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Crete Scenario #6: The Second Day
06-18-2020, 10:58 PM, (This post was last modified: 06-18-2020, 11:17 PM by saracv3.)
#1
Crete Scenario #6: The Second Day
Like some other Crete scenarios, this scenario has a fundamental play flaw in the instructions. Units on both sides are not to move for the First 3 turns. Three German reduced PARA units are instructed to setup “in a cover hex(es)” [Not stacked together] on two boards that New Zealand units are setup.

My interpretation of this is that the Germans are to set up out of sight of the enemy. Thus they can’t spot the enemy if they can’t move. And the enemy can’t move, either.

But the Germans get 4, yes 4, aircraft on the 1st two turns! Problem is, there are no spotters for these planes if the Germans can’t move and are set up out of sight from the New Zealanders.

I do have a simple idea: Allow all units to move beginning on turn 1. Or allow the Germans to move . They all have leaders with them. The intent here appears to be that they are advanced scouts. In fact, all other German units enter the game on turn 3. If no one gets to move until turn 3, the game really begins on turn 3, which makes it turn 1 in reality! (Who’s on first)


Questions? Answers? Confused like me?{Which is the title of my next book) Huh
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Messages In This Thread
Crete Scenario #6: The Second Day - by saracv3 - 06-18-2020, 10:58 PM
RE: Crete Scenario #6 The 2nd D - by plloyd1010 - 06-18-2020, 11:21 PM
RE: Crete Scenario #6 The 2nd D - by saracv3 - 06-19-2020, 12:49 AM

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