| Blood
in the Winter
An Army of Lappland Preview
By Mike Bennighof, Ph.D.
July 2007
Watching the neighbor's six-year-old play with my children
in my back yard, I'm reminded that some things creep into
your consciousness at an early age. I also knew very young
that, just like my father was doing at the time, long before
those days my grandfather had also gone to a very far away
place — to the North Pole! — to fight in a very
bad war.
I don't normally like to work on wargames based on conflicts
where people I knew were involved; even less so if people
I knew died there. That is of course a very self-centered
view of the universe, since our little cardboard pieces represent
someone's fathers and sons and brothers and the pain of their
loss is no less just because I felt none of it.
However, once I found out there really was a campaign along
the coast of the Arctic Ocean, and that my grandfather indeed
fought in it, I became fascinated by it. I wanted to know
what had happened there, and why, and in particular why it
failed. I did some Panzer Grenadier scenarios based
on actions there in Edelweiss
but I always wanted to do a full-sized game. I did manage
to get one published by another publisher some years ago,
but unfortunately they showed so much faith in my design abilities
that they ran exactly what I sent them, word for word, without
the slightest trace of editing, testing or "development"
(a word that seems to have many meanings, depending on who
uses it). With developers like Doug McNair and Paul Dangel
working at such a fanatical pace these days, that's hard to
imagine happening here.

The area of operations. U.S. Army map.
The northernmost land combat World War Two took place just
west of the Soviet port of Murmansk. Thanks to the Gulf Stream,
Murmansk is free of ice year-round. The Tsar's men built it
during the First World War to handle supplies and equipment
sent from Russia's Western allies, and during the Second World
War it performed the same vital function. A German conquest
of the port would deny a good deal of the British and American
material assistance sent to the Soviet Union under the Lend-Lease
program.
Army of Lappland will cover three
campaigns waged in this region. First will be the 1941 German
advance from Petsamo, Finland's port on the Arctic Ocean,
toward Murmansk. Two mountain divisions advanced through very
tough, rocky tundra and ran into severe supply problems and
fierce Soviet resistance. It stalled on the line of the Litsa
River. Next, the Soviet offensive in the spring of 1942 aimed
at throwing the Germans back from the Litsa; there's also
the German plan for a 1942 push on Murmansk. Finally, there's
the October, 1944 Soviet offensive known as the Petsamo-Kirkenes
Operation that drove the Nazis back into Norway.
There are multiple scenarios for each of these phases of
the war on the Arctic Coast — it would not be an 119694_avalanche
Press game if you couldn't play it many different ways. In
addition, there's an option for one of Winston Churchill's
pet projects — Operation Jupiter, an amphibious landing
between Tromso and Petsamo to place British and American forces
literally as well as figuratively alongside the Soviets in
the struggle against Nazism. Several of the Jupiter landing
areas are not on the Army of Lappland map, but the
easternmost landings are included along with the 1st Canadian
Division, Royal Marine Division and other Allied forces. Churchill
pushed hard for the operation, and the Germans took the threat
very seriously, detailing large forces to coastal defense.
The Axis player, of course, does not know if the landing is
really coming.
The game system is the same one we used in Blood on
the Snow and Winter Fury, and the more recent
Tiger of Malaya. Units
are battalions for the most part, rated in the traditional
manner for attack, defense and movement. Artillery can offer
offensive or defensive support. Combat is resolved by an odds-based
chart, with modifications for terrain and other factors. If
you want to dislodge an enemy from a good defensive position,
you're going to need artillery support and it helps to attack
from multiple directions to outflank him.
But the centerpiece of the system is what we call the "chit
draw" mechanic. At the start of each turn, each player
places a number of chits in a common, opaque container. The
number varies based on the weather and sometimes outside factors
(usually the overall supply situation). Each of these indicates
what that player's units may do: FULL, for example, lets all
units both move and attack to their full capability. MOVE
only lets them move, ATTACK only lets them attack and so forth.
Sometimes these are limited by formation; for example, in
1941 scenarios there are chits that only apply to one German
division. Movement and combat are fairly standard wargame
fare.
I've always liked this system much more than that we used in
Alamein and
will use in Red Fortress or Red Desert. It's
simpler, and most importantly, it's asymmetric. Different command
and supply capabilities of two sides can be very easily modeled
just by adjusting the option chits available. The Soviets had
a significant edge in supply capability, and while the German
mountain divisions were very well led the overall command in
the hands of Eduard Dietl showed repeated incompetence. During
the 1941 campaign, German chits will allow activation of one
mountain division or the other, and their attached units, but
rarely both at once. In 1944 the Soviets will have better chit
selections. If the Operation Jupiter forces slog ashore in 1942
scenarios, they'll activate separately from the Soviets and
come under numerous restrictions on joint operations.
Extreme terrain makes elite light infantry highly valuable,
and the rough-terrain capabilities of German mountain troops
and Soviet ski brigades are vitally important. On the German
side, the real striking power comes from their mountain divisions,
at first the elite 2nd and 3rd. There are attached tank battalions
and some strikingly incompetent third-line infantry. The Germans
can also attempt to bring in better Finnish reinforcements,
including an elite light infantry brigade or a third mountain
division — but this will exacerbate their supply situation.
The Soviets have naval gunnery support, though in 1941 and
1942 the Germans can summon a flotilla of destroyers to drive
them off. In the first campaign there defense is based on
two very good regular army rifle divisions, plus a division's
worth of Arctic Fleet marines. Later, a division of prison
camp convicts adds its dubious assistance. The Soviets are
improved in 1942, and very good in 1944, with a large contingent
of ski troops plus tanks, rocket artillery and several more
rifle divisions.
Altogether, it's a package containing a solid, well-tried
game system and over a dozen scenarios, with Austrian mountain
troops, Finnish ski troops, Canadians, British marines, captured
French tanks, panic-stricken SS men, Soviet Guards, rocket
launchers, more ski troops, and Norwegian collaborationists.
It's my personal favorite of the three proposed Classic
Wargames.
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