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CONTENTS 1.0 INTRODUCTION 2.0 SOLITAIRE GAME STRUCTURE 3.0 GAME COMPONENTS 4.0 HOW TO WIN 5.0 HOW TO SET UP THE GAME 6.0 SEQUENCE OF PLAY 7.0 THE MAP & POSITIONING OF UNITS 8.0 GERMAN FORCES 9.0 ALLIED FORCES 10.0 XI FK STAFF POINTS 11.0 INTELLIGENCE OPERATIONS 12.0 REFITTING GERMAN UNITS 13.0 GERMAN STAGING 14.0 GERMAN TACTICAL MOVEMENT 15.0 GERMAN AIR OPERATIONS 16.0 STRATEGIC AIR ATTACKS ON THE ALLIED COMMAND INDEX 17.0 STRATEGIC AIR ATTACKS ON THE 18.0 AIR TRANSPORT, AIR DROPS, AIRLANDING NOTE: To remove the rules from this 3.0 GAME COMPONENTS 19.0 AMPHIBIOUS ASSAULTS magazine, carefully and slowly peel 20.0 FOG OF WAR & REVEAL PHASE them from the subscription card they are 3.1 Game Map attached to by peeling from the top and 21.0 ALLIED ANTIAIRCRAFT FIRE The map shows and the surrounding seas, then the bottom meeting in the middle. with displays (boxes) representing the German 22.0 TACTICAL AIR ATTACKS The card is not intended to be removed. 23.0 GROUND COMBAT staging areas in mainland (see rule 7.0). 24.0 FIRING & CRT These rules use the following color system: 25.0 WINNING A BATTLE Red for critical points such as errata and 3.2 Game Displays 26.0 PURSUIT exceptions, Blue for examples of play. Game displays record various information 27.0 ALLIED COMMAND LEVEL during the course of a game, listed as follows. 28.0 ALLIED COMMAND EVENTS 1.0 INTRODUCTION Turn: Shows the current turn. 29.0 ALLIED RESERVES Crete 1941 is an operational level simulation of 30.0 ALLIED OFFENSIVES, MOVEMENT the German airborne assault on the island of Allied Command: Indicates overall Allied & COUNTERATTACKS Crete in May of 1941. Crete 1941 is a solitaire command and command control level. 31.0 ALLIED EVACUATION game; the player controls German forces, and the game system controls the opposing Battle Space: This is a convenient place to OPTIONAL RULES Allied reaction. The objective of the game put units that are engaged in combat. 32.0 SPECIAL GERMAN UNITS is for the Germans to capture Crete at the 33.0 ADDITIONAL AIR MISSIONS lowest possible cost in terms of casualties. German Staging: Organizes German units 34.0 ADDITIONAL TACTIC in Greece which will move to Crete. 35.0 ALLIED HQS AND 2.0 SOLITAIRE GAME COMMAND LEVEL STRUCTURE Luftwaffe: Organizes German air units in 36.0 SCENARIO VARIANTS Crete 1941 requires only one player to play. Greece that will fl y missions in a turn. 37.0 TEAM PLAY There are two sides in the game, German and Allied. You, the player, control the Germans Royal Navy: Indicates the current strength CREDITS and all of their contingents (the German and aggressiveness of the Royal Navy military and the Italians). The game system in the waters surrounding Crete. Design: Joseph Miranda controls the Allied side and its contingents Development: Eric R. Harvey (British Commonwealth and Greek). You have Victory Points: This is used to track Playtesters & Proofers: Ty Bomba, the option to maneuver German units as you the current Victory Points (VP). Roger Mason, Joe Youst, John desire within the rules’ allowances, but when Burtt, Milton Duncan, Lee Enderlin a rule calls for the Allies to do something, 3.3 Game Tables & Charts Map Graphics: Joe Youst you, the player, must execute that action. These provide various randomized Counters: Nadir Elfarra events and actions. Production: Callie Cummins 2.1 Team Play and Chris Cummins Crete 1941 can also be played by two Airborne Assault Table: Used when German or more players, controlling different airborne units are making assault landings. © 2016 Decision Games parts of the German invasion. This is Bakersfi eld, CA. explained in the Optional Rules. Allied Middle East Command Events: Made & printed in the USA. Generates commands for Allied forces.

WORLD AT WAR 47 | APR–MAY 2016 R1 Combat Results Table: Provides the parenthesized strength. Unarenthesized German Abbreviations die roll ranges generating outcomes units are “maneuver” (ground) types. BB: Brandenburgers in various types of combat. F: Flieger (airborne) Elite Unit: Certain units have a “plus” (+) G: Gebirgs (mountain) Fliegerkorps XI Staff Points: sign after their combat factor. This KG: Kampfgruppe Indicates the current level of German indicates that they provide a bonus LSR: Luftlande Sturm Regiment planning and logistic support. when determining Tactical Edge (23.4). (airlanding assault regiment) R: Regina (Italian 50th Infantry Division) Naval Attack Outcome Table: Provides Note: “Elite” is a relative term in the 5PZ: 5th Panzer Division results for successful German air game; most German and Commonwealth attacks against the Royal Navy. units on Crete were elite by WWII Allied Abbreviations standards, but for the game this means Au: Australian VP Table: Lists events which will units with superior leadership. Comp: Composite change the VP level. LF: Ground Unit Types (Maneuver) NZ: New Zealand 3.4 Game Units The following list indicates units that GRR: Queen’s Royal Regiment There are three general types of are ground (maneuver) types. RM: Royal Marines counters in the game: combat units, air RP: Royal Perivolian units, and administrative markers. Airborne Armor (German) Commando Deception Air Units Ground Combat Units Engineer/Pioneer Headquarters (HQ) Air units have the following information. Infantry Logistics Sample Elite Unit Mountain Infantry Motorcycle Aircraft model/silhouette: This is the type Certain combat units are Elite; they have Marine Partisans of aircraft which predominates in the unit. a “plus” sign after their combat factor. Targets (represent strategic level objectives) Unit identifi cation: The historical Note: Targets refer to the special Allied identifi cation (each air unit units: RAF, Intel, and King George. represents 3-6 squadrons).

Tactical Combat Rating: A numerical rating of the air unit’s ability to attack Allied units located in Zones on Crete.

Strategic Combat Rating: A numerical ratings of the air unit’s ability to attack the Allied Command and Royal Navy Indexes.

