So if the 1944 VP test works then only a couple of turns to go.
Combination of TOE and NM changes, lack of artillery and the AI 120 morale has rendered my infantry pretty useless. I have a few with a decent artillery allocation and that makes a difference but now really need a stack of 3 and some sort of terrain/fort bonus for them to have any chance.
A few turns back I tried to cut off a spearhead and almost lost a Pzr Corps in turn. Basically my mobile units are holding the clear terrain hexes in the hope that they can stand up to an attack.
The result has been a steady retreat, but with the safety net of holding a lot more terrain than historical. So on most sectors, still on the Soviet side of the 1941 borders. AGN trying to hold the Neman, will then commit 18A to the Koenigsberg fortifications.

AGC protecting Warsaw, good fall back line on that sector if I ever need it.
My practical interest is as short a line as possible (to aid stacking) that incorporates as much broken terrain as possible – but no point using salients as I have space to retreat (just don't tell E-Adolf).

AGS covering Lvov (the last Soviet VP city in my hands).

Rumania surrendered a few turns back, Bulgaria went this turn but holding the Carpathian line for now – its a long way to Budapest for the AI.

W Allies a little behind schedule.
The Germany mobilises event after the fall of Paris is a bit of a double edged sword for me.The manpower is welcome but its the lack of heavy weapons that is crippling my formations and another dip in NM doesn't help staying power.
Still they can be given Panzerschrecks which is usful.

Losses – mine is a bit misleading due to the brutal end of the Rumanian army – after losing the Dneistr line I just let it sit in blocking positions.

OOB, given all the in/out transfers my numbers are holding up well.

My manpower situation looks better than it is as I still have the Rumanian pool at the point of surrender. So the Paris numbers have been committed, Hungary can sustain its army for some time.

Tank pools, helps keep my Pzr divisions effective.

Have I mentioned the lack of artillery?

VP chart. If it works as designed then I should win in 2 turns as the AI fails against the 31 December 1944 HWM test. It will get Ploesti and possibly Belgrade (which would give it 627) but even so its well over 100 short.
Ignoring German cities the Soviets never reached (& Berlin as that is a special case) there are 260 city VP in my hands. So unless they fall with time bonuses the AI can't reach the 1 April sudden death test of 950 (unless the off map VP start to work in their favour).
I'm ignoring Berlin as while it has a VP value, in effect if it falls the game ends regardless.
But it should be over before 1945.
Which I think is how the VP/game system is meant to work. If the Axis player can do well enough in 1942 to generate a high HWM then the Soviet side struggles to match it.

So the game has a natural logic of the opening German offensive, 1942 as a period of dominance and then 2+ years of Soviet dominance. While I know most axis players have a 'win by T18 or give up' mindset, I'd say from this you are missing out on a lot of the design.
Now of course that depends on 1941 not ending with Soviet counters in every hex from Smolensk to the Urals.