Stand for New Zealand
Parachutes Over Crete #26
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(Attacker)
Germany
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vs |
New Zealand
(Defender)
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|
|
Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
0 |
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Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
0 |
|
Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
0 |
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Overall Rating, 0 votes |
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Scenario Rank:
of |
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 |
241 |
AAR Bounty |
227 |
Total Plays |
0 |
Total AARs |
0 |
Introduction
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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.
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Conclusion
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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.
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Additional Notes
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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)
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New Zealand Order of Battle
1 Errata Item |
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Reduce strength direct fire value be came 5-5 in Army at Dawn.
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