Air Unit Types Bomber (Do-17, Ground Unit Types (Support) He-111, Ju-88) Ground combat units have the Armor (Allied) Dive Bomber (Ju-87 Stuka) following information. Heavy weapons Fighter (Me-109, Me-110) Artillery Transport (Ju-52) Unit Type Symbol: This is the general Anti-aircraft artillery (AA or Flak) type of weapons systems of the unit. Backprinting of Units Note: The term “airborne” includes Airborne Qualifi ed: This indicates if the both parachute and glider forces. German units (generally) have two sides; unit can use airborne movement (includes the front shows the unit at full combat both parachute or glider types). Unit Sizes strength. The reverse side shows the The following symbols indicate the “size” of unit at reduced combat strength. Unit Identifi cation: This is the a unit relative to other units in the game. historical identifi cation. Note: In some cases, Elite units that XXX = Corps are reduced lose their Elite status. Combat Rating: A numerical rating of XX = Division the unit’s combat effectiveness. X = Brigade Allied units have two sides. The front | | | = Regiment shows their combat values. The reverse “Support” Unit: This is indicated with a | | = Battalion shows a generic Allied symbol. | = Company, Detachment [ ] = Kampfgruppe, Task Force

R2 WORLD AT WAR 47 | APR–MAY 2016 Airlanding: The general term for fl ying from 12 hours of intense combat action to in units via air transports. three days of attritional warfare or refi tting

Amphibious Move: The general Note: Historically, the battle began on term for moving units via sea. 18 May 1941, with a two-day German air 3.5 Administrative Markers bombardment, followed by the fi rst airborne The following types of markers are Control (a Zone): A side controls a Zone if it landings on 20 May. It ended on 1 June. used to track the various functions has at least one ground unit in it and there of the game during play. are no enemy ground units in it. If both 4.0 HOW TO WIN sides have ground units in a Zone, then At the end of the game, check the Victory it is disputed. If neither side has ground Points (VP) Index. The range it is within will units in a Zone, then it is uncontrolled. determine the level of German victory.

Force: One or more units conducting 25 or less: Strategic defeat some game action together. 26-75: Tactical defeat Amphibious Move: Indicates a German force 76-125: Draw that is engaging in amphibious movement. German: The general term for all Axis forces; 126+: Victory Wehrmacht (German and Italian forces). Allied Evacuation: Indicates that an Note: Strategically, the historical result was Allied Evacuation is in effect. “May”: The player can choose to a draw. The Germans took Crete, but the take this action or not. loss of paratroopers and aircraft led to Hitler Allied Command: Indicates the becoming hesitant about future airborne current Allied command control and “Must”: The player must take this action. operations. The objective of the game is willingness to continue the battle. for you, the player, to seize the island with Pick or Pick at Random: Choose a better record than XI Fliegerkorps did. Royal Navy Level: Indicates the without looking a counter. current strength and aggressiveness 4.1 Catastrophe of the Royal Navy. Reveal: Flip a face down Allied If no Allied evacuation has occurred by counter face up. end of game turn "7," the game ends Turn: Indicates the current turn. immediately as a defeat for the German Select: Choose a marker or other player (i.e., a "sudden death" victory). VP: Indicates the current number of victory item intentionally. points. Use the VP x1 marker to register 4.2 Victory Evaluation single digit victory points on the Victory “You”: The player. Aside from a German catastrophe, victory Point track. Use the VP x10 marker to is evaluated only at the end of the game. register multiples of ten on the Victory Die Roll Modifi er: A number added to a dice Point track. If VPs go into the negative, fl ip roll which changes the fi nal outcome. Note: The Allies are not subject the(se) marker(s) to the(ir) blank side(s). to any sudden death victory. 3.7 Dice XI FK SP: Indicates the current number of You will need a six-sided die (plural = 4.3 VP markers XI Flieger Korps Staff Points which you dice). A helmet full would be useful. Use the Victory Point markers to indicate the can utilize to enhance German actions. current number of victory points. When on their Example: a game action calls for a die roll front side, they represent a positive number of 3.6 Defi nitions modifi er of “1;” the player rolls a “3” and VP; when on their reverse, a negative number. The following terms used throughout adds “one” to it for a fi nal result of “4.” If the VP level reaches 99, it can go no higher. the rules are defi ned as follows. 3.8 Randomization Procedure 4.4 Scoring VP “1Dr”, “2Dr”, etc: Roll that number of dice. Since the game is solitaire, certain actions The VP Table printed on the map gives For example, “2Dr” means roll two dice and will call for the player to “choose randomly” the conditions for gaining and losing VP. total the results to provide an outcome. (e.g., between two different Zones). In Some events are checked immediately, this case, assign each alternative an equal others at the end of the game. <: Less than or equal to. number of possibilities for a six-sided die, >: Greater than. roll the die, and then implement that path. VP for units eliminated in combat are applied for ground and air attacks, and for intercepted Airborne Drop: The general term for 3.9 Game Scale amphibious movement (19.0). Evacuated landing units by parachute or glider. Ground units generally represent German Allied units do not count for VP, however. and British battalions or Greek regiments; German air units represent three to six A two-step unit that is reduced and is later squadrons. Each game turn equals anywhere eliminated counts VP for both the reduction

WORLD AT WAR 47 | APR–MAY 2016 R3 and the elimination A one-step unit that 9) Place the Turn Record Marker 7) German Tactical Air Movement is eliminated counts VP for elimination. on the “1” space. Phase. You may: A two-step unit which is reduced and later refit does not restore lost VP. 5.1 Begin Play 1) Move German air combat units in Staging Use the Sequence of Play (see 6.0), Areas to any Zones in the assigned Sector VP for Allied units remaining on the map which provides an outline of actions containing Allied units (see 22.0). And, at the end of the game are applied for to be executed during each turn. 2) move German Air Transports and all units regardless of type (including their transported ground units in Deception). This applies only to Allied units 5.2 Conclusion of Play staging areas to a Landing Zone in on Crete, not in Reserve or which have Continue playing until one of the assigned Sector (see 15.0). been Evacuated (see 29.0 and 31.0). the following occurs: Note: Do not yet disembark 5.0 HOW TO SET UP THE GAME 1) The end of turn 7; OR 2) a German transported ground units. Perform the following actions Catastrophic defeat occurs (4.1); OR 3) an in the order listed. Allied Evacuation has been completed. 8) German Amphibious Movement Phase. You may move German units assigned 1) Place the VP markers at 0 x 1’s, 0 x 10’s. 6.0 SEQUENCE OF PLAY to an Amphibious Move to a Port in the Each turn consists of a series of distinct designated Sector. You must execute 2) Place the FK XI SP marker on the “0” space. steps called “phases.” You must follow the Royal Navy response (see 19.3). the Sequence of Play (below) each turn. 3) Place the Allied Command Execute each phase (step) sequentially. 9) Allied Reveal Phase. You must marker on the “12” space. reveal Allied units in Zones containing Note: The Sequence of Play is German ground or air units. 4) Place the Royal Navy marker involved, but this is necessary given on the “9” space. the solitaire nature of the game. 10) Allied AA Phase. You must fire Allied AA units at German air units. 5) Place the Allied Evacuation marker on 6.1 The Sequence of Play the display face down (not triggered). 11) German Tactical Air Attack Phase. 1) FK XI Staff Points Phase. Gain You must execute combat for all 6) Place all Allied HQ, artillery, coast artillery FK XI Staff Points (10.0). German air units attacking Allied ground and anti-aircraft units face down. units in Zones on Crete (22.0). Mix them up. Pick 10 and deploy one 2) German Intelligence Phase. You may each per airfield and Port Zone, face conduct Intelligence operations by 12) German Air Drop & Landing down. Place the unpicked units in the expending FK XI Staff Points (11.0). Phase. You must land all German Allied Reserve Display (face down). ground units moving to Crete via Air 3) German Refit Phase. You may Drop and Airlanding (see 18.0). 7) Place all remaining Allied units face down Refit reduced German units by in the Allied Reserve Display. Mix them expending XI FK Staff Points. 13) German Ground Combat Phase. up. Then deploy them as follows: You must execute combat with all 4) German Staging Phase. German ground units in the same Each Airfield Zone, plus Canea and You may (in any order): Zones as Allied units (see 23.0). Suda Ports: Three each (in addition to the one suppot unit per airfield placed above). 1) Transfer German ground combat 14) Allied Middle East Command units from any Staging Area box to Phase. You must make MEC event Each other Port Zone: Two each any other Staging Area box. checks (see 28.0). Apply the results. (in addition to the one support 2) Commit German air units to missions. unit per Port placed above). 3) Transfer German ground and air 15) Allied Counterattack Phase. If there are units in Greece to Airborne, Airlanding Allied units in the same Zones as German Each other Zone: One each. and Amphibious boxes for each of ground units, then you must execute Place all remaining Allied units in the the Four Sectors, and vice versa. counterattack combat with them (see 30.0). Allied Reserve Display, face down. 5) German Tactical Movement Phase. You 16) Allied Command Adjustment 8) Deploy German Forces: Place all German may move any German units in a Zone on Phase. Make any adjustments to the ground units (both Wehrmacht and Italian) Crete via ground movement (see 14.0). Allied Command Level per rule 27.0. in the Germans Available in Greece Box. Place all air units in the Luftwaffe available 6) German Strategic Air Attack Phase. You Note: skip this phase if an box. All units are at full strength. may execute combat for German air units Evacuation is in effect. assigned to attacking the Allied Command and Royal Navy Indexes (see 16.0).

