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South East London Wargames Group | ![]() |
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The game is an abstracted version of the German invasion of the island of Crete in May, 1941. It was the first time in history that such an operation was mounted by airborne troops, with normal ground forces following-on later. It was a real see-saw battle, with victory hanging on a knife-edge for 48 hours, as the elite German forces, on a 'high' after almost two years of straight victories, attempted to 'bounce' their way from the Balkans, through Greece, and then on to Cyprus, Rhodes - and Egypt? The motley collection of British Empire troops tasked with defending the island were certainly tired and ill-equiped, but, like the Arnhem operation three years later, rather better-prepared (and in greater numbers) than the over-eager planners cared to admit.........
Of course, hindsight is a marvellous thing, and if left with a free hand the Germans would simply 'swamp' 1x airfield and mop-up the island from there. Likewise, the allied players would simply 'sit' on the runways, ignoring other landing zones (and the invasion beaches). So, to try and 'force' events along more historical initial starting positions, I have set events on a sliding points-scheme whereby the allies seek to maximise points in the FIRST half by hanging-on to airfields, then in the SECOND half by exiting units - not easy to balance (or indeed to switch between them!). The Germans seek to minimise the allied points score by sinking ships, landing their follow-up forces, and of course capturing all or at least some of the airfields as soon as possible. Taken together, this should have the effect of forcing players to 'make do' and create/discard tactical plans on the spot, rather than come-up with some global offensive which will be far too late to influence the final result......
# TABLES:
| 1x per 'zone' (MALEME, CANEA, RETIMO, HERAKLION) (4) |
| 1 ea. for HQ's (Greece, Egypt) (2) |
Each map is split into 'areas' which control movement etc.
| TERRAIN TYPES are denoted as: | |
| [none] = clear or 'normal' | |
| RED (outline) = 'objective' hex/area | |
| YELLOW (outline) = beach capable of landing troops | |
| BLACK (dotted) = 'rough' | |
| BLUE (border) = major river-line | |
# UNITS: Infantry companies (50-270 men)
batteries of arty.
troops of tanks etc.
# VICTORY:
ALLIES get pts per 'objective' (x2 if ALL hexes are held); in turns 3, 6 & 8
PLUS pts for any evacuated from island (AFTER morning of day {2})
AXIS must act to reduce/minimise allied score
PLUS pts for damaging allied warships
each clear table before turn 3
each complete infantry regt. landed (sea or air)
# TURNS:
Each DAY is 8x turns, split into three groups:-
AM (x3); PM (x3); NIGHT (x2)
Each TURN has 3x 'phases':-
| APPENDIX [a] Parachute and glider-landing |
| APPENDIX [b] Air Rules |
| APPENDIX [c] Naval Rules |
| APPENDIX [d & e] Orders of Battle |
# MOVEMENT:
All units get a movement allowance:-
| AREA COSTS | PROHIBITIONS |
| MAIN ROADS=1pt | [none] |
| CLEAR/TRACKS=2pts | Not truck units |
| 'ROUGH'/BEACH=3pts | Only infantry |
| MAJOR RIVERS | If not across a bridge, units must get 4+ on 1d6 to cross. No further movement is possible that turn, even if it fails. These borders will be marked in blue(streams do not count) |
DUMMY and HIDDEN UNITS: Dummies can only move with 'real' units, and must be revealed when adjacent to enemy forces ON THE GROUND (not a/c). Hidden units are revealed (permanently) when they first fire.
STACKING: max. of 4 units in any area in 'tactical' mode (i.e. may fight); if over-stacked (up to 2x), each unit takes any hits incurred on that hex, rather than 'sharing' them (dense target, in every sense).
ALLIED CONFUSION: Before moving each unit, roll 1d6; '1,2' = no move (may still fight) Players MUST roll for each unit as it moves, not all at once!
'CONTESTED' AREAS: If both sides occupy the same area, units must roll 1d6 less/equal to CE to move (this is in addition to rolls for 'confusion' or interdiction'). This is to reflect continuing, close-range fighting
'INTERDICTION' by aircraft: If aircraft are int. EITHER the area in which the unit starts OR one they wish to enter, must roll 4+ on 1d6 to move out/in. If the aircraft make an actual attack, REMOVE the 'INT' marker
AFVs: These units will break-down on a roll of 1,2 on 1d6 (roll @start); remove the unit counter from play, as it cannot be repaired.
