A moment like this calls for a quote from Captain Picard:
Come! Once you go 128, you'll never go back. The intensity of 128 player battles elevates to FH2 to the next level of epicness. Actually seeing infantry manning the trenches (instead of them being empty), an attack wave going "over the top", all the tanks on the map concentrating for one massive push... *GEEKGASM*
Heck, I would pay a monthly fee to play FH2 like this if push came to shove and the server could not otherwise afford the traffic.
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About Crete, it
is quite possible for Ju's to fly above AAA range which is quite often used on hslan or FHGN. Further options are flying to the very east and actually landing at the safe zones, or keeping a Ju circling beyond AA fire with a SL at the controls, or actually using the Stukas and Bf109's to take out the AAA which I did not see at all during the round. Or maybe the SL's should jump first, or maybe those who survive the initial jumps should establish new fireteams?