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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The Road to Zaoura, Phase 2
Sword of Israel #40
(Attacker) State of Israel vs Syrian Arab Republic (Defender)
Formations Involved
Display
Balance:



Overall balance chart for SwIs040
Total
Side 1 2
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Sword of Israel
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
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

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

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.


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

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

Display AARs (1)

1967: Sword of Israel, scenario Forty: The Road to Zaoura, Phase 2
Author JayTownsend
Method Solo
Victor State of Israel
Play Date 2021-07-29
Language English
Scenario SwIs040

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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