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Eastern Front 1941-1945 v.3.6

This scenario covers the entire Eastern Front campaign from 1941 to 1945 in TOAWIII. It aims to model the order of battle, equipment, and seasonal weather effects realistically. The Red Army's capabilities improve over time, and there are victory conditions to encourage historically-constrained play.

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Philippe Jeannot
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0% found this document useful (0 votes)
291 views21 pages

Eastern Front 1941-1945 v.3.6

This scenario covers the entire Eastern Front campaign from 1941 to 1945 in TOAWIII. It aims to model the order of battle, equipment, and seasonal weather effects realistically. The Red Army's capabilities improve over time, and there are victory conditions to encourage historically-constrained play.

Uploaded by

Philippe Jeannot
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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EASTERN FRONT 1941-1945

V3.6 (Apr 15th 2015) for TOAWIII v3.4+ (patched)


by Fabio Governato (fabio.governato@gmail.com)

To play:
1-Unzip the scenario file in the ‘Scenarios/WW II - East Front’ folder.
2-Move the folder ‘Eastern Front 1941-1945.v3.6‘ into the TOAW ‘Graphics’ folder.
3- Start TOAW and Select ‘Eastern Front 1941-1945.v3.6’ from the scenario menu (WW II -
East Front folder).

Historical Notes: this new scenario follows the entire Eastern Front campaign from the
opening of Operation Barbarossa to Spring 1945. This is an ideal scenario for ‘The
Operational Art of War’, with almost infinite possibilities for replay. Great care has been
taken to model the Order of Battle and weapons production of each army involved, with
a great deal of research and testing. However, the emphasis of this scenario is on
playability and operational choices, with the goal of providing a realistic portrayal of
this titanic struggle well beyond the first year of the campaign and over 200+ turns! To
this end the number of units has been kept to a relatively small number, about 220 per
side on the map at any given time. ‘Eastern Front 1941-1945‘ (EF) aims at modeling
history closely in a scenario that is challenging and fun to play. This scenario includes
several of the design improvements made possible by the upgrade to TOAWIII v3.4. It
models the improvement of the Red Army over the course of the war and the effects of
the Winter weather on movement, supply and air operations. The scenario has a several
Theater Options (TOs). Players in a hurry to play should read sections 2, 3 (Axis) and 4 (Red
Army). Some background on the actual campaign is given in the references section.
Comments are welcome. Send them to Fabio Governato: fabio.governato@gmail.com
Index.
1. Main Features -------------------------------------------------------------------------- Page 2.
2. Game Description----------- --------------------------------------------------------- Page 2.
2.1-2.5 Map, Weather, Blizzard, Rasputitsa & Historical constraints------------ Page 3.
2.6 The Evacuation of Soviet Factories----------------------------------------------- Page 4.
2.7 Production, Replacements and the Disband Units’ System------------------ Page 4.
2.8 Reinforcements --------------------------------------------------------------------- Page 5.
2.9 Variable OOB and Productions, Theater Options (TOs)------------------------ Page 5.
2.10 Unit Co-operation ----------------------------------------------------------------- Page 6.
2.11 Partisans----------------------------------------------------------------------------- Page 6.
2.12 The Equipment File --------------------------------------------------------------- Page 6.
3. Axis Player Notes --------------------------------------------------------------------- Page 6.
4. Red Army Player Notes -------------------------------------------------------------- Page 9.
5. Opening Turns------------------------------------------------------------------------- Page 13.
6. The Programmed Opponent (PO)-------------------------------------------------- Page 14.
7. Sudden Death & Victory Conditions---------------------------------------------- Page 14.
8. Recommended House Rules-------------------------------------------------------- Page 14.
9. Sink Units------------------------------------------------------------------------------- Page 15.
10. Air Strategic Reserves--------------------------------------------------------------- Page 15.
11. References---------------------------------------------------------------------------- Page 15.
12. Changes in Versions v3.6 to v2.0------------------------------------------------- Page 16.
13. The Anti Aircraft combat patch (obsolete with TOAWIII v3.4+) ------------- Page 20.
14. Future Updates----------------------------------------------------------------------Page 21.

1. Main Features:
- A detailed Order of Battle, down to the number of attached regiments and battalions.
- ‘Sudden Death’ victory conditions to simulate the political constraints of each force.
- Lend-Lease shipments and the evacuation of Soviet factories.
- Strong seasonal weather effects.
- Each equipment entry has historical replacement rates.
- Separate Rifle Squads and equipment for each of the Axis allies.
- Realistic portrayal of the Red Army’s improvement over the four years of the war.
- Theater Options for Offensives and to change the production emphasis of each force.
- Strong Fog of War
- Use of TOAWIII 3.4 features (ZOC costs, entrenchment rates, Max Rounds per Battle).

2. Game Description: Make sure that all Advanced Game Options are ‘on’, with the
exception of ‘High Supply’ that must be ‘off’. EF also uses its own equipment file.
Map scale: 32Km for 205 weekly turns: from June 22nd 1941 to May 1945.
Units: From Army (mostly Red Army) to brigade scale.
Unit Colors: Red Army: light and dark red
Germany, Rumania and Hungary different shades of gray and blue
Finland: white
Italy: green
2.1 The Map: is an extensive redrawing of the map used in the “Russian Front”
scenario that comes with the game. Here is a list of the major changes:
- Major rivers play an (historical) role in providing strong defensive opportunities.
- The railway network was re-drawn following V.Madej’s version in his “The Russo
German-War” (p.12).
- The Minsk-Smolensk-Moscow highway is now a major road.
- Movement rates, plane ranges, entrenchment rates and density penalties are modeled
consistently with the scenario scale: (32km/hex).

2.2 Weather: EF aggressively models the effects of weather. Cold fronts and snow
storms will occur starting in October, affecting road movements, supply and air
operations (with negative Air Shocks), for both sides. These effects will wane by March
every year, followed by the rain/mud season. Combat in Winter and during rain seasons
will be difficult. Major rivers will freeze. Players will need to plan their operations
accordingly.

2.3 Blizzard 1941 : the first Winter proved deadly for the unprepared Wehrmacht. This is
simulated by negative shock bonuses and a drop in the supply rate over several turns
starting in December. The Axis player needs to follow the news carefully!

2.4 Rasputitsa: In Fall and Spring the rain season (or Rasputitsa, ‘season without roads’)
will make movement extremely difficult, effectively bringing fighting to a halt for both
forces. This is modeled with a number of TOAW features, including Cease Fires, Negative
Shock bonuses (that will drop supply rates and force most formations into
reorganization) and refugee effects, which increase the cost of movements along roads.

Rasputitsa Turns: 17-18 Fall 41


41-44 Spring 41
68-70 Fall 42
93-96 Spring 43
120-122 Fall 43
145-148 Spring 44

2.5 Historical Constraints, or how to avoid a very un-historical Russian Campaign.

1- Having separate squads, equipment and replacement rates for each Axis nationality
gives the Red Army a strong historical reason to advance as soon as possible into
Rumania, Hungary and Finland to knock them out of the war, and forces the Axis player to
defend them. As German units will not receive replacements from the other nations’
pools, this approach avoids an unrealistic early withdrawal to ‘Festung Germany’.

