Thank you EvK, I also am new to the game, been playing a couple of scenarios against the AI, but really addicted to it and all the details... I completely relate to Crackaces mention of finding a soulmate a couple of comments earlier. As for that discussion with Cirque_du_melee, I'm a history buff, but don't mind if the playing is not 100% historical. In truth, I believe the Germans in reality didn't handle Barbarossa very well, too much infighting about panzer doctrine and changes of objectives meant that it ended up far from realizing it's potential. If Manstein had been in overall charge, things might have been really different! Manstein, not Guderian! lol! Anyway, the big picture is there, and the game is really educative in many aspects, even against the AI...
I read much of the old stuff in the forum, Pelton, Crackaces, Telemecus, HLYA etc who all gave me really good insights... but I still learned a lot going through your guide, the high point being the understanding of micromanagement of TOE. And that trick of replacing commanders with good ones already on the map is brilliant. I now have Balcke, Weiss and Der Mensch Hube and a couple of low odds commanders out of the way... and for the last 2 they only lost one point of political rating, which is not so bad I think!
I love micromanagement, and mostly, I don't find it that hard to do in WitE once you understand the why's and how's. The exception, are airbases and Airgroups of course, which are horrendous to deal with at best. I really hope they will fix that in the next version of the game. Transfer of units and deployement are much too complicated and nothing in real life warrants that complexity. The transfer only to higher ID's while on the same hex is particularly bad and serves no purpose that I can see. But that's kind of the same problem as not being able to alternate the units stacked on a hex so the we can choose the one that's on top, like in Panthers in the Fog by exemple and I think it's a weird oversight by the programmers... Anyway, that's my opinion.
At the moment, I am at turn 7 of a campaign against the AI, and I am experimenting with the management of supplies and trucks. I find it's quite hard to align statistics to have a good idea of what's going on in those areas. For example, I did a few tests moving airbases. Pelton in his Axis guide mentions to never move airbases in mass, as it's not good for truck management, but doesn't explain exactly why. I didn't question that, even though I tend to not follow his advice too closely. But recent experimentations gave me the impression that what matters is not if airbases are moved or not, but the MP needed to supply them. Also, is it more economical to have trucks move more fuel to airbases, or have planes flying more miles, so consuming more fuel, taking more trucks to supply them next turn. Really not easy questions to answer, or I should say, I still haven't found ways to understand exactly what's going on under the hood.
I think I should start using the editor to create test scenarios.
Anyway, I should try my hand at Multi-player as Axis in a near future and I am looking forward to it. Got to go through blizzard and learn to defend effectively in adverse conditions first... :-)