Bell fires a burst from the autocannon at the electric tin-can man.
The autocannon burst strikes the side armor of the IFV the trooper was using for cover, and it goes up in flames, knocked out. Through the thermal camera you can see the crew abandoning the vehicle, but the state of the targeted soldier is left unknown.
"Gunner, fire a JSM at the AA truck and SAM."
"On it.", I say, and then press bleep boop buttons needed to fire the missile.
The missile streaks towards the AA truck, and is knocked out of the sky by the LAMS-equipped AA vehicle. It turns its attention to you and you find yourself on the receiving end of an incoming heatseeker.
Tippy drops flares and dumb-fires rockets at the APC
You finish off the already-immobilized APC, sending its turret sky high as the TOW missiles mounted on the sides detonate in their launchers.
Locke swivels his gun firing his cannon at any infantry units that may (or may not be) nearby.
And Roger machine-guns anyone who survived the explosion.
Though the MANPAD-toting soldier who was attempting to fire on Tippy and Roger's aircraft has been taken care of, the stationary SAM site picks up the slack and fires off a radar-guided missile.

: [We have confirmed enemy contact, multiple Aesthian choppers! Someone get word back to base, alert air command!]
The enemy knows you are here, and will likely be sending fighters to retaliate. Despite Malanta's dated and relatively poorly-maintained arsenal, it would be inadvisable to be anywhere near here when the jets arrive.
3 TURNS UNTIL INTERCEPTION
Speaking of radar-guided missiles, I'm thinking of changing the lock warning border color based on if it's infrared (use flares) or radar-guided (use chaff), so there's less confusion. Infrared will stay red, what should RG be?