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Crète 1941: Opération Merkur

Crète 1941: Opération Merkur Rulebook

Table of Contents

Table of Contents

  • 1 – General
    • 1.1 - Terrain.
    • 1.2 - Game Scales
  • 2 – Units and Organization
    • 1.1 – Units
    • 2.2 - Reduction of units
    • 2.3 - General Staff Units (Leaders)
    • 2.4 - Destruction General Staff Units
    • 2.5 – Use of Leaders
  • 3 - Markers
    • 3.1- Initiative
    • 3.2 – Different markers
  • 4 – Game Sequence
    • 4.1 - Concentration of German Paras
  • 5 – Control & Information
    • 5.1- Stacking
    • 5.2 – Parachute jumps and glider arrivals
    • 5.3 - Arrival of reinforcements by air
    • 5.4 - Arrival of reinforcements by sea
    • 5.5 - Control of a zone
  • 6 - Movement
    • 6.1 - Land movement and cost
    • 6.3 - Moving on the strategy map
  • 7 - Battle
    • 7.1 - Offensive value
    • 7.2 - Defensive value
    • 7.3 - Special combat
    • 7.4 - Combat results
  • 8 - Bombing
    • 8.1 - Offensive Value
    • 8.2 - Defensive Value
    • 8.3 - Results of a bombing raid
    • 8.4 - German bombing before the invasion
  • 9 - Parachute grouping
  • 10 - Victory Conditions
  • 11 – Night Phase
  • 12 – Solo Play
    • 12.1 - Placement of forts
    • 12.2 - Movement and combat of Commonwealth troops
  • 13 – Positioning and Arrival of the Units on the Map
    • 13.1 – Historic arrival of German units
    • 13.2 – Historical positioning of Commonwealth forces
  • Repeated Sections (as printed after Section 13)
    • 7.1 - Offensive value (repeated)
    • 7.2 - Defensive value (repeated)
    • Transaction table (cost in PM)
    • Ground and air bombardment (repeated)
    • 7.4 - Combat Results (repeated)

1 – General

1.1 - Terrain.

The map is divided into zones (1 cm is equal to one square kilometer of land). Each zone is adjacent to many other areas, movement is allowed between adjacent areas.

1.2 - Game Scales

The game spans 8 days (from May 20th to May 27th) of 3 turns each (2 daily rounds and 1 night shift).

2 – Units and Organization

Pieces group the combat units of both sides and the markers needed for the game.

1.1 – Units

Printed as "1.1 – Units" under section 2 in the draft; numbering kept as printed.

Each piece in Crete 1941 represents:

  • a General Staff Officer (Leader) for command and artillery/support units;
  • a battalion for infantry units;
  • a platoon of tanks for armored units;
  • a battery for the anti-aircraft units or artillery of the 5th Mountain Div.

Each unit has an attack strength, a defence strength, and a movement strength (see diagram).

2.2 - Reduction of units

All units have 2 efficiency levels: Piece Front: Full unit. Piece's back: Reduced unit.

2.3 - General Staff Units (Leaders)

Each faction possesses a certain number of leader tokens that, in addition to giving advantages to units that are under their direct orders, can also serve as artillery and support units.

2.4 - Destruction General Staff Units

A leader can only be targeted if it is alone without any other friendly units in a zone during the game. However, it will not be able to be attacked by the air force in this case.

  • a destroyed leader causes the loss of the artillery strength assigned to the relevant regiment, brigade or division and the loss of its benefits to the troops under its command;
  • a leader in a zone that contains friendly units will not be destroyed, but it can still be damaged (fatigued) if it is the only fresh unit in the zone. If it is already fatigued, it can only be destroyed if it is the last unit in the area;
  • a destroyed leader is never replaced;
  • a leader can fall back for free with the last combat unit placed under his command that he has to fall back due to a combat or bombing result.

2.5 – Use of Leaders

Artillery Support:

A leader's attack strength is in effect the artillery or support weapons assigned to its regiment (for German paratroopers), its brigade (for Commonwealth troops) or its division (for divisional Leaders). A leader can never attack directly (ie lead an attack or direct fire), nor can it be used as a unit in addition to the one handling combat. His role is confined to bombardment, artillery support, and the gift of combat bonuses and morale bonuses. A leader can perform an artillery or support bombardment either in its own area or in an area adjacent to its own.

A leader or battery in a disputed zone cannot support an adjacent zone. He/she can only support his/her own area.

Combat Bonuses:

+1 to the attack and defence strength of units that are in the same zone as the leader and are directly dependent on it. Friendly units that are not directly under the orders of the leader do not receive this bonus if one of them is directing combat. Division Leaders donate the bonus to all units in their fields without any distinction. If multiple Leaders are in the same zone, their bonuses don't stack, so you have to take the most favorable leader bonus to combat.

Division Leaders:

Germans: Suessman, Ramcke, Ringel

Commonwealth: Freyberg

The artillery strength of a divisional leader is special, to know its value, merely add the artillery strength of all the lower Leaders placed under its orders and which are located on the same map within a radius of two maximum zones for in relation to its own zone (thus three zones counting that of a divisional leader). If a player wants to use the strength of one of these Leaders, they must do so before any other lower leader that is in their zone of influence and on the same card. In this case, the lower Leaders lose their artillery capability until the end of the current turn.

If, however, a lower leader uses its strength before a division leader, the division leader loses its strength until the end of the turn.

Example: On the west map, you will find the Leaders of Meindl, Heidrich and Suessman. Meindl is two zones away and Heidrich is four zones away from Suessman. The leader of the Suessman division will therefore have the same value as that of Meindl as an artillery one. If Heidrich is in one zone instead of four, Suessman will have an artillery strength equal to the sum of Meindl and Heidrich combined.

