Original post in Finnish: https://huoltoreitti.fi/pelitestaus-slc/

Image Three Crowns Games.
From our beloved neighboring country, Sweden, comes a truly interesting Winter War game: Stalin’s Lost Chance (SLC). This hex-and-counter wargame from Three Crowns Games (3CG), using a chit-pull activation mechanic, covers the Soviet Union’s attack during the Winter War north of Lake Ladoga in 1939–40. The topic feels quite fresh—while games have certainly been made about, for example, the battles of Tolvajärvi, the operational scale is not typical. In this game, units are either Finnish battalions or Soviet regiments, or smaller detached formations. The game progresses in weekly turns until the end of the war, with a map scale of 5.5 km (~3.5 miles) hex.

The rough map area of the game in Ladoga Karelia.
I first tested SLC in autumn 2024 at the Baltic Wargaming Convention in Espoo, Finland and was immediately sold. Of course, the theme—Winter War at the operational level—had a big impact on that. After playing GMT’s Red Winter about a year ago, I was left wanting something a bit broader in scope, covering the decisive battles without the mass grind of the Karelian Isthmus. SLC isn’t exactly a short game, but I feel it depicts winter warfare quite well. The Red Army is tied to the road networks and can’t pursue the Finns into the forests—at least not in the early stages, before more ski troops arrive. On the other hand, they have plenty of brute strength—sometimes you just have to push forward with sheer mass and hope for the best.
The Red Army crosses the border via five main axes, and the Finns must first recover from the shock of war, scattered units, and Soviet tanks. Over time, reinforcements trickle to the front, and in my own games I’ve been able to stabilize the situation reasonably well—though it’s been a race against the clock. That’s just my own experience, of course, keeping in mind that the opponent might be experimenting a bit 😊 Around the midpoint of the war, massive Soviet reinforcements begin to arrive at the front, and the pressure on defense ramps up. Can the Finnish forces keep the Red Army at bay until the end of the war?
The game was designed by Stefan Ekström and Magnus Nordlöf. Assisting in the development is Australian Paul Shackleton, who is actively involved in 3CG’s projects. The game mechanics are part of the WWIIB series, built around a chit-pull activation system—each HQ to be activated next is randomly drawn from a cup. This adds unpredictability to the game, as it’s rarely clear who will move and fight in the upcoming turn. Otherwise, the system is traditional hex-based wargaming, involving probability assessments and random events.

Starting situation. In the picture, northwest is directly up, and Lake Ladoga is at the bottom. The number of units can be a bit misleading since the numerous Finnish units are usually small independent battalions (“ErP”). Photo Ola Palmquist.
The War Begins
Historically, the Soviet Union had concentrated the forces of the 8th Army in the area: two army corps comprising 120,000 men, along with tanks, artillery, and aircraft. The strength of these forces surprised the Finnish General Headquarters, which had only two divisions and various other miscellaneous units to oppose them. Later, the Red Army established two additional armies in the region—the 14th and 15th—to breathe new life into their stalled advance.
At the start of the war, Soviet tanks caused panic among the defenders. In the game, this is modeled by having the Finns suffer from “tank fear” for the first three turns (weeks)—given the Finnish Army’s lack of anti-tank weapons and training. This allows the Red Army spearheads to make significant early progress into Finnish territory.
However, Soviet units advancing along the coastal road are harassed by the Mantsinsaari fortress, whose guns could fire “into the rear,” that is, onto nearby islands and even the coastline, thus hampering movement along this vital route. The main defensive orientation of the fortress was toward Lake Ladoga.

On the right is Mantsinsaari located in Lake Ladoga, whose coastal artillery disrupts the Soviet Army’s movement along the coastal road (the reddish hexes).
During the first few turns, the situation is difficult for the Finns. Moving units is sluggish, as there are very few activations available. An activated HQ can usually move the units under its command within a range of 6–8 hexes. In addition, one independent unit within range can be selected to move—these include, for example, ski troops, detached battalions, and a large portion of Soviet tank units (at least in the early stages).
There are also different levels of activation chits: for instance, Colonel Talvela, who soon arrives in the area with the mission “to defeat the enemy forces advancing toward Korpiselkä and Ilomantsi,” can activate either Detachment Ekholm operating farther north or Detachment P (Pajari), which is active in the Tolvajärvi and Ägläjärvi area. On the Soviet side, each army can activate any of the division-level units under its command. More of these army activation chits become available later. The units are color-coded, so identifying the right ones on the map is straightforward.
Formations cannot be reorganized freely—one must operate as a whole: regiments or brigades belonging to a particular division must remain within the range of their HQ. If a unit strays off down some forest trail on its own, it can quickly run into trouble, as reactivating it may require moving the division HQ away from the main battle area to get closer to the unit.
In both of my test games, I played as the Finns against 3CG’s Jan, who controlled the Soviets, so I haven’t directly experienced the challenges the Soviets face with movement and launching attacks. Units are divided into two types—those capable of skiing and those that are not. With the Finns, this usually isn’t something you need to worry about, as most of them are forest-capable. That’s why I was nearly stumped when dealing with the more poorly equipped 23rd Division, which arrived later as reinforcements—how are these guys supposed to operate?

