This is from a post in the game folder on the consim forum)
End of turn 10
Marc Guenette and I reached the end of turn 10 last night, and we'll be calling the game here as a Soviet victory. 3 VPs already in the bag - 2 for the Luftwaffe and support units (Grossgewitter "lite"), 1 for 50+ steps.
I bid high -12 and 13 vs 10 and 8 - for the initiative on turns 8 and 9, but lost it on turn 10 (11 to 10, die roll carried the day for Sovs). Inititative is crucial, and the Axis simply HAVE to bid very high.
Here are some overall lessons learned:
I wasn't bold enough at the beginning and worried too much about leaving my spearheads OOS. As it turns out, supply is really not that punishing a factor - even allowing the panzers to suffer the odd counterattack while on organic would have been better than my overly cautious advance.
Striking the right balance between splitting up stacks to achieve multi-hex attacks vs keeping strong stacks for effective hasty attacks is another fine point of subtlety in the system. A real challenge which requires a good deal of thinking ahead. Ultimately, the latter course is probably wiser - the spearheads have to be kept intact, let the Romanians and support groups deal with Soviet forward formations. Intact spearheads leads to more and better hasty attacks, which allows higher initiative bidding.
Airpower - I squandered fighters beating off Soviet ground attacks a few times too many. Take the lumps - make sure the Luftwaffe's interdiction and ground attacks get through instead. Interdiction is paramount, I didn't do enough of it. Better to slow down an entire army than knock a few steps off a single unit - UNLESS it's a key, bridge-crossing attack.
Grossgewitter - between the 2VPs lost and the extra Soviet air, taking only the Luftwaffe and support units is a case of too little too late. Either go with the historical setup and maximize the air supremacy, or take the full monty of available units - the compromise didn't work.
We really enjoyed this and will be playing it again, with Marc taking the lessons learned and trying his hand at applying them as the Axis. Seeing more games using this system would be fantastic - it strikes just the right balance between complexity and playability, and feels very historical.
Some pics of the end of turn 10: