Bounce the Bogen: Turn 28

While it’s done a pretty good job of marshaling its infantry assets thus far, CMBO’s TacAI hasn’t exactly covered itself in glory on the angry house front. I don’t wish to take anything away from the Comment Commanders, who’ve choreographed their armour superbly up to this point, but questionable tank orders from the CPU have made life easier than it might have been for the Bogen Bouncers.

The third German ‘tank’ to kick the bucket without firing an AP round during BtB, perishes in somewhat humiliating fashion, twenty seconds into Turn 28. Caught with its trousers/skirt down halfway through a clumsy evasive manoeuvre, the Panzer IVJ is euthanized by a brace of 76mm hits to its hind quarters. The first, delivered at T+13, immobilises the 25-tonne trundler.

The second, seven seconds later, causes a bail-out.

This turn’s other big story is a brutal CQB close to the KOed ‘88’ between one of Lieutenant’s Costner’s teams and an enemy squad the CDV-published version of CMBO chooses to label as ‘WG’ (Waffen Grenadiers). Initially it appears the GIs are going to make short work of the men in Erbsenmuster.

However, things start going wrong when Olander’s team remove themselves from the fight, and Alvarez’s five-man outfit go closer. The short-range firepower advantage of the SS unit ultimately trumps the Yanks’ aggressiveness and proficiency. By the time the clock stops, Sergeant Alvarez is pinned and fighting seven foes single-handed!

South of the castle, the situation is less concerning. Harassed by Lee-Enfields, Stens, and Brens for another turn, the Sicherung squad by the castle entrance eventually decides enough is enough.

And Sergeant Johns’ Churchill finally manages to extricate itself from the mire.

The situation at the start of Turn 29:

Other than Alvarez, the only Allied unit with LoS to the SS squad, is Bowman’s Archer. Except for Carlson, all of Costner’s squads and teams are slightly beyond his command range.

The SPW 250/1 remains out-of-sight.

If I move Spencer’s LoS line a fraction further north it’s broken by a hard-to-discern shoulder of land at ‘A’.

11 Comments

  1. Turn 29 orders here, please. Commenters are cordially invited to suggest moves for the following seven unit groups. First come, first served. Order execution is usually Monday morning at 0700 GMT.

    (See screenshots for unit locations)

    – Captain Hood’s party (Hood’s HQ (6 men), Sergeant Venison’s rifle squad (2 men, low ammo), Forester’s squad (3 men, split), Sergeant Greenwood’s squad (9 men, split) + Corporal Fletcher’s M5A1 halftrack)
    – Lieutenant Marian’s men (Marian’s HQ (4 men) + Sergeant Sherwood’s rifle squad (10 men, split) + PIAT team + 3 inch mortar team)
    – Sergeant Bowman’s Archer TD
    – Sergeant Johns’ Churchill VIII (bogged)
    – Sergeant Pyle’s Sherman
    – Lieutenant Costner’s platoon (2 split inf squads + bazooka team + 1 HT)
    – 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.

    • ORDER: Cpl. Fletcher’s halftrack
      MOVE FAST to [27, 5, 3] (waypoint on the road to ensure it pathfinds west of the castle, I’ll defer to Tim’s experience if it needs more waypoints in order to take the junction at speed)
      MOVE FAST to [28, 5, 5] – to not get in the Archer’s way
      – – – – – – – – – – – – –
      Designation of which troops are to board is SunderLad’s privilege
      – – – – – – – – – – – – –

      ORDER: Cpl. Spencer’s HT
      MOVE to [6, 1-2, 5]
      MOVE CAUTIOUSLY to [6, 4, 5] – it looks as though it ought to be possible to find a hull-down-ish place with an (admittedly restricted) view to the northeast between the hut and the pines

      ORDER: Sergeant Johns’ Churchill VIII
      Complete previous orders
      MOVE CAUTIOUSLY to [6, 4, 4] – for a good view east, but screened by the hut to the northeast

      ORDER: Greenwood ‘A’ {easternmost unit}
      MOVE just north of rocky clearing [14, 1, 4]
      MOVE CAUTIOUSLY east past end of rocks [14, 2, 4]
      MOVE CAUTIOUSLY southsoutheast almost to next rocky glade [14, 2, 2-3]
      MOVE CAUTIOUSLY northeast to end up south of the foxholes [14, 3, 3]

      ORDER: Sergeant Forester
      MOVE FAST east through rocky glade [13, 4, 4]
      MOVE eastsoutheastwards to be just north of rocky clearing [14, 1, 4]
      MOVE CAUTIOUSLY east [14, 1-2, 4]

      ORDER: Capt. Hood
      {Follow same orders as Sgt. Forester but pull up 5-10 metres short}

