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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Late Effort
Parachutes Over Crete #16
(Defender) Germany vs Britain (Attacker)
New Zealand (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for PoCr016
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Parachutes Over Crete
Historicity Historical
Date 1941-05-20
Start Time 19:30
Turn Count 8
Visibility Day & Night
Counters 26
Net Morale 0
Net Initiative 0
Maps 2: 96, 99
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 151
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Airfield Control
Inflict Enemy Casualties
Conditions
Off-board Artillery
Scenario Requirements & Playability
Parachutes Over Crete Base Game
Introduction

Brigadier Edward Puttick, temporary commander of 2nd New Zealand Division, ordered Brigadier Lindsay Inglis of 4th New Zealand Brigade to attack and seize the prison and the airfield the Germans were believed to be constructing nearby. Inglis detailed just one battalion and a handful of tanks to the task, arguing that his other battalions did not know the ground and might become lost in the gathering darkness. The battalion commander in turn sent only two of his companies forward.

Conclusion

“A small two-man tank cautiously nosed its way into view,” von der Heydte wrote later. “The sight of this tank removed half the terror. The sound of its tracks while it had remained invisible had been infinitely more frightening than its appearance now that it had materialized. It attracted all out fire, like a tin roof under a hail storm; nevertheless it kept coming toward us. It had advanced within fifty yards when there was a sudden, ear-splitting detonation. The little tank swerved violently, pulled up with a jerk in front of a telephone pole, and remainder there motionless.” The New Zealand infantry hesitated to go forward after the tank’s destruction, and the attack quickly fell apart.


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
  • Mechanized
Germany Order of Battle
Luftwaffe
  • Towed
New Zealand Order of Battle
28th "Maori" Infantry Battalion
  • Foot
New Zealand Army

Display Errata (3)

3 Errata Items
Overall balance chart for 853

The Mk VIb in Road to Dunkirk were printed with a movement factor of 5. The piece should have a movement of 9.

(plloyd1010 on 2024 Aug 15)
Overall balance chart for 39

Reduce strength direct fire value be came 5-5 in Army at Dawn.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 353

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)

Display AARs (1)

And Darkness Fell
Author SARACV3
Method Solo
Victor Germany
Play Date 2020-05-21
Language English
Scenario PoCr016

This is a rewriting of an earlier AAR. The scenario challenges the NZ player to capture an airfield in the dark. It’s a very short game . The game ends after four Kiwi steps eliminated or the NZ contingent capturing the airfield by turn 8! This is a very talll order for the 19th Battalion, maybe an impossible one. The German 3rd Parachute Regiment really is too strong for the New Zealanders to get past them. The Germans also possess a 20mm AA weapon that did a swell job of covering a fairly wide valley. The Kiwis had a MkVIb, but this little tank somehow exploded in the real battle. Somehow exploded? I think a certain German AA hit it.

In summary, the NZ advanced too slowly to get. from Galatais across the valley. The 19th was too ponderous in this recreation. In retrospect, the bolder the more daring the attack was probably the only way for New Zealand to prevail.

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