So lets review the bad things the Soviets did shall we?
Well they have isolated 5 units, so that is more than last turn

They made some of my Pzrs retreat. - they also bombed that regiment.
The net effect is I already have the equivalent of 2 Pzr divisions that need to refit as they are below 50% TOE. This is not an immediate effect but this will slowly worsen simply with attrition and if they fall too low they are at risk of routing or even shattering.

Generally clear evidence of a bias against Rumanians – half their attacks were on my noble allies.

They also (and I think this just adds to the evidence of bias – tried to bomb Ploesti. Various small farms in eastern Rumania report being attacked by unidentified planes – possibly even by non-existent planes.

So there you are – substantial evidence of Soviet malfeasance ... now for some retribution?
AGN picks up speed, frustrating to have done so little last turn but most of the mobile formations had 40+ MP this turn. Took Pskov (and it will be part of the rail system next turn). LVI Pzr made a decent hole in the Soviet lines to the east. Not shown but clearing out the Estonian islands – that'll secure the sea lanes to Riga.
LVII Pzr did go for Velikie Luki – attempt to take it failed but my motorised formations are nicely placed despite the dire terrain. I'm still not sure this is a wise choice but can persist, commit that corps with 4 PG or use it at Smolensk.

Rest of 3 PG had a bit of a break while infantry filled out the front lines.
2 PG took what was on offer – the Soviets had pulled back substantially and I'm in behind Smolensk. Have little doubt those regiments will be dislodged but that is secondary. My assumption is I am well placed to generate a nasty pocket (which is why 3 PG is having a holiday) or a running battle up towards Vyazma.
Not much happening on the approaches to Gomel, for the moment I only have infantry there.
Last bit of the Bialystok pocket collapsed and the infantry are moving up, I guess they willl be in action about T7/8 and with decent CPP. Minsk now has 2 rail lines and will function as a super depot next turn.

Good thing here is so many very weak Soviet formations, hasty attacks trigger routs and shatters. Rested one Pzr Corps, the other 2 swung south of Kiev, no need to focus directly on the city as its indefensible now in any case. Depot system snapping into places, should add Vinnitsa to the collection next turn.
Final bits of the border battles completed – apart from one really annoying Mtn division that is insisting on touring the Carpathians.

Going as well as possible, no doubt something horrible lurks in Odessa, rails repaired to Kishinev.
The Rumanian tank division is feeling rather bruised.

Ground losses – not much actual combat but had to use the Pzrs, hence losing 210.

So far I've lost almost 5,000 trucks, 2,000 in this turn alone as my supply lines start to stretch – so that is going to escalate as these become more extended and if the weather worsens.
Fortunately the Soviets have lost almost 18,000, even more kindly they have loaned me 7,400 of them, so I actually have more than I started with.

While we are on this screen, for the axis this is a useful table (its useful for the Soviets but harder to read due to them having so many more army level commands). So far all my Pzr Grps are meeting their supply needs, unusually so are all the infantry armies. I doubt that is going to last but the longer I delay moving into a deficit the longer I can sustain some pressure.
Still mostly keeping the LW well back, the VVS has got rather shy and this means I can avoid stressing my supply lines. The key front sectors have fighter cover.

Air losses, as mentioned the VVS is avoiding too much front line action, most of the losses came from the fraternal visit to their future Romanian allies.
Given they train 225 pilots a turn, the opening 4 weeks has cost them 10 weeks of production. Its exceptionally hard to avoid the consequences until their units resize in the autumn – when it is a bit easier to manage pilot allocation etc.

One small trick. I'm only moving up the short ranged and single engined planes. This is actually made easier as the VVS has disappeared. The best thing to do is to force deploy an air group and then run an air transport mission aimed at that airbase. That will fill out the base so its operational (no point in having the planes there otherwise) and means its not immediately competing with the ground forces.
Also I'm not sure pulling the VVS out is such a good idea. Yes you lose a lot but you create another pressure point on the axis side.








