Sunday, February 8, 2026

Battle Report: The Battle for Maleme Airfield

Battle Report: Maleme Airfield, Crete – 20 May 1941

Dawn broke over Maleme beneath a hard, colourless sky, the air already heavy with the distant drone of aircraft engines as silk canopies blossomed above the olive groves and dry riverbeds surrounding the airfield, and within moments the quiet of the Cretan morning was shattered by rifle fire, shouted orders, and the sharp cracks of bullets snapping through the dust as the German airborne assault began.

The Paras begin to land 

The paratroopers landed in confusion, scattered by wind and enemy fire, and one unfortunate Fallschirmjäger squad drifted far from its comrades and descended directly into the sights of ANZAC defenders positioned on the nearby hills. As the men struggled free from their harnesses and gathered their weapons, accurate rifle and Bren gun fire tore into them, cutting them down almost as soon as their boots touched the ground. There was no chance to regroup or return effective fire, and within minutes the squad had been shot to pieces, their parachutes hanging motionless in the olive trees as grim markers of the price paid for landing in the wrong place.

Elsewhere on the battlefield, fortune favoured the attackers. The remaining German squads landed close together on the edge of the airfield, and despite taking casualties and suffering pins from determined ANZAC fire, their officers quickly imposed order on the chaos. Men were rallied, firing positions established, and disciplined volleys of rifle fire began to hammer the ANZAC trenches overlooking the runway. What had begun as a desperate scramble for survival rapidly turned into a coordinated German foothold, as overlapping fields of fire forced the defenders to keep their heads down and prevented them from exploiting the vulnerability of the landing troops.

From the hills, ANZAC artillery crews attempted to break this growing concentration, but despite repeated adjustments and urgent corrections shouted down the line, shell after shell fell wide of its mark, bursting harmlessly in open ground or overshooting the German positions entirely.  Recognising the opportunity, German troops began pushing forward in small, aggressive groups, advancing from crater to ditch and from stone wall to supply building, steadily expanding their control of the airfield perimeter.

The ANZAC guns on the hill were ineffective

Near the runway itself, the German assault gathered momentum as paratroopers stormed the supply buildings and hangars that dotted the airfield. It was at this moment, as the Germans consolidated their gains, that fresh gunfire erupted behind their lines when a small group of Cretan partisans emerged from cover and opened fire with whatever weapons they could muster. Their shooting was wild and undisciplined, driven more by defiance than training, and though they managed to force the Germans momentarily to ground, the Fallschirmjäger responded. Taking cover in a nearby crater offered the partisans only brief protection, and within moments methodical German fire swept the position, killing them to the last man and extinguishing this brief flare of resistance.

As the battle reached its most dangerous point, a ANZAC Universal Carrier surged forward in an attempt to disrupt the German advance, rattling past a concealed flamethrower team while its own fire proved largely ineffective. The flamethrower ignited, unleashing a roaring torrent of fire that engulfed the vehicle. The operator, frozen in terror and adrenaline, screamed as he held the trigger down, emptying the entire fuel canister in one continuous, horrific burst.

Flames engulf the carrier

With the airfield shrouded in smoke and dust, the decisive moment arrived as German paratroopers launched a determined assault on a ANZAC trench line guarding one side of the runway. Grenades exploded along the parapet, rifles cracked at point-blank range, and after a brief but savage struggle the trench was overwhelmed, forcing the surviving defenders to fall back. With this position taken, the Germans now held complete control of one side of Maleme airfield, and the balance of the battle shifted decisively in their favour.

The defenders are overwhelmed
At the same time, confusion began to spread through the Commonwealth command structure, as the local lieutenant received repeated and contradictory orders urging him to abandon the airfield and prepare instead for a seaborne landing expected elsewhere along the coast. Unaware that Maleme itself was the primary German objective, and faced with mounting pressure on his own front, he hesitated, his ability to command eroded by uncertainty and conflicting demands. Units delayed, orders went unheeded, and precious moments were lost as the defence faltered at the critical point of the engagement.

