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Kreta 1941

Kreta 1941 Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
  • 2.0 Components
    • [2.1] Game board
    • [2.2] Counters
    • [2.21] Symbols and letters on counters
    • [2.3] Scale of the game
  • 3.0 Phases and Turn Structure
    • [3.1] Phases
      • [3.11] Phase 1 – movement of German units
      • [3.12] Phase 2 – German attack
      • [3.13] Phase 3 – movement of British units
      • [3.14] Phase 4 – British attack
    • [3.2] General remarks
  • 4.0 Movement Rules
    • [4.1] General rules
    • [4.2] Detailed rules
    • [4.3] Influence of terrain
    • [4.4] Influence of friendly units
    • [4.5] Influence of German air power
  • 5.0 Zones of Control
    • [5.1] General rules
    • [5.2] Influence of zones of control on movement
    • [5.3] Influence of zones of control on combat
  • 6.0 Combat
    • [6.1] General rules
    • [6.2] Possibilities and prohibitions of attacks
    • [6.3] Effects of attack
    • [6.4] Movement of units
    • [6.5] Pursuit
    • [6.6] Influence of terrain on combat
  • 7.0 Artillery
    • [7.1] General rules
    • [7.2] Artillery fire
    • [7.3] Supporting an attack
    • [7.4] Supporting defence
    • [7.5] Direct combat in attack and defence
  • 8.0 Air Power
    • [8.1] General rules
    • [8.2] Air support of ground troops
    • [8.3] Convoy cover
  • 9.0 Inter-Map Communication
    • [9.1] General rules
    • [9.2] Prohibitions and requirements of movement on the COMMUNICATION TRACK
    • [9.3] Simulation of combat on the COMMUNICATION TRACK
  • 10.0 Night Turns
    • [10.1] Movement of units
    • [10.2] Air power
    • [10.3] Sea and airborne landings
    • [10.4] Combat
  • 11.0 Placement of British Units
    • British units
    • [11.1] Reinforcements for the British
  • 12.0 Parachute Landing
    • [12.1] Landing zones
    • [12.2] Landing procedure
    • [12.3] Influence of anti-aircraft artillery
  • 13.0 Air Transport
    • [13.1] Conditions and rules for using airfields
  • 14.0 Amphibious Landing
    • [14.1] Conditions and rules for amphibious landings
  • 15.0 Course of Play and Victory Conditions
  • 16.0 Additional Scenario – Full
    • [16.1] Placement of British units
    • [16.2] Paratroop landings
    • [16.3] Influence of camouflage
    • [16.4] Victory conditions
  • 17.0 Auxiliary Tables
    • [17.1] Terrain characteristics
    • [17.2] Combat results
    • [17.3] Anti-aircraft artillery effectiveness
    • [17.4] Convoy cover

1.0 Introduction

"Kreta 1941" is a wargame based on authentic facts. It simulates the armed struggle between the Germans and the British which took place on the island in May 1941. It is played on a map board showing a map of Crete. The game represents all the units that took part in the fighting on both sides. When drafting the rules, every effort was made to achieve maximum realism and to reproduce the character and course of the real battle. The game consists of two scenarios: the historical one and the general one. The first imposes the initial deployment of forces; the second leaves the whole invention in the hands of the players. The rules are not easy to master and require reading at least twice. The game is designed chiefly for two persons, although with a suitable division of counters it is possible for more players to take part.

2.0 Components

[2.1] Game board

The board, 32 x 142 cm, presents a map of Crete. Because of its size, however, it does not cover the whole island, but only two strategically important areas (their location is marked on the adjacent drawing), where fighting took place in May 1941. The map reflects all the characteristic features of the terrain relief. In addition, a hexagonal grid has been superimposed on it in order to organize movement and the positions of units. Every hex (field) is uniquely identified by its coordinates; for example 9,4 means that it lies in the ninth vertical row, in the fourth place counting from the southern edge of the board. The board also contains a legend explaining the conventional signs appearing on the map, as well as numerous tables useful during play. The explanation of these and the rules for using them are presented in later parts of the rules.

[2.2] Counters

Counters represent all military units that took part in the battle for Crete. The digits and symbols on them represent their strength, movement capability, type, number and size. In later parts of the rules all counters are called units or formations.

[2.21] Symbols and letters on counters

The appropriate symbols and letters placed on counters mean:

On counters representing artillery units:

  • siła ognia w obronie (defensive fire strength) – top of the counter;
  • siła ognia w ataku (attack fire strength) – left side of the counter;
  • zasięg ognia (fire range) – right side of the counter;
  • numer jednostki (unit number) – left side, vertical;
  • rodzaj jednostki (unit type) – right side;
  • zdolność poruszania się (movement capability) – lower right;
  • siła obrony (defence strength) – bottom of the counter.

On the other, non-artillery units:

  • wielkość jednostki (unit size) – left side, vertical;
  • numer jednostki (unit number) – upper right;
  • rodzaj jednostki (unit type) – right side;
  • siła ataku (attack strength) – lower left;
  • zdolność poruszania się (movement capability) – right side;
  • siła obrony (defence strength) – bottom of the counter.

