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Warlord US Infantry Box – Oriskany Jim Ventures Once More Into 28mm

Warlord US Infantry Box – Oriskany Jim Ventures Once More Into 28mm

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Project Blog by oriskany Cult of Games Member

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About the Project

Lately, I've been running war games every weekend with members of the community via web conference. Players log on and play wargames with each other in real time, regardless of location, and we usually have at least a couple spectators as well. Many times it’s been Darkstar, but we’re also running wargames in Panzer Leader, Arab-Israeli Wars, and now Valor & Victory.

BoW/OTT community members @brucelea, @damon, @davehawes, and @rasmus have taken the plunge, leading battalions across thousands of meters of desert, starfleets in pitched battles across the heavens, or vicious firefights in the jungles of Vietnam, all without leaving the comfort of their home.

Hard-core, old-school command-tactical wargames can now be run (complete with spectators and recordings) in real time, with BOTH PLAYERS moving pieces across THE SAME virtual game board, thus maintaining player agency, speedy and instant results (no play by e-mail), interwoven turn sequences, any questions / feedback instantly received and addressed, and with the game being virtually recorded as it goes, a ready-made battle report can actually be created as we go.

All of this without the players having to install any new software on their computer, on any platform (PC or Mac). All that's needed is to agree on a time, a handful of dice, and a bellyful of courage!

Every weekend can now be a boot camp! All without costing me thousands of dollars in airfare, too!

This Project is Active

Getting set for 1956 Arab-Israeli Wars Game

Tutoring 6
Skill 7
Idea 7
2 Comments

Sunday we have an Arab-Israeli Wars game set up, recreating part of the opening Israeli drive against the southern wing of the Abu Agheila “hedgehog”  (Egyptian 6th Brigade / 3rd Infantry Division).  This was part of the opening of Operation Kadhesh, undertaken in conjunction with French paratroopers and British Royal Marines at the Suez Canal (Operation Musketeer) in response to Egyptian President Nasser’s nationalization of the Suez Canal.

The game is scheduled live for 5PM GMT / 12 Noon EST between myself and @damon.

Interested in joining in or checking it out, just chatting with some hard-core wargamers?  Ping me with a PM and I’ll send a web address for our web conference.

Getting set for 1956 Arab-Israeli Wars Game

Arab-Israeli Wars LIVE in 30 minutes

Tutoring 6
Skill 8
Idea 8
No Comments

Israeli Assault on Kussiema – southern shoulder of the Abu Agheila “hedgehog.”  October, 1956.

System: Arab-Israeli Wars (Avalon Hill)

Players: @oriskany and @damon

Ping me a PM if you’d like a link to this web conference.  😀  Hang out and chat, or check out a great game in progress!

Arab-Israeli Wars LIVE in 30 minutes

Arab-Israeli Wars - 1956 Sinai War

Tutoring 7
Skill 7
Idea 8
2 Comments

Just a quick battle report for a Weekend Web Wargame between myself and community member @Damon.  Using Avalon Hill’s The Arab Israeli Wars, we tried a home-built scenario depicting the opening day of Israel’s ground offensive of the 1956 Sinai War.

Using web conferencing and shared desktop, we were able to play across the ocean in real time, with each player moving their own pieces and always seeing the same board.

The Arab Israeli Wars is a command-tactical level game, where each piece is not an individual but a unit.  This allows wargames of the proper scale, ranges, timescales, and “tactical geometries” – without playing on a golf course or a tennis court.  😀

Some very quick background, showing the overall thrusts of the largest Israeli series of offensives at the outset of the 1956 War.  The main assualt launched by 10th Brigade is breaking down to the north.  The Some very quick background, showing the overall thrusts of the largest Israeli series of offensives at the outset of the 1956 War. The main assualt launched by 10th Brigade is breaking down to the north. The "supporting flank attack" of 4th Brigade is having more success in the south. So now high command has thrown in the 7th Armored Brigade to support, and the 4th Brigade's assault is now the main attack!
Here is the whole map, with elements of the Egyptian 6th Brigade / 3rd Division set up in defense of the roads leading from border outboast of Jebel Sabah, through Kussiema, then around to the flank and rear of the main Egyptian positions in this area like Abu Agheila and Um Katef.  This battle at Kussiema is important because the it will allow flanking attacks on Abu Agheila and Um Katef.  These main positions must be broken and these roads to the west opened in order for Israeli ground forces to reach paratroopers already dropped at Mitla Pass.  SO THERE ARE FIVE OBJECTIVE HEXES marked with yellow Here is the whole map, with elements of the Egyptian 6th Brigade / 3rd Division set up in defense of the roads leading from border outboast of Jebel Sabah, through Kussiema, then around to the flank and rear of the main Egyptian positions in this area like Abu Agheila and Um Katef. This battle at Kussiema is important because the it will allow flanking attacks on Abu Agheila and Um Katef. These main positions must be broken and these roads to the west opened in order for Israeli ground forces to reach paratroopers already dropped at Mitla Pass. SO THERE ARE FIVE OBJECTIVE HEXES marked with yellow "target" icons. Damon's Israelis are tasked to take at least four of them (thus opening at least one of the two roads off the west end of the board) by the end of Turn 10.
The game begins.  Damon comes on from the northeast, immediately assaulting my Egyptian National Guard border boards (with Czech 107mm recoilless rifles) at the border outboast at Jebel Sabha.  My counterfire knocks out one platoon of Isreali armored infantry, but that's it.  Already the Isrealis have a foothold in the town.  No worries, I certainly didn't expect this town to hold, this is a The game begins. Damon comes on from the northeast, immediately assaulting my Egyptian National Guard border boards (with Czech 107mm recoilless rifles) at the border outboast at Jebel Sabha. My counterfire knocks out one platoon of Isreali armored infantry, but that's it. Already the Isrealis have a foothold in the town. No worries, I certainly didn't expect this town to hold, this is a "speed bump" before Damon reaches my actual positions.
Further south, the M1 and M50 Shermans of 7th Armored are trundling toward my Archer tank destroyers of the 78th AT Artillery Battery.Further south, the M1 and M50 Shermans of 7th Armored are trundling toward my Archer tank destroyers of the 78th AT Artillery Battery.
After a couple of turns, actually at least one more turn that I though, Jebel Sabha has fallen and the Isrealis have regrouped for a continued push southwest toward the outskirts of Kussiema.  Here, I have 17 pounder AT guns, Egyptian Army infantry (no more National Border Guards), 25 pounder artillery, more Czech 107s, minefields, blocks, improved positions, etc.  It's not a terribly big position (and Damon has three batteries of off-board 155mm howitzers which which he can play After a couple of turns, actually at least one more turn that I though, Jebel Sabha has fallen and the Isrealis have regrouped for a continued push southwest toward the outskirts of Kussiema. Here, I have 17 pounder AT guns, Egyptian Army infantry (no more National Border Guards), 25 pounder artillery, more Czech 107s, minefields, blocks, improved positions, etc. It's not a terribly big position (and Damon has three batteries of off-board 155mm howitzers which which he can play "finger of God" on the table), but again, for the Egyptians in 1956, it's all about playing for time.
The 7th Armored hesitates for a bit before the 17 pounders of my Archer tank destroyers, deployed hull-down on the reverse slope of that desert ridge.  However, a hail of 155mm HE comes down, knocks out two of the Archers platoons, and finally 30 Shermans sally forth to engage the Archers.  A third platoon is quickly pinned, and the fourth runs for its like back to eastern Kussiema.  Next turn the Shermans will handily mop up this platoon of Archers, leaving fifteen of them well and truly REKKED on the ridge, without the loss of a single Israeli tank.  Combined arms, baby!  The 7th Armored hesitates for a bit before the 17 pounders of my Archer tank destroyers, deployed hull-down on the reverse slope of that desert ridge. However, a hail of 155mm HE comes down, knocks out two of the Archers platoons, and finally 30 Shermans sally forth to engage the Archers. A third platoon is quickly pinned, and the fourth runs for its like back to eastern Kussiema. Next turn the Shermans will handily mop up this platoon of Archers, leaving fifteen of them well and truly REKKED on the ridge, without the loss of a single Israeli tank. Combined arms, baby!
The 7th Armoured begins to apply pressure from the southeast, while 4th Infantry (reinforced with a MG platoon, engineers, and some of the 7th Armored's tanks) comes down from the northeast against 6th Brigade's main line of resistance.The 7th Armoured begins to apply pressure from the southeast, while 4th Infantry (reinforced with a MG platoon, engineers, and some of the 7th Armored's tanks) comes down from the northeast against 6th Brigade's main line of resistance.
Contact is made and, man, things get messy fast.  The Israelis are killing Egyptian infantry platoons well enough, but I have additional security and engineer units stacked up in secondary positions that can take their place, assuming I don't lose the whole objective hex AT ONCE so Damon has a chance to occupy it.  I'm losing men fast, but perhaps more importantly, Damon is losing TIME.Contact is made and, man, things get messy fast. The Israelis are killing Egyptian infantry platoons well enough, but I have additional security and engineer units stacked up in secondary positions that can take their place, assuming I don't lose the whole objective hex AT ONCE so Damon has a chance to occupy it. I'm losing men fast, but perhaps more importantly, Damon is losing TIME.
Casualties continue to mount on both sides, probably at a 3:1 ratio between the Egyptians and Israelis.  But I'm out of reserves here, and this second objective hex is about to fall.  And on top of all that, this position has also been outflanked on both wings by Israeli tanks.Casualties continue to mount on both sides, probably at a 3:1 ratio between the Egyptians and Israelis. But I'm out of reserves here, and this second objective hex is about to fall. And on top of all that, this position has also been outflanked on both wings by Israeli tanks.
The end of Turn 09, and pretty much the final state of the game.  The game is an Egyptian victory, with only two of the required four objective hexes even assaulted, let alone taken.  The end of Turn 09, and pretty much the final state of the game. The game is an Egyptian victory, with only two of the required four objective hexes even assaulted, let alone taken.

So that’s the game.  To be honest, I’m going to re-run this solitaire to see if I gave the Israelis enough time.  I have a sneaking suspicion the game length should be increased to 12 turns.  But even with 12 turns Damon would have not been able to take a third objective hex, much less fourth.

I probably won’t put up a FULL battle report for this solitaire game, but maybe an update.

Meanwhile, if you’re interested in joining in these web weekend wargames, we have people from three continents participating in a regular basis!  Just drop me a PM and we’ll add you to the web conference!

Assault on Kussiema - Replay for Testing

Tutoring 6
Skill 8
Idea 8
No Comments

Last weekend @damon and I played a wargame in Avalon Hill’s The Arab-Israeli Wars, recreating the assault on Kussiema.  This was part of the IDF’s initial ground offensive that opened their invasion of the Egyptian Sinai on 30 October 1956.  The battle report is below in this project thread.

Long story short, my Egyptians won this game, and pretty  handily, too.  So much so, in fact, that I was actually a little concerned whether the scenario I had designed was actually balanced.

The Israelis have, predictably, overpowering advantages in mobility and firepower.  The will win this battle, ten times out of ten.  The trick with asymmetrical wargaming is to design a scenario that challenges the Israelis to win quickly enough, cheaply enough, etc.

