Israeli Company Level Organisation in the late 1960s/early ...



Israeli Company Level Organisation in 1973

Forward Defence: The Israeli Army cannot afford to sit passively back and let their nation become a battlefield. The fight must be carried to the enemy with attacking tactics.

When rolling to see who the attacker is in a mission, the Israeli player adds 1.

Excellent Communications

Every rifle platoon has its own RTO (Radio-telephone Operator) manning an PRC-25 radio. This enables them to request artillery fire without needing an artillery observer.

The Israeli Army uses the Excellent Communications special rule on page 161 of the rulebook. In addition, if the Platoon Command team has been Destroyed, each turn a single team from the platoon can act as a spotting team as if it were the platoon commander.

Under Command

Officers are trained to call for fire from their battle group mortars. Constant practice allows them to bring in quick, effective fire.

An Israeli Company uses the Under Command special rule on page 161 of the rulebook. In addition, they do not suffer their normal +1 penalty to range in when calling for artillery bombardments from their company’s own mortars.

Take Over Sergeant

The Israeli army is a highly motivated, well led, mixed force of seasoned professionals, reservists and conscripts.

If a Platoon’s Command team has been destroyed and not replaced, apply the British Carry on Sergeant rule, but you may also move the platoon, but only away from known enemy, as if they had a command team.

Lightning Tactics

The Israeli Army is expert in the use of armoured and mechanised forces and stresses speed in operations.

Any unpinned Israeli Tank or Mechanised platoon may attempt a Lightning Tactics move in the Assault phase instead of performing an assault as long as it is not pinned, bogged or bailed out. Roll a skill test for each platoon

• If the test is passed the platoon may move another 4’/10cm

• If the test is failed the platoon cannot move further this turn.

Peled Organisation

The Israeli army is noted for its flexibility. Units from platoon to brigade size are regularly swapped as combat needs dictate.

Before a game commences, an Israeli force may attach teams from any Weapon Platoon in the force to any Combat Platoon in the force. These teams will count as part of the Combat Platoon they are attached to for all purposes, including morale, for that mission.

Light Anti-tank Weapon

Every infantry platoon also has numerous M72 LAW anti-tank rockets. These are essentially disposable versions of the Second World War bazooka. In the IDF, their main role was tackling armour as well as silencing bunkers and demolishing termite mounds.

An infantry team which is so equipped may fire one of their M72 LAW rocket launchers instead of their normal shooting. If they do so they use the second line of characteristic shown in the arsenal.

Crack shooting

The IDF Armoured Corps dedicated significant time and efforts in improving long range shooting accuracy from the late 1950s. This led to a tremendous improvement is Shooting accuracy and a significant qualitative crew advantage over their enemies.

All armoured platoons and Head Quarters Tank teams re-roll misses at long range targets if they did not move in the Movement phase (NB exception for Modern Stabilisers).

Tank Stabilisers

Old Stabilisers: Apply the WW2 US Stabiliser rules from HCMRB.

Modern Stabilisers: A Tank team with Modern Stabilisers may move up to half their normal movement after applying penalties or advantages for terrain, may shoot at full ROF, without any penalty, including Crack Shooting. If the Tank team moves more than half, but not the Double Move isn’t applied, then the Old Stabilisers rule may be applied.

Infantry Company

Confident Veteran, except for Golani Brigade and other elite units which should be Fearless Veteran

Always lead from the front: The Israeli army prides itself on a long tradition of sticking together in adversity.

Apply Mission Tactics rule (not Parachute or Golani or elite units).

Well trained and led (Parachute, Golani or elite units only)

Any team in command in the platoon may be the platoon commander, in any phase for the whole phase. If the Platoon Commander is destroyed, any remaining team which was in command may become the Platoon Commander. The Platoon Commander team is determined by the player at the start of each phase, including before determining which platoons and teams are in command.