Units marked with blue movement points are in supply even in the forest, off the road, but only when next to a unit that is on a road. Only partisans operate completely freely. The picture also shows a few Soviet ski troops.
Tanks can only move along major roads and are generally at their best when used offensively. In the snowy forest terrain, supply works only and exclusively via roads or through an adjacent friendly unit. Only ski troops can move without such restrictions. Especially in the early game, the Red Army has only a few ski-capable units, meaning the bulk of the army is tied to road networks. More ski troops arrive later as reinforcements.

Tanks create disorder during the first weeks, and the Red Army has a clear advantage in activations.
Each turn includes a roll for random events, and in our game the die favored the attacker, triggering artillery barrages that caused additional disruption for the Finns. These events vary based on historical situations and occurrences, covering things like Lotta Svärd (helps units recover), Lake Ladoga freezing over (allows movement across the ice), “Motti-Matti”, or poor flying weather.
At the beginning, the Soviets understandably have the initiative, so many Soviet activations are drawn from the cup—typically 5 compared to Finland’s 2. This balance shifts from turn to turn depending on the historical overall situation. Once the initiative moves to the Finns, more Finnish activations become available.

Tanks charge toward Ägläjärvi and onward in the direction of Tolvajärvi. The Finns have only scattered units in the area.
Parade March to Helsinki…

The Soviets were expecting the Finnish working class to rise against their “oppressors” and thus gain a quick win – they even brought their parade equipment along. Neither happened.
As the Soviet tanks clear the way for the infantry to advance, the divisions turn into snake-like columns crawling through traffic jams. They spread out along the sparse forest roads toward the west, aiming to reach the rear of the Isthmus Army and gain access to Finland’s road network.
Randomness is introduced by cup activation (chit-pull). It’s rarely certain whose turn it will be next, so clever breakthrough or encirclement attempts can fall apart if the wrong group activates next. The Red Army is forced to attack constantly with low odds, but air support can be brought into areas of concentration, which the Soviets have in ample supply: initially, four units to the Finns’ one. The aircraft are either single- or double-sided, and they increase the combat odds accordingly by one or two levels (e.g., 1:1 becomes 3:1). This has a significant impact on the battle.
However, aircraft can’t be used freely because if the full power of a double-sided air unit is used, it takes two turns to recover. First, it goes into the Grounded box, from which it is moved to Refit on the next turn. If only the single side is used, the unit goes directly to the Refit box and thus recovers more quickly. The Soviets can also disrupt Finnish movement on roads or railways at strategic points by bombing the road network.

Red Army air units in different states of use. The more efficiently they are deployed, the longer it takes for them to recover back to operational readiness.

Traffic jams in the forests. The Red Army is mostly tied to roads and other routes, so their advance slows down and the spearhead keeps taking hits.
The Finns are forced to block key routes and must sometimes make tough decisions—should they try to stop the enemy by fighting now, or fall back to better positions and wait for reinforcements? Reinforcements arrive at the front painfully slowly, and movement from one place to another is far from swift. Behind the front lines, movement along roads or railways is naturally more efficient, but Zones of Control (ZoC) stop movement in the usual way. At the same time, the player must keep an eye on the distance to the HQ, as any unit that’s too far away can easily become stuck in place.

