ORIGINAL: Schmart
The Russian player can't do anything to prevent a Lvov pocket? No sh*t! Show me an IGOUGO game where the second player can prevent anything that happens on T1...
Thanks for the insightful comment... The point is that it is, in my view, bad game design to allow the first side to move a "freebie" which has a signficant effect on game play and which the second player can do nothing about. The Lvov pocket is different from pockets formed later in the game not because it is not "historical" but because the Germans know exactly what they are up against and can repeat the maneuver every game.
That said, I think that the game makes it too easy for the Sovs to conduct coordinated withdrawals in the opening weeks. In reality, I suspect that the Sov commanders were confused, out of contact with superior headquarters, receiving contractory orders, afraid that their commissars would arrest them if they retreated, had no idea where the Germans were, etc. None of that is reflected in the game, to telling effect. In the past I suggested a way to deal with this: by having some kind of "command paralysis" penalty with effects similar to interdiction...divisions or even entire armies could lose a random amount of movement per turn, or maybe lose the ability to move altogether. The chance of command paralysis could be affected by initiative, political ratings, etc., maybe some commanders would get shot for trying to retreat... While all of this would be frustrating for the Sov players, IMHO it would be much more realistic IMO than the current system.