Stalos Parachutes Over Crete #21 |
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(Defender) Germany | vs | New Zealand (Attacker) |
Formations Involved |
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Overall Rating, 3 votes |
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3.33
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Scenario Rank: --- of 961 |
Parent Game | Parachutes Over Crete |
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Historicity | Historical |
Date | 1941-05-23 |
Start Time | 11:00 |
Turn Count | 12 |
Visibility | Day |
Counters | 24 |
Net Morale | 1 |
Net Initiative | 1 |
Maps | 1: 98 |
Layout Dimensions | 43 x 28 cm 17 x 11 in |
Play Bounty | 138 |
AAR Bounty | 167 |
Total Plays | 2 |
Total AARs | 1 |
Battle Types |
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Urban Assault |
Conditions |
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Off-board Artillery |
Scenario Requirements & Playability | |
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Parachutes Over Crete | Base Game |
Introduction |
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The seaside village of Stalos lay just west of Canea. If the Germans coming from Maleme were to link up with those in Prison Valley, they would need to come through Stalos. When Greek scouts reported that some of the Germans in Prison Valley had occupied Stalos, Kippenberger ordered an attack to drive them out. |
Conclusion |
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The New Zealanders cleared all of the Germans out of Stalos except for one machine-gun position that stubbornly resisted all assaults. With patrols reporting growing German strength in the nearby hills, the New Zealand battalion pulled out of Stalos, leaving it in German hands. |
Additional Notes |
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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. |
1 Errata Item | |
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Reduce strength direct fire value be came 5-5 in Army at Dawn. (plloyd1010
on 2015 Jul 31)
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The Kiwis got Lucky - The Jerries Did Not | ||||||||||||||
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This was a 3-session play-through with a relative newcomer to this fiddly game, who gave me a hack of a fight over the little town of Stalos in Crete. Nearly everything bad that could happen to a side in PG happened to my honorable opponent in this one. He suffered a senior leader decapitation right when it looked like the German paras would be able to hold on toe their positions inside the town. In three sessions of play, he threw SIXTEEN combat 7-die rolls, all of which occured in circumstances that were unfortunte, at best. The Kiwis had tremendous luck in morale recovery, close assault combat & adjacent-hex firefights. Shattered NZ units, were able to recover and return to combat in record time and later in the game, several of these led successful attacks. I give this slightly flawed scenario a 3, reflecting a decent, but not great, SHARED play. The moer experienced player should lead the Kiwis. Barring a rewrite, this one is more suited to SOLO play, IMHO. |
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