Tuesday, April 27, 2021

0156 - Going Native - Part IV (Contact) - Turn 1

 08:45 AUG 2000, Lubliniec, Poland

===================================
"I did not see the BTR at the beginning. I was riding in the back of Bad in the middle of the convoy. That turned out to be a good spot. The BTR and the enemy troops at the front of the convoy tore up the Hummer why the baddies in the back let go on Bud. The radio reported that we had contact but the chugg-chugg-chugg of the KPV made that pretty obvious. Harris reported we had a Whiskey-India-Alpha and from the sound of his voice, I had the feeling it was him."

So, there we were, being ambushed during a nice summer morning.

If we are going to fight, we are going to need a map. I use the maps from ASL, as I mentioned before. I have a magical spreadsheet that selects two horizontal and one vertical map at the wave of the wand (or a couple of keystrokes) and I use to these to make the encounter maps. Sometimes they don't fit exactly, so one can always roll again or add map pieces to make it more interesting.

Here is the end result:

 


Scene 003 (CF 4) - Marauder Ambush

===================================

The team has driven into a marauder ambush. There is a not a lot that the team can do to prepare for this scene.

The entire team is in the vehicles and the positions are:

  • Jerry (HMMWV, Driver: Iov - [Driving B/C], Gunner (Mk-19): Potato - [Heavy Weapons A/B], Commander: Harris - [Recon B/D], Passenger: Logan)
  • Bad (2 1/2-ton truck, Driver: Klasha - [Driving C/D, Recon B/C], Gunner (L7A2): Macron - [Heavy Weapons C/D, Recon B/B], Passenger (Marshall)
  • Bud (3/4-ton truck, Driver: Wally - [Driving B/C], Gunner (TOW): Robinson - [Heavy Weapons B/B], Passenger: Griffin - [Recon B/C])

This will be the first combat with the Beta rules, so be merciful if I make a mistake.

The Marauders will fight until they receive 30% (1D6+1 x 10%, in case you were wondering) casualties (KIA/WIA). A successful Command roll will allow them to fight for another rounds and this roll must be made each round. This gives a purpose for having leaders. They are willing to fight but not willing to get slaughtered for a couple of cans of beans.

All marauders infantry are in partial cover and prone. The character vehicles are considered to have moved this round.

Initiative

Now time to draw initiative for this round. Since the NPCs are ambushing the characters, they automatically get the #1 Card
 

Order

Name

1

NPCs (Not Particularly Cooperatives)

2

Harris

3

Macron

4

Klasha

5

Iov

6

Wally

7

Marshall

8

Griffin

8

Potato

9

Robinson

10

Logan

 

Note that we have a duplication on the initiative numbers. This comes from the fact what we have only 10 imitative numbers and 11 Groups/NPCs.

The time for dying has come.

Initiative Step 1 - NPCs (Not Particularly Cooperatives)

Marauder Chief #1-1 opens fire on Jerry with his AKMR (with telescopic sight), signaling the start of the ambush. Since his weapon has no chance of penetrating the HMMWVs armor, he will sniper aim (Quick Action) and Fire (Slow Action) at Potato, standing behind the Mk-19. The range is 9 (Medium) and he will add 2 Ammo Die to the pool. Potato's legs are protected by the HMMWV armor.

 

Task:

Fire at Potato

 

Ability Die:

Agility C (D8)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

-1 Medium Range, -1 Target Moved

 = --

Mod. Ability Die:

Agility D (D6)

[-1 Step, total = -1]

Mod. Skill Die:

Ranged Combat D (D6)

[-1 Step, total = -1]

Ammo Die:

2

 

Roll:

5,3,6,4

(10 rounds expended)

Result:

Failure

 

 

The rounds buzz by uncomfortably close but Potato comes out without a hit, however the 6 on the ammo die means he needs to check for suppression. He is not completely inside the vehicle, he must still check. Luckily his team is nearby.

 

Task:

Potato's check for suppression

 

Ability Die:

Coolness Under Fire B (D10)

 

Skill Die:

Unit Morale B (D10)

 

Modifiers:

--

--

Mod. Ability Die:

Coolness Under Fire B (D10)

[Unmodified]

Mod. Skill Die:

Unit Morale B (D10)

[Unmodified]

Ammo Die:

--

 

Roll:

4,4,--

 

Result:

Failure

 

 

Potato drops down into the HMMWV to avoid the incoming fire, taking one point of stress. Everyone else in the hex, or this case vehicle, needs to check for Suppression to (Panic Spreads).
 

