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Crete


Briefing Package for Allied Sector, Division and Brigade Commanders

Note: Missing sections indicate information provided to the Supreme Commander but not to subordinate commands

Introduction

Crete 1941 is an umpire-moderated campaign depicting the initial stages of Operation Mercury, the German airborne invasion of the island of Crete in the Eastern Mediterranean. Players assume the roles of commanders on either side. They communicate with each other through umpires, and their orders are carried out on the tactical table top (or not, as the case may be) by the respective battalion commanders.

This briefing is designed to give you an overview of what to expect from the campaign and enough information on friendly and enemy forces to formulate a plan and get started.

Special Campaign Rules

1.0 Commander's Role

You will command one Allied brigade on Crete. A brigade is typically assigned the defence of a major objective such as an airfield or port and the surrounding area. For example, one brigade each is responsible for the defense of Retimo, Heraklion and Maleme, one brigade defends the area surrounding the capital of Canea and a further brigade is held in reserve in the Canea/Suda Bay area. The Suda Bay Sector is not a brigade per se but commands a number of units tasked to defend Suda Port and locale.

The complete Allied order of battle (down to platoon level) and chain-of-command is included in this briefing package.

2.0 Communications

There are three primary means of communication between your brigade, CREFORCE and your subordinate battalions: wireless, field phone and courier.

Wireless sets are old, unreliable and subject to monitoring by the Germans. Batteries may last up to 24 hours and replacements are scarce.

Phone communications use existing civilian infrastructure, i.e., telephone poles. The phone net (shown on your tactical maps) is vulnerable to damage by air attack and enemy troops that discover the lines will have no difficulty cutting them. Due to a severe shortage of wire and tools your forces may not string additional lines and once a unit moves away from the existing network it will be unable to use the phones.

On the bright side, signals units are fully staffed by qualified personnel. Couriers travel by motorcycle, car or foot. The probability of a courier getting through depends on many factors, including the presence of enemy troops in the area, enemy air activity, getting lost, the destination HQ moving, etc.

All commanders down through brigade level will be physically isolated in separate rooms and only allowed to communicate with each other and with battalion commanders via the Liaison Umpire. Battalion commanders are responsible for actually fighting the tactical battle on the game tabletop.

Please, to maintain the spirit of the campaign do not discuss your plans or the strategic situation with the other British players during free time.

You have complete freedom to issue any orders you deem reasonable, i.e., you don't have to choose from some limited list of options. Before the campaign begins you may wish to coordinate with your subordinates to determine how frequently they should submit situation reports and what information these reports should contain. This will often be the only means by which you will be able to assess the progress of the battle. In turn, you will be responsible for keeping your commander informed of events in your sector and the status of your forces.

2.1 "Visiting the Front"

Brigade commanders may visit the front lines at any time. In exchange for accurate intelligence and more direct control of the tactical battle you will be out of touch with HQ and you run the risk of death or capture.

Maps

Each Brigade commander will receive a map of the sector they are assigned to defend.

4.0 Time Scale

4.1 Campaign Time

The campaign is designed to simulate the initial stage of the battle, from the first landings on the morning of 20 May 1941 through the evening of 23 May 1941. Game time will progress at the same rate for all areas, regardless of how quickly or slowly the players are able to complete their turns. Ideally, one day of game time will be completed each half-day of real time.

Example: It is conceivable that during a particular four hour period 6 game turns were completed at Maleme but only 2 at Galatas, because one group of players was significantly more experienced than the other. Obviously the commanders at Maleme will accomplish more, but that's life.

Also, time will be accelerated when there are significant lulls in the action, with all tactical areas being accelerated the same amount so that none of them "fall behind".

Example: Both sides are battered and bloodied and decide to regroup their forces. The umpire might decide that game time may be jumped ahead by one or two hour increments until one side or the other is ready to attack. All four tactical areas will always be jumped ahead to exactly the same time. Once the action resumes in one area, all four areas go back on real time.

4.2 Night

Keep in mind that the Luftwaffe cannot fly at night. As a result, night is the window of great opportunity for counterattack and/or regrouping.

9.0 Intelligence Briefing

9.1 Allied Chain-of-Command

See Orders of Battle

9.3 Unit Notes

Ad Hoc units: The New Zealand and Australian Composite units, Royal Horse Artillery, New Zealand Cavalry, RAF, Field Regiments, etc, are composed of specialists or artillerymen without guns. These units are eager to give good accounts of themselves despite the fact that they have little infantry training.

Cretan Police: Police and Gendarmerie units are highly motivated, well-trained as individuals but untrained as cohesive units.

Cretan Irregulars: Highly-motivated and, in some cases, fanatical. Trained and often led by British officers. Very stealthy and able to perform at night. These units carry on the centuries-old Cretan tradition of resistance to foreign invasion.

Motor Transport: Trucks are in short supply. Those available will be attached directly to brigade or sector HQs.

9.4 Civilian Population

The Cretan population has a long history of personal weapon ownership and resistance to invasion. Although gun ownership is outlawed by the Metaxas government almost every family owns a shotgun, pistol or hunting rifle. Historically, even women and children have taken up arms against invaders. The population is to be actively encouraged to follow this predisposition.

9.5 Misc. Notes

Fortifications: Positions consist mainly of foxholes or slit trenches with overhead cover and camouflaged against detection from the air. Shovels and picks are in short supply and units will be hard-pressed to dig new positions should they abandon the old. Wire has been laid in front of most positions but usually only a single line.

9.6 Terrain and Climate

Western Crete is dominated by the White Mountains, which rise gradually from the northern coast, reach their maximum height in the center of the island and drop away precipitously on the southern coast. A series of ridges and gullies run perpendicular to the coast.

Roads are primitive at best. The northern coast road has a metalled surface which is inferior by European standards but will accommodate motor transport. Secondary roads are merely tracks or goat paths.

Numerous olive groves and vineyards dot the countryside, surrounded by bamboo wind breaks. These provide good cover and concealment, especially against detection from the air.

The climate is predicted to remain dry and hot, daylight temperatures reaching 40 C. Temperatures are much lower at night, especially in the higher altitudes.

No precipitation is forecast and winds will be light out of the West or Northwest.

Crete

 
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