Enjoy any house rules you prefer, my last time into the rubble was with Bryan upthread - we only had one , no kindling. That in and of itself makes the russian task much harder, as now the only thing bringing the multi-level spotting locations down before the germans can occupy them is a lucky rubble from a rocket OBA or a german started fire from a FT.
Cg III is the best, more than anything its a understanding both sides CAN win, and anything CAN happen in ASL. So it becomes a PMC contest over the 30 possible scenarios.
Standard tactics abound elsewhere on GS Forums and other places, but they include buy all the regular and sturm companies as fast as you can, buy the heavy weapons next, save some CPPs for a pioneer unit only 1, as early as you can buy it in reserve, to put the regenerating FTs in play. Buy 80mm Bn Mtr OBA for the smoke, buy the Stukas on every clear day, only 1 CPP and easily capable of killing off 1 CPP of russians, if not more- and too many days with no air support possible, attack every single scenario, no rest for either side, buy the rest of the HMG units ( crew so immune to ELR and the rest of the pioneers ( 5 ML and ELR only to HS) late in the game, after both sides are down to ELR of 1 or 0 from so many scenarios without an idle day. The russians will begin crumbling then, late CG game, your lead units are those pioneers and crews at that point, with high and N/A ELR.
Russians have only three concerns: plan for a final holding / stop line early and begin fortifying it as you can; burn anything that is more than ground level and going to fall into german hands anyway; and fight a delaying action across 95% of the map until reaching the " Alamo" position late in the CG. If they manage all three, those elite troops and crews and the worn out survivors are not going to be enough to push them out of a strongly fortified zone in the backfield in just the 2-4 scenarios left in the CG.
KRL, Jon H