In the Pripyet Marshes, my mostly routed forces are trying to fall back fast enough and far enough to be able to rally, and/or rail out of there to more useful and threatened locations. I don't really place too much credence in the Pripyets being of much utility as a supply line raiding base in the early game, since it is relatively easy to cut off. Given that the game engine displaces so many routed units there in the first turn, I am more concerned with rescuing what I can out of there, before they get cut off by 2nd Pz Gp from the north, or more rarely, 1st Pz Gp from the south. I like to use the southern half of the Pripyets to anchor my 5th Army lines as it withdraws back toward Kiev, but that is usually the extent of my early game commitments to this little chunk of real estate.
Even though the latest build disallows the railing of Soviet factories on turn one, I still used all but about 250 points of my rail cap this turn. Due, in large part, to the mass exodus of 6th and 12th armies the Stalin Line along the Zbruch and Goryn Rivers. The forces near Kovel sidestepped to screen Rovno while small rearguards were left to screen the German mobile forces approaching Tarnopol.
The 6th Army anchoring the center of the landbridge between the Zbruch and Goryn rivers. It is in good shape, with strong compliments of both infantry and mechanized forces, so I've sent one of my best generals to lead this army, Fyodor Tolbukhin. He's got strong ratings all around and a high enough political strength to weather the inevitable defeats that the Axis will hand to him. However, it will allow me to better contest the south, slow the drive to the Lower Dnepr, and bloody the German mobile units in the meantime.
The 12th Army, also gets a new leader, since it still has a good number of invaluable mountain infantry divisions, as well as some mechanized forces. I've put Kiril Moskalenko in charge here. He's not spectacular, but he should be ideal for this army and its current location. His 5 rating in infantry and mech leaves room for improvement, which he might be able to get if he wins against 11th Army and Rumanian attacks. His morale and political ratings are high, which should allow him to remaing in command long enough to take some lumps, and yet survive long enough to improve his 5 ratings up to 6.
I've already begun evacuating northern Bessarabia, and pulling back to the better fortified line of the Dnestr. The slow pace of the Axis through the enemy territory between the Prut and Dnestr rivers should give me a couple of turns to dig in, resupply and suck up replacements, before he can mount any attacks against me.
One last general note concerning rail cap. I've read a lot of posts on the forum about people thinking that it is a "waste" to use rail cap on HQs and Airbases. However, I stongly disagree with this point of view. Especially, in the early turns as the Soviets. Every time HQs and Airbases move they need to use a lot of trucks to move their supplies, and this causes a lot of wear and tear on this vital, and overwhelmed asset - the motor pool. The more I can move my units by rail, the faster my motor pool will build up to the levels necessary to run out full supply and my units gain enough vehicles to have full mobility. The faster my army gets its act together, the faster I can return those Fascist devils back to the pits of hell that they clambered up from...