Unit types:

  • German airborne units (niemieckie oddziały powietrzno-desantowe);
  • German infantry (piechota niemiecka);
  • British infantry (piechota brytyjska);
  • German reconnaissance units (niemieckie oddziały rozpoznawcze);
  • British tankettes (tankietki brytyjskie);
  • British tanks (czołgi brytyjskie);
  • German tanks (czołgi niemieckie);
  • field artillery (artyleria polowa);
  • heavy weapons company (kompania broni ciężkiej);
  • anti-aircraft artillery (artyleria przeciwlotnicza).

Numbers and names of units: letters and numerals placed in the upper right or left corner of a counter denote the real names and numbers of the units taking part in the battle, e.g. "1/3 spad" denotes the first battalion of the 3rd parachute regiment.

Unit size: the appropriate symbols placed on the left side of counters denote unit size: I – company, II – battalion, III – regiment.

Attack strength (siła ataku): a magnitude expressed in points, placed only on non-artillery units, denoting the strength with which a given unit can attack an enemy unit.

Defence strength (siła obrony): a magnitude expressed in points, denoting the strength a given unit possesses in defence.

Attack fire strength (siła ognia w ataku): expressed in points, found only on artillery units, denoting the artillery fire strength in attack.

Defensive fire strength (siła ognia w obronie): expressed in points, found only on artillery units, denoting the artillery fire strength in defence.

Fire range (zasięg ognia): the maximum distance, expressed in hexes, at which an artillery unit can fire.

Movement capability (zdolność poruszania się): a magnitude expressed in movement points, denoting the potential possibility of moving the unit during the movement phase. A unit possessing a given pool of points pays from it for entering each hex; the cost of entering a hex depends on the type of terrain shown in Table No. 1.

[2.3] Scale of the game

The map of Crete was made at a scale of 1:100,000; each hex represents approximately 1,500 m of real terrain. Counters denoting artillery units represent 8–12 guns, and infantry units represent from 200 to 1,000 soldiers. Each game turn represents 12 hours of real time.

3.0 Phases and Turn Structure

Kreta 1941 is played in cycles called turns (etapy), day and night, during which each side has the right or the obligation to carry out a series of specified moves. To mark successive turns, the TURN TRACK (TOR ETAPÓW) printed on the board and the TURN marker (ETAPY) are used. To maintain the order and sequence of the game, all activities performed in each turn are grouped into 4 parts, called phases. In each phase precisely defined actions are carried out. It is forbidden to perform any action connected with the game outside its assigned phase. A turn is considered finished after all actions foreseen in phases 1 to 4 have been carried out in sequence. After finishing a turn, the TURN marker should be moved one space forward along the track, and play then resumes with phase 1.

[3.1] Phases

Players are obliged to observe the established order of phases. A phase may be skipped when the actions provided for in it need not be performed and, by the players' will, are not performed. Within a given phase the actions may be performed in any order.

[3.11] Phase 1 – movement of German units

The player representing the German side may move any number of his units (following [5.2] and the TERRAIN CHARACTERISTICS table) up to the distance limited by the movement capability appropriate to the unit being moved.

[3.12] Phase 2 – German attack

In this phase German units may attack British units, and may at their own discretion support them with air forces (see 8.0) or with artillery, using for this purpose the indicator – artillery attack fire strength. During the same phase the defender, i.e. the player controlling the British forces, may support the defence of his units with his own artillery, using for this purpose the indicator – artillery defensive fire strength.

[3.13] Phase 3 – movement of British units

The player representing the British side may move any number of his units (following [5.2] and the TERRAIN CHARACTERISTICS table) up to the distance limited by the movement capability appropriate to the unit being moved.

[3.14] Phase 4 – British attack

In this phase British units may attack German units, and may at their own discretion support them with air forces or with artillery, using for this purpose the indicator – artillery attack fire strength. During the same phase the defender, i.e. the player controlling the German forces, may support the defence of his units with air forces or artillery, using for this purpose the indicator – artillery defensive fire strength.

[3.2] General remarks

Phases 1 and 2 are identical to phases 3 and 4, with the difference that phases 1 and 2 are carried out by the German side and phases 3 and 4 by the British side. In the further part of the rules, where no specific phase is indicated, phases 1 and 3 are called the movement phase, and phases 2 and 4 the combat phase.

4.0 Movement Rules

[4.1] General rules

During movement phases a player may move as many units as he considers appropriate, in any direction he chooses. The order in which units are moved is arbitrary. Units must move through consecutive hexes in a continuous motion; skipping hexes is forbidden. At the start of each unit's movement it possesses a strictly defined limit of movement points (movement capability). On entering each successive hex the unit loses movement points, and its movement may be continued only while it has points remaining. Units may move only during their own movement phases (except [6.3], [6.4] and [6.5]).

[4.2] Detailed rules

  • [4.21] A unit may not enter a hex occupied by an enemy unit.
  • [4.22] A unit may not voluntarily leave a hex that lies in the zone of control (see 5.0) of an enemy unit (except [5.23] and [10.12]).
  • [4.23] In a given turn a unit may not spend more movement points than its movement capability.
  • [4.24] A unit need not exhaust its whole pool of movement points in a given turn.
  • [4.25] Movement points not used in one phase cannot be used in the next.
  • [4.26] Movement points cannot be transferred from one unit to another.
  • [4.27] Once a player takes his hand off a moved unit, its move is considered finished. Readjusting its position is possible in the same phase only with the opponent's consent.

