Panzer Grenadier Battles on April 27th:
Arctic Front Deluxe #40 - Children's Crusade Broken Axis #14 - Târgu Frumos: The Second Battle Scenario 3: Sledge Hammer of the Proletariat
Army Group South Ukraine #6 - Consternation Road to Berlin #73 - She-Wolves of the SS
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The Thin Red Line
Heraklion #1
(Defender) Germany vs Britain (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for POCH001
Total
Side 1 2
Draw 3
Side 2 3
Overall Rating, 10 votes
5
4
3
2
1
3.4
Scenario Rank: 493 of 913
Parent Game Heraklion
Historicity Historical
Date 1941-05-23
Start Time 17:00
Turn Count 18
Visibility Day
Counters 22
Net Morale 0
Net Initiative 0
Maps 2: 98, 99
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 157
AAR Bounty 141
Total Plays 8
Total AARs 6
Battle Types
Delaying Action
Exit the Battle Area
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Heraklion Base Game
Parachutes Over Crete Maps + Counters
Road to Dunkirk Counters
Introduction

Shortly before midnight on May 18th, the British destroyer Glengyle dropped anchor 500 meters off Tymbaki on the south coast of Crete and the 1st Battalion of the Argyll & Sutherland Highlanders came ashore. They remained under cover on the 19th to avoid the ever-present German ground attack aircraft. The only exception was the Bren Carrier platoon under Lt. Guy Valentine, who went to see if the area south of Agioi Deka along the road across the island to Heraklion could be turned into an emergency airfield. Valentine reported that it could be and two companies moved up join him at Agioi Deka while another moved to Moires. On the 23rd the battalion marched northward to clear the area southwest of Heraklion of Germans, joined by the last two operational Matildas on Crete on their way to Chania. The first objective was to drive the Germans from Cheretis Farm. Once that was accomplished, they were to attempt to secure Stavromenos.

Conclusion

Valentine’s Bren platoon reached Cheretis Farm at 1000 and it took an hour for them to determine that the enemy could be driven from the area with the forces available. Due to a lack of transport most of the battalion remained in Agioi Deka and only A Company arrived. It took an unusually long time to organize the attack and the Scots infantry didn’t go forward until late afternoon. They took Cheretis Farm rather quickly and the small force proceeded with the armored vehicles in the lead.


Display Relevant AFV Rules

AFV Rules Pertaining to this Scenario's Order of Battle
  • Vulnerable to results on the Assault Combat Chart (7.25, 7.63, ACC), and may be attacked by Anti-Tank fire (11.2, DFT). Anti-Tank fire only affects the individual unit fired upon (7.62, 11.0).
  • AFV's are activated by tank leaders (3.2, 3.3, 5.42, 6.8). They may also be activated as part of an initial activating stack, but if activated in this way would need a tank leader in order to carry out combat movement.
  • AFV's do not block Direct Fire (10.1).
  • Full-strength AFV's with "armor efficiency" may make two anti-tank (AT) fire attacks per turn (either in their action segment or during opportunity fire) if they have AT fire values of 0 or more (11.2).
  • Each unit with an AT fire value of 2 or more may fire at targets at a distance of between 100% and 150% of its printed AT range. It does so at half its AT fire value. (11.3)
  • Efficient and non-efficient AFV's may conduct two opportunity fires per turn if using direct fire (7.44, 7.64). Units with both Direct and AT Fire values may use either type of fire in the same turn as their opportunity fire, but not both (7.22, 13.0). Units which can take opportunity fire twice per turn do not have to target the same unit both times (13.0).
  • Demoralized AFV's are not required to flee from units that do not have AT fire values (14.3).
  • Place a Wreck marker when an AFV is eliminated in a bridge or town hex (16.3).
  • AFV's do not benefit from Entrenchments (16.42).
  • AFV's may Dig In (16.2).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • Closed-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables. Do not take step losses from Direct or Bombardment Fire. If X or #X result on Fire Table, make M morale check instead (7.25, 7.41, 7.61, BT, DFT).
  • Closed-top AFV's: Provide the +1 modifier on the Assault Table when combined with infantry. (Modifier only applies to Germans in all scenarios; Soviet Guards in scenarios taking place after 1942; Polish, US and Commonwealth in scenarios taking place after 1943.) (ACC)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).

