Panzer Grenadier Battles on November 21st:
Desert Rats #16 - The Panzers Pull Back Desert Rats #19 - The Panzers Return
Desert Rats #17 - The Tomb Of Sidi Rezegh Jungle Fighting #7 - Line Of Departure
Desert Rats #18 - A Pibroch's Skirl South Africa's War #5 - Irish Eyes
Errors? Omissions? Report them!
Hielan Laddie
Heraklion #2
(Defender) Germany vs Britain (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for POCH002
Total
Side 1 0
Draw 2
Side 2 5
Overall Rating, 9 votes
5
4
3
2
1
3.56
Scenario Rank: 382 of 940
Parent Game Heraklion
Historicity Historical
Date 1941-05-24
Start Time 06:15
Turn Count 18
Visibility Day
Counters 0
Net Morale 0
Net Initiative 0
Maps 2: 98, 99
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 150
AAR Bounty 159
Total Plays 7
Total AARs 3
Battle Types
Breakout
Inflict Enemy Casualties
Road Control
Urban Assault
Paradrops
Conditions
Randomly-drawn Aircraft
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Heraklion Base Game
Parachutes Over Crete Maps + Counters
Road to Dunkirk Counters
Introduction

On the previous day the Argyll and Sutherland Highlanders finally cleared Cheretis Farm and proceeded northward. Their attempts to clear the area south of Heraklion went poorly and a German counterattack drove them back to the Gournes area. During the night two more Highlander companies in addition to the battalion’s recon and command elements reached Gournes and made ready to move northward early in the morning.

Conclusion

The Highlanders moved out at 0500 and quickly began taking heavy small arms and mortar fire. Anti-tank fire forced the Bren carriers to break off their advance and seek cover. At 0730 the German Air Force appeared and greatly complicated movement. To overcome this, battalion commander Lt. Col. R.C.B. Anderson sent Company C and the mortar platoon forward to keep the advance going.

While the rest of the battalion attacked, Company D was cut off from them when a company of paratroopers who had been left behind in Greece due to a lack of transport planes dropped just behind them. Only 17 Scots managed to extract themselves from the confused fighting that followed and rejoin the battalion. The other companies involved suffered only light causalities before breaking off the attack. Having failed by daylight, after night fell the battalion infiltrated though the scattered German positions to reach friendly lines outside of Heraklion.


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.
  • 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 (5)

5 Errata Items
Scen 2

Wondering if the British reinforcements should enter from the south rather than the north as specified. If they enter from the north they can gain the VPs for exiting off the north edge much too easily.

(joe_oppenheimer on 2022 Feb 16)
Scen 2

The British reinforcements enter from the south edge, not the north. This errata has been confirmed by Mike Perryman.

(plloyd1010 on 2022 Feb 19)
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 (3)

Heraklion, scenario #2: Hielan Laddie
Author JayTownsend
Method Solo
Victor Draw
Play Date 2022-03-27
Language English
Scenario POCH002

Heraklion, scenario #2: Hielan Laddie

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 awarded for various things but Cheretis Farm is the key.

Maybe a little bit more interesting than the first scenario, as the Germans get an actual parachute drop. I always enjoy scenarios with airborne landings. The victory condition are very similar to the first scenario but the British get 4 points for having an undemoralized unit on or adjacent to the road hex on map 98 and the Cheretis Farm hex is worth 4 points and each eliminated enemy step is worth 1 point.

Here lied my problem, the British easily secured the Farm and maybe should have sat back and let the scattered German forces come to them but with such a nice supply of British Infantry, I sent them forward to those four road points. This opened them up to a pounding from the German Airforce that pretty much saved the Germans and then the German paratrooper drop and the Germans were able to put a lot of pressures on the British.

The End result was the British lost 9 steps & 2 Leaders while taking 4 points for the Farm and another 4 points for a road hex on map 98, while the Germans lost 3 steps and 3 Leaders, thus giving the British 11 points, while the Germans received 9 points. The margin of difference was only 2 points, so another Draw.