[4.3] Influence of terrain

  • [4.31] A unit pays one movement point for entering a clear hex. For entering other types of terrain, units pay more or fewer movement points (see the TERRAIN CHARACTERISTICS table).
  • [4.32] Sea hexes are inaccessible to all units. A unit entering such a hex is eliminated as a result. Leaving the map is also forbidden.
  • [4.33] Units moving along roads always pay 1/2 movement point, regardless of the terrain the road runs through.
  • [4.34] A unit pays 1/2 movement point if it moves from a hex containing a road onto another hex containing a road, along that road.
  • [4.35] A unit entering a road from the side pays movement points according to the terrain of the hex the road runs through. Only then does the cost of entering the following hexes (if it moves along the road) amount to 1/2 movement point.
  • [4.36] The rules for movement of units along paths are the same as along roads (see [4.33], [4.34], [4.35]), with the difference that this cost is always 1.
  • [4.37] Rivers may be crossed at any point, but when crossing a river a unit must additionally pay one movement point (see Table No. 1). Example: if a unit crosses a river into clear terrain, it pays 1 + 1, i.e. 2 movement points. Further information on the influence of terrain types on movement is presented in the TERRAIN CHARACTERISTICS table.

[4.4] Influence of friendly units

  • [4.41] A unit may pass through a hex occupied by a friendly unit, or through its zone of control, without any additional movement point cost.
  • [4.42] A unit may not end its movement on a hex occupied by another friendly unit; after the movement phase two units may not share a hex.
  • [4.43] Any number of units may pass through one hex during a given phase.

[4.5] Influence of German air power

Having complete command of the air, German aviation effectively paralysed the movement of all British troops on Crete during daylight. For this reason, during day turns the movement capability of all British units is halved.

5.0 Zones of Control

[5.1] General rules

  • [5.11] The zone of control of a unit is the six neighbouring hexes surrounding the hex occupied by that unit. Each unit controls six adjacent hexes.
  • [5.12] All units possess zones of control throughout the whole game, regardless of turn and phase.
  • [5.13] The presence on the same hex of several zones of control of enemy or friendly units causes no consequences. All zones of control exist independently, neither negating nor excluding one another. In such a case the hex is controlled by several units (enemy and friendly).
  • [5.14] The zone of control of a unit in no way affects friendly units.

[5.2] Influence of zones of control on movement

  • [5.21] Upon entering the zone of control of an enemy unit, a unit must immediately stop, regardless of the number of movement points it has not yet used in that phase.
  • [5.22] A unit entering an enemy zone of control bears no additional costs in movement points.
  • [5.23] Leaving, or moving one's own unit within, an enemy zone of control is permitted during combat only as a result of that combat (see [6.3] and [6.4]). Leaving an enemy zone of control is also possible, but only during night turns (see [10.12]).

[5.3] Influence of zones of control on combat

  • [5.31] Apart from artillery fire (see [7.2]) and air attack (see [8.2]), the only way of initiating combat with an enemy unit is for a unit to enter its zone of control.
  • [5.32] A unit is obliged to attack an enemy unit (or units) that is in its zone of control at the beginning of its own combat phase (see [6.0]).

6.0 Combat

[6.1] General rules

  • [6.11] Units may fight exclusively during the combat phase. Combat between units is possible only when they stand on neighbouring hexes. The only exception is artillery units (see 7.0). The player whose combat phase is in progress is designated as the attacker; the other player is then the defender.

  • [6.12] An enemy unit may be attacked by moving one's own unit, during one's own movement phase, into the zone of control of the enemy unit. To resolve the attack the following procedure is used (with the COMBAT RESULTS table):

    • I – from the attack strength of the attacking unit, the defence strength indicator of the defending unit is subtracted;
    • II – the difference obtained is located in the row corresponding to the type of terrain on which the defending unit stands (this determines the row of the table);
    • III – a die is rolled;
    • IV – the combat result is read at the intersection of the row found earlier with the column corresponding to the number of pips thrown.

    Combat, both attack and defence, may be supported by artillery and (on the German side only) by air forces (see 7.0 and 8.0), so in practice the above procedure can take place only after the final declaration by the attacker and the defender. An example of using the COMBAT RESULTS table is presented in paragraph [17.2].

[6.2] Possibilities and prohibitions of attacks

  • [6.21] All enemy units which lie in the zones of control of the attacking player's units must be attacked.
  • [6.22] All own units which, at the beginning of their combat phase, have enemy units in their zones of control must attack.
  • [6.23] An enemy unit may be attacked simultaneously by as many units as lie in its zone of control. Then (see [6.12], I) the defence strength indicator of the defending unit is subtracted from the sum of the attack strength indicators of the attacking units.
  • [6.24] A single unit may attack several enemy units (if they are in its zone of control). Then (see [6.12], I) the sum of the defence strengths of the defending units is subtracted from the attack strength of the attacking unit, and the difference (see [6.12], II) is located in the row corresponding to the type of terrain (defending units may stand on different types of terrain), which is the more favourable for the defender. For example, if one defending unit stands on clear terrain and another on hills, the difference is located in the row "Hill, Town".
  • [6.25] The attacking player resolves all combats in any order and in any combination.
  • [6.26] A unit may attack only once during one combat phase.
  • [6.27] A unit may be attacked only once during a given combat phase.
  • [6.28] Attacks in which several units of the defending player are attacked simultaneously by several units of the attacking player are forbidden. Only simultaneous attack by several (or one) units on one unit, or attack by one unit on several units at the same time, is permitted.
  • [6.29] A unit cannot avoid combat; paragraphs [6.21] and [6.22] must always be followed.