COASTAL STEAMER (and landing-craft): This can move 1x table in 1x phase - if in daylight, MUST announce it's passage/arrival to any AXIS players on tables passed in transit (allows air attacks if aircraft present)
* Loading/unloading takes 1x complete phase
* Carries up to 5x infantry-type units
* This unit cannot be captured (it will scuttle)
TRUCKS: Move 1x unit (infantry co., artillery battery); they may NOT deliberately enter an enemy ZOC while loaded.
* Takes 1x complete turn to load-up. May NOT use 'tracks'.
* Truck units overrun MAY be captured
# ADMIN:
* REMOVING 'SUPPRESSION'
After all units have moved, remove any markers by rolling 1d6 UNDER CE level, +/-
Any unit in 'contested' areas = +2 to roll
Adjacent to any u/s enemy = +1 to roll
* ENGINEERS
BLOW IT UP: An unsuppressed engineer unit which has spent a FULL turn on a bridge may blow it by rolling 4+ on 1d6 (you only need to blow 1x end of a bridge).
REPAIRS: also take 1x turn, needing 13+ on CEd6s! Not if within enemy ZOC....
NB *SUPPRESSION* occurs if unit loses TWO+ steps in a single combat phase
# COMBAT[1]:
AIRCRAFT GROUND-ATTACK
- Allocate a/c to target hexes
- Do any defending 'AA' fire FIRST (see below)
- AA GROUND FIRE: AA units roll CEd6s; allocate dice to targets BEFORE rolling:-
Hits = 1d6 - range (range x2 if target 'high'). This normally takes place after the ENEMY's 'movement' phase (to allow for transports to be engaged).
N.B.CANNOT engage dive-bombers if they are directly overhead(!)
# If dropping LOW, (unsuppressed) infantry units in LZ or adjacent hex also get 1d6 each of AA fire (6 to hit). Fire once, any target.
# If actually landing under fire, count as 'low' but any hits are DOUBLED
- AIRCRAFT: (No of CE dice in brackets)
Fighters:- Me109(1), Me110(1), Hurricane(1) - 110s may 'interdict'; CE is for air-to-air only
Bombers - dive:- Ju87(1), 88(2), Blenheim(1), Skua(1) - if dive-bombing, use CE x2
- heavy:- He111(4), Do17(2), SM79(2) - 'area' attacks only Wellington(6), Lancaster(12)
- Torpedo Bombers:- SM79(1), Swordfish(1), Beaufort(1)
- BOMBING: Two types of ground attack, 'area bombing' and 'dive bombing'
- AREA: roll dice, any hits are allocated by defender ('6's to hit);
- DIVE: attacker may CHOOSE a SINGLE target unit/stack (4+ to hit)
- SUPPRESSION: any units under 'dive' attack - whether hit or not - are suppressed i.e. difficult to move/fight in their next phase
- Any unit in trucks DOUBLES any hits scored on it
- INTERDICTION: Instead of attacking immediately, you can leave the aircraft counter in a target hex, as this will affect movement in the next phase (any units STARTING in an area under 'area' bombing deduct 2 from their roll to move, others must roll on entering). Such units may EITHER attack one allied unit passing within 1x hex of their position, OR remain on 'interdiction' (which slows other movement).
# COMBAT[2]:
SUPPORT WEAPONS - 'REMOTE' ATTACKS
NB 'Remote' attacks never suffer from 'enemy return fire'
- HQ's are assumed to have heavy weapons in tow; may use their CE to attack ADJACENT areas; straight 5+ to hit on each dice.
- AA units may also engage ADJACENT areas; hits are 4+
- ARTILLERY may fire anywhere on SAME TABLE; hits are 5+ on d6's rolled (+1 if friendly unit present/adjacent to 'spot'; any unit for Germans, HQs ONLY for the allies). Allied artillery may NOT fire into 'contested' areas. Any hits should be allocated more or less equally by the defender.
NB *SUPPRESSION* occurs if unit loses TWO+ steps in a single combat phase
# COMBAT[3]
CLOSE-ASSAULT (Infantry & AFVs)
- Each unit can only attack OR 'support' once per turn (although HQs can co-ordinate any number of attacks within range)
- Assaults are mounted from one area 'into' an adjacent area; ONLY ONE ASSAULT MAY BE MOUNTED ACROSS THE SAME AREA BOUNDARY!
