12 Hours at Maleme
12 Hours at Maleme Rulebook
Table of Contents
Table of Contents
1. Introduction
12 Hours at Maleme is a two-player wargame simulating the battle for the control of the Maleme (Μάλεμε) airfield in Crete that took place on May 20, 1941, as part of operation MERKUR, between the Fallschirmjäger-Regiment 1 (1st Air Landing Assault Regiment) from the German 7. Flieger-Division (7th Air Division) and the 22nd New Zealand Infantry Battalion from the 2nd New Zealand Division.
The first three battalions of the 1st Air Landing Assault Regiment were dropped in the vicinity of the Maleme airfield and the hill overlooking it (Hill 107) in order to seize control and use it as a landing point for the invasion troops. They landed among the New Zealand positions and suffered heavy casualties. The fourth battalion was dropped in a safer location, on the dry bed of the Tavronitis river, where it was easier to reorganize and provide support to the Fallschirmjäger.
The 22nd New Zealand Infantry Battalion was well-prepared and positioned as they knew a German invasion was imminent. They had time to plan and test the effectiveness of their defensive positions and each company had clear orders and a perimeter to defend. The heavy German preparatory shelling caused no significant damage to the troops but destroyed all communication wires between the companies and the HQ. Contact between companies could only be made by runners.
Sidebar - Withdrawal Time. In this game, victory is achieved by triggering the withdrawal of the opposing player's forces. Each player has a Withdrawal marker to track the moment when their units will retreat from the battlefield and lose the game. For the German player, control of objectives and the number of casualties may, respectively, delay or hasten the withdrawal. The Allied player will endeavor to contact companies in order to delay the withdrawal from the battlefield as much as possible, while losing key points or missing panic checks will hasten that withdrawal. Whenever the Time marker (T) reaches the same space as a player's Withdrawal marker, the opponent declares victory as their units remain in effect in control of the field. Should the Time marker reach a space with both Withdrawal markers (Allied and German), the game ends in a draw, as both sides are considered to have retreated and neither side is in control of the battlefield.
1.1. Game overview
The game simulates the intense, one-day battle for control of the Maleme airfield and the crucial Allied position on Hill 107. Players will take turns selecting units in an effort to gain control of key positions or prevent their opponent from doing so. When a unit is selected, the player may move it, fire upon other units, or attempt to remove a pinned or regrouping condition affecting the unit. Then, the opposing player will do the same. Each side also has access to HQ actions, which can be used to increase their chances of victory, such as contacting companies or conducting tactical bombing.
Every time a 6 is rolled when a unit fires or attempts a refit action, the game turn advances 30 minutes, bringing the players closer to the moment when one side will withdraw from the battlefield and lose the game. During setup, Allied and German forces each have a Withdrawal marker placed at a specific hour on the Turn track. These markers can be advanced or moved back depending on the battle situation and the performance of the troops. (See "Withdrawal Time" in the sidebar and 7.1.)
Some die rolls cause the end of the turn and some others do not. In the player aid sheets and the map sheet, all dice results that cause the end of turn are shown as pips, while dice results that do not cause the end of turn are shown as Arabic numerals.
2. Components
This game is composed of:
- A map (A2 size) showing the area around the Maleme airfield.
- A countersheet with 120 playing pieces.
- A German Player Aid Sheet (PAS 1) with the German setup and order of entry, the German HQ Actions and a space to place casualties.
- An Allied PAS 2 with the Allied HQ Actions and the order of battle.
- A PAS 3 with the Fire and Refit tables.
- A PAS 4 with a summary of key rules and the sequence of play.
- This rulebook.
Players will also need two six-sided dice (not included).
2.1. The map
The map represents the area around the Maleme airfield and Hill 107, the two main goals of the paratroopers' attack. The map is overlaid with a grid of hexagons (henceforth hexes) that are used to regulate the placement and movement of units. Some hexes are marked with signs relevant to the setup of the game.
2.1.1. Map features and scale
The map depicts the deployment areas of each New Zealand Company and other Allied units as well as the Drop hexes where German units may land.
Hexes with a blue star represent key locations that are the goals of the German invasion, while hexes with a brown star represent key locations where the Allied defense could be compromised. There are also two dual stars (blue and brown) that mark places considered important by both sides. All these stars are used to move the German and Allied Withdrawal markers. There are no terrain movement effects in the game. Each hex of the map represents approximately 150 metres from side to side.
Map illustrations: a deployment area for A Coy., with setup hexes and a dual star hex; a Drop hex may be selected by the German player to place a Drop Group marker.
Line of Sight. In this game, the Line of Sight (LoS) is 4 hexes long. When a unit is about either to perform any Fire Action as lead unit or to participate in Defensive Fire, it must check both its range and LoS to the target. There are units with a range longer than the LoS; they may use their range if they fire in support during Group Fire (4.2.1). LoS is not blocked by units nor map features of any kind. LoS does not extend out or into a Drop Zone (the three zones A, B, and C west of the Tavronitis).
2.1.2. The turn track
The watch on the map sheet acts as the turn track. Each game turn represents 30 minutes, so the Time marker is advanced 30 minutes each time a turn ends. In addition, two more markers are placed on the turn track: the Allied Withdrawal marker indicating the time when Allied forces will retreat from the battlefield and the German Withdrawal marker indicating the time when the German forces will stop their attack.
Whenever the Time marker reaches the same space as a Withdrawal marker, the owner of that marker loses the game and their opponent is declared the winner. In the case both Withdrawal markers occupy the same space as the Time marker, the game is a draw.