Display Order of Battle

Britain Order of Battle
Army
  • Mechanized
Germany Order of Battle
Luftwaffe

Display Errata (3)

3 Errata Items
Overall balance chart for 869

All Bren carriers should have a movement value of 7.

(Shad on 2010 Dec 15)
Overall balance chart for 855

Two British infantry have their full strengths printed on the back. They should both be "2-3" when reduced.

(Shad on 2010 Dec 15)
Overall balance chart for 39

Reduce strength direct fire value be came 5-5 in Army at Dawn.

(plloyd1010 on 2015 Jul 31)

Display AARs (6)

Heraklion, scenario #1: The Thin Red Line
Author JayTownsend
Method Solo
Victor Draw
Play Date 2022-03-25
Language English
Scenario POCH001

Heraklion, scenario #1: The Thin Red Line

Most of the game was focused around the farm hex of hex number 0308, as it is worth 4 points and probably the game, there are some other points award for various things but Cheretis Farm is the key.

The Germans started the game in control of Cheretis Farms with a reduced PARA and one leader. As the larger British force enters the map, a few turns later, they expel the Germans but the Germans roll well on their reinforcements and they enter the map on turn three. The German then assault the farm and have an engineer units to boot. Meanwhile the British are busy existing the Matilda tank unit off the northern edge of the map for 2 points.

The Battle at the farm raged throughout the game, back and forth, pushed out, recover enter again. The British got lucky and were able to stay in the Farm hex but so did the Germans, so the Farm hex was contest and no points were awarded for it.

Point totals; The Germans got 5 points for eliminated British steps and one leader as well. The British got 1 point for eliminated German unit and also a leader as well but got the additional 2 points for exiting the Matilda. So with a final score of Germans 5 point to the British 3 points this game was a Draw.

Nothing special about this scenario but the fact it is a low unit count and only 18 turns so you can setup fast, play fast when you don’t have too much time, for this reason I gave it a 4 out of 5 but it should maybe be 3.5.

0 Comments
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Red Line Holds
Author thomaso827
Method Solo
Victor Britain
Play Date 2023-02-03
Language English
Scenario POCH001

Lots of lucky dice rolls today, but the first rush with the Been and platoon escorted by the Matilda succeed ed in taking the farm in one assault. The German reinforcements didn't get on the board until turn 5, giving the British time to consolidate and deploy, with the major and 2 platoons in the woods to the east of the farm and the captain with mortar and infantry going to the Rocky ground to the west. I'm desperation, the Germans attempted an assault on the farm after a few turns of failure to inflict any casualties from direct and bombardment fire, and paid the price with more step losses. As darkness fell, German leaders wandered looking for their demoralized paratroops. British held the farm and caused 3 step losses for a major victory. I couldn't get the Matilda off with all the Germans wandering on the road. Fun little scenario.

0 Comments
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Brits need t obe sneaky
Author Dan_Huffman (Britain)
Method Face to Face
Victor Draw
Participants unknown
Play Date 2022-06-15
Language English
Scenario POCH001

I advance the a couple units to gets points for exiting units. Took too much effort to capture the farm. Left it empty and naturally two para units went after the farm. It ended up being contested for no UK points.

