EAST FRONT SERIES
WAR ON THE EASTERN FRONT, 1941
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SPECIAL UNITS

EFS has several types of special units, which adds to EFS's rich historical flavor and chrome.


Engineers
Engineers in EFS build strongpoints and destroy enemy strongpoints. An engineer unit in a town in Mud weather can enable air transport from that town. A motorized engineer is necessary to enable overrun attempts against city, major city, or fortification hexes (fortified lines or strongpoints). "Engineer Effects" can be declared in combat, see Combat section for info.

Strongpoints can be built by both sides (as long as the scenario special rules don't disallow it). There can only be a maximum of one strongpoint in a hex, although a strongpoint can be built behind a fortified hexline. The German player needs engineers to place strongpoints on the map. The Soviet doesn't, although engineers can speed the placement of strongpoints by allowing the Soviet player to place a "completed", rather than "under construction", strongpoint on the map. Strongpoints give a +1 drm to the defender in a strongpoint, along with some other benefits. Strongpoints can go out of supply and "die" if cut off. Strongpoints can be built in any hex in General Supply, even in enemy ZOC. Usually the Soviet player will put strongpoints in victory point towns and cities, behind rivers and other defensible terrain, and cluster them around very important cities like Smolensk or Kiev. Although the +1 drm may not sound like a big deal, strongpoints also cause asterisk results to be levied against the attacker, greatly reduces the chance of being overrun, and continues to cause the Axis player problems even after you've abandoned the strongpoint by blocking roads, railroad conversion, and supply routes until destroyed. To destroy a strongpoint a division or engineer unit needs to be in the hex with the strongpoint in the Engineering phase, which often causes the Axis player to slow down or divert their units for fortification destruction duties.

Soviet Engineer - Strongpoints
  • Can build a completed strongpoint the turn it is received, via the Replacements Table. Soviet Engineers cannot build strongpoints of their own free will, they must be supplied from the Replacements Table. Note that the Soviet player can place "under construction" strongpoints without an engineer present.
  • The engineer must be in General Supply.
  • The engineer must not have moved in strategic or rail movement in the turn.
  • The engineer must not have converted any rail hexes.
  • If the engineer is in Command Range of a non-op HQ's, it cannot place strongpoints.

  • German Engineer - Strongpoints
  • Can place a "under construction" strongpoint on the hex they are on.
  • The engineer must remain in the hex until the next Engineering Phase, when the strongpoint is flipped to its completed side. If the engineer leaves the hex before then, the under construction strongpoint is removed.
  • The engineer must be in General Supply.
  • Note that scenario rules may (probably) prohibit the construction of German strongpoints.


  • Bridge units
    Bridge units are available to both sides, and really represent engineer units specialized in bridge building. These bridge units typically provided pontoon bridges across rivers, although they did also repair conventional bridges, but since bridges can't be "blown" in EFS, the only aspect of these bridge units in EFS is the ability to provide temporary bridges across rivers and major rivers. A bridge unit at a river negates the crossing the river cost for that hexisde. Note that the counter has an arrow. It points to the hexside that gets the temporary bridge. Bridge unit placement is very fast and loose in EFS. Basically you can place it in any hex in General Supply, regardless of any affiliation marked on the counter. No more than two friendly bridge units can be active per map. You can move a bridge unit at *any time* (once) during each friendly Movement Phase. This means units can use it to cross a river at one spot, then you can move the bridge unit to another river, and other units can then run across its bridge at the new location. Non-op HQ's interfere with Bridge units - they prohibit placement of bridges within their Command Range, and bridge units cannot leave a hex while under Command Range of a non-op HQ's. Bridge units cannot be captured or destroyed by the enemy. Bridge units cannot retreat. If the hex they are in is entered by an enemy unit, the bridge unit is moved to off map, then can be placed back on the map in the owner's regular Movement phase.


