Nuts! Big Battles Winter War - Scenario #1

 

Rules: Nuts! Big Battles (15mm)

Scenario: “So it Begins” (The Advance on Kuhmo)

From White Death – The Soviet-Finnish Winter War 1939-1940

by WWII Campaigns in Miniature by Treadhead Games

Date: Nov 30, 1939

Actual Forces involved:

Finland: Two companies from the 13th Reinforced Battalion.

Soviet: Three companies plus a tank company from the 81st Rifle regt. of 54th Division

 Game Forces:

    Note: Rather than roll for each platoon to have its own Reputation level, I decided to make my life easier and roll by companies. This made the game a lot quicker, but does have consequences if you roll badly – which I of course did.

 Finland: Battalion Commander (Rep4); 1st Company (Rep3) with an 81mm mortar, a 37mm ATG and one heavy MG attached; 2nd company (Rep5) with an 81mm mortar and one heavy MG attached; Jager platoon with a Boys anti-tank rifle attached. Both companies consisted of three platoons of three squads. The Jager platoon also consisted of three squads.

  Soviets: Battalion Commander (Rep4); 1st company (Rep5), with an HMG and mortar attached; 2nd company (Rep3) with an HMG and mortar attached; 3rd company (Rep3) with an HMG and mortar attached. Each company consisted of three platoons of four squads each. The tank company consisted of three T-26 light tanks.

  Note: Soviet rifle platoons of this time period were much larger than Finnish ones (about 55 v. 35), so I considered making them five stands each. In the end I thought/hoped four stands would be enough.

Soviet company of three platoons of four squads each
(plus some support weapons)

Finnish company of three platoons of three squads each
(plus some support weapons and some leaders)

Showing the three stages of order
Note the facing for "Fall Back"

Weather: Normal cold, light snow on ground (no effect on movement; tanks take bog check if they leave road); poor visibility.

 

Objectives:  Soviet win a major victory of they can exit 50% of their forces off the far table edge and eliminate 50% of the Finnish Forces. They win a minor victory if they only accomplish one of those goals. Finns win a major victory if they deny the Soviets both of their objectives.

  The Finns start the game dug in; the Soviets start the game out of sight behind a tree line.

 

Note: The scenario calls for 16 turns, but because of how the initiative system works, I will likely play more.

Terminology: When an army “fails to activate,” it means that faction rolled a DR6 for activation, so nobody can move. When a company “Does not activate” it means only that particular leader cannot move.

#/# means platoon/company, so 2/1 means 2nd platoon of 1st company, etc.

 IST = In Sigh Test: a game mechanic for who shoots first upon initial encounter

Turn 1:  Finns do not activate, but receive reinforcements: one infantry squad (1/3)

 


All three Soviet companies move forward. Only the center company is spotted, but is out of small arms range. They exchange MG fire without effect.

 

Turn 2: Finnish initiative, but neither #1 company nor the reinforcements activate

 The Finns win the initiative, but are content to wait in their defensive positions.  

Soviet #1 company (left flank) advances and is spotted by the Jaegers; The Jaegers fire at Soviet 2/1 without effect.

Soviet #2 company and the tanks move forward in the center, but are not spotted.

One platoon from Soviet #3 company (2/3) is spotted by Finnish 2/1. The Finns win the initiative and Soviet 2/3 is disordered.

 

Turn 3: Soviets fail to activate; they also fail to receive reinforcements

 The Finnish 1/3 moves up the road at a slow pace.

The Jaegers engage and disorder the Soviet 2/1.

Finnish 1/2 (with MG attached) fires at Soviet 1/2 and disorders them

Finnish 2/2 fires at Soviet 2/2 and disorders them.

Finnish 2/1 continues to engage Soviet 2/3, but causes no further damage.

 

Turn 4: Soviets again fail to activate


 

The same shooters and targets as in turn #3. The only difference is that the Finnish 1/2  forced the Soviet 1/2 to Fall Back; the others remained disordered.

 

Outnumbered Finns await the deluge

Turn 5:  The Soviets fail to activate for the third consecutive turn; Finnish #1 company does not activate, nor do the reinforcements

  The Jaegers keep up their fire on the Soviet 2/1, but cannot achieve a decisive result.

Finnish 1/2 and 2/2 fire decisively on their Soviet counterparts, causing both 1/2 and 2/2 to break.

 

Turn 6:  Finnish initiative; Finnish #1 company does not activate

   The Jaegers keep up their fire, but still cannot get a decisive result against the Soviet veterans (Rep 5) of 1st company.

   The Finnish 1/2 doesn’t have anyone in range of small arms – so does not fire. Finnish 2/2 fires its mortars at Soviet 3/2 causing disorder.

 

 Soviet left (#1 company): 2/1 rallies from disorder; 1/1 fires its mortar at the Jaegers, but has no effect. 3/1 fails to move (It was active, but the “Non-Player Enemy” chart dictated it held its position. It couldn’t fire because its LOS was blocked by Soviet 2/1).

