On the other hand... Dinant or Die isn't as bad as it could be... there are three routes, one receiving a PzGrRgt and the Korps HQ (18 units) on day 1/13:30 (H+8.5), a second receiving 8 at the same time, with 17 by 18:00 and 22 by 01:00. The Third route is the main one, and receives the PzD HQ plus PzGr Rgt at D1/10:00 (H+5.5) (23 units) - more pile in behind and this route receives 29 units by 01:00.
There are two further Rgt groups later on Day 3 (H+54 and H+64) of 12 and 9 units each.
At-start forces are ahead of the third and second routes, but are a weak Recon Bn... this could be used to 'learn' on with each player managing one company (or the HQ plus support platoons) until the arrival of 2PzD HQ, when the centre/Korps player could take over the shared control of the recon forces HQ, until their main force arrives 3 hours later. One of the Recon Ko could remain under the control of the left flank group throughout.
You could use the brief window when only one major grouping is in play to ensure that (both/all-three) are up to speed on what options are available, and how the intel/order scheme is working, plus preparing decisions on how to employ their future forces - the relative strength of each can be assessed and division of the right hand column into two could be considered (possibly allowing a fourth player? - or right hand could be one player and left and centre the other.
Not really sure - I've never run something like this ~ so I'm a little unsure how easily this will run, and how much a typical CON goer will pick up or how fast.... advantage that the program UI and control is handled by one experienced user though...
Or you could divide tasks ~ command supply & intel/first echelon/reserves & artillery. But I suspect that will only work with the 'right' sort of player.