BattleTech: BattleForce – The Galtor Campaign
BattleTech: BattleForce – The Galtor Campaign Rulebook
Table of Contents
Table of Contents
Introduction – How to Use the Scenarios
Included in this book are BattleForce game scenarios representing several battles that occurred during the campaign. The final three scenarios represent the assault that decided the fate of the planet. These three battles are part of a single attack and follow each other by a matter of hours. Those who wish to play the final assault should follow the rules for keeping track of units and damage.
Each scenario includes a diagram to show the placement of two BattleForce mapsheets, as well as any rules about initial deployment of forces. This section also indicates which side has the initiative. The player with the initiative sets up his troops on the mapsheet second but is the first to move. The scenarios usually give the initiative to the Attacker. Game Set-Up also determines whether players may reserve some of their units for drops from outer space or DropShip movement. Players must abide by all restrictions on the placement of their counters.
Some scenarios give special rules or modifications to the normal BattleForce rules. Unless both sides decide to continue using these special rules, the modifications apply only to the scenario in question.
The yardstick for determining the victor of a battle is the number and kind of enemy units killed. If enemy dead outnumber friendly losses, the friendly forces win. On the other hand, victory is sometimes determined by what objectives were gained in the fray. Troops in a holding action may die to gain time for off-board comrades, for example, and a convoy of trucks ambushed by a raiding party would probably consider mere survival to be a battle victory. Because of these and similar cases, the BattleForce scenarios are weighted to reflect the different objectives of the attacker and defender.
Whenever a unit is destroyed, its Purchase Points are added to the opponent's Victory Point total. A destroyed Elite Heavy 'Mech Lance, for example, is worth 28 Victory Points (18 for the 'Mech type, plus 10 points for its Elite Experience Level). If the 'Mech unit also had a +2 Firepower chit, it would add another three Victory Points to the total.
In addition, each captured Salvage counter is worth 10 Victory Points. Individual scenarios also give Victory Points for specific actions or events, including occupying certain hexes, moving counters off the board, and others.
At the end of the game, both sides add up their Victory Points. The player with the highest total subtracts his opponent's score from his total and consults the Victory Point Table.
Victory Point Table
| Victory Point Differential | Outcome |
|---|---|
| 0 to +19 | Draw |
| +20 to +49 | Minor Victory |
| +50 to +99 | Major Victory |
| +100 to +150 | Decisive Victory |
Charge of the Hussars
Although woefully understrength, the 33rd Avalon Hussars launched an attack on the Regimental BattleGroup and Gonen's Battalion of the 17th Benjamin Regulars. The Davion attack might have succeeded if Elazar's Battalion had not arrived in time to stop the Hussar penetration. With Elazar pinned down, General Mandella could have destroyed Gonen's Battalion, smashed the weak base camp, and trapped Elazar's 'Mechs against the minefields. A disaster of such proportions might have ended the entire Galtor Campaign in the first battle.
Game Set-Up
Deployment
Lay out the BattleForce map as shown. Kurita units may set up anywhere on either mapsheet except for the first two rows of hexes on the south side. The Davion 'Mechs must set up on the first two rows of hexes on the south side.
In this scenario, Davion has the initiative. The Kurita forces set up first and move second, and the Davion forces set up last and move first.
House Davion
Elements of Regimental BattleGroup, 33rd Avalon Hussars
- A2–VT–(25)+2Arm/+2Fp
- H1–GR–(21)ESR
Benham's Battalion, 33rd Avalon Hussars
- Battalion Headquarters: H1–VT–(21)
- A1–EL–(23)+2Fp, M3–VT–(14), M1–RG–(18)ESR
- A1–EL–(23)+2Fp, M3–VT–(14), M1–RG–(18)ESR
- H4–EL–(23)+2Arm, L3–VT–(6)ESR, L1–RG–(8)ESR
Garcia's Company, Pope's Battalion, Dahar Draconis March Militia
- M3–RG–(14)
- M3–RG–(14)
- M5–VT–(8)
Off-Board Artillery
- V1–VT–(30)
- V1–VT–(30)
- V1–VT–(30)
Owen Roe O'Neill's Legion, Galtor Irregulars
- Legion Headquarters: V1–VT–(0)ECM
- V4–RG–(13), V5–RG–(9), V7–GR–(4)
- V4–RG–(13), V5–RG–(9), V7–GR–(4)
- V3–VT–(16), V8–GR–(2)ESR, V8–GR–(2)
- V6–RG–(8), I3–GR–(4)
- V6–RG–(8), I3–GR–(4)
- V6–RG–(8), I3–GR–(4)
Galtor Flying Squadron
- *L1–RG–(6)B30, V6–GR–(8), V7–GR–(4)
- *L2–RG–(8)B30, V5–GR–(9), V7–GR–(4)
- *L2–RG–(8)B30, V8–GR–(2), V8–GR–(2)
House Kurita
Elements of Regimental BattleGroup, 17th Benjamin Regulars
- A2–EL–(25)ECM/Extra 'Mech
- A1–EL–(23)ECM
- H1–VT–(21)ECM
- L3–VT–(8)ESR/ECM
Elements of Gonen's Battalion, 17th Benjamin Regulars
- Battalion Headquarters: A3–EL–(20)Extra 'Mech
- H4–EL–(23), H4–VT–(23), M3–VT–(14)
- H5–EL–(20), H1–RG–(21)
- H1–EL–(21)
Special Rules
Reinforcements
At the beginning of every game turn, the Kurita player rolls 2D6 and receives the reinforcements indicated on the Reinforcements Table. These forces may enter the game on any hex along the north side of the board and may move and fire in the same turn that they appear. Once a group of reinforcements is used, subsequent die rolls yielding the same result cause no reinforcements to be available that turn.