2- In 1941 the Red Army Player will be tempted to withdraw as fast as possible to avoid
the encirclement of many of his units. While a legitimate strategy, this approach was
historically severely constrained by the necessity to allow factories and civilians to be
evacuated. Politically it would have been unthinkable for the Red Army to abandon major
cities such as Kiev, Sevastopol and Smolensk without a fight. These factors are modeled
in the game. At the start of the scenario major Russian cities contain static units in
garrison mode, representing both political and industrial centers. These units will
automatically withdraw as the game progresses, each at a turn marked on the unit. If a
garrison unit is destroyed, the Red Army will suffer extra replacement penalties AND a low
probability chance that the Axis will achieve a 'sudden death victory' following the collapse
of the Soviet government. If the Red Army withdraws at full speed and the Axis destroys all
the 'sudden death' units (corresponding to an advance much faster than historically
achieved), the cumulative chance for an instant Red Army surrender becomes significant, if
still not certain. The rationale behind this approach is that, given the timing of the
withdrawals, the Axis will be able to reach these units only if the Red Army retreats
without offering any real resistance, i.e. by retreating much faster than historically done.
This will force the Red Army player, faced with a small but real risk of a 'sudden death

defeat', to put up an historical ‘forward defense’ while attempting an ordered


withdrawal. The ‘sudden death’ units are located in Moscow (T24), Smolensk (T4), Kiev (T6),
Dnepropetrovsk (T7), Bryansk (T7), Karkhov (T8), Sevastopol (T8) and Rostov (T10)
(parentheses mark the turn of withdrawal of the garrison/factory units. Units withdraw at
the beginning of the turn, before the Axis move). Hitler and OKH believed that the capture
of Moscow would have forced the Soviet Union to ask for peace. If the ‘Moscow T24’ unit is
destroyed there is a 30% chance of a Soviet Sudden Death. This addition in v3.4 gives to
the Axis player an historical incentive to continue the offensive, at the expense of delaying
preparations for Winter. After Turn 24 the chances of a Soviet Sudden Death for the loss of
Moscow drop to 10%.

3- 1943 and later: as a large percentage of the Red Army’s infantry replacements arrive
at major cities as on-map units to be disbanded (look for the silhouette symbols), arrival
times follow the historical advance timetable, with Moscow, Leningrad and Kiev being
major manpower centers. This will give the Axis player a strong incentive to hold on to
conquered territories in Ukraine and Byelorussia. A slower than historical advance by the
Red Army will most certainly cause Rifle Squad shortages.

2.6 The Evacuation of Soviet Factories: the evacuation of Soviet industries is modeled in
the scenario by a series of events and special units. The Red Army will suffer penalties
depending on the speed of the Axis advance. Karkhov, Smolensk, Dnepropetrovsk and
Bryansk contain static units in garrison mode representing factories (see section 2.5).
Their turn of withdrawal is marked on each unit. 1) If the Axis destroys any of these units,
it means that the factories at that location have been captured and destroyed before they
could be evacuated. The Red Army will suffer a larger than historical replacements
penalty (around 10% per factory ). There is also a small chance that the Red Army will
sue for peace. 2) if the Axis occupies any of these cities after the Factory unit withdraws,
the factories have been successfully evacuated and the Red Army will suffer a smaller
replacements penalty (6% each, for a total of about a 20% cut in production). The fall of
the four cities would be the historical outcome and ensuing Red Army production will be
historical. 3) If the Axis fails to take any of the four industrial centers, or takes them later
than historical (late Summer/Fall) the Red Army’s production will be higher than
historical. It is a simple scheme, but it gives the Axis a true sense of urgency, forcing them
to choose between Moscow and the industrial objectives in Southern Russia.

2.7 Production, Replacements and the Disband Units’ System. To check the number of
available replacements for a given unit type, click ‘View’ and then ‘Inventory and
Replacements’ (16.11 in the manual). For a campaign of this size ands scope it is vital
that the scenario adopts correct replacement rates. The scenario models in great detail
the replacement rate per turn for each weapon and infantry type as provided by the
historical sources. While Rifle Squad replacements peaked for each side in 41-42 and
decreased later on in the war, the production of heavy guns and tanks followed an
opposite trend as the industrial output of the Axis and the Soviet Union peaked in 1944.
Lend-Lease was a major source of trucks, tanks and planes for the Red Army. This
complex process is accurately modeled by combining 1) the scenario’s varying
replacement rate and 2) numerous 'disband unit' events that directly dump equipment
into the replacement pool. Most of the ‘disband unit’ events happen automatically and
are transparent to the player. This allows the scenario to have a unique production rate
for *every* equipment entry based on historical sources. In a few cases Red Army and Axis
replacement units arrive on map and need to be disbanded by hand- look for units with a
brown background.

2.8 Reinforcements: new units arrive according to the historical schedule. At variance
with most TOAW scenarios some units arrive split in sub-units and/or as empty shells with
low supply and readiness values. It will take them a few turns to become fully combat ready
as they receive items from the replacement pool. Premature commitment of reinforcements
should be avoided. This approach forces the Red Army player to make important
decisions: commit his forces too early to see them evaporate in combat or due to air
bombing, or wait too long and let the Fascist hordes advance unchecked. The Axis player
will face similar problems in the late stages of the campaign. Some Red Army Infantry
units in 1943 and later are scheduled to arrive in Ukraine and Byelorussia (i.e South and
West of Moscow). The Red Army will gain infantry reinforcements earlier if it makes
progress faster than historically achieved. The reverse is true if the Axis is able to hold
ground longer than historically done. Bleeding the Red Army to death while holding the
Ukraine as long as possible is the best strategy for the Axis to win the scenario after 1942
(N.B. if playing vs. the computer: The PO automatically disbands the Red Army reserve
units after arrival on the map- it’s only fair!).

2.9 Variable OOB and Productions Theater Options (TOs): in a campaign extending over
almost four years it was necessary to give players some realistic TOs to change the
production of replacements. Within the limits of the production capacities of the Axis
countries and the Soviet Union, this makes a lot of sense! A campaign where trench
warfare prevailed would have required more emphasis on artillery than on tanks. A
successful Axis campaign able to decrease the supply rate or the logistical support
(modeled in the game with Supply Squads) would have forced the Red Army to decrease
the resources assigned to the Air Force. Every change in production was designed
estimating the resource cost of the equipment involved (one medium tank corresponds
to fifty-seventy Rifle Squads). Estimates came from the total tonnage of the units
involved. As a result every production change is a zero sum change in industrial output.
Production changes TOs appear in 1942-43 and amount to about 10-20% per year.

2.10 Unit Cooperation: Wehrmacht units (but not some SS) are on Force support, but
because most have the same color scheme they are effectively on Free support. Axis
Allies are on Force Support. Red Army Forces are divided into Fronts. In TOAWIII v3.4
combat penalties for non cooperating units are harsh. The players should use the attack
planning screen often to check for gray or black flags.

