Eastern Front Deluxe Edition
AP Series | Panzer Grenadier |
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Designers | Bennighof, Knipple |
Game Type | Standalone |
Format | Boxed |
Release Date | 2005-09 |
Availability | Out of Print |
Scenarios | 112 |
Counters | 660 |
Counter Type | Die-cut |
Maps | 8 |
- beast013 on 2011-12-22
Overall Rating, 1,110 votes |
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3.19
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Standalone Rank: 30 of 40 |
Popularity: Ownership & Activity | ||||
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Status | Owned by 56% | Played by 42% | AAR'd by 38% | Medaled by 1% |
Rank | 1st of 170 | 1st of 160 | 1st of 157 | 85th of 98 |
Total | |
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Side 1 | 575 |
Draw | 121 |
Side 2 | 375 |
In June, 1941, German and other Axis forces invaded the Soviet Union, touching off the most intense conflict of modern history. Now you command the troops and tanks in this all-new edition of the 21st century's most popular tactical wargame. German and Romanian forces battle the Red Army in 112 separate scenarios, or game situations. |
AFV Rules Pertaining to this Game's Order of Battle |
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49 Errata Items | |
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Later printings of Eastern Front included Countersheet 4 from Road to Berlin. This is intentional. (Shad
on 2010 Apr 29)
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Scen 1 |
Use boards 8/3/2. (Shad
on 2010 Apr 29)
|
Scen 1 |
Soviet officers should be 1 x LT COL, 3 x CAPT, 4 x LT. (Shad
on 2010 Dec 01)
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Scen 2 |
The German 75mm in this scenario should be a 75mm IG. There are no 75mm AT guns in the EFD counter mix. (plloyd1010
on 2011 Jul 07)
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Scen 4 |
This scenario has river crossing numbers and a major river, but no engineers! (see Rule 5.7: major rivers can only be crossed at bridges or with engineer assistance). Let all units attempt to cross as if an engineer were there (boats, fords, pre-planned wading attempts, etc.) using the crossing numbers as if an engineer were present. (Shad
on 2010 Apr 29)
|
Scen 8 |
This scenario has river crossing numbers and a major river, but no engineers! (see Rule 5.7: major rivers can only be crossed at bridges or with engineer assistance). Let all units attempt to cross as if an engineer were there (boats, fords, pre-planned wading attempts, etc.) using the crossing numbers as if an engineer were present. (Shad
on 2010 Apr 29)
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Scen 8 |
Scenario should start at 20:00. (Shad
on 2010 Apr 29)
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Scen 11 |
This scenario has river crossing numbers and a major river, but no engineers! (see Rule 5.7: major rivers can only be crossed at bridges or with engineer assistance). Let all units attempt to cross as if an engineer were there (boats, fords, pre-planned wading attempts, etc.) using the crossing numbers as if an engineer were present. (Shad
on 2010 Apr 29)
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Scen 11 |
Romanians have no wagons. Set up is correct. (Shad
on 2010 Apr 29)
|
Scen 12 |
This scenario has river crossing numbers and a major river, but no engineers! (see Rule 5.7: major rivers can only be crossed at bridges or with engineer assistance). Let all units attempt to cross as if an engineer were there (boats, fords, pre-planned wading attempts, etc.) using the crossing numbers as if an engineer were present. (Shad
on 2010 Apr 29)
|
Scen 14 |
This scenario has river crossing numbers and a major river, but no engineers! (see Rule 5.7: major rivers can only be crossed at bridges or with engineer assistance). Let all units attempt to cross as if an engineer were there (boats, fords, pre-planned wading attempts, etc.) using the crossing numbers as if an engineer were present. (Shad
on 2010 Apr 29)
|
Scen 22 |
This scenario uses the old 1d6 system for river crossings (the 3rd Edition rules use 2d6). You can tell because the number for AFVs is "1". You can't roll a 1 or less on 2d6. Whenever the river crossing numbers are 6/2/1 or 5/2/1, you are rolling just one d6 (and trying to roll equal to or less than those numbers, by type, Foot/Motorized/AFV). (Shad
on 2010 Apr 29)
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Scen 24 |
The Soviet 1st Motorized Division enters anywhere along the east edge. (Shad
on 2010 Apr 29)
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Scen 26 |
This scenario uses the old 1d6 system for river crossings (the 3rd Edition rules use 2d6). You can tell because the number for AFVs is "1". You can't roll a 1 or less on 2d6. Whenever the river crossing numbers are 6/2/1 or 5/2/1, you are rolling just one d6 (and trying to roll equal to or less than those numbers, by type, Foot/Motorized/AFV). (Shad
on 2010 Apr 29)
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Scen 26 |