Our enemies must be stopped: As soon as an IDF Parachute, Golani (or other elite unt) Combat or Weapons Platoon becomes Pinned Down during the Assault Step, they can take a Motivation Test.

• If the test is passed, remove the Pinned Down Marker.

• Otherwise, the platoon remains Pinned Down.

If the platoon is Pinned Down by Defensive Fire, they still fall back and the assault is over.

Unflappable: IDF Armoured Platoons fight to the last and may re-roll any failed Platoon Morale Checks.

CHQ: 1 Truck

1 Rifle/MG command teams

1 Rifle/MG team 2iC

Either or both may upgrade to R/MG/LAW teams

Combat Platoons

Two to 4 Rifle Platoons:

PHQ: 1 Truck

1 SMG Command team

may upgrade to SMG/LAW team

3 Rifle Sect: 1 truck

2 R/MG teams

Weapons Sect: 1 Truck

One SMG Command team,

One Bazooka

One Light Mortar

Zero to 1 Weapons Platoon:

SMG Command team in Jeep

Zero to 1 section 2 MMG

Zero to 1 section 2 60mm mortars, Rifle OP team

Up to 2 Trucks

Weapons platoon choices

Zero to 1 AT Platoon

4 Jeep + 106mm M40, or Jeep with TOW (1973)

Zero to 1 Mortar platoon

Command SMG team in Jeep

One to 3 sections

2 Trucks

81mm M2 or M29 mortars

Rifle observer in jeep

0 to 1 Recce Platoon

1 Jeep SMG Command team

May be upgraded to R/MG/LAW team

2 to 3 Jeeps, with MG

Support Platoons

Zero to 1 AA Platoon

Command Rifle team, Jeep

Two or three 40mm AA, Trucks

0 to 1 Heavy Mortar Platoon

SMG Command team in a Jeep

Rifle OP in a Jeep

One to 2 sections 2 160mm mortars, truck

0 to 2 Artillery Battery

SMG Command team in a Jeep

Rifle Staff team in a truck

One to 3 sections 2 105mm how, truck

Rifle OP in a Jeep

May be upgraded to 155mm how

0 to 1 Engineer Platoon

SMG Command team

Two to 3 sections 2 Rifle/MG/Engineer teams

Up to 2 teams may be replaced by a flame thrower team

Zero to 2 Platoons:

3 MBT

Notes: MBT is Centurion V and mod, M51, M48A2(M), M50, AMX-13 or M4A4 (in that order).

Mechanized Infantry Company

Confident Trained, except for Golani Brigade and other elite units which should be Confident Veteran

The Line Must Not Break! Many IDF soldiers have fought in wars since 1948. Veteran company commanders have learnt Arab tactics well. They understand where to place their best troops when confronting an Egyptian or Syrian attack.

After deployment, but before the game begins, and if defending in a Mission with the Defensive Battle rule, an Israeli Armoured or Mechanised Company player may move one platoon up to 16”/40cm in any direction within their deployment area.

This movement may not take any team outside the deployment area and if the Mission has the Prepared Positions special rule the platoon retains its Prepared Positions.

Unflappable: IDF Armoured Platoons fight to the last and may re-roll any failed Platoon Morale Checks.

CHQ: 2 M3 1/2 half-tracks, 2 SMG Command teams

Two to 4 Rifle Platoons:

PHQ: 1 APC, SMG Command team, Bazooka

may upgrade to SMG/LAW team (1973) for 15/20 points

3 Rifle Sect: 1 APC, 2 R/MG teams

Weapons Sect: 1 APC, 2 MMG teams (may fight as MG teams – nominate at start of game)

Weapons Platoon:

