It's based on Alarick's version (hence the name) of original scenario made by Tom Weber for AT (Russia 1941). There are many big and small changes to standard rules: German combat bonus, engineers can produce factories, black-white photos of units, Axis Minor units and towns, different experience and supply levels, more unit types, other research paths. Please consider reading the briefing.
I wanted to upload it into Scenario Bank, but always got errors. I don't know how to use ftp.advancedtactics.org so I had to upload it anywhere else.
You can download it from:
Savefile.com
and
Filefront.com

Description:
The Russian Front v.2 by Hanti
Disclaimer - this scenario is based on Alarick's version of original scenario made by Tom Weber for AT (Russia 1941).
What was changed by me?
I felt that WW2 East Front should look and feel like WW2 scenario not like generic AT scenario.
So I introduced some changes. Anyway, do not expect historical unit names or detailed OOB, rather concentrate on strategic situation and choices both sides had. There are many big and small changes to standard rules. Please consider reading this briefing.
===War Situation===
Soviet Union is poised to strike at the Germany with large, ill commanded, inexperienced army.
Germany is poised to strike at the Soviet Union with reasonable, well trained, experienced army.
The Soviet army is generally larger than German forces but dangerously exposed. All HQs (command and supply centers) are on the borders ready to launch "Operation Groza" ("Thunderstorm") on the 7th of July 1941.
Most Soviet forces are hastily moved to attack positions on the border with Germany, but not yet ready, so readiness is low to medium.
German army is ready to launch preemptive strike on Soviet Union. If you would start "Operation Barbarossa" you could destroy Soviet HQs to wreck havoc on Soviet command structure and supply system. Strike fast. That's your only chance in this war. If you will give time to Soviets, they will gear up and ultimately win war of attrition.
In June 1941 Soviet forces consisted of:
2.9 million soldiers at the frontline plus 2.0 million in second wave
15.000 tanks (including 2.000 new T-34/KV)
25.000 aircrafts (15.000 combat ready)
59.000 guns
In June 1941 Axis forces consisted of:
3.9 million soldiers (including 250.000 Italians, 300.000 Romanians)
3.500 tanks (including 2200 obsolete Pz I/II/R35/etc)
4.400 aircrafts
42.000 guns
For this scenario I recalculated above numbers and set up forces using this formula:
1 infantry (rifle, smg, eng, mortar inf, etc) = 1.000 soldiers
1 tank = 100 tanks
1 aircraft = 100 aircrafts
1 gun (inf gun, flak, AT, artillery) = 100 guns
Exceptions:
Germans have twice the tanks they should have (70 instead 35) to simulate excellent mobility of their armoured units.
Germans have twice the aircrafts they should have (90 instead 44) to simulate Ju-87 Stuka effect.
I think of changing those calculations in future versions of scenario into battalion level:
1 infantry as 500 troops, 1 tank as 50 tanks, etc. It will bring some more reality to scenario as rarely single attack costs 25% of tank forces unit had (standard "corps" have 4 tanks).
===The Changes===
1. Black-white photos of all units (Done: 95% Axis, 0% Soviet).
2. New buildable factories of various types, so war is not only military, but also industrial. The more PP/supply you use to build them, the more powerful you can become in the future
3. Engineers/staff units are more costly.
4. Supply use 5 points instead of 3 (but you can build additional factories).
5. All Soviet front HQs are on frontline, as that was in real 1941.
6. Soviets researched better tanks than Germany (T-34/KV-1 against Pz II/III/IV with short barrels).
7. German researched better staff units (they have experience from Poland, Norway, France, Balkans).
8. Starting units on map have different supply level, morale, entrenchment, readiness - units are not identical
9. Some German units on map have better morale or equipment then others.
10. Political points are more useful as are needed for building new factories but also are more costly.
11. Fife Soviet airborne corps are on the map. You can't use them immediately though. But they are most experienced part of Soviet forces. More paratroops are in reserve (Soviets were forming another fife airborne corps in June 1941).
12. Armoured Car has better tactical cargo capacity (but no transfer capacity).
13. Supply levels of units are adjusted (eg. all tanks have the same supply needs). There were no special differences in supply needs of Pz. III or Panther tanks.