A given combat phase lasts until all attacks have been resolved, so that the conditions set out in paragraphs [6.21] and [6.22] are fulfilled.

[6.3] Effects of attack

  • [6.31] The symbols used in the COMBAT RESULTS table mean:
    • Ae – all attacking units are eliminated;
    • A2 – all attacking units retreat two hexes;
    • A1 – all attacking units retreat one hex;
    • ● (dot) – all units remain unchanged in their positions;
    • B1 – all defending units retreat one hex;
    • B2 – all defending units retreat two hexes;
    • B3 – all defending units retreat three hexes;
    • B4 – all defending units retreat four hexes.
  • [6.32] A unit forced to retreat must withdraw the prescribed distance from the hex on which it stood during combat. This is one of the exceptions allowing a unit to leave an enemy zone of control. The defeated player may withdraw the unit in any direction.
  • [6.33] During retreat a withdrawing unit may not enter a forbidden hex, leave the map, or re-enter an enemy zone of control. If the unit has no other way out, it is eliminated.
  • [6.34] A unit must retreat through hexes free of its own units (subject to the mandatory restrictions of [6.33]). Ultimately it is possible to "clear" the retreat route of a withdrawing unit by moving friendly units (see [6.4]).
  • [6.35] Defeated units retreat regardless of the movement points they possess and the type of terrain (except terrain that is unavailable to them).

[6.4] Movement of units

  • [6.41] A unit forced to retreat may pass through hexes occupied by friendly units if this is its only escape route. To ensure its free route, one must move one's own unit or units so that no units stand on the escape route.
  • [6.42] Displaced units may not be moved more than 1 hex.
  • [6.43] A displaced unit may not leave or enter an enemy zone of control.
  • [6.44] Units are displaced regardless of their movement capability and the type of terrain.
  • [6.45] If, because of the restrictions in [6.33], a unit cannot be displaced, it is the retreating unit that is eliminated, not a displaced one.
  • [6.46] During one combat phase a unit may be displaced any number of times.
  • [6.47] Artillery units which were forced to displace may not conduct fire in the same combat phase.

[6.5] Pursuit

  • [6.51] A victorious unit may move in any direction (it may leave the enemy zone of control in doing so) by the same number of hexes as the defeated unit was forced to retreat.
  • [6.52] A unit conducting pursuit may move within the enemy's zone of control if it moves over the same hexes as the retreating unit.
  • [6.53] A unit that does not pursue along the retreat road of the withdrawing unit is obliged to stop on the first enemy zone of control it encounters.
  • [6.54] A unit conducting pursuit moves regardless of the movement points it possesses and the type of terrain (except terrain that is unavailable to it).
  • [6.55] Pursuit may be made by all victorious units that took part in the attack, with the exception of artillery units.
  • [6.56] If the defeated unit was eliminated, the victorious unit may enter the hex occupied by the eliminated unit.
  • [6.57] Example: units A, B and C attacked unit 3; the combat result was B4, so the defending unit retreated 4 hexes, and units A, B and C conduct pursuit. Unit B, conducting pursuit exactly along the retreat route of the enemy, ignores the zones of control of enemy units and moves 4 hexes. Unit C moves only one hex along the enemy's retreat route, deviates from it, and stops on the first enemy zone of control it encounters. Unit A partly moves along the retreat route of the defending unit, then leaves it and moves one hex further forward. (The original shows this on a diagram with hexes marked 1–5, A–E, and 3 as the defending unit.)

A next attack may be resolved only after the effects of the previous combat have been applied (described in [6.3], [6.4] and [6.5]).

[6.6] Influence of terrain on combat

  • [6.61] The result of combat depends only on the type of terrain on which the defender stands. The terrain on which the attacking units stand has no effect on combat.
  • [6.62] Rivers and bridges influence combat only if all the attacking units stand on the opposite side of the river or bridge.
  • [6.63] The influence of terrain on combat is shown in the COMBAT RESULTS table.
  • [6.64] For a defending unit the more favourable terrain is always assumed. For example, if a unit located in the mountains is attacked and stands across a river, then in the COMBAT RESULTS table the difference of strengths is located in the row "Mountains", not "River".
  • [6.65] If several attacked units are attacked simultaneously and each of them stands on different terrain, then to resolve the combat the most favourable terrain occupied by the defending units is assumed, as in [6.64].
  • [6.66] Roads and paths have no influence on the result of combat; it depends only on the terrain through which they run.

7.0 Artillery

[7.1] General rules

  • [7.11] Artillery units may take part in combat alone, without being in the zone of control of an enemy unit. They may attack independently, and may support attacks and the defence of friendly units.

[7.2] Artillery fire

  • [7.21] Artillery may attack only during its own combat phase, using the attack fire strength coefficient ("siła ognia w ataku"). The procedure for obtaining the combat result is the same as for other units (see [6.1]).
  • [7.22] An artillery unit may attack only one unit; dividing its fire strength among several units is forbidden.
  • [7.23] Several artillery units may attack one unit (their attack fire strengths are then summed).
  • [7.24] The attacked unit must lie within the fire range of the artillery.
  • [7.25] Artillery incurs no consequences from combat (it cannot be retreated or eliminated), even though it attacks, or is attacked, from a neighbouring hex.
  • [7.26] Artillery units may not take part in pursuit.
  • [7.27] In an attack carried out by artillery alone and/or by air forces (see 8.0), the only combat results introduced as the effect of combat are B3 and B4.