One APC 1 SMG Command team

Zero to 1 section 1 APC 2 FN MAG 58/M60 MMG

Zero to 1 section 2 APC with M2/M29 81mm mortar

APCs – 1967 – M3 half track, 1973 - M3 half track or M113

Weapons platoon choices

Zero to 1 AT Platoon

4 Jeep + 106mm M40, or

Jeep with TOW (1973) or

M3 + SS11

Zero to 1 Mortar platoon

Command SMG team in APC

One to 2 sections

2 APC, 120mm mortars

Rifle observer in jeep

0 to 1 Recce Platoon

1 Jeep SMG Command team

May be upgraded to R/MG/LAW team

2 to 3 Jeeps, with MG

Support Platoons

Zero to 1 AA Platoon

Two or 4 M2AA

0 to 1 Heavy Mortar Platoon

SMG Command team in a Jeep

Rifle OP in a Jeep

One to 2 sections 2 160mm mortars, truck

0 to 2 Artillery Battery

SMG Command team in a Jeep

Rifle Staff team in a truck

One to 3 sections 2 SP 105mm how

Rifle OP in a Jeep or APC

May be upgraded to towed or SP (1973) 155mm how

The number of 155mm guns must not exceed the number of 105mm how in your company.

0 to 1 Engineer Platoon

1 APC SMG Command team, Bazooka

Two to 3 sections 1 APC 2 Rifle/MG/Engineer teams

1 section 1 APC 2 MMG teams (may fight as MG/Engineer teams – nominate at start of game)

APC is M3 Halftrack or M113 (1973)

Zero to 2 Platoons:

3 MBT

Notes: MBT is Centurion, M51, M48A2(M), M50, AMX-13 or M4A4

0 to 1 Armoured Car Platoon

3 AMX13

Recce teams, Recce Platoon

Para Company

Fearless Veteran

The Promised Land: From 1948 to 1973, Israeli units have proven their tenacity when the fighting is toughest.

When an Israeli Parachute Combat or Weapons Platoon fails a motivation test during an assault, you may re-roll the die and apply the new result instead.

Well trained and led (Parachute only)

Any team in command in the platoon may be the platoon commander, in any phase for the whole phase. If the Platoon Commander is destroyed, any remaining team which was in command may become the Platoon Commander. The Platoon Commander team is determined by the player at the start of each phase, including before determining which platoons and teams are in command.

Our enemies must be stopped: As soon as an IDF Parachute, Combat or Weapons Platoon becomes Pinned Down during the Assault Step, they can take a Motivation Test.

• If the test is passed, remove the Pinned Down Marker.

• Otherwise, the platoon remains Pinned Down.

If the platoon is Pinned Down by Defensive Fire, they still fall back and the assault is over.

Unflappable: IDF Armoured Platoons fight to the last and may re-roll any failed Platoon Morale Checks.

CHQ:

One SMG team CiC

One SMG team 2iC

Either or both may upgrade to SMG/LAW teams (1973)

May be mounted in APCs

Combat platoons

Two to 4 Para Platoons:

PHQ: 1 Truck

1 SMG Command team, Bazooka

may upgrade to SMG/LAW team (1973)

3 Rifle Sect: 1 truck (+.50cal)

1 SMG, 1 R/MG teams

Weapons Sect: 1 Truck

2 MMG teams (may fight as MG teams – nominate at start of game)

May be mounted in APCs

Zero to 1 Weapons Platoon:

SMG Command team in Jeep

Zero to 1 section 2 MMG

Zero to 1 section 2 81mm mortars, Rifle OP team

Up to 2 Trucks

May be mounted in APCs

Weapons platoon choices

Zero to 1 AT Platoon

4 Jeep + 106mm M40, or Jeep with TOW (1973)

|APC |Mortar Platoon |CV Cost |FV Cost |

|M3 or M113 |1 APC 1 SMG Command team, 1 Rifle OP team|50 |60 |

| |3 APCs with 81mm mortar |+75 |+85 |

Zero to 1 Mortar platoon

Command SMG team in Jeep

One to 3 sections

2 Trucks

4.2” mortars

Rifle observer in jeep

0 to 1 Recce Platoon

1 Jeep SMG Command team

May be upgraded to R/MG/LAW team

2 to 3 Jeeps, with MG

Support Platoons

Zero to 1 AA Platoon

Command Rifle team, Jeep

Two or three 40mm AA, Trucks

0 to 1 Heavy Mortar Platoon

SMG Command team in a Jeep

Rifle OP in a Jeep

One to 2 sections 2 160mm mortars, truck

0 to 2 Artillery Battery

SMG Command team in a Jeep

Rifle Staff team in a truck

One to 3 sections 2 105mm how, truck

Rifle OP in a Jeep

May be upgraded to 155mm how

The number of 155mm must not exceed the number of 105mm how in your company.

0 to 1 Engineer Platoon

SMG Command team

Two to 3 sections 2 Rifle/MG/Engineer teams

One section 2 MMG teams

(may fight as MG/Engineer teams – nominate at start of game)

Zero to 2 Platoons:

3 MBT

Notes: MBT is Centurion, M51, M48A4, M48A2(M), M50, AMX-13 or M4A4.

Support choices

Tank Company[1] Fearless Veteran, except for emergency activated Reservists (eg 1973) which should be Confident Veteran.

The Promised Land

From 1948 to 1973, Israeli units have proven their tenacity when the fighting is toughest.

When an Israeli Parachute Combat or Weapons Platoon fails a motivation test during an assault, you may re-roll the die and apply the new result instead.

The Line Must Not Break!

Many IDF soldiers have fought in wars since 1948. Veteran company commanders have learnt Arab tactics well. They understand where to place their best troops when confronting an Egyptian or Syrian attack.

After deployment, but before the game begins, and if defending in a Mission with the Defensive Battle rule, an Israeli Armoured or Mechanised Company player may move one platoon up to 16”/40cm in any direction within their deployment area.

This movement may not take any team outside the deployment area and if the Mission has the Prepared Positions special rule the platoon retains its Prepared Positions.

Well trained and led (Parachute, Golani or other elite infantry units)

Any team in command in the platoon may be the platoon commander, in any phase for the whole phase. If the Platoon Commander is destroyed, any remaining team which was in command may become the Platoon Commander. The Platoon Commander team is determined by the player at the start of each phase, including before determining which platoons and teams are in command.

Our enemies must be stopped

As soon as an IDF Parachute or Golani Combat or Weapons Platoon becomes Pinned Down during the Assault Step, they can take a Motivation Test.

• If the test is passed, remove the Pinned Down Marker.

• Otherwise, the platoon remains Pinned Down.

If the platoon is Pinned Down by Defensive Fire, they still fall back and the assault is over.

Unflappable

IDF Armoured Platoons fight to the last and may re-roll any failed Platoon Morale Checks. Your Company Command team may re-roll Company Morale Checks.

Tank Company

|Tank HQ |Full time (FV) |

|2 Sho’t Cal |335 |

|1 Sho’t Cal |170 |

|2 Sho’t Meteor |250 |

|1 Sho’t Meteor |130 |

|2 M48A2 |270 |

|1 M48A2 |140 |

|2 M48A4 mod |310 |

|1 M48A4 Mod |160 |

|2 M51 |160 |

|1 M51 |85 |

|2 M50 |130 |

|1 M50 |70 |

|2 M1 |120 |

|1 M1 |65 |

Two to 4 Tank Platoons:

|2 to 4 Tank Platoons |Fearless Veteran |

|3 Sho’t Cal |500 |

|3 Sho’t Meteor |365 |

|3 M48A2 |395 |

|3 M48A4 mod |475 |

|3 M51 |225 |

|3 M50 |200 |

|3 M1 |170 |

Weapons platoon choices

|APC |Zero to 2 Mechanised Platoons |CV Cost |FV Cost |

|M3/M113 |1 APC, 1 SMG Command team, 1 HMG, Light Mortar | | |

| |Command team may upgrade to SMG/LAW team | | |

| | |25/30 |30/35 |

|M3/M113 |2 sections 1 APC, 2 R/MG teams |260/265 |315/320 |

| |1 section 1 APC 1 R/MG, 2 LAW | | |

|M3/M113 |3 sections 1 APC, 2 R/MG teams |305/310 |370/375 |

| |1 section 1 APC 1 R/MG, 2 LAW | | |

FV must be Para, Marines, Golani or other elite unit. CV are a front line Reserve or Regular Armoured Infantry unit.

