If you have been following along then lets jump right in.
If not go back to of Mines and Men about 4 weeks ago. I typically post AAR’s that are longer or with lotsa images X number of turns per week. But I digress.
At the top of turn 2 USMC did indeed secure the initiative. They press the recovered shaken squad into a melee with Arnat and her evil little band of rickshaw peddlers seeking the freedom that only Communism can bring!
While the US was content to wait on resolution until the end of the turn, they did run the minor risk of the VC selecting to resolve immediately. Fortunately they chose not to. Instead they elect to reinforce the melee from the huts nearby.
In a bit of a complex move the Sarge now activates the LVTP and reverses up a hex. Popping the thin skinned APC into a LOS free location. He then unloads his troops free of opportunity fire strikes and advances another unit into the melee to reinforce it. The rest of the platoon standsby. The LV reverses into the wire so they can roll for clearing. [Note this is the only time units in a hex activated can go in different directions destinations [unloading].
The Mortars are idle but the 2nd LV races up to clear wire and uses its assault move so they can fire if needed later in the turn.
Back in part 1 we discussed the need to flank the rest of the village. Or ½ squad with M60 hits the Kunai grass and looks for opportunities to shake up the dug in defenders. The VS melee the hex, which has a full and a half squad. They tackle the ½ squad and kill it. The rest of the USMC do not wipe out any other units. The hex will stay melee next turn.
Turn 2 wraps up.