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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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Ammunition Hill
Sword of Israel #29
(Attacker) State of Israel vs Kingdom of Jordan (Defender)
Formations Involved
Display
Balance:



Overall balance chart for SwIs029
Total
Side 1 0
Draw 0
Side 2 0
Overall Rating, 0 votes
5
4
3
2
1
0
Scenario Rank: of
Parent Game Sword of Israel
Historicity Historical
Date 1967-06-06
Start Time 02:00
Turn Count 24
Visibility Day & Night
Counters 43
Net Morale 1
Net Initiative 2
Maps 1: 67
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 206
AAR Bounty 227
Total Plays 0
Total AARs 0
Battle Types
Hill Control
Inflict Enemy Casualties
Conditions
Anti-infantry Wire
Entrenchments
Hidden Units
Off-board Artillery
Smoke
Terrain Mods
Illumination
Scenario Requirements & Playability
Sword of Israel Base Game
Introduction

Despite the 16th Etzioni Jerusalem Infantry Brigade's familiarity with the area around Jerusalem, Brigadier General (Tat Aluf) Narkiss decided to employ the unfamiliar but highly regarded 55th Parachute Brigade to seize the Jordanian-held hills and fortifications dominating northern Jerusalem and the approach to Mt. Scopus. The paratroopers would go forward at night, with no artillery or air support. The Jordanians had been preparing for this attack since 1956.

Conclusion

The Israelis swept the Sheikh Jarrah neighborhood southwest of Ammunition Hill fairly easily, but ran into serious difficulties taking Ammunition Hill. By 0715 their attack was exhausted with most of their units rendered combat-ineffective. It took the timely arrival of elements of the 10th Armored Brigade an hour later to finish the conquest and secure Mitvar Hill behind it to open the road to Mt. Scopus.


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
State of Israel Order of Battle
Israeli Defense Forces
  • Mechanized
  • Motorized
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