Airdrop on Crete:
May, 1941

The Invasion of Crete Scenario

by Frank E. Watson


Introduction

"Airdrop on Crete" is a Europa battle scenario for the game Balkan Front. It updates BF's original "Assault on Crete" scenario by utilizing the new Second Front air and naval systems. In addition, "Airdrop on Crete" includes several modifications designed to enhance the special airborne and sea aspects of the situation.

Background

It is late May, 1941. On the island of Crete, the remnants of the Allied expedition to Greece, now called CREFORCE, brace to meet the expected German invasion. The eyes of the defending troops often glance nervously upward. Any moment, they expect to see approaching German tri-motored transports, laden with paratroopers. Their intelligence is correct, for on the nearby Greek mainland, the Luftwaffe is ready to mount the largest airborne operation yet attempted. In the harbor at Piraeus, the Germans are assembling a makeshift armada of commandeered Greek caiques to transport troops and heavy equipment. On the morning of May 20, the invasion begins.

Components

Maps. Use the eastern half of map 15B from Balkan Front.

Rules. Use the BF rules with the exceptions noted below in the "Special Rules" section. That section explains how to use the Second Front naval and air systems in the scenario.

Counters. All Axis land and air units come from BF. All Allied land and air units come from BF except for the following units, which come from Western Desert.

    1x 3-8 Inf X 4NZ
    2x 2-8 Inf X 5 NZ, 6 NZ
    2x 2-8 Inf X 17 Aus, 19 Aus
    1x 2-8 Inf X 16

The following naval units come from Second Front:

    1x 16-pt task force any ID (RN)
    1x 8-pt task force any ID (RN)
    1x Carrier Group any ID (RN)
    1x landing craft any ID (RN)
    16 pts naval transport any ID (RN)
    10 pts naval transport any ID (Italian)

Charts. Use the Allied and Axis game charts from BF and the following charts from SF. Sequence of Play Summary, TEC, CRT, AA Table, UIC, Game Calendar, Master Terrain Key, Game Play Charts 1-4, and Europa Weather Table.

Finally, consider the British Mxd F air unit to be carrier capable.

Prepare for Play

Both players use the initial forces listed on the "Airdrop on Crete" Orders of Battle. The Axis player deploys first, and secretly plans any airborne or amphibious operations for the May 11 Game Turn. The Allied player deploys second.

At the beginning of the game, the Allies control Crete, Gavdos, and Andikythera. Turkey is neutral. All other territory is Axis controlled.

Special Rules

Axis Defenses.

Due to other forces not represented in the game, Allied ground units may not enter any land hex not Allied controlled at the start of the scenario.

The Greek Government.

(Modify BF Rule 28B1a) The Allied player sets up the Greek government in hex 15B:2113 or 15B:2114. During any Allied Initial Phase, the Allied player may evacuate the government, sending it into exile. When evacuated, remove the capital marker from the map. All Greek forces immediately surrender and are removed from play.

Handle the capture of the government as per the original Balkan Front rules.

HMS York.

The Allied OB calls for the placement of a counter representing the beached cruiser HMS York in hex 15B:2113. York functions as 1 point of position AA (use a Greek position AA point). It may never leave hex 15B:2113 and is immediately eliminated if the Axis gain control of the hex.

BF Rules 16-25 (All Air Rules).

Replace these rules with Rules 16-25 from Second Front with the following exceptions:

Air Landing Units. An air landing unit may make an air drop if at least one of its transports is a glider. (That is, its entire transport need not be gliders.)

Surprise. Treat airborne units as supported on the player turn they make air drops.

Air Replacements. There are no air replacements.

BF Rule 26 - Naval Rules.

Replace this entire rules section with Rules 27-34 from Second Front with the following changes:

SF Rule 32 "Amphibious Landings." The Axis player may make amphibious landings using his NT units.

SF Rule 34E "Mines. " There are no mines.

SF Rule 34F "Danger Zones. " The Allied danger zone consists of all hexes within 5 hexes of an Axis-owned port in mainland Greece.

The Axis danger zone consists of all hexes within 5 hexes of an Allied-owned standard port.

SF Rule 34H "Axis Fuel Shortages. " Ignore this rule.

Middle East Holding Box. For purposes of naval movement, the Middle East holding box is 24 hexes from the south edge of the mapboard. Allied naval units can enter or exit the holding box at a cost of 24 movement points. Axis units may not attack units in the holding box. For air units, the Middle East holding box is 12 hexes away from the south edge of the map.

Victory

A. Game Length.

The game begins with the May II 41 turn and ends upon the conclusion of the Jun II 41 turn, or as soon as no Allied units are on Crete (in which case the Axis player is assumed to control all hexes on Crete for VP purposes).