Historically this is a good fit as well, as this assault (4th Brigade), originally meant as a supporting flank assault, was abruptly upgraded to the “main” attack when the original main attack (10th Brigade further north) largely failed. So 7th Armored Brigade was chucked in to support 4th in a new combined thrust around the Egyptian southern wing.  Standing in their way was this Egyptian outpost at Kussiema.  The point is, the Israelis have to win and win fast in order to turn the Um-Katef  defenses from the south and thus crack open the larger Egyptian defense in the Abu Agheila region.

So the game has five objective hexes, set on crossroads and road exit points.  The Israeli player is challenged with taking at least four of these hexes within ten turns.  It may not be clear on the maps, but control of four hexes basically means that the Israelis have opened at least one complete route from their entry zone on the northeast corner of the board, off the western end of the table.  Again, to facilitate larger-scale operations against the south and rear flanks of Um Katef.

Now in the game with @damon, he got two of the five.  Israeli tanks barely laid eyes on the third objective hex.  Did I give the Israelis enough time in this scenario?

So I reset the game and ran it myself, seeing if I can go hell-for-leather with the 7th / 4th Brigades and crack this game in ten turns or less.

The Israelis come on the table swinging.  Rather than even coming on the table loaded in their halftracks, they launch an immediate assault on the frontier outpost at Jabel Sabha.  Egyptian opportunity fire does do damage and takes out one while Israeli machine gun platoon straight away, but again ... the Israelis are trading safety for speed here.  Using the Quick March rule halves their defense against opportunity fire, and the Egyptian national border guards do have Czech 107mm recoilless rifles in there.  But the assualt goes in, and the town is starting to fall.The Israelis come on the table swinging. Rather than even coming on the table loaded in their halftracks, they launch an immediate assault on the frontier outpost at Jabel Sabha. Egyptian opportunity fire does do damage and takes out one while Israeli machine gun platoon straight away, but again ... the Israelis are trading safety for speed here. Using the Quick March rule halves their defense against opportunity fire, and the Egyptian national border guards do have Czech 107mm recoilless rifles in there. But the assualt goes in, and the town is starting to fall.
Turn 2 - the Israeli 7th Armored Brigade is now close enough with those loooong-ranged 75mm French AMX-13 guns to engage the Egyptian Archer tank destroyers on that southwestern ridge. Israeli tanks are also calling barrages from their off board 155mm howitzer batteries.  Those shells will arrive next turn. Meanwhile, the assault into Jebel Sabha continues.  Turn 2 - the Israeli 7th Armored Brigade is now close enough with those loooong-ranged 75mm French AMX-13 guns to engage the Egyptian Archer tank destroyers on that southwestern ridge. Israeli tanks are also calling barrages from their off board 155mm howitzer batteries. Those shells will arrive next turn. Meanwhile, the assault into Jebel Sabha continues.
Turn 3 - in the north, the Israelis have had eyes on the next objective hex (two platoons of M1 Shermans spotting those eastern town hexes of Kussiema) and call in Turn 3 artillery missions that will impact on Turn 4.  Meanwhile, Israeli artillery on Turn 3 - in the north, the Israelis have had eyes on the next objective hex (two platoons of M1 Shermans spotting those eastern town hexes of Kussiema) and call in Turn 3 artillery missions that will impact on Turn 4. Meanwhile, Israeli artillery on "Archer Ridge" somewhat scatters due in part to Egyptian smoke screens fired from 82mm mortars). But some are dispersed (pinned),allowing the Israelis to again fire and move forward (Split Move and Fire rules is a big advantage enjoyed by Israeli turreted AFVs).
Turn 4 - Jebel Sabha is finally taken.  The difference here is is that while the infantry were left behind to grind down Egyptian resistance in this border town, Israeli tanks and halftracks were swinging around this obstacle to simultaneously attack other objectives at the same time.  For instance, 7th Armored has more or less suppressed Archer Ridge and is now threatening Kussiema East from the southeast.  First Israeli artillery missions have landed on these hexes and started burning down Egyptian infantry platoons dug in on that crossroads objective hex.Turn 4 - Jebel Sabha is finally taken. The difference here is is that while the infantry were left behind to grind down Egyptian resistance in this border town, Israeli tanks and halftracks were swinging around this obstacle to simultaneously attack other objectives at the same time. For instance, 7th Armored has more or less suppressed Archer Ridge and is now threatening Kussiema East from the southeast. First Israeli artillery missions have landed on these hexes and started burning down Egyptian infantry platoons dug in on that crossroads objective hex.
Eastern Kussiema is now badly under threat.  Israeli artillery fire is really starting to tell, Archer Ridge is now more or less smoking wreckage, and 7th Armored Brigade is now applying direct fire against the crossroads southern flank.Eastern Kussiema is now badly under threat. Israeli artillery fire is really starting to tell, Archer Ridge is now more or less smoking wreckage, and 7th Armored Brigade is now applying direct fire against the crossroads southern flank.
Turn 6 - The Kussiema crossroads have now fallen, although the Israeli victory (rushed) has not been bloodless at all.  The tanks have again bypassed the town once the infantry have caught up and the Egyptians have been sufficiently reduced by heavy firepower, and Israeli infantry assault can carry the victory.  The point is to already be on the next phase of your attack, thus cutting down the number of turns required by the overall process.  Among the losses have been the Israeli halftrack mortar carriers, a critical loss considering how useful this weapon is as a direct-fire weapon to engage soft targets in town hexes..Turn 6 - The Kussiema crossroads have now fallen, although the Israeli victory (rushed) has not been bloodless at all. The tanks have again bypassed the town once the infantry have caught up and the Egyptians have been sufficiently reduced by heavy firepower, and Israeli infantry assault can carry the victory. The point is to already be on the next phase of your attack, thus cutting down the number of turns required by the overall process. Among the losses have been the Israeli halftrack mortar carriers, a critical loss considering how useful this weapon is as a direct-fire weapon to engage soft targets in town hexes..
Mopping up Kussiema corssroads, Egyptian engineers, 17 pounders and 107mm recoiless rifles have to dealt with.  Meanwhile, Israeli 7th Armored Brigade has already opened a Mopping up Kussiema corssroads, Egyptian engineers, 17 pounders and 107mm recoiless rifles have to dealt with. Meanwhile, Israeli 7th Armored Brigade has already opened a
Turn 8:  Critical development here, Israelis now have eyes on the ridge screening Kussiema itself.  Right away they have eyes on the back two objective hexes for off-board Israeli 155mm batteries, including a line of sight on the Egyptian 25-pounders in the backfield.  Turn 8: Critical development here, Israelis now have eyes on the ridge screening Kussiema itself. Right away they have eyes on the back two objective hexes for off-board Israeli 155mm batteries, including a line of sight on the Egyptian 25-pounders in the backfield.
Turn 9: Egyptian artillery is toast, victim of Israeli counterbattery fire from 15 miles away. The objective hex on the Nakhle road has been bombarded as well, but the Egyptian rifle platoon holding his hex has rallied after being pinned.  Meanwhile, Israeli tanks are positively leveling Kussiema in their attempts to blast their way in.  However, thos Czech 107mm recoilless rifles are knocking out occasional AMX 13 platoons or Israeli halftracks,  Turn 9: Egyptian artillery is toast, victim of Israeli counterbattery fire from 15 miles away. The objective hex on the Nakhle road has been bombarded as well, but the Egyptian rifle platoon holding his hex has rallied after being pinned. Meanwhile, Israeli tanks are positively leveling Kussiema in their attempts to blast their way in. However, thos Czech 107mm recoilless rifles are knocking out occasional AMX 13 platoons or Israeli halftracks,
Tun 10:  The Israelis actually DO WIN this game on Turn 10.  Artillery again pastes the Egyptian rifle platoon on the Nakhle road, allowing Israeli tanks to occupy it for the objective hex.  Meanwhile, another mass tank volley smashes what the Egyptians have in the central town hex of Kussiema (this was a VERY tough hex to crack, as the buildings here are concrete and not wood - adding +5 to the DF of the stack and adding +1 to any attacker's fire check (that +1 is a penalty, not a bonus).  It doesn't all go the Israelis' way, though.  Up north on the Um Katef road, Israeli tanks and halftracks try to overrun the Egyptian infantry platoon there, but their opportunity close assault actually breaks up this attack before it has a chance to go in.  Therefore, the Egyptian 17 pounder batter on the  northern  bypassed ridge has a chance to take a shot and knock down another platoon of Israeli halftracks.  Total Israeli losses are shown at the upper right.  Definitely a lot worse, almost 30% of the entire force, but we did show that the Israelis CAN win this game in 10 turns. Tun 10: The Israelis actually DO WIN this game on Turn 10. Artillery again pastes the Egyptian rifle platoon on the Nakhle road, allowing Israeli tanks to occupy it for the objective hex. Meanwhile, another mass tank volley smashes what the Egyptians have in the central town hex of Kussiema (this was a VERY tough hex to crack, as the buildings here are concrete and not wood - adding +5 to the DF of the stack and adding +1 to any attacker's fire check (that +1 is a penalty, not a bonus). It doesn't all go the Israelis' way, though. Up north on the Um Katef road, Israeli tanks and halftracks try to overrun the Egyptian infantry platoon there, but their opportunity close assault actually breaks up this attack before it has a chance to go in. Therefore, the Egyptian 17 pounder batter on the northern bypassed ridge has a chance to take a shot and knock down another platoon of Israeli halftracks. Total Israeli losses are shown at the upper right. Definitely a lot worse, almost 30% of the entire force, but we did show that the Israelis CAN win this game in 10 turns.

So is the game balanced?  Eh … technically yes.  I mean, I’ve been playing The Arab Israeli Wars on and off for almost 30 years, and I designed this scenario, and I played it once already, and I got some very hot rolls for the Israelis.  And even with all those advantages, I barely got the required 4 objective hexes in 10  turns.

So honestly, against players of equal experience, I would probably give the Israelis 12 turns instead of 10.  Maybe a few additional IPs for the Egyptians.

But all in all, this is a solid design.  Ready for the portfolio!  😀

1967 Six Day War - Battle at Bir Lahfan

Tutoring 6
Skill 8
Idea 8
2 Comments

So with Episode 01 of the Ops Center up …

YouTube

BoW

… going over the 1956 Arab-Israeli Sinai War, we’re now moving into the 1967 “Six Day” War.  Again it was myself and Damon at a table of Avalon Hill’s The Arab Israeli Wars, with Damon playing the Israelis and myself playing the Egyptians.

The big difference here between this and previous TAIW games is that for once, the Israelis are on the defensive.  Damon’s Centurions, TCM-20s, and infantry will try to hold a Sinai crossroads and the high ground flanking it against superior numbers of one of Egypt’s better tank and mechanized brigades.

Furthermore, the battle takes place (initially) at night, where the Egyptians actually have a slight advantage in Soviet IR sights. If they can hold out until morning, however, the Israeli Air force (IAF) arrives in force, undertaking more tactical strike missions on the second day of the way now that the strikes against Egyptian, Jordanian, and Syrian air forces and C3 networks have been completed.

