By Lasse Jensen

Last updated 18 March 2003

 

NOTE This is a review of an old version of the campaign. There is a much newer version available for download at Steve Browns Campaign page, which have might/can be highly changed.

 
     
Campaign Intro
Creator: Dave Gunner Anderson

Name: The Lumberjack Regiment
Version:  04 August 2000
Number of Scenarios: 14
Longest road to play:  14
Equipment file:  Stock SSI or compatible.
Maps: Stock SSI, and "Kazansnow", "Volgograd", "Vladivostok", "Ulanude", "Ekaterinburg", "Almaty", "Khabarovsk", "Sakhalin", "Kazan", and "Astrakhan".
   
   
   
Ones again we have a campaign the start out very very fine and fun, but gets ruin by AI brute force and artillery shooting contest scenarios.
Too bad, this could have been a real good one. There are some very good scenarios in it, not doubt about that, also some extreme tough ones. But after 5 scenarios or so this is a totally foreseeable campaign, stuck in the same schema over and over and over again. 
You are basically fighting tanks/recon and Artillery all the time - Inf is something the Russians simply don't have.
The prestige management is ok.

[Story] Finnish vs. Russia in the Winter of 1939 to Summer 1940.
Playing
I played version: version 12 May 2000 with Stock SSI v1.02 equipment file, playing a 100% prestige modifier.

Tulemajoki, nice little scenario. Not to difficult. I spilt in two groups. One taking west side of the big river, one taking the east side. The western force soon found the self lock in combat with Russian Inf, recon and a tank. Those Russian recon is very strong, not because the have high experience, but they are simply good. They can really hurt your PzIII. The eastern group had a much easyer time, and could advance farely easy up to the victory hex (only one). Did a 2 turn before BV. Got a AD gun as a prototype.

Ilomantsi, tough scenario. This is a very fine scenario. Some may say its too tough, but I find it to be extraordinary good. Even though I already got a hint in the first scenario, showing me that my PzIII was not really up to the match against 1939-1940 Russian armor, I did not invest in some AT guns - big mistake!. I sold off my AD gun, and upgraded the Finnish Inf to German Pioneers. Well it all started out fine, and I advanced fare before any real resisters. Then I got stopped dead. They are in no way outnumbering you (its very equal) or have they more experience then you. There tanks and recon are just better.  Ohh how I regretted not buying some AT guns. As soon as I had enough prestige I bought a German 88mm AT gun, and that sort of got balance in the game :) I especial like the Russian counter attack in the north. I did not take me by surprise, but it sure got me thinking quick. They managed to retake one of the victory hexes, and almost the second also. It was a VERY tough battle to retake it. Got a 2 turn before Tactical victory.

Koirinoja, weird scenario :), Ok I do not want to spoil the fun of this one. I had to reload it - and it was not because it was tough :)

Kostomuksha, brilliant scenario. Actually this is a fantastic scenario. This is when you prove if you are a real Panzer General or just another wannabe. It start out easy, and for a long time it stayed that way. So I thought that it was just going to be another major BV. Ohh I was so wrong. You can if you are quick, get a relative easy BV, but if you don't you will soon find yourself almost completely encircled, and fighting for pure survivle. You CAN lose your whole army in this scenario. It went like this. I advance though the forest almost in a strait line to the victory hex. When I got out of the forest, with only clean ground between me and the victory hex, I by pure luck say that the Russian now had units behind me and on my right flank. I turned for a turn and dealt with them. This cost my 2 turns, and was the factor that prevented my for getting a relative easy BV. Don't do it, continue you advance. Ok I arrived at the victory hex. Some good units are there, but nothing impossible. Right when I though this was over on couple of turns, the Russian began a MAJOR counter attack. The just stormed my flanks - both of them. One of my Inf single handed had to hold my right flank, and he did a good job. After repeating attack from 3 Russian tanks, I simply had to free a AT gun from the left flank to help him. 2 of my Inf, to the north of the victory hex was cut off, and single handed had to bear the full force of an entire Russian Tank division. Luring them into the forest (the domain of Inf), the dealt them such a blow, that even a German 88mm must take of it hat. This is why I love Inf, no one can dealt damage like them, if used correctly. The Russians did not just lay down and died, they pressed and pressed.....on and on and on. In the end I had to ignore any enemy on the flanks, and make one combined attack on the victory hex or I would have been forced to retreat everything or died. Did a lucky last turn victory.

Suvanto, ok scenario. Not to tough. I have by now figured out the designer way of doing things. I left a 88 AT and a Inf by my victory hex, along with 3 aux inf. The rest headed strait for the only Russian victory hex you have to take. Scouting out my flanks all the time, I did see the force that came forward on my right flank. I smack them quick. The rest of the way to the victory hex was easy. The Russians launch a attack on my victory hex, but I had my 88 AT and 4 Inf, so they got know were. Did a 3 turns before BV.