2.11 Partisans: partisans are modeled by several 'guerrilla events' occurring at different
times over the campaign. Late in the war some of the Axis Rail Repair units and Security
divisions are withdrawn to represent increased anti-partisan efforts. Guerrilla events flip
hex control and destroy rail lines. The Axis player can reduce the effects of partisan
activity by stationing split Security units at major railway nodes and keeping some Rail
Repair units readily available to restore broken railroads behind the lines.

2.12 The Equipment List File: EF uses a specific equipment file (see instructions at the
beginning of this document). The range of all planes used in the scenario has been
rescaled (and sometimes corrected) to reflect the actual scale of the game (32km/hex,
roughly 20m/hex). The database includes Rifle Squads for each nationality (German,
Finnish, Hungarian, Rumanian, Italian and Slovakian), and differentiates between combat
units as Pioneer/Sapper and Construction units with engineering capabilities, allowing
for a much more realistic description of construction and replacements rates. With this
approach, when an Axis Ally surrenders (usually when its capital is conquered, see
section 3.1 and check the yellow diamonds on the map), its units will be withdrawn and
their replacements will not benefit the remaining Axis units.

3. AXIS PLAYER NOTES

3.1 Locations affecting Withdrawals, Supply, Replacements and arrival of AXIS units.

Marked with a yellow diamond: these cities cause the specified Axis Ally to withdraw if
occupied by the Red Army:

Bucharest (13,56): Rumanian Forces.


Budapest (2,39): Hungarian Forces.
Helsinki (34,6): Finnish Forces.
Riga (29,16): Finnish Forces (as historically happened).

Hexes that affect the Axis if occupied (penalties if occupied by the Red Army):
Ploesti (13,53) -5% Supply for the Axis if occupied by the Red Army.
Dnepropetrovsk (39,49) +2% Supply for the Axis, starting 4 months after occupation.
Tallinn (33,9) +1% replacements for the Axis, starting 4 weeks after occupation.
Koenigsberg (18,18) permanent negative (99%) Shock for the Axis when lost.
Budapest (2,39): Loss triggers a -1% Supply penalty (loss of Oil Fields)

Most Axis units arrive and reconstitute on the western border of the map on rail lines.
Supply Points and City Fortresses: The Axis player has a few supply points across the
map. Many deliver much less supply than the global supply rate. They are however
pretty useful. This is a TOAW III feature which the scenario uses to model the ability to
leave units behind in fortified areas as historically happened in Latvia, Prussia and the
Northern coastline of Europe. These units will only be able to defend, but they can
survive indefinitely behind the frontline without withering away out of supply (they will
also reconstitute when eliminated). The Red Army will have to actively attack to get rid
of them! This is a great way to use Volksgrenadier units (with AT squads) for delaying
actions. To allow for a small element of surprise I have not posted a list of ‘Festungs’
here, but the Axis player can find them directly on the map. Capture of Volkhov and
Novorissisyk will respectively remove the Red Army supply points in Leningrad and
Sevastopol, making impossible for those cities to resist a long siege by the Axis.

3.2 AXIS PRODUCTION THEATER OPTIONS. A number of TOs allow the Axis player to
modify or streamline the production of tanks over the course of the war. These options
are quite realistic and were debated by the Nazi government during the War.

- More U-Boats less Red Army Supply & Replacements: Available between Fall 1942 and
Spring 1943. It reduces the Red Army supply by -2% and replacements by 1% for 80
turns. (it is assumed that Germany eventually loses the U-Boat war). The Wehrmacht
receives less heavy tanks, as industrial resources go to enlarge the U-Boat fleet instead.

- No Heavy Panzer Jagers (Tank Hunters). Available from early in 1943 to Turn 95. The
heavy Panzer Jagers are never produced (such as the Elefant, which was used at Kursk,
not very successfully). Production is converted to about twice as many medium tanks
(PzKw IVs).

- Less Heavy Tanks (Tigers and Jagdtigers) Available turns 140-149. Less Tiger tanks
are produced, replaced by twice as many medium tanks (PzKw IVs).

Selection of all three options together results in supply penalties for the Red Army in
exchange for a severe cut in the production of heavy panzers and an emphasis on the
production of more late models type PzKw IVs.

Supply and Replacement Rates: these will peak in 1943-44 and plunge in 1945.

Axis Withdrawals: several Axis units will withdraw as they get redeployed to other
theaters (Italy, Africa and the West Wall). These withdrawals are announced in the news a
few turn in advance to allow the Axis player time to prepare. Good examples are the 10th
Pz Division relocating to Tunisia, the SS divisions redeployed in France in 44 and the 19th
Mountain Korps redeployed to Norway after Finland asks for peace. Honor rule: players
should not disband units about to be withdrawn.

Supply Units: The Axis has four units at the beginning of the scenario. Their effect is to
locally increase supply rates locally. They will all withdraw as the campaign progresses,
UNLESS the Axis conquers Stalingrad or Moscow (each event will retain one Supply Unit).
This effect is to simulate the effect on logistics of a better than historical campaign.

Army and Army Group HQs: have traffic control and limited railroad repair capabilities.
Army HQs contain support squads, affecting the supply rate of the parent formation.
They should rarely be used in direct combat. Best placed one hex behind the frontline.
RR repair units: they are vital to move supply forward. Their number (four) has been
chosen to allow an historical rate of advance of the rail heads. The Axis RR units start split
in three, providing the maximum rail repair rate. Two hexes are repaired automatically
every turn (1 in 1943 and later).

Spring bonuses: The Axis will receive a supply bonus and some extra support squads in
Spring of ‘42,’43 and Summer ‘44, to simulate the historical surges in replacements.

Axis Rail, Sea, Recon and Airlift rates: start high, but will decrease starting in 1943.

Air and Elite Units: some German elite Panzer divisions start as Motorized regiments
(Grossdeutschland, LSAH, Totenkopf) before withdrawing for refit and expansion to full
Divisions. Some SS and air units units withdraw to the Western Front in 1943-44. These
events are handled by the event engine and withdrawals are announced in the news.

Hiwis: Starting in 1942 The Wehrmacht used more than one million Russian POWs as
forced labor attached to fighting units. This extra manpower is represented by a ‘Hiwis’
unit, containing 1000 Construction Squads, that arrives in Ukraine (hex 26,41) in
Summer 1943. This units must be disbanded manually by the Axis player, so that its
squads join the replacements pool (similarly to Soviet reinforcement units). These
Constructions Squads will increase the engineering/entrenching capabilities of their
parent units.

3.3 AXIS OFFENSIVES THEATER OPTIONS. The Axis player should carefully decide how/if
to employ them, as they will strain the supply network and result in long term penalties.

SPRING-SUMMER 42 OFFENSIVE: This TO arrives in Spring 1942 and is cancelled by Turn


60. The Axis player receives air and ground shock bonuses for a few turns, starting three
turns after the TO has been selected. The Red Army suffers a theater recon penalty to
simulate the Axis deception strategy during the preparation of the offensive. However,
after activating this option the Axis receives a permanent reduction in supply (1%) and
replacements (1%) starting on Turn X+8.

SPRING-SUMMER 43 OFFENSIVE : This TO arrives in Spring 1943 and is cancelled by


Turn 112. The Axis player receives a 115% ground shock bonus for a few turns, starting
three turns after the TO has been activated (if the Axis player activates the TO at turn X,
the bonus arrives on turn X+3). After activating this option the Axis receives a permanent
reduction in supply (2%) and replacements (4%) starting on Turn X+8.