Any IDF platoon SMG Command team may be upgraded to a M72/SMG/Command team for 20/25 points (CV/FV).

IDF Para platoons may upgrade all R/MG teams to M72/R/MG teams for 25 points per team. All R/MG teams in the platoon must be upgraded if this option is used.

You may substitute RPG 7s for Blindicide at no cost

You may substitute Bazookas for Blindicide for a 10/20 (CV/FV) point discount

Weapons Platoon:

|0 to 1 Mortar platoon | |CV |FV |

|Command SMG team |M3 Halftrack | | |

|Rifle OP team |M3 half track | | |

|1 section |2 M9/12cm Soltam mortars |110 |125 |

|2 sections |2 M9/12cm Soltam mortars in each |190 |215 |

|0 to 1 Recce Platoon |Confident Veteran |

|1 Jeep/MG, SMG Command | |

|2 Jeep/MG |105 |

Jeep/MG may dismount as a R/MG team when Jeep is sent to the rear.

Recce Platoons are Recce platoons

|0 to 1 Mechanised Recce Platoon |APC |Confident Veteran |Fearless Veteran |

|1 APC, 1 SMG Command team |M3/M113 | | |

|Command team may upgrade to SMG/LAW (M72) | | | |

|team | |25/30 |30/35 |

|2 sections 1 APC, 2 R/MG, 1 LAW |M3/M113 |190/195 |220/225 |

|(Blindicide) teams | | | |

You may substitute RPG 7s for Blindicide at no cost

You may substitute Bazookas for Blindicide for a 10/20 (CV/FV) point discount

Mechanised Recce Platoons are Recce platoons

Support Platoons

|Zero to 1 AA Platoon |Confident Veteran |

|2 M2 SPAA |70 |

|2 M16 SPAA |75 |

|4 M2 SPAA |140 |

|4 M16 SPAA |150 |

|0 to 1 Heavy Mortar Platoon |Transport |Confident Veteran |

|SMG Command team |M3 Halftrack | |

|OP / Rifle team |M3 Halftrack | |

|1 section |2 M4 Sherman / 160mm mortars |180 |

|2 sections |2 M4 Sherman / 160mm mortars each |320 |

0 to 2 Artillery Battery

|0 to 2 Batteries |Confident Veteran |L33 |M109 |

|HQ |SMG command, Jeep | | |

| |Rifle Staff Team, Truck | | |

|1 section |2 SPG, Rifle OP, Jeep |185 |220 |

|2 sections |4 SPG, Rifle OP, Jeep |345 |365 |

0 to 1 Engineer Platoon

SMG Command team

Two to 3 sections 2 Rifle/MG/Engineer teams

|Transport |Strength |CV |FV |

|M3 or M113 |2 sections |106 |190 |

| |3 sections |210 |250 |

M9 Half-track with Soltam 120mm mortar

A successful Israeli modification of the half-track used in the 1967 and 1973 wars. Attached to the headquarters of tank battalions they provided fire support and night illumination. They are credited with a number of kills against Jordanian Pattons in 1967.

Re-load Autoloader:

Any AMX13 may shoot its Main Gun at ROF 3 if stationary. In any turn, if one or more AMX13s in a platoon do this, the platoon must take a Skill test. If this test is failed, the platoon must move away from the enemy and re-load the autoloader for a whole turn without moving, shooting or assaulting (or being assaulted).

