Monday, March 10, 2025

Eastern Front 1941: Expert mode

The second edition of Eastern Front 1941 does waste your time with an intro/options screen.

Operation Barbarossa was a massive success, achieving Lebensraum by the end of winter. The red army scattered and useless, every major population center from Warsaw to the Urals fell under German occupation.

Not so fast! With Eastern Front 1941 far surpassing their modest sales expectations for a mail-order wargame, Atari would re-release it as a professionally published retail product. For this new edition, designer Chris Crawford would make some improvements, including a rebalanced difficulty setting to ensure that nobody wins too easily. The Wargaming Scribe attempted this years ago - now it's my turn.

This new edition includes a much nicer looking manual, decorated with vintage photos and war anecdotes, and a folding game area map with geographic annotations. There is a now a provision for saving an in-progress game to disk or cassette, something sorely lacking from the original. But most importantly, and the whole reason that I'm revisiting this version, are five new scenarios. Three of them (learner, beginner, and intermediate) are designed to gradually show you the ropes, and are followed by "advanced" which corresponds to the original 1981 version's scenario. The next, "expert 1941," is designed to kick your butt.

Negative 128 points and we haven't started yet!

Two gameplay features are introduced here. First, your army is complemented with five Fliegerkorps units who do not attack directly, but may support ground units within a radius of home base, enhancing their combat strength. The home bases may also be moved like regular units, but provide no air support during movement, and will be weaker the following turn.

Second is the introduction of unit tactics. We can march, which trades defense and attack power for mobility, entrench, which trades total mobility for defense, and assault, which trades defense and mobility for attack power.

Uses for march and entrench seem straightforward enough. If a unit is far from the front (e.g. reinforcements) and needs to cross a lot of terrain to get there, we march. Otherwise, we don't. As for entrenchment, this seems more useful to the Soviets than to myself, as they need to delay and wear me down in order to win, but I need to move and gain ground in order to win. But it could still be useful to me in situations where isolated units need to hold ground until help arrives, especially if they can't retreat.

But assault is ambivalent. I'm certainly going to be using a lot of attack power, and the option to enhance it is nice, but at what cost? We need our units to last, and damage done to German units is permanent.

I did some tests, and the results are surprising and difficult to quantify. Overall, my units inflicted about triple the muster damage and double the combat damage when in assault, and suffered only 12% more muster damage in return, but much of this is because the Soviets broke faster and more easily, and therefore took additional damage and only fought back passively. When one factors out the assaults that outright destroyed Soviet units, the numbers are all over the place, and overall we did not inflict significantly more damage to the well-entrenched divisions, but also suffered a bit less damage in return; it seems that the Soviet divisions on the receiving end of a heavy assault had less of an opportunity to "break" ours in retaliation.

Furthermore, infantry in assault mode can move a maximum of three spaces per week, down from five. Armor in assault moves up to five spaces, down from eight.

So it seems assault is worth using, but I'll need to be mindful of attrition losses, especially as this is what defeated Scribe. Standard attacks, it seems, are better to use against weakened units who will fall either way.

 

I play out the first three turns with my usual methods - simulate day-by-day play using GIMP, assume the Soviets will not move, assume every push will be successful. Assault is to be used only by armor, only when the unit begins its turn adjacent to a weaker unit, never against enemies entrenched in defensive terrain, and never against enemies that are already at the breaking point. Fliegerkorps will support the nearest armor unit in assault mode - by the end of the month I need to start moving them closer.

June 22 - July 12

 

A decent push, and I think I did a better job of avoiding gridlock than I did last time, but I'm about a week behind my progress on original difficulty. An over-aggressive push on the north perimeter left two units stranded for a turn, and this cost them some muster strength. The Romanian troops in particular are struggling; their morale breaks much more easily than Germans do, and they're also placed in unfavorable river terrain with no easy way around the Soviet cavalry guarding the banks.

Time for some numbers.

