Eastern Front 1941-1945 Scenario. v4 11/2015
Moderators: ralphtricky, JAMiAM
RE: Eastern Front 1941-1945 Scenario. V3.4 4/2014
It's a good question!
Axis Panzer Korps had a variable number of divisions attached. In the game a Motorized Korps represents 1 Motorized+1 Panzer Division+assorted battalions (1 Flak+1Pioneers+1 Construction+1Nebelwerfer+2 Artillery) . The extra Panzer divisions are then represented as separate units. These separate units give the Axis an extra degree of flexibility, to represent the proficiency of the Wehrmacht. Usually the divisions that have a separate counter are those that distinguished themselves at some point or the other of the campaign (1st panzer was considered an elite unit, for example). Also, as a reference: an Infantry Korps TOE is: three divisions+ 1 Pioneer Btlns+1 Stug Btln+2 Constructions Btlns+1 Hvy Flak + 1 Light Flak +3 Arty Btlns.
Red army units do the same, with a 1941 army representing 6 Infantry divisions, 2 Art Rgts +1 Mrt Rgt+1Rkt Btln+1 AT Rgt+ 1 AA rgt+1 Sapper btln +1 Constr Btln+1 TK Btln+Tank Bgde 1941-1942, as these Red Army units get destroyed (or disbanded) new units arrive with a more modern TOE, for example a Guard Army represents 9 Infantry Divisions+1 Late Tank Corps 3 Arty Rgts+3Mrt Rgts+2 Hvy Rkt Rgts+ 2 AT Rgt +3 AA Rgts+3 Sapper Rgt+2 Constr Rgt+1 Hvy SU+1 SU Light+1 Hvy TK Rgt (yes they are powerful units).
As a result, through reinforcements, withdrawals and disbandments (for the Red Army) the OOB and TOEs of both sides reflects precisely the total number of divisions, brigades, regiments (Red Army) and battalions (Axis) as it changed through the years. The system required some abstractions, but it works pretty well.
Axis Panzer Korps had a variable number of divisions attached. In the game a Motorized Korps represents 1 Motorized+1 Panzer Division+assorted battalions (1 Flak+1Pioneers+1 Construction+1Nebelwerfer+2 Artillery) . The extra Panzer divisions are then represented as separate units. These separate units give the Axis an extra degree of flexibility, to represent the proficiency of the Wehrmacht. Usually the divisions that have a separate counter are those that distinguished themselves at some point or the other of the campaign (1st panzer was considered an elite unit, for example). Also, as a reference: an Infantry Korps TOE is: three divisions+ 1 Pioneer Btlns+1 Stug Btln+2 Constructions Btlns+1 Hvy Flak + 1 Light Flak +3 Arty Btlns.
Red army units do the same, with a 1941 army representing 6 Infantry divisions, 2 Art Rgts +1 Mrt Rgt+1Rkt Btln+1 AT Rgt+ 1 AA rgt+1 Sapper btln +1 Constr Btln+1 TK Btln+Tank Bgde 1941-1942, as these Red Army units get destroyed (or disbanded) new units arrive with a more modern TOE, for example a Guard Army represents 9 Infantry Divisions+1 Late Tank Corps 3 Arty Rgts+3Mrt Rgts+2 Hvy Rkt Rgts+ 2 AT Rgt +3 AA Rgts+3 Sapper Rgt+2 Constr Rgt+1 Hvy SU+1 SU Light+1 Hvy TK Rgt (yes they are powerful units).
As a result, through reinforcements, withdrawals and disbandments (for the Red Army) the OOB and TOEs of both sides reflects precisely the total number of divisions, brigades, regiments (Red Army) and battalions (Axis) as it changed through the years. The system required some abstractions, but it works pretty well.
RE: Eastern Front 1941-1945 Scenario. V3.4 4/2014
Just a quick report on `East Front 41-45' since the last update was in April. As usual the scenario description and links for download are on the first post of this thread.
- v3.4 Feedback from several PBEM shows that the game plays well into 1942, with the Wehrmacht making a strong come back. I do not plan an update until the TOAW patch comes out. From PBEM feedback of v3.0 and 3.2, v3.4 toned down the Red Army in 44/45 and tweaked the Wehrmacht in 43-45 so I am waiting for feedback from games extending into 43 and later to see how they go. The next official TOAW patch will introduce realistic penalties for units receiving low supply which could be used to penalize the side on the offensive if necessary.
