Off the User Designed section and a pretty decent game-but there are some things you need to know if you don't want to get handed your ass out of the gate. There is going to be some POWERFULL Soviet armor coming at your Northern Front and you need to get at least half of the AT capability there. Your Northern front is dug in and experienced and you want to leave them that way for as long as possible. If you try reenforcing experienced units they lose their veteran status-and hence their offensive power-so you want to hold off reenforcement until they have been reduced to 1-2 possibly 3 steps before reenforcing-and rush them out of the fighting for a turn or two if possible. Your star players in this game are the two "German volunteer" armored units-and they do not achieve full strength until T3. They are needed on both fronts and how you use them will determine the game (next time I will try using both in the North for a few turns before rushing one South) A1 WILL TRY for your supply depot in the N so it's a good idea to leave a reenforcement unit on this hex for the first few turns. If you can make it through the first few turns you can set your armor to work on the Soviet armor. You only have two lousy air strikes in the whole game and the Sovs have 3 per turn. Your Partisans are useful but especially after the snows in T5.