  • Pink - New divisions
  • Green - Minor muster damage
  • Yellow - Major, irrecoverable muster damage
  • Orange - Supplies blocked, combat strength halved
  • Red - Destroyed

 

Poland/Slovakia:

Axis Old
strength
Current
strength
Current
strength
Old
strength
USSR



55 115 7 Tank Army
38 Infantry Corps 120 75 73 128 8 Infantry Army
41 Panzer Corps 198 88
140 11 Infantry Army



77
10 Tank Army
28 Infantry Corps 112 82 46 54 1 Tank Army
56 Panzer Corps 194 155 98 108 4 Infantry Army
10 Infantry Corps 101 101 91
6 Tank Army
26 Infantry Corps 104 100 169
13 Infantry Army
1 Infantry Corps 129 113
65 8 Tank Army
2 Infantry Corps 123 123


24 Panzer Corps 223 198
157 3 Infantry Army
5 Infantry Corps 136 120 55 92 3 Cavalry Army
1 Flieger Corps 219 154


40 Panzer Corps
143


6 Infantry Corps 127 122
115 6 Cavalry Army
46 Panzer Corps 192 175 118 116 10 Infantry Army
7 Infantry Corps 150 143


2 Flieger Corps 183 132


47 Panzer Corps 199 184 58 46 5 Tank Army
8 Infantry Corps 129 129


3 Flieger Corps 206 206


57 Panzer Corps 184 167
105 5 Infantry Army
9 Infantry Corps 136 136


4 Flieger Corps 237 162 118
18 Infantry Army
3 Panzer Corps 202 187 96 134 6 Infantry Army
29 Infantry Corps 111 102 52
1 Cavalry Army
14 Panzer Corps 195 158
178 12 Infantry Army
49 Infantry Corps 140 140


5 Flieger Corps 191 137


48 Panzer Corps 191 161
138 26 Infantry Army
17 Infantry Corps 119 119


4 Infantry Corps 142 97
99 3 Tank Army




31 4 Tank Army
 

And here we can see the sobering reality of expert mode. Damage is much more severe this time around! The numbers here are combat strength, which does recover on its own, but never exceeds muster strength, which only recovers for the Soviets, not for us!

Note that four of the Fliegerkorps lost considerable combat strength, but no muster strength. Moving the airbase costs a lot of combat strength, but is not damaging.

Like before, a little over half of this army is going north around the swamp, and the rest south to meet up with the Hungarian group.

 

Hungary:

Axis Old
strength
Current
strength
Current
strength
Old
strength
USSR
54 Infantry Corps 106 78
40 11 Tank Army



46 158 12 Tank Army
30 Infantry Corps 131 116 46 52 5 Cavalry Army
11 Infantry Corps 125 93 111 127 9 Infantry Army
1 Hungarian Panzer
98



This group began as three fairly strong infantry corps fighting against a strong infantry, a strong tank unit, and two feeble tank and cavalry units. That initial defense force is shattered now, though, and support is coming from around the swamps.

 

Romania:

Axis Old
strength
Current
strength
Current
strength
Old
strength
USSR



75
2 Infantry Army
4 Rumanian Infantry 92 80 64 101 4 Cavalry Army
2 Rumanian Infantry 96 86


1 Rumanian Infantry 97 83 78 53 2 Cavalry Army


These guys aren't doing amazingly. Their attacks faltered, and the 4th infantry in particular got pushed around a lot. I wound up moving them away from Odessa and am trying to pincer-attack any Soviets foolish enough to try to fight in the river.

 

July 13 - August 2


The main group continues to push around the swamp, but more slowly than before. Assault mode slows us down some, and I take every opportunity I can to surround Soviet units before attacking. This creates some traffic jams, but a four-way pincer isn't often slipped out of!


