+air assault readme

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AIR ASSAULT ON CRETE AIR ASSAULT ON CRETE This module will only work in HPS Simulations' Aide de Camp 2, Version 2.12 or higher. Air Assault on Crete was published in 1977 by The Avalon Hill Game Company (TAHGC), Baltimore, Maryland. Original Game Design: Vance von Borries Additional Game Design: Randall C Reed ADC2 Module Creator: Charles McLellan with assistance from Neville Fischer ADC2 published by HPS Simulations (http://www.hpssims.com/ ) CONTENTS (click to go to selected topic paragraph and click topic heading to return to Contents list): GETTING STARTED GAMES RULES MAPS OFF-MAP BOXES UNITS AND MARKERS PIECE VALUES CLASS VALUES NEW PIECES STACKING COMBAT SUMMARY VALUES PIECE STATUS DOTS FORCE POOLS INFO-PAGES HIDDEN UNITS, FACING, and LINE OF SIGHT PRINT TO FILE TURN FORMATS FOR PLAY STARTING A GAME ABBREVIATIONS AND TERMS

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Air assault on Crete rules of play

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AIR ASSAULT ON CRETEAIR ASSAULT ON CRETEThis module will only work in HPS Simulations' Aide de Camp 2, Version 2.12 or higher.

Air Assault on Crete was published in 1977 by The Avalon Hill Game Company (TAHGC), Baltimore, Maryland.

Original Game Design: Vance von BorriesAdditional Game Design: Randall C Reed

ADC2 Module Creator: Charles McLellan with assistance from Neville FischerADC2 published by HPS Simulations (http://www.hpssims.com/)

CONTENTS (click to go to selected topic paragraph and click topic heading to return to Contents list):

GETTING STARTEDGAMESRULESMAPSOFF-MAP BOXESUNITS AND MARKERSPIECE VALUESCLASS VALUESNEW PIECESSTACKINGCOMBAT SUMMARY VALUESPIECE STATUS DOTSFORCE POOLSINFO-PAGESHIDDEN UNITS, FACING, and LINE OF SIGHTPRINT TO FILETURNFORMATS FOR PLAYSTARTING A GAMEABBREVIATIONS AND TERMSCONCESSIONS AND CONFESSIONSLINKSQUESTIONS

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GETTING STARTED:

Place all downloaded Air Assault on Crete files into a separate folder in ADC2's “Game Sets” folder. The Axis emblem shown on the sign-in screen (and on this ReadMe) is the German Air Force's Parachute Qualification Badge. The Allied emblem is the badge of the British General Headquarters, Middle East. This game is best viewed at the 1024 by 768 monitor setting.

The following additional material is available as a download from Nick Bell's web site http://www.hkl1.com/ or as an e-mail attachment from me at [email protected].

Air Assault on Crete/Invasion of Malta Rules available as Crete Rules.

Air Assault on Crete/Invasion of Malta Charts available as Crete Charts.

Creating a Paratrooper's Hell…and Jumping Into It. General magazine article available as Crete Articles

Invasion of Malta. General magazine article available as Crete Articles

Design Analysis. General magazine article available as Crete Articles

Scenarios for Crete and Malta. General magazine article available as Crete Articles

Stepping Stone to Suez –The Battle For Cyprus – 1941. General magazine article and mini-game available as Crete Articles

Air Drop on Crete. General magazine article available as Crete Articles

Assault from the Air By Mail. General magazine article available as Crete Articles

Drop Zone Malta. General magazine article available as Crete Articles

Air Assault on Crete Errata. General magazine questions and answers available in Crete Rules

If you are unfamiliar with using ADC2 to play games, you might want to download Gerald Schwartz's Primer on Using ADC2 to PBEM or my How to Play Blitzkrieg using ADC2. Both downloads are documents that show how to play games using ADC2 and are available from Nick Bell's web site <http://www.hkl1.com>. Nick Bell's site also has many downloadable free games and other vital information regarding HPS's <http://www.hpssims.com> Aide De Camp 2 (ADC2) game playing computer utility program.

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GAMES:

Eight game/scenario (".OPS") files are provided. Four are for Air Assault on Crete, three are for Invasion of Malta –1942, a mini-game that was included with Air Assault on Crete, and one is for Assault on Cyprus, a mini-game that was published in the TAHGC's the General magazine.

"Air Assault on Crete (Basic).OPS" contains only the game pieces used in the Basic Game.

"Air Assault on Crete (Advanced).OPS" contains all the game pieces used in the Advance Game. Additional units are provided to permit play of scenarios and options published in the General magazine. The scenario and optional rules are available in "Crete Articles" download.

"Air Assault on Crete (Rules).OPS" has the Advanced game Allied units setup as depicted in the Rules manual. What appear to be a few errors in the setup are reported in a Replay message.

