by Jean Jodoin
There are a few situations that present themselves to the players time and time again in A Frozen Hell (AFH). Because of the nature of the terrain this battle is being fought over, I thought that I would review them for the benefit of TCS practitioners, and especially for the newcomers to TCS. The most daunting scenario deals with an assault against a defended shoreline across a frozen lake. Wily defenders position themselves at the edge of the forest/lake with a clear LOS to the lake and shoot up anything that moves. Frozen lake is billiard terrain, affording defenders a +2 shift on the Area Fire Table, with Russians suffering an additional +1 shift. Being caught on the ice, whether in Move Mode or not, is not an option. How do you cross such an area? There are two basic ways to effect a safe crossing. The first tactic involves denying defenders a LOS to your assaulting units. This involves the use of smoke or darkness. In both cases, spotting range becomes one hex. Unfortunately, the Russian cannot rely on their artillery while the Finns have very little smoke. This makes waiting for darkness to advance across frozen lakes a valid option. Unfortunately, darkness interferes with the second tactic I suggest. This second tactic consists of either driving defenders away from the shoreline or suppressing them for the duration of the crossing. Relying on suppression alone is fraught with danger as suppression markers are removed at the end of each turn. Failure to win initiative in the upcoming turn exposes assaulting troops to withering fire. Driving defenders away from the shoreline involves the use of massive firepower in the form or mortar and artillery. Maneuver units (platoons and machine guns) can be used in a similar role, but require more time as their firepower is inferior to support weapons and suffers from range effects. The best weapons for this task are Russian regimental mortars: 82mm. and 120mm. They possess sufficient firepower and do not suffer from the notorious Russian artillery unreliability. Defenders can respond to such tactics by placing defending stacks one hex inside the forest perimeter. Safely ensconced in the woods, defenders wait until the attackers venture into the open. If they win the initiative, the defenders maneuver onto the edge of the forest to gain a LOS to the exposed assaulting units. Doing so limits defending units'exposure to suppressive fire before engaging the enemy. If they lose the initiative, the defenders await the attacker in the forest. This option foregoes the +2/+3 shift caused by the frozen lake but it affords cover. An interesting tactic consists of calling an artillery strike onto an empty hex next to your position, in anticipation of an assault. A Good Shoot marker may deter the attacker from advancing that turn. This can be especially effective when delivered onto frozen lake hexes, such as next to the Kivisalmi Bridge. Both sides are caught within the fire mission's peripheral zone, but if the attacker is in Move Mode, with 8+ steps stacked, the odds now favor the defender. The faint of heart should refrain from playing AFH. One reason such artillery tactics can be useful is that units with less than 6 MP have to go to Move Mode one turn prior to moving adjacent to a defensive position in forest. Disrupting such units forces them back to their Combat Mode, prevents them from moving this turn, and costs them another (preparatory) turn to assume Move Mode again. Repeating the process every second turn drives attackers nuts. Being caught on the ice, whether in Move Mode or not, is not an option. Once the attackers gain the shoreline, then the fight moves to the next phase: close-quarter fighting. Fighting at close quarters in Finnish forests calls for discipline on both parties. When facing powerful advancing stacks, rely on shoot and scoot tactics: use overwatch fire and withdraw at the earliest opportunity. If the defender wins the initiative, withdraw all units next to the attacker, save a lone spotting unit. Call in artillery next to your position and then flee. If you lose the initiative as the defender, perform the same action as above (if your troops are not suppressed); otherwise use SYR to break contact with the attacker. Such delaying tactics are designed to draw the attackers deeper into the woods while minimizing friendly losses. It is best to fall back in the face of determined attackers, trading space for enemy casualties. The loss ratio should favor a defender that refuses to be pinned down. Rely instead on counterattacks to regain lost ground, if necessary. When facing weak advancing stacks, double up platoons, adding MG sections as you like, and stand your ground. The ensuing firefight should favor the defender, barring extreme die rolls. In both cases, sharp counterattacks delivered by local reserves should see the attacker off. This is especially favorable to the Finns with their shock troops ratings of 1 and 2. Russian counter-attacks must rely on firepower due to their poor troop ratings. The tactical response to such a defense is to spearhead the attack with small stacks that can actually deliver punishing firepower. From the Russian point of view, this means attaching their regimental Forward Observer (FO) with the leading platoon. Adjacent to the Finns, the observer can call upon the 120mm mortar to deliver a 21-point barrage. Next, the 82mm mortar (12-point) can combine with the platoon's organic firepower (4 or 6), the attached MG section (2-point) if present, and the FO's 1-point firepower for another 17 to 21-point volley. You deliver all of this firepower reliably at point-blank range, without fear of a stray round finding its way into you backfield. The downside is that the FO is now exposed to harm. The Russian should never, repeat never, use the stack's organic firepower if the Finns can fire overwatch into the hex. Becoming Paralyzed next to the Finns is an invitation to be assaulted and captured. The escort platoon should be possessed of high morale fiber, less it dissolve, thereby exposing the FO to capture. Spearheading Russian attacks with regimental mortars is paramount to Russian success. Few attacks should be initiated without this vital support. Russian