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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Strong Probe
Parachutes Over Crete #24
(Attacker) Germany vs New Zealand (Defender)
Formations Involved
Display
Balance:



Overall balance chart for PoCr024
Total
Side 1 0
Draw 1
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 1941-05-24
Start Time 16:00
Turn Count 16
Visibility Day
Counters 54
Net Morale 0
Net Initiative 1
Maps 4: 96, 97, 98, 99
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 171
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Hill Control
Inflict Enemy Casualties
Road Control
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Terrain Mods
Scenario Requirements & Playability
Parachutes Over Crete Base Game
Introduction

Maj. Gen. Julius Ringel of 5th Mountain Division had energetically asserted his command over the German troops on Crete, and then acted rather passively in ordering a slow-paced offensive from Maleme to link up with the paratroopers in Prison Valley. In the afternoon the Germans launched what had been authorized as a "reconnaissance in force," with Col. Willibald Utz of 100th Mountain Regiment liberally interpreting his orders.

Conclusion

When 18th Infantry Battalion assumed responsibilities for this sector they had been ordered to hold Ruin Hill (the big hill on Board 97) but the battalion commander felt he lacked the troops to do so. He had weak artillery support (a troop of captured Italian 75mm guns) and the machinegunners assigned to support him had lost their weapons though new ones were promised to arrive the next day. The gap thus created allowed the Germans to advanced unopposed to a position that overlooked most of the New Zealand positions, which allowed them to interdict communications between the New Zealand companies and their headquarters. The initial fury of the attack drove in 18th Battalion's forward outpost. A counter-attack soon restored the situation. The Germans again forced the outpost back but another counter-attack restored the original lines.

Additional Notes

Gebirgsjäger leaders in Parachutes Over Crete use conventional named ranks. The library was setup using German rank references.

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
Heer
New Zealand Order of Battle
New Zealand Army

Display AARs (1)

Push Me, Pull You
Author SARACV3
Method Solo
Victor Draw
Play Date 2022-04-21
Language English
Scenario PoCr024

The question remains: Who was aggressor here? Germany, appears to be far stronger than the Commonwealth, but not sttrong enough to a. attack in one frontal assault. The object is simple; capture the hilltops within 16 turns. The Commonwealth occupies these 40m and 60m hilltops over three boards. Players get 1 or 2 points for each 40m and 60m hex held and 1 VP for each enemy step eliminated. As in scenario #39 Corinth, the Commonwealth fought a tough game, much tougher than expected.

The Creforce decided in a spoiling attackagainst the German Edelweiss Division positions from north to south. This attack was quite successsful. The German northern front immediately collapsed w/ the 80m height falling easily. Two mortar steps sere desttroyed in the initial Assault on the heights. Very unfoortunate diče rols plagued the Germans in logistics and FoW. On around turn three, the Allie’s serré able to exploit an FoW that ended the Mountain Divisions’ sudden end to the turn after only three activations! The Germans had to wheel 90 degrees from E to N in order to stop the Allied advance. It worked. The Mountaintroops regained their momentum, but were not able to capture the heights on board 96 before the game ended.

The game ended in a Draw.

One tweak for this was revising critical logistics. INF units are not physically removed on a roll of 1 or 2, but runs out of Ammon a roll of 1. Units are then noted on a separate pileće of paper ore-device. Motorized vehicles may run out of gas on a roll of 1, but the physical unit is not removed from the board. A roll of 3 and 18 on FoW willcause critical logistics to occur on the 2nd failure, not a roll of 4. A roll of 3 for 2nd time will restore one step of logistics.

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