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12 Hours at Maleme (2022) Board Game

12 Hours at Maleme is a board game set during the Battle of Crete in World War II, specifically focusing on the defense of Maleme airfield. Players take on the roles of either the defending Allied forces or the attacking Axis forces in a strategic wargame.

Game Components of 12 Hours at Maleme

  • Map: An A3-sized map featuring the Maleme airfield and Hill 107 with hexagons representing 150 meters.
  • Counters: Representing units at the platoon level, including German paratroopers, infantry, heavy weapon units, anti-tank cannons, and Stuka units. Allied forces are primarily New Zealanders.
  • Art and Design: Created by Nils Johansson, known for his historical accuracy and immersion-enhancing graphics.
  • Markers and Tokens: Include Pin markers for tracking unit usage and Withdrawal Markers for determining victory conditions.

    How To Setup 12 Hours at Maleme

    Setup involves placing the map and deploying units according to the specific historical scenario. German units are dropped in four turns of paradropping, starting at 8:30, while Allied units are pre-deployed on the map. Each side places their Withdrawal Marker on the turn track, which will determine the game’s end and victory conditions. The game is balanced to ensure that all units fit on the map without complicating movement or fire mechanics.

    Gameplay Mechanics and Game Objective

    Mechanics

  • Unit Activation: Players activate one unit per turn, choosing to move, fire, or refit. Opponents alternate turns.
  • Turn Structure: Each turn represents 30 minutes, with the game lasting around 22 turns.
  • HQ Actions: Players can perform HQ actions instead of activating a unit.
  • Withdrawal Markers: Victory is determined by the Time Marker reaching a side’s Withdrawal Marker on the turn track.

    Game Objective

  • German Objective: Secure the Maleme airfield and Hill 107.
  • Allied Objective: Defend the airfield and Hill 107, preventing German capture.

    Player Experience

    Playing **12 Hours at Maleme** immerses players in the uncertainty and intensity of the battle. The game is designed to flood players with uncertainty, as they never know exactly how many units they will be able to use in each turn. The activation system and the removal of Pin markers at the end of each turn add to the dynamic and unpredictable nature of the gameplay. German players must move boldly to achieve their objectives while minimizing losses, while Allied players need to create killing zones and be patient in their defense.

    Pros

  • Historical Accuracy: The game is meticulously researched, using historical sources to recreate the battle accurately.
  • Immersive Design: Nils Johansson’s artwork and design contribute significantly to the game’s immersion.
  • Dynamic Gameplay: The unit activation system and variable turn tempo create a tense and unpredictable experience.
  • Asymmetric Play: The game offers different challenges for each side, making it appealing to players who enjoy asymmetric gameplay.

    Cons

  • Complexity: The game has a unique set of rules and mechanics that may take time to learn.
  • Playtime: Games can last between 60 to 180 minutes, which may be lengthy for some players.
  • Limited Scope: The game focuses on a specific historical event, which might limit replayability for some players.

    Personal Thoughts on 12 Hours at Maleme

    **12 Hours at Maleme** is ideal for wargamers and history enthusiasts who appreciate detailed, historically accurate simulations. The game’s design caters to players who enjoy tactical challenges and asymmetric gameplay. However, it may not be the best fit for casual gamers due to its complexity and length. For those interested in the specifics of the Crete invasion and the tactical nuances of WWII battles, this game offers a rich and engaging experience.

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