battalions away from the point of contact should remain on the defensive or should be planning their next move. The Russian player should plan and execute attacks with crushing power at the point of contact rather than attempt fluid and speedy affairs. This point has a tremendous impact on Russian operational planning. The Russian must utilize the Tower to its maximum potential in order to win. A regimental FO must be located there to deliver punishing artillery blows anywhere on the map in daylight, and to call down its regiment's mortars as well. Battalion Fast Fire missions must be attempted at every opportunity while daylight affords visibility. The ultimate goal of this approach is not so much to gain a temporary local advantage, as it is to slowly and irretrievably grind down the Finns. This tactic is not elegant, but it is effective. Look for any Finnish troop concentration and deliver the fire mission(s) as frequently as possible. By December 10th, the Finns will start feeling the pinch. Ideally, Russian artillery grinds the Finns into the ground or drives them away altogether. Russian infantry and support weapons move in for the mop-up and occupation duties. The best response to the Russian Bear tactics is to let the blows fall upon empty territory whenever possible. There is only one FO per regiment and visibility is restricted in Finnish forests. Withdraw in the face of the juggernaut and counterattack against the flanks with shock troops. Avoid putting your troops in large concentrations whenever possible as they attract artillery mission. The Finnish game is delay, shoot and scoot tactics, and sharp counterattacks. The Finns may lack large caliber mortars, but they make up to some extent with shock troops. In the second impulse of a turn, move a single platoon/section combo adjacent to the target Russian stack(s) and back it up with shock troops in Move Mode nearby. If the Finns gain initiative in the upcoming turn, or the unit does not become suppressed, call in Finnish battalion mortars augmented by organic fire. The objective is to obtain a Paralyzed or Suppressed result. An (optional) move would be to fire smoke into the area to further reduce the defender's firepower. Next, assault the Russian hex with the support troops. Operational Impact What is the operational impact of all of this? Most importantly, the Russian must realize that concentrated offensive power comes mostly from FOs. There are few of these, thereby placing severe limitations on the number of attacks that can be effectively supported. Typically, the three regimental battalions can be rotated as follows. One battalion attacks to secure a limited objective. One company leads with the FO while a second company is in close support, providing suppressive fire or safeguarding flanks. The third company stands by in reserve. Should the Finns execute a surprise move, the reserves come in handy. Failing this, commit the reserves to secure and hold whatever gains have been made. The second battalion defends on one or both flanks of the attack. Territorial gains are hard to come by and it would be a shame if the Finns were not made to pay to get anything back. The remaining battalion either prepares to exploit a penetration or accumulates command points towards the next offensive. Do not roll for, much less launch, this attack until the regimental FO becomes available. Another conclusion is that the battalions of a regiment should operate in close proximity; otherwise downtime due to FO travel could become prohibitive. Operating with battalions close together also facilitates tag-team approach to regimental operations. AFH is a long campaign. There is no need to win it on the first or second day. Excessive casualties caused by careless planning and faulty execution cannot be recovered. There is no large Russian numerical superiority, meaning that lives are not to be squandered. Operationally, Kotisaari Island should be isolated progressively by a succession of well planned and executed operations aimed at capturing the islands near Kivisalmi Bridge, Okkolansaari Island, and Valisaari Island. Once the Russians achieve these objectives, the Finnish Player will be hard pressed to reinforce or retake Kotisaari Island. Next, Tolvajarvi itself can be assaulted. Any fighting there happens in the open, thereby optimizing the Russian FOs and company organic weapons. From there, it is a short hop to the Hotel along the main highway, coming up from behind Finnish front lines as it were. Holding on to all of this is another matter yet. On the Finnish side, holding on grimly to territory is usually counterproductive. Holding on usually means standing your ground and trading blows. Better to give up ground slowly, taking the odd overwatch fire here and there at pointblank range, and counterattacking the lead stack(s) once you have taken the offensive edge off the Russians. After a Russian platoon has taken as few as 2 casualties, its morale drops to 6 or 7. If the morale check is imposed by an artillery strike at night, the best time to counterattack, the Russian morale slips to 8 or even 9! At that level, those Russians are not long for this world, or at least for this neighborhood. When the Finns ambush a Russian stack, watch them run! Rolling on the 10+ morale column (e.g., initial rating x 2 + losses + night effect) is tantamount to suicide for any troops. Therefore, the Finns should always keep a couple of companies of shock troops at the ready. With Lt Col Pajari present, their morale is practically unimpeachable. Send the attacker packing and let the original defenders regain their positions. Repeat the process as often as necessary. AFH represents a tactical situation that calls for a cool hand. Operations with limited objectives, well supported and expertly executed, will generate a favorable casualty ratio and set up conditions for the next contact. Progress should be measured in hexes and the number of casualties needed to achieve it. In A Frozen Hell, the last battalion wins the day! Back to Table of Contents -- Operations #41 Back to Operations List of Issues Back to MagWeb Master List of Magazines © Copyright 2001 by The Gamers. 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