Eastfront II is a update to the classic EastFront. It details the conflict between Germany and the Soviet Union during WWII. Players have to contend with production, supply, command control and weather to try and break the other side's lines. Individual, linkable 6-month scenarios cover the war from June 1941 through May 1945.
This title uses Columbia Games Block system, wooden blocks that stand upright with unit details only shown on one side, and rotate to take step reductions in strength. This provides a "fog of war."
EastFront II includes two maps: each 22" x 34" for a 44" x 34" playing area. The map area includes the Trans-Volga area, the Balkans, and Baku and Finland. All of the original EastFront scenarios are included and the larger playing area improves them.
This page is used for tracking game state. Credit goes to the author of EZ-Front as this file is a modified version of the game state chart included in the variant, modified to suit additional needs.
Tracks fortnight, year, weather and player turn. Also includes campaign boundaries (summer/winter) in order to assist in calculating airpower strength and serves as a reminder to adjust production levels during consecutive campaigns.
Use the sections on these sheets to substitute groups of blocks in densely populated areas with alphabetized blocks meant to represent the group. Helps prevent accidentally knocking over blocks, or having to constantly shuffle blocks around to figure out what you have in a stack if they aren't visible.
Contains strips for Germany, Russia and the allies from letters A to F. Designed to be printed on 11x17 sheets. Cut, laminate and label some spare blocks and you're off to the races!
This is a spreadsheet / table that accompanies the Ed McGran EF variant (Word document). It was originally published with the article for the variant; I have edited it slightly to make it compatible with the latest version of the variant.
This is a variant for EastFront / EastFront II that was designed by Ed McGran and published in Fire & Movement magazine, issue #130 in summer, 2003. I have retyped it in full and edited it to include Ed's updates, corrections and changes based on playtesting and feedback. The introduction explains the intent and purpose of the variant.