Task:

Iov's check for suppression

 

Ability Die:

Coolness Under Fire C (D8)

 

Skill Die:

Unit Morale B (D10)

 

Modifiers:

--

--

Mod. Ability Die:

Coolness Under Fire C (D8)

[Unmodified]

Mod. Skill Die:

Unit Morale B (D10)

[Unmodified]

Ammo Die:

--

 

Roll:

8,5,--

 

Result:

Success

 

 

Iov passes with flying colors. He is in it for the duration.

 

Task:

Harris' check for suppression

 

Ability Die:

Coolness Under Fire C (D8)

 

Skill Die:

Unit Morale B (D10)

 

Modifiers:

--

--

Mod. Ability Die:

Coolness Under Fire C (D8)

[Unmodified]

Mod. Skill Die:

Unit Morale B (D10)

[Unmodified]

Ammo Die:

--

 

Roll:

2,1,--

 

Result:

Failure

 

 

Harris fails too, gaining a point of Stress and trying hard to make himself really, really small.

Task:

Logan's check for suppression

 

Ability Die:

Coolness Under Fire C (D8)

 

Skill Die:

Unit Morale B (D10)

 

Modifiers:

--

--

Mod. Ability Die:

Coolness Under Fire C (D8)

[Unmodified]

Mod. Skill Die:

Unit Morale B (D10)

[Unmodified]

Ammo Die:

--

 

Roll:

4,7,--

 

Result:

Success

 

 

Marauder #1-2 is armed with an AKR but he will give his best, hosing the Hummer. The range is 7 (Medium). He will add the maximum number of Ammo Die (5) to the pools. Maybe the extra successes will allow him to penetrate the armor. Since the base damage (2) is not two steps lower than the vehicle armor (3), he may stand a chance.
 

Task:

Fire at the HMMWV

 

Ability Die:

Agility C (D8)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

-1 Medium Range, -1 Target Moved, +2 large target

 = 0

Mod. Ability Die:

Agility C (D8)

[Unmodified]

Mod. Skill Die:

Ranged Combat C (D8)

[Unmodified]

Ammo Die:

5

 

Roll:

4,2,4,2,5,4,2,

(17 rounds expended)

Result:

Failure

 


Lot of rounds going down range but that won't stop Jerry, no sir!

Marauder #1-3 has an RPG-18 and the willingness to use it. The range is 8 (Medium). The weapon is disposable so there are no Ammo Dice for the pool. Only small arms get the +1 bonus for large targets, so he will have to do his best anyway.

Task:

Fire at RPG-18 at the HMMWV

 

Ability Die:

Strength C (D8)

 

Skill Die:

Heavy Weapons -- (--)

 

Modifiers:

-1 Medium Range, -1 Target Moved

 = -2

Mod. Ability Die:

Strength D (D6)

[-1 Step, total = -1, cannot be modified below D]

Mod. Skill Die:

Heavy Weapons -- (--)

 

Ammo Die:

--

 

Roll:

1,--,--

 

Result:

Failure

 


He misjudges the speed of the Hummer and the rocket falls short, detonating in front of HMMWV, showering the vehicle with dirt and fragments but causing no damage. The roll for fragments is 4,2, resulting in no fragments hitting the vehicle.

Marauder Chief #2-1 realizes that the TOW mounted on the 3/4-ton truck can ruin their day, so he aims (Fast Action) his AK-74 at the truck and fires (Slow Action). The range is 6 (Short) and he will add three Ammo Die to the pool.

Task:

Fire at the 3/4-ton truck

 

Ability Die:

Agility C (D8)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

-1 Target Moved, +2 large target

 = +1

Mod. Ability Die:

Agility B (D10)

[+1 Step, total = +1]

Mod. Skill Die:

Ranged Combat C (D8)

[Unmodified]

Ammo Die:

3

 

Roll:

7,3,2,6,4

(12 rounds expended)

Result:

2 Successes

 


The success the Ammo Die raises the damage by 1, for a total of 3. The armor modifier is 0 and the truck has an armor value of 1, leaving 2 points of damage left over when the armor is penetrated. The roll on the vehicle damage table 9 (Commander) and there is none, so we go up one entry to 8 (Gunner) and Robinson gets hit in the head. His helmet stops 1 point of damage but the rest reduces his hit capacity by 1.

