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12 Hours at Maleme

12 Hours at Maleme

2022·Ivan Prat

Videos
6
Creators
5

Mostly reviews. 12 Hours at Maleme is covered on BoardGameVideo.com by 4 reviews, 1 how-to-play guides, and 1 unboxings.

1 - 2 players
60 - 180 min
Medium weight: Teach it in one sitting

From BoardGameGeek

12 Hours at Maleme is a two-player wargame simulating the battle for the control of Maleme airfield (Crete), that took place on May 20, 1941 between the 1st Air Landing Assault Regiment from the German 7th Air Division and the 22nd New Zealand Infantry Battalion from the 2nd New Zealand Division. The game simulates the tense one-day fight over the control of Maleme airfield and the all-important Allied position on Hill 107. Players will activate units alternatively in order to achieve control of key positions or prevent the other player from doing so. Every time a unit is activated, the owner may move it, fire at other unit(s) or try to remove a pinned or regroup condition. Afterwards, the other player will do the same. Each side has some HQ actions they may use to increase their options to achieve victory. Everytime a 6 is rolled when a unit fires or tries a refit action the time advances 30 minutes, nearing the time when one side will withdraw from the battlefield.

12 Hours at Maleme

Watch first

Learn to play

12 hours at Maleme. Charla con Ivan Prat y Oscar Oliver de Snafu2:10:33

12 hours at Maleme. Charla con Ivan Prat y Oscar Oliver de Snafu

Mesa De Guerra

Mesa De Guerra

Review

12 Hours at Maleme Review21:10

12 Hours at Maleme Review

MarcoOmnigamer

MarcoOmnigamer

Which 12 Hours at Maleme video should I watch?

12 Hours at Maleme has 6 videos from 5 creators: 4 reviews, 1 how-to-play guide and 1 unboxing. They date from 2023 to May 2024.

To learn the rules, start with "12 hours at Maleme. Charla con Ivan Prat y Oscar Oliver de Snafu" by Mesa De Guerra, which runs 2 h 11 min.

For an opinion before you buy, start with "12 Hours at Maleme Review" by MarcoOmnigamer. 4 creators have reviewed it.

If you like it, try 1714: The Case of the Catalans, also by Ivan Prat, or Combat! Volume 1, World War I: 1914-1918 and Quebec 1759, which share several of its mechanics.

All videos

12 Hours at Maleme ReviewReview21:10

12 Hours at Maleme Review

MarcoOmnigamer

MarcoOmnigamer

12 Hours at MalemeReview40:47

12 Hours at Maleme

Julius Fairfax

Julius Fairfax

12 Hours At Maleme - SNAFU Design - My Review & General ThoughtsReview19:11

12 Hours At Maleme - SNAFU Design - My Review & General Thoughts

Prasutagus The Orwell Wargamer

Prasutagus The Orwell Wargamer

12 Hours at Maleme // En bon québécoisReview20:47

12 Hours at Maleme // En bon québécois

12 hours at Maleme. Charla con Ivan Prat y Oscar Oliver de SnafuHow to play2:10:33

12 hours at Maleme. Charla con Ivan Prat y Oscar Oliver de Snafu

Mesa De Guerra

Mesa De Guerra

12 Hours at Maleme - SNAFU Design - UnbaggingUnboxing18:20

12 Hours at Maleme - SNAFU Design - Unbagging

Prasutagus The Orwell Wargamer

Prasutagus The Orwell Wargamer

4 of 5

Creators who cover this

All channels
Prasutagus The Orwell Wargamer
Prasutagus The Orwell Wargamer
2 videos of this game
Julius Fairfax
Julius Fairfax
1 video of this game
MarcoOmnigamer
MarcoOmnigamer
1 video of this game
Mesa De Guerra
Mesa De Guerra
1 video of this game

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Combat! Volume 1

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World War I: 1914-1918

1975·Jim Dunnigan, Joseph Miranda

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About 12 Hours at Maleme

From BoardGameGeek:

12 Hours at Maleme is a two-player wargame simulating the battle for the control of Maleme airfield (Crete), that took place on May 20, 1941 between the 1st Air Landing Assault Regiment from the German 7th Air Division and the 22nd New Zealand Infantry Battalion from the 2nd New Zealand Division. The game simulates the tense one-day fight over the control of Maleme airfield and the all-important Allied position on Hill 107. Players will activate units alternatively in order to achieve control of key positions or prevent the other player from doing so. Every time a unit is activated, the owner may move it, fire at other unit(s) or try to remove a pinned or regroup condition. Afterwards, the other player will do the same. Each side has some HQ actions they may use to increase their options to achieve victory. Everytime a 6 is rolled when a unit fires or tries a refit action the time advances 30 minutes, nearing the time when one side will withdraw from the battlefield.

Designer

Ivan Prat

Artist

Nils Johansson

Publisher

SNAFU Design

Categories

WargameWorld War II

Mechanics

Dice RollingGrid MovementHex GridHidden Units
View on BoardGameGeek ›
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