Wednesday, July 12, 2023

Battletech - Saturday July 15th

Setting: Galtor III

Time: late May 3025 (3rd Succession War)

The campaign itself ran from 25 May to 27 Sept.

The game will take place during the early chaos of the Galtor III campaign.  From the back cover of The Galtor Campaign:

The inhabitants of Galtor III, a sleepy little planet on the Davion/Kurita border, had nothing to interest their neighboring superpowers. Nevertheless, the manipulations of Hanse "The Fox" Davion and the bitter rivalry of two Kurita Military District Commanders engulfed Galtor in one of the largest battles in recent memory.

Davion planned to lure a couple Kurita regiments onto Galtor with rumors of a newly discovered Star League storehouse and then ambush the Kurita forces with his own secret reinforcements. Everything went according to plan until five regiments landed and Davion engineers discovered a real Star League installation. Soon Davion units were fighting for their very existence.


Scenario:

(Davion forces) The remnants of the 33rd Avalon Hussars, and McCulloch's Battalion from Alpha Regiment of the 12th Vegan Rangers, have been ordered to fallback to the Middle Way Pass in order to help secure one approach to the real Star League depot.

(Kurita forces) General Yoriyoshi has ordered elements of his 17th Benjamin Regulars to pursue and harrass the 33rd Avalon Hussars as they retreat from the fake Star League depot.  Likewise, General Samsonov has ordered elements from a badly mauled 21st Galedon Regulars battalion to keep pressure on the battalion from the 12th Vegan Rangers that are withdrawing from New Derry towards the Middle Way Pass.  In addition, both Generals realize that securing that pass instead of the Davion forces would go towards ending the campaign with a victory, but are also competing against each other.


Build rules for this game:

If you want to use your own minis for this game, only mechs that are available in 3025.  With a total PV (points value) no higher than 150.  Since this is an introductory game, no special pilot abilities nor special command abilities.  A good resource for both researching mech availability and using its Force Builder, is the Master Unit List site:

http://www.masterunitlist.info/


Units provided by Terry Ollila

Kurita:

17th Benjamin Regulars.

Lance

•Dragon (2), Dragon (4), Catapult-K2 (3), Archer-2K (4) PV: 148


Company(-)

•Wolverine-6K (3), Shadow Hawk-2K (4), Jenner (5), Panther (4), Panther (4), Panther (5)  PV: 150


Lance (from the Regimental Battlegroup)

•Cyclops (2), Orion (4), Lancelot (4), Rifleman (3)  PV: 148


21st Galedon Regulars.

Lance

•Warhammer-6K (2), Dragon (3), Dragon (4), Archer-2K (4)  PV: 148


Company(-)

•Phoenix Hawk (3), Centurion (4), Wolverine (4), Spider (4), Jenner (5), Panther (5)  PV: 150


Davion:

33rd Avalon Hussars

Lance

•Victor (2), Griffin (3), Enforcer (3), Valkyrie (3)  PV: 143


Lance

•Warhammer (2), Archer (3), Phoenix Hawk (3), Valkyrie (4)  PV: 144


Lance

•Marauder-3D (2), Grasshopper (3), Blackjack (3), Valkyrie (4)  PV: 146


12th Vega Rangers

Lance

•Marauder (1), Crusader (2), Valkyrie (2), Locust (4)  PV: 148


Lance

•Orion (2), Thunderbolt (3), Wolverine (3), Wasp (4)  PV: 148


Lance

•Grasshopper (1), Enforcer (3), Phoenix Hawk (2), Stinger (3)  PV: 141


* the number in brackets is the skill level for that mech's pilot.  The lower the number the better the pilot.

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