We don't have the time or manpower to clear out the remaining buildings if we continue to use the same approach. I vote that for each building we announce that if all RWR personnel have not surrendered and exited the building within five minutes, then we'll destroy the building. After the five minutes are up, we'll send a team in to make sure there aren't any additional RWR personnel present in the building. If the team encounters any sign of armed RWR personnel in the building, then instead of attempting to shoot it out, they are to fall back immediately. Once the team has safely exited the building, we'll level the building, which will hopefully wipe out any final pockets of RWR resistance. Also, interrogating some of the prisoners to find out which of the remaining buildings are and are not occupied could help save some time.
Can someone with communication skills who isn't currently doing anything more important attempt to get into contact with the SLDF unit currently passing behind us? If we can convince them to send a lance of artillery vehicles our way, then that could be of great assistance in the upcoming fight. Also, see if we can get any air support. A pair of fighters with full bomb loads would be extremely useful.
Ok, a few thoughts.
1. I would give some priority to rebuilding the cores and getting those turrets friendly on Turn 1 rather than Turn 3. That could make life quite a bit easier when our position gets hit.
This can be done with a officer-level order.
I'll give the order to anyone with appropriate skills who isn't currently busy fixing battlemechs. If everyone is too busy fixing mechs, then I'll give the order as soon as the mechs are back up and running.
I see the priority of our remaining tasks to be as follows:
1. Rig bridge to explode.
2. Getting artillery and/or air support.
3. Repairing battlemechs.
4. Getting turrets online on turn 1 instead of turn 3.
5. Making barricades.
6. Clearing buildings.