"Air Assault on Crete (General).OPS" has the Advanced game Allied units setup as depicted in the Mark McLaughlin's General article, "Creating a Paratrooper's Hell… And Jumping Into It." The article is available in the "Crete Articles" download. A few discrepancies in the setup are reported in the Replay message.

"Invasion of Malta-40.OPS" is a scenario for the Invasion of Malta –1942 game by Vance Von Borries. The scenario was published in the "Scenarios for Crete and Malta" article in Vol 15, No 3, of the General magazine. The scenario is available in the "Crete Articles" download.

"Invasion of Malta-41.OPS" is a scenario for the Invasion of Malta –1942 game by Vance Von Borries. The scenario was published in the "Scenarios for Crete and Malta" article in Vol 15, No 3, of the General magazine. The scenario is available in the "Crete Articles" download.

"Invasion of Malta-42.OPS" mini-game by Vance Von Borries. Additional units are provided to permit play of options published in the General magazine. The optional rules are available in the "Crete Articles" download.

"Assault on Cyprus.OPS" is another mini-game by Van von Borries that was published in the TAHGC's the General magazine Vol 18, No 3. The rules are contained in the article titled "Stepping Stone to Suez: The Proposed Air Assault on Cyprus – 1941" which is available in the "Crete Articles"

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download. In this game Fighter–bombers may only perform air support and bombardment missions.

RULES:

This game is out of print. Rules and tables for the Crete and Malta games are available separately in a downloadable file labeled "Crete Rules". Rules for the Assault on Cyprus game are available in a downloadable file labeled "Crete Articles".

Rule changes that are suggested in the "Assault from the Air by Mail" article should be considered to simplify play. Essentially, these changes are that units are identified (flipped right side up) when:

AA and artillery fire.

They move adjacent to enemy units (except air).

Enemy units move adjacent to them.

Enemy air units successfully interdict them.

Once identified, units are not again inverted.

MAPS:

There are five maps. One of Crete, three of Malta, and one of Cyprus.The three Malta maps have minor differences to account for the terrain changes between the 1940 and 1942 scenarios. These game maps are essentially the same as the originals.

Dashed orange setup lines have been added in the Suda Sector of the Crete Map. These lines are to assist the Allies player setup within that sector. Green drop zone lines have been provided to assist the Axis player in programming drops on the Crete and Cyprus maps. Axis airborne units must be dropped within those boundaries, but not on any individual rough terrain hexes within those boundaries. Once the Allies are setup and the German drops completed, the lines should be turned off by removing the check mark from the "Show Hexsides" line in the "Map/Board Display Options" section of the "Game" menu. Remove the check by left-clicking the line.

All hexes in the playable map area have the Avalon Hill grid coordinate added as a "Place Name". This grid coordinate is only visible in the terrain box (light blue window on the lower right of the screen), except for major terrain

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features which have a visible name that includes the hex coordinate. If the maps appear too busy, the names can be removed from the map by deleting the check mark from the "Show Placenames" line in the "Map/Board Display Options" under the "Game" menu. Deleting the check mark will remove the name and grid coordinates from the map area, but the name and coordinates will still be visible in the terrain box.

The "E" has been omitted from the red arrows used on evacuation routes from the Crete map. As no alignment arrows are necessary on the electronic maps, there should be confusion.

The strategic level map (Level 1) was constructed to provide a full view of the Crete map playing area. Unfortunately, this view is much too large for effective use with the Level 1 Malta and Cyprus maps. With both the Malta and Cyprus maps, Level 2 provides a full view of the playing areas. I apologize, but I kept the same viewing perspectives for all three maps to save size of the symbol file and construction time and to provide uniformity.

OFF-MAP BOXES:

Boxes around the maps provide information and storage space for units:

Time Record Track: Available to record the Player and Game Turn. ADC2 also has a turn indicator (Game \ Next Turn/Set Turn) that can be used in lieu of or in addition to the on map record. The Turn marker flips between Axis and Allies to indicate which Player-Turn is in progress. The Turn Record Tracks also indicate various important events that occur during the game.

Allies Setup and Reinforcement Forces: Locations for units that the Allies player sets up at the beginning of the game and brings into play during the game.

Axis Forces: Locations for units that the Axis player brings into play during the game. These forces consist of airborne units, air landing forces, sea assault and convoy forces. The method of bringing these units into play is detailed in the rules.

Air Units: Places for both Axis and Allies air units available for game use. The RAF box on the Malta maps has a place for a bomber. A single bomber should be placed there if the optional Allied bomber rule is used to remind the players of the one extra unit lost per Axis follow-up convoy. The bomber does not make a physical presence in the game.

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Battalion Substitutes: Locations for storage of both Allies (Cyprus only) and Axis battalion breakdown units.