The battle on the table was the Battle of Bir Lahfan, fought primarily in the wee hours of the morning of June 6, 1967.  Sneaking between heavily entrenched Egyptian fortification complexes, leading elements of Yoffe’s 31st Division have now taken the Sinai crossroads at Bir Lahfan.  They are thus astride Egyptian communication and transport routes between fortified areas of Rafah to the north, and Abu Agheila to the south.  As Egyptian reinforcements try to respond to either threatened sector (under attack from Tal’s Division and Sharon’s Division, respectively), they will now run into 200th Armored Brigade.  They Egyptians organize a night attack by the 2nd Armored Brigade (T-55s), plus mechanized infantry if the 18th Mechanized Brigade (BTR-60 troop carriers) in hideous numbers.  The attack will come around 0300-0400 hours on the morning of 6 June.  The Israeli battalion here has called in air strikes, but they will not arrive until the run comes up.  Also, heavy reinforcements are approaching from the north (7th Armored Brigade, Tal’s Division) from the Jeradi Pass and the coastal town of El Arish.   But they won’t arrive until noon.  For most of this game on the table, the lead battalion (Lt. Col. Abraham Bar-Am) of 200th Brigade (Col  Aluf Mishne Shadmi) will be on their own.   GREEN RECTANGLE shows the scaled and measured size of our700-hex AIW table (with I” hexes = 1:10,000 scale, 250 meters / hex). The battle on the table was the Battle of Bir Lahfan, fought primarily in the wee hours of the morning of June 6, 1967. Sneaking between heavily entrenched Egyptian fortification complexes, leading elements of Yoffe’s 31st Division have now taken the Sinai crossroads at Bir Lahfan. They are thus astride Egyptian communication and transport routes between fortified areas of Rafah to the north, and Abu Agheila to the south. As Egyptian reinforcements try to respond to either threatened sector (under attack from Tal’s Division and Sharon’s Division, respectively), they will now run into 200th Armored Brigade. They Egyptians organize a night attack by the 2nd Armored Brigade (T-55s), plus mechanized infantry if the 18th Mechanized Brigade (BTR-60 troop carriers) in hideous numbers. The attack will come around 0300-0400 hours on the morning of 6 June. The Israeli battalion here has called in air strikes, but they will not arrive until the run comes up. Also, heavy reinforcements are approaching from the north (7th Armored Brigade, Tal’s Division) from the Jeradi Pass and the coastal town of El Arish. But they won’t arrive until noon. For most of this game on the table, the lead battalion (Lt. Col. Abraham Bar-Am) of 200th Brigade (Col Aluf Mishne Shadmi) will be on their own. GREEN RECTANGLE shows the scaled and measured size of our700-hex AIW table (with I” hexes = 1:10,000 scale, 250 meters / hex).
Bar-Am’s Battalion, Shadmi’s Brigade, Yoffe’s Division (reinforced by mechanized infantry in halftracks and some TCM-20 SPAA systems and an M3 mortar carrier) set up and ready to face the Egyptians coming out of the southwest.  Roads lead southwest to Jebel Libni (where the next big  battle is fought by this unit historically enter this afternoon and into the night, reinforced by elements of 7th Brigade), northwest to the coastal rail junction of El Arish, northeast to the crucial Jeradi Pass (Egyptian 7th Infantry Division), and southeast to the huge Egyptian fortification complex of Abu Agheila and Um Katef (2nd Egyptian Infantry Division, where Sharon’s Division is currently engaged in a furious battle).Bar-Am’s Battalion, Shadmi’s Brigade, Yoffe’s Division (reinforced by mechanized infantry in halftracks and some TCM-20 SPAA systems and an M3 mortar carrier) set up and ready to face the Egyptians coming out of the southwest. Roads lead southwest to Jebel Libni (where the next big battle is fought by this unit historically enter this afternoon and into the night, reinforced by elements of 7th Brigade), northwest to the coastal rail junction of El Arish, northeast to the crucial Jeradi Pass (Egyptian 7th Infantry Division), and southeast to the huge Egyptian fortification complex of Abu Agheila and Um Katef (2nd Egyptian Infantry Division, where Sharon’s Division is currently engaged in a furious battle).
The Egyptians make their rush.  One thing you can’t away from the T-55s are their speed and, in this case, their numbers.  In all I have 15 counters (75 tanks), plus 15 SU-100s and 50 BTR-60s carrying 450 Egyptian infantry plus headquarters section.  But the “Shot” Centurions (L7 105mm guns) in reverse slope hull down positions along that ridge open fire, in some cases at ranges of 3000 meters (12 hexes, almost two miles) and score the first kills.  FULL DISCLOSURE – I’m not 100% sure I got the Egyptian force correct, 18th Mech Brigade was part of 3rd Infantry Division – but we know from eyewitnesses those were T-55 tanks, and that’s probably from 4th Armoured Division further back.  There were several battles between sunset of 5 June and then toward the advance on Jebel Libni 24 hours later.  I think I might have gotten two of these attacks merged together.The Egyptians make their rush. One thing you can’t away from the T-55s are their speed and, in this case, their numbers. In all I have 15 counters (75 tanks), plus 15 SU-100s and 50 BTR-60s carrying 450 Egyptian infantry plus headquarters section. But the “Shot” Centurions (L7 105mm guns) in reverse slope hull down positions along that ridge open fire, in some cases at ranges of 3000 meters (12 hexes, almost two miles) and score the first kills. FULL DISCLOSURE – I’m not 100% sure I got the Egyptian force correct, 18th Mech Brigade was part of 3rd Infantry Division – but we know from eyewitnesses those were T-55 tanks, and that’s probably from 4th Armoured Division further back. There were several battles between sunset of 5 June and then toward the advance on Jebel Libni 24 hours later. I think I might have gotten two of these attacks merged together.
Egyptian infantry is blatantly sacrificed, trying to pin down the Israeli Centurions in the center and south while I use the cover of Bir Lahfan to swing tanks around the north.  I’ve had SOME success in killing Centurions on the high ground, but it’s taking fire phases of 60 tanks and 15 tank destroyers to MAYBE kill one platoon of 5 Centurions.  But of course, I outnumber the Israelis by a tremendous margin.  And one or two lost Centurion platoons could easily destabilize the whole 200th Brigade line.  Welcome to the Arab-Israeli Wars.  Egyptian infantry is blatantly sacrificed, trying to pin down the Israeli Centurions in the center and south while I use the cover of Bir Lahfan to swing tanks around the north. I’ve had SOME success in killing Centurions on the high ground, but it’s taking fire phases of 60 tanks and 15 tank destroyers to MAYBE kill one platoon of 5 Centurions. But of course, I outnumber the Israelis by a tremendous margin. And one or two lost Centurion platoons could easily destabilize the whole 200th Brigade line. Welcome to the Arab-Israeli Wars.
The swing around the north does kind of work, but again, Egyptian losses are simply ghastly.  I shift weight to the other foot, instead shoving straight up the slope, using the SHAPE of that slope to blind some Israeli gunners.  But chugging up that slope is slow going, and we’re on Turn 5 now … which means the sun has come up and Israeli gunners can now see as clearly as I could with IR sights.  More Centurions are burning, however, along with some Israeli halftracks and TCM-20 SPAA mounts (also on WW2 surplus halftracks).The swing around the north does kind of work, but again, Egyptian losses are simply ghastly. I shift weight to the other foot, instead shoving straight up the slope, using the SHAPE of that slope to blind some Israeli gunners. But chugging up that slope is slow going, and we’re on Turn 5 now … which means the sun has come up and Israeli gunners can now see as clearly as I could with IR sights. More Centurions are burning, however, along with some Israeli halftracks and TCM-20 SPAA mounts (also on WW2 surplus halftracks).
Turn 06, the sun is now FULLY up and the IAF makes its appearance.  Again, apologies, these should be Mystere class fighter bombers, not Mirage IIIs.  Massive Egyptian opportunity fire phase as a veritable wall of ground fire comes up against these jets.  But only one is driven off (jets are extremely hard to shoot down or drive off with just AKs and HMGs, please remember the SIZE of this Egyptian force and remember these jets are using unguided rockets, which mean they have to get very close).  The seven remaining Mystere fighter bombers release ordinance and blow ten T-55s (two counters) clean off that ridge.  But even now, Israeli losses are mounting.  Turn 06, the sun is now FULLY up and the IAF makes its appearance. Again, apologies, these should be Mystere class fighter bombers, not Mirage IIIs. Massive Egyptian opportunity fire phase as a veritable wall of ground fire comes up against these jets. But only one is driven off (jets are extremely hard to shoot down or drive off with just AKs and HMGs, please remember the SIZE of this Egyptian force and remember these jets are using unguided rockets, which mean they have to get very close). The seven remaining Mystere fighter bombers release ordinance and blow ten T-55s (two counters) clean off that ridge. But even now, Israeli losses are mounting.
Giving up on the southern and central ridges, the Israeli Centurions condense their defense on the crossroads of Bir Lahfan itself.  In so doing, they more or less smash my northern arm.  That’s the bad news.  The good news is that my remaining T-55s, SU-100s, and even BTR-60s now have the high ground and the Israelis are no longer getting +2 DRM on all my fire coming at them because of hull-down shielding.  In fact, I’M getting the +2 DRM for my SU-100s, which Damon keeps dispersing but never quite killing.   Meanwhile, I’m dying fast everywhere else, but still inflicting casualties.  One thing’s for sure, Damon’s paying  a much steeper butcher’s bill for this defense than Bar-Am’s Battalion did historically.Giving up on the southern and central ridges, the Israeli Centurions condense their defense on the crossroads of Bir Lahfan itself. In so doing, they more or less smash my northern arm. That’s the bad news. The good news is that my remaining T-55s, SU-100s, and even BTR-60s now have the high ground and the Israelis are no longer getting +2 DRM on all my fire coming at them because of hull-down shielding. In fact, I’M getting the +2 DRM for my SU-100s, which Damon keeps dispersing but never quite killing. Meanwhile, I’m dying fast everywhere else, but still inflicting casualties. One thing’s for sure, Damon’s paying a much steeper butcher’s bill for this defense than Bar-Am’s Battalion did historically.
Relocated Centurions (30 of them in three counters, plus 10 TCM-20s and a couple hundred infantry) deliver the coup de grace against the T-55s and SU-100s.Relocated Centurions (30 of them in three counters, plus 10 TCM-20s and a couple hundred infantry) deliver the coup de grace against the T-55s and SU-100s.
The Egyptians survivors start pulling back to the wadi along the Jebel Libni Road, as I call the game.  Congrats to Damon on a rugged, measured, and flexible defense! The Egyptians survivors start pulling back to the wadi along the Jebel Libni Road, as I call the game. Congrats to Damon on a rugged, measured, and flexible defense!

Tinkering with New Counters - 1967 and 73 Arab-Israeli Wars - West Bank and Golan Heights

Tutoring 5
Skill 5
Idea 5
No Comments
Just tinkering with new counters in Photoshop - updated with new graphics and research for Avalon Hill's Just tinkering with new counters in Photoshop - updated with new graphics and research for Avalon Hill's "The Arab Israeli Wars"

Meanwhile, the new Episode of the Ops Center is now live on On TableTop, YouTube, and Facebook!

Episode 02 – The Six Day War

Give it a watch, comment, or like if you enjoy the video!

And remember to ask questions if you’re curious about anything, we’ll try to feature a response in the next episode!

Preparing for LIVE WEB game, Golan Heights 1973 (6:00 PM GMT)

Tutoring 8
Skill 8
Idea 8
No Comments

We’re preparing for another live web game of The Arab-Israeli Wars.   This time it will  be a “historically improved” rendition of what is probably the most epic single tank battle since the end of World War II, Lt. Col. Avidgor Kahalani’s 77th Tank Battalion at the “Valley of Tears” – Golan Heights, October 1973.