2.2. The playing pieces
There are two types of playing pieces: combat units and markers.
2.2.1. Combat units
Combat units represent the military forces opposed in the battle. Their type is indicated by means of NATO symbols. The information relevant to gameplay shown in the counters is:
- Nationality. The nationality of each unit is determined by the background colour of the counter. Brown units are Allied, and in particular dark brown units are New Zealanders, light brown units are British and medium brown units are RAF units. Blue units are Germans.
- Operational Factor. The Operational Factor (OF) determines the unit's ability to take part in combat and the maximum number of hexes it can move if the unit is mobile.
- Non-mobility curves. A unit showing a set of curves in the lower part of the counter is a unit unable to move. Some units are able or unable to move depending on the side they are on.
- Armored unit. A triangle to the left of the OF indicates that the unit is armored and ignores Defense Factor modifiers due to movement. (See 4.1.1 and Defense Modifiers)
- Antitank unit. An asterisk under the Range indicates that the unit has antitank capacity (see 4.1.1 and Firing Factors in PAS 3).
- Heavy Weapons unit. A small H indicates that the unit has heavy weapons, which provide a bonus in combat (4.2.3).
- Range. The range is how far a combat unit can fire at other units using its OF. The range is measured in hexes from the unit to the target hex. Do not count the hex where the firing unit is but do count the hex where the target unit is.
- Direct Fire capability. Units that have their OF in a white box (artillery, mortar, and machine guns) are units capable of Direct Fire (4.2.2).
- Limited Direct Fire capability. Units that show a zigzag line on their lower left are artillery units. They are flipped to their "Fired" back side when they use their Direct Fire capability. On the backside, the values needed to flip back the unit to its front side are shown (a "T" indicates that the unit is flipped back automatically at the end of turn) (4.3.2).
Counter illustrations: Allied Infantry unit (battalion size, Operational Factor, Range; white box: Direct Fire capable; zigzag: Limited Direct Fire capability; curves: no movement); German Artillery unit; Allied Artillery unit (Fired status, with required results to flip back the unit); German Heavy Weapons unit; Allied armored unit (Bren carrier); German antitank unit. Size and type: Company, Platoon, Battalion.
Unit symbols: Infantry; Glider infantry; Machine guns; Engineers; Mortar; Artillery (inf. guns); Artillery; Antiaircraft; Antitank; Tanks; Mechanized.
2.2.2. Markers
Several markers are used to help players during the game.
- Turn and Withdrawal markers. They are used to track time on the map's watch. (6.1)
- Initiative marker. The player in possession of the marker takes the first action of the turn. The marker also allows to reroll any die roll except for HQ actions; if used in this manner, the Initiative marker is given to the opposing player, thus awarding them its benefits immediately (even to affect the same roll). The player with the Initiative is never required to use it, thereby denying its use to the opponent, but may be lost due to an opponent's action (4.4.1 and 4.4.2).
- Isolated/Contacted markers. They are used to track the status of Allied companies (isolated or contacted) (4.4.1.1).
- Pinned/Regrouping markers. They are used to denote adverse conditions affecting combat units (2.2.3).
- Stuka markers. They are used to resolve the Stuka HQ Action and to keep track of how many of them are available to the German player (4.4.2.1).
- Drop Group markers. They are used to plan the German player's drops. There is one marker for each Drop Group plus two dummy ones.
2.2.3. Combat units conditions
Combat units can be in Good Order or in any of these adverse conditions:
- Pinned: A pinned unit has its OF changed by +1, 0, or –1, its Range reduced to 0, and it is immobile.
- Regrouping: A regrouping unit has its OF and range superseded by the Regrouping marker values, that acts as the new OF of the unit.
These conditions may be cumulative as units with a Regrouping marker may also become pinned. The Pinned marker is always placed topmost until removed by a Refit action (4.3) or during the End of Turn phase (6.2).
A Good Order unit is a unit with no adverse condition.
Illustration: Regrouping marker with an OF of 2 and 0 range (left), and Pinned marker with +1 to the OF, 0 range and no movement (right).
2.2.4. Stacking
Sidebar. Stacking of friendly units is unlimited, but it gives negative effects to the stacked units.
A hex may contain any number of friendly combat units without limits. Please note that a target hex with multiple units will trigger modifiers for an attack (4.2). Opposing units may not occupy the same hex and units may not move into a hex containing enemy units. All Good Order units must be placed on top of pinned or regrouping units.
3. Game setup
Sidebar. In this game, the drop procedure is an important aspect. In fact, it can be regarded as a game with a variable setup that lasts four full turns.
Prepare for play by choosing sides. Then put the map on the table and set up the counters as follows:
- Put the Time marker in the 8:30 a. m. box of the time track.
- Place Allied and German Withdrawal markers in the 6 p. m. space.
- Place all Regrouping/Pinned markers in an opaque cup.
- The German player is handed the Initiative marker.
- The Allied player sets up his units as per section 3.1.
- The German player sets up his units as per section 3.2.
- The game begins with the Paradrop Phase (5.0).
3.1. Allied setup
Set up all Allied units as follows:
- Place the Māori units, Matilda units and the Engineer unit in the Allied PAS2.
- Distribute one RAF/FAA unit on each hex with a cross (0407, 0408 and 0606).
- Place the platoons from Companies A, B, C, D, and HQ in the designated hexes inside their deployment areas. Place Isolated Company markers on their designated spaces in the Allied PAS 2.
