Maleme Airfield - May 20, 1941

Unternehmen Merkur
Mediterranean Theater By: RBorg - Last update: 12/16/2011
Axis Player: Allied Player:
x5 x6 x5 x6
first You play first    


Historical Background:
At 08:00 on May 20, 1941, German Fallschirmjägers jumped over Crete in the first major airborne invasion of the War, landing near Maleme airfield with the goal of securing the runways to facilitate a larger glider-borne invasion. But three New Zealand Battalions defended the airfield and its direct surrounding area, mauling the invaders within hours of their landing. Many of the gliders that followed were hit by mortar fire within seconds of landing and wiped out almost to a man.

As is common with airdrops however, a number of German forces landed off-site, setting up defensive positions to the west of Maleme airfield. After regrouping, they quickly captured the bridge over the dried-up Sfakoriako River and pressed forward toward the airfield. Positioned on Hill 107 and overlooking the airfield, the New Zealander battalions enfiladed them to devastating effect. Despite the terrible losses, GeneralMajor Meindl, the German commander, ordered what remained of his troops forward toward the slopes of Hill 107. The invasion of Crete had began poorly for the Germans, but maybe things would change...

The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Briefing:
Axis Player [Germany]
Take 5 Command cards.
You move first.

Allied Player [Great Britain]
Take 5 Command cards.

Conditions of Victory:
6 Medals.

The Airfield is a Temporary Medal Objective for the Axis Forces.

The road hex with an Exit marker on the Allied player's baseline is an Exit hex for the Axis forces. An Axis unit that moves through an exit hex, off the battlefield, is removed from the board, and one of its figures is placed on the player's Victory track.

The group of 5 Hill hexes that form Hill 107 is a Temporary Majority Medal Objective. The Victory Medal for this group of objective hexes goes to the side that has units in an absolute majority of these hexes.

Special Rules:
British Commonwealth Forces Command rules are in effect (Nations 5 - British Commonwealth Forces).

The British Armor unit only has 2 figures and only moves 2 hexes.

All Axis infantry units are Para Special Forces (Troops 2 - Specialized Units). Badges are not required.

The Axis forces have Air Superiority. When an Air Power card is played, the Axis player rolls 2 dice, the Allied player only 1 die.

The river is a dry river bed and plays like a Ravine (Terrain 50 - Ravines).

Set-up Order
1
12
2
3
6
8
6
1
4
1
1