Panzer Grenadier Battles on April 27th:
Arctic Front Deluxe #40 - Children's Crusade Broken Axis #14 - Târgu Frumos: The Second Battle Scenario 3: Sledge Hammer of the Proletariat
Army Group South Ukraine #6 - Consternation Road to Berlin #73 - She-Wolves of the SS
Errors? Omissions? Report them!

Eastern Front Deluxe Edition

Eastern Front boxcover
AP Series Panzer Grenadier
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
Tour Veterans
Eastern Front Deluxe Edition Tour of Duty Ribbon
Overall Rating, 1,096 votes
5
4
3
2
1
3.19
Standalone Rank: 29 of 38
Popularity: Ownership & Activity
Status Owned by 57% Played by 43% AAR'd by 38% Medaled by 1%
Rank 1st of 163 1st of 152 1st of 150 86th of 92
Display
Balance:



Overall balance chart for Eastern Front
Total
Side 1 564
Draw 120
Side 2 373
box back

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.

box back map map map map map map map map

Display Scenario List (112)

Scenario Plays AARs Rating
001. A Rotten Morning 44 13 3.2
002. Sneak Attack 43 21 2.2
003. Fontana Alba 37 15 3.3
004. Ride to Mediocrity 26 11 3.3
005. The Crossing at Alytus 29 11 3.1
006. Insecurities 32 13 3.1
007. South of Brest 15 7 3.3
008. Hammer of the Proletariat 18 6 3.2
009. 28th Tank Attack 15 6 3.1
010. The Duel 31 13 3.2
011. Night of the Guards 15 8 3.1
012. Defense of the Motherland 18 7 3
013. 28th Tank Attack, Part 2 11 3 3.4
014. The Brandenburgers 21 9 3
015. Zelva 18 8 3.1
016. Heavy Tank Attack 14 5 2.4
017. Land Battleships 8 3 3.1
018. Lelyushenko's Counterattack 12 7 3.2
019. First Blood 21 9 2.9
020. Gorodischtsche 18 9 3.5
021. West of Rovno 12 5 3.2
022. The Bridge at Borisov 9 5 3.2
023. Depot Defense 9 6 3
024. A Dangerous Situation 10 7 3.8
025. First Tank Battle 25 13 3.6
026. Tank Battle at Ostrov: Day One 7 4 3.7
027. Tank Battle at Ostrov: Day Two 6 3 3
028. Kamienka 10 3 3.9
029. Bobruisk Bridgehead 6 1 3.5
030. Senno 9 7 3.6
031. Head On 5 2 3.4
032. Red Steel: Crossed Sabers 7 3 2.8
033. Red Steel: Reservist Nightmare 9 5 2.7
034. Cavalry Probe 10 3 3.5
035. Bridge Across the Dniepr 7 3 4
036. Forest Brothers 13 3 3.2
037. Cavalry Counter-Attacked 6 2 3.2
038. Timoshenko's Strike 3 1 3.3
039. The Bridge 8 2 3
040. Backhanding Manstein 4 2 2.2
041. Pinning Attack 5 1 3.2
042. Stand at Smolensk 11 4 3.5
043. Red Steel: Tank Battle at Chisinau 23 15 3.2
044. Red Steel: Gates of Chisinau 12 6 3.1
045. Stalin Line 7 5 2.8
046. Steppe and Sky 6 1 3.3
047. Hill 245 7 3 3
048. Tighina Bridgehead 8 3 3.3
049. Spruce Grove 9 4 3.7
050. Kruglowka 7 2 2.9
051. The Yelnia Salient 7 2 3.4
052. East of Smolensk 5 0 3.4
053. Those Who Can... 6 4 2.7
054. Crossing the Rubicon 6 2 3
055. Pocketed 8 4 3.5
056. Fade to Black 10 4 3.6
057. Odessa: The First Assault 10 1 3.2
058. Odessa: Romania's Bravest Son 5 1 3.4
059. Odessa: Counterattack at Kagarlik 9 4 3.9
060. Odessa: Red Dawn 4 2 3
061. Odessa: Hill 110 11 7 3.1
062. First Guards 8 4 3.1
063. Moscow Proletarian Advance 3 0 3.7
064. Smashing Guderian 5 4 3.3
065. Assault Division 3 2 3.8
066. Malaya Kabosi 14 7 3.4
067. Island of Muhu 9 2 3.4
068. Odessa: National Socialist Ardor 6 1 3.5
069. Attack on the Isthmus 4 1 3
070. Turkish Ditch 4 0 3.8
071. Riders of the Khan 3 0 3
072. Dog Day Afternoon 4 2 2.5
073. Odessa: Ride of the 7th 5 3 3.6
074. Excuses, Excuses 2 0 3
075. Katukov's Brigade 9 2 3.5
076. Katukov Rides Again 10 5 3.3
077. Forgotten Isthmus 9 4 3.3
078. Bodyguard of the Estonian People 19 8 2.7
079. Moscow is Behind Us 3 3 3
080. South of Volokolamsk 4 1 3.8
081. Tankers of Volokolamsk 10 5 3.3
082. They Shoot Horsemen, Don't They? 5 3 3.2
083. Fallen Hero of Volokolamsk 5 5 2.8
084. Last Stand at Volokolamsk 3 1 3.7
085. Siberian Night Attack 4 1 2.8
086. Teploye 1 0 4
087. Aryan Panic 2 1 2.5
088. A Handful of Tanks 2 1 2.5
089. Podlas Attacks 4 3 4
090. Bogdanovo 11 4 3.5
091. Night and the City 2 1 3.5
092. Okhvat Station 8 5 3.1
093. Tank Attack at Okhvat 3 1 3.7
094. Vorontsovo I 4 1 3.5
095. Vorontsovo II 3 2 3.7
096. The Snail Offensive 2 0 3.5
097. Quiet Flows the Vodka 5 4 2.5
098. Vorontsovo III 4 2 3.5
099. Khristishche 2 0 2.5
100. Crimean Winter 5 3 3.4
101. Crimean Counterattack 2 1 3
102. Crimean Shield 4 3 3
103. Tank Battle at Parpach 3 3 3.6
104. South of Kharkiv 7 4 3.8
105. Night Ride through the Caucasus 4 1 3.3
106. Black Sea Riviera 4 1 3
107. Gaytolovo 2 1 2.7
108. Marching to Georgia 3 0 2.3
109. Infantry Attacks 7 4 2.9
110. Attack on Stalingrad 3 1 4.3
111. High Water Mark 4 1 3.6
112. Debut 8 5 3

