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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Corinith
Parachutes Over Crete #39
(Attacker) Germany vs Australia (Defender)
Britain (Defender)
New Zealand (Defender)
Formations Involved
Display
Balance:



Overall balance chart for PoCr039
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Parachutes Over Crete
Historicity Historical
Date 1941-04-26
Start Time 06:30
Turn Count 14
Visibility Day
Counters 83
Net Morale 0
Net Initiative 0
Maps 3: 96, 97, 98
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 173
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Bridge Control
Inflict Enemy Casualties
Paradrops
Conditions
Randomly-drawn Aircraft
Terrain Mods
Scenario Requirements & Playability
Parachutes Over Crete Base Game
Introduction

With the Allied Force W retreating from Greece, Adolf Hitler personally ordered an airborne assault on the Corinth Canal to cut them off from the ports of southern Greece. The canal had only one bridge over its entire length and was deep with almost vertical sides. This made the bridge the only practical way to move large numbers of men over the canal. Gen. Alexander Lohr of Fourth Air Fleet quickly organized a combined parachute-glider assault to carry out the supreme leader’s directive.

Conclusion

The bridge exploded, but just how the explosives were detonated is open to debate. The defenders made no claim for blowing the bridge even after their officers were subjected to intense interrogations by the Germans after the battle. The glider troops were cutting the fuses when they exploded, killing them and destroying the bridge. Some Germans claimed two Allied officers ran forward firing their pistols into the explosives, sacrificing their lives to destroy the bridge. British engineers maintained that even a hit from a small-caliber bullet would set the explosives off. Capturing the bridge intact was of no strategic importance, and the Germans captured over 900 Allied soldiers in the area along with 1,450 Greek soldiers who did not take part in the fighting.

Additional Notes

Use Manx 40mm antiaircraft counters for the British 40mm antiaircraft guns.

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).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • 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
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).

Display Order of Battle

Australia Order of Battle
Army
Britain Order of Battle
Army
  • Mechanized
  • Towed
Germany Order of Battle
Luftwaffe
New Zealand Order of Battle
New Zealand Army
  • Mechanized

Display Errata (2)

2 Errata Items
Overall balance chart for 853

The Mk VIb in Road to Dunkirk were printed with a movement factor of 5. The piece should have a movement of 9.

(plloyd1010 on 2024 Aug 15)
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)

No Corinthian Leather Here
Author SARACV3
Method Solo
Victor Australia, Britain, New Zealand
Play Date 2022-03-28
Language English
Scenario PoCr039

With 7 special rules and a complex VC, the designer probably saved this scenario for last with good reason. At 93 counters and 3 boards, it is one the bigger scenarios in Crete. I also read the VC through 3 times ad only on the last turn did I realize that the Commonwealth had scored a Major Victory. The Germans had a small chance of scoring a victory on the last turn , but was fleeting. On the last turn two events happened to the Germans: First, no aircraft were drawn, limiting their attack on the bridge over the Corinth Canal. Second, the a FoW roll of 17 ended the game on only about the third time it was attempted on turn 14!

However, this simply ended what most probably would have been a frustrating turn for the Luftwaffe paratroopers. The beginning of the game was promising for the Germans. The Commonwealth appeared to be totally outmatched, and had to setup a certain number of its force onthe south and north side of the Canal, yet blow the bridge. Thus, they had to destroy the bridge only after they consolidated their force. They would need all their troops to fight the much stronger German force.

But their force on he south side was decimated by the Luftwaffe by the middle of the game. Their entire contingent of 4 Brens was destroyed, although one was vital to the defense of the bridge. This was key because the Germans tried to Assault the bridge from the south side, which featured a very weak landing by a PARA and PARA ENG. This force landed by glider on turn 3. The Brens tried to move toward the bridge, but 3 out of 4 never Mađe IT, being caught on the road on board 96 bu the Luftwaffe. However, the Assault on the bridge had mixed results. On one hand, the Commonwealth was prevented from Andy attempt to blow the bridge while the Germans occupied the bridge hex (really?). On the other hand, all of the assaulting force was wiped put, but destroyed the last Bren. In the meantime, the Australians trying to enter board 97 from the west, could not do so until turn 7 and did not enter play until turn 14;much to late to enter combat.

The final score: German losses = 11 steps, 3 leaders. Commonwealth = 13 steps, 2 leaders. The bridge was never blown, but the Germans could not clear Commonwealth forces from the im međiate area surrounding the bridge. VC stipulates that as part of a Major Victory, the Commonwealth must elimate 6 German steps. VC

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