Drift Diagram: Chart showing airborne unit drift movement. A marker is provided to place, if desired, on the hex undergoing airborne drift consideration.

Score: Location to maintain point scores when critical for specific game events. Score marker flips from 0 to 9. If a score exceeds the range in the space provided, obtain a "1" marker from storage for the hundreds column.

Scenarios and Optional Units: Additional units for use in some scenarios and with optional rules.

Axis and Allies Eliminated: Space for storage of eliminated units.

Allies Evacuated and Axis Withdrawn: Space for storage evacuated or withdrawn units.

Storage: Space for marker storage.

Terrain Effects Chart: Identifies the terrain features on the map and provides abbreviated information regarding the terrain's effect on movement and combat.

UNITS AND MARKERS:

Units:

Axis units are light blue (German airborne) and blue (German air, mountain, and other forces), light green (Italian airborne) and green (other Italian ground, air and naval forces). Allies units are red (British ground, air and naval forces), orange (ANZAC), and yellow (indigenous forces).

The IV Battalion, Sturm Regiment and the Engineer Battalion of the German Airborne Division have a color fill on their unit symbol. Yellow fill is used for the Sturm battalion and battalion substitutes. Only those specific battalion substitutes may be used to rebuild that battalion to full strength.

Pink is used for the Engineer Battalion. At least one Engineer Company must be use in conjunction with the Engineer Battalion Headquarters to rebuild the Engineer Battalion to full strength.

At ADC2 Level 1, All Axis units display a cross, and the Allies units display a red, white and blue roundel.

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At ADC2 Level 2 and 3, Attacking and Defense Strength, Movement Allowance, Stacking Value, Range, Transport Capacity and Unit Type and Size Symbols are displayed. The Stacking Value and Transport Capacity are shown as small dots on the left and right sides of the Level 2 counters. Unit and Formation Names are not indicated on the unit counters. The reverse (or flip) side of all Allied units are red and disclose no unit information.

Markers:

Turn marker flips between Axis (cross) and Allies (roundel).

The yellow N-1 neutralization markers flip to N-2.

The yellow Decoy markers flip to a blank red colored Allies side – the same as all Allies ground units.

Most of the Convoy markers are gray-green and flip to a blank "convoy" side. Destination markers are also gray-green and flip to a blank "destination" side. Some special convoy markers are blue, but the reverse side is the same gray-green as the other convoy markers. The Beachhead markers are gray-green on one side and blue on the reverse. The blue markers are use for the second or special assault forces in optional Malta invasion plans. The markers are use in pairs – one convoy and one destination marker per pair. Decoy convoys use a "No Convoy" marker with one of the fictitious beach destination markers. (Yes, I did get carried away. Miami is now not the only dummy beach.) (Also, some additional convoy markers have been provided for those players who wish to extend designating convoy arrivals beyond the mandatory minimums.)

A set of Numbered counters (1-124) in red is provided for the Allied player. These counters provide a means of keeping inverted counters totally hidden from the Axis player's view. An ADC2 print list is made of all playable counters and numbers are assigned on that list to each unit. These numbered counters are then used to replace the units on the map. At the conclusion of play, the numbered counter list is provided to the Axis player for verification. A similar, but smaller (1-24), set of counters is provided for the Axis player. These are for use to disguise the makeup of any "emergency convoy".

A set of Score counters (flip from 0-9) in white are used to record casualty points or mark AA Die Roll Modifiers. Also some additional "1" only counters to use if scores exceed 99 casualty points.

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A Drop Zone marker is provided as a drop hex location reminder for airborne units during drift die rolls.

PIECE VALUES:

No Piece Values are assigned. This was done because Piece Values would disclose the identity of inverted Allies units. (The Piece Identity and Piece Values continue to be visible on inverted counters.) Only Axis units have any piece information, as generally it is not important that their inverted counters be disguised. While use of the numbered substitutes would permit assignment of Piece Values, use of the substitutes is awkward and recommended only for Play-By-Email (PBEM) play.

CLASS VALUES:

Class Value 1 – Attack: the attack strength of a unit. (Numerical)

Class Value 2 – Defense: the defense strength of a unit. Ranged artillery-type units are assigned a value of "0". The ranged artillery-type units use the "0" value for defense when stacked with infantry or armor-type units and a provisional value of "1" when defending alone. (Numerical)

Class Value 3 – Movement: the movement allowance of a unit. (Numerical)

Class Value 4 – Break: "xxx" used as a visual spacer between the initial and subsequent values. (Text)

Class Value 5 – Stacking: the stacking value of a unit. (Numerical)

Class Value 6 – Range: the range for artillery-type units. (Numerical)

Class Value 7 – Trans Cap: the transportation capacity of units having that capability. These units are assigned a "Range" value of "0" in order to prevent confusion with ranged artillery-type units. (Numerical)

Class Value 8 – Other: special unit capability. Armor-type units have an asterisk (*), Anti-aircraft units have an "AA", Anti-tank units have an "AT", and coastal artillery units have a "CA". (Text)

NEW PIECES:

The only new pieces provided with the ADC2 set are the Drop Zone marker and the numbered markers.

