Panzer Grenadier Battles on December 3rd:
Black Panthers #12 - Champagne Breakfast Heavy Metal #3 - Black Princes
Carpathian Brigade #4 - Fraternal Assistance Jungle Fighting #41 - Patrol Action
Conquest of Ethiopia #39 - Addis Ababa - Djibouti Railway VII Siege of Leningrad #9 - Winter Wonderland
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The Assault Regiment's Assault
Parachutes Over Crete #3
(Attacker) Germany vs Britain (Defender)
New Zealand (Defender)
Formations Involved
Britain 7th Royal Tank Regiment
Germany 1st Air Landing Assault Regiment
New Zealand 21st Infantry Battalion
New Zealand 22nd Infantry Battalion
Display
Balance:



Overall balance chart for PoCr003
Total
Side 1 4
Draw 0
Side 2 1
Overall Rating, 6 votes
5
4
3
2
1
4.33
Scenario Rank: 30 of 940
Parent Game Parachutes Over Crete
Historicity Historical
Date 1941-05-20
Start Time 06:30
Turn Count 24
Visibility Day
Counters 121
Net Morale 0
Net Initiative 2
Maps 4: 96, 97, 98, 99
Layout Dimensions 86 x 84 cm
34 x 33 in
Play Bounty 199
AAR Bounty 165
Total Plays 5
Total AARs 2
Battle Types
Airfield Control
Bridge Control
Hill Control
Surprise Attack
Paradrops
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Parachutes Over Crete Base Game
Introduction

Shortly after 0600, German planes subjected Maleme’s defenders to a heavy and prolonged air strike. The Germans had made a habit of such breakfast air strikes, but not of such length and intensity. Shortly before 0800 the German aircraft began to break off the attack and the Kiwi sentries spotted transport planes and some gliders heading their way.

Conclusion

A widely-scattered drop contributed enough casualties to render the Assault Regiment’s 3rd Battalion combat-ineffective in less than an hour. This derailed the eastern prong of the German attack on the airfield before it had even started. The defenders concentrated on the parachutists trying to reach the airfield from the west, resulting in little German progress. The only promising development was capture of the bridge over the Travronitis River allowing reinforcements to join the attack.

Additional Notes

Use Manx 40mm antiaircraft counters for the British 40mm antiaircraft guns.

The production print of map 98 is missing 3 town hexes, Avalanche press has created a Map 98 overlay to correct this oversight. Philippe Leonard has also created a very nice overlay for map 98 on Board Game Geek.


Display Order of Battle

Britain Order of Battle
Army
  • Leader
  • Towed
Germany Order of Battle
Luftwaffe
  • Towed
New Zealand Order of Battle
New Zealand Army

Display Errata (1)

1 Errata Item
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 (2)

As Predicted
Author SARACV3
Method Solo
Victor Germany
Play Date 2022-06-15
Language English
Scenario PoCr003

This scenario is more of an expansion of PoCr #1 Hil 107 than anything else. At 121 counters and 24 turns spread over fou boards, it encompasses the attack on Maleme Airfield, Hill 107 and the bridge over the Tavorontis River. These sere German objectives at the beginning of the First day, May 20, 1941. It was a hard fought paratrooper victory. But the Kiwi’spulled back and left the airfield to the Germans. It is thought by some historians that if the New Zealanders would have held their positions around Hill 107 and the airfield, the Germans might have been beaten.

Such was not the čaše, and it is difficult to underdtand how the Germans could have lost given their overwhelming firepower. This reenactment played out showing that the Germans had an easier time capturing the three aforementioned objectives than during the actual battle. Ground firepower in the form of the Assault Regiment wasn’t the only advantge of the German attack. They also possessed the Luftwaffe. However, for the most part it was ineffective, but on turn 13, it dramatically turned the slow developing situation on the left flank to the east of Maleme when it destroyed a full strength HMG unit and demoralized an accompanying INF platoon. With this result, the 22nd Battalion positions in this area collapsed and defenses around Maleme became untenable.