[7.3] Supporting an attack

  • [7.31] An attack by friendly units may be supported by one or several artillery units. In such a case the strength (or sum of strengths) of the supporting artillery's attack fire is added to the sum of the strengths of the attacking units.
  • [7.32] If artillery supports an attack whose target is several enemy units, it is enough that at least one of them lies within the fire range of the artillery.
  • [7.33] Before the dice are rolled, the attacker must declare which artillery units support the attack.
  • [7.34] In a given combat phase an artillery unit may support an attack only once.

[7.4] Supporting defence

  • [7.41] Artillery units may support the defence of their own units during the enemy's combat phase.
  • [7.42] Artillery may support defence if during that combat phase it is not attacked by enemy artillery or air forces, if at the beginning of the enemy's combat phase no enemy units are in its zone of control, and if it has not been displaced (see [6.4]).
  • [7.43] Artillery supporting defence adds its defensive fire strength to the defence strength of the attacked unit.
  • [7.44] A unit whose defence is supported must lie within the fire range of the supporting artillery.
  • [7.45] Several artillery units may support the defence of a friendly unit; the sum of their defensive fire strengths is then added to the defence strength of the defending unit.
  • [7.46] If the target of the attack is several enemy units, it is enough that at least one of them lies within the fire range of the supporting artillery.
  • [7.47] The defender declares the support of his artillery (by showing the supporting artillery) only after the attacker has presented all the forces that will take part in the attack (i.e. non-artillery units, supporting artillery and any air support). Subsequent correction of the attacker's forces is not allowed.
  • [7.48] An artillery unit may support defence only once during one combat phase.
  • [7.49] An artillery unit supporting defence is not subject to the combat result that it supports.

[7.5] Direct combat in attack and defence

  • [7.51] An artillery unit which, at the beginning of the combat phase (its own or the enemy's), has an enemy unit in its zone of control fights like an ordinary non-artillery unit, losing all the features described in [7.2], [7.3] and [7.4], except that when attacking it uses the attack fire strength indicator, and when defending it uses the defence strength (not the defensive fire strength). In direct combat it is subject, like other units, to all the combat results (except that it may not take part in pursuit).

8.0 Air Power

[8.1] General rules

  • [8.11] Because German air power had complete command of the air over Crete, only it is represented in the game. German air units do not appear in the game as counters; their presence is marked only in the form of air support strength expressed in points. The value of one air support point corresponds to the value of one unit strength point. In each day turn the German player has at his disposal 12 air support points. They may be used during both combat phases (his own and the opponent's). To mark the current number of air support points on the board, the AIR SUPPORT TRACK (TOR WSPARCIA LOTNICZEGO) is printed. At the start of each day turn the AIR SUPPORT marker (WSPARCIE LOTNICZE) is placed on the left of the track, on the space marked NEW TURN (NOWY ETAP). When air support points are used during the combat phases, the AIR SUPPORT marker is moved to the right by a number of spaces equal to the number of points used. At the start of each following day turn the marker returns to the NEW TURN space.

[8.2] Air support of ground troops

  • [8.21] Air support may be used independently, and also to support attacks or defence. The procedure for its use and its effects are the same as for artillery, with the difference that it is not limited by range and may attack any British unit on the whole map.
  • [8.22] Air support points not used in one turn cannot be used in the next.
  • [8.23] Air support points cannot be used during night turns.

[8.3] Convoy cover

  • [8.31] Part of the German troops may reach the island by sea. Since the British fleet held undivided control of the Mediterranean, the risk of this undertaking is high. To reduce the chance of a convoy being sunk together with the airborne units, the German player may assign part of his air support to cover it. This takes place, however, at the cost of support for troops on the ground.
  • [8.32] The effect of air cover for convoys is shown in the table CONVOY COVER (OSŁONA KONWOJÓW MORSKICH). At the start of the turn the German player declares the number of air support points (the reduction of which is reflected on the AIR SUPPORT track) assigned to convoy protection. Then, for each unit intending to reach Crete in this turn, he throws a die. The result is obtained at the intersection of the row corresponding to the number of air support points assigned with the row marking the number of pips thrown. The symbol Z means that during the convoy the unit has been sunk and is permanently removed from the game.
  • [8.33] Air forces assigned to protect convoys give protection to all German units delivered to the island in that turn (there is no need to assign air support points separately to each convoyed unit).

9.0 Inter-Map Communication

[9.1] General rules

  • [9.11] The map on which the game takes place consists of two parts, separated in reality by about 50 km. Movement between these areas is simulated by the COMMUNICATION TRACK (TOR KOMUNIKACJI) printed on the board. A unit wishing to move from one map to the other must, in its own movement phase, leave the board across the edge joining both maps (leaving the map costs 1 movement point). After crossing the edge the unit is placed on the COMMUNICATION TRACK, on a rectangle labelled ENTRY-EXIT (WEJŚCIE-WYJŚCIE), in accordance with the direction of its movement. In each subsequent own movement phase the unit advances one space along the track. From the moment it moves onto the ENTRY-EXIT space at the other end of the track, the unit is automatically transferred to the neighbouring map. As far as possible, the unit must stand on any free hex of the neighbouring map that is adjacent to the part of the edge common to both maps. If this is impossible, it stands on the nearest hex of the southern edge, and its further movement takes place in the next movement phase in accordance with the rules described in paragraph 4.0.