If Suessman uses his artillery strength, Meindl and Heidrich lose their strength until the next turn, depending on whether or not they are in Suessman's zone of influence; If, on the other hand, Meindl or Heidrich use their strength before Suessman, it is Suessman who loses his strength until the end of the turn.

Leaders Suessman and Ramcke

These two leaders are divisional and can direct parachute units that are on the same map as them. However, if one of these two Leaders uses its artillery strength during a turn, the other will immediately lose its strength until the start of the next turn.

Example: If Suessman uses his bombardment ability before Ramcke or otherwise, Ramcke loses his ability until the start of the next turn.

Notes:

  • to indicate that a leader has used its artillery strength, put an "artillery fire" marker on top;
  • the leader paratroopers can be supported by the artillery of the 5th Mountain Division.

Ringel and the artillery of the 5th Division

It is the leader of the German 5th Mountain Division. Its artillery strength depends on the number of artillery units of the 5th Division that manage to land in Crete. (In fact, two of the artillery batteries arrive in boats and another by air.)

Ringel's artillery strength is "zero" at first, but if the 5th Division's artillery units manage to land, the strength can be 2 x 8 and 1 x 6.

Each battery is independent of each other. If one or more of them land on a map other than the one where Ringel is located, they can be used independently. If Ringel is present with at least two of his artillery units, he can combine their two factors and bombard an area adjacent to his own only (he cannot bombard his own area because the artillery power is too powerful).

If Ringel is not present in the zone, these values cannot be combined. Each unit must then fire separately from the others, however the three units can, at the player's choice, either bomb the same area one after the other, or bomb different areas.

If Ringel is reduced or destroyed, this does not affect the value of the artillery units of the 5th Division due to their respective autonomy. The only effect will be not being able to accumulate the artillery factor of the two batteries at the same time.

(Batteries can only be targeted if there are no more friendly units in their area).

Note: During an assault, a leader or artillery battery from the 5th Division can support either the aggressor or the defender depending on the camps. In this case, if multiple Leaders or batteries are in the same zone, only the most powerful of the pieces present will be able to support the defence or attack. In case of equal power, the player will take what he wants.

Examples: the battery of 6 and a battery of 8 of the 5th Division are located in an area adjacent to an assault launched by the German player, only the battery of 8 will be able to support the attack (it would be the same in case of defence).

3 - Markers

3.1- Initiative

Turn/Initiative Marker

This piece is placed on the counter, it takes into account the course of the battle. The initiative indicates for each turn which camp has the possibility of influencing the course of the combat.

In the possession of the German player at the beginning of the game, it can be used by the player who has several ways during his turn. But once used, the initiative automatically switches to the opposing player who can only use it during their turn.

Use of initiative:

It allows:

  • or to reroll the dice during an action (parachute drop, interception by the Royal Navy, bombing, activation of Commonwealth zones...) or a combat unfavourable to the player (in this case, the two players reroll the dice);
  • or activate a zone that has not yet been activated;
  • or to reactivate an already activated zone for combat or movement.

Notes:

  • It is not possible to reactivate a leader or artillery battery that has already used its artillery strength during the turn in progress;
  • The German player can, during the paratroopers' drop turn, reactivate an area containing paratroopers on which there is a "Scatter" marker. This reactivation allows you to remove the marker from the area and use the paratroopers for both combat and movement. (This reactivation indicates that the paratroopers in question are regrouping faster than expected and have already recovered their heavy weapons);
  • If a reactivated zone contains units that have just arrived in the zone and units that were already there, it is the entirety of the units present in the zone during the reactivation that can be used (except for Leaders/batteries that cannot be reactivated).

3.2 – Different markers

Forts

These pieces are used by the Commonwealth player who can at the beginning of the game, before the German player starts his turn, place a "fort" marker in an area containing Commonwealth units that are not in an area of the city. Units that are in the zone of a fort benefit from a +2 in defence. (also for new units entering the zone). There can only be six forts in play at most, destroyed forts cannot be rebuilt.

A fort can be destroyed in two ways:

  • or there is no longer a single Commonwealth unit in the zone (remove the fort from the game);
  • or the Commonwealth player can destroy it after an unfavourable combat, instead of one of his units that should be fatigued or eliminated at the end of the combat.

Artillery Fire

These pieces are placed on Leaders/artillery batteries when they use their artillery capacity during their turn. Markers are removed at the end of the turn when there is no longer a single unit that can be activated.

Scatter

These pieces are placed on parachuted units during their turn of arrival. They will only be removed at the beginning of the next round. A leader placed under a scatter marker cannot use its artillery capability.

Gliders

These pieces (4 in all) are reserved for the following units when they arrive on the card: 1st and 2nd battalions of the SturmRegiment, leader Suessman and leader Meindl (for solo play, these markers are distributed at the player's choice to the SturmRegiment). Units placed under these pieces do not receive the "scatter" penalty upon arrival, and they are 100% fully operational immediately. (However, they do not receive the paratroopers' -1 bonus for the landing test.)

German/Commonwealth Control

These pieces are used to indicate which fields belong to a "target zone" if there is no one in the zone. The zone belongs to the last player who occupied it alone during a full turn.

4 – Game Sequence

The game is played in a number of turns. Depending on the field, perform the following.

German Turn

The player can activate all areas that contain German units one after the other. For each activated zone, the player can perform one or more of the following actions:

  • or move units in the area to an adjacent zone;
  • o attack enemy units in the activated zone;
  • or fire on enemy units in an adjacent area;
  • or carry out a ground bombardment with the help of its leader in the leader area or an adjacent area;
  • o Use unused air tokens to carry out aerial bombardments on any area of all 4 maps 1;
  • or land the reinforcement units provided on counter 2.

Notes:

  1. For air units, activate the "Luftwaffe zone" (this zone represents the German airfields of Greece).
  2. For reinforcements, activate the box on the counter on which the "Initiative" indicator is located and which may contain reinforcement units before arriving on that date.

