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The kusso-Finnish Winter War, 1939-40 UOMODSON 8 86S Arctic Storm 2.0Game Parts 3.0 Ha To Stat 4.0 Haw To Play 5.0 Events i) Movement 7.0 Stacking. ‘80 Zones of Control 8.0 Combat 410.0 Soviet EIQ Units 11.0 Supply, 120 Replacements 13,0 Reinforcements 140 Finnish Leaders 150 Ait Power 16.0:5ea Power 17.0 How to Win~ “ISO Setup Chart 19.0 Background 2010 Design Notes LDA Quick and Diety Guide “toFinnish cai Gate Design David Janis Wiehe Game Developers: Richard Berg:and Gone Billingstey Ait Director Rodger B, MacGowan Map Art: Mark Simoniteh: Counter Art: Roxiger Ps Design: Rode. cB. | Macciowan. Rules and Player Aids David James a Debora Campbel Ritebion . Phaytesters: David Fox: Bri Harrison, Lance Jones, James. TLambrinas; Robity Roberts, Jot Robie. ‘Scopyright 1992 by GMTGames [1.0] Introduction Qn 30 November 1939, the Soviet Union's powerful Re Army invaded the tiny nation of Finland. The entire world, including the watching Germans, e%- pected the war to end ina crushing Soviet victory in a matter of weeks, if not days. But the Finns resisted bitterly and man- aged, by dint of incredible courage and ‘rasterful improvisation, to inflict a steing ‘of humiliating defeats on the invaders. Instead ofa victory march, the Soviet Union found itself unexpectedly involved {inva serious struggle with implications for its future survival. That struggle has gone down in history as the Winter War. Arctic Storm is a regimental /divisional ‘scale game simulating the war between Finland and the Soviet Union in the ‘winter of 1939-40. There are two players 2 The Soviet player controls playing pisces representing the Red Army. The Finnish Player controls pieces representing the Finnish Army and the Western Allies (Great Baitain, France and Poland). ‘The game is played in game turns, each of which represents one ek of real time, During each game turn, each player moves his pieces across the map and uses them to attack enemy pieces, [2.0] Game Parts 12.1] Parts Inventory The game includes: One game map ‘One sheet of 200 playing pieces ‘One mules booklet ‘One Player Aid Card ‘One Events Card a. Two ten-sided dice {2.2] The Game Map ‘The mapsheet shows the area where the Winter War was fought. It is divided into hexagons (hexcs) that regulate movement and combat, Each map hex is 24 kilometers ‘cross, Each hex has its oven unique four digit identity mumber, used to identify the hex. for various game purposes, 12.3] Playing Aids ‘The map, Player Aid Card and Events Card contain charts, tables, tracks and displays used in play. These include the: (© Map Key, showing what the colors and symbols on the map mean. 2 Movement Clurt, showing the nuber oF Movenont Paints (MP')itcosts to center each map hex. Combat Tie, used to find the euteome ‘oF combat between opposing unis 2 Combat Summary, listing combat related column shifts, strength ‘modifications and special rales, 2 Enont Table, used to determine what random evens cccur each game barn. 2 Enwnt Key explaining the events listed 1 the Event Table 2 Tw Track, use to show the passage oF weekly game tums. 12 Vietory Tact sed to shows howe many ‘Victory Ponts (VP) each player has, 12 Replacement Trac, used to show how ‘many Replacement Ports (RP'S) each player has. ‘a Vieony Table used to determine who wins the game. VP Sunonary, showing how many ‘VP's you ada to or subtract rom the VP total asa result of game activity. Setup Chart, showing where to set up unit at the game’ start. Finnish Reinforcement Schule, showing, ‘when Finnish reinforcements artive Soviet Renfrcement Schade, showing, ‘when Soviet reinforcements arrive. Unit Types List, showing the types of vunits inthe game, [2.4] The Playing Pieces “There are two types of pieces: units and ‘markers. Units ave the military formations that actually fought (or could have foughe) in the Winter War. There are three unit types: combat units, Soviet Hedquar- ters (HQ's) and Finnish leaders, The ‘numbers and letters on the units identify them and show thei size, strength and capabilities. You use the markers to show Unit status, the passage af time and how many RP’s and VP's the players have. Arctic Storm [2.41] How To Read the Units Typical Combat Unit Frome (full Strength) Name ue Sucking ie IS} ‘Value atk Movemsst Spee Mreoes Defense Strength Mechanized Movement Bar S065 back feduced Strength) ame oe Sucking ‘Type: iC} Value atc Papst-§ al Menem Seen SEAST Movenen Defense Stengtis Mechanized Movement Bar See 6.15 ‘Typical Soviet HO Front Supple) Name, Army HQ: one ames tore SE Gromed, Movement Sonus ope AGS [Niven Command Rodis Mechanized Movement Bar See 6.15 Back (Unsupplied) Nome ve ‘Garerend) Movement Sonar O08 Neves Command Radius “Typical Finnish Leader Front Name Leader Symbol atc Mowement Bonus Allowance Defense Bonus ‘The backs of Finnish Leaders ave blank | A unis name iets actual historical designation. When the name has slash (/), the numbers and letters tothe let of the slash are the unit's own individual miliary designation; those tothe right show the division to which the unit belongs. For example, the Soviet regiment -matked 81/163 isthe Bist Rifle Regiment of the 163rd Rifle Division, Note that the Soviet regiments have theit unit type boxes calor caded for purposes of the Pivisional Integrity Bonus. $ee9.4\ Some units (not shown) have a box around heir Movement Allowance to show that they are skismobile. See 6 14 [2.42] Unit Types: ‘A unit's type determines some of its capabilites. Unit types include: Dd =tnaney 4 ity (R= motorcade ok Sl -coty BD —Meshanies coairy [= Morine 1] Neva intone Da - Montane Mounin ie thse 1 = Paneop acct Iney | =rorrassttry (boner Guds EX = Niyogi) [Ey « rani GB] = sovier army HQ ) EB = soviet Corpse Group HQ I =r tener Note: Dusing this period, Soviet infantry formations were called rifle units. Arctic Storm follows this convention. For play purposes, treat rife formations as infimtry ‘yoits and treat mowtoin rifle formations as \ (2.49) Unit Sizes Al\ combat units have a size. HO's and Leaders con't have a size. Unit sizes include: | = Company Il = Battalion IL = Regiment x = Brigade wx = Division [2.447 Unit Values (a Attack Strength (AS) isthe value the Unit uses when attacking, It can be ‘modified by several factors Defense Strength (DS) is the value the unit uses when defending, It can be modified by several factors 2 Movement Allowance (MA) the maximum number of Movement Points (MP's) that a unit can spend to move during each friendly Movement Phase Stacking Value (SV) isa unit's relative size measured in Stacking Points (SP’s), Unit SV's determine how many units can occupy a hex 1 Commznel Reus is the range tin exes) over which an FIQ can support a friendly unit. Commu! Bonus is the aumber of column shifts an HQ can ade to combats involving units that are within its Command Radius. Attack Bonus is the mumber of ‘column shifts that a leader can give to attacking Finnish units with, which itis stacked Defense Bonus is the number of column shifts that a leader can give to defending Finnish units with ‘which itis stacked: [2.45] Unit Nationality ‘The units’ colors show their nationality Red = Soviet Finn Yellow = Foreign Volunteers Tan = British Light Blue Dark Blue rench, Polish pecoog copyright 1992 0) CMT Games [2.46] Abbreviations Due to spacelimitatians, the following. abbreviations are uses on the playing pees: CaN = Chasseurs du Nord Group G = Grendal Group; Group M= Marmansk Group: Group P = Mobile Group ‘Pavlov; Group R ~ Rebola Group: ICT = Independent Covering Tzoop; FVC = Finnish Volunteer Corps: NVE = Norwegian Vol ter Comps; Pata = Paratroop; PIN = Parachute Infantry; SVC = Swedish Volunteer Corps; ISLE = 13th Dem-onigade du Legion Etrangece; 1G = 2th Guards. [2.47] Markers ‘Game Tusn Marker Gane RP Marker Front Back soviet | | soviet Ps | | APs a +10 VP Marker Front Back osive) Negative) ves ves x10 x10 Supply /Mott Marker Front Back Consuppting) hee) No Supply | | Mot [2.5] Game Terms 2 Theterms friendly and enemy distin- gush units, map features and other ‘game elements 4 Alltunits controlled by the same player are friendly to each other. The ‘opposing player's units are enemy unis (© copyrighs 1992 by GMT Games Arctic Storm [_Allphasesin whicha players uniteare activ are friendly phases: Phases in Which his nits ane inate are enemy phases. © Alliexes in Finland ate ficndly to the Finnish player atthe start of the game: those in the USSR are Friendly tothe Soviet player. Hexes remain Fredy “until enteed by an enemy combat unit other than a Finnish si (partisan) luni Enemy hexes entered by a ftiendly combat unit other than a partisan become friendly tothe player -Hexes can goback and forth betwoen being foenally andl enemy'any number coftimes during play. Terrain features, such a cities and fortigeations are never destroyed as recult ofbeing, captured or eecaphure 2 Allunits controlled by the Soviet player are called Sori units. Units ontroled by the Finnish player are called Finish wuts unless is neces: sary to distinguish nationality. The term West uit eles o ll French, Britis ane Polish rats The terra Finnish Army ris eters toall non Western Finnish units. Te term Forege Volunteers refers to Finnish Army units composed of foreigners. [2.6] Die Roll Results ‘When rolling the game's tensicled dice, always read the 0 (zero) face as the rmumber "10." Most of the die rolls used in the game zequire that you roll twa dice and add the results [3.0] How to Start You can set up the game two ways: place the units where they were historically (the Historteal Setup) or place them where you ‘want, within limits (the Variable Setup), Historical Setup. Place the units in the hhoxes listed in 18,0 (Setup Chart) on the Events Card. All units start at full-strength (font face showing), When you are finished, go to sop 8, ‘Variable Setup: just follow the numbered steps below in order. As in the historical setup, all units start at full-strength. 1. Place the folowing tunis inthe hexes indicated: Finish 25 Infor dat Kemi (2208); Finnish 27 lyiry Mat ‘Oulu (2910); Finnish 10ICT ory Lat 9. otsamo (H16) Soviee 1 Mine xat ‘Kronstadt (052); Soviet Group M HO, 1 Tani xand 3 Rife 2 at Murmansk 2, “The Soviet player sets up the following Soviet urts within stacking lis in any hesesin the Soviet Union south of theSevere Weather Line: 72000, Se and Group G HO's; 136 and 138 Mountain Rifle 2°; 4 Motori Cavairy 125 18,24, 43,49, 50,56, 70, 80, 100,123, 142 and 168 fle w¥5; 13,20, 35,40 and 50 Tk x 1 Arley The Finnish player sets up the following Finnish Army tints within stacking limits in any hexes in Finlanc ‘within six hexes oF any Leningrad nex 4,5,6,3, 10 anc LL Byfotry 2X5 1, 2.2 and Infonry x4, 1 Cropy 1 St, Saand 5 Border Ms; 4,5, 6and 7 Biyele 5 4 Tank |, 26, 6 ane 65 daft HS; 1, “Vand 4 ijntry Ws; Hein leader. ‘The Finnish player sts up the following Finnish Army units within stacking mits in any hexes in Finland within so hexes of Korpiselka (1823) 34,35, 36,37, 38, 39 bunts 8, 9,1, 11,12, 18, 23 and 222 Ponty Hs Border I The Soviet player sts up the following, Soviet units within tacking limits in any hexes in the Savict Union south of the Arctic Circe: Group R and $5100 H's, 354/139, 718/139, 609139, 436/ 155, 659/155, 78/155, 817163, 662/163 and 259/63 Riles 254, 14444 and 305A Moorzet Rifle ifs 75 Mounais Rifles 54 Rifle we 34 Tank x The Finnish player sets up the following Finish Anny units within stacking limits in any hexes in Finland: 16,7, 14,15, 16,17, 18nd 19 dnfntry 1,2 Bower The Soviet player set up the following Soviet units within Stacking Linus in any hexes in the Soviet Union: 40x00 and dcx HO's, 42688, 71/8, 75988, 21704, 242714, 273708, 420722, 596) 122 and 71522 Rl ifs Pee 16.13, the Soviet player can, at his option, deploy two regiments ofthe 2040 Rifle xx in hex 5517 instead of inside the Soviet Unies. Place the xf VP marker with its front {postive face showing in the VP Teack’s5 Box. Pace the X10 VP marker “with fs fron (positive) face showing in the VP Track’s 6 Box, Place the three IRP markers facesup in the Replace ment Track’s 0 Box. Place the Gome Turn marker inthe Turn Tracks 1 Bos You ae now ready to play, Arctic Storm [4.0} How to Play Arctic Storm is played in game turns, each Of which represents one week of real time. ‘Acomplete game can last up to 18 game tums, but will usually end earlier. Each ‘game turn consists af an Event Segment, 9 Supply Segment, two player turns (9 Soviet Player Turn, followed by Player Turn) and a Turn Segment. player whose player turn isin progeess is the active playcr the otter player is the inactive player, Each player turn consists of ‘a number of phases endertaken in the ‘oder listed in the Course of Play defined in 4.1. Players can perform only actions pezmitted by the Course of Play, and actions can be performed only in the ‘order shown, Not all phases occur in both player turns [4.1] Course of Play A. Event Segment 1. Event Phase. The Soviet player dotermines what event occurs this game tum per 50 (Even's). 