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Overlordy: Turn 16

Western wobble

Combat Mission's WEGO turn structure (Battles are delivered in sixty-second bursts with leisurely order sessions in between the intervention-free 'action phases') might have been designed with play-by-comment one-turn-per-day play sessions in mind, but that's not why I rely on the series for these mob-handed martial marathons. I keep coming backing to CM, and the CMx1 titles in particular, because I don't know of any other wargames that produce plausible WW2 drama so consistently and industriously.

(Overlordy is an open-to-all game of Combat Mission: Beyond Overlord in which German forces are orchestrated by commenters while British units are computer controlled. For a scenario outline and summaries of earlier turns, click here).

overlordyturn16b

T+5 seconds. Guarding our right flank as ferociously as any fantasy firedrake guards its hoard, Gruber terrorises trespassers in West Wood with another gout of napalm.

overlordyturn16c

T+6 seconds. Teichert's FJ squad might be pinned and out-of-command but they're sufficiently composed to deal with the Brits' Universal Carrier.

overlordyturn16d

A Panzerfaust 60 projectile, its sprung fins barely deployed, slams into the port side of the Allied war wagon as it passes the i23 junction.

overlordyturn16e

T+7 seconds. Mein Gott. There's an 18kg demolition bomb heading towards the two-storey house at d21!

overlordyturn16f

T+9 seconds. Though the 290mm Petard Mortar round seems to take an age to arrive, most of the ordered-to-withdraw troops at d21 are still gathering equipment and firing at units in West Wood when munition meets masonry. Amazingly, five of the nine-man rifle squad survive an explosion audible in Ventnor.

overlordyturn16g

T+12 seconds. The muzzle of the mill MG 42 suddenly pivots skywards. Meyer is done for.

T+13 seconds. And left-in-the-lurch Larcher's days may be numbered too. Targeted by at least four Allied units, our ammo-short pioneer HQ is now down to two men.

overlordyturn16h

T +14 seconds. Uh-oh. Here comes the Wasp.

overlordyturn16i

T+22 seconds. Thanks to a Mills Bomb blast, Osf. Larcher is now the sole German presence in j21.

T+23 seconds. Their ears ringing and their faces white with dust, the AVRE victims attempt to withdraw.

overlordyturn16j

T+24 seconds.  Gruber's Flammenwerfer 41 turns a21 into a raging inferno.

overlordyturn16l

T+30 seconds. R.I.P. Larcher.

overlordyturn16k

T+31 seconds. Manoeuvring Hetzer spots speeding Wasp, but the LoS line parts before a shot can be fired.

T+36 seconds. British rifle fire buttons our reversing TD.

overlordyturn16m

T+45 seconds. There's a fascinating multi-directional skirmish unfolding behind the hotel.

overlordyturn16n

T+47 seconds. The advancing Wasp enters the sighting aperture of Sheaffer's Panzerschreck...

overlordyturn16o

T+52 seconds. ...realises the peril it's in and begins to reverse. Our Schreckist tweaks his trigger a split-second too late and the HEAT rocket ends up removing a chunk of ecclesiastical stonework rather than vanquishing the fire-spitter.

overlordyturn16p

T+53 seconds. British infantry emerging from West Wood suppress and reduce our flamethrower team.

overlordyturn16q

T+58 seconds. What's left of Stein's pioneer squad succumbs to a pair of Sten wielders who will, surely, be lucky to survive the next turn given the position they're in.

T+60 seconds. The AVRE is on the move and seems to be heading for the green lane.

The battlefield at the start of Turn 17:

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Tim Stone: A vereran PC games journalist, Tim has been covering simulation, strategy and management games in print and online for over 30 years. At Rock Paper Shotgun, he was the writer of The Flare Path, a weekly column, from 2011 until 2022.
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