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Bar-Lev: The 1973 Arab-Israeli War

Bar-Lev: The 1973 Arab-Israeli War Rulebook

Table of Contents

Table of Contents

  • PART I: REGULAR RULES
  • 1.0 Introduction
    • 1.1 Background
    • 1.2 Abbreviations
  • 2.0 Game Components
    • 2.1 Rules Booklet
    • 2.2 Maps
    • 2.3 Counters
    • 2.4 Charts
  • 3.0 Game Length and Victory Conditions
    • 3.1 Syrian Front Victory Conditions
      • 3.1.1 Syrian Decisive Victory
      • 3.1.2 Syrian Victory
      • 3.1.3 Israeli Victory
      • 3.1.4 Israeli Decisive Victory
      • 3.1.5 Draw
    • 3.2 Egyptian Front Victory Conditions
      • 3.2.1 Egyptian Decisive Victory
      • 3.2.2 Egyptian Victory
      • 3.2.3 Israeli Victory
      • 3.2.4 Israeli Decisive Victory
  • 4.0 Sequence of Play
  • 5.0 Zones of Control
  • 6.0 Stacking
  • 7.0 Artillery
    • 7.1 Artillery Types
    • 7.2 When Artillery May Fire
    • 7.3 Spotting Targets
    • 7.4 Range
    • 7.5 Artillery Attacks
    • 7.6 Results
    • 7.7 Neutralized Units
    • 7.8 Artillery Restrictions
    • 7.9 Field Artillery Restrictions
    • 7.10 Air Defense Artillery
  • 8.0 Movement
    • 8.1 Arab Headquarters
    • 8.2 Suez Canal
    • 8.3 Jordan and Lebanon
  • 9.0 Bridges
    • 9.1 Restrictions
    • 9.2 Effects on ZOCs
  • 10.0 Amphibious Units
  • 11.0 Irregulars
  • 12.0 Combat
    • 12.1 Restrictions
    • 12.2 Procedure
      • 12.2.1 The First Fire Subphase
      • 12.2.2 Simultaneous Fire Subphase
      • 12.2.3 Summary
  • 13.0 Screening of Artillery
  • 14.0 Regrouping Units
  • 15.0 Refitting Units
    • 15.1 Field Artillery
    • 15.2 Ground Units
    • 15.3 Air Units
    • 15.4 Return to Play
  • 16.0 Military Aid
  • 17.0 Reserve Tanks
  • 18.0 Supply and Isolation
    • 18.1 Israeli Supply
    • 18.2 Arab Supply
    • 18.3 General Restrictions
    • 18.4 Determination
  • 19.0 Morale
    • 19.1 Arab Troops
    • 19.2 Israeli Troops
    • 19.3 Calculating Losses and Morale Break
  • 20.0 Arab Command Control
    • 20.1 Effects
    • 20.2 Headquarters
  • 21.0 Arab Anti-Tank Rockets
  • 22.0 Arab Operational Planning
    • 22.1 Moving Headquarters
    • 22.2 Building Bridges
    • 22.3 Releasing Reserves
      • 22.3.1 OP Costs
      • 22.3.2 Release Mechanics
  • 23.0 Setting Up the Game
  • 24.0 Israel Mobilization
  • 25.0 Front Transfers
  • 26.0 The Jordan River
  • 27.0 Garrisons
  • 28.0 Arab Allies
  • PART II: OPTIONAL RULES
  • 29.0 Converged Recce Units
  • 30.0 Optional Stacking Limits
  • 31.0 Syrian Exploitation
  • 32.0 Variable Arab Operational Points
  • 33.0 The One Front Game
    • 33.1 Arab Order of Battle
    • 33.2 Israeli Order of Battle
      • 33.2.1 Non-Artillery Ground Units
      • 33.2.2 Artillery Units
      • 33.2.3 Air Units
    • 33.3 Aircraft Allocation
    • 33.4 Four-Player Game
  • PART III: AIR RULES
  • 34.0 Introduction
  • 35.0 Air Units
    • 35.1 Aircraft
    • 35.2 Helicopters
    • 35.3 Air Defense Artillery
  • 36.0 Turn Sequence
  • 37.0 Aircraft Allocation Phase
    • 37.1 Simultaneous Mission Allocation
    • 37.2 Missions
    • 37.3 Arab Air Superiority Task Allocation
    • 37.4 Israeli Air Superiority Task Allocation
  • 38.0 Ground Attack Placement
  • 39.0 Dogfights
    • 39.1 Arab Side
    • 39.2 Israeli Side
    • 39.3 Results
  • 40.0 Air Related Combat
    • 40.1 Bounce Allocation
    • 40.2 Air Defense Artillery Fire Resolution
    • 40.3 Bounce Resolution
  • 41.0 Ground Attacks
  • 42.0 Shrike Anti-Radar Missiles
  • 43.0 Helicopters
    • 43.1 Arab Side
    • 43.2 Israeli Side
    • 43.3 Capabilities
    • 43.4 Bouncing Helicopters
    • 43.5 Anti-Aircraft Fire
    • 43.6 Return to Base
    • 43.7 Vertical Envelopment
  • 44.0 Airfield Attacks
    • 44.1 In General
    • 44.2 Attack Procedure