Outnumbered in places by up to 15:1, these 40 American-engined Centurions (Sho’t Cal) faced off against a combined total of 230+ Syrian T-55s and T-62s, plus perhaps 100+ more  infantry carriers (BTR-50s and 60s).

We’ll see if Damon can hold the “Heights of Courage” (title of Kahalani’s book) against my Syrian onslaught.

So far, I’ve spent most of the day trying to piece together an accurate map of the battlefield, “translating” it into TAIW system, and getting the scenario ready for tomorrow’s game.

If anyone’s interested in stopping by and checking this out live as it is played, ping me a PM and I’ll send you a link.

Preparing for LIVE WEB game, Golan Heights 1973 (6:00 PM GMT)

Valley of Tears - Golan Heights, 1973

Tutoring 7
Skill 7
Idea 7
2 Comments

So we’ve finished the game.  It took 6 hours and 43 minutes.  It is posted in its entirety on Twitch for those that are interested.  Needless to say, an entire blow-by-blow battle report would be a little too large to post here, so I’ll post some highlights and if anyone has any questions, I will certainly answer them either here or on the new Sitrep Modern Military Gaming thread.

Full Twitch Stream:

Damon v. Oriskany – Golan Heights 

Sitrep Modern Military Gaming Hub / Thread 

So here is the full map again, only this time with Damon's forty tanks of 77th Armored Battalion, 7th Brigade (Lt. Colonel A. Kahalani) deployed on the Tel Hermonit and Booster Ridge, extending north of Kuneitra along the Purple Line at daybreak, 7 October 1973.  For my money, this is where scaled wargaming (regardless of the medium) really shines.  With enough attention paid to scale, distances, real-life numbers, etc., you can build a board and set up a force, and get an instant So here is the full map again, only this time with Damon's forty tanks of 77th Armored Battalion, 7th Brigade (Lt. Colonel A. Kahalani) deployed on the Tel Hermonit and Booster Ridge, extending north of Kuneitra along the Purple Line at daybreak, 7 October 1973. For my money, this is where scaled wargaming (regardless of the medium) really shines. With enough attention paid to scale, distances, real-life numbers, etc., you can build a board and set up a force, and get an instant "feel" of just how desperate a situation really was. This is forty "Sho't Cal" Centurions (five tanks per platoon / counter = eight pieces), which sounds like a big force ... and would be a big force on a six foot 15mm table ... but then set it up on the actual battlefield that measured 6+ kilometers (250 meters per hex), and that blue line suddenly gets very very thin.
Some of Damon's Sho't Cal Centurions on Booster Ridge, overlooking what history would soon call the Valley of Tears. Some of Damon's Sho't Cal Centurions on Booster Ridge, overlooking what history would soon call the Valley of Tears.
The total Syrian force.  Two full brigades of Soviet-built tanks, 100 T-55s, 100 T-62s, plus support vehicles, a reinforced mech infantry battalion, engineers, Sagger antitank missiles, you name it.  Historically the Syrians also had formidable artillery off-board, but this scenario out of the AIW book doesn't include it so we're leaving it out (I changed the map, that's probably enough alteration to the published scenario already).  Also the Israelis have 20 air strikes ready to go, but I get 2 VP for each air strike Damon feels forced to call in.  A special rule allows for one platoon of standard Sho't Centurions to enter the table (the four along the bottom) on a die roll at the beginning of each Israeli movement phase.The total Syrian force. Two full brigades of Soviet-built tanks, 100 T-55s, 100 T-62s, plus support vehicles, a reinforced mech infantry battalion, engineers, Sagger antitank missiles, you name it. Historically the Syrians also had formidable artillery off-board, but this scenario out of the AIW book doesn't include it so we're leaving it out (I changed the map, that's probably enough alteration to the published scenario already). Also the Israelis have 20 air strikes ready to go, but I get 2 VP for each air strike Damon feels forced to call in. A special rule allows for one platoon of standard Sho't Centurions to enter the table (the four along the bottom) on a die roll at the beginning of each Israeli movement phase.
Turn one, and first blood is drawn!  Under a massive pall of sand and dust, almost 300 Syrian AFVs roll toward the Purple Line (cease-fire line between Syria and Israeli-occupied Golan Heights).  But at the range of 12 hexes (3000 meters), Damon's Sho't Cals have already opened fire and scored the first kills, as the Syrian armor pushes through the antitank ditch dug along the 1967 cease-fire line.Turn one, and first blood is drawn! Under a massive pall of sand and dust, almost 300 Syrian AFVs roll toward the Purple Line (cease-fire line between Syria and Israeli-occupied Golan Heights). But at the range of 12 hexes (3000 meters), Damon's Sho't Cals have already opened fire and scored the first kills, as the Syrian armor pushes through the antitank ditch dug along the 1967 cease-fire line.
Turn Two - Syrian advance continues, lead tank brigades are now fully across the Purple Line, advancing 750 meters before being struck again.  Damon has no shortage of targets here, obviously, he has LOS on nearly everything thanks to his elevated positions on the Tel Hermonit hill.  So he has to carefully choose his targets.  He's picking off APCs still loaded with infantry for double points, as well as mine clearing PT-54 tanks and MTU-12 bridgelayers.  Turn Two - Syrian advance continues, lead tank brigades are now fully across the Purple Line, advancing 750 meters before being struck again. Damon has no shortage of targets here, obviously, he has LOS on nearly everything thanks to his elevated positions on the Tel Hermonit hill. So he has to carefully choose his targets. He's picking off APCs still loaded with infantry for double points, as well as mine clearing PT-54 tanks and MTU-12 bridgelayers.
Speaking of killing bridgelayers, the first Israeli fighter-bomber streaks in to take out my poor brirdgelayers attached to 81st Armoured.  Awww!  He's just a bridgelayer!  They barely have guns!  And didn't even shoot at anyone!  He just wants to build his little bridges!  :(Speaking of killing bridgelayers, the first Israeli fighter-bomber streaks in to take out my poor brirdgelayers attached to 81st Armoured. Awww! He's just a bridgelayer! They barely have guns! And didn't even shoot at anyone! He just wants to build his little bridges! :(
Things get more serious to the north.  Okay, by now Damon has clued in to my intentions.  The way the overall map is laid out, there really is only ONE VIABLE PATH for me to make an operational-scale breakout (the point of the Syrian victory conditions).  I can't swing to the south because the Bental Reservoir blocks my path.  I can't go up the center because he'll collapse both wings on me and butcher me in a crossfire (PRO TIP - in breakthrough games NEVER EVER go up the center).  That leaves only the north, which Damon now realizes ad commits another four IAF fighter bombers to blunt.  This time I put up counterfire (a heavy decision as this counts as opportunity fire, any Syrian unit that uses it will be unable to fire or move NEXT turn).  But it turns out to be worth it, I actually shoot down one F4 Phantom!  BA-BOOM!   Things get more serious to the north. Okay, by now Damon has clued in to my intentions. The way the overall map is laid out, there really is only ONE VIABLE PATH for me to make an operational-scale breakout (the point of the Syrian victory conditions). I can't swing to the south because the Bental Reservoir blocks my path. I can't go up the center because he'll collapse both wings on me and butcher me in a crossfire (PRO TIP - in breakthrough games NEVER EVER go up the center). That leaves only the north, which Damon now realizes ad commits another four IAF fighter bombers to blunt. This time I put up counterfire (a heavy decision as this counts as opportunity fire, any Syrian unit that uses it will be unable to fire or move NEXT turn). But it turns out to be worth it, I actually shoot down one F4 Phantom! BA-BOOM!
A wide-angle view of the situation at the end of Turn 4. Originally feinting to the center, 78th Armored Brigade now pivots and faces northward to join the 81st in a single titanic shove of Soviet-built steel.  There are still over 150 Syrian tanks rushing up, and the range has now closed to within 1000 meters in some places (4 hexes).A wide-angle view of the situation at the end of Turn 4. Originally feinting to the center, 78th Armored Brigade now pivots and faces northward to join the 81st in a single titanic shove of Soviet-built steel. There are still over 150 Syrian tanks rushing up, and the range has now closed to within 1000 meters in some places (4 hexes).
Increasingly frantic to keep the Syrians at bay, Damon keeps calling in air strikes.  Great, but remember I get 2 VP for each air strike he calls in.  That's just that much LESS air support going to other sectors that probably need it more, like the tragic 188th Increasingly frantic to keep the Syrians at bay, Damon keeps calling in air strikes. Great, but remember I get 2 VP for each air strike he calls in. That's just that much LESS air support going to other sectors that probably need it more, like the tragic 188th "Barak Brigade" - historically fighting a battle perhaps even more desperate to the south.
At last, the Syrians open fire. With lead Syrian elements of 85th Mechanized and 81st Armored just 750 meters from the edge of the table (upper left), Israeli reserves and Damon's redeployed tanks off of Booster Ridge to the south are arriving just in time to seal this possible breach. Seriously, JUST in time, I was within inches of winning the game right here. In his haste, though, Damon moved one platoon of Sho't Cals in the open atop t he north shoulder of Tel Hermonit ridge, and T-62s of 81st Armored blew them to kingdom come. A massive frontal fusillade also opens fire on another of Kahalani's platoons on the top of the ridge, including a hail of dreaded AT-3 "Sagger" guided antitank missiles from that infantry battery hidden in Al Qila. I get on the 7:1 odds column on the Combat Results Table, the deadliest there is, but remember that Damon gets a +2 for hull down shielding and a +2 for Improved Positions (historically, tank firing ramps). This means a total +4 defense bonus on my d6 roll. That a very serious modifier, but I get lucky with a "2" and just barely kill that platoon. That's TWO tank platoons down, a full quarter of Damon's initial force. The first crack has appeared, and I've got my crowbar pushing in deeper every turn . . .
Valley of Tears - Golan Heights, 1973

Valley of Tears - Golan Heights, 1973 - Conclusion

Tutoring 6
Skill 7
Idea 7
2 Comments

So here is the wrap up for the epic game of The Arab Israeli Wars between myself and @damon .

Golan Heights, Israel v. Syria, October 7, 1973.

