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Overall Rating, 4 votes |
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3.25
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Scenario Rank: --- of 940 |
Parent Game | Heraklion |
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Historicity | Historical |
Date | 1941-05-25 |
Start Time | 08:00 |
Turn Count | 16 |
Visibility | Day |
Counters | 50 |
Net Morale | 0 |
Net Initiative | 1 |
Maps | 2: 96, 98 |
Layout Dimensions | 56 x 43 cm 22 x 17 in |
Play Bounty | 167 |
AAR Bounty | 165 |
Total Plays | 3 |
Total AARs | 2 |
Battle Types |
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Breakout |
Delaying Action |
Inflict Enemy Casualties |
Conditions |
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Off-board Artillery |
Randomly-drawn Aircraft |
Terrain Mods |
Scenario Requirements & Playability | |
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Heraklion | Base Game |
Parachutes Over Crete | Maps + Counters |
Road to Dunkirk | Counters |
Introduction |
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In the five days since the Germans had dropped west of Heraklion, little progress had been made toward securing the town. On the 21st they broke into the city, but the Greeks drove them back out. On the 22nd they hadn’t even managed that much. For two days afterwards they rested, gathering more stragglers and allowing Col. Bruno Bräuer to gain control of his scattered paratroopers. Meanwhile the Allies had re-shuffled their deployments, giving the British the responsibility for defending the Cretan capital. |
Conclusion |
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The attack lacked enough men to seriously threaten Heraklion and soon ran out of steam. Bräuer, disappointed at yet another failure, cancelled all further offensive actions until reinforcements arrived. To strengthen his position against expected British counterattacks, the survivors of Schulz’s depleted force would swing to the south before heading eastward to join the rest of the 1st Parachute Regiment east of Heraklion. |
2 Errata Items | |
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Two British infantry have their full strengths printed on the back. They should both be "2-3" when reduced. (Shad
on 2010 Dec 15)
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Reduce strength direct fire value be came 5-5 in Army at Dawn. (plloyd1010
on 2015 Jul 31)
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How to setup the Brits? | ||||||||||||||
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The Germans get points for exiting units and British step losses. 17 hexes wide length.with two hills and lite woods to round out the terrain. The Brits set up where the two maps abut. or west. I did forget about my OBA for the first 7 turns. I split my forces on both hills after the German setup. The 3 guns with DF value moved one hex a turn. I pu 3 units and I could not strip them. The 3 para would have abandon the guns and mad for the map edge. That is 6 points for 6 steps verses 3 for the 3 gun losses. Those paras leaders are very good.I got lucky with the German plane draw. Maybe setup on one side and force the Germans to lateral then go for the edge. Maybe the Germans will go straight toward the Brits. Bog them down in assaults and the none used Paras can go for the maps edge. One thing for sure British set up is after the Germans'. That will determine how thw British react. |
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0 Comments |
A Boring Infantry Slugfest in the Hills of Crete | ||||||||||||||
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This was a standard, relatively boring, scenario that requires the Jerry paratroopers to exit units and accumulate Tommy step losses. I led the Germans and the methodical & doughty CavDo managed the Brits in this 4-session play through. Both sides drew crummy leaders, with the high morale, Wehrmacht boys coming out slightly ahead with more combat modifiers. The Brits suffered a senior leader decapitation in the 8th game turn, that caused a fair measure of havoc down the chain of command. All in all a pretty average fight. The German were mostly on defense, with only a pair of decent counterattacks and just two decent air strikes. They also managed to throw a great many combat 7-die rolls, The Tommies generally react to the Jerries and also threw many combat sevens. Eventually the Germans slide off the board, with 4 steps lost, while the Brits lose 11 steps resulting in a unfulfilling Wehrmacht victory. This gamey scenario is in need of a rewrite. As published, it is better suited to SOLO play. It barely rates a 3 from me. Give this tedious one a pass in SHARED play. |
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0 Comments |