Uzbec-Jaws of Denial
|Imperial reinforcements are expected to arrive within the hour, however the Rebels will escape if we wait for those reinforcements. So far two-thirds of the Rebel Gallofree Yards Medium Transports which participated in the invasion have left the forest moon of Uzbec, taking with them stolen munitions, fuel, support equipment, and combat vehicles. The remaining four transports contain the spaceport's squadron of StarWing Assault Gunboats and their spare parts, and therefore they must not be allowed to leave. Your orders captain, you are to capture the Rebel transports and the pair of Y-Wings. Your forces include 3 S-1 FireHawke Repulsortanks, 1 Compact Assault Vehicle, and 3 squads of Imperial Army Troopers (24 troopers in all). The Rebels are fielding 3 Rebel Armoured Freerunners and 3 squads of Rebel Troopers (24 troops in all). Supplementing the Rebels' forces are a pair of captured GPT-117 Troop Transports (from the spaceport's complement).|
Note that there are no reinforcements available. Imperial Army Troopers are each equipped with their standard armour, E-11 Blaster Rifle, and 2 Anti-Personnel Grenades. 2 of the Army Troopers are carrying SoroSuub Equalizer Shoulder-Launched Ion Cannons [Scale Speeder. Ammo: 4. Range 300 metres. Damage: ionization damage 3D, the troopers are carrying 1 reload (4 shots)] and 2 Army Troopers are carrying BlasTech T-21 Light Repeating Blasters instead of E-11s. Rebel Troopers in Squads 2 and 3 are equipped with a BlasTech DH-17 Blaster Pistol and 1 Anti-Personnel Grenade and 1 Anti-Vehicle Grenade (if grenade hits vehicle it sticks to it; then detonates with 1D Speeder scale Damage), while Rebel Troopers in Squad 1 replaced the DH-17 with an E-11. One of the Rebel squads is equipped with a Golan Arms FC-1 Flechette Launcher (Range 250 metres. Max Blast Radius = 5 metres) with anti-vehicle canisters [Scale: Speeder. Damage: 3D]. Meanwhile, the Y-Wings and transports are fully armed (but currently cannot harm your forces) and are presently powering up their systems. Also note that the swamp area is like quick sand.
Each square represents 100 Metres of distance.
|>>To find out more info on the battle, in the Tactical Map place your cursor over the ships and wait a few moments for the caption of data to pop up for that particular ship.<< [[NOTE: Click on the listings in the LEGEND below to see their data entries]]|
Correct Response Number 1
All three squads as well as the CAV will first
move into the forest and then carefully advance north, while trying to
avoid being detected by the Rebels.
Correct Response Number 2
Galactic Empire Data Bank's Answer
| Besh Squad are equally split
up into Besh 1 and Besh 2; where Besh 1 is equipped with the Equalizers.
Aurek (equipped with both T-21s) and Cresh squads would move into the forest
in D3 to engage Rebel Squads 1 and 2 (emphasis is not to destroy the FC-1,
but to capture it while at the same time minimizing its effectiveness against
Imperial forces), meanwhile Besh 2 would move into the forest in D4 to slow
down Rebel Squad 3's movement and to keep its attention. Gladiator 5 would
pick up Besh 1 and would race over the swamp to deposit them in the forest
in grid B5. Gladiators 2 and 4 would provide cover fire and run interference
around Gladiator 5 to help protect the men it is carrying. All the while
these repulsortanks would fire on the Y-Wings to destroy one of their engines
to ensure they cannot take off. These repulsortanks would keep their battle
in the open area in and over the swamp.
Once deposited, Besh 1 would move to grid A3 to begin their attack against the transports (to disable them using their Equalizers), however they would not attack until the Rebel forces in grid C2 have committed themselves against the Imperial forces. Meanwhile, Turtle 3 would move grid D4’s forest to help eliminate Squad 3.
Once Squad 3 is eliminated, Besh 2 would move to assist Aurek in attacking Squads 1 and 2, while Cresh squad loops around from grid D3 to grid E on to D1 and then onto the rock to attack Squads 1 and 2 from behind via grid C3 top. During this the T-21 carrying troopers and Turtle 3 would reposition themselves to support Gladiators 2, 4 and 5 by concentrating their fire on Scorpian 1. Once Cresh is fully engaged, Besh 2 would make a frontal attack to trade grenades against the remaining Rebels, while being supported by Aurek.
As soon as the Rebel troopers are eliminated, troopers from Cresh would load up on the Rebels’ anti-vehicle grenades and bring them down to the remaining squads in the forest. During this process, one trooper from Cresh would take up the FC-1 and use it against Scorpian 1. After Besh 1 has accomplished its task, it would move through the forest in grid section A to get at the last transport (grid C6) and attack it with any remaining Equalizer shots. Aurek, Besh 2 and Cresh would attack the GPT-117 Transports with the anti-vehicle grenades.
After Scorpian 1 is destroyed, the T-21 carrying troopers, FC-1 carrying trooper and Turtle 3 would concentrate on Scorpian 2. Once Scorpian 2 is destroyed, one of the S-1s would move to destroy the engines of transport Freedom 12. After this, it would not be long till the remaining Rebel forces would be subdued.