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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Bir el-Hamma
Sword of Israel #17
(Attacker) State of Israel vs Arab Republic of Egypt (Defender)
Formations Involved
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Balance:



Overall balance chart for SwIs017
Total
Side 1 0
Draw 0
Side 2 0
Overall Rating, 0 votes
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2
1
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Scenario Rank: of
Parent Game Sword of Israel
Historicity Historical
Date 1967-06-07
Start Time 08:30
Turn Count 16
Visibility Day
Counters 72
Net Morale 1
Net Initiative 3
Maps 1: 65
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 212
AAR Bounty 227
Total Plays 0
Total AARs 0
Battle Types
Delaying Action
Exit the Battle Area
Entrenchment Control
Conditions
Entrenchments
Off-board Artillery
Smoke
Terrain Mods
Scenario Requirements & Playability
Sword of Israel Base Game
Introduction

By the time Marshal 'Amr recovered from his breakdown and began trying to bring order to the chaos he had induced in the Sinai Field Army, most of his large units had already disintegrated. The marshal ordered what few intact units he had left to fight rearguard actions against the rampaging Israeli armor to allow his shattered divisions to recover. Obedient to their orders, an Egyptian mechanized battalion set up in front of Bir el-Hamma to await the Israeli Tank Battalion 82.

Conclusion

The Israeli commanders wanted to make up time rather than get bogged down in a prolonged fight. So the Centurions and infantry ran straight through the Egyptian gauntlet firing as they went. Once through the line, they realized the hill in the rear was a mass of fortified pillboxes which the infantry and a company of tanks assaulted while the rest of the Centurions mopped up the Egyptian line. The defense was resolute and it was not until 1200 that the Israeli force could move on.


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
  • Mechanized
  • Towed
State of Israel Order of Battle
Israeli Defense Forces
  • Foot
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