I have been playing around with the Soviets the most recently.
To me, one of the things that is a work in progress for the Soviet player from the start of the game is getting his command and control fixed and managing where the fronts go in the line, etc. The command structure is a mess to start with and will get worse before it gets better.
To me, some of the questions that lurk are:
1. How do you work your fronts? (In my game, Reserve front wound up going between Southwest and Southern). I also started assigning units to the MD HQ in anticipation that they would go active (like Kharkov MD and Bryansk MD). My front order is currently North, North West, West, Bryansk, South West, Reserve, South. Kharkov MD has not become a front yet. (I am in August).
2. Do you leave units directly attached to Stavka? At first, I left a ton of units directly attached to Stavka, but I don't think this is a very good solution since they are totally out of command range. (Part of my thought was that the good part of that was Stavka would eat the most losses on the win/loss ratio). I am now in the process of assigning units to the new army HQ's (They are also attached to Stavka). I leave the Army HQ's directly attached to Stavka since I don't have room in the active fronts without overloading them, but at least the troops are in command range of a HQ.
3. Managing Russian air. I started out with sticking most of the air force in national reserves and pulled the air bases back. I then started to repopulate some airbases on the flanks (Leningrad area and near Odessa/behind the Dnepr near the Crimea) with the thought of avoiding most of the Luftwaffe and beating on the Axis minor air in the area. I have also got a bunch of air bases behind Kiev. I am flying almost all the "garbage" the Russians have and leaving the good stuff in reserve for later although I have started to deploy some of it.
4. Support units: What do you build? So far, it has been nothing but rail construction brigades to help with the digging for me.
5. Garrison of the Svir river line. The AI uses forts. I saw a suggestion to use the NKVD regiments, which is what I did. Talking 11 units there and 2 more north of Leningrad to keep the Finns at bay. I had some regrets using all NKVD regiments because that is 11-13 units I don't have to use for checkerboard units or digging someplace. Blowing 16 points a shot for the forts doesn't seem like a bright idea either, but I have plenty of command points since I have been putting mech units in static (get 12-18 points each and costs 3 points to reactivate them after they turn into an infantry division). Perhaps a combo of forts on the east side of the line (away from any potential German thrust from the south) and border regiments on the west side may be the way to go.
German issues to "work" on and manage.
1. Command issues with AGC and especially AGS are very overloaded and command points are limited in the start. AGN has some space and some AGC units can transfer to AGN while AGN takes over more of the line, so that seems to be the way to go there perhaps. AGS is more of a mess and really the only options seem to be playing around with the Rumanian high command. Transfering a pile of Rumanian units and HQ's to the high command and using them for rear area security may be the way to go. Transfering the 11th Army would probably need to be looked at and could transfer it to the Rumanian high command or to the German high command and let it run independent.
2. A good garrison plan for the cities to help cut down on partisans. As I mentioned above, a lot of Rumanian units are slated for this in the south and I would move any German security divisions up north. Building a fortification in a city to help with the manpower requirement seems to be something good to do as well or the Germans will have to take actual combat units out of the line.
3. The initial German attack plan. IE, how much to pull from AGC to help AGS on the first turn. Got a good thread going on that, so no need to expand on it here.
4. Manage the campaign so you have an effective winter plan. This includes where you are going to send your two mountain divisions to help hold the line and what to attach to them (stugs is the most common suggestion I have seen).
5. Manage your sub units to get them going to the right spots in the right divisions. How important is this? It is likely to be very command point intensive. Getting pioneers, etc into units that are going to be cracking cities/fortifications seems to be the most important.
6. Manage the rail repair situation not only with the 5 units you directly control, but how you get the automated units to best help.