Somehow screen the the exiting forces and the farm. Getting a para losses to get more point for a win will help.
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Heraklion Scenario One: "Thin Red Line" — (Debut Panzer Grenadier Solo-Learning Play!)
Author Mikirk
Method Solo
Victor Britain
Play Date 2022-07-02
Language English
Scenario POCH001

The Brits stumbled into a confusing situation, basically. They really didn’t know the Rules very well, and consequently forgot to do a lot of important things. Such is the nature of green troops. Plus, having read somewhere that the German infantry had nothing to counter the limping Matildas, they just “drove them up the road” right at the marching Luftwaffe platoons. Needless to say, they disappeared from the map in the first assault…

So, imitating the enemy’s early success, Tommy moved right into Cheretis Farm and engaged the seemingly hapless half-platoon garrison stationed there with an able commander. There ensued many many, too many action segments and game-turns during which an approximation of the Founding Father’s conception of a properly executed Assault procedure was, let’s say, “bungled”. The outskirts of the farm also saw skirmish after inconclusive skirmish, disruption and recovery, recovery and disruption, &cetera, into the quickly descending darkness, which shortened up everyone’s range of vision, fire, and movement.

Even the slopes, which had somehow magically overridden the strict scenario instructions, held little sway in terms of decisive advantage or obstacle. But eventually the Brits prevailed in the tiny one-hex hamlet, though they were stymied from any significant progress forward. However, actual losses were minimal—only that one aforementioned waltzing Matilda section. Whilst the small Luftwaffe contingent took something of bloody nose in their 7-step loss.

It sure didn’t LOOK like a Major Victory as the night wore on, but the tally said otherwise.

0 Comments
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Buying the Farm
Author Blackcloud6 (Britain)
Method VASSAL
Victor Britain
Participants treadasaurusrex (AAR)
Play Date 2022-07-21
Language English
Scenario POCH001

The Brits have to take the farm, caused casualties and get on to the road to the north and if possible exit infantry and the 1/2 tanks platoon. They have a reinforced infantry company to do this with.

The plans was to move the infantry up and have the mortar support by direct lay fire into the town while the AFVs move north to slow down the German reinforcements. This worked well as the infantry force got lucky and wiped out the German half strength parachute platoon in the farm. The Matilda's and Bren carrier went north to delay the Germans and gained some time doing so by falling back each time the Germans closed. Finally, the Germans assault the town but their suppressing fire was ineffective and the Brits managed to keep enough of the Germans disrupted or demoralized to prevent and assault. The Brits did move forward some infantry and the Bren carriers to assault the enemy mortar platoon and gain the road victory conditions.

A fun quick scenario to play but it is a somewhat dicey.

0 Comments
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Penance in Crete
Author treadasaurusrex (Germany)
Method VASSAL
Victor Britain
Participants Blackcloud6 (AAR)
Play Date 2022-07-21
Language English
Scenario POCH001

This was a very quick, single session play-through with the thoughtful and aggressive, blackcloud6, on offense as the British Commander with orders to liberate the Cheretis Farm. I led the hapless German defenders to an ignominious 11-1 defeat in this decently balanced scenario. Highlights included, the British side deploying their armor very effectively as a blocking force to slow down the Jerry reinforcing column on the main road on Map 98. Also there were two lucky shots on either side: the German one managed to halve a single Scottish infantry platoon with a snake eyes throw; and the British managed to eliminate an entire German HMG outfit with another 2-throw. The farm quickly changed hands and a small contingent of the quick-thinking Scots ran up north to besiege Jerry's sole mortar platoon in the 3-hex town on Map 98 before nightfall - allowing them to hold a road hex at the end of play.

While it was fun to play, this game was plagued by a combined 11, combat 7-die rolls that repeatedly caused well-setup-and-sequenced attacks to fail miserably. We plan on playing the second scenario in this 2-scenario battle set as our next play-through, which means that I will again be saddled with no AFVs, surly paratroopers, and a poorly-designed battle map. Oh well . . . no tanks = no fun!

4 Comments
2022-07-22 05:33

Septasaurusrex?

2022-07-22 05:33

Septasaurusrex?

2022-07-22 12:15

Tragically, it's more like: "doomed-to-perpetually-throw-sevens-asaurus."

Tough to pick up & throw dice with those tiny, 3-clawed, forearms! Hmm, maybe I should use my teeth . . .

2022-07-22 12:40

How come you hardly ever throw sevens when we play face-to-face? We should x-ray those crummy dice.

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