PART I: REGULAR RULES

1.0 Introduction

1.1 Background

A. Bar Lev is a game of the 1973 Arab-Israeli War, referred to by the Israelis as the War of Atonement or the Yom Kippur War, and by the Arabs as the War of Ramadan. Players will represent the Israeli and Arab high commands and maneuver their units and conduct combat in an attempt to attain the objectives of their respective nations.

B. Because of the two front nature of the war, Bar Lev is uniquely suited to a multi-player-game, with one player commanding the Israelis, one the Egyptians, and one the Syrians. Additional players can also be added to allow one commander for each front for the Israelis, air force commanders, or commanders for the various Arab allies.

C. This rules booklet covers the rules for both the air and ground campaigns of 1973. The ground game can be played without the air game, but it is recommended that the air game be incorporated into play as soon as the players are familiar with the ground rules, after two or three games, for instance. If the game is played without the air rules, do not use the counters representing aircraft, helicopters, or air defense artillery.

1.2 Abbreviations

  • CRT - Combat Results Table
  • DRM - Die Roll Modifier
  • HQ - Headquarters
  • MP - Movement Point
  • OP - Operational Point
  • TEC - Terrain Effects Chart
  • UIC - Unit Identification Chart
  • ZOC - Zone of Control

2.0 Game Components

The following components are provided with Bar Lev:

2.1 Rules Booklet

This booklet contains all rules necessary to the play of the game, as well as several optional rules.

2.2 Maps

A. Two game maps are provided, one covering the Suez Front and one covering the Syrian Front. A hexagonal grid has been superimposed over the maps to regulate movement and to assist in exact placement of units, much the same as a square grid functions in chess. Each hexagonal cell is referred to as a hex in these rules.

B. Due to the extremely broken nature of the terrain on the Syrian front, that map is presented at a scale half that of the Suez Front. Each Suez Front map hex equals 6 kilometers, when measured from side to side, and each Syrian Front map hex equals 3 kilometers. Units retain their normal movement factors on each map, but artillery firing range is doubled on the Syrian Front map.

2.3 Counters

The three sheets of 5/8 inch die-cut counters provided with the game represent the armed forces of the contending countries. Each counter represents a single military unit which fought in the actual war. The various symbols and numbers on the counters present information necessary to play; their format for presentation and several keys to their interpretation are presented in the Unit Identification Chart (UIC).

2.4 Charts

Several charts are provided to present necessary game information in an easily accessible form. These charts include:

A. Israeli Armed Forces Chart

B. Israeli Armed Forces Chart (continued) and Israeli Mobilization/Refit Chart

C. Egyptian Armed Forces Chart

D. Syrian Armed Forces Chart

E. Syrian Refit/Operations Point Chart

F. Air Combat Results Table and Air Units Identification Chart

G. Ground Combat Results Tables/Unit Identification Chart

H. Terrain Effects Chart

3.0 Game Length and Victory Conditions

A. Bar Lev is played until a cease-fire is declared. A cease-fire may be declared in one of three ways:

  1. If the morale of all three major combatants (Egypt, Syria, and Israel) is broken (19.0), then a cease fire is declared immediately.

