Crete 1941. Some revisions

Having completed the allied deployment and the German intelligence map I decided that I was unhappy with the display of units, so I have reworked them. I have removed the background from each icon and rescaled them with fonts between 20pt and 36pt, rather than the former 12pt to 24pt.

My allied units are now shown in dark khaki brown for British units, lighter khaki for Empire units and olive green for Greeks. On the German map they are all the same colour and there is less detail of the type of unit. Below is an extract from the German intelligence map.

Displayed are infantry units, an artillery unit (circle) an AA unit on the coast and, just visible, an HQ.

I now move on to the German deployment. This will involve extra work because, although I have created the German battalions from the game order of battle, for the initial landings I have to use company sized subunits. This will involve trawling through the game counters to identify them, and then creating new icons.

Incidentally, I have mentioned in a previous post about seeing the detail behind the units by using the Excel “comments” function. Below is the real Heraklion situation with the Black Watch detail shown.

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General Whiskers

Wargaming butterfly (mainly solo), unpainted model figure amasser, and Historical Re-enactor of the black powder era.

2 thoughts on “Crete 1941. Some revisions”

  1. As I move units around the map, I think the black grid lines will gradually disappear. I am considering removing them manually but it’s simply too much bother while I am still in the set-up phase.

    I am finding the German parachute drops tasking.
    For each company:
    Step 1. Identify desired unit drop position, avoiding hexes with expected allied units.
    Step 2. Transfer that position to allied map for confirmation of actual allied positions.
    Step 3. Evaluate drift by a die roll from the boardgame rules (+1 modifier if allied unit in the hex and/or allied AA unit in range.) That’s why I have to look at the Allied map first.
    Step 4. Place German unit on Allied map, if space is available within the hex.
    Step 5. Amalgamate units in the same hex not exceeding stacking limits.
    Step 6. Eliminate and document units that are off board, in the sea or exceed stacking limits.
    Step 7. Copy the final landing hex to the Unit location database sheet, the German map and the Allied map.
    Step 8. Confirm that German and Allied maps show the same final location.
    Step 9. Correct the German map by eliminating or moving Allied units in the wrong place (discovered when landing). Move if within 1 hex, otherwise remove.

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