foot of the Finnish units that passed (after) a revealed German
(class) Combat Unit MPs (non-artillery [4.4.3]) [13.0]. alcohol depot is cancelled (they have never taken place).
Designer’s note: In game terms, Nighttime is considered
to be roughly between 18.00 and 06.00 hours. Daytime
is, of course, the opposite. 29.0 HOW TO WIN
The Finnish
VPs VPs VPs VPs objective in
28.0 ALCOHOL DEPOTS 0+ ◊ 10+ 20+ ◊ 30+ the game is
The Germans have two alcohol depots in the Tornio-Kemi to gain as
area. Before play begins, the German player secretly many Victory Points (VPs) as possible and to prevent the
writes on a piece of paper any two friendly hexes where Germans from destroying the bridges at Tornio (hex 1603)
the hidden alcohol depots will be located until revealed. and Kemi (hex 2420) and from exiting the map. The
Each hex must include a road or railroad but may not be German objective is to prevent the Finnish victory
on the islands Pirkkiö, Ajossaari, Veitsiluoto (hexes 3622, condition. The VPs 0+ marker is kept and slid along the
3722 & 3823) or in the hexes 1502 or 3220, or adjacent to a Finnish VP-track on the map. The marker is flipped to its
map edge. When Finnish units enter such a hex during any VPs 10+ side when the number of VPs are 10—19.5. The
type of movement (also in a retreat, panic or advance after VPs 20+ marker is used when the number of VPs are 20—
combat) the alcohol depot is revealed but not until the end 29.5. The marker is flipped to its VPs 30+ side when the
of the current Phase when all Finnish units have finished number of VPs are 30—39.5. Make sure to update all VPs
their movement or combat. Each of the two alcohol depots gained or lost during each Player Turn regularly. The
will be in effect only once in the game. If Finnish units German player cannot gain VPs in the game but can
move through two hidden alcohol depots during the same subtract the Finnish player’s VPs. The game ends
move, only the first alcohol depot is revealed, while the immediately when the VP-level is less than 0.5 VP or more
other remains hidden until next time a Finnish unit enters than 39.5 VPs. To mark a half (0.5) VP, place the marker in
it. German units are never affected by the alcohol depots. between two values, see Illustration 17 on page 17.
A Close Combat [22.3] must be fully resolved in the hex
before any hidden alcohol depot is revealed. This is the only 29.1 Starting VP-level: The Finnish player will start the
time an alcohol depot is not revealed after movement. game with 3—4 VPs already gained, 1 VP each for hexes
2819, 2918, 3621 & 3722, see the Finnish OOB Card. In
Intoxic. Hang- 28.1 Intoxicated Units: All Finnish addition, each Coup [11.0] and Landing Site hex [16.2.3]
Broken 2
No Actions
◊ over units that enter an alcohol depot hex can (will, in terms of the latter) generate 1—2 VPs.
or ZOC Broken 1 become automatically intoxicated
even when entering a revealed hex 29.2 The First Initiative: Only VPs gained from the
at a later stage during the Player Turn. Place an Intoxic. Coup(s) are used in the determination of the initiative for
marker on the units. In game terms, intoxicated means that the first Game Turn. If the Finnish player gained no VPs
the units are Broken 2 Levels despite earlier status. Use rule from the Coup(s), both players roll a die. The player that
23.0 in all respects, except that the units must stop in the gets the highest result has the initiative (starts the game).
alcohol depot hex, they lose their ZOC and they may take Re-roll on a tie. The Coup(s) will never affect the German
no actions (move, attack or support), only defend, until Alarm Level in terms of Reinforcements [16.2.1].
the next friendly Player Turn when the Intoxic. marker is 29.3 Initiative During Play: The
VP VP
flipped to its Hangover marker side and the units become
Diff. ◊ Diff.
number of VPs gained (if Finnish
Broken 1 Level as per normal rules in 23.0. No Retreat or player) or subtracted (if German
Panic combat actions are allowed while the units are on player) during a Game Turn is cru-
a Broken 2 Level. This means that Step Loss is the only cial when determining which player will (has to) gain the
combat action that can be chosen if attacked. Move back initiative in the next Game Turn. Use the VP Diff. marker
all units that passed the hidden alcohol depot hex during on the Finnish VP-track. Use the side of the marker that
movement. The stacking limit (10 units) may not be represents the player (nationality) that is in favor of the
violated. All excess units (Finnish player’s choice) have to difference. The marker is placed on the 0 space both when
stop in the hex prior to the alcohol depot hex but they may there is no difference and after each Initiative Check (each
move in the Exploitation Phase. Units may never move Game Turn). The difference cannot go above 9 on the VP-
through an alcohol depot hex even if it is fully stacked. track. If the difference is 0, both players roll a die, see 29.2.
┘ Illustration 17: The Initiative [5] Unfold the map and place it together with the two
FINNISH VICTORY POINTS [29.0] Player Aid Cards and OOB Cards on a table. The German
VP VPs player sits on the eastern side and the Finnish player sits on
0 1 Diff. 2 3 4 5
0+ 6 7 the western side of the map. Place each friendly OOB Card
next to the Stacking Marker Boxes.
Example: It is the Initiative Check before Game Turn 2A. [6] The German player hides two alcohol depots on the
The Finnish player has gained 5 VPs so far. During the
map by writing their location secretly on a piece of paper
previous Game Turn (1B) the Finnish player gained 3.5 and hiding the paper from the Finnish
player [28.0].
VPs, while the German player subtracted 2 VPs from the [7] Punch out all die-cut counters. Sort them by nationality
Finnish player. This will result in a difference of 1.5 VP in and store them in ziplock bags when the game is not being
favor for the Finnish player who will have the initiative in played. Two ziplock bags are providedin the boxed game.
this Game Turn (the VP Diff. marker is on its Finnish side [8] Place all units on the appropriate unit pictures on the
and placed in between the spaces 1 and 2). Finnish and German OOB Cards (use the frontside of the
29.4 Victory Point (VP) Objects: Cards) [4.3]. Use the frontside of all units.
[9] Place the markers on the map as follows:
29.4.1 The Finnish player gains VPs for:
(9a) TURN marker with the Finnish side up on the Coup
• Each VP-object (re-)captured (see in the hex specifically).
space on the Game Turn track.
Half VPs are gained for a captured bridge that is damaged.
(9b) Air Strike marker on the Cloudy space on the Weather
No VPs are gained for a captured bridge that is destroyed.
track. Use any side of the Air Strike marker.
