Panzer Grenadier Battles on October 24th:
Afrika 1944 #22 - PAKfront Leyte '44 #12 - Flying Wedge
Fronte Russo #9 - Potemkin Village Leyte '44 #13 - Failure at Buri Airfield
Red & White #28 - Bastion
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Stand for New Zealand
Parachutes Over Crete #26
(Attacker) Germany vs New Zealand (Defender)
Formations Involved
Germany 1st Air Landing Assault Regiment
Display
Balance:



Overall balance chart for PoCr026
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
3
Scenario Rank: --- of 1094
Parent Game Parachutes Over Crete
Historicity Historical
Date 1941-05-25
Start Time 14:00
Turn Count 22
Visibility Day
Counters 118
Net Morale 0
Net Initiative 1
Maps 4: 96, 97, 98, 99
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 181
AAR Bounty 168
Total Plays 1
Total AARs 1
Battle Types
Exit the Battle Area
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Terrain Mods
Scenario Requirements & Playability
Parachutes Over Crete Base Game
Introduction

With his units finally in place, Ringel ordered the largest coordinated attack on an Allied position on Crete yet. The remains of Assault Regiment attacked up the coast road with the 100th Mountain Regiment on their right flank. The 3rd Parachute Regiment was to advance eastward while all this is going on.

Conclusion

The German onslaught quickly drove back the company on the New Zealand right flank, bring the center company under fire from all sides. Lt. Col. John Gray of 18th Battalion grabbed a rifle and led his headquarters company forward yelling "No surrender!" Despite his gallantry, they were unable to restore the situation. Two companies of the 20th Infantry Battalion moved forward and managed to plug the gap in the line. Kippenberger, the brigade commander, walked the front line shouting "Stand for New Zealand!" but positions were abandoned without orders. Sometime before dusk the Germans finally entered Galatas.

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 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).
  • Prime Movers: Transports which only transport towed units and/or leaders (May not carry personnel units). May or may not be armored (armored models are open-top). All are mechanized. (SB)

Display Order of Battle

Germany Order of Battle
Heer
Luftwaffe
  • Mechanized
  • Motorized
New Zealand Order of Battle
New Zealand Army

Display Errata (1)

1 Errata Item
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 (1)

Fun to Play Infantry Bashathon!
Author OldPueblo (New Zealand)
Method VASSAL
Victor Germany
Participants treadasaurusrex
Play Date 2025-07-20
Language English
Scenario PoCr026

No armor, again = not as much fun as a scenario with tanks.

But, this one had German mountain troops and annoying paratroopers for my New Zealanders to kill, which they did by the bushel. I almost prevailed in this hard-fought battle with the T-Rex. Lost my senior leader on the 16th game turn and things went south at that point for the defending Kiwis. We endured very heavy casualties in this fight, but the Germans managed to punch through the lines in the end.

Not sure that the Kiwis can win this struggles as pubished, and will try it again as the other side. Probably this one is best suited to be played as a solitaire game.

1 Comment
Comment from OldPueblo removed by author.
2025-07-20 17:27

Concur with my esteemed opponent's AAR. This one was like playing the Somme or Verdun in WWI.

This was an oddly-fun-to-play, but very bloody, scenario that did not begin to go the German's way until the last two of our 6 sessions, when the dice fates started allowing the Axis side to throw some low and high combat rolls.

With a handful of tanks thai one would be much more enjoyable - but that was not the situation in Crete during 1941!

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