The goal of this TOAW scenario is to be playable and the same time provide an historical and detailed description at the Army and Corps level of the entire WWII Eastern front campaign, from the opening of 'Barbarossa' to the fall of Berlin. In this top post I will keep updated links to the scenario, including the scenario description. In this thread I will add a few short posts including a discussions of the design aspects that went into EF. I hope to get some feedback from the TOAW community. All the info to play the game is included in the attached scenario description in pdf format.
205+ Weekly Turns. Effective scale 32km/hex. Most units at Corps and Army scale.
EF is playable both against a PO and a human. It's probably best balanced with the more experienced player playing the Axis..the Soviet player has (barely!) enough time to learn and catch up..quite historical

You can find the latest version of the scenario HERE ( V8.1 12/12/2023)
1- Unzip the scenario files (pdf,sce and .bmp) in ‘Documents/My Games/The Operational Art of War IV/Scenarios/WW II - East Front’
2- Place the ‘Eastern Front 1941-1945.v8.1’ folder in the ‘Graphic Override’ folder
3- To start select ‘Eastern Front 1941-1945.v8.1’ from the WW II - East Front folder
You can find the PDF of the scenario HERE
You can also download the scenario as it is attached to this very post.
This is what I tried to achieve designing the EF scenario:
EF is a scenario where the focus is on the operational choices and keeps into account the issues of logistics and production. Most importantly, I wanted a game that remains playable, fun, takes advantage of most of TOAW4 amazing features and also remains realistic beyond Barbarossa, or the first year off the campaign. To achieve these goals a game at the army/corps level is a great choice, with individual turns taking 30-60 mins..and a full campaign still taking about a year! Going for a 'non-monster' scenario also allowed me to test the game with human players into the late stages of the campaign. I also took advantage of the large amount of historical material that has been published in recent years both on the web and in books.
MAJOR Changes in Version 8.1 & 8
- Small changes to the map in the Leningrad sector, Lake Peipus (38,15) is bigger and defending that area is now more realistic.
- Tallinn (8,30 Baltic states) will become a supply source for the Axis when conquered. Its supply rate will grow in 1942.
The above changes should not affect balance but will give the players some historical options: the Red Army can anchor its defensive line at Pskov, the Axis can draw supply from Tallinn, especially if the railroad from it is repaired and then psuh East towards Leningrad along the coast
- Some alternative graphics (place them in the Graphic Override folder) to make the railroads network more visible are included, (courtesy of user ncc1701e).
- New Counters Colors: Matrix User Cpl GAC recolored most of the scenario units. Recoloring will have no effect on the game, but will make certain units (Axis allies, Panzer, Guard units, Logistics, Air units) easier to identify, while also using more historically accurate colors. (and if you need to ask: yes the Panzerwaffe had a flag with a pink background). This addition requires placing a folder (same name as the scenario) in your Graphic Override folder. Use with older versions is not recommended.
- Soviet 1941 Mech Corps (they are all on-map at start and have a light red counter background) have been made more fragile and will suffer losses more quickly. 1941 Mech Corps still start with the historical number of tanks, BUT the 'allowed' slot for BT-7, T-26 and B-10 armored cars has been reduced to just 12, and the T34s slot to 64 (the official TOE called for a much higher number, never really achieved in practice) The effect: Mech Corps that start with a larger number of tanks than allowed in the TOE (say 120 T-26s, which will look as 120/12 in the editor) will suffer losses to combat and recon capabilities that will not be replaced even if tanks/cars are present in the replacement pool. In RL The Red army did not have the logistics/support capabilities to move large formations of tanks over long distances over roads or by train. Soviet tanks suffered a large amount of breakdowns in the early stages of Barbarossa ( 70% of losses were caused by breakdowns!). Mech Corps units were disbanded (or destroyed) by Fall 1941 and replaced by tank brigades or small tank Corps. By early 1942 the TOE of in game Mech Corps will resemble those of the early Tank Corps fielded by the Red Army at that time. This change should affect only the strongest Red Army players who will have less mobile forces for Winter

- The supply rate from sources in some cities has been increased. They will resist a bit longer to sieges.
