Version 7 of Eastern Front 41-45 is ready. Links and attachments at the bottom of this post and in the first post of this thread.

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EF is a rather mature scenario when it comes to OOB production and general balance (V1 was designed in 2012..the first version for TOAW4 (V5) was..2019?. The newest, aka V7 is mostly updating 'under the hood' details of the logistics, with the goal of fine tuning the scenario's operational pace. Changes are based on new historical research that focused on the limitations of logistic capabilities of both sides and also efforts taken by modern games such as "DC: Barbarossa" and "Great War in the East 2" to model such issues. All the changes in V7 are essentially transparent to the players and will show their effects in games continuing past 1941 (especially if you are a somewhat overaggressive Axis or Red Army player).
A few good references on logistics for the interested reader:
a book: Operation Barbarossa and Germany's Defeat in the East (D.Stahel)
and a few videos:
East Front Trucks & Horses Logistics
East Front Axis Logistics
Red Army Logistics
One's definition may vary, but in this post 'logistics' represent a wide range of important variables:
- supply rates
- Movement rates
- river crossings
- entrenchment rates
ISSUES in V6
In EF games that continued past 1942 neither sides suffered much from lack of transport, this is not historical, and partially due to:
1) the engine does not consider permanent tanks/trucks breakdowns and the winner of a battle often does not suffer many truck losses (at least for EF, your experience with other scenarios may differ). This makes units move too fast at low supply levels. This can be partially fixed by reducing the truck replacement rates, which were already incrementally lowered for trucks both sides in the second stage of the war in previous versions, but there is an important difference between not having trucks and trucks being assigned/accumulated and the 'used' during an offensive, which is what I am trying to simulate.
2) If the Axis player advances further than historical it is easy to start a runaway process where it gets easier and easier for the Axis to win as the Red Army side suffers penalties, but the Axis gains a rail network that instantaneously moves supplies all the way East to Moscow, Stalingrad and beyond...this is NOT realistic at all, especially as the Axis could not use captured Russian trains and infrastructure. The cost of managing an extended rail/road network (local logistics, supplies, security, administration) and of occupying large cities such as Leningrad or Moscow would and should also be significant. This is less of a problem for the Red Army as it mostly fought on its own grounds.
3) PBEM games showed an excess of replacements for Axis Bridging units, giving the Axis a little too much operational flexibility later in the war.
SOLUTIONS/CHANGES in V7.0
In version 7.0 'logistics' will be a bit harder for both sides, especially in 42-43, when the Axis had to 'demotorize' its infantry units and the Soviet Union production and Lend Lease programs were still ramping up. This will expand on the trend started in earlier versions where Support squads, sink units, overextended penalties and 'refugees events' were introduced to model supply limitations. An obvious effect will be to make offensives a bit shorter and the time between them a bit longer.
1) Certain static Axis garrisons arriving at conquered Russian cities will have slots for trucks and will compete with mobile units for them, acting as extra
'sink units'*
2) A small permanent supply penalty will be incurred by the Axis player if/when Leningrad, Moscow, Stalingrad and Rostov are taken. This should model the strain on longer than historical supply networks and discourage unrealistic 'deep raids' vs the AI (design note: this also compensates for any bonus coming from shared assets now stuck in garrisons)
3) Axis Ferry-Bridging and Rail Repair squads replacements have been reduced. HQs should almost never be used in direct assaults unless success is almost guaranteed AND heavy artillery is needed. The Axis player will have to be careful to avoid unnecessary HQ losses as they will significantly affect the Axis rail repair, supply and river crossing capabilities as the war progresses past Fall 1942. Never use Rail Repair units in combat.
4) Construction squads replacements have been reduced for both sides as well, as they were a little too generous (they increase the speed at which a unit `digs in', but have no intrinsic combat capabilities).
*'Sink Unit': see the PDF and previous posts for details. These are static units with LOW replacements priority. Most sink units are 'not playable' and get eventually withdrawn. They will acquire tanks and trucks when a lot of them are available, usually after combat intense turns that transfer equipment from units into the replacement pool. This approach is more dynamic than just lowering the replacement rates.
A house rule should be introduced so that Garrisons and sink units cannot be "dismounted" (i.e not allowed to hold trucks). But this is an advanced option that maybe not all players know about anyway. If you do know about it..well don't use it

.
Minor Changes
- Mariupol is an urban hex again
- some 'distant hexes' were removed around Baku and Murmansk.
- some Red Army units arrive with more rifle squads (they start at about 10% of their TOE) to make them a bit more resilient to Interdiction.
As before move them on rails at your own risk before they fill up, as this is by design.
The latest version is HERE (V7 4/15/2023)
You can find the scenario's PDF HERE
and also at the top of the scenario thread (this is an easy scenario to play, but with a lot of historical details knowing them certainly helps the players).
You do not need an external equipment file.
This will be the scenario options and your replacements/inventory window when the scenario launches.

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V7 will probably the last upgrade for a while.
Enjoy!