CRETE No. of Turns: 13 Battle Posture: Axis = Attack Allies = Defense Per Turn Prestige Boosters: Axis = 80 Allies = 2 No.of Units Available for purchase: Axis = 10 Allies = 6 - While this is a low turn count for PG the island of Crete is small and the objectives with one exception are packed close together in the western half of the island near the likely landing zone of German forces. No. of Objectives: 7 Axis: take all objectives. - One is already in Axis hands. Five are close together and concentrated on the western of the island of Crete. The last is in the eastern center. The close density and the connecting roads and pass through the mountains allow rather easy access to these objectives and gives the Axis the advantage. Prestige: Axis = 524 Allies = 1058 - The Germans begin with an impressive array of units at sea and airborne. Allies will need the prestige to replace units on the ground that will be bombed by German dive bombers. It would take much more prestige than is available to allow the the Allies to contest German airpower. New Unit Exp: Axis = 1 Star Allied = 1 Star Air Superiority - The Germans begin the game with 3 FW190s compared to the single Hurricane and Mosiquito at the lower right of the map. Any new allied aircraft will be spent uselessly as the FWs get target practice. There are areas where good AA gun crossfire may discourage Axis bombing runs but overall the Germans rule the air. Ground Superiority - The British have the initial advantage due to the chaotic nature of amphibious landings the Germans need to undertake in the Western portion of the island. British Matilida IIs and artillery can cause some serious damage to amphibious landings. This is where the battle needs to be won by the Allies. Also airborne drops are somewhat unreliable and the troopers are vulnerable without armor support. Once the Germans succeed in getting a foothold the battle then the Allies must fight a retreating and delaying action even though the ground strength advantage switches to German armor, artillery and bombers. They are to try to use concentrated attacks on objective after objective because of the spacing. This advantage is very much favors the allies. Because of the low turn count, a human player running the British in Crete can fight the Germans for every hex due to poor terrain. AXIS: Your first priority is to get the paratroops safely landed on the island and to screen your naval transports from hostile warships. Although sometimes the Axis fleet can win the naval battle, particularly if air power is diverted to help it, it is more likely that the result will be a draw or the fleet will sacrifice itself to get the ground troops ashore on Crete. Although spreading out the landings is desirable, it may not be practical or safe if the Allied naval threat is severe. The paratroops will usually land and attack isolated cities in groups supported by air power while the regular army lands and fights its way east from the west end of the island. Speed is important. ALLIES: Sinking naval transport is your first priority, and you second is to sink the Axis fleet so it is you rather than they who can provide shore bombardment. Build up your air force to keep the German air units occupied and prevent them from influencing the land battle. When the Axis troops land, see if you can hit them effectively on the beaches, but don't sacrifice high entrenchment levels for this purpsoe. General Information - The Allied fleet outnumber the German fleet with two extra destroyers, a extra T-P boat and Sub. However this numerical advantage is countered by the possibility of the German player diverting the airpower to damage Allied ships. The weather is generally reliable with a small chance that the planes may be grounded for a turn or two. The terrain is hard in areas and paths of access to all objectives are narrow and easily bottlenecked. Final Evaluation - Prestige Experience Axis +2 0 Allied 0 0 The British must fight as the Germans come ashore. They are outnumbered and outgunned as German panzers begin to advance onto cities once they get organized. If the British fleet can penetrate and the British fight hard on the coast, the Germans can be stopped quickly. A +2 prestige bonus to the Axis gives them more ability to repair damaged units and push through before the low turn count ends the game for them.