Axis Allies

Italy: the Italian expeditionary force will withdraw in the Summer of 1943, as the Allies
invade Sicily. Additional Italian forces will be sent if the Axis occupies Gorki (hex 65,27)

Hungary, Slovakia, Finland and Rumania: Hungarian and Rumanian forces should never
stack together or move North of Lvov (Y: 36) They will withdraw when their respective
capitals are conquered. The Finnish army will withdraw when the Red Army liberates
Helsinki or Riga (29,16). Two Red Army, Karelian Front Armies will also withdraw when
Finland surrenders, as some other units when Hungary and Rumania surrender. To avoid
‘gamey’ tactics early in the game the Axis player should make sure Riga is secure when
captured in 1941! The Finns activate on turn 4, but the exclusion zone that separates
them from Leningrad is only removed on turn 104 OR if the Axis takes Leningrad. The Finns
should not move South of the area marked by stars.

Shock Bonuses: The Axis starts with strong Air and Ground Shock bonuses to simulate
the effect of surprise and the better level of strategic organization. These effects will end
by Fall 1942, representing the decrease in quality of Wehrmacht replacements.

ZOC Cost Bonus: To simulate German troops prowess at the tactical level, the cost to
leave an enemy ZOC is only 0.75-0.9 the normal cost until Fall 1942. This is a useful
TOAW 3.4 feature, that makes encirclements of Soviet units easier during Barbarossa.

4. RED ARMY PLAYER NOTES

First Turns: the opening of the campaign will be brutal and the situation will seem
hopeless (as the opening map on page 1 shows). It gets better.

Infantry replacements and the Levy System: Each side mobilized millions of men as
infantry units during the course of the war. The Red Army levy happened twice a year in
Spring and Fall. The surge in conscripts coincided with major offensives (Karkhov 42,
Operations Uranus and Bagration) and these levies need to be incorporated into the
disbandment scheme to realistically time the Red Army offensives. This procedure leads
to both a build-up phase and to the eventual end of offensive operation, often dictated
by lack of supply and replacements. In later years (from the Summer of 1943) the Red
Army raised a substantial (30%) part of its conscripts from recently liberated territories
in the Ukraine and Byelorussia. The units representing these later reinforcements arrive
on the map and need to be manually disbanded. These units will have a brown
background, 0 MPs and the fixed artillery icon.
Locations affecting Supply, Replacements and arrival of RED ARMY units: The Red
Army will suffer supply and replacement penalties and reinforcement delays if the
following hexes are occupied by the Axis:

Industry Icon: hexes that affect Replacements rates (example: 61,51 Stalingrad)
Human Figure: arrival hexes for Red Army Replacements (example: 17,36 Lvov)
Oil Well: hexes that affect the supply rate if taken by the Axis or liberated by the Red Army.
Diamond symbol: hexes that remove supply points in major cities or may trigger Sudden
Death events.

Maikop Oil Field (48,62) -4% Supply


Smolensk (41,28) -4% Replacements
Kiev (31,39) -5% Replacements
Murmansk (57,5) -5% Replacements (Lend Lease Port)
Kursk (45,39) -6% Replacements
Dnepropetrovsk (39,49) -6% Replacements
Stalingrad (61,51) -10% Replacements
Leningrad (44,11) -10% Replacements + Railway capacity cut to 8000.
Moscow (54,27)* -20% Replacements + Railway capacity cut to 8000.
Baku (61,72) -10% Replacements
Volkhov ( 48,11) Red Army Supply source in Leningrad removed.
Novorossisyk (42,60) Red Army Supply source in Sevastopol removed.
The Red Army will gain a Supply bonus for occupying:
Danzig +2% ( main Axis submarine base)

Warsaw, Lvov, Saratov and several hexes on the East side of the map: Reinforcement
arrival points. Delayed Reinforcements will arrive only if the town/hex is eventually
occupied by the Red Army. The replacement penalties ensure that the Soviet industry
output is historical. A better than historical Axis campaign will adversely affect the Soviet
player, *but it is unlikely (10% chance if Moscow falls) that the Soviet Union will collapse
unless most of the map is conquered by the Axis (see Victory Conditions in section 7). Some
units will withdraw shortly after Finland, Rumania and Hungary surrender, as they
historically moved off map (to Norway, Yugoslavia and Austria respectively).

Red Army Units: the quality and composition of the Red Army Forces improved
dramatically over the course of the war. This is represented by having two types of
combat units (marked by a light or dark red background respectively). Units with a light
red background will not reconstitute. Especially during the first crucial years of the
campaign the Russian player is forced to choose between sending reinforcements to the
front line (early units are low quality) or disbanding some of the early units and letting
their equipment transfer to the second generation units, with a much stronger TOE (table
of organization and equipment), that will start arriving in Fall 1941 (see below). Most
disbanding of the early units should happen over a long period of time, representing the
slow transition of the Red Army from ‘stumbling colossus’ in 1941 to an unstoppable war
machine in late 1944. (a good rule of thumb to start disbanding is when there are at least
140 ground units on the map).

1941 Units: light red background. They have low proficiency (mechanized units: 35-40,
infantry: 40-45) and their parent formations have very low proficiency and supply levels.
They have high replacements rates, which means that they will get a lot of the available
replacements. Remember: These units do not reconstitute. If disbanded later in the war
the men and equipment from the disbanded units will return to the equipment pool and
will eventually be issued to new units. However, ‘early’ units are brittle and will run out
of supply quickly if used offensively. They will also go into re-organization often. High
replacement rates reflect the fact that most fresh recruits had to be sent to the front with
little or no time for adequate training. Red Army Formation HQs have two command
squad each, which makes them susceptible to overruns. Each Formation represents a
Front (equivalent to an Axis Army Group) or (in July 1941) a Military District.

1942-1945 Units: dark red background. These units start to arrive in late Summer 1941,
have a higher proficiency, their parent formations have a higher proficiency and supply
distribution efficiency (which improves with time due to the arrival of more supply
squads for their HQs) and reconstitute if destroyed. These units have a stronger TOE that
includes many attached arty and tanks regiments and will eventually form the backbone
of the Red Army.

During the first year of the campaign the Red Army will have relatively few units on the
map. The Red Army player will likely have to split Army units into two or three Corps to
effectively cover the front. Remember that split units suffer a proficiency penalty. This is
introduced by design to simulate the initial low quality of Russian troops.

Guards and Tank Armies, upgrades & withdrawals: starting in Spring 1943 several
Armies were promoted to Guards status. These new armies contained more infantry
divisions (up to 9) and a very large number of support units (artillery regiments, tank
brigades etc...). To simulate these upgrades and with them the general improvement of
the Red Army, starting in 1943 the Red Army player receives several TOs. On activation
the affected Infantry or Tank Army will disband and return with Guards status (dark red
background). These new units will eventually become much more powerful than their
predecessors, with a better proficiency and allowing for a larger number of squads and
more modern tanks and equipment. Withdrawal/upgrades appear as TOs following the
historical schedule. First generation Tank Armies (which historically performed very
poorly) will be replaced by one Tank Army + one Mechanized Corp. If a TO is not
manually activated by the player it will be automatically activated on the specified turn
(usually a few weeks after the historical upgrade). Disbanded equipment will return to
the replacements pool. Guards Armies attached to Stavka are on free support and they
will fight with units from other Fronts with no cooperation penalty.