R4 WORLD AT WAR 47 | APR–MAY 2016 17) Allied Evacuation Check Phase. Unit Missions boxes, moved to a Zone (on 8.1 Deployment Determine if an Allied Evacuation Crete), or moved to attack Allied Command All German ground and air units begin the game is triggered (see 31.0). or the Royal Navy. They must always end the in play. Place them in the Greece Staging Area. mission back in Greece (unless eliminated). 18) Allied Evacuation Execution Phase. If 8.2 Two Step German Units an Allied Evacuation has been triggered, 7.3 Allied Dispositions German units which have two steps execute the procedure (see 31.0). Allied units can be in Zones, in function in the same manner whether full displays, or eliminated. strength (front side) or reduced (reverse 19) End of Turn Phase. If this is Turn 7, side); the only difference is the combat the game comes to an end. Otherwise, 7.4 Stacking strength. A reduced unit may be restored advance the Turn marker one space. Stacking is having more than one unit per to full strength via Refit (see 12.0). map location, explained as follows. 7.0 THE MAP & 8.3 Italians POSITIONING OF UNITS Holding Boxes: An unlimited number of units Generally, Italian units are treated the same There are two general types may be in a Holding Box. Only German as Wehrmacht, although they cannot be of “spaces” on the map. units can be in German holding boxes. air landed. Also, see the stacking rule (i.e., Only Allied units can be in Allied boxes. there is no Axis Combined Operations). Holding Displays: The boxes off of Crete, used to organize forces (e.g., German Germans in Zones (on Crete): Up to six 9.0 ALLIED FORCES Staging Areas, Allied Reserves). German ground units can be in a Zone. You Allied forces include British Commonwealth may additionally place up to six German air (British, Australian, New Zealand) and Greek. Zones: The geometrical spaces on Crete; units in a Zone. German ground units being For game purposes, there is no distinction These represent points in which units transported by air units count against air among nationalities. Most Allied units are are positioned, and through which unit stacking until landed, at which point combat units (such as infantry battalions). they can maneuver and fight. they count against ground unit stacking. 9.1 Unknown Status 7.1 Crete Strategic Air Missions: An unlimited Allied units are printed with their “unknown” Sectors: The four general geographical number of Axis air units can conduct status on the reverse side, and their specific areas on the map (Canea, strategic air attacks (against the Allied type on the front. Allied units are always Retimo, Heraklion, Lasithi). Command Index and the Royal Navy). deployed on their unknown side and can be revealed by various game actions. Movement Routes: Lines on Crete along No Axis Combined Operations: Wehrmacht which the player can move units from Zone and Italian units may not be placed in the 9.2 Special Allied units to Zone (this costs one movement point, same Zone. They may move through each Special Allied units are generally treated as regardless of the terrain in the next zone). other but not end a phase in the same Zone. combat units with the following cases. They may be combined for attacks on the Zones: A general term for the geometrical Allied Command Index and the Royal Navy. The RAF: The instant one of these counters is spaces. You place units in Zones. revealed, the RAF makes an appearance. Movement and combat are conducted Over-stacking: If for any reason a Zone The counter fires at German air units with in or via them. Zones include: has more than six German ground units an AA rating of “3” (use the AA rule). At in it at the end of any phase (see 6.1), the end of the AA Phase, return it to the Airfields: These are places in then you must eliminate excess units Allied Reserve box. It does not count as which the Germans can airborne to restore the limit (e.g., this may occur a unit eliminated. If both are revealed in drop and airland troops. owing to Airborne Scatter; see 18.3.) the same Zone, each fires individually. Towns: Collections of buildings. You may not ever place air units in Port Towns: Towns with harbor facilities. Zones in excess of stacking limits. Note: An RAF counter fires only if there Rough: Areas with hills or woods. are German air units in the Zone. It never Plains: Broad flat areas. Stacking of Allies in Zones: Theoretically, fires at German ground units, nor may Mountains: Commanding this can be unlimited but will be limited German ground units fire at a RAF unit. geographical features. by various deployment instructions. See also the German Fighter rule (32.0).

7.2 German Dispositions Zones and Engagement: There may be Ambush: The instant this counter is revealed, both German and Allied units in the same pick a number of Allied units equal to the German Ground Units: German Zone. This will lead to combat (see 23.0). number on the lower line of the Allied ground units can be in Staging Areas, Command Level Index (from zero to three). on Crete, or in the Eliminated box. 8.0 GERMAN FORCES Place them in the Zone in which the The following rules apply to German Ambush counter occupied then return the German Air Units: German air units can (and Italian) forces in particular. Ambush counter to the Allied Reserve box. be based in Greece, placed in Luftwaffe