Reinforcements are steadily flowing to the front. The Finns initially scrape together forces that manage to halt the Red Army’s advance. After a shaky start, the Russians make a renewed effort with massive reinforcements.
Finland’s defense is based on two fundamental principles: first, forcibly blocking the roads, and then attempting to maneuver into the enemy’s rear to cut off their supply lines. Later, if the front can be stabilized, counterattacks become possible, along with efforts to form mottis (encirclements). Units must be used sparingly, but at times risks simply must be taken—for example, to prevent a breakthrough into the rear.
… Stalls in the Freezing Cold
When supply lines are cut, it’s essential to fix the situation. Usually, it’s Brother Ivan (the Soviets) who finds himself in trouble, and the parade march fizzles out once again. I’m pretty sure my opponent Jan was a real gentleman and gave me quite a bit of leeway during the game—many times I was able to flank into the rear and sever supply lines heading east. In addition, he often attacked with low odds, but on the other hand, his “legendary dice luck” kept helping me over and over.
At times, the Soviet situation was simply that the lead units needed to be sacrificed just to bring fresh troops forward from the rear and make use of the HQ more efficiently. Losses kept mounting, but then again, the attacker doesn’t exactly run out of troops anytime soon.

Losses at the end of Turn 7: destroyed Soviet units on the left, Finnish units on the right. Of course, damage has also been dealt to units still on the map.

A similar situation for the Russians during the fall 2024 prototype test. Quite a hefty pile…
Once I managed to shore up the defenses, I was able to start launching counterattacks on the Finnish side. I kept looking for weaknesses in the Soviet lines—and several emerged in different sectors. I was able to practically destroy the Red Army—perhaps a bit too easily—across the entire northern sector of the front. This freed up troops to move toward the shores of Lake Ladoga, where the pressure had been consistently much heavier.

The beginning of a motti pocket. Breaking out is not easy once you end up in this situation.

The remnants of the Soviet 139th Rifle Division have been encircled. South of Tolvajärvi, a second pocket is forming, containing elements of the 56th and the reinforcing 75th Divisions.

A motti (encirclement) diorama at the Military Museum of Manège @ Sveaborg fortress in Helsinki. Russians have dug in along the road and are pinned by the surrounding Finnish light units.
On the “southern front,” that is, along the shores of Lake Ladoga, we ended up bogged down in a stalemate. Both sides kept sending reinforcements to the area, and once Lake Ladoga froze over, the front widened—first for infantry, and later for tanks as well. The Finns had to respond by stretching their line, which in turn required additional troops. The two Finnish armored trains that arrive later as reinforcements provided some help along the railway. Only later, while writing this, did I realize how fierce the fighting around the Kollaa area had been on both sides. This is the area where also the sniper Simo Häyhä operated (there is also a movie coming). By encircling the Soviet spearhead units, we managed to destroy most of them—but some still escaped, which annoyed me greatly 😊. The flank threat worked well, meaning the Soviets couldn’t just mindlessly push forward without risking costly encirclements.

Did Kollaa hold? In this game, it didn’t hold—the village was lost, although the defensive line managed to stop the “budyonovkas” at the next hex.

The Red Army’s parade march stalled even before reaching Koirinoja, despite their furious efforts. The final nail in the coffin was the arrival of Jaeger battalions transferred from the Karelian Isthmus. This marked the end of our game—at the end of Turn 8—when we decided to call it. The situation along the shores of Lake Ladoga had reached a standstill.
Final Words
Stalin’s Lost Chance is not a one-evening game. We spent about 9 hours and managed to get roughly halfway through the war—and the game. It would have been great to continue further, especially as strong reinforcements had just started arriving to support the Soviets. I’m admittedly a relatively slow player, partly because if I’m unfamiliar with a system, even the basics take time, and I end up flipping through the rulebook now and then. On the other hand, 3CG has several games that use the same system, so over time the mechanics will become familiar. Jan even stayed up later that night playing solo, pushing deeper into Finland with his new reinforcements.
We didn’t calculate victory points, but I’m sure that, for the second time, Finland pulled off a straight-up sudden-death win.
For my part, SLC is going straight into the classics section of my game shelf—and not just because of the theme. This is also the first game I’ve ever ordered two copies of, and at under 50 euros, the price is quite reasonable. Stalin’s Lost Chance is an excellent combination of a clear rules system, varied combat styles and events, and great atmosphere. A few small things left me wondering—how feasible is the Soviet offensive in the later game? Did my opponent go too easy on me during the playtests? Do encirclements collapse a bit too easily? Then again, forming “motti” pockets isn’t all that easy either, so perhaps within the framework of the mechanics, we’re simply witnessing the larger endgame arc—it’s not meant to be a detailed simulation.
Other games from Three Crowns Games using the same WW2 mechanics focus either on the battles between Germany and the Soviet Union, or the North African theater. For example, Polar Storm covers the 1944 Petsamo–Kirkenes operation, where German forces were pushed back into Norway in the far north.
Stalin’s Lost Chance starts shipping during June 2025. If you preordered the game, it will ship already in May.