Although the ANZAC troops managed to hold onto the airfield for a short while longer through sheer determination, the momentum could not be stopped, and the Fallschirmjäger surged forward once more, pushing onto the open runway and securing it under fire. Flares signalled success as German control of Maleme was finally established, and the defenders began their withdrawal toward the hills, conceding the field at last.

As the firing died down and the smoke drifted away, transport aircraft appeared overhead, descending toward the captured runway with reinforcements and supplies, and it was clear to all who witnessed it that the battle for Maleme had decided far more than a single airfield. With its fall, the fate of Crete itself was sealed, and the island passed inexorably into German hands.

 

Another cracking game of bolt action! This was a very fun scenario with chaotic troop placement, limited cover and a clear objective to play for. As luck would have it I (the ANZACs) was convincingly defeated with a final score of 3 to 7. It was fun to play out this historic battle while reading Beevor's Crete and funny how the dice seemed to emulate history in the break down of command and the Germans seizing the day. Looking forward to our next game!

Signing off,

Chewie. 

Saturday, January 31, 2026

Scenario: The Battle for Maleme Airfield

I've recently begun reading Antony Beevor's "Crete" and as usual it's an endless source of inspiration for bolt action games and units.

 

The source of inspiration!

During the course of the battle the German capture of the Maleme Airfield can be considered one of the, if not the, decisive moments of the battle. Defended by ANZAC troops the airfield was crucial for the Germans to bring in much needed supplies and support the Fallschirmjager in capturing the island. I thought it would be fun to replay this key battle and see if we could rewrite history and pull of an allied victory. It was also a great opportunity to field some ANZACs on the table (yeah the boys). 

Maleme Airfield, Crete — 20 May 1941

The battle map for the assault on Maleme Airfield

SCENARIO

At dawn on 20 May 1941, German Fallschirmjäger descended onto Crete in history’s first large-scale airborne invasion. At Maleme Airfield, scattered paratroopers landed under fire, isolated and short of heavy weapons. Opposing them, exhausted but determined ANZAC troops held the high ground overlooking the runway. Control of Maleme would decide the battle for Crete.

This scenario represents the chaotic opening phase of the battle, with German airborne forces attempting to seize the airfield before ANZAC defenders can reinforce and stabilise their lines.

SET-UP

The table should include the following: Maleme Airfield runs across the centre of the table (12–16” wide), consisting mostly of open ground. One Control Tower / Administration Building on the airfield. One Hangar or Supply Building on the airfield. Low hills or ridgelines near the airfield 
Scattered olive groves, stone walls and sandbags.

ANZAC (Defender):

May deploy half of their units anywhere outside the airfield, up to 12” from the centre lineThe rest are held in reserve.

German Fallschirmjäger (Attacker):

No units deploy at the start of the game. All German units arrive using the Scattered Drop special ruleUp to half of the units arrive in the first turn. The rest are kept in reserve. ANZAC troops enter the battlefield from a random table edge.

OBJECTIVE
Primary Objective – Control the Airfield

At the end of the game, a side controls the airfield if it has more infantry units wholly within the airfield zone than the enemy. Worth 2 Victory Points

Secondary Objectives

At the end of the game a side controls the Control Tower or Supply Building if, one side has at least one infantry unit in or within 2" of it and the enemy has none.

FIRST TURN

The German Fallschirmjäger take the first turn.

All German units arrive on Turn 1 using the Scattered Drop special rule (See below).

GAME DURATION

The game lasts 6 turns. At the end of Turn 6, roll a D6: On a 4+, play a Turn 7 otherwise, the game ends


SPECIAL RULES

GERMAN:

Scattered Drop
When a German unit arrives it enters in the centre of a random table quarter, roll a D6:

1–2: Scatter D6+6” in a random direction

3–6: Scatter D6” as normal

If the unit scatters into impassable terrain or enemy units, it suffers D3 pin markers and is placed as close as possible.

Mission Focused
Fallschirmjäger infantry units ignore the first pin marker they receive while within the airfield zone.


ANZACS:


Stubborn Defence
ANZAC infantry units may re-roll failed Morale tests while within 12” of an objective. 

Command Confusion
From Turn 4 onwards, at the start of each ANZAC turn, roll a D6. On a roll of 1, one randomly selected ANZAC unit automatically receives a Down order this turn.

