My take on this is that you ran a very optimized game as German commander. What I mean by 'optimized' is that you had a very deliberate plan for your logistics path en route to your main 1941 objective, which was Moscow.
As a German-o-phile myself, I saw you doing the two or three things that are essential in the 1941 campaign. You knew where you wanted your main effort rail line to go, and you ensured your combats supported that at all necessary times. You knew how to take big risks effectively in how you extended the motorized, exploitation moves. In point of fact, I do not think I have ever seen a player do better in managing the tip of the spear. I was very surprised at how often you had motorized elements cut off (something I'm deeply afraid of doing), and how you were able to maximize Soviet thrusts to your own advantage (some of that at some point becomes a criticism of your opponent, to be sure). You also managed your refit of damaged motorized elements extremely effectively, and I think this is an under-appreciated point in the discussion of how effective your penetration moves were. Super. Well. Done.
As far as Soviet criticisms, I think there have been sufficient number of those given. I do want to emphasize that in my view, the Soviet 1941 defense must focus on army size and industry evacuation, not territorial positions. You manage territory, you defend your industry and your army.
I do feel that this AAR demonstrates the importance of knowing the weather on the 1941 campaign. There is a huge difference in the necessary German mindset when playing with random weather. Any number of penetrations, whether at Kiev or at Velikye Luki, or at Stalino area - could have been turned into serious fights for survival if mud had hit in between turns in those moments.
In my opinion, random whether forces German motorized elements to tether themselves to a much more realistic (in terms of 1941 history) flank security position when penetrating. The change may mean 5 or 10 hexes of ground in a pincer. In other words, what you can do in 1 turn will require 2, and what you can do in 2 turns will require 3. This plays to the Soviet capabilities well, since they can move faster east than the German in such an environment.
But as I say that, I am left to wonder whether a random-weather campaign makes it impossible for Germany to achieve the necessary results that preserve a competitive position into 1942 and 1943.
To the new Helio,
Luckily I was seated when reading this although, granted, it would have been unlikely I would not
It's good to read that you can actually be constructive and it becomes you well I would say.
Random weather is a deathblow to German chances in 1941. Although the chance on paper seems low, I have not seen less than the full effects in the 2 games I was stupid enough to accept the random weather option. I still hope 2by3 will see the sense of a 1941/winter 1942 fixed weather followed by the normal random weather charts.
Anyway, I hope I have proved to you the German counters are certainly up to providing a challenge to any forward defence. It all depends on patience and preparations. Avoid feeling rushed. Strike when ready. Only strike for decisive effect. Take chances when decisive results can be achieved, avoid otherwise.
In Air to Air combat there is a saying, move slow to kill fast. The same applies to the German in this game.