No Retreat Crete
No Retreat Crete
No Retreat Crete
SCENARIOS
The Historical Scenario for The Invasion of Crete in- 2. The Allied player places all his Box markers on the
cludes two setup sheets detailing where to place the map, with the square and round units that are stacked or
active units. The “what-if” Free Setup Scenario uses adjacent to the Boxes in the corresponding spaces on the
only text instructions. Both scenarios utilize the Box “Box Camouflage Display” card (these are revealed when
Camouflage Display player aid card for the Allied setup. the German players air drops on the same map); then he
puts the remainder of his units on the three maps.
A. Historical Scenario
3. Flip the Game Turn marker to its Allied Initiative
The battle of Crete began on the morning of May 20, (roundel) side and place it in the Turn 1 box of the Game
1941, under the Nazi code word “Operation Merkur”. It Turn Track, then start the turn normally.
was the first-ever pure airborne invasion in history. The
German attackers badly underestimated the defender’s 4. The German player places on the board all the units
strength. Worse still for the Germans, the Allies were scheduled to land on Turn 1, one unit per hex (except for
aware of the coming attack, thanks to British “Ultra” the Artillery marker, see C8.6.2, case 10). No unit may be
intelligence reading the German “Enigma” cipher ma- set up in any of the two southernmost hex-rows.
chines’ transmissions. The Commonweath troops thus On Turn 1 in this scenario units will land in the
had time to prepare their defenses, albeit the main threat Maleme/Galatas/Canea sector.
was still believed to be coming from the sea. Despite all
this, after 10 days of battle, and after sustaining very 5. The German player places on the board all the units
heavy casualties on the first day, the 14,000 German scheduled to be landed on Turn 2, in the “Sector Holding
paratroopers and 15,000 air-landed mountain troops Boxes” of the maps of those drops. No unit may be set up
were able to prevail against the 40,000 defenders (in- in any of the two southernmost hex-rows.
cluding 10,000 administrative troops and 11,000 Greek On Turn 2 in this scenario units will land in the
soldiers). The invaders also encountered heavy resis- Rethymnon and Heraklion sector.
tance from the local population. The paratroopers’ high
training and initiative, the Allied commander’s failure 6. The Allied player puts on the map(s) where the Enemy
to fully comprehend the tactical situation, and espe- player is dropping units all his square and round units
cially the complete German air superiority allowed the hidden in the “Box Camouflage Display” sheet. Units on
attackers to finally prevail. Because of the horrendous maps where no drops happen stay hidden until next turn,
losses suffered by the Fallschirmjägers, Hitler forbade when the revealing process is repeated during next turn’s
any more large-scale paratroop attacks for the rest of Air Move Phase.
the war, while the Allies decided instead to fully develop 7. The German player rolls for each of his units attempt-
their own airborne arm. ing to land on the “Paradrop table” following rule C8.6.2.
Scenario Rules 8. Continue the game normally (it will be the Initiative
Player’s turn (the Allied player in this case).
1. The units are placed on the three maps, as described
on the two set-up sheets.
Scenario Special Rules
The German player’s set up sheet for this Historical Sce- 9. The Allied “RF/1A&SH” (3-3) square infantry unit
nario is located on the back of this Scenario Booklet; the initially set up in the Heraklion sector holding box cannot
Allied player’s set up sheet is on the flip-side of the Box move out of that box until Turn 5 (it’s coming from the
Camouflage Display player aid card. south of the island).
B. Free Setup Scenario • The drops are spread over a two-turn period: Paradrops
are made in two Zones on Turn 1, then in two other
In this scenario both players will have the hindsight of
different Zones on turn two.
history and will be able to make their own custom plans
of defense and invasion. Can you do better in planning • One regiment (see C2.3) may be Paradropped per Zone
than your historical counterpart? (Sturm, 1FJ, 2FJ, 3FJ), anywhere in the zone.
• The five round German “C/G”, “R” and “H” Detach-
Scenario Rules ment units may be dropped with any of the regiments,
1. All the rules of the Historical Scenario are followed, two per regiment maximum.
except for the setup. Do not use the setup information on
the historical setup sheets; instead use the special instruc- • The “7 Eng(+)” unit, together with its round Artillery
tions below, using the same units. marker, may be dropped with any of the regiments.