• 0.5 VP per German unit step loss (not for units exiting
(9c) VPs 20+ marker on the Extra VP marker space and
the map).
VPs 0+ marker on the 3 or 4 space on the Finnish VP-track
• 1 VP per German unit step loss in Motti [26.1].
depending on whether the units of Os.P are placed in three
• 0.5 VP per Finnish unit that exits the map from the VP
or four of the starting hexes according to the Finnish OOB
Exit Hex 0111, 0201, 0401, 1224 or 1324. German units
Card. 1 VP is gained for Ajos if a unit starts in hex 3621.
may no longer arrive from such a hex [16.2.2].
(9d) VP Diff. marker on the 0 space on the Finnish VP-
29.4.2 The German player subtracts Finnish VPs for: track. Use any side of the VP Diff. marker.
• Each VP-object (re-)captured (see in the hex specifically). (9e) Stacking markers (Nationality or Indirect Fire Support
• A number of VPs for destroying the Kemijoki River marker on their other side) in the appropriate Stacking
Bridge (hex 2420), depending on which Game Turn it Marker Boxes.
was destroyed [15.0], see the 15.3 Bridge K Destroyed (9f) All remaining markers in the Marker Box.
VP-cost Table. [10] Place the AT START units on the map according to
• 4 VPs for destroying the Tornionjoki River Bridge (hex the Finnish and German OOB Cards. Use the following
1603), regardless of the Game Turn it was destroyed [15.0]. set-up order:
• 0.5 VP per German unit that exits the map from the VP (10a) Four Finnish units of Os.P in three or four hexes, see
Exit Hex 0111, 0201, 0401, 1224 or 1324, but only on above in “(9c)”.
Game Turns 8A & 8B, otherwise no VP. (10b) All nine German units. Six of the units are placed
Note: VP-objects may be captured also in a retreat [22.6.5] within one hex of the six hexes mentioned on the German
or panic [22.6.6] move. OOB Card. All nine hexes must be used. One unit per hex.
29.5 Finnish Victory Points & Levels: (10c) Two Finnish units of Larjo, which are used in the
• ≤ 0 VP = German Major Victory. Coup(s) and placed in Tornio and/or Kemi [11.0].
• 0.5—8.5 VPs = German Minor Victory. [11] Determine the outcome of the Coup(s). The Finnish
• 9—21.5 VPs = Stalemate - no winner. player rolls one die per Coup. Adjust the VP-level accord-
• 22—39.5 VPs = Finnish Minor Victory.
ingly. If the Finnish player gained no VPs in the Coup(s),
• ≥ 40 VPs = Finnish Major Victory. both players roll a die and the player with the highest result
has the initiative on the first Game Turn (re-roll on a tie).
30.0 PREPARE FOR PLAY Then, place the TURN marker with the correct side face up
(read sections 1.0—29.0 first)
on the 1A space on the Game Turn track.
[12] Play the game by using the 6.1 Sequence of Play Table
[2] For added feeling when playing TORNIO '44, read the on the Player Aid Card. Play all Phases and sub-phases in
Historical Summary on pages 18—20. Only a few books the order as listed. Play all sixteen Game Turns (1A—8B) in
are available on this topic but the internet can also provide this way and determine the winner at the end of the second
some information. Player Turn of Game Turn 8B, OR end the game immedi-
[3] Decide which of the optional rules in 31.0, if any, will
ately when
the VP-level is less than 0.5 VP or more than 39.5
be used. VPs [29.5].
[4] Decide by mutual agreement which nationality you
want to play or let a die roll decide it. For example: The
player with the highest die roll plays the Finns.
Copyright © 2016 Mikugames. All rights reserved. 17
TORNIO '44
The German reinforcements could not do much and they of Tornio along the Ylitornio Road together with an SS-
were quite soon confronting a Finnish force that was twice Artillery Battalion (III./SS-G.A.R.6 with 12 x 10.5 cm Field
as large. The whole Finnish naval landing was a shock and Howitzers) and Antiaircraft from Grenadier Brigade 503.
a total surprise for the Germans. During the first 12 hours The units immediately started to push back the Finns south
or so, the German command had a hard time determining towards Tornio. The Germans in the Tornio-Kemi area were
what was going on and tried several times to negotiate with from now on divided into three main Battlegroups; K.Gr.
the Finns to stop the attack and to release all the Germans Tornio, K.Gr. Kemi & K.Gr. Steets - all under the command
that had been taken as prisoners so far. The Allied (Soviet) of D.Gr. Kräutler. K.Gr. Tornio was commanded by Maj.
Control Commission, and in some fashion, also the Krenzer and K.Gr. Kemi by Maj. Fester. The two remaining
Finnish Supreme Headquarters (Päämaja) were surprised Battalions of the Finnish 53rd Infantry Regiment (I–II/JR
by this bold naval landing. The commander of the landing, 53) arrived together with a Tank Company (1.Psv.K with
Hjalmar Siilasvuo, had to keep this entire key operation old Vickers tanks) and two other Companies (K/Pion.P
of the Lapland War secret from his own colleagues and 34 & 25.Tyk.K). Most of the Finnish units were directed
also partly from his superior, the Chief-in-Command and north. The main part of the German units south of Kemi
Finnish President, Carl Gustaf Emil Mannerheim. had by now retreated back to Kemi, waiting for the what
2. 10. 1944 (Monday): When Kräutler realized that they believed was the Finnish Tank Division that was
he was dealing with regular Finnish troops and not just advancing from the south along the coastal road. In reality
bandits, he asked his superiors, Gen.oberst Rendulic and it was the 15th Infantry Brigade. The Tank Division was
the OKW for more units. Dr. Lothar Rendulic was the new instead directed north-east towards Rovaniemi.
commander of the German ground forces in Finland (Geb.- 4. 10. 1944 (Wednesday): Operation Plan Birke was
AOK 20) after Gen.oberst Dietl had died in a plane crash changed for Operation Plan Nordlicht, which consisted
on June 23rd, '44. The situation was tough for the Germans of a full evacuation to the Lyngen defense line north-east
as they were in the middle of Operation Plan Birke, which of Narvik in Norway. The fighting at Tornio continued
consisted of the partial evacuation from Finland to northern forcefully. The Finns received two Infantry Battalions
Norway. Only a few units (II./G.J.R.206, II./Gren.R.379, (Er.P 13 & III/JR 50) and one Jager Company (Jääk.K/JR
Pz.Abt.211 [-] [with old French Somua & Hotchkiss tanks] 8). K.Gr. Steets at Alavojakkala received its second organic
& SS-Aufkl.Abt.6) could be released from other front duties Battalion (M.G.Btl.13) together with a Jager Battalion (Jg.
and most of them arrived from the east by trains to Laurila, Btl.3) and a Heavy Mortar Company (s.Gr.W.Kp.). The
outside Kemi, where they disembarked. In addition, K.Gr. Jager Battalion arrived from Rovaniemi along the Arpela
Wutti (16./Geb.Jg.Br.139 & 3./H.Art.Abt.[L.G.] 424) Road while the other units arrived along the Ylitornio
arrived along the north-eastern road to Alavojakkala, north Road. The German counter-attack could begin against two
of Tornio to make sure that no Finns advanced along that Finnish Battalions (I–II/JR 53).
road. Between six and nine German Ju 87 Stukas from 1./ 5. 10. 1944 (Thursday): The situation for the Finns
NSGr.8, located in Rovaniemi, joined the battle and started was getting bad. The Germans were pushing back the
to attack the port in Röyttä and managed to sink two Finnish Finns on all fronts. Finally, the Finns received their first
transport vessels (S/S Bore IX & S/S Maininki). The initiative artillery unit (I/KTR 16 with 12 x 76 mm cannons), two
was now in the hands of the Germans mainly because they additional Infantry Battalions (I–II/JR 50) from the 50th
had three Artillery Battalions in the battle area while the Infantry Regiment (commanded by ev. Aho) and a couple
Finns had none yet. The situation was evened up when one of Mortar Companies (13. & 21.Krh.K). The first Company
Infantry Division (3.D) Headquarters under the command of the Regiment (1./JR 50) remained in Oulu as a security
of kenr.maj. Pajari, together with one Infantry Battalion company and never took part in the Tornio-Kemi battle.
(III/JR 53) from the 53rd Infantry Regiment (commanded The initiative was slowly starting to turn back to the Finns
by ev. Ravila - later ev.luut. Loimu), one Mortar Company again. German units were no longer south of Kemi when
(13.Krh.K/3.D), and the remaining heavy equipment and the German rearguard (12./Geb.Jg.Br.139) arrived in Kemi
horses of the 11th Infantry Regiment arrived in Röyttä. along the Oulu Road.
From now on Pajari took command of all units in the 6. 10. 1944 (Friday): The Finnish second Division
Tornio area. The initial Finnish plan of the operation in (11.D) Headquarters commanded by kenr.maj. Heiskanen
Tornio-Kemi was that the main thrust would come along arrived in Röyttä. The Finnish units were from now on
the coast from Oulu to Kemi and the naval landings would divided into a Group; Ryhmä Pajari, which was in charge
be only a secondary operation. This was changed because of all units at Tornio, especially the units attacking to the
of the slow advance by the units along the coast. This meant east; and a Battle Detachment, Tst.Os. H[eiskanen], which
that the naval landings in Tornio became the key element was in charge of the units attacking to the north. The
of the entire operation in northern Finland for a number of fighting north of Tornio became bloody when the Finns
days. managed to flank K.Gr. Steets who tried to push back the
3. 10. 1944 (Tuesday): A strong unit (M.G.Ski-Br. Finns even more. Two Finnish gunboats (Hämeenmaa &
Finnland) commanded by Oberst Steets with one of its Uusimaa) arrived at Röyttä. They were mainly used for
Battalions (M.G.Btl.14) arrived at Alavojakkala, north Antiaircraft defense.
7. 10. 1944 (Saturday): The Soviet 14th Army at the Conclusion: Finnish casualties at Tornio were 400—
Arctic Sea launched a huge offensive, called the Petsamo- 450 killed, 1373 wounded and 25 missing in action, while
Kirkenes Operation. The Germans were in an awkward German casualties were 500—1000 killed, 2000 wounded
situation. With limited reserves they had to withdraw the and 558 taken as prisoners. Finnish casualties at Kemi
organic units of the already badly beaten K.Gr. Steets from were 519, while German casualties were several hundred
the Tornio area to meet the Soviets. One German Battalion killed and 300—500 taken as prisoners. Who won? Both
(F.E.Btl.82) had arrived to assist in the withdrawal. sides failed in their objectives as the Finns failed to take
Meanwhile in Kemi, one strengthened Finnish Infantry the bridges at Kemi in one piece and the Germans failed
Brigade (15.Pr. with Er.P 5 & Er.Os.Sau) commanded by to push back the Finns from the Tornio area and open up
ev. Kuistio had been advancing from Oulu. After some the road to the north. Both sides were bitter at each other;
preparations, the Brigade attacked the Germans at Kemi the Germans for the Finnish betrayal and the Finns for the
together with the Detachment (Os.P) commanded by ev. German destruction of Finnish Lapland.
Pennanen that had been stationed in and around Kemi
ever since mid-September '44. Only one of the Artillery
DESIGNER’S NOTES
Battalions (II/KTR 7 with 12 x 76 mm cannons) of the
TORNIO '44 is the second wargame that I have both
Brigade made it to the battle scene in time. The other one
designed and developed. It is quite opposite from my
was delayed because all bridges south of Kemi had been
earlier game-series, The Finnish Trilogy 1939–1945®.
destroyed by the retreating Germans. Another Finnish
Historically, the battle at Tornio-Kemi in October 1944
Artillery Battalion (II/KTR 16 with 12 x 122 mm Howitzers)
was very even and included a lot of situations that were
was disembarked after being delayed due to a storm. The
interesting to incorporate into a game.
Finnish Air Force sent some Brewster BW fighters from
The main goal with TORNIO '44 was to develop a
HLeLv 26 (from Vaala, then from Pudasjärvi) to both
fairly simple but yet interesting, exciting, and historically
protect the disembarkments in Röyttä and to support the
accurate game with only a few components. The design is
battles at Tornio. The Germans had emptied most of their
clear and basic and with a slightly old style look. No illegal
supply depots at Kemi. It was time to retreat to the north.
insignias have been used. The initial plan was to make a
8. 10. 1944 (Sunday): The Finnish 15th (strengthened) game about the battle around Tornio only. Quite soon, I
Brigade together with the Detachment (Os.P) pushed back realized that the game would not be interesting enough
the Germans at Kemi during the second attack despite some without including the Kemi area too, where the Germans
heavy counter-attacks by the German units. The Finnish had an airfield and a large supply depot. As a result, the
Brigade was divided into two major Battle Detachments; map had to be larger and more units were needed. I also
Tst.Os. Ojala (I, II, IV/15.Pr & Pion.K/15.Pr) and Tst.Os. wanted it to be possible for the Finnish player to make naval
Pakkanen (III/15.Pr & Tyk.K/15.Pr). Most of the Germans landings in Kemi and in the port on the island Ajossaari
in both the Tornio and Kemi areas managed to retreat north although historically the Germans had sunk railway cars at
and north-east despite the fact that some of them had been the dock to make this task difficult. In game terms, the naval
in Motti. The Finns failed to take the bridges at Kemi in landing is possible but takes more time. The game works
one piece because they were blown up by the Germans at well at this unit and hex scale due to the short campaign.