WORLD AT WAR 47 | APR–MAY 2016 R5 12.0 REFITTING GERMAN UNITS Intelligence Information: The instant 10.2 Gaining FK XI SPs that the Intelligence is revealed, During each FK Staff Points Phase, You may restore reduced German ground designate any one Zone on Crete and roll one die, then increase the number and air units to their full strength side via reveal all Allied units in it. Then return of points by the number rolled. refit. Refit occurs during the Refit Phase. the counter to the Reserve box. 10.3 Using FK XI Staff 12.1 Refit Procedure Greek Partisans: Eliminated Partisan units You can expend one FK Staff To refit a ground unit, it must are returned to the Reserve Bin. Their Point to do the following. be located either in: elimination does not count as VP. 1) Initiate an Intelligence attempt (11.0). 1) A Staging Area; OR 2) a German Deception: At the instant that a controlled airfield; OR 3) in a hex Deception counter is revealed, 2) Initiate a Refit (12.0). containing a German HQ. replace it in the Reserve box. 3) Add +1 to German ground units' To refit an air unit, it must be located King George: This represents the Greek king. tactical movement allowance (14.0). in the Luftwaffe Staging area. This counter is treated as an Allied combat unit with the following special cases. 4) Add +1 to all Air Drop die rolls Expend one FK XI SP per unit to be refit. for one Zone for one turn (18.0). Flip the unit to its full strength side. 1) When revealed, it remains on the map until the end of the ensuing Combat 5) Add +1 to one German Tactical 12.2 Limits Phase or Counterattack Phase (whichever Edge die roll (23.4). You can refit any number of German comes first). At that point, remove the units as long as you can fulfill the above counter from the map (evacuated from 10.4 HQ Requirement (expending one FK XI SP per unit). Crete under British protection.) Certain of these above actions require a German HQ (whether full or reduced Completely eliminated units may 2) The Germans capture King George strength) to be in the same Zone for the FK not be refit or returned to play. if they eliminate the counter in ground XI SP to be used. See the individual rules. combat. Place the counter in the Designer’s Note: There are no supply rules per Captured box and gain 10 VP. 10.5 Maximum Effort se; logistics are integrated into the Refit rule. Once per game, you may declare a Turn of King George is never affected Maximum Effort. Do this during the FK XI 13.0 GERMAN STAGING by German air attacks. Staff Points Phase. During that one turn, During the Staging Phase, you can move any add “6” to the number of FK XI SP you German units in Greece or in any Staging Areas Note: The following rules sections receive this turn. Then deduct “10” VP from to any other Staging Areas or Greece. You also are in the general order of the your total. Flip the FK XI SP marker over may assign air units to Missions (see 15.1). Sequence of Play (see 6.0). as a mnemonic that you have done this. 13.1 Staging Procedure 10.0 XI FK STAFF POINTS 11.0 INTELLIGENCE Move the units from one box to another Historically, Fliegerkorps XI (11) had a limited OPERATIONS box. Generally, there is no limit to the time to plan Operation Mercury (during the You may attempt to reveal Allied units in Zones number of units which you can stage battle for Crete, its command span was or the Reserve Area by expending Staff Points. in a turn. See Amphibious Movement limited). These factors are modeled via FK This is executed during the Intelligence Phase. for restrictions (see 19.0). XI Staff Points. You can use Fliegerkorps You can declare intelligence operations on a XI Staff Points (FK XI SP) to initiate or one-for-one basis after each one is completed. 13.2 Transports enhance certain German actions. Units to be moved via Airborne Drop (see 11.1 Intelligence Procedure for Zones 18.3) or Airlanding (see 18.5) must be Note: You do not need to use Staff Points Designate one Zone, expend one Staff Point, stacked with transport aircraft. Units to to execute most game functions; only those then roll one die resolved as follows. be moved via amphibious movement do specifically listed. For example, you can move not need transport counters, of course. units and attack without expending FK XI SP. 1-3 = Reveal all Allied units in that Zone 4-6 = No effect 13.3 Assaults on Crete 10.1 Recording You can move German units to Crete via: FK XI SP are recorded on the Index. This 11.2 Intelligence Procedure for is set initially per (5.1). Each time you use the Allied Reserve Display Airborne Drops (see 18.3) a FK XI SP, reduce the index by “one.” You Expend one staff point, then roll one die; then Airlanding (see 18.5) can never go lower than zero. You can subtract “one” (-1) from the result. Next, select Amphibious Assault (see 19.0). accumulate points from turn to turn, but that number of units in the Allied Reserve the Index can never go above “12.” Display and reveal them (zero to five).

R6 WORLD AT WAR 47 | APR–MAY 2016 16.0 STRATEGIC AIR When moving units to Crete, pick them up Combat air units (printed with combat factors) ATTACKS ON THE ALLIED from the Staging Area and place them on Air Transport (printed with a red supply symbol) COMMAND INDEX a Zone indicated by the rule in the Sector corresponding to the Staging Area. 15.1 Air Missions You use air units assigned to anti- Air units are initially placed in the command missions to try to reduce the Example: A German unit moving from Luftwaffe Available in Greece box. During Allied Command Index. This mission uses the Heraklion staging area could move the Staging Phase, you may place them the air units’ strategic combat value. to a Zone in the Heraklion Sector. in the Luftwaffe Unit Missions boxes. 16.1 Unlimited Range Note: There is no obligation to attack each STRATEGIC MISSIONS Air units used for command attacks are not Sector on any turn. For example, you could placed on the map. Instead, they attack the use the first turn to conduct air attacks while Attacks on the Allied Morale: You may use Allied Command Index. There is no limit to keeping all German ground units in Crete. air units placed in the Allied Morale mission the number of air units which can be used. box to attack the Allied Command Index. 14.0 GERMAN TACTICAL 16.2 Command Attack Procedure MOVEMENT Attacks on the Royal Navy: You may use For each attacking German air unit, Tactical movement is a general term air units placed in the Royal Navy mission roll one die, resolved as follows: for moving German ground units box to attack the Royal Navy Index on Crete from Zone to Zone. 1) If the die roll is less than or equal to the air TACTICAL MISSIONS unit’s atrategic combat factor, then reduce 14.1 Tactical Movement Procedure the Allied Command Index by “one.” During the Tactical Movement Phase, you may Air Transport: Place air transports in move any or all German ground units on Crete staging boxes with ground units 2) If the die roll is greater than the up to two Zones. Units move from Zone to they are transporting to conduct air unit’s atrategic combat factor, connected Zone. Each unit is moved singly. airborne and airlanding missions for there is no effect, but... the corresponding map Sector. 14.2 Restrictions 3) ...if the die roll is “6” (six), then The following restrictions apply to Tactical Attacks: You may use Air reduce the attacking German air all German Tactical Movement. units placed in a Sector mission unit (owing to anti-aircraft fire not to attack Allied units in Zones in otherwise shown in the game). Engagement: If a German unit the corresponding map Sector. starts in the same Zone as an Note: One good reason to reduce the Allied Allied unit, it may not move. 15.2 Unlimited Range Command level is that this will reduce the Air units may be employed number of MEC Event checks (see 28.0). Contact: German ground units must cease anywhere on the game map. Another reason is to increase the possibility movement if entering a Zone containing of an Allied Evacuation (see 31.0). Allied combat units (revealed or concealed). 15.3 Strategic Air Movement Procedure Move the air unit from the Luftwaffe Unit 16.3 Limits Mountains: German ground units (except Mission Box adjacent to the Strategic Mission The Allied Command Index can mountain units) must cease movement box being attacked. The unit remains there until never go lower than “1.” if entering a mountain Zone. it either completes the mission (anti-morale or anti-naval) or is eliminated by AA fire. 17.0 STRATEGIC AIR ATTACKS 14.3 FK XI SP Enhancement ON THE ROYAL NAVY You can increase the movement allowance 15.4 Tactical Air Movement Procedure You use air units assigned to the anti- of German units which start in the same Move the air unit from the Mission Sector Royal Navy mission to attempt to reduce Zone as a German HQ. Expend one FK XI SP. Box to any Zone in the corresponding Sector the Royal Navy Index. This mission uses All units that start the Tactical Movement on Crete itself. The unit remains in that Zone the air units’ strategic combat value. Phase in that Zone can move up to three until it either completes the mission (Tactical Zones. They are still limited by rule 14.2 Attack against Allied units in that Zone or 17.1 Unlimited Range nevertheless. The HQ cannot move prior to Air Transport), or is eliminated by AA fire. Air units used for Royal Navy attacks are expending the point (if it subsequently moves, not placed on the map. Instead, they attack it can move up to three Zones). Units may not 15.5 Mission Completion the Royal Navy Index. There is no limit to move more than three Zones via this rule. German air units which complete a mission the number of air units which can be used. are returned to the Available in Greece box. 15.0 GERMAN AIR OPERATIONS They may be reused on an ensuing turn. 17.2 Royal Navy Attack Procedure There are two general types For each German air unit, roll one of German air units: die resolved as follows.

