Ahh..hello Vic! no need to adjust our game, as my opponent and I are friends, and actually do the turns while talking to each other over Ventrilo. As a result, we have pretty much discussed this game to death, with no more suprises. We will start a new game, using the lessons learned in this one.
Looking at a supply layer from OKH, It costs 73AP's to get to Yenotayovsk on the Volga near Astrakahn. So my Panzer Korp is mostly yellow supply, which is why I am resting it for a couple of turns. The Rumanians are better off, as there is a rail head closer, and the Italians/Germans near the coast are practically right on top of one.
I do think that supply is a tad too easy, even with the hard core supply rules. Although I still have to be careful with HQ placement.
My post game discussion with my opponent came up with:
Extra bridges over the Volga....two edged, as extra bridges mean extra crossing points for the Germans.
Making the Volga bridges permanent/non bombable. My friend and I hate house rules in general.
Using the rulevar that stops bridges from being destroyed by combat. We like the idea of blowing bridges in the early game, just not the Volga bridges.
Making Supply movement cheaper for the Russians. Or cheaper over a destroyed bridge hexside.
I seem to recall a funny saying from the movie Kelly's Heroes.....the General was complaining that he ordered all enemy bridges to be blown over the rivers. An aide says they are blowing them, but that the Germans are rebuilding them at night...so he says, just blow them up again. It would suggest that some supply would still flow over the river. Perhaps river barges, ferries, or quick fix bridges. So even if mech units can't drive over the hex, supply would probably still move.
“My logisticians are a humorless lot … they know if my campaign fails, they are the first ones I will slay.” – Alexander the Great