No particular house rules other than not breaking up GA into multiple small missions to evade interception. Locked TB for a couple of reasons. One is that if this is properly balanced over a long game then its pretty tedious to micro-manage but equally it might unbalance the game. This was an issue with WiTW where early on it favoured the Axis but once it was properly balanced it was far more enjoyable to leave it to do its thing automatically (at that stage it could go horribly wrong for the Axis player if you didn't match the real transfers and it was just tedious). So they can redeploy, use the logistics system etc exactly as they wish.
I'm still struggling to get a hold on useful metrics for a longer game. So since I personally found it useful to break the game into broad phases in my last AAR, going to do it again here. In this case, I'm separating out the first 4 turns from the rest of 1941 – the impact is more or less a given and the losses for the opening pockets are near fixed .
I've put in my last T4 data for comparison (and it makes the point that most of this seems pretty much fixed). The big difference is the lower Pzr losses. Some of that is gameplay, I've not used them to attack Soviet tank divisions and so far have not suffered any sucessful counter-attacks. But the last set of patches are clearly at play here. If that carries on, this will see a very much stronger Pzr force in 1942.
The Soviet production numbers are guesses based off old saves I have. I don't think those variables have been adjusted (at least not at such a rough and ready level).

We are using the full VP system as that gives a context and a set of dynamics otherwise missing. So the key points will probably be late 1942, December 1944 or Berlin.
The Axis player starts with 370 and (ignoring time and off-theater bonus) there are 540 available in the Soviet Union (290 linked to cities that were never captured). This has some bearing for both the initiative change and the HWM value (for the December 1944 test).
If the Axis player pushes the base value to 630, to match the HWM the Soviets need to regain all the USSR (incl Helsinki – as in past discussions a given) and Ploesti and Bucharest.
Or to put it another way, if over the course of the game time bonus and off map bonus are evenly traded, if the Axis take the base value over 630, the Soviets need to do better than historically at the end of 1944. This of course ignores what happens if the time bonuses become uneven – but it may hint at why just handing over the full set for the Ukraine is possibly not a good idea.
As is clear, I shed 2 pts of time bonus for Lviv and Riga – impact of the new routines for urban hexes.

My opponent has asked not be named. They've agreed to put in some posts were relevant, since English is a second language I've agreed to rewrite and paste in any relevant images.