1st Avalon Hussars

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History

The First Avalon Hussars was formed in 2317 alongside the Federated Suns. By 2750 the First Avalon Hussars had the honor of being the longest continually serving unit in the AFFS. They spent most of their deployment in the Draconis March fighting the Draconis Combine Mustered Soldiery. In the War of Davion Succession the First fought on Marduk, commanded by First Prince Joseph Davion. They were unable to prevent the Prince's death, but their skills and tenacity allowed them to cover all friendly units as the AFFS withdrew from the world. They then fought for four years, slowly being ground down by the DCMS. In 2729 the First Avalon Hussars faced the 4th Sword of Light on Fallon II.[1] After withdrawing from the conflict and rebuilding, they were the first unit to land on Marduk to avenge their Prince's death. After the SLDF intervened and forced the DCMS back to its borders, the First was assigned to garrison Marduk.[2]

The First Avalon Hussars were reactivated during the Jihad as an Light Combat Team drawing elements of the 17th Avalon Hussars. In 3079 they were stationed on Lee as that world's garrison. The Avalon Hussars commander, Marshal Roger William Waters, pushed the unit through its training process and quickly brought the unit back to the level of experience it once boasted.[3]

Between 3081 and 3085 the First Avalon Hussars LCT participated in more than a dozen combat operations. This verified both their combat readiness and the Light Combat Team concept.[4]

Officers

As of 3085, the commanding officer was Leftenant General Angel Waters.[5]

Tactics

Composition History

3085

1st Avalon Hussars (LCT/Regular/Reliable)[5]

  • CO: Leftenant General Angel Waters

1st Avalon Hussars Aerospace Brigade (Green/Reliable)[5]

1st Avalon Hussars Armor Brigade (Regular/Reliable)[5]

  • CO: Leftenant General Jo Murray

1st Avalon Hussars Infantry Brigade (Green/Reliable)[5]

  • CO: Leftenant General Vladimir Babici

Game Rules

During Reunification War scenarios, the Avalon Hussars may employ the following tactics. When attacking, they can either reduce the number of enemy hidden units by 50% or may deploy 50% of their forces in the first half of the map representing the Hussars starting (home) edge. When the defender, they can either put 25% of their units as hidden units anywhere on their half of the board, or they may deploy twice the the normal number of conventional minefields AND if using artillery they can pre-designate twice as many hexes as normal. The controlling player must choose which ability will be used BEFORE choosing any combat units.[6]

References

  1. Era Report: 2750, p. 129
  2. Era Report: 2750, p. 46
  3. Field Report: AFFS, p. 9
  4. Field Manual: 3085, p. 57
  5. 5.0 5.1 5.2 5.3 5.4 Field Manual: 3085, p. 69, "Kittery Prefecture (Kittery Command)"
  6. Historical: Reunification War, p. 182

Bibliography