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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:
- Create the map with The Map Editor
- Choose the Forces for each side with The Organisational Editor
- 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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