The Road to Zaoura, Phase 2 Sword of Israel #40 |
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(Attacker) State of Israel | vs | Syrian Arab Republic (Defender) |
Formations Involved |
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Overall Rating, 1 vote |
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3
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Scenario Rank: --- of 940 |
Parent Game | Sword of Israel |
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Historicity | Historical |
Date | 1967-06-09 |
Start Time | 14:00 |
Turn Count | 24 |
Visibility | Day |
Counters | 62 |
Net Morale | 2 |
Net Initiative | 3 |
Maps | 1: 70 |
Layout Dimensions | 43 x 28 cm 17 x 11 in |
Play Bounty | 160 |
AAR Bounty | 171 |
Total Plays | 2 |
Total AARs | 1 |
Battle Types |
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Inflict Enemy Casualties |
Urban Assault |
Entrenchment Control |
Conditions |
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Anti-infantry Wire |
Entrenchments |
Hidden Units |
Minefields |
Off-board Artillery |
Randomly-drawn Aircraft |
Smoke |
Terrain Mods |
Scenario Requirements & Playability | |
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Sword of Israel | Base Game |
Introduction |
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While the bloody attack on Qala proceeded, the rest of 8th Independent Armored Brigade surged uphill to seize the key town of Zaoura. Unsure whether the position in front of them was actually Zaoura or Qala, the Israelis decided to attack it anyway. As elsewhere in this zone, the forbidding slope was strewn with boulders and dug-in Syrians. Despite the Israelis' obvious confusion, the Syrians remained in their positions and refused to counter-attack. |
Conclusion |
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Zaoura cost the IDF half the tanks committed but the Syrian defenders, who put up a good fight, were finally overcome. Once again, the Syrian leadership had not expected such a heavy attack in this sector, and did not reinforce the defenders or order the counter-attacks that were the backbone of Syrian pre-war planning. That might not have helped: at the tactical level the primarily Alawite and Druze officers refused to lead their mostly Sunni troops into action and often left them to fend for themselves. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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1967: Sword of Israel, scenario Forty: The Road to Zaoura, Phase 2 | ||||||||||||
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1967: Sword of Israel, scenario Forty: The Road to Zaoura, Phase 2 On to another 1967 scenario and this time it has Syrian forces. The Israelis attack with an odd mix of forces and kind of light on Infantry type units, while the Syrian side has more Infantry but fewer armor units but one is even a leftover WWII German PzIV unit. The Syrian player defends in rocky terrain with towns, barbwire, minefields and entrenchments. Movement is slow for vehicle units and both sides get some off-board artillery and the Israeli player get air-support to roll for after losing 6 steps, which they will. Scenario rule 4, the Syrian player gets to move the Israelis armor one turn but I am not sure what the point is? They will just move back the next turn, odd rule, unless you can move the units over minefields, which is probably the point and I did, taking out one step of armor. A little more than half way through the scenario things got kind stagnate as the Israeli side had the victory but had not conquered all their victory objectives yet but the results were not going to change the outcome, so I pulled the plug of the scenario about ten turns early with a 41 point to 23 point Israelis Victory. Leader loses count and the Syrians lost two and the Israelis lost one. An interesting one map scenario but all non-road hexes are considered rocky making movement kind of boring and you are not allowed to put mine counters on the road hexes, so kind of a scripted scenario. |
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