Sunday, February 23, 2025

Eastern Front 1941: Springtime for Hitler

November 30 - December 27



North River:

Axis Current
strength
Current
strength
USSR


122 44 Infantry Army
28 Infantry Corps 108 126 42 Infantry Army


147 8 Infantry Army


126 1 Tank Army
4 Finnish Infantry 51 115 43 Infantry Army
26 Infantry Corps 77

6 Infantry Corps 119

7 Infantry Corps 126 101 13 Tank Army
34 Infantry Corps 48


Even with some support from Moscow, I don't love these odds! But they've been standoffish - if I can slip some divisions behind them, that might improve things.

 

Moscow: 

Axis Current
strength
Current
strength
USSR
2 Finnish Infantry 45

38 Infantry Corps 89

35 Infantry Corps 93

3 Panzer Corps 52

24 Panzer Corps 182

2 Infantry Corps 116

40 Panzer Corps 58

1 Infantry Corps 61

47 Panzer Corps 97 121 4 Guards Infantry
56 Panzer Corps 40 108 47 Infantry Army
10 Infantry Corps 82 137 50 Infantry Army
 

Moscow is a ghost town and no help from Stalingrad is on the way. Engage where possible, but overall, push south.


Orel:

Axis Current
strength
Current
strength
USSR


132 54 Infantry Army
46 Panzer Corps 158 113 22 Infantry Army
9 Infantry Corps 94

8 Infantry Corps 121 136 45 Infantry Army


143 6 Infantry Army
23 Infantry Corps 94 142 9 Tank Army
17 Infantry Corps 90 69 32 Infantry Army
 

The Soviet placements are a bit scattershot. We may be able to eliminate some divisions while Moscow moves in.


Kharkov:

Axis Current
strength
Current
strength
USSR


137 2 Guards Infantry


118 49 Infantry Army


121 55 Infantry Army
4 Infantry Corps 41 142 52 Infantry Army
1 Hungarian Panzer 80 74 40 Infantry Army
49 Infantry Corps 57 91 7 Cavalry Army


76 37 Infantry Army
48 Panzer Corps 63 32 59 Infantry Army
14 Panzer Corps 76 128 46 Infantry Army


124 14 Tank Army
57 Panzer Corps 84 92 48 Infantry Army
54 Infantry Corps 98

5 Rumanian Infantry 47

 

We are not in a great spot here. We'll engage targets of opportunity, but for the most part, we're keeping distance to the extent that it is possible.

 

Dnepropetrovsk: 

Axis Current
strength
Current
strength
USSR
1 Rumanian Infantry 39 96 4 Cavalry Army
4 Rumanian Infantry 40

11 Infantry Corps 102

2 Rumanian Infantry 43

4 Italian Infantry 54

30 Infantry Corps 51


Good thing the opposition here is light because these companies are in rough shape. Move north to support Kharkov, and maybe catch the pursuing armies from the rear.

 

December costs me some divisions, and costs me some points, but Orel is retaken. Two more German reinforcements arrive from Moscow, and reinforcements from Stalingrad seem to be slowing down.


 

North river:
Axis Old
strength
Current
strength
Current
strength
Old
strength
USSR



130 122 44 Infantry Army
28 Infantry Corps 108 89
126 42 Infantry Army



118 147 8 Infantry Army



134 126 1 Tank Army
4 Finnish Infantry 51

115 43 Infantry Army
26 Infantry Corps 77 40 118
1 Guards Tank
6 Infantry Corps 119 119


7 Infantry Corps 126
107 101 13 Tank Army
34 Infantry Corps 48 47



Despite pulling off a promising multi-pincer attack early in the month, the Soviets are stronger and broke free. We were able to pick off two divisions with some help from Moscow, but this region looks bleak.

 

Moscow:

Axis Old
strength
Current
strength
Current
strength
Old
strength
USSR



101
2 Tank Army
2 Finnish Infantry 45 55


38 Infantry Corps 89 101


35 Infantry Corps 93 82


3 Panzer Corps 52 101


24 Panzer Corps 182 172


2 Infantry Corps 116 111


40 Panzer Corps 58 142


1 Infantry Corps 61 75


47 Panzer Corps 97 51
121 4 Guards Infantry
56 Panzer Corps 40 86
108 47 Infantry Army
10 Infantry Corps 82 38
137 50 Infantry Army
 

Moscow's relief is too late and is overwhelmed by its conquerors as they march south. A new tank army, though, is rolling in from the east unopposed.

 

Orel:

Axis Old
strength
Current
strength
Current
strength
Old
strength
USSR



112
61 Infantry Army



110
15 Tank Army




132 54 Infantry Army
46 Panzer Corps 158 91
113 22 Infantry Army
9 Infantry Corps 94 61


8 Infantry Corps 121 48
136 45 Infantry Army




143 6 Infantry Army
23 Infantry Corps 94 94 71 142 9 Tank Army
17 Infantry Corps 90 51
69 32 Infantry Army

These groups punched well above their weight class and Orel is completely clear of enemies, all either eliminated or pushed back to Voronezh.

