From S&T#19 CRETE: Postscript The CRETE game found in our last issue was probably one of the most popular features ever presented in S&T (see Feedback results). Unfortunately, it was, of necessitv, produced under considerable pressure. Although the overall design was satisfactory for what we wanted (a short, simple game) there were some mistakes made. All were minor, except for the victory conditions. These we would like to clarify. First of all, the Germans, despite all of their advantages had more to lose than the British. Crete was useless and both sides could ill afford the men lost during the battle. But the German manpower, particularly their elite paratroopers, were of considerably more value to the German war effort than the British troops were to the British. Therefore, there are three levels of victory for each side each of which may be modified by thesize of the German paratroop losses. A 3-1 loss ratio (three endmy combat factors destroyed for each friendly one lost) obtains a decisive victory. A 2-1 loss ratio gains a tactical victory. A 1-1 ratio obtains a marginal victory (actually a draw). If the Germans lose at least 6 paratroop units their victory drops one level (or turns a British marginal victory into a British tactical victory and so on) while the loss of at least 9 paratroop units drops the German victory two levels (turning a German marginal victory into a British tactical victory). NB submitted by John Kula (kula@telus.net) on behalf of the Strategy Gaming Society (http://www.boardgamegeek.com/~sgs), originally collected by Andrew Webber (gbm@wwwebbers.com)