ORIGINAL: Commanderski
The Germans spent a lot of time trying to encircle divisions rather than taking them head on when they could. Encircling them and destroying them would eliminate the routing problem...[;)]
I appreciate the abstractions required for week-long turns and IGUGO systems. I would not change either of these mechanics for a game of this nature.
And again, let me re-iterate that I'm not sure we should tinker with the routing issue, with the primary reason being that it works the same for both sides (and we expect, generally, an Eastern Front game to replicate the change in initiative from Axis to Soviet over time).
The only thing that really bothers me in this is that the routing units can both route out of closed pockets, and/or route multiple times in a turn such that they've moved a tremendous number of hexes from the original combat point at which they routed. Then, on top of that, whether they rally or not in between the end of the first player and start of second's turn, they ALSO get normal movement again.
Some of the issue we see with the superior human-Soviet performance compared to historical is simply the result of this latter issue.
An idea would be to penalize a routed unit's movement point allowance based on how far he routed in the prior player's turn. Routing is awesome help in 1941 for the Soviet. I'm not sure how much it helps the German in various periods (Blizzard, 1943-45) though.