There were a couple of coaches, who were trying not to give the right answers, but let the players find them with perhaps a few helpful questions if needed.
There was an AAR, heavy on the good points, not Army at all. Each runthrough is different, you will pull different roles, some will simply show up for every event and learn what they can. James and I didn't try to cover everything, every time.
In the Bulge, with 6 US task forces to track, you learn why units don't have six line subordinate commands. In the Flashpoint scenario, you learn how the various combat arms have to help each other. Watching the players struggle to anticipate, you learn why making even a bad decision is usually better than making no decision.
I say there is no other event which will teach you so much about why wargames and military history are as they are.