Tag Archives: patrol

[October 4, 1969] New kid in town (Strategy and Tactic's wargame, Crete)

photo of a man with glasses and curly, long, brown hair, and a beard and mustache
by Gideon Marcus

For the last decade or so, the term "wargame" has been virtually synonymous with Avalon Hill.  That Maryland game company has come out with one or two new titles every year in this exciting genre (along with a handful of other, more general releases).  But now, there's a new player in town.

Strategy & Tactics was, up to last month, one of many wargame fanzines.  Most such 'zines are devoted to supporting Play-by-Mail games of Diplomacy, but S&T has been more catholic in its coverage, reviewing many games and providing articles of general interest to wargame-lovers.  The magazine even included the occasional wargame, mostly rules for miniatures wargames (a related but different beast from board wargames).


Volume 1, Issue 7 of S&T including rules for the miniatures wargame of modern soldiering, Patrol


Janice and me playing Patrol with toy soldiers

With the latest issue, Volume 3, Issue 2 (#18 total), there is a new editor at the helm: Jim Dunnigan.  Dunnigan's name may be familiar to you as the fellow who developed 1914 and Jutland for Avalon Hill… and also a self-published game on last year's takeover of Columbia University.  He has elected to apply his wargame-creation talents toward designing a brand new board wargame for S&TCrete.


Cover of the latest issue of S&T


Table of contents of the latest issue of S&T

This fascinating game is a full-fledged simulation, incorporating a number of neat innovations.  It is also a Do-It-Yourself-er: the map and counters (and rules) are just printed in the magazine, which means you either need to cut them out and affix them to pasteboard, or make your own copies from scratch.  Since I have access to a Xerox machine, I was able to have the best of both worlds, photocopying the pieces and playboard, the former on colored construction paper, and the latter tinted with colored pencils.

Lorelei provided the box cover art!

So how does it play?  Read on!

Vital Statistics

Crete is a two-player simulation of the German airborne invasion of the island of the same name in May 1941.  If you remember your history, the Nazis had pushed the Greeks and Commonwealth allies off the mainland the month before.  The subsequent assault on Crete represented the Goering's last parachutist assault on a target, and it was a very near thing.

Rather than portray the entire island, Crete instead has three separate mapboards, each representing the area around each of the airfields critical to German success in the invasion.  Until an airfield is captured, no reinforcements can arrive to aid the Luftwaffe airborne troops.


Three maps (one complete, two partial)

This game seats two players and takes about two hours to finish. The German player has to land 13 battalions of paratroopers to take on the 43 weaker British, Australian, New Zealander and Greek battalions. If the Germans dislodge the Allies from an airfield, they can unload a brigade of mountain troops each turn from the captured runways greatly enhancing the German forces. The German player also has seven invincible airplane units with infinite movement which add a bit of strength to attacks, improving the odds.

The goal of the game: points are scored for the destruction of each unit (one per strength point) and 5 points are awarded for the occupation of airfields, 10 for occupying the city of Suda Bay, at the end of the game. Whoever has more points wins—the bigger the margin, the bigger the victory.

The Rules

Those familiar with Avalon Hill games will recognize most of the concepts—and some of the stock language for beginners.  For instance, "unlike chess and checkers, you may move all of your units in a turn," and, "henceforth, all hexagons shall be called 'squares.'" The rules are very simple. Germans deploy, move and fight. British move and fight. Repeat for ten turns.


Drake (Trini's brother), playing the Germans, contemplating his first move

Each counter has a combat strength and movement rate. British unit strength values range from 1 to 6, 4s being the majority.  They are slow–average movement rate of 4.  The German mountain troops have a strength of 6, as do most of the paratroops, and 4 of the battalions have a whopping strength of 8!  The mountain troops move 6 and the paratroopers move 5, so the Germans have a mobility edge, as well.

Terrain effects are minimal: defense doubled in rough terrain or towns, roads triple movement. Travel between the boards is possible at specific road exit points at the map edges.

There are several novel aspects which make this game interesting.  The Germans employ a kind of hidden set-up, choosing on which board(s) to drop 7-13 paratroop battalions.  Leaving some paratroop units in reserve means the Allied forces never know where or when the next German troops will appear out of the sky.  This essentially freezes the defenders in place until all of the parachutists land.


Example of a secret setup allocation (and the victory point balance at the end of that game)

The airborne units may scatter upon landing, and they can't move or fight on the first turn unless they land on some hapless British unit.  Woe be to the Fallschirmjäger who drifts out into the sea and drowns… (this eventuality is not explicitly covered in the rules, which are not as rigorously laid out as Avalon Hill's, but it makes sense, and it's how we play).

There are two odds-based Combat Result Tables—one for "limited assault" and one for "all out attack", the attacker choosing which one is preferred (and it is an important choice).  There is no "defender/attacker retreats" option, as one finds in most other games.  Instead, a common combat result is "counter-attack"—the defender may retreat or choose to fight back…but you get to choose which stack you counter-attack.  In practice, that means a 3-1 on first attack can turn into a 1-1 or even 2-1 in the counter attack. Fights can seesaw back and forth for quite some time in an exciting fashion.

Gameplay

The game quickly becomes a pitched battle for one or more airfields. If the Germans can't secure one within a few turns, it's all over.  The Allied units are pathetic compared to the Germans, which they need to spend most of their time picking strategic defense points, only attacking on the rare occasion that they can pounce on an isolated German unit (which usually happens during the initial drop phase). The Germans need to be daring in their drop, landing amidst the Allied formations to cause a maximum of confusion.

Generally, only two of the boards will see action at any one time.  The Germans simply don't have the forces to hit all three at once.  Once the battle is won on two of the boards, it's a lost cause for the third, most likely.


Me, ebullient after a local victory

After Action Report

This game provided a surprisingly fun afternoon of play.  There are lots of decisions to make, and it can be a real nail-biter.  Not only does the game present an interesting puzzle, it is one of the shortest wargames out there.  The shortest Avalon Hill game, Afrika Korps, still takes a few hours to get through.  On the other hand, after a few games, the optimum Allied strategy presents itself, even with the Germans having several options for attack strategies.  Still, the game is good for several plays, is a great introduction to the hobby…and it's worth every penny you spend on it (i.e. virtually nothing).

Dunnigan has promised that each bimonthly issue of S&T will contain a brand new wargame (or two!) so this column promises to get a lot busier soon.  That's what I call a good problem to have!

(This report brought to you by the proud members of the Galactic Journey Wargaming Society!)