Bridge over the Platanias Parachutes Over Crete #9 |
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(Defender) Germany | vs |
Maori
(Attacker)
New Zealand (Attacker) |
Formations Involved | ||
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Germany | 1st Air Landing Assault Regiment | |
New Zealand | 20th Infantry Battalion | |
New Zealand | 28th "Maori" Infantry Battalion |
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Overall Rating, 4 votes |
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4
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Scenario Rank: --- of 940 |
Parent Game | Parachutes Over Crete |
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Historicity | Historical |
Date | 1941-05-23 |
Start Time | 00:00 |
Turn Count | 10 |
Visibility | Day |
Counters | 60 |
Net Morale | 0 |
Net Initiative | 0 |
Maps | 1: 96 |
Layout Dimensions | 43 x 28 cm 17 x 11 in |
Play Bounty | 153 |
AAR Bounty | 171 |
Total Plays | 4 |
Total AARs | 1 |
Battle Types |
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Bridge Control |
Inflict Enemy Casualties |
Conditions |
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Off-board Artillery |
Scenario Requirements & Playability | |
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Parachutes Over Crete | Base Game |
Introduction |
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Following the failed counter-attack, Creforce pulled 5th Brigade back behind the Platanias River, with the withdrawal covered by the 28th “Maori” Infantry Battalion. The Germans pursued, and when the Kiwis had made it over the river the Maoris counter-attacked the Germans to keep the only bridge in the area out of their hands. |
Conclusion |
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The Maoris had little artillery support, and little support from the rest of the brigade (just a few belligerent stragglers from the slow-moving 20th Infantry Battalion). The attack pressed to within a hundred yards of the vital bridge, but there German resistance stiffened and the paratroopers held onto the prize. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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2 Errata Items | |
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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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INF unit 1112 has full firepower printed on the front and back of the counter. Back should be 4-2. (garbare83686
on 2022 Feb 08)
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Parachutes Over Crete: scenario #9: Bridge over the Platanias | ||||||||||||
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Parachutes Over Crete: scenario #9: Bridge over the Platanias An action packed, 10 turn, small scenario. I felt the need for some more Crete scenarios and had a go at this one. It looks interesting on paper, both sides having some high morale units and the Germans even have a Kubel unit and this scenario is mostly about controlling the bridge hex. The German have the advantage, as they start setup defending the Bridge but the New Zealand force has a few more Infantry units and enter the map from the east. My approach for the New Zealand forces, which included some Maoris units was to rush the bridge, as with only ten turns, you really don’t have time to dink around. The Problem was, after the New Zealander setup to attack and to assault, the Germans activated first and the chain of leadership/command was such that all their units could activate at one time. The dice were very nice in combat and activations for the Germans in the first three turns and the damage was done. In the end the New Zealand forces try one desperate assault combat but paid again in casualties and were forces out of the bridge hex. The Germans took a Major Victory in this scenario, only losing one step to the New Zealand’s seven steps and one leader. With that said, I feel the New Zealand side can easily win this, if the Germans didn’t activate first three times in a row and hit such nice combat factors on the dice as well. With a scenario with only a few units, this can happen sometimes. |
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