      ORDER: Greenwood ‘B’
      MOVE FAST eastsoutheastwards across rocky glade [13, 4, 4]
      MOVE eastsoutheastwards to be just north of rocky clearing [14, 1, 4]
      SNEAK a short ways NNE [14, 1, 4-5}

      ORDER: Sergeant Venison
      MOVE to replace Forester

      • REVISED ORDER: Cpl. Fletcher’s halftrack
        Sequence of waypoints as above, then add:
        MOVE NORMALLY to [29, 4, 3] – leave it to the AI to figure how to get past the bow-armed slayer and the wreck of its Jagdpanzer prey

    • ORDERS: Lt Costner’s Platoon:-
      Costner – HOLD position.
      Lincoln – Continue move.
      Sgt Alvarez – WITHDRAW to 38, 1, 1.
      Carlson – Complete MOVE to 30, 1, 4 NW Cnr of cell.
      Shanley – Continue MOVE but HALT in 37, 4, 1. FACE S.
      Olander – Complete MOVE to 37, 4, 1. FACE SE.

      ORDER: Pyle’s Sherman – PAUSE 15s. Then HUNT along major road to 29, 5, 4.

      ORDERS: Dale’s Party:-
      Dale – No further orders.
      Whitehand – No further orders.

      ORDER: Bowman’s Archer – TARGET WG squad @ 29, 5, 5.

      ORDER: Tuck – RUN to 29, 4, 2. HIDE.

      ORDERS: Marian’s Platoon:-
      Marian – RUN to 29, 4, 2. HIDE.
      Hawthorn’s Mortar – No further orders.
      Sherwood – SPLIT. A’ and ‘B’ Team RUN to 29, 4, 2. ‘A’ team SNEAK to 29, 4, 1. Both teams HIDE.
      PIAT team – MOVE to 29, 4, 2..

  2. https://tallyhocorner.com/wp-content/uploads/2026/02/bogen28j.jpg

    So. Cpl. Fletcher’s halftrack didn’t move.
    Spent the turn helping Venison with his draft letter to the King seeking royal approval for Leonidas-brand fluid beef did he?
    “Start your day with a cup of Leonidas Fluid Beef and vanquish 10,000 Immortals before breakfast!”

    – – – – – – – – – – –
    Any chance Tim or SunderLad could have a look at a view of the castle from the hun half-track’s presumed position ([22, 1, 2] I reckon)
    I’m wondering how perilous it would be to send Greenwood ‘B’ to the north side of the trackway. It looks to be three squares of roadside vegetation separating them from the HT.

    • Crossing the trackway via the rocks direct to 21, 3, 2 would be ok, assuming the HT doesn’t move closer and/or the other security units don’t recover their mojo during the turn.
      With the demise of the Pz IV the cavalry should be about to come over the hill or in this case from around the corner.
      Don’t you want to check out the Eichhörnchenhaus?

  3. Is it still worth sending Fletcher’s halftrack round to the north side of the castle?
    It would take a minimum of two in-game minutes to get there and allow Marian’s merry-makers aboard.

    https://tallyhocorner.com/wp-content/uploads/2025/07/bogen00x.jpg
    I think I’m inclined to start pushing through the pine woods towards the foxholes west of the village. What Dale ID’d as foxholes have shown to be foxholes up ’til now, but it’d be a good spot to camouflage an AT gun.

  4. HT – I reckon at least 3 turns as it would now be required @ the NE cnr, so lets say end of turn 31 to get Marian’s Marauders sitting comfortably. Still gives four ( inc 2 to transport ) turns to cause a degree of mayhem…. All that said I’m not wedded to the idea so if you have an alternative cunning plan I’m all ears.

    Foxholes and AT guns – was thinking the same thing. However the Sherman is already in full view of the foxhole in the village and at least partially visible from the one in square 14 on the edge of the woods. I’m hoping as we haven’t ‘heard’ from either we’re ok, its too late either way. The one remaining in square 30 will need to be investigated by the Yanks shortly, assuming no more deutsch distractions.

    FWIW I’d be inclined to bypass the foxholes, these can be engaged at range by AFV or arty. Perhaps follow in the footsteps of Sgt Scarlet then cut off the village by occupying the railway stn area?

  5. There are four forgotten Volks…somethings west of the castle, probably disoriented by all the traffic coming and going. Let’s hope they’re not armed with demo charges, nor that the GM deems them capable of doing something silly.

    • I’d forgotten about those, had just assumed they were effectively out of the game. Better tell Fletcher not to stop for any hitchhikers.
      Could you change his destination to 29, 4, 3. I’ll take him over next turn.

Leave a Reply