As for the tempo issue - again, agree 100% as this is a major issue - for both sides. To me, a fairly simple fix, which would more reflect historical capabilities is massively restrict the amount of supply an HQ can carry with it as it moves. The "HQ" in the game are a abstraction of both the comannd and control HQs and the logistical tails in the respective Army, Front, Corps etc. While the Command Posts could be somewhat agile (again a bit too easy to move in the game at the higher echelon levels), the logistical supply aspect represent both the supply "dumps" and the transport to distribute the that supply. The problem is that when a real world supply "dump" needs to move, all those trucks used for distro are now tied up moving the supplies to a new location, and are not available to distro the supply. Not so in the game, no real loss of effectiveness when a HQ moves. Not to mention the time it would take to "pack up" a large, corps or army level supply dump.
What I think would work well is what is found in WiTP AE when units have to go into strategic mode to be loaded on ships. Same principle here. A HQ can either move tactically, keeping its C2 capability but losing most (I'd say 90% of its supplies) the moment it moves a hex, and could move its full movement allowance. It would still be able distro those 10% amount of supplies to units. Next turn, it would begin re-stocking its supplies and function normally if it did not move. Perhaps corps (Soviet army) HQs could carry a larger percentage. Instead of moving tactically, a player could put his HQ in strategic mode. In this mode its command radius would be reduced by 75% - pretty much non functional - but it could move with up to 75% of its supply carried - Railmode automatically puts a HQ in strategic mode. Corps and Russian Army HQs could go into/out of strat mode in the same turn, taking maybe 33% of APs to do so. German Army and Soviet Front HQs could change mode at a cost of 80% of their APs.
Something to this effect would definately force decisions for a player to either 1) continue attacking once he's past the effective range of supply at a much degraded level as supplies diminish, or 2) pause the attack and wait for HQs to pack up, and catch up. This would give a much better feel for what you describe Flaviusx, allowing Model to scratch together a thin line as the Soviets packed up thier HQs and moved them forward.
This would also fix the HQ's "muling" issue I've read about in the forums.
Obviously something like this would need some playtesting to get the numbers right, and might be beyond the scope of the current system.
Very interesting point, you are right of course: Moving higher level dumps should interfere with distribution. I haven't thought about that yet, indeed, but this would definitely sound like a reasonable rule. They probably could have implemented something quite similar to the air transfer checks, i.e. whether air groups had flown yet, or like subtracting air miles for base movements: supply distribution based not only on the distance to units and railheads, but also on the number of left-over MPs. Sound like a very simple rule. Since the timescale is 7 days, explicit stance changes like in AE probably make little sense.
I'd like to know how the new logistic model in WitW will look, apparently it is very different. I hope Joel reads your thoughts as well. Good point!
Agree 100% Flaviusx!! The panzers have kept a reasonable morale throughout the war - the infantry are mere shells of their former self as they have taken the brunt of the massed rifle corps attacks. The other issue is the forced experience loss as years go by regardless of actual casualties.
This probably is to reflect how the training and placement of new recruits etc. changed over the course of the war. Apparently a lot of the Soviet replacements in 41 and 42 had a rudimentary basic training at best before quickly rushed to the front, while later that situation improved while the Germans continuously shortened training intervals until the low point with the VG divisions was reached. I think it is okaish to have it that way, though explicit management of training pools like pilots in AE would be a neat addition in the future. They really shouldn't have called it "national moral", though.