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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West of Jebel Libni
Sword of Israel #16
(Attacker) State of Israel vs Arab Republic of Egypt (Defender)
Formations Involved
Display
Balance:



Overall balance chart for SwIs016
Total
Side 1 0
Draw 2
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Sword of Israel
Historicity Historical
Date 1967-06-07
Start Time 05:45
Turn Count 10
Visibility Day
Counters 95
Net Morale 2
Net Initiative 1
Maps 1: 65
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 165
AAR Bounty 165
Total Plays 2
Total AARs 2
Battle Types
Delaying Action
Exit the Battle Area
Inflict Enemy Casualties
Conditions
Anti-infantry Wire
Hidden Units
Minefields
Off-board Artillery
Randomly-drawn Aircraft
Smoke
Terrain Mods
Scenario Requirements & Playability
Sword of Israel Base Game
Introduction

In the morning, elements of Aluf Mishne Aviram's heretofore untested 60th Armored Brigade and the tired and somewhat depleted Tank Battalion 82 of 7th Armored Brigade would lead the advance down the Jebel Libni-Bir Gifgafa road. Egyptian tanks were dug in along a wadi across the road and had bravely fended off the Shadmi Armored Brigade the previous day. IAF airstrikes opened the battle.

Conclusion

The Egyptian tankers fought well, but they lost the one-on-one matchups with Israeli Centurions. When they finally quit the field, the supporting infantry were long gone, fleeing toward Bir el-Hassne.


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).

Display Order of Battle

Arab Republic of Egypt Order of Battle
El Geish el Masry
  • Motorized
State of Israel Order of Battle
Israeli Defense Forces
  • Motorized

Display AARs (2)

1967: Sword of Israel, scenario Sixteen: West of Jebel Libni
Author JayTownsend
Method Solo
Victor Draw
Play Date 2021-07-26
Language English
Scenario SwIs016

1967: Sword of Israel, scenario Sixteen: West of Jebel Libni

Jumping back into 1967 I picked out three scenarios from my play list and this was first. Nice mix of units and interesting terrain to fight through. The Egyptians just have to hold up the Israelis from exiting and eliminate five steps while the Israeli player has to exit 32 units. I assume a unit is two whole steps or two half steps? Anyway I figured that out later.

The Israeli player advanced across the maps with all their units as they have only ten turns to navigate all this terrain, enemy dug-in units, wire and mines but with help from their air-force on the first two turns. This was a pretty costly fight and the Israeli player had those strong Cent5 armor units but has a lot of weaker units as well. They lost more steps than I am use too and lost 17 steps, mostly the weaker AMX13s, Halftracks, one Engineer step and a lucky T-54 shot took out a Cent5 step, one of the few I have lost to date. So the Egyptian play achieved one of their victory conditions but by the later turns were in a very poor shape to do anything with few remaining units that were functional and had lost 38 steps. So the Israeli player exited 34 units or 68 steps not counting jeeps and leaders.

The game ended in a Draw, as both sides achieved their victory conditions, in one of the bloodier scenarios. I haven’t played 1967 for a while so it was enjoyable.

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West of Jebel Libni
Author Player 9
Method Solo
Victor Draw
Play Date 2022-01-20
Language English
Scenario SwIs016

This scenario balances the victory conditions (VC): the Egyptians (EG) win by eliminating five Israeli (IS) tank steps, while the IS win by exiting 32 (out of 46) units off the opposite board edge in this one map game. The terrain is unusual in that a belt of wadis stretches along the width of board on its western half, where the IS have to exit. This allows the EG to shelter unseen and avoid a long range confrontation with the IS supermen (their entire army is efficient, and has superior weapons and leadership). Playing solitaire, I pretty much messed things up for both sides. I did not grasp the importance of the road leading from the eastern edge to the western until well into the game. Thus, the EG neglected to pile it on in that sector. For the IS, I kept the vulnerable AMX-13's in the front line, with dire consequences for the step loss tally. The EG popped out of the wadis when they went last on about game turn five, when the IS armor had closed. Even though they lost the initiative the next turn, enough of their armor survived to savage the AMX-13's and take out a step or two of M51 Super Shermans as well. There it was: six steps lost. That was it though for the EG armor. None survived into the next game turn. This left just the scattered and poorly supported EG infantry to contest IS board exit. It was not a fair fight.

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