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Viewed from a distance, the hypnotic tree patterns and red hex lines yield a rather dizzying "magic eye" effect. Can you see the towns on this map? There are five.
December 9th. Careful maneuver by the Finns has cut off the forward Soviet tanks and recon units (at left), forcing the unsupported Soviet infantry to flee toward their supply source (the north map edge)
Detail of area around Puras. The small white buildings of the towns tend to get lost in the woods on this map. Paths and streams don't fare too well either.
A closeup of the action in the west, Dec 11th. The Finns have fallen back to Suomussalmi and met up with reinforcements. This means stiff resistance for the Soviet push.
Everything you see here

Blood on the Snow: The Battle of Suomussalmi (1995)

Players
2
Best: 2
Playing time
240–240 min
Age
12+
5.98
Average rating
95
Ratings
2.72/5
Weight
#21377
BGG rank
Outside top 5,000
Designer:Michael Bennighof
Publisher:Avalanche Press Ltd.
Average rating, ratings count, weight and rank are sourced from BoardGameGeek (BGG).
Game DNA
  • This game: Strategy 7, Luck 9, Interaction 5, Complexity 5.4, Theme 5
Strategy7.0
Luck9.0
Interaction5.0
Complexity5.4
Theme5.0

This game's strategy, luck, interaction, complexity and theme.

WargameWorld War IIHexagon GridChit-Pull SystemDice Rolling

Overview

From Avalanche Press Ltd website:

"The battle of Suomussalmi in the winter of 1939 - 1940, pitted a single, hastily raised & poorly equipped Finnish division against two full strength Soviet Divisions, armed with more than 90 tanks. The Soviets were not equipped however, for a war in sub-zero temperatures against an enemy capable of living off the land & moving swiftly over the snow. Now you can re-fight one of World War II's most dramatic engagements in Blood On The Snow."

From the game box:

"At the beginning of each day, players determine the weather, select a number of operation chits, and place them in a common cup. The first chit is randomly drawn and the owning player conducts the operation specified. Subsequent chits are drawn and operations conducted until the number of impulses equals the weather result. Players know what each turn may bring. Five scenarios are provided."

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