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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Abu Tor
Sword of Israel #32
(Attacker) State of Israel vs Kingdom of Jordan (Defender)
Formations Involved
Display
Balance:



Overall balance chart for SwIs032
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 15:00
Turn Count 20
Visibility Day
Counters 46
Net Morale 2
Net Initiative 2
Maps 2: 64, 67
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 211
AAR Bounty 227
Total Plays 0
Total AARs 0
Battle Types
Inflict Enemy Casualties
Conditions
Anti-infantry Wire
Entrenchments
Hidden Units
Minefields
Off-board Artillery
Smoke
Scenario Requirements & Playability
Sword of Israel Base Game
Introduction

The final high ground needed to secure Jerusalem against Jordanian reinforcement was Abu Tor. The defenders were again well entrenched, fronted by wire and minefields, and ready to fight. The 16th Etzioni Jerusalem Infantry Brigade of the IDF had been planning and dreaming of this attack for a long time.

Conclusion

Sgan Aluf Peika's IDF troops executed an uninspired frontal assault. The Jordanians responded immediately, pasting them with 25-pounder rounds and sniper fire from Mt. Zion. Throughout the afternoon the grind went on, with the Israelis slowly capturing one blockhouse after another and then the small defensive perimeter on the hill to the rear. The entire hilltop was captured near nightfall, but at the cost of numerous casualties.


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).
  • 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
  • Motorized
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