NOTE: If the Davion player used his off-board artillery on the previous turn, add 2 to the die roll.
Reinforcements Table
| Die Roll (2D6) | Units |
|---|---|
| 2 | *H1–EL–(15) Air Lance |
| 3 | *H1–EL–(15) Air Lance |
| 4 | *H1–EL–(15) Air Lance |
| 5 | M4–RG–(10) Gonen's Battalion |
| 6 | M4–VT–(10) Gonen's Battalion |
| 7 | V3–RG–(16) Artillery Defense Company; V4–RG–(13) |
| 8–9 | H5–RG–(20) Gonen's Battalion |
| 10 | Ar1–VT–(16) RBG Artillery; Ar1–RG–(16); Ar1–RG–(16) |
| 11–12 | A1–EL–(20)+2Fp Elazar's Battalion; A1–EL–(23)+2Fp/+2Arm; H4–EL–(23)+2Arm; M6–RG–(16); M2–RG–(17); M6–RG–(16)* |
*Step one loss
Davion Off-Board Artillery
Three batteries of Long Tom Artillery supported the Hussars' assault. Although these units lent a powerful punch to the attack, moving the barrage to Gonen's Battalion freed Elazar's Battalion to strike at Davion's left flank.
The Davion commander may attack any three hexes on the board within line-of-sight to any of his units. The attack has a slight chance of straying from its intended target hex.
The Kurita player may not attack the off-board artillery units.
During this battle, the off-board artillery was also responsible for harassing Elazar's Battalion. Therefore, during this scenario, when the Davion player uses the artillery to attack Gonen's Battalion, he increases the chance of freeing Elazar's 'Mechs. Whenever the Davion player uses his off-board artillery, the Kurita player may add 2 to his next turn's roll for reinforcements.
Procedure
-
At the beginning of the Attack Phase (before air attacks are resolved), announce the target hex for each artillery piece, making sure an undisrupted friendly unit can see the target hex. Artillery has no effect on air units.
-
Roll 1D6. If the result is a 6, the attack has strayed from its target hex. Go to Step 3. If any other number is rolled, proceed to Step 4.
-
If the attack has strayed, use the Scatter Diagram to determine where the shell lands. Roll 1D6 twice. The first die roll determines the direction in which the shell scatters, and the second die roll determines the number of hexes away from the original hex where the shell lands.
Scatter Diagram: the diagram shows six hexes around a central hex (the original target). Hex 1 is the hex to the north; hexes 2 through 6 continue clockwise around the centre, with hex 2 north-east, hex 3 south-east, hex 4 south, hex 5 south-west and hex 6 north-west.
-
Off-board artillery attacks every unit and building within a hex, enemy or friendly, with a strength of 15. Use this attack strength to calculate a normal attack. All terrain and experience modifiers apply to an attack. Refer to Deployment to find the experience level of the off-board artillery.
-
Repeat steps 1 through 4 until all artillery has fired.
Victory Conditions
Use the Standard Victory Conditions with these modifications:
The Davion player gains 5 victory points for each non-'Mech unit and 10 points for each 'Mech unit that he can exit off the north side of the map BEFORE Elazar's Battalion arrives as reinforcements.
If the Kurita player prevents the Davion player from exiting any units off the north side of the map before Elazar's Battalion arrives, he gains 100 victory points.
The game is over when either the Davion player exits all his units off the north end of the map, one side is completely destroyed, or by mutual agreement.
The Guards' Finest Hour
After the withdrawal of the 33rd Hussars, the 782nd Davion Guard Auxiliary was left to its fate. The powerful 3rd Benjamin Regulars slowly wound its way through the minefields and launched an attack against the fake storehouse and the hulks of the DropShips. Hidden in their holes, the infantry tried to inflict as much damage as possible on the regiment.
The action simulated here is the 3rd Benjamin's final assault on the fake depot. Battles with Elazar's Battalion and some preliminary bombing had already reduced the strength of the infantry. With its close assault ability still intact, however, the infantry proved to be a formidable foe to the 3rd.
Game Set-Up
Deployment
Lay out a single BattleForce map as shown. Kurita has the initiative. The Davion player places his troops first and moves last, and the Kurita player places his troops second and moves first. The Kurita player may place his troops on any north, south, east, or west edge of the map.
The Davion player may place his troops anywhere on the map. All his infantry units start out hidden (their locations should be written down on a piece of paper).
