EASTERN FRONT TANK
LEADER SCENARIOS
I bought Eastern Front Tankleader in 1989 for the bargain
price of a tenner in the Birmingham branch of Virgin. I was
intrigued by the formation-card activation system but quickly
grew frustrated with the fiddle-arse mechanics for spotting,
shooting and morale checks with their endless die rolls and
modifiers. In the game's favour some of the scenarios are
interesting and they feature a wider variety of situations and
units than you get in Panzerblitz which pays scant attention to
the early part of the Russian campaign. I thought they'd be worth
converting to Steel Panthers despite the disparity in scales.
Reducing battalion size and larger battles seems endemic even in
official SP scenarios so I don't have any qualms about it.
These scenarios replace slots SCEN043 to SCEN058 in the Steel
Panthers SCEN directory.
| Title | Description | Notes |
| Prokhorovka 7th July 1943 |
Germany
v USSR: German Assault |
This
was originally an introductory scenario and thus doesn't
as many units as you might expect given its subject
matter. It's most challenging to play as the Soviets
because their 76mm tank guns find it difficult to
penetrate the frontal armour of the German Tigers and
Panthers. |
| Steppe
Patrol v1 Summer 1943 |
Germany
v USSR: Meeting Engagement |
Another
introductory scenario hence the small number of units.
The original scenario gives the Germans victory points
for performing off map recons which is difficult to
simulate using the SP system. Having some victory hexes
at the edge of the board seems a reasonable compromise. |
| Steppe
Patrol v2 Summer 1943 |
Germany v USSR: Meeting Engagement | As
v1 above but Soviets equipped with T34s and SU76s |
| Steppe
Patrol v3 Summer 1943 |
Germany v USSR: Meeting Engagement | As
v1 above but Soviets equipped with KV1s and SU76s |
| The
Elbe River Blues Spring 1945 |
Germany
v USSR: Meeting Engagement |
This
is a tank battle pure and simple. The Soviets have the
advantage of overwhelming numbers but the German King
Tigers can erase that advantage if theyre not dealt
with quickly. |
| Battle
for the Berlin Seelow Highway Spring 1945 |
Germany v USSR: Meeting Engagement | Similar
to The Elbe River Blues above. This time though the
Soviets have IS-IIs which can make mincemeat out of most
German tanks, as long as they don't run out of ammo. The
Germans have less tanks than before so this is a tougher
scenario for them. |
| The
Belikowo Pocket Spring 1941 |
Germany v USSR: USSR Advance | The
Soviets should win this scenario if they keep their
forces together and rely on their slow moving KV1 tanks
to demolish any German opposition. According to the SP
encyclopedia it's too early for the Soviets to be
equipped with T70s. I'd suggest substituting T26s or T40s |
| On
the Road to Moscow Autumn 1941 |
Germany
v USSR: German Advance |
If
played against the Soviet AI its relatively easy
scenario for the Germans to outflank the forward Soviet
positions and then press on to the victory objectives.
They need to watch out for KVs though. Again, it might be
too early for T70s and these could be replaced by
an appropriate earlier model. |
| The
Border Spring 1941 |
Germany
v USSR: German Advance |
Not
dissimilar to On the Road to Moscow above, only with
slightly different forces on both sides. The German
mortars seem to be of only marginal value given that the
majority of the Soviet force consists of tanks |
| Liberating
Rostov v1 Winter 1943 |
Germany v USSR: Meeting Engagement | Best
played against a human opponent or Soviet AI due to the
AI's tendency to "stick" at watercourses, even
when there's a perfectly serviecable bridge nearby. It's
not much of challenge being the Soviets if you just
cruise onto the victory hexes and then sit there serenely
watching your opponent's vehicles mill about on the other
side of the river. The German mortars should really have
their own truck transport so that they can start with the
rest of the German force. |
| Liberating
Rostov v2 Winter 1943 |
Germany v USSR: Meeting Engagement | As
v1 above but Soviets have improved model KV1 tanks. |
| Ambush
Winter 1945 |
Germany
v USSR: Soviet Assault |
Both
sides can take heavy losses in this scenario. There's not
much room to maneuever and most combat takes place at
close range with the attendant increase in casualties. |
| Bridgehead
on the Astrika v1 Summer 1943 |
Germany v USSR: Soviet Assault | Best
played against human opponent or German AI due to
problems with watercourses discussed in the Rostov
scenario above. The Germans are well dug in and have
Tiger tank reinforcements so aren't a pushover by any
means. The original scenario had AT and Artillery guns
integrated with infantry formation. This creates problems
with separation in SP, especially for the Soviets, so I've
grouped both sides ordnance into dedicated platoons. |
| Bridgehead
on the Astrika v2 Summer 1943 |
Germany v USSR: Soviet Assault | As
v1 above except that the victory objectives are relocated
to the central part of the map. |
| Bridgehead
on the Astrika v3 Summer 1943 |
Germany v USSR: Soviet Assault | As
v1 above except that victory objectives are located in
north east part of the map. |
| Tolochino:
The T34 Summer 1941 |
Germany
v USSR: German Advance |
A
tough one for the Germans as their tanks don't have much
chance of knocking out the Soviet KVs or T34s. The best
option seems to be to try and panic the crews with
multiple small calibre hits and then bring up the heavy
AT guns to strike Soviet tanks in the rear as they flee.
Best played against human opponent. |
| A
Midsummers Day Dream July 1943 |
Germany v USSR: German Assault | Another
Kursk scenario. German armour attempts to batter its way
through the Soviet lines. Best played against human
opponent or Soviet AI. |
Afterword: These Tank Leader conversions were my first
attempts at SP scenario building. They have the advantage that
they all take place on more or less the same map, with only minor
terrain variations. I generally couldn't be bothered to mess
around flattening out the hills or making the necessary
alterations to buildings when scenario conditions said a
different terrain type to the default was present. That said, if
I had to do the map again I'd make the urban area in the middle
less "citified" and place the buildings so that they
followed the line of the roads. Some of the features from the
original game are impossible to reproduce in Steel Panthers such
as the card activation system and off board reinforcements.
Although doing these scenarios was a good learning experience for me I think that they'd be better suited to adaptation using SP3 or Eastern Front II.