Actually, I did not turn off the airforce on turn one. I just saw the Group range setting for the first time ever (I am a returning player) and assumed it's unit of measure was hexes. I then set all fighters to fly at a range of 10.....
I really dislike the Soviet +1, as it is almost an "autogenerate" for Soviet Guards units. Compared to history, this game generates far too many Guards units already, and compunding the issue with +1 simply makes them swarm all over the place. To my mind, Guards should be "special" units thatactually mean something.
As for beating the Soviet air force, I do not think it is a possibility against an experienced, slow paced player. I fully assume that Sparkley will have the initiative in the air by the end of the year. This is another ahistorical thing, by the way. It took until 1943 and the battles above the Kuban bridgehead and Kursk for the Soviets to gain operational parity in the air.
We need only to kick in the door, and the whole rotten structure will come crashing down.
Adolf Hitler, on the eve of Barbarossa.