Memoir '44 D-Day Landings Memoir '44 D-Day Landings

Operation Merkur (Maleme area) - May 20, 1941

By: Burdie Smith - Last update: 02/18/2007
Axis Player: Allied Player:
x5 x7 x6 x7
    first You play first


Historical Background:
The invasion and the battle of Crete started early on the morning of May 20. 2000 German paratroopers jumped in waves of 200 each. Some of the troops landed at the wrong points because the troop carriers had difficulty in orienting themselves. At Maleme, the parachute troops jumped into strong enemy fire from infantry and artillery weapons, emplaced in positions built into the hills south of the airfield. Casualties were heavy and many soldiers were dead before they touched the ground. The success of the Maleme operation depended on the quick capture of the airfield so that reinforcements could be landed without delay. To achieve this, the British forces had to be dislodged from Hill 107, which dominated the airfield and the surrounding terrain.
Although the Luftwaffe dominated the air, the dive bombers were unable to silence the British artillery pieces which were particularly well camouflaged and which, in order not to uncover their position, held their fire whenever German planes were in sight.
Troop carriers began to land at Maleme airfield in the afternoon of May 21. A captured British tank was used as prime mover to clear the airfied so that planes could come in and leave without interruption.
From that point on, reinforcements ans supplies kept pouring in and the fate of Crete was sealed!
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Briefing:
German Player
* Take 5 Command cards.

British Player
* Take 6 Command cards
* You move first.

Conditions of Victory:
German Player
* 7 medals of which 3 Objective Medals. As long as an axis unit occupies a hex marked with an axis medal, it counts as a Victory Medal for the Axis player

British Player
* 8 medals

Special Rules:
All the axis forces are special forces and may move 1 or 2 hexes and still battle.
The Tavronitis river is a dried river bedding and can be passed by infantry decreasing their movement by one hex.
The air power card cannot be used by the British forces!
Everytime the British use their artillery, the axis, in their following turn, can use a recon card as an air power card with 2 battle dice per hex.
The British armor unit has a movement of 2 and battles at 2,2,2. It has a medal on it which is conquered by the axis forces as soon as the armor unit is destroyed.
Once the airfield is secured by axis forces;an axis force occupies the hex with the medal and there are no allied forces on the field; the axis forces receive in their next turn 2 infantry units and 1 mobile artillery unit

Scenario Bibliography:
http://www.nzetc.org/etexts/WH2Cret
http://www.feldgrau.com/cretewar

Warning:
Please note that this scenario was not approved by Richard Borg or Days of Wonder, so you have to check yourself about playability, potential gaming issues, etc.

Set-up Order
2
1
3
1
1
4
1
1
1
1
5
2
5
10
20
11
4
2
3
6