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
Winter War: Battle of SUOMUSSALMI 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).
Hill: Movement cost extra -1 MP. Bonus for defender. Extra line of sight half of the time.
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 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.
FINNISH UNIT TYPES:
Border Guards - Weak Infantry units, more likely to withdraw under pressure.
Infantry - Regular Infantry, backbone of the Finnish armed forces.
Recon - Fast infantry units (2 move points).
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.
Air Force unit: This type of unit can bombard enemy units, recon unknown enemy areas, airsupply one encircled own unit, and protect nearby units from enemy air force strafing. Tap any enemy unit within bombing range (which is shown as a circle when the air force unit is selected) to bombard it (requires full move points, which state is shown on the air force unit with a single line instead of multiple move point squares). Bombardment can result in a loss of HP, loss of MPs, an increase in fatigue, or be ineffective (IE). Bombarding a hexagon with multiple units increases the chances of a hit, as does bombarding a known unit with a lot of HPs or mobile units, which are bigger targets (units with trucks, tanks, etc.). Similarly, an enemy unit in a swamp or forest is a harder target. If attacked by an enemy unit, the air force unit might withdraw multiple hexagons and lose extra MPs (to be out of action for one or more turns). In addition, an air force unit can recon unseen (blacked) enemy areas. This is done by touching an unknown enemy area. This will reveal some hexagons near the selected hexagon, and possibly identify some of the revealed units. You can also tap your own out-of-supply combat unit to airsupply it: this action reduces the turns-in-siege counter and the encircled unit may receive 1 MP (please note that the unit might have negative MPs, so adding 1 MP does not result in positive MPs). The operational bombing range is represented by a circle, while the airsupply and rebase ranges are a couple of hexagons larger. Air force units will also prevent enemy air forces from strafing nearby units. The range of this protection depends on the scale of the campaign, and the closer the ground combat units are to the air force unit, the more likely it will be protected from enemy strafing.
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 the unit is selected. If attacked by an 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:
Infantry: Regular Soviet infantry unit, backbone of the Soviet Red Army, gets most of the replacements (+1 HP).
Weak Infantry - Border and other more supply-tasked formations.
NKVD Border Guard units - Strong infantry units.
Tank unit - T-26 light tank armoured formations.
Dugout: Defense structure to slow down enemy progress. Might break out as regular infantry units if under a threat to be cut off.