08.45 hours. A number of Stukas bombed in desperation Days and nights in October are equally long at this latitude
the various factories around Kemi but with only limited and time of year so it made sense to do 12-hour daytime
success. In Alavojakkala, north of Tornio, some additional and nighttime game turns although I wanted them to differ
German units (II./SS-G.J.R.11 [-] & Werf.Abt.11 [-]) had from each other.
arrived to assist in the breakout of the last German units in The rules are fairly mainstream. The most unique feature
the area. The Finnish units in the Tornio-Kemi area were is the combat mechanism. I wanted to create something
from now on divided into three Battle Detachments. Tst. that did not have a standard Combat Results Table but
Os. Heiskanen (JR 50, Er.P 21, Jääk.K/JR 8, I/KTR 16 & instead gives the owning player more freedom in how to
engineers) continued to pursue the Germans northwards to take his losses. The game focuses almost solely on the
Muonio, Tst.Os. Loimu (I–II/JR 53, II/JR 11, Jääk.K/3.D, combat actions. I wanted to include a feature in the game
13.Krh.K & engineers) to Rovaniemi via the Arpela Road, where units could be both physically and psychologically
and Tst.Os. Halsti (III/JR 11, III/JR 53, Er.P 13, II/KTR 16, exhausted but only for a short period of time. Initiative
25.Tyk.K & engineers) to Rovaniemi via the northern road determination was another important factor as well as the
along the Kemijoki River. More and more Finnish units Stacking markers and the Fog of War they create. The
were to arrive via Röyttä and also along the coastal road bizarre rule about the alcohol depots is used since they
from Oulu (15.D, KTR 4 & JR 8). The last Germans were played a major role in the battle. The weather check on
eventually pursued in early 1945 all the way to Kilpisjärvi both Player (Daytime) Turns was incorporated to reflect
close to where the Swedish, Norwegian and Finnish borders the weather phenomena as a very local feature and also a
meet. The last Germans did not leave the area until April highly unpredictable one. This will also add some dynamics
27th, 1945, less than two weeks before the Second World and more uncertainty in the play. Indirect Fire Support is
War ended in Europe. also allowed into hexes where no friendly units (spotters)
are adjacent because artillery could also be directed (but Main Sources
with less accuracy) via air reconnaissance, spies or purely Books:
by maps when you knew that a certain location (such as a Ahto, Sampo: Aseveljet vastakkain, Lapin sota 1944-1945.
factory) included enemy units. Kirjayhtymä Helsinki. Karisto Oy. Hämeenlinna, 1980.
• Only units of the size of Companies/Batteries have Hyvönen, Osmo: Tornio 1944. Gummerus Kirjapaino Oy.
Jyväskylä, 1991.
been used in the game. • All Finnish Companies of JR 11, 50
Jatkosodan Historia osa 5. Sotatieteen Laitoksen julkaisuja
& 53 are equally strong although back in the summer of '41 XXV:5. WSOY, Porvoo 1992.
their combat strength varied somewhat. • A Platoon-sized Jatkosodan tiellä. Maanpuolustuskorkeakoulun Sotahistorian
Finnish unit of Os.P was also located on Laitakari island at laitos ja Sotamuseo, 2004.
the start of hostilities but this has been ignored in the game. Jatuli XIX: toim. Ossi Hedman & Pauli Sutela. Kemin Kotiseutu-
• The 4th (Machine gun) Company in a Battalion was often ja museoyhdistyksen julkaisu 1984.
divided into Platoons for the other three Companies in the Kaltenegger, Roland: Krieg in der Arktis, Die Operationen der
Lappland-Armee 1942-45. Leopold Stocker Verlag, Graz
Battalion as support. • No Finnish units are included that
2003.
arrived in Röyttä on October 8th, 1944 or later, such as JR Kaltenegger, Roland: Schicksalsweg und Kampf der
8, Er.P 21 & 14./JR 53. • The terrain at Tornio-Kemi is flat “Bergschuh”- Division, Die Kriegschronik der
with a lot of open ground and the forest in the region is and 7. Gebirgs-Division, vormals 99. leichte Infanterie Division.
was not so dense. Leopold Stocker Verlag, Graz 1985.
What makes TORNIO '44 interesting is that at the very Kulju, Mika: Lapin Sota 1944-1945. Gummerus, Tornio 2013.
start of the game there are several features that can affect Kuusela, Kari: Wehrmachtin Panssarit Suomessa. 2000 Wiking-
play for the next couple of Game Turns. The Finnish player Divisioona Oy.
Raunio, Ari; Kilin, Juri: Jatkosodan torjuntataisteluja 1942-44.
has to make several important decisions at the start of play,
Suomen sotakirjuri Oy & Affecto Finland Oy. Karttakeskus,
the first being to choose between three possible Coup Helsinki 2008.
alternatives; (1) Tornio, (2) Kemi, or (3) both. A failed Coup Suomen Sota 1941-1945, 8. osa. Sotahistoriallisen Tutkimus-
will give the Finnish player a bad start. Then there are up to laitoksen Sotahistoriallisen Laitoksen Julkaisuja IX:8.
seven different ways to actually start the game. The player Kustannus OY Kivi, Kuopio, 1958.
must decide where the Finnish units will do their naval United States War Department Technical Manual: Handbook on
landings on the first Game Turn: (1) Röyttä (R); (2) Ajos German Military Forces, 15 March 1945. TM-E 30-451.
Valtonen, Hannu: Pohjoinen ilmasota, Suomeen liittyvät sota-
(A); (3) Kemi (K); (4) R + A; (5) R + K; (6) A + K; or (7) R
toimet syksystä 1944 kevääseen 1945. Keski-Suomen
+ A + K (all). This is very crucial as it will affect the various Ilmailumuseon julkaisuja 5. Gummerus Kirjapaino OY,
German alarm levels. Since reinforcements can arrive from Jyväskylä 1996.
so many parts of the map, the battlefield becomes dynamic Internet:
and slightly chaotic. The Germans have one ally and that http://digi.narc.fi/digi/ (Finnish War Diaries & other Documents).
is “King Alcohol”. The German player should hide the Microfilms:
alcohol depots on the map wisely because they can very Anlagenband zum KTB des (Geb.)AOK 20 Ia Nr. 5, 1.—30.9.44 &
effectively stop the enemy for a while. Enjoy! /Miku 1.—31.10.44. Microfilms 8:2.628 and 8:2.629. National Archives,
Helsinki.