In addition, the Davion player must designate the location of the entrance to the storehouse. To do this, he chooses seven DropShip counters: one Overlord counter, four Leopard counters, and two Union counters. The Leopard and Union counters represent actual DropShip hulks placed by the Davion forces to fool the Kurita units. The Overlord DropShip counter, however, represents the entrance to the false storehouse.
These counters, WITH BLINDS, can be placed anywhere on the board.
House Davion
782nd Guard Auxiliary
- I2–EL–(6)ECM/+2Fp, I1–EL–(3)+2Fp
- I2–EL–(6)ECM/+2Fp, I1–EL–(3)+2Fp
- I1–EL–(3)ECM/+2Fp, I4–EL–(3)+2Fp
- I1–EL–(3)ECM/+2Fp
- I3–EL–(4)+2Fp, Ar1–VT–(16), V7–RG–(4)ESR
- I3–EL–(4)+2Fp, Ar1–VT–(16)*, V7–RG–(4)ESR**
- I3–EL–(4)+2Fp*
Mine points: 50 (see Special Rules below)
Elements of 22nd Special Air Squadron
- *H2–EL–(24), *H2–EL–(24)
- *M2–VT–(15)B15, *M2–RG–(15)B15
- *L2–RG–(8)
House Kurita
3rd Benjamin Regulars – Ismail's Battalion
- Battalion Headquarters: A2–VT–(25)ECM
- H5–VT–(20)ECM, H1–RG–(21)ECM, M5–GR–(8)ESR
- H4–VT–(23)ECM, M1–RG–(18)ECM, L3–GR–(6)ESR
- H2–RG–(18)ECM, L1–RG–(8)ECM, L2–GR–(5)ESR
Shazli's Battalion
- Battalion Headquarters: A1–EL–(23)+2Fp
- H3–VT–(16), H1–VT–(21), M3–RG–(14)
- H3–VT–(16), M4–VT–(10)ESR, M3–RG–(14)
- H3–RG–(16), L2–GR–(5)ESR, M4–GR–(10)
Gamasy's Battalion
- Battalion Headquarters: A3–VT–(20)+2Arm
- H4–VT–(23), H5–VT–(20), M2–RG–(17)*
- H2–VT–(18)*, H5–VT–(20), M6–RG–(16)**
- H2–RG–(18)*, H4–GR–(23)**, M5–RG–(8)
Air Squadron
- *H1–RG–(14), *M1–RG–(10), *L1–RG–(6)B30
*Step one loss **Step two loss
Special Rules
Minefields
The countless mines employed around the fake Star League storehouse forced the battalion commanders of the 3rd Benjamin Regulars to change their tactics. It also allowed the infantry a chance to isolate and destroy individual lances. In most battles, MechWarriors never worry about the slow-moving, poorly equipped infantry. In a minefield, however, the distraction and irritation constantly interfered with any concentrated movement. They slowed down the attack long enough for the infantry to close in.
To simulate this dilemma, each time a Kurita ground unit moves, it must roll once against the –6 column of the Combat Results Table (CRT). The effects occur immediately after the Movement Phase. Even jump-capable 'Mechs must make this roll at the end of their movement.
The experience of the defending unit modifies the –6 column attack. Units that do not move are not required to make this roll. Only Kurita units must make this roll; all Davion units are immune to the mines.
In addition to these mines, the Davion player has 50 points of mines that he can divide and place anywhere on the board (except for the edge hexes). These mines act normally.
DropShip Hulks
In this scenario, all DropShips are hulks without any combat or movement capability. Their thick hides, however, provide protection for infantry and artillery units. By moving into a DropShip hex, one infantry or artillery unit can declare that it is hiding, thus adding 5 points to its defense value immediately.
The Davion player cannot place Hidden Infantry inside a hulk.
If units are destroyed within a hulk, the hulk remains and may protect another unit the next turn.
Only infantry and artillery units receive protection from a hulk.
DropShip blinds may not be removed until a Kurita unit moves into the same hex as the DropShip. Once a Kurita player removes a blind, it may not be replaced even if the Kurita move out of line-of-sight.
Victory Conditions
The Kurita player receives 20 points for each DropShip hulk captured and 50 points for capturing the fake Storehouse.
The Kurita gains no victory points for destroying Davion units EXCEPT for the air lances of the 22nd Special Air Squadron.
The Davion player gains victory points normally (by destroying Kurita units).
The game ends either when all Davion units are destroyed, when Kurita units capture all DropShip hulks, or when Kurita losses exceed twelve air or ground units.
Life and Death in the Big City
The 5th Galedon Regulars have smashed into New Derry in five columns. At first, the Kurita attackers thought that only a battalion of 'Mechs from the 12th Vegan Rangers defended the northern approaches into the city—no one expected the ferocious Lone Wolf Regiment. Nevertheless, a lucky break almost dropped the city into the Draconis Combine's lap.
The 5th Galedon attacked in five columns of about two companies each. Four were stopped cold in the tangled ruins of the industrial centers north of the city center. The fifth struck at the heart of the defense in Elliot Park. Because of poor Davion reconnaissance, the entire column passed through the outer defenses undetected and surprised the Regimental BattleGroup stationed in the park. Only the timely arrival of a flying reserve saved the Davion supplies and equipment. If the supplies had been destroyed and Commander William Dobson killed, the 8th Galedon Regulars' attack the next day would have easily subjugated the city.