- Place the rest of the Allied units on their designated hexes.
- Flip 15 RA and 27 RM to their "Fired" sides.
3.2. German setup
Place the German units as follows. Units for each battalion are placed in their respective holding boxes (one to a box) on the PAS1. The additional blank spaces allow the German player to assign specific units (Leader units and the Heavy Weapons companies' unit) to a Drop Group. Group(s) within each battalion are represented by a Drop Group marker. Place the Stuka markers in their designated spaces in the PAS 1.
After assigning units to their groups, the German player collects all Drop Group markers, adds two dummy markers and places one marker in each Drop hex, face down (hidden from the Allied player). The Drop Group marker for the first group (3/4, boxed in white, glider units) can only be placed in one of the three Drop hexes marked by a black arrow (0109, 0204, or 1008); the other markers can be placed in any Drop hex.
Sidebar. Plan your drop carefully, and expect to lose between 4 and 8 units in the drops. Dummy markers are important to keep the Allied player guessing the location of the following drop zones during the short Impulses phases of the first two turns. (Illustrations: Drop Group marker for Company 9; Dummy Drop Zone marker.)
4. Impulses & Actions
A standard turn is formed by a series of impulses. Players keep alternating impulses until the End of Turn is triggered (6.0). In each impulse, a player must perform one action from four possible options: Movement (4.1), Fire (4.2), Refit (4.3) or HQ (4.4). In the first four turns, this standard sequence is preceded by a Drop phase (5). See also PAS 4.
Sidebar - Sequence of play. a. Drop phase. Turns 1, 2, 3, 4 only (5.0) b. Impulses phase. Players alternate performing actions (4.0) c. End of Turn (6.0)
4.1. Movement
The player selects a friendly unit and moves it a maximum of hexes equal to its OF, with the following conditions:
- A moving unit may not enter a hex containing an enemy unit.
- On each hex entered, the moving unit must endure Defensive Fire if in range and LoS of enemy units.
- Allied units from Companies A, B, C, D, and HQ may not move outside their designated areas until their Company is contacted. (4.4.1.1)
- German artillery units must be flipped to their back side (if not already on that side) in order to move.
Sidebar - Antitank OF. Antitank units firing as lead units against armored units have always a OF of 5.
4.1.1. Armored units and antitank units
When a moving armored unit enters a hex in LoS of an antitank unit, it must stop its movement and receive a Pinned marker (before resolving any possible Defensive Fire).
An armored unit selected for movement that is already inside the LoS of an antitank unit not on its Fired side, either exits the LoS of the antitank unit or will stop and receive a Pinned marker when entering the new hex.
4.1.2. Off-map zones
There are four off-map zones, three (A, B, and C) on the West side of the map, and one (Māori) on the East. Off-map zones can be treated as a single hex adjacent to the hexes to which the Zone itself points to. Additionally, zones A and B are adjacent, as well as zones B and C.
As a Movement Action, a unit in one of those zones may move to its adjacent zone or to an adjacent hex on the map. If moving from zone to zone, the unit must end its activation upon entering the new zone. If moving from a zone to the map, the first hex on the map is considered as the first hex moved in this activation. Thus, it may be subject to Defensive Fire having moved one hex. If not Pinned by Defensive Fire, the unit can keep moving. Movement from the map to any of these zones is not allowed.
Sidebar. While executing a Movement action, the active player must stop movement in each entered hex to check if the unit is in range of enemy units. If it is, Defensive Fire must be executed before the unit may resume its movement.
4.1.3. Defensive Fire
Defensive Fire is compulsory and is executed whenever a moving unit enters a hex within range and LoS of enemy units.
- The non-moving player must designate the closest unit to the moving unit as the lead unit, choosing between units at equal distance.
- Units adjacent to enemy units may only fire (as lead unit or in support) at their adjacent enemy units.
- Determine the Fire Number by calculating Attack and Defense totals.
- The Attack Total equals the OF of the lead unit plus +1 for each other support unit in range of the moving unit.
- The Defense Total equals the OF of the moving unit modified by:
- minus the number of hexes already moved during this impulse (exception: Armored units do not apply this modifier);
- +1 if no firing units are adjacent to the target unit;
- –1 for every other unit in the target hex.
- The difference between the Defense and Attack totals is the Fire Number and marks the table column to use. The non-moving player rolls a die and apply the result (if any) to the moving unit.
- If the moving unit did not receive a Hit or Pinned result, it may continue its movement.
When a 6 is rolled when conducting Defensive Fire, the turn ends (6.1). If the moving player continues moving the unit and this produces more Defensive Fire rolls, further 6's have no effect on the turn.
Sidebar - Defensive Fire. Attack Total: OF of lead unit + 1 × other support unit. Defense Total: OF of moving unit – # hexes moved + 1 if no firing unit adjacent to target – 1 × other unit in target hex. (This number changes in the first three turns; see 5. Drop Phase.)
Movement example. German unit A moves from hex 0214 to hex 0314 and receives Defensive Fire from unit Y acting as the lead unit (closest), because unit X has an adjacent enemy unit and thus cannot fire at non-adjacent units. The Attack Total is 3; the Defense Total of the moving unit is 7 – 1 (moved hex) + 1 (no firing unit is adjacent) = 7. The attack is resolved on column 1 (3 – 7, but 1 is the minimum column); with a die roll of 3, the attack has no effect.