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The Drop Zone counter is used to mark the location of airborne units whose drift is being resolved.

There are three types of numbered counters.

The red counters are numerical substitutes for the Allies player to use.

The blue counters are numerical substitutes for the Axis player to use.

The white counters are score counters. They are used to maintain the casualty point score. In the "Air Assault on Crete" game, they record the Allies and Axis Eliminated and the Allies Evacuated scores. In the "Invasion of Malta-42" game, they record the German Airborne Casualties. In the "Assault on Cyprus" game, they record the Axis losses and the Allies evacuated scores. The Allies player may also use the counters to mark the AA Die Roll Modifier against each Axis airborne stack prior to drop.

The appearance of some other markers and units has been altered. The air units, for example, show a top view for bombers, a profile for fighters, and a diving profile for fighter-bombers. Some additional fictitious beaches have been added.

STACKING:

Transparent stacking symbols are used in this game. These stacking symbols were provided by HPS for the Blitzkrieg game and are designed to give a hint that other units are stacked below the one visible. Special thanks to Mr. Scott Hamilton for his skill and understanding in making these symbols available.

COMBAT SUMMARY VALUES:

Combat Summary Values have been set to reflect the Combat Strength of units. Click the "Defend with" button a second time for units that have doubled defensive strength due to terrain.

PIECE STATUS DOTS:

A white dot will be displayed in the lower right corner of units that have moved. A yellow dot will be displayed in the lower left corner of units that have attacked. A yellow dot will be displayed in the lower center of units that have defended.

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FORCE POOLS:

Force Pools have been created for units and markers. Most Force Pools are empty and units and markers are on the map or in off-map boxes. To use to the Print to File option for playing with another party not equipped with ADC2, it is recommended that all units and markers, except those in play, be in Force Pools. This is because all units on the map and in the off-map boxes are considered by ADC2 to be "on map"; consequently, all the markers and out of play units will be included on the list making the list very lengthy.

INFO-PAGES:

The Info-Pages contain the Combat Results Table, Bombardment Table, Armor Reliability Table (Allied Heavy Armored Units Only), Sea Movement Table, and some general information.

HIDDEN UNITS, FACING, and LINE OF SIGHT:

No hidden units have been defined. The hidden unit feature in ADC2 does not provide a tournament level of security against accidentally revealed units. Therefore, numerical substitutes are provided to replace actual units.

Facing and Line of Sight are not used.

PRINT TO FILE:

This game can make use of the Print to File option. This option allows a WordPad (".txt") file to be created that can be used to provide a print copy of unit positions for Play by Mail (PBM) or an electronic file for PBEM with an opponent not equipped with ADC2. It can also be use to created a unit list that can be annotated with numbers and then the number markers substituted for the actual units in play. This allows the Allies units to be hidden from accidental view of the Axis player while doing PBEM. To prepare a unit listing, click on "Printout" on the top menu while the game is being played. Then click on "Pieces". An "Options for Printing the Piece List" window will open. The options are:

Location: All units on the map and all units and markers in the off-map boxes will be displayed when the "On board only" circle is checked. If you are using the print list for play by regular mail or for play with an opponent who does not have ADC2, then you'll want to put all units that are not in play on the map into the Force Pools. It you just want the list to annotate for number substitutes, place all Axis units and unused markers into the Force Pool. Put the convoy and destination markers on the Time Record

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Track on the turn "number" of their arrival and right side up. Put all Allies in their setup hexes. Put Allies reinforcements on the Time Record Track on the turn "number" of their arrival. That way all units and markers for which the Axis player might desire verification will be in its proper start location.

Player: Select "All Players". Or, just one of the players if markers and the other player's units are not desired on the list.

Movement: Select "All move statuses". Or, other status if desired.

Combat: Select "All combat statuses". Or, other status if desired.

When all parameter selections are finished, click "OK" and a "Print Job Setup" window will open. From this window you can select the printer and publish a hard copy of the list, or you can make an electronic copy by placing a check in the "Print to File" box. Clicking the "OK" button with the "Print to File" box checked will send the electronic list to the "Air Assault on Crete" game folder. Be careful to change the file title from "Piece List.txt" to something else. There is no danger in leaving the title alone, except that if you already have a list using that name in the folder, there will be an error or the old list will be replaced with the new one. This list can then be viewed and worked as necessary in other word processing programs.

The print list heading will identify the game (".OPS" file title), general title information ("Current Piece Positions and Information known to ..."), and the "As of Turn" from the ADC2 turn indicator.