Commonwealth Turn

In the case of combat, shooting, attacking, and/or bombardment, the player can activate any area containing Commonwealth units on each turn (except for night rounds):

  • in an area contested by German units;
  • or adjacent to an area containing German units.

As for moving, the player is limited for the first five spins to the number of zones they can activate. To know the number of zones that can be activated for movement at each turn, perform the following steps and change the result in case of concentration of German paratroopers:

  • Turn 1: (1d6-5) zones can only be activated for movement.
  • Turn 2: (1d6-4) zones
  • Turn 3: (1d6-3) zones
  • Turn 4: (1d6-2) zones
  • Turn 5: (1d6-1) zones
  • Turn 6 and following: zones 1d6

At night, no combat (no barrage, no attacks, no bombing) except for the Maori. For movement and combat, the player can each turn activate 1d6 zones for all 4 cards. (minimum = 1, maximum = 6 zones).

If the player has the "initiative" marker, they will be able to activate an additional zone for movement during their turn if they wish. (also for shifts 1 to 5).

Note: This limitation on the number of zones that can be activated each turn reflects the lack of transportation and coordination, as well as the disorganization that reigned during the battle within the Commonwealth links.

4.1 - Concentration of German Paras

If, during the first 5 rounds of the game, the German player occupies less than 3 zones on the west map, the Commonwealth player will have a bonus on his activation turn: If the player occupies only one zone during a spin: +2 bonus. If the player occupies only two zones: +1 bonus. From 3 or more zones: no bonus.

5 – Control & Information

5.1- Stacking

Each player can have a maximum of Six units (including leaders) by east, central, and west map area. A moving or retreating unit cannot stop in an area it already contains six friendly units.

For the strategic map of the island of Crete, each zone can contain an unlimited number of units. If multiple Leaders are in the same zone, take the highest leader combat bonus. In the event of a tie, only one bonus will be applied.

5.2 – Parachute jumps and glider arrivals

During the first two rounds of the game and during those where there are paratrooper drops planned for reinforcements, the German player must perform a landing test for his paratrooper units and those arriving with gliders.

This test helps determine whether the unit coming ashore has suffered losses or not (historically many paratroopers have been injured or knocked out during jumps, not to mention gliders crashing into the chaotic hills of the island of Crete). For each piece that is placed in an area during its turn of arrival, roll 1d6 and add the following changes:

Landing modifiers:

  • Flat surface: 0;
  • Wooded area or difficult terrain: +1;
  • Hill or steep area of terrain (escarpment): +3;
  • Mountain area: +4;
  • Area occupied by 1 to 2 enemy units: +1;
  • Zone occupied by 3 to 4 enemy units: +2;
  • Area occupied by 5 to 6 enemy units: +3;
  • Test for paratroopers without gliders: -1 (not for solo play)
  • Solo play: area adjacent to areas occupied by enemies: +1;

These modifiers are cumulative.

Landing Test Result

On a result of 6 or more, the unit is reduced by half (piece flipped).

Combat on landing

If a piece has landed in an area that contains enemy units, once all landing tests have been carried out, they will immediately have to combat the enemies in their area. (this combat is mandatory, but Commonwealth units can only be supported by their artillery if it is in the combat zone and not in an adjacent zone).

At the end of the landing turn Parachute units that have had combat during their turn of arrival suffer the penalty of "scattering" which punishes them heavily. This reflects the lack of organization and coordination upon arrival, as well as the loss of time they need to retrieve their heavy weapons that have fallen into separate containers.

Troops arriving by glider, plane or boat do not have this kind of problem and are immediately operational.

5.3 - Arrival of reinforcements by air

German reinforcements from the 5th Mountain Division arriving with Ju 52s will be able to do this in two ways:

  • If the German paratroopers control one of the 3 airfield zones on the map, (control of the zone means under his control and not disputed by the enemy);
  • or by crash landing in flat areas, (in this case, a single pedestrian will be able to land at each turn with a landing test as for paratroopers arriving from gliders).

The order of arrival of these reinforcements is carried out from the first shift of the day following the capture of the aerodrome in the order given in 13.1.

5.4 - Arrival of reinforcements by sea

German reinforcements of the 5th Mountain Division (B1) who are to arrive by sea will only be able to do so from turn 7 (morning of the third day) if they have not been intercepted by the Royal Navy during shift 6 (night of the second day). Units that pass will be able to land, at the German player's choice:

  • or in a port under the control of German paratroopers (such as airfields);
  • or on a beach. If the latter is occupied by the enemy, the landing units will have to make an attack at the end of their turn. (but the player won't be able to land more than six units per beach zone due to stacking).

Royal Navy Interception Test

This test is performed from turn 6 by the Commonwealth player (or by the player himself in the case of a solo game). Roll 1d6:

  • 1: the convoy passed without a problem, reinforcements will be able to disembark on the next turn;
  • 2-3: The convoy was delayed by one turn to avoid the enemy fleet. Repeat an interception test on the next lap;
  • 4-5: Convoy intercepted by enemy destroyers, 1d6 units eliminated:
    • 1, 2 or 3 units eliminated, the rest of the convoy passes smoothly and the survivors can disembark on the next turn.
    • 4, 5 or 6 units eliminated, the rest of the convoy is reversed and the German player will no longer be able to count on these units until the end of the game.
  • 6: Totally destroyed convoy (remove pieces from the game).

Notes:

  • for convoy B2, there is no need to do an interception test because the Royal Navy was withdrawing to begin the evacuation of Crete's troops.
  • All reinforcements (except paratroopers) can move and attack as soon as they arrive on the map.

5.5 - Control of a zone

All zones on the map are under one of the following four states during the game:

  • "unoccupied zone"

    These areas are not under the control of any specific player. These zones do not affect the movement of units.