APPENDIX
Finnish Commander Rank Abbreviations
(as listed in the game in alphabetical order):
ev. = eversti (Colonel).
ev.luut. = everstiluutnantti (Lieutenant Colonel).
MIKUGAMES
kapt. = kapteeni (Captain).
Updates & game info: www.mikugames.com
kenr.luut. = kenraaliluutnantti (Major General).
kenr.maj. = kenraalimajuri (Brigadier General).
Questions & comments: info@mikugames.com
luut. = luutnantti (Lieutenant). GAME CREDITS
maj. = majuri (Major). Design, Development, Art & Production:
ratsum. = ratsumestari (Captain in the Cavalry). Mikael “Miku” Grönroos.
German Commander Rank Abbreviations Proofreading and/or Playtesting:
(as listed in the game in alphabetical order): Donald Garlit, Markus Grönroos, Niilo Kalakoski, Tero
Gen.maj. = Generalmajor (Brigadier General). Karasjärvi, Klas Malmström, Asko Nisula, Ivan Ohlsson,
Gen.oberst = Generaloberst (General). Robert Ohlsson, Greg Rogers, Chris Smith, Hannu Uusitalo
Hauptm. = Hauptmann (Captain). and Ville Uusitupa.
Lt. = Leutnant (Lieutenant).
Maj. = Major (Major). TORNIO '44 game was made in Sweden between July
Oberst (Colonel). 2014 and April 2015 and printed end of April 2015 by SIB-
Oblt. = Oberleutnant (1st Lieutenant). Tryck Holding AB in Stockholm, Sweden. This 1.3 version
SS-Hauptsturmführer (Captain in the Waffen-SS). of the Rules Manual was finished and printed in July 2016.
SS-Obersturmführer (1st Lieutenant in the Waffen-SS). These rules are also available in Finnish language.
(III/139)
II/206
III/11
III/11
I/139
I/139
I/139
I/139
II/11
II/11
II/11
II/11
I/11
I/11
I/11
I/11
10.
12.
K
1.
2.
3.
4.
5.
6.
7.
8.
9.
6.
1.
2.
3.
4.
N N N
T
4 -6-6 4 -6-6 4 -6-6 6 -8-5 4 -6-6 4 -6-6 4 -6-6 6 -8-5 4 -6-6 4 -6-6 1 -2-6 1 -2-6 1 -2-6 4 -6-8 4 -6-8 4 -6-8 6 -8-7 4 -6-8 4 -6-8
II/206
II/206
II/379
II/379
II/379
II/379
II/206
III/11
III/11
III/50
Schiff
II/50
II/50
II/50
II/50
I/50
I/50
I/50
11.
12.
13
3.
4.
5.
6.
7.
8.
9.
7.
9.
5.
6.
7.
8.
8.
1.
2
4 -6-6 6 -8-5 4 -6-6 4 -6-6 6 -8-5 4 -6-6 4 -6-6 4 -6-6 6 -8-5 4 -6-6 4 -6-8 4 -6-8 6 -8-7 4 -6-6 4 -6-6 4 -6-6 6 -8-5 2 -4-9 6 -8-9
III/50
III/50
III/50
II/53
II/53
II/53
I/53
I/53
I/53
I/53
10.
11.
12.
13
13
13
14
14
14
14
1.
2.
3.
4.
5.
6.
7.
1.
2.
2.
3.
4.
1.
2.
3.
4.
3
4 -6-6 4 -6-6 6 -8-5 4 -6-6 4 -6-6 4 -6-6 6 -8-5 4 -6-6 4 -6-6 4 -6-6 6 -8-9 6 -8-9 6 -8-9 6 -8 -9 6 -8-9 6 -8-9 6 -8-9 4 -6-8 4 -6-8
III/53
III/53
III/53
III/53
II/53
II/15
I/15
I/15
I/15
I/15
10.
11.
12.
82
8.
9.
1.
2.
3.
4.
5.
3.
5.
1.
2.
3.
5.
1.
4.
4.
3
6
3
6
6 -8-5 4 -6-6 4 -6-6 4 -6-6 6 -8-5 4 -6-6 4 -6-6 4 -6-6 6 -8-5 4 -6-6 4 -6-8 6 -8-7 2 -4-8 4 -6-8 4 -6-8 4 -6-8 6 -8-7 2 -4-8 2 -4-8
(Br.139)
(Br.139)
6 9
III/15
III/15
III/15
III/15
IV/15
IV/15
IV/15
II/15
II/15
II/15
(211)
II/82
(55)
(F)
GW.
10.
11.
12.
13.
14.
15.
16.
17.
82
82
82
6.
7.
8.
9.
2.
3.
4.
2.
2.
4.
4 -6-6 4 -6-6 6 -8-5 4 -6-6 4 -6-6 4 -6-6 6 -8-5 4 -6-6 4 -6-6 4 -6-6 2 -4-8 2 -4-8 4 -6-7 2 -4-8 2 -4-8 4 -4-9 8 -6-8 4 2 -8 4 2 -5
9 9 7 7 7 7 12 12 11
(Larjo)
IV/15
Kari.
II/82
II/82
424
424
424
424
520
520
520
16.
13
13
13
13
1.
2.
3.
4.
1.
2.
3.
4.
1.
2.
3.
4.
1.
2.
3.
5.
6.
5
6 -8-5 2 -4-6 2 -4-6 2 -4-6 4 -6-5 4 -6-6 4 -6-6 4 -6-6 6 -8-5 1 -2-6 4 2 -5 4 2 -5 4 2 -7 4 2 -7 4 2 -7 4 2 -7 6 2 -7 6 2 -7 8 2 -7
7 7
(Larjo)
Toivo.
Jääk.
Jääk.
(3.D)
(JR8)
Os.P
Os.P
Os.P
Os.P
KK.
Sau
Sau
Sau
36.
11
11
1.
2.
1.
2.
1.
2.
3.
1 -2-6 4 -6-8 4 -6-8 4 -6-8 6 -8-7 2 -4-8 2 -4-8 4 -6-7 4 -6-8 4 -6-8 4 2 -8 4 2 -8 I/139 II/206 II/379 13 14 3 6
6 7
(15.Pr.)
