Pb + potato mashers + persistence = palpable progress for the POWs this turn. Dale’s Dozen ends the sixty undisputed kings of Nottingheim Castle. The fact that the German MG team weathered several grenade blasts before expiring makes Dale’s lack of interest in their MG 42 a little easier to rationalise (Sadly, infantry can’t scavenge weapons in CMBO).
If the foes in the signal box by the railway bridge have access to a HMG, it must be jammed or in pieces. The Brits across the river only receive desultory rifle and SMG fire when they open up on the lonely lever cottage. It doesn’t take long for the lopsided exchange to produce predictable results. Thoroughly suppressed, the signalmen cease firing and seek cover.
Because I’ve managed to move Tuck’s aimpoint short distances without incurring any extra delay during playtests, I was surprised to find the artillery spotter’s timer showing 56 seconds at the end of this turn. Sorry Comment Commanders, the first contributions from your off-map 25-pounder battery won’t begin arriving until the final moments of Turn 6.
If Venison’s men wish to cross the Bogen before the bombardment begins they’ll need to get a wiggle on. ‘Sneaking’ – their current movement method – isn’t exactly speedy.
Shifting our attention north to the reinforcements, only Lieutenant Marian’s HQ team and Sergeant Greenwood’s squad manage to complete their initial movement orders before the clock stops.
Greenwood must edge a little further eastward if he wants to get eyes on the tank allegedly dug-in at 55, 2, 1.
Unable to enter square 34’s coniferous or rough areas (both terrain types are out-of-bounds to all vehicles) Much’s scout car opts to climb the high ground west of the river under cover of the scattered trees in 42. Risky manoeuvre? Yes, but all vehicular scouting is risky in CMBO.
If the Germans have arty at their disposal and the Brits don’t get across the rail bridge fairly promptly the section of railway west of the bridge could become quite the killing ground in future turns. Currently the Comment Commanders’ halftrack and armoured car are cheek by jowl in the cutting and the Churchill and Archer are en route to join them.
In addition to tweaking his aim point, Tuck also keeps an eye on the enemy infantry unit across the river. It appears to be heading south.
Turn 6 orders here, please. Commenters are cordially invited to suggest moves for the following eight unit groups (First come, first served. A maximum of one 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****
– Merry’s men (Lieutenant Merry + Sergeant Venison’s rifle squad + Corporal Fletcher’s M5A1 halftrack)
– Marian’s men (Lieutenant Marian + 3 x rifle squads + PIAT team + 3 inch mortar team)
– Sergeant Bowman’s Archer TD
– Corporal Much’s Humber scout car
****subscribers only****
– Captain Hood (Six-man company HQ + arty spotter Lieutenant Tuck)
– Sergeant Scarlet’s Daimler armoured car
– Sergeant Johns’ Churchill VIII
– 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.
I have some questions about the 3inch mortar:
– what kinds of ammo does it have?
– smoke?
– how far does it fire? And how close?
– how fast does it fire?