NOTICE: This page only shows CAMPAIGN SPECIFIC rules and exceptions from the general rules!
Here is a link to
GENERIC DOCUMENTATION
...also see
TERMS and MARKERS,
Battle Support Explained,
FAQ, and
Privacy Policy
Game webpage
FINNISH DEFENSE 1944 specific documentation
Game ends when you either control all the VPs (victory) or after you have lost control of all the VPs (hold on as long as possible).
Front line: Small white hexagons form a front line. If the Finnish defender is located on the front line (light blue FR marker on the unit) and the attacker is not, the defender will receive a noteworthy combat bonus. However, if the Russian attacker is on the front line, they will always receive a noteworthy combat bonus as it is viewed that they have breached the front line trenches.
Hill: Movement cost extra -1 move point. Bonus for defender if attacker is located on lower ground. Improved line of sight (LOS).
Railway: If there are RMPs (Railway Movement Points) available, a unit can move from a hexagon with railway to an adjacent hexagon with railway using RMPs instead of regular MPs (if a motorized unit normally consumes fuel when it is moving this fuel will not be consumed when moving using RMPs, however if there are no RMPs then fuel is consumed even if unit moves on railways). Railway movement cannot be used near the front line (=meaning enemy controlled area). Armored units consume more RMPs per move than Infantry. There will be a slowly increasing amount of RMPs available each turn as the number of units in play will most likely slowly increase and the need to transport units to different sectors of the front line and to hospitals to rest. Depending on the campaign Generals might also be able to exchange their MPs to RMPs, and in some rare campaigns capturing POWs, Enemy Supply Depots, etc enemy resources might result in extra RMPs. Most of the unused RMPs will carry over to the next turn, but a small percentage will be lost to prevent stockpiling RMPs for unrealistic distances of transportation.
RMP = Railway Move Point. Can be used to move via railways without losing regular MPs. Railway movement is not available near the front line (enemy controlled area).
FINNISH UNIT TYPES:
Infantry - Regular Finnish Infantry formation, backbone of the Finnish Armed Forces.
Jaeger - Light Elite Infantry, with ties to training Germany gave some Finns during WW1.
Cavalry - Troops with bicycles (which replaced horses as the war continued), 2 move points.
Stug III - Finnish Unit armed with German Stug III (Assault Gun build on Panzer III chassis).
Armoured unit - Armoured formation consisting mostly of T-26 tanks captured from the Red Army.
Antitank Gun unit - Slow and relative weak unit that gets a big bonus vs armored units, and a small penalty for fighting against infantry. Slightly better at defending than at attack. Bonus vs immobile units. Poor line-of-sight.
Dugouts: Defense structure, which can ONLY be placed on the hexagons which are on the border between provinces and the hexagon in question must be in a fully controlled province.
Artillery: Tap enemy unit to bombard it (this action requires full move points). Bombardment can result in a loss of HP, loss of MPs, increase in Fatigue, or be ineffective (IE). Operational range is shown with a circle when unit is selected. If attacked by enemy unit this type of unit might withdraw multiple hexagons and lose extra MPs.
Generals/Commanders and their actions: See generic guide for the regular features of this unit type.
SOVIET UNIT TYPES:
Landing Infantry (Orange color) - These type of units do not need a supply source.
Infantry: Regular Soviet infantry unit, backbone of the Soviet Red Army, gets most of the replacements (+1 HP).
Guards: Units in the Soviet armed forces were awarded Guards status after they distinguishing themselves in service.
Tank unit - T34 armoured formation, backbone of the Soviet Armored forces after the first year.
Guard Tank Unit - More experienced armoured formation.
Dugout: Defense structure to slow down enemy progress.