Unit A keeps moving to 0415 where it now receives Defensive Fire from units Y (lead unit) and W. The AT is 3 (Y) + 1 (W) = 4; the DT is 7 – 2 (moved hexes) + 1 (no firing unit is adjacent) = 6. The Attack is again resolved on column 1.
With a die roll of 6, the attack yields no effect and the turn ends, but the action is not finished yet and the player chooses to keep moving unit A, now to 0514. The unit receives Defensive Fire with unit Y as the lead unit. The AT total is 3 (Y) + 1 (W) + 1 (Z) + 1 (V) + 1 (U) = 7 and the DT is 7 – 3 (moved hexes) = 4. The Attack is resolved on column 3 (7 – 4) and this time, with a die roll of 1, the unit A receives a "Hit" result, also forcing it to stop its movement.
4.2. Fire
There are two types of fire action: Group and Direct. Group Fire may be performed by any unit acting as lead unit and it may be supported by adjacent units forming a fire group. Direct Fire may only be performed by units with their OF encased in white and may not be supported by other units.
Sidebar. Once you determine the column to use with the Fire Number (FN), you can read the roll results in this way:
- If the roll is greater than the FN, no result.
- If the roll is equal to the FN, it's a Pin.
- If the roll is one less than the FN, it's a PH (Pin or Hit if already Pinned).
- If the roll is two or more less than the FN, it's a Hit.
The original design intention was a game with a simple calculation instead of a table of results. We have included one as we found it easier for players. When you are familiar to the game you can use this method.
4.2.1. Group Fire
- The player selects a friendly lead unit and an enemy target unit within its range and in LOS.
- If the target unit is in the same hex with other units, the player receiving fire will select the target unit among those in Good Order. If there is none, the firing player will select the target unit.
- Units adjacent to enemy units may only fire, as lead unit or in support, at their adjacent enemy units.
- The lead unit may be supported by adjacent units or units in the same hex as the lead unit. If an unpinned leader is adjacent to the lead unit, units adjacent to that leader may also support the fire.
- Target must be within range of all supporting units.
- To resolve a Group Fire calculate the Attack Total and compare it with the Defense Total to achieve a Fire Number.
- The Attack Total is the OF of the lead unit plus +1 for each other supporting unit.
- The Defense Total equals the OF of the target unit modified by:
- +1, –1, or 0 as per the Pinned marker of the target unit, if present;
- +1 if no firing units are adjacent to the target unit;
- –1 for every other unit in the target hex.
- The difference between the Attack Total and the Defense Total is the Fire Number and marks the column table to use. Roll a die and apply the result (if any) to the target unit.
When a 6 is rolled on the die when conducting Group Fire, the turn ends (6.1) after resolving fire.
Sidebar - Group Fire. Attack Total: OF of lead unit + 1 × other support unit. Defense Total: OF of target ± 1 or 0 if target Pinned, + 1 if no firing unit adjacent to target, – 1 × other unit in target hex. (This number changes in the first three turns.)
4.2.2. Direct Fire
- The player must select a Direct Fire capable unit and an enemy target unit within its range and in LoS.
- If the target unit is in the same hex with other units, the player receiving fire will select the target unit among those in Good Order. If there is none, the firing player will select the target unit.
- Units adjacent to enemy units may only target using Direct Fire an adjacent enemy unit.
- This type of fire cannot be supported by other units and does not take into account the OF of the target unit.
- To resolve a Direct Fire calculate the Attack Total and compare it with the Defense total to achieve a Fire Number.
- The Attack Total is the OF of the firing unit.
- The Defense Total equals zero modified by:
- +1, –1, or 0 as per the Pinned marker of the target unit, if present;
- +1 if the firing unit is not adjacent to the target unit;
- –1 for every other unit in the target hex.
- The difference between the Attack Total and the Defense Total is the Fire Number and marks the column table to use. Roll a die and apply the result (if any) to the target unit.
- If the firing unit is an artillery unit (zigzag line on its lower left), flip it to its back side to show its "Fired" status.
When a 6 is rolled on the die when conducting Direct Fire, the turn ends (6.1) after resolving fire.
Sidebar - Direct Fire. Attack Total: OF of firing unit. Defense Total: 0 (zero), ± 1 or 0 if target Pinned, + 1 if no firing unit adjacent to target, – 1 × other unit in target hex. (This number changes in the first three turns.)
4.2.3. Fire Results
- -: No effect.
- P: Pinned. If the unit is not Pinned, place a Pinned marker, drawn randomly from the cup. Otherwise, there is no effect (see sidebar for the effect of Heavy Weapons units).
- PH: Pinned. If unit is not Pinned, place a Pinned marker, drawn randomly from the cup. If the unit is already Pinned, treat as a Hit.
- H: Hit. Flip a two-step unit to its reduced side. If already on its reduced side or if the unit has only one step, eliminate the unit.
Sidebar - Heavy Weapons effect. When a Fire Group contains one or more HW units, draw always two Pinned markers, place the worst one on the target unit and return the other one to the cup.
Group Fire example. German player selects Unit A as the lead unit to make a Group Fire at Allied unit X. The Attack Total is 7 (OF of unit A) + 1 (unit B) + 1 (unit C) + 1 (unit D) = 10. Unit D is able to fire as it is adjacent to a leader which is adjacent to the lead unit. The leader itself cannot fire because it is out of range. The Defense Total is the OF of the target unit (7). The Attack Total is thus 3 (10 – 7), so column 3 is to be used on the Fire Table to resolve this Group Fire.