 

More Israeli reinforcements have arrived (Damon makes a roll at the beginning of each movement phase, a 1-2 on d6 indicates one of his four Centurion reserve platoons arrives from Yanosh's brigade HQ back at the Golan Customs House).  He's effectively sealed off my planned northern escape route (I don't have an image ready for it, but note the burning wrecks along the north, this was the last six of his IAF air strikes blowing the spearhead clean off 81st Armored Brigade / 3rd Armored Division).  Therefore, I'm turning south. and going for a new escape path clean over the north shoulder of Tel Hermonit.  Believe it or not, some of these guys might actually make it off the west end of the board and behind Israeli lines.  There are just so FEW Israeli units left, even knocking out three of them (note the Sagger ATGWsand T-55s of 78th Brigade have picked off another Centurion reinforcement platoon the apex of Tel Hermonit) has had a disastrous effect on Damon's line.More Israeli reinforcements have arrived (Damon makes a roll at the beginning of each movement phase, a 1-2 on d6 indicates one of his four Centurion reserve platoons arrives from Yanosh's brigade HQ back at the Golan Customs House). He's effectively sealed off my planned northern escape route (I don't have an image ready for it, but note the burning wrecks along the north, this was the last six of his IAF air strikes blowing the spearhead clean off 81st Armored Brigade / 3rd Armored Division). Therefore, I'm turning south. and going for a new escape path clean over the north shoulder of Tel Hermonit. Believe it or not, some of these guys might actually make it off the west end of the board and behind Israeli lines. There are just so FEW Israeli units left, even knocking out three of them (note the Sagger ATGWsand T-55s of 78th Brigade have picked off another Centurion reinforcement platoon the apex of Tel Hermonit) has had a disastrous effect on Damon's line.
The first BTR-60s of 85th Mechanized have now escaped through the deserted ruins of El Rom.  A battalion+ sized column of T-62s has now mounted Tel Hermonit, ready to follow and secure the breakthrough.  Meanwhile, my 82mm mortar battery has been re-positioned after a laborious process, and now lays down smoke to blind some of the Israeli firing positions.  The first BTR-60s of 85th Mechanized have now escaped through the deserted ruins of El Rom. A battalion+ sized column of T-62s has now mounted Tel Hermonit, ready to follow and secure the breakthrough. Meanwhile, my 82mm mortar battery has been re-positioned after a laborious process, and now lays down smoke to blind some of the Israeli firing positions.
Turn 10, and the game is finally winding down.  Most of that column from the 81st Armored has broken clear.  Some units were left behind, and now have no real chance of following off the west edge of the table with Damon redeploying three Centurion platoons in and around El Rom to seal the breach.  Some of my infantry survivors, meanwhile, have also fortified themselves in Israeli IPs on the north shoulder of Tel Hermonit.Turn 10, and the game is finally winding down. Most of that column from the 81st Armored has broken clear. Some units were left behind, and now have no real chance of following off the west edge of the table with Damon redeploying three Centurion platoons in and around El Rom to seal the breach. Some of my infantry survivors, meanwhile, have also fortified themselves in Israeli IPs on the north shoulder of Tel Hermonit.
The grim score sheet.  Okay, I know this game was announced at the live stream as a Syrian win (a full battalion - 45 AFVs and 50+ infantry broke through Israeli defenses here and are now probably overrunning Brigade HQ), but that's because the I didn't count the Israeli points correctly.  Monday morning I reached out to Damon and told him he in fact WON this game, although only by one point.  Long story short, I forgot Israeli units get TWO points per kill, not ONE.  So what's happened instead here is that yes, a large Syrian battlegroup broke through and is currently driving hell-for-heather for the Jordan River and the Galilee river crossings.  But ... with this corps-area breakthrough zone basically smashed behind them, and 7th Infantry and 3rd Armored more or less powerless to sustain the breakthrough or send support, the Syrians will eventually be pinned down and forced to surrender by Israeli operational reserves (probably Peled's Division).  In the end, the points tell the story and define the narrative.  But DAMN, this was a close one! The grim score sheet. Okay, I know this game was announced at the live stream as a Syrian win (a full battalion - 45 AFVs and 50+ infantry broke through Israeli defenses here and are now probably overrunning Brigade HQ), but that's because the I didn't count the Israeli points correctly. Monday morning I reached out to Damon and told him he in fact WON this game, although only by one point. Long story short, I forgot Israeli units get TWO points per kill, not ONE. So what's happened instead here is that yes, a large Syrian battlegroup broke through and is currently driving hell-for-heather for the Jordan River and the Galilee river crossings. But ... with this corps-area breakthrough zone basically smashed behind them, and 7th Infantry and 3rd Armored more or less powerless to sustain the breakthrough or send support, the Syrians will eventually be pinned down and forced to surrender by Israeli operational reserves (probably Peled's Division). In the end, the points tell the story and define the narrative. But DAMN, this was a close one!
The field of battle after the fight ... 225 Syrian tanks and AFVs are wrecked on the table, along with 25 Israeli Centurions. (A kill ratio of almost 10:1, exactly what we see at the Golan historically).  Also, an Israeli fighter jet burns to the north.  Some Syrian bridges have been thrown over the Purple Line's antitank ditch, along with wrecked armor IN the trench itself.  The Israeli line remains more or less intact, but badly weakened, and again, a reinforced Syrian battalion+ DID get through. The field of battle after the fight ... 225 Syrian tanks and AFVs are wrecked on the table, along with 25 Israeli Centurions. (A kill ratio of almost 10:1, exactly what we see at the Golan historically). Also, an Israeli fighter jet burns to the north. Some Syrian bridges have been thrown over the Purple Line's antitank ditch, along with wrecked armor IN the trench itself. The Israeli line remains more or less intact, but badly weakened, and again, a reinforced Syrian battalion+ DID get through.

1982 IDF in Valor & Victory

Tutoring 7
Skill 8
Idea 8
2 Comments

So we’ve been playing around with the idea of pushing Barry Doyle’s Valor & Victory system further into the modern era.  We’ve already done WW2 into Vietnam (late 1960s), i thought an interesting next step might be early 80s with Operation Peace for Galilee – the 1982 Israeli invasion of Lebanon.

Just starting out here.  This was one night.  Other factions will include Syrian Army, various irregulars (Palestinian Liberation Army / Arab Liberation Army / Hezbollah),  Phalange Christian militants, maybe even French and US Marine peacekeepers if this gets pushed into 1983 and beyond.

1982 IDF in Valor & Victory

1982 PLO in Valor & Victory

Tutoring 6
Skill 7
Idea 7
No Comments

Good afternoon ~ Expanding on the idea idea of pushing Barry Doyle’s Valor & Victory system further into 1982 Lebanon, I’ve put the first swing into the opposition, namely the PLO / ALA for a “modern war” asymmetric dynamic.

A few more leaders,maybe another couple support weapons and game function counters (casualties, civilians, POWs, etc), and then we should be on to a couple of gameplay maps!

1982 PLO in Valor & Victory

Valor & Victory Vietnam v. Elessar2590 (Australians v. VC)

Tutoring 6
Skill 7
Idea 7
2 Comments

Good morning, everyone.

Well, we were able to run Valor & Victory Vietnam game this Sunday – pitting @elessar2590 and his two platoons of “A” Co, 7th Royal Australian Regiment against Oriskany’s company of 274th NLF / VC Main Force Regiment in Phuoc Tuy Province, South Vietnam, January 1968.

It was neat wargaming live with a player from Australia, playing Australian troops, in a historical Vietnam wargame.  The dice gods also seemed to remember it was his birthday, judging by how those opening mortar barrages landed!

Okay we were supposed to live stream this game, but it didn’t really work out.  But I did record someof the highlights, and post the video excerpts to Sitrep YouTube and Twitch channels.

Just a clip, of course.  But might bring a chuckle.  ?

 

Battle Report - Australians v. VC

Tutoring 7
Skill 7
Idea 7
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Apologies to everyone – I’ve way behind in battle reports.  Real fast, here is the recap for the Valor & Victory: Vietnam game played between myself and Elessar2590 last weekend, with Elessar playing Australians on defense (2 companies, “A”CO, 7th RAR, ATF) vs. attacking guerrillas of my 274th Main Force Regiment, National Liberation Front (Viet Cong).

Phuoc Tuy Province, South Vietnam, January 1968)

Obviously, the Australians have a ridiculous advantage in firepower, but my victory conditions are much easier.  For instance, I get 10 points for each objective hex I take (he gets none or anything he holds). Also, he gets only 1 victory point for each casulaty inflicted on me, while I get 3 points for each casualty I inflict (knocked out officer, medic, or fireteam), make that 6 points if Elessar doesn’t manage to evacuate that casualty.  He also can’t fire into civilian hexes, and if any casualties are killed by his incidental fire, that’s 6 more victory points for me.

