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
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A Pitiful Response
Parachutes Over Crete #4
(Defender) Germany vs Britain (Attacker)
New Zealand (Attacker)
Formations Involved
Britain 7th Royal Tank Regiment
Germany 1st Air Landing Assault Regiment
New Zealand 22nd Infantry Battalion
New Zealand 23rd Infantry Battalion
Display
Balance:



Overall balance chart for PoCr004
Total
Side 1 0
Draw 0
Side 2 6
Overall Rating, 7 votes
5
4
3
2
1
2.71
Scenario Rank: 864 of 940
Parent Game Parachutes Over Crete
Historicity Historical
Date 1941-05-20
Start Time 17:15
Turn Count 12
Visibility Day
Counters 36
Net Morale 0
Net Initiative 1
Maps 2: 96, 97
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 150
AAR Bounty 159
Total Plays 6
Total AARs 3
Battle Types
Bridge Control
Conditions
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Parachutes Over Crete Base Game
Introduction

By 1700 the 5th New Zealand Infantry Brigade appeared to have the situation around Maleme well in hand. Two of the brigade’s battalions remained relatively unengaged and were sending out small patrols to flush out the few German snipers in their areas. Around the airfield the third battalion (the 22nd) remained intact as a fighting formation and held its own. The only two Matilda tanks in the sector came forward to assist them.

Conclusion

The poorly-coordinated New Zealand attack went off without reinforcements other than the two Matilda tanks, which made little impression on the Germans. Confusion continued during the night, when 22nd Battalion pulled back and left both Hill 107 and Maleme airfield open for the Germans to occupy without a struggle.

Additional Notes

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


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).
  • Closed-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables. Do not take step losses from Direct or Bombardment Fire. If X or #X result on Fire Table, make M morale check instead (7.25, 7.41, 7.61, BT, DFT).
  • Closed-top AFV's: Provide the +1 modifier on the Assault Table when combined with infantry. (Modifier only applies to Germans in all scenarios; Soviet Guards in scenarios taking place after 1942; Polish, US and Commonwealth in scenarios taking place after 1943.) (ACC)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable

Display Order of Battle

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

Display Errata (2)

2 Errata Items
Scen 4

I'm guessing the instruction for reinforcements to enter on the West edge of board 97 is wrong since that is in the middle of the battlefield. Since the New Zeelanders set up to the East and the Germans to the West I assume they should come in on the East edge of 97.

(joe_oppenheimer on 2020 Feb 09)
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)

What, only a Company?
Author Grognard Gunny
Method Solo
Victor Britain, New Zealand
Play Date 2024-01-07
Language English
Scenario PoCr004

The Germans DID put up a good fight! The NZ forces were reinforced on the second turn, and that made ALL the difference in getting the mission done. As it turned out, the objective was reached a half hour before the final move. Once everything was set up and ready for the final assault, in the area just in front of the bridge, an assault was made on the German line and both flanks were turned. After that, the game was not in doubt. Interesting little problem.

0 Comments
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A Pitifully Stacked Scenario
Author SARACV3
Method Solo
Victor Britain, New Zealand
Play Date 2020-05-30
Language English
Scenario PoCr004

Ooohh, I I’m taking rating lessons from Wayne. But this scenario unfortunately fits his criteria. The problem here is Thant we have the obvious lesson of the historical outcome to teach the historical loser,the Allies. The conclusion of the scenario tips off the Kiwi player of do‘s and do nots. Do not attack piecemeal. Do wait for reinforcements. When the reinforcements come, they will be able to launchn overwhelming attack.

The simple objective is to capture the bridge. Initially, the Germans have an advantage, and might even be aggressive. But the Allies have 26 points of off-board artillery, and can use this at first to keep the paratroopers at bay. In this game, the artillery was ineffective. However,it was not needed after the 5th turn, when the NZ 23rd Battalion arrived on the battlefield and the Allied attack was organiZed.

The Germans had set their defense forward to guard the bridge. This made it easier for New Zealand to reach the enemy and dispose of him. The bridge was not a attacked straight on over the bridge, but from the sides and rear. The mortar position in the rear was actually the first enemy units to be destroyed. Then the paratroopers on the hill and groves were attacked. One major development in this game was to up the firepower to three stacked units in some cases . If one builds these stacks around machine-guns w their superior range versus the range of three (or less) of an opposing infantry unit, a potentially difficult offense can be used against the enemy. In this case it initially centered around the Matilda tanks, which held in the battle throughout the game.

0 Comments
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Way Too Unbalanced for Shared Play
Author Reconquista (Germany)
Method VASSAL
Victor Britain, New Zealand
Participants treadasaurusrex
Play Date 2024-03-05
Language English
Scenario PoCr004

Yes, I give this one a generous rating of 2, because I had fun playing another in a series of unbalanced, not play tested games.

I led the German paras in a doomed effort against the T-REX - who had British tanks from Hell, and hard-fighting Kiwis in his side. Other have described this dog in detail. Needless to say this victory went to Allies in a walk, with substantial step losses for the Germans. Can't see how the Axis could pull this one out of the fire - no how, no way!

Save this crapulent dog for solitaire play only/

1 Comment
2024-03-06 19:41

Another crummy, unbalanced scenario in an unplaytested PG game set.

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