This scenario has river crossing numbers and a major river, but no engineers! (see Rule 5.7: major rivers can only be crossed at bridges or with engineer assistance). Let all units attempt to cross as if an engineer were there (boats, fords, pre-planned wading attempts, etc.) using the crossing numbers as if an engineer were present. (Shad
on 2010 Apr 29)
|
Scen 27 |
This scenario uses the old 1d6 system for river crossings (the 3rd Edition rules use 2d6). You can tell because the number for AFVs is "1". You can't roll a 1 or less on 2d6. Whenever the river crossing numbers are 6/2/1 or 5/2/1, you are rolling just one d6 (and trying to roll equal to or less than those numbers, by type, Foot/Motorized/AFV). (Shad
on 2010 Apr 29)
|
Scen 32 |
This scenario has river crossing numbers and a major river, but no engineers! (see Rule 5.7: major rivers can only be crossed at bridges or with engineer assistance). Let all units attempt to cross as if an engineer were there (boats, fords, pre-planned wading attempts, etc.) using the crossing numbers as if an engineer were present. (Shad
on 2010 Apr 29)
|
Scen 35 |
The river crossing numbers in EFD are incorrect and based on the 1st version, which used a single die. For EFD, the crossing numbers should be Foot 9, wheeled 5, Tracked 4. (campsawyer
on 2011 Jul 31)
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Scen 35 |
There are only 4 full strength German HMG's and 1 reduced HMG (campsawyer
on 2011 Aug 01)
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Scen 37 |
River is minor. (Shad
on 2010 Apr 29)
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Scen 44 |
The board set-up on the scenario page is not possible as the numbers in the scenario picture are in the wrong corners to what they are on the boards. We opted (after deliberation with other experienced players) to have the boards set up with the board numbers pointing east and west as they are in the picture, albeit in the wrong corners. This means, the town should end up to the far north. (vince hughes
on 2011 Jun 22)
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Scen 46 |
This scenario has river crossing numbers and a major river, but no engineers! (see Rule 5.7: major rivers can only be crossed at bridges or with engineer assistance). Let all units attempt to cross as if an engineer were there (boats, fords, pre-planned wading attempts, etc.) using the crossing numbers as if an engineer were present. (Shad
on 2010 Apr 29)
|
Scen 47 |
There are not tank leaders given for the Soviets. (3 would be about average based on other scenarios. (Greg SW
on 2011 Jun 16)
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Scen 48 |
This scenario has river crossing numbers and a major river, but no engineers! (see Rule 5.7: major rivers can only be crossed at bridges or with engineer assistance). Let all units attempt to cross as if an engineer were there (boats, fords, pre-planned wading attempts, etc.) using the crossing numbers as if an engineer were present. (Shad
on 2010 Apr 29)
|
Scen 56 |
Soviets receive victory points for exiting the WEST (not east) edge. (Shad
on 2010 Apr 29)
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Scen 65 |
This scenario has river crossing numbers and a major river, but no engineers! (see Rule 5.7: major rivers can only be crossed at bridges or with engineer assistance). Let all units attempt to cross as if an engineer were there (boats, fords, pre-planned wading attempts, etc.) using the crossing numbers as if an engineer were present. (Shad
on 2010 Apr 29)
|
Scen 73 |
River is minor. (Shad
on 2010 Apr 29)
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Scen 76 |
Eastern Front #76 has a wrong date (10/14) listed instead of 10/11 as in the original PG. (Andreas
on 2021 Oct 11)
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Scen 78 |
There are actually 18 counters on both sides, not 7. (Andreas
on 2018 May 20)
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Scen 90 |
Use Map 2, not Map 8. (Shad
on 2010 Apr 29)
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Scen 92 |
The position of the board numbers on the scenario sheet diagram are wrong. The positions shown are impossible to attain with the boards. Make sure when laying the boards out that the board numbers are at THE SAME END as the diagram shows. (vince hughes
on 2011 Feb 15)
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Scen 93 |
The Soviet entry location is at the wrong point of the compass or if you prefer, the wrong board edge. They should enter on the south edge and not the north. (vince hughes
on 2011 Feb 15)
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Scen 102 |
The lack of Soviet tank leaders is correct. Alan Sawyer checked with Doug McNair for confirmation. (vince hughes
on 2011 Jan 17)
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Scen 110 |
24 turns, not 124. (plloyd1010
on 2010 Sep 16)
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Scen 112 |