  2. On the October 22nd turn, or

  3. When at least one battalion sized Israeli unit either a. Exits the west edge of the Suez Front map by road, or b. Enters either hex of Damascus on the Syrian Front map, and c. Can trace supply by a conventional land route, d. Roll for a United Nations imposed cease-fire at the beginning of each turn. A 5 or 6 indicates a cease fire is imposed.

  4. If all players agree, a cease fire may be declared at any time.

B. As soon as a cease fire is imposed, the game ends immediately. This may occur in the middle of a turn in the case of a morale collapse or because of Israeli movement.

C. Victory after a cease-fire is determined for each front in accordance with the following schedule:

3.1 Syrian Front Victory Conditions

3.1.1 Syrian Decisive Victory

Syria holds all village and town hexes on the Syrian Front map.

3.1.2 Syrian Victory

Syria holds all Syrian villages and towns (east of the brown ditch and its extension to the Lebanese border), both Damascus hexes, and at least four Israeli towns or fortified hexes.

3.1.3 Israeli Victory

Israel holds all Israeli villages and towns and at least nine Syrian fortification hexes.

3.1.4 Israeli Decisive Victory

Israel holds all village, town, and fortification hexes and both Damascus hexes.

3.1.5 Draw

Any situation not fulfilling the above victory conditions.

3.2 Egyptian Front Victory Conditions

3.2.1 Egyptian Decisive Victory

Egypt holds all towns and all Israeli fortified hexes on the map.

3.2.2 Egyptian Victory

Egypt holds all Israeli fortified hexes on the map.

3.2.3 Israeli Victory

Israel holds all fortified hexes and all village hexes on the map east of the Suez Canal.

3.2.4 Israeli Decisive Victory

Israel holds at least three fortified hexes, and all villages east of the Suez Canal, and holds at least three towns west of the Suez Canal.

3.2.5 Draw

Any situation not fulfilling the above victory conditions.

3.3 Total Victory

A. Overall game victory is computed on a point basis. Each side receives no points for a draw, one for a victory, and two for a decisive victory. The side with the highest point total wins.

B. Both sides must add together their points for both fronts. To hold a hex, a side must be the last to have any of its ground units move through the hex, or presently have units in the hex.

4.0 Sequence of Play

A. Bar Lev is divided into game turns, each representing one day of actual time. Each game turn is divided into two player-turns: an Arab player-turn followed by an Israeli player-turn.

B. Each player-turn is composed of the following phases:

  1. Irregular Movement Phase
  2. Artillery Phase
  3. Movement Phase
  4. Hostile Irregular Movement Phase
  5. Direct Fire Phase
  6. Hostile Regroup/Refit Phase

C. All action must be conducted within the above sequence. The exact procedure for the conduct of the actions in the above phases will be explained in later rules.

D. When playing with the Air Rules, the Air Turn precedes both player-turns so that the overall game turn sequence is:

  1. Air Turn
  2. Arab Player-Turn
  3. Israeli Player-Turn

5.0 Zones of Control

A. Units exert control over the terrain around them through fire and active patrolling. The six hexes surrounding a unit are its Zone of Control (ZOC).

B. A unit must stop as soon as it enters an enemy ZOC, and it may not move farther that phase.

C. A unit may fire at any unit in its ZOC during the Direct Fire Phase.

D. Units which begin their movement phase in an enemy ZOC may leave without penalty, but if moving to an adjacent enemy ZOC are forced to stop immediately, and cannot move farther that phase.

E. The presence of friendly units in a hex negates the effects of an enemy ZOC for the purposes of supply (18.0) but not for movement.

6.0 Stacking

A. More than one unit may occupy a single hex, in a process called stacking. An unlimited number of artillery units (any unit with a range number in the upper left corner of the counter) may be placed in a hex at any one time.