Robinson needs to check for suppression after suffering damage.

Task:

Robinson's check for suppression

 

Ability Die:

Coolness Under Fire C (D8)

 

Skill Die:

Unit Morale B (D10)

 

Modifiers:

--

--

Mod. Ability Die:

Coolness Under Fire C (D8)

[Unmodified]

Mod. Skill Die:

Unit Morale B (D10)

[Unmodified]

Ammo Die:

--

 

Roll:

4,9,--

 

Result:

Success

 


He stays in the fight, despite the blood dripping from his scalp. Since his helmet was penetrated, he needs to check to see if the armor degrades. The roll is a 3, leaving the armor level as it is.

The vehicle was also penetrated and we need to make the same check for the truck. The roll here is a 6 and the armor remains at its present level.

Marauder #2-2 has a G3 and takes aim (Fast Action) at the 3/4-ton truck. The range is 6 (Short) and he will add two Ammo Die to the pool.

Task:

Fire at the 3/4-ton truck

 

Ability Die:

Agility C (D8)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

-1 Target Moved, +2 large target

 = +1

Mod. Ability Die:

Agility B (D10)

[+1 Step, total = +1]

Mod. Skill Die:

Ranged Combat C (D8)

[Unmodified]

Ammo Die:

2

 

Roll:

3,5,2,4

(6 rounds expended)

Result:

Failure

 


He missed and it was a "not hit the broad side of a barn"-kind of miss. This is good for the team so.

Marauder #2-3 will aim (Fast Action) and fire (Slow Action) his AK-74 at the 3/4-ton truck. They really want to keep that TOW from firing. The range is 6 (Short) and he will add 2 Ammo Die to the pool.

Task:

Fire at the 3/4-ton truck

 

Ability Die:

Agility C (D8)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

-1 Target Moved, +2 large target

 = +1

Mod. Ability Die:

Agility B (D10)

[+1 Step, total = +1]

Mod. Skill Die:

Ranged Combat C (D8)

[Unmodified]

Ammo Die:

2

 

Roll:

10,4,2,1

(3 rounds expended)

Result:

Success

 


There are a total of 2 successes, raising the damage to 3. The armor (1, armor modifier 0) is penetrated and the component damage is 1 (Fuel). The fuel tank is damaged and half of the fuel is lost. The maximum capacity remains at half until repaired.

We need to check again if the armor is degraded but the roll is a 6, meaning the armor continues to provide "protection".

Marauder #2-4 uses his binoculars to spot for the sniper. This will give him a +1 bonus.

Marauder Sniper/Scout #2-5 will aim from a stable platform (Slow Action) at Robinson, hoping to get a shot off next round.

Marauder #2-6 will aim (Fast Action) and spray the HMMWV (Slow Action) with his AKM. The range is 6 (Medium) and he will add 4 Ammo Die to the pool.

Task:

Fire at the 3/4-ton truck

 

Ability Die:

Agility C (D8)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

-1 Medium Range, -1 Target Moved, +2 large target

 = 0

Mod. Ability Die:

Agility C (D8)

[Unmodified]

Mod. Skill Die:

Ranged Combat C (D8)

[Unmodified]

Ammo Die:

4

 

Roll:

4,6,5,5,4,2

(16 rounds expended)

Result:

Success

 


Another round slams into the truck. The damage is 2 and the armor modifier is 1. One point of damage is lost penetrating the "armor" and the component damage roll is 5 (Cargo). The only cargo in the truck at the moment, beyond the rucks of the team, are the TOW rounds, one of which is destroyed.

Again, the armor degradation check, but this time it is a 1, and the side armor level is reduced to 0. Too many holes in the chassis now.
 
Marauder Chief #3-1 (Commander) commands the gunner in the BTR to engage the HMMWV (Free Action).

Marauder #3-2 aims his PKM at the HMMWV (Fast Action) and fires a long burst at the vehicle (Slow Action). The range is 9 (Medium) and he will add 5 Ammo Die to the pool.