Overall I am happy with the balance between the speed at which the Axis and the Red Army recover readiness (driven by the supply rate and the
number of Support squads in HQs) and units achieve fortified status (the scenario entrenchment factor and the number of Construction
squads) and how this shifts through the campaign. These two quantities (readiness recovery and speed of fortification) set the pace of offensives and are crucial to model a long scenario where the initiative changes hands several times.
Here is a few suggestions for the players, based on PBEM feedback.
- The most historical outcome is usually achieved when the most experienced player plays the Axis. The Red Army player has a few turns to catch up on the scenario or the game mechanics.
- EF 41-45 is a long game. A few common mistake the Axis player makes are:
- to go all out in 41 without any operational pause. EF 41-45 is designed to penalize such a strategy. On the other hand well played Axis side that stopped the offensive to fortify in late 41 still has a good chance to deliver a strong blow in 42 and cripple the Red Army. if not win outright (depending on the Red Army player's skills).
1) Add HQs to non essential direct attacks. This leads to Support Squads losses. This is BAD and by design, to represent staff and logistics losses wich are very slowly replaced. Keep HQs in support role and out of harm's way.
2) run his units into the ground (supply 1%/readiness 33%). This
increase their losses to an unsustainable level and allows the Red
Army to counterattack. This is particularly true in Blizzard 1941. Low supply units fortify very slowly.
- Similarly, the Red Army needs to strike a balance between preserving the army (the light red counters that do not come back) and fighting
forward to preserve industry output and avoid Sudden Death. This is by design and represent the strain on Red Army staff/logistics in
1941. The Red Army gets more Support squads, but not enough if too many Red Army HQs get destroyed in Summer 41.
- Red Army formation go into reorganization very often in 41-42. This is by design and represent the loss of C&C (the historical accounts mention Front commanders not knowing where their ARMIES were. Oftentimes STAVKA will no be able to move crucial units in time to react from a fluid front situation. `Reorg' is in my opinion one of the best features of TOAW.
- the TOs that show up mid game and give support units TO THE OTHER SIDE are there to give some help to the AI or a very un-experienced player.
Alright this is all for now! As usual, send me END of TURNS files if you have any.
- v3.4 Feedback from several PBEM shows that the game plays well into 1942, with the Wehrmacht making a strong come back. I do not plan an update until the TOAW patch comes out. From PBEM feedback of v3.0 and 3.2, v3.4 toned down the Red Army in 44/45 and tweaked the Wehrmacht in 43-45 so I am waiting for feedback from games extending into 43 and later to see how they go. The next official TOAW patch will introduce realistic penalties for units receiving low supply which could be used to penalize the side on the offensive if necessary.
Overall I am happy with the balance between the speed at which the Axis and the Red Army recover readiness (driven by the supply rate and the
number of Support squads in HQs) and units achieve fortified status (the scenario entrenchment factor and the number of Construction
squads) and how this shifts through the campaign. These two quantities (readiness recovery and speed of fortification) set the pace of offensives and are crucial to model a long scenario where the initiative changes hands several times.
Here is a few suggestions for the players, based on PBEM feedback.
- The most historical outcome is usually achieved when the most experienced player plays the Axis. The Red Army player has a few turns to catch up on the scenario or the game mechanics.
- EF 41-45 is a long game. A few common mistake the Axis player makes are:
- to go all out in 41 without any operational pause. EF 41-45 is designed to penalize such a strategy. On the other hand well played Axis side that stopped the offensive to fortify in late 41 still has a good chance to deliver a strong blow in 42 and cripple the Red Army. if not win outright (depending on the Red Army player's skills).
1) Add HQs to non essential direct attacks. This leads to Support Squads losses. This is BAD and by design, to represent staff and logistics losses wich are very slowly replaced. Keep HQs in support role and out of harm's way.
2) run his units into the ground (supply 1%/readiness 33%). This
increase their losses to an unsustainable level and allows the Red
Army to counterattack. This is particularly true in Blizzard 1941. Low supply units fortify very slowly.
