Splendid – we now have enough volunteers to begin Bouncing the Bogen! In Turn 1, thanks to orders issued by half a dozen game Cornerites, kit jangles and leaf springs flex on the heavily wooded western side of the river, and, inside Schloss Nottingheim, boots beat quick tattoos on cold cobblestones.
After checking for booby traps, Lieutenant Tuck, the spotter for an off-map battery of on-call 25-pounders (120 round of HE or smoke available), takes up residence in the semi-derelict hilltop cottage at 18,2,4.
While he can’t see the road bridge from his new vantage point, he can inspect the two-storey building at 36,3,2 and a section of the road below the castle (areas shaded green in above grab = rough indication of in-LoS terrain).
Captain Hood is clambering over windthrow and pushing aside spruce branches when Turn 1 ends. From the shady spot he’s making for, will he be able to make out the eastern end of the rail bridge? It’s hard to say. In CMBO, tree ‘doodads’ don’t equate to actual trees. It’s the distance to the edge of the underlying woodland that determines how severely LoS is degraded.
Corporal Much’s Humber motors to 26,1,4 as instructed, but on arrival the three-man crew refuses to dismount citing CMBO engine limitations. (Sorry, I should have mentioned earlier that AFV crews can only quit KOed steeds.)
At T+60, in brush close to the railway cutting, the Daimler and loaded halftrack await further instructions, while nearby, Lt Merry heads for the woods.
The turn’s most daring bit of maneuvering is probably Corporal Whitehead’s dash across the castle courtyard. Fortunately, the German MG team and sniper at 28,3,2 appear not to notice the two USAAF POWs and their Dunkelgelb drainpipe.
At the start of Turn 2, Whitehead, Merry, and Hood are still on the move (but receptive to additional or new orders) and no enemy units are visible.
Turn 2 orders here, please. Commenters are cordially invited to suggest moves for the following units (First come, first served. A maximum of one unit/unit group per commenter. I’ll try to execute the turn as quickly as possible after all orders are in.)
(See screenshots for unit locations)
****anyone****
– Corporal Much’s Humber scout car
– Corporal Fletcher’s M5A1 halftrack + Sergeant Venison’s rifle squad + Lieutenant Merry (Four-man platoon HQ, Venison’s boss)
****subscribers only****
– Captain Hood (Six-man company HQ)
– Lieutenant Tuck (Two-man spotter team for a battery of 25-pounders. 120 rounds)
– Sergeant Scarlet’s Daimler armoured car
– Captain Dale’s party (Six POWs armed with pilfered rifles and pistols) + Corporal Whitehand’s team (Two POWs armed with a pilfered Panzerschreck)
Please start all order comments with ‘ORDER’ and any later revision comments with ‘REVISED ORDER’. This will help me distinguish firm instructions from suggestions and advice.