0 Comments
You must be a registered member and logged-in to post a comment.
Many Scots and Futile Shots . . .
Author treadasaurusrex (Germany)
Method VASSAL
Victor Britain
Participants Blackcloud6 (AAR)
Play Date 2022-08-24
Language English
Scenario POCH002

This was a very long 3-session play-through with the patient and thorough, blackcloud6, as the attacking British Commander. I played the ill-equipped, German Airborne force assigned to hold the Cheretis Farm, as well as the north-south road – while inflicting as many casualties as possible. This was a scenario that is significantly unbalanced in favor of the Highlanders. It is suitable for solo play only IMHO.

The 1st session (game turns 1-9) mostly consisted of a cat-and-mouse long range DF dice rolling contest with an extended left flank move by the Highlanders, led by a platoon of universal carriers. Later, a company-sized German paradrop was successful during turn 7, landing on Map 98 just northeast of the town of the road. No casualties were recorded this session, although a combined total of EIGHT, combat 7-die rolls were thrown. The balance of the Scottish troops arrived the same turn on the south edge of the battle map.

Overall, the 2nd session (game turns 10-16) of this very tedious die-rolling competition featured numerous poor die rolls for the defending Germans and significantly better luck for the attacking Scots. The Highlanders methodically closed on the south and east of the Cheretis Farm and then several turns later, finally managed to break the morale of the small garrison, who eventually fled during the 15th game turn. In the north, the newly arrived paratroopers managed to push back the Scotties from the road but were not able to decisively engage this force, who managed to dodge to the west and south, where they then proceeded down the road to occupy a portion of the 3-hex town. In all sectors, German defenses were collapsing inward, and the end was clearly in sight. In hindsight, it was a serious mistake to send the reinforcement north to challenge the Highlanders in the olive orchards along the road. They should have been sent south to reinforce the southern front and perhaps recaptured the Cheretis Farm.

Step losses at the end of this overlong session were at an even 4 for both sides, and after the German Major was eliminated, the defending side’s initiative fell to 0 due to decapitation. The victory point total had swung irretrievably in favor of the Highlanders, at 12 to 4, with all their geographical objectives achieved. A combined total of SIX, combat 7-die rolls were thrown in this session. The very slim hope was for the paratroopers to inflict an additional 5 steps losses, and perhaps secure a portion of the north-south to deny a major victory to the Scots.

The final session (game turns 17-18 ) featured the abject rout of the remaining German troops in the vise that had formed north and south of the 3-hex town. The ultimate victory point total was: 14 for the victorious Highlanders and 5 for the defeated German paratroopers. A combined total of only THREE combat 7-die rolls were thrown in the last 2 turns.

0 Comments
You must be a registered member and logged-in to post a comment.
Let's Run Against the Wall Laddies
Author Blackcloud6 (Britain)
Method VASSAL
Victor Britain
Participants treadasaurusrex (AAR)
Play Date 2022-08-24
Language English
Scenario POCH002

I played this against the indefatigable Tredasaurusrex who covers the action well in his AAR. I figured in this one, the Scots had to get as many points as soon as they can and force the Germans to then counterattack. My plan was to try to run the Bren carrier quickly to the north to exit the one required infantry platoon for two points while a company of infantry covers the bran carrier's flank and then head to the road for those VC. Meanwhile the main attack would hammer away at the farm. The flanking plan worked and forced the German reinforcements come in by paradrop at the north end of the map, thus keeping them away from the bloody fight at the farm. Mid game was a long dice rolling match as both sides fired away at each oat the farm and at the Scots' road position, here they managed to dig. With both sides having high morale and the nasty Fallschirmjaegers have a few 2 morale leaders, it turned into a dice contest.

But once the Scots' reinforcements came in, they gained fire superiority and thus more chance at good luck and the Germans in the farm crumbled. Then the northern Scot's ran south and got into the town on Board 98 and couldn't be rousted.

Not a bad scenario, I gave it the two rating though because these urban assault against high morale troops canturn into a contest of luck and not skill.

0 Comments
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.491 seconds.