Eastern Front 1941-1945 V8.1 for TOAWIV 12/2023

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Zovs
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Re: Eastern Front 1941-1945 V7 for TOAWIV 4/2023

Post by Zovs »

You missed showing the Panzers as pink in theirs.
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governato
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Re: Eastern Front 1941-1945 V7 for TOAWIV 4/2023

Post by governato »

ncc1701e wrote: Fri Jul 07, 2023 7:28 pm
Cpl GAC wrote: Fri Jul 07, 2023 2:19 am What you see in Governato's image is literally "blue versus red". The German main colors are based on a palette of Prussian blue, and the Soviets are based on a palette of the red in the Hammer & Sickle flag. The other three colors on a counter are combinations of Axis flags, uniforms, etc. The Romanian, Hungarian, Italian and Slovak numbers are all Ukrainian Yellow as a subtle reminder to stop moving them north...

We are trying to temper all that using "Accessible Color Palettes"; WCAG-compliant color schemes help with vision disabilities.
By the way, in the V7 version, the first turns (1 to 6) the rail repair units are like this:
BEFORE.JPG
Then, starting turn 7, the rail repair units are changing color and are becoming like this:
AFTER.JPG
Any explanation?
I use the xperimental .col file in our server game, Apparently it gets passed on to you as we play. Interesting.
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Re: Eastern Front 1941-1945 V7 for TOAWIV 4/2023

Post by ncc1701e »

Ah, I understand now thanks.
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Re: Eastern Front 1941-1945 V7 for TOAWIV 4/2023

Post by cathar1244 »

Zovs wrote: Sat Jul 08, 2023 5:01 pm You missed showing the Panzers as pink in theirs.
Somebody got it right. :D

Cheers
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Cpl GAC
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Re: Eastern Front 1941-1945 V7 for TOAWIV 4/2023

Post by Cpl GAC »

Panzerkampfwagen V Panther Ausf. D
Pink_Panther.png
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The 7.5 cm KwK 42 L/70 was in the tail
If you're STILL making Panzer IIs after seeing your first T-34... you're probably going to lose.
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Re: Eastern Front 1941-1945 V7 for TOAWIV 4/2023

Post by ncc1701e »

When the new colors will be released, I hope there is a way to use them in an ongoing game.
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Re: Eastern Front 1941-1945 V7 for TOAWIV 4/2023

Post by governato »

ncc1701e wrote: Tue Aug 01, 2023 4:21 pm When the new colors will be released, I hope there is a way to use them in an ongoing game.
The new .col file is specifically designed for the next version (v8). If renamed the v8.col file will work 'OK' for older scenarios, but a few color IDS have been changed in v8,
so I expect a handful of units will have 'off/odd' colors. Worth a try :)
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Re: EF 41-45 version 8 update

Post by governato »

Version 8 is almost ready and I shuld be able to post it in a few days. so here what is new, with some details for other scenario developers.


- New Counters Colors: Matrix User Cpl GAC recolored most of the scenario units. Recoloring will have no effect on the game, but will make certain units (Axis allies, Panzer, Guard units, Logistics, Air units) easier to identify, while also using more historically accurate colors. (and if you need to ask: yes the Panzerwaffe had a flag with a pink background). This addition requires placing a folder (same name as the scenario) in your Graphic Override folder The new colors file will also ‘work ok' with older versions if you have an ongoing game.. but many colors will not look as intended. Just use v8 :)

colors.png
colors.png (603.36 KiB) Viewed 1256 times

- Soviet 1941 Mech Corps (they are all on-map at start and have a light red counter background) have been made more fragile and will suffer losses more quickly. 1941 Mech Corps still start with the historical number of tanks, BUT the 'allowed' slot for BT-7, T-26 and B-10 armored cars has been reduced to just 12, and the T34s slot to 64 (the official TOE called for a much higher number, never really achieved in practice) The effect: Mech Corps that start with the historical large number of tanks, larger than allowed in the TOE (say 120 T-26s, which will look as 120/12 in the editor) will suffer losses to combat and recon capabilities that will not be replaced even if tanks/cars are present in the replacement pool. In RL The Red army did not have the logistics/support capabilities to move such a large formations of tanks over long distances over roads or by train. Soviet tanks suffered a large amount of breakdowns in the early stages of Barbarossa ( 70% of losses in the first week were caused by breakdowns!). Most Mech Corps were disbanded (or destroyed) by Fall 1941 and replaced by tank brigades attached to Armies, or small tank Corps. With this small change by early 1942 the TOE of the few surviving Mech Corps will resemble those of the early Tank Corps fielded by the Red Army at that time. This change should affect only the strongest Red Army players who will then have less mobile forces for Winter :). It should also encourage the Red Army player to use those Mech Corps for historical early counterattacks, before they melt away.