Task:

Fire at the HMMWV

 

Ability Die:

Strength C (D8)

 

Skill Die:

Heavy Weapons -- (--)

 

Modifiers:

-1 Medium Range, -1 Target Moved, +2 large target

 = 0

Mod. Ability Die:

Strength C (D8)

[Unmodified]

Mod. Skill Die:

Heavy Weapons -- (--)

 

Ammo Die:

5

 

Roll:

1,-,2,4,4,2,5

(17 rounds expended)

Result:

Failure

 


The fire is ineffective but the tracer show is probably impressive.

Marauder #3-3 (Gunner) aims the KPV (Fast Action) at the HMMWV and fires a long burst at the vehicle. The range is 8 (Short) and he will add 4 Ammo Die to the pool.

Task:

Fire at the HMMWV

 

Ability Die:

Agility C (D8)

 

Skill Die:

Heavy Weapons -- (--)

 

Modifiers:

-1 Target Moved

 = -1

Mod. Ability Die:

Strength CD (D6)

[Unmodified]

Mod. Skill Die:

Heavy Weapons -- (--)

 

Ammo Die:

4

 

Roll:

6,-,3,6,2,1

(12 rounds expended)

Result:

Success

 


Note: For firing a weapon on a tripod or vehicle mount, roll for HEAVY WEAPONS but use AGL instead of STR.

Ouch, two hits. Those heavy rounds are going to cut through the vehicles. The damage is 4 and the armor modifier is 0. The first round penetrates (losing 1 point of damage) and the hit location is 7 (Passenger - ouch) and the lucky winner is Logan. The round hit him in the torso for 3 - 1 (armor) = 2. Luckily the armor slows the round down enough so that the critical threshold is not reached but it still hurts a lot, talking half his hit capacity. He also needs to check for suppression.

Task:

Logan's check for suppression

 

Ability Die:

Coolness Under Fire C (D8)

 

Skill Die:

Unit Morale B (D10)

 

Modifiers:

--

--

Mod. Ability Die:

Coolness Under Fire C (D8)

[Unmodified]

Mod. Skill Die:

Unit Morale B (D10)

[Unmodified]

Ammo Die:

--

 

Roll:

8,8,--

 

Result:

Success

 


Despite the sucking chest wound, he decides to fight on. His armor is penetrated and fails the armor check roll, reducing it to armor level 0. We also need to check for the vehicle armor but the roll here succeeds.

The second round also penetrates, leaving three points of damage, and hits the commander (Harris) in arm. In addition to the damage, we have a critical hit (arm - Dislocated shoulder, Heal Time 3, RANGED COMBAT –2 with two-handed Weapons). Harris also picks up a point of stress for the hit but we do not need to check for suppression, as he is already suppressed.

The vehicle armor check is successful. This Hummer is taking a beating.

Marauder #3-4 will aim (Fast Action) and fire (Slow Action) his Vz-54 at the HMMWV. The range is 8 (Short) and he will fire a single rounds.

Task:

Fire at the HMMWV

 

Ability Die:

Strength C (D8)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

-1 Target Moved, +2 large target

 = +1

Mod. Ability Die:

Agility B (D10)

[+1 Step, total = +1]

Mod. Skill Die:

Ranged Combat C (D8)

[Unmodified]

Ammo Die:

--

 

Roll:

4,8,--

(1 round expended)

Result:

Success

 

 

The damage (3) is not high enough to penetrate the frontal armor (3), so we roll on the "No Penetration" column, rolling a 5 (External Stores). Since  there are none, this his is ignored. Unlike he penetrating hits, we do move down on the list.

 

Marauder #3-5 will aim (Fast Action) and fire (Slow Action) a long burst from his RPK at the HMMWV. The range is 8 (Medium) and he will add the full 4 Ammo Die to the pool.