Game Set-Up
Deployment
Lay out the BattleForce map as shown in the diagram. The Davion player must place five units east of the 0900 column of hexes and the rest of his command west of the 1600 column of hexes.
The Kurita player must place all his ground units in river hexes. All Kurita air lances begin the game off-board and may appear on any edge hex during the first turn.
The Kurita player has the initiative, setting up last and moving first.
House Davion
Elements of Dahar Draconis March Militia's and Galtor Irregulars' Regimental BattleGroups
- V1–RG–(0), V1–RG–(0), V1–RG–(0), V1–RG–(0)
- V2–RG–(0), V2–RG–(0)ESR
- H4–EL–(23)
- A1–EL–(23)
Artillery Battery, Yao-hsiang's Brigade, Galtor Irregulars
- Ar1–GR–(16), V8–GR–(2)ESR
- Ar1–GR–(16), V8–GR–(2)ESR
- Ar2–RG–(30)
DropShip "Marion Davies"
- Leopard–VT–(24)
Elements of Hakim's Company, Lone Wolves
- V5–RG–(9)
- V8–RG–(2)ESR
Brothers of Israel, Lone Wolves
- L3–EL–(6)ESR/+2Arm
Mine Points: The Davion player may place 100 Mine Points in any hex he chooses.
House Kurita
Elements from 5th Galedon Regulars
- A1–EL–(23), M5–VT–(8)
- H5–EL–(20), M4–RG–(10)
- H4–EL–(23), M3–GR–(14)
- H2–EL–(18)
Air Battalion, 5th Galedon Regulars
- *H2–VT–(24), *M1–GR–(10), *L1–GR–(6)B30
- *H2–GR–(24), *L1–GR–(6)B30
Off-Board Artillery
- Ar2–RG–(30)
- Ar2–RG–(30)
Special Rules
Off-Board Artillery
See Scenario One (Charge of the Hussars) for rules on Off-Board Artillery.
Davion Reinforcements
At the beginning of each turn, the Davion player rolls 1D6 to determine which reinforcements will appear. Once a kind of reinforcement appears, a similar die roll brings in no reinforcements. All reinforcements must appear on the eastern edge of the map.
Reinforcements Table
| Die Roll (1D6) | Units |
|---|---|
| 1–4 | No Reinforcements |
| 5 | Air Lance, Galtor Flying Squadron: *L1–RG–(6)B15; *L2–RG–(8)B5*; *L2–RG–(8)B30 |
| 6 | Flying Reserve: *M2–VT–(17)+2Arm; *L4–RG–(5); *H2–EL–(18)ECM/+2Arm |
*Step one loss
Victory Conditions
Besides gaining victory points for destroying enemy units, the Kurita player receives 10 additional victory points for each V1 or V2 vehicle counter he destroys. He gains 25 victory points for destroying the DropShip (in addition to its normal victory point cost). Finally, he gains 50 victory points for destroying the A1 Assault Lance of the Davion Regimental BattleGroup. (This unit contains Sir William Dobson.)
The Davion player receives the normal victory points for destroying Kurita lances.
The game ends when one side is completely destroyed or when the Kurita player exits his remaining units off the map after destroying either all six V1 and V2 counters or three V1 and V2 counters and the DropShip "Marion Davies."
Decision at Marduk
One of the most important battles of the Galtor Campaign was not fought on Galtor, but on the nearby planet Marduk. Moroushi's crack independent assault battalion crushed the defending forces on the planet in the early days of the campaign, thereby cutting off Galtor III from any reinforcements. Until Marduk was recaptured, Galtor was isolated.
Three months later, Meade's Battalion of the 33rd Avalon Hussars, reinforced with a number of smaller units, launched an attack against the planet. Expecting such a move, Moroushi gathered together the entire battalion to strike when the dropping force touched down. He did not, however, count on the bravado of the 33rd Avalon Hussars, who dropped right on top of Moroushi's men in a classic hot assault. The move so unnerved his company commanders that the Davion forces completed the drop with minimum casualties and crushed the Kurita forces.
Had the Kurita troops kept their nerve, the drop would have been a slaughter, and the forces on Galtor would have been trapped without support long enough for the Kurita push to succeed.
Game Set-Up
Deployment
Lay out the BattleForce map as shown in the diagram. The Davion player has the initiative throughout the game. The Kurita player sets up first and moves last. He may place his units anywhere on the map.
All the Davion units began in space. They may drop on any turn during the battle. All the rules of dropping must be followed.
