>>5156283>Arrange your defense.Is this town inhabited? I didn't think it would be but it'd be good to know.
Our allies are Militia. I won't trust them to even hold, just irritate and fall back. The ultimate goal to delay and draw the Nets into the town where our reinforcements can hit them from an unexpected side.
Color squares are by no means meant to illustrate actual amount of allied numbers. I want to divide each squad up into a few people per house in those general areas. If the enemy thinks every house in town has Republicans, all the better. Militia aren't going to resist heavily armed and armored Infantry in close quarters. So we'll make it appear like we have many, many times our numbers.
Their job is to hold their position until the moment the enemy smokes them and is about to storm a house, they pull back. Ideally before that happens and then they move to the next one while their friendly neighbors take potshots and be annoying.
The tankettes will only really survive if they keep moving and running behind houses after shooting once. Think back to our fight raiding the hidden motor pool, the Twaryians kept their armor secret behind buildings/garages until the the opportune moment.
Tankettes should not act as support for the infantry beyond plinking at enemy armor from flank shots and scurrying away deeper into the town.
Maybe WE can use their Special Ability: Rapid Retreat for a change. The more confusing we make for the enemy Nets, the more smoke they have to use and houses they have to storm, the longer they delay: the better.
At one point we're going to get surprised by Gyros landing behind us, but I hope by then we have more friendly units to use, and the town is such a clusterfuck that, even airborne, the enemy won't know what's safe or not.