Folks,
Here's my thoughts on CG2.
First of all kudos to the design team for great maps (I like the numbered levels on the map sides, great for us color blind), I like that the infantry is a little more expensive so that combined arms is more attractive, I like a tough russian force facing a brittle german-hungarian mix. I love the Vajda (mom's maiden name) counter (studly 6+1) and seeing the nemeth counter (another family name) and learning the history that he's the dude I can curse for ammo shortage.
Here's my concerns about CG2 and suggestions. Of course it's based on one playing.
Entry- Practically speaking they can buy one 150 pre-reg OBA or another infantry company. Russians have to enter two companies turn 1 on 8 open ground hexes and 3 stone buildings. The given Vannay company and six Axis GPP can mean an onboard Vannay company, or 3 PzIV+3 75L guns+ four FB. With either of these purchases, the Axis can set up front and stuff the entry completely.
If Tater wants to try it at ASLOK, I'll see you there dude. I'd bet any amount of money that (assuming you enter all reinforcements turn 2) I can kill every single Russian infantry unit before the end of the scenario.
Even if the Russian gets on board in the B32 and B35 blocks, he'll have a tough time taking A30 (limited LOS, A31 vulnerable to fire from across the board, anyone who breaks dies for FTR if the axis keep a unit in N39). Similarly the I39 block can be a ***** also since anyone who breaks in H39 also FTR's to a unit in level 3 in A26.
In my game with the 150 leading the way, I took the G31 to F34 area and E29 bdg. Then Gary declared a night attack, gain an extra 5 GPP and with 16 total purchase points, surrounded me on 3 sides and pounded the snot out of my troops. It's just not a fair fight.
Clearly I can't speak to staying offboard for 8 scenarios until the whole entry area is available, I don't know what that would look like.
Here's my suggestions (take it for one man's opinion);
1- let the russian set up on board/enter from A30, B32, B35 to the I39 blocks. This forces the Axis player to disperse a bit for turn one and let's the russian be concealed and ready to prep. I know you lose the historical flavor of the initial attack, but perhaps uncles and pups scenario can provide that.
2- have the kis-svabhegy hill (everything south of K39 to EE27 road) out of play until the russians can enter from the full western edge. Otherwise the russians will always be taking fire from their rear. The axis still have a tough line from L35, G31, E30, A26. It's not going to be easy to move forward as the russians, but at least they have a shot.
I think with these two simple changes the russians have a chance to build can fight on an even field. I'd be happy to play either side to test it. Again thanks to Bill and the design and playtest team, I just think it's tough start.
Cheers,
Paul