Erik wrote:Giving the Allies zero resource income is a good idea. I'll do it along with the deployment option mentioned in earlier post.
I'll add horse transports to the German art, flak, AT units so that they can more easily be moved.
I'll increase the supply level in all the villages. I know playing with low supply is no fun.
I'll see if I can reduce the number of units even more. Maybe spread the defenders out a bit. But the whole western sector is were the bulk of the defenders were stationed, so it should be difficult for the Germans.
Interestingly, in a mirror multiplayer Crete (based on an earlier campaign version) we have both as the Germans managed to capture Maleme althopugh I lost mine a few turns later. I also captured Rethimnon town and airfield.
I've never had any problems with Crete crashing, single or multiplayer. But this is probably depending on your PC specs. My Crete opponent had problemes with other large multi scenarios, but not Crete.
Of course it may be an AI problem.
Maleme was not an easy target historically. The NZ commander blundered as he ordered his battalion off the airfield and the Germans swiftly moved in. An Allied counter-attack almost succeeded.
i'll add an option to deploy the German/Italian seatransport north of the western sector. They should be able to hit the shores before the RN enters the battle.
The RN is now delayed, I think they are able to intervene about turn 10-12 at the earliest.
Sorry about your frustrations, but your comments really help me play-balance this. I'll post a new version shortly.
You are a good Student, Andy

I always tell my students that they are good students when I kind of want to tell them the opposite. But maybe I'm just cruel.
Thanks for the effort. I will check out your new campaign and Crete mission. Just have less time to play right now, but I can still whinge and complain in these forums.
Couple of thoughts I developed so far (without playing your last version. If it is already in there, disregard) during a work meeting. (When bored, my mind wanders...):
I would tackle the mission design the following way to balance gameplay fun and historic reality:
1) Turn 1, Allies start: A small contingent of Aux Paras is obliterated in the northwest. Winter War had these intros, too.
2) Turn 2, Germans start with 3 Paras west of Maleme AF. Two are already landed, one in the air. Villages are already theirs. No supply problems now. Paras are at least four stars, two is not enough.
3) Turn 3, paras take Maleme AF, which is just held by regular ANZAC or Greek infantry. One unit.
4) Gebirgsjaeger support pops in Turn 4 (triggered by taking airstrip). Just two planes - this is a confined area and you can only land one plane per Turn. Same turn, two light arty pop up west of Maleme. No supply issues. Dont need AA, because you now also deploy 22 air supply near Maleme. Core force, Stukas and fighters. RAF still not there. Also, dont need heavyinf as mortar troops. Too slow for heavy terrain, take up too much supply. This is a light arty and para mission. Also, some paras pop up in the northwest. One is down in a village, two are in the air. Village has enough supply for all of them, so they can reinforce. Note: This slowly builds up your fighting force and you have the rewarding feeling of already taking an objective. This is about fun.
5) Turn 5-8 or 10: Both pincers move towards the two northern objective cities east of maleme. They are held by infantry, AA and arty. Should be overwhelmed in 2-3 turns.
6) Now you can deploy a landing force in the north (keep the current locations, they are fine) from your core troops. I always go light inf, light arty, light AT, nothing else. They move south over the sea in the following turns. Also you get 3 paras south of Buttercup AF, but south of the river. Village with enough supply is theirs already, one on the ground, two in the air. Also, you get the message that Greek and Anzac will counterattack your position in the North.
7) During the next turns, the Allies mount a counterattack against your cities moving units along the northern shore. (They already do that when they obliterate my three paras in turn 4 there.) Should be infantry, arty and some tanks. I should be able to hold them at the river. Maybe fly in light AT over Maleme AF. Now, the RAF also intervenes with 2-3 fighters and 2-3 bombers.
8. So while I hold off the counterattack in the Northwest, my landing force creeps closer and my paras attack Buttercup AF. If it is held by more than one unit, also give them light arty.
9) With the couterattack defeated in the northwest, my landing force lands in the middle and my 3 paras hold Buttercup AF. I now have to connect them. Major battle in the middle. Should be a fortified allied position with arty, heavyinf, AA and the works. After that, victory.
Notice: I left out the RN for now, also coastal batteries and that supergaggle of Stukas and two dozens bombers. It just overcrowds the map and makes you lose focus. I think gameplay-wise,shorter missions with a clear tactical goal and an obvious strategy / unit mix work best. Kiev kinda worked like that, also Bataan retreat or Raate Road in Winter War. Crete should be winnable this way in 20-25 turns, maximum turns is 30. You can add a bonus objective for being fast, more spec points. You could also add a briefing note to hurry up before the RN gets there - would justify turn limit "We must take Crete before the RN and RAF can bring down their full strength on us. Be done in 25 turns."
I know, this is pretty specific. But it kind of sums up my thinking on OoB - those superlong missions like Melbourne or Tokyo were just slow slogfests. Even though this might be historically correct, this is still supposed to be fun first. All the above Crete outline does well with maybe around 12-18 ground units and maybe 6 air units on the German side. Really helps you focus, make progress with objectives and rewards you with a win after 20-25 turns. Doesnt have to mean easy, just focused.