[9.2] Prohibitions and requirements of movement on the COMMUNICATION TRACK

  • [9.21] A unit which crosses the boundary between the maps as a result of combat is eliminated.
  • [9.22] There is no limit on the number of units located on the COMMUNICATION TRACK.
  • [9.23] Many units may stand on one space of the TRACK, but only friendly units. Placing enemy units on the same space is forbidden.
  • [9.24] Stopping on any space of the TRACK is forbidden. In each own movement phase a unit must move onto an adjacent space (forward or backward). If it cannot do so, it is eliminated (see [9.31]).

[9.3] Simulation of combat on the COMMUNICATION TRACK

  • [9.31] During its own movement phase a unit may push back an enemy unit located on an adjacent space, but only if its attack strength is greater than the defence strength of the opponent. Where there are several units, their attack and defence strengths are summed (for artillery units the attack fire strength and the defensive fire strength are taken into account). Air support is forbidden.
  • [9.32] A unit (or units) that has been pushed back moves to an adjacent space. If it is the edge space of the TRACK, it passes to the corresponding map in accordance with [9.11].
  • [9.33] A pushed-back unit is eliminated if it was forced to retreat onto a space occupied by an enemy unit.

10.0 Night Turns

[10.1] Movement of units

  • [10.11] During night turns British units regain their normal movement capability (see [4.5]).
  • [10.12] During movement phases in night turns, units may leave (but not pass through) enemy zones of control; they may not, however, re-enter them (at least in the same phase).

[10.2] Air power

  • [10.21] During night turns the German player receives no air support points. Air power cannot take part in combat during night turns.

[10.3] Sea and airborne landings

  • [10.31] During night turns the Germans cannot carry out sea or airborne landings.

[10.4] Combat

  • [10.41] Night turns, apart from excluding the action of air power, have no influence on the combat of units.

11.0 Placement of British Units

When playing the historical scenario, the British units are to be set up according to the scheme below. The term "British" is a conventional name for all the Allied forces: it refers to the British as well as to (NZ) New Zealanders, (AU) Australians and Greeks. The deployment of units corresponds to the grouping of General Freyberg's forces at dawn on 20 May 1941.

British units

SymbolStrengthHex
1 Grec1-2-63,8
22 NZ3-4-617,13
art.p-lot1-1-2/1-817,14
21 NZ3-4-619,22
art.2-2-3/1-819,14
23 NZ3-3-620,13
Sap.NZ2-2-622,13
28 Maorys4-4-624,14
Kaw.Dyw.NZ

[11.1] Reinforcements for the British

  • [11.11] During the game the British receive reinforcements in the form of three battalions:
UnitStrengthHexArrives
Argyll and Sutherland3-4-694,1Turn 9
1 Layforce4-4-6portTurn 8
2 Layforce4-4-6portTurn 12

They appear at the beginning of the British movement phase (in that same phase they may still move). The last two units must land in any unoccupied port that is not in an enemy unit's zone of control. If none of the ports meets these conditions, these units cannot appear on the map. If hex 94,1 is occupied by an enemy unit or lies in its zone of control, then the first unit, Argyll and Sutherland, may begin its movement from the nearest free hex adjacent to the southern edge of the map.

12.0 Parachute Landing

[12.1] Landing zones

  • [12.11] Only part of the German troops may land by parachute; these are the units of the 7th Airborne Division. Its composition and landing zones are given below.

Landing zones:

SymbolStrengthHex
1/1 spad4-4-6105,11
2/1 spad4-4-6102,10
3/1 spad4-4-696,13
1/2 spad4-4-685,17
2/2 spad4-4-694,13
3/2 spad4-4-680,14
1/3 spad4-4-627,12
2/3 spad4-4-629,11
3/3 spad

All the paratroop units land in one turn, at the beginning of the German movement phase. After placing the German units on the designated hexes, the German player, to establish the actual landing place of each paratroop unit, carries out the procedure below.

[12.2] Landing procedure

The German player throws a die:

  • if a 1 is thrown, the unit is considered to have landed on the hex on which it stands;

  • if a 1 is not thrown, the player throws again, finds on the diagram printed on the board the direction corresponding to the number of pips thrown, in which the landing unit was scattered, and then moves it one hex in the indicated direction.

  • [12.21] A unit which, as a result of the procedure, lands in the sea is eliminated.

  • [12.22] If a landing unit lands on a friendly unit, it is placed on any nearest hex free of both its own and enemy units.

  • [12.23] If a landing unit lands on a hex occupied by an enemy unit, it stays there until its own combat phase, in which it is obliged to attack the enemy unit. If the combat result requires the British unit to retreat, that unit is eliminated; in all other cases the paratroop unit is eliminated. In this special case the German side may not use air support.

  • [12.24] In the same phase, immediately after landing, paratroop units may move. Their movement capability is, however, halved in this phase.