Another option is to make a Group Fire targeting Allied unit Y with the German unit D as lead unit. The adjacent leader (Scherber) and units A and C are able to join the attack due to their adjacency to the lead unit but they are all out of range. The AT is the OF of the lead unit, 5, while the DT is 3 (Y) + 1 (no firing unit is adjacent) = 4. The attack is thus resolved on column 1.
Direct Fire example. Alternatively, the German player could use Direct Fire with unit E firing at unit X. In this case, the attack would be resolved on column 4 (OF of unit E – 1 as the firing unit is not adjacent) and the artillery unit E would be flipped to its "Fired" side after resolving the attack.
4.3. Refit
The player either selects a unit with an adverse condition (Regrouping or Pinned) or an artillery unit in "Fired" status. The goal is to have the unit able to perform Movement or Fire actions on subsequent activations.
Sidebar - Refit modifiers. Remove adverse condition on a die roll of 1, 2, or 3. Flip artillery unit to its front side on the die roll printed on the counter. +1 if unit adjacent to enemy. –1 if unit adjacent to or stacked with friendly leader. (This number changes in the first three turns.)
4.3.1. Removing adverse conditions
- The player may only try to remove the topmost adverse condition.
- The player removes a Regrouping or Pinned condition (whichever is topmost) on a die roll of 1, 2, or 3.
4.3.2. Reactivating artillery units
- The player flips the artillery unit back to its front side on a die roll matching the results printed on the back of the counter (see counter in the sidebar). This reactivation is not allowed for Pinned units.
4.3.3. Common modifiers
- If the unit is adjacent to or stacked with one or more friendly leaders, substract 1 to the die roll result. A leader unit can apply this modifier to itself.
- If the unit is adjacent to one or more enemy units, add 1 to the die roll result.
- All units in the same Drop Box (A, B, or C) are considered adjacent only if they occupy the same Drop Box.
When a 6 is rolled on the die when conducting Refit, the turn ends (6.1).
4.4. HQ Actions
HQ Actions are performed instead of a unit activation; i.e., a player in his turn may opt for an HQ Action instead of a Movement, Fire or Refit action.
- The Initiative Token may not be used to re-roll an HQ Action roll.
- A HQ Action roll result never ends the current turn.
4.4.1. Allied HQ Actions
4.4.1.1. Company Contact
The purpose of the Company Contact action is to allow the units of a company to move beyond their setup areas and into any hex on the map. This action will also delay the Allies' withdrawal time. When performing this action, the Allied player must select a company to be contacted and then roll a die. This die roll is modified as follows:
- +1 if the leader unit of the company is eliminated;
- +1 if the Allied Withdrawal marker is located at a later time than the German Withdrawal marker.
On a result of 2 or less, the action is successful: the Company is no longer isolated and its units may move outside their designated deployment area. Place the Company Contacted marker on any hex inside the Company Deployment Area to act as a reminder. The Allied Withdrawal marker is moved back (clockwise) 30 minutes and the Allied player receives the Initiative marker, should it be in German player's hands.
If the roll was unsuccessful, the Company is not contacted and remains isolated; place the Company Isolated marker on any hex inside the Company Deployment Area to act as a reminder that this Company may not be the target of this action for the rest of the current turn.
This action can be performed only once per company and per turn and only if Andrew leader unit has not been eliminated.
Sidebar. The unit 22/HQ/IV is fully attached to company B and released only when company B is contacted.
4.4.1.2. Release the Matildas
The Matilda release action allows the placement of the two Matilda units on the map. The Allied player rolls a die and on a result of 5 or less he places the two Matilda counters in a single hex in the airfield depiction on the map or adjacent to it; this hex may not contain German units.
Then the Allied player must activate a Matilda unit and perform Movement (4.1) or Fire (4.2) with it. The following rule is applied to the Matilda units for the rest of the game:
- Every time a Matilda unit fires (be it Defensive Fire or Group Fire, even as a supporting unit) or moves, the Allied player must make a reliability check with a die roll:
- On a result of 1 or 2 the Matilda unit is no longer functional: it is removed from the game.
- On a result of 3 or 4 the Matilda unit is immobilised: it is flipped to its back side with a lower OF and No Movement. This result has no effect on an already immobilised Matilda.
- On a result of 5 or 6 nothing happens.
The reliability check is done at the end of the action that triggered it and does not trigger the end of turn if a 6 is rolled. Once this HQ Action is successful, it cannot be selected again.
Sidebar - Matilda reliability die roll. 1, 2: Matilda removed. 3, 4: Matilda flipped to No Movement side. 5, 6: No effect. This die roll does not trigger the end of turn.
4.4.1.3. Engineer Help
The Engineer Help action activates the Engineer unit from HQ Company, placing it on the map. The Allied player rolls a die, with a +1 if the Allied Withdrawal marker is located at a later time than the German one: on a result of 3 or less, the Engineer unit is placed in its starting hex 0817 (if the hex is occupied by enemy units, this action is not available). Then, the Allied player must activate the Engineer unit and perform Movement or Fire with it. Once successful, this action cannot be selected again.
4.4.1.4. Māori Company
The Māori Company action places the Māori units from 28th Battalion on the map.
The Allied player rolls a die, with a +1 if the Allied Withdrawal marker is located at a later time than the German one, and on a result of 2 or less, he places the three Māori units and its leader in the Māori off-map zone, below the clock. Māori units can be selected for movement in a later action and enter the map on hex 1509 on the eastern edge of the map, as per 4.1.2.
