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The Finnish Front, 1941-42 box art

The Finnish Front, 1941-42

Players

2

Time

?-?

Age

12+

Weight

3

Rating

6.70

Fit

Teach 2.3

Teaching signal

Replay 3.9

High replayability

Interaction 3.6

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.0

Luck-sensitive

Table feel

The Finnish Front, 1941-42 has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to each other's strategies. However, there is less emphasis on cooperation in the game.

Replay value

The Finnish Front, 1941-42 has a high replayability score due to its high variability gameboard, strategic depth, and scalability. The presence of expansions adds to the replay value. The game offers multiple paths to victory and allows players to improve their strategy over time. However, it may take some time to learn the game initially.

Luck profile

The Finnish Front, 1941-42 has a moderate level of luck involved in the game. Random elements have a notable but not exclusive impact on the game outcome. However, players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

The Finnish Front, 1941-42 (TFF), is the fifth game to be published in the “They Died With Their Boots On” series (S&T#236 & S&T#242). TFF’s “Boots” system simulates what might otherwise appear to be hopeless campaigns, in this case the first stage of what the Finns call the “Continuation War.” It was fought between Axis (Finnish and German) forces and the Soviets during 1941-42, much of it north of the Arctic Circle. During that war the Finns recaptured the territory they’d lost to the Soviets in the Winter War of 1939-40. They failed to take Murmansk, however, which would have seriously hindered Allied Lend-Lease shipments to the Soviet Union. TFF is played in sequential “game turns,” each of which is composed of interactive “phases” and “sub-phases.” During each Operations Phase, the players alternate picking markers from the command pool; each such pick thereby indicating which sub-command will be “activated” for movement and combat at that time. The High Command marker causes the Orders From The High Command Table to be checked. The player controlling a selected sub-command receives reinforcements for it, if any are available that game turn, and then moves and conducts combat with the units of that sub-command. The armies in TFF are divided into “sub-commands,” each of which operates as a semi-autonomous force within its overall army. Sub-commands are defined by abbreviations and colored stripes on the unit-counters. Pulling certain markers will allow a player to conduct operations simultaneously with more than one sub-command. Published in World at War magazine #5, 2009. Game Scale: Game Turn: 1 month Hex: 23 miles / 37 kilometers Units: Battalion to Division Game Inventory: One 22 x 34" full color mapsheet One dual-side printed countersheet (228 5/8" counters) One 24-page Zhukov’s War rulebook Solitaire Playability: Medium Complexity Level: Medium Players: 2 or more Playing Time: 2-6

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Editions

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Credits

Designers

2
Ty Bomba Joseph Miranda

Artists

2
Larry Hoffman Joe Youst

Publishers

1
Decision Games (I)

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