Lend-Lease: the substantial shipping of supplies, guns, vehicles and tanks from the UK
and the US (often referred to as Lend Lease, (LL)) is faithfully represented in the game.
Historically most of the Red Army’s trucks and significant numbers of tanks and AA guns
were delivered to the Soviet Union through the LL program, before the Soviet production
ramped up. Players will notice how Churchill and Valentine tanks will start showing up in
the TOE of Soviet Armies starting in Fall 1941, while Shermans will arrive in 1944. To
illustrate the flow of LL units a number of reinforcements units are scheduled to arrive in
41-43 at the historical locations of Murmansk (57,5) and Baku (61,72). These units need
to be disbanded so that their components will go to the replacement pool (they have no
MPs and low proficiency). Historically Murmansk and Baku were strategic objectives for
the Axis and need to be carefully defended by the Red Army at all times. If either of the
two locations is captured the Red Army will suffer several penalties:
1) Permanent replacement penalties
2) Withdrawal of some LL units scheduled to arrive before 1942.
3) Delay of some units arrival by up to 8 weeks*

*LL units are automatically disbanded 8 turns after their scheduled on-map arrival.

Eventually, starting in late 1943 the LL reinforcements will arrive off-map and be
automatically disbanded. This will simulate the establishment of safer and more flexible
routes (through Iran and the Pacific as the war in other theaters progresses) and the
decreasing strategic importance of Baku and Murmansk.

Engineer and Reserve Units (light brown background): in Spring 1942 the Red Army
receives a number of Engineer and Reserve Armies (mostly composed of infantry and
construction units). They can be used to create fortified areas, but should eventually be
disbanded and not used in combat. Their construction squads will be more useful when
incorporated into larger units as they will help them achieve a higher deployment level
(Defending, Entrenched or Fortified) faster. Historically the Red Army started with an
insufficient number of Construction/Engineer units and was able to raise enough of them
only in Spring 1942. At the same time, a number of Reserve units were formed, they
were mostly training units with limited combat capabilities. These units have an
extremely low proficiency and virtually no combat value! They must be disbanded to
provide replacements for normal combat units. Follow the recent and expected
reinforcement screens to see where and when reserve units arrive.

Supply Units, Support Squads and RR Repair Units: to represent improvements in


logistics at the front the Red Army receive several Supply Units during the course of the
war. Keep them a few hexes ahead of the railheads. Late Red Army Formations
(corresponding to Red Army Fronts) have HQs with Supply Squads. Their supply
distribution efficiency will slowly grow as more Supply Squads arrive.

Railroad, replacement, recon and supply rates: all improve considerably with time,
starting in Fall 1941. Losing Leningrad and Moscow will decrease the Railroad capacity of
the Red Army, possibly permanently if this happens later in the war.

Leningrad Area: an exclusion zone simulating an extensive line of manned forts


separates Finland from the Leningrad Area. This was a quiet area of the front for most of
the war. The exclusion zone is lifted if 1) the Axis takes Leningrad or 2) on turn 104
(June 1943).

Red Army Production Theater Options:

Red Army: in late Spring 1943 The Red Army receives several TO option that allow him to
switch production between tanks, guns and infantry, changes that amount to about 20%
of yearly production. These options remain available until March 1944.

1) More Tanks fewer Guns: more T34s, and fewer guns


2) More Guns fewer Infantry: more large caliber artillery and fewer Rifle Squads.
3) More Infantry fewer Tanks: more Rifle squads and fewer T34s
4) Less Planes, more supply: one Air Army withdraws. Red Army Supply +1%, Recon -2%
Replacements +1% (The Red Army Air Force was a resource hog).
Combinations are possible: Use of options 1 AND 2 correspond to: 'More Tanks, fewer
Infantry’. Options 1 AND 3 corresponds to ‘More Infantry, fewer Guns’ (smart eh?).

Red Army Offensives Theater Options

OFFENSIVE I: This TO arrives in December 1942 and will disappear on Turn 82. The Red
Army receives a small ground shock bonus for a few turns, starting three turns after the
TO has been activated (e.g if the Red Army player selects the ‘Offensive I’ TO on turn X,
the bonus arrives on turn X+3). The Axis suffers a recon penalty to simulate the Red
Army’s deception strategy.
OFFENSIVE II: This option arrives in June 44. The Red Army receives small ground shock
and supply bonus for a few turns, starting three turns after the TO has been activated
(e.g. : if the Red Army player selects the ‘Offensive II’ TO on turn X, the bonus arrives on
turn X+3). The Axis suffers a recon penalty to simulate the Red Army’s deception
strategy. [Designer note: Offensive TOs simulate the Uranus and Bagration Offensives].

EXTRA FRONT: on Turn 120 the Red Army has the option of creating an extra Front (the
Kursk Front). This is a useful option if the Red Army has a surplus of replacements or it
has lost too many early Armies (those that do not reconstitute) and it is running 'out of
counters'. It makes sense to assume that the Red Army would have reformed them, even
if that would have required creating extra logistical support. To model this the TO has
a supply penalty attached to it. One HQ, three Infantry Armies, a Tank Army and an
Artillery Corp will arrive in a few turns. Remember that units arrive as empty shells! On
top of a supply penalty the Kursk Front HQ will require support units and will then
compete with other existing Fronts for them. This will, on average, bring the supply rate
down for the whole Red Army for several turns, unless there is an existing surplus of
support squads, (a surplus of support squads is likely in late 1943, at least if the Red
Army avoided losing HQs in early battles. This option does not disappear until used.

5. Opening Turns in 1941 and strategic situation by Front:

Army Group North: terrain is difficult but Red Army forces in front of Leningrad are not
strong. Diverting mobile forces from AGN to AGC in the Fall will be necessary to conquer
Moscow. Leningrad can survive a siege. If conquered the Finnish units will be activated.
They are strong, but have almost no replacements and should be used sparingly.

Army Group Center: in the opening turns the Wehrmacht has the opportunity to create
several large pockets by attacking the weak spots along the border and pushing as far
forward as possible with the panzers. The German player will need to decide if it is better
to leave Red Army units behind to be mopped up by the infantry, or to secure supply
lines. RR units will need to be split to maximize rail repair. Remember that occupying
Moscow will not automatically win the game for the Axis, but it will cripple the Red Army.
It will be tempting to push towards Moscow through December, but tired, low supply
German units will be very vulnerable when ‘General Winter’ arrives.

Army Group South: the Donets basin and the Caucasus contain primary objectives vital
for the survival of Soviet industry. In the beginning the Red Army has several mechanized
units with which to counterattack, but these forces will be prone to reorganization and it
will be very vulnerable to being forced into large pockets by the fast Panzer divisions. In
late Summer, once the Dnieper has been crossed by German tanks, the Red Army will
find itself exposed and weak. Many Russian units will have to be split into sub-units to
cover the frontline. However, Sevastopol can resist a long siege unless attacked in force.

In 1942 the Axis can try to weaken the Red Army by taking Leningrad (and/or Stalingrad)
or Moscow, cutting the replacement rates for the Red Army. A successful drive south to
Baku will also make life very difficult for the Red Army.

6. The Programmed Opponent (PO): Elmer, the game PO puts up a decent fight
particularly through Spring 1942. If playing against the PO, human players are
strongly advised to help Elmer every few turns to reorganize armies, defend major
cities and move air units closer to the front. The player should modify PO objectives
as the game progresses. These actions will greatly help “Elmer” to provide an
interesting challenge. The PO uses multiple tracks for both sides in v3.
One TO per side (RED ARMY EXTRA SUPPORT SQUADS on Turn 10 and AXIS REBALANCE
OPTION on Turn 50 ) give the players the option to allocate extra Support Squads to the
other side. This helps balancing the game vs the PO or a less experienced opponent!

7. Victory Conditions: the scenario will end with a Red Army Victory when Berlin is
captured. There is a 10% probability that he same will happen if Moscow is captured by
the Axis. Alternatively, the scenario will end in May 1945 with a normal victory count.

7.1. PBEM Sudden Death Victory Conditions: this section describes a set of
recommended Victory Conditions to be applied at the end of every year (unless
otherwise specified). These victory conditions have to be agreed upon by both players.
These conditions are house rules and are not enforced by the event engine!

1941 The Axis player wins by ‘Sudden Death’ if he holds Leningrad, Moscow, Rostov and
one of Grozny, Stalingrad or Murmansk at any time in 1941. The Red Army Player wins if
by the end of 1941 he holds all the cities in the 1941 Axis list, plus Kiev and Riga.
1942 The Axis player wins by ‘Sudden Death’ if by the end of 1942 he holds Moscow,
Leningrad, Stalingrad plus Baku or Murmansk. The Red Army Player wins if he holds all
the cities in the 1942 Axis list, plus Kiev OR Warsaw.
1943 The Axis player wins by ‘Sudden Death’ if by the end of 1943 he holds Moscow,
Leningrad and Stalingrad. The Red Army Player wins if he holds all the cities in the 1943
Axis list, plus Kiev AND Warsaw.
1944 The Axis player wins by ‘Sudden Death’ if by the end of 1944 he still holds Minsk,
Budapest, Buchurest, Kiev and Riga. The Red Army Player wins ...by occupying Berlin.

8. Recommended House Rules: optional, but they make for a more historical game.

Loss Tolerance: With the exception of units in location that trigger events and award
victory points, Fortified (F) units should not be set on ‘Ignore Losses’. (this is due to a
TOAW feature that makes units on Ignore Losses unrealistically hard to retreat). The Red
Army used massed infantry attacks with a casual disregard for human life and
equipment losses. The Red Army player should never set his units on ‘Minimize Losses’.
As a rule of thumb attacks with units ‘in the red’ should be used sparingly to avoid
excessive losses. Red Army offensives were historically launched after a substantial
build-up of supplies that took several turns in game terms.

Sea Invasions: the Axis Player should NOT use his sealift capacity for sea invasions
after 1942. Red Army forces should refrain from invading Germany by the sea at any
time, and should not attempt a sea invasion of Rumania earlier than 1943.
Air Forces: Starting in 1943 the Red Army Player enjoys strong air supremacy and high
air replacement rates. Both Combat Support to aid ground units, using Ignore Losses
settings and attacks on Axis airfields are encouraged and reflect historical tactics.

Bridge blowing by air units : should *not* be used by either force. On the Eastern Front
this tactic was not as extensively used at the strategic level as it was on the West Front.

Airborne Operations: the Red Army has a few Corps with airborne capabilities. However,
these units were not used in airdrop operations after 1944. The players should agree if
they want to stick to the historical role of these units. The default is that both forces can
do limited airborne operations, as allowed by the scenario’s Air Transport Capacity.
Airdrops should be limited to a range of 3 hexes from the nearest supplied unit. The Axis
player has strong Anti-Aircraft units garrisoning vital locations.

9. Attrition Losses and Sink Units This is an important addition as in previous


versions of EF tank losses were underestimated by about 20% and obsolete
equipment remained active in units for far too long (TOAW does not allow for
operational losses, meaning that tanks never break down). This change is transparent
to the players as they have no control on the ‘sink’ units, which arrive with empty
slots that will slowly fill up with unused tanks and AT guns equipment existing in the
replacement pool. Axis sink units arrive on turns 13 and 120, and withdraw on turns
60 and 180 respectively. Red Army sink units arrive on turns 16 and 110 and withdraw
on turns 60 and 180. Fall 41 and Fall 43 correspond to times when operational losses
were high for both sides. The players should not disband or attack the sink units. They
are on the lower left of the map.

10. Air Strategic Reserves. These hexes (surrounded by dark lines, for example 2,22
and 65,15) mark areas and airfields that are ‘far away’ from the map and so unreachable
by enemy air units. The players can place air or ground units there while they acquire
replacements or rest.

11. Scenario Sources and Readings: some entries have links to the on line sources.

Stalin’s Key to Victory by Walter S. Dunn Jr. (great source on the OOB and production)
Soviet Casualties and Combat Losses in the Twentieth Century by G.F. Krivosheev et al.
The Storm of War by A. Roberts (Lend-Lease and production)
When Titans Clashed by D.M. Glantz (great introduction with a lot of detail)
Stumbling Colossus by D.M. Glantz (June 1941 OOB and arrival of units)
Colossus Reborn by D.M. Glantz (TOEs and production)
Absolute War by C. Bellamy (production options)
The Road to Stalingrad by J. Erickson (my favorite reading on the Eastern Front
Campaign)
The Road To Berlin by J. Erickson (see above)
The Russo-German War 1941-45 M.Seaton
The Last Year for the Luftwaffe A. Price (Luftwaffe OOB for 1944)
Clash of Wings by W.J.Boyne
Panzer Battles by F.W. Von Mellentin
Crumbling Empire The German defeat in the East, 1944 by S.W. Mitcham, Jr
German Tanks at War by B. Carruthers (useful notes on German tank production)
Kiev 1941 by D. Stahel. Modern description of Barbarossa. Easier to read than Glantz.
Several existing TOAW Scenarios and games including:
Russian War 41-44 by T. Klemme
Directive 21 by S. Sill & R. Kesler
Russian Front (TOAWIII CD, by ‘Silvanski’ & P. Falotti)
Soviet Union 41 by B. Cross
Matrix’s ‘War in the East’ PC game: www.matrixgames.com
Image credit: wikipedia.com

(Possibly out of date) list of sites used for estimates of weapon production.

German Tank Strength in June 1941


Luftwaffe Production
German Tank Production: Source 1 and Source 2.
Glantz’s 45 minute video lecture on the Eastern Front.
German Replacement Rates (this is a rare find)
German Railroad Repairs
German Weapons Production (only a fraction of production went to the Eastern Front )
Axis Allies’ Production
Red Army Tank and Gun Production
Russian Railroads Map

Acknowledgments: Many thanks to Chris Horn for a careful editing of this document and
to Mark Dabbs, Mike Campbell, Jeff Norton, Ed S. and Carlos Summers for play testing
various versions of this scenario.