Piece ID: This will be blank for all Allies units and markers. Axis units will show some unit identification.

Class Type: Unit identification and the attack, defense (range for ranged artillery-types), and movement allowance will be shown here

Player: Allies, Axis, or All Players.

Location: ADC2 hex number - meaningless for most purposes - or the Force Pool name for units or markers in the pools

Place Name: This will be the Avalon Hill hex coordinate or the city, town, or air field name in addition to the AH hex coordinate. Units in Port or Beach Landing Boxes will have the hex coordinate to which that box is connected. Off-map units and markers will have the Place Names of the hex that they are in, if any.

Piece Values: No information will be provided here.

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TURN:

The Game-Turn can be kept by using the Time Record track on the map or by using the ADC2 Game\Next Turn/Set Turn recorder. When using the Time Record track, the Player-Turn can be kept by flipping the Turn Marker between Axis and Allies symbols.

FORMATS FOR PLAY:

Solitaire: The ADC2 format is better than that of actual board play. The electronic board can always be left in a setup configuration. No accidental disturbance of unit stacks. Stack flipping, if your choose to play with inverted units, is easily accomplished. The electronic board can be saved at any time to allow reevaluation of options from that point. And, the electronic board takes up no more space than your computer monitor does.

Face-to-Face: OK, screen-to-screen then. Using one computer or two computers in a net. All the advantages of solitaire play with the addition of a more intelligent opponent.

Play-By-Mail (PBM): One or both players can use the "Print to File" option to have the computer produce lists rather than listing the units and locations by hand. Generate a list at every point that the "STARTING A GAME" section indicates a "Save" or a Save As…". Play proceeds in the manner detailed in the "Assault from the Air By Mail" article.

Play-By-Email (PBEM): The problem with PBEM is the handling of the unrevealed inverted units. If you are playing a trusted opponent, then playing the game with the units and markers inverted works very well. Exchange files when needed (for example, to determine AA modifiers to against airborne units). Use the ADC2 internal die-roller to expedite play. For tournament play you will need to use the numerical substitutes and either enlist the aid of a third party or generate lists verifiable at the end of the game.

The third party does not need to actually participate in the game in any manner. The third party can merely act as a holder for files that are distributed to opponents upon conclusion of the game.

Verifiable lists are produced in the manner described in the "Assault from the Air By Mail" article. The list is generated using the Print to File option. It is then annotated if required and tape sealed in an envelope and mailed to the opponent who initials the seal and returns the unopened envelope to

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the initiating player. The sealed envelope is then returned to the opponent upon conclusion of the game for verification purposes.

STARTING A GAME:

This section tries to detail the most complex form of PBEM play – use of the numerical substitutes with verifiable lists. Simpler forms of play do not require the number of steps detailed.

After agreeing to the game scenario, format, optional rules, and error penalties, the Allies player “Opens” the game and preserves the scenario's original positions by selecting “Save As…” from the File menu and saving with a new file name, such as "AAGame1".

The Allies player now sets up all sector units in their locations, removes all other units and markers to Force Pools, clears the Replay, "Saves As…" and prints that setup file with a file label such as "AAGame1 AlliesSectorSetup". The Allies player then substitutes the numbered counters for the actual counters noting the number of the replacing numerical counters on the printed list, clears the Replay, and "Saves As…" this new file with a label such as "AAGame1 AlliesSectorSetup (N)". The Allies player then sends the annotated list, sealed in a taped envelope, to the Axis opponent who initials the seal and returns the list, unopened, to the Allies player. After receiving the returned list, the Allies player transmits the "AAGame1 AlliesSectorSetup (N)" file to the Axis player via e-mail.

The Axis player adds the convoy and destination markers and their decoys to the "AAGame1 AlliesSectorSetup (N)" file, clears the Replay, and "Saves As…" and prints that file with a name such as "AAGame1 AxisConvoySetup". The Axis player then substitutes the Axis numbered counters for the actual convoy and destination counters noting the replacing counter numbers on the printed list, clears the Replay, and "Saves As…" this new file with a label such as "AAGame1 AxisConvoySetup (N)". The Axis player then sends the annotated list, sealed in a taped envelope, to the Allies player who initials the seal and returns the list, unopened, to the Axis player. Upon return of the list from the Allies player, the Axis player sends the Allies player the electronic "AAGame1 AxisConvoySetup (N)" file.

The Allies player now adds the "anywhere" units to the received Axis file. The Allies player then follows the procedure previously used for sector unit setup; he clears the Replay and "Saves As…" and prints the new file name such as "AAGame1 AlliesAnywhere Setup". The Allies player then substitutes the numbered counters for the actual counters noting the number of the replacing numerical counters on the printed list, clears the Replay, and "Saves As…" this new file with a label such as "AAGame1

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AlliesAnywhere Setup (N)". The Allies player then sends the annotated list, sealed in another taped envelope, to the Axis opponent who initials the seal and returns the list, unopened, to the Allies player. After receiving the returned list, the Allies player transmits the "AAGame1 AlliesAnywhere Setup (N)" file to the Axis player via e-mail. This completes the setup of all units. Now play begins.

