Blimey, some 5 seconds before the deadline there, Azarl! Sadly, you can't see them. Only those moving through or already past the big doors can.
2-4 loses you initiative, but that actually bounces well for you as it means only the archers attack you as you aren't in melee range when the bad guys move.
Well, that and the blasters. The wielders are supermooks. And your shields weren't exactly designed to fight modern firepower; two hits from a blaster will remove the parry and another two will remove the armour. Zap zap!
No actual damage to you this turn.
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ASCENT TO RED, Start of Turn 18
Trench Area
Rand (C4): 2 (1A)/0 [DW] (4F) (Axe)
Ranto: 0
Thugs x1 (C5)
Ramp North
Gallador (C4*): 1/0 (5F) (Halfway to improvised fortifications)
Azarl (C5): 1/6 [MA] (6F) (Halfway to improvised fortifications)
Shielded Thugs x1 (C5) (Halfway to improvised fortifications)
Almir: 0
Thugs x2 (C5)
Improvised Fortifications
Shielded Thugs x2 (C5) (halfway to door area)
Thugs x1 (C5)
Door Area
Dak: (C9): 3/54 [FE TW DU] [DW SF WS IM] (2F)
Con (C8): 2 (1A)/30 [MA DW] [FA] (7F)
Rianna (C11): 3/45 [MA DU FA] [DW FE AS] (2F) (halfway to Upper Ramp South)
Relle (C9): 1/45 [FA FE IM] [DU SF MA] (3F)
Kai: 19
Upper Ramp South
Galder (C7): 3/34 [DU PA DW] [SF IM FB] (2F) (Girder of doom) (Shield hits: 1)
Rah: (C9): 2(1A)/61 [DW WS FE] [SF FA] (5F) (Axe) (Shield hits: 1)
Shielded Thugs x1 (Shield hits: 1)
Det: 6 (Shield hits: 1)
Orikan: 33
Chunn: 36
Defenders x12 (C6)
Archers x4
White Stripe (C7): 0
Upper Ramp Middle
Defenders x12 (C6)
Gunner (G7): 0
Gunner (G7): 0
White Stripe (C7): 0
Upper Ramp North
Defenders x12 (C6)
Gunner (G7): 0
Gunner (G7): 0
White Stripe Leader (C8): 0
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Obviously a trade-off here between having to advance slowly through a narrow point and the protection your shields give you. Six slots clear this turn!