HEAT-FS

Any M51 Super Sherman shooting at tank teams must be with a HEAT round. Add +1 to hit at long range as the round is not accurate over long distances.

|Tanks and Other Fighting Vehicles |

|Name |Cost |Mobility | |Armour | |Equipment and Notes |

| | | |Front |Side |Top | |

|Tanks – Confident Veteran/Fearless Veteran | | | | |

|M60A3 |140 |Tracked |14 |8 |1 |105mm gun, 0.50” AAMG, coax MG, Reactive armour +10 |

| | | | | | |points, Stabilised |

|105mm tank gun |APDS |40” |2 |17 |3+ |Smoke |

| |HESH |24” |2 |15 |2+ | |

|Sh’ot Cal |140 |Tracked |12 |6 |2 |105mm gun, coax MG, 0.50” AAMG, Protected Ammo, |

| | | | | | |Modern Stabiliser, Semi Indirect Fire |

|105mm tank gun |APDS |40” |2 |17 |3+ |Smoke |

| |HESH |24” |2 |15 |2+ | |

|Sh’ot Meteor |110 |Tracked |11 |6 |2 |84mm gun, coax MG, 0.50” AAMG, Slow Tank, Protected |

| | | | | | |Ammo, Modern Stabiliser |

|84mm gun |APDS |32” |2 |15 |4+ |smoke |

| |HESH |24” |2 |13 |3+ | |

|M48A2 Patton |120 |Tracked |12 |7 |1 |Co-ax MG, .50cal AAMG. |

|M48A3 90mm gun |APDS |32” |2 |14 |4+ |Canister, smoke |

| |HESH |24” |2 |13 |3+ | |

|M48A4 (mod) |140 |Tracked |13 |7 |1 |105mm, coax MG, 0.50” AAMG, Protected Ammo, Semi |

| | | | | | |Indirect Fire |

|105mm tank gun |APDS |40” |2 |17 |2+ |Cannister, Smoke |

| |HESH |24” |2 |15 |2+ |2+ |

|AMX-13 (1967 only) |45 |Tracked |3 |2 |1 |French 75mm, coax MG, Light Tank |

|French 75mm | |32” |3 |13 |3+ |Re-load Autoloader |

|M51 Super Sherman |90 |Tracked |7 |4 |1 |French 105mm, coax MG, 0.50” AAMG, Protected Ammo |

|French 105mm | |32” |2 |- |2+ |HE, Illum, Smoke |

| | |24” |2 |16 |2+ |HEAT- FS, |

|M50 Super Sherman |50 |Tracked |7 |4 |1 |French 75mm, coax MG, 0.50” AAMG, Hull MG, Protected |

| | | | | | |Ammo |

|French 75mm | |32” |2 |13 |3+ |Smoke |

|M1 Sherman |45 |Tracked |7 |4 |1 |76mm, coax MG, 0.50” AAMG, Hull MG, Protected Ammo |

