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  The armored grenadiers were still stuck, but without the burr in their rear, they were turning the bulk of their firepower forwards again, their ugly boxes crawling up as infantry skirted around them, popping blue firebursts every so often before ducking from counter-fire, the repeaters of their transports doing their best to keep the enemy down with slow, heavy, thudding blasts.
Somewhat humbled by their initial difficulties, the Casemates didn’t charge so brazenly into the next enemy concentration, instead waiting patiently with their infantry while conducting limited fires ahead to probe the defenses. A good idea- those defenses were far more developed. The Harzwohlkan on the other flank didn’t believe the same, as Dulechamp reported his casemate contingent racing far ahead, as the flank attack had encountered no great resistance, the enemy seeming content to wait for an attack.
All of the likely significant enemy presence seemed accounted for now, not including reinforcements. Assuming the enemy wasn’t so asleep that anything nearby hadn’t been put forward to fight. Which meant three battles of significance were going on: the skirmish far to the west, the eastern flank heating up as Schoenbijter reinforced the bitter battle on the hilltops, and the continuing brawl by the mechanized company, who were now well and truly stuck in. 
Dulechamp was trying to keep up with the overzealous western penetration, and Schoenbijter was now in the thick of close combat, but Waltz found himself rather free, and with all around him occupied or soon to be occupied, able to commit himself to or against expectation at will…
>Support K Force Company further. They weren’t about to stop having trouble, with their luck, and if the enemy was harder than expected they might even be repelled without assistance, whether they asked for it or not.
>Continue pushing down the railway, helping 1st and 3rd of the Wolkmihnar companies to overwhelm the enemy defense. The odds in such an assault were the sort to crush an enemy quickly indeed.
>Instead of attending to one ally or the other, exploit the gap between enemies to infiltrate the town itself. Uniquely suited to such operations, it might be a risk, but one that Captain Waltz could be trusted not to mess up.
>Other?
Also-
>Roll 4 sets of 1d100, for the West, Center, and East fights respectively. +20 Bonus for the first with the numbers and armor and similar unsuitable environment for unsupported battle, +20 for the center, and due to being outflanked and outnumbered, the enemy roll on the right is halved while the two 4th Companies each get an individual roll.