B. Victory Points.

Only the Axis player scores victory points, according to the victory point table, below:

    Points Condition
    +6 Capture of the Greek government
    +5 Control of Khania
    +5 Control of Erakleion
    +5 Control of Suda (hex 1513:2113)
    +3 Control of Rethymnon
    +3 Per hit on Allied CG unit
    +2 Each non-Greek Allied RE Eliminated
    +2 Per hit on Allied TF unit
    +2 Each Allied air unit eliminated
    +1 Each Allied air unit aborted
    +1 Each Allied NT point eliminated
    -1 Each Axis NT point eliminated
    -1 Each Axis non-glider air unit aborted
    -2 Each Axis non-glider air unit eliminated
    -2 Each Axis non-Para/Air Lndg RE eliminated
    -6 Each Axis Para/Air Landing RE eliminated
    -10 No Axis-controlled airfield on Crete
    -10 No Axis ground units on Crete

Divisions reduced to cadre count as 2 REs eliminated.

D. Level of Victory Schedule.

Victory is evaluated using the schedule below:

    Level of Victory Axis VPs
    Axis Decisive Victory 31 or more
    Axis Major Victory 21 to 30
    Axis Marginal Victory 10 to 20
    Allied Marginal Victory (-4) to 9
    Allied Major Victory (-19) to (-5)
    Allied Decisive Victory (-20) or less

Optional Rules

Although the following rules are not necessary to play "Airdrop on Crete," it is recommended that you use them to enjoy the full flavor of the scenario.

Cretan Ports.

Treat Khania and Rethymnon as minor ports, not standard ports as printed on the map. Treat hex 15B:2113 as a standard port, representing the naval base at Suda Bay.

If the Axis control hex 15B:2113, apply a -1 modifier to all subsequent Allied naval reaction movement success die rolls.

Airborne Capture.

An airborne unit may attempt to seize one enemy-owned objective when it air drops. The objectives are: a bridge, an airbase, or a minor port. The airborne unit must drop in the hex of the objective (for airbases or minor ports) or in a hex adjacent to the hexside of the objective (for bridges only). The unit must land undisrupted in order to attempt the capture. The phasing player rolls one die and consults the success table. If the attempt fails, the other player retains possession of the objective. Note: If several airborne units drop on an objective, each may attempt to capture it. They must, however, make the attempts simultaneously. (In the SF air system, this prohibits a player from canceling subsequent air drop missions to the hex if an earlier air drop succeeds.)

Units that participate in an airborne capture attempt may also participate in attacks during the following combat phase.

Close Range AA Fire.

AA fire at air units landing at a friendly airbase in a hex occupied by enemy units (such as one seized by airborne capture) receives a -2 modifier.

Dedicated Missions.

Pilots of many nations pressed home critical missions in the face of stiff AA fire. To show this, a phasing player can declare some or all air units flying bombing and transport missions to be flying dedicated missions, before AA fire against them is resolved. AA fire and mission resolution results are modified as follows:

    An R result becomes an A result. The dedicated air units complete their missions before being affected by the result, as follows:
    An air unit on a bombing missions has its bombing strength halved.
    An air unit on a regular transport mission lands its cargo.
    An air unit on an air drop mission drops its cargo, which receives a -1 to its disruption roll.
    An A result becomes a K result. The dedicated air units complete their missions before being affected by the result as above, with the following exception:
    An air unit on an air drop mission drops its cargo, which receives a -3 to its disruption roll.
    German, British and Greek air units may fly dedicated bombing missions; German air units may fly dedicated transport missions. No other air units may fly dedicated missions.

Axis Objectives

1. Take Crete, denying the Allies bomber bases in range of the Ploesti oil resources.

2.Minimize German casualties in the elite air and mountain units involved, proving the viability of future airborne operations.

3. Close the campaign quickly, freeing up units for the upcoming Barbarossa.

4. Destroy the Allied troops on Crete.

5. Cripple the Royal Navy.

Allied Objectives

1.Hold Crete, preserving a homeland for the Greek government. and bases for the future.

2.Destroy the confidence of the Axis in airborne operations.

3. Hold Crete.

4.Maintain the garrison of Crete, or save it if the island must fall

5.Preserve an offensive naval potential in the Mediterranean so it can carry out its primary assignment of interdicting Axis supply lines to Africa.

Credits

Scenario Design: Frank Watson
Front Cover: Sally Watson, "Just a Bunch of Aussies"
Naval Assistance: George LeSauvage
Mostly Meddling: Rick Gayler


Airdrop on Crete: May, 1941 Scenario


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