14. All units have less chance of being killed, more chance of retreat during combat.
15. German researched better fighters (Fighter II) and Halftracks.
16. Soviets researched Medium Tanks I (but have very few).
17. Artillery units don't have recon points.
18. Light Tanks have better recon values than Medium or Heavy Tanks.
19. HQs operate up to 5 hexes without losing power.
20. Added Axis Minor units and towns to simulate German's allies (they fight poorer!).
21. Added SS units and town for German side (can produce vehicles, infantry and artillery).
22. Axis units are equal to Soviet, SS have great advantage, German units have some advantage.
23. Italians and Hungarians are ready to deploy, but not yet deployed to the front.
24. Armoured Cars II, III, IV added.
25. Units gain free experience up to 50 points (call it training). Units gain battle experience up to 200 points. Veterans are deadly!
26. Only Germans start with veteran units.
27. Fully trained units have 50 experience. It takes 10 turns to train to that value. Plan your moves ahead, as green soldiers die fast.
28. Soviet Guard is equal to German units, better than Axis, worse than SS. It is produced in Stalingrad only. All paratroopers units on the map are Soviet Guard units.
29. Occupied by Soviets towns in Eastern Poland, Lithuania, Latvia, Estonia produce resources at 25% for them. If occupied by Germans Balts produce at 75%.
30. Naval units costs are increased to prevent their mass building.
32. Halftracks have some limited firepower for self-defence.
33. Axis units don't suffer during winter (Finns!). You can use them for fighting in winter but all except Finns have poor experience.
34. SS units don't suffer during winter (they got winter equipment). But you can have only few of them due to only one small base produce them).
35. TD research requires Medium Tank, Light Tank II and Anti-Tank guns of corresponding level.
36. Light Tanks are better against infantry with each upgrade.
37. Heavy Tanks fight poorer against infantry. Use Light or Medium Tanks in that role.
38. TD toned down a little (level I AT value 400 instead of 480).
39. Bombers are more expensive.
40. Halftracks II, III and IV added. They are cheaper to produce with every upgrade.
41. Bazookas removed and remodelled into Heavy Infantry (anti-tank assault infantry).
42. Germans researched Heavy Infantry I and Rifle/SMG II.
43. Soviets researched Heavy Tanks I (KV-1, KV-2 tanks).
44. Upgrading units to newer version costs serious amount of supply. It is still reasonable for veteran units, though.
45.
Disclaimer - Alarick... Original Scenario By Tom Weber, Changes...
1. German units fight at 1.50 (150%) combat bonus.
2. Soviets must build up factories to gear up war production. There are some works team around the map. New factories cost engineer points and political points. For the Soviets, the only chance to survive is to build factories, where and how depends on player. Germany have much less engineers and so less production than the Soviets (potentially).
3. As Soviets only have the frontline army and given the German combat bonus, the readiness have been increased, to give some time to build up industrial centers.
4. Towns produce for Soviets, but only supply or the preciously needed political points for factories.
Capture Moscow, Leningrad, Stalingrad, Warszawa, Bucharest, and Helsinki to win. The Germans win a marginal victory if they hold out for 3 years (past turn 60).
Germany: You have enough PP to conduct limited R&D. You need to capture territory and inflict maximum damage quickly, before the Soviet war machine gears up.
Soviet Union: You will probably lose your initial army. Do not worry, you have the production base to build a newer, better army, if you can hold back the initial German onslaught. Note - in 1943 Urals major capital / factory will join your side.
Variants include:
Winter. Winter reduces the movement of planes, tanks, and trucks. Also triggers Soviet Winter Offensive in 1941 (Dec, Jan months of 50% Germant combat effectiveness) and the German Summer Offensive of 1942 (June, July months of 50% Soviet combat effectiveness)
Scorched earth. Riga, Kiev, Leningrad, Stalingrad, Minsk, Kharkov, Sevastopol, and Maikop will received 1000 points of damage if they change hands.
Lend lease. Lend lease aid will arrive in Murmansk starting in turn 5
Partisans. Attack scorched earth cities if occupied by Germans. They do 200 pts of damage and occupy city if vacant.
Siberian reinforcements / Captured war material. One time boost to the Soviet / German player. Triggered on turn 9 (Soviets) and upon the capture of Kiev, Riga, and Minsk (Germans)
SS Reinforcements arrive in 1943 in Kiev (or Warszawa if Kiev is occupied by Soviets).
Giving either side a production advantage will allow production in towns.
An AI player will get a few extra units at the start to help it.
Good luck.
