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Afrika Korps #45 - Operation BREVITY: Fort Capuzzo Fall of France 1 #22 - Furia Francese!
Afrika Korps #46 - Operation BREVITY: Sidi Azeiz First Axis #19 - Korbela's Tank
Cassino '44 #27 - Hitting the Road Fall of France 2 #19 - Early Morning at Stonne
Cassino '44 #28 - Pignataro Fall of France 2 #20 - Aryan Panic
Division Marocaine #1 - 1940: Fall of France Scenario 18: The Iron Line: South Fall of France 2 #25 - Early Montcornet
Division Marocaine #2 - 1940: Fall of France Scenario 21: Red Dusk Road to Dunkirk #4 - The First Victoria Cross
Division Marocaine #3 - 1940: Fall of France Scenario 22: Furia Francese! Road to Dunkirk #5 - Taking Opportunity
Germany's Colonial Empire #2 - Counter Attack Slovakia’s War #13 - Korbela's Tank
Fall of France 1 #16 - Early Morning at Stonne Swallows of Death #3 - Sart-Ernage Farm
Fall of France 1 #17 - Piercing the Iron Line Swallows of Death #4 - Red Dusk
Fall of France 1 #18 - The Iron Line: South Swallows of Death #5 - Furia Marocchina
Fall of France 1 #19 - Hard Enough Swallows of Death #18 - Sacrifice at La Horgne
Errors? Omissions? Report them!
Ayia Prison
Parachutes Over Crete #13
(Attacker) Germany vs Greece (Defender)
New Zealand (Defender)
Formations Involved
Display
Balance:



Overall balance chart for PoCr013
Total
Side 1 3
Draw 0
Side 2 0
Overall Rating, 4 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 964
Parent Game Parachutes Over Crete
Historicity Historical
Date 1941-05-20
Start Time 08:15
Turn Count 22
Visibility Day
Counters 57
Net Morale 1
Net Initiative 2
Maps 3: 96, 98, 99
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 165
AAR Bounty 161
Total Plays 3
Total AARs 2
Battle Types
Exit the Battle Area
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Terrain Mods
Joint Forces Battle
Scenario Requirements & Playability
Parachutes Over Crete Base Game
Introduction

Dominating the north-eastern end of the Ayia Valley, Ayia Prison became the first objective of the 3rd Parachute Regiment’s 1st Battalion. Both sides would refer to the area as “Prison Valley” due to the large white-washed buildings visible from miles away. The prison would be the German rally point before pressing on to Canea and Suda Bay, and after landing the paratroopers formed up to seize the formidable structure.

Conclusion

Heidrich and his regimental staff had expected to land on a plateau rather than a broad, shallow valley. Despite the surprise, Capt. Friedrich von der Heydte - a Catholic scholar known as the “Rosary Paratrooper” - gathered his battalion and quickly seized the prison against weak opposition. His men next took the village of Perivolia with little trouble, unaware that this would mark the limit of their advance for many days.

Additional Notes

Greece does not have a Lt. Colonel in the counter mix, use the Greek Colonel in his place.

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

Germany Order of Battle
Luftwaffe
Greece Order of Battle
Army
Cretan Irregulars
  • Foot
New Zealand Order of Battle
New Zealand Army

Display Errata (2)

2 Errata Items
Scen 13

There is no Greek Lt. Colonel piece in game. Use Greek Colonel piece in place.

(SARACV3 on 2020 Feb 28)
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)

Nazis Break into Prison!
Author SARACV3
Method Solo
Victor Germany
Play Date 2020-02-27
Language English
Scenario PoCr013

Yeah, that’s right; the Nazis break emphasized textintoemphasized textprison! Ayla Prison, Crete, that is. They floated down freeing the prisoners and floated back skyward. But seriously, in this battle, the objective was to capture the prison, Galatas and the small town of Perivolta. They had an easy time of it. The game lasted nine turns, with the Greek 6th Infantry Regiment being decimated, losing half their men. The game was stopped before certain German victory conditions were met, but it was a sure thing that these victory conditions would be fulfilled because the Greeks were simply unable to stop the German juggernaut.

The German 1st Battalion, 3rd Parachute Regiment lost no steps in the attack. It was a surprising victory this way. The paratroopers were scattered everywhere and things appeared completely out out of control for the first couple of turns. But they quickly recovered and gained cohesion. The Greeks fried to counterattack, but were too weak to mount effective resistance. Paratroop companies were too strong in a couple of ways: First their attack strength per unit wa twice as strong, and second their morale was superior. This morale was very influential in the many Assault attacks that helped the paratroopers win heir many battles. And it didn’t hurt having more troops than the Greeks. The game was mercifully stopped with the Germans up 14 steps to 0.

Two items of note in this game. First, both sides suffered logistics shortages on the same turn! Second, the Greeks played an extremely aggressive game, attacking the Germans almost with reckless abandon. In hindsight, it was not a good strategy. All units were dug in at the start of the scenario, but they came out of their positions to attack the enemy. They would have been more prudent to be patient and let the Germans come to them.

There are some. Incredibly detailed battle maps online; down to company level. I’ll see if I can upload one here.

link text

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Concur with Other Reviewers
Author treadasaurusrex (Germany)
Method VASSAL
Victor Germany
Participants Reconquista
Play Date 2024-12-08
Language English
Scenario PoCr013

This was an overlong (22 Game turns), rather tedious to play effort that should have been properly playtested. Reconquista ably led the outnumbered & outgunned Allied side, and I had the fearsome German Paras in an unbalanced fight. We used the FOW, consolidation and excess initiative optional rules. The Greeks and others probably should be set in hidden mode to make this one a better play-through. As it was the Germans mostly had it their way in the 6 sessions that we took to complete this slog.

By the end of game turn 13, the Allied were running out of units, and the remnant on the map were almost all disrupted & demoralized. Losing their senior leader in game turn 15, and the high morale of the Paras meant a near-guarantee of an Axis triumph. Others have reviews this one and I concur with the observations made, the Axis side is just too strong for the opposing force unless the dice gods intervene.

This one was a good conflict simulation of the actual battle, but critically unbalanced in favor of the German Paras, IF the Allies mount "all for nothing" counter attacks. Instead, if they stay in dug out positions, in good terrain, and let the Paras come to them, they might be able to stop the Jerries. I give this one a 3, and I think that the more experienced player should take the Allied side in SHARED play. As published, this scenario is probably best played in SOLO mode.

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