Panzer Grenadier Battles on December 3rd:
Black Panthers #12 - Champagne Breakfast Heavy Metal #3 - Black Princes
Carpathian Brigade #4 - Fraternal Assistance Jungle Fighting #41 - Patrol Action
Conquest of Ethiopia #39 - Addis Ababa - Djibouti Railway VII Siege of Leningrad #9 - Winter Wonderland
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Negev Encounter
Intervention #1
(Defender) State of Israel vs Soviet Union (Attacker)
Formations Involved
Soviet Union 357th Airborne Regimen
State of Israel 10th "Harel" Mechanised Brigade
Display
Balance:



Overall balance chart for GJMD001
Total
Side 1 1
Draw 1
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 940
Parent Game Intervention
Historicity Alt-History
Date 1967-06-10
Start Time 07:00
Turn Count 15
Visibility Day
Counters 58
Net Morale 0
Net Initiative 1
Maps 1: 68
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 168
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Delaying Action
Exit the Battle Area
Inflict Enemy Casualties
Meeting Engagement
Scenario Requirements & Playability
Intervention Base Game
Sword of Israel Maps + Counters
Introduction

As the leading edge of a division-sized landing force, a reinforced battalion of Soviet paratroopers landed near the small city of Dimona in the Negev Desert and headed for the nearby Negev Nuclear Research Center. The daring transport operation managed to sneak past the Israeli Air Force but could not evade detection. A force from the Israeli GHQ reserve promptly moved to block the Soviets

Conclusion

In many cases the Israeli Air Force had shredded the Arab armies even before the ground forces came to grips with them. The Soviets surely would not have thrown their troops into the same situation without some assurance that they could neutralize this huge Israeli advantage with their own air power


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
  • 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

Soviet Union Order of Battle
Guards
  • Mechanized
  • Towed
State of Israel Order of Battle
Israeli Defense Forces
  • Mechanized
  • Motorized

Display AARs (1)

Golden Journal May Day 2017: Intervention 1967, scenario #1: Negev Encounter
Author JayTownsend
Method Solo
Victor State of Israel
Play Date 2019-04-07
Language English
Scenario GJMD001

Golden Journal May Day 2017: Intervention 1967, scenario #1: Negev Encounter

I had to get some playing time with these Soviet counters and scenarios for this addition/supplement for PG Modern Series and they look like fun.

One errata, the Soviets enter from the north edge of the map not the south.

The Israelis entered from the south and the Soviets from the north. Both sides get points for eliminated steps with tank steps counting double but the Soviets also get points for exiting steps off the south edge of the map and have 15 turns to try.

The Israelis are more mobile with M3 halftracks to get their Infantry units further north and manage to take the main hill in the middle first and both flanks, forcing the Soviets to attack. The Soviets ASU85 have very weak armor and take enough loses that the Soviets must try to exit units south to have any chance to win and attack at the same time. The Israeli M3 are nice to add to their Infantry stack to get higher Direct Fire results but also have a very weak armor, even the M51s have only a 4 armor protection and both sides have nice Infantry AT weapons and heavy weapon with AT values that can easily deal with the armor on either side of the line. Both sides take a beating but the Soviets get the worst of it and cannot break through Israeli lines and get no points for exited unit. The Israelis lose 14 points/steps but the Soviets lose 22 points/steps for a Minor Israeli Victory.

I look forward to playing scenario two someday and see if the by adding and extra map and Syrians to assist the Soviets if this will help but I want to save this scenario for another day, as it looks really interesting!

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