 

Task:

Fire at the HMMWV

 

Ability Die:

Strength C (D8)

 

Skill Die:

Heavy Weapons -- (--)

 

Modifiers:

-1 Medium Range, -1 Target Moved, +2 large target

 = 0

Mod. Ability Die:

Strength C (D8)

[Unmodified]

Mod. Skill Die:

Heavy Weapons -- (--)

 

Ammo Die:

4

 

Roll:

6,-,6,1,5,3

(15 rounds expended)

Result:

Success

 


Two hits. We will use the second hit to increase the damage to 3. This is not enough to penetrate the armor but they may get lucky on an external hit. Here again a roll on the "No Penetration" table with a 6 (external stores). This is also a no hit, as we have no external stores.

Marauder #3-6 (Driver) will prepare to move out if necessary, but will otherwise wait.
 
Marauder #3-7 is last but not least. Since everyone else is blazing away at the vehicles, he might as well rock-'n-roll too. He will aim (Fast Action) his AK-74 at the HMMWV and fire (Slow Action) until the barrel glows orange. The range is 7 (Medium) and he will add 5 Ammo Die to the pool.

Task:

Fire at the HMMWV

 

Ability Die:

Strength C (D8)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

-1 Target Moved, -1 Medium Range, +2 large target

 = 0

Mod. Ability Die:

Agility C (D8)

[Unmodified]

Mod. Skill Die:

Ranged Combat C (D8)

[Unmodified]

Ammo Die:

5

 

Roll:

2,7,3,2,3,5,3

(16 rounds expended)

Result:

Success

 

 
One hit. Again, not enough to penetrate so we roll on the non-penetration table, getting the result 1 (Track/Wheel) but we need to re-roll because these can only be hit by side attacks. Not sure of the motivation, because you can hit both from the front and rear, but we will go with the rules as written. The re-roll gives us an 8 (exposed passenger), which is ignored as we do not have any.

The team has weathered the brunt of the ambush, now time to fight back.

Initiative Step 2 - Harris

Harris caught a KPV round and, in addition to his critical wound, was suppressed. He is going to spend the rest of the round thinking about his career choices.

Initiative Step 3 - Macron

Macron is manning the L7A2 on the 2-1/2-ton truck. Not liking all the incoming fire, he will put out some outgoing fire. He saw the RPG fly out of the shrubs to his front and decides to unload on the vegetation. He will aim (Fast Action) his L7A2 and fire (Slow Action) a long burst at Marauder #1-3. The range is 9 (Medium) and he will add 4 Ammo Die to the pool.

Task:

Fire L7A2 at the #1-3

 

Ability Die:

Agility B (D10)

 

Skill Die:

Heavy Weapons D (D6)

 

Modifiers:

-2 Vehicle moved, -1 Medium range, -1 Target prone, -1 Target hex terrain

 = -5

Mod. Ability Die:

Agility D (D6)

[-2 Steps, total = -2]

Mod. Skill Die:

--

[-1 Step and removed, total = -2]

Ammo Die:

4

 

Roll:

3,--,4,6,1,3

(14 rounds expended)

Result:

Failure

 

 
No hit but a possible suppression. He has friends nearby, including his leader, so he can use the unit morale die.

Task:

#1-3's check for suppression

 

Ability Die:

Coolness Under Fire C (D8)

 

Skill Die:

Unit Morale D (D6)

 

Modifiers:

--

--

Mod. Ability Die:

Coolness Under Fire C (D8)

[Unmodified]

Mod. Skill Die:

Unit Morale D (D6)

[Unmodified]

Ammo Die:

--

 

Roll:

6,6,--

 

Result:

Success

 


He is definitely a fighter and hot lead is not going to keep him from his loot, no sir.
 
Here the situation after Step 3:



Initiative Step 4 - Klasha

Klasha is driving the 2-1/2-ton truck "Bad". Seeing the fire coming from the front, she decides to break out toward the north, turning left at the corner. She drives three hexes and will attempt a Driving task roll to keep on trucking. She stays on the road, so there is no terrain modifier.

Task:

Continue to drive north for Klasha

 

Ability Die:

Agility C (D8)

 

Skill Die:

Driving D (D6)

 

Modifiers:

--

--

Mod. Ability Die:

Agility C (D8)

[Unmodified]

Mod. Skill Die:

Driving D (D6)

[Unmodified]

Ammo Die:

--

 

Roll:

2,4,--

 

Result:

Failure

 


She doesn't make the roll. Failure means getting stuck, so she will risk it and push the roll.

