ORIGINAL: Flanker Leader
all non cut-off hexes should have at least 3 supply to simulate the road network - i think that there must be a way to edit the code to be able to do this with a minimum of effort. there's gotta be a value in the code somewhere that states (in very basic terms) that 'if a hex is more than 6 hexes from any rail line, then supply is zero'. well, change it to three!! this would make rail lines important, but not crucial.
either change the 'shatter' routine to 'retreat', or just plain get rid of the 'extra shatter probibility' during summer '41 for the sovs and blizzard '41/'42 for the germans - the shatter thing is just WAY too unforgiving - new players should not have to be subjected to the horrors of their first few games learning the hard way!! it's just silly! low soviet troop experience should do the same basic job as shattering in summer '41.
get rid of random entrenchment - in version 3 and up of WiR, entrenchment has been greatly reduced in effectiveness compared to the original which could explain why leningrad now always falls in 1941. now this makes for a more fluid game, which is more exciting, so i can't argue with that change. but if that isn't 'bad enough', random entrenchment makes a decent entrenchment very difficult. it seems to me 3 entrenchment is almost the same as no entrenchment after a couple airstrikes. i can't see why a city entreanched for 9 turns (over 2 months!) shouldn't get the 9 entrenchment automatically. it's not like another unit can 'reclaim' the entrenchment later - once a unit moves it's entreanchment is lost forever!
I like your idea of non cut-off hexes having some value...but with the terrible road network of Russia, I think a supply of 2 for open hexes, 1 for mountains, and zero for swamps would be better. I think too that larger cities (those worth VP's) should have an intrinsic value that starts at 5 and drops 1 per month. It's not like Leningrad or Moscow didn't have storage warehouses, fuel dumps, and running water.
Dumping the shatter would be all right if it were changed to rout, or something. There should be some penalty...like a huge loss of readiness...say drop it to 5%, and a huge loss of materiel.
For the blizzard season, I'm not certain what I'd do for the Germans. Shatter seems too harsh. Historically, the German divisions before Moscow were in terrible shape, having lost many men in much fighting, and covering overly-large areas. For instance, I remember reading of a German regiment (not a division) covering a front of 20 miles in hedgehog positions...which can't be simulated in this game.
Random entrenchment has always been a botherto me as well. But I don't think and artillery battery alone in a 20-mile hex should be able to reach even 1. It should be done according the the number of troops in the hex. Again, VP cities would have an intrinsic value.
I hope too that Herr Grigsby (I wonder if he reads any of our whines) will develop another Eastern front game...or better yet, one that covers all of Europe and some of North Africa....Wouldn't it be sweet to drive Monty over the Nile and into Jerusalem!
...If he is reading, I hope too that there'll be some way to do research on new planes without having to shut down your factories. Research after all, is done in a drawing room...not on the assembly line.