VICTORY:

At the end of the game calculate victory points as follows:

A player scores 2 victory points for controlling the airfield. A player also scores 1 victory point for controlling the Supply Building or Control Tower.

The side with the most victory points wins the battle

 

 

Friday, January 2, 2026

Terrain: Gun Emplacement

Enjoying my time off over the Christmas break I've had some free hobby time and so decided to make some terrain from scratch. In the end I landed on a small gun emplacement.

To start I cut some plasticard in an irregular shape to serve as the base (yellow). I then added some small mounds of milliput to simulate the uneven dirt surface of the emplacement. Next, I added some foam core card rectangles to serve as the 'wood wall' of the emplacement. Finally I built up the 'dirt' mound with PVA soaked tissues and left everything to dry.

 

Once everything was dried I coated everything in PVA glue and covered in sand to add texture. I also added some cut up sprue bits as vertical reinforcements for the 'wood wall'. Then everything was spray painted with a grey undercoat.

                              

Finally, I dry brushed everything with brown paint, painted the wooden wall and dry brushed the rocks making sure to leave some of the grey visible to represent rocks beneath the dirt mounds. As a final touch I added some flock to the earthen areas and some extra large grit sand to the soil within the gun emplacement. 


  

It's a quick and drity job but plays the part and was dirt cheap to make with only a few left over things and hobby materials I already had from basing. I think once out there on the table it will look great.

A nice way to start the New Year for 2026. I'm looking forward to many more hobby experiences over the year. In particular, playing some more games of 3rd edition bolt action as well as starting a Stargrave Campaign (I might need to start posting about that - though I know this is a bolt action blog!).

Signing off,

Chewie 

 
 
 
 
 

 

Sunday, November 9, 2025

Battle Report: TheTreasures of War

 Battle Report: The Treasures of War

Western France, September 1944. British Army engage Wehrmacht forces in the small village of Cordonbleau. The British Objective is to recover priceless art stolen from the Louvre. The German Objective: Destroy the British ammunition depot and delay their advance toward the German border.

As dawn broke over the rolling fields of western France, the countryside erupted with the distant rattle of gunfire. Both sides advanced cautiously in a cat-and-mouse game across hedgerows, stone walls, and sunken lanes. British and German machine gunners set up on overwatch, scanning the distant terrain for movement. The tension was thick, each side probing for a weakness.

The British armored cars, their engines growling, pushed forward but were shockingly ineffective, their autocannon rounds pinging harmlessly off stone barns and plowed fields. In contrast, the German 20mm Flak gun roared to life, its tracer rounds cutting through the haze. Within moments, the British Vickers machine gun nest that had anchored the left flank was shredded under a hail of fire. Smoke rose from the cratered position as the flank began to buckle. 

The PIAT team creep towards the German position

Meanwhile, a British PIAT team crept closer to a farmhouse where German snipers had taken up position in the attic. Each movement was cautious, deliberate with the crack of rifle fire overhead a reminder of the danger lurking in the rafters. They sprung from their hiding spot and fired a shell into the farm house killing the sniper team. 

The Germans seized the initiative. A platoon of infantry, supported by grenadiers and machine gunners, surged forward along the left flank. Their boots pounded the earth as they stormed over a low ridge, firing wildly as they went. British riflemen from the farmhouses raked them with rifle and Bren fire, cutting down several, but still the Germans came on, driven by orders and desperation.

The British, meanwhile, hesitated in the woods on the right flank, unwilling to break cover and face the German machine gun that guarded the center. The hesitation proved costly  the enemy seized ground, and the British line began to fray under pressure.

The Germans surge down the left flank

As the Germans crested the trench line, the British mortar crew adjusted their sights. A thump echoed across the field — then another. The second shell landed squarely in the midst of the advancing Germans. The explosion tore through the assaulting squad, wiping them out to a man. The cheers from the British positions were short-lived, but morale surged the line had held, at least for the moment.