The Axis player sets the turn marker and Game turn. He then places all aircraft, indicating by text comment whether the aircraft are performing interdiction, bombardment, or support missions and the order in which the bombardment attacks are being made and "Saves As…" the file (without clearing the Replay) with a file label such as "AAGame1 AxisTurn01Bomb". The file is then transmitted to the Allies player. The Axis player then "rolls the dice" on one of the available public Internet die rollers for each of the bombardment mission attacks.

Upon receipt of the Axis air mission file and following receipt of the die roll results, the Allies player applies the results; revealing those units against whom blind bombardment is successful and applying neutralization markers as required. The Allies player then "Saves As…" the file (without clearing the Replay) with a file label such as "AAGame1 AxisTurn01BombResults". This updated file is then returned to the Axis player.

The Axis player removes the air units whose missions are complete from the map and places them in the off-map Axis Air boxes or in the Force Pool. The Axis player now breaks down first turn units into companies and places them on the map in their drop zones. The off-map Airborne Substitute area can also be used now as printed lists are no longer required. When all drops are programmed, the Axis player clears the Replay, "Saves As…" the file with a name such as "AAGame1 AxisTurn01", and forwards the file to the Allies player.

The Allies player places Score markers on each airdrop hex indicating the Die Roll Modifier (DRM) due to AA units within range. Consult the "AAGame 1 AlliesAnywhere Setup" file to determine the location of the AA units. Use the "0" side to indicate if no AA unit is within range. Do not add DRM's for the presence of Allies units in the hex or for Glider units in the drop – the Axis player can do that. After the Score markers are applied, "Save" the file (no need to clear the Replay or to "Save As…" with a new label) and return it to the Axis player.

The Axis player now completes his airdrops by using a public Internet die roller and applying the appropriate DRM's. He then posts the drop results and eliminates any airborne casualties. He "Saves" the file (no need to

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clear the Replay or to "Save As…" with a new label) and again sends the file to the Allies player.

The Allies player places any units revealed by the drops, "Saves" (again no need to clear the Replay or to "Save As…" with a new label) and returns the file to the Axis player for drift combat.

The Axis player resolves drift combat one battle at a time. If the drift combat result involves the retreat of an Allies unit, the Allies player should be sent the file or some other communication from which to base the retreat decision.

On turns after the first when all drift combat is complete, the Axis player proceeds with the Sea Movement Phase. He uses the public Internet die roller to make 30 rolls for each convoy (and decoy) arrival result and any half situations. The first roll result defines the convoy arrival situation and the other die rolls are used to determine which units, if any are required to, experience half arrive situations. The Axis player applies partial arrival results by using the remaining 29 die rolls against the order of the unit's appearance on the Axis Organization Card. If the die roll is 1-3, the unit arrives; if the die rolls 4-5, the abort or elimination result applies. When the Axis player completes the first run through, it is not likely that the proper number of units will arrive. If there are too many arrivals, repeat the process using the remaining roll results against only the arrivals until they are reduced to the correct number. If there are too many non-arrivals, use the process with the remaining roll results against only non-arrivals until they are reduced to the correct number. Any excess rolls are discarded. Thirty rolls should be adequate to complete any sea convoy in any scenario of any game. Finally, transfer the arriving units, if any, to the beach and port landing boxes. The Axis player then "Saves" the file (no clear the Replay or "Save As…" with a new label) and sends the file to the Allies player.

The Allies player then uses the public Internet die roller to resolve Coastal Defense Artillery attacks against each unit in a Beach or Port Landing Box. Firing units are not disclosed unless by firing unless using the alternate rules proposed in the "RULES" section. The Allies player posts the results of the fire then "Saves" the file (no clear the Replay or "Save As…" with a new label) and sends the file back to the Axis player.

The Axis player then continues his turn (on any turn except the first) by proceeding with the movement phase. After movement is complete, the file is again "Saved" without clearing the Replay or applying a new file label and sent to the Allies player.

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The Allies player reveals units that are now adjacent to Axis ground units then "Saves" the file (no clear the Replay or "Save As…" with a new label) and sends the file back to the Axis player.

The Axis player now conducts any ground combat as the result of his movement one battle at a time using the public Internet die roller. For each battle, the Axis player must first request if the Allies player has any supporting artillery to add to the battle. This can be done either by sending the saved file or by a simple e-mail note. Also, any die roll result such as an exchange or a defender retreat that affects the Allies player is referred him for resolution.

