"i found that there is little in them that would help a newbie to the CG learn about how to (or how not to!) fight it."
I agree but it was never my intent to present the classic AAR.
I leave it to the reader's imagination in drawing a picture of how the CG date progressed.
I have also found the 'classic' AARs interesting reads but have not really looked to them as a guide for play. However, the blow by blow account cannot be really recreated by the next player as there is simply far too much variation in possible set-ups and purchases in the CGs. With few exceptions there are no "do this to win" in the CG (except, perhaps, RB) situations (except to roll low). As a general guide and AAR is fine but everything changes with "first contact with the enemy". :horse:
Maybe players should post a "Strategy and Tactics" guide to describe what the plan for the CG date was and then follow it up with a description of how things went.