The Wargamer

EAST FRONT SCENARIO EDITOR TUTORIAL

by Edward Hayes


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THE EDITOR
Increasingly in the future one of the better indicators of a successful wargame will be the number of user designed scenarios you can find on the Internet. Currently that prize belongs to Steel Panthers, an excellent game with a somewhat buggy scenario editor. In contrast East Front's editor is superb and highly flexible, easily the best editor currently available. The latest version of East Front, Version 1.06, goes a long way in correcting many of the short comings in the game itself and may well propel East Front into the leaders mantle.
The User Guide for East Front has really taken some hard knocks by reviewers, although strangely I have had more difficulties with Guides from many other Wargames, Panzer General II in particular. It does however have a good section on the scenario editor. If you haven't already read it, please do so as it does provide a step by step guide with many helpful hints.

There are 3 stages in creating a scenario:

  1. Create the map with The Map Editor
  2. Choose the Forces for each side with The Organisational Editor
  3. Set up the scenario parameters with The Scenario Editor.


MAP EDITOR
The Map Editor is excellent with many innovative features not previously seen. For instance there is no apparent limit to the size or shape of a map that one can create. The map can also be moved or resized should you decide its too big or small at any time. Keep in mind that when you setting up the map that the scale is set to 250 meters per hex. Obviously you will have to make some interpretation when creating a historically accurate map, for instance when do you set a hex to be a village, city, or industrial.
The Random Map Generator is used to start all maps. If you want to create one from scratch then just enter the size and base level and then generate. Alternatively you can let the Random Map Generator do most of the work for you by setting any of the 24 detailed terrain feature parameters at different levels on a sliding scale (0 to 100) helping you to generate the kind of map you want.
Don't forget to modify the base elevation of your map. The base elevation is set to the most common elevation level that you plan on using. You can also set the elevation change delta, typically set to 10m or 20m which defines the maximum step in level between any two hexes.
You can then edit your map to make it look more realistic. There are two filler tools, the Cluster Fill (7 hexes) and the Rectangular Fill (any size) which allow you to fill in large areas of the map. After filling in the area go back and touch up the filled areas edges to remove some of the blocky patterns. Remember natural features occur randomly.

To add realisim to the finish product I like including bridges, embankments, rivers, gullies, and text to the map. The first four items are all placed on the sides of hexes, see above.
The filler tools, elevation display, ability to view a map in 2D or 3D at different zoom levels help to reduce the time required to create a realistic map from scratch.

ORGANISATION EDITOR
The Organisation Editor is a very elegant piece of work. Once you have decided the date of your scenario it displays all the templates for the German and Russian Organisational structures operating at that time period. For historical accuracy, setting the correct date is important as this guarantees the correct availability of specific units and formations. The structure starts at the single unit Platoon level, moving up the levels of Company, Battalion, Regiment, etc right up to an entire Army.
At the battalion level and higher there is an HQ unit which supplies (commands and controls) all the units which extend from its branch of the organisation tree. The supply status of subordinate units depends on their proximity to the HQ units, so it`s important that these units are in your oder of battle. In order to insure that the A.I. works properly and the required H.Q. units are available make sure to initially select a battalion or higher. If you add smaller units like a platoon and don't move them into a battalion or larger formation the unit will not have an HQ and more than likely will suffer from supply problems.

"Moving across and down the organisational structure"

So, if you click on say a Panzer Regiment a tree will open up showing all the battalions. Another click on a battalion and there are all the companies in that battalion. You can select and transfer units at any level to make up the basic organisations for your scenario and then edit them afterwards, re-labelling, adding or removing units as you wish.
The accuracy of the data base is staggering but somewhat formal, at first it was not easy to find specific units that you are looking for. Largely because of the extent of available choices but partly, for me sadly, because all those magic names like Tiger, Elephant, Wespe and Hummel are not used. It took me ages to find the formal equivalent of the "Nashorn". The trickiest bit is moving your units across and then down your organisation to get that extra Tiger (sorry PzVI) into the right Regiment/Battalion/Company. The problem is one of orientation. Across the organisation is actually up or down the Screen and vice versa. Never mind eventually you`ll get the hang of it.
Commanders, who improve a unit`s effectiveness and morale, should also be added into your organisation at any level together with the suitable designation Major, Captain etc and with any name you care to choose. I like Kafelfinkov. And of course you can if you wish change "3rd Artillery SP Battery" to "The Hummel Thumpers".