When all Axis combat and turn is complete, the Axis player removes the supporting air units, flips the turn counter to the Allies side, and "Saves" the file one last time but still without clearing the Replay. He sends the now complete file to the Allies player.

The Allies player now begins his player turn by clearing, after reviewing, the

Replay of this "AAGame1 AxisTurn01" and proceeding with the Sea Movement Phase. Only one die roll is needed for each Allies reinforcement group rather than the 30 suggested for the Axis player. Place reinforcing units in the proper entry box or abort box.

Now, as any Allies unit that is not next to an enemy ground or air unit can be inverted again, the game must be "Saved As…" and printed (Allies units only) with a new file name such as "AAGame1 AlliesTurn01". Any Allies unit not adjacent to an Axis air or ground unit, including any units in the entry or abort box, can now be replaced by a numerical substitute. Any Allies eliminated or evacuated unit should be removed to the proper Force Pool. If several units are in a hex and some are already inverted (numerical substitutes) new numbers can be assigned to all units in that stack. After the replacement is complete, the Replay is cleared and the file "Saved As…" with a new file label such as "AAGame1 AlliesTurn01 (N)". The printed list is annotated with the replacement numbers, tape sealed in an envelope, and mailed to the Axis opponent. The Axis player initials the seal and returns the unopened list back to the Allies player.

After receiving the returned list, the Allies player continues with the movement of his units. Any unit that comes adjacent to an Axis ground or air unit is revealed. After all movement is complete, the Allies "Saves" the file without clearing the Replay or using a new file name, announces the first battle, and forwards the file to the Axis player. The Axis player responds by comment in the file and a public Internet die roll with any defensive artillery fire. The Axis player implements the fire results, "Saves" (without clearing the Replay or assigning a new file name) and returns the

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file to the Allies player. The Allies player then proceeds with the attack, "Saving" the file and again sending it to the Axis player for implementation of any defense actions and return of the again "Saved" file.

Upon conclusion of all Allies battles, the Allies player moves and flips the Turn counter, "Saves" the file without clearing the Replay or assigning a new file name, and forwards the file to the Axis player to begin the next turn.

The Axis player, after reviewing the turn, clears the Replay and sets the new Game Turn and "Saves As..." with a new file label such as "AAGame1 AxisTurn02". He then begins the next turn.

This procedure can be much simplified by adopting the rule change provisions in the "Assault from the Air by Mail" article.

All public Internet die rolls should be sent to both players.

After setup, the Replay file is only cleared at the beginning of a player-turn.

ABBREVIATIONS AND TERMS:

Some abbreviations used on Level 1 and Level 2 markers are expanded on the Level 3 counters. Change the view to Level 3 for any counter abbreviations of which you are unsure – these abbreviations are not listed below. The following abbreviations and terms have been used on the maps, in the unit data, on the unit counters, and in this ReadMe and are not or are different than those contained in the rules manual abbreviation glossary and magazine articles:

Abn = AirborneADC2 = Aide De Camp 2AF = AirfieldAfk = Aufklärung (Reconnaissance)AG = Assault GunAL = Air LandingAMES = Unknown, believed to be an Aircraft Maintenance unitArm = ArmorArty = artilleryAtt = AttackerAus = A = AustralianAZ = ANZAC = Australian and New Zealand Army CorpsBde = BrigadeBH = BeachheadBLB = Beach Landing BoxBn = Battalion

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BR = Bombardamento Rosatelli = Italian bombersBtry = Artillery BatteryCA = CD = Coastal Defense ArtilleryCav = CavalryCbt = CombatCI = Coastal IslandsCo = CompanyCR = Caccia Rosatelli = Italian fightersDADOS = UnknownDef = DefenderDemo = DemolishedDH = Drop HexDiv = DivisionDo = Dornier = German bombersDRM = Die Roll ModifierEgr = Eng = Engr = EngineerElim = EliminatedF = Fernaufkläungsstaffel = Long Range Reconnaissance SquadronFsj = Fallschirmjäger = Airborne InfantryFJR = Fallschirmjäger Regiment = German Parachute RegimentGE = German Gdr = GliderGur = GuerrillaHQ = HeadquartersInf = InfantryIT = ItalianJ = Jäger = FighterJG = Jagdgeschwader = Fighter GroupJu = Junkers = German bombersKG = Kampfgeschwader = Bomber GroupLG = Lehrgeschwader = Operational Training GroupLOF = Line of FireMC = Macchi = Italian fightersMe = Messershmitt = German aircraftMech = MechanizedMP = Movement PointsMtn = MountainMtr = Mortar or Infantry GunMtz = MotorizedNo = NumberNZ = New ZealandPLB = Port Landing BoxPlt = PlatoonPz = Pzr = Panzer (Armor)RAF = Royal Air Force