2. Diplomatic Phase. The Soviet player athis option, makes a peace offer per 175 (Diplomacy), and the Finnish Player acepts or rejects it B. Supply Segment 1. Soviet Command Phase. The Soviet player determines which HO's are active per 100 Soviet HQ Unit) 2. Soviet Supply Phase. The Soviet player determines wihich of his writs are suppliee! per 17.0 Supply) 3. Finnish Supply Phase. The Finnish player determines which of his units are supplied per 110 Gupply) ©. Soviet Player Turn 1, Soviet Reinforcement Phase. The Soviet player replaces lst unis and steps per £20 (Replacements) and pubs reinforcements in play por 130 (Reinforcements. 2. Soviet Movement Phase. the Soviet player moves any oral f his units per 60 (Movement) 3. Soviet Combat Phase. The Soviet playerattacks any or all Rnaish units Snes non to his own combat its per 20 (Combat. 4. Finnish Reaction Phase. The Finnish player moves any oral of his leaders and ski-mobile units per 60 (Movement) 5. Soviet Exploitation Phase. The Soviet player moves any or all ofhis supplied motorized andl ski-mobile units per 6.0 (Movernen . Finnish Player Turn 1. Finnish Reinforcement Phase. The Finnish player replaces lost units and steps per 120 (Replacements) and ps minforcements in play por 130 (Reinforcements) 2. Finnish Movement Phase. The Finnish player moves any orall of his Luts per 6.0 (Movernent 3. Finnish Combat Phase. The Finnish player atacks any oral Soviet units in Ihexes next tos ovn combat unis per 2.0(Comba). E. Turn Segment Determine whether the game is over and who won per Section 170 (How to Win). the game isn’tover, advance the Turn marker ‘ane box on the Tum Track to incicate the stat lof the next wookly game tuzn [4.2] Turn Track See map, [4.3] Course of Play Outline See back page of rules [5.0] Events Outside factors that have a bearing on play but that are beyond the players control ate called events, Some of these factors represent events that actually ‘occured historically, but that need not have happened exactly when they did, if atall, Others are events that cauld have occurred, but did not. In Arctic Storm, these events occur semi-randomly as a result of ‘a dice roll during each Event Segment’s Event Phase [5.1] Event Procedure During each Event Phase, the Soviet player rolls two dice, adds the resulting nurnbers and finds the Event Table column repre: senting the dice roll result, He reads down, that column until he comes to the row" containing the number of the current game tum. Where row and column intersect, he finds an Event Letter, representing the ‘event that occurs during the current game tum. The Event Key explains each event's, effect ust follow the directions. {5.2] Event Table See map or Events Care [5.3] Event Key See Bvents Card, [6.0] Movement The active player can move any or all of his units during each of his Movement, Reaction or Exploitation Phases. Dating ach phase, you can move each unit any ‘numvber of hexes in any direction(s) up to the limit ofits Movement Allowance (MA), Move each unit individually, tracing a path of connected hexes through the hex arid. When you remove your hand from. the unit, its movement is over [6.1] How to Move Units [6:12] During each phase in which move- _ment is allowed, the active player can move all, some or none of his units of the appropriate types. The inactive player's units can’t mave, and combat can’t accur. ‘The active player moves each unit indi- vidually. [6.12] Each unit has a number of Movement Points (MP's) equal to its MA. As it enters a hex, the unit spends the number of MP's shown for its mobility class on the Movement Chart in order to enter the terrain inthe hex and cross the terrain in the hexside through which itis moving. Sf the Movement Chart has a “P” instead of ‘an MP cost, that terrain is prohibited to ‘units of that mobility class; they may not lenter of cross it ‘©copyright 1992 by GMT Games @ Arctic Storm [og] All HQ’s and combat units havea mobility class. There are three such classes: a Leg a Skemobile a Motorized [6.14] Units with a ski-mobile box around their MA are ski~mobile wuts. Until Game Turn 3, or until Event Q occurs, whichever comes first, treat them as Leg units for all [purposes (not just mevement), Beginning, (on Game Turn 3 ur whenever Evert Q ‘occurs, these units change mobility classes, becoming ski-mobile. While they are leg units, they pay the MP costs in the Movement Chart's Leg column. When they become ski-mobile, they pay the MP costs in the Movement Chart’s Ski column, ‘Note: Ski-mobility isn’t determined by the units type, and many units not designated as-ski units are, infact, ski-mobile [6.5] All HO’s and some combat units (indicated by a color band across the bottom of the piece) are motorizat. They pay the MP costs in the Movernent Chart’s Mot column, [6.16] Combat units that have neither « ski-mobile symbol nor a motorization ‘band ave leg wits. They pay the MP costs in the Movement Chart’ Leg column [6.17] Leaders don’t have 2 mobility class They pay the losvest cost listed in any Movement Table column to enter each type of hex and cross each hexside. 16.2] Movement Restrictions {6.21 A unit can move only in friendly Movement, Reaction of Exploitation Phase. Advances and retenis during combat aren't considered mavemnent and dont require MP expenditures [6.22] A unit can’t spend more MP's luring a phase than it has in its MA. If unit doesn’t have enough MP's to pay the MP cost to enter a hex, then it can’t do so Exception: A unit can glinays move one hhex per Movement or Finnish Reaction Phase unless that movement involves moving directly from one hex in an enemy ZOC into another hex in an e ZOC or the hex is prohibited. This Dagpyright 1992 by GMT Games ‘exception doesn Pappy fo movement luring 2 Soviet Exploitation Phase [623] A unit doesn't have to spend any or all ofits available MP's, However, MP's can’t be saved for ater use or transferred to other units. A unit loses any unused MP's ieft to it at the end of a phase 16.24] A unit can't enter a hes containing ‘an enemy unit other than a leader. Soviet units can freely enter hexes occupied only by Finnish leaders, (6.25] Only supplied Soviet motorized and ski-mobile units can move during a Soviet Exploitation Phase {6.26] Units can enter Norway and Sweden only when permitted to do so by anevent, 627] Only Finnish ski-mobile units and leaders can move during a Finnish Reaction Phase, (6.28] Units ina motti can't move during the Soviet Movement Phase. See 11.5 [6.3] Terrain and Movement [63311 The Movement Chart lists the MP costs to enter various terrain. Units pay different MP's to enter each terrain type, depending on their mobility class (6.13) 16.321 There are vight types of hex terrain through which units can move: clear, woods, forest, marsh, rough, wooded rough, city and ice, Mountain and water hhexes are prohibited terrain; units can’t enter them Exception: Mountain and mountain rifle tunis cam enter mountain hexes. [6.33] All rivers and all lakes except for Lakes Ladoga and Onega are frozen throughout the game. They are ice, not water and area different color than the rmap's water hexes. Hexes that are enticely tunfrozen sea or shallow water ave called ‘water hexes, Hexsides containing only tunfroaen sea or shallow water are called rater hexsides. Units can't enter these hhexes or cross those hexsides unless they are frozen, Once frozen, water hexes/ hhexsices become ice hexes/hexsides. Hexes with both land and water are called coastal hexes; for movement purposes, treat them as if they were entirely land. [6.34] Units that entera hex by crossing an ice hexside pay the MP cost to cross the hexside in addition to the cost to enter the terrain in the hex. The frozen rivers and small lakes that are specifically shown as ice hexsicles on the map an the hexsides separating frozen shallow water from each other are all ice hexsides within the meaning of this case, [6.35] Units that enter a hex by moving along a road (eg. through a hexside containing a road symbol) ignore the other terraia in the hex and pay the road. MP cost to enter the hex. Where a road or rail line crosses a sea or ice hexside, a bridge exists, and units ignore the cost to cross the hexside, Important Note: Assume that a road exists wherever you see a rail symbol [6.36] The bodies of land separated from the mainland by the sea or by a surround ing lake are islands. For game pusposes, islands in coastal hexes are part of the mainland. In addition, al islands occupy. ing the same hex are treated as a single island. Water hexes containing islands that aren't pact of coastal hexes and aren't ‘connected to the mainland by roads can’t be entered by normal mavement, Units can enter them only after they become ice hexes or, in the case of the Soviet player, per 16.3 (Baltic Islands), [6.37] The Movement Chart’s MP costs to enter a city apply only to cities that are friendly, or that were friendly at the ‘game's start andl that contain no enemy Lnits. Units can't enter enemy cities uring a Movement , Finnish Reaction or Soviet Exploitation Phase. They must instead attack enemy cities during a ‘Combat Phase and then enter them in a post-combat advance per 9.46, [6.38] Hex 0919 isa clear hex at the start of the game, Whenever a Soviet unit first centers hex 0918, the Finnish player can, at this option, announce that he is opening the yates of the Saimaa Canal, inundating, the hex. Thereafter, hex O918 s treated as lear for purposes of combat and as marsh for purposes of movernent and pacadzops In addition, halve the AS of all units attacking out of Rex 0918 during the game turn in which itis inundated and the game turn that follows, The Finnish player can exercise this option during ‘movement, during a paradrop or during a ‘post-combat advance or retreat. However, Arctic Storm if he doesn’t exercise itat the moment that 16.52] A unit can use rail movement only if 1 Soviet unit frst enters hex 0°18, the ‘option is permanently lost; he can't exercise it later [6.39] Units cart exit the map except as part of a equited withdrawal per 13.4 (Withdrawals). Once withdrawn, units can't reenter the game. [6.4] Freezing Water Important Note: Certain unfrozen water exes and hexsides (see 6.33) freeze and change to iee during the game. Be sure to carefully distinguish between what is “ice” and what is “water” when playing [6.411 There are two types of water hexes fon the raap a Sea 2. Shallow Plater [642] Sea hexes and hexsices never freeze. Units can’t enter sea hexes. They can only cross sea hexsides if they are bridged by roads and railroads, [6.43] Shallow water hexes in Lakes Ladoga and Onega automatically freeze and become ice hexes on Game Turn 5, They stay frozen for the rest of the game. [6.48] Shallow water hexes in the Gulf of Finland automatically freeze and become ce hexes on Game Tarn 11. They stay frozen for the rest of the game. [6.48] Turn Track boxes 5 and 11 contain the same pattern as shallow water hexes to remind you that lfferent shallow water henes freeze on those game turns, [6.86] Game events (including thaws) have no effect om the formation of ice. {6.5] Rail Movement [651] Rail movement is a special form of ‘movement that can be used only during Movement (not Finnish Reaction of Soviet Exploitation) Phases instead. of normal ‘movement. During each Movement Phase, the active player can use ral movement to move any number of friendly units an uniimited distance | itis supplied and occupies af sally rail hes that isn’t in an enemy ZOC at the start ofits Movement Phase and then expends allits MP's to move by rail. Simply remove the unit from its hex and place itn any other friendly ral hex that isn’t in an cenemy ZOC and trat is connected to the first hex by a continuous line of friendly connected rail hexes fre of enemy ZOC's. ‘The presence of a friendly urst in a hex negates an enemy ZOC for purgases of rail movement {6.53} Finnish units (neluding Foreign Volunteers and Western units) can tse rail ‘movement only to move betwoen hexes in Finland along rail hexes in Finland. Exception: Once Event Hor I occurs, Finnish units including Foreign Volun: teers and Western units) can also use rail ‘movement to enter, leave and/or pass through hex 3307 in Sweden as if it were patt of the Finnish rail net [6.54] Soviet units can use rail movement only to move between hexes in the USSR along rail hexes in the USSR. [6.6] Map Key See map, [6.7] Movement Chart See map or Player Aid Card [7.0] Stacking ‘The term stacking refers to having more than one unit in a hex. Players must observe stacking limits at the end of each Movement Phase, Finnish Reaction Phase and Soviet Exploitation Phase, whenever they place reinforcements on the map and at the end of each advance and retreat during a Combat Phase. [7.1] Stacking Procedure At the end of each Movement Phase, Finnish Reaction Phase and Soviet, Exploitation Phase, whenever they place reinforcements on the map and atthe end of each advance and retreat during a ‘Combat Phase, the