But more than 35,000 managed to escape, many taking refuge
on the last bastion of Greek territory, the ideallic Agean isle of Crete.
For Hitler, the Balkan campaign would not truly be completed until the
island had fallen - the sooner the better. The much vaunted Luftwaffe
air amadas were needed in the coming invasion of Russia. Time was of the
essence.
On May 20, 1941 the expected invasion took place. Four regiments of
paratroopers were airlifted to the island, backed by a division and a
half of mountain troopers. And though there spirits were high and their
training higher, perhaps for the first time since the beginning of the
war surprise was not on their side.
The battle for Crete ended for the most part some ten days later. Though
again they managed to defeat the Allied forces and force them to retreat,
the costs were near intolerable. Nearly half of the elite 7th Paratroop
Division had been killed or wounded; 1,000 in the Sturm Regiment alone.
Some officers considered the losses of Germany’s promising young
leaders so high it was the Wehrmacht’s first defeat. Indeed Hitler
told Student at his award ceremony that “Crete has proved that the
days of the paratrooper are over.” The battle was indeed a Phyrric
victory.
Operation Merkur recreates the battles around the Maleme and Canea are
in the west of the island. The scenario is set at battalion level with
a scale of approx 1 mile (1.2 km) per hex. 2 day and 1 night turn make
up each 24 hour period with the scenario running for 12 days. Players
will find the going extremely hard for the Germans in the first few days
until supplies and reinforcements are secured. After that only time is
their enemy. Allied players will have a numerical superiority for a short
time, a period they should use to their advantage, before slowly becoming
overwhelmed by superior forces and supply conditions. Evacuation is available
for most units but should be used carefully – the longer you hold
the island the more chance you have of winning.
All comments and suggestions are welcome – brubaker@aanet.com.au
Have fun.
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Key features
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-Day and Night turns
-Constantly evolving units for both sides
-Luftwaffe ground attack units present
-Many newly designed game counters including kettenkrads and partisans
-Nightly briefings for both sides by intelligence officers
-Evacuation available for Allied troops if needed
Battleset 1 - The Löhr Plan
As the principal theorist and originator of Operation Merkur, General
Kurt Student was persistent in his theory that the best way to apply airborne
power was to have multiple parachute drops that would in effect ‘bewilder’
the enemy in its deployment. These drops would then be reinforced and
consolidated to achieve the overall goal. This is how the 7th Flieger
division had been used thus far in the war – and to great effect
and this was how they were employed (in theory) in the invasion of Crete.
But Student’s plan was not supported by all Generals involved in
the invasion. In fact General Alexander Löhr, commander of Luftflotte
IV and Student’s commanding officer, was opposed to such use of
the troops. His plan was to concentrate all available forces in one large
drop in the western area of the island, attacking eastward from there
to capture the island once the vital objectives (Maleme, Canea, Suda)
had been taken.
Löhr’s plan was supported by the commander of VIII Air Corps,
General Wolfram Freiherr von Richtofen, who argued successfully that whichever
plan was adopted, that his aircraft could only drop two regiments in the
morning and two in the afternoon.
The Löhr Plan Battleset for Operation Merkur is based on this alternative
invasion. Two regiments of the 7th Flieger Division, the 3rd Fallschirmjager
and the Sturm Assault Regiments, are deployed into battle in the morning
turn of the 20th May 1941. Their positions are near historical. The 1st
and 2nd Fallschirmjager Regiments are deployed in the afternoon turn of
the same day (as in real life), but this time they are dropped into the
same battle zone of their sister regiments. This gives the Germans a critical
numerical superiority in the first few turns of the battle.
The mountain troops can be expected to land at the Maleme airstrip as
soon as it is free to do so and additional forces of the 5th Armee will
attempt to land on the coast once it too is freed up.
Of course the Allied commander of Crete, the steadfast New Zealander Major
General Bernard Freyberg, is not going to sit on his laurels while this
is happening. As soon as the German’s intentions become apparent,
Freyberg can be expected to rally all the troops at his command, which
include parts of three Australians brigades from the 6th Division as well
as a strong 14th Infantry Brigade from the UK. These troops will begin
to make their way from Heraklion and Retimo from the first evening onwards…
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Additional features
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-Greatly improved aggressive AI
-Additional German and Commonwealth units
-Greater emphasis on entire map area
-Alternate landing/evacuation zones for Allied troops
-New briefing screens
-Beach landings for additional German units
As always comments and suggestions are welcome – brubaker@aanet.com.au
Have fun.
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Installation:
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Download the self extracting EXE from the Run5 Scenario area. Double click
on the Operation Merkur.exe to run the installer. Default directory is
…\Battles in Italy\Scenarios\Operation Merkur but may be changed
during installation as required.
Operation Merkur Scenario and Löhr Plan may be selected from Battles
in Italy scenario listings.
Version 1.01 August 2005
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