- Nominate which units SHOULD be involved, then roll for any 'supports' (after all, they may not turn-up!)
- Basically, it's 'buckets of d6' time; roll 1d6 per current CE factor of ATTACKER
- N.B. HALVE the current CE if attacking across rivers
- Score of '6+' = 1x step-loss; add to EACH die the following
+2 if any AFV's involved in the attack
+1 per other company of SAME regiment 'in support'
- SUPPORTING UNITS: if bttln. OR regtl. HQ is present (same area) = automatic; if not, each support must roll under their CE on 1d6 to count (N.B. Allied HQs must be able to trace a clear route to the unit to give orders).
- ENEMY RETURN-FIRE: lose 1x step PER UNIT if any unadjusted '1's rolled ('1' or '2' if attacking an enemy UPHILL); does not affect 'supports'
- OVERRUNS: if at the end of combat the only enemy units in an area are ALL suppressed, they are effectively captured.
- FORCED RETREATS: Units which take hits must roll 1d6 LESS/EQUAL to new CE-level; if roll fails, unit is forced to retreat 1x area (defender's choice of direction); may NOT be into area with unsuppressed enemy units present.
- DIE HARD: may choose not to retreat by losing steps = 1d6 (rolled by any enemy player present); if destroyed, causes 1x hit on attackers
- HARD COVER: 'Good' cover may absorb certain hits; if in prepared trenches OR buildings, reduce hits from any source by 2 (only if defending, of course).
- CONTROL OF AREA: If, after testing for retreats, there are less than 4x units in the hex, the attacker can leave units UP TO the stacking limit in place, retreating all others back to their starting point. The area is now 'contested'
- GERMANS: CRETAN RESISTANCE: When entering an 'unoccupied' village for the first time, the German player MUST 'attack'; victory is automatic, but check for any hits from 'return fire'.
- ALLIES: BAYONET CHARGES!! (Normally British or ANZAC): Must state this BEFORE rolling, or option not allowed. Roll as normal (ANZAC +1), BUT take 1x step loss PER unadjusted '1' or '2' rolled! Any axis unit taking hits MUST withdraw 1x area (= panic!); tell the Germans after 1st use of this tactic.........N.B. Greeks may use this against Italian units only. NB *SUPPRESSION* occurs if unit loses TWO+ steps in a single combat phase.
APPENDIX [a]
PARACHUTE & GLIDER LANDINGS
[1] DROPPING: Designate target area by placing a/c marker (direction = 'from coast'); place ALL markers before rolling any dice. Each transport group represents 12-18 a/c
- ALLIES ROLL FOR AA-fire: Before doing the drop (unsuppressed AA units ONLY)
# If a/c hit but NOT destroyed, unit carried takes 1x hit
# if a/c is KOd, PARA units still leave the aircraft and 'scatter', taking 1+1d6 hits before any other 'damage' rolls. All other units (glider, air-landed) are destroyed.
- ACCURACY OF DROP: Luftwaffe must decide whether they are coming-in LOW (accurate but MUCH more risky) or HIGH (greater dispersal). "Umm/err.." = LOW! All units in a 'stick' MUST drop at the same height (mark area?)
# If dropping LOW, units hit designated LZs OK
# If dropping HIGH, roll 1d6 per PARA unit (NOT gliders):-
| (Under/over is 1x area) | |||
| Under | OK | Over | |
| No AA fire | 1 | 2/5 | 6 |
| Some AA | 1/2 | 3/4 | 5/6 |
APPENDIX [b]
AIRCRAFT OPERATIONS: These are more vital to the Germans than the Allies, although the latter can cause some 'confusion' if they catch the Germans unprepared! For the Germans, however, airpower represents not only the means of transporting the key airborne units to their dropping zones, but also the 'flying artillery' needed to suppress or destroy key defences both before and after the landings take place.