House Kurita
Moroushi's Independent Assault Battalion
- Battalion Headquarters: M3–VT–(14)ESR, M1–VT–(18)
Air Squadron
- *H2–VT–(24), *L1–VT–(6)B10
DropShip "Electrophore"
-
Union–RG–(39)
-
H2–VT–(18), L1–VT–(8)
-
H3–VT–(16), L1–RG–(8)
-
M6–VT–(16), M4–RG–(10)ESR
-
M2–VT–(17), V5–EL–(9)
-
M6–RG–(16), V4–EL–(13)
-
M1–RG–(18), V3–VT–(16)
House Davion
Meade's Battalion, 33rd Avalon Hussars
- Battalion Headquarters: H3–EL–(16)
- A2–EL–(25)ECM, M5–VT–(8)ESR, M6–RG–(16)ECM
- A3–EL–(20)ECM, M5–VT–(8)ESR, M6–RG–(16)ECM
- H2–EL–(18)ECM/2Arm, L2–VT–(5)ESR, L2–RG–(5)ECM/AEP
Ground Assault Air Squadron
- *L1–VT–(6)B30, *L1–VT–(6)B30, *L1–VT–(6)B30
Rosen's Company, Shubert's Battalion, Robinson DMM
- M6–RG–(16), M6–GR–(16), M1–GR–(18)
Harshaw's Company, Pope's Battalion, Dahar DMM
- A2–VT–(25), H2–RG–(18), M3–RG–(14)
Special Rules
The unexpected hot assault caught Moroushi's company commanders completely unprepared. Therefore, during the first turn only, all Kurita forces must make a disruption check. All disruption checks are carried out before the first Davion turn. Disrupted units may not fire on or spot the dropping Davion forces.
Victory Conditions
Use standard victory conditions. The game ends when one side is destroyed. Players may not retreat their forces off the map.
Vegans to the Rescue
The 12th Vegan Rangers fought many pitched battles with Draconis Combine regiments during the Galtor Campaign. One of the bloodiest was the relief of the 33rd Avalon Hussars. On a moonless night, the Rangers struck the gap between the 17th and the 11th Benjamin Regulars, shattering the defending companies.
To block the penetration, two companies of 17th Benjamin troops pulled out of line, thereby leaving a huge gap for the battered remains of the 33rd Avalon Hussars to pass through. The battle quickly turned into a fight for survival for the two Benjamin Regular regiments.
The scenario below is the final push by the 12th Vegans to smash the Kurita line. It was repulsed, but had it been successful, both regiments might have been destroyed.
Game Set-Up
Deployment
Lay out the BattleForce maps as shown in the diagram. The Kurita player may set up anywhere on the board except for the first two rows of hexes on the south map edge. The Kurita player sets up first and moves second.
The Davion player must set up his units anywhere within the first two rows of the south map edge. The Davion player has the initiative. He may set up second and move first.
House Davion
12th Vegan Rangers Regimental BattleGroup
- A2–EL–(25)ECM/Extra 'Mech
- A1–EL–(23)ECM/+2Arm
- H4–EL–(23)ECM/+2Fp
Air Squadron
- *H2–EL–(24)
- *L2–EL–(8)B30
Bragg's Battalion
- Battalion Headquarters: H3–EL–(16)ECM
- A1–EL–(23)ECM, H1–EL–(21)ECM, M6–VT–(16)ECM
- A3–EL–(20)ECM, H1–VT–(21)ECM, M6–VT–(16)ECM
- H4–EL–(23)ECM, M1–VT–(18)ECM, M2–RG–(17)ECM
McCullough's Battalion
- Battalion Headquarters: H3–EL–(16)AEP
- A1–EL–(23)ECM, H5–VT–(20)ECM, L3–VT–(6)ESR
- H2–EL–(18)ECM, L4–RG–(5)ECM, M5–RG–(8)ESR
- H2–EL–(18)ECM, L4–RG–(5)ECM/ESR, M5–RG–(8)ESR
House Kurita
17th Benjamin Regulars – Elements of Regimental BattleGroup
- A2–EL–(25)ECM/Extra 'Mech
- A1–EL–(23)ECM*
- H1–VT–(21)ECM**
- L3–VT–(6)ESR
Air Squadron
- *H1–EL–(14), *H1–EL–(14), *H2–EL–(24), *L2–EL–(8)
Elements of Elazar's Battalion
- Battalion Headquarters: H2–VT–(18)
- A3–EL–(23)ECM
- M5–RG–(8)ESR
- H4–EL–(23)ECM
Elements of Sharon's Battalion
- H5–VT–(20)ECM
- L3–RG–(6)ECM
- L3–RG–(6)ECM
- M5–RG–(8)ESR
11th Benjamin Regulars – Elements of Regimental BattleGroup
- L3–EL–(8)+2Arm/ECM/ESR
Holgarth's Battalion
- Battalion Headquarters: M6–VT–(16)
- H5–GR–(20), M5–VT–(8), M3–GR–(14)
- H2–EL–(18)*, M4–RG–(10), M2–GR–(17)
- L4–RG–(5)ESR**, L1–GR–(8)
Mine Points: The Kurita player may place 100 mine points anywhere on the board except for the first two hex rows on the south edge.
*Step one loss **Step two loss
Special Rules
Kurita Reinforcements
At the beginning of each turn, the Kurita player rolls 2D6 to determine which reinforcements will appear. Once a type of reinforcements has appeared, subsequent die rolls yielding the same result bring in no reinforcements. All reinforcements must appear on the northern map edge.
