So here’s how it went for poor Ivan as the bulk of my movements and combats is complete:

I mean, this is a typical move. I make a point to take the two ports that protect that small encirclement on the coast. Those units aren’t much, but everything helps. There’s a motorized division north of the screenshot edge that took the port up there and opened a line to the panzer corps HQ at the top of this map.
I dislike Kaunas a lot. But I’ll be darned if I let them escape. I did this encirclement okay, I think, and got a bonus from how the routed units retreated.
Note to Germans: Don’t force Displacement Moves (15.10) on Soviet units when you don’t have to. Notice the two enemy units/stacks in red circles. Those armored/motorized divisions at my southeastern edge of advance – I had to move them in stages because if I’d let the computer take it’s path of least resistance, they would have moved adjacent to the circled stack of an HQ and 2 routed units – that would have caused them to Displace, and even though the Displacement Move causes easy casualties, it also gives the Soviet free distance away from Hans. Hans wants to capture as many Ivans as possible in 1941 – it’s easy, remarkably safe, and it makes you feel really good (morale bonuses for won combats – and combats against encircled units are SO much easier). Plus no one gets away!
So I had to move around those carefully – the automated move routine doesn’t realize this. All it knows is that the HQ/routed unit stack exert no ZOC, so you’re free to move right on next to them. At times, it might grant you an extra important hex to force the Displacement (say a city, or cross a key river). In such cases go for the land if it’s more important. But on Turn 1, be careful. Let no Ivans escape. This holds true until you run up against solid defensive lines in 1941.
Also note the Blue line. I want to highlight the concept of converting friendly hexes. Some of that frontier may revert to Soviet control – perhaps where I have no ZOC NE from Kaunas. Those that do will have to be reconverted, costing extra movement next turn, which is especially problematic for your infantry. Early on, as the Germans, you need to try to convert Soviet territory smartly so that your infantry can advance over friendly controlled hexes. When you own it, they only pay 1 MP per hex (assuming no terrain or ZOC issues), and that’s essential to catching up your infantry to your armor. The armor are not just for encircling, they are for converting a safe path for infantry to follow.
I’m not sure, and I’d like to do some study, but I think when you’re moving HQs and such over friendly terrain, fewer of your trucks will self-immolate. But we’ll get to your suicidal truck drivers later…
My notes for Ivan for his turn.
Run east as fast as you can. If there’s a marsh near the end of one of your moves, and it makes some sense as a defensive posture, get in the marsh. Put all your aircraft in National Reserve this turn (do it via the commander’s report Air Groups tab. Time consuming, but necessary to save you important VPs. Encircled air groups can’t redeploy to national reserve. Fortunately for you I destroyed the vast majority of planes that were on the now-encircled airfields. Next turn, you will redeploy the planes you put in NR to safe airfields, and you can leave the badly damaged and useless aircraft out of my reach.
Focus on two things in re-organizing your army. Try not to let Northwestern Front end up with too much of the units. Northern Front is in Leningrad. I found that as I re-organized, it always made more sense to put units into Northwestern Front, and then the next thing I knew, it had 130 of 75 command (or something). That wasn’t good. So focus on how your armies report to either of these two Fronts. This will do you well as more divisions join the game. The second thing is: Always try to be within 5 hexes of your commanding HQ, even if it’s an Army.
Use rail movement wisely – it can help you a lot if you’re not careless. Remember to de-train if you can (click on counter or just move them off rail).
Know how to use refit, and know when to use it. If you put everyone on Refit, you might as well have no one on it. But refit can help build you some key divisions that can be used in important places.
As soon as practical, put your motorized units into good terrain that they can hang out in for a long time, and put them on Static mode. It gives you APs. I put one of mine in Pskov, and it held out two turns (with the right mix of friends in a level 2 fort). The other was in Leningrad.
Safeguard routed units to the rear whenever possible (rail is good for this, even if just a few hexes east of a safe line).
Never attack unless you’re isolated. Or until about turn 7… And then only if I do something very stupid like leave a regiment where you can smack it.
Don’t forget that the Finns come in on T4 or so, and they’re tough. But they can’t attack below the No-Attack line (Hans has a frowy face on that one). So Northern Leningrad is perfectly safe. Just don’t let Hans link up with the Finns east of Ladoga. That makes Stalin pretty pissed. Defend the No-Attack line, if the Finns cross it in force they can make life very hard for you. Simply putting a fort there (something I normally use a house-rule to prevent, but if you want to waste a lot of AP on that, I’ll go with it this game) or any of the surviving Security units you have, plus the units that start against Finland (assuming they survive and retreat in reasonable order).
Last but not least: Do not forget how far a panzer division can go on this or any future turn!