|
|
Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
0 |
|
Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
0 |
|
Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
0 |
|
Overall Rating, 0 votes |
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Scenario Rank:
of |
Parent Game |
Sword of Israel |
Historicity |
Historical |
Date |
1967-06-09 |
Start Time |
14:00 |
Turn Count |
24 |
Visibility |
Day |
Counters |
62 |
Net Morale |
1 |
Net Initiative |
2 |
Maps |
1: 68 |
Layout Dimensions |
43 x 28 cm 17 x 11 in |
Play Bounty |
211 |
AAR Bounty |
227 |
Total Plays |
0 |
Total AARs |
0 |
Introduction
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Tel Fakhr, an imposing hill, glowered over the northern end of the Golan plateau. The Syrians honeycombed the entire hill with concrete bunkers and communications trenches, sprinkled liberally with minefields and barbed wire, not to mention a lot of armed and determined Syrians. Just getting to the hill to start the attack, the Israelis would have to cross more than two kilometers of open but very rough terrain under a hail of artillery fire from the Syrian heights all around the area. To help, the Israelis began softening up the hill at daybreak with the nearly continuous aircraft and artillery attacks. But in the end, the poor bloody infantry would have to do the job alone.
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Conclusion
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The road was narrow, in terrible condition, and mined, and none of the supporting tanks made it to the hill. The few halftracks that did make it were unable to join the infantry in their climb to the top due to the ruggedness and steep grade. The aircraft and artillery attacks had done some damage but not enough to make it easy. The Syrians fought back fiercely, holding off the Israelis until nightfall and inflicting serious casualties. Under cover of darkness, the remaining brave defenders slipped away to fight another day.
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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.
- 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).
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State of Israel Order of Battle
Syrian Arab Republic Order of Battle