    Armored trains
    Both sides had armored trains, although in the current EFS games I think only Soviets are supplied with them. An armored train travels up to 48 rail hexes per turn (subject to interdiction effects). They can move in either the Motorized Phase or the regular Movement Phase (but not both in the same turn). They do not require any supply to move, and do not count against the rail capacity. They cannot transport anything. German armored trains can only run on converted track, while Soviet armored trains can only run on non-converted track. They can move into enemy ZOC, but not through them. They can run on tracks "behind" enemy lines (as long as the track is the proper type for it). They do not possess any "armor" benefits. Some Soviet trains are NKVD trains, and act as NKVD units for the purposes of the No Retreat automatic orders for NKVD. They can drive through Command Ranges of non-op HQ's. They do not disqualify attacking units from getting CAB.

    Although weak and lacking ZOC, these little buggers can help out with defending an area you have difficulty getting any regular ground troops to, as they are rather independent and can go a long ways on a track. They've come through in a pinch for me several times.


    Flotillas
    Flotillas are armored boats. They can travel along rivers, coastal hexes, and even sea hexes, up to 16 hexes a turn. They are subject to air interdiction. They can move into ZOC, but not through them. Since ZOCs don't extend across Major Rivers, flotillas can freely move along Major Rivers. When they move along a river you need to indicate the "side" of the river they are on by placing the counter on the hex on one side of the river or other (you don't place them on the hexlines). Flotillas can be "overrun" by enemy units on the same side of the river as the flotilla. They can be attacked as if a regular unit, and they can participate on attacks on enemy units that in an hex adjacent to the river (either side). When moving a flotilla you keep along the river, no "jumping" over land to continue on a river. Flotillas do not benefit from fortified lines or strongpoints, by themselves. Axis flotillas are AA Fire capable.

    Flotillas are especially useful in swampy areas, as they are not affected by the difficult terrain. Flotillas often force the Axis player to use up some units to garrison some rear areas that are reachable by river, since the flotillas are rather difficult to track down and kill in the swamp.


    Super-Heavy artillery
    Both sides have super-heavy artillery. They have significant movement restrictions, common to both Axis and Soviets, as outlined in the Movement section of this site. Super-heavy artillery are designed for reduction of significant fortifications and cities. Super-heavy artillery require some setup, and therefore have two sides. A mobile side and a firing side. They can only flip during the Engineering phase, furthermore - they can only flip to their firing sides if they did not move during that turn (you may want to mark a super-heavy you intend to flip to firing with some marker so you don't accidentally move it, and so you don't forget to flip it later). Super-heavy artillery (when firing) contribute their support values to an attack, plus an additional -1 drm if attacking city, major city, fortified line, or strongpoint terrain. Note that for the fortified line, the -1 drm only applies if the attacker is being charged a +1 drm for attacking across a fortified line.

    Soviet super-heavy artillery
  • Soviet coastal defense units and railroad artillery are are treated as super-heavy artillery.
  • Soviet super-heavy artillery bearing Activated markers cannot contribute their support values to any combat.
  • Soviet super-heavy artillery DO count towards the maximum of artillery units allowed to participate in a combat.
  • Soviet super-heavy artillery can add support to attacks and defense.

  • Axis super-heavy artillery
  • Axis super-heavy artillery DO NOT count towards the maximum of artillery units allowed to participate in a combat.
  • Axis super-heavy artillery can only provide their supports to attacks, not defense. On defense they only provide their defense value (typically 1).



  • Guards
    The Soviets began a program of designating Guards units out of battle tested and well performing units (or grouping survivors into units). They would often get preference in equipment, including lend lease equipment. These units were more dependable and had better leadership.

    The Soviets can activate one Guards unit that is within Command Range of a HQ's without Command point cost. The HQ's can activate the Guards unit even if its Command value is reduced to 0 due to air interdiction. Non-op HQ's cancel this though if the Guards unit is in Command range of it. Guards units provide a beneficial die-roll modifier for surrender die rolls in its hex.


