Crete Campaign

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youngr
Master Sergeant - Bf 109E
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Crete Campaign

Post by youngr » Sun Jan 12, 2020 11:13 am

I'm doing the Crete Campaign, first scenario. I've got most of the canisters (not all) and destroyed the AA gun but need to secure the north road to win. Which is the north road? I've tried sitting infantry at both ends of the road but I still lose the scenario. Can anyone help please?

Richard

TankerOne
Sergeant - Panzer IIC
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Re: Crete Campaign

Post by TankerOne » Sun Jan 12, 2020 7:23 pm

You need to secure the town. Then you can take the north road flag

youngr
Master Sergeant - Bf 109E
Master Sergeant - Bf 109E
Posts: 463
Joined: Sun Apr 22, 2007 8:10 am
Location: Presteigne

Re: Crete Campaign

Post by youngr » Sun Jan 12, 2020 7:47 pm

TankerOne wrote:
Sun Jan 12, 2020 7:23 pm
You need to secure the town. Then you can take the north road flag
Thank you

TankerOne
Sergeant - Panzer IIC
Sergeant - Panzer IIC
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Re: Crete Campaign

Post by TankerOne » Sun Jan 12, 2020 9:15 pm

Your welcome. If you still can’t take the flag, do a after action report or lower the difficulty

DatMoff
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Re: Crete Campaign

Post by DatMoff » Fri Jan 31, 2020 9:35 pm

Can I add to this thread by asking what exactly do the ration packs do? As far as I know the canisters can contain one of the following:
- "Medical Supplies", which basically grants you the Medic support ability.
- "Machineguns", which gives you a "German Paratroopers with MG 34" at the cost of taking two men from the Para squad that captured the canister.
- "Mortar", which is basically like the above outcome except you get a mortar.
- "Rifles and Ammo", which basically turns the "Freshly Dropped Paratroopers" into regular paratroopers.

Out of the five (?) outcomes I've got from every other playthrough of that mission, the one I have the least knowledge of is the "Ration Packs", because I don't know what they do and I'd like to know.
Thanks in advance.

TankerOne
Sergeant - Panzer IIC
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Re: Crete Campaign

Post by TankerOne » Sun Feb 02, 2020 9:05 pm

Morale boost would be my guess. But it could also be used for saying there’s nothing useful here

DatMoff
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Re: Crete Campaign

Post by DatMoff » Sun Feb 02, 2020 9:54 pm

Makes sense. Either that or it modifies the total amount of AP a unit has per turn (maybe allows them to move further idk). Even so, I would say at this point it's the least useful outcome to the mission; I'd rather have my paras have the ability to use their AP charges than simply being *slightly* more motivated to attack an enemy.

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