I hope to get the communities feedback on this scenario.
Here's the description from the scenario.
Russia Extended - Two Titans
This scenario is originally based on the Russia 41 scenario created by Tom Webber that is shipped with Advanced Tactics. The scenario has been modified to provide an alternative feel to eastern front when playing at a Corps level and has developed so that there is little in common with Tom's scenario except the original map. The scenario does retain its abstract units and is not intended to simulate the exact units available on the battlefield. Instead the scenario is for players who want to play an eastern front game without the adherence to the strict OOB of some other scenarios.
The scenario features an expanded OOB for both sides using more SFTypes than the original.
You will find the German side has a complex OOB with many SFTypes reflecting their preparation and experience in the war to date. These SFTypes are backed up by proper reserves attached to HQ units ready to be deployed to the front line.
Their allies Romania and Finland are less complex but face other challenges. Finland never has enough troops to take Leningrad but can supply them fully with good management. Romania comes ill prepared for war with a decent OOB but a large lack of supply and readiness. They will depend on the Germans to support them until at they at least take Odessa. Germany will face the challenge of a constantly expanding front where new HQs must be made to support the regional fronts the troops are attacking along while garrisoning key cities against partisan attack and expanding their units along the front.
Romania will enter the war on the second round. Finland will enter on the round after Riga is taken.
The Russians suffer from too forward a deployment, a very simple OOB (~90% is infantry), near zero readiness, initial negative combat modifiers, a supply hole which will take multiple turns to dig out of and a production system not setup for war. They will eventually take a commanding lead in production in 1943 out producing the German side by 2:1.
I've specifically not included exact percentage reductions in the messages and notifications as I think knowing exactly how much your army has been reduced/enhanced removes some of the uncertainty (fog) of war. If you really want to know the alterations look in the event editor, you will find them there.
Version History
v 1.1
- Updated to AT v1.20.
- The Finnish and Romanians start as separate regimes but are made part of the German regime when they join the war.
- Reduced readiness and reduced initial supply in Finnish and Romanian units to simulate unpreparedness for war when they join in.
- Changed the weather model to include winter, mud and summer movement. Summer doesn't affect movement, winter movement is reduced a minimal amount for land and a large amount for air. The mud season, typically spring and fall reduces movement greatly for land and by a small amount for air.
- Changed the winter strength reductions to be more generic and last through each winter, although the 1941 winter for the Germans will still be disastrous. In 1942 and beyond both armies will experience combat strength reductions which will become less as the war progresses.
- Decreased ship movement cost.
- Raised ship production costs, removed Carrier research and all ship types above level 1.
- Decreased tracked moment cost in plains hexes from 20 to 10 to give armored units a more blitzkrieg feel.
- Decreased movement cost in urban hexes to road cost.
- Removed the 42 German offensive enhancements and added a "tech advance" for the Germans of 200 pp in 1942 and 300 pp in 1943.
- Changed the round length from 20 days to 14 days.
- Enhanced OOB for Russians.
- Reduced German initial reserves under their main HQ's.
- Changed artillery to range 1 and flak to range 0.
- Set Construction Engineers to rear area troops, Combat Engineers are still front line.
- Increased the ResCostMod to increase the cost of research.
- Added the DP AT - AA gun (FLAK 88) as a SFType.
- Beefed up the amount of units the AI gets initially and later in the war.
- Set truck SFType entrenchment power to 0.
- Tweaked the Combat Engineers SubType from 1.0.
- Gave Russian AI more aggression during winter.
- Changed the Halftrack SFType, removing landcap and some recon and giving it some combat utility.
v 1.0.1
A minor update.
- Changed graphics files and updated to AT 1.10. Graphics not produced by me were found on this site: http://ww2drawings.jexiste.fr/index.htm or using SPWAW graphics saved into jpg format.
v 1.0 Russia Extended
An initial setup based on Tom Webers Russia 41.
- Added Finnish and Romanians as separate Regimes.
- Added to the OB for all sides.
- Tweaked the AI (see below in master file)
- Added some sub formations
- Removed the VP requirement for a win, you win by decimating the other side.
- Removed some options.
- Removed the event driven production system and went back to the games default system.
Master File:
Based on the generic masterfile
- No free land transfer for AI #253
- Enable transfer losses for Anti Supply on land transfers = 1 yes
- No Free AI Autorepair #250
- Max free xp a turn = 5 (originally 10) #64
- Disable action cards #502
- AI blow bridges with no engineers = no #245
- Score Pinned gives xp 1 (0 originally) #121
- upgrade costs 5 supply points (originally 3) #77