North of the swamp:

Axis Old
strength
Current
strength
Current
strength
Old
strength
USSR
41 Panzer Corps 88 127
73 8 Infantry Army
38 Infantry Corps 75 47
55 7 Tank Army



63 77 10 Tank Army
56 Panzer Corps 155 47 31
35 Infantry Army
26 Infantry Corps 100 93 96
27 Infantry Army
28 Infantry Corps 82 89 118
20 Infantry Army
10 Infantry Corps 101 32 92 98 4 Infantry Army




46 1 Tank Army
1 Infantry Corps 113 85
91 6 Tank Army
2 Infantry Corps 123 110
169 13 Infantry Army
24 Panzer Corps 198 84 77
24 Infantry Army
40 Panzer Corps 143 198 81
14 Infantry Army
1 Flieger Corps 154 218 103
28 Infantry Army
5 Infantry Corps 120 115 70 55 3 Cavalry Army
46 Panzer Corps 175 164 129
40 Infantry Army
6 Infantry Corps 122 122


7 Infantry Corps 143 147 109 118 10 Infantry Army
2 Flieger Corps 132 132


4 Flieger Corps 162 187 73
22 Infantry Army
47 Panzer Corps 184 180 25 58 5 Tank Army
8 Infantry Corps 129 129


3 Flieger Corps 206 115



The fighting is heavy, the terrain difficult, air support has to spend much of this month catching up, and for each Soviet unit I destroy or cripple, another comes along! For now the advantage remains mine, and the Soviets can't really maintain a stable defense line, but my dwindling numbers do concern me.

 

South of the swamp:

Axis Old
strength
Current
strength
Current
strength
Old
strength
USSR
23 Infantry Corps
84 81 118 18 Infantry Army
3 Panzer Corps 187 188
96 6 Infantry Army
57 Panzer Corps 167 167 107
2 Militia Army
5 Flieger Corps 137 138


27 Infantry Corps
77


14 Panzer Corps 158 154 51 52 1 Cavalry Army
29 Infantry Corps 102 94 97
16 Infantry Army
49 Infantry Corps 140 140


9 Infantry Corps 136 127


48 Panzer Corps 161 161


17 Infantry Corps 119 119


4 Infantry Corps 97 97


11 Infantry Corps 93 117
46 12 Tank Army
30 Infantry Corps 116 116


54 Infantry Corps 78 78


1 Hungarian Panzer 98 90



The fighting here is comparably lighter, but Ukraine's rivers slow our march to relieve the Romanians to the southeast.

 

Moldova:

Axis Old
strength
Current
strength
Current
strength
Old
strength
USSR



55 46 5 Cavalry Army



93 75 2 Infantry Army
2 Rumanian Infantry 86 86 105 111 9 Infantry Army
1 Rumanian Infantry 83 29 69
4 Cavalry Army
4 Rumanian Infantry 80 52 57
7 Infantry Army
5 Rumanian Infantry
52 34 78 2 Cavalry Army


The foolish ones are us. Romanian infantry panic and break so much more easily on expert than they did in the original difficulty, to the point where I'd say they are now considerably worse than the Russians! Three units could barely injure a cavalry army from advantageous terrain, and are now reduced to taking defensive positions in their foxholes as they wait for relief from the north.

 

August begins with a few tricky situations. Up north, I have a strength advantage, but a lot of my units aren't in places where they can easily reach the action. Moving them without causing a logjam is going to be hard! We also have a few units including Panzers stuck in pincer traps, but if they hold long enough I can free them with pincer attacks of my own. South of the swamp, a few Soviet units are stuck in the mud, and while it's tempting to leave them there, they will dig their way out, and when they do, my Fliegerkorps will be sitting birds unless I pull a few of my own back from the front line. And Moldova is just a quagmire, but at least no Soviet support is coming any time soon.

 

August 3 - August 30


Riga to Rzhev:

QOL improvement - cities are now color-coded to show ownership.


Axis Old
strength
Current
strength
Current
strength
Old
strength
USSR
10 Infantry Corps 32 55
63 10 Tank Army
41 Panzer Corps 127 148 74
41 Infantry Army
56 Panzer Corps 47 119
31 35 Infantry Army
28 Infantry Corps 89 85
92 4 Infantry Army
26 Infantry Corps 93 93
96 27 Infantry Army
38 Infantry Corps 47 47
118 20 Infantry Army
2 Infantry Corps 110 107
77 24 Infantry Army
1 Infantry Corps 85 74 100
34 Infantry Army
40 Panzer Corps 198 188 88
32 Infantry Army



60
1 Guards Cavalry Army



42
4 Guards Infantry Army

Excellent performance all-around here, with barely an ounce of strength wasted. The mediocre armies at Riga at the month's start were completely encircled and destroyed, at little cost to us. But more units are quick to replace them, and more still are on the way.

