FINNISH DEFENSE 1944 by Joni Nuutinen

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local apk Massive Soviet attack on two isthmuses aims to take Finland or at least knock it out of the World War II. Can you survive the initial onslaught, stop the advance of the Red Army, regroup, and launch counterattack to save Finland.







Taking place from: 1944-06
Map size: 2400 = 60 x 40
Trying to survive, stop, and overturn a massive Red Army onslaught on two semi-separate fronts put Finns in an impossible balancing act
Released: 2016-03

WELCOME:

Finnish Defense 1944 by Joni Nuutinen is a turn-based strategy game set in the border area between Finland and the USSR during the Second World War. You are in command of the Finnish forces defending Finland against a massive Red Army offensive aiming to push through the Karelian Isthmus (the western isthmus) and effectively force Finland out of the war.

VICTORY CONDITIONS:

' The object of the game is to control as many Victory Points as long possible, or achieve a total victory by controlling all the 200 VPs in the play.

QUICK TIPS: Settings: You can change hexagon size, city icons, unit icons, and many other aspects from settings, or via the four round buttons in the upper-left corner of the gaming view. Unit markings: Lower left corner shows HPs (Hit Points), upper left corner shows the number of MPs (move points), right side has several type of markings: warnings on red, attached resources on white, ground information (what's under unit icon) is marked on green. Zooms buttons (Z) are located on upper-left corner. Combat core concepts: adjacent units critically support each other in battle. encircling is often more efficient than using brute-force direct attacks. Combat core concepts: adjacent units critically support each other in battle. encircling is often more efficient than using brute-force direct attacks. TMP-system: By controlling Key Tactical Locations (green diamonds) you will gain TMPs (Tactical Move Points), which can be used to move between two hexagons sharing Tactical Route (yellow-green arrow between the hexagons) without losing regular MPs.

CAMPAIGN NOTES:

Victory Conditions: Game ends when you either control all the 200 Victory Points in play or after you have lost control of all the VPs (you held on as long as possible).

Map has been stretched a little bit and location of some cities tweaked slightly to provide balanced map. Only major rivers have been included.

Please do notice that large majority of the Victory Points are located in North-West (Upper-Left) area of the map, giving the basis for the Finnish strategy of pulling troops out of South-East part of the map to protect this key area.

Finnish form of the city names has been mostly used. No offense meant to anybody, but they are easier to grasp by the mostly western players.

Railway network offers certain number of free moves each turn to be used by one or several units. This number will increase the first 20 turns to reflect the Finnish attitude chancing from needing only local reserves to needing strategic reaction. These rail move points (RMPs) cannot be stored from one turn to the next.

Front line: Small white hexagons form a front line. If the Finnish defender is located on front line (light blue FR marker on the unit) and the attacker is not, the defender will receive noteworthy combat bonus. However, if the Russian attacker is on the front line, they will always receive noteworthy combat bonus as it is viewed that they have breached the front line trenches.

Two Finnish Jaeger battalions are counted as one unit. German division is marked as Finnish to reduce number of icons required.

Finnish troops have limited MPs during the first turn to represent the chaos and broken down communications which took place after taking on massive well prepared offensive.

Landings: Timing of landings have been tweaked to better fit the flow of the campaign. Russian units making landing behind enemy lines do not need a route to supply source - these units having more orange coloring.

Dugouts can receive replacements even after reaching maximum HPs (this is an exception only available in couple of campaigns).

Minefields and dugouts placed really really far away from the front line (like over 10 hexagons) might be removed from the play to keep rear area structures filling up the memory.

Please note that the HOF (Hall of Fame) includes BOTH scores with victories (full VPs) and lost games (zero VP).

Tip: Due to the limited number of Railway Move Points (RMPs) make sure to transport the unit most needing railway movement first.



Scenario Specific documentation that includes links to more generic documentation on how the game series and the underlying game engine works.

To get a feel play the free turn-limited demo version (sideload or Amazon App Store), while screenshots are available on the app stores.



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-- FAQ (Frequently Asked Questions) about game series overal
-- Developer Log: tidbits about military history and scenario updates
-- Sortable Table of all campaigns