Operation Merkur (Kreta) OM 7 The big one!!

Cpl Uhl

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OM7 - Too Little Too Light is the last and biggest of the scenarios that use the historical map from Heat of Battle's Operation Merkur/Kreta battle study. My regular playing partner and I have played 3 of the 7 scenarios so far (the glider/air drop ones of course). We've avoided the "campaign game". Instead we've switched off being the Germans.

This scenario (despite a title that should earn it a place on Pitcavage's worst scenario title list) has a lot of promise.
  • It uses the entire beautiful Kreta map
  • 13 turns long, first 4 turns are Night
  • Mixed force of New Zealander Maoris, 1st line and Cretan irregulars versus the ever redoubtable Fallschirmjager
  • NZ receive tin can armor support on T5
  • NZ receive OBA on T5
  • Germans receive Air Support of turns 6,7 and 9
  • Germans receive reinforcements via Air Landing on turns 7, 9 and 11 - 1 platoon of Fallschirmjager on a Ju-52 each turn
The NZ must take the villages of Pyrgos, Maleme and at least 3 gunpits around the airfield, as well as 18 Level 3 hexes.

We've completed 3 Game Turns, most of it manouever.

View attachment 24754

In Pyrgos, the NZ have encircled the village, and cloaking counters are making their way towards Maleme. 2 cloaking counters are hung up on wire. 1 platoon led by a 10-2 boldly advanced out of the south-eastern gully into a (HIP) German held building, but still managed to ambush and kill the occupants (a squad and 9-1). This platoon went on to break an adjacent German squad, clearing the southern approach to the village.


On the hills to the west, near disaster befell the New Zealanders.
View attachment 24755

3 platoons entered into an area (A39) covered by hidden Germans – despite 2 squads breaking, the German half-squad was routed and the situation has stabilized. Fortunately very few Germans have attained freedom of movement and the German leadership is reluctant to light up the sky with starshells. This has kept the pressure off the New Zealanders at a critical time.

2 platoons with leaders have managed to make progress towards their objective – Hill 107. Unfortunately the Germans have impeded the attack’s development and the NZ are behind schedule here. However, reinforcements are approaching from the south and there is still a little time before the dawn….
 

Honza

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Looks interesting. Thanks. Keep us updated.
 

Bob Miller

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This does sound like a blast. Rich Domovic and I played 4 scenarios on the Kreta map a few months back. It seems that this big scenario is part Umbrella Men and part several others which I forget the other scenario names. This biggie offers several seperate battles at once going on over a large area. Definately NOT typical tournament scenario tripe. Loads of fun I'm sure. Don't forget those slopes in front of Prygos that allows the defender to get good LOS on the airfield and the approaches to the other big town. Thanks for sharing.
 

Cpl Uhl

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The separate battle aspect is something I like a lot. In this case, because ultimately the scenario will hinge on the fight around the airfield, and maybe the hill, if either of the initial separate battles can be concluded early by the New Zealanders, the airfield battle will be all the easier. Also, the armored support will go wherever needed. If the Germans hold out a long time on the hill, their mortars up there could serously threaten the NZ push on the airfield. We'll see!
 

Cpl Uhl

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And the fight for Maleme airfield continues!

The night turns wound up with the village of Pyrgos half occupied by the Maoris. The Germans were just no match for the Maoris, who are stealthy, can declare H-t-H and get a -1 on their CC attack. Germans under No Move were approached under concealment, ambushed and dispatched w/out a return attack in CC. The only negative for the NZ was the loss of a 9-2 to a sniper, but hey, they still had a 10-2. The village was surrounded will little chance of escape for the remaining Germans.

On the hill, NZ progress up the flank of Hill 107 ran into a serious wall when the German 81mm mortar made its appearance, breaking the entire lead NZ platoon. Lower down the hill, the NZ forces made slow progress against the various German paras, especially those holed up behind the stone wall enclosure. The NZ 81mm is in place though, ready to support the next push.

By the end of T4 and with the sun rising, the situation looked something like this:

View attachment 24887

View attachment 24886

With the dawn came the arrival of the NZ tanks. These are evil little tin cans, with 10FP from a double MG turret. They quickly entered the action on the lower hill, where the German blocking force was stymieing the attack. Over the next couple of turns, more German MG's opened up from Hill 107, including a 9-2 led HMG. Infantry movement became very difficult and broken stacks stayed DM.

