I managed taking Voronezh on normal too, albeit on the second try and after much experimentation on the first turn... The biggest thing seemed to me to be breaking the habits created by other games, especially on the first turn breakthroughs. Namely, don't hold back any units from the initial attacks for exploitations later. As they are going to have to pay the same AP cost to move through the breakthrough hex anyway whether they take part in the combat or not, they might as well take part and thereby help apply overwhelming force in the initial attacks and getting the battles over with as quickly as possible. Secondly, as there appears to be no or relatively minimal AP cost for moving through enemy ZOC, keep the panzer breakthrough sectors very narrow, expanding the flanks only at the end of the turn with whatever infantry APs are left. The combination of those two, plus using speed cards on a division on either side of Tim leads to being able to solidly encircle Tim on the turn, as well as pushing quite a bit east of it. From there just drive south around Milerevo with all you got, ignoring that city itself, and Voronezh should go down. I've become a big fan of Recon cards in exploitation situations, as they are a very cheap way to get quite a big bang on better battle results, let alone identifying any weak points.
All that said, a lot of it felt a bit counter-intuitive at first compared to other games I've been playing recently, such as WiTE and the SSG Decisive Battles, where one tends to want to use the minimal force necessary in most attacks to conserve movement points for later, but I'm starting to really like the system, even if it requires breaking habits...
< Message edited by map66 -- 8/2/2012 8:02:34 PM >