06-18-2020, 10:58 PM,
(This post was last modified: 06-18-2020, 11:17 PM by saracv3.)
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saracv3
Sergeant
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Posts: 398
Threads: 53
Joined: Jun 2013
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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)
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06-19-2020, 12:49 AM,
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plloyd1010
First Sergeant
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Posts: 3,489
Threads: 357
Joined: Jun 2012
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RE: Crete Scenario #6: The Second Day
I see:
- Set up first, on Board 99 on or south of the road including town hexes 0309, 0605, 0706 and 0707.
- Set up first, on Board 96 east of the river.
- Set up first, on Boards 96 and/or 99 north of the road including town hexes 0604, 0704, 0705, 0804 and 0805 on Board 99.
- The Cretans in a town hex.
Units in orchards & vineyards are spotted at 5 hexes, and the first hex does not block LOS.
It looks like it should work to me.
... More and more, people around the world are coming to realize that the world is flat!
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06-19-2020, 01:39 AM,
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saracv3
Sergeant
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Posts: 398
Threads: 53
Joined: Jun 2013
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RE: Crete Scenario #6: The Second Day
Ok, if I leave all Allied units where they are setup right now, in other words, being ignorant of the 5 hex LOS, I think the scenario will work as is.
In most of the set up, the NZ units must be in certain locations; they don’t have a choice. If the Germans scout the town, I can arrange for them to be in cover of some sort, although it appears that the enemy would still have LOS. This follows the maxim in the rules that “if you can see him, he can see you.
Another small edit error I see in this scenario, other than it obviously does not take place in 1940, is that part of the 23rd Infantry Battalion sets up in the village in 99:0308, not 99:0309. This would seem more in accordance w the intent of occupying the dwellings for cover.
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