 

Minsk to Smolensk:


Axis Old
strength
Current
strength
Current
strength
Old
strength
USSR
47 Panzer Corps 180 45 95 73 22 Infantry Army
24 Panzer Corps 84 65 56 81 14 Infantry Army
46 Panzer Corps 164 79 108
31 Infantry Army
6 Infantry Corps 122 102 11
29 Infantry Army
7 Infantry Corps 147 145 112 103 28 Infantry Army
4 Flieger Corps 187 231 52
2 Tank Army
8 Infantry Corps 129 59 50 70 3 Cavalry Army
2 Flieger Corps 132 182 137 129 40 Infantry Army
1 Flieger Corps 218 218 57
21 Infantry Army
5 Infantry Corps 115 99 72 109 10 Infantry Army


Yikes, this is a situation. Just about everyone is either stuck in the swamp and cut off from supplies or far away from it. The only bright side - we have plenty of air support. But if we can't hold the lines here, we might not for long!


Kiev:


Axis Old
strength
Current
strength
Current
strength
Old
strength
USSR



43 25 5 Tank Army



59 81 18 Infantry Army



80
19 Infantry Army
3 Panzer Corps 188 141
107 2 Militia Army
57 Panzer Corps 167 145 77
23 Infantry Army
23 Infantry Corps 84 83 134
18 Tank Army
49 Infantry Corps 140 91


29 Infantry Corps 94 39
97 16 Infantry Army
9 Infantry Corps 127 118


5 Flieger Corps 138 190


27 Infantry Corps 77 75


14 Panzer Corps 154 156 50 51 1 Cavalry Army
4 Infantry Corps 97 96


11 Infantry Corps 117 96


48 Panzer Corps 161 121


3 Flieger Corps 115 179


12 Infantry Corps
79



Kiev is taken, but the fighting around it has taken a toll on its besiegers. I have a few units staying behind to guard the fliegerkorps from any muddy surprises that might crawl out of the swamps.

 

Moldova:


Axis Old
strength
Current
strength
Current
strength
Old
strength
USSR
17 Infantry Corps 119 45


30 Infantry Corps 116 95


1 Hungarian Panzer 90 29 24 55 5 Cavalry Army
54 Infantry Corps 78 53





70 93 2 Infantry Army



8 69 4 Cavalry Army
1 Rumanian Infantry 29 74 36 57 7 Infantry Army
2 Rumanian Infantry 86 62
105 9 Infantry Army
4 Rumanian Infantry 52 28
34 2 Cavalry Army
5 Rumanian Infantry 52 48


 

I am, at last, in control of the situation here. The Romanian's aren't great, and neither are the Hungarians, but they're trying, and with a bit of help from German infantry, the encircled Russians are breaking and will have to concede Odessa by the end of summer.


I thought that at this point, it might be interesting to compare my progress to the previous game's state at the same time, so I made a combination overlay. Transparent tokens represent my units in the August 30th state of the "advanced" game, solid tokens represent the current one.

 

Expert mode certainly slows things down! We're at least two weeks behind schedule, thanks to deadlier, more strength-depleting attrition, the Soviets' ability to entrench and stay put longer, and our own mobility-sacrificing assault mode. Suprisingly, Expert mode is also going by a bit faster for me than Advanced did - this is partly because I'm more experienced with planning out traffic, but the reduced mobility also means there's fewer moves for me to plan out each turn, and that more than offsets the added complexity of choosing tactical modes and managing the Fliegerkorps.

Discounting the Fliegerkorps and newly-arrived reinforcements, we have 3,067 units of combat strength at the front, out of 3,598 units of muster strength. In comparison, the same units at this point in advanced mode had a combined 4,353 units of combat strength, and slightly higher muster strength! The Fliegerkorps provide a maximum of about 1,000 extra combat strength, depending on how rested they are, and how close they are to the action, so I'm going to need them to make the difference if I want a chance at winning.

To be continued!

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