If the Māori Company Action is successful, this HQ Action cannot be selected again.
Sidebar - Example of HQ Action. In the situation depicted, the Allied player would have a +1 in the die roll for contacting companies, for activating the engineers, or for activating the Māori company. Note that the Allied Withdrawal marker is at a later time than the German one; i.e., the Allied player is winning (later withdrawal).
4.4.2 German HQ Actions
4.4.2.1. Stuka Attack
The Stuka Attack action allows the German player to bomb an Allied-occupied hex.
The German player rolls a die, with a –1 modifier if the German Withdrawal marker is located at an earlier time than the Allied one, and on a result of 3 or less, a Stuka marker performs an attack as follows: a) the German player places one available Stuka marker in any playable hex of the map; b) all units in the chosen hex and in the six surrounding hexes become Pinned, regardless of their nationality; and c) the German player performs a Direct Fire attack against the chosen hex. Then, the Stuka marker is removed from the game.
This HQ Action may be performed as many times as long as Stuka markers are available on the PAS.
4.4.2.2. Seize the Initiative
The Seize the Initiative action allows the German player to regain the Initiative marker if it is in possession of the Allied player. The German player rolls a die, with a –1 modifier if the German Withdrawal marker is located at an earlier time than the Allied one, and on a result of 3 or less, the Allied player must give the Initiative marker to the German player. Additionally, if the "Seize the Initiative!" box holds any units, the German player can put one of those units on the map. These units can enter, at full strength, at Drop zones A, B, or C (determined by a die roll) or can be placed stacked with the leader of their Battalion or of the Regiment. This does not trigger a Defensive Fire.
5. Drop Phase
The Drop Phase includes the first four turns of the game, when the German player must place all his units on the map.
5.1. Drop Procedure
Sidebar. Drift zone and Drift rolls. 7 corresponds to the selected Drop hex. (Note that a result of 7 corresponds to the Drop Hex.)
- The German player reveals a Drop Group Marker matching one of the groups landing this turn. This will be the Active Drift Zone.
- The player selects one unit from the active group (matching the Active Drop marker) and places it on the Drop Group marker in the map. Then, the player rolls two dice to determine the final hex location due to drift, according to the drift diagram on the map. The unit is placed in this hex and a Regrouping marker is randomly chosen from an opaque cup and placed on top of the unit. This marker supersedes the unit's OF and range and acts as the new OF for the unit.
- Then, the Allied player may perform Defensive Fire (4.1.1) targeting any one German unit in the active drift zone. In the rare case where no German unit dropped in the active drift zone is in range, the Allied player can make a "local population" Defensive Fire on any German unit in the active Drift zone with a Fire Number of 1.
- Repeat steps 2 and 3 until all German units of that Drop Group have been placed on the map. If there are more Drop Groups to land this turn, repeat steps 1-3.
- The players then go to the standard Impulses Phase, but only with Movement, Fire or Refit Actions, as no HQ Actions are allowed during the Paradrop turns. The player holding the Initiative Token starts. The turn ends when a certain number is rolled on a Fire or Refit Action. This number varies from turn to turn and is detailed below in each turn's paragraph as well as in the German PAS 1. Then follow the steps in section "6.2. End of Turn procedure."
Sidebar. In the case of a Perfect or SNAFU drop the unit is placed on the map before drawing its Regroup marker, but always inside the Active Drift Zone. Enemy units cannot occupy the same hex. If a German unit is dropped on the same hex as an Allied unit, the German unit must be flipped to its reduced side and moved to an adjacent hex, even if it is outside the Drift zone. The German player has the option to reduce a unit and place it in an adjacent hex when it is dropped (even outside the Drift Zone, even after a Perfect or SNAFU roll), whether it lands on an Allied unit or not.
In the following subsections the Drop Groups for the first four turns of the game are listed, with their Active Drift Zones, the end-of-turn die rolls and special rules for each turn.
5.1.1. "8:30" Turn
Battalion I (Koch), one Drop Group (white Drop marker). End-of-turn die rolls: 3, 4, 5 and 6.
Remember: this group must be dropped on one of the three Drop hexes marked in the map with a white "Koch" tag (see Note in 3.2).
Special Rule: when placing "Regrouping" markers for units of this group, for each unit pick two markers randomly and select one.
5.1.2. "9:00" Turn
Battalion II, two Drop Groups (orange Drop markers). End-of-turn die rolls: 4, 5 and 6.
5.1.3. "9:30" Turn
Battalion III, three Drop Groups (brown Drop markers). End-of-turn die rolls: 5 and 6.
5.1.4 "10:00" Turn
Battalion IV, two Drop Groups (no Drop marker). End-of-turn die roll: 6.
Special Drop Procedure for the "10:00" Turn:
- The German player must roll a die per each unit in these groups and place the unit on the corresponding Drop Zone (A, B, or C) according to the die result printed in the Drop Zone. All units from this group (except the Leader) must be placed on their "Fired" side.
- Flip the Allied 151 RA artillery to its "Fired" side.
- When all units are placed on the map, players go to the standard Impulses Phase, but only with Movement, Fire or Refit Actions, as no HQ Actions are allowed during the Paradrop turns, starting with the player holding the Initiative Token and until a 6 is rolled on a Fire or Refit Action; this causes the end of turn: then follow the next steps of this procedure.
