From: Bedfordshire UK
I am using 1.01 and the supply situation is much more realistic, without supply the uber PZs are more vulnerable.
An armoured unit, axis, or allied, with good experience and a leader is going to be powerful - when in good supply - but, out of supply it should be much weaker and 1.01 is getting towards that situation.
I have made this point several times, but I think the main factor should be rail damage and repair, at present during an advance there are several damaged rail hexes, which repair quite quickly. This works well for Western Europe which has a good rail and road network.
When acting as Axis invading France, I thought the rail repair was occasionally working too fast and I could strategically move INF units right up behind the leading armoured spearheads. That's not so bad because there would be good roads as well as rail to permit such movements, but not in Russia.
The rail damage set-up should be different for Russia and I don't know if the game can do that. Taking Russia can be too easy, because you send the uber PZs to capture the next city, the rail has little damage and repairs anyway, so you strategically follow up with the infantry and move off to the next city, even in the snow.
All rail hexes in Russia should be damaged, when hex control changes, to reflect the change of rail gauge that has to be done, before it can be used and the road net is not developed enough to provide an alternative strategic movement.
The armoured units are working well, I think supply is the control mechanism that has to be adjusted. On the other side of supply balance, units should be able to make use of supply from their allies, including naval and air supply, even if it has to be at a lower supply level.
"We have to go from where we are, not from where we would like to be" - me