(15.Pr.)
(15.Pr.)
(JR11)
(JR11)
(JR50)
Jääk.
Jääk.
Pion.
(3.D)
(3.D)
Tyk.
(34)
21.
14.
14.
25.
13.
S6
S6
S6
11
K
1.
1.
2.
3.
4 -6-8 4 -6-8 2 -4-5 2 -4-5 2 -4-5 2 -4-5 4 -4-6 4 -4-6 6 -4-8 4 2 -5 6 2 -8 82 II/82 424 520 11 4 -6-9 4 -6-9 4 -6-9
6 6 6 6 6 9 9 Intoxic.
(15.Pr.)
(11.D)
(JR11)
(JR50)
(JR53)
II/11
II/11
VPs VP
Krh.
II/7
II/7
13.
13.
13.
21.
A6
A6
A6
S6
S6
4.
5.
5.
4.
6.
7.
1.
2.
3.
Broken 2
4 2 -5 4 2 -5 4 2 -5 4 2 -5 4 2 -5 4 2 -4 4 2 -4 0+ No Actions Diff. 6 -8-9 2 -4-8 4 -6-8 4 -6-8 2 -4-8 2 -4-8 2 -4-9 S6 II/11
or ZOC
9 13 13 10 8 8 8 Intoxic. 12 12 12
II/16
II/16
II/16
III/6
III/6
III/6
VPs
I/16
I/16
I/16
II/7
A6
(6)
(6)
(6)
1.
6.
1.
2.
3.
4.
5.
6.
2.
3.
7.
8.
9.
4.
Broken 2
20+ No Actions Finnish
4 2 -4 4 2 -4 4 2 -4 4 2 -4 6 2 -3 6 2 -3 6 2 -3 or ZOC TURN 2 -4-9 2 -4-8 4 -4-9 2 -4-8 6 2 -7 6 2 -7 6 2 -7 A6 III/6
Air Achtung! Broken Broken Broken Broken Broken Broken
(503)
Fla
Gefahr!
1 1 1 1 1 1
I/11 II/11 III/11 I/50 II/50 III/50 I/53 II/53 III/53 I/15 Strike 1 -2-9 Level Level Level Level Level Level
Achtung! Broken Broken Broken Broken Broken Broken
(I/47)
(15)
2.
3.
Gefahr!
1 1 1 1 1 1
II/15 III/15 IV/15 5 13 Os.P Sau I/16 II/16 II/7 2 -4-8 2 -4-8 Level Level Level Level Level Level
Countersheet 1:1 (Front) 15010400 Copyright © 2015 Mikugames. All rights reserved.
III/11
III/11
I/139
I/139
I/139
I/139
II/11
II/11
II/11
II/11
I/11
I/11
I/11
I/11
10.
12.
9.
8.
7.
6.
5.
4.
3.
2.
1.
6.
4.
3.
2.
1.
N N N
A
T
2 -3-8 2 -3-8 3 -4-7 2 -3-8 2 -3-8 2 -3-8 H-1-6 H-1-6 H-1-6 2 -3-6 2 -3-6 3 -4-5 2 -3-6 2 -3-6 2 -3-6 3 -4-5 2 -3-6 2 -3-6 2 -3-6
II/379
II/379
II/379
II/379
II/206
II/206
II/206
III/50
III/11
III/11
Schiff
II/50
II/50
II/50
II/50
I/50
I/50
I/50
12.
11.
13
9.
8.
7.
6.
5.
4.
3.
8.
7.
6.
5.
9.
7.
1.
8.
3 -4-9 1 -2-9 3 -4-5 2 -3-6 2 -3-6 2 -3-6 3 -4-7 2 -3-8 2 -3-8 2 -3-6 3 -4-5 2 -3-6 2 -3-6 2 -3-6 3 -4-5 2 -3-6 2 -3-6 3 -4-5 2 -3-6 2
III/50
III/50
III/50
II/53
II/53
II/53
I/53
I/53
I/53
I/53
12.
11.
10.
14
14
14
14
13
13
13
7.
6.
5.
4.
3.
2.
1.
2.
1.
4.
3.
2.
1.
4.
3.
2.
3
2 -3-8 2 -3-8 3 -4-9 3 -4-9 3 -4-9 3 -4-9 3 -4-9 3 -4-9 3 -4-9 2 -3-6 2 -3-6 2 -3-6 3 -4-5 2 -3-6 2 -3-6 2 -3-6 3 -4-5 2 -3-6 2 -3-6
III/53
III/53
III/53
III/53
II/15
II/53
I/15
I/15
I/15
I/15
12.
11.
10.
82
5.
4.
3.
2.
1.
9.
8.
1.
5.
3.
2.
1.
5.
3.
4.
4.
6
3
6
1 -2-8 1 -2-8 3 -4-7 2 -3-8 2 -3-8 2 -3-8 1 -2-8 3 -4-7 2 -3-8 2 -3-6 3 -4-5 2 -3-6 2 -3-6 2 -3-6 3 -4-5 2 -3-6 2 -3-6 2 -3-6 3 -4-5
(Br.139)
(Br.139)
9 6
III/15
III/15
III/15
III/15
IV/15
IV/15
IV/15
II/15
II/15
II/15
II/82
(211)
(55)
(F)
GW.
15.
14.
13.
12.
11.
10.
17.
16.
82
82
82
9.
8.
7.
6.
2.
2.
4.
3.
2.
4.
2 1 -5 2 1 -8 4 -3-8 2 -2-9 1 -2-8 1 -2-8 2 -3-7 1 -2-8 1 -2-8 2 -3-6 2 -3-6 2 -3-6 3 -4-5 2 -3-6 2 -3-6 2 -3-6 3 -4-5 2 -3-6 2 -3-6
11 12 12 7 7 7 7 9 9
(Larjo)
IV/15
Kari.
II/82
II/82
520
520
520
424
424
424
424
16.
13
13
13
13
4.
3.
2.
1.
4.
3.
2.
1.
3.
2.
1.
4.
3.
2.
1.
6.
5.
4 1 -7 3 1 -7 3 1 -7 2 1 -7 2 1 -7 2 1 -7 2 1 -7 2 1 -5 2 1 -5 H-1-6 3 -4-5 2 -3-6 2 -3-6 2 -3-6 2 -3-5 1 -2-6 1 -2-6 1 -2-6 3 -4-5
7 7
(Larjo)
Toivo.
Jääk.
Jääk.