- Similarly, the Red Army needs to strike a balance between preserving the army (the light red counters that do not come back) and fighting
forward to preserve industry output and avoid Sudden Death. This is by design and represent the strain on Red Army staff/logistics in
1941. The Red Army gets more Support squads, but not enough if too many Red Army HQs get destroyed in Summer 41.
- Red Army formation go into reorganization very often in 41-42. This is by design and represent the loss of C&C (the historical accounts mention Front commanders not knowing where their ARMIES were. Oftentimes STAVKA will no be able to move crucial units in time to react from a fluid front situation. `Reorg' is in my opinion one of the best features of TOAW.
- the TOs that show up mid game and give support units TO THE OTHER SIDE are there to give some help to the AI or a very un-experienced player.
Alright this is all for now! As usual, send me END of TURNS files if you have any.
RE: Eastern Front 1941-1945 Scenario. V3.4 4/2014
Thanks Fabio, I will put this on my 'must try' list [:)]
RE: Eastern Front 1941-1945 Scenario. V3.4 4/2014
I was waiting for the new patch before putting out a new version of EF, but since there is no clear deadline for that, I may work on a small update in the next month or two.
Any suggestions/grievances from recent games?
Any suggestions/grievances from recent games?
RE: Eastern Front 1941-1945 Scenario. V3.6
I have a new version of the scenario (v3.6) that is only available on request before (wink wink) a general release at some point in the future.
Mostly some changes to logistics in 1942. Send me a PM or an email if you 'd like to give it a spin.
[edit: v3.6 was the version included in the latest (3.4.1.9) patch].
Mostly some changes to logistics in 1942. Send me a PM or an email if you 'd like to give it a spin.
[edit: v3.6 was the version included in the latest (3.4.1.9) patch].
Eastern Front 1941-1945 Scenario v4
Version 4 posted. This version supersedes the one distributed with patch 3.4.1.9.
RE: Eastern Front 1941-1945 Scenario v4
This reads well, is this a two player only?
RE: Eastern Front 1941-1945 Scenario v4
ORIGINAL: demjansk
This reads well, is this a two player only?
The PO has been implemented for both sides, with different PO tracks and various PO only events. It works well, within the usual limitations of TOAWs
scripted AI. Section 6 of the manual has a few suggestions. If you are an experienced player I suggest playing the Red Army in 1941 and then switching sides.
- Rasputitsa
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RE: Eastern Front 1941-1945 Scenario v4
Thank you for a great scenario, this has to be the best scale to play the Eastern Front, if you want to have a real life as well.
The detail in your documentation is outstanding and very much appreciated.
I have used an older .bmp map mod by Damezzi from way back, as it is clearer than the .png maps available and noticed some hexes with duplicated terrain, not sure if it is significant.

Hexes 39,26 - 40,24 - 41,25 have both light woods and forest graphics, although only the light woods are shown in the pop-up for each hex. Not sure which terrain type was intended for each hex, or whether it has an effect in the game. There are several hexes around the map which have the same duplication effect.
This will become a favourite scenario, whilst beginning to get back into TOAW and rediscovering its great features, which put many newer games to shame. [:)]
The detail in your documentation is outstanding and very much appreciated.
I have used an older .bmp map mod by Damezzi from way back, as it is clearer than the .png maps available and noticed some hexes with duplicated terrain, not sure if it is significant.

Hexes 39,26 - 40,24 - 41,25 have both light woods and forest graphics, although only the light woods are shown in the pop-up for each hex. Not sure which terrain type was intended for each hex, or whether it has an effect in the game. There are several hexes around the map which have the same duplication effect.
This will become a favourite scenario, whilst beginning to get back into TOAW and rediscovering its great features, which put many newer games to shame. [:)]
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RE: Eastern Front 1941-1945 Scenario v4
ORIGINAL: Rasputitsa
Thank you for a great scenario, this has to be the best scale to play the Eastern Front, if you want to have a real life as well.
The detail in your documentation is outstanding and very much appreciated.
I have used an older .bmp map mod by Damezzi from way back, as it is clearer than the .png maps available and noticed some hexes with duplicated terrain, not sure if it is significant.
Hexes 39,26 - 40,24 - 41,25 have both light woods and forest graphics, although only the light woods are shown in the pop-up for each hex. Not sure which terrain type was intended for each hex, or whether it has an effect in the game. There are several hexes around the map which have the same duplication effect.
