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The real challenge for the Germans in 1941 is, I think, managing your movement pts. Go too far, too early, too fast and your Pzrs get stuck, go too slow and the Soviets recover their balance. Its a hard balancing act.
tricks to bear in mind are air resupply. Keep the 'army' airbase up with your Pzr spearheads. You can drop both supply and fuel on this quite efficiently (against a human player you'll need to guard vs Soviet fighters but against the AI this may be fairly safe). That'll help.
having said that, at some stage you have to cut loose, key to a good 1941 is the number of Soviet formations you pocket and destroy, key to having any chance after 1943 is to have overrun a lot of Soviet industry, to do that you need to take some chances.
Thanks; I think I'll do that.
Loki: Yeah I've had that issue myself. Hell, I have two panzer divisions of my own caught behind enemy lines, pretty much out of supply, and I'm trying to get them outta there. Worst comes ot it, I'll just start another campaign. Sure, it may mean 6 hours or so lost (I think), but...lots of lessons learned.
As fo rthe rail repair (FBD) units, they simply have to be on the hex I want fixed?
http://www.matrixgames.com/forums/tm.asp?m=3778117
The most impoertant thing to understand is to "bag" Soviet units. Don't make them rout - encircle them, cut off their supply lines, isolate them, wait a turn or two, AND THEN attack them so they SURRENDER completely.
The fast movers can REALLY move all over the map and cut off HUGE swathes of map. Once a hex zone is under Axis control all supply/HQ is cut off from Soviet units trapped behind.
The trouble is balancing the fast movers with the plodding ground pounders.
The second most important thing is to NEVER FORGET to use your repair railway troops to convert Soviet rail gauge to the European one (Soviets used a wider spacing, just to be different).
Third most important thing as Axis is that at the beginning of the campaign, the Soviets are disorganized and have horrible morale, so that they can barely even ENTER an Axis controlled Zone Of Control, much less attack an Axis unit.
That's it; hope it helps.
I am hoping to write a guide for this game, step by step for a first few turns, as I did for the Distant Worlds game.