Panzer Grenadier Battles on November 21st:
Desert Rats #16 - The Panzers Pull Back Desert Rats #19 - The Panzers Return
Desert Rats #17 - The Tomb Of Sidi Rezegh Jungle Fighting #7 - Line Of Departure
Desert Rats #18 - A Pibroch's Skirl South Africa's War #5 - Irish Eyes
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East of the Airfield
Parachutes Over Crete #30
(Attacker) Germany vs Australia (Defender)
Britain (Defender)
Greece (Defender)
Formations Involved
Display
Balance:



Overall balance chart for PoCr030
Total
Side 1 3
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Parachutes Over Crete
Historicity Historical
Date 1941-05-20
Start Time 16:00
Turn Count 20
Visibility Day & Night
Counters 72
Net Morale 0
Net Initiative 1
Maps 2: 96, 97
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 167
AAR Bounty 171
Total Plays 3
Total AARs 1
Battle Types
Airfield Control
Hill Control
Paradrops
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Terrain Mods
Scenario Requirements & Playability
Parachutes Over Crete Base Game
Introduction

German intelligence vastly underestimated the number of Allied troops on Crete and were particularly low on the number stationed around Rethymnon. Thinking the area was lightly defended only two battalions dropped there and part of this force was detailed to advance on Suda Bay. Unfortunately for the Germans two battalions ofAustralian infantry were waiting for them on two hills that overlooked the airfield with two Matilda tanks. Two battalions of Greeks plus Australian artillery, engineers and machine-gunners stood ready nearby.

Conclusion

A poorly-coordinated airlift brought the German groups to their landing zones at different times, with a large part of the force dropping too far to the east of be of immediate help. The remaining two companies landed on the eastern end of the airfield and immediately came under heavy fire. The battalion commander, Major Hans Kroh, quickly led the two companies that landed with him to the airfield, with two more joining him along the way. The Australians on Hill A would have to be overcome before the German could reach the airfield. Kroh led his paratroopers up the hill, and after hard fighting they forced the Australians to fall back. A counter-attack led by the two Matilda tanks restored the situation. When darkness fell the Australians held the west side of the hill with the Germans on the east side of the hill and the crest empty.


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).
  • Closed-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables. Do not take step losses from Direct or Bombardment Fire. If X or #X result on Fire Table, make M morale check instead (7.25, 7.41, 7.61, BT, DFT).
  • Closed-top AFV's: Provide the +1 modifier on the Assault Table when combined with infantry. (Modifier only applies to Germans in all scenarios; Soviet Guards in scenarios taking place after 1942; Polish, US and Commonwealth in scenarios taking place after 1943.) (ACC)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable

Display Order of Battle

Australia Order of Battle
Army
Britain Order of Battle
Army
  • Mechanized
Germany Order of Battle
Luftwaffe
Greece Order of Battle
Army
  • Foot

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)

Aussie Sandwich!
Author SARACV3
Method Solo
Victor Germany
Play Date 2020-07-30
Language English
Scenario PoCr030

In a reverse twist from the previous Crete scenario I played, A Sad Tale #7, East of the Airfield #30, found a weak Allied force trying to hold two major geographical points against a fairly strong German attack from west of Rethymon (Yes, east of the airfield at Pigi) and a small German paratrooper drop just south of the airfield. This air drop was a bold and risky move, but it worked beautifully. The problem with solo games is that the air drop can’t be written down very well ahead of the enemy ground force setup because it doesn’t matter. You know where your opponent’s going to set up, since you are the opponent! But still surprises happen more than not. The paratroopers usually come down all over the place.

Unlike the real battle, the recreation went according to plan. Only one paratrooper stick went off-course out of six drops. This put severe pressure on the Australian 2/1 Battalion, which had positioned itself well, but could not get good shots at the Germans, in part because they had to settle for low odds attacks. The Germans came down almost on top of a stack of three Greek platoons. The Greeks immediately assaulted and took out one step of Germans. But the German st tack recoverred, and by turn 7 all 10 st eps of Greek troops were wiped out. Unfortunately, the Greeks don't count for any VPs in this scenario, but they couldn't be left in the German rear area on board #96. At the opposite end of board #96, the Germans hit right on target between the 2/1 and the airfield, which prevented the Australians frrom moving to the airfield. Two Matilda tanks, stationed at the lower west slopes of Hill A, tried to move towaards the airfield on turn 2 but on the very first move became stuck in the rough terrain resulting in their loss.

On the east side of Hill A, GGerman reinforcements finally appeared on turn 5. with 11 platoons of paratrooper infantry, five MGs and threee mortars, this was an overwhelming match against Lt. Col. (called Colonel in the game setup) Ian Campbell could not hold the hill. The Germans were able to outflank the Australians, even they met w stiff opposition. The 2/1 did manage to destroy five German steps, but lost the Matildas, five steps of 2/1 troops and 10 steps o Greeks. The Germans captureed all three 80 meter hexes of Hill A and all four hexes of the airfield for a Major Victory.

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