This will become a favourite scenario, whilst beginning to get back into TOAW and rediscovering its great features, which put many newer games to shame. [:)]
why, thanks for the compliments and for liking the scenario.
- double terrain: the impact is minimal as the game picks the 'light woods' consistently which is what is wanted, but thanks for pointing it out. Will fix it in a future upgrade.
- send me any end of turn if you happen to have them. A revision of the AT losses was sorely needed (and probably true for many other Russian scenarios as it is due to the engine choices... `ogar' is looking into it as well, but there are several ways to skin a cat..I mean blow a tank.
I am not sure about having a RL! But this scale surely helps going past Summer '41...I am currently past turn 100 with 'Cfant' and it took one+ year in real life to get to Spring 43..but it was worthy it...(says Stavka!).
OK gotta go now, I have another artillery barrage and deep battle exploit to unleash ..

I will post a screen capture soon!
RE: Eastern Front 1941-1945 Scenario v4
Links in the opening post are not working. Could someone attach v4 of this scenario or point me to a working download site? Rugged Defense has only v3.2.
Thanks in advance.
Thanks in advance.
Greetings from Spain.
RE: Eastern Front 1941-1945 Scenario v4
I just fixed the links in the main entry. PM me if they do not work..or if you play the scenario and you have any comments 

RE: Eastern Front 1941-1945 Scenario v4
ORIGINAL: governato
I just fixed the links in the main entry. PM me if they do not work..or if you play the scenario and you have any comments![]()
Thank you, very appreciated.
I just played a couple of turns. So far so good.
As a question, the units in the Murmansk front were released in turn 2, while the rest of Finnish Army is still locked in turn 3. Is this intended?
EDIT: just read in the PDF that Finnish Units are activated in turn 4. Still one Finnish unit is unlocked in turn 2 in the Petsamo region.
Greetings from Spain.
RE: Eastern Front 1941-1945 Scenario v4
Yeah, *some* Finnish units activate later, to reflect the political constraints of their government which was hesitant to attack Leningrad unless it was about to fall. Also, automatic (AI) air attacks may activate them...
I am working on a version for TOAWIV that is based on the one you are playing. The main change is a TOAWIV feature to stop units being to active at very low supply levels.
RE: Eastern Front 1941-1945 Scenario v4
deleted post.
RE: Eastern Front 1941-1945 Scenario v4
O
I am working on a version for TOAWIV that is based on the one you are playing. The main change is a TOAWIV feature to stop units being to active at very low supply levels.
hi
am looking forward to the release for IV - is there a eta?
also, do you know how playable the III version is in TOAWIV i.e. will it give a decent game or is stuff broken?
thanks
RE: Eastern Front 1941-1945 Scenario v4
ORIGINAL: sanderz
O
I am working on a version for TOAWIV that is based on the one you are playing. The main change is a TOAWIV feature to stop units being to active at very low supply levels.
hi
am looking forward to the release for IV - is there a eta?
also, do you know how playable the III version is in TOAWIV i.e. will it give a decent game or is stuff broken?
thanks
v4 of EF41-45 for TOAW4 is HERE
the version with the game is 3.6 and should work fine with nothing broken. It was tested for T4.
RE: Eastern Front 1941-1945 Scenario v4
ORIGINAL: governato
ORIGINAL: sanderz
O
I am working on a version for TOAWIV that is based on the one you are playing. The main change is a TOAWIV feature to stop units being to active at very low supply levels.
hi
am looking forward to the release for IV - is there a eta?
also, do you know how playable the III version is in TOAWIV i.e. will it give a decent game or is stuff broken?
thanks
v4 of EF41-45 for TOAW4 is HERE
thanks for this
cheers
the version with the game is 3.6 and should work fine with nothing broken. It was tested for T4.
RE: Eastern Front 1941-1945 Scenario v4
quick question
there's an .eqp file but it has .NO added to it - is this file needed? Should i change the name by removing the .NO?
thanks
there's an .eqp file but it has .NO added to it - is this file needed? Should i change the name by removing the .NO?
thanks
RE: Eastern Front 1941-1945 Scenario v4
ORIGINAL: sanderz
quick question
there's an .eqp file but it has .NO added to it - is this file needed? Should i change the name by removing the .NO?
thanks
yeah remove the NO