- Contact A Company: Place a Contacted Company marker in any hex inside the Company A Deployment Area. This Company is considered contacted and their units may move outside their designated area. The Allied Withdrawal marker is delayed 30 minutes (move the marker 30 minutes clockwise).
- Hand the Initiative marker to the Allied player.
- Follow the steps of the Clean-up procedure of the End of Turn phase (6.2).
Sidebar. Remember that in the 10:00 turn, the Initiative marker is handed over to the Allied player before the End of Turn procedures.
Drop example. The German player drops units from Group 5, having placed the corresponding Drop Group marker in hex 0109 during setup.
a) The player selects the infantry platoon 5/I and rolls two dice to find the drop hex. The roll is a 10 and the unit is placed in hex 0210; then a Regroup marker is taken randomly for this unit resulting in a 30 marker. The Allied player fires at this unit using the rules of Defensive Fire: the lead unit is A, the closest one, supported by units B and C. The AT is 7 (A) + 1 (B) + 1 (C) = 9 and the DF is the OF of the target unit, in this case 3 (Regroup). The attack is resolved on the column 6 of the Fire Table; with a roll of 3 the result is a Hit.
b) The German player selects the next unit, the infantry platoon 5/III and rolls a 9, so the unit is placed in hex 0209. The Regroup marker, randomly taken, is a 30. Then the Allied player fires at this unit with unit B acting as leader; unit A cannot support this fire as it has an adjacent enemy unit. The AT is 7 (B) +1 (C) + 1 (E) = 9, the DT is 3 (Regroup) + 1 (no firing unit is adjacent) = 4. The attack is resolved on the column 5; with a roll of 4 the unit receives a Pinned marker (on top of the Regroup marker).
c) The next unit to drop is the platoon 8/II and as the German player rolls a 12 (SNAFU roll), the Allied player gets to choose the drop hex. The Allied player places the unit in 0210, stacking it with the previous platoon 5/I. The randomly drawn Regroup marker turns to be a 20. The Allied player performs Defensive Fire, but not against the just dropped unit, but against the previous platoon, which received a Hit in a). A acts as lead unit and the AT is 7 (A) + 1 (B) + 1 (C) = 9; the DF is the OF of the target unit 3 (Regroup) – 1 (other unit in target hex) = 2. The attack is resolved on the column 7 and the unit gets a Hit result due to a roll of 4, thus eliminating the unit.
d) Next, the German player drops leader Stentzler and with a die roll of 4, it is placed in hex 0110. Now the Allied player gets to perform Defensive Fire again...
6. End of Turn
During the Impulses phase, players alternate taking impulses, one at a time. In each impulse, they can perform one action (as explained in 4.0). This procedure continues until a 6 is rolled on a Refit action or a Fire resolution, signaling the end of the turn after resolution of the current action and the passing of time. In this case, follow the procedures for the Panic Roll (only on the hours, not on half-hours, 6.1) and Clean-up (6.2).
Special case: If the first action that may trigger the end of the turn does indeed trigger it, the Initiative marker must be handed to the opposing player. The previous owner may decide whether to reroll or not, giving a chance of not ending the turn. This cannot be applied during the first three turns.
Sidebar. Remember that the die roll that triggers the End of Turn is different during the first three turns.
Design note. The airfield was defended by 40mm Bofors AA batteries. When the drop finished the Bofors operators joined the platoons of C Company to help in repelling the invaders. The OF of the platoon from Company C has been adjusted accordingly.
6.1. Panic Roll Procedure
Every o'clock hour (not half-hours) starting at 11 o'clock, the British player must check the panic status of Lieutenant Colonel Andrew. For this procedure, roll a die: if the result is strictly higher than the number of Companies already contacted, the Allied withdrawal is advanced 30 minutes, that is, move the Allied Withdrawal marker 30 minutes counterclockwise.
Design note. Once all paratroopers had landed, Lt. Col. Leslie Andrew tried to contact his companies to assess the evolution of the battle and take decisions accordingly. The Panic Roll recreates the effect on the Allied Command of having various degrees of success in contacting companies and affects its final decision of leaving the battlefield.
6.2. Clean-up Procedure
After the Panic Roll, follow these steps for the Clean-up procedure:
- Advance the Time marker 30 minutes.
- The German player removes Regrouping markers from non-pinned units not adjacent to enemy units.
- The German player must try to remove Regrouping markers from non-pinned units adjacent to enemy units as per the Refit action (4.3) or move the unit one hex away from the enemy unit while keeping the Regrouping marker (this one-hex move does not trigger Defensive Fire, but the unit may not end adjacent to any enemy unit). This End-of-Turn Refit action is also subject to a possible reroll and it cannot trigger an additional turn end.
- Both players may remove any or all Pinned markers from their units.
- Both players flip to its front side each Artillery Unit with a "T" in its lower left corner.
- Place any Isolated Company marker currently on the map in the corresponding space in the Allied PAS.
Now proceed to the next turn.
7. Victory
Victory in the game is determined when the Time marker and one of the Withdrawal markers (or both) occupy the same space, i. e., the same turn. This can occur due to the advancement of the Time marker at the end of a turn or by moving a Withdrawal marker back 30 minutes. If the Withdrawal marker of one player is in the same space as the Time marker, that player loses the game and the opposing player is declared the winner.
In the event that both Withdrawal markers are in the same space when the Time marker reaches them, the game is considered a draw, as both sides have paused their fighting at the same time, and will resume the battle the next day.
