I think the road along the coast of the gulf and the city itself wasn't adequately protected and only because of that I got into the city so fast. Probably too many forces in Karelia and around Keksholm. Finland is not important to the greater war unless you count every single truck, and those forts on the Finnish No Attack Line costed me too much (huge distance to railhead, no HQ, also each unit takes it's base toll - therefore it's better to reduce their number). I did the attack just to be able to disband those forts and four naval rifle brigades.
Truck situation improved for 2-3 turns (enough for the "Red Death" operation), but soon the blizzard took it's toll and again it dropped below 100%. Only in snow and clear I can hope to return above 100%. The truth is also that the .12/.13 patch increased my truck needs considerably (by some 20k) because it was a trick on the old, buggy, version than when I moved support units from combat units (where I paid too much in trucks for them) to HQs (where I didn't pay in trucks for them) I was able to get above 100%. Now whether they are at HQs or combat units I have to pay the correct amount of trucks.
In this weather I can only push the Germans back and hope for their exhaustion because of losses. I can't outmaneuver them (seems to work on the Rumanians, but not on the Germans and Hungarians). Standard movement is one hex+attack or two hexes (for the rifle corps). With Axis one hex withdrawal it means I can't really break deep through his lines, and when I try to do it, they can quickly counterattack with strong panzers to rescue their surrounded unit (unit, because no more than 1 hex can be surrounded by my Tank Armies this way when there are no rifle corps to assist on the flanks). The Germans are not using my style of strong front-line defense, rather defend in depth, which means there are always ZOC penalties to pay and the movement slows down to a crawl. Also, due to reserve activations I have to use overwhelming force (deliberate attacks) so they will not trigger, turning my attack into defeat. Hasties are reserved only for 6:1 initial ratios on counters.
I also think the Guard Army requirements are too high, I haven't got a single army convert to Guards and it's already 1944! This would help with movement as they give +1 ADM.