players make a stacking check to ensure that stacking limits are being observed. In each hex in which a player is violating stacking limits, he must immediately remove enough units to ensure that his remaining units conform to those limits. Treat units removed for Giolating stacking limits as if they were eliminated in combat. [7.2] Stacking Limits 7.21] Fach combat unit has a stacking ‘le printed on its piece. This value is measured in terms of stacking points 17.221 You can have up to six stacking points per hex above the Severe Weather Line. 7.23] Youan have up to 12 stacking points per hex below the Severe Weather Line. {7.3] Stacking Checks (731) All friendly combat units ina hex count toward that hex's stacking limit, 17.32] HQs, leaders and markers don’t count toward their hex's stacking limit (7.33} In the rare eases when opposing units temporarily occupy the same hex (due to amphibious assaults executed per 16.14 and 16,22), compute stacking limits for each side separately. The presence of enemy units never affects the number of friendly units that car be in the hex. 7.34) You can’t place reinforcements on the map in violation of stacking limits. Ifa reinforcement can’t enter play due to this stricture, then you must withhold it and bring it into play later per 13.34 17.4] Massing Troops [7-41] At his option, the Soviet player ean hhave double the normally permissible "number of stacking points in hexes that meet any of the following conditions: 2 Thehexisa city hex, The hexis next to acity hex. The hex is within five nexes (four intervening hexes) of any city hex that is part of Leningrad (0422, (0423, 0523, 0524, 0422, 0623), ©copyright 1992 by GMT Games 8 Arctic Storm ‘Whenever the Saviet player exercises this ‘option he is considered to be massing troops in the hex. (7421 The Soviet player is subject to the restrictions and penalties in Section 9.0 (Combat) when he masses troops in a hes. [7.5] Inspecting Stacks Neither player can inspect the other players’ stacks except when determining fhe combat satio duting combat Exception: The Finnish player can inspect Soviet stacks whenever he has a Finnish skiemobile unit next to them that isn’t actually in the process of moving. Note: This rule requires a certain amount cof honesty between players. If you find your opponent exceeding acceptable societal boundaries in this area, we suggest picking up an iced bottle of Absolut, Stolé or the local Finnish brand, taking 2 stiff swig and then slamming him ver the head with what remains. IF you're playing solitaire, you are free to Inspect stacks, of course; but keep the bottle handy. It's winter. It’s Finland You're Suomi Alone. What else is there? [8.0] Zones of Control ‘The hex a combat unit occupies and the six surrounding fexes constitute that Lunit’s Zone of Control (ZOC). These hexes are called controlled exes. The presence of 8 ZOC inhibits movement and retreat by enemy units and the tracing of enemy Lines of Communication (LOC’S) and Lines ‘of Supply (LOS), [8.1] ZOC Effects [6.11] All combat units exert a ZOC into all six surrounding hexes at all times except as follows: The Finnish 4th Tank I does not exert a Z0C. 1B Soviet units in a motti do not exert a ZOC. See 115. 2 Nounit ever exerts a ZOC into a hex of actoss a hexside containing terrain that itis prohibited from entering crossing during normal movement, © copyright 1992 by GMT Games ‘Unlike combat units, leaders and HO’s never exert a ZOC [8.12] Units aren't affected by friendly Z0C's [8.13] It costs extra MP's to enter and/or leave a hex in an enemy ZOC All leg and motorized units (including Soviet HQ's) pay one MP to enter of leavea hex in an ‘enemy ZOC. 2 Ski-mobile units pay one MP to fenter or leave a hex that isin an enemy ZOC and that is south of the Severe Weather Line & Ski-mobile units pay one MP to eter a hex that isin an enemy ZOC and that is north of the Severe | Weather Line. They pay nothing to leave an enemy ZOC north of the Severe Weather Line. [8.14] MP costs to enter and leave hexes in ‘enemy ZOC’s are in addition to terrain costs. Lnits that don’t have enough MP's to pay all terrain and ZOC costs associ ated with a move cant make that move. [8:15] Units can both enter and leave any ‘umber of ZOC’s during a Movement Phase if they have enough MP's. How: ever, Soviet units can’t move directly from fone hex in an enemy ZOC into another hhex in an enemy 20 if both hexes are above the Severe Weather Line. They ‘muist frst enter at least one hex that is free of enemy ZOC's. Soviet units can move directly between two hexes in enemy 2OC's if at least one of the hexes is below the Severe Weather Line 18:16] Units can’t trace an LOS oF LOC through a hex in an enemy ZOC. [8.17} Z0C’s affect post-combat advances ‘and retzeats per Section 9.0 (Combat) [8.18] The presence of a friendly combat unit or HQ in a hex negates an enemy ZOC for purposes of tracing LOS's and LOC’s and for purposes of retreat It does ot do so for movement purposes. Note, The presence of friendly combat tunits doesn’t negate enemy ski-mobile 20C's for purposes of determining if an lunsupplied rut isin a mot {8:19} Fa given units nan enemy ZOC, then the unit exerting that ZOC is also in the friendly unit's ZOC (if any). The two ‘units are equally and mutually affected. [8.2] Extent of ZOC’s [821] A units ZOC extends into all adjacent hexes that the unit could enter during normal movement, if it had the requisite MP's. Its ZOC dows not extend into prohibited hexes (including enemy cities with an active ILS). See 637, 1822] Z0C’s extend across all hexsidles except water hensides, The presence of a bridge across a water hexside negates the water hexside for ZOC purposes. [8:23] Friendly and enemy ZOC's coexist in the same hex. A ZOC's effectiveness doesn’t change merely because an enemy ZOC also exists in the same hex [8.24] There is no additional effect from having more than one friendly or enemy ZOC exerted on a hex [9.0] Combat Combat occurs between adjacent oppos- ing Units at the active player's discretion ‘The active player is the attacker; the inactive player isthe defender, The attacker first announces all of his attacks. He then individually resolves wach attack, using, the procedure detailed below. [9.1] Combat Procedure LL. Total the AS of the attacking units, 2. Total the DS of the defending tunis. Ifthe hex under attack is @ city, add its Inteinsic Defense Strength (IDS) to this total. 3. Compare the attacker's rotal to the dofencler’s coral and state the comparison as a probability ratio attacker's strength to defender’s sttength. Round this ratio down (in the defender’s favor) so that it conforms to the simplified odds ratios (1-1, 2-1, 3-1, ete) on the Combat Table. The result is called the combat rati, Arctic Storm, 4. The attacker finds the line al the top of the Combat Table for the terrain in the defender’s hex and reads across the row of entries in that line until he comes to the ‘combat ratio from step 3, 5. The attacker shifls the combat ratio, to the fight the appropriate ‘number of columns for any leaders. HO’, artillery units, tank units oF AP's eis using and for surprise. He can’t shift fuether right than the right-most Combat Table column for the combat's terrain line found in step 4: igrore any excess column shitts 6. The defender shifts the combat ratio to the left the appropriate number of colurans for any leaders, HQ’s or AP's he is using and for the presence of towns, ice and bridges. He can’t shift further left than the left-most column of the Combat Table; ignore any excess column shifts 7. fall attacking units are supplied the allacker rolls two dice. Other wise, he rolls one die. He then finds the result in the Combat ‘Toble’s left-most column, The attacker reads across the entries ‘opposite that resule until he gets to the entry in the column found in step 6. Tais is the combat result 8. Add one (1) to the Soviet player's pprinted combat result if any Soviet tunits involved in the combat ‘occupy exes ir which the Soviet player is massing troops per 74.8 No fect (".”) result becomes a °V" (aot a bold 1). Skip this step if the printed result was an "E.” 9, Subtract one (1) from the dofender’s printed combat result if any defending units occupy fortifications that were friendly fo them at the game's tart. A bold result remains bold; a “1” kecomes a" Skip this step ifthe printed! result was an "E” or “-" result, ‘The players immediately apply the combat result before resolving any other attacks. See 9.3. [9.2] Who Can Attack [9.21] Units can attack only during a friendly Combat Phase. They can attack any and all enemy units and cities to which they are adjacent. Only units wo, directly adjacent to an enemy unit or ity can attack i. Units with an AS of 0 (zero) can sill attack per 9.45, (9221 A unit can’t anack into a hex or actoss « hexside that i's proiibited from centering during its Movement Phase. Ix practice this case has three main effects 2 No umit ean attack across an tunbridged water hexside. Units car attack across ice hexsides and across bridges. a Non-mountain waits can attack fenemy units in mountain hexes only if hey attack along a road. ‘Mountain anirs can freely attack fenemy units in mounts heres, regardless ofthe presence of ads, @ Motorized units can only attack enemy units in rough and wooded rough hexes if they attack along a road. [9.23] Attacking is completely voluntary; units aren’t foreed to attack, and not every unt that is next to an enemy unit must make an attack. A unit that isn’t involved in an attack isn't affected by sts results [0.24] You can attack an enemy-occupied hex using as many units as can be brought to bear from the six adjacent hexes. [9.25] No unit can attack or be attacked more than once per Combat Phase [9.3] Multiple Unit and Multi-Hex Combat 19.31] Au! units in a given hex must be attacked as ¢ single combined DS. The defender can’t withhold a unit from the defense, nox can the attacker attack one unit ina hex without involving all of the other units in the hex in that attack. [932] Other units in the same hex with an attacking unit need not pasticipate in the same combat with jt (or in any combat, for that matter), When one unit in a sta is attacking, the other units n the stack could choose to attack the same hes, one ‘or more other hexes or no hex at all. 19.33] If unit is next 0 more than one enemy-occupied hex, itcan attack all of them ina single combat. Any number of Units and hexes can be involved in a given ‘combat. However, no matter how many tunis or hexes are involved, all attacking, tunits must be next to all defending units. 19.341 If two or more hexes containing, different terrain are being attacked in a single combat, use the Combat Table terrain line that is most favorable to the defender. Ths is alseays the line closest to the bottom of the table [9.38] A given units Attack and Defense Strengths are unitary: that is, they can't be divided among different combats for purposes of either attack or defense. [9.4] Combat Strengin Modifications [9.41] The Soviet 44th Motorized Rifle xx ‘and 52nd, 88¢h, 104th, 122nd, 139th, 1554 and 163nd Rifle xx’ each consist of three regiment-sized units. When all three regiments making up one of these divisions are supplied and stacked in the same hex, they get a Divisional Integrity Bums. Increase the AS and DS of each regiment by one: Apply this effect before halving each unit's AS for terrain per 9.43, and 9.44 Note: The reduced strength of 728/139 Rifle wis not a misprint. This unit's streagth differs from that of the division's ‘other regiments for historical reasons [9.49] Halve the individual Defense Strengths of unsupplied combat units ‘Round fractions down, Teeat a modified DBS of less than one as "0" (zer0}. How- ever, see 9.45 (9.43) Halve the individual Attack Strengths of combat units attacking out of hex D818 duting the game turn in which it is inundated or during the following game tum. Round fractions down. Treat a ‘modified AB of less than one as “0” (20). However, see 9.45. {944) Halve the individual Attack Stiengths af motorized units attacking enemy units in rough, wooded rough and. mountain hexes. Round factions down. Treat a modified AS of less than ene as "0" (aera). However, see 945 copyright 1982by GMIT Games 10 Arctic Storm [9.45] Regardless of actual Attack and Defense Strength, each side has a ‘minimum strength of "1" for purposes of combat ratio calculation. This rule is especially important when dealing with units having an Attack or Defense Strength of 0 (zero) If, after combining, the strengths of all units in a hex together with any active DS in the hex, the final strength of the stack isQ, then the anits in that hex have a total combined strength of °Y" for combat purposes, regardless of ‘hoir actua! strength. sample: Two Soviet NKVD regiments (AS of zero) attack a reduced-strength Finish Border Guards battalion (OS of zero) in a woods hex. After making all strength modifications, each side sfill has a strength of zero, but the