|
|
Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
0 |
|
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 |
1941-05-26 |
Start Time |
10:30 |
Turn Count |
24 |
Visibility |
Day |
Counters |
93 |
Net Morale |
0 |
Net Initiative |
1 |
Maps |
3: 96, 98, 99 |
Layout Dimensions |
86 x 56 cm 34 x 22 in |
Play Bounty |
235 |
AAR Bounty |
227 |
Total Plays |
0 |
Total AARs |
0 |
Introduction
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Ringel allowed the 3rd Parachute Regiment two days to re-organize and re-supply itself after his spearheads reached Heidrich's isolated unit. With his units from Maleme now opening a general offensive, he directed the 3rd Parachute Regiment to march on Perivolia, where a small group still stubbornly defended the fortified church at the village's center.
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Conclusion
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The initial German attack proved very successful, splitting the Australian and Greek defenders and forcing them to fall back. The Australians quickly counter-attacked, driving the Germans back to their starting point where inconclusive fighting continued until dusk. Neither side could claim any gains from the fighting, but both suffered heavy casualties. The Greek regiment, already badly worn down and dispirited as the Germans gained a solid foothold on Crete, did not participate in the counter-attack at all, and would be disbanded on the following day.
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Additional Notes
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Greece does not have a Lt. Colonel in the counter mix, use the Greek Colonel in his place.
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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Australia 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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