Panzer Grenadier Battles on April 27th:
Arctic Front Deluxe #40 - Children's Crusade Broken Axis #14 - Târgu Frumos: The Second Battle Scenario 3: Sledge Hammer of the Proletariat
Army Group South Ukraine #6 - Consternation Road to Berlin #73 - She-Wolves of the SS
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Khan Yunis
Sword of Israel #1
(Attacker) State of Israel vs Arab Republic of Egypt (Defender)
Formations Involved
Arab Republic of Egypt 108th Infantry Brigade
Arab Republic of Egypt 263rd Tank Battalion
Arab Republic of Egypt 7th Infantry Division
State of Israel 77th Tank Battalion
State of Israel 82nd Tank Battalion
Display
Balance:



Overall balance chart for SwIs001
Total
Side 1 2
Draw 1
Side 2 0
Overall Rating, 3 votes
5
4
3
2
1
3
Scenario Rank: --- of 913
Parent Game Sword of Israel
Historicity Historical
Date 1967-06-05
Start Time 08:30
Turn Count 12
Visibility Day
Counters 148
Net Morale 2
Net Initiative 3
Maps 1: 64
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 180
AAR Bounty 171
Total Plays 3
Total AARs 1
Battle Types
Delaying Action
Exit the Battle Area
Inflict Enemy Casualties
Urban Assault
Conditions
Anti-infantry Wire
Anti-tank Ditches
Entrenchments
Minefields
Off-board Artillery
Randomly-drawn Aircraft
Smoke
Scenario Requirements & Playability
Sword of Israel Base Game
Introduction

After weeks of increasing tension, Israel launched a surprise post-dawn attack on Egyptian airfields, crippling their air force. Shortly thereafter, the ground attack began. In the southern part of the Gaza Strip, the Israeli Defense Force (IDF) 7th Armored Brigade under the command of Aluf Mishne Gonen opened the Israeli attack from Kibbutz Nahal Oz to break into Khan Yunis, destroy the majority of its defenders, seize the coastal highway, and then force its way southward through the town in the direction of Rafah in preparation for the drive on El Arish. Brave Palestinian and Egyptian defenders would attempt to thwart them.

Conclusion

Although many PLA fighters initially surrendered to the Israeli tank crews, the Israelis did not have a plan to deal with captives so they let many of them go. Thereafter, the Palestinians fought well, providing stiff resistance against the Israeli onslaught, though their Egyptian allies fared less well. The Israeli armor, after having run through the town several times, declared the enemy suppressed and massed at the south end of Khan Yunis for the subsequent assault on Rafah.


Display Relevant AFV Rules

AFV Rules Pertaining to this Scenario's Order of Battle
  • Vulnerable to results on the Assault Combat Chart (7.25, 7.63, ACC), and may be attacked by Anti-Tank fire (11.2, DFT). Anti-Tank fire only affects the individual unit fired upon (7.62, 11.0).
  • AFV's are activated by tank leaders (3.2, 3.3, 5.42, 6.8). They may also be activated as part of an initial activating stack, but if activated in this way would need a tank leader in order to carry out combat movement.
  • AFV's do not block Direct Fire (10.1).
  • Full-strength AFV's with "armor efficiency" may make two anti-tank (AT) fire attacks per turn (either in their action segment or during opportunity fire) if they have AT fire values of 0 or more (11.2).
  • Each unit with an AT fire value of 2 or more may fire at targets at a distance of between 100% and 150% of its printed AT range. It does so at half its AT fire value. (11.3)
  • Efficient and non-efficient AFV's may conduct two opportunity fires per turn if using direct fire (7.44, 7.64). Units with both Direct and AT Fire values may use either type of fire in the same turn as their opportunity fire, but not both (7.22, 13.0). Units which can take opportunity fire twice per turn do not have to target the same unit both times (13.0).
  • Demoralized AFV's are not required to flee from units that do not have AT fire values (14.3).
  • Place a Wreck marker when an AFV is eliminated in a bridge or town hex (16.3).
  • AFV's do not benefit from Entrenchments (16.42).
  • AFV's may Dig In (16.2).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • Closed-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables. Do not take step losses from Direct or Bombardment Fire. If X or #X result on Fire Table, make M morale check instead (7.25, 7.41, 7.61, BT, DFT).
  • Closed-top AFV's: Provide the +1 modifier on the Assault Table when combined with infantry. (Modifier only applies to Germans in all scenarios; Soviet Guards in scenarios taking place after 1942; Polish, US and Commonwealth in scenarios taking place after 1943.) (ACC)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable
  • Anti-Aircraft Weapon Carrier: apply a -1 modifier to an air attack if within three hexes of the targeted hex (15.14).
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).
  • Unarmored Weapon Carriers: These are unarmored halftracks (Bufla and Sk7/2) or fully-tracked vehicles (Karl siege mortar) with mounted weapons. All are mechanized, except the BM-13 (Katyusha rocket launcher mounted on a truck). They are weapon units, not AFV's, so they are never efficient and cannot be activated by tank leaders. (SB)

Display Order of Battle

Arab Republic of Egypt Order of Battle
El Geish el Masry
  • Motorized
State of Israel Order of Battle
Army
  • Motorized

Display AARs (1)

Arabs sit back and let the Israelis come to you
Author Dan_Huffman (Arab Republic of Egypt)
Method Face to Face
Victor Draw
Participants unknown
Play Date 2019-07-26
Language English
Scenario SwIs001

Israelis need to exit units off the board and eliminate Arab counters. Bruce forgot the exiting part. Thought that since I a point per town so did he. We forgot the mire rule for Centurion 5 tanks moving into a town hex.

Logistical short fall saved me. Then critical shortfall 2 turns later on 11. Even though the Israelis loss movement and fire for armored and weapon units it is not that bad in this scenario. I assault at a good column he is on the same column due to being in a town. Fails the die roll. Unit is removed play, even in the middle of an assault. ;-( I was going to move tanks next to towns for modifier in close assault as Israelis were in town hexes. Bruce fire next turn adjacent etc I lose if not both steps so he gets 4 points. I stayed in place. If he moved he would have "beamed up" out of the game. I could reclaim the town hex for the point.

Town posses is what gave the the draw.

Had 4 leaders with a 1 combat modifier and 3 w/a morale mod. Yes the Palestinians failed half the time. Failing to recover from demoralization means a step loss and flee some if need be.

Brutal.

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