(3.D)
(JR8)
Os.P
Os.P
Os.P
Os.P
KK.
Sau
Sau
Sau
36.
11
11
2.
1.
3.
2.
1.
2.
1.
2 1 -8 2 1 -8 2 -3-8 2 -3-8 2 -3-7 1 -2-8 1 -2-8 3 -4-7 2 -3-8 2 -3-8 2 -3-8 H-1-6
7 6
(15.Pr.)
(15.Pr.)
(15.Pr.)
(JR50)
(JR11)
(JR11)
Jääk.
Pion.
(3.D)
(3.D)
Tyk.
(34)
21.
13.
25.
14.
14.
S6
S6
S6
11
K
3.
2.
1.
1.
(11.D)
(JR53)
(JR50)
(JR11)
II/11
II/11
VP VPs
Krh.
II/7
II/7
21.
13.
13.
13.
A6
A6
A6
S6
S6
5.
5.
4.
3.
2.
1.
7.
6.
4.
over
1 -2-9 1 -2-8 1 -2-8 2 -3-8 2 -3-8 1 -2-8 3 -4-9 Diff. Broken 1 10+ 2 1 -4 2 1 -4 2 1 -5 2 1 -5 2 1 -5 2 1 -5 2 1 -5
12 12 12 8 8 8 10 13 13 9
Indirect Hang-
II/16
II/16
II/16
III/6
III/6
III/6
VPs
I/16
I/16
I/16
II/7
A6
(6)
(6)
(6)
1.
9.
8.
7.
3.
2.
6.
5.
4.
3.
2.
1.
6.
4.
Fire
German
over
Support 3 1 -7 3 1 -7 3 1 -7 1 -2-8 2 -2-9 1 -2-8 1 -2-9 Broken 1 30+ 3 1 -3 3 1 -3 3 1 -3 2 1 -4 2 1 -4 2 1 -4 2 1 -4
TURN
2 2 2 2 2 2 kaputt!
Levels! Levels! Levels! Levels! Levels! Levels! H-1-9 Strike
Broken Broken Broken Broken Broken Broken Brücke Indirect Indirect Indirect
(I/47)
(15)
3.
2.
Countersheet 1:1 (Back) 15010400 Copyright © 2015 Mikugames. All rights reserved.
SS-Hauptsturmführer
0101 0105 0110
Transfer
TORNIO '44
Maj. Kuhlmann
”Road” Daytime Nighttime
0.5 to Point B.
Blocked
Commander:
Commander:
Commander:
Commander:
[16.2.2] Rovaniemi Duration: Coup
via Arpela 1 Turn.
1A
Renz
0201 0205 0210
SS-
Finnish naval landing behind the German lines 1B
-
Broken
Broken
Broken
Broken
Broken
Broken
Broken
Broken
Levels!
Levels!
Levels!
Levels!
II/379
Yl
III/6
Level
Level
Level
Level
ito
S6
11
1
2
0.5
2A
r nio
Commander:
Commander:
0401 0405 0410
3B
SS-
0.5 4A
Broken
Broken
Broken
Broken
Broken
Broken
Broken
Broken
Levels!
Levels!
Levels!
Levels!
II/206
I/139
II/11
Level
Level
Level
Level
0505 0510
4B
14
1
2
Oukka
(Yli-Liakka) 5A
Alavojakkala
SS-Obersturmführer
Oberst Michalke
Zimmermann
Commander:
Commander:
Commander:
Commander:
6A
0705 0710 6B
-
Broken
Broken
Broken
Broken
Broken
Broken
Broken
Broken
Levels!
Levels!
Levels!
Levels!
7A
Level
Level
Level
Level
520
A6
13
82
1
2
0805 0810
7B
Sweden
Li a
Finland
8A
Maj. Kimmerle
ka
8B
Commander:
Commander:
Commander:
Commander:
n
Maj. Friedt
Maj. Fester
To
Maj. Hett
0905 0910 End
joki
rn
WEATHER [12.0]
ion
-
Broken
Broken
Broken
Broken
Broken
Broken
Broken
Broken
Levels!
Levels!
Levels!
Levels!
II/82
Level
Level
Level
Level
424
jok
1005 1010
2
6
3
Sunny Cloudy
i
1 Turn.
1205 1210 1215 1220 1225
i
Ke r
iem
n
va
op
0.5 Ro
u 1305 1310 1315 1320
Finland
das
Kiviranta Road
Ke s
Li a
Jä r
Blocked
k
ki [16.2.2]
a j vi 0.5
1405 n j 1410 1415 1420 1425
oki
joki
Suensaari
oki
TORNIO
Pikku-
1505
Yliraumo
1510 1515 1520
Berliini
Ruottala
1605 1610 1615 1620 1625
Pudas
Ra u
Liedakkala Ilmola
m Alaraumo
on
1705 1710 1715 1720
jo ki
Sweden
Finland
Laivajärvi
Ki rkk o
pu 1805 1810 1815 1820 1825
da s
Hirmula
Alatornio ki
1905 1910 1915 jo 1920
kam o
aa
K
Pirkkiö Mäkiniemi
2105 2110 2115 2120
Hellälä
Palosaari Laivaniemi
ki
2205 2210 2215 2220 ki 2225
ijo
jo
m
Kaakamo
u s
Puuluoto
Ke
Ak
k un
2305 2310 2315 2320
Pö r
hö Laurila Ketolanperä
2405 2410 2415 l 2420 2425
änp u
Lautiosaari
d
as
2505 2510 2515
Isohaaran
2520
Sweden
Finland
voimalaitos
(power plant)
Lentokenttä
(Airfield) Perta-aapa
2815 2820 2825
Kuiva-
0 1 2 3 4 5 km
nuoro
TERRAIN KEY [18.5] MP Guide Important Railroad
2915
2920
Lake VP Exit Hex Hex Number MainRoad Bridge Major River with station VP-object Island Port Illegal Hex
2415
0.5 N
3020 3025
Karihaara
1 MP
Open Forest Swamp Secondary Minor Finnish/German Village Town/ Finnish-Swedish Landing Water 3120
Ground Road River Supply Depot (Buildings) Factory Area Border Site Hex
Tervaharju
Broken
Broken
Broken
Broken
Broken
Broken
Broken
Broken
Broken
Broken
Levels!
Levels!
Levels!
Levels!
Levels!
