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[Battle of Crete] Maleme - May 20, 1941

By: Brycie35 - Last update: 09/01/2006
Axis Player: Allied Player:
x4 x6 x4 x6

Historical Background:
The Glider detachments of Braun and von Plessen were ordered to capture the western approaches to the vitally important Maleme airfield and secure the right flank of the 1st Assault Regiment before rejoining with the main body at the airfield itself. At 6.45 in the morning, a larger than normal force of German dive-bombers attacked the 22nd New Zealand battalions position, focusing their attacks on the AA guns defending the airfield. Great clouds of dust filled the air after the bombing which helped obscure the German assault gliders as they descended silently on their targets. Amidst rolling dust and frantic random enemy fire, von Plessen's command landed first, and his well drilled troops immediately swung into action.
Fighting though the disorganized Kiwis defenses, the Germans began to neutralize the AA positions, even as Braun's force was
descending into the bed of the Tavronitis. The dry riverbed served Braun well as it provided his force with cover while he organized his troops. Sweeping along the riverbed and up its banks in a furious assault aimed at simultaneously capturing both sides of Tavronitis Bridge, the Germans made short work of the New Zealand troops stationed there who were more concerned about the sound of gunfire coming from their east. Meanwhile von Plessen's troops were among the AA gun positions, finishing off the gun crew who futilely tried to defend themselves with Pistols and Shovels. However, they then became pinned down by rallying New Zealand infantry who counterattacked. Even still by 9.00am, the German glider troops had finished mopping up their objectives, isolating various Commonwealth troops to the west in the process. The key to Crete the Maleme airfield was within the grasp of the 1st Assault regiment.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

German player: 6 command cards
You move first

New Zealand player: 5 command cards

Conditions of Victory:
6 Medals.
Geman objective medal locations are not worth victory medals, instead the German player wins immediately if all 3 British AA guns are destroyed.

Special Rules:
Blitz Rules are in effect (see Eastern Front p.4).
The Tavronitis river is a dry. Units entering or exiting the dry riverbed must stop. Units may move along a dry riverbed at
No movement restrictions. Infantry battling into or out of a dry riverbed must be adjacent to its target enemy unit. When
battling an enemy unit that is in a dry riverbed, infantry, and artillery reduces the number of battle dice rolled by 1.
Allied artillery units are British 40mm AA gun units. Treat them as Artillery
Units except they can only attack units when they have LOS.
All Allied infantry are Elite New Zealand units; they may move 2 and still battle.
The 1-figure Allied infantry unit is a New Zealand sniper.

Scenario Bibliography:
The Oxford Companion to World War 2 - By John Keegan
The World War 2 Databook - By John Ellis
Atlas of World war 2 - By David and Andrew Wiest
ASL Scenario A3 Descent into Hell

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