At the right side of the field, Captain Heinrich Battonberg, a British officer of dubious heritage, saw an opportunity. Grabbing his Sten gun, he charged forward, firing from the hip into the enemy line. The German Leutnant Otto Von Uberschnitznel's attendant fell, clutching his chest. The two leaders locked eyes and opened up with their submachine guns. Bullets tore through the air. When the echoes faded, Battonberg lay still in the mud, his Sten fallen beside him. Uberschnitznel, wounded but standing, gave a grim nod to his fallen foe before rallying his men again.

The Germans claim the trench only to be instantly wiped out by mortar fire.
The British mortar roared once more, and another direct hit ripped into the German position, scattering the survivors and leaving smoldering wreckage in its wake. Both sides, bloodied and exhausted, began to pull back.

The stolen art remained in German hands  secured in the back of a halftrack rumbling toward the rear. The British ammunition depot still stood untouched, though its defenders had paid dearly for it. The British had held the line — barely — but as dusk settled, it was clear they had come off worse, their wounded filling the woods and trenches where the day’s battle had begun.

 

A cracking game of bolt action and the first game of 3rd edition for my opponent (who commanded the British forces). The mission we played was demolition with a meeting engagement though neither side was able to destroy the opponents base. Before the game started we decided to add a second victory point mission (1 point for every 2 enemy units destroyed) in the case of tie breakers and it ended with a German victory by 1 point! A great game and I was reminded how easy it is to get new people into playing the game with the simple rules of the game, especially when compared to more granular games like Kill Team which my opponent and I also play together. 

Looking forward to many more games in the future (and hopefully I remember to take more photos!) and a small update about some terrain I'm making soon!

Signing out,

Chewie

 

 

 

Sunday, October 5, 2025

Battle report: Trench Warfare

The motorbike surges forward
March 1945 -  The early morning mist clung to the broken ground between the two trench systems in Western Germany. A battered expanse of craters, wire, and shattered timber separated the Germans and British — both intent on seizing the other’s line in a grim echo of the Great War. 

The battle began with artillery raining down on both sides, causing casualties and pinning many of the units hunkered down in their trenches. The quiet after the barrage was interupted with the roar of engines as an SS motorbike burst from the German line, racing across no man’s land like a streak of lightning. The bike skidded to a halt almost point-blank before a British rifle squad and unleashed its MG fire. The sharp burst of rounds cut down men instantly, sending others diving for cover in panic.

The flamethrower is ineffective against the tank
But the British recovered fast. Brens, rifles, and even the distant cling of the PIAT fired in retaliation. At last, a direct hit from the PIAT sent the motorbike tumbling into a plume of black smoke and flame. The men cheered — but the cost was high. Nearly every gun on the British line had fired at the speeding menace, leaving their right flank dangerously exposed.


Seeing an opening, a German flamethrower team surged forward, darting between shell holes toward the British Stuart light tank that guarded the center. The operator raised his weapon, loosed a gout of flame that sputtered weakly against the Stuart’s armor. Before he could try again, the fuel tank coughed dry. The team froze in horror. The Stuart’s turret swung toward them, its machine gun chattering. When the smoke cleared, nothing of the flamethrower team remained but scorched earth.

SS troops are struck by the mortar shells raining on them 
The failed flamethrower assault didn’t slow the SS fanatics. With chilling discipline, they surged forward, supported by a Panzer II rattling up behind them. The light tank’s autocannon hammered round after round into the British assault wave trying to cross no man’s land. Shells burst among them, shredding the momentum of the attack.

Pinned and bloodied, the British push faltered. The SS stormed the trenches, grenades flying and bayonets fixed. Close-quarters shooting was brutal, fast, and decisive. Within minutes, the Union Jack that had marked the British line was trampled into the mud. The surviving Tommies, leaderless and reeling, began to fall back toward their reserves.

The Germans storm the trench and capture the line
By late afternoon, the smoke had settled. The once-empty no man’s land was now strewn with the dead and dying. The SS held both trench lines, their peadot uniforms stained with mud and blood. A lone British officer called for a withdrawal — their attempt to seize the enemy trenches had failed.

For the Germans, it was a hard-fought victory, earned through aggression, coordination, and sheer brutality. For the British, it was a bitter defeat — a reminder that even in 1945, some parts of the war could still look hauntingly like 1915.


