Quoted By:
“Almost at five hundred…no, six hundred meters,” you told your crew, “Driver, halt. Gunner, the target on the hill. We’ll have three guns on it, but make it quick.”
“Aye, sir,” your gunner said, wheeling the turret’s smaller adjustments, “They’re already looking towards us. Suppose they’re confident to take three on one.”
Either that, or they counted on having the first shot. They probably <span class="mu-i">would</span> shoot first, given that they would surely have noted your approach. Its five centimeter gun would be as effective on the Strossvalders’ tanks as theirs would be on it, but the distance was such that a hit was not certain for anybody…they might get the first shot, but three would return in kind.
To the east, a new battle kicked off to compliment the one already taking place over the town. You saw neither, but hoped that, a glance showing the autogyros hadn’t landed yet, it meant you could discourage a landing. Even your men would have to be very lucky to land any hits, but if the paratroopers managed to disembark there, you weren’t sure if even tanks could deal with them should they manage to reach urban ground.
>First, roll initiative. First is for Magnus, Second for Metzeler, Third for Krause, and Fourth is for that tankette that’s rolled out to fight in the town. Von Metzeler will have a +20 bonus, and when the enemy rolls, they’ll have a +10. Then, roll to-hit for each. All your tanks have a DC 50 roll under to hit, save for the tankette, which has a roll under 40. Enemy initiative and to-hit will be rolled after yours.