Moving it to S11 is a safe bet. We might get a shot at S13 next turn but have to wait for them to fire or move. If S13 move to reinforce the melee in R13 then we have not shot again for the turn. But it does help to protect the Capt. in the street....
AM the tank to Q10, pointing at P10/P11 hexspine, and fire at the hero in P10. Since the hero fired he is spotted even for a buttoned tank so we don't need to unbutton. But it's not adjacent fire since the hero is on the upper level. If we don't kill the hero and we don't get the init then the tank is really exposed to the hero's LAW....
Maybe AM the tank to N8, pointing at M8/N9 hexspine, and blast the GO squad in M8. It would be an adjacent shot so lots of modifiers....
Tough choices....
The problem is that if we move the tank on the northern sector we will loose the south-east one. If in the next turn we can have the initiative then we can hope for the melee but if we will not get it then the squad+leader will probably reinforce it and in this case is game over.
The tank in S11 will provide some sort of "protection" against the incoming US forces in the south.
If the shaken squad stacked with the leader will rally then we still have a chance. If they fail then...
We have an adjacent fire and a 5 firepower pointed at the hero, i think they can manage to eliminate it.
I would follow your suggestions with the tank VS hero thing but i'm concerned about the southern sector...we may lose 4 VP easily and then get cornered...
I hate that dude that tried to help his comrade and started all of this
( Scenario description! Yes, now i have this game! ).