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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Hide and Seek in the Wadi el-Joz
Sword of Israel #30
(Attacker) State of Israel vs Kingdom of Jordan (Defender)
Formations Involved
Display
Balance:



Overall balance chart for SwIs030
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 47
Net Morale 1
Net Initiative 2
Maps 2: 64, 69
Layout Dimensions 86 x 28 cm
34 x 11 in
Play Bounty 213
AAR Bounty 227
Total Plays 0
Total AARs 0
Battle Types
Inflict Enemy Casualties
Urban Assault
Entrenchment Control
Conditions
Anti-infantry Wire
Entrenchments
Hidden Units
Minefields
Off-board Artillery
Smoke
Illumination
Scenario Requirements & Playability
Sword of Israel Base Game
Introduction

As the fight for Ammunition Hill kicked off, Battalion 71 started its attack from somewhat to the southeast trying to force its way into the American Colony and then on to seize the Wadi el-Joz. The Israelis employed spotlights to blind the enemy and a new weapon, a guided missile, to destroy or suppress some of the Jordanian bunkers.

Conclusion

Aided by the suppressive tank, mortar, artillery and guided missile fire, Israeli engineers quickly blasted a hole in the wire and minefields fronting the Jordanian positions. Poorly aimed Jordanian artillery killed their own spotter, limiting further assistance. From that point on, the house-to-house clearing of Jordanians proceeded at a steady pace through the American Colony and into the Wadi el-Joz. By 0800, the Israelis had established a firm hold on the area.


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