combat ratio is calewlated as if each side's total strength was [9.46] Each city on the map has an Intrinsic Defense Strength (IDS) of two (2) when friendly to the player who con: trolled it at the game's start. This value represents home guards, militia, paramili- | tary police, etc, Use the city’s {D5 as the hnex's Defense Strength when itis unoceu= pied; add its IDS to the Defense Strength of any friendly units when the hex is, ‘occupied. A captured city temporarily loses its IDS. It ges its IDS back when recaptured by the side shat controlled it at the stact of the game, 19.47) Regardless of the strength of the ‘opposing sides, always round the combat ratio dowr (in favor of the defender) Design Note: Why do we round of in favor of the defender? Why not simply use that rule ole Mrs. Snagglepuss taught Us in the 2nd grade about .5 and over, round up, lower than 5, round down? ‘The rounding-down premise is “the defencler’s vigorish,” that slight edge that all units have when on the defense, That advantage is partially built into the CRT ‘and partially handled by the rounding. down rule ‘Beopyright 1992 by GMT Games Example: An atack witha combined AS of 26 against defending units with a combined DS of nine has a combat ratio of 26-t0-9. To geta ratio closer to fone printed an the Combat Table, divide the greater strength by the fuser strength and express the result asa ratio of attacker's strength to defenders strength. ‘The lesser of the two is always “L” The result, in this example, 1s 28 (attacker's strength) to. one (dofender's strengtly, which is less}. Since there's no 28-to- combat ratio on the Combat Table, round down to the next lowest combat ratio shown (in. this ca [9.5] Column Shifts [9.51] The Combat Table consists of number of columas of results. The further to the right a column is, the more it favors the attacker the fucther left it is, the more it favors the defender, Surprise, the special effectiveness of some weapons, ait power, the support of highvs headquar- fers and the elfects of hexside terrain are represented by column shifts. This section details all available colun shifts they are also summarized on the Player Aid Card. ‘Apply all column shifts to the right before applying any shifts to the left. All column shifts are cumulative. Exception: You can't apply more colurw shifts than there are columns available (Once you shift as far tight or left as you can on the terrain line for the current combat, you can’t make any more shifts in that direction, [9.52) Both players can use their available Air Points (AP's) to affect combat by shifting the combat ratio column in theie favor per Section 15.0 (Aie Power) {9.53} The Soviet player can use his FQ's to affect combat by shifting the combat ratio column in his favor per Section 10.0 (HO's). An HQ can affect any combat involving one or more friendly combat units (including units stacked in the same hhex with the HQ). Ar HQ has no effect on combat solely involving friendlly HQ's Gnclucing itself) [9.54] The Finnish Player can use his leaclers to affect combat by shifting the combat ratio column in his favor per Section 14.0 (Leaders) [9.55] If one or more supplied Soviet tank units are attacking and itis Game Tuen 1 for 2orif the Binnish th Tank is attacking for the first time, shift the combat ratio column one column to the right. [9,561 If one or more supplied Soviet artillery units are attacking, shift the combat ratio ealumn ope column to the right. Apply this columa shift even ifthe nly attacking unit is an artilery unit (9.57) s€ all attacking units are attacking across ice hexsides and/or water hexsices containing bridges, shift the combat ratio, ‘one column to the lett Bridges do not negate ice hexsides for combat purposes [9.58] tF there are one or more towns ia the defender’s hex(es), shift the combat ratio one column to the Tet 19.591 IF is Game Turn 1 or 2, the Soviet ‘player is aiced by the surprise nature of hys attack, If itis Game Turn 1, shift the combat ratio forall Soviet attacks two columns too the right. If tis Game Turn 2, shift one column instead. [9.6] Combat Table See map or Player Aid Card, [9.7] Combat Summary See Player Ai Cand [9.8] Explanation of Results [9.81] Fach combat unit anel HO has one ‘or more strength levels called steps. The Combat Table results represent steps lost or hexes retreated (each player having the ‘option of satisfying a combat result by either retreating oF standing and taking losses). However, see 9.84. The removal of steps from a unit ois inability to finish a rereat can cause its elimination (removal from the game) [9.82] HO’s and those combat units whose backs are blank have ane step. A one-step unit is eliminated when it loses a step Axctic Storm u {9.83} All combat units printed on two sides have two steps. Their first step is represented by their front (fll strength) side; their second by their back (reduced strength) side, When a full-strength, two step unit sustains a one-step loss, flip it over (0 Is reduced side; if its reduced side is already showing, eliminate it (9.84) Possible combat results include step losses, retreats and eliminations {loss of all steps). There are four types of printed, Combat Table results: “2 is a No Effect result; units that sustain this result don’t lose any steps or have to retreat. 9g An “Bis an Eliminated result; all participating units are automati- tally eliminated when they sustain this result. You can’t reteeat to satisfy an E result A number result (1, 2, ete) ‘means that you must either remove that number of steps from one or mote affected units or else retreat all of those units that number of hexes, The player who controls the units affected by a combat result decides whether to stanel and take losses or retreat. He must do one or the cther; he can’t satisfy past of it by removing steps and the Test by retreating. If he decides to stand and take losses, he can apportion those losses among his units however he wants 50 Jong as the total number of steps removed equals the combat result 4 Ifa number result is bold, then the affected side auto- matically loses ane step, and can’t retreat to satisly the loss. Removing this Step satisfies the first loss represented by the result, Any remaining, losses after the first step is removed ca0 be satisfied by either reteeating or removing additional steps (but not both) Except for the required first step loss, treat bold results just like other numbered results. Example: A pair of full-strength, two-step units attack an enemy- ‘occupied hex and sustain 2 combat result of 2. You can satisfy this loss in three ways 2 You can subtract the entire Joss from one unit, eliminating a ‘You can flip over both units to their reduced side, removing ‘one of required step loss feom, exch unit You can retseat both units two hhexes If the 2 result had been boldfaced, you would have been required to flip over one unit to satisly the first loss. You could then have satisfied the second loss by removing the already reduced unit, flipping over the other unit or retreating both of the attacking units one hex. [9,85] Some combat results are split results (eg, U1) In a split result, the defender always sustains his result frst, whether it’s a step loss or a retreat, Once he satisfies al of the requirements of his combat result, the attacker then sustains his result If any attacking units ace stil in their original hex after the attacker satisfies his result and any of the defender’s hexes are vacant, then the attacker can advance any of all surviving Units into the vacated hex(es) per 9.9. The defender never advances in a split result, though he can do so if the combat result affects only the attacker. 19.86] Only units that were actually involved in a comaat are affected by its results. Step losses are apportioned only among involved units, and only those ‘units can retreat. Ifthe involved units can't retreat and can’t satisfy all required step losses, they are eliminated, and there is no further effect. Only units actually involved ina combat can advance into the vacated enemy hex 19.87] Ifthe defender sustains any combat result duting an attack on an unoccupied city hex, the attacker's units can enter the city (making it friendly to them) during a ppost-combat advance just as if it had been vacated by the cefencler. Defending units can enter an enemy city (making it friendly to them) during a post-combat advance only if the city was actually vacated as a result ofthe attacker's units retreating or boeing eliminated and there was no spit Fesult (per 985) [9.88] There are three cases where units can't retreat to satisty a combat result: The attacker suffers the result ‘while attacking one or more enemy tunis in fortifications that were friendly to the defender at the game's start In multi-hex combats, this restriction applies even if only cone of the hexes under attack has a fortification. ‘The Soviet player sutfers the result during Game Turn Lb The Soviet player suffers the result during a combat involving one or _more hexes in which he is massing, units pee 74 [9.9] Advances And Retreats [9.91] Advances and retreats aro volun- tary. A unit is never forced to advance or retreat after combat. The player who controls a unit always decides whether it advances or retreats and determines the path i follows, [992] Units always advance and retreat individually. The units making up a stack can retreat in different ditections if desired. If retreating units leave more than one retreat path (per 9.97), then. advancing units can enter any or all of the hhexes vacated during those retreats; they aren't restricted to following any one retreat path. (93] Units must observe the following restrictions when retreating: a Except as noted in 9.94, a retreat ing ult must end its retreat in a bhex that is separated from its original hex by a number of hexes exactly equal to the combat result. A retreating unit can enter only those hexes which it could legally enter during its Movement Phase (assuming it had enough MP's). Ie can’t retreat into impassable terrain or across impassable hexsides ‘©copyright 1992 by GMT Games | ae 2 Arctic Storm Finnish units that start their retreat in Finland can’t retreat into any hex in the USSR. 12 Sovier anits that start their retreat in the USSR can’t retreat into any hex in Finland. 2 Units can't retreat into Norway or Sweeen unless Event H or [has ‘occurred. Advancing andl retreating units can’t enter hexes containing enemy combat units or HO’s A unit must retreat into a vacant hrex in preference to one containing fone or more friendly units unless the vacant hes is in an enemy’ ZOC. Within this restriction, advancing and retreating units can freely enter, exit and for pass Uheough friendly-occupied hexes during their advance/ retreat, 2 Units must always end theie advance /retreat in conformance with stacking limits. If they fail to ddo so, then the player who controls the retreating units must eliminate {enough units from each hex that isn’t in conformance so as that stacking limits are being observed. 