SCENARIO EDITOR
The Scenario Editor basically brings everything together, deploys the troops, allows you to edit unit status, and change hex attributes. The usual scenario header details such as Turns, Conditions, Description, Ammo Supply etc are also added. Don't forget to set the different point values for the levels of various victory levels.
The User Guide definition of Ammo supply is incorrect when it asks you to enter the % chance of running out of Ammo, implying a low number should be entered eg 5 or 10. In fact it requires the % chances of getting the ammo and should be a high number eg 95 or 90. This value should also reflect the capabilities of the units at the time of the engagement. The higher the value the better the supply situation and command and control of the forces. The lower the number would represent a low supply situation and the lack of the ability of the commanders to exert command and control over their units.
Make sure to set the A.I. level for each side. The attacking side is set higher, more aggressive, than the defending side, lower less aggressive. A good range should be 60 to 100 and 40 to 0, respectively. However for a meeting engagement the A.I. setting should be roughly equal for the two sides.
The next step is to deploy the troops using the Forces dialog box transferring the units from your organisations to the map, possibly designating some of them as reinforcements or fixed units with a time of release or putting the artillery off board. Note that you do not have to deploy all the troops. You can for example decide not to deploy any of the trucks that belong to a particular formation. So you can deploy some , test the scenario, add a few more and so on.

Checking the fixed units and turn of release

You can then make specific changes to unit status such as orientation, loading up and changes to levels of fatigue, morale and strength.
Finally you can set the objectives hexes and victory point values, define exit hexes and add any improved positions, trenches, mines, wrecks etc.
The exit hex adds a further dimension to scenario design. It is an old board game idea in which the attacking player gains all or some of his victory points by exiting his units off the edge of the map.
You can now save your scenario and try it out. Importantly if it needs some adjustment you can re-edit the map or organisation without most of the difficulties or limitations often seen in many of the other Wargames. The only problem I have noticed is that any unit prieviously deployed and then removed from an organisation in a re-edit has to be separately removed from the map when you return to the re-deployment stage.
When testing the scenario leave FOW off so that you can see what is happening. If you find that the computer side is not moving the most probable explanation is that they can`t reach any of the objectives usually because there is no bridge (or its not a heavy one needed for tanks) to cross a river.

SCENARIO DESIGN


One of the criticisms in the unfortunate pre 1.06 patch Computer Games review was that most scenarios come down to a series of close assault battles because the ordnance range of WWII weapons is too small for the scale of the maps. This is partly true but the more direct reasons for this happening are the visibility setting ,set at 1 ! in some campaign scenarios, and excessive cornfields which block line of sight. So, if you want a more flowing battle don`t put in too many fields and keep the visibility at 6 or greater.
Do not give the attacking side possession of victory hexes close to the front at the start of the scenario. This tends to draw out the defenders from good positions and creats large conflicts in the middle of the map. The end result will be the defenders spending their resources in the beginning of the scenario.
Also since East Fronts AI is victory hex driven the location and points given for victory hexes is important. You will need to experiment with the value assigned to victory hexes. Remember that players earn points for victory hexes and for the distruction of strength points.
If you are attempting to simulate an actual battle try to put situations into the scenario. For example if a Panther Battalion was known to have gotten caught in a minefield in the early stages of the battle, then put them in the minefield rather than in some position where they can easily avoid this occurrence.

PANTHERS IN A MINEFIELD


Don`t make the map too large. Start off with a 40x40 and extend it according to need. If you are creating a map from scratch set the base elevation before starting.
Gullies and embankments give a more realistic touch to the map.
If your Order of Battle is at level X e.g. x =battalion then select a Organisational structure one level higher e.g. Regiment and then replace or subtract units. That way all the HQ units are in the right places.
The secret to good scenario design is repeated testing, playing both sides, to get the balance right. Many WWII War Game scenarios, original and user created are often either impossibly hard or far too easy because they have only been tested playing the favoured side, usually the Germans.
All in all the East Front Editor is the best editor that I've ever used.
Edward Hayes.

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