The Crucial Battle for Crete | ||||||||||||||
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This was a 5-session play-through with the relentless & fierce OldPueblo leading the attacking German paras and mountain troops. I had the defending elements of the CreForce in this 20-turn bloodletting. We used the FOW, consolidation, extended assault, smoke and excess initiative optional rules, in what ultimately turned into a very close win for the Allied defenders. Both sides drew good sets of leaders. Others have able reported on this fight, so I will summarize here. The Maoris & the small contingent of British light tanks proved to be the decisive factors in this one - coupled with the mostly ineffective Luftwaffe air strikes. The Maoris ended up with all of the town of Pythgos (Map 99) thanks to some adroit flanking maneuver and the elimination of the senior German leader by close assault, relatively early in the game. There were multiple, adjacent-hex firefights and lengthy, close assaults throughout our play-through. Most of these were won by the defenders, who then outmaneuvered the paras and repeatedly managed to kill off their leaders. Our final victory points were 33-4 in favor of the Commonwealth boys of CreForce. Unexpectedly, no British light tanks were lost, and a number of Jerry positions on Hill 107 were overrun & liberated. This outcome would have likely won the campaign on Crete for the Allies, and thereby denied the use of this island as a base for air & logistical support for Rommel's troops in North Africa. Let's hear it for changing history on the PG board map! We give this one an enthusiastic rating of 4, and recommend it for both SHARED and SOLO play. |
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