One funny little incident: on Turn 5 a German squad on the slopes of Hill 107 decided to make a run for the top of the hill, not realizing that due to being up-slope several NZ squads had good long-range shots. Running by the seat of his pants, he survived several -2 shots to finally arrive on top of the hill - only to be KIA'd in a subsequent turn by a tank's MG!

Down in Pyrgos, the remaining Germans tried to make a run for it, but were shot down and/or captured. A remaining German half-squad jumped a lone NZ leader, but this chap would have none of it and gunned down the Fallschirmjager with his pistol. A surprise HIP German squad and leader popped up in the south of the village but were quickly surrounded, broken, driven upstairs and captured. In all, about 40 German prisoners were handed over to the Cretan irregulars to be looked after – wouldn’t want to be them!

View attachment 24884

New Zealanders are now streaming north towards the airstrip. From the top of the steeple a NZ half-squad has spotted the German guns and watched as the first Junkers landed at the far end of the field disgorging more Fallschirmjager (cross-winds make landing nearer the action too dangerous). Not much he can do about it and the artillery observer stupidly brought shells down on the guns, to no effect, instead of interdicting the German reinforcements. New orders are on the way….

Back on the hills, with the help of the tanks (and some VBM freeze) the last German resistance on the lower hills was mopped up by the end of Turn 7. This was not achieved without cost however as the German air support brutalized the New Zealander infantry and destroyed two of the tanks. The remaining tank overran a German MG nest and destroyed its occupants in CC, covering the charge of a berserk half-squad. A lone squad on the far west edge of Hill 107 managed to creep up and take the 81mm mortar out in CC, before getting broken and driven off the hill. Fortunately for the Commonwealth, he destroyed the mortar first. A sticky routing situation brought about declaration of No Quarter by the New Zealanders.

View attachment 24885

While the Maoris are closing in on the airfield, the New Zealanders on the hill are scattered and battered. German MG’s are keeping the troops broken and limiting movement. On the northern slopes of Hill 107 the Cretan irregulars attempt at encirclement ended with the HMG sustaining its rate of fire forever, whipping out the Cretans to a man. Turn 8 brought a welcome respite from the Luftwaffe, but more planes are on the way…
 

Cpl Uhl

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The End

Ah, the craziness.

To obtain victory, the New Zealanders had to take Pyrgos, Maleme, 2 other stone buildings and to that add 3 of the gunpits around the airfield. With the village of Pyrgos mopped up, the Maoris left their German prisoners in the hands of the Cretan irregulars and rushed optimistically towards the airfield. Then the German sniper awoke.

View attachment 25041

Bang! The Cretan HS in Pyrgos gets whacked by the sniper, broken. The prisoners get restless and a few start to attack their guards. The New Zealanders send back a squad, Maoris this time, to corral the prisoners. As they enter Pyrgos the scream of a Stuka pins them flat. A following ME-109 finishes the job. The prisoners take heart and after a few turns dispatch their guards, rearm and start taking back possession of the village! More Maoris arrive and in desperate hand-to-hand fighting run down and eliminate the German escapees, retaking enough of the town to get victory. But a full platoon has been taken out of the fight for the airfield.

At the airfield, the New Zealanders race the arriving German reinforcements. It’s slow going for the Maoris, as they scramble through the damnable vineyards and over rock walls. The tiny blocking force of Cretans north of the airfield is swept aside and further Junkers land closer to the vital gunpits.

View attachment 25039

Strongly led rifle fire from the New Zealanders breaks two of the gun crews and headlong rushes from a couple brave half-squads finish the job, taking two gunpits and silencing the AA guns. The fighting gets desperate, with German Junkers crash-landing right at the end of the airfield, taking heavy casualties on the hard tarmac of the airfield. Finally, the Maoris get sick of the slow-going through the vineyards. Led by their company commander, they throw smoke grenades and rush straight up the road towards the last gunpit and crew. But the German fire is too intense. Well positioned infantry supports the gunners and stops the New Zealanders cold, just meters from the final gunpit. Maleme airfield will remain in German hands, at least for today…

Well, that’s the “dramatized” version. And it was dramatic. Snipers, Stukas and Prisoners conspired to win the airfield for the Germans. Up on the hill, however, it was over by turn 11. The fire from the 9-2/HMG was just too much and even non-DM leaders and squads just wouldn’t rally. The platoon from Maleme tried to take the backdoor to the hill. Trouble was the backdoor was in the house directly adjacent to the 9-2/HMG. Well placed reverse-slope entrenchments, one with an upslope position that allowed fire over the crest of the hill, made taking the hill impossible. The New Zealanders only took 4 of the 18 required hexes and it wasn’t close.