2 Ifa unit can’t finish its retreat due to impassable terrain or enemy ‘units, the retreating. unit is elim nated in the last hex it con enter. {9.94] There are two cases where units can end their retreat without penalty before retreating the required distance 2 Auunit that retreats into a fiendly city of fortress can endl its retceat in that hex 2A mountain unit that retreats into a mountain hex can end its retreat in that hex A unit must actually entor a fortification, city or mountain hex during its retreat 10 exercise tis option; i's not sufficient for the anit to begin the combat in one of these terrain types. Treat units that use this option to stop retreating as if they had successfully completed their full retreat per 9.93. Other units that were affected by the same combat result and that can’t oF ‘won't use this option to end their retreat must Keep retreating, Using this option to fend a retreat early doesn’t cause the retreating units to lose any steps. © copyright 1932 by GMT Games [9.95] Advancing units ignore enemy ZOC's. Retreating units ignore enemy ZOC's exerted in friendly-occupied exes and can freely exit vacant hexes in an enemy ZOC. Ifa retteating unit enters a vacant hex in an enemy ZOC, the player ‘who conteols that unit rolls one die and modifies the resulting number. Tf the modified result is 1, the unit loses a step before entering the hex. IF the result is _greater than 4, the unit enters the hex without additional loss. Modify tis die roll as follows Subtract 1 if the retreating unit is Soviet. Subtract 3 if the retresting unit was Jn. a mott at the start of the combat 1 Add 2 ifthe retreating unit is ski- obile (9.96) 1F 2 unit reteats into a friendly ‘occupied hex that is then attacked during the same Combat Phase, the retreated unit doesn’t add its strength to the hex’s defense, However, if the units with which it's stacked suffer any result except - (No Effect), the unitis eliminated, regardless of whether the other units in the hex retceat or stand and take step losses. Eliminating ‘units for this reason doesn’t count towarct satisfying combat losses. [997] When a unit reteeats (or is elii- nated), it leaves behind ita path of hexes called the retreat path. Any or ail of the (attacker's or defender’s) victorious tnits that participated in the combat arc axen't in a mottican advance along this enemy retreat path as far as they want. They can fallow it to ts end, or they can end their advance anywhere along the retreat path. ‘Advancing units can't stray from the ‘otreat path (ei, they eat’ t enter hexes tat weren't entered by a retreating enemy unit). Advancing units can freely enter an ‘enemy city that has ust been vacated, ignoring its IDS; as soon as they do so, the city becomes friendly, Advancing ‘nits can’t enter enemy-oecupied hexes or enemy cities with an active IDS that were unoccupied at the beginning of the combat. The option to advance must be exercised immediately, before any other combats are resolved [9.98] Units can’t attack or be attacked during the rest of the Combat Phase after making a post-combat advance. Even if their advance puts them next fo enemy sunits What aren’t being attacked or whose combat hasn't been resolved, they can’t participate in any additional combat. [8.99] If al units ina hex are eliminated in a combat, any victorious units that aren't in mattis can advance two hexes, The fist hhex entered must chat formerly occupied by the defender’s eliminated units, The second can be any adjacent vacant hex. If the first hex is a city, ignore its IDS; the city becomes friendly when entered, The second hex can’t contain an enemy city with an active 108, [10.0] Soviet HQ Units Soviet FQ’s are motorized units repre~ senting army, corps and group command and support infrasteuctures, For game purpases, corps and group HQ's are functionally identical Q's are either active or inactive. Soviet combat units that ‘re within the Command Radius of an ‘active HQ are said to be in command. They ‘can draw supply from that HQ and benefit from its Command Bonus. [10.1] HQ’s and LOC’s {20.11} All Soviet combat units benefit from being in command. A combat unit is in command if it can trace a Line of Communications (LOC) to an active HQ. An HO is active if itis supplied 110.12] An LOC is a continuous chain of hexes equal fo the H's Command Radius traced from the unit back to the HQ Ttincludes the HQ's hex, but not the combat units hex. Observe the following restrictions when tracing an LOC! a All hexes of the LOC must be passable to the unit tracing the LOC during normal movement, 2 No hexes of the LOC ean contain an enemy combat unit or an enemy city with an active IDS, The LOC can be traced into a hex containing an enemy ZOC only if that hex also contains a friendly unit. Arctic Storm, B [10.2] Command Benefits [10.211 Combat units that are in command during the Soviet Supply Phase are supplied for the rest of the game turn per Section 12.2 Supply). (10.22) If one or more Soviet vambat units that is involved in a given combat can, a the moment of combat, trace an LOC & an active HQ, then the Soviet player can choose to shift the combat ratio a number (of columns in his favor equal to that H's Command Bonus. If the units are attack- ing, shift vight if defending, shift let, The following restrictions apply: Each combat can be affected ny only one HO, Each HQ can use its Command Bonus only once per phase, and it ust be active in order to do so, (11.23) A unt can freely use any available HQ within range to provide supply and/ fot support andl can freely switch om one HQ to another during different phiases of the same game turn. However, a unit is in ‘command and can derive supply or support from an HO only sf can trace an LOC to that HO, [10.3] Special Characteristics [10.31] HO’s don’t exert a 20 [10.32] H's have no AS or DS; they can’t attack themselves, attacked while stacked with one or more friendly combat Units or while ina city with an active IDS, an HQ adds nothing to the hew's defense it’ still affected by the combat result I attacked in a hex that doesn’t contain a friendly combat unit or IDS, an HQ has 2 nominal DS of “1.” 10.33} Bach HQ has one step, and this can be eliminated to satisfy a one-step loss [11.0] Supply ‘There are two possible supply states: supplisd and unsupplied. Units other than Finnish leaders andl Sis! (pactisan) units ‘ust be supplied in order to operate up to their potential. Finnish leaders andl partisans don't need to be supplied and are unaffected by the rules in this section [11.1] When to Check Supply [1.21] The Soviet playes deterenines if his HQ's ate supplied during the Supply Segment’s Soviet Command Phase (11.121 The Soviet Player determines if his combat units are supplied during the Supply Segment’s Soviet Supply Phase. [11.131 The Finnish player determines if his combat units are supplied during the Supply Segment’s Finnish Supply Phase, [11.14] Units that are supplied during the Supply Segment are supplied for the rest fof the game turn, regardless of any changes in the battetield situation. Units that are unsupphied during the Supply ‘Segment :emain unsupplied for the rest of the game turn even if they subsequently satisfy the conditions for being supplied [11.2] Supply Determination 111.21] A Finnish unit or Soviet HQ is supplied ifit can trace a Line of Supply (105) from the hex it occupies to a supply source that has the capacity to supply it ‘Trace this LOS from the unit's hex: (exclusive) to the supply source hex. (inclusive) just as if the unit were expend. ing MP's to move along. a chain of connected hexes between the two. (11.22) Except in the case of rough and ‘wooded rough hexes, trace an LOS using, the MP costs inthe Movement Table’s Mot column. It costs tincee MP's to trace an LOS into a rough or wooded rough hex. [11.23] An LOS can be traced only across hexsides ane! into hexes through which a motorized vmit could move during & Movement Phase, assuming that it had sufficient MP's, You can trace an LOS. into, out oF and through rough and ‘wooded rough exes per 11.22 even though these hexes are noemally prohib ited to motorized units. You caanot wace supply into or through mountain hexes except along toads: units occupying mountain hexes can trace supply out of those hexes though. [11.281 Trace an LOS along roads and railroads at fhe road movement rate in the Movement Table's Met column, 111.25) The total MP cost to cross the hexsicies and enter the hexes through ‘which an LOS is being traced can’t exceed the following limits: 1 Soviet LOS = 20 MP's 2 Finnish LOS = 25 MP's, [11.26] You can’t trace an LOS into a hex Containing an enemy HQ of combat unit. [11.271 You can only trace an LOS into a hex in at enemy ZOC if that hex contains a friendly unit other than a leader. (12.28) All hexes in an LOS must be friendly to the player whose uri is tracing the LOS, [11.29] Soviet combat units don’t have to trace an LOS. Instead, a Soviet combat unit is supplied if it occupies any ‘Leningrad hex (0422, 0423, 0523, 0524, (0622 or 6623} or Soviet supply Source or ccan trace an LOC {per 10.2) to a supplied HQ that has the capacity to supply it 1 Each supplied Army HQ can supply 50 stacking points @_Each supplied Corps or Group HQ can supply 15 stacking points. ‘To remind you of their greater supply capacity, Soviet Army HO’s have a colored box around their unit ID on the front of their piece Note: Make sure that you understan tlifference between an. LOC and an LOS befcxe starting play. Trace the former by counting hexes. Trace the latter just as if the unit tracing the LOE were expending MP's to move through the hexes making vp the LOS, [11.3] Supply Sources {11.311 The supply sources available to ‘each playar are printed on the map. Only Soviet units can draw supply feom Soviet supply sources. Only Fmaish units can draw supply from Finnish supply sources. There are two categories of supply sources avaiable to each player: mujor and. minor. Both types are described in 11.34 through 11.37. © copyright 1992 by GMT Games u 111.32] All supply sources in the USSR are friendly to the Soviet player atthe game's start and can be used to supply Soviet Units. ,All sappy sources in Finland (but not in Norway and Sweden) are friendly to the Finnish player at the game's stat, Finnish supply sources in Sweden anc Novway and the Finnish supply source in hex 4508 are inactive atthe game's start and can't be used. They are activated uring play and become friendly to the Finnish player for the rest of the game per Events Hand I. (11.331 Supply sources semain friendly t0 the player to whom they belong until they are captured (entered) by enemy units. IF ‘captured, they stop Functioaing as supply sources. IF recaptured (entered by friendly units), they once again start functioning as supply sources £11.34] Oulu (2910), Turku (0506), Helsin (0511) and Viipuci (0919) are Finnish major supply sources. Any number of Finnish Army and Foreign Volunteer (out not Western) units can raw supply from them. [11.38] All Finnish supply sources above the Severe Weather Line except for Oulu are Finnish minor supply sources. OF these, Finish units can use only Petsamo ($416) at the game's start. The others, including those in Sweden and Norway, become active during play per Fvents Hand I. Up to 12 stacking points of Finnish Army and/or Western units can draw supply from each active minor supply source. {12.36} Murmansk (5128), Tallinn (0111), and hexes 0733, 0129, 0125 and 0124 are Soviet major supply sources. Bach Soviet major supply source except Murmansk can supply any number of Corps or Army HQ's (plus any combat units stacked in the supply souece). Murmansk can supply ‘two corps H's (plus any combat units stacked in the supply source). (11.371 Petrozavodsk (1729), Medveehyegorsk (2028), Belomorsk (2027), Kem (3226), Kandlalaksha (4220) and Polyarnyy (5220) are Soviet minor supply sourees, Each can supply one corps HQ (plus any combat vnits stacked in the supply source). 111.38] Soviet units can also be supplied per 15.23, 15.3, 1613, 16.22, 16.24 and 16.33, and Western units can be supplied per 16.14 \®eopyright 1992 by GMT Games Arctic Storm [14-4] Supply Effects: (11H Soviet HO's have two sides: spp (Geont) and supplied (back). To show that an HQ is supplied, leave its front side wp. “Toshow that i's unsupplied Hip itover so that ts back is showing, To show th combat unit is unsupplie, place a No Supply marker on it 111.42] Unsupplied HO's are inactive. They ‘have no Command Radius or Command Bons, Units can't trace an LOC to an inactive HO {71.43} Unsupplied units can’t receive replacements [1.481 Unsupplied units can't move during the Soviet Exploitation Phase (11.45) Unsupplied Soviet units get no strength bonuses for having all of a division’s regiments in the same hex (14.46) Unsupplied combat units have their Defense Strengths halved (round down), Strengths of less than 1 are treated as‘ (2er0). (11.471 If any of the mnits participating in ‘an attack are unsupplied, ral one die (instead of two) to resolve the attack [11.48] When the Soviet player finds that ‘one of his wuts is unsupplied, he must cheek to see if i's in a motti per 12.5. (11.491 Place a No Supply marker on each "unsupplied unit to show its status [11.5] Mottis Historical Note: Mott (Motes) is a Finnish word meaning "wood stacked for cutting,” During the Winter War, the Finns applied the term to pockets of Soviet troops that had been cut off from support and were awaiting annihilation. [11.51] When the Soviet player finds that ne of his units s unsupplied, he checks to see if i's in a motti by examining the surrounding hexes, If all six hexes' adjacent to the unit are impassable to that unit, occupied by Finnish combat units and/or in the 20C’s of Finnish ski mobile units (regardless of the presence of Soviet units in the hey), ther the unit is in 'a ott. Show this by placing a mot marker on the unit. The marker remains as longa the unit is unsupplied and meets the conditions ofthis ease, 111.52) Units in motts operate uncler the following restrictions: . They can’t move They have no ZOC. ‘Tey can’t advance after combat. ‘They suffer a penalty when trying to retreat theough an enemy ZOC [12.0] Replacements Each player gets Replacement Points (RP’s) that he can use to strengthen redtuced-strength units and rebuild previously eliminated units. During his Reinforcement Phase, each player gets the ‘number of RP's listed inthis RP row on the Turn Track plus any additional RP’s that he accrues clue to events. The player uses these RP's to strengthen or rebuild his, ‘combat units. For each RP expended, he flips one reduced-stiength unit over to its full-strength side or takes one previously eliminated unit as a seduced-strengtit reinforcement. [12.1] Obtaining RP's (12.19) Neither player gets any RP's on Came Turns 1 or Starting on Game Tums 3, each player gets RP's at the rates indicated in his RP row of the Turn Track, [12,12] Players