|76mm | |32” |2 |12 |2+ | Smoke |

|Infantry Fighting Vehicles – Confident Veteran | | | |

|Zelda | |Tracked |1 |0 |0 |0.50” AAMG, 2 Hull MG (1 each side) |

|Artillery – Confident Veteran | | | | |

|M3 MMC |35 |Half tracked |1 |0 |0 |81mm mortar, 0.50” AAMG, Mortar carrier |

|81mm mortar | |40” |- |2 |6+ |Illumination, Smoke Bombardment |

|M125A3 (1973) |35 |Tracked |2 |1 |0 |81mm mortar, 0.50” AAMG, Mortar carrier |

|81mm mortar | |40” |- |2 |6+ |Illumination, Smoke Bombardment |

|81mm mortar | |48” |- |2 |6+ |Illumination, Smoke Bombardment |

|M106A1 (1973) |40 |Tracked |1 |0 |0 |107mm mortar, 0.50” AAMG, Mortar carrier |

|107mm mortar | |48” |- |3 |4+ |Illumination, Smoke Bombardment |

|M9/Soltam mortar | |Half |1 |0 |0 |120mm mortar, 0.50” AAMG, Overloaded |

| | |Tracked | | | | |

|120mm mortar | |56” |- |3 |3+ |Mortar, Smoke Bombardment, Illumination |

|M4/Soltam mortar | |Tracked |4 |1 |0 |160mm mortar, 0.50: AAMG, Overloaded |

|160mm mortar | |64” | |4 |2+ |Mortar, Smoke Bombardment, Illumination |

|SP (AMX or Priest) 105mm | |Tracked |0 |0 |0 |105mm, 0.50” AAMG |

|105mm | |24” |1 |10 |2+ |HEAT, Smoke |

|105mm | |72” | |4 |4+ |Smoke bombardment, Illumination |

|L33 155mm SPG |66 |Tracked |0 |0 |0 |155mm, AAMG, Slow Tank, Overloaded |

|155mm | |32” |1 |13 |1+ |HEAT, Smoke |

| | |72” | |5 |2+ |Smoke bombardment, Illumination |

|M109 155mm SPG |84 |Tracked |0 |0 |0 |155mm, 0.50” Cal AAMG |

|155mm | |32” |1 |13 |1+ |HEAT, Smoke |

| | |72” | |5 |2+ |Smoke bombardment, Illumination |

|Self-propelled Anti-tank – Confident Veteran | | | |

|Jeep + Tow |40 |Jeep |- |- |- |Tip and Run, TOW launcher |

|TOW ATGW |Light |2”-40” |1 |19 |3+ |ATGW, HEAT Missile |

|Jeep with 106mm Recoilless | |Jeep |- |- |- |Tip and Run |

|Rifle | | | | | | |

|106mm Recoilless Rifle |Light |24” |2 |15 |3+ |HEAT, RCL |

|Self-propelled Anti-aircraft – Confident Veteran | | | |

|M2AA |35 |Half-tracked|1 |0 |0 |20mm Twin AA |

|Twin 20mm | |16” |5 |5 |5+ |AA |

| | | | | |

|Transports |Cost CV/| | | | | |

| |FV | | | | | |

|Vehicle |Points |Mobility |Front |Side |Top |Equipment |

|Jeep |Free |Jeep |- |- |- | |

|Jeep/MG |10/- |Jeep |- |- |- | |

|M3 |10/15 |Half Tracked|1 |0 |0 |3 passengers, 0.50” AAMG, Hull 0.30” MG, * |

|M113 |20/25 |Tracked |2 |1 |0 |3 passenger, 0.50” AAMG, Amphibious, Wide Tracks |

|HMG or 0.50” AA MG | |16” |3 |5 |5+ | |

|M577 |20/25 |Tracked |2 |1 |0 |2 passengers, 0.50” AAMG, Amphibious, Wide Tracks |

|Helicopters – Confident Veteran | | | |

|Allouette II/SS11 | |Helo |- |- |- |SS-11 ATGW, cannot fire if Pinned Down |

|UH-1 Iroquois Transport | |Helicopter |- |- |- |3 passengers, 2XAAMG, Helicopter Transport |

