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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Sword of Isael: Voice of the Arabs

Voice of the Arabs boxcover
AP Series Modern War
Designer Bennighof
Game Type Expansion
Format Book
Release Date 2023-06
Availability In Print
Scenarios 11
Counters 0
Maps 0
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Expansion Rank: 8 of 117
Popularity: Ownership & Activity
Status Owned by 2% Played by 1% AAR'd by 0% Medaled by 0%
Rank 148th of 168 124th of 156 TBD TBD
Expansion Game Requirements & Playability
11/11 Voice of the Arabs
11/11 Sword of Israel
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Overall balance chart for Voice of the Arabs
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Side 1 0
Draw 0
Side 2 1
box back

In June 1967, Israel needed just four days to crush the armies of Egypt and Jordan, and then two more to finish off Syria. It was an overwhelming defeat for the Arab powers, and it has shaped the power politics of the Middle East and the world at large ever since.

But that’s not the story the Egyptian public heard. The powerful radio station Voice of the Arabs, located in Cairo, pumped out an absurd set of “alternative facts” regarding the course of the war. In this tale, the Egyptians and their allies were beating the hell out of the Israelis and on their way to an overwhelming victory.

What made this even stranger, was that the story seems to have been based on the actual Egyptian war plan. When the Israelis figured this out, they located the approaching Iraqi 3rd “Salah ad-Din” Armored Division exactly where Voice of the Arabs said it would be, and where the IAF then pounded it into scrap iron. The radio version also accurately predicted where the Jordanian armored brigades would be located.

Voice of the Arabs is a Campaign Study (a short book of scenarios and history) based on the story of the 1967 Six-Day War as the radio station told it: with the Egyptians and their allies overcoming the well-trained and well-equipped Israelis. It is and it isn’t alternative history: the battles never happened, but the Egyptian-sponsored fake news said they did.


Display Scenario List (11)


Display Order of Battle

Arab Republic of Egypt Order of Battle
El Geish el Masry
Kingdom of Jordan Order of Battle
Royal Jordanian Army
  • Motorized
Palestine Liberation Organization Order of Battle
Liberation Army
State of Israel Order of Battle
Israeli Defense Forces
  • Towed

Display Relevant AFV Rules

AFV Rules Pertaining to this Game'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
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)
  • 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).
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.
  • 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 Nations (4)


Display Battle Types (7)


Display Conditions (7)

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