Turn 7 was when I realized that smashing a drive toward Kursk (south edge of map) was not a good idea. Each of the 3 Soviet Fronts has a Reserve Army (as they did historically) back-stopping the actual front-line units -- if the OKH player drives too far across the start line, the Reserve Army is released as reinforcements.
I drove too far in the south -- because the map edge is so close to the front, the release hex is closest in the south; in other sectors the release hexes are not so tightly tied to the original front.
Anyway, I realized I had unleashed a fresh Soviet Army, and that while it was fun smashing hex after hex with panzer divisions down south...what the hey was I going to do about all those gapping holes in the north or around Bolkhov or in front of Orel ???
So, it is back to TOAW basics on the defensive ... split and release sub-units to fall back and prep a second position; dig in where possible; accumulate panzer units for counter-striking reserve; block the obvious and easy paths, forcing the opponent away from key hexes and into tougher terrain. Grab all the reinforcements I can.
As seen below, I did not seal off the whole front; I can not seal off the whole front. I have also learned that just because I put up a couple of units in D as a stop, there's no guarantee that they will stop the attack. I just have to make his advances as costly to him as I can and try not to waste more units than I already have. If the defenders hold the hex, that is great; but I need to plan that they will not.
In the south indicates there is a row of cleared fortified hexes (and if you look back at T6, the hexes south of that row are where I rampaged during my "Hulk" phase of playing). That's where I had all my fun - whether it will cost me the game, who know ?
Finally, right by Bolkhov -- that rifle divsion looks like trouble, could not budge him this turn. But I've reinforced the city, and those defender stacks around the city are strong and well dug-in. With plenty of artillery, it will be tough to hold, but I should be able to keep Bolkhov a few more turns.