  • "area controlled by Commonwealth forces"

    Area occupied only by Commonwealth troops. If German units enter such zones, they must stop their movement and engage in combat during the phase when they enter the zone (the case of paratroopers and troops arriving from gliders). If units from both sides remain at the conclusion of the phase in the zone, it becomes a "contested zone".

  • "area under the control of German forces"

    Area occupied only by German troops. These areas do not affect the movement of German units. If Commonwealth units enter such zones, they must halt their movement and engage in combat during the phase in which they enter the zone. If units from both sides remain at the conclusion of the phase in the zone, it becomes a "contested zone".

    An objective zone under German control gives it the point until it becomes contested.

  • "disputed area"

    Area occupied by units from both sides. Each player can bring other troops into these areas to reinforce those already present. Each unit of the two camps that enters must stop its movement, but is not obliged to engage in combat.

    A contested goal zone does not give the victory point to the German player.

    The maximum number of units possible in the disputed area is twelve (six German and six British).

6 - Movement

6.1 - Land movement and cost

A unit expends its movement points for each zone it passes through according to the following movement chart. If a unit has not used all of its movement points at the end of the turn, they are lost.

From an activated zone, units that are there are not forced to move together.

Example: 4 units are in an activated area. On the same turn, the player can:

  • move a unit to an adjacent area A;
  • move a unit to an adjacent area B;
  • Have the remaining two units pull towards an adjacent area C under enemy control.

Motion Chart

Cost of Movement Points (MP):

  • 1 PM per road area following a contiguous road throughout the movement;
  • 1 PM to enter a flat area (or wooded or difficult terrain);
  • 2 PM to enter a hilly or steep area;
  • 4 PM to enter a mountainous area;
  • 6 PM to enter a strategic zone (zones A, B, C, D, E, F, G, H);
  • +1 MP to enter a zone under enemy control or contested by him.

Mechanized units are not allowed to enter areas that do not contain roads. A retreating unit cannot enter an enemy-controlled area or a contested zone. If it can't do otherwise, it's turned over. If it is already turned, it is deleted.

A unit entering an area under enemy control or a contested zone must immediately stop its movement.

(The draft has no section 6.2.)

6.3 - Moving on the strategy map

To switch from Chania-Suda to Rethymno (or the other way around), or from the Rethymno map to Heraklion (or the other way around), you need to go through the strategic zones A, B, C, D, E, F, G, H. If these areas are occupied by the enemy, you must combat and take control of the area before you can continue to move forward.

7 - Battle

There is mandatory combat when a player's units enter an area under enemy control. Otherwise, combating is not compulsory in the disputed areas.

A unit can attack either in the area where it is located (it's an assault) or perform a ranged attack in an adjacent area without moving (it's a shot).

To resolve a combat, compare the attacker's offensive value plus a 2d6 throw with the defender's defensive value plus a 2d6 throw.

Note: In combat, a leader cannot serve as a primary defender (or target in the event of a bombardment) if there are other friendly units in the same zone with him.

7.1 - Offensive value

It is equal to the attack factor of any unit of the attacker's choice:

  • +1 for each unit in the zone in addition to the one leading the attack;
  • +1 if 3 battalions of the same German regiment attack simultaneously;
  • +1 if 3 battalions of the same Commonwealth brigade attack simultaneously;
  • +1 to the German attacks of the day as a consequence of German combater support;
  • +1 to units dependent on a leader and located in the same area as the leader;
    • Artillery strength of a leader/battery present in or adjacent to the combat zone in support of an assault.

Note: If a leader or battery has an "artillery fire" marker, you can still use its artillery strength for an assault. However, if there are multiple Leaders/batteries in the same zone that can support an assault, the player will only be able to use one for a given assault.

7.2 - Defensive value

It is equal to the highest defence factor of the attacked group (to the defender's choice) plus:

  • +1 to units dependent on a leader and located in the same area as the leader;
  • +0 defence in a flat area;
  • +1 defence in a wooded area or difficult terrain;
  • +2 defence in a hilly (or mountainous) area;
  • +2 Commonwealth troops defending an area containing a fort;
  • +3 Commonwealth troops defending the Maleme Airfield area/Hill 107;
  • +4 defence in an area that contains a secondary city;
  • +6 Defence in Cities: Chania, Réthymnion and Heraklion
    • Artillery strength of a leader/battery present in or adjacent to the combat zone in support of defence.

Note: All bonuses are cumulative except those of land and city between them, take the highest bonus present in the area.

Examples:

  • hilly area containing a city = (+2 hill) or (+4 city) = defence value +4;
  • Hilly area 107 (+ fort) = (+3 hills107) + (+2 Fort) = defence value + 5

7.3 - Special combat

Combat against armored vehicles

Paratrooper units attacked by enemy tank units have their defence strength divided by two (round to the next whole number) for combat, unless a friendly leader is in the same zone as them.

Fire from a contested area

Each unit that shoots to an adjacent area from a contested zone has its final attack strength (after changes) divided by two (round to the next whole number).

Scatter

Parachute units, during their arrival shift, are placed under a "scatter" marker (except for troops arriving by glider) and must hold it until the beginning of the next turn. Their combat capabilities will be adjusted as follows:

  • Attack Factor = 2
  • Defence Factor = 3
  • Movement Factor = 0

Only parachute units incur this penalty.

Multiple Combats

The same area can be attacked multiple times during the same round.

Example: The area first suffers an aerial bombardment, then a ground bombardment, and is attacked by a shot from an adjacent area and finally is attacked by enemy units entering the area to carry out an assault.

