----- One Week Later -----
Date: May 25, 3025
Location: Galtor III
Title: Charge of the Hussars
Author: Cory Glaberson
Type: Scenario
Synopsis: The first major engagement of the Galtor Campaign pitted the understrength 33rd Avalon Hussars against the 17th Benjamin Regulars. The Hussars are backed by elements of the Dahar Draconis March Militia and the Galtor Irregulars.
The Hussars have 48 ‘Mechs massing 2,835 tons and averaging Veteran experience. (Cyclops, 3 Victors, 3 Awesomes, Atlas, 4 Crusaders, 3 Archers, 6 Dervishes, 4 Orions, JagerMech, Ostsol, Thunderbolt, 4 Phoenix Hawks, 4 Hatchetmen, Assassin, Spider, Wasp, Stinger, 4 Whitworths, 4 Valkyries)
The Dahar DMM has 12 ‘Mechs massing 505 tons and averaging Regular experience, plus three Veteran Long Tom artillery pieces. (4 Phoenix Hawks, 5 Hatchetmen, 2 Assassins, 1 Stinger)
The Galtor Irregulars have a ‘Mech company (300 tons, Regular), a vehicle battalion with an added ECM lance for support (2,725 tons, Regular), and three motorized infantry platoons (Green). (6 Valkyries, 4 Wasps, 2 Stingers, 2 Demolishers, 2 Von Luckners, Rommels, 2 Manticores, 2 Pikes, 6 Vedettes, 6 Goblins, 4 Condors, 4 Falcons, 8 J. Edgars, 8 Galleons, 8 Scorpions, 4 Pack Rats, 4 Skulkers, 3 Motorized MG Platoons)
Gonen’s Battalion of the 17th Benjamin Regulars have 44 ‘Mechs massing 2,795 tons with Veteran/Elite experience. (4 Panthers, Jenner, Wasp, Griffin, Wolverine, 3 Crusaders, 6 Dragons, 4 Catapults, 4 Thunderbolts, 2 Warhammers, 2 Riflemen, 2 Grasshoppers, Ostroc, Victor, Charger, 2 Orions, 4 Marauders, BattleMaster, Atlas, Charger, Stalker)
Every turn, the Kurita player rolls for reinforcements on a table. Once a number is rolled, further results have no effect. The best roll is 11-12, which brings in Elazar’s Battalion, an Elite Assault ‘Mech company and a Regular Medium ‘Mech company. Total available reinforcements (elements of Gonen’s Battalion and Elazar’s Battalion) total 48 ‘Mechs massing 2,745 tons, 8 vehicles massing 560 tons, and 3 Long Toms. (4 Hunchbacks, 2 Riflemen, Stinger, 2 Wolverines, 6 Jenners, 2 Scorpions, 2 Phoenix Hawks, 2 Whitworths, 3 Crusaders, 5 Dragons, 4 Catapults, 4 Thunderbolts, Warhammer, Grasshopper, Ostroc, 2 Victors, 2 Chargers, 2 Orions, 2 Marauders, 2 Demolishers, 2 Von Luckners, 2 Rommels, Manticore, Pike, 3 Long Toms)
The Davion player gets 5 victory points for each non-Mech unit and 10 points for each ‘Mech unit that can exit off the north side of the map before Elazar’s Battalion arrives as reinforcements. The Kurita player gets 100 points if it brings Elazar’s battalion into play before any Davion units move off the north side of the map.
Every time the Davion player uses its off-board artillery, the Kurita player may add 2 to the next turn’s roll for reinforcements, increasing the chances from 8.3% to 28%.
Historically, the Avalon Hussars were on the verge of breaking through Gonen’s Battalion’s lines and overrunning the DCMS landing zone before being halted in their tracks by the timely arrival of Elazar’s Battalion.
Notes: The Kuritan forces are initially massively outnumbered and outgunned. Even if all their reinforcements arrive (which would require nine rounds of perfect rolling), the DCMS side is still 265 tons behind the full AFFS contingent. However, the Combine force generally has better skills, so their attacks are more deadly. The Combine player should spread out and occupy map chokepoints, hoping to slow the Davion advance and keep any from getting off the north side of the map until Elazar’s battalion is rolled.
It’s worth 100 points for the AFFS to get at least one unit off the north side before Elazar’s Battalion arrives. If the Kuritan player rolls high, there’s nothing you can do – luck plays a huge factor in this scenario. However, if you form your fast units into an attack wedge and try to punch through. If the Combine force is spread out to intercept, you may be able to pierce their line. If they concentrate, use your speed to evade their main concentration and waltz to victory. Under no circumstances should you bring your artillery into play before Elazar’s Battalion is rolled, because you don’t want to hasten their arrival.
The Galtor Campaign sourcebook was produced as the first scenario pack for the newly released BattleForce ruleset. Cory Glaberson did a fantastic job of world-building – delving into the history, culture, economy, and sociology of Galtor III. He also gave the units wonderfully evocative names. Instead of just “1st Battalion,” we get designations that match the irregular status of the Galtor militia: “Owen Roe O’Neill’s Legion” and the “Galtor Flying Squadron.” In the early days, FASA’s military units were very personality-driven, rather than the highly regimented and numbered legions of the Star League or Clan Invasion era.