Leatherneck
II
OK guys this is what you get in the CH! Leatherneck II Scenario Pack. I've tried not to comment on the quality of the scenarios since I have not played them yet just got the pack today. I only offer a brief description of the actions and OB's. Make up your own minds if this is a must have scenario pack or not. To order go to Critical Hit's Webpage. A link has been provided on my favorite ASL Links page.
LNII-1: AIRFIELD FRACAS
Got to take the airstrip. Marines have it all. They are given 14 squads, good leadership, SW, 3 Shermans, 81mm OBA AND 1 '44 FB. Japanese start with 4 squads, good leadership and heavy on the SW. Japanese also get 10 squads, excellent leaders and SW plus 6 Type 95 HA-GO's. The Marines may enter on turn 1 or later.
LNII-2: HELLZAPOPPIN' RIDGE
The Marines must attack a fortified Japanese cave complex and control all 5 pillboxes by the end of game. The Japanese have to defend an attack on two fronts starting sandwiched in between the Marine attackers. The Japanese get 13 elite and 1st line squads, average leadership and good SW's. The Marines get 25 squads, excellent leadership and SW's along with 3 '44 FB's, though the FB's hang around only one game turn.
LNII-3: "WE HOLD HERE!"
The Japanese must cross lengthwise a half board through the Marine position with 4 squad equivalents. This is a night scenario. SSR's make this attack especially bloody for the Japanese by inflicting additional casualties for CR's and failed MC's. The Japanese get 16 squads and average leadership. The Marines start with 5 squads and good leadership. They also receive a platoon of reinforcements on turn 4 which will hopefully be adequate to turn the Japanese tide.
LNII-4: SUICIDE CREEK
The Japanese get 8 squads above average leadership, good SW's, all of which may be HIP. The Marines get 12 squads, and good leadership. To win the Marines must have 5 GO squad/equivalents east of hexrow Z, a tall order given the HIP and distance to advance since they must cross a stream considered difficult terrain.
LNII-5: STORMING THE POINT
This is beach landing, cave busting bitch. The Japanese get a 6 cave complex complete with 4 pillboxes and trenches. They also get 9 squads, solid leadership, excelled support weapons. The 16 Marine squads , with excellent leadership and SW plus 6 LTV4's for transport. The Japanese must be set up dispersed (no more than 1 MMC per hex). The fight is for control of the cave complex and pillboxes.
LNII-6: SECOND DAY IN HELL
The Marines must control => 13 building/rubble hexes without losing >= 32 CVP. To acc omplish this task the Marines get 15 squads/equivalents, excellent leadership and SW's. To hold the Marines at bay, the Japanese get 7 squads, good leadership, lots of SW and fortifications, and a module of 70mm OBA with offboard observer.
LNII-7: 'FORLORN HOPE"
This is a King of the Hill scenario with the Marines required to control all level 1 hexes with no GO Japanese MMC adjacent to a hill hex. The Marines start with 4 HS's on board 35 and receive 25 more squads to be set up on beach/hinterland hexes. There is even a contingent of M4A2's availa ble. The Japanese get 25 squads, good leadership, SW's and fortifications to deny the Marines victory. There's even 10 "?" and a mandatory Banzai Charge (SST #5).
LNII-8: ON CHINA STATION
The Marines are pitted against the Chinese Communists. The Chinese forces are set up on board to interdict the Tientsing-Pieping road. The Marines enter by convoy and must exit >= 12 VP from either end of the playing area. The Chinese get 12 squads of dubious quality and leadership. The Marines fare little better receiving only 6.5 squads a gaggle of trucke MG equipped jeep.
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