7.4 - Combat results

The final result of the attacker and defender are compared, and the following is applied:

If the result is less than twice the throw of the defence: (e.g.: 10 < 20+)

  • Assault
    • Main attacker = halved * and retreat to an adjacent area.
    • Attacker in support = retreat to an adjacent area or 1 support unit is reduced by half
    • Defender = no consequences
  • Shooting
    • Main Striker = reduced by half
    • Other Units = No Consequences

If the result is less than once the throw of the defence: (e.g.: 10 < 11-19)

  • Assault
    • Main attacker = halved * and retreat to an adjacent area.
    • Other Units = No Consequences
  • Shooting
    • Main Striker = reduced by half
    • Other Units = No Consequences

If the result is equal to the throw of the defence: (e.g.: 10 = 10)

  • Assault
    • Main attacker = halved * and retreat to an adjacent area.
    • Main Defender = halved * and retreating to an adjacent area.
    • Other units = no consequences.
  • Shooting
    • Main Striker = halved.
    • Primary Defender = halved.
    • Other units = no consequences.

If the result is one time greater than the defence throw: (e.g.: 10 > 1-9)

  • Assault
    • Main Defender = halved * and retreating to an adjacent area.
    • Other units = no consequences.
  • Shooting
    • Primary Defender = halved
    • Other Units = No Consequences

If the result is 2 times greater than or greater than the defence roll: (e.g.: 10 > 0 or less)

  • Assault
    • Main Defender = halved * and retreating to an adjacent area.
    • Other units in defence = retreat to an adjacent area * or one unit is halved.
    • Other units = no consequences.
  • Shooting
    • Primary Defender = Eliminated.
    • Other units = no consequences.

Note (*): A unit that cannot fold is reduced by half. If a unit is reduced twice for the same combat, then it is eliminated. On the same turn, a unit can be attacked multiple times by different enemy units. Each new attack gives a different result.

8 - Bombing

Land Bombardment

Each leader/artillery battery can use its artillery strength in the following way:

  • or in the area where it is located;
  • or in an area adjacent to his.

Chronological order of fire

If Suessman or Ramcke (for the Germans) or Freyberg (for the Commonwealth) use their artillery strengths before those of the lower leader that are on the same map, they neutralize the strength of the latter.

But if only a lower leader utilizes its artillery strength before that of the divisional leader, this neutralizes the latter's artillery strength.

If Suessman uses his strength before Ramcke, he neutralizes Ramcke's (or vice versa). A neutralized artillery strength (which cannot be used to bombard) remains until the start of the next turn.

Note: Commonwealth Leaders (with the exception of Freyberg and Wassey) are fixed and cannot move. However, if they are defeated as a result of a combat, they can still retreat normally.

Aerial Bombardment

Only the German player has bomber units in the form of 1 Junkers Ju87 Stuka, 2 Junkers Ju88 and 1 Heinkel He111. The player can use these pieces on any of the 4 cards.

All of these units can bomb:

  • or the same area every turn;
  • or carry out attacks in areas that are different from each other.

Notes:

  • Each German aerial piece can only make one sortie per day, either in the morning or in the afternoon at the player's choice.
  • When positioning bombers, determine the areas to bomb for all air units before resolving attacks. Thus, if several bombers attack the same zone and if the targets in that area are eliminated or fall back before the end of the attacks, the bomber pieces that no longer have an objective cannot be assigned to another zone during the same round, their attacks will be lost.

Resolving a Bombing

Resolving a bombardment: compare the attacker's offensive value plus a 2d6 roll, with the defender's defensive value plus a 2d6 throw. The defending player chooses a target piece that will be the main attack. A leader cannot be taken as a primary objective if there are other friendly units in the same area. A leader does not suffer any loss as long as there is a friendly unit with it.

Risk of Bombing

Any ground or air bombardment of a disputed zone containing both players' units can deal damage to both opponents. (eg: leader bombing your own area). If the result of the attack launch is less than the defensive throw, the units of the bombardment operator take the damage instead of the enemy.

Anti-Aircraft Shooting

Commonwealth DCA unit covers the area in which it is located and all adjacent areas with anti-aircraft fire.

Effect: A German air unit bombing an area covered by AA becomes fatigued (or is eliminated if already fatigued), if the result of the bombing launch is less than that of the defence launch.

Note: Anti-air units cannot direct a ground attack in their own area but can direct a fire in an adjacent area.

8.1 - Offensive Value

It is equal to the artillery strength of a leader/battery or an aerial piece attacking the zone plus 2d6.

8.2 - Defensive Value

It is equal to the highest defence factor of the attacked group (to the defender's choice) plus 2d6 plus:

  • +1 defence in a flat area (or a wooded area or difficult terrain);
  • +2 defence in a hilly (or mountainous) area;
  • +2 Commonwealth troops defending a fort;
  • +3 Commonwealth troops defending the 107 hill area;
  • +4 Defend an area containing a secondary city;
  • +6 defence in cities: Chania, Réthymnion and Heraklion;
  • +1 each DCA point present and/or adjacent to the area against aerial bombardment;
    • Artillery strength of one leader/battery present in the area (against ground bombardment only).

8.3 - Results of a bombing raid

The final result of the attacker and defender are compared, and the following is applied:

  • Bombing in an area under enemy control = if the result is less than the defence throw: no effect.
  • Bombing in a contested area = a friendly piece is fatigued (or eliminated if already fatigued) due to a bombing error. In case of multiple targets, make a random draw.
  • Aerial Bombardment = if AA is present at or adjacent to the bombed area, the plane's pedestrian is fatigued (or eliminated if already fatigued).

If the result is equal to the throw of the defence

The unit targeted as the main target is fatigued (or eliminated if already fatigued). Other units are not affected.

If the result is greater than the throw of the defence

The unit targeted as the main target is fatigued (or eliminated if already fatigued). A second defence unit (the defender's choice) must either fall back to an adjacent area or be fatigued (or eliminated if already fatigued). If there is only one unit in the bombed area, it suffers only one result (it cannot be eliminated if it is not yet fatigued).