Reinforcements Table
| Die Roll (2D6) | Units |
|---|---|
| 1–3 | No reinforcements |
| 4 | Elements from Swift's Battalion, 11th Benjamin Regulars: Battalion Headquarters L3–VT–(6); M2–RG–(17), L2–VT–(5); M2–RG–(17), L2–VT–(5); M4–RG–(10) |
| 5–6 | Elements from Sharon's Battalion, 17th Benjamin Regulars: H3–VT–(16); H3–VT–(16); M3–VT–(14) |
| 7–9 | Air Squadron, 11th Benjamin Regulars: *H1–RG–(14); *L2–RG–(8)B30 |
| 10 | Gonen's Battalion, 17th Benjamin Regulars: Battalion Headquarters A3–EL–(20)Extra 'Mech; H4–EL–(23), H4–VT–(23), M3–VT–(14)*; H5–EL–(20), H5–RG–(20)**, M4–RG–(10); H1–EL–(21), M4–VT–(10) |
| 11–12 | De Alba's Battalion, 11th Benjamin Regulars: Battalion Headquarters M4–EL–(10)ECM/+2Arm; M3–GR–(14)ECM, L2–VT–(5)ECM, L4–VT–(5)ECM; M3–RG–(14)ECM, L3–GR–(6)ECM, L2–GR–(5)ECM/ESR; M5–GR–(8)ECM, L3–RG–(6)ECM, L1–RG–(8) |
*Step one loss **Step two loss
Night Fighting
The 12th Vegans attacked on a moonless night. To simulate night fighting, use the following rules.
ESR range is reduced from five hexes to two hexes. Units with +2 ESR ability may detect enemy units out to three hexes.
Light Woods block line-of-sight just as Heavy Woods do.
Light buildings hide 'Mechs as other buildings do.
All ranged combat has an additional –2 column shift modifier.
Darkness has no effect on close combat.
Subtract 1 from the result on all disruption rolls.
Victory Conditions
Standard victory conditions apply with the following additions.
The Davion player receives the full victory point total for every Davion unit he moves off the north edge of the map. These units are assumed to attack the "soft targets" of the Benjamin Regulars' RBG.
The game is over when either all Davion units have exited the north edge of the map, or when, at the end of the Kurita player's Attack Phase, the 12th Vegan Rangers' total losses exceed 15 air and/or ground units. Davion units that exit off the board do not apply toward this total.
The Final Push: Scenario I
[NOTE: The following three scenarios can be linked together to form a single, unbroken chain of battles. Units in the first scenario will appear in the second and third scenarios as well.]
The Raman DMM regiment died fighting. All three battalions stubbornly battled overwhelming forces before being destroyed.
This scenario pits the ragged remains of the Raman DMM against the entire 1st Amphigean Light Assault Group. Although the odds are in favor of the Amphigeans, the more damage that the Raman DMM inflicts on the Kurita regiment, the easier it will be for the 12th Vegan Rangers to win the next scenario.
Because victory points gained in this scenario can be used to buy troops in the next battle, a decisive victory by the Amphigeans can strengthen their position in the next scenario.
Game Set-Up
Deployment
Lay out the BattleForce maps as shown in the diagram. The Davion player sets up first and moves second. The Kurita player does not set up his troops on the board; they will drop from the sky. The Kurita player moves first, following all the rules of dropping. He may drop some, none, or all his troops every turn.
House Davion
Finnegan's Battalion, Raman Draconis March Militia
- Battalion Headquarters: M3–VT–(14)**
- M2–RG–(17), L4–RG–(5)ESR, L2–RG–(5)ESR
- M1–VT–(18)*, L3–GR–(6)***, M3–RG–(14)
- M5–GR–(8)***
MacNeill's Battalion, Raman Draconis March Militia
- Battalion Headquarters: H5–VT–(20)
- L3–GR–(6), L2–RG–(5), M5–RG–(8)ESR
- L3–GR–(6), L3–GR–(6), M4–GR–(10)ESR
- L5–GR–(6), L4–GR–(6)*, L1–GR–(8)ESR
Air Squadron
- *L2–RG–(8)B30, *L2–RG–(8)B30
House Kurita
1st Amphigean Light Assault Group – Regimental BattleGroup
- A2–EL–(25)ECM
- A1–EL–(23)ECM
- A3–EL–(20)ECM
Rocket Company
- H1–VT–(21), H1–VT–(21), H1–VT–(21)
Ophiuchus's Battalion
- Battalion Headquarters: H5–EL–(20)ECM
- A1–VT–(23)ECM, H3–EL–(16)ECM, M2–EL–(17)
- H4–VT–(23)ECM, M3–VT–(14)ECM, M6–EL–(16)
- H4–VT–(23)ECM, M4–VT–(10)ESR, L3–VT–(6)ESR
Pollux's Battalion
- Battalion Headquarters: H2–EL–(18)ECM
- A3–EL–(20)ECM, M2–VT–(17), M4–EL–(10)ESR
- H2–VT–(18)ECM, M6–RG–(16), M5–EL–(8)ESR
- H5–VT–(20)ECM, L2–RG–(5)ESR, L2–EL–(5)ESR
Themistocles' Battalion
- Battalion Headquarters: H4–EL–(23)ECM
- A2–EL–(25)ECM
- H2–EL–(18), M1–EL–(18), M2–RG–(17)
- H5–VT–(20), M1–VT–(18), L4–EL–(5)ESR
*Step one loss **Step two loss ***Step three loss
Victory Conditions
For playing the linked scenarios, the standard victory conditions apply. All victory points gained by the Amphigeans can be applied to buy units from the 2nd Amphigean Group for the next scenario.
