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Petsamo-Kirkenes Operation - October 13, 1944

Liinakhamari, USSR
By: Brycie35 - Last update: 05/05/2006
Axis Player: Allied Player:
x4 x6 x4 x6

Historical Background:
After more than two years of hostility, the Battle for the Artic circle was able to heat up. The Russian plan was to a rapid attack in an attempt to surround & destroy the German XIX Corps. The German escape route would run though the city of Petsamo.
After attempting to block off this escape route along the Tarnet road Admiral Golovko decided to make an Amphibious landing in the mouth of Petsamo bay at Liinakhamari. A diversionary attack was made to silence a battery of Guns on the far side of the bay, while the Russians lacking enough specialized infantry, filled the ranks of assaulting troops with other navy personal.
Despite the Ad Hoc nature of the forces Russian Marines were able to sweep across Petsamo bay and secure a solid beachhead. However, the German reaction was again speedy, & the Russian had to fight off counter attacks for the rest of the 13th of October. Due to delays, the attack on Petsamo came too late to contain & trap the 2 Mountain Divisions of the XIX Mountain Corps who were with fleeing into Norway. Still the operation was a daring move & ended with Soviet troops advancing into Norway.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Russian Player: 5 Cards
You move first

German Player: 5 Cards

Conditions of Victory:
6 Medals.
Each of the 2 bunkers and 2 Piers* counts as a Victory Medal for the Russian player. Place an Objective Medal on each of these hexes. As long as the Russian unit remains on the hex, it continues to count toward the Russian victory. If the unit moves off or is eliminated, it no longer counts.
*For a pier to count as a victory medal, the Russian player must also clear both sea minefield hexes adjacent to that Pier.

Special Rules:
Night Attack rules are in effect (see p. 8 of Pacific rulebook). Roll for light conditions at the beginning of every Russian turn.
The beach is on a steep slope. Any move from any beach hex to any other different terrain hex (including county hexes) costs 2 movement.
A unit may only move onto a Pier hex from a land / Beach hex. A unit may not move onto a Pier hex from an Ocean hex.
The sea minefields are treated as normal minefields for rule purposes rules.
An ordered Russian unit that is on a pier may attempt to remove a sea minefield adjacent to it by using sabotage rules, however, it may not move or attack during that turn.
The Russian Special forces Infantry units are Elite Russian Marine units. They may move 2 and still battle. Place a Russian Special Force badge in the same hex with these units to distinguish them from the other units.

Scenario Bibliography:
The Oxford Companion to World War 2 - By John Keegan
The World War 2 Databook - By John Ellis
Atlas of World war 2 - By David and Andrew Wiest
ASL scenario BMW 7.1 Pining for the Fjords

Please note that this scenario was not approved by Richard Borg or Days of Wonder, so you have to check yourself about playability, potential gaming issues, etc.

Set-up Order