This is going to a less picture heavy post, because my forces met with disaster right at the beginning of the turn. I'm going to skip over the spawns in the rally phase because they are ultimately inconsequential. The AEO of course won initiative AGAIN, and their order card sent them into melee. After considering for a moment whether this meant the forces next to the crash site or the ones next to my medic and half squad on the other part of the map, I ultimately determined the AEO should be going for broke at this point. (It is the last turn after all.) The Somali stack in N8 therefore rolled for their morale checks. The leader passed and applied his LM to the other units, who also passed theirs. This technically was reinforcing a melee since there was already a Somali unit in the crash site hex. All together, the AEO had 3 FP facing my 5 FP in total.
I thought about how to handle this for the AEO for a few moments. The way the Lock 'n Load Tactical melee system works is that the attacker can choose how many units he wants to attack. The solo expansion considers this to be one of the "judgement calls" a player will have to make for the AEO. The AEO could attack less units, resulting in a more equal fight, but eliminating even one less melee eligible unit would only give them enough VP's to draw at the end of the turn. I eventually concluded that the best thing for the AEO to do was to take on all my units in the attack. While it's true they could still have a chance to eliminate some of my other units elsewhere in order to gain victory points, there was no guarantee. The opportunity for victory was there and then with no turns remaining after. If it had been a more ambiguous situation, and the game was not about to end, I might have came up with several logical options and randomly rolled for what the AEO would do. This did not seem ambiguous to me though.