[12.3] Influence of anti-aircraft artillery

  • [12.31] If the intended landing zone (and not the final landing place) lies on the hex occupied by an anti-aircraft artillery unit (art.p-lot) or at a distance of one or two hexes from it, the procedure described in [12.2] is omitted. Instead, the player throws a die and then finds in the table ANTI-AIRCRAFT ARTILLERY EFFECTIVENESS (SKUTECZNOŚĆ ARTYLERII PRZECIWLOTNICZEJ), at the intersection of the row corresponding to the number of pips thrown and the column corresponding to the distance between the artillery unit and the landing unit, the result of anti-aircraft fire. Result E means the elimination of the landing unit; R means its scattering; a horizontal dash means no effect.
  • [12.32] In the case of a scattered landing unit, a die is thrown; then on the diagram printed on the board the direction corresponding to the number obtained is found, and the landing unit is moved three hexes in that direction.
  • [12.33] One anti-aircraft artillery unit may affect several landing units at the same time.
  • [12.34] If a landing unit lies within the fire range of several anti-aircraft artillery units, the procedure described in [12.31] is carried out for each of them.
  • [12.35] A landing unit may be scattered only once.
  • [12.36] A unit is not subject to the effects of anti-aircraft artillery if, as a result of scattering, it finds itself near such a unit.

13.0 Air Transport

All the remaining German units (except two tank units) may arrive on Crete by air transport. For this, the German forces must hold at least one of the three airfields (Maleme, Retimo, Iraklion).

[13.1] Conditions and rules for using airfields

  • [13.11] An airfield is considered held by the Germans from the moment the hex on which it lies is not occupied and does not lie in the zone of control of any British unit.
  • [13.12] German units transported by air may land only on an airfield held by them. This may be done exclusively during day turns, in their own movement phase.
  • [13.13] During one phase an airfield may receive at most: Maleme – 3 German units; Retimo – 2 German units; Iraklion – 3 German units. Landing units begin their movement from the hex on which the airfield lies, and in the movement phase in which they land their movement capability is halved.
  • [13.14] A unit that attempts to land on an airfield not held by the Germans is eliminated.

14.0 Amphibious Landing

All German units may reach Crete by sea. Landings may take place only on beaches (see the legend on the board) and in ports, during day turns in the German player's own movement phase.

[14.1] Conditions and rules for amphibious landings

  • [14.11] Units landing from the sea may land only on beaches or in ports that are free of British units and of their zones of control. On one port or one beach hex only one German unit may land (in the same phase).
  • [14.12] During one movement phase, attempts may be made to transport three German units.
  • [14.13] At the beginning of its own movement phase the German player designates the units which may attempt to reach Crete by sea, then declares the number of air support points for convoy cover (see [8.3]). Then, for each unit, he throws a die and checks in the table CONVOY COVER (OSŁONA KONWOJÓW MORSKICH) whether the transported unit successfully reached Crete. Units that managed to reach the island are placed on the designated landing places (beaches, ports). During the same phase these units may move, but their movement capability is halved (only in that phase).
  • [14.14] Units which attempt to land on hexes occupied by British units, or lying in their zones of control, are eliminated.
  • [14.15] Tank units may land only in sea ports.

15.0 Course of Play and Victory Conditions

The game begins with the placement of the British units (according to [11.0]), and then of the German airborne units (according to [12.1]). In the next step the German player carries out the landing procedure given in paragraph [12.2], taking into account the influence of anti-aircraft artillery. Proper play begins after the landing of the airborne troops. The TURN marker is placed on the space numbered 1, after which all phases are carried out in turn (see [3.1]). After the last phase the TURN marker is moved one space forward, and again all the actions described in the phases are carried out.

The German victory condition is to seize any airfield or port (so that it is free of British units and their zones of control) and to hold it without interruption for 10 consecutive turns. The British win by preventing the Germans from fulfilling the above conditions.

16.0 Additional Scenario – Full

This scenario may also be considered partly historical, since both fighting sides have the same means of combat; however, in contrast to the previous scenario, it leaves each player greater freedom of decision. The game is more exciting and makes it possible to realise one's own concepts of attacking or defending the island, other than those applied by the German and British commanders. For both sides the number of possible feints and manoeuvres increases.

[16.1] Placement of British units

In this variant the British player places his units on the map in any way he chooses. Given the excellent camouflage of Crete's defenders, he places all counters representing British units face down (reverse side up). He may additionally place on the map 20 "empty" counters, which make it even harder to recognise the disposition of his units.

[16.2] Paratroop landings

The German player has complete freedom in choosing the landing zones. The landing may take place in any day turn, at the beginning of the German movement phase, according to the procedure given in [12.2]. It is not obligatory for all units to land in one turn; they may land over several turns.

[16.3] Influence of camouflage

  • [16.31] At the end of each German and British movement phase, all British units standing 6 or fewer hexes from a German unit are revealed by turning them face up.
  • [16.32] Each British unit that moved is turned face up.
  • [16.33] No unit that has been revealed may again be concealed by turning it face down.
  • [16.34] Revealed "empty" counters are removed from the board.

[16.4] Victory conditions

  • [16.41] The winner is determined only after the last phase has been completed, when the points gained by both players are compared. These points are obtained by controlling airfields, sea ports and certain localities with one's own units.
  • [16.42] List of airfields, ports and localities, and the number of points awarded at the end of the game for controlling each object:
ObjectPoints
Maleme airfield2
Retimo airfield1
Iraklion airfield2
Chania port2
Suda port2
Retimno port1
Iraklion port3
Georgioupolis1
Kastelli1

At the beginning of the game it is assumed that all the above objects are in British hands.

  • [16.43] A given locality, airfield or port is considered controlled by a player if the last unit that stood on that hex was his unit.
  • [16.44] The player who, after the end of the 18th turn, has more points wins.
  • [16.45] It is possible to determine the winner already after the first two turns of the game. The condition for such a quick victory is that, after the end of the second turn, the Germans control objects with a total value of 5 points.

