Wednesday, February 12, 2025

Game 446: Eastern Front (1941)

Photo collected by Imperial War Museum, original source unknown

In the spring of 1941, two years after the fall of Poland and subsequently uneasy relations with Russia, Hitler's German Reich stood near the peak of its power. Northern France was occupied, Yugoslavia partitioned after a short-lived uprising, and the complete invasion of Greece well underway. His generals were assured that Russia, militarily weakened and disorganized in the wake of Stalin's purges, was next. In June, aided by Romanian and Finnish allies, Germany mobilized millions of personnel and tens of thousands of tanks, combat vehicles, and artillery pieces to the borders of an unprepared Soviet Union to launch the largest and bloodiest operation in military history.

Chris Crawford's Eastern Front, his third commercial computer wargame (and second extant one), casts you as Germany's supreme commander general of the entire eastern front, and simulates 41 weeks of war, each presented as a turn. It is not a whale, despite being one of the most famous and well received computer wargames of the decade, but as the next whale is a Crawford title, it seemed pertinent to play this as a predecessor. The Wargaming Scribe did this one awhile ago now - check out his AAR if you haven't already.

Eastern Front 1941 has a host of features that make the selection of wargames that I've played from its time and even a bit later look very primitive in comparison. While SSI was pushing the limits on what could be done with Applesoft BASIC, Crawford was driving Atari's metal with raw assembly.

  • Unprecedented scale; command upwards of 100 units on a two-million km2 map featuring smooth 4-way scrolling.
  • An intuitive interface that is mostly controllable with a single-button joystick.
  • Simultaneous "we go" turn execution; you plan the marching and attack orders for the next week and then watch all of the pieces move and succeed or fail in compressed semi-realtime.
  • Competent AI that self-optimizes its plans during your own turn, and requires very little time for further thinking once you hit the "end turn" button. The longer you take, the smarter it plays.
  • Seasonal weather effects that dramatically impact play. Autumn mud brings everything to a sticky halt, winter climate brings chilly death to your frostbitten men.
  • Probably the best wargame manual I've seen yet. Even the earlier, cheaply printed APX manuals are excellent.
  • Expansion disks including additional scenarios, a scenario editor, and even the source code.

 

I've mentioned that I don't like playing as the Germans, who are the only gameplay option in Eastern Front 1941, as they were in Crawford's earlier Tanktics. I'll do it, but I'll still feel weird about it. Tanktics can get a pass since it only depicts a small tank skirmish that ends as soon as the last T-34 is disabled, but on an operations level, every city taken represents thousands of rapes, murders, and mutilations encouraged by Nazi racial doctrine. Every successful push is followed closely by S.S. death squads to carry out massacres and summarily execute Jewish prisoners as matter of policy, with millions more fated to die in captivity. All of this is, of course, sanitized away as a sterile game of numbers and pictograms, and the crimes against humanity barely even whispered in the manual. Perhaps this is somewhat accurate to the experience of high strategists, but even the least fanatical, most duty-focused army commander couldn't have been completely ignorant that they were fighting a war of annihilation.

Anyway. I'll be playing the original 1981 APX version, which is more or less feature-complete. The 1982 re-release adds more scenarios, some incremental UI/UX improvements, and the rather appreciated ability to save your game ("after all, the game [only] takes about two or three hours to play," rationalizes the APX version manual) but otherwise looks and plays the same. Prior to writing this, I have played a number of turns for practice and understanding the rules and strategy, but no game went past August yet. So this post begins my first complete playthrough.


We start with a giant cluster of German units, colored white, stationed around Warsaw running up against a weak line of Russian units, colored red. Circles with X's represent infantry and squares represent cavalry or armor - the latter tends to be stronger, but combat strength is given as an absolute quantifier. A 100-strength infantry fights just as well as a 100-strength panzer division; the panzers just tend to have more strength than that.

Cavalry/armor, however, moves faster. Under perfect conditions, a rarity, they can move up to eight spaces in a turn. Infantry, under perfect conditions, move up to five. Combat, terrain, and traffic from friendly units slow things down.

It's critical to plan moves very carefully, very thoroughly. It took me a bit to reckon with the fact that this is simultaneous turn execution, and not alternating turns, and that profoundly changes the way you plan out your marching orders. You don't move your units one-by-one; you queue up orders for every single unit, even the ones in the back who can't move right now, planning for the eventuality that the fighting in the front will create room for them to move as the week advances.

I made myself a mapping aid tool to produce a larger, annotatable picture.