Display Order of Battle

Germany Order of Battle
Romania Order of Battle
Army
  • Motorized
Soviet Union Order of Battle
Army (RKKA)
Guards

Display Relevant AFV Rules

AFV Rules Pertaining to this Game's Order of Battle
  • Vulnerable to results on the Assault Combat Chart (7.25, 7.63, ACC), and may be attacked by Anti-Tank fire (11.2, DFT). Anti-Tank fire only affects the individual unit fired upon (7.62, 11.0).
  • AFV's are activated by tank leaders (3.2, 3.3, 5.42, 6.8). They may also be activated as part of an initial activating stack, but if activated in this way would need a tank leader in order to carry out combat movement.
  • AFV's do not block Direct Fire (10.1).
  • Full-strength AFV's with "armor efficiency" may make two anti-tank (AT) fire attacks per turn (either in their action segment or during opportunity fire) if they have AT fire values of 0 or more (11.2).
  • Each unit with an AT fire value of 2 or more may fire at targets at a distance of between 100% and 150% of its printed AT range. It does so at half its AT fire value. (11.3)
  • Efficient and non-efficient AFV's may conduct two opportunity fires per turn if using direct fire (7.44, 7.64). Units with both Direct and AT Fire values may use either type of fire in the same turn as their opportunity fire, but not both (7.22, 13.0). Units which can take opportunity fire twice per turn do not have to target the same unit both times (13.0).
  • Demoralized AFV's are not required to flee from units that do not have AT fire values (14.3).
  • Place a Wreck marker when an AFV is eliminated in a bridge or town hex (16.3).
  • AFV's do not benefit from Entrenchments (16.42).
  • AFV's may Dig In (16.2).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • Closed-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables. Do not take step losses from Direct or Bombardment Fire. If X or #X result on Fire Table, make M morale check instead (7.25, 7.41, 7.61, BT, DFT).
  • Closed-top AFV's: Provide the +1 modifier on the Assault Table when combined with infantry. (Modifier only applies to Germans in all scenarios; Soviet Guards in scenarios taking place after 1942; Polish, US and Commonwealth in scenarios taking place after 1943.) (ACC)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.
  • Armored Trains: see Rule 15.2 ~ 15.22
  • Prime Movers: Transports which only transport towed units and/or leaders (May not carry personnel units). May or may not be armored (armored models are open-top). All are mechanized. (SB)

Display Errata (48)

48 Errata Items
Errata item for Shad

Later printings of Eastern Front included Countersheet 4 from Road to Berlin. This is intentional.

(Shad on 2010 Apr 29)
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)
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)
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)
Scen 8

Scenario should start at 20:00.

(Shad on 2010 Apr 29)
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)
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)
Scen 24

The Soviet 1st Motorized Division enters anywhere along the east edge.

(Shad on 2010 Apr 29)
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)
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)
Scen 35

There are only 4 full strength German HMG's and 1 reduced HMG

(campsawyer on 2011 Aug 01)
Scen 37

River is minor.

(Shad on 2010 Apr 29)
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)
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)
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)
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)
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)
Scen 78

There are actually 18 counters on both sides, not 7.

(Andreas on 2018 May 20)
Scen 90

Use Map 2, not Map 8.

(Shad on 2010 Apr 29)
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)
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)
Scen 102

The lack of Soviet tank leaders is correct. Alan Sawyer checked with Doug McNair for confirmation.

(vince hughes on 2011 Jan 17)
Scen 110

24 turns, not 124.

(plloyd1010 on 2010 Sep 16)
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)
Overall balance chart for 2

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)
Overall balance chart for 20

The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 495

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)
Overall balance chart for 486

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)
Overall balance chart for 537

Two German PzJr. 1 counters have their full strengths printed on the back, and reduced strengths on the front.

(Shad on 2010 Dec 15)
Overall balance chart for 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)
Overall balance chart for 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)
Overall balance chart for 532

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)
Overall balance chart for 484

Liberation 1944's Tiger movement and armor ratings are backwards. They should be Armor 7 and Movement 5.

(petermc on 2014 Feb 14)
Overall balance chart for 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)
Overall balance chart for 951

The reduced direct fire value in Kursk: Burning Tigers is 4-4.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 993

Kommissars never get morale or combat modifiers. Ignore misprints.

(Shad on 2010 Dec 15)
Overall balance chart for 896

These units should have a Direct Fire rating of 2-3, just like the RKKA and NKVD counterparts.

(danradz on 2011 May 04)

Display Nations (3)

Nations at War - Scenario Appearance Percentages
Soviet Union
100%
Soviet Union
Germany
81%
Germany
Romania
21%
Romania

Display Battle Types (16)


Display Conditions (10)

Errors? Omissions? Report them!
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