The modifier for Tiger movement is a negative die roll modifier (not positive). In other words, moving off-road is more difficult, not less. (Shad
on 2010 Apr 29)
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Two 105mms (ID#s 1204, 1205) have "16-31" fire values in black (direct fire), when they should be in white (indirect fire). (Shad
on 2010 Dec 15)
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The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France. (plloyd1010
on 2015 Jul 31)
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One unit from Eastern Front has a direct firepower of 3-5 on its reduced side instead of the normal 4-5 (garbare83686
on 2023 Nov 26)
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The Pz IVe appearing in the original Panzer Grenadier game had an Anti tank value of 4-7. As of Afrika Korps (2002), continuing onward through the 3rd and 4th edition games, the anti tank value has been 4-4. (plloyd1010
on 2016 Jul 25)
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Two German PzJr. 1 counters have their full strengths printed on the back, and reduced strengths on the front. (Shad
on 2010 Dec 15)
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The morale and combat modifiers of German Sergeant #1614 should be "0", not "8". (Shad
on 2010 Dec 15)
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All SPW 251s have an armor value of 0. (Shad
on 2010 Dec 15)
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The StuG IIb appearing in the original Panzer Grenadier game had an Anti tank value of 4-7. As of Eastern Front Deluxe (2005), continuing onward through the 3rd and 4th edition games, the anti-tank value has been 4-4. (plloyd1010
on 2022 Jul 21)
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Liberation 1944's Tiger movement and armor ratings are backwards. They should be Armor 7 and Movement 5. (petermc
on 2014 Feb 14)
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There are alternate versions of the Tiger, available for download from Avalanche Press. Players might find it interesting to experiment on their effect on play. (plloyd1010
on 2024 Dec 19)
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The movement allowance on the counters in Airborne is misprinted. It should be "3." (rerathbun
on 2012 Jan 30)
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The reduced direct fire value in Kursk: Burning Tigers is 4-4. (plloyd1010
on 2015 Jul 31)
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Kommissars never get morale or combat modifiers. Ignore misprints. (Shad
on 2010 Dec 15)
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These units should have a Direct Fire rating of 2-3, just like the RKKA and NKVD counterparts. (danradz
on 2011 May 04)
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Nations at War - Scenario Appearance Percentages | ||
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Soviet Union |
100%
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Soviet Union |
Germany |
81%
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Germany |
Romania |
21%
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Romania |
Battle Types - Scenario Appearance Percentages | ||
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Inflict Enemy Casualties |
66%
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Inflict Enemy Casualties |
Urban Assault |
46%
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Urban Assault |
Rural Assault |
32%
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Rural Assault |
Road Control |
21%
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Road Control |
Meeting Engagement |
20%
|
Meeting Engagement |
Surprise Attack |
13%
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Surprise Attack |
Exit the Battle Area |
13%
|
Exit the Battle Area |
Bridge Control |
11%
|
Bridge Control |
Delaying Action |
5%
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Delaying Action |
River Crossing |
5%
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River Crossing |
Breakout |
4%
|
Breakout |
Covering Action |
4%
|
Covering Action |
Patrol |
3%
|
Patrol |
Hill Control |
3%
|
Hill Control |
Ambush |
1%
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Ambush |
Rear Guard |
1%
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Rear Guard |
Conditions - Scenario Appearance Percentages | ||
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Off-board Artillery |
84%
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Off-board Artillery |
Terrain Mods |
23%
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Terrain Mods |
Randomly-drawn Aircraft |
22%
|
Randomly-drawn Aircraft |
Severe Weather |
19%
|
Severe Weather |
Reinforcements |
18%
|
Reinforcements |
Entrenchments |
13%
|
Entrenchments |
Minefields |
3%
|
Minefields |
Joint Forces Battle |
3%
|
Joint Forces Battle |
Hidden Units |
1%
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Hidden Units |
Naval Bombardment |
1%
|
Naval Bombardment |
Smoke |
1%
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Smoke |