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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Dotan Valley
Sword of Israel #34
(Attacker) State of Israel vs Kingdom of Jordan (Defender)
Formations Involved
Display
Balance:



Overall balance chart for SwIs034
Total
Side 1 0
Draw 1
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 913
Parent Game Sword of Israel
Historicity Historical
Date 1967-06-06
Start Time 03:00
Turn Count 12
Visibility Night
Counters 42
Net Morale 0
Net Initiative 1
Maps 2: 66, 67
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 158
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Delaying Action
Exit the Battle Area
Inflict Enemy Casualties
Conditions
Anti-infantry Wire
Anti-tank Ditches
Minefields
Dragon’s Teeth
Scenario Requirements & Playability
Sword of Israel Base Game
Introduction

Aluf Mishne Bar-Kochva wanted to attack Jenin from the south, a hopefully unexpected direction based on the terrain and known Jordanian defenses. To do that he had to pass through the Dotan Valley. At 0300 he sent his tanks and some recon units ahead of the main force but they ran into a layered defense in depth.

Conclusion

After quickly losing a number of vehicles to the deadly Jordanian fire, the Israelis feigned a retreat, leaving some manned and fully functional tanks mixed in with the destroyed ones. When the Jordanian tanks pursued to mop up, they were caught in the flank and rear by the "doggo" tanks and wiped out. The assault against the remaining antitank guns and infantry took another two hours with more losses, but they finally opened the path to Jenin.


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
  • 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

Kingdom of Jordan Order of Battle
Royal Jordanian Army
  • Mechanized
  • Motorized
  • Towed
State of Israel Order of Battle
Army
  • Mechanized

Display AARs (1)

1967: Sword of Israel, scenario #34: Dotan Valley
Author JayTownsend
Method Solo
Victor Draw
Play Date 2019-04-07
Language English
Scenario SwIs034

1967: Sword of Israel, scenario #34: Dotan Valley

This is a small unit count scenario with two maps, with the Israeli victory objects to either exit so many steps off the map at a certain point or to eliminate all the Jordanian tanks and antitank guns. The Jordanian victory objective is to eliminate 12 or more Israeli steps. Tie results are a draw.

The Jordanians have a somewhat smaller force of mixed INF, HMG, 40mm AA GUN, M3, 106mm Jeeps and some M48 tanks but also begin defending or blocking the Israeli force but have to spread kind of thin to do this, even with the help of a few minefields, dragon’s Teeth, barb-wire and AT Ditches. The Israelis have a little larger force of M51 and AMX-13 tanks with a better gun attack factor but weaker armor protection than the few Jordanian M48 tanks.

The Israel forces decided to find a weak spot in the Jordanian lines and punch a hole through it and try an exit 14 steps through hex 1217 on the far side. The Jordanian side could not sit still in dug-in positions and had to react to the threat. After both sides exchanged shots after 5 or 6 turns it became clear the Israelis could not win by the exit route and would have to change their victory objects to destroy every type of AT units not counting the Infantry. In this process the Jordanians and the Israelis both achieved their victory conditions, making this match a draw.

The reduced M51 wreck rules never came into play, as the positions of the wrecks never came at a time where it would advantage the Israel player. A fun kind of learning scenario with two different types of forces and much more maneuver then I thought. The Jordanian counters look very nice in red and black, and those 106mm jeeps have no protection but have a deadly punch. So many ways to set this scenario up, so many strategies to attack and defend and a real puzzle for both sides to solve, that this scenario could have different outcome each time. A fun scenario to play!

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