I am posting here and in the download section my new 'Eastern Front 1941-1945' Scenario. Almost a year of work went into it! The goal of this TOAW scenario is to be fun, 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, the scenario description and the equipment file. In this thread I will add a few short posts including a discussions of the design aspects that went into EF and a brief test AAR. I hope to get some feedback from the TOAW community before I post it in the scenario repositories on the web in a couple of months. All the info necessary to play the game are included in the attached scenario description in pdf format. Comments and suggestions welcome!
The scenario and any updates will be available HERE
The scenario guide in pdf format is HERE
View attachment 38575
These are the priorities that went into designing EF:
- Introduce 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.
- Model a strong seasonality, with the rain season effectively stopping offensive operations in late Fall and Spring and the 1941 'Blizzard'.
- Follow 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 guard status.
- Model replacements separately for each individual nationality, type of squad and equipment. The correct replacement rates are modeled using a large number of units disbands, which allow to model changes in production.
- Add 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.
-Take advantage of the many improvements in TOAW 3.4, including almost 900+ events, variable ZOC costs, the possibility of setting optimal
engineering and construction rates and of using a modified equipment file to model replacement for individual nationalities.
This is a scenario where the focus is on the operational choices and on the issues of logistics and production. Most importantly, I wanted a game that remains playable and realistic beyond the first year of the campaign. To achieve these goals a game at the army/corps level seemed a necessary choice, with individual turns taking 30-60 mins. Going for a 'non-monster' scenario also allowed me to test the game well into the late stages of the campaign. I also wanted a scenario that took advantage of the large amount of historical material that has been published in the past few years both on the web and in books.
Enjoy!
The scenario and any updates will be available HERE
The scenario guide in pdf format is HERE
View attachment 38575
These are the priorities that went into designing EF:
- Introduce 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.
- Model a strong seasonality, with the rain season effectively stopping offensive operations in late Fall and Spring and the 1941 'Blizzard'.
- Follow 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 guard status.
- Model replacements separately for each individual nationality, type of squad and equipment. The correct replacement rates are modeled using a large number of units disbands, which allow to model changes in production.
- Add 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.
-Take advantage of the many improvements in TOAW 3.4, including almost 900+ events, variable ZOC costs, the possibility of setting optimal
engineering and construction rates and of using a modified equipment file to model replacement for individual nationalities.
This is a scenario where the focus is on the operational choices and on the issues of logistics and production. Most importantly, I wanted a game that remains playable and realistic beyond the first year of the campaign. To achieve these goals a game at the army/corps level seemed a necessary choice, with individual turns taking 30-60 mins. Going for a 'non-monster' scenario also allowed me to test the game well into the late stages of the campaign. I also wanted a scenario that took advantage of the large amount of historical material that has been published in the past few years both on the web and in books.
Enjoy!