So let’s see how this goes …

Some quick context.  The Australian Task Force (ATF) spent most of the Vietnam War in this Phuoc Tuy Province, with particularly savage battles around Long Dien and the Lonh Hai Hills.  This is one of the few areas where the Viet Cong attacked the ATF instead of vice versa, so I picked this area since I usually like to let new players to a system take defense (attack or assault missions are actually much harder in most systems).Some quick context. The Australian Task Force (ATF) spent most of the Vietnam War in this Phuoc Tuy Province, with particularly savage battles around Long Dien and the Lonh Hai Hills. This is one of the few areas where the Viet Cong attacked the ATF instead of vice versa, so I picked this area since I usually like to let new players to a system take defense (attack or assault missions are actually much harder in most systems).
Here is a zoom out of the overall map.  NLF forces can attack from anywhere along the western, southern, or northern edges of the map.  I quickly take the western two objective hexes (wooded high ground overlooking the village, vital for future artillery or rocket attacks).  Civilian groups move randomly at the beginning of each movement phase.  Here is a zoom out of the overall map. NLF forces can attack from anywhere along the western, southern, or northern edges of the map. I quickly take the western two objective hexes (wooded high ground overlooking the village, vital for future artillery or rocket attacks). Civilian groups move randomly at the beginning of each movement phase.
My NLF/VC company.  I have a -2 captain and three -1 lieutenants, plus squads of VC insurgents, sappers, three off-board Chinese 82mm mortar attacks, an onboard section of 60mm mortars (captured American), and two teams of sappers.  Some of my men are carrying PKM GPMGs and RPG / B-40 rockets.  I also have eight grenade counters I can use in close-quarters combat.  In all, I'm coming on the table with 92 insurgents.My NLF/VC company. I have a -2 captain and three -1 lieutenants, plus squads of VC insurgents, sappers, three off-board Chinese 82mm mortar attacks, an onboard section of 60mm mortars (captured American), and two teams of sappers. Some of my men are carrying PKM GPMGs and RPG / B-40 rockets. I also have eight grenade counters I can use in close-quarters combat. In all, I'm coming on the table with 92 insurgents.
The Australian force is much smaller, with only a -2 captain, two -1 lieutenants, two platoons rifles, medics, and one section of 60mm mortars.  However, he has six fire missions of off-board 81mm mortars, extra M60 GPMGs, M79 Blooper (40mm grenade launchers), and M72 LAW rockets (one-shot Light Antitank Weapon).  Notice he also has more grenade counters than me.  In all, he's got 55 officers and men, albeit with much more firepower.  Beneath that, you'll also see three helos, one gunship and two transport birds, carrying another understrength platoon.  I'm not sure if he'll need these, but this scenario is not playtested and if it turns out he needs The Australian force is much smaller, with only a -2 captain, two -1 lieutenants, two platoons rifles, medics, and one section of 60mm mortars. However, he has six fire missions of off-board 81mm mortars, extra M60 GPMGs, M79 Blooper (40mm grenade launchers), and M72 LAW rockets (one-shot Light Antitank Weapon). Notice he also has more grenade counters than me. In all, he's got 55 officers and men, albeit with much more firepower. Beneath that, you'll also see three helos, one gunship and two transport birds, carrying another understrength platoon. I'm not sure if he'll need these, but this scenario is not playtested and if it turns out he needs "emergency reinforcements" - I'll bring them on during Turn 4.
The game starts off pretty bloody.  If you've seen our little video you seen where even the Australian off-board mortar missions that miss ... actually drift onto OTHER VC squads instead of the intended targets.  It's not all bad news, however, my VC Captain Che Lan Vien directs my 60mm mortars and takes out his mortar team in the sand bag bunker dug into the middle of that village.  This creates a casualty marker, which Elessar has to evacuate by bringing in a medic, then CASEVAC the casualty marker during his after-action phase.  The original Valor & Victory rule set does not include civilians or CASEVAC mechanics (originally presented fro WW2 squad wargaming) - I have drawn up these rules myself to more accurately depict the asymmetrical aspects of post-1945 conflicts.The game starts off pretty bloody. If you've seen our little video you seen where even the Australian off-board mortar missions that miss ... actually drift onto OTHER VC squads instead of the intended targets. It's not all bad news, however, my VC Captain Che Lan Vien directs my 60mm mortars and takes out his mortar team in the sand bag bunker dug into the middle of that village. This creates a casualty marker, which Elessar has to evacuate by bringing in a medic, then CASEVAC the casualty marker during his after-action phase. The original Valor & Victory rule set does not include civilians or CASEVAC mechanics (originally presented fro WW2 squad wargaming) - I have drawn up these rules myself to more accurately depict the asymmetrical aspects of post-1945 conflicts.
My NLF / VC squads keep moving forward, taking distressing casualties as they go once they come within range of Australian FN-FAL rifles and M60 GPMGs.  My squads are also a little slow because I don't has as many officers as I would like (movement in this game is typically 4, unless an officer is stacked with the squads, in which case the movement is increased to 6).  I call in all my offboard Chinese-built mortars, however, and blow anther couple squads out of those Vietnamese hooches in the village.    My NLF / VC squads keep moving forward, taking distressing casualties as they go once they come within range of Australian FN-FAL rifles and M60 GPMGs. My squads are also a little slow because I don't has as many officers as I would like (movement in this game is typically 4, unless an officer is stacked with the squads, in which case the movement is increased to 6). I call in all my offboard Chinese-built mortars, however, and blow anther couple squads out of those Vietnamese hooches in the village.
VC / NLF assualts are pretty much dying out in the south and center, but Lt. Tran Thanh Tong has a pretty serious platoon hooking around the north to assault that Australian squad holding a third objective hex, the roadblock / checkpoint to the north.  Not only does the presence of a -1 officer make this platoon more dangerous, but one of the fireteams is also carrying RPGs.   VC / NLF assualts are pretty much dying out in the south and center, but Lt. Tran Thanh Tong has a pretty serious platoon hooking around the north to assault that Australian squad holding a third objective hex, the roadblock / checkpoint to the north. Not only does the presence of a -1 officer make this platoon more dangerous, but one of the fireteams is also carrying RPGs.
My gambit to the north has decisively failed.  Not only did Australian opportunity fire largely shatter Tong's platoon (due in part to timely use of Australian grenades) but Lt. Badcoe is now leading a counter-assault southwest against the survivors.  When a successful assault is carried out against NVA / VC units, each fireteam or officer is converted into a POW counter.  If Elessar can evacuate these POWs safely, they are worth 3 VP for him instead of the usual 1 for eliminated insurgents.  For narrative purposes, this would be especially true since one of those POWs was Lt. Tong.  VC officers are particularly prized by intelligence officers back at battalion or regiment HQ.My gambit to the north has decisively failed. Not only did Australian opportunity fire largely shatter Tong's platoon (due in part to timely use of Australian grenades) but Lt. Badcoe is now leading a counter-assault southwest against the survivors. When a successful assault is carried out against NVA / VC units, each fireteam or officer is converted into a POW counter. If Elessar can evacuate these POWs safely, they are worth 3 VP for him instead of the usual 1 for eliminated insurgents. For narrative purposes, this would be especially true since one of those POWs was Lt. Tong. VC officers are particularly prized by intelligence officers back at battalion or regiment HQ.
When things start going badly for the VC, they go badly fast.  No worries, I still hold one objective hex, and if I can hold two, I'll probably win the game even in the face of nearly total casualties. Unfortunately for me, Elessar sees this coming and ensure these last two VC fireteams don't get a chance to fall back to that objective in Hex B3.  Lt. Wheatley and his squad in A5 and Badcoe in F2 have a crossfire set up  that kills one fireteam and pins the other as they try to withdraw across that stream.  Then, Captain Evans launches an assault on that pinned fireteam, claiming it as a last POW counter for extra VP.    When things start going badly for the VC, they go badly fast. No worries, I still hold one objective hex, and if I can hold two, I'll probably win the game even in the face of nearly total casualties. Unfortunately for me, Elessar sees this coming and ensure these last two VC fireteams don't get a chance to fall back to that objective in Hex B3. Lt. Wheatley and his squad in A5 and Badcoe in F2 have a crossfire set up that kills one fireteam and pins the other as they try to withdraw across that stream. Then, Captain Evans launches an assault on that pinned fireteam, claiming it as a last POW counter for extra VP.
So that's the game.  I have one officer left, literally my So that's the game. I have one officer left, literally my "last man standing." That's my captain, and he's still occupying one objective hex down int he southwest. That means I'll end the game with 10 extra VP, in addition to whatever I get from Australian casualties inflicted.
Final score.  Congrats to Elessar2590 on his win and first Valor & Victory game!  As you can see, even with a horrific imbalance in casualties, the insurgent player can still win (or at least come close) in these games if they can inflict respectable casualties and / or hold an objective hex.  If I was able to hold that second objective hex, even with a 5-1 kill ratio, I would have won.  Basically these objective hexes are high ground from which my last remaining officer can call in Katyusha rockets or D30 howitzers down on that village, at least inflicting one hellish night on the Australians and civilians therein.  But it'snot enough to win me the game, with a final score of 22 to 31.     Final score. Congrats to Elessar2590 on his win and first Valor & Victory game! As you can see, even with a horrific imbalance in casualties, the insurgent player can still win (or at least come close) in these games if they can inflict respectable casualties and / or hold an objective hex. If I was able to hold that second objective hex, even with a 5-1 kill ratio, I would have won. Basically these objective hexes are high ground from which my last remaining officer can call in Katyusha rockets or D30 howitzers down on that village, at least inflicting one hellish night on the Australians and civilians therein. But it'snot enough to win me the game, with a final score of 22 to 31.

Sitrep Podcast - Live at 8PM GMT - Valor & Victory 1982 Lebanon

Tutoring 7
Skill 7
Idea 7
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Fingers crossed I can figure out how OBS works this time!  Hope to see some of you there!Fingers crossed I can figure out how OBS works this time! Hope to see some of you there!

Valor & Victory 1982 Lebanon (IDF v. PLO)

Tutoring 7
Skill 7
Idea 7
No Comments

Good afternoon, everyone

Community member Elessar2590 and I had a great stream Sunday (Monday morning for him) – recorded at www.twitch.tv/sitreppodcast/videos – where we play-tested my new 1982 IDF and PLO forces and first Lebanon board for Valor & Victory.  He took the PLO (on defense) and I took the IDF.

This is squad based game – each piece on the map is either a single officer, squad, fire team (half squad), or support weapon.

Each hex is about 30 yards / meters across.

The game takes place during Israel’s “Peace for Galilee” invasion of Lebanon, June 1982.

