In my opinion you are spending far to long on your game unless of course you are still learning the ropes. To give you a little perspective it usually takes me around 6 hours or so of dedicated gaming to finish what I consider a medium sized engagement. I consider this to be a regimental sized battle against the a.i. with three tank companies, six infantry companies and
divisional artillery support and assorted AA, ATG and recon elements. A large battle hits the point/formation ceiling.
To cut down on the time it takes you can do three things. 1) Cut message delay to zero. 2) set the graphics delay in out of game menu to as small of an integer as you can while still being to make out where the op fires are emanating from. To give you an example: in my 1932 USMC generated campaign against the Spanish (to represent a alternate history invasion of Cuba) fires occur so quickly that a marine section's BAR is done before the 1903 Springfield sound ceases. It goes without saying that the fire animation is long completed before the sound ceases, you could say I have it almost set to the speed of a bullet
. Another example is when I am playing the British and I have cause to utilize a Vickers HMG. In this instance I am already firing from a another unit while still hearing fire from the immediately previous Vickers. I have probably saved literally days of my time by cutting these unnecessary, anthropogenic-programming-originated delays to the bone. I cut them so far in the interests of time saving that sometimes its hard for me to pin point a fire location (playing without the hideous hex-grid doesn't help
). To this I say "Good", I have far more information than a bird colonel would have and so this "negative" effect only adds to the realism. 3) Only use z fire when it will make a difference, I sometimes even skip line-of-sight fire if it is unlikely to make a difference.
TLDR: play more SPWW2 in the same amount of time by somewhat sacrificing the graphical "brilliance" of those horridly primitive battlefield animations and also sacrifice some situational awareness of enemy fire locations (which a real commander wouldn't have to the extent we do anyway).
Hope this helps