NOTICE: This page only shows CAMPAIGN SPECIFIC rules and exceptions from the general rules!

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GERMAN AIRBORNE ATTACK ON CRETE 1941 specific documentation

Airdrop supply: Tap a desired hexagon to try to drop a supply source there. The location of this under-fire drop varies, so in the worst case it lands on a hexagon under the enemy rule. The amount of supplies per airdrop supply varies and it is shown on the resource once it has been dropped in play. Airdrop supplies in enemy-held hexagons might get destroyed.

GERMAN UNIT TYPES:

Fallschirmjager: German Paratrooper formations.

Light Infantry Mountain unit: German Gebirgsjäger unit. Extra bonus (on top of possible high-ground bonus) when fighting in mountains and no extra movement penalty when moving into a mountain hexagon.

Sturm: Luftlande Sturm unit - German paratroopers used in the first wave.

German dugout: Weak defense structure to slow down enemy progress. Can only be placed on a border hexagon of a province you fully control.

Artillery: German paratroopers introduced a new weapon, lightweight Leichtgeschutz 40 gun, in the battle of crete. Allowing them to surprisingly have artillery when they were dropped behind enemy lines. Tap the enemy unit to bombard it (this action requires full move points). Bombardment can result in a loss of HP, loss of MPs, increase in Fatigue, or be ineffective (IE). Operational range is shown with a circle when the unit is selected. If attacked by an enemy unit this type of unit might withdraw multiple hexagons and lose extra MPs.

Generals/Commanders and their actions: See generic guide for the regular features of this unit type.

ALLIED UNIT TYPES (UK GreForce):

All the enemy infantry units are equal, except Greek units, which are slightly weaker due to either being local units or having lost most of their heavy weapons during evacuation from Greece.

Dugouts: Immobile defense structures around key locations.

Artillery: Bombards nearby units (miss, MP hit, HP hit), can relocate, and sometimes manages to escape if enemy unit moves over it. Capturing might give some resources as a reward.

AI Commander: Supports enemy units in combat and provides extra MPs to combat troops just like a General commanded by the player does. Chance of capturing the enemy commander (moving into the same hexagon) is roughly 50 percent, partly depending on the MPs of that commander (if you push a commander back several times and it has negative MPs it will be easier to capture).