The Defence Of Tarkin City
The Siege of Tarkin City has been going for a month now. A symbol of resistance against the invaders, the defence of the city has been assigned to the Legion - your elite force of mercenaries. The enemy seems to be aware of the importance of the city, and the Legion has been pushed back street by street, block by block in brutal fighting.
Casualties are mounting and the Commanders seem more worried with each passing day, but the city is crucial to the UHF strategy on this front: Pincers move forward to your north and south, pinning the invaders against the city and surrounding them where they can be decimated by concentrated artillery. News from the flanks is only rumors, though - the discovery that the enemy can intercept and reproduce radio signals almost at will has led to a shutdown of long-range communications, while the presence of machine cultists has made laying cables and sending couriers dangerous even behind the lines.
The invaders seem to be growing stronger by the day. In the face of concentrated attacks the Legion can usually do nothing but fall back a block and stop the advance with an artillery barrage, laying waste to another part of the proud city.
Meanwhile, you hold on, hoping for a sign of the pincer movements, for your sacrifices to have brought success ...