ConsimWorld Expo, Part 2 of 3 - EastFront
Finally getting to play Summer '41 in
EastFront
Having gotten my fill of EuroFront on Wednesday,
Thursday, and Friday, I split off on Friday afternoon to play a good,
old-fashioned game of straight EastFront. When I play one of the Front games at
home, what I'd usually do is play a 6-month scenario – I like Summer
'42, Winter '42, and Summer '43, about in that order. These are pretty
manageable to play (4 hours or so), are fairly well-balanced, and are all good
situations which present both sides with interesting opportunities. They also
tend to be pretty stable, in that barring all but the most egregious errors, an
interesting game should result.
But
this is MonsterCon and time to try something different. In casual play, I've
always avoided the Summer '41 scenario, the initial invasion of Russia, because
it's so unbalanced. By this, I mean that the Germans are brutalizing the Soviet
armies, and the Soviets will win by escaping complete catastrophe. This just
doesn't seem that appealing. But I've now played enough EastFront that the fact
that I had
never
(before yesterday) played Summer '41 seemed like a hole in my experience of the
game, and if you want to play EuroFront in all its grandeur, you need to how to
deal with that initial invasion. So we played EastFront starting in Summer '41,
and instead of just playing 6 months, we decided to go until a decision was
reached one way or the other.
I ended
up enjoying the '41 scenario more than I expected. It is a much more exacting
game than the later scenarios – forgetting to cover a critical hex
two spaces behind the front lines can have bad consequences for the Soviets
– but it's not as unforgiving as, say, The Russian Campaign. There is
a substantial tactical element, but it's not as hyper-tactical as most
hex-n-counter games. Heck, it's not even as hyper-tactical as Caylus. It's still
mostly about picking your spots, making sure your headquarters are in the right
place at the right time, and using your rail capabilities to get your critical
units (tanks and shock armies) where they are
needed.
Still, that said, Summer '41 is
still largely driven by the Germans. They will pick objectives (Leningrad,
Moscow, the Ukraine) and try to take them. The Soviets will desperately try to
oppose them where possible, but mostly just try not to get wiped out. But when
you link Summer '41 to Winter '41, things get interesting, because in Winter,
the Germans are hosed. In Winter '41, the Germans are
especially
hosed. Their headquarters are all disrupted and cost extra to build, all their
units are slowed to the speed of tanks in mud, and their offensive capabilities
are near-zero. Meanwhile, the Soviets are virtually unaffected, and receive an
influx of fully-built Shock Armies. For all the abuse the Germans dished out
during the Summer, they are now set for a hammering. I'm not sure I'd play
either Summer '41 or Winter '41 as a standalone, but as a pair, I think they
have a nice symmetry, and were pretty
entertaining.
In the event, the Germans
weren't able to make decisive progress in '41, and the winter counter-attack was
pretty brutal – not in terms of ground, but in terms of casualties.
My big lesson learned was that, as the Germans, nothing you can do in '41 will
be worth it if your tank arm gets mauled. Make sure to keep them safe and mobile
over the winter, which means not letting them get tied down in battles. You need
to be inflicting enough casualties on the Soviets to keep them off-balance in
'42, but you can't do that at the cost of suffering too many casualties
yourself. Those 70-ish production points won't go nearly as far as it looked
like they would from the safety of Poland, and you cannot afford massive tank
replacements.
We called it a game in
Summer '43, when things had cascaded to make things very rough on the Germans.
Playing the long game was cool, but in future, I'd recommend using the standard
semi-annual scenarios as checkpoints. Each six-month season has a handicap, and
you can see who is winning at that point. If one player is ahead by, say, 10
points, I think it's time to call it and move on to another game. EastFront is a
game where small advantages accrue from season to season to become big
advantages, and if you start '43 significantly behind the historical pace, it's
going to be exceptionally hard to win. So rather than sitting down and deciding
to play the "whole war", I think checking every 6 months of every year against
the victory conditions until someone gets ahead makes a lot more
sense.
Anyway, the Front games remain
amongst my very favorites, and playing them intensively for 4 days mainly made
me want to get them out more regularly.
Posted: Sunday - June 18, 2006 at 02:42 PM