Lieksa, kind of a tough scenario - but then again not. Left some units on my victory hex, and ventured out with the rest. Two groups, one taking the northern road to the top right victory hex, one going strait south. The southern groups had an easy time, plundered right though the first victory hex, taking with them the reinforcement that can to the right. The then swing right to the next victory hex. A little tougher to take, but not much. The northern group has a much tougher time. Not that there were many Russian units, they were just not strong enough. Lost a good tank, I am now down to 2 tanks left! The Northern group sort of join forces with the southern group for an all out assault on the last victory hex. But before that could happen I had to deal with some Russian reinforcement coming from the south. Ohh I just love my 88 AT. 2 Inf and 2 88 AT took them all down. The Inf luring the strong Russian tanks into the forest, where the Inf rule supreme, then a AT hit and gone it is. Did a last turn BV.

Vuoksi, very tough and costly scenario. This is a mountain map. You start in the top west corner, and it takes you 5-6 turns to get to the road in the south. Meanwhile you can do a little scouting with you air force. Unluckily I got my aux Stuka shot down during this scouting (lots of AA). Ones I got to the road I was flanked by lot of tanks. The took down one of my new PZ IVD easy, and damaged a 88AT. The AI also ran into the very first double surprise I have ever seen. I have a tank with Overwatch. He ran into a surprise on another tank, with the Overwatch standing right beside him. So first he got surprise by that one tank, next he got a surprise by the Overwatch tank. Never seen that before. Then I took him down. Moving on, I got to the mountain pass just before the only victory hex I have to take. That was a tough one to get though. There is not much space to move on, and you are under fire for 2 good leader arties. Ones I was in the pass, and had taken out those two arties, I was hit directly from the rear by tanks and inf. Fighting for pure survival now I lost two good Inf and a fighter :( I final got them down, ones again by luring the tanks into the mountains where Inf can hit them hard. My 88 AT standing right in the middle of the pass, was a life saver. After having heard them plenty (never got them all down) I moved on to the victory hex, with two depleted 88AT taking up the rear. The hex was tough to take, the Inf in the hex (leader) was deep entrench, and the arty behind was hard hitting. Did a 5 turn before BV.

Juntusranta, my forces now consist of 3 Pz IVD tanks, with 2 leaders (DetDef, OveWat), with 882, 754, 142 experience point. Two 88 AT with 411 and 159 points. Four 15 sHF Arties (FirDis, AggMan), with 333, 289, 205, 178 points. Four Pioneer Inf (AggAtt), with 420, 398, 292, 0 experience points. One PWS 231 recon, 115 points and a Me-109e fighter with 478 points. Well this is an insane scenario, not much fun at all, nor is it tough. There is these high entrench, high experienced, leader artillery everywhere. They will catch you on a bad map spot by turn 2 or 3, with those arties popping up at you flanks. At the same time you will see forces to you rear. Ignore ALL of it, and drive right though it. The only thing that can battle those tough arties is your own arty. They can hold there own against ANY other unit you have. So ignore then all and get the hell out of there. The rest is relative easy. You will meet one more of those super arties, and he can deal damage - believe me. Did a 5 turn before BV. Got a Pz IIIG as prototype. Sold it off right away.

Petsamo, Extreme tough scenario. You can never be sure of anything here. Russians pop up everywhere on the map. When you think you have cleaned a region, and can move on, they just attack right into your flank. Leave units on all victory hexes you take, and preferably more them one. I lost lots of good units here :(. Did a last turn tactical victory.

Algajarvi, hard scenario. Much wiser from the previous scenario I brought 2 additional recon. It was the best buy I made in this campaign so fare. The AI will attack your right flank fearsome. I used the sort of ridge that is in the middle of the map to fortify my self for a couple of turn, to fend of the worst attacks. He will keep coming almost the entire scenario. I had 3 well experience 88mm standing on that ridge some turns, and they did what no other unit could have done. It went like this: I push strait up to the upper victory hex, the AI swing low around me, and hit me in the right flak and rear. I place my 3 88mm on the ridge. I venture out with a tank at the bottom of the ridge, bad move!, he got shot up badly by those leader arties that is all around. While the 88's fended of the attacker I continued my attack at the top. With a devastating leader arty stand on the left side of the hex, I had to swing two Inf all around the left side to deal with it. The AI bought four (4)!!!!!! additional artilleries on the victory hex. So it was a hard bargen to take. Ones I had taken it, I continued strait right for the right victory hex, which was pretty easy. Did a 2 turn before BV.

Tornio, Huh????? now what the hell is this!!!!! Got a loss, even though the Russian did not stand a chance!!