MechCorps41.png
MechCorps41.png (93.65 KiB) Viewed 1256 times

References

Glantz's "Stumbling Colossus", (page 135)
A.Isaev's "Dubno 1941" (I really liked this book)


- Less trucks and horse carts for the Red Army in 1942-1943. Again! Their number has been incrementally reduced. The scenario should be close to model the relative lack of mobility of the Red Army at that stage of the war.

- The supply rate for sources in some cities has been increased. They will resist a bit longer to sieges.

- Small changes to the Red Army PO tracks
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Re: EF 41-45 version 8 update

Post by ncc1701e »

governato wrote: Wed Oct 25, 2023 3:59 pm
- Soviet 1941 Mech Corps (they are all on-map at start and have a light red counter background) have been made more fragile and will suffer losses more quickly.
Great given where I am in our game. :lol:

As requested, here is my inventory as Axis in our game:
https://www.matrixgames.com/forums/view ... 5&t=399473
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Re: Eastern Front 1941-1945 V8 for TOAWIV 11/2023

Post by governato »

Version 8 of Eastern Front 41-45 is ready. Links and attachments at the bottom of this post and in the first post of this thread.

MAJOR Changes in Version 8

- New Counters Colors: Matrix User Cpl GAC recolored most of the scenario units. Recoloring will have no effect on the game, but will make certain units (Axis allies, Panzer, Guard units, Logistics, Air units) easier to identify, while also using more historically accurate colors. (and if you need to ask: yes the Panzerwaffe had a flag with a pink background). This addition requires placing a folder (same name as the scenario) in your Graphic Override folder. Use with older versions is not recommended.

- Soviet 1941 Mech Corps (they are all on-map at start and have a light red counter background) have been made more fragile and will suffer losses more quickly. 1941 Mech Corps still start with the historical number of tanks, BUT the 'allowed' slot for BT-7, T-26 and B-10 armored cars has been reduced to just 12, and the T34s slot to 64 (the official TOE called for a much higher number, never really achieved in practice) The effect: Mech Corps that start with a larger number of tanks than allowed in the TOE (say 120 T-26s, which will look as 120/12 in the editor) will suffer losses to combat and recon capabilities that will not be replaced even if tanks/cars are present in the replacement pool. In RL The Red army did not have the logistics/support capabilities to move large formations of tanks over long distances over roads or by train. Soviet tanks suffered a large amount of breakdowns in the early stages of Barbarossa ( 70% of losses were caused by breakdowns!). Mech Corps units were disbanded (or destroyed) by Fall 1941 and replaced by tank brigades or small tank Corps. By early 1942 the TOE of in game Mech Corps will resemble those of the early Tank Corps fielded by the Red Army at that time. This change should affect only the strongest Red Army players who will have less mobile forces for Winter :). - Less trucks and horse carts for the Red Army in 1942-1943. Again! Their number has been incrementally reduced. The scenario should be close to model the relative lack of mobility of the Red Army at that stage of the war.

- The supply rate from sources in some cities has been increased. They will resist a bit longer to sieges.

v8.png
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Attachments
EF41-45.v8.zip
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Eastern Front 1941-1945.v8.pdf
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Re: Eastern Front 1941-1945 V8 for TOAWIV 11/2023

Post by ncc1701e »

Great stuff. But, there are two things I would like to clarify.

1. In the rules, I can read the following:
HQ for artillery support.JPG
HQ for artillery support.JPG (41.51 KiB) Viewed 1037 times

But, all HQs seem to have a range of 1 only (Axis and Russian).
HQ range.JPG
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Thus, I don't understand how you could put HQ in artillery support one hex behind the frontline.
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Re: Eastern Front 1941-1945 V8 for TOAWIV 11/2023

Post by ncc1701e »

2/ Second thing, in our PBEM game, I have never used artillery units like this one.
artillery support 1.JPG
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Indeed, each time I am planning an attack, this unit is not listed in the support menu:
artillery support 2.JPG
artillery support 2.JPG (274.81 KiB) Viewed 1033 times

Am I doing something wrong? If so, how to you use this unit that has a range of 1? Bringing it on the frontline and do a bombardment is the only option?
artillery support 3.JPG
artillery support 3.JPG (129.81 KiB) Viewed 1031 times

Thank you
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Re: Eastern Front 1941-1945 V8 for TOAWIV 11/2023

Post by governato »

The scale of the game is 25km* (15miles)/hex, so the range of all artillery is 1 (one) hex.