can get additional RP's per the Fvents Table | 248) the Finish payer gto Citeent pes of RES | © Finnish RP’s. Unless otherwise note all RP slated fo the Tinnsh player are Fh AP's hat | Recanvee to stengthen or bulls Brnth Army ana Foreign Volunteer ut Western RS, Under some rigcumstances, the Tinnish player also gets Wester RD' that he can use to strengten British, French and Polish units Arctic Stormy 15 [12.14] Players can immediately use any or allof their RP's or they can save all, some for none of them for use during later Reinforcement Phases. There's no limit to how long players can save RP's. 12.13] Arctic Storm has a Replacement Track and three RP markers (Soviet, Finnish and Western) for use in tracking, RP additions and expenditures. As you get and spend RP’s, place each marker in the Replacement Track box representing, the toral number of RP's of that type that you have. If you have more than ton RP's fa given type flip the marker aver to its +0 side, [12.261 You can’t accumulate more than 19 P's of a given type. When you have 19, P's of one type and receive an additional EP of that type, you must use the new RP during the current Reinforcement Phase. If you can’t or wear’t do so, you permae rently lose the new RP. [12.2] Using RP's 112.21] During your Reinforcement Phase, you can use RP's for two purposes: 10 Strengthen eligible reduced-strength units and/or to rebuild previously eliminated units. You ean use RP's for both purposes during the same game turn so long as you spend one RP for each step worth of strengthening/tebuilding, 112.22) There is no limit to the eumber of IP's that you can use in a game turn However, you can’t use more RP's than yyou have available, and you can’t strengthen or rebuild a unit witheat spending RP's to do so [12.231 You can strengthen a supplied reduced-strengti unit by spending one RP to flip it over, adding one step ta the tunit and making sta full-strength wat You van’t strengthen unsupplied units 112.24] You can rebuild a previously eliminated unit by spending two RP's to do so. The unit appears as 2 reinforcement per 13.2. Ifthe unit has two steps, it enters the game as a reinforcement at reduced strength. Once on the map, you can strengthen it on a later game turn. You ccan'tstrengthen a unit during the same game turn you rebuile it, wor can you. rebuild a unit at full strength, [12.25] You can use Soviet RP's to rebuile any previously eliminated Soviet rifle division, mountain rifle division or rifle regiment or to strengthen any supplied reduced-strength Soviet unit. You can use Soviet RP's to strengthen, but not rebuild, ‘motorized rifle, tank, cavalry, mechanized cavalry, matine, mechanized artillery, ski, pparatroop, parachute infantey or NKVD Uusits; once eliminated, these units are gone for good. You can’t rebuild HO's, [12.26] You can use Finnish RP's to rebuild any previously eliminated Finnish Army or Foreign Volunteer brigade, tegiment or division of to strengthen any supplied reduced-strength Finnish Army cr Foreign Volunteer unit. Youcan’t use Finnish RP's to rebutld company and battalion-sized units: once eliminated, these units are gone for good. (12.271 Excopt as noted in the Event Key, you can’t use Finnish RP's to strengthen tr rebuild Western (British, French or Polish) units. Onder specified circum- stances, the Finnish Player gets Western P's earmarked solely for this purpose. You can use tiese RP's to strengthen any supplied reduced-strength French, British fr Polish unit. You can’t rebuild eliet- nated Western units [12.3] Replacement Track See map, [13.0] Reinforcements The players add new units to their forces as dotailed in this seetion, These new units are called reinforcements. [13.1] How They Appear During his Reinforcement Phase, each player checks his Reinforcement Schedule to see what reinforcements, #f any, he is due that game tura. Game tusns in which the players get reinforcements have a fetter in their Replacements row of the Turn Track. The letter in the current game turn’s box is the Reinforcement Schedule letter that the player checks to see what reinlorcements he gets. The player places these units on the map or sets them aside for lata entry, at his option. Reinforce- ‘ments have na effect an play wat they are actually placed on the map. Once placed, they immediately function in the same way as units already in play [13.2] Where They Appear (1323 Soviet reinforcements appear on any fiendly supply source or in any Leningrad hex Exception: See 13.42 11522] Finish reinforcements and Foreign Volunteers appear in any friendly city in Finland, [13.23] Westem reinforcements appear in the hexes indicated on the Event Key. [13.3] Restrictions 113.311 You can only place reinforcements fon the map in a supplied state, You can't place them in a given hex if this would Teave them unsupplied [13.32] You can only place reinforcements in friendly hexes. Exception: See 16 14 [13.331 You can’t place reinforcements on the map in violation of stacking limits. See Section 7.0 (Stacking) for details, [13.34] Reinforcements that don’t enter play the game turn they become available can enter during any subsequent game turn. Alternatively, they need never be Drought into play. However, once they enter the game, they can’t be voluntarily withdrawn. [13.4] Withdrawals [13.41] The Soviet player has to withdraw hig Group G HQ from play on Game Turn 6, In addition, the Finnish player may have to withdraw some Finnish units as 3 zesalt of Events Tand P. Once withdrawn, units never reenter play [13.42] Withdraw the Group G HQ by simply removing it from the map. Replace with the 1300 HQ, which you place dlrectly on the map in the hex formerly ‘cccupied by the Group G HQ. Ifthe Group G HQ has already been eliminated at the start of Game Turn 6, then the 13a HO enters as a normal reinforcement instead ‘copyright 1992 by GAIT Games 46 Arctic Storm [1343] Foreign Volunteer units ear mast withdraw per Event I are immediately removed from the map in the same manner as the Soviet Group G HQ, 193.44) Western units that must withdraw pet Event P must atove to the western mapedge and expend one additional MP towxit the map. 13.45] Only the units listed in 13.47 can be withdrawn and only under the cumstances detailed herein and on the Event Key, 113461 Withdrawing units doesn’t result inany VP gain. fa unit was eliminated Dofore it could be withdrawn, then It's elimination does result in a VP gain. [13.5] Finnish Reinforcement Schedule ‘See map or Player Aid Card. [13.6] Soviet Reinforcement Schedule ‘See map or Player Aid Card, [14.0] Finnish Leaders The Finnish Player has four leaders (Hagglued, Heinrichs, Silasyuo and Tafvelay who had an effect on the historical ‘ampaige out of proportion ta the size of their commands. He can use these leaders ‘each game turn to affect the outcome of combat during both combat phases. [14.1] How to Use Leaders Whenever Soviet units attack a hex containing a Finnish leader, the Finnish, player can, at his option, shift the combat ratio column for the combat to the left a ‘number of columns equa to the feader’s Defense Bonus. Whenever one or more attacking Finnish units are stacked with a leacler, the Finnish player can, at his loption, shift the combat ratio column to the right a mumber of columas agua to the leader's Attack Bonus, ‘©copyright 1992 1y GMT Games [142] Leader Restrictions ) (4211 Bach teader can affect only one combat per phase. 24.22) The Finnish player can use only ‘one leader per combat. [14.23] Leaders have no Z0C. Soviet units ‘ignore the presence of Finnish leaders for movement purposes, However, se0 15.2. (14.28) Leaders cnt atak or deen alone Tir presence ha 0 eft an wheter ae i lena oe enemy Unlike other uns leers dor ake an enemy her fenly by enerng it Soviet tts art attack Pins leader ht ae alone ma ex that does’ havea func Honing IDS, A Poh Teer tat ein city i a alone” | {14.25] Finnish leaders never die, You never elumiate ther, even alo he tts with which they ae stacked are seiped out ou can estoy them in order to sty step lose [14.26] when a Soviet unit enters a hex that doesn’ have a functioning IDS and that contains only a Finnish leader, the leader is displaced, Remove it rom the sap and place ston the next game turn’s Turn Track box. The leader attves asa reinforcement curing next game tarm's Finnish Reinforcement Phase. Place it in any friendly city in Finland or in any Finnish-cccupied hex Exception: Leaders displaced on Game ‘Tum 38 are removed permanently | [15.0] Air Power | Soviet air superiority shoul have played a decisive role in the Winter War. However, dlitficul terrain, bad weather and Finnish tenacity kept this advantage from being {elt outside the main bactle feont, For this | reason, Arctic Sora abstractly portrays. the air war. Air assets are represented by Air Points (AP's) with which players can support their units, , [15.1] Air Points | casanl Each game tur, the players get he saomber of AP's sted on thei AP line of the Tum Track for use during at game (5.121 You can use each of your AP'S 10 shift the combat ratio one columa to the right when you are the attacker or to shift it one column to the Jeft wher you are the iefencier. AP's used during the Finnish Combat Phase can’t be used during the | Soviet Combat Phase and vice versa [15.13] You can use a maximum of four Sovier AP's ancl two Finnish AP'S to affect each indivielual combat (5.14) Each player can use no mote than two AP's north of the Arctic Circle during, ‘given game turn, (15.15) The Soviet player can use ne more than eight AP's north of the Severe Weather Line during a given game hur ‘This total includes AP's used north of the Arctic Circle 115.16] AP's that aren’t used during taeir {game ten of availability are lost. They can't be saved for later use [15.2] Soviet Paradrops [15.21] The Soviet player gets 2011 Peratroop x and 9th and 10th Parachute Infantry xs as reinforcements as 2 resalt of Event N. These units function as normal combat units. In addition, each of ther, | can make one paradrop per game {15.221 A unit can make » pacadrop only if it starts the Soviet Movement Phase in Leningrad, The Soviet player picks up the unit and places it in any unoccupied clear, city, woods or marsh ex within eight hnexes. He then checks for paratroop survival by rolling a die and adding 2 if the target itex is woodls or marsh and 4 if it's a city If the modified result is 1-6, the unit sustains no losses. 2 Tf the modified result is 7-10, the unit loses one step (and can’t retreat to satisy the loss) If the modified result is greats ‘hae 19, the unit is eliminated Uf the unit making the paradop survives the die roll its hex immediately becomes | foendly, just as ite paradropped unit fad advanced int it after combat Arctic Storm Eta Note: A city’s IDS doesn’t directly affect paratroop survival; the +4 die roll modification for cities replaces their [DS ‘when checking for paratroop survival 115.23] Units move and have combat normally for the rest of the game turn after making @ paradtop. They undergo no special restrictions due to the paradrop lother than any losses they suffer per 15.2; [15.24] A unit is supplied for the rest of the game turn after making a paradrop. 