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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 |
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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 |
1941-05-26 |
Start Time |
09:00 |
Turn Count |
20 |
Visibility |
Day |
Counters |
107 |
Net Morale |
0 |
Net Initiative |
2 |
Maps |
2: 96, 99 |
Layout Dimensions |
56 x 43 cm 22 x 17 in |
Play Bounty |
227 |
AAR Bounty |
227 |
Total Plays |
0 |
Total AARs |
0 |
Introduction
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On the left flank of the German advance, Ringel had placed the battered remnants of the Assault Regiment. The paratroopers drove up the coast road from Maleme toward Canea with little opposition until they reached the re-formed New Zealand line at the coastal village of Efthymi.
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Conclusion
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The paratroopers' initial assault drove the New Zealand Divisional Cavalry out of their positions and looked to be the start of a substantial advance. But the Kiwi senior leadership, now seeming to recover their competence, organized a prompt counter-attack that restored the original positions. The Germans continued to probe the defenses, but did not make another major attack. Had the New Zealand commanders acted in this fashion on 20 May, the defenders might have repelled the invasion.
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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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