Task:

Continue to drive north for Klasha (pushing)

 

Ability Die:

Agility C (D8)

 

Skill Die:

Driving D (D6)

 

Modifiers:

--

--

Mod. Ability Die:

Agility C (D8)

[Unmodified]

Mod. Skill Die:

Driving D (D6)

[Unmodified]

Ammo Die:

--

 

Roll:

8,3,--

 

Result:

Success

 


She succeeds this time, gaining an additional hex of movement.

Initiative Step 5 - Iov

Iov is driving Jerry and he really needs to find some cover. He swerves off the road, to the left, headed north. He moves three hexes off-road and will make a Driving check to continue. We have to add the Terrain modifier in this case, as we are not moving on-road. I assume it is the modifier called "movement" in the terrain table. Since the terrain is open, there is modifier to be added.

Task:

Continue to drive north for Iov

 

Ability Die:

Agility B (D10)

 

Skill Die:

Driving C (D8)

 

Modifiers:

--

--

Mod. Ability Die:

Agility B (D10)

[Unmodified]

Mod. Skill Die:

Driving C (D8)

[Unmodified]

Ammo Die:

--

 

Roll:

2,1,--

 

Result:

Failure

 


Not a place to get stuck so we push the roll. The 1 we rolled initially has to stay but we can re-roll the D10.

Task:

Continue to drive north for Iov (pushing)

 

Ability Die:

Agility B (D10)

 

Skill Die:

Driving C (D8)

 

Modifiers:

--

--

Mod. Ability Die:

Agility B (D10)

[Unmodified]

Mod. Skill Die:

Driving C (D8)

[Unmodified]

Ammo Die:

--

 

Roll:

10,1,--

 

Result:

Success

 


Iov succeeds this time, gaining an additional 2 hexes of movement. The HMMWV reaches the edge of the map, so we need to generate some more map tiles randomly to continue the fight. The 1 we rolled, however, reduces the Reliability of Jerry by 1. Everything has a price.

Initiative Step 6 - Wally

Everyone else is heading for the hills and Wally is not about to be left out. He hauls the steering wheel to the left and the team goes off-road. Wally cuts across the open terrain before rejoining the road going north. This is the terrain he will use to make a driving roll.

Task:

Continue to drive north for Wally

 

Ability Die:

Agility B (D10)

 

Skill Die:

Driving C (D8)

 

Modifiers:

--

--

Mod. Ability Die:

Agility B (D10)

[Unmodified]

Mod. Skill Die:

Driving C (D8)

[Unmodified]

Ammo Die:

--

 

Roll:

2,7,--

 

Result:

Success

 


Wally gains an extra hex of movement, closing on the deuce-and-a-half.

Initiative Step 7 - Marshall

Marshall is a passenger in 2-1/2-ton truck so she will take the opportunity to analyze the opposition and use her specialty "Tactician".

Task:

Use Tactician specialty

 

Ability Die:

Empathy B (D10)

 

Skill Die:

Command B (D10)

 

Modifiers:

--

--

Mod. Ability Die:

Empathy B (D10)

[Unmodified]

Mod. Skill Die:

Command B (D10)

[Unmodified]

Ammo Die:

--

 

Roll:

10,3,--

 

Result:

Success

 

 

She succeeds. Judging from the fire and the position of the attackers, Marshall figures they only have the one BTR and they are intent on capturing Bad while disabling the other vehicles.

Initiative Step 8 - Griff

Griff is riding in the back of Bud, with Robinson. He will assist Robinson with the TOW Launcher, hoping to use it to reduce the number of attackers. He points out the position of the BTR, hidden in the trees to the East.

Initiative Step 8 - Potato

Potato was suppressed and loses his turn.

Initiative Step 9 - Robinson

Robinson yells for Wally to stop and aims (Fast Action) the TOW at the BTR before firing (Slow Action). The TOW is wire-guided, so he will need to roll next turn.

Initiative Step 10 - Logan

Logan is suppressed and will miss his turn.

All in all, not as bad as I thought it would be. The HMMWV and the 3/4-ton are pretty chewed up. The success of the TOW attack will depend on Wally stopping and Robinson not getting suppressed or incapacitated. The team is out of the kill zone but have been unable to inflict any casualties on the marauders while taking a lot of hits themselves.

Going to be an interesting fight.