Panzer Grenadier Battles on November 21st:
Desert Rats #16 - The Panzers Pull Back Desert Rats #19 - The Panzers Return
Desert Rats #17 - The Tomb Of Sidi Rezegh Jungle Fighting #7 - Line Of Departure
Desert Rats #18 - A Pibroch's Skirl South Africa's War #5 - Irish Eyes
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Golden Journal: May Day 2017

Intervention boxcover
AP Series Modern War
Designer Bennighof
Game Type Expansion
Format Book
Release Date 2017-05
Availability Out of Print
Scenarios 2
Counters 24
Counter Type Laser-cut
Maps 0
Tour Veterans
Golden Journal: May Day 2017 Tour of Duty Ribbon
Overall Rating, 3 votes
5
4
3
2
1
3.67
Expansion Rank: 32 of 117
Popularity: Ownership & Activity
Status Owned by 4% Played by 1% AAR'd by 1% Medaled by 1%
Rank 130th of 168 152nd of 156 137th of 153 68th of 94
Expansion Game Requirements & Playability
2/2 Intervention
2/2 Sword of Israel
Display
Balance:



Overall balance chart for Intervention
Total
Side 1 2
Draw 1
Side 2 0
box back

The Soviet Army's 103rd Guards Airborne Division is a well-trained and well-armed outfit, in the midst of preparations for the Dnepr 1967 exercises - a complete contrast to the Arab armies the Israelis face in the standard scenarios in 1967: Sword of Israel.

The Soviet parachute battalion of 1967 is very much a light infantry outfit - air-droppable armored carriers would only start to arrive the next year, converting the airborne formations into far more capable all-arms units. To make up for that lack, the battalion wields a large number of support weapons: Sagger anti-tank missiles, heavy mortars, recoilless rifles and the diminuitive ASU-85 assault gun.


Display Scenario List (2)

Scenario Plays AARs Rating
1. Negev Encounter 2 1 3.5
2. Road to Damascus 1 1 4

Display Order of Battle

Soviet Union Order of Battle
Guards
  • Mechanized
  • Towed
State of Israel Order of Battle
Israeli Defense Forces
  • Motorized
Syrian Arab Republic Order of Battle
Army
  • Mechanized

Display Relevant AFV Rules

AFV Rules Pertaining to this Game'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
  • 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 Nations (3)


Display Battle Types (4)


Display Conditions (1)

Conditions - Scenario Appearance Percentages
Off-board Artillery
50%
Off-board Artillery
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