8.4 - German bombing before the invasion

Before the start of the game, but once all Commonwealth units have been placed on the map, the German player can perform an aerial bombardment per zone containing Commonwealth units, using a bombing factor of 8 to resolve attacks.

9 - Parachute grouping

When the total number of eliminated paratroopers is equal to four, the German player can choose one of these eliminated pieces (except a leader), which he can put back into play on the card where his regiment is located and in a zone containing a leader or in a zone containing most of the surviving German paratroopers if there are no more Leaders available. This piece will be placed at the end of the German turn.

In fact, during a combat, eliminated paratrooper pedestrians indicate that the unit in question is completely dispersed for casualties and combat, and that isolated paratrooper groups still exist but are no longer operational until a leader, or most of their troops, are assembled.

The remaining three pieces that allowed the fourth piece to be regrouped are permanently removed from the game and cannot be used for a regrouping.

10 - Victory Conditions

The German player must control all target areas at the end of turn 24.

Target areas are shown in red on the map. At the end of the game, if the Commonwealth player still has goals (even contested), the win is awarded as follows:

Targets held by Commonwealth troops:

  • 0 goal held = decisive victory of the German player;
  • 1 target held = great victory for the German;
  • 2 Objectives held = strategic victory for the Germans;
  • 3 Goals held = marginal victory for the German;
  • 4 goals held = tie;
  • 5 goals held or more = strategic win for the Commonwealth player.

Targets held at the end of the Commonwealth night shift are counted.

If all objective areas are in the hands of the German player before the end of the 24th round, the game stops and victory is automatic for the German player.

List of Objectives

  • West Map:
    • Maleme Airport/Hill 107
    • Platanias
    • Galatas
    • Chania
    • Prison Valley
    • Sweat
  • Map of the city centre:
    • Réthymnion
    • Réthymnion Airport
  • East Map:
    • Heraklion
    • Heraklion Airport

11 – Night Phase

No combating or bombing during a night shift except for exception. Movement remains possible, but units from both camps cannot enter a zone containing enemy units, unless the zone is contested, in which case entry into the zone is possible to reinforce friendly units already in the zone.

Exception:

Only the 28th Commonwealth Maori Battalion can attack during a night shift and enter an enemy-controlled area.

To resolve the combat, the Commonwealth player chooses a target unit (except for a leader) and each player rolls 2d6. The Maori battalion adds its attack factor + for night only, and the German its defence value only (terrain is not taken into account for this combat). The result of the combat will only be applied to the Maori in case of defeat or on the objective unit in case of victory.

12 – Solo Play

First of all, they start putting all leader Commonwealth pieces (except Freyberg and Vasey) in a container. Then draw three checkers for the east card and one piece for each of the center and west cards.

Write down on a piece of paper on which cards the brigades corresponding to the drawn leader pieces should be placed.

Then put the pieces of the three brigades (with their respective leaders) of the east card in a container and place the pieces of the remaining brigades in two different containers.

Place the following checkers on the card that do not enter the random draw:

  • Freyberg on the Akroritori peninsula, historical zone 16;
  • the 1st Battalion of the Argyll & Sunderlands (in-game: 1 Bat. Aus) plus the 3/7th RTR in strategic zone F;
  • Wassey plus the 2/7 and 2/8 Australian battalions in strategic zone C;

Once each brigade's map is known, the player places the German units that need to make it to turn 1 on the zones where they have decided to land them (they may be different from the historical jump zones).

Once the jump zones are determined, the player makes a random draw for the placement of Commonwealth troops that are to be placed on the east map for turn 1 according to their leader. This draw is made according to the "Troop Disposition" table below. (The disposition of the troops of the center and west cards is made in the Shift 2 after following the same procedure as for the disposition of German units in Shift 1).

Troop Disposition Order

Make a random draw as a priority for the zones in the following order:

  • target areas;
  • historical areas starting in ascending numbers;
  • areas containing German parachute units to land;

If there are other units left that are not placed in the container, repeat a draw for historical zones with 0, 1, or 2 units.

Procedure for Disposing of Commonwealth Troops:

Cast 1d6 and apply the following modifiers:

  • mountain area: -3;
  • flat area (wooded area or difficult terrain or hilly area: -2;
  • Target Zone: +6;
  • historical placement area: +2;

Die roll result after editing:

  • 1, 2, 3 = 0 units in the zone;
  • 4 = 1 unit to be fished and placed in the area;
  • 5 = 2 units to be fished and placed in the area;
  • 6 = 3 units to be drawn and placed in the area.

Note: Modifiers are cumulative between them.

Example: Cast result d6 = 4 for a mountain zone [> 4-3 (mountain zone)] = 0 units to put in the zone.

In this draw, there cannot be two Leaders in the same zone. If the player draws two Leaders or more for the same draw, they put the checkers back into the container and make a new draw. Once all Commonwealth troops are placed on the east map for the first turn, the player performs the German bombardment before the invasion. (following the procedure described in 8.4).

12.1 - Placement of forts

Place a fort on each airport area, a fort in the prison valley, then place the last two forts of the player's choice who will have to place them with common sense as if he were personally playing with the Commonwealth troops.

12.2 - Movement and combat of Commonwealth troops

Follow the same procedure for normal play. As far as possible, Commonwealth troops will try to counterattack German units in a disputed zone or target area.

Commonwealth troops will only launch assaults if there are at least three units in the area, otherwise they will only defend themselves. To make a shot in an adjacent area, only one unit is enough.

Under no circumstances will units in an objective zone or disputed zone move. In the event of a retreat, units will fall back to the nearest target zones or to areas under friendly control with most units.

Combat and movement priorities are made towards target areas occupied or contested by the Germans.

