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Hill of Tarat Um
Voice of the Arabs #1
(Attacker) State of Israel vs Arab Republic of Egypt (Defender)
Formations Involved
Arab Republic of Egypt 2nd Infantry Division
Arab Republic of Egypt Task Force Shazl
State of Israel 99th Infantry Brigade
Display
Balance:



Overall balance chart for VoAb001
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 914
Parent Game Voice of the Arabs
Historicity Alt-History
Date 1967-06-05
Start Time 00:00
Turn Count 28
Visibility Night
Counters 152
Net Morale 0
Net Initiative 0
Maps 2: 67, 68
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 207
AAR Bounty 227
Total Plays 1
Total AARs 0
Battle Types
Hill Control
Inflict Enemy Casualties
Conditions
Anti-infantry Wire
Entrenchments
Minefields
Scenario Requirements & Playability
Sword of Israel Base Game
Voice of the Arabs Base Game
Introduction

In what was meant to be a coordinated attack by air and ground forces against Egypt's defenses, the Israelis invaded Egyptian territory along a broad front. At the hill known as Tarat Um, the alert and well-prepared defenders of the Egyptian 2nd Infantry Division awaited the Israeli attack. They had trained for this moment for 11 years, ever since the last unprovoked Israeli assault in this sector.

Conclusion

The Israeli invader met solid resistance, and could only make progress behind their tough Centurion tanks. In the actual battle, the Egyptians fought hard but were eventually outflanked by the more mobile Israelis. In the Voice of the Arabs version, it's the Egyptians who deploy their faster armor to stop Israeli attempts to outflank their position and engaged the heavily armored but slow Israeli tanks at close range after driving off the waves of Israeli infantry.


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
  • Assault Gun: if closed-top, 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
State of Israel Order of Battle
Army
  • Mechanized
  • Motorized
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