The Let's Play Archive

Operation Mercury: The Invasion of Crete

by Tekopo

Part 67: The First Day

Historical Post: The First Day

The fighting of the first day was confusing: for both sides. German intelligence had been extremely poor, as mentioned before, and they were still unsure of Allied numbers until the day of the drop. The camouflages positions of the Allies meant that throughout the different sectors, many paratroopers dropped right in the middle of Allied formations, with predictable results. The German troopers had also been told that they would be welcomed by the Cretans, but this was far from true: Cretan civilian resistance, rather than forming slowly after a successful invasion, like in the examples of the Netherlands, France and Czechoslovakia, was imminent and present right at the start, in the very instance of the paratrooper's boots touching the ground. This has been variously attested as being due to a Cretan spirit of resistance. This resistance was used as an excuse by the Germans for the widespread reprisals against civilians that occurred during and after the battle was over.

So, what happened within the first day of combat?

Maleme

Near to Maleme and the fight between the LLSR and the 5th NZ Brigade, the outcome quite closely matches history, although the actual details are different. In our game, the Germans managed to storm the airfield and overrun 22nd Battalion only a few hours in the fight, although Hill 107 proved to be a tougher nut to crack and the Germans only managed to take it late in the day. In real life, 22nd Battalion was able to provide a stiffer resistance, and managed to hold both the Hill and the Airfield throughout the day. It was only during the night that, after requesting reinforcements from 23rd Battalion and being denied, and thinking that his western elements had been overrun that Lt Col Andrew withdrew his Battalion from Hill 107, which also forced D Company that had been holding the Airfield until then to also withdraw. The Germans took this opportunity to take over the Airfield and hold it despite counterattacks by 23rd Battalion and the Maoris, managing to hold on to Maleme until the arrival of the 5th Mountain Company.

What are the objectives for both sides? 5th NZ Bde obviously wants to counter-attack as much as possible: losing Hill 107 is a blow, and so far the Brigade has lost full-strength infantry company, one MG company, and two half-strength infantry companies. Relatively high losses, but they still pack a punch and if they manage to get more light mortars onto the Airfields, they can keep chipping away at the paratroopers. For the LLSR, the objectives are to get rid of those Matildas (their fire is ineffective but they exert a FZ on the Airfield and means that I can't move as easily during Divisional Activations) and take the southern end of Hill 107: this should be easier now that they have gained the high ground.

Prison Valley

In the game, I got relatively unlucky with the 3FJR. As mentioned in a previous rules post, the last chit you pull in a particular turn is made the first chit of the next turn. This can be either devastating (last-pulling a Divisional Activation chit means you get less CPs and DPs), to a non-factor (pulling an event chit), to annoying (any Formation Activation). I last pulled the 3FJR Formation chit about three times during the day, which slowed down the offensive and allowed enough time for 4th NZ Bde to stop the 3FJR from being able to cut the road. In real life, the 3FJR was also contained in Prison Valley throughout the day, and fought elements of both 4th Bde, the Royal Perivolians (so called because they helped the Greek Royal family escape the paratroopers, so not a proper name) and other CREFORCE forces. Both in the game and in real life, the so-called 10th Brigade was hard-pressed by the Germans, but managed to resist long enough for the paratroopers to be contained.

Objectives for both sides are unclear. Without clearing the 3FJR, 4th Brigade can't really drive towards Maleme, which is where they want to be, and the remaining CREFORCE forces aren't strong enough to hold the line without them, especially considering the 3FJR has not been bloodied enough yet and still poses a threat in terms of firepower. On the German side, I have considered a retreat during the night: if I can clear the Greeks, I can rejoin with the Pioneers and then head west, but this would free up the 4th NZ Bde and it would become a footrace, and one in which the Commonwealth troops aren't being harassed and forced to deploy rear guards.

Rethymnon

This sector is almost a write-off for the Germans, although some heroics might enable them to push from the east and attempt to storm the airfield, although it seems unlikely. The drops were relatively unsuccessful in real life, with the Germans being dropped too far apart to coordinate successfully, and many of them dropped in the middle of Allied formations, so they were rounded up and captured easily. The little fighting that occurred in this sector within the game is a reflection of that, although potentially the Germans could be ready for a more spirited attack on the 21st. The Allies certainly want to clear the sector as quickly as possible, while the Germans ideally want to bloody the allies as much as possible, and prevent them from joining the fighting in the Canea/Maleme sector.

Heraklion

The Heraklion sector was a shambles in real life as well as within the game. The drops were badly coordinated, delayed and the air strikes did little to stop the Anti-Air guns sited around the airfield from taking out several Ju-52 transports and the paratroopers are they floated down in the middle of Allied formations. Heavy fighting occurred in the west of the city itself, as the Germans were able to attack the Greek forces held in defence, but as the Germans did not have much heavy equipment, it was difficult for them to make much progress within the city. East of Heraklion, other elements of the 1FJ Regiment managed more successful landings, but were out of contact with the rest of the Regiment and beset by heavy civilian resistance: even if they had been able to attack, it would have been difficult for them to progress against the much more numerous defenders.

Failures in both Heraklion and Rethymnon meant that most of the reinforcements henceforth would be sent to reinforce Maleme, where the only progress has been made.

Question to the readers:
- The objectives and fate for the LLSR, 1FJR, 2FJR and the Allied forces facing them is pretty much set in stone, but there is a decision point for the 3FJR in Prison Valley. The cover of darkness might allow me the only opportunity to disengage for the 3 FJR and attempt to move further West, trying to beat the 4th NZ Bde to Maleme, although they would still be harried by the Allies. On the other hand, I could use the cover of darkness to dig a defensive line with the 3FJR or attack the 4th NZ Bde in order to force them to stay and prevent them from reinforcing Maleme. What approach should 3FJR follow during the night?