 Soviet center: 3/2 rallies while the battalion commander heads off to supervise #3 company.

The Soviet tank company advances up the road and is spotted by Finnish #1 company’s ATG. Neither fire is effective.

 Tank #’s 2 & 3 do not have LOS to the ATG so fire at Finnish 1/2 and 2/2 respectively.  Finnish 1/2 Falls Back and 2/2 is disordered.

 Soviet right: Soviet 2/3 rallies. Soviet 1/3+MG engages Finnish 2/1 causing disorder. Soviet 3/3 in reserve cannot move or shoot.

 Turn 7: Soviets yet again fail to activate; Stalin will not be pleased!

View looking south this time

 

Jaegers continue to keep Soviet 2/1 pinned, but little else. Finnish1/2 and 2/2 rally.    

On the Finnish left, 2/1 rallies.

 

Turn 8: The Soviets yet again fail to activate: Heads will no doubt roll!

Note: I can’t believe how many times the poor Soviets rolled a DR6 for activation. At this point I almost gave them a “Mulligan” and rerolled the initiative. But since I was rolling from a pool of about 10 dice – using a different one every time, I just decided to keep going: fortunes of war and all. They will definitely be awarded more turns.

  The Finns weren’t able to accomplish much anyway. The Jaegers kept up their mostly ineffective fire, and the ATG clanked another round of the lead T-26.

 

Turn 9: Soviet Initiative!

Soviet left: 3/1 passes through Soviet 2/1; Soviet 1/1 advances.

 

Soviet Center: Lead T-26 continues to ineffectively engage the Finnish ATG.

Soviet 3/2 advances behind the tank company.

 Soviet Right: Soviet 1/3 unleashes a devastating fire on Finnish 2/1; it is too much for the inexperienced Finns (Rep3) and they break. Soviet 2/3 fails to rally.

 

Finnish turn:

 The Jaegers finally cause a casualty and force the Soviet 2/1 to Fall Back.

 

Turn 10: Finnish initiative; Finnish 1st Company does not activate



   The Jaegers cause another casualty to the 2/1, but they remain in “Fall Back.”              

   Finnish 2nd Company has no targets it can damage.

 

Soviet left:

 1/1 advances to get within charging range for next turn. 3/1 passes through the “Fall Back” 2/1 and remains in good order. 2/1 moves back, so cannot attempt to rally.

 Soviet Center: Soviet tank platoon elects to advance rather than fire. The Soviet 3/2 continues to advance behind them.

 Soviet right:     2/3 rallies; 1/3 and 3/3 advance. The battalion commander has joined the group.                                                                    

 Turn 11: Finnish initiative and reinforcements (2/3) – Finnish 1st company doesn’t activate

  

About to be overwhelmed, the Jaegers drop back.

Finnish 1/2 fires at the Soviet 3/1 – causing disorder

Finnish 1/1 fires at Soviet 1/3 – knocking out their MG and causing disorder

 

Soviet left:

2/1 and 3/1rally; 1/1 moves forward causing an IST with Jaegers. The Finns get the worst of it and are disordered.

Soviet center:

The 1st T-26 continues to ineffectively exchange fire with the Finnish ATG (I am either not doing this right or need to re-examine the factors)

The 2nd and 3rd T-26 continue their ineffective fire on the Finnish 1/2

Soviet 3/2 stays behind the tanks.

Soviet right:

1/3 fails to rally. 2/3 and 3/3 advance.

 

Turn 12: Soviet initiative – 2nd and 3rd companies do not activate

Soviet left:

  1st company advances, causing multiple IST – fire is ineffective

 

Finns – 1st company does not activate

  Jaegers and 2nd company units engage Soviet 1st company; 1/1 is disordered whereas the 3/1 carries on. 3rd company continues its march up the main road.

 

Turn 13:  Finnish initiative – 1st company does not activate

Fire fight between Jaegers and 1/2 against Soviet 1st company continues. Soviet 3/1 loses a stand, but is not disordered.

 

Soviet 1/1 rallies; Soviet fire from 3/1 causes Finnish 1/2 to lose a stand and become disordered.

 

Turn 14: Finnish initiative – 1st company does not activate

 Jaeger fire is ineffective; 1/2 fails to rally

The leading element of 3rd company decides to wait for the 2nd platoon (about 2 moves behind) to catch up.

Soviet left:

1/1 decides to charge the Finnish jaegers; the charge is unsuccessful – the Soviets Fall Back but the Jaegers are disordered.

Fire from Soviet 3/1 against the Finnish 2/1 is deadly, the Finns lose one stand and break

Soviet 2/1 advances

 

Soviet center:

Soviet tanks move on line to maximize their firepower.

 

Soviet right:

1/3 rallies; 2/3 and 3/3 advance and are spotted by Finnish 1/1. The fire is ineffective.

 

Turn 15: Finnish initiative

Jaegers rally; 3/2 moves up from its reserve position to take up the foxholes abandoned by 1/2 when it broke.

