EvK: @MattFL: Am happy you like the guide as well. Making the T1 well ordered (few isolated spearheads, no broken pockets etc.) simply has good rewards on T2, so I like to invest resources for this, one should also have T2 in mind. This being said, one can of course argue for less tight T1 encirclements and more rail-locks in the Proskurov area, for example. I experimented with this, but was not satisfied with the result. Cutting the rail may be sufficient to deny a rail-out from the Proskurov area, but not necessarily prevent disbanding, so you kill the unit shell, but not the equipment. Maybe one can reshuffle some resource allocations to achieve both, you are invited to post your alternative ideas if you like (all other readers are invited too)!
I agree with you 100% that it's not about Turn 1, rather I tend to view Turns 1-3 as almost a single continuous action. I also sort of encourage the Soviets to break pockets with units that are outside of the pockets (it's irresistible) because the net results are more dead soviets who could have gotten away as it's inevitable that the pockets will be sealed in this opening. The reason I don't break down the units at the expense of weaker pockets is I want max movement on Turn 2 and if the soviet cleverly hugs the panzer regiments, it can cost more than you'd like to reform them for the next drive on Turn 2. I break them down to seal the pockets permanently on Turn 2 as I know i'm going to have fuel on Turn 2 but more than likely won't have fuel on Turn 3, so leaving them broken down at the end of Turn 2 knowing they will need to rest up for fuel on Turn 3 makes sense to me. Additionally, to me it's more important that the width of the penetrations be maintained, particularly at the base where the infantry is so that the infantry can race east on Turns 2/3 (i.e. hex flipping). My end of Turn 2 goals are typically breaching Pskov, breaching the land bridge, and crossing the Dnepr rendering it useless. But this is of course totally dependent on what the Soviets do and as GHC you have to take what the soviets give. So if they stand and fight then expanding the encirclements takes priority over reaching certain terrain points. I also take my sweet time reducing the pockets to delay the units coming back into the game dedicating security units and maybe a corps or two total to reduce all pockets. Again, the priority is getting the infantry east to catch up to the panzers so that they can work together on Turn 4 or Turn 5 when the next major push is made. It's this next push on Turn 4/5 that is usually the one that is devastating. So for me, turns 1-3 are a continuous act and it all resets on Turn 4 where the soviet actions and deployment determine what comes next. In the end though these are pretty minor differences from a high level perspective. One part of your opening that I'm going to borrow from liberally is putting more emphasis on the retreat priorities to get units to go where you want them to go. My play style is such that I play it far more fast and loose than you do and if I slowed down a bit and was a bit more calculated, I'd probably net a few more units.
As for the Soviets disbanding, really I'm not sure that it's in their best interest to do so unless they are certain that units won't get away or won't at all hamper in any way the German onslaught. I suppose it would have value to salvage all of that equipment to fill out new units faster.
Here is my turn 1 from the current game I'm playing (please note that I didn't save each turn, so this is the soviet auto save at the end of Soviet 1/Start of GHC T2). I played this pretty quick and dirty as I'm just playing to refamiliarize myself with the game and it was never meant for sharing. It was less than ideal in several areas, most notably the failed attack on Riga (by TWO panzer divisions, one at a time though with pioneers, leadership etc.) and I think I attacked the units in Minsk just to see what would happen and they retreated out of ZOC lock. Otherwise i can't figure out where those units are. Also had a tough time clearing units in the south so didn't get to the ideal hex...But generally it's similar and on Turn 2 I want the infantry to seal the pockets in the south permanently by moving east along the lanes created while the armor expands the pockets to net more units. On Turn 2 I break down nearly all of the panzers/mot to secure things. I also take more of AGC south than I think you do. I find in turns 1-5 the tanks/mot are more useful in the south than the north. I also transfer the turn 1 fixed Group of orange units to AGC to make up for it. It really doesn't matter too much anyway as I like to link AGC and AGS back together as quickly as possible with most of that drive coming from AGS going north then AGC coming south so that I have massive power to assault Moscow. In general I tend to be a "good at pushing counters around" guy rather than someone who has totally mastered the ins and outs of this system. I do focus on MP/Distance to rails etc in supply detail and as GHC probably put more emphasis on that than other areas of micro management. And I clearly need to get better at the air war. I do perform fighter sweeps as GHC, but that's about the extent of it.
I'm currently in the middle of Turn 9 and probably won't finish because there are pretty much no worlds left to conquer so it's becoming a waste of time. This was played with +1 in effect, so pocket breaking is a bit easier. Of course it's against the AI, so forming new pockets are gimme's.
Overall, your guide is just superb. I can feel SHC players gnashing teeth as with this guide, just about every game will start with this super Lvov type opening. Really, if just a few Russian counters were repositioned just a little bit, the zoc locking west of Zhitomir could probably be eliminated and I don't think that would necessarily be a bad thing.... Even though this opening is great, I still think the soviets can withstand it and go on to win if they don't compound the opening by trying to fight on Turns 4/5 I the center or south. Fight in the north, retreat out of range in the center and south and let distance do it's work while strength is regained.
Start of GT2.

Turn 9 in Progress when i retire the game.