 

Kharkov:

Axis Old
strength
Current
strength
Current
strength
Old
strength
USSR



72 137 2 Guards Infantry



126 118 49 Infantry Army



129 121 55 Infantry Army
4 Infantry Corps 41 55 150 142 52 Infantry Army
1 Hungarian Panzer 80 95 163 74 40 Infantry Army
49 Infantry Corps 57
106 91 7 Cavalry Army



158 76 37 Infantry Army
48 Panzer Corps 63 110
32 59 Infantry Army
14 Panzer Corps 76 170 136 128 46 Infantry Army



66 124 14 Tank Army
57 Panzer Corps 84
106 92 48 Infantry Army
54 Infantry Corps 98 47


5 Rumanian Infantry 47 23



Kharkov holds, but barely.

 

Dnepropetrovsk:

Axis Old
strength
Current
strength
Current
strength
Old
strength
USSR
1 Rumanian Infantry 39 87 34 96 4 Cavalry Army
4 Rumanian Infantry 40 73


11 Infantry Corps 102 46


2 Rumanian Infantry 43 38


4 Italian Infantry 54 52


30 Infantry Corps 51 51



The cavalry escaped multiple pincer attacks but is pushed halfway to Rostov and worse for the wear.

 

December 28 - January 17


My forces north of Moscow are fighting a difficult battle far from any possible relief. But the bulk of Stalin's forces are concentrated on Kharkov, where my men, though exhausted and frostbitten, have the numbers to surround them.


The jaws close shut. Even as my northern troops suffer further losses and withdraw, we now outnumber the Soviets nearly 2:1. Stalingrad is doomed, and western Russia is now Hitler's private skating rink.

 

January 18 - March 29

Mop-up. The last Soviet armies are resilient, but useless. Every city is sent under the yoke, and I finish with the maximum score.


No victory assessment in this version, just a number and a GAME OVER.

This was my first complete game - I made some prior trial runs, but this was the first one where I made it past August. Although I didn't at any point use save states to undo bad decisions or bad luck, I did make heavy use of a lot of tools that wouldn't have been available to players in the day - my own mapping tool to piece together the big picture, Excel to track casualties, and GIMP to visually aid traffic planning, which made all the difference here.

All this tracking and planning, though, makes things take a lot longer than intended. The manual says that a complete 41-week game takes two to three hours - I spent longer than that getting through each month, except for the last few.

Apparently, a lot of players were able to clear the board even then, which is why Crawford made an "Expert" mode in the 1982 retail re-release. I know what I need to do. 

But in the meantime,

GAB rating: Good

This is obviously a quality product and feels years ahead of its time, both from a standpoint of technical sophistication and gameplay polish. From my own experience, we don't really surpass Eastern Front until we get to 1984's The Ancient Art of War, and that game is a clumsy mess of UI difficulties and unintuitive gameplay mechanics compared to EF41's refined elegance.

I do wish that the game provided some way of viewing a turn summary - since everything happens all at once, and the game map is bigger than your computer screen, there's no way to view everything while it's happening, and no way to review turn action after it already happened. You just have to manually take notes before and after and compare, which is a bit of a time sink. But I can't see any way of doing this without further betraying the one-button interface scheme that Crawford had already begrudgingly polluted with a cancel button, or using context-sensitive menus which wouldn't be well-known to personal computer users for years.

Crawford wrote, in the first 1981/1982 issue of Computer Gaming World, that computer wargames needed to become more than just streamlined board games, and outlined five ways that computers' strengths could lead the way beyond merely being automatic dice-rolling and rule resolution machines. He had already released the initial version of Eastern Front 1941, and I thought I might look at them in that context.

  1. Computational power can allow for more realistic combat resolution based on a wider variety of factors. It's difficult to say for sure how much that applies here, as the manual only explains combat resolution rules in broad strokes, leaving the actual tables and calculations as the computer's exclusive domain. For what it's worth, the rules in play don't seem to be terribly sophisticated, but the simultaneous turn execution would make human turn resolution a challenge.
  2. Computers allow limited player intelligence without needing a third party referee. Fog-of-war style limited intelligence isn't really a factor in EF41, though the limited transparency in gameplay mechanics (i.e. snow affects German combat performance but we won't reveal precisely how) could be seen as a form of this.
  3. Computers allow for solo play. Clearly that applies here and was one of Crawford's biggest priorities, although this had already been the trend by 1981.
  4. Computers allow for realtime play. EF41 meets this halfway with realtime AI that thinks while you plan your turn and simultaneous turn execution that feels realtime, but doesn't truly pressure you with any time restraint. In a way, this is one of the least prophetic things he says (after his prediction that Atari will meet and surpass Apple one day) - realtime strategy certainly took off in a big way, but has since settled into the purview of casual, mass-market strategy, while hardcore simulation-style wargames remain largely turn-based.
  5. Computers will allow play with other players over telephone lines. Not applicable here, but oh boy did this one come true. Bet he never imagined that one day your telephone itself would be a pocket computer that's always connected to the lines!

I'll be returning to the front next month, but for now I need a bit of a break. Possibly with a palette cleanser post in between, possibly not.

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