The Leaders will bomb areas containing multiple German units grouped together. If you choose, make a random draw.

The player will have to carry out the Royal Navy's interception tests regarding the arrival of the expected German reinforcements by sea.

13 – Positioning and Arrival of the Units on the Map

13.1 – Historic arrival of German units

First assault wave, 20 May in the morning

Fallschirmjäger SturmRegiment (4 battalions)

  • Meindl leader (blue): A
  • IV/Sturm-Rgt.: A
  • III/Sturm-Rgt.: B
  • II/Sturm-Rgt.: D
  • I/Sturm-Rgt.: C

Fallschirmjäger Regiment 3 (4 battalions)

  • Heydrich (brown): F
  • I./FJRgt.3: F
  • II./FJRgt.3: F
  • III./FJRgt.3: G
  • IV./FJRgt.3 Pioneers: E
  • 7e Fliegercorps leader Suessman: D

Second assault wave, 20 May afternoon

Fallschirmjäger Regiment 1 (3 battalions)

  • Brauer (pink): O
  • I./FJRgt.1: O
  • II./FJRgt.1: M/N
  • III./FJRgt.1: L

Fallschirmjäger Regiment 2 (3 battalions)

  • Sturm (orange): I/J
  • I./FJRgt.2: I/J
  • II./FJRgt.2: K (historically with Rgt.I)
  • III./FJRgt.2: H

Parachute Reserve Battalions, 21 May

  • Ramcke (black): arrival on the east map;
  • Ramcke F.J. (Parachute Reserve Battalion): arrival of the player's choice on the East, Center or West card.

Gebirgsjäger Division 5

Reinforcements (historic arrival)

Reinforcements arriving by Ju52 air (see 5.3)

  • 21 May (A1, indicates the arrival shift)
    • I./GJRgt.100
  • 22 May (A2)
    • Pion.GJ.5
    • II./GJRgt.100
    • I./GJRgt.85
    • Ringel (green)
  • 23 May (A3)
    • Pz.Gren.Battalion 95
    • AufKl. Abt.55
    • I/5 Art.Abt
  • 24 May (A4)
    • II./GJRgt.85
  • 25 May (A5)
    • I./GJRgt.141
  • 26 May (A6)
    • II./GJRgt.141
  • 27 May (A7)
    • III./GJRgt.141

Reinforcements arriving by ship (see 5.4)

  • 22 May (B1)
    • III./GJRgt.100
    • Pion.G.J.5
    • Flak G.J.5
    • II/5 Art.Abt
    • III/5 Art.Abt
    • III./GJRgt.85
    • PzRgt 31
  • 27 May (B2) Regina
    • Regiment (Italians) 312th
    • CA (Italians)

Air Support (Air Zone)

  • 1 x Ju87 Stuka
  • 2 x Ju88
  • 1 x He111

Note: Reserve Parachute Battalions will provide the bonus for the 3 battalions of the same regiment combating together for all Parachute Regiments. (The third piece is replaced in the case of presence in an area containing only two pieces from the same regiment.)

13.2 – Historical positioning of Commonwealth forces

Heraklion Sector

14th Brigade

  • Chappel (Brick Red): 22
  • 2 YL (York and Lancaster Battalion): 22
  • 2 BlWa (Black Watch Battalion): 23
  • 2 Leicester Battalion: 22
  • 2/4 Aus (2nd Battalion, 4th Australian Regiment): 24
  • 3rd Rgt. Gk (Greeks): 21
  • 7th Rgl. Gk (Greeks): 21
  • 2/3rd Hussars: 22
  • 2/7th RTR (7th Battalion, Royal Tank Regiment): 22

Réthymnon Sector

19th Australian Brigade

  • Camphell (Salmon Pink): 18
  • 2/11 Aus (2nd Battalion, 11th Australian Regiment): 20
  • 2/1 Aus (2nd Battalion, 1st Australian Regiment): 18
  • 4th Rgt. Gk (Greeks): 17
  • 5th Rgt. Gk (Greeks): 19
  • 4/7th RTR: 20

19th Brigade (Mobile Reserve), Strategic Zone C

  • Wassey (dark blue)
  • 2/7 Aus (2nd Battalion, 7th Australian Regiment)
  • 2/8 Aus (2nd Battalion, 8th Australian Regiment)

Chania - Suda Sector

SBBNM (Suda Bay, Mobile Naval Brigade)

  • Weston (yellow): 11
  • 16/17 Aus (Australian Reserve Bat.): 15
  • 2nd Rgt. Gk (Greeks): 12
  • 1st Bat.W (1st Welsh Bat., Gallois): 11
  • Royal Marines: 13
  • 1st Rangers: 13
  • 106 RHA (Royal Horse Artillery Bat.): 13
  • 129th AA (Anti-Aircraft Battery): 14
  • 42nd Pion. (Pionier Battalion): 13
  • Supply GB (Supply Battalion): 11
  • North Huss. (Norththumherland Hussars, 102nd Antitank Rgt.): 14
  • 7th AA (Anti-Aircraft Battery): 14

Galatas Sector

10th Brigade (New Zealand)

  • Puttick (Green): 10
  • Supply NZ: 6
  • 6th Rgt. Gk (Greeks): 8
  • 8th Rgt. Gk (Greeks): 9
  • 18th Bat. NZ: 10
  • 19th Bat. NZ: 7
  • 20th Bat. NZ: 10
  • 1/3 Hussars: 8

10th Brigade Reserve: Strategic Zone F

  • 1 Bat. Aus (actually read A&S, Argyll and Sutherland Highlanders)
  • 3/7th RTR

Maleme Sector

5th Brigade (New Zealand)

  • Hargest (light blue): 5
  • 21st Bat. NZ: 3
  • 22nd Bat. NZ: 2
  • 23rd Bat. NZ: 4
  • 28th Maori: 5
  • 1st Rgt. Gk (Greeks): 1
  • 7th Pioneer: 4
  • 1/7th RTR: 2
  • 156th AA (Anti-Aircraft Battery): 2

Akroritori Peninsula (zone 16)

  • Freyberg

Repeated Sections (as printed after Section 13)

The draft repeats parts of sections 7 and 8 after Section 13, with slightly different wording, followed by a transaction table and a bombardment summary. They are transcribed here in the order printed, not merged into the sections above.

