|
Thought I would give you my first impression of Critical Hit's just released Leatherneck 2.
Leatherneck 2 is seven scenarios with the Marines slugging it out with the Japanese over various islands in the PTO, with the eighth scenario involving a skirmish between the Marines and the Red Chinese during the Chinese Civil War in 1946.
The package contains four scenario cards using Critical Hit's (now standard?) scenario layout (at least it's been for their last three products). They still use their clip art which I'm use to by now so no problem. Best yet, no overlays or unmounted counters to deal with.
The only complaints I have with the physical set itself (only $10 or $1.25 a scenario) is that they are not placed on the cards in numerical order. I, like a lot of people, keep my scenarios in document protectors in order. The almost random placement forces me to make copies so they can be stored in order (even AH, after MMP came along got the idea). My other complaint is very minor, every scenario has listed under Handicaps (read balance) "Any mutually agreed upon alteration to either side's OB." If this is going to on all scenarios, why list it at all, of course if both players agree that the Marines don't need the two flame-throwers, then you can play without them.
Overall I would give this set a B-, a B because most of the scenarios are Marines attacking dug in Japanese so not a lot of variety. The "-" because of not putting the scenarios in order, (a little thing but annoying).
If you like the PTO and enjoy this kind of fighting, I recommend this set. If you don't like the PTO at all I would say, don't bother.
Basically, not a rip-off, but not a must have.
Butt-ugly cover sheet and 8 scenarios All scenario cards are printed on heavy card stock. Layout is in the standard CH! Format with CH! Graphical representations of ASL counter art. Scenario cards are not numbered consecutively for ease of filing.
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.
LNII-1: AIRFIELD FRACAS Peleliu,Palau Islands, 15 September 1944 7 turns Scenario Attacker: Marines Map area: 38 (half board) 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 Bougainville, Solomon Islands, 18 December, 1943 8.5 turns Scenario Attacker: Marines Map area: 3 boards (34, 37, 39) 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 Asan-Adelup Beachhead, Guam, 26 July, 1944 7.5 turns Scenario Attacker: Japanese Map area: 34 (half board with overlay 4) The Japanese must cross length wise 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 Cape Gloucester, New Britain, 2 January, 1944 6 turns Scenario Attacker:: Marines Map area: 34 (half board) 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 Peleliu, Palau Island, 15 September, 1944 11.5 turns Scenario Attacker: Marines Map area: 15 (half board with Ocean and Beach overlays 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 Peleliu, Palau Islands, 18 September, 1944 7 turns Scenario Attacker: Marines Map area: 17, 32, 37, 38 (all half boards, 2 board equivalent and numerous overlays) The Marines must control => 13 building/rubble hexes without losing >= 32 CVP. To accomplish 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" Tarawa Atoll, Gilbert Islands, 22 November, 1943 8 turns Scenario Attacker: Marines Map area: 35, 37, 38, 42 (all half board, 2 board equivalent and numerous overlays). 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 available. The Japanese get 25 squads AND 10 "?", good leadership, SW's and fortifications to deny the Marines victory. There's even a mandatory Banzai charge (SSR 5).
LNII-8: ON CHINA STATION Tientsin-Pieping Road, Northern China, 29 July 1946 7 turns Scenario Attacker: Marines Map area:17, 19 (2 full boards) 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.
|