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Army Group South Ukraine #6 - Consternation Road to Berlin #73 - She-Wolves of the SS
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Umm Katef: The Artillery Fight
Sword of Israel #12
(Attacker) State of Israel vs Arab Republic of Egypt (Defender)
Formations Involved
Display
Balance:



Overall balance chart for SwIs012
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 913
Parent Game Sword of Israel
Historicity Historical
Date 1967-06-05
Start Time 22:30
Turn Count 22
Visibility Night
Counters 75
Net Morale 2
Net Initiative 5
Maps 2: 66, 68
Layout Dimensions 86 x 28 cm
34 x 11 in
Play Bounty 169
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Inflict Enemy Casualties
Conditions
Off-board Artillery
Smoke
Illumination
Scenario Requirements & Playability
Sword of Israel Base Game
Introduction

At the same time the assault began on the infantry lines, a small group of paratroopers attacked the Egyptian artillery park. There were supposed to be 300 of the Paras, but the helicopters that were flying them in were drawn off to support another fight with logistics deliveries, so only half the force went in.

Conclusion

The fighting raged brutally, at close range, embroiling the Egyptians in chaos. The surprise of the attack slowly wore off but with the infantry and tanks tied up with their own fight, no relief was forthcoming. However, eventually the Egyptians directed enough firepower at the Israelis to force them to break off. The paratroopers continued to provide distractions by shooting up several truck convoys, some loaded with artillery ammunition that provided an impressive display.


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).
  • 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

Arab Republic of Egypt Order of Battle
El Geish el Masry
  • Mechanized
State of Israel Order of Battle
Army
  • Foot

Display AARs (1)

1967, Sword of Israel, scenario # 12: Umm Katef: The Artillery Fight
Author JayTownsend
Method Solo
Victor State of Israel
Play Date 2019-04-07
Language English
Scenario SwIs012

1967, Sword of Israel, scenario # 12: Umm Katef: The Artillery Fight

With the event going on lately in Gaza, I felt in the mood to pull out 1967 and play a quick scenario from it and found a really unique one that caught my eye. With that said, there are many from there that I want to play!

Brief note, after confirming with the designer, the Egyptian setup is on map 68, not 67. The Israelis Morale of 9/8 is correct but since all the units are reduce their morale is 8.

The Egyptians have many scenario special rule limitations on this scenario and it’s a night scenario. The Egyptians can only fire units stacked with a leader counters and they only have four leaders. I moved my Israeli Paratroopers in three groups, up the middle, the right flank and the left flank making it very difficult for the Egyptians to defend. The key to this whole battle is the four Leader counters of Egypt which I made the mistake of placing two, right up front, which both got assaulted the next turn and the Israelis have a much higher Initiative. The Israelis had a field day destroying Egyptian Artillery, Rocket Trucks and Heavy Mortar units in the dark. If quit play after turn 16, as the Israel units had already destroyed 13 Egyptian artillery units of different types, two leaders and third one was demoralized giving the Egyptian little chance to recover. The Israelis lost 2 steps of PARAs and were not in real danger of losing anymore. The game ended with a Major Israelis victory!

Note, next time I play this, I’ll have to put my Egyptian leaders behind a few units to have more chances to fire on the Israelis and then this could have been a closer match. Either way, it was really a fun scenario to play and try and figure out!

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