WORLD AT WAR 47 | APR–MAY 2016 R7 19.0 AMPHIBIOUS ASSAULTS 1) If the die roll is less than or equal to the Exception: The following units may not be air unit’s strategic combat factor, then transported: German armor and all Italian units. You may move German ground lower the Royal Navy Level by “one.” units from staging areas to Crete 18.3 Airborne Drops via Amphibious Movement. 2) Also, for each success, roll on the Naval Only airborne-qualified units (those printed Attack Outcome Table and apply the with a gull-wing airborne symbol) can 19.1 Amphibious Prerequisites results (this may give you additional VP conduct Airborne Drops. They may drop on All German ground units are amphibious for damaging/sinking Allied warships). any type of Zone (other than mountains), qualified. You may move up to six German regardless of the presence of enemy units. units (of any type) by amphibious move per 3) If the die roll is greater than the turn. Wehrmacht and Italian units cannot air unit’s strategic combat factor, Upon landing in the Zone, the airborne make an amphibious move together. there is no effect, but... unit must make a Drop Check. Check the Airborne Drop table. Roll one die and consult 19.2 Amphibious Limits 4) …if the die roll is “6” (six), then the appropriate column (depending on You may conduct a maximum of one reduce the attacking German air the type of Zone being landed on). Apply amphibious operation per turn. Additionally, unit (due to naval AA fire). any die roll modifiers (such as a Staff you may not make an amphibious Point' see 10.3). Then apply the result. attempt two turns in a row. Use the 17.3 Limits amphibious marker as a mnemonic. The Royal Navy Index can Check each airborne unit one at a time, never go lower than “1.” in any order you want. You must do this Example: If you make an Amphibious for all units making an Airborne Drop. Assault on turn 3, then you could not 17.4 Victory at Sea make another one until turn 5 or later. If the Royal Navy index is at “1” at the start 18.4 Airborne Drop Results of a Strategic Air Phase, then the Germans 19.3 Amphibious Movement Procedure cannot launch air attacks against it. Land: Place the airborne unit All units making the move must start in the target Zone. in the same Staging box. Designate 18.0 AIR TRANSPORT, AIR the units making the move. DROPS & AIRLANDING Scatter: Randomly determine one German Air Transport units can conduct Zone adjacent to the landing Roll two dice and add the results, as follows: Air Transport missions. These missions Zone and land the unit there. include Airborne Drops and Airlandings. 1) If the total is less than or equal to Reduce: Reduce the Airborne unit and land it. the current Royal Navy Level, then 18.1 Air Transport Procedure an interception has occurred. An Air Transport units must be assigned to Scatter+Reduce: Apply both results. the same Sector of the Staging Area as the 2) If the total is more than the current ground unit to be transported. Place the ground 18.5 Airlandings Royal Navy Level, then the amphibious unit under the transport. During the German All German ground units (other than the movement has been successful. Tactical Air Movement Phase, move the Air exceptions stated in 18.2) may conduct Transport and the ground unit together to the Airlandings. They may land on any Zone 19.4 Intercept Result target Zone (except mountain zones, which containing an airfield as long as at last one The amphibious move has failed. Place all are prohibited). Conduct any AA fire against German unit is also already on that airfield units making the amphibious move back into those units (during the AA Phase). Conduct (this is regardless of the presence of enemy their starting Staging Area. Then, roll one die any Tactical Air Attacks against Allied units units). There is no Drop Check (see 18.3). for each German unit, resolved as follows: in that Zone. During the Air Drop & Airlanding Phase, place surviving transported units in the 18.6 Post Landing Combat 1 = Eliminate the unit. Zone either by Air Drop or Airlanding. Upon Air Dropped and Air Landed units must 2 = Reduce the unit. completion of the Air Drop or Airlanding, return engage in combat with any Allied units in the the Air Transport to the Air Available box. same Zone per the Combat rule (see 23.0). Also, intercepted units may not move again this turn. Note: Units may drop or land in Zones 18.7 Triumph or Die! containing Allied units. If so, they will You cannot abort air transport missions 19.5 Success Result have to engage in combat with them in once launched. The units must attempt to Place all units making the move in one Port the ensuing Ground Combat Phase. land. Once a unit has been landed on Crete, Zone in the corresponding Sector. If there are it may not be moved off of the island. Allied combat units in that Zone, then combat 18.2 Air Transport Capacity will occur in the ensuing combat phase. Each Air Transport can transport one ground unit of any type. This is Note: All units must end in the same regardless of any reduction of the Zone. They cannot move to separate transporting or transported unit. Zones in a single amphibious move.

