Quoted By:
Rolled 1 (1d2)
“Sparrow Four and Five,” you said, now that the hill was clear of threats, and the rest of the armor was evidently elsewhere, “Move north. We’re going to take that hill back. Go around behind, and I’ll support the town. Two and Three, try to hold position. Don’t act aggressively.” Your crew, next. “Driver, forward. Get us on that road. Gunner, do not engage targets until I identify them.”
Urban fighting was ugly, for tanks, but you at least had no shortage of support. The support of an armored vehicle could turn a fight- but it was a great risk to the tank itself, with it losing the advantages of its speed and long ranged weaponry in close quarters, and its armor not nearly as protective when a man could come close enough to see the weak points. You’d fought in towns two times before, when you were not a captain yet and were new to warfare, and both times, you had lost comrades in armor- an experience you were not willing to readily repeat.
“We’re set, Sparrow Actual,” Arminius said, “But I think our buddy over there’s overconfident. Tried telling him to stop, but these guys might not have working radio sets, or they’re on the wrong channels.”
Now, you were rolling in the streets between abandoned houses, noting the advance of infantry and militia alike, better piecing together the situation in your head, as further updates on positions came from around the field. The cavalry force seemed to have a firm hold on the northeast part of town- and were advancing readily still, even though the paratroopers had been diverted from their original landing. They’d probably go behind the woods to the northeast- where nobody would be able to interdict them, and cover was close. They’d at least have been delayed.
>Rolling a d2; on a 2, enemy reinforcements will appear on the turn after the next.