The game was stopped in the 16th turn after the decision to tighten its perimeter its overextended positions from the Tavorontis River towards Maleme to bolster the defense around the airfield backfired on Creforce commander Bernhard Freyberg. Nine paratrooper platoons came onto the board close to the bridge u op posed. At this point, the NZ 22nd Battlion was in crisis, with it having lost eight steps and in disarray. The Assault Regiment lost just one step. It appeared that three was nothinng standing in the was of a German major victory.

So why was this scenario rated a four, what with its apparent imbalance? The potential is for a fluid defense which can respond to each attacking force one wave at a time. For this to occur, the German attack must be unncoordinated. Actually this is more of a possibility than a coordinated attack, which is what happened in this game. Luck did play an important part, with the Germans prevailing, especially in Assault combat. Creforce was aggresive in trying to tie up the paratroopers at the airfield, but simply lost the Assaults because of the disparate morale between the two sides. This provided for an an eyeopening and enjoyable scenario!

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Take the Airfield and Clear some Maneuver Room
Author treadasaurusrex (Germany)
Method VASSAL
Victor Germany
Participants OldPueblo
Play Date 2024-09-17
Language English
Scenario PoCr003

This was a 5-session play through of this 4-map, 24-game turn, rather large scenario. My opponent was the hard-fighting and ingenious Old Pueblo leading the defending New Zealander & Brits in a very exciting battle that - though unbalanced - might have gone another way with a more flexible & opportunistic Kiwi defensive posture, and an enhanced counter attack strategy. As it was, my sturdy opponent made the German paras pay dearly for the real estate they took.

We used the FOW, excess initiative, smoke/illum, hidden units (for the Kiwis & Brits) and consolidation optional rules. We also experimented with these three house rules: 1) Road Movement for Mechanized & Foot Units - All FOOT & MECHANIZED units may move on roads at the rate of 1/2 of a Movement Point (MP) per road hex, just like MOTORIZED units, 2) Firing Through or Over Friendly Personnel Units - All AT guns, AFVs, Infantry guns (direct fire), Anti-Aircraft (AA) guns and HMGs may fire over or through friendly personnel units. In the case of HMGs, AA guns & Infantry Guns, there must be one unoccupied hex between any friendly unit that is being fired over and the targeted hex as in the current rule (10.1, page 24), and 3) Dug In Units are Automatically in Limiting Terrain in Desert Games - Unless prohibited by special scenario rules, ALL units that are dug-in on slope hexes are considered to be in limiting terrain and are spotted if enemy units approach to within 3 hexes, or 4 hexes for reconnaissance units – unless they are marked with a spotted marker, see 8.22. In the end we liked this rule set and felt that it made for more balanced, simpler and engaging shared play. In our humble opinion, having the entire Commonwealth force begin in hidden mode would make for a much better balance.

This one is all about the Luftwaffe paras attack on Maleme Airfield, Hill 107 and the bridge over the Tavorontis River. Our play-through was about as difficult a pull for the Germans, and the defenders as actually happened. In all, ours was a fiercely contested victory for the German para. In ours, the Kiwis fought hard for the airfield and did not pull back, plus the German landings were not as disorganized as in real life. The Third Reich ended up with a costly win in this one, in spite of a middling leader draw and a plethora of bad combat die rolls, especially in the first 10 game turns. On the other hand, we only encountered 6-FOW shortened game turns, which hurt the defenders far more than the parachute infantry. German air strikes were remarkably effective in our play, with one resulting in an unfortunate, senior leader decapitation for the Kiwis in the 14th game turn. The resulting discombobulation of the 22nd Battalion's defense contributed directly to the capture of both Hill 107 and Maleme field by the end of game turn 18. Creforce was never the same, and the defenders slowly collapsed, losing the vital bridge in the bargain. This turned out as a German major victory, thanks mostly to the Germans careful, attack sequencing and better morale. Lack of Jerry coordination, piecmealing engagement, and better Commonwealth morale would surely have handed a victory to the Kiwis. Heavy casualties among the defenders in the first 16 or so game turns doomed the Kiwis to try and cover too much ground with too little in the way of undemoralized units.

As others have reported, this was an engaging & thoroughly enjoyable infantry fight scenario! We give this one a rating of 4, and recommend it for both SOLO and SHARED play. If more balanced, we would have given it a 5 in shared play.

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