• The “Sturm/I(+)” Glider unit may be dropped with
2. Using the Historical Scenario setup sheet for the loca- any of the regiments as one full-strength counter or
tion, the Allied player deploys his units as he wishes, with separated in its three elements.
the following limitations:
• The “85GJ/I” and “85GJ/II(+)” Mountain units, the
• Maximum one unit—plus one Box unit—per hex. A round Artillery support markers, and the Air Support
Box units may not set up in a City hex. markers are set up as per the Historical Scenario.
• One brigade (see C2.3) must be deployed in each of • The six “6KG” to “11KG” German round Detachment
the five Zones (4NZ, 5NZ, 14, 19A, CR), within two markers are set up in the “Reserves & Air Landing”
hexes of a coastal hex. box and/or the “Invasion Convoy” box.
• The three round Allied “M” and “C” Detachment units
may be set up in any of the five zones, within two 4. Follow the rest of the rules/steps of the Historical
hexes of a coastal hex. Scenario instructions , starting with #2.
• The nine round Greek units may be set up in any of the
five Zones, three units per zone maximum, anywhere
C. Tournament Scenario
in the zone. This is a shorter version of the previous two scenarios
• The “19/7+8A” unit may be set up on any crossing and ends on Turn 9. It centers on the capture of Crete’s
arrow, or with the other two units of its brigade, within all-important airfields and ports.
two hexes of a coastal hex.
Scenario Rules
• The “RF/1A&SH” unit and the tank support marker 1. All the rules of the Historical or Free Setup scenarios
are set up in any holding box. The “RF/1A&SH” unit are followed, but for one set-up exception below:
may not move prior to Turn 5.
• The German “Sturm/I(+)” Glider unit can be dropped
• The “10 NZ Brig” unit may be set up in any Zone, with any of the German regiments, as one full-strength
within two hexes of a coastal hex. counter, or separated in its three elements.
• The five “4BG” to “8BG” Allied round Detachment
counters are placed in the “Reserves & Greeks” hold- Special Victory Conditions
ing box. 2. The victory conditions are different for this scenario:
• Box markers “A” through “G” must be set up in or • The German player wins if he controls one Airfield
adjacent to a coastal hex, maximum of two such mark- plus one other Airfield/Port hex.
ers per zone.
• If the German player controls two or more Port hexes,
• Box markers “H” through “L” may be set up anywhere. it is a draw.
3. Using the Historical Scenario setup sheet for the loca- • Otherwise, the Allied player wins.
tion, the German player deploys his units as he wishes,
with the following limitations:
• Paradrop a maxiumum one unit per hex, plus the round
Artillery counter.
EXAMPLE OF PLAY (Crete) As you can see, most of the landing zones close to
the objectives are covered/adjacent to hidden markers
and possible Anti-Air units, but to the west. Dropping
Sample Paradrop units too far to the east runs the chance of having them
It is Turn 2 of the Crete Historical Scenario; the Ger- drift off the map and out of the action for a while. The
man player is poised to drop his troops on the Rethymnon Axis player still decides to take some risks—planning
Sector. He wisely put in a Stuka air support unit in the to later dispatch some of the seaborne invasion units to
“Interdiction Box” during the Organization Phase to im- help—and tries for a drop mostly in the middle of the map
pede enemy movement during the critical paradrop turn with his larger units, and detachments on the flanks (note
(the defenders cannot move normally during that turn, that units cannot drop in Mountains/Cities, as indicated
but still can use “counterblow” movement; this will be by the Terrain Effects charts).
denied by the air unit; see C13.0.2).
Available units to the German player are:
Perivolia, water, and the 4Gk detachment. Since an The German player gamble has not succeeded, thanks
enemy unit or water occupies one of the three vertex to the extra AA Box on the map. Without it the drop would
hexes, the parachutists must suffer a one-step loss. have been much tighter. But only one step was lost during
They then land in the town—the only empty hex the descent—it could have been much worse! Alas, the
available. paratroopers are badly scattered over the sector and the
Yellow Arrows: Note that if the die result had been two battalions separated by the main Allied force. Good
a “5” the unit would also have taken a loss, but could thing that the enemy cannot react at all during their move-
not land on the Box unit (and eliminate it). You can ment phase, who comes next in the turn: it will give the
only do this if there are no other empty landing hexes Germans time to get into better attack positions.
available or if landing right in the Box hex (see C8.6.2 Below is the situation at the end of the organization
cases 4 & 5). Phase, just before the Allied Movement phase: