“What the hell do they think they’re doing?” Schwarzehand growled to himself in disbelief as, 4th Company coming to the aid of the Wolkmihnar infantry, their tanks took the first opportunity to not only disengage- but plunge into the town, down the railway tracks. Like a dog pursuing a stick. Were they out of their minds? What did they think was going on here? They’d pissed off just in time for the odds to be in their favor again. “Damn it all. Get me the horn.”
With the Union’s finest one-eyes doing whatever they felt like, Schwarzehand was at least going to help them in the Legion’s own independent act. Dulechamp was nearby where one contingent of armor was emerging, and in place to ambush them. With four anti-tank rifles, weathering a direct assault would be trouble, so instead Schwarzehand had him break off his anti-tank section, to try and disable what vehicles he could in hit and fade, picking off what they could, to try and merely render them combat ineffective instead of destroying them outright. Schwarzehand didn’t see the Sovereignty holding this land at the end of this battle, no matter how much the Wolkmihnar messed up. That would mean the casemates would fall into the hands of the Legion. An early reward for them.
It didn’t take long for the interception paths to cross- and not long for word of boastful aspirations to float over from the nearby mole rats. They seemed so sure that their cobbled together armor squadrons would win- they must have had something colorful gassing up their masks.
>Roll 3 sets of 1d100 for each infantry engagement in progress, from west to east. The final is 4th Company’s support by fire- half of it is added to the adjacent ally’s score.
>Also, roll a single 1d4 to determine how many tanks Dulechamp’s hunters can peel off.