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
Errors? Omissions? Report them!
Second Parachute Regiment
Parachutes Over Crete #32
(Attacker) Germany vs Australia (Defender)
Britain (Defender)
Greece (Defender)
Formations Involved
Display
Balance:



Overall balance chart for PoCr032
Total
Side 1 0
Draw 1
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
4
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 135
Net Morale 0
Net Initiative 2
Maps 3: 96, 97, 98
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 189
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Airfield Control
Hill Control
Inflict Enemy Casualties
Paradrops
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Parachutes Over Crete Base Game
Introduction

Maj. Gen. Kurt Student included Rethymnon as an objective in order to spread and confuse the Allied defense; the airstrip at the nearby village of Pigi had been built by the Royal Air Force to handle light aircraft and had no support facilities. Aerial reconnaissance missed most of the defenders, and even worse for the attackers, the Australians were aware that the Germans had missed most of the defenders - a German plane bearing an intelligence report that included photos had been shot down.

Conclusion

The Rethymnon landings would be a disaster for the Germans, relieved only by the poor supply situation of the Australians which kept them from finishing off the surviving airborne troops. Campbell asked for reinforcements to help counter-attack the Germans, but Freyberg at Creforce headquarters told him there were none to send. The Rethymnon garrison was on its own.

Additional Notes

This scenario combined the previous two into a larger look at the Rethymnon airborne landings.

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).
  • 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
  • Leader

Display AARs (1)

Once Again READ the Special Game Rules!!!
Author Dan_Huffman (Germany)
Method Face to Face
Victor Draw
Participants unknown
Play Date 2020-07-08
Language English
Scenario PoCr032

I had very good landings with only one unit and leader drifting off the map. The problem started when the Greeks dug in on the airport. No No No. Around turn 12 I read in the middle of the terrain that airport hexes give a +1 to DF and Bombardment against units in the hex.

First turn 5 planes and the next 4 turns a plane on a roll of 5 or 6. After that is roughly 12 turns before the possible appearance of a plane ends. 5 of those turns I rolled a 1 or a 2 and no plane appear. The rest of the time i rolled 3 - 6 to get a plane. Then every time I rolled a 1 or 2 for the plane to miss its target hex. Fortunately the designated hex was not next to any of units. Hurt as I got a 24 DF Stuka twice and an 18 He-111.

The reinforcements that come the east edge on turn take a M -1 MC the first time an enemy unit DF on them. I assume leaders don't and can aid in the MC. Paras have many leaders, about 85%+ of the USMC for ratings.

Gong p the hill on the east edge was a tough slog. Firing uphill against dug in units is a -2 on DF chart. After 4 turns of this ineffectual DF, I started to spread out go up hill. Worked until he was down to 2 unactivated units in none adjacent hexes. So with a +1 for OP FIre and me rolling 10 to 12 for units to disrupt or Demor'd. that stalled the close in as half my maneuver elements stalled. That used another 4 turns I conceded the west map and the hills to NZ troops. I landed on the middle board. Started moving toward the airfield. Started ineffectual fire at the dug in troops on the airfield. The north part of the NZ western forces started moving or sliding along north edge toward the middle map/airfield. I closed with Greeks and finally disrupted or DZ'd to get adjacent for DF +2 columns. The para guns were slowly dragged to 3 - 4 hexes away from the airfield. They could take a potshot at NZ along the north edge. The platoon moving went forward. Should have done that sooner. Can not abandon the guns as they are VP per unit. DO need to find where the missing town hexes go on map 96 or 95 as it was the center map. That may have made a difference when my troops dropped. May still have chosen those hexes or landed straight on the airfield. As I messed up the units defending on the airfield and rolling for MC on the 2nd turn reinforcement morale check, I am rating this high. If my scatter rolls were terrible and I landed on top of or next to NZ units I feel different. I recommend the the seam between the 2 maps west of the airfield be the drop zones for the various platoons. Another one I am going have to solitaire in the future.
0 Comments
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.234 seconds.