Night raids are indeed one of the effective means to deal with Steam Knights.
After all, Steam Knights who have fought during the day need to ensure the state of their Steam Armor, requiring maintenance at night, either by mechanicians or by the Knights themselves.
At such times, if one seizes the opportunity, there's still hope of a successful raid.
The maintenance of Steam Knights requires the replacement of vulnerable parts and consumables, the swapping of damaged components during combat, as well as weapon maintenance and ammunition reloading...
In summary, the strong combat capability of Steam Knights is built upon complex maintenance and logistical support.
Therefore, for Steam Knights, the infantry accompanying them is a very important configuration, because these infantry can provide good protection when the Steam Knights undergo maintenance.
The Guard Army infantry battalion accompanying this Steam Knight squad is quite aware of its duties; the infantry battalion commander did not have his soldiers launch fierce attacks during the previous day's battle.
Conversely, they consistently maintained a pace behind the Steam Knights, not showing much desire to attack.
The primary work on the battlefield was not attack, but responsible for clearing the area around the Steam Knights, ensuring there were no hidden fire points or traps.
During the previous day's battle, a Steam Knight who was injured was hit directly by a 4-pound infantry cannon hidden on the second floor of a building, causing damage to its arm armor and transmission mechanism, forcing it to abandon its guns and switch to fighting with a Chain-Saw Sword.
From this perspective, having accompanying infantry is indeed very important; without them, Steam Knight operations would be greatly affected, especially in urban street battles, the accompaniment of infantry is extremely important.
Therefore, the infantry battalion commander did not allow his soldiers to go directly to rest at night, but divided one battalion of soldiers into three shifts, then had them take turns resting, ensuring that at least one company of soldiers was awake at all times while also maintaining strict vigilance around the camp centered on the train's location.
And around them, an infantry battalion from the colonial garrison was also stationed here, providing them defensive coordination while also responsible for defending the train station.
Of course, their main task was to ensure the safety of the Steam Knights, after all, regardless of how inept the colonial garrison's commander was, after witnessing the strong combat power of the Steam Knights during the day, he should understand who takes precedence in this battle.
Unless the colonial garrison's commander is a fool who thinks the Steam Knight's strength will compete with him for credit, otherwise he would focus on the Steam Knights.
And although this colonial garrison's commander cannot be said to be an especially formidable general, at least he is a competent officer.
Thus, when the Revolutionary Army's Night Raid Squad launched their ambush, although it indeed caused a certain degree of impact on the colonial garrison and successfully plunged them into chaos, it simultaneously alerted the Northern Army, allowing the Guard Army infantry battalion to react promptly and prepare for combat.
Even the Steam Knights managed to have three machines completed maintenance and join the battle.
The leader of the Revolutionary Army Night Raid Squad was not reckless; seeing that the situation was unfavorable, he immediately chose to retreat.
However, even so, the engagement of three Steam Knights in battle dealt a heavy blow to the Night Raid Squad, leading to a loss of almost one-fifth of their personnel.
It should be noted that although the Night Raid Squad was less than a hundred men, all members were selected elites from the Revolutionary Army, having undergone training far stricter than regular soldiers, specifically for night combat.
One might say the Night Raid Squad is beginning to resemble Perfikot's original world special forces.
If it were just a routine ambush, the Night Raid Squad's action tonight might have been deemed successful, as the colonial garrison guarding the train station had become chaotic.
At this point, as long as the Revolutionary Army launched an attack, there was a great hope of recapturing the train station, even if the Northern Army also joined the battle.
Of course, this is under the condition of ruling out the influence of the Steam Knights.
The timely engagement of the three Steam Knights in battle severely impacted the Night Raid Squad and disrupted their original plan.
Though one brave Night Raid Squad soldier managed to infiltrate close to the train with an explosive package and Engineer Chen ignited it, ultimately it did not cause much damage to the train and the Steam Knights receiving maintenance aboard.
This was the primary reason the leader of the Night Raid Squad chose to retreat, as they truly lacked the means to effectively damage the train, which would only add to the Steam Knights' kill tally if the entire squad attempted.
——————————————
"To be able to organize an effective night raid, it seems I need to raise my evaluation of the New Continent's Revolutionary Army, these guys have a decent level!" In the laboratory, Perfikot received the second battle report, and the records regarding the Revolutionary Army's night raid prompted her to commend them.
Don't think night raids are a simple affair, as if soldiers could just stay up and attack at night.
Or at most have someone mask the actions, muffling the feet and avoiding torches for covert operations.
A real night raid certainly includes these elements, but it's not just these that qualify it as a night raid.
Nor is it that once these things are done, a night raid can be launched.
Firstly, the most pressing issue is how to effectively convey orders under nighttime conditions, because even if you have discussed the action plan, during the night raid if contact is lost between the unit and the commander, how should the participating raiders attack? And how should they withdraw?
These all require the commander to make arrangements in advance and coordinate command to truly meet the conditions for launching a night raid.
Secretly moving the troops is also not simple; at the very least, you must ensure that the unit launching the raid can recognize the marching route without torches at night, and ensure the troops don't get lost.
In other words, the soldiers participating in the raid must at least not suffer from night blindness.
Although this disease has almost disappeared in later generations, in this era night blindness remains common, particularly among the poor, where not seeing anything at night is quite normal.
So, regarding the report mentioning the colonial garrison infantry battalion almost collapsing when the night raid occurred, Perfikot is very understanding.
After all, if you can't even see, what can you do? You couldn't just blindly strike by feel, could you?
Therefore, a troop of soldiers capable of seeing at night is also essential for a night raid.
If you find any errors ( broken links, non-standard content, etc.. ), Please let us know < report chapter > so we can fix it as soon as possible.