115.25} Any number of units can paradrop during the same game tum. Units can also pparadrop on different game tums However, each unit can make only one pparadrop per game tr. 115.26} IF 2 unit paradsops into hex 0918 before itis inundated, the hex is lear. The Finnish player decides whether to inundate the hex only afer the fst unit pparacirops into it. IF he decides to inn date the hex, teat it as marsh for all subsequent paradsops, inclading any additional paradrops made ducing the same game turn, [15.3] Soviet Air Supply The Soviet player has an Air Supply. ‘capacity. At any time—even when the Finnish player is the active player—the Soviet player can use this capacity to Supply all Soviet units in any one hex of Ins choice that is south of the Severe Weather Line. Remove all No Supply markers from the units in that hex: they are supplied for the rest of the game tusn, (even if they leave the hex}. Supplying. ‘units by air dosn't use any of the AP's received pet 15.1 ‘There are two situations where the Soviet player can't supply units by air: The Soviet player can’t supply gaits by air when Event Bis in force a The Soviet player can’t supply units by air in a hex where he is ‘massing toops per 7.16. [16.0] Sea Power ‘The Soviet player controls the Barents Sea and the Gulf of Finland atthe start of the game. This control gives him certain Special capabilities. [16.1] The Barents Sea [16.13] The Soviet player conteols the Barents Sea throughout the game except whan an H. Tor J Event has accucred Whenever any one of these events occurs, the Soviet Player permanently loses control of the Barents Sea, (16.12) Ifthe Soviet player controls the Barents Sea and Petsamo is ftiendly to him, he can use that town asa minor ‘supply source. Petsamo temporarily ‘ceases (0 be a Saviet minor supply source when it becomes friendly to the Finish player. It permanently ceases to be a Sayviat minor supply source when the Soviet player ses control of the Barents Sea. The Finnish player can. use Petsamo as.a supply source whenever it's friendly to him, even when the Soviet player controls the Barents Sea. [16.13] At his option, the Soviet player can deploy two regiments of 104th Rifle xen bhex 5517 atthe start of the game. These units are supplied throughout Game Tura 1. U, atthe end of the Soviet Comaat Phase of that game turn, Petsamo isn't friendly to Bre Soviet player, the Soviet player can, at his option, place these units in Murmansk (5121); they are presuered to have moved there by sea. The Soviet player must exercise the option to move these units to Murmansk after executing, his last attack on Garne Turn Ly he permanently loses this option at the start ofthe first Finnish Reaction Phase [16.141 1, ducing the Finnish Reinforce ment Phase in which Event J occurs, Petsamo is occupied by one or more Soviet units, then the two Westetn units landing at Petsamo must de so by making ‘an amphibious assault. The Finnish player :makes an immediate attack with the two its just as if t were a friendly Combat Phase. This attack can be supported by any adjacent friendly units that would normally be allowed to attack during a Finnish Combat Phase, and can be supportee! by Finnish AP's. All combat results sustained by the Finnish player must be taken as step losses. If at the end of the combat, Petsamo is still occupied by ‘ene or more Soviet units, the Western tunits are destroyed, and no further ‘Western units can enter play. If, at the end of the combat, the hex is occupied only by Finnish units, the hex immediately becomes friendly to the Finnish player: ‘The Western units are automatically supplied throughout the game tara, [16.2] The Gulf of Finland [16.211 The Soviet player controls the Gulf of Finland during Game Turns 1-5. Starting on Game Turn 6, no one controls the gu 116.221 During the Soviet Combat Phase of any oe game turn in ohich the Soviet player controls the Gulf o! Finland, he can make aa amplibious snl agoinst any one of three Finnish-held heves: Turk (0506), Hang (0207) or Helsinki (051) Hee moves his Ist Marine x rom Kronstadt (0521), Talinn (0211) o¢ hex 0523 to the taeyot hex and uses hae wit to attack the hex pista ae marines occupied an acjacem clear hex aot separated from the target hex by any hese fren, I the targets Hango and if anoceapied, the attacking unit sustains no loses in the combat taulomatical’y advances into Hango, which becomes fendly fo the Soviet player, Otherwise, the Soviet player resolves the attack according tothe Standard combat procedure in 91 Al Combat results sustained By the ether player must be taken a5 step losses at the end ofthe combat, the Soviet units the sole ocupant ofthe target he, the hex becomes friendly tthe Soviet player: Otherwise, the Soviet anit is emsvated ‘The Soviet Marine unite supplied throughout the game torn in which i snakes an amphibious assaul 116.23} During the Soviet Movement Phase of each game turn during which the Soviet player controls the Gulf of Finland, the Soviet player can move one unit between arty two of the following hexes: Turku, Helsinki, Hango, Kronstadt, Tallina, 0523. Both hexes must be friendly to the Soviet player. [16.24] Duving game turns in which the Soviet player controls the Gull of Finland, he can use Turku, Helsinki and Hango as special supply sources when feiendly. All Beopyght 1982by GMI Games 8 Arctic Storm, Soviet units that are in or adjacent to any ‘of these friendly hexes during the Supply Segment are automatically supplied for the restof the game turn, [16.3] Baltic Islands {16.31] The islands in hexes 0415, 0518, (0517 and 0518 are friendly to the Finnish player on Game Turn 1, However, he tan't deploy units on them, {16321 The islands listed in 16.32 become friendly to the Soviet player on Game ‘Turn 2. Thereafter, he can move one unit pet game turn from one of the hexes listed 4n 16.23 to any one of those island hexes (ONS, 0515, 0517 or 0518) during Game Tums 2-5 (up to a maximum of one unit per hed Once a unit moves to an island, it stays there until Game Turn 11, after which i€is free to leave, [16.38) Soviet units in hexes 0415, 0515, 817 and 0518 are automatically supplied. [17.0] How to Win The Soviet player gets Victory Points (WPS) during play for capturing Finnish towns, cities and fortifications. He loses VP's fr a varity of seasons. Payers keep 4 running VP total by moving the VP markers along the Victory Track. The Victory ‘Track total at the end ofthe game determines who wins. Alternatively, the game can end early without any need for dltermining a victor if one player wins an tomatic victory. (17.1] Ending the Game Tne game ends in one of thoee ways 2 One player wins an automatic victory per 17.4 (Automatic Victory) 2 The players agree to truce talks as a result of a Soviet peace offer per 175 (Diplomacy). The final Victory Track total after truce talks modifications determines who wins a Iis the end of Game Turn 18 Southern Finland's muddy season starts, making further campaigning impossible. The final Victory Track total determines who wins ©copyright 1992 by GMT Games [17.2] Tracking VP’s Move the VP markers along the Victory Track to show the number of VP's goined or lost by the Soviet player. Ifthe Soviet VP total falls below 2ero, fip the marker over to its back (negative) side; if the total again rises to zero, flip it back over its front (positive) side. Find the game's ‘winner and his level of vietory by com: paring the VP total at the end! of the game to the VP totals on the Victory Table. The entry next to the span of numbers within ‘which the game's VP total falls shows the winner and his level of victory, [17.3] VP Accumulation [17.31] The Soviet player starts the game with 65 VP's. He gains and loses VP's during play per 17.32 through 17.32. [17.32] The Soviet player gets three VP's each time he captures a fortification in Finland, one VP each time he capeures a town in Finland and ten VP's each time he captures a city in Finland, He gets VP's {or a fortification in addition to any VP's for a town or city in the same hex, 117.33] The Soviet player loses one VP teach time the Finnish player captures a town in Finland sr the USSR, five VP's each time the Finnish player captures a Soviet major or minor supply source in the USSR and ten VP's each time the Finnish player captures a city in Finland for the USSR, Hexes must be friendly to the Soviet player before the Finnish player ‘ean capture them, Ifa hex is both a city oF town and a supply source, the Soviet player loses VP's for both features, [17.341 The Soviet player loses one VP tach time he uses an RP to strengthen or rebuild a unit: He also loses one VP each time he removes a unit from the map for any reason other than a required with- drawal, These losses occur immediately ‘At the end of the game, the Soviet player loses one VP for each unit whose reduced, strength side is showing [17.351 The Soviet player loses one VP ‘each time a moti marker is placed on the map. (017.361 Starting on Game Tur 6, the Soviet player automatically loses theee P's at the start of each game turn, [17-37] The Soviet player automatically loses ten VP's when Events H, Vor J (07.38) The Soviet player gets VP's for ‘each of these objectives that are friendly to ‘nim at the end of the game: Objective ves Petsamo (5816) 10 Nautsi (4914) 5 Hango (0207) 10 Turku (0506) 15 Ovlu 2910) 15 Hilsinki (0511) 20 Viipuri (0919) 20 {17.38} The Soviet player automatically loses 20 VP's if the game ends atthe end (of Game Tum 18 due to the anset of the ruddy season. He doesn? ose these VP's ifthe game ends per 174 (Automatic Victory) oF 175 (Diplomacy), even if the same doesn’t end ul Game Turn 18. For purposes of the rule, tis how, not why the game ends tha i important. [17.4] Automatic Victory (17.41), during any Tern Segment, one player has units anywhere on the map and the other player has no units on the map, the game immediately ends in an Automatic Decisive Victory for the player ‘who stil! has units on the map. (017.42) If, during any Turn Segment, all hhexes of Leningrad are friendly to the Finnish player, the game ends in an Automatic Finnish Decisive Victory. (17.431 f, during any Turn Segment, Helsinki, Turku and ula are all friendly to the Soviet player, the game ends in an Automatic Soviet Decisive Victory. (17.481 1, at any time, the VP Track total exceeds 99, the game ends immediately. ‘The Soviet player wins an Automatic Decisive Vietory ifthe total is positive, ‘The Finnish player wins an Automatic Decisive Victory if it's negative. Arctic Storm 19 [17.5] Diplomacy (Do you fee! lucky, punk?) [As you can see from this section’s modest length, there isn’t much diplomacy in Archie Storm. In fact, the only reason i's here is to give you & way to endl the game arly. The diplomacy thing just isn’t something you'te likely 48 da in Decem ber or January. But long about February ‘or March, when the Soviets have to worry about whether they're going to endl up in an undeclared war with the British ang French (not to mention getting bogged down in the spring mut), offering to exchange a few VP's for peace can be mighty attractive, And, if you're the Finnish player, and you're not sure how Jong your weakened line north of ‘Leningrad can hold—well, you might be snelined to agree. (17.511 During each Diplomatic Phase, the Soviet player can, at his option, make a peace offer. Peace offers that get accepted lead to immediate truce tals, which result {in VP adjustments arrived at by compar ing two player die rolls 117.52] Each Soviet peace offer consists of an offer to end the war on terms involving 4 positive modification to one player's teuce talks die roll. This modification abstracily represents a commitment to specific postwar reparations and transfers of territory. It can take the form of an addition to either the Soviet or the Finnish truce talks die roll. Alternatively, the Soviet player can propose that both players make unmodified die rolls Example: “The Soviet people talk peace with bourgeois fascist White Fines in exchange for additioa of five to Soviet truce talks die roll 17.53] 1 the Finnish player rejects a Soviet peace otfer, the Soviet player loses one VP, and the game continues. 17.54) If the Finnish player accepts @ Soviet peace offer, the players immedi ately roll two dice. IF the peace offer ‘ndudeel a proposal for an addition to one player's die rol, that player modifies his die roll accordingly. The players then compare the modified results A Ir the modified results ace exactly equal, the games ends and the players immediately check the Victory Table to determine who son and their level of victory. 2 If after the appropriate die roll ‘modification is applied, one of the die roll results is greater than the fther, subtract the smaller result from the greater result. IF the Soviet player's cesult was greater, ‘uid the remainder to the VP total If ehe Finnish player's result was greater, subtract the remainder from the VP total. The game then ends and the players check the Vietory Table to dutezmine who ‘won and theit level of victory, Fxample:T's Game Turn 1d The Soviet player calculates that after adjusting the VP total per 1734 fang 17.38, the final VP total will be 2, yielding 9 Soviet Marginal Victory. He offers the Finnish player an adjustment of #5 t0 his truce talks die roll in exchange for peace. The Finnish player agrees. Each player rolls a die ‘The Finnish player rolls a §; the Soviet player rolls a 4. The Finnish player adds the proffered +5 modification to his die and sgets 10. The players subtract the smaller Soviet result (€) from the sgteater modified Finnish result (00) fora final result of 6, The Finnish player subtracts 6 from the VP total of 26, The final VP total is 20, which results in a Finnish Marginal Victory [17.861 The Soviet player can make any umber of peace offers during the game, ‘but be can make only one offer per game tur, [17.6] Victory Track See map. [17.7] Victory Table See map or Player Aid Card 118.0] Setup Chart See Events Card (19.0) Background (On30November 1855, theSovie! Union aoc be thy slateot Felandinan aero force the forner Cait Grand Duy back nto tne foe Sowetized) FRssian Empice. Following scushing Somanate aralery sheling theft Soviet ssn oop ‘anguardof an amy of 6000 man ated 1703 tanks, urged acrossthe rer even ne overpowering the gruen eserists who made up sof he 240)ib0-man opposing army’ The invasion force deployed by Leningra Miltary Dstctcommander Kin Meretskov mounted x widely separated advanossalenga MOD-dometer fon “Thefshmus Th Karin mis betwen be Gvitmiand and ake Ladoga he ac cote by whi Sweden anata have ava inveterate thie ero tr thot as inti fortin Hesgied 20M pect ‘ako’ eto pn uh eos sero Ling antral sate rain Fr oes ewes making up he 1Ho‘elometer log Horie ive Ava ‘Yakov bh te Mapua ie strats ne nse