Crete 1941 Rules Supplement 1. Under combat rules the sentence stating "No" paratroop should read "Non" Paratroop. 2. Ships may fire unto coastal squares (hexes) only and never while friendly units are on the same hex as enemy units. 3. Artillery must be transported by ship never by plane. 4. Any number of Luftwaffe planes may bomb a hex. 5. Odds lower than 1-3 not allowed. Odds greater than 6-1 roll on highest table odds. 6. Ships landing troops remain there that turn, and land onto a coastal town hex. At Suda Bay town is inland so land on the adjacent coast hex. 7. To land on a hex it either must be vacant or have friendly units. Para drops may land anywhere including on enemy units and gliders must land on open clear terrain hexes. 8. Remove the gliders from the game after one use. 9. Ship and land flak may combine in fire on Luftwaffe units. 10. Ju52 units must land on an airport and remain that turn. They may never participate in attacks. Airport must be clear. See combat rules. 11. Artillery on defense negates the no E.L. Loss rule for attacker with artillery, flak or tanks. 12. British and allied units may evacuate from the north coast but receive no points. 13. Roads negate mountain effect if you enter mountain hex on the road. 14. The airfield north of Canea is on the north hex. 15. Play balance If the Axis is winning too easily, double the effect of Allied flak vs the Luftwaffe and allow points for north or south evacs. If the Allies win too easily use a little command confusion for the British, each turn 1-4 the allies roll a die for each unit attacking. A roll of a 5 or 6 means the unit moves 1 hex toward the south coast, Hex 4 when possible. (see para miss chart) 16. The allied air unit may support ground units. 17. Units starting a turn in the same hex as enemy units may move out of that hex. Once you move into a hex with enemy units (ground) with ground units you must resolve combat, no zones of control. 18. To win the Allies must fight hard to hold all air bases and eliminate as many paratroops as possible. The Axis must try to get artillery onto the island at the risk of losing some units and must try to clear coastal landing hexes and airfields. Late in the game the Allies must attempt an orderly retreat and evac. The Axis must take advantage of the allied confusion and waiting at the beaches to bomb the allied units effectively with the Luftwaffe. Excalibre Games NB submitted by John Kula (kula@telus.net) on behalf of the Strategy Gaming Society (http://pages.about.com/strategygames/), originally collected by Andrew Webber (gbm@wwwebbers.com)