  • This is a scoring game with no definitive win condition. The bulk of points are received for moving raw muster strength east, and sizable bonus points for capturing Leningrad, Moscow, and Stalingrad, annotated with red stars.
  • Germans units are the strongest overall. However, they do not receive reinforcements from home - any losses a German unit takes are permanent.
  • Finns are the next-strongest, but they can't attack, they just create zones of control. For now, I can't do very much with them, but if I can secure Leningrad and drive out the militia, they'll be usable.
  • Romanians are weaker than Finns, and will later be complemented by Hungarian reinforcements, which are comparable in power.
  • Russians units are poor, but will receive regular reinforcements in the form of muster strength replenishment. More Russian units will also come from the cities and map borders as the year advances.
  • Russian militia, which are represented by the same icon as Russian infantry but can be recognized by query, can move and create zones of control but do not attack.


Let's look at some numbers:

 

Finland:

Axis Strength Strength Russia
2 Finnish Infantry 112 110 1 Militia Army
4 Finnish Infantry 104 101
4 Militia Army

Poland/Slovakia:

Axis Strength Strength Russia


85 7 Tank Army
38 Infantry Corps 120 118 8 Infantry Army
28 Infantry Corps 112 70 1 Tank Army
41 Panzer Corps 198 137 11 Infantry Army
26 Infantry Corps 104

10 Infantry Corps 101

56 Panzer Corps 194 91 4 Infantry Army
2 Infantry Corps 123

1 Infantry Corps 129 86 8 Tank Army
5 Infantry Corps 136 75 3 Cavalry Army
24 Panzer Corps 203 132 3 Infantry Army
6 Infantry Corps 127 90 6 Cavalry Army
7 Infantry Corps 150

46 Panzer Corps 192 131 10 Infantry Army
8 Infantry Corps 129

47 Panzer Corps 199 71 5 Tank Army
9 Infantry Corps 136

57 Panzer Corps 184 125 5 Infantry Army
29 Infantry Corps 111

3 Panzer Corps 202 124 6 Infantry Army
49 Infantry Corps 140

14 Panzer Corps 195 151 12 Infantry Army
17 Infantry Corps 119

48 Panzer Corps 191 130 26 Infantry Army
4 Infantry Corps 142 88 3 Tank Army


77 4 Tank Army


Hungary:

Axis Strength Strength Russia
54 Infantry Corps 106 79 11 Tank Army


79 12 Tank Army
30 Infantry Corps 131 80 5 Cavalry Army
11 Infantry Corp 125 126 9 Infantry Army
 

Romania:

Axis Strength Strength Russia
4 Rumanian Infantry 92 91 4 Cavalry Army
2 Rumanian Infantry 96

1 Rumanian Infantry 97 84 2 Cavalry Army
 

Advantage is decisively mine on all fronts, especially the main army group, but time is not on my side. My units don't get reinforcements, and Russia's do, unless they're dead.

To make the best use of my numbers game, I'm going to want to destroy as many Russian units as I can, as quickly as I can, as efficiently as I can. The most efficient way to do this is with pincer attacks; any defending unit that becomes overwhelmed will abandon its orders and retreat, and if it cannot retreat, it will instead suffer enhanced casualties and possibly disperse entirely. A pincer attack makes retreat impossible, cuts off reinforcements, makes the defender fight more poorly, and only requires two attackers per victim.

My initial goal - scatter the Russian armies like a pool rack. Push them, break them, move them around to make pincering the isolated units easier. Bully the weaker units, use tanks like bulldozers, and assume every attack and every push will be successful - better to overplan and have units with uncued moves than have units that spend part of the turn sitting still!

I plan out the turn, and agonize over every step. Bad planning can get units stuck all trying to enter the same squares at the same time from different directions, and I make use of visual maps to ensure this will not happen.

It's a bit overwhelming to have to coordinate seven days of movements at once for so many units, and I kind of wish I could just plan the turns one day at a time, so I did. I used movable GIMP layers to simulate day-to-day action, with these rules:

  • Days 1-3: Move panzers.
  • Days 4-6: Move panzers and infantry.
  • Day 7: Most units rest, unless moving would be particularly beneficial and the preceding terrain crossed that week was fairly quick. If I'm feeling lucky about a piece I'll move it twice.
  • Russians don't move, except to retreat when an attack succeeds.
  • Attacks are always successful. Pincer attacks instantly eliminate the defender.

This isn't by any means a perfect method, and the resulting plan looks like chaos when I put it all together, but there's purpose behind every move. Overconfidence can still work out to my benefit as long as I keep pushing east. My biggest drawback is that race conditions can lead to gridlock if I plan to have two units cross the same spot on different days but they wind up reaching it at the same time from opposite directions (After you, Franz! No, after you, Hans!).

 

June 22 - June 28

Finns will hold - that's all they can do for some time. Germans and Rumanians will push the Russians into unfavorable terrain like rivers, coastlines, and swamps, and pincer attack as much as possible.


Let's see how this actually pans out.


