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Desert Rats #18 - A Pibroch's Skirl South Africa's War #5 - Irish Eyes
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Jebel Mukaber and “The Sausage”
Sword of Israel #24
(Attacker) State of Israel vs Kingdom of Jordan (Defender)
Formations Involved
Display
Balance:



Overall balance chart for SwIs024
Total
Side 1 0
Draw 1
Side 2 1
Overall Rating, 2 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 940
Parent Game Sword of Israel
Historicity Historical
Date 1967-06-05
Start Time 15:30
Turn Count 8
Visibility Day
Counters 52
Net Morale 1
Net Initiative 3
Maps 1: 64, 95
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 153
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Inflict Enemy Casualties
Entrenchment Control
Conditions
Anti-infantry Wire
Anti-tank Ditches
Entrenchments
Minefields
Off-board Artillery
Smoke
Scenario Requirements & Playability
Sword of Israel Base Game
Introduction

Jordan pre-emptively occupied Jebel Mukaber and its environs by sending Ra’Ed Awad and his two infantry companies from the 27th Imam Ali Infantry Brigade to take key positions around Jerusalem including Antenna Hill and Government House which was UN neutral ground. This also linked up with Hittin Infantry Brigade troops in a trench sector to the south called “The Sausage.” The threat to nearby Kibbutz Ramat Rachel could not be ignored by the Israelis, and they sent the 16th Etzioni Jerusalem Infantry Brigade’s Battalion 161 to capture the heights, and if successful, to attempt to clear the other Jordanian positions.

Conclusion

Some of the Israeli tanks bogged down in the mud preparing for the attack, but the remainder and the infantry quickly captured Government Hill. Surprisingly, the Jordanian recoilless rifle units stayed out of the fght, but then launched a counterattack under cover of the artillery on Abu Tor to the north. After initial success, the Jordanians were thrown off the hill and retreated. The Israelis then swept down on The Sausage and cleaned out the trenches where the infantry had quietly awaited their fate. Many Jordanians fought to the death, but as the Israeli commander noted, “they fought stupidly. The Jordanian fghting positions were badly planned. They expected us only from one direction.”


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
  • 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

Kingdom of Jordan Order of Battle
Royal Jordanian Army
  • Motorized
State of Israel Order of Battle
Israeli Defense Forces
  • Mechanized
  • Motorized

Display AARs (1)

1967: Sword of Israel, scenario Twenty Four: Jebel Muksber and “The Sausage”
Author JayTownsend
Method Solo
Victor Kingdom of Jordan
Play Date 2021-07-27
Language English
Scenario SwIs024

1967: Sword of Israel, scenario Twenty Four: Jebel Muksber and “The Sausage”

This scenario was a real chisel to rock, as the Jordanians were embedded in the terrain, entrenchments, minefields, AT Ditches and Barbwire, not to mention dug-in and the Israeli player only has 8 turns to clear them out.

The Israelis player decided to use a sweeping around from the north approach and trying to get to the rear of the Jordanian player’s forces but easier said than done. The Jordanians have a weak morale and the Israeli player fights tooth and nail eliminating most of the Jordanians from the entrenchments but one full strength Infantry unit at the far southern end of the line. The Israeli player needed maybe one more turn to clear the enemy but they still lost more than four steps, in fact 10 steps, as they have no off-board artillery support and only 8 turns to try and achieve a lot but not in this scenario, the Jordanians win a hollow major victory, as most of their forces are destroyed.

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