A weekly campaign on the Eastern Front, fought at army and corps level over a hex map of European Russia. Rail gauge, weather and rations decide as much as the firing line.
An original game. Not affiliated with, endorsed by, or derived from any earlier work of the same name; no code, art, data, maps, scenarios or text from Strategic Simulations, Inc. has been used. The map, the order of battle and the rules here were built from the public historical record.
No map markers placed.
Every engagement in the campaign, retained through save and resume. Select Map to return to the battlefield at that hex.
Scheduled formations still due to enter the campaign. A blocked arrival area delays deployment until a friendly hex becomes available.
The formations behind the summary counts. Filter the list and use Map to select a formation at its current position.
Search every live formation by name, army, type or nearby city, then select and centre it on the campaign map.
Reviewing the order queue leaves movement Undo/Redo intact. Confirming the week commits it permanently.
Forecasts show the published ten-result combat table. Attritional losses can still affect both sides in every attack.
One week at a time: allocate rail tonnage, inspect supply, move formations, attack where the odds justify the cost, then end the week.
Check weather in all three sectors. Use the Supply overlay to find formations that have outrun their railheads; select one to draw its exact logistics chain.
The three sliders always total 100%. Reinforce the sector carrying the offensive; what one sector gains, the other two surrender.
Select a friendly formation. Pale hexes are reachable; hover one to inspect the exact route, cost and remaining movement. Outlined enemy hexes can be attacked.
Every adjacent formation with an attack remaining joins the selected attack. Supply, weather, armour, rivers and encirclement shift the result.
End week closes immediately when orders are complete. Otherwise the Orders review warns about unused movement, possible attacks and serious supply problems before anything is committed.
The left sidebar reports the campaign; the right sidebar holds map, logistics and turn controls. Front line isolates the operational boundary; Pressure compares current local combat value, and Weakest point jumps to the most dangerous part of the line. Sector dashboard, or D, compares weather, forces, supply, rail allocation, objectives and the operation plan across North, Centre and South, with direct map fitting. Command reserves, or V, finds formations behind the active boundary, separates those ready to move from unavailable reserves, and calculates an exact legal route toward the weakest pressure point. Preview fits and draws that route without issuing an order. Advance, Assault and Hold markers sketch an operation directly on the map and strategic overview without changing game rules. The Rail Allocation Advisor weighs demand, potential front strength and those markers, previews the supply effect, and applies its recommended split only on command. Review formations expands that forecast into a filterable formation list with direct map recall. Whole front or a sector button fits the boundary automatically. Three command-view bookmarks retain map centre, zoom and overlay; Alt+1–3 recalls them and Alt+Shift+1–3 updates them. Click or drag the strategic overview to jump along the front; drag, arrows or the pan buttons move the main map, and wheel or Zoom −/+ changes scale. The weekly Situation Report opens after the enemy turn and S recalls it; L searches all live formations. Save campaign uses this browser, while Export save file creates a portable backup that can be imported later. Ctrl/Cmd+Z undoes movement, Q opens orders, O objectives, R the campaign record, J the combat journal, F the force forecast, Enter ends the week, and ? reopens this briefing.