|
Eastern Europe, June 22, 1941, Axis army of 1884 units opposed to Soviet army of 1999 units for a battle of complexity 5.81 at Division(XX) level on a 10 Km/Hex map for 405 turns of Half Week each. by Soren Gaun and Kristian & Stefan Kristensen submited on 13-10-2005 Rugged-Defense Playing Statistics
|
||||||||||||||||||
| Briefing |
|---|
Fire in the EastEastern Front June 22nd 1941 - May 1945Ver: 5.0 Map of European Russia by Daniel McBride from his Drang nach Osten scenario , used with his kind permission. Special thanks to Christian Savioli and Anders O. Kristensen This is not to be played against the AI, this is a Human vs Human Version (PBEM) only. Check our website for other versions Please note that turns in this scenario can take up to 1.5 hour on even an powerful computer to calculate. 1. A short introduction Fire in the East covers the whole second WW on the Eastern front. It is a massive scenario, on a 10km scale at Division/regimental level. It uses half-week turns, 405 turns in all. If you think this is too massive, I can personally recommend playing Dr Daniel McBride's "Drang nach Osten" (Barbarossa) scenario which is probably the best scenario covering that operation. Fire in the East is as historical as it can get, when confronted with a historical vs. playable (And game engine limited) problem, the playable option was chosen. Because of the 2000 unit limit, many of the Soviet units will reconstruct, making some armies look rather huge while others had to be joined. This is very unhistorical, but because of the game engine limits it is a necessity. 2. Victory In short if the Russian player captures Berlin before turn 405 he wins. Otherwise it is consider an axis win. Players may of course make up their own victory conditions. 3. Soviet Production Soviet replacements start at 34%. A certain number of Soviet cities will drop the replacement level, these cities where historical cities of production or huge significance. As most of the replacements are of historical proportions, it has great effect that the German player at least reaches his historical 1941goals, as this is used to calculate the historic replacements. If the German player gets further that historic, he will lower the replacements below the historical numbers. On the other hand if the Soviet player is able to hold on to more (or longer) than historical he will have a produce more than the Russians did historicaly. In December 1941 the Soviet replacements will go up to the normal and in late 44 the Russians will have another gear up. The numbers are calculated with complex mathematics. (Thanks Anders O Kristensen) This should press the Germans further into Russia, while the Soviet player has to stay forward to defend his production. 4. Shock German Forces have a general Shock value of 115 in 41, 105 in 42 and 100 in the rest of the game. The Soviet Forces have a general Shock of 100 in 41 and 42, 105 in 43 110 in 44 and 115 in 45. In Addition there are several local effects: The Germans have land shock 140 the first 2 Turns. They go to a general shock of 100 during the first winter. This may be raised to 130 by Typhoon for 6 turns followed by a reorganizing period of 10 turns with Shock 80. In the summer 42 they can raise their shock to 120 by Case Blau for 10 turns. They have a 140 Air shock the first 10 turns, and then 120 until turn 43. In 1942 they have a 110 air shock, and the rest of the war they have 100 The Russians have Shock 80 the first 6 Turns. The Russians Also have air shock of 5, going to 75 in turn 3, and 100 in turn 10. They can raise land shock to 115 by winter offensive option the first winter and to 120 the second winter. The second winter offensive will also give the germans a shock of 95 for 5 turns. 5. Cease Fires 6 Ceases fires comes into effect around the following turns (slight variance may occur) due to Russian Rain Season and Spring Thaw which turned the primitive Russian Roads into mud:
There are no cease fires in the fall of 44 and spring of 45, as the frontline had reached areas with better roads 6. Offensives
7. Supply Germans have a Force Supply of 30. This drops gradually to 20 during first winter, but recovers in the spring. It may drop to 25 with loss of Ploesti. They have a Supply Radius of 4. The Russians have a Force Supply of 30, rising to 43 over the years due to lend lease. In addition they have local effects of +10 the first winter, and +5 the following winters. They have a Supply Radius of 4 temporarily rising to 6 during their first winter offensive. Loss of Stalingrad, Maikop and Archangelsk each gives a -5 penalty. Capture of Ploesti gives a +5 bonus. Capture of Istanbul gives a +2 bonus. 8. Supply Sources Axis supply is located in Berlin (15,135), Königsberg (64,115), Trieste (10,211), Helsinki (107,63), Budapest (47,193), Bucharest (87,232), Riga (93,96) Sevastopol (152,235), Taman (182,228), Athens (71,300), Hiuuma (90,75), Kingisepp (86,80), Ventspils (79,89), Istanbul (112,173), Ankara (147,285), Tabriz (271,299), Copenhagen (18,87), Malmö (20,87), Stockolm (65,62), Marienhamm (78,58), Rønne (30, 101), Narvik(70,17), Gotland (61,80) Oslo (24,42) and Mediterrainean Islands with a port. Allied supply is located in Moscow (186,116), Leningrad (139,69), Oranienburg (135,68), Kerch (179,227), Zavetnov (178,228), Stalingrad (245,187), Odessa (130,212), Sevastopol (152,235), Sibiria (296,85), Baku (298,262), Astrakhan (278,209), Hiuuma (90,75), Kingisepp (86,85), Istanbul (112,173), Tabriz (271,299), Italy(17,272), Copenhagen (18,87), Stockholm (65,62), Marienhamm (78,58), Rönne (30, 101), Narvik (70,17), Murmansk (124,11), Archangelsk (194,26), Gotland (61,80), Greek and Turkish coast (57,280), (71,300), (77,300), Bodø (49,14) and mediterrainean Islands with a port. Note: Some supply sources are removed with loss of certain cities. See: Cities of other losses. 