Sadly, there is no way to view the overall battle situation! You can scroll freely during turn resolution, but if your viewport isn't pointed at a thing when it happens, you don't see it. The best I can do is observe once the turn ends and manually compare to the turn before, which couldn't have been very convenient in 1981!

I overlaid my plans on the results:


Poland/Slovakia did quite well! There's a bit of gridlock here and there, and my northmost infantry got in the way of the panzer, spoiling an aggressive advance which assumed it would get to move first, and the panzer blocks an infantry who was meant to follow, but overall I am pleased. Nobody else spends the week sitting on their helmets waiting for the horses to get out of the way.

Romanian troops didn't do quite as well, with a Russian cavalry unit holding steady despite being attacked by two nominally superior infantry forces at once.

I have more numbers.


Poland/Slovakia:

Axis Old
strength
Current
strength
Current
strength
Old
strength
USSR



86 85 7 Tank Army
38 Infantry Corps 120 120 92 118 8 Infantry Army
28 Infantry Corps 112 112 69 70 1 Tank Army
41 Panzer Corps 198 195
137 11 Infantry Army
26 Infantry Corps 104 104


10 Infantry Corps 101 101


56 Panzer Corps 194 194 88 91 4 Infantry Army
2 Infantry Corps 123 123


1 Infantry Corps 129 120 81 86 8 Tank Army
5 Infantry Corps 136 136 76 75 3 Cavalry Army
24 Panzer Corps 203 192
132 3 Infantry Army
6 Infantry Corps 127 127
90 6 Cavalry Army
7 Infantry Corps 150 150


46 Panzer Corps 192 181 105 131 10 Infantry Army
8 Infantry Corps 129 129


47 Panzer Corps 199 192 60 71 5 Tank Army
9 Infantry Corps 136 136


57 Panzer Corps 184 171
125 5 Infantry Army
29 Infantry Corps 111 111


3 Panzer Corps 202 202 119 124 6 Infantry Army
49 Infantry Corps 140 140


14 Panzer Corps 195 193
151 12 Infantry Army
17 Infantry Corps 119 119


48 Panzer Corps 191 191 108 130 26 Infantry Army
4 Infantry Corps 142 142 43 88 3 Tank Army



78 77 4 Tank Army

Hungary:

Axis Old
strength
Current
strength
Current
strength
Old
strength
USSR
54 Infantry Corps 106 106 35 79 11 Tank Army



80 79 12 Tank Army
30 Infantry Corps 131 131 75 80 5 Cavalry Army
11 Infantry Corp 125 125 122 126 9 Infantry Army

Romania:

Axis Old
strength
Current
strength
Current
strength
Old
strength
USSR
4 Rumanian Infantry 92 92 83 91 4 Cavalry Army
2 Rumanian Infantry 96 96


1 Rumanian Infantry 97 97 78 84 2 Cavalry Army
 

These are good trades, but how long can I keep this aggression up? The manual says I have 96 Soviet units to look forward to, and my tanks aren't going to last another 40 weeks if they keep taking hits the way they have this turn. Will my strategy of deliberate overconfidence lead to a mistake that the Soviets can exploit?

It took me almost an hour and a half to plan out this turn, but Scribe assures me that they get quicker. We'll see, but rest assured that my next posts will be more condensed than this one. I don't want to write about the anatomies of 40 individual turns, you don't want to read them.

3 comments:

  1. I'm having a little trouble understanding your tables. What does each column represent? Do the numbers in the first and last columns just represent the name of the respective unit (e.g. "The 2nd Finnish Infantry Division" or is it 2 Finnish infantry divisions)?

    ReplyDelete
    Replies
    1. I added some column headers. First and last columns are unit names, and Axis/USSR units are aligned to approximate who faces off against who.

      Delete
  2. Thanks for the link. I cringe when I read my old articles - I had not find a style I liked yet.

    A lot of work tracking the losses - no wonder it took you hours. Nice to see you destroyed the largest army. I also discovered thanks to you that know militias could not attack - this is cool to know. Another "hidden" difference between units is that non-German units (including Russians) rout faster than German units for an equal max strength.

    As you probably know, the Germans receive some limited "new" units, and your units will also heal up to their "muster strength", which goes down quite slowly in the 1981 version of the game. The Soviets follow the same rules but with a lot more reinforcements. They also gain 2 muster strength by turn, at least in Expert mode (unavailable in the 1981 version).

    I also agree that the Atari EF41 manual is a thing of beauty. The Atari version is also the first wargame I know to add or remove features depending on the level of difficulty of the game (instead of just adding enemies or making them stronger).

    ReplyDelete

Commenting with signin or name/URL is encouraged but not required. If the spam filter deletes your legitimate comment, apologies - it does that sometimes.

Most popular posts