7.1 - Offensive value (repeated)

It is equal to the attack factor of any unit of the attacker's choice plus:

  • +1 for each unit in the zone other than the one leading the attack;
  • +1 if 3 battalions of the same German regiment attack simultaneously;
  • +1 if 3 battalions of the same Commonwealth brigade attack simultaneously;
  • +1 to German daytime attacks supported by German combaters;
  • +1 to units dependent on a leader and located in the same zone as the leader;
    • artillery strength of a leader/battery present in or adjacent to the combat zone in support of an assault.

7.2 - Defensive value (repeated)

It is equal to the highest defence factor of the attacked group (at the defender's choice) plus:

  • +1 to units dependent on a leader and located in the same zone as the leader;
  • +0 defence in a flat area;
  • +1 defence in a wooded area or difficult terrain;
  • +2 defence in a hill (or mountain) area;
  • +2 Commonwealth troops defending an area containing a fort;
  • +3 Commonwealth troops defending the Maléme airfield/hill 107;
  • +4 defence in an area that contains a secondary city;
  • +6 Defence in Cities: Chania, Réthymnion and Heraklion
    • artillery strength of a leader/battery present or adjacent to the combat zone in support of the defence.

Transaction table (cost in PM)

  • 1 PM per road area following a contiguous road during any movement;
  • 1 PM to enter a flat area (or a wooded area or difficult terrain);
  • 2 PM to enter a hilly area or steep terrain;
  • 4 PM to enter a mountainous area;
  • 6 PM to enter a strategic zone (zones A, B, C, D, E, F, G, H);
  • +1 MP to enter an area under enemy control or contested by him.

Mechanized units may not enter areas that do not contain roads.

Ground and air bombardment (repeated)

8.1 - Offensive value

It is equal to the artillery strength of a leader/battery or air token attacking the zone plus 2d6.

8.2 - Defensive value

It is equal to the highest defence factor of the attacked group (or defender's choice) plus 2d6 plus:

  • +1 defence in a flat area (or a wooded area or difficult terrain);
  • +2 defence in a hill (or mountain) area;
  • +2 Commonwealth troops defending a fort;
  • +3 Commonwealth troops defending the 107 hill area;
  • +4 defence in an area containing a secondary city;
  • +6 defence in cities: Chania, Réthymnion and Heraklion;
  • +1 each DCA point present and/or adjacent to the area against aerial bombardment;
    • artillery strength of a leader/battery present in the area (only against ground bombardment).

8.3 - Result of a bombing raid

The final result of the attacker and defender are compared, and the following is applied:

  • If the result is less than the defence throw:
    • Bombardment in an area under enemy control = no effect.
    • Bombardment in a contested zone = a friendly piece is fatigued (or eliminated if already fatigued) due to a bombing error. In case of multiple targets, make a random draw.
    • Aerial Bombardment = if a DCA is present in or adjacent to the bombed area, the aerial pedestrian is fatigued (or eliminated if already fatigued).
  • If the result is equal to the defence roll: the unit targeted as the primary target is fatigued (or eliminated if already fatigued). Other units are not affected.
  • If the result is greater than the defence throw: the unit targeted as the main target is fatigued (or eliminated if already fatigued). A second defending unit (or defender's choice) must fall back to an adjacent zone or be fatigued (or eliminated if already fatigued). If there is only one unit in the bombed zone, it suffers only one result (it cannot be eliminated if it is not yet fatigued).

7.4 - Combat Results (repeated)

The final result of the attacker and defender are compared, and the following is applied:

If the result is less than twice the throw of the defence: (e.g.: 10 < 20+)

  • Assault
    • Main attacker = halved * and retreat to an adjacent area.
    • Attacker in support = retreat to an adjacent area or 1 support unit is reduced by half
    • Defender = no consequences
  • Shooting
    • Main Striker = reduced by half
    • Other Units = No Consequences

If the result is less than once the throw of the defence: (e.g.: 10 < 11-19)

  • Assault
    • Main attacker = halved * and retreat to an adjacent area.
    • Other Units = No Consequences
  • Shooting
    • Main Striker = reduced by half
    • Other Units = No Consequences

If the result is equal to the throw of the defence: (e.g.: 10 = 10)

  • Assault
    • Main attacker = halved * and retreat to an adjacent area.
    • Main Defender = halved * and retreat to an adjacent area.
    • Other units = no consequences.
  • Shooting
    • Main Striker = halved.
    • Primary Defender = halved.
    • Other units = no consequences.

If the result is one time greater than the defence throw: (e.g.: 10 > 1-9)

  • Assault
    • Main Defender = halved * and retreat to an adjacent area.
    • Other units = no consequences.
  • Shooting
    • Primary Defender = halved
    • Other Units = No Consequences

If the result is 2 times greater than or greater than the defence roll: (e.g.: 10 > 0 or less)

  • Assault
    • Main Defender = halved * and retreat to an adjacent area.
    • Other units in defence = retreat to an adjacent area * or one unit is halved.
    • Other units = no consequences.
  • Shooting
    • Primary Defender = eliminated.
    • Other units = no consequences.

Note (*): A unit that cannot fold is reduced by half. If a unit is reduced twice in the same combat, then it is eliminated. On the same turn, a unit can be attacked multiple times by different enemy units. Each new attack gives a different result.