For playing the scenario by itself, there are two different ways to balance the victory conditions. The first way is to multiply the Davion player's victory points by 4, and then use the standard Victory Point Table. The second method is to add up the victory points normally and use the following table to determine victory:
Final Push Victory Point Table
| Victory Point Differential | Outcome |
|---|---|
| +177 to +150 [as printed] | Decisive Kurita victory |
| +149 to +125 | Major Kurita victory |
| +124 to +100 | Minor Kurita victory |
| +99 to +25 | Draw |
| +24 to +0 | Minor Davion victory |
| –01 to –10 | Major Davion victory |
| –11 to –50 | Decisive Davion victory |
The Final Push: Scenario Two
The 12th Vegan Rangers had one chance to crush the Amphigeans, and the Kurita forces had one chance to break the Davion line and take the Star League storehouse. These two aims came together in this scenario. It was a bitter affair, with both commanders grasping for every advantage they could find. In the end, the battle was a draw. The Amphigeans could not break through, and the Rangers lost their chance to destroy the Amphigeans.
Game Set-Up
Deployment
Lay out BattleForce maps as shown in the diagram. The Kurita player places his units first and anywhere on the western mapsheet. The Davion player places his units second and anywhere on the eastern mapsheet. The Davion player has the initiative.
If the players are playing a linked scenario, the Kurita player receives only the surviving Amphigean units from the first game. Six of these lances must be set aside (as they are on the flank of the Amphigeans) and will appear later in the scenario. From now on, these troops will be referred to as the Flanking Lances.
If playing this scenario by itself, the Kurita player uses the troop designations below.
House Davion
12th Vegan Rangers Regimental BattleGroup
- A1–EL–(23)ECM/+2Arm*
- H5–EL–(20)ECM/+2Fp
Air Squadron
- *H2–EL–(24), *H2–EL–(24)*
- *M2–EL–(15), *M2–VT–(15)
- *L2–EL–(8), *L2–VT–(8)
Bragg's Battalion
- Battalion Headquarters: H3–EL–(16)ECM
- A1–EL–(23)ECM, H1–EL–(21)ECM, M6–VT–(16)ECM
- A3–EL–(20)ECM, M1–VT–(18)ECM, M6–VT–(16)ECM
- M2–RG–(17)ECM
McCullough's Battalion
- Battalion Headquarters: H3–EL–(16)AEP
- H5–RG–(20)ECM, H5–VT–(20)ECM, L3–VT–(6)ESR
- H2–EL–(18)ECM, L4–RG–(5)ECM, M5–RG–(8)ESR
- H2–EL–(18)ECM, L4–RG–(5)ECM/ESR
Hover Recovery Company
- V6–VT–(8)ESR
- V6–RG–(8)
- V6–RG–(8)
Tracked Company
- V3–EL–(16)
- V4–VT–(13)
- V5–VT–(9)
Stragglers from various units
- L2–RG–(5)
- L3–RG–(6)
- M3–RG–(14)
Off-Board Artillery (See Scenario One, Charge of the Hussars)
- Ar2–RG–(30)
- Ar2–RG–(30)
- Ar2–VT–(30)
House Kurita (for unlinked scenario only)
1st Amphigean Light Assault Group – Regimental BattleGroup
- A1–EL–(23)ECM*, H1–VT–(21)
- H1–VT–(21)
- A3–EL–(20)ECM, H1–VT–(21)
Ophiuchus's Battalion
- Battalion Headquarters: H5–EL–(20)ECM
- A1–VT–(23)ECM, H3–EL–(16)ECM, M2–EL–(17)
- H4–VT–(23)ECM*, M3–VT–(14)ECM**, M6–EL–(16)
Pollux's Battalion
- Battalion Headquarters: H2–EL–(18)ECM
- A3–EL–(20)ECM, M2–VT–(17), M4–EL–(10)ESR
- H2–VT–(18)ECM, M5–EL–(8)ESR*
- H5–VT–(20)ECM
Themistocles' Battalion
- Battalion Headquarters: H4–EL–(23)ECM
- A2–EL–(25)ECM
- H2–EL–(18), M1–EL–(18), M2–RG–(17)***
- H5–VT–(20), M1–VT–(18)
- H3–VT–(16)
*Step one loss **Step two loss ***Step three loss
Special Rules
Kurita Reinforcements
When playing this scenario on its own, the Kurita player rolls for reinforcements normally on the Reinforcements Table. After a group of reinforcements have appeared, a die roll yielding the same result brings in no reinforcements. Both Chaldrean's and Saxton's Battalions belong to the 2nd Amphigean Light Assault Group; refer to the Amphigean Light Assault Group section of the BattleForce Values chapter for the units to be brought into play. The Flanking Lances are as follows:
- M4–VT–(10)ESR/ECM
- L3–VT–(6)ESR
- L2–RG–(5)ESR
- L2–RG–(5)ESR
- L2–RG–(5)ESR
- L4–EL–(5)ESR
All reinforcements must appear on the western map edge.
