Rout Pak III

This iswhat you get in the CH! Rout Pak III. I've tried not to comment on the quality of the scenarios since I have not played them yet. 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.

RPIII-1: THE DRAGONS' CLAW

The French have a choice of gainin 24 CVP or controlling 20 buildings without losing >= 20 CVP of their own (an automatic loss). To accomplisht these missions they have 13 squads, a couple of crews, 5 S35's, 3 Laffty 520's amd good leadership. SW's are plentiful. The Germans have 12 squads, mediocre leadership and SW's (though they do get 1 37L ATG and 2 Kfz1's. They are put at further disadvantage with a random breaking procedure which DM's half of the German defenders.

RPIII-2: FLAMED IN FRANCE

An all out tankers delight... armor only. the British get Mk VI's(x2), A13's (x6), and A13 CS's (x1)along with a 8-1 armor leader. The Germans have 2 Pz IIA's, 6 Pz 35t's, 3 PSW 231 (6 rad) and a 9-1 armor leader. The Brits get a 6 VP bonus at start of game. Both sides gain VP's for exiting the enemy board edge or having all of its AFV's on the opponent's half of the map area. CVP's are also gained normally. A side can lose immediately if they have <=1 mobile AFV with functioning MA on boards anytime during the scenario.

RPII-3:: A FUNNY KIND OF WAR

The British must control >= 11 points of buildings/bridges wot win. The German player gets to establish the value of several buildings and bridges prior to start of play to add to the uncertainty of the scenario. To accomplish their mission the British have 12 squads, good leadership, adequate SQ, and a mix of armor including 2 Sherman Crabs, 4 Sherman V's, 2 Wasps, and 4 Ram Kangaroos. To check the British attack the Germans aheb10 squads, good leadership, 30 factors of mines, 2 50L ATG;s and a 20L flak AA gun. To aid in the defense they also have 6 trenches and a mixed bag of SW's.

RPIII-4: SAVING MADAGASCAR

The British can win by amassing >= 35 CVP and earn double CVP for units exited across the enemy end of tehe map area. They get 15 squads, good leadership and SW with 2 Bren A Carriers, 3 Valentine II's and 2 Tetrarch's. To stop the Brits the French get 12 squads, adequate leadership and SW's and 2 75 ART pieces. They have plenty of fortifications to assit in the mission including pillboxes, trenches, wire and a roadblock.

RPIII-5: A ROOM WITH A VIEW

The Finns win if there is no GO Russian MMC in building 40oL7 and they lose if the take >= 21 CVP in casualties. To accomplish the mission they have 20 squads and excellent leadership and SW, and a 75mm OBA module. The Russians have 22 squads, adequate leadership and SW's along with a 75mm OBA module of their own. They also receive 2 T26 M33 and 1 T26S M37 tanks.

RPIII-6: HAMPSHIRES ON THE HILL

The Germans win immediately upon controlling all buildings an half of board 11 so long as there are no GO British units on a hill and the Germans have not lost > 35 VP. The Germans ger 11 squads, adequate leadership and SW and have 4 Pz VG(L), 3 SPW 251/1's, 1 SPW 251/10 and 1 SPW 251/smg HT's. They also recieve a 75mm OBA module. To counter the German thrust the Brits get 13 squads, solid leadership and SW, 10 "?", a lone Churchill VII, a Carrier MMG A and a solitary 76LL ATG. They also receive a 120mm OBA module with some SSR restrictions on its use.

RPIII-7: DECAPITATION

It's a race to recover bodies. The Russians will immediately if they recovery "bodies" defiened in SSR's. The Germans must go a step further by recovering bodies and controlling 10 buildings. The Russians have 17 mixed squads, OK leadership and SW. They also get 12 "?" to confuse the issue. The Germans have 10.5 SS squads and excellent leadership along with 12 "?"? of their own.They have available a 81mm OBA module. They also receive 3 Pz IVF2's and 2 StuG IIIG's Ground snow is in effect.

RPIII-8: ANOTHER DAMN BRIDGE

The Germans must cross the river with 4 manned tanks with functioning MA or control building 41FF2 and accumulate >= 18 CVP while having lost fewer CVP. They have at their disposal 9 squads, good leadership and l=plentyu of SW's. Their AFV's are 2 PZ VG's, 2 PZ IVJ's and 3 SPW 251/1's. To stop the Germans the American force consists of 6 squads so-so leadership and SW. They are reinforced by 1.5 squads and 2 M36B1's, 2 M20's and a jeep. Mist rules are used from KGP along with soft ground.

 


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