17.0 Auxiliary Tables

[17.1] Terrain characteristics

Terrain typeCost of entering or crossing, in movement points
Inaccessible peaksentry forbidden
High mountains4
Mountains3
Hills2
Clear terrain1
Seaentry forbidden
Town1/2
Road1/2
Pathalways 1
Bridge1/2
Airfield1
Beach1

[17.2] Combat results

Terrain rows (the difference of strengths is located in the row for the terrain of the defender, see [6.12]):

Terrain \ Row no.123456789101112
High mountains-10+1+2,3+4,5+6,7,8+9,10,11+12
Mountains-2-10+1+2,3

Result by pips rolled (column = row no.):

Pips rolled \ Row no.123456789101112
1A1A1●●B1B1B1B2B2B3B3B4
2A1A1A1●●

Example of using the COMBAT RESULTS table. German attack phase. Units A and B, supported by artillery C, attack unit D. The sum of the "attack strength" of units A and B and the "attack fire strength" of artillery C is 9. The defence strength of unit D is 4, but the defender decides to support the defence with artillery E. The sum of the "defence strength" of unit D and the "defensive fire strength" of artillery E is 6, so the attacker-defender strength difference is +3. The attack by units A and B takes place across a river, so the difference obtained is located in the row "river, bridge". The sought position lies in row no. 7. The attacking player throws a die. The result of the attack is found at the intersection of the row corresponding to the number thrown and row no. 7.

Effects of attack. Symbols used in the COMBAT RESULTS table mean:

  • Ae – all attacking units are eliminated;
  • A2 – all attacking units retreat two hexes;
  • A1 – all attacking units retreat one hex;
  • ● – all units remain unchanged in their positions;
  • B1 – all defending units retreat one hex;
  • B2 – all defending units retreat two hexes;
  • B3 – all defending units retreat three hexes;
  • B4 – all defending units retreat four hexes.

[17.3] Anti-aircraft artillery effectiveness

Distance of anti-aircraft artillery from the landing unit012
Pips 1EER
Pips 2ERR
Pips 3RRR
Pips 4RR–
Pips 5R––
Pips 6–––

E – elimination of the landing unit; R – scattering; – no effect.

[17.4] Convoy cover

Air support (points)0, 1, 23, 4, 56, 7, 89
Pips 1ZZZZ
Pips 2ZZZ–
Pips 3ZZ––
Pips 4Z–––
Pips 5––––
Pips 6

Z – the transported unit is sunk and permanently removed from the game.

1-2-6
26,11
8 Grec2-3-626,9
bat.komb.NZ3-3-628,13
18 NZ3-4-629,15
20 NZ3-4-630,15
19 NZ3-4-630,14
6 Grec2-3-630,12
art.2-2-3/1-831,15
Tank2-1-832,15
2/81-2-632,13
1061-2-633,16
2 Grec1-2-634,12
art.p-lot1-1-2/1-834,14
Rangers3-4-635,15
art.p-lot1-1-2/1-835,17
2/22-2-636,14
Welsh3-4-636,16
art.p-lot1-1-2/1-837,17
1021-2-637,19
art.p-lot1-1-2/1-839,15
2/31-2-642,15
art.2-2-3/1-244,15
17AU2-3-645,15
16AU2-3-648,14
2/7AU3-4-658,8
art.2-2-3/1-859,7
2/8AU3-4-660,8
art.2-2-3/1-862,7
Sap AU1-2-662,8
Żandarm Grec.2-2-675,14
2/11AU3-4-681,16
4 Grec.2-3-682,16
art.2-2-3/1-882,15
2/1AU3-4-683,17
5 Grec.2-3-683,15
9 Grec.1-2-696,15
3 Grec.1-2-696,16
7 Grec.1-2-697,16
art.2-2-3/1-298,16
2 York and Lancaster3-4-698,15
7 plk.art.3-4-699,17
2 Leicester3-4-6100,15
art.2-2-3/1-8100,16
art.p-lot1-1-2/1-8100,17
M12-1-8101,15
2/4 AU3-4-6101,16
art.p-lot1-1-2/1-8101,18
2 Black Watch3-4-6102,11
4-4-6
29,12
2/1 szturm4-4-614,12
3/1 szturm4-4-621,13
4/1 szturm4-4-614,11
A1/1 szturm1-2-616,12
B1/1 szturm1-2-616,13
C1/1 szturm1-2-636,17
D1/1 szturm1-2-637,18
Sap3-4-628,10
11-1-2/1-6104,10
21-1-2/1-679,14
31-1-2/1-628,11
1 szturm1-1-2/1-613,12
Village1
+4,5
+6,7,8
+9,10,11
+12
Hills, Town-4,3-2-10+1+2,3+4,5+6,7,8+9,10,11+12
River, Bridge-6,5-4,3-2-10+1+2,3+4,5+6,7,8+9,10,11+12
Clear terrain-7-6,5-4,3-2-10+1+2,3+4,5+6,7,8+9,10,11+12
B1
B1
B1
B2
B2
B3
B3
3A2A1A1A1●●B1B1B1B2B2B3
4A2A2A1A1A1●●B1B1B1B2B2
5AeA2A2A1A1A1●●B1B1B1B2
6AeAeA2A2A1A1A1●●B1B1B1
–
–
–
–