When playing this scenario linked, the Kurita player has the option of buying reinforcements when he rolls a reinforcements result on the Reinforcements Table. (However, he does not have to purchase the Flanking Lances.) For example, if he rolls a 12 on the table, he has the option of purchasing units from the 2nd Amphigean's Saxton's Battalion. To buy units, the Kurita player expends any amount of victory points he has accumulated during the previous scenario. In addition, he may spend an additional 100 victory points to purchase units, but the amount spent is subtracted from this total at the end of this scenario.
After a group of reinforcements have appeared, the Kurita player may not purchase any more units from that battalion even if he rolls the same result. Again, all reinforcements enter the map on the western edge.
Reinforcements Table
| Die Roll (2D6) | Units |
|---|---|
| 2–4 | No Reinforcements |
| 5–6 | Flanking Lances |
| 7–10 | No Reinforcements |
| 11 | Chaldrean's Battalion |
| 12 | Saxton's Battalion |
Victory Conditions
Standard victory conditions apply with these additions.
If the Kurita player is not playing a linked scenario, every Kurita ground unit moved off the east edge of the map counts toward his victory point total.
If the Kurita player is playing the linked scenarios, each Kurita ground unit moved off the east edge of the map is saved and may be used in the last scenario.
The scenario is over either when all Kurita units move off the east edge of the map or when, at the end of the Kurita or Davion Attack Phase, the total number of Davion or Kurita lances destroyed exceeds 20.
The Final Push: Scenario Three
The Sword of Light battalion's raid on the Star League storehouse was a complete success, but the Amphigeans' failure to break through the Davion line sealed the commandos' doom. Outnumbered three to one, they fought valiantly but hopelessly against the Davion forces.
If the Amphigeans had broken through, however, the Davion forces might have been forced to concede the warehouse to Kurita.
Game Set-Up
Deployment
Lay out the BattleForce maps as shown in the diagram. The Kurita player places his troops first and anywhere on the map. In Hex 1917 of the northern map, place an Overlord DropShip counter; this represents the entrance to the real Star League warehouse.
After the Kurita player is finished placing his units, the Davion player may place his units on any edge hex on the four sides of the map.
The Davion player has the initiative during this scenario.
House Davion
Johnston's Battalion, 12th Vegan Rangers
- Battalion Headquarters: M6–EL–(16)ESR
- A3–EL–(20), H5–VT–(20), M4–VT–(10)AEP/ESR
- H2–EL–(18), H5–VT–(20), M4–VT–(10)ESR
- H4–EL–(23)
Jenkins's Battalion, Bremond DMM
- Battalion Headquarters: M5–RG–(8)
- A1–EL–(23), H1–VT–(21), M3–RG–(14)
- A2–VT–(25), M1–RG–(18), M4–RG–(10)
- H2–VT–(18), M1–RG–(18), H3–RG–(16)
22nd Special Air Squadron
- *H1–EL–(14), *M2–EL–(15)
- *H1–EL–(14), *L2–EL–(8)B15
- *H2–EL–(24), *L2–VT–(8)B15
Artillery Spotters
- V4–RG–(13)
- V3–RG–(16)
- V8–VT–(2)ESR
- V8–RG–(2)ESR
Off-Board Artillery (See Off-Board Artillery section under Charge of the Hussars)
- Ar2–RG–(30), Ar2–RG–(30), Ar2–RG–(30)
House Kurita
Kismet Battalion, 7th Sword of Light
- Battalion Headquarters: A2–EL–(25)ECM/+2Fp, A3–EL–(23)ECM/+2Fp
- H4–EL–(23)ECM, H2–EL–(18)ECM, M2–EL–(17)ESR
- H5–EL–(20)ECM, H4–EL–(23)ECM, M4–EL–(10)ESR/AEP
- H1–EL–(21)ECM, H1–EL–(21)ECM, L1–EL–(8)ESR
Special Rules
Star League Storehouse
Treat the DropShip counter as a Hardened Building.
Reinforcements
Reinforcements are available only when playing the linked scenarios.
If the Kurita player exited any Amphigean units off the east side of the board during the previous scenario, he may add these units to the Sword of Light's defense.
The Davion player may buy additional lances from the Bremond DMM (see Bremond Draconis March Militia section of the BattleForce Values chapter), using victory points gained during the first scenarios. In addition, the Davion player may spend an additional 100 victory points to buy troops, but the amount spent is subtracted from his total at the end of this scenario. All reinforcements enter during the first turn with the rest of the Davion forces.
Victory Conditions
Standard victory conditions apply with one addition: At the end of the scenario, whoever has a ground unit in the Star League warehouse gains a bonus of 50 victory points.
If playing the linked scenarios, add up the victory points for all three battles, subtract any points spent during the course of the play, and then compare the two numbers normally.
The game is over when all the Kurita or Davion forces are destroyed.