B. In addition, either side may stack two brigades of non-artillery units per hex on the Suez Front, or one brigade of non-artillery units per hex on the Syrian Front map.

C. For the purposes of stacking units, any three battalion counters equal a brigade counter.

D. Since artillery units do not count against stacking limits, their size is not important here. All other units with a unit symbol box in the center of the counter (as opposed to a silhouette) also bear a unit size symbol. Unit size symbols are presented UIC. Units with silhouettes are defined as battalions.

E. Because no unit may ever be forced to move involuntarily, overstacking is not permitted under any circumstances.

Exception: Israeli Reece units with a tank silhouette each represents a single company. The Israeli side may place one recce company in a hex in addition to any other units normally allowed there.

F. Three Israeli companies (or fraction thereof) are treated as a battalion for stacking purposes.

7.0 Artillery

These rules will sometimes refer to artillery units as having special characteristics. Artillery units can be easily distinguished from non-artillery because all artillery has a range factor printed in the upper left corner of the counter.

7.1 Artillery Types

A. Within the broad category of artillery, there are four distinct types included in the game.

  1. Towed Field Artillery bears the towed field artillery symbol in the unit symbol box (2.0, UIC).
  2. Self-Propelled Field Artillery bears the silhouette of a gun or rocket launcher in the unit symbol area (2.0, UIC).
  3. Mobile Air Defense Artillery bears the air defense artillery symbol in the unit symbol box, and has an attack factor of A rather than a number (2.0, UIC).
  4. Fixed Air Defense Artillery bears the air defense artillery symbol, but has no factors except for range (2.0, UIC).

7.2 When Artillery May Fire

All field artillery (both towed and self propelled) may fire during the owner's Artillery Phase (i.e., Israeli field artillery may fire during the Artillery Phase of the Israeli player-turn; Arab field artillery may fire during the Artillery Phase of the Arab player-turn). This is the only time that artillery may fire, unless attacked by vertical envelopment (See the Air Rules) in which case artillery may fire on the attackers.

7.3 Spotting Targets

A. A field artillery unit may only fire at one target hex during the artillery phase, and that hex must be spotted and within range.

B. An enemy occupied hex is considered spotted during a given artillery phase if any one of the following three conditions is met:

  1. A friendly ground unit is adjacent to the hex being spotted. A friendly unit may spot for artillery even if it has been neutralized.
  2. The hex contains an enemy field artillery unit that fired from that hex in the last enemy Artillery Phase.
  3. The target hex is on the Syrian Front map and a friendly unit occupies or was the last to pass through Israeli Hermon (hex 0917).

7.4 Range

A. A target hex is within an artillery unit's range if the number of hexes from the artillery unit's hex to the target hex is not greater than the artillery unit's range factor.

B. When counting the number of hexes, include the target hex but not the firing artillery unit's hex.

C. Artillery ranges on the Syrian Front map are doubled due to the difference in map scale. Thus, a unit with a printed range factor of 7 would actually be able to fire at targets up to 14 hexes distant on the Syrian Front map.

7.5 Artillery Attacks

A. Field artillery attacks affect every enemy unit in the target hex except for aircraft.

B. A target hex may only be attacked once per Artillery Phase.

C. Jordanian artillery may not combine in artillery attacks with any other Arab artillery in any manner.

D. To resolve field artillery attacks on a target hex:

  1. Sum the number of artillery factors of all field artillery units firing on that hex. Any number may do so, provided they are in range and otherwise qualified, and the artillery units need not be firing from the same hex.
  2. Round the total number of factors applied down to correspond with a number given on the artillery factors row of the appropriate Artillery Table.
  3. Use the Israeli Artillery Table for Israeli or Jordanian artillery; use the Arab Artillery Table for all others.
  4. Roll the die for each unit in the target hex, making any necessary modifications to the die roll or to unit strength due to terrain.
  5. Cross-index the modified die roll with the artillery factor on the Artillery Table and read the result.

7.6 Results

A. A blank space indicates the attack had no effect on the target unit.

B