9. Rail German Rail is 8000, going to 7000 in 44 and 4000 in 45. Rail Repair is 8, and Rail Damage starts at 25, goes to 75 in turn 15 and goes to 100 in turn 32. Soviet Rail start at 1000, going to 3000 at turns 3, 11000 turn 6 and 12000 turn 12. Loss of Moscow reduces soviet rail to 6000. Rail Repair is 10 and Rail Damage is 100. 10. Air German Air Transport is 1100, going to 1000 in 43, 750 in 44 and 500 in 45 Soviet Air Transport starts at 0, going to 500 at turn 20, 500 turn 40, 850 in 1944 and 1250 in 1945. 11. Sea German Sea Transport is 3000 going to 2000 in 44 and 1000 in 45. Soviet Sea Transport is 2500 going to 3000 in turn 57. 12. Cities of production loss Minsk, Smolensk, Bryansk, Orel, Kiev Voronesh, Odessa, Zaporrozhe, Stalino, Rostov, Voroshilovgrad, Krasnodar, Dneprpetrovsk, Tula Tiblisi, Grosny, Saratov, Ryzan, Yaroslav, Murmansk and Vologda each gives a 5% reduction in Russian replacements. Kharkov, Sevastopol, Baku and Leningrad each give a 10% reduction in Russian Replacements Moscow gives a 20% reduction in Russian Replacements Malmberget gives a 10% reduction in German Replacements. Göteborg givesa 5% reduction in German Replacements. Stockholm gives at 5% reduction in German Replacements. 13. Cities of other loss
Most of Russian Reinforcements arrive in following cities
Loss of any of these cities to early (or for some, at all), will disrupt arrival of these forces. 14. Turkey Will Join the war on the Axis side if one of the following three thing happens:
Axis looses 5% replacements if Istanbul is lost 15. Sweden Russia can demand Sweden to cease supply of iron ore to Germany, which would lead to a reduction of 10% in german replacements. A refusal to this demand will bring Sweden into the game, but at the risk of loss of a total of 20% of replacements. Sweden can be bullied into the war by the Germans (THIS IS AN OPTIONAL RULE!!) 16. Persia Will join Axis if Russia declares war on them. 17. Recon German Recon start at 75, going to 35 in turn 39, 30 in turn 265 and 20 in turn 369 Soviet recon start at 5, going to 25 in turn 40, 35 in turn 150 and 45 in turn 200. 18. Weather Cool fronts and warms fronts will occur every fall and spring. Storms will occur every fall, winter and spring. 19. HOUSE RULES - VERY IMPORTANT
20. Additional Theater Option List 20.1. Send Ultimatum to Sweden to stop sending iron ore to Germany: (Russia) This option is available from turn 1, and through out the game. If Russia plays this option, the Swedes (the German player) will face two Theater options, representing the two possible responses. He can either "Refuse Soviet Demands" or "Agree to Soviet Demands". If he chooses to agree the German replacements will drop 10%, but Sweden remains neutral. If he chooses to refuse the demands there will be no immediate effect on German replacements, but Sweden will join the war. The catch in refusing is that although the German player gets control of the Swedish army and suffer no immediate replacement loss, he may in the end loose more replacements than 10% as there are two 5% cities and one 10% city in Sweden. (Stokholm, Goteborg and Malmberget). If the German player fails to respond to the demands, war will automatically be declared after 3 turns. Most of the Swedish army will enter the map once war is declared, but some units (reinforcements) may enter earlier. NO SWEDISH UNITS MAY BE MOVED BEFORE WAR IS DECLEARED. RAF and US Intervention force activates if war is declared. 20.2. Invade Iran (Russia) This option is available from turn 21 and onwards. If chosen the exclusion zone in Persia disappears and war exists between Russia and Persia. This will activate the Russian 45th and 47th army. It will also activate the Persian army. 20.3. Invade Turkey (Russia) This option is available from turn 30 and onwards. If chosen the exclusion zone around Turkey will disappear and war exists between Turkey and Russia. This will activate the Turkish army as well as the 44th Russian army. RAF in Italy will activate 30 turns after war is declared. 20.4. Request US air support (Russia) This option becomes available if Turkey joins the war in any other way than a Soviet declaration of war. If chosen US Intervention force will arrive within 4 turns. 20.5. Complete Battleships (Russia) This option will be available on turn 47 and disappear on turn 100. If chosen Russia will have an immediate 5% drop in replacements. 104 turns (one year) after the option is chosen the Soviet supply will increase with 4 due to safer lend-lease lines. He also gets a naval unit south of Sukhumi (hex 220,251). This unit has: 1 Battleship, 2 Battle cruisers and 4 Destroyers. He also gets two naval units west of Leningrad (hex 138,68). Each of these units has: 1 Battleship, 2 Battle cruisers and 4 Destroyers. In addition to all this, 3 Battleship, 4 Battle cruisers and 12 Destroyers are placed into the soviet replacement pool. 20.6. Complete Panzerbrigades (Germany) This option becomes available on turn 317, and disappears on turn 318. If chosen 10 panzer brigades will arrive as reinforcements for the German player. If not chosen, the equipment from the 10 panzer brigades + additional 125% is placed in the German replacement pool on turn 321. This means it is a choice between more units or more equipment. Historical production is reached by choosing to form the brigades. 20.7. Allow Germans To Bully Turkey And Sweden Into the War (Russia) !!!!!OPTIONAL!!!!!! This option is available from turn 1 and onwards. If chosen it will allow the German player to bully Turkey and Sweden into the war on their side. Players should discuss if or when this option is to be selected. Kristian 'Teufel' Kristensen Stefan 'Snefens' Kristensen |