| TYPE | MODEL | NOTES |
| Fighters | [Me109, Me110, Hurricane] | 110s may 'interdict' |
| Dive Bombers | [Ju87, 88, Blenheim, Skua] | may dive-bomb (CE x2) |
| Heavy Bombers | [He111, Do17, Wellington] | 'area' attacks only; varying loads |
| Torpedo Bombers | [SM79, Swordfish, Beaufort] | may also be used as bombers |
| Transports | [Ju52] | Carries 1x 'unit' per a/c |
| MODEL | TURN {1} | AFTER |
| Me109, Me110 | 6 | 6 (of each) |
| He111, Do17, Ju87 | 6 | 1d6 (of each; min. of 3) |
| Ju88 | 1d6 | 1d6 |
| SM79 | 1d6 | 1d6 -1! |
APPENDIX [c]
NAVAL OPERATIONS : These units are important to both sides, as the Germans need them to bring-in their heavy equipment, whilst the allies need them to either prevent a landing, or to escape. Royal Navy ships also represent a 'juicy' source of points for the Germans if their aircraft can catch them.
- There are two types of naval unit:
CONVOYS which can carry various numbers of troops (normally 6-12 units each)
WARSHIPS which can either fight OR carry troops (2-4 units each)
- MOVEMENT:
- Convoys can move 1x sea area per phase
- Warships move up to 2x areas per phase
- It takes 1x phase to load or unload (whether in dock or across the beach)
- Convoys may also have a 'dummy' or duplicate counter
- PUTTING OUT TO SEA (appearing on strategic map) = 1x PHASE
- SEARCH:
- Plot moves on plastic overlays; place a/c in 'search zones'
- Umpires will assess any contacts
- COMBAT:
- SURFACE ACTIONS: 'face-off' warships in each contact group;
# roll 1d6 per CE, needs '6' to hit
# DAYLIGHT ACTION: RN adds +1
# NIGHT ACTION: RN +2 (radar), Italians use CE-1
# Double any hits if target ship is a smaller 'class'
- TORPEDO ATTACKS by destroyers: each ship rolls 1d6;
# LOSER takes hits = difference in die roll
- Unprotected convoys are either sunk or escape back to Greece
- AIR-to-SURFACE: see 'air rules' section
APPENDIX [d]
AXIS ORDER OF BATTLE:
11th {Flieger} Korps (plus Italians, if agreed)
| [formation] | [type] | [lift pts] | [CE steps] |
APPENDIX[e]
ALLIED ORDER OF BATTLE
HQ (Crete)
# Heavy Coastal Artillery Regt. (fixed: 3x batteries) <-----may be parcelled-out to sectors
# 15, 22, 26 batteries, Royal Artillery (Field) <-----(as above)
# Co's A(Hvy), E(Lt) & F(Lt), Royal Tank Regt <-----(as above)
# 10x transport (truck) companies, RASC
11th Inf Brigade (GB)
1st/East Surrey - 5 - 5-4-4-3-3-2
2nd/South Essex - 5 - 5-4-4-3-3-2
3rd/Nothants - 5 - 5-4-4-3-3-2
4th/West Kents - 5 - 5-4-4-3-3-2
PLUS
101st (Greek) Regt (3x Btlns)
41, 42, 43, 44 (Lt/AA) batteries, Royal Artillery
============================================
13th Inf Brigade (ANZAC - New Zealand)
21st Bttln - 5 - 5-5-4-3-3-2
22nd Bttln - 5 - 5-5-4-3-3-2
23rd Bttln - 5 - 5-5-4-3-3-2
24th (Maori) Bttln - 5 - 6-5-5-4-3-2
PLUS
82nd (Greek) Regt (3x Btlns) 45, 46, 47 (Lt/AA) Batteries, Royal Artillery
===========================================
12th Inf Brigade (ANZAC - Australian)
11th Bttln - 5 - 5-5-4-3-2-2
12th Bttln - 5 - 5-5-4-3-2-2
13th Bttln - 5 - 5-5-4-3-2-2
14th Bttln - 5 - 5-5-4-3-2-2
PLUS
17th (Greek) Regt (3x Btlns)
48, 49, 50 (Lt/AA) Batteries, Royal Artillery
==============================================
10th Inf Brigade (GB)
1st/Liecestershires - 5 - 5-5-4-3-2-2
2nd/Ox.&Bucks - 5 - 5-5-4-3-2-2
3rd/Hampshires - 5 - 5-5-4-3-2-2
4th/Dorsets - 5 - 5-5-4-3-2-2
PLUS
60th (Greek) Regt (3x Btlns)
51, 52, 53 (Lt/AA) Batteries, Royal Artillery