Panzer Grenadier Battles on November 23rd:
An Army at Dawn #3 - Fire Support Leyte '44 #29 - Thanksgiving Day
Carpathian Brigade #3 - Breakout and Pursuit Panzer Lehr 2 #24 - Plug the Hole
Desert Rats #23 - Te Hokowhitu-a-Tu ("War Party") Panzer Lehr #24 - Plug the Hole
Desert Rats #24 - Hill 175 South Africa's War #7 - Rear Echelon
Dragon’s Teeth #33 - Chickenshit Regulations South Africa's War #8 - Ons Is Helsems
Invasion of Germany #38 - Making Hay South Africa's War #9 - Sunday of the Dead
Jungle Fighting #9 - Another Try West Wall #8 - Making Hay
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The Road to Qala and Zaoura, Phase 1
Sword of Israel #38
(Attacker) State of Israel vs Syrian Arab Republic (Defender)
Formations Involved
Display
Balance:



Overall balance chart for SwIs038
Total
Side 1 0
Draw 0
Side 2 0
Overall Rating, 0 votes
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1
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Scenario Rank: of
Parent Game Sword of Israel
Historicity Historical
Date 1967-06-09
Start Time 10:00
Turn Count 16
Visibility Day
Counters 132
Net Morale 2
Net Initiative 3
Maps 4: 65, 68, 70, 71
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 245
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
Randomly-drawn Aircraft
Smoke
Terrain Mods
Scenario Requirements & Playability
Sword of Israel Base Game
Introduction

The Israeli attack eastward into the Golan Heights commenced with Aluf Mishne Avraham Mendler's 8th Independent Armored Brigade trying to capture the fortified town of Qala near the top of the ridge. The attack's lengthy artillery and air attack preparation produced little result on the well-entrenched defenders. This was the most heavily defended and fortified sector of any of the war's three fronts. The plan called for an attack via a number of parallel avenues on the towns of Ukda, Na'amush, and Gur al-Askar followed by a swing through Sir Adib and further northeast before coming in around Jebel el-Mis to take Qala from the rear. The escarpments in this region rise very steeply and the roads wind through narrow and rocky defiles. The Syrians augmented this formidable terrain with heavy minefields and fortifications, backed up by significant artillery. This attack was going to be tough and costly.

Conclusion

The Syrian defenders put up a good fight while the difficult and confusing terrain continued to hamper the Israeli adance. After pushing through Gur al-Askar and Na'amush despite some losses and misdirection, the advance was checked by strong resistance from Ukda and flanking fire from Sir Adib and Qala.


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
  • 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).
  • 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

State of Israel Order of Battle
Israeli Defense Forces
  • Motorized
Syrian Arab Republic Order of Battle
Army
  • Mechanized
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