Eastern Front (video Game) - Gameplay

Gameplay

Unless otherwise noted, this section refers to the original game manual, available here.

Eastern Front puts the user in control of the Germans, in white, while the computer plays the Russians, in red. Units are represented as boxes for armored corps or cavalry, and crosses for infantry, an attempt to replicate conventional military symbols given the low resolution.

The screen shows only 1/9 of the entire map at one time, smooth-scrolling around it when the joystick-controlled cursor reaches the edges of the screen. The map covers the area from just north of Leningrad at the top to Sevastopol at the bottom, and from Warsaw on the left to just east of Stalingrad on the right. The terrain is varied, including flatland, forests, mountains, rivers and swamps, each with their own effects on movement. Cities are displayed in white, and are a major source of "victory points", the player's score.

The game is modal, switching between an order entry mode and a combat mode. During order entry the joystick is used to select units and enter movement in the four cardinal directions. Up to eight orders can be entered for any unit. Orders are remembered from turn to turn, and new orders can be added in future turns after watching an animation of any remaining ones. The orders for any given unit can be cancelled by pressing the space bar.

After entering orders, the combat phase is started by pressing the Start function key. Units will attempt to follow their orders to the greatest extent possible, delayed by terrain, blocking friendly units, or combat with enemy units. The screen shows combat by flashing the "attacked" unit, which might be forced to retreat, or be destroyed outright. When all possible movement and combat is exhausted, the game returns to the order-entry phase. Each turn represents one week in-game time, and the game ends on March 29, 1942, after 41 turns.

The game engine included a number of features that increased the "depth" compared to other wargames of the era. This includes muster and combat strengths, which simulated losses due to combat, as well as reinforcements that would slowly increase a unit back to muster strength over time. Supply lines are also simulated, and surrounding the enemy to cut off their supplies was an important strategy for the human player, who faces an overwhelming enemy numerical superiority. The game also includes the concept of "area of influence" which allows front lines to be constructed without requiring contiguous lines of units.

The most obvious effect in terms of gameplay was the changing of the seasons, with the rivers and land freezing from north to south. Winter and spring weather dramatically reduces mobility and supply levels, at which point the German side is forced into a purely defensive role. If the player can survive the winter, the arrival of spring offers a renewed offensive capability, but only for a short period before the game ends.

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