    NKVD
    The Peoples Commissariat for Internal Affairs, known by the initials NKVD, formed special political troops. The feared "NKVD Commissars" of these units could overrule the decisions of commanders on the ground. A common order would be for the Commissars to demand a defense to the death.

    Whenever a NKVD unit is defending in a major city, city, or town hex, it issues a mandatory NO RETREAT order on all units in the hex - unless the hex is under the command span of a Non-Op HQ. You cannot counter-order this NKVD NO RETREAT order (other than by moving a non-op HQ to within range of the hex).

    You cannot apply step losses to the NKVD unit which issued the NO RETREAT order unless there are no other units available to take losses. If there are two or more NKVD units in the hex, then only one of them is the "active" NKVD unit - the others are treated as regular units. The Soviet player chooses which NKVD unit will be the "active" one. NKVD units can only issue the NO RETREAT order - they never issue an ADDITIONAL RETREAT order.

    NKVD units that are not in a major city, city, or town, do not issue any orders on their own, and are just like other infantry units.

    There are NKVD train units that are very helpful when you need to get a city hex to mount a stout defense.

    NKVD units provide a beneficial die-roll modifier for Surrender rolls in its hex.


    UR/MG units
    Ukreplyonni Raion (UR) units are groups of machine gun units and other fortress defense troops. These units, and the militia, have untried sides (reminiscent of Panzergruppe Guderian). They are typically placed in an opaque cup and drawn randomly and placed untried side up. Supposedly their tried sides are supposed to be secret to the Soviet player as well as the Axis, so you gotta be a little careful in pulling and placing these units. Some may be placed in the beginning of the scenario, some may come up on the reinforcement chart, and the Soviet player may expend infantry (type "I") replacement points to pull them out of the cup and place them on the map. In the Replacement Phase the UR/MG unit(s) are placed on any friendly Soviet city or major city in General Supply, or on any friendly Soviet fortification hexes in General Supply. They cannot be placed in a hex with a UR/MG unit already in it, and they cannot be placed in enemy ZOC (remember though that ZOCs do not extend into Major Cities).

    These units remain on their untried sides until the moment of combat or when the Soviet player moves them. Any UR/MG unit that is found to be a 0-0-0 is removed from the map and placed back in the cup.


    Militia units
    Militia units are scratch units that were thrown together by the Soviet military. These units tended to be highly unreliable. The Soviet player cannot move these units further than five hexes from their placement city. If forced to retreat further than five hexes then they are released from this restriction. Unlike UR/MG units, these do not get flipped when moved, only when attacked. If, when flipped, they turn out to be a 0-0-0, they are removed from play. When eliminated, they go to the Soviet rebuilding chart, not the cup. Militia with infantry or cavalry symbols can be removed voluntarily from the map by the Soviet player in the Replacement Phase, which gives the Soviet player 1 "I" Type replacement point. They can only be removed from a hex in General Supply. This exchange is generally a good idea when you've got valuable infantry units you want to build back up.


    Garrisons
    In several scenarios the Soviet player may have some, or many, forces restricted to "garrison duty", which means they can't move from the hex they start from. These troops were controlled by "higher headquarters", who only begrudgingly would release them, piece meal, to the front.

    All units that are under a garrison marker are deemed to be garrison units. Other units can enter and leave the hex without being "garrisonned". Once a garrison is released, all units under that garrison marker are released and can move normally. Non-op HQs that are under a garrison marker can roll each turn for activation. Non-op HQs and activated HQs still operate as the HQs rules specify - even if they can't move due to being under a garrison marker.

    Garrison units are released when any of these occur:
  • The hex is attacked.
  • An enemy unit moves adjacent to it.
  • It goes out of General Supply.
  • Is released by a "R" result on the Replacements Table.
  • is released by a turn specified in the scenario.

  • East Front Series, EFS, Barbarossa Army Group North, Barbarossa Army Group Center, and Barbarossa Army Group South are Trademarks of GMT Games, Hanford, CA.