Changes in Version 3.6 (April 2015)

This version includes a few minor changes that improve on the realism of logistics in
Spring 1942 and 1943. It should take a little longer before before the Axis can start its
Summer offensives. Supply of the Red Army in the Caucasus has been improved.

- Red Army AT Divisions cooperation set on Free Support


- Red Army Garrisons cooperation set on Force Support
- Red Army Hango Garrison (in Finland) gets no replacements to avoid unrealistic sieges.
- Small increase in entrenchment values around Leningrad to model civilians’ work.
- The Red Army gets more supply around Baku and in South Caucasus areas.
- The Caucasus railway system has less 'damaged' hexes to start with and should become
operative earlier.
- Axis Rail repair unit withdraws earlier in 1942, but automatic rail repair rate at
2 hex/turn extended. (to slow down the growth of the Axis supply network in 1942)
- Axis ‘42 and ‘43 Supply Spring bonus toned down a bit.

Overall the scenario is ‘historically balanced’ over the whole 200+ turns, meaning that a
strong Axis player and a smart, but less experienced Red Army opponent, should expect a
fun and realistic game. This is the version that is released with the 'patched' TOAW v3.4
release. [after the patch release] the scenario will also be available at the top of the
Matrix thread on EF 41-45: http://www.matrixgames.com/forums/tm.asp?m=3238859
Changes in Version 3.4 (April 2014)

1) MAJOR: Added a Red Army 'Moscow T24' in Moscow. If the Axis destroys this unit by
capturing Moscow, there is a global 30% chance for a Red Army 'sudden death'. The unit
automatically withdraws on turn 24. Design note: it is doubtful if the Soviet government
would have collapsed after the loss of Moscow (as Hitler and OKH believed at the time).
But it is generally agreed by historians that the chances would have been higher earlier
in the war. Most importantly, this event gives the Axis player a strong incentive to push
on until late in the season and discourages players from digging in due to historical
insight. This change should lead to more historical campaigns and a more dramatic
'blizzard'. Note: after turn 24 the Sudden Death chance for capturing Moscow remains
10% as in previous versions.
2) MAJOR: Production of Axis Mounted and Motorcycle squads slowed down significantly
after Spring 43 (Turn 100). These squads get replaced with an equivalent number of AT
+Heavy Infantry squads that arrive as replacements. This change reflects the historical
TOEs of many German units in the second part of the war, as the Werhmacht shifted to a
defensive posture, and adds significant fire power to about 3000 squads, at the expense
of units' recon capabilities.
3) MAJOR: Added 3000 Axis construction squads in 43+. These additional squads
(representing Hiwis, or foreign POW troops) will help Axis units to entrench faster in
the late stages of the war. Historically more than one million Russian POW were (usually
forcefully) enlisted in the Werhmacht. Similar to Red Army reinforcement units, one
Axis ‘Hiwis’ unit will arrive in Vitbesk (hex 26,41) in Summer 43 and needs to be
manually disbanded by the Axis player. This requires the Wehrmacht to hold South
Ukraine to represent access to local manpower.
4) Map: more difficult terrain in the Leningrad area. Changes to rail lines in the Murmansk
area. Increased supply rate from Baku.
5) Red Army shock penalty in Fall 41 and Spring 42 decreased to 50% from 40%. (100%
means no penalty). This change makes it easier to defend during mud turns and reflects
the difficulty of mounting offensive operations during the rain season. Axis has a similar
bonus in 44/45, introduced in version 3.3.
6) Negative weather Air shocks in Fall 41, affecting both sides.
7) Axis decrease ZOC cost stays at 95% until end of game to reflect the tactical prowess
of the Werhmacht at the tactical level.
8) AAA effects increased +5%
9) Red Army Air Shock set to 95% in 1943 90% in 1944, and to 85% in 45. This is done
to offset the unrealistic high proficiency of Red Army air units late in the game.
10) Red army 'Attrition Losses' unit arrives earlier, at Turn 13, with a higher priority for
replacements. This will increase Red Army tank losses in Summer/Fall 1941.
11) Added 76mm AA slots to Red Army Garrison units. Removed AA trucks
slots from Red Army Garrisons. (Stahel's book 'Typhoon' mentions
that Moscow had formidable AAA defences)
12) Increased by +10% readiness/supply for 1st Shock Army, Western 10th, Bryansk
60th, 61st armies. This will make them a bit stronger for the Winter offensive.
13) Slots for some AA trucks added to TOE of Red Army cadres and Support
units (supply, RR).
14) Small changes to a few Red Army air units TOEs, to increase their chances of
reconstituting.
15) Some naval units removed: Kriegsmarine unit removed. Baltic Fleet turned into
static artillery unit in Leningrad (they only provided gamey recon capabilities). Volga
river flottilla removed.
16) Increase proficiency of Kiev M.D Formation/Infantry +5% This will
make progress of AGS abit harder in the earlier stages of Barbarossa.
17) Totenkopf unit size changed to division (-)
18) Axis Air Transport capabilities end in January 1945.
19) Proficiency of some Axis Garrisons increased +5%
20) More Soviet Mounted Rifle Squads arrive early, but less produced overall.

Changes in Version v3.3 (November 2013)

A few PBEM games continued well into 1944, providing extremely useful feedback.
Changes in v3.3 affect mostly the late (post December 1943) stages of the war.

- one exception to the above statement: terrain West of Lvov made more difficult after
new information from Google maps and the WITE forum. This will slow down AGS a bit
during the first turn or so.
- increased tank attrition losses for the Red Army in 43-44.
- The Brandenburg Regiment can now reconstitute.
- small increase in German Heavy Rifle and Support squads arriving in 44-45.
(extra Rifle squads arrive as reinforcements in low proficiency units)
- 1% supply penalty if the Red Army activates the extra 'Kursk Front' option,
to better simulate the additional strain on logistics.
- Anti Aircraft lethality increased by 5%.
- changes to Red Army Summer 44 offensive TO: shock reduced to 102%, but
added +5% supply bonus for 3 turns. This is to encourage the Red Army to take
an operational pause and maximize the supply benefit representing the
stockpiling of Fuel and ammunition depots.
- the Moscow - Leningrad highway has been downgraded to a road.
- Loss of Budapest will trigger a 1% Supply penalty for the Axis.
- Axis supply slightly improved in 44+, Red Army supply slightly decreased.
- Axis mud turns penalties decreased in 44+ to simulate better road network in
Romania and Bielorussia.
- Some Red Army units withdraw a month after Bucharest and Budapest are liberated,
as they push South to Yugoslavia and West to Vienna.

VPs have been rebalanced to better reflect the late stages of the war:
- Losses VP penalty increased for both sides. This will hopefully force both sides,
but especially the Red Army, to have some operational pauses in 43-44 in
order to increase supply and decrease infantry losses.

- Some VPs are awarded to the Axis player during the late stages of the war. Now
the Red Army needs to capture Berlin earlier than historical in order to gain
an 'overwhelming victory'.