Level
Level
Level
Level
Level
I/15
I/50
I/53
I/11
Sau
2
3220 3225
maj. Heiskanen
Commander:
ratsum. Eskola
Commander:
kapt. Terho
Commander:
maj. Malmivaara
Commander:
KEMI
Alarm Level 3 MPs 3320
Very High (K)
FINNISH STACKING MARKER BOXES [7.1]
Broken
Broken
Broken
Broken
Broken
Broken
Broken
Broken
Broken
Levels!
Levels!
Levels!
Levels!
Levels!
II/15
II/50
II/53
II/11
Level
Level
Level
Level
Level
2
1
5
Kittiläjärvi
Laitakari3520
maj. Hautala
Commander:
maj. Lehtonen
Commander:
maj. Manninen
Commander:
maj. Ketonen
Commander:
From
Game
Turn
5A
3620 3625
lu
Ou
Broken
Broken
Broken
Broken
Broken
Broken
Broken
Broken
Broken
Broken
Levels!
Levels!
Levels!
Levels!
Levels!
III/15
III/50
III/53
III/11
II/16
Level
Level
Level
Level
Level
2
3720
Until
maj. Heinänen
Commander:
ev.luut. Ojala
Commander:
kapt. Tiainen
Commander:
maj. Linnakorpi
Commander:
Game
Turn
4B
3820 3825
Veitsi-
luoto
3920
Broken
Broken
Broken
Broken
Broken
Broken
Broken
Broken
Broken
Broken
Levels!
Levels!
Levels!
Levels!
Levels!
IV/15
Ajos
Os.P
Level
Level
Level
Level
Level
I/16
II/7
13
2
Alarm Level
High (A) Satamanperä
maj. Winqvist
Commander:
maj. Teira
Commander:
maj. Koskinen
Commander:
maj. Tiitola
Commander:
ev. Pennanen
Commander:
Ajossaari
TORNIO '44 map artwork made by Mikael “Miku” Grönroos. 15010500 Printed in Sweden. Copyright © 2015 Mikugames. All rights reserved.
INDEX M
Motorized Unit (Movement Class) [17.1] ....................... 8
A Motti (Isolation) [26.0] .................................................. 15
Action Point (AP) [22.1 & 22.6] .......................... 10 & 12 Movement [17.0] ............................................................. 8
Action Order [22.9] ....................................................... 13 Movement Classes [17.1] ................................................ 8
Achtung! Gefahr! Markers [15.0] .................................... 6 Movement Factor (MF) [17.0] ........................................ 8
Advance After Combat [24.0] ....................................... 15 Movement Point (MP) [17.0] .......................................... 8
Air Strike [20.0] .............................................................. 9 Multi-Hex Attack [22.4.1] ............................................. 12
Alarm Levels [16.2.1] ..................................................... 7 N
Alcohol Depots [28.0] ................................................... 16 Nationality Markers [8.1] ................................................ 4
Attack Factor [22.0] ...................................................... 10 Naval Landings [16.2.3] .................................................. 7
At Start Units [16.1] ........................................................ 7 Nighttime ([B] Game Turns) [27.0] .............................. 15
B O
Bridges [15.0 & 20.2] ............................................... 6 & 9 One Hex Movement [17.4] .............................................. 8
Broken Unit Markers [23.0 & 23.1] .............................. 14 Overrun [19.0] ................................................................. 9
Broken Units [23.0] ....................................................... 14 P
Brücke kaputt! Markers [15.0] ........................................ 6 Panic [22.6.6] ................................................................ 13
C Phase [6.0] ....................................................................... 3
Close Combat [22.3] ...................................................... 11 Phasing Player [5.4] ........................................................ 3
Close Defense Factor [21.3] .......................................... 10 Player Turn [6.0] ............................................................. 3
Combat [22.0] ................................................................ 10 R
Combat Modifiers [22.4] ............................................... 11 Railroads [18.3] ............................................................... 8
Counters [4.4] .................................................................. 2 Regular Combat [22.2] .................................................. 11
Coup (Coup de Main) [11.0] ........................................... 5 Reinforcements [16.2] ..................................................... 7
D Replacement Point (RP) [14.0] ....................................... 6
Defender Bonus Die Roll (DR) [22.5.1] ....................... 12 Replacements [14.0] ........................................................ 6
Defense Factor [22.0] .................................................... 10 Retreat [22.6.5] .............................................................. 12
Defensive Flanking Support [22.4.2] ............................ 12 Rivers [18.1] .................................................................... 8
Demolitions [15.0] .......................................................... 6 Roads [18.2] .................................................................... 8
E S
Engineer Units [15.0] ...................................................... 6 Sequence of Play [6.0] .................................................... 3
Exploitation [25.0] ........................................................ 15 Stacking Limit [7.0] ........................................................ 4
F Stacking Markers [7.1] .................................................... 4
Fog of War [8.0] .............................................................. 4 Stacking Marker Boxes [23.2] ...................................... 14
Foot Unit (Movement Class) [17.1] ................................ 8 Step Loss [22.6.1] .......................................................... 12
G Supply [13.0] ................................................................... 5
Game Terms [5.0] ............................................................ 3 Supply Depots [13.0] ....................................................... 5
Game Turn [6.0] .............................................................. 3 Support Factor [21.0] .................................................... 10
German Prisoners [26.1] ............................................... 15 Support Units [21.0] ...................................................... 10
German Restriction [16.2.2] ............................................ 7 T
H Tank Units [24.1] ........................................................... 15
Hex Control [9.0] ............................................................ 5 Terrain [18.0] ................................................................... 8
Hex Ownership [10.0] ..................................................... 5 Tornio [11.0] .................................................................... 5
Town/Factory Area [22.3] ............................................. 11
I
Transfer Points [17.3] ...................................................... 8
Illegal Hexes [18.4] ......................................................... 9
Indirect Fire Support [21.0] ........................................... 10 U
Indirect Fire Support Modifiers [21.4] .......................... 10 Unit Types [4.4.3] ............................................................ 2
Initiative [29.2 & 29.3] .................................................. 16 V
Intoxic. Markers [28.1] .................................................. 16 Victory Point (VP) [29.0] .............................................. 16
Intoxicated Units [28.1] ................................................. 16 VP Diff. Marker [29.3] .................................................. 16
K VP-objects [29.4] .......................................................... 17
Kemi [11.0] ...................................................................... 5 VP Exit Hex [16.2.2, 17.2.1 & 29.4] .................. 7, 8 & 17
Kemijoki [15.0] ................................................................ 6 W
L Weather [12.0] ................................................................. 5
Landing Site Hexes [16.2.3] ............................................ 7 Z
Long-Range Fire Capability [21.2] ............................... 10 Zone of Control (ZOC) [9.0] ........................................... 5