Just a few thoughts from me:
Picking the PzC scenario: Is a really crucial part as it determines what the experience will be like. The one we choose for our Sicily campaign is pretty lopsided, even after the changes that we made to the editor (cutting back on allied strength). We will definitely be more careful about our selection next time around.
Both sides should have an interesting OOB and a reasonable chance to win the scenario. Having a look at the PzC OOB it’s also a good idea to do some initial changes to get better balance for CM battles. Nathangun suggested reduced tank numbers which I think is a good idea. Artillery should also be looked at.
One way to go is to reduce numbers to try and have a very equal force on each side, another way is to reduce numbers but still keep the force ratio of the original PzC scenario intact. I would probably opt for the latter. The scenario length should also be considered as it will take some time to complete (our Sicily campaign is 11 PzC turns which feels reasonable).
Battle length: We have so far gone with an upper time limit of the PzC turn (2h) which then is reduced by the time it takes for the units to move to the battlefield. In the battle that we are about to commence right now the German force moved 4 hexes (4km) during their movement phase up to their jump off point. The specific units move a 12 km/h so 20 minutes are expended moving into position (battle length is 1:40h).
Most battles so far have been about 1h long. If the defending force is not strong enough it will try to withdraw of map, which it’s allowed to do after 30 minutes of combat (in our version of the rules). If the attacker is strong enough and destroys the defender, the battle will obviously end. If both sides are strong enough, the battle will last until times up or if both sides decide to cease fire. We have yet to see the latter happen as our main elements haven’t come into contact yet.
If a battle ends by cease fire or if time is up then the hex will continue to be contested and it will continue during the next assault phase with deployment zones matching the end of the last battle etc (of coruse presuming that one side doesnt move away during the movement phase, or decides not to attack during the assault phase).
An important addition is that if the defenders feels a given assault is to lopsided, no fun etc, then we have it resolved by PzC. But in this case the defending PzC unit’s defense value is lowered to 4, giving the attacker a win, almost by default. This reflects the fact that the attacker in all but the most unlikely cases would have won the battle on the CM battlefield.