ORIGINAL: No idea
My opinion. The only thing that keeps german panzers at bay is their supply network. If you play against a player that really masters the supply system, you are done. To be fair, the germans would have killed for having the same easy way of "feeding" the units german players have in the game. But I guess it is made on purpose. If germans could just win one out of ten games (assuming equally skilled players) then very few people would want to play as the axis, making for a boring game.
That said, I think many soviet players throw the towel well before they should. It wont be unitl 1943 when they will be ready to face the germans on equal conditions, but most soviet players give up after a good first or second good year of the germans. I am not saying that was your case, but I have seen it a good number of times.
Regarding the blizzard, again the thing is if you play against an experienced player or not. I have seen two neebies playing where the german one hacked to pieces the soviet one early during 1941 (he took Moscosw, Leningrad and Rostov) but the was badly ready for the blizzard, he refused to give up his conquests and ended the first winter in a very bad shape (he lost around 10 german inf divisions, Rostov, the Stalino area, Kursk, Voronezh, Orel...)
Yeah, supply is key for the Germans and any German play must learn how to use it, especially the greatly flawed HQBU system which I dislike a lot. The WITW system is so much better.
I have tried many times to make a good blizzard push after the army is devastated but I feel like there's no time to prepare for the blizzard after the Germans have maneuvered themselves to very good position with ease.
The '41 Blizzard army is weak, incredibly weak compared to how the Germans really exhausted themselves that winter.
Another possibility is that I make it weak by making wrong decisions, but I have no idea how to squeeze any more CV in there.
Yeah I feel like if I play the Soviets against newbies I absolutely destroy them with ease which isn't fun at all.
The problem about the comment is Searry that there are so many variables. What is your approach to the game? Do you play to relax a bit after a day of hard work, do you like to recreate history, do you like to minmax? How are is the skill level of your opponents? Which versions did you play under? In which situation did you resign? How much time do you take per turn? I guess that every good Soviet player invests at least 3 hours per turn in 1941, often significantly more.
If you look on the AARs, you can find many games that make one draw exactly the opposite conclusion that you gave as well as some that support your impression, so you can't put up general rules.
As such, replying in any detailed way to your post is pointless, because it is way too vague. IMO the best way for you to improve would be to post an AAR where you show your gameplay and explain a bit what you do admin wise, collecting feedback of other players where you can improve your strategies.
Also, did you try playing the Germans as well? Did you achieve similar results? Because playing Germany in a good way is everything, but not trivial.
I am a minmaxer, I don't care about relaxation or history. I think my opponents are masters of the game. I played in 2016 and 2017 but don't remember the versions. I spent many hours per turn.
AARs? Sure but do you have some recommendations? Pro vs Pro type of stuff.
How is it vague? What would you suggest I try to explain? Good idea about writing up one myself, maybe I'll do that if I take the plunge.
I have played the Germans extensively and I started to feel like I got the handle of things. Definitely not trivial.
Maybe try a few games as the axis side and let your opponent deal with all the frustration. Best way to learn to play the Soviets well is losing to an experienced Soviet player. There are some compassionate geniuses who will school you by turning off FOW for the Soviets only! so you can pick up some nifty tricks that buy you valuable time and mitigate some losses. I think mastering Soviet air power potential is a must. Forget inflicting air combat casualties on the fascists early on. Build air group experience and morale from the get-go. Also good Soviet players know the ins and outs to maximize their Guard unit production from all those routed units in 41 & 42. Dancing with the Axis allies whenever possible is the best way I've found to start accruing experience/morale.
Mastering the Soviet air potential will have to wait for WITE 2 as how the air system works in WITE is a massive pain compared to WITW, but what I have done is micromanage carefully the experience and morale from the first turn but by the time you're done you need a break so you don't start seeing numbers everywhere I have done exactly what you said about the guards. Dancing with the allies and attacking even the lone German division when I had moderate-clear chances of victory.
But yes, the idea of writing an AAR is a good one if I dare to take the plunge into this game again.
I fear I have some ring rust though because the game mechanics aren't represented in such a clear matter compared to WITW.