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Rec = Recce = ReconnaissanceReg = RegimentSec = SectionSig = SignalSM = Savoia – Marchetti = Italian bombersStG = Stukageschwader = Dive Bomber GroupSubs = SubstitutesSup = SupplyTAHGC = The Avalon Hill Game CompanyTrans = TransportationTrans Cap = Transportation CapacityVol = VolumeZG = Zerstörergeschwader = Long Range Fighter Group

CONCESSIONS AND CONFESSIONS:

This game never developed a large following despite the interesting topic. I believe that one of the reasons for this may have been the awkwardness inherent in the handling of inverted units. Neither the Allied nor Axis player has visibility of the inverted stacks. Flipping the stacks is a difficult and clumsy process subject to frequent disturbance of adjacent stacks; yet, flipping was frequently necessary to determine their identity, movement allowances, and combat values. Well, flipping isn't a problem with ADC2 – just point and click.

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The Units:

I have changed, corrected I believe, one unit. The 3°/Mil, S.M. commando unit is shown in the Optional No Gozo Invasion Order of Battle of the General magazine's "Scenarios for Crete and Malta" article as a battalion without any stacking value. I think that this is a misprint. The unit should probably be a company with a stacking value of "1". I made it that way in the set.

The Maps:

I made several renditions of the maps in order to satisfy my tastes. This extended the production time greatly. The problem was that the original maps were excellent, and I wished to copy them a closely as possible. The initial maps that I made used generic terrain from earlier ADC2 modules – primarily Desert Fox. I discarded those maps because they didn't represent the original closely enough. I tried scanned maps but couldn't get the clarity that I wanted, and the computer space required was much too great. I ended with scanning the maps, tracing the coastline, pasting the trace onto "sea" hex copies, making the shore transparent, and applying the coastline as secondary terrain to a clear or rough primary terrain hex. A lengthy process, but with a worthwhile outcome. A similar process for the rough terrain didn't impress me and I subsequently reverted to generic terrain.

The LOGOs:

The "Kreta" cuff-band (Kreta-Ärmelstreifen), used as a logo for the Air Assault on Crete game, was authorized for wear on 16 October 1942 to all German military personnel who participated in the Crete Campaign. I have tried to copy this campaign decoration as faithfully as possible for a logo in the Aide De Camp 2 version of Avalon Hill's "Air Assault on Crete" game. But, I have noticed three slightly different appearing versions of the emblems on the "Kreta" cuff-band. I don't know if any version that I have viewed was authentic – perhaps all are. Although one authority cites these as "Palm" emblems and another as "classical motivs" (sic), the emblems actually, I believe, are renditions of the Bear's Claw leaves (Bärenklaublätter or Acanthus Longifolius), a plant indigenous to the Mediterranean area. The yellow on white band itself was 3.3 cm wide with upper and lower yellow borders of 0.3 cm and worn on the left blouse cuff.

The "Malta" and "Cypren" cuff-bands are, of course, products of fanciful imagination. The "Malta" cuff-band uses the red and white Maltese Cross symbol as emblems, a departure from the foliage traditionally used on German decorations. The eight points on the cross are believed to represent the "nations" that comprised the Order of Maltese Knights – Provence, Auvergne,

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France, Italy, Aragon, Castile, Germany, and England. The four arms of the cross symbolize the virtues of fortitude, justice, prudence, and temperance – qualities rather at odds with the realities of Nazi Germany if not their purported ideals.

The "Cypren" cuff-band uses the rounded leaf, elongated acorn, golden oak as an emblem. The golden oak, Quercus Alnifolia, whose name derives from the golden fuzz on the bottom side of the leaf, exists naturally nowhere but in Cyprus. I used "Luftwaffe" blue rather than a gold color, however, in order to give a distinct color to each of the three campaign decorations.

The Mistakes:

Errors seem to occur despite the best efforts of those involved. Please cut us "module creators" (that's not the word for guys like me that make these sets that I would have chosen – but…) some slack. Please let me know of any errors that you find. I will maintain an errata sheet for those interested in updating their set.

LINKS:

Some interesting web sites that were valid at the time of preparation of this ReadMe:

German Fallschirmjäger website: http://www.eagle19.freeserve.co.uk/index.html

Visit to Crete 60 years after the battle:http://www.geocities.com/~pkeller/fjr6/contents.htm

Axis and Allies Order of Battle for Crete:http://www.freeport-tech.com/wwii/500_eto/41-05-20_crete.html

Public Internet die roller – especially good for one roll at a time:http://www.irony.com/index.html

Public Internet die roller – especially good for multiple rolls at a time:http://www.pbm.com/dice/

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QUESTIONS:

Please provide questions, comments, or suggestions and information on errors or omissions discovered to Charles McLellan at tel: (256) 883-6779 or <[email protected]>. I will maintain a module errata list for anyone interested in updating their file. cgm, 31 Aug 01, Air Assault on Crete Version 2.0.