Here’s some quick background and context.  One of Israeli’s invasion routes into Lebanon in 1982 was along the southeast-to-northeast axis of the “Bekka Valley.”  The primary objective of this drive was to protect the flank of the frontal drive along the Lebanese coast toward Beirut, and to cut off in the interior of Lebanon from intervention from Syria (there nevertheless were some pretty serious tank and mechanized engagements in the Bekka Valley between IDF Merkava-1s and Syrian T-72s).  But as this drive pushed up the Bekka Valley, infantry and support detachments fan out along either flank to clear out PLO enclaves.  The green circle shows roughly where this one will take place.Here’s some quick background and context. One of Israeli’s invasion routes into Lebanon in 1982 was along the southeast-to-northeast axis of the “Bekka Valley.” The primary objective of this drive was to protect the flank of the frontal drive along the Lebanese coast toward Beirut, and to cut off in the interior of Lebanon from intervention from Syria (there nevertheless were some pretty serious tank and mechanized engagements in the Bekka Valley between IDF Merkava-1s and Syrian T-72s). But as this drive pushed up the Bekka Valley, infantry and support detachments fan out along either flank to clear out PLO enclaves. The green circle shows roughly where this one will take place.
Here’s the game map.  Yellow “target” markers indicate objective hexes.  The Israelis must take at least three of these five by the end of Turn 6.  The Israelis will be entering from the west, PLO can set up pretty much wherever they want.  The objective hexes show key road junctions and access off the east end of the table, as well as the largest (tallest) building on the map, marked as an objective hex because it offers commanding fields of view across much of the surrounding countryside.  Put more simply, the Israelis are coming on from the west, and have to take at least the majority of the access off the east edge of the board (to facilitate larger company-battalion level advance further east toward the Syrian border).Here’s the game map. Yellow “target” markers indicate objective hexes. The Israelis must take at least three of these five by the end of Turn 6. The Israelis will be entering from the west, PLO can set up pretty much wherever they want. The objective hexes show key road junctions and access off the east end of the table, as well as the largest (tallest) building on the map, marked as an objective hex because it offers commanding fields of view across much of the surrounding countryside. Put more simply, the Israelis are coming on from the west, and have to take at least the majority of the access off the east edge of the board (to facilitate larger company-battalion level advance further east toward the Syrian border).
The Israeli force.  I’ve got a captain, a radio team, two lieutenants, two platoons (each with two full squads and two half squads) – carrying a mix of FM MAG general purpose machine guns (GPMGs), Negev light machine guns, M72 LAW rockets and RPG-7 rockets.  Each platoon also has a two-man medic team attached.  We’re also carrying grenades, have three fire missions of 81mm mortars available from battalion, and two air strikes.  In all, 59 officers and men.The Israeli force. I’ve got a captain, a radio team, two lieutenants, two platoons (each with two full squads and two half squads) – carrying a mix of FM MAG general purpose machine guns (GPMGs), Negev light machine guns, M72 LAW rockets and RPG-7 rockets. Each platoon also has a two-man medic team attached. We’re also carrying grenades, have three fire missions of 81mm mortars available from battalion, and two air strikes. In all, 59 officers and men.
The PLO force.  They have a commander and three lieutenants, with three platoons (each of which have two full squads and two half squads, plus a mix of PKM, RPD, and RPK machine guns and RPG-7 rockets).  There’s also a four-man gunner team with a Soviet-made DShK 12.7mm heavy machine gun, and a supply of grenades.  In all, 80 guerillas.The PLO force. They have a commander and three lieutenants, with three platoons (each of which have two full squads and two half squads, plus a mix of PKM, RPD, and RPK machine guns and RPG-7 rockets). There’s also a four-man gunner team with a Soviet-made DShK 12.7mm heavy machine gun, and a supply of grenades. In all, 80 guerillas.
Things start off hairy right off the bat.  In the south I’m as careful as a I can, coming on with a platoon in two sections, some of it able to use “assault move.”  Basically, this is half-movement, but you get extra cover and are less likely to hit booby traps.  Some this northern platoon can’t use assault movement, and in fact hits a booby trap hidden in that northern ruined building. In the south, my captain and one lieutenant rush into the orchard.  Elessar’s opportunity fire with a forward RPG team misses, and I carry out the assault, eliminating the RPG team and taking a prisoner.  Things start off hairy right off the bat. In the south I’m as careful as a I can, coming on with a platoon in two sections, some of it able to use “assault move.” Basically, this is half-movement, but you get extra cover and are less likely to hit booby traps. Some this northern platoon can’t use assault movement, and in fact hits a booby trap hidden in that northern ruined building. In the south, my captain and one lieutenant rush into the orchard. Elessar’s opportunity fire with a forward RPG team misses, and I carry out the assault, eliminating the RPG team and taking a prisoner.
Things only get worse in the north.  Elessar runs up with a squad and a half of PLO fedeyeen and scores SNAKE EYES on his 2d6 antipersonnel firepower (APFP) attack roll.  Low rolls are better in this game, so this is a terrible result for my IDF infantry.  Even as two more fireteams are trying to help the first fireteam that hit the booby trap, now THEY are hit as well by PLO fire.  The roll is so good that Elessar’s PLO leader becomes “valorous” (note the attached medal), meaning he’s getting some insane bonuses for the rest of the game.   By counterfire is largely ineffective, and another RPG team pins another of my IDF fireteams (unit in the south set at an angle).  This northern section is in real trouble.  Things only get worse in the north. Elessar runs up with a squad and a half of PLO fedeyeen and scores SNAKE EYES on his 2d6 antipersonnel firepower (APFP) attack roll. Low rolls are better in this game, so this is a terrible result for my IDF infantry. Even as two more fireteams are trying to help the first fireteam that hit the booby trap, now THEY are hit as well by PLO fire. The roll is so good that Elessar’s PLO leader becomes “valorous” (note the attached medal), meaning he’s getting some insane bonuses for the rest of the game. By counterfire is largely ineffective, and another RPG team pins another of my IDF fireteams (unit in the south set at an angle). This northern section is in real trouble.
A close-up of the Lt. Amichai’s assault in the south.  Again, PLO opportunity fire thankfully missed.  I won the assault (quite easy, I had 17 men assaulting just 4, plus I  had an officer and invested one of my grenade counters), but even a successful assault means I have to “pay” three casualty points (one for the PLO RPG team and two for the +2 woods cover bonus).  I elected to pin three units, two of the 5-5-2 fireteams and my 10-5-4 full squad.  The squad rallied, but the two fireteams did not.  Essentially, when paying required casualty points, the game allows players to, as commanders, be cautious when they can afford it (pin more of your men, keeping casualties down) or ball-out when they have to me (accept casualties, but on fewer units, leaving other units in the stack ready for immediate action such as to repel anticipated counter-assaults).  Meanwhile, a successful assault on insurgents yields me a POW counter, worth extra VP if I can evacuate him off the table.  A close-up of the Lt. Amichai’s assault in the south. Again, PLO opportunity fire thankfully missed. I won the assault (quite easy, I had 17 men assaulting just 4, plus I had an officer and invested one of my grenade counters), but even a successful assault means I have to “pay” three casualty points (one for the PLO RPG team and two for the +2 woods cover bonus). I elected to pin three units, two of the 5-5-2 fireteams and my 10-5-4 full squad. The squad rallied, but the two fireteams did not. Essentially, when paying required casualty points, the game allows players to, as commanders, be cautious when they can afford it (pin more of your men, keeping casualties down) or ball-out when they have to me (accept casualties, but on fewer units, leaving other units in the stack ready for immediate action such as to repel anticipated counter-assaults). Meanwhile, a successful assault on insurgents yields me a POW counter, worth extra VP if I can evacuate him off the table.
Turn 2 – on the Israeli command phase, I decide to cook off ALL my off-board support assets right away.  I HAVE to save that northern platoon, if Elessar can assault the hex with all my casualties in there before I evac those casualties, they become IDF POWs worth double VP for the PLO player (already I pay 3 VP per casualty, if the PLO captures them they become 6 – to reflect torture, propaganda / ransom value, etc).  Suffice it to say all mortars and air strikes are hitting NOW, and my southern attack, despite doing well and not taking a single casualty so far, must give up the planned assault to the east and instead turn north, to pin down Elessar’s forward PLO elements and cover the casualty evacuation of that northern platoon.  As we see so often in Modern Warfare, the mission has immediately changed.  One booby trap, that probably it up that platoon for pin-point insurgent fire from concealed positions, immediately throws the whole plan into chaos.  It’s now about getting “your guys” off the battlefield and back to the aid station as fast as you can.Turn 2 – on the Israeli command phase, I decide to cook off ALL my off-board support assets right away. I HAVE to save that northern platoon, if Elessar can assault the hex with all my casualties in there before I evac those casualties, they become IDF POWs worth double VP for the PLO player (already I pay 3 VP per casualty, if the PLO captures them they become 6 – to reflect torture, propaganda / ransom value, etc). Suffice it to say all mortars and air strikes are hitting NOW, and my southern attack, despite doing well and not taking a single casualty so far, must give up the planned assault to the east and instead turn north, to pin down Elessar’s forward PLO elements and cover the casualty evacuation of that northern platoon. As we see so often in Modern Warfare, the mission has immediately changed. One booby trap, that probably it up that platoon for pin-point insurgent fire from concealed positions, immediately throws the whole plan into chaos. It’s now about getting “your guys” off the battlefield and back to the aid station as fast as you can.
My airstrikes don’t do that much.  They do paste that first RPG team, but the second one misses PLO leader Muzayin (valorous).  My planned mortar strike completely drifts off target, and in fact falls short and damned near hits my own position (intended for hex C1, landed in C3).  Meanwhile, Lt. Gandelev desperately pours fire down on Muzayin’s postion, later in the “Advance and Assault” phase I will belly crawl northeast one hex to get that medic into the hex with the casualties.  This will get at least one casualty off the table, and I’ll have troops to defend the others.My airstrikes don’t do that much. They do paste that first RPG team, but the second one misses PLO leader Muzayin (valorous). My planned mortar strike completely drifts off target, and in fact falls short and damned near hits my own position (intended for hex C1, landed in C3). Meanwhile, Lt. Gandelev desperately pours fire down on Muzayin’s postion, later in the “Advance and Assault” phase I will belly crawl northeast one hex to get that medic into the hex with the casualties. This will get at least one casualty off the table, and I’ll have troops to defend the others.
To the south, you can see where my two reinforced sections have turned north to start pouring cover fire up at the PLO nests that have my norther platoon pinned.  I was able to use assault movement here again (again, half movement, additional safety), but damn, it was a good thing I did.  Captain Masalha’s section rolled an 11 on 2d6 … and 11-12 hits a booby trap if you’re using normal movement, on assault movement only a 12 hits a booby trap.  So someone in this section literally had his boot on a trip wire, but because the section was moving cautiously at half speed, the man behind him was able to stop him JUST IN TIME before he set it off.  Gently back off, clip the wire, and defuse the mine … all while the platoon to your left continues to pour down cover fire for your wounded comrades to the north, and PLO fedeyeen squads mount an assault from the right … Meanwhile, two more Israeli mortar strikes were assigned to hit that freaking DShK nest in that fortified building.  One drifted off the target, but thankfully the second hits the target and takes out the HMG nest, also killing the PLO commander.  To the south, you can see where my two reinforced sections have turned north to start pouring cover fire up at the PLO nests that have my norther platoon pinned. I was able to use assault movement here again (again, half movement, additional safety), but damn, it was a good thing I did. Captain Masalha’s section rolled an 11 on 2d6 … and 11-12 hits a booby trap if you’re using normal movement, on assault movement only a 12 hits a booby trap. So someone in this section literally had his boot on a trip wire, but because the section was moving cautiously at half speed, the man behind him was able to stop him JUST IN TIME before he set it off. Gently back off, clip the wire, and defuse the mine … all while the platoon to your left continues to pour down cover fire for your wounded comrades to the north, and PLO fedeyeen squads mount an assault from the right … Meanwhile, two more Israeli mortar strikes were assigned to hit that freaking DShK nest in that fortified building. One drifted off the target, but thankfully the second hits the target and takes out the HMG nest, also killing the PLO commander.

This is only halfway through Turn 2, folks.  Stay tuned, I’ll put up the rest of this battle report later today (I hope).

Valor & Victory 1982 Lebanon (IDF v. PLO) P2

Tutoring 7
Skill 7
Idea 7
No Comments

Good afternoon, everyone ~

Okay, time to finish the game that Elessar2590 and I had a great stream Sunday (Monday morning for him) – recorded at http://www.twitch.tv/sitreppodcast/videos– where we play-tested my new 1982 IDF and PLO forces and first Lebanon board for Valor & Victory.  He took the PLO (on defense) and I took the IDF.

This is squad based game – each piece on the map is either a single officer, squad, fire team (half squad), or support weapon.

Each hex is about 30 yards / meters across.

The game takes place during Israel’s “Peace for Galilee” invasion of Lebanon, June 1982.

The first two turns of the game are reported previously, here is the finish.

