Panzer Grenadier Battles on May 17th:
Afrika Korps #44 - Relief Fall of France 1 #26 - To the Bridges!
Alaska's War #8 - Squeezing Jarmin Fall of France 2 #26 - Lost Children
Cassino '44 #29 - The White Eagles of Cassino Fall of France 2 #30 - To the Bridges!
Cassino '44 #30 - Green Devils' Last Throw of the Dice Panzer Grenadier #46 - South of Kharkiv
Edelweiss IV #21 - On the Shoulder Road to Dunkirk #6 - Back in Waterloo
Edelweiss: Expanded #15 - On the Shoulder Swallows of Death #8 - Seneffe
Eastern Front #104 - South of Kharkiv Swallows of Death #20 - The Trélon Gap
Fall of France 1 #25 - Lost Children Swallows of Death #21 - Welcome to La Capelle
Errors? Omissions? Report them!
Pillar of Fire
Voice of the Arabs #9
(Defender) State of Israel vs Arab Republic of Egypt (Attacker)
Kingdom of Jordan (Attacker)
Formations Involved
Arab Republic of Egypt 4th Armoured Division
Kingdom of Jordan 27th 'Imam Ali' Infantry Brigade
Kingdom of Jordan 40th Armoured Brigade
Display
Balance:



Overall balance chart for VoAb009
Total
Side 1 0
Draw 0
Side 2 0
Overall Rating, 0 votes
5
4
3
2
1
0
Scenario Rank: --- of 914
Parent Game Voice of the Arabs
Historicity Alt-History
Date 1967-06-04
Start Time 07:00
Turn Count 30
Visibility Day
Counters 382
Net Morale 0
Net Initiative 1
Maps 8: 64, 65, 66, 67, 68, 69, 70, 71
Layout Dimensions 112 x 86 cm
44 x 34 in
Play Bounty 353
AAR Bounty 227
Total Plays 0
Total AARs 0
Battle Types
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Randomly-drawn Aircraft
Scenario Requirements & Playability
Sword of Israel Base Game
Voice of the Arabs Base Game
Introduction

The Egyptian "Sword of the Sinai," the 4th Armored Division, sliced through Israeli attempts to stop its inexorable advance. The well-coordinated Arab high command brought Jordanian armor and infantry to mee them. That left the Israeli 31st "Pillar of Fire" Armored Division caught between hammer and anvil.

Conclusion

Caught between the Egyptians and Jordanians, the Israelis forced them apart for some hours but without air support they could not prevent their eventual junction. Israel had been cut in half, with more defeats to come. The Voice of the Arabs exulted.

In the actual Six-Day War, the Voice did exult; nothing else about this scenario is true, though.

Additional Notes
  1. Use Syrian leaders as well as Jordanians and Egyptians; these are treated as Jordanian or Egyptian (depending on where they set up-they cannot change nationality later) for all game purposes.

  2. Use the blue Israeli pieces from IDF: Israel Defense Forces for one of the two Israeli brigades and white pieces for the other (don't mix the pieces).

  3. Jordanian and Egyptian units may not combine fire with units of the other nationality. Jordanian and Egyptian leaders may not assist units and leaders of the other nationality. Only Jordanian leaders may spot for Jordanian off-board artillery, and only Egyptian leaders may spot for Egyptian off-board artillery. Leaders of either nationality may spot for fast-mover aircraft.


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
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)
  • 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).
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.
  • 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
Kingdom of Jordan Order of Battle
Royal Jordanian Army
  • Motorized
State of Israel Order of Battle
Army
Errors? Omissions? Report them!
Page generated in 0.319 seconds.