 

 

 

Another GREAT game of bolt action 3rd edition. The game was extremely swingy with the British looking like they had lost by turn 2 but then reclaiming momentum to only be defeated by the Germans capturing a trench line leaving a final score of 4-2 German way. As usual the dice decided to make the story with many morale checks failed, missed shots and hot rolling swinging the combat. One thing we decided on was that for the future we will re-introduce the 'small teams' rule to give teams (that begin the battle) of 2 or less a -1 to be hit. As it is, it seems way too easy to shoot down these smaller teams than it used to be in 2nd edition. We'll see how it goes but I can't imagine it will be too broken!

 Looking forward to my next game and trying out some new toys for both sides.

Signing out,

Chewie. 

 

Monday, September 29, 2025

Scenario: Trench Warfare

Inspired by my recent trench terrain I wanted to have a go at making a scenario aimed at two dug-in sides trying to capture each others trenches and being forced to attack across no-mans land. While I can't think of any direct battles from WW2 I imagine this could easily represent some WW1 action. 

 

German soldiers take up position in a trench

SCENARIO:

Two opposing forces face each other across a scarred battlefield of dugouts, craters, and barbed wire. Each side has established a trench line, and now both are ordered to break the deadlock by seizing the enemy’s fortifications. The battle will be decided by who can both hold their own trenches and wrest control of the enemy’s.

SET-UP:

The table should feature multiple parallel trench lines running across the width of the battlefield, each roughly one-third of the way in from the respective players’ table edges. Between them lies no-man’s-land, filled with shell holes, barricades, and scattered terrain for cover.

Both sides deploy up to half of their units (rounding down) within or directly behind their own trench line. Any units not deployed at the start are left in reserve.

Reserves cannot outflank in this scenario.

OBJECTIVE:

Both players must capture and hold sections of the enemy trench line while defending their own. A section of trench is considered captured if, at the end of the game, one side has at least one infantry unit in or within 2" of it and the enemy has none. Vehicles do not count towards capturing trenches.

PREPARATORY BOMBARDMENT:

Both sides receive a preparatory bombardment to represent simultaneous attacks along the line. Roll separately for each bombardment before the first turn.

FIRST TURN:

The battle begins. During Turn 1, each player may move their reserves onto the table from their table edge, following the usual rules.

GAME DURATION:

Keep a count of how many turns have elapsed as the game is played. At the end of Turn 6, roll a die. On a result of 1, 2, or 3 the game ends. On a result of 4, 5, or 6 play one further final turn.

VICTORY:

At the end of the game calculate victory points as follows:

A player scores 2 victory points for each section of enemy trench captured.
Both players also score 1 victory point for every 2 enemy units destroyed.

The side with the most victory points wins the battle

Friday, July 11, 2025

Review: Temu Trench Terrain

I recently saw an add for some terrain on Temu pop up while browsing the internet and had a lapse in judgement and impulse ordered it. The set was for a " Modular Trench Warfare Terrain Set for Tabletop Wargames – 28mm" and was being sold for ~$20 AUD ($13 USD). After a few weeks it finally arrived and I have to say, I was pleasantly surprised with what I got, especially considering the price.


The pieces in question

 

 The pieces are a 3D printed grey plastic and while not the greatest sculpts or quality (you can still see the print lines quite easily, they are good for what you paid. I ended up giving them a prime with some grey primer and a quick paint with dollar store acrylics + some Vallejo colours.

All painted up
 

In the end i'm really happy with how they came out. The size is slightly small and while they snuggly fit a 25mm base for bolt action they are slightly too big to fit a 32mm base for my kill team model.

The Bolt action 25mm base fits in well (left) but the T'au stealth suit is slightly too big (right).     



 Getting the pieces out on the game mat, they look great.

Trench warfare!

In any case this has given me some confidence in the cheap Temu terrain and I very likely will be ordering some other pieces to see if they hold up or if I just got lucky with this one. Looking forward to featuring these in our next game of bolt action with a Trench Warfare scenario! 

Signing out,

Chewie





Battle Report: The Battle for Maleme Airfield

Battle Report: Maleme Airfield, Crete – 20 May 1941 Dawn broke over Maleme beneath a hard, colourless sky, the air already heavy with the d...