Hyrynsalmi, madness scenario, almost un-winnable and very pure play tested. As this campaign has been about flanking almost all scenarios, I was well prepared - maybe to good. I headed strait for the mid victory hex, with 3 recons spearheading my troops. On both flanks I had an Overwatch tank, a Inf and a 88mm AT. I took the hex and spilt my force in 2 groups. Knowing very well that the AI would flank me ones I spilt my force (this is a foreseeable campaign by now), I took great care to have Inf and Overwatch tank on the flanks. I even deployed a Inf and a 88mm to the fare right, by the bridge. I was simply a giveaway fact that at least some would come from there. And as said, ones I split my forces the Russians hit my left group from the front and rear. The 88mm and Inf I placed to the fare right stood now right in the middle of Russian reinforcements, TOTALLY surrounded!! - I call that pure play testing!!! Anyway I had to reroute units from the northern group to free them. I gave up the mid victory hex, and redraw the units to the north. Also in the north, right in the mid of my troops arrived a Russian arty and AA - The designer might want to play test the scenarios ones in a while!! Every Russian unit is overstrenght and about half has leaders. And ones again there is Russian Arties with or without leaders all over the place. In this campaign the Russian forces consist of 30% arty, 50% tanks,10% fighters and 10% inf. So ones again we have a campaign that turns out in a arties contest. Victory hexes are ALWAYS covered by Arties and they are ALWAYS covered by AA. Anyway I abandon the mid hex and went into the defense in the north and south for 5 turns or so. Ones I had destroyed most Russian units in the mid I retook the hex and went north again where I OFF COURSE had to deal with some arties first. No unit other then my own arty can deal enough damage to deal with those high entrenched and overstrenght leader arties. In the south pretty much the same happened. Did a last turn Victory.

Liinahamari
, different scenario. The map does that Inf and Arties rule supreme in this scenario. About half the map is danger zone for armor, because its forest. I proceeded north with my whole army, overran the victory hex and continued north. Left some units on the victory hex as I was pretty sure he would come from behind - and he did :) Not so strong, nothing I could not handle. 3/4 of my army headed north. I scouted the right flank all the time, and found it to be protected running from north to south, the whole map, with Arties, AT and as expected they where all covered by AA. May of them had leaders AS usually!!! I continued right the the top of the map and swing right directly to the victory hex. I ignored everything in the mid of the map. Took the hex easy, then Russian reinforcement arrived right in the middle of my units at the top mid victory hex. Pure play testing again. Continued strait south then. Some Russian Inf came out of the mountains and flank me strait on the road. This was unexpected and was the best moment in this scenario. The rest was easy. Did a last turn victory.

Raate, Pretty much the same as the last 5 scenarios. You have free move to start with then you get flanked. The only difference here is that you have to spilt you forces, because there are 3 victory hexes here in opposite direction. Every single enemy unit is ones again overstrenght, deeply entrench and most with leader. Victory hexes are as usually guarded by arty, AA and AT. Come on!- show me something new!!!! By turn 7-8 or so the AI receives large reinforcements by all victory hexes, especial by the top left hex. Even in the middle of the map he received reinforcements. I kind of wonder if I am actually the only Finnish regiment fighting this war, since any other regiment, Korps or army that should protect my flanks must be asleep, since the Russians always manage to get though on my flanks. Did a 2 turn before BV.

Kiantajarvi, dreadful map to play on. If you never buy bridging units, then this is the one to start doing it on! This is river river and more river. Ones again it starts out with an easy ride to the two first victory hexes. So I was expecting flanking attack anytime. Off course the usually Arty and AA by the victory hexes :) Nothing new under the sun here. Since the top right of this map is the only place where tanks is really useful, I expect, actually I was 100% sure they would come form there (this is by now a total foreseeable campaign). So I moved units out there to be ready for them. And they came :) Ones AGAIN the arrived RIGHT in the middle of my units. Pure pure pure play testing !!!!!! And more, the only other place the make since for reinforcement to come is the bottom left corner, hihaaa and they came - what a surprise - not! The mid map (that the last victory hex) the map is virtual covered by Arty, AA and AT. So I just stood still till my arty could come up. ahhhaa ohh yeh what a Panzer General scenario this is. Did a last turn Tactical victory.

I ended up with 4 tanks (4x Pz IVD), 3 AT guns (3x 88mm), 5 Arty (4x 15 sFH18, 1xSIG IB), 2 Recon (2x Psw 231), 4 Inf (4x pionere), 2 Fighters (2x Me-109e) and 1 Bomber (1x Ju-87B).

I got 14 of possible 15 leaders.  4xtank, 2xAT, 3xArty, 1xRecon, 3xInf and 1 on a fighter.
Best Units

 

Battlefield screenshots. (see describing text)
 
Lieksa, by turn 4. Algajarvi Algajarvi, The AI bourght 3 more Arties
Algajarvi, The AI tries to flank me, my 88's hurt him plenty :) Liinahamari, by turn 5. Liinahamari, by turn 12.
Raate, by turn 7. Kiantajarvi, by turn 6. Raate, by turn 4.
Kiantajarvi by turn 12. My little bunch of defenders in the top right corner of the map.

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