MEKWARS: LEGENDS



TAC OPS: FLANKING ADVANCE
Cpl. Johnson looked out the cockpit of his Dervish as it raced towards the distant Nav Point, trailing just slightly behind the new Firestarter Omnimech piloted by Cpl. Sanderson. Nearby a battalion of the Capellen 2nd Reserve Cavalry was advancing towards the Davion main body, Johnson and his lance mates were to make sure that all of the cappies didn't get there on time. His lance's bold flanking maneuver would break through the Capellan screening forces and allow the rest of the company to isolate and ambush the enemy in the heat of the battle as the main battle lines contacted each other. Sanderson's Firestarter picked up the pace yet again and began to charge up its pulse lasers, "Poor Crappies don't stand a chance." Johnson thought to himself as he engaged his jump jets to keep up with Sanderson.

The Flanking Advance Tactical Operation represents flanking maneuvers and meeting engagements fought by  mobile units meant to sieze initiative from the enemy. The speed and necessary to execute these operations requires that all units in the operation have a minimum walk/cruise of 5 Movement Points (BA excluded). In addition the faction enemy needs to have Combat Points (abstractly representing having extended themselves a bit to make a flanking attack viable).

 Factions ALL 
 Range 120 
 Costs 100 CmP 
 Requires LC Yes 
 Min %
 Max % 100
 Restrictions  Cruise 5+
 Gain Total BV/400 
 Salvage A/D 50/50
 CmP A/D  -/-
 Win Bonus A/D 200*/100
 w/Aero option No