View attachment 25040

Analysis:

New Zealander:

Lack of long-range support weapons was really felt. There’s a lot of map and on the hill especially, the NZ has to fire long-range up through orchards at entrenched 8-morale troops. Tough.

I misplayed the 81mm mortar, the most potent weapon the NZ infantry has. Instead of entering from the SW edge to support a limited attack on Hill 107 by 2 platoons, it should have entered the SE edge and set up on the lower level three hill, in G47. From there it could have seen a good bit of Hill 107 and much of the German defenses. Smoke and HE could have supported a more general attack.

Also, poor attack plan on the hill. NZ should have immediately gone for eliminating the blocking force on the lower hill while having the advantages of night, and then attacked en mass up the big hill, supported by the aforementioned mortar. Instead, I tried to bypass the blocking force, tie them up while a limited attack went up the hill. Bad plan.

The tanks are great. 17 FP in overrun. They should come on and not expend a stop MP until they are on the hill. Overrun everything on the lower hill and then do same on the upper hill. I was just getting the hang of that when I lost one to a Stuka and another to a lucky MG shot. Last one fell to an ATR after cresting the hill and stimulating the only successful push the NZ had.

The artillery is practically useless, being full strength only in the center hex of the FFE and not having Smoke. It was even more useless how I used it. Should have gone on the hill to at least provide an extra hindrance on the defenders and maybe get a lucky hit. Also could be nice to interdict the landing Junkers if not needed elsewhere.

German:

If the Germans try to stand up to the Maoris in the night attack on Pyrgos they will be massacred, which is what happened in this playing. Maoris are Stealthy and have a -1 in H-t-H, are led by a 10-2 and 9-2 and the Germans are Lax at night. No chance. The German should stack at least two, maybe three squads w/their best leader far back from the NZ entry areas and try to get Freedom of Movement by rolling below his ELR (4). This might save a platoon that can block or slow down the Maori advance on the airfield. The church is a good place for a to-the-last-man stand, with a HS/lmg up the steeple to impede the NZ advance. There’s even a cemetery out back for easy burial afterwards.

The lower hill is tougher for the German because he has to spread out to cover the ground, but can’t stand up to the NZ with only one squad against groups of three in CC. A fighting withdrawal is tough in this territory, but is the way to go. Covering the SW NZ entry area is key and the stone walled enclosure the best position.

The German defense of the airfield is pretty much established by the setup instructions and everything else depends on the reinforcements getting there before the Maoris and holding on. Plan well, because you don’t want to cross the airfield with the -1 Boulevard modifier.

Overall:

We felt the scenario is a little pro-German, despite the Maoris’ advantages.

The defense for the German, like in most of the OM scenarios is a little static. Especially on the hill, it’s hold your ground and fire away. The Junkers add some excitement at the end game, as do the Stukas.

The rules for the Air Landing are simple and easy. It’s unclear though what to do about wind….when there IS no wind. The scenario starts with a Mild Breeze but that ended immediately. You still have to determine wind direction for the plane landings, but it’s unclear if you do so every player turn, every game turn, or just once and then it remains the same for the rest of game??? The is very important because the planes must land into the wind or suffer a +2 crash dr modifier. The German lost at least a squad if not more, to crash CR. We rolled every turn to determine wind direction for the planes, but, while fair in game terms, in retrospect that seems unrealistic that the wind would change direction so often in such a short time.

Regardless of the quality of the scenario or how play unfolds, the map is a beauty and a total pleasure to play on. And the diversity of this scenario, with the separate night attack on the village, hill attack/defense, airfield attack/defense, air support, air landing, tanks, irregulars and crazy terrain, makes for lots of possible fun moments and tactical puzzles.

Operation Merkur 7, Too Little Too Light: Highly Recommend
 

Portal

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Great AAR.

About the Wind Direction when there is No Wind for the SSRs, I would keep the same Wind Direction as where you were with Moderate Breeze. Only change Wind Direction if the event occurs from a 1,1 on the regular WC DR.

Please note this comment has no ASLRB basis. Just trying to provide some perceived common sense when no explicit Q&A has been issued. :)
 
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