Ghats ntanditence sCmand a wer tovpearl nace Apart 2fktbman nerng ochre nae tehan te Manet Lael the Soro, wih oes to make fe Soitadvarart the ‘Mameriein Unesco ac prs Ladogan-Karelia Separate fom the thmus by Lake Fadoga sa rarow corde of mia scan fre south of Lice and dedicat lake county eve, Mc's deployed two corpsot Kovalev’ Ary, plus ight actitona fle livsons asembling bios the front Kovalev was tori Brough ts condor Sodavaa, these: ing he communicators of thensn nah forssin ‘be Momerona Le His bso cusps would operate independently, one pushing akansthe northern shore fof Lake Ladoga whet other secured Penarth toute thicugh lonantsand Tolar. Hetskanon's “sConsha thernenviable nb of stopping Kove slog 0 Kilometer ent wit just vo disons ‘ox ieincependantbatalons “The Central Frost Quskow's th Anny was supposed to drive aso Fslene'snamov wastto theGulfof Bota st Kemi. and Oule, acing the country iba andelting ot lard communi Urs with erly Sweden, Chiko’ forces wereto advance along te main ave Sala Axis Therighr-wing Spl (2% [fe Canes 86 march collard {hence cutest to Rovere, Lapand’s frst and nly cy A Suamsaln Axis Chutkov'smain force, th Rae Cops, wast push Hugh he townofSuamassin ard drives Owls 12 Rebols Anis Thesmallr Ral Croup as toppsfini the Kulp area fom Rebola And rom Dee march nove! on “5 Rie Crp’ acvance 04 Ou copysight 1992by GMT Games 20 Gaping Chakecsaany along the tSO Romar sich wider margin wae ‘oupleofndepensentoatabons of Toampe's amir Grou, ‘The Arctic rome Mheiabasptale ences of rothem inland coat ew important objectives he porto Pets and Herik ines 22Nauts Fobov's tiny, based oe Murra ‘wastosecureboth Onion werein Soviet hands, Frolov ould drive down te Arcs Higa Rovaniemi an nk yp wih the Spel Cs Froow’soppostion coved of companys ‘a force fuorndependent antsy batalins ard ‘Some Border Guan ete pans of Tuompos Nestor Grey, March Into Disaster Merelskov's tia tack overwhelmed the Finns longest ofthe fant using the fst eck Soviet troopsinte ths drove the Mme Ling teh dice in Lacogary Korein punched dcugh almosoflomants nthe Aree, 108 Rie ation had sore problems taking Peto, despioluving ‘oss the border a day ahead afte et ot the Re ‘amy, but toy sis marcirg on Nout the tanto heist eek Only on the Conta Front ‘heSovietshaveveal problems There, Chuiko's rightwing ook Salem te fistday ofthe war, but ‘esestopped cal t Kenyans, whe hs mai force ‘oggel down arbundSuomusaims, andthe els Group was tated by Punish weerves ‘horas during the second week of te war that everything tated to come apart forthe Soviets Lowe Stoustenvernsouthens Flan afte dn Zn bed ‘hem ofthe advantages of airsupeemacy unt te ‘December and hei st atacks on te Manure Li gotnovsher. By theend othe yea, here was ‘Salmate inthe lis. The advance of Kovalev's overextended spearheads roth of Lake Ladogasoon ground toabal and the 272 th Core began ty operate against het supply lines Dung the next en days the Finns managed to chop up and poet he 180 and 16th [Rigen anc 4 Hany Tink Brigade aside 3 hain of walt Meanwhile argjuveri! Fish defense, ed by Colonel Paavo Talvels, opped theSoviets ound lomanisiand Tok ajav dung the second werk of ‘ho war Ina rods four-day bate, Talele’s ‘orc Group forced he 138 Rie Diss ‘thea, avingbshied 3 thowsand dead. The Fehing in his are was alanctof ates Fo Ne Fisttinse the Finns realize tat they cou best— hotjustdlay-—the Soviets. Afr Tossa the Flore gt very aggressive ine Gre? 7, note Lander Ge Talela, chased the 70h Re Diss allthe watt River aothwest of Vote, before Finnish CIC Field Marshal Ca Mannarbeim Seppe eam to creeper ‘The biggest Finish victory in hos eanly days came 2 Suomussalra, Here cunng the second week of fe ‘ware aggresive Coke Hala Silas put logetnera es brigade around dence of 90 Diacios 270 nr Reinert uit composed ‘mostly of umbercs, eho ers a nae ne cle forest especially new that thestrwpack was staring, to orn, making posable agers ski operations ‘This combaton olcommarses and cops proved fatal ote Soviets. Outruoere fou toe, Sklar counveraackes By theend ofthe wars thi week, the 13et Rife Dubin was cut lf at ‘©copyright 1992 by GMT Games Arctic Storm Suomusslm awaiting exucly teak 4 otra Rie Dron wich was ding up the Raote rod. lth few days Faas st ops had ate cot up and immcbiized that division te, On CChisonas Eve the Soviets td breakout. They fale Daring the out week of te wa, ly temperate at the demoraliond Mongins Sha Ukminiansof th aisco, many lin he Summer uniforms, begsnt slow freeze todesth in Show des wp ito meters dep. On the UL Sulasevo Fished moppingup de 16S by 9 January, ehad alleged te #88, Votre as wel, Toul soca lsses Ae Suoemusalnl came 02250 kale a 900 aisones wth he athe ops laminated by wounds frost, inns ene ‘weres00 dei and 1.77) wound Buoyed by Suomussalm and Tatar the Fao tacked everywhere The 9h Dips fared [atention 0 Si Rie Dzkon, wich thee ep axound Kalvos ae Januay, along with ret foemed Sov sk bg sent to sear ANE suing ack Frolov ty Army at News nate December Wallen formed Lal Cup atacled 132 fe Dat sal mauling Enaly ung bey fighting in January dat Soviets were fore onto he defense in sxe forthe nstofthe war Cr te norte shore Lake "Ladoga the inns poche We entree winch Kevales's tn Aer in moles he tn lege pockets ‘easy in Janay. They shet much of hereto the ‘war wipingowt most of hex pockats na complex Sesesetengpgrenentsknovawohistory 2: Det fies Fish aggressive ca Soviet 10 omit yt anger a (he 13) east Exar Karelia and to provide large numbers of rmotorzed NKVDLOC Boot gud daar ewherein Finland. The End of the Beginning “TeSovits were hry idle durngallof tis Jnnoay Pteaw sma comanslp ‘ew Not rot aepea Langa MD ond “RamyCommSemyonkFncena one oe Rad domysmar rir Feld comand cep jem be Uninet un tungs Mersiov wat ‘rot oconantng hang “Aries tne, dhe Steno ik Army and sentanew [army fone, DC Favs (whom fe Scourge sense fe Saf Cio ok coms ene mote neve coreg ae orp aca ons {pea tanonigade mio is acca Sheet he calftVapan ogee During nun Foesherio stoops underwent nase proprotein ewe siufrand atau operons Tey as got ew ‘dlbuterwespors neucngV ti, emoced Stsgaskemnted one-man amon Stmasthowing ns ondeny aren Allofdusmaed teat fnew pnseothe war opewhere eRe Army woul se mes toreal advantage by fring Ponto igh aba anion tat could nn, Aue casas meth Fas monet eso ogh | Minty wouktreopen diplomat channcsin pes ortega pois] shen tote war tats turned cut satel Round Two ‘Ont Rarury after wo weesofshling He sions and stank gas of th Ari pera ater upatack gaat he Maron {Pe Dayle day ed Army-commandes dew ‘eavesetbaopea enn frctere OF threo ous ack per day suck these poston Bachata nasi by eh ops Ende pated by a custing artery repre {reddy aan Tanks anand sedgenlzely suppor each wave ofatackng any ‘Alri deysof ths heSovtsaunc sin atk Tus ime Ber lors were vee seth suces By dase Soviet temps eee eg theaman deren the Sumac Ov te ‘asthe day, hey te ale rebates wide [Sha Svececpin the format efowe ame Bye “Hy theirs 2a Cope was lee or {ebm Li omar seco deere 200 thesocled VL covering Vit “The Sovieseadhed UV Leet 78h ard gan puna tou ine AN Tene Jaton wason thevergectfaing wien a ervy Brrr enna atk 9 eg i Undorcover of edad wether he weakened Fim nenaniza terra evant Raita ind the oho defense penton the? Law 2h hard 0h Ain tach he T= Li org Fons ack ae oasis! Vip. swones ter votle deseloped ora second fy. tone pot the ightingin west Kara {ames desperate wopened tbe Sthicsstthebentwaers ofthese Calin an toro sop te atacers Bure Russ Sovarced trough chet high Beng ae enti the stack Mermwrie the ne Stretched Fs bavely hake am aac by 108 Rie Caps ass tea! Vig Bay tof Vip porto avi s Male Group tacked acrss thee of bey and etl Indgeenton the or sore By he sth ahr tung back» vss couretack, Palos was soto creodae Ui tld ana ing aan tanks acme osupport sh aac By he Aahshakontecuauwayen Vike ngodt the Finns fae Vp om ‘pel Sl Uu Fe ougiton eaethecty IMac, Meresoy opted majo asa Vipur nth adnuminebesege Dustgtwe ys fbeling and set iging cy waster soe nay oo ISMat 7 ny ats ‘watt the wt cane, dou Fs ‘rinsed hold Otin pare Vupucightp tnt aise The cape” of Vapun wasthe Soviets one rent prestige vcr ofthe wae Bitter Spring (On 13 Marler wesks ofsceret negotiations the Sovies ad Fin nally sizes an antsce ending the Winter War By noon, thegure were sien “Laving atone pot pte 300000 oops, 1700 tanks and IND aircrat aganst2 magn obey 3700000 wich was reverse pa ore tan S000 rogps int the Hed Soviet Raza finaly ‘won ts war ith inland. The overated Fins Ins os 25,00 ead and 3/90 woundet «heavy tol fora ration so smal The Rad Asmy lost aver 250.00enen led an 00000 oud In addin against an Uk equipped enemy But stated Arctic Storm 2 the war wth only 100 Bofers AA pans 1 iquate area and T12 Bote Zen AT guns, the usar manag ose an esimated D0 Brat and 2300 anks| ‘The war had two main effects {Itemid a Finland ht he Rybatchiy Peel the Karan dames, their sins inthe Calf nln net chunk of etter Sal Tew a0 focced to grant de Scvhtea N-seu ese fn Hang, The drocenian pews brs helped iurethe Pisin ning Hilorin new War against Russa wn Bm 2 Themagniade of ho Soviet ebac olped cowie the Gematitat Rusia wasp Forlewasion. AGeria sien St evaluson prepare atte enc f the war's fase month cncluded that The Russian ‘ae ts match fran amy with moder eouipment and superirieadership” Witt the Winter War Germany would bavest invaded Nusa 194]—but evasion would have been plana difterety-andit would pat have included he Rens (20.0) Design Notes Terrain ‘Geography isdestiy-—t atin Artic tran When yourundertand the maptorain and bow aes thatthe nso sides can arctenn do, you're way ‘orundertaning thew, nat he game ‘The Forest. Most of Finland iscoveredin ene fir ana pe forests hatblock ie maverent fare Forceswhe provising dandy prtecan kom ar ‘observation and attack. Tie Finns made especally [god weof thi eran building ermporary "winter rnd ander the eves of the fat tat allowed! them te areaver bean Sov columns lunobserved, Mucho the ores effets but ino ‘he Comat Table ant Movement Care but parts alesefleted in he small rumberot APs avaiable tothe payers If de tora (and the weather were breton the Soviet player's weckly AP lation ‘ld be over twice what tactaly isin the game ‘The ce. Thesther important tera features in much of inka oe tkes You may havenoticed afew of ‘tescain map, From late Novemour, they stato frecz, andl Soviets were ring tanks across “Finland slakts an vive cory Taber: tie ‘sticky lo tavere and youstil haven peep the lake and ver banks fer acing so meds peru formant unis moving and ato: fossils the lake county nghiare to Seance rough and bape tocanaloc mevement thecener ofthe map, which say sonal “The Arctic The further north you goin Filan, the cokes wilder and ess populated tings There Ses fe 10d, ewer dwellings nu any any elds Gradual, derfartuctre nese ar Jj miltary operas appears co ply. aly around the Article you pss {bough a desolate region oF ln tsairintae, and the daughver ofthe armor logan, By mud-Ducerber dhe Fins nada fy ‘efcctvesystom for aking out tanks sce ter tk Lalor unis 70%casuaies tut hey ted 2000 Soviet tanks into blazng coffins. The seve ark bonus ons ad? ects the an ght ato, theSovietslesethisbanus when tieF nh State “guoc Heard starts converting stork of goss ‘cuhbtesimt antitank bombs ‘©copyright 1992 by GMT Games 2 Arctic Storm Finnish inks wore noble for herabaence The Fiansstared the war with 3 obsolete Vickers ars, lived int five companies, all but one of which ‘operated mainly a actors The dl Tak Congiy iden sngieatackin Fabry that chisel {nodost success manly 269 elt surprce hence the column shift when he otherwiseinsigrcant Frosh tank unt makes is stand usualy as!) sik a Sierenvesg oan ne setae ocean degre rgrepensorg oes eens eS eee espana secactetamy tam eer Sexnaeme ie en corte ee ogee an eee om Speen anno ti semen eae ee ee a spielen trae asec oun serrate nea nn, segbichominnge ay eat gatenetzan eae tee Sesser een eet ee sebpcrpeaetee at, dour ereertrometesaaee een tei etna seeunpieneyee peer, sree eect eens oe snes mtg nee seen reser ese ‘siciicwy Statement Sel oon errr, fecetereens Rectan Secpmehiesestsere es sruplltora al Tomstnactee Sangean Sone ee at eta eee cera Sooke mare seca an eos sicimendaareats ett Sie, ree tceremeetee, Shigeru PANEER Uae easy feet aed ce cae sheet = ne Src ena ert mien Cashier CERES RCGNEEe wate Seneragen settee SERivReat ect Somer ad meglio mere Finnish Leaders. he Fines may have ace the baavy frepower and combat suppor assets representing by Soviet HO bth did produce Some superior lenders. Te game's ade pcs copyright 1y GMT Games repre these me and tei personal command teams, The physical presnoef hese tn ae pointofdecsion,wherthey could provide dination Sd boost moral, fen gave the Finns acaiscal ‘morgan of mltory competence ine ges lenders have ostck with unite dey are help ts represents the command leas physica presence at 2 kay point Sina: topics epson oth she ramet ender and they tafe and task ore

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