A Bit of Desert: Relief Convoy

Arab-Israeli War Scenario

by Ryan Schultz



Golan Heights, early October, 1973

An Israeli relief column attempts to move past Syrian positions in the Golan Heights and bring supplies to bypassed Israeli settlements.

Israeli Forces (morale A)

    5 Patturions (25-12-16-6)
    5 Centurions (25-12-15-5)
    5 Arm'd Inf (12-6-5-8)
    1 X3/120mm (9-25-3-8)
    Convoy
    3 X3s Q-6-3-8)
    4 trucks (0-0-1-10)

Syrian Forces (morale C)

    10 T55s (10-8-10-6)
    6 Inf <6-6-8-1)
    1 32mm (4-12-3-1)
    2 107mm (15-4-2-1)
    2 85mm (14-8-2-3)
    3 SAGGERs (30-12-2-1)
    1 122mm (13-48-1-0)

SET-UP:

Syrian: 1 inf unit in DF3 (represents HQ qnit), all other units set up east of hex row V (inclusive).

Israeli: All units (except the 7 units of the convoy) enter from the west man edge an turn 1. Convoy unite enter from the west map edge on turn 3.

SPECIAL RULES:

1. Use standard rules plus advanced rules II.C (inf quick-march) and III (indirect fire) and optional rule A (Arab anti-tank howitzers).

2. Israeli units may only exit the map by the east man edge (half hexes are considered on map). All Israeli units must enter the man on the turn of entry. Syrian units may never leave the man.

GAME LENGTH: 12 turns-Israeli units move first.

VICTORY POINTS:

Syrian player: 3 points for each Israeli unit eliminated or on map at the end of the game.

Israeli player: 1 point each Syrian unit eliminated. 5 points for each unit of the convoy exited off the east map edge by end of the scenario. 2 points for all other Israeli units which exit the east map edge by end of the game.

BALANCE RULES: To help a novice player consider the following:

Help Syrian player: Add two more SAGGER units to set up forces.

Help Israeli players: Add one 155mm artillery battery worth 15 (H) attack points of off-board artillery.

PLAYER'S NOTES

Syrian player options for defense include a spread out defense from hex row W to A. The goal with this defense would be to allow the Israeli tank units past and attack the arm'd inf and convoy units. Some Israeli units would be allowed to exit. Another defense popular in playings is the "iron wall" by lining most units up along hex row D and E. A small number of tank units would be deployed west of this line to delay the Israeli advance but no serious defense is attempted until the final few hex rows. This type of defense must stop ALL Israeli units from exiting.

The Israeli player will find little reward in moving his powerful armor units past the Syrian defense as is possible in many other AIW scenarios. The follow an convoy requires their use to clear a passage. Time is short. Remember that units left on map at games end count the same as if the Syrian player had destroyed them.


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