So as we hinted before, Elessar was coming at my southern platoon with a very powerful assault.  He’s really learning this game fast, consolidating his squads in his command phase, using assault move (for enhanced cover bonus against my opportunity fire) and using available terrain to provide the best covered approach.  Still, that’s a pretty powerful reinforced squad in the hex, under personal command of my IDF company commander (Captain Masalha).  I’m also able to use grenades at the point-blank opportunity fire, and again to repel to assault.  PLO leader Zaid takes hideous losses in that date orchard, both against my opp fire and in the assault himself (he gets to throw in grenades as well, but only for the troops that survived the opp fire).  The odds aren’t great, he has to roll a 5 or less on 2d6 … AND HE ROLLS A FOUR!  The PLO assault succeeds!  I think that’s pretty much the end of the game there, and here’s why.  Remember that I only get 1 VP per casualty point, he gets 3.  Actually he gets 6 if he “captures” them.  Well, five more casualty markers were just created in that hex, and since he successfully assaulted, that means he gets the hex in which the casualty markers are placed … i.e., he just captured five IDF casualty markers, for 30 VP right there.  HOWEVER, by the time Zaid pays for the required casualties he incurred himself, not only are all huis men dead, but he’s pinned down himself.  Since he’s pinned, he can’t “capture” the casualty markers.  He can rally in the after action phase, I’m praying he doesn’t get the required 6 or less on 2d6.  If he makes it, he’s no longer pinned, and those casualties are gone.  Thank GOD he fails the roll.   All said, however, he’s wiped out my company command team, a full squad, and even a medic team. Good job! So as we hinted before, Elessar was coming at my southern platoon with a very powerful assault. He’s really learning this game fast, consolidating his squads in his command phase, using assault move (for enhanced cover bonus against my opportunity fire) and using available terrain to provide the best covered approach. Still, that’s a pretty powerful reinforced squad in the hex, under personal command of my IDF company commander (Captain Masalha). I’m also able to use grenades at the point-blank opportunity fire, and again to repel to assault. PLO leader Zaid takes hideous losses in that date orchard, both against my opp fire and in the assault himself (he gets to throw in grenades as well, but only for the troops that survived the opp fire). The odds aren’t great, he has to roll a 5 or less on 2d6 … AND HE ROLLS A FOUR! The PLO assault succeeds! I think that’s pretty much the end of the game there, and here’s why. Remember that I only get 1 VP per casualty point, he gets 3. Actually he gets 6 if he “captures” them. Well, five more casualty markers were just created in that hex, and since he successfully assaulted, that means he gets the hex in which the casualty markers are placed … i.e., he just captured five IDF casualty markers, for 30 VP right there. HOWEVER, by the time Zaid pays for the required casualties he incurred himself, not only are all huis men dead, but he’s pinned down himself. Since he’s pinned, he can’t “capture” the casualty markers. He can rally in the after action phase, I’m praying he doesn’t get the required 6 or less on 2d6. If he makes it, he’s no longer pinned, and those casualties are gone. Thank GOD he fails the roll. All said, however, he’s wiped out my company command team, a full squad, and even a medic team. Good job!
At the beginning of Turn 3, Lt. Armichai’s platoon immediately takes PLO cell leader Zaid prisoner, then pours down firepower on PLO leader Muzayin’s position in the north (the one who’s earned “valorous” on Turn 1).  In the after action phase, Armichai and his men start furiously evacuating casualties (medics can evacuate one casualty marker per turn automatically, other units have to make a pretty tough roll, assisted by Armichai’s leadership bonus).  Suffice it to say Armichai’s platoon isn’t going anywhere any time soon (busy processing prisoners, CASEVACing wounded, and pouring down cover fire for Lt. Gandelev’s platoon up north).  Elessar2590 sees this and decides to go for another lucky assault on his Turn 3.  I get opp fire, but I have no grenades left with which to repel the assault.  Luckily for me, this assault is weaker, and Armichai’s platoon actually has more support weapons (point blank Negev and RPG fire). This time the assault is repelled, and I actually wind up with some more prisoners.  At the beginning of Turn 3, Lt. Armichai’s platoon immediately takes PLO cell leader Zaid prisoner, then pours down firepower on PLO leader Muzayin’s position in the north (the one who’s earned “valorous” on Turn 1). In the after action phase, Armichai and his men start furiously evacuating casualties (medics can evacuate one casualty marker per turn automatically, other units have to make a pretty tough roll, assisted by Armichai’s leadership bonus). Suffice it to say Armichai’s platoon isn’t going anywhere any time soon (busy processing prisoners, CASEVACing wounded, and pouring down cover fire for Lt. Gandelev’s platoon up north). Elessar2590 sees this and decides to go for another lucky assault on his Turn 3. I get opp fire, but I have no grenades left with which to repel the assault. Luckily for me, this assault is weaker, and Armichai’s platoon actually has more support weapons (point blank Negev and RPG fire). This time the assault is repelled, and I actually wind up with some more prisoners.
FINALLY my luck takes a hard, hard turn for the better when, on Palestinian Turn 3, Elessar rolls BOX CARS for Muzayin’s fire roll against Gandelev’s embattled position.  This is the worst roll in the game, not only does Muzayin and his men decidedly miss, but an Israeli sniper appears out of nowhere and makes an immediate sniper attack.  I can place him anywhere within 6 hexes and LOS of the “offending” units that rolled the box cars, and I put this ninja-sniper RIGHT BEHIND Muzayin, and then roll a 6 on my sniper attack (best possible roll).  That’s four casualty points in addition to everything he’s suffered already in a crossfire between Armichai and Gandelev.  Boom, that PLO position is wasted, and all in Elsessar’s FIRE PHASE.  Now comes his movement phase, and he elects to try  and flush the sniper.  After their activation, snipers only get opportunity fire attacks in enemy movement phase, so one fireteam (4-6-2) is gunned down as “bait,” a full squad (8-6-4) then rushes in (my sniper only gets one opp fire attack a turn) and my sniper is automatically eliminated.  But damn, that more or less shattered the whole PLO northern wing and took a nice gash out of the center as well!FINALLY my luck takes a hard, hard turn for the better when, on Palestinian Turn 3, Elessar rolls BOX CARS for Muzayin’s fire roll against Gandelev’s embattled position. This is the worst roll in the game, not only does Muzayin and his men decidedly miss, but an Israeli sniper appears out of nowhere and makes an immediate sniper attack. I can place him anywhere within 6 hexes and LOS of the “offending” units that rolled the box cars, and I put this ninja-sniper RIGHT BEHIND Muzayin, and then roll a 6 on my sniper attack (best possible roll). That’s four casualty points in addition to everything he’s suffered already in a crossfire between Armichai and Gandelev. Boom, that PLO position is wasted, and all in Elsessar’s FIRE PHASE. Now comes his movement phase, and he elects to try and flush the sniper. After their activation, snipers only get opportunity fire attacks in enemy movement phase, so one fireteam (4-6-2) is gunned down as “bait,” a full squad (8-6-4) then rushes in (my sniper only gets one opp fire attack a turn) and my sniper is automatically eliminated. But damn, that more or less shattered the whole PLO northern wing and took a nice gash out of the center as well!
In fact, by the beginning of Turn 4, there’s really no one left on the PLO side.  One full squad occupies those northern trees.  The question now is, can I manage my assets and remaining time well enough, in the face of that last squad’s opportunity fire, to CASEVAC all my wounded and get all my prisoners back to battalion HQ for interrogation – all while taking at least three objective hexes?  It’s a tall order, but on Turn 4 I get to work.  A big part is for Gandelev to leave one fire team on the northwestern objective hex, then hustle south with the rest of his platoon (plus his medic team) to where I’ve taken such a pounding in that date orchard.In fact, by the beginning of Turn 4, there’s really no one left on the PLO side. One full squad occupies those northern trees. The question now is, can I manage my assets and remaining time well enough, in the face of that last squad’s opportunity fire, to CASEVAC all my wounded and get all my prisoners back to battalion HQ for interrogation – all while taking at least three objective hexes? It’s a tall order, but on Turn 4 I get to work. A big part is for Gandelev to leave one fire team on the northwestern objective hex, then hustle south with the rest of his platoon (plus his medic team) to where I’ve taken such a pounding in that date orchard.
Turn 5 – while Gandelev arrives from the northwest, Armichai leads two elements east and northeast to grab two more objective hexes.  I take fire from the last PLO squad, but with no leaders to direct their fire, plus the fire hindrance of that stone wall, plus their own sandbags as cover, Armichai and his men are not hit.  Another fireteam heads to the building where the DShK was hit by earlier Israeli mortar fire, while Gandelev’s men and medics CASEVAV more wounded and prisoners.Turn 5 – while Gandelev arrives from the northwest, Armichai leads two elements east and northeast to grab two more objective hexes. I take fire from the last PLO squad, but with no leaders to direct their fire, plus the fire hindrance of that stone wall, plus their own sandbags as cover, Armichai and his men are not hit. Another fireteam heads to the building where the DShK was hit by earlier Israeli mortar fire, while Gandelev’s men and medics CASEVAV more wounded and prisoners.
Ending state on Turn 6.  BARELY I’ve managed to grab a third objective hex (DShK hex in the large building – lower right).  All prisoners and wounded evac’ed in the nick of time.  So I’ve succeeded in the mission, but again, barely … and did I take too many losses for this mission to be considered a loss? Ending state on Turn 6. BARELY I’ve managed to grab a third objective hex (DShK hex in the large building – lower right). All prisoners and wounded evac’ed in the nick of time. So I’ve succeeded in the mission, but again, barely … and did I take too many losses for this mission to be considered a loss?
Almost.  In all I took eight casualty counters, which were all safely evacuated, x3 = 24 points.  In all, 27 men have been hit to one degree or another, we’re assuming 7 KIA and 20 WIA to one degree or another.  Meanwhile, I’ve taken out 17 PLO fireteams and all four leaders (including 2 fire teams and 2 leaders captured).  For “kills” I get 1 VP (17 in all), for “captures” I get 3 VP (12 in all) for a total score of 29.  So by just five points, I technically “win” this game.  Almost. In all I took eight casualty counters, which were all safely evacuated, x3 = 24 points. In all, 27 men have been hit to one degree or another, we’re assuming 7 KIA and 20 WIA to one degree or another. Meanwhile, I’ve taken out 17 PLO fireteams and all four leaders (including 2 fire teams and 2 leaders captured). For “kills” I get 1 VP (17 in all), for “captures” I get 3 VP (12 in all) for a total score of 29. So by just five points, I technically “win” this game.

So this was a great game, thanks again to Elessar2590 and to everyone who watched us on Twitch.  Technically I won with the IDF, but really this is because a ridiculous turn of fortune on Turn 3 saved my ass.  Literally we had double 6s by Elessar, the worst roll for him, followed by two more 6s for me on sniper attacks, best possible rolls for me.  That’s actually 6 x 6 x 6 x 6 = 1,296:1 odds in my favor on Turn 3 … and even with this, I barely belly-crawled out of that one with a “win.”

Hey, we all cry when the dice gods punish us, and they punish me plenty.  They punished me pretty hard on Turn 1 and 2 (I still can’t believe that southern PLO assault).  But when the dice gods favor us, we need to offer reciprocal gratitude.

The real win for me here was the successful playtest of Valor & Victory 1982.  This means Falklands, Gulf War 1991, Somalia 1993 … all are potentially within reach.

Of course I’m not done with Lebanon yet.  I want to draw up some counters in “The Arab Israeli Wars” (Israeli Merkava 1s, M109 Paladins, Syrian T-72s, Israeli AH-1 Cobras), etc.  And I have the beginnings of technical / BMPs / Israeli M113 “Zelda” APCs in Valor & Victory.

So stay tuned!  More to come!

New Units Designed: 1982 Lebanon in "The Arab Israeli Wars"

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Been working today on 1982-era counters for a new Lebanon expansion of The Arab-Israeli Wars.  Data’s been compiled from NE Atlanta Gaming Group (these guys do some very serious modern 1970s-80s Panzer Leader mods), Tosach Miniatures Tactical Combat Middle East (Panzer Leader for 1991-2003 Gulf Wars), and Shrapnel Games’ Steel Panthers: Main Battle Tank.

Still tweaking these of course, and there are a few more units I want to put together for 1982 “Peace for Galilee” Lebanon.

New Units Designed: 1982 Lebanon in

New WEC (Weapons Effectiveness Chart) for 1935-2015 Panzer Leader / AIW Games

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Here’s a new WEC I’m putting together that combines / refines / reconciles data used in Panzer Leader, Panzer Blitz, The Arab-Israeli Wars, my 2014-15 “Putin’s War” update for Panzer Leader, and Tosach Miniatures “Tactical Combat Middle East” for 1991-2003 Wars against Iraq.  I’m hoping to use it in the first try of a The Arab Israeli Wars playtest for Lebanon 1982.

I’m hoping to live-stream some of the playtest for this new Lebanon expansion for The Arab-Israeli Wars starting at around 3:00 ETZ / 7:00 GMT tonight (Sunday March 17).  Hope to see some of you there!  😀

Sitrep on Twitch

New WEC (Weapons Effectiveness Chart) for 1935-2015 Panzer Leader / AIW Games

Twitch Stream Excerpts posted on YouTube!

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Good afternoon, folks!

We had a great Sitrep Modern Military Gaming live-stream on Sunday, March 17.  In this stream, we took a first swipe at playtesting the new 1982-era units, rules, weapons classes, and scenario conditions for Avalon Hill’s The Arab-Isreali Wars – which I’ve been working to expand beyond the published 1973 Yom Kippur War scenarios and into 1982 “Peace for Galilee” (Israeli Invasion of Lebanon).

Excerpts of this stream are now being posted on YouTube.  ?

Do you have what it takes to wear colonel’s eagles?  That first star for a brigadier-general?  This are the kinds of games that let you really “take a seat at that table” – and command whole battalions, regiments, or brigades in full-sized tactical combat.

March 17 Twitch Stream Excerpts – Lebanon 1982

Air Phase Demo - 1982 "The Arab Israeli Wars"

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Segments from our March 17 Twitch live stream, where we took a first swipe at playtesting home-expansion rules, units, and weapons for 1982 “Peace for Galilee”

In this video – AIR STRIKES! Syrian interceptors! SAMs! Ground fire!

1982 Lebanon Air Phase Demo

Air Phase Demo - 1982

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