These two changes should present an interesting and realistic challenge to the Red Army
player: push hard irregardless of losses in order to conquer Berlin and East Europe
already in 1944, but then risk to suffer so many losses that the post war recovery will be
endangered due to lack of manpower (W.Dunn Jr. books were useful here, especially
"Stalin's Keys to Victory: The Rebirth of the Red Army"). Note that taking Berlin still
triggers a 'Sudden Death' for the Axis, and an automatic Red Army victory.

Changes in Version 3.0 (July 2013)

- The AA-combat patch is included with the scenario. The use of the modified EXE file
is recommended as it will ensure more realistic air losses and air attacks.
- Withdrawal of Soviet Garrison/Factory units delayed by a few more turns, to be more in
line with the historical evacuation of factories. This will encourage the Red Army to
attempt a forward defense in Summer 1941.
- Introduced a few ‘sink units’ (lower left of map) to model operational losses due to
attrition and the removal of obsolete equipment.
- Proficiencies of 1944-45 units increased for the Red Army and decreased for the Axis.
- Proficiencies of some Axis Allies units decreased by 5%.
- The PO is now a bit more effective, due to the use of multiple PO tracks.
- The diamond symbols in Volkhov & Novorossisyk are explained in the text (page nine)
- Added 1945 pestilence effects.
- Reduced the number of tanks in Axis units arriving as reinforcements, to avoid ‘double
counting’ Axis production.
- Slightly increased number German Rifle squads arriving with low proficiency, late war
reinforcement, and reduced normal reinforcements accordingly. This approach reduced
replacements for veteran, high proficiency units, to better represent the decline of
German infantry as the war progressed.
- Reduced supply rate to 5% for supply points in German Festung cities.
- Added Rifle squads slots to Red Army Engineer Armies, to increase their ability to
increase the entrenchment levels in a hex, but reduced their proficiencies to 20%, to
emphasize their role as non-combat units. Again, these units should be disbanded soon!
- Reduced number of Red Army Sapper Squads arriving in Spring 43 and increased
number of Rifle Squads accordingly.
- The loss of Koenigsberg or Bucharest activates a permanent (negative) shock of 98%
for the Axis, to represent the decreased quality of replacements late in the war.
- Air Transport reduced for both sides.
- Sea Transport from Germany to Narvik (49,3) is now possible, but no sea invasions are
now possible for Murmansk or Narvik.
- Air Shock return to normal (100%) values at turn 74, instead of 70. This gives the
Luftwaffe an extra month of air superiority bonus.
- Fixed a withdrawal effect that left Helsinki without a garrison.
- Tests confirmed that limiting fortified units to ‘Limit Losses’ gives more realistic results.
- This document has been updated in places to include the above changes.

v3.01 12th Aug 2013.


- Factory units changed to fixed artillery so they will not retreat.

v3.2 25th Aug 2013 (influenced by Stahel’s ‘Kiev 1941’)


- Added refugee events to simulate strain on Wehrmacht logistics if Axis player is able
to move East faster than historical in Summer 1941.
- Reduced chances of Red Army Military Districts formations to go into reorganization.
- Some Kiev M.D units have higher proficiency.
- Minor changes to map (Oranienbaum and Odessa are harder to take) and delayed
arrival of Axis tank replacements in Summer ‘41.
Changes in Version 2.0

- reduced fortification levels in the Kiev area and near the Luga river.
- ‘Refugees events‘ have been used to simulated a longer Spring rain season. These
events simulate rain patterns moving from the NW in the SE direction and increase the
cost of movement along roads.
- reduced fortification and supply levels for a few German cites.
- Kiev and Rostov are not Soviet supply points anymore.
- Reduced pestilence effects for the Axis during Blizzard. I have verified that historical
losses were lower during Blizzard than during the Summer and Fall.
- Soviet partisans are now modeled with ‘Guerilla events’ only. There are no partisan
units. This makes for a more realistic partisan warfare and avoids some gamey effects.
- edited the TOE of a few Panzer divisions so that the first entry is the Heavy Rifle Squads
(this makes it easier for those units to reconstitute).
- The 800mm German guns ‘Gustav’ and ‘Dora’ arrive in Spring 1942, rather than at the
start of the campaign.
- Reduced strength of Axis naval forces in the Black Sea.
- A few early (light red background) Soviet armies return as Corp sized cadres when
destroyed. This is to increase counter density and to simulate the formation of weak
Soviet units from stragglers during the Summer of 1941.
- Most Soviet Armies scheduled to arrive in the Summer and Fall of 1941 arrive on map
already split in three sub-units. When recombined their proficiency will increase by
25%. This approach has been chosen to increase counter density during the early
stages of the campaign and to better simulate the improvement of the Red Army. Both
players will likely feel necessary to broke down units to cover long stretches of the
front. Remember that broken down units suffer a 20% non-permanent decrease of
their proficiency (for example: from 80% to 64%). Proficiency goes up by the same
amount when a unit recombine.
- Axis Rail Repair units start broken down in three subunits at the start of the scenario.
When in good supply, each broken down unit has a 60-80% chance of repairing a
damaged rail hex.
- The Axis Pontoon unit can now repair bridges (duh).
- The PO automatic rail repair capability has been substantially increased for both sides.
- This document has been updated in places to include the above changes.

13. The AA and patches. (Nov 2013)

The scenario was originally distributed with two additional files. The 'AA patch' was
created by kmitahj (from the Matrix TOAW forum) and replaced the standard TOAW
executable to fix a well known bug in TOAW v3.4 (version 3.4.0.202 to be precise) that
allows only units with the Anti-Aircraft (AA) icon to fire at aircraft. Drop the "AAA2Opart
3" executable in the TOAW folder, make a shortcut to the desktop and double click on it.
It will start a version of TOAW with the latest v3.4 that also includes the AA-patch. The
use of this patch is recommended to simulate a realistic loss rate of aircraft. It will affect
both sides equally. To make it easier to verify the identity of the patch (thus avoiding any
mistakes or possible malevolent fakes reposted as the original patch) below are
checksums of the patch file:

MD5: 4887107d99e08db5888c48746ae27319
SHA-1: 36a1b3de471b12dde2a78d7a5324069c404374e4
SHA-256: 2f9496d54f6139798c8f32a2b75efb1b07cd78f77f75ed6e858d324aee30b4a3

The Opart 3XBb patch was created by kmitahj (from the Matrix TOAW forum) and replaces
the standard TOAW executable. It includes the AA bug fix and slightly increases the
chances that units on ignore losses will retreat. It installs as the AA patch. Note that
games saved under the 3XBb cannot be played with other versions of the game! A
discussion of this patch is found here on this thread: http://www.matrixgames.com/
forums/tm.asp?m=3056061&mpage=3.

I expect EF ‘41-45’ to be fully playable when TOAWIII v3.5 w becomes available. v3.4+
and v3.5 will supersede these informal patches.

14. Future Updates and Designer Notes

Designer Notes, AARs and Updates to this scenario are posted on the Matrix TOAW
Forum. Here is the link:

http://www.matrixgames.com/forums/tm.asp?m=3238859

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