The problem is that this is more tactical than operational and quantity is not a great thing VS quality... you need pay a big price to run over quantity something i dont see ingame, infantry is very well modeled and quality infantry do a good job VS lower quality infantry but in armor... problem is that at this scale 2 Tigers for example need be more problematic and need force soviet use better tactics, not simple rush, be in adjacent hex and destroy 2 Tigers paying only 2 or 3 tanks not very real.
I am doing more test and find that 10 T-34/76 D quality are more evective at 3 hexes than 2 Tigers A quality, even more, the 10 T-34/76 out of their effective range VS Tigers increase faster Tigers fatigue AND is not rare see them destroying the Tigers in village+IP!!!! 20% defensive bonus and destroyed by T-34/76 fire... really you dont see a problem when they can do this but Tigers only can score sporadical kills in the mission they shine???
I test this leaving 3 empty slots between the units, do the same with T-70 and i see how even them can stand at range without suffer critical casualties.
Of Course Panzer companies are bigger but i dont talk about company fights, i talk about 2 Tigers in perfect conditions to fight at range unable to stop 10 T-34/76 rushing to close range and see how the T-34/76 at range can score hits over Tigers with cover... i play a lot Steel Panthers i dont remember lose a Tiger over 15 hexes NEVER but i remember destroy a lot of T-34/76 specially when they move at 15 hexes... hexes of 50m, the same range i am using in test.
I feel the armored combat needs a touch, maybe add an optional rule to use a modificator in range combat... i dont see fair that soviets and germans use the same firepower modificator when fight at range.
EDIT: i do one more test... to kill 2 Tigers A quality with 20% bonus VS a rush of T-34/76 D quality you only lose between 0-1 tanks... i dont see very normal that 2 Tigers with T-34/76 in adjacent hex cant kill in 2 turns a single tank