|M134 machine-guns 16”/40cm | |16” |6 |2 |6 |Hull-mounted. |

|Rocket launcher 24” | | | | | | |

| | |24” |3+ |7 |3+ |Hull-mounted, Rocket pods. |

|Infantry Teams – Confident Veteran | | | | |

|Team |Points|Range |ROF |Anti-Tank |Firepower |Notes |

|Rifle/MG team |25 |16” |3 |1 |6 |SLR, marching fire |

|Firing M72 | |8” |1 |14 |5+ |HEAT, Tank Assault 5 |

|MG | |16” |3 |2 |6 |M60/FN MAG 58 |

|SMG/MG | |4” |3 |1 |6 |Uzi/LMG |

| | |12” |2 |2 |6 | |

|Bazooka |10/ |8” |1 |12 |5+ |HEAT Tank Assault 4 |

| |15 | | | | | |

|Blindicide |15/ |8” |1 |15 |4+ |HEAT, Tank Assault 5 |

| |20 | | | | | |

|RPG 7 |20 /25|8” |1 |14 |4+ |Rocket, HEAT, Tank Assault 6 |

|Light Mortar team |10 |16” |2 |1 |4+ |Close Support Artillery, Smoke |

|Command team |25 |12” |3 |1 |6 |M16 assault rifle |

|Observer team |15 |- |- |- |- |Observer |

|Man Packed Gun Teams | | | | | | |

|TOW team |35 |2”-32” |1 |19 |3+ |HEAT ATGW |

|Man-portable Redeye team |30 |24”/60cm |1 |(2) |(4+) |Anti-aircraft Missile |

|Staff team |5 |- |- |- |- |Moves and fights as a gun team |

*APCs have Passenger mount MG rule as per US WW2 rules.

Israeli Air Support

The Israeli Air Force is the most powerful in the Middle East, and has achieved air superiority over most of its Arabic enemies. IAF pilots are experienced and courageous, and their planes are now superior.

Priority Air Support for 200 points for A4/F4, 160 points for Dassault Mystere

Priority air support provides supporting ground attack aircraft and intercepting fighters on a roll of 5+/6+ respectively as per WW2 Flames (7 dice to start with).

Limited Air Support for 150 points for A4/F4, 120 points for Dassault Mystere

Limited air support provides supporting ground attack aircraft and intercepting fighters on a roll of 5+/6+ respectively as per WW2 Flames (5 dice to start with).

|Aircraft |Weapons |Range |To Hit |Anti-tank |Fire-power |

|Dassault Mystere IV, |Bombs |24” |4 |6 |1+ |

|F4 Phantom, | | | | | |

|A4 Skyhawk | | | | | |

|F4 Phantom |Rockets |24” |3+ |6 |3+ |

|A4 Skyhawk | | | | | |

|Dassault Mystere IV |Guns |6” |3+ |8 |4+ |

|A4 Skyhawk | | | | | |

|F4 Phantom |Guns |6” |2+ |9 |5+ |

Anti-Radiation Missile Attack (Suppress SAMs)

Instead of providing Air support, once per game, the attacking player may attack enemy Area Air Defence systems using a Shrike ARM instead of normal Air Support. The IDF Suppression mission succeeds on 4+, but the other player may save on 4+ (Jordanians) or 5+ (Egyptians/Syrians). If the attacked player’s save is passed, then their AADS won’t work the following turn, but will be active for the rest of the game from the next turn after that. The attacked player must declare whether or not they will attempt to save before the IDF Suppression mission takes place. If the attack fails, and the defender may no attempt to save, their SAM system is unaffected and continues to operate normally.

Area Air defence System:

Limited Support – 75 points, 5 dice

• Limited Air Interception by Fighters in HCMRB.

Sporadic Support – 50 points, 3 dice

• Sporadic Air Interception Fighters in HCMRB.

NB If a 6 is rolled, then all air attacks that turn fail and all planes turn back.

In special scenarios you may choose to deploy your SAM sites on table. The costs (per launcher, no cost for single RADAR unit) and statistics of each of the systems are shown below:

|Weapon system |Cost |Range |RoF | Hit |FP |Notes |

|Hawk missile |60 |48” |1 |4+ |3+ |Area Anti-Defence System, Off table |

| | | | | | |4+ save v ARM |

Wednesday, 14 November 2012

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[1] x/y = CV/FV costs, APCs – 5 points each if IFVs, 10/15 for M3s and 15/20 for M113s or 5 points for Trucks per unit (for Transport teams).

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