R8 WORLD AT WAR 47 | APR–MAY 2016 Note: If units land in a Zone with enemy Example: Three German Air units are in a Zone 2) If the result is greater than the air unit’s units, and do not win the subsequent containing two Allied AA units. Each Allied combat factor, there is no effect, but... battle, they still remain in that Zone AA unit fires once each at the three German (unlike in many other wargames, a failed air units. This would be a total of six die rolls. 3) ...if the roll is a “6” then reduce the attacking amphibious assault does not cause the air unit (or eliminate if already reduced). landing units’ elimination). They would 21.2 Effects of Reduction be subject to an Allied Counterattack in A full-strength air unit is flipped to its reduced 22.3 Targeting the ensuing Counter Phase, however. side. An already reduced air unit is eliminated. You do not have to state which air units will attack which Allied ground units ahead of 20.0 FOG OF WAR & A reduced unit completes its mission at time. Apply results after all dice have been REVEAL PHASE its reduced strength. If a reduced unit is rolled, selecting the units to be eliminated. Allied units are in one of two states: concealed eliminated, however, it is removed from Hits in excess of the number of Allied (face down) or revealed (face up). You may the map before completing its mission. ground units in the Zone are ignored. not examine concealed Allied units, or Allied units in the Reserve Display, unless some game If an Air Transport is reduced, then so is 22.4 Ground Units action reveals them. You may always examine any ground unit it is transporting, If an Air Allied ground units being attacked do not German units. Transport unit is eliminated, then eliminate fire back at German air units. The effects of any ground unit it is transporting. ground fire, operational damage, etc., are 20.1 Revealing Allied Units figured into the reduction on a die roll of “6”. An Allied unit is revealed if: If AA fire scores sufficient “hits” against an air unit to eliminate it, additional hits Note: For Tactical Air Attacks, do not 1) During a Reveal Phase if are not applied to other air units. conduct the normal combat routine (see the Zone it occupies is 23.4); there is no Tactical Edge check, etc. occupied by a German Example: if three AA units were firing at a ground or air unit. single German air unit, and all three scored 23.0 GROUND COMBAT “hits,” that air unit would be eliminated by Combat is when enemy units 2) Whenever a German ground unit is in the first two “hits;” the third hit would not attempt to destroy each other. their Zone regardless of phase. be applied against other German air units. 23.1 Ground Combat Units 3) As a result of Intelligence 21.3 AA Units Each ground combat unit has a combat operations (see 11.0). AA units also function as support ground factor, explained as follows. units. They use their parenthesized 4) When in the Evacuated or combat strength for ground combat. Parenthesized: Units with a parenthesized Eliminated displays. combat factor are fire support units. Note: German air units do not fire at Allied 20.2 Full Intelligence AA units during the AA Phase; they can attack UN-Parenthesized: Units without Once revealed, an Allied unit remains them in the German Tactical Air Attack Phase. any parenthesized combat face up for the remainder of the game. factor are maneuver units. 22.0 TACTICAL AIR ATTACKS 21.0 ALLIED ANTI- You use German air units to attack Allied 23.2 When Combat Occurs AIRCRAFT FIRE units in Zones. This is executed during Ground combat only occurs during the During the Anti-aircraft Phase, you must the German Tactical Air Attack Phase. Ground Combat Phase when there are both fire revealed Allied AA units at German air German and Allied units in the same Zone. units flying missions in the same Zone. 22.1 Restrictions You may commit no more than six (6) Note: Combat is only between enemy 21.1 AA Fire Procedure German air units to a single Tactical Air units in the same Zone. It cannot ever be Each AA unit fires once at all German Attack against one particular Zone. Also, conducted between adjacent Zones. air units in the target Zone. For each Luftwaffe and Italian air units may never German air unit, you must: be combined in the same attack. 23.3 Mandatory Combat You must resolve combat in all Zones 1) Roll one die for each AA unit. 22.2 Procedure containing both German and Allied units. Designate the Zone being attacked. You can select the order in which combat 2) If the die roll is less than the AA combat For each attacking air unit, roll will be resolved, Zone by Zone. Resolve factor, then reduce that German unit. one die, resolved as follows: each combat and then go to the next one.

3) If the die roll is greater than the AA 1) If the die roll is less than or equal to the Combat can occur in: combat factor, there is no effect. air unit’s combat factor, inflict one hit (eliminate one Allied ground unit). 1) The Ground Combat Phase. In this

WORLD AT WAR 47 | APR–MAY 2016 R9 case, the Germans are the attacker Note: Each side can only have a maximum one side and then the other). It doesn't matter and the Allies the defender. of up to three die roll modifiers. what order in which you fire each side's units.

2) The Allied Counterattack Phase if there c) Tactical Edge 1) If a die roll is less than the firing unit’s are both German and Allied units in a The side with the higher total gets the printed combat factor, then that unit Zone. In this case, the Allies are the Tactical Edge for the battle in that Zone. inflicts one hit on the enemy. Hits attacker and the Germans the defender. In the event of ties, the defender wins are explained below (see 24.2). in all terrain except Airfield or Plain 23.4 Ground Combat Sequence in which case, the attacker wins. 2) If the die roll is equal to the firing Each combat must go through unit's printed combat factor, then the following stages. Example: A German force which includes two various outcomes may result (see Elite units makes an amphibious move into a the Combat Results Table). 1) Tactical Edge Determination Port Town Zone containing an Allied unit. The Roll one die for each side and apply German die roll is “3” which is modified to 3) If the die roll is greater than the firing the following modifiers: “4” (due to the presence of Elite units). The unit’s combat factor, then there is no Allied die roll is “3” which is modified to “4” effect, although a roll of "6" causes an +1 (Allied): If this is a German (owing to the Germans making an Airborne attacking air unit, if any, to be reduced Airborne Drop, Airborne Landing, or Drop). It’s a tie, and in a town the defenders (or eliminated if already reduced). Amphibious Move into that Zone. win, so the Allies get the Tactical Edge. +1 (Allies): If the Allied side has an elite unit. Example: Three German units are firing with +1 (German): If the German side 2) Combat Deployment combat factors of 4, 3, and 3, respectively. has an elite unit. Place each side’s Support and You roll three dice; The first unit's die roll is +1 (German): If the Command Level is Low. Maneuver units in separate groups. 3, the second's is 4, and the third's is 2. The +1 (Allied): If the Command Level is High. Germans inflict two hits on the enemy. +1 (German): If one FK XI Staff 3) Support Fire Round Point (max) is expended. 24.2 Application of Hits a) The side with Tactical Edge fires all of Apply any hits after all dice have been rolled The side with the higher total has the "Tactical its support units and inflicts any casualties for a round. You select which units will be Edge." Roll both side's die rolls simultaneously. now (see below for Fire Procedure). hit for both sides. Firing is non-sequential and one side will possibly take losses and a) Germans b) The side without Tactical Edge be reduced in strength before firing back. If Germans have any Elite units in the then fires all of its support units Eliminated units may not fire back. engaged force, then add “one” (+1) to the and inflicts any casualties now. German die roll. This is a maximum of “one” Example: Three German units are engaged regardless of the number of elite units. 4) Maneuver Fire Round against two Allied units. The Germans have Tactical Edge, so roll three dice. Say they The German player may expend one FK a) The side with Tactical Edge inflict one hit; eliminate one Allied unit. They XI staff point to add “one” to the die roll fires all of its maneuver units and roll one die to fire the surviving Allied unit. (the decision for this must be made prior inflicts any casualties now. to the roll). If the Allied Command Level Note: Obviously, it is mandatory is “Low,” then add another “one.” b) The side without Tactical Edge that you fire for the Allies! fires all of its maneuver units and b) Allies inflicts any casualties now. 24.3 Hits If the Allies have any Elite units in the If an Allied unit is hit, it is eliminated. Remove engaged force, then add “one” to the 5) Battle Victory Determination it from the map and place it in the Eliminated Allied die roll. This is a maximum of “one” See 25.0. Allied Units box. Also, if this is a one-step regardless of the number of elite units. German unit (or a two-step German unit that 6) End of Battle had already been reduced), it is eliminated. If the Germans are making an Airborne The battle ends. There are no continuing Remove it from the map and place it in the Drop, Airborne Landing, or Amphibious rounds unlike other games in this series. Eliminated German Unit box. But, if this Move into a Zone, then the Allies gain is a two-step German unit that is at full an additional plus “one”. This is so even 24.0 FIRING & THE CRT strength (front side), it is reduced. Flip it to if other German units are in the Zone During the fire rounds of a battle, its reverse (reduced) side immediately. which are not making such assaults. enemy units fire at each other. 24.4 Targeting If the Allied Command Level is “High,” 24.1 Firing Procedure You do not have to declare which units are then add “one” to the Allied die roll. Starting with the side that has the Tactical firing at which enemy units. Apply results Edge, you “fire” each unit by rolling one die per only after all units have fired. Each unit can unit, one unit at a time (rolling all the rolls for only inflict a hit against a single enemy unit.