Design note. Royal Artillery guns were placed to defend the area around the airfield from a possible invasion by sea. The soldiers manning those cannons had orders to fire only against ships and did not fire a single round in spite of Lt. Col Andrew insistence.
Sidebar - Modulating length and difficulty. The position of the Withdrawal markers at the start of the game can be used to adjust the length and difficulty of the game. For example, if you want a longer game, you can set both Withdrawal markers to a later time on the turn track, such as 19:00. (The historical battle finished around 18:00.) Conversely, if you want to give one player a slight advantage, you can set his Withdrawal marker to a later time, delaying their withdrawal.
7.1. Moving the Withdrawal marker
The causes that advance or move back each side's Withdrawal marker 30 minutes are the following:
Germans:
- The German withdrawal is delayed 30 minutes (move the German Withdrawal marker 30 minutes clockwise) when the German player occupies a Blue Star hex. If the hex is lost to the Allies, the German withdrawal is advanced 30 minutes (move the German Withdrawal marker 30 minutes counterclockwise).
- The German withdrawal is advanced 30 minutes (move the German Withdrawal marker 30 minutes counterclockwise) for each four eliminated German units. Eliminated German units are placed on the Eliminated Box; when the 4th unit is placed there, randomly select one non-artillery unit and place it on the Seize the Initiative box, then place the remaining three units on the Permanently Eliminated Units box (out of play).
Allies:
- The Allied withdrawal is advanced 30 minutes (move the Allied Withdrawal marker 30 minutes counterclockwise) as a consequence of the Panic Roll result. (6.1)
- The Allied withdrawal is delayed 30 minutes (move the Allied Withdrawal marker 30 minutes clockwise) for each Contacted Company.
- The Allied withdrawal is advanced 30 minutes (move the Allied Withdrawal marker 30 minutes counterclockwise) when the German player occupies a Brown Star hex. If the hex is occupied again with a Good Order Allied unit, the Allied withdrawal is delayed 30 minutes (move the Allied Withdrawal marker 30 minutes clockwise).
Design Notes
Lt. Col. Leslie Andrew had limited situational awareness throughout the battle of Crete. Before dusk, he believed only Companies A and B were operational and facing imminent defeat. Around 6 to 7 p.m., he ordered a withdrawal and received the famous reply from Brigadier James Hargest, "Well, if you must, you must." This ultimately led to the fall of the Maleme sector and the island, as the Germans used the airfield to bring troops and equipment for the conquest.
The German forces faced unexpected heavy losses during the landing and could only advance slowly due to strong defensive positions. Their main objectives, the airfield and Hill 107, were only attainable through heavy combat and many soldiers were stuck in small pockets throughout the battlefield. The outcome of the battle would be determined by which side could withstand the uncertainty.
Just before dusk, the Germans noticed a lull in the Allied positions and upon advancing, found the positions unoccupied. The Allies had silently withdrawn, giving the Germans control of the battlefield.
Uncertainty
This is a game about uncertainty. An airborne invasion is a battle with a high level of uncertainty and confusion. This is why the assault on Maleme airfield was preceded by a heavy bombardment: to inflict disruption on the defenders and soften their defenses just before the paratroopers hit the ground. As the Germans learned the hard way, the Allied troops were not much affected and were able to inflict heavy losses on the first stages of the battle.
The defenders had a well devised plan but the breaking of all communication lines by the previous bombardment provoked a side effect that proved fatal in the end. The lack of contact between companies, making a good assessment of the battle situation impossible, created a situation of uncertainty on the Allied HQ. This situation lasted the whole day despite Leslie Andrew's efforts to contact the companies under his command. In the end this inability to perceive the progress of the battle provoked a decision, aimed at minimizing the losses, believing the battle was already lost.
The outcome of the battle was thus due to uncertainty. In the game this takes the form of unpredictable turn duration. The end-of-turn mechanism has been devised with the Initiative marker as a balancing complement but keeping a high amount of unpredictability. The importance of the initiative will become clear at the end of the first game. In addition, this end-of-turn mechanics represents the different perception of the passing of time. The losing side always needs longer turns to complete its objectives, while the winning side wants a quicker passage of time, hoping the enemy falls short of achieving its goals. This pressure on the losing side brings some advantage in performing HQ Actions. On the contrary, some HQ Actions may be seen as a last resource for the winning side and have less chances to be activated. HQ Actions may prove crucial to affect the battle situation and outcome.
For the German player
The high death toll among paratroopers led to the German High Command discontinuing the use of paradrops for the rest of the war. As a player, anticipate 10-20% losses in the initial paradrop turns. Consider these turns a dynamic setup and adjust your strategy accordingly. Your Withdrawal Marker may be in a losing position, but focus on reaching nearby objectives (represented by blue stars) and proceed cautiously. Utilize Battalion IV units to form fire groups and monitor losses closely from that point forward.
For the Allied player
The Allied units' defensive position enables you to inflict heavy casualties in the early game, putting you in a favorable position. However, it also makes it harder to coordinate your companies. Isolation of your companies restricts mobility, limiting their effectiveness. Contacting your companies is crucial for gaining time, but eliminating enough German units could lead to their retreat before you do. Keep in mind your defensive stance, although you may not be able to fully utilize isolated companies, you can still maneuver your units to establish impenetrable zones for the invaders.
Note: the Fire Table and Refit table (PAS 3) and the German/Allied player aid sheets are separate printed sheets and are not part of the rulebook text.