To attack with Artillery Units and HQs: you need to be adjacent to the enemy hex, as with other ground units (see attack on the upper left). HQs and arty units have the high calibre tubes and they are helpful to decrease the entrenchment value of enemy units.


support.png
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To defend: set the HQ or arty unit next (behind) the units you want to provide support and set them to 'Tactical Reserve', or entrench them (D,E or F will all work I think) or See example and manual reference below.

support2.png
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support3.png
support3.png (268.53 KiB) Viewed 1011 times
Hope it helps! This should apply to all scenarios at similar scale.

*actually the map real size is 32km/hex so ranges and movement rates have been scaled accordingly
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Re: Eastern Front 1941-1945 V8 for TOAWIV 11/2023

Post by ncc1701e »

Thank you, I knew I was missing something. One last question if you don't mind for the supply units, any tip regarding the number of hexes to keep ahead of the nearest railhead? How to monitor if the chosen hex for placement has the best effect on supply?
Supply Units.JPG
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Re: Eastern Front 1941-1945 V8 for TOAWIV 11/2023

Post by governato »

ncc1701e wrote: Fri Nov 10, 2023 8:02 pm Thank you, I knew I was missing something. One last question if you don't mind for the supply units, any tip regarding the number of hexes to keep ahead of the nearest railhead? How to monitor if the chosen hex for placement has the best effect on supply?

.did you get a new Chief of Staff ;)

The supply radius for the supply units is three hexes! (four are movable and some are attached to city garrisons, those have a double icon if you click on them)

Btw the note about keeping them 'close to the railways' is mostly to use them efficiently (as they give a proportional boost, not a fixed amount), you can place them wherever, but not directly on the frontlines!

From the manual Supply Units – Increases the Supply Level in each supplied location that can trace a path no longer than the Supply Radius to the Supply unit. Additionally, Supply units multiply supply distribution to adjacent Cooperative units by 1.5. There is no effect on Unsupplied locations.


In the image below (from my current game with Larry) I REALLY WISH I had a supply unit in Zhitomir :)
supply.png
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Re: Eastern Front 1941-1945 V8 for TOAWIV 11/2023

Post by ncc1701e »

governato wrote: Fri Nov 10, 2023 8:58 pm
did you get a new Chief of Staff ;)
I have fired the one playing V7 version for incompetence. :lol:

Thanks for your answer. Good luck against Larry.
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Re: Eastern Front 1941-1945 V8 for TOAWIV 11/2023

Post by ncc1701e »

About this:
governato wrote: Fri Nov 10, 2023 9:33 pm
Cpl GAC wrote: Fri Nov 10, 2023 3:13 pm It's hard to make a stand at Pskov because the map doesn't allow you to use the lake as your right flank, making Leningrad that much more vulnerable.
I always have a hard time to get Leningrad tho...will check if the map around Pskov can be improved!
It is true that at a scale of 25km/hex, the lake should be closer to Pskov.
Pskov.JPG
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Google map.JPG
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Re: Eastern Front 1941-1945 V8 for TOAWIV 11/2023

Post by ncc1701e »

Also there is a river crossing Pskov coming from the lake. Perhaps, you could play with this too. And, I am not a fan of a super river to cut the lake in two.
Rivers around Pskov.JPG
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Current Game Map.JPG
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Re: Eastern Front 1941-1945 V8 for TOAWIV 11/2023

Post by ncc1701e »

Perhaps something like this:
Perhaps this.JPG
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Re: Eastern Front 1941-1945 V8 for TOAWIV 11/2023

Post by ncc1701e »

Also, minor issue not linked, but the correct spelling is Wehrmacht not Whermacht.

EDIT: I have done a complete review of the events list and this mistake is in event number:

83, 186, 189, 206, 255, 394, 395, 397, 767, 783, 787, 791, 901, 914 and 1006.
Wehrmacht.JPG
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Chancellor Gorkon to Captain James T. Kirk:
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