R10 WORLD AT WAR 47 | APR–MAY 2016 24.5 Overkill 26.1 Qualified Units 27.3 Command Limits If there are more hits inflicted than there German ground maneuver units can conduct The Allied Command level can never go are enemy units to absorb them, then there pursuit. Support and air units cannot. lower than “1” or higher than “12.” is no additional effect. That is to say, units in other Zones would not be affected. 26.2 Procedure Note: Allied Command adjustment takes You may move qualified units up to one place before the Evacuation Check Phase, so 24.6 Zero Combat Factor Units Zone. This may be into a Zone containing the Allies will have a chance to recover from Units with a “0” combat factor do not fire. They Allied units, which would trigger an Allied any reduction due to any German strategic otherwise are treated as units in combat. attack in the ensuing Counterattack Phase. air attacks, thereby making it critical for the Germans to take airfields and ports. Note: See 9.2 for the effects of 26.3 Restrictions Allied Special units in combat. You may not move pursuing units into 28.0 ALLIED MIDDLE EAST Zones which would cause over stacking. COMMAND EVENTS 24.7 Terrain Middle East Command (MEC) events represent If defending units are in a Mountain Zone, 27.0 ALLIED COMMAND LEVEL the Allied response to the German assault on then the combat strength of each attacking The Allied Command Index has two lines. Crete. See the next page for the list of events. unit is reduced by “1.” However, a unit with The upper line shows the current morale a combat strength of “1” remains at “1.” level (1-12). This can be Low (1-4), Medium 28.1 Procedure (5-8) or High (9-12). The lower line has During the Middle East Command Phase, 25.0 WINNING A BATTLE a number which indicates the number you must make a number of MEC event At the end of each combat, check to see of Middle East Command (MEC) events checks equal to the number below the who wins per the following criteria. rolls you must make each MEC Phase. current Allied Command Level. You then read the event and implement the instruction 1) The Germans win if all Allied units in 27.1 Allied Command Check Procedure for it. The instructions are on the Middle the space have been eliminated. When a game action requires you to East Command Chart on the map. make an Allied Command Check: 2) The Allies win if all German units in Example: The current Allied Command the space have been eliminated. 1) Roll two dice. Level is “7” (medium). This means you make two Middle East Command event checks. 3) If both German and Allied units 2) Total the results. For each such check, roll two dice, add the survive, the battle is a draw. results, and use the outcome to determine 3) If the total is less than or equal to the an event (for a total of two events). 25.1 Continuing Engagement current Command Level then the Allies pass. If there are surviving units in a Zone at 28.2 General Guidance for Events the end of a combat, they remain in place. 4) If the total is greater than the current Each Event is rolled and implemented before If the situation continues until the next Command Level then the Allies fail. the next check. An event may cause the Allied Combat Phase (German Ground or Allied Command Level to change. If so, apply any Counterattack), then combat occurs. 5) Specific rules will indicate the change after all Events have been rolled. results of a Pass or Fail. Example: A German attack during a An event can occur only once per turn. Combat Phase leaves both German and Example: The current Allied Command If rolled again in the same turn, treat Allied units in Maleme Airfield remaining. Level is 9; a Command Check causes as No Effect (and do not re-roll). During the Allied Counterattack Phase, two dice to be rolled and the total is you must make a counterattack with the “6” the Allies pass the check. Middle East Command explanations Allies in Maleme to counterattack the may supersede other game rules. Germans. The Germans may move units 27.2 Automatic Allied into that Zone to reinforce their force. Command Adjustment 29.0 ALLIED RESERVES During the Allied Command Level Adjustment Allied Reserves represent units which are 26.0 PURSUIT Phase, you must raise the Allied Command not otherwise accounted for on the game If German forces attack and win a battle, Level by “one” for each airfield and port that map, but were on or were sent to Crete and you may conduct a pursuit. This occurs are Allied controlled or disputed (see 3.6). thus may come into play during the game. immediately upon conclusion of the battle and before the next battle is initiated. Note: The Command Level is not reduced 29.1 Procedure If German units are defending (from a for German occupation of airfields When a MEC Reserves Released event counterattack) and win a battle, there is and ports. However, the Germans occurs, implement the following: no pursuit. Allied units never pursue. capturing them will reduce the ability for the Allies to adjust upwards. 1) Pick the designated number of Allied units from the Allied Reserves Box.

WORLD AT WAR 47 | APR–MAY 2016 R11 2) For each unit, randomize its 1) You must move all Allied units adjacent to 27.1). If the Allies pass, there is no effect. Zone of Placement via two six- an Airfield or Port into that Airfield or Port. If they fail, then an Evacuation is triggered. sided dice, as follows: 2) In the ensuing Allied Counterattack 2) Command Level = 1: if the Command Die Roll Location Phase, those units attack (per 30.2). Level is at “one,” then during the Allied Evacuation Phase you 2 Kastelli 30.2 Counterattacks must initiate an Evacuation. 3 Heraklion Town During the Allied Counterattack Phase, you must execute attacks with all Allied units in Note: Place the Evacuation marker 4 Canea each Zone that also contains German units. on the turn record track of the turn 5 Sfakia in which Evacuation is initiated. 6 Maleme Airfield Note: If moving Allied units enter a space containing other Allied units plus Germans, 31.2 Evacuation Procedure 7 Suda all of those Allied units attack together. Evacuation occurs per the following procedure. 8 Retimo Airfield 9 Heraklion Airfield 30.3 Restrictions 1) On the turn of Evacuation: During If an Allied unit is adjacent to more than one the Evacuation Phase, remove all 10 Retimo Town applicable Zone, then pick one at random Allied units from Zones which do 11 Maleme Town (use a die to do so) for each such unit. not contain airfields or ports. 12 Sitia Allied units may not ever cross Sector 2) On the turn following the Evacuation boundaries to execute Offensives. trigger: During the Evacuation Phase, 3) Reserves are picked and placed remove all Allied units remaining on the face down on the map. If there are no German units in the indicated map. At the end of this turn, the game ends. Zone, then there is no counterattack 29.2 Allied Random Placement combat (the Allied units still move). 31.3 Conditions If an event calls for the random placement of Pick up evacuated units and place them Allied units, consult the Random Placement Allied units starting in a Zone containing in the Evacuated box. They are out of Table, and implement the event as follows: German units do not move. the game. Evacuation is regardless of the presence of German units. 1) Roll two dice and total the results. Note: A counterattack may be triggered by any of the following: German and Allied 31.4 Other Effects 2) Cross-index the total with the outcomes. units are in the same space owing to a On the turn of Evacuation and drawn combat from the German Combat the turn following: 3) Place the unit in the location determined. Phase; or, German units entered a Zone containing Allied units via pursuit; or 1) Treat all Allied Offensive and Reserves 29.3 Restrictions Allied units moved into a space containing Released events as “no effect.” Units may not be placed in German-controlled German units via an Offensive event. Zones. They can be placed in Allied-controlled, 2) Skip the Allied Evacuation Phase disputed or uncontrolled Zones (see 3.6). 30.4 Counterattack Combat Command Check and the Allied Allied units attack using the Battle procedure Command Recovery Phase. If there are no units left in the Allied (see 23.0). In such a case, the Allies are the Reserve display, there is no further effect. attackers and the Germans the defenders. Note: The Allied Command Adjustment Phase occurs before the Evacuation check 29.4 Immunity to Attack 30.5 Effects of Terrain which will raise the Command Index German forces cannot ever attack During Allied counterattacks, the Germans gain according to the number of Allied controlled/ Allied units in the Reserve Display. the defender advantage for terrain, if any. disputed Airfield and Port Zones. Therefore, the more of Crete the Germans conquer, the 30.0 ALLIED OFFENSIVES, 31.0 ALLIED EVACUATION more likely there will be an evacuation. MOVEMENT & Allied Evacuation represents the point at which COUNTERATTACKS the Middle East Command decides to remove OPTIONAL RULES Generally, Allied units do not move once Allied troops from Crete or morale collapses Players can use the Optional Rules placed on the map. However, certain MEC to the point where a surrender is imminent. to add additional realism as well as events may trigger Allied unit movement. more complexity to Crete 1941. 31.1 Triggering an Evacuation 30.1 Allied Offensive Procedure An Evacuation is triggered in one of two ways. 32.0 SPECIAL GERMAN UNITS When an Allied Offensive Event occurs, check the indicated Sector. 1) Allied Evacuation Phase Check: You 32.1 Gliders must make an Allied Command Check (see The German “Lehr” Air transport unit

