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
Errors? Omissions? Report them!
Efthymi
Parachutes Over Crete #28
(Attacker) Germany vs New Zealand (Defender)
Formations Involved
Germany 1st Air Landing Assault Regiment
Display
Balance:



Overall balance chart for PoCr028
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 2 votes
5
4
3
2
1
3
Scenario Rank: --- of 1094
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 166
AAR Bounty 168
Total Plays 1
Total AARs 1
Battle Types
Road Control
Urban Assault
Entrenchment Control
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Terrain Mods
Scenario Requirements & Playability
Parachutes Over Crete Base Game
Introduction

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.

Conclusion

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.


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
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)

Relatively Quick & Rather Bloody
Author treadasaurusrex (New Zealand)
Method VASSAL
Victor New Zealand
Participants Reconquista
Play Date 2025-09-22
Language English
Scenario PoCr028

This was a 4-session playthrough with the indomitable & bold Reconquista leading the assaulting German glidermen in this 20-turn episode. I had the defending Kiwis in what was a costly -- no armor -- shoot 'em up in hilly Cretan terrain. The ancient fates were kind to the New Zealanders on King Minos' island most of this game, but especially after the senior German commander was eliminated on the 12th game turn. German air support was relatively ineffective as was OBA, and the Kiwis has surprisingly accurate mortar support thoughout this episode. The Jerries could just not secure the road and the entrenchments, in spite of repeated, costly attempts. Gamely, they just kept coming, until they basically ran out of undisrupted or demoralized troops. Very heavy casualties for both sides in this one, including 3 New Zealand & 5 German leaders.

We give this relatively balanced fight a solid rating 3 in shared, online play, with an able opponent. However, it is better suited for SOLO play, IMHO.

1 Comment
2025-09-22 15:57

My hard-fighting opponent forgot to mention that we used these TWO house rules to simplify and improve our play:

Road Movement for Mechanized & Foot Units All FOOT & MECHANIZED units may move on roads at the rate of 1/2 of a Movement Point (MP) per road hex, just like MOTORIZED units.

Voluntary Unit Reduction Players may voluntarily reduce 2-step personnel units to 1-step (halved) units if they have at least one leader of Major or higher rank among their side’s assigned force. To do so, the unit to be halved must begin the player’s activation phase in the same hex or in an adjacent hex to a Captain or higher rank. The full-strength unit to be halved must be in good order and this action costs all the reduced unit’s movement points. Remove the full-strength unit and replace it with 2 reduced strength units. Mark both — and the leader — as activated.

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