So I upped the count of bots as far as my pc would permit without it blowing up i.e. 63.
Game was laggy as hell and I did more of observation than fighting, firing in anger only when i got to the town. But it was an interesting learning experience.
US bots are actually able to make it all the way to the final base and win. However, a few nav-meshes might need revision. For starters, the panther at the uncap base gets stuck in a ditch not far off from its spawn area... The panther has this issue in CQ also, but the bots don't know this and ride right into the ditch. It takes a particular size of ditch to cause this, and this one does.
Then I noted that bots that cap the base at the far right of the map i.e US don't realize the tanks that spawn there exist, and this causes the traffic often seen in that region.
Bots are definitely shy, especially tanks in crossing the map to make it to their destination and they seem only slghtly interested in the commander's opinion about stuff. The double-cap at the farmhouse makes the slow down all the more worse.
However, when the US does cap that base and those spawned tanks across no-man's land are occupied, tanks can harrass the later bases with some difficulty. They don't for instance seem fond of rail tracks and this base may be skipped or a blase attack launched on it. The Panther does do a good job camping that area, moving behind buildings to take a few shots at attacking US tanks.
I had to cap that and the church base by myself, but I got some amount of counter-attack so that was nice.. But again, these were done without enthusiasm. The real defender of the town is the Stug, the 88 and the flakvierling. I had to call in commander arty to clear these and give our men (usually about 2 tanks and some infantry in tow, per wave) a chance, and take that base, they did. Holding it and defending it savagely against anything coming of the German main with the captured 88, vierling and a 76mm Sherman :-)