R12 WORLD AT WAR 47 | APR–MAY 2016 can be used only once per game. It can one Zone. Otherwise, there is no effect. box for Sectors per (see 13.0). They can transport two units during that one use The recon unit cannot move in that Phase. have no units assigned to them. (to the same Zone). Remove it from the game after its first transport mission. 32.5 German Mountain Troops To use an Air Transport for Aerial Supply, German mountain units (with the mountain announce their mission during the Phase If transporting two units, a single symbol) have the following special abilities. they are used. They do not fly onto the map. hit reduces both. If eliminated, both Rather, expend the FK XI SP and then place transported units are eliminated. 1) They do not cease movement when Air Transport back in the Available box. entering a Mountain Zone. The Lehr unit does not count as lost VP After completing the mission, you must when removed (if not hit), however. 2) They do not reduce their combat strength roll one die for each Air Transport used for when attacking in Mountain Zones. Aerial Resupply resolved as follows: 32.2 German Fighters & Flak If the Germans have any fighter air units 32.6 German Commandos 1-5 = No effect (Me-109 or Me-110) in a Zone, or any Flak German commandoes are also considered 6 = Reduce the Air Transport (AA) units, and an Allied RAF counter is mountain and recon qualified. revealed, return the RAF counter to the Note: Other FKI XI SP operations do not Reserve display without it firing AA. 32.7 Ramcke HQ require the use of an Air Transport. Historically, Ramcke was sent in to command A German fighter used for this can a kampfgruppe on Crete only after the Note: The Air Transports are assumed also conduct tactical attacks against commander of the Luftlande Sturm Regiment to be airdropping supplies or landing at Allied units in the same Zone. was wounded. Thus, do not set up Ramcke controlled airfields, so there is no need to with initial German forces (place Ramcke in move them to specific Zones on the map. Note: This is done without either the Greece, or with any German airborne unit on fighters/flak or the RAF firing at each other. Crete). You may recruit Ramcke by paying one 34.0 ADDITIONAL TACTICS XI FK Staff Point during a German XI FK Phase. 32.3 Stukas 34.1 High Ground Normally, German air units can be placed only 33.0 ADDITIONAL If one side’s units occupy a Mountain Zone during the German Air Phase. Stukas (Ju-87 AIR MISSIONS (regardless of enemy units there), then all dive bombers) are a special case. If an Allied These additional types of air missions friendly Tactical Edge die rolls (per 23.4) Counterattack initiates an Allied attack against are available to the player. in adjacent connected Zones receive an German units, then you can immediately additional +1 die roll modifier. However, move any available Stukas in the Sector box 33.1 Emergency Airlandings If both side’s units occupy the same to that Zone. After placing them on the map, German air transports can land in Plain mountain, they cancel each other out. fire any Allied AA units in the Zone. Surviving Zones. Treat Plains as airfields for this Stukas may now make a ground attack. Upon purpose. You must roll on the Airborne 34.2 Tactical Retreat completion of the attack, place them back in Unit Drop Table for each air transport. Change combat results applied against the Luftwaffe Available box. Stukas used for Apply any die roll modifiers. Results are: Ground units to the following. this may not have been involved in any other mission this turn. Upon completion of the Stuka Reduce: Apply a reduction to the Air A die roll of less (<) than the firing unit’s attack, conduct the Allied attack in the Zone. Transports and its passengers; then combat factor eliminates one enemy unit. disembark the ground unit in the Plain Zone. Note: You would have to leave Stukas A die roll equal (=) to the firing unit’s combat in the Available box in anticipation Scatter: Mission aborts; return factor causes a Retreat instead of the results of an Allied Counterattack. the Transport and ground unit listed on the Combat Results Table: to Greece without landing. 32.4 Ground Recon Retreat (Allied unit): Pick up the Allied unit The following German units have Recon Land: Disembark the ground unit. and place it in the Reserve box. This does ability: motorcycle or commando. not count as an elimination for VP purposes. After checking, return surviving They can perform a special recon action. air transports to Greece. Retreat (German unit): You can choose This is done by the unit starting a Tactical to either: 1) take one hit (per retreat) or Movement Phase in a Zone adjacent to 33.2 Aerial Supply 2) move the unit one connected Zone. Zones containing concealed Allied units. In order to expend a FK XI SP for the Tactical The Zone to which you move the unit For each such unit, designate one adjacent Movement Bonus (per 14.0) or Refit (per cannot have any Allied units in it. Zone and roll one die. If the die roll is less 12.0) for units on Crete, in addition to the than or equal (<) to the Recon unit’s combat requirements of those rules, you must You must apply all eliminations before strength, then reveal all Allied units in that assign one Air Transport unit per point any retreat. Retreats are applied at expended. Place them in the Staging the end of each round of combat.

WORLD AT WAR 47 | APR–MAY 2016 R13 VICTORY POINT TABLE If more than one retreat is inflicted on a unit, there is no additional effect. Awarded as they occur VP Gained VP Lost Creforce Corps HQ eliminated. 4 - Air units never retreat; they are affected Each other Allied HQ eliminated. 2 - per the standard combat results. Each other Allied unit eliminated. 1 - 35.0 ALLIED HQS & Each German airborne unit - 3 COMMAND LEVEL completely eliminated. The instant that an Allied Headquarters unit is eliminated, deduct the following number Each German air unit completely eliminated. - 2 of points from the Allied Command Index: Each other German unit - 2

completely eliminated. CREFORCE: Three levels Other HQs: One Each reduced German airborne unit. - 2 Each reduced German air unit. - 1 Each other reduced German unit. - 1 Capture King George. - - Air attack on Royal Navy. See the Naval Attack - Outcome Table (on map). Awarded at end of game VP Gained VP Lost Each German-occupied airfield 10 - Each German-occupied port. 4 - Each Allied unit on the map - 1 at the end of the game. No Allied evacuation triggered. - Auto. German defeat if turn 7 or later.

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