Scenario Features:
- EF includes the political/logistic constraints that shaped the military choices of The Axis and the Soviet Union sides (as the evacuation of the industrial regions and the Lend lease Program). This will make necessary for the Red Army and the Axis to 'fight forward' at certain times during the course of the war, and to plan their offensives based on the constraints of manpower and industrial production.
- It models a strong seasonality, with the rain season effectively stopping offensive operations in late Fall and Spring and the 1941 'Blizzard' also strongly affecting the Wehrmacht.
- Follows a detailed, historical OOB that tracks the changing equipment for the Axis and the structural evolution of the Red Army from 'stumbling colossus' to a 'colossus reborn'. The scenario OOB tracks the number and composition of not only the major units, but also of the very large amount of support units at the battalion, regiment and brigade level that in EF are attached to armies and corps. Many Red Army units will upgrade as they achieve Guards status.
- Models replacements *separately* for each individual nationality, type of squad and equipment. using a large number of units disbands, which allow to model separate peaks in production.
- Adds a realistic amount of flexibility in the Order of Battle and the units that each side can produce. Production options will allow the players to shift emphasis between supply and heavy equipment as the campaign progresses and, inevitably, diverges from the historical one.
- EF takes advantage of the many features of TOAW 4, including the Overextended supply option, the Mud&Snow rules and 999+ events, variable ZOC costs, and using a modified equipment file to model replacement for individual nationalities.
If you are curious of how the game plays and some insight on its features here is a link to a current AAR with Version5 and one with the the TOAW3 version AAR
These were the changes in V6 (2021) vs V5
- Cut Axis Truck production. The Axis should now suffer some truck shortages starting from late Summer 1941 to at least 1943. This will make the Panzers units slower starting in Fall 1941. Note that one can use the option to dump trucks from units in static parts of the front into the replacement pool. Open the unit report and click 'Dismount'. Leave the option selected if you do not want replacement trucks to come back in.
- Mud will dry faster. Mud & Snow parameter. Increased from 100 to 1000 as mud was drying up too slow at the end of each Winter. Value has been chosen so that ground is dry in the Ukraine by mid May and by mid June further North in Bielorussia to match the Kharkov and Barbarossa offensives start dates.
- AXIS Resurgent Summer 1945 Theater Option. If Berlin is NOT captured by Turn 203 (the historical date) the Axis player gets a Theater Option to continue the game until Turn August 1945 AND to receive significant reinforcements. If NOT selected the game ends on turn 205 with a normal VP count. (See section 3.2 for details).
- PO scripts have been updated. The PO and should provide a better challenge by forming better front lines and being less insanely aggressive. Remember it’s not a true AI but just a smart script.
MINOR Changes (but still useful!)
- Rumanian and Italian units have better proficiency as supported by recent historical studies less linked to post war German memoirs.
- Wehrmacht Supply dumps: Garrisons in Minks, Rostov and Kiev have a secondary icon as supply depot. Units resting within 3 hexes from these cities will receive a supply bonus.
- Map Changes: Thanks to Russian materials and the work done by the 'War in the East 2' team the railway/road network has been corrected in places. It will be easier to supply units in the Valdai hills (Operation Mars anyone?) for both sides and harder for the Wehrmacht to go South from Smolensk, unless Kiev has been captured. (Btw at the scale of EF roads really represents minor railways.)
- playing hexes behind Berlin and Budapest have been added (these cities were surrounded after all so the extra space was needed.
- a few marsh hexes added East of the Pripyat marshes
- Several locations across the map up/downgraded to/from dense urban based on new population data from the time.
- a few cities now show the date they were captured by the Nazis during Barbarossa.
- more neat but minor stuff I forgot.