From: Denver Colorado
Do not let Korps get overloaded - that's the most important die roll in the chain, and the ones Germans are most likely to make.
I find that an overloaded Army can do okay. I'm a fan of 2-4 CP overload to an Army if the leader is good (to very good), and these divisions can be effectively used in support of subordinate HQ attacks. For example, attach 2 infantry to 18.Army that are free roaming (is that a 'striker' in football?). They make excellent aditions to any attacks by Corps HQs in 18.Army - they do much better in support (where the Corps will actually take the lead as the HQ supporting the combat) than they would if they were within 5 hexes of the HQ attacking by themselves.
Army Group B is not all that great, because it complicates your air assets a ****-ton. They do not transition as the subordinate armies do (to OKH, for free re-assignment).
Summer 2017-Playing: D-Day at Omaha Beach, Advanced Squad Leader,
Reading: Kampfgruppe Walther & Panzerbrigade 107 (Magnificent). Lots of Osprey stuff.
Rulebooks: ASL (always ASL)