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Karelia '44: The Last Campaign Of The Continuation War box art
2011 Ranked #7,930

Karelia '44: The Last Campaign Of The Continuation War

An operational wargame has Soviet forces force Finland from the war while Finnish defenders conduct a mobile defense. An uncertain end point pressures the attacker to advance quickly and defenders to hold until patience runs out.

Wargames Wargame World War II Hexagon Grid Dice Rolling

Players

1-2

Play time

150-450 min

Age

?+

Complexity

2.53/5

Rating

7.16

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.4/5

Harder to teach

Replay value 3.9/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

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How it plays

How does it play?

(from MMP website:) Karelia ’44 is an operational level game that focuses on the last major campaign of the Russo-Finnish Continuation War (25 June 42—4 Sept 44). STAVKA planned an offensive during the summer of 1944 to coincide with the Normandy landings.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

(from MMP website:) Karelia ’44 is an operational level game that focuses on the last major campaign of the Russo-Finnish Continuation War (25 June 42—4 Sept 44). STAVKA planned an offensive during the summer of 1944 to coincide with the Normandy landings. The objective was to force Finland out of the war. Towards this end, the Soviets amassed two ground armies, one air army, and an impressive amount of artillery. Confident after a series of victories against the Germans, the Red Army attacked in Karelia on 9 June 44. The attack began with an overwhelming artillery barrage (second only to the Oder crossings in intensity). Finnish lines were pushed back and then breached—the race for Viipuri/Vyborg was on. The capture of this city would open the road to Helsinki. The game features a unique “Boss Point” System which precludes either player from knowing how long the game will last. For the Russian player, this represents the gun to his head of an unhappy dictator who will gladly send you to a Gulag forever if you fail in your goals. For the Finns, you know that you are understrength and that the Russians will destroy you if given enough time, but you need to hang on for dear life in order to be in the best possible position when the Boss’ patience runs out. Players will find two very different armies to command. The Russians are the proverbial 500 lb gorilla, but one that takes time to prepare big operations and isn’t fleet of foot enough to do small scale attacks. The Finns have splendid artillery and are designed for a mobile defense which, if done right, will leave the Russians flailing in the air. You have three defensive lines to use and an innovative “ghost” unit feature that allows your thin ranks to try to hang on to them. Please note, this is not the Winter War of 1939! This is a well developed late war Russian army, not the hapless troops of the opening years of the war. The Finns need to be on their toes to stand a chance. Karelia '44 is the 14th game in the award winning Standard Combat Series. Emphasizing easy to play rules, SCS lets the player get right into the game! Karelia ’44 Components: SCS Series Rulebook Karelia '44 Specific Rulebook Two Full Color Play Aids Full Color Game Map 280 Counters 3 Scenarios Box and Dice

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Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
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Player resources

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Game and edition data

All specifications (4)

Play and group

Players
1–2
Best with
1–2
Play time
150–450 min
Complexity
2.5/5
Credits and catalog connections

Credits

Designers

2
Ken Jacobsen Ernesto Sassot

Artists

1
Nicolás Eskubi

Publishers

1
Multi-Man Publishing

Linked items

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