Note: At this point I realized I made a critical mistake in the Finnish setup – something that should have been obvious. I had the Finnish battalion commander (Rep4) with #2 company. However, that company was Rep5 – so his presence didn’t matter. He should have been with #1 company (Rep3) – where his higher Rep was needed.

Finnish battalion commander heads off to his left flank – where he should have been all along.

Finnish 3rd company takes up covered positions – with one squad on each side of the road.

 

Soviet left:

1/1 – instead of rallying, 1/1 moves to the left to make room for the 2/1, which moves to the company center. Soviet 3/1 fires at the Jaegers, causing disorder.

Soviet center:

Tanks engage Finnish 2/2, killing one, but the 2/2 remain in good order.

Soviet right: 3rd company fails to move

 

Turn 16: Soviet initiative – the tanks plus 2nd and 3rd companies all fail to activate



Soviet left:

 The plan was for the 1/1 (still disordered) and 3/1 to bring fire on the Jaegers, so that reduced 2/1 could charge on. However, fire was unusually effective and forced the jaegers to fall back out of the charge range of 2/2.

 

Finnish turn:

Jaegers rally. Finnish 3/2 fires at Soviet 2/1 – causing one loss and disorder

In the center, the Finnish ATG finally takes out one of the T-26; also causing the nearest T-26 to Fall Back.

 The two surviving squads of the 2/2 take this opportunity to assault the 3rd T-26 (which is now by itself). Although 2nd squad is stopped, 1st squad is able to destroy the tank .

 

A desperate attack

Turn 17:  Soviets fail to activate

 Jaegers advance to come back on line with 3/2.

The 3/2 fires at their counterpart (Soviet 3/2) – causing disorder

In the center, 2/2 rallies from their disorder following their assault on the T-26.

On the right, the 1/1 fires at the Soviet 2/3 – causing a casualty but not disorder

 

Turn 18:  Soviet initiative, but only 1st company activates

Soviet left

1/1 rallies, 2/1 breaks and the 3/1 fires at Finnish 3/2 causing one casualty and disorder

Soviet center

Soviet 3/2 charges the Finnish 2/2 – causing them to break

Trusting in their numbers, 3/2 attacks Finnish 2/2

Note: I just realized while typing this that this attack should not have happened as the Rep3 Soviet 3/2 should not have activated. Must have been unusually motivated.

Soviet right:

3rd company advances on Finnish 1st company in order to get in charge range

 

Turn 19: Soviet initiative, but only 1st company activates



Soviet left

1/1 advances while 3/1 unleashes devastating fire on Finnish 3/2 – causing casualties and the Finns to break. All three platoons of Finnish 2nd company are now lost.

Finnish turn:

Feeling exposed, the Jaegers withdraw towards linking up with #3 company.

On the Finnish left, fearing they are about to be flanked, the two surviving platoons of 1st company withdraw.

 

Turn 20: Soviet initiative

Soviet left:

1st company advances, re-establishing contact with the Finnish Jaegers; Soviets win the IST – cause one casualty and force the Jaegers to Fall Back.

Soviet 3rd company on the right spends the turn advancing and straightening the line

 

Finnish Jaegers fail to rally; 1st company withdraws some more, seeking the cover of the woods.

 Turn 21: Soviet initiative and reinforcements (2xT-28 tanks)

With the arrival of two more tanks - the Finns withdraw from the field


All Soviet companies advance

 

Situation at the end

At this point the Finns are dangerously close to the 50% loss mark – and would have had not reinforcements arrived. The Finns decide they have delayed the Soviets as long as they can and retreat off the field.

Call it a Soviet “Winning Draw”

 

Notes:

·       The initiative die rolls were quite cruel to the Soviets

·       Both sides had Rep3 companies (Soviets had 2) – they were inactive more than expected.

·       Both sides had Rep5 companies (Finnish Jaeger platoon was also Rep5). By coincidence they ended up facing each other. This meant that on the flank where all the action was, it was easy to score hits, but equally easy for side receiving fire to avoid disorder.

·       Nuts! Was designed for late war. When it comes to WWII I have two passions: US Airborne and the Winter War.  Winter War factors may require some tweaking.

 

   I discovered Nuts a couple of years ago and have been playing it pretty constantly since then (it’s good to be retired). I really enjoyed it at 25mm – enough that I bought and painted a ton of new figures – and will keep doing so. However, I still had even more 15mm WWII stuff (US Airborne, Germany, Finns and Russians)- and wanted to give them a try.

   I initially used another rules set (name intentionally omitted), but try as I might, it was just too complicated for me to enjoy – I like the simpler games. My first attempt was to try and just expand the original “Nuts!” (basically a platoon level game) – but that didn’t work for me. Someone at “TMP” suggested I try Big Battles, so I did.

  I think it worked well enough. As usual with me, I had a lot of questions. I suspect I will have to “house rule” some things. But since this is a solo game, that really isn’t a problem. It was fast and fun – basically what I was looking for. I will paly it some more.

 





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