Great CGs (in no particular order)
RB CG I: Red Barricades is the king of all HASL. Tough to beat this one. Enough going on that both sides are really "into it" and can make things happen. A real meatgrinder, but both sides can get creative with weapons, tricks, and tactics.
Ruweisat Ridge: The only CG that I've played twice. This one is really fun, opening with a tense night battle. Both sides will have OBA in every scenario, and AFV are plentiful (even expendible) leading to a constant armor battle to support the infantry. Wide variety of RGs to choose from and the unique feel (the only Desert CG!) makes this a HASL I'll play again any time.
Crappy CGs
Grain Elevator CG: I'm not sure how the Russians can lose this one. They can really dish out punishment on the first scenario...so much that the second scenario is spent by the Germans just replenishing infantry losses and hoping the Russians don't wipe them off the map completely. With the Russian's ability to enter anywhere on three of the four map edges (when I played, I gave up this ability as the Germans "captured" the map edge hexes as an ultimately hopeless attempt to balance the CG) and the last move of the CG, there's no way the Germans can control every single stone location on the map at the end.
DTW CG I: The map is cool (but the small hexes are annoying) and the scenarios are good, but this CG blows. I'm not sure how you can lose as the Germans. My troops were in a position to win the entire CG on on turn 3 or 4 of the very first scenario. The Russian defenses need some serious beefing up in terms of both fortifications and more troops to make this one fun and balanced.
Ho-Hum CGs
ABTF CG III: A frustrating CG for both sides but for different reasons. For the Germans, you need a personal morale of 10 since you will be pounded for the first 5 or so scenarios. Losing AFV after AFV and squad after squad gets demoralizing after just a few turns; stretch this over several scenarios, and it's far worse. I think this CG will see many playings end before the 19N CG date simply because the German side will become too frustrated. From the British point of view, yes, it's fun to have such superiority, but the attractiveness of CGs (variable OBs and interesting force purchases) is essentially non-existent. The Brits spend the first five scenarios buying all the infantry, then all the ATGs and MTRs. Then their purchases run out and they get to spend 5 or 7 CPP per scenario on fortification points, SAN, and the occasional OBA module for the rest of the CG. Yawn. And although we didn't get there, down the stretch I can see the CG getting a little tedious for the Brits: hide, hide, hide. The CG is worth a try, as long as you know what you're getting into. See my AAR
KGP CG II: An adequate CG, and probably pretty good as your first CG since it's small and pretty short. But the purchase options are so limited and obvious (as the US, buy nothing but infantry; as the Germans buy nothing but infantry) that the CG is predictable and a little tedious. If the Germans can't inflict a lot of casualties on the first CG scenario when the Americans are exposed, then this one is probably over. The one key thing for the Germans to stay in this one: use the one attack chit you get during the Night scenario or you will lose. (You'll probably lose anyway, but at least avoiding those No Move counters will help you delay the inevitable.)
Pegasus Bridge CG II: Admitedly, CG I is probably more fun simply because you get to do the British glider landings and ensuing night-fight. I've never played CG I, but CG II and CG I both have a fundamental problem: the scripted nature of the campaign really hurts the "fun factor". The key feature of CGs for me is the variable OBs, the fog-of-war introduced by not knowing your opponent's purchases and the randomness involved in seeing how many CPP you get for the next scenario. There is little of this in PB CG II...and then, only on the German side. Good for a "quickie", and balanced enough to play out in a fun way, but PB CG I and II aren't CGs at all...they're much closer to really big scenarios.
CGs In Progress
KGP CG I: My first try at this one was aborted, so I'm at it again, as the Germans. You can see my on-going AAR here. We're into the 20AM date, so the US side is counterattacking now and pushing at the Sanitarium. I really like the flow of this CG, particularly the fact that both sides get to attack and defend. Furthermore, despite the soft gound, mobility does matter. Movement always increases the fun, and with all the toys that both sides get, this is about as good as it gets in terms of mobile, combined arms ASL.
KGP CG III: I'm the Germans in this one too, but this CG has a much different flavor than CG I, despite taking place for the most part on the same dates. Here, the Germans are pressed from multiple directions by the Americans. The only thing keeping the US from overwhelming the German positions is the paltry amount of troops they get. The US has to slowly build its forces and the Germans have to manufacture a strong set of defensive positions over the first 5 or so CG dates. You can see my on-going AAR here. This CG has gotten a bad rap as being unbalanced against the US, but so far I'm being pressed pretty hard! Others don't like the slow start (there are hardly any units on the map for the first 3 or so scenarios). This doesn't bother me, and those early scenarios play fast anyway.
"The Jury Is Still Out" CGs
RB CG IV: Couldn't get a good feel for this one as my opponent capitulated after the first scenario. None of his Russian CC traps worked and both of his OBA modules double-red carded right away, so I got lucky. But my battle plan was good too, I think, and provided me with the right force to take advantage of those opportunities. My strategy as the German was to buy as much infantry as possible on the first scenario and push hard. By the end of the first scenario I had hardly suffered any casualties, punished the Russian force, and took terrain that normally probably won't be taken until the 2nd or 3rd scenario.
Fortress Cassino CG: Another one I couldn't get a good feel for as my opponent gave up after a turn or two of the third scenario (scenario 2 was idle). The Brits I think are in a difficult position at the start of the CG. They need to be a little cautious since the Germans can really pound them if they're not. My Germans were able to inflict a lot of casualties as soon as the Brit force entered; LOS on this map is not as restricted as it first appears, and the Germans can really zero in with HMG/MMG/ATG fire. So, the Brits need to make sure they're careful: watch where you move and use as much SMOKE as possible. But the Brits also have to make sure they're not stuck in a small setup area for the start of CG scenario 2 or 3. This is because the Germans will almost certainly drop a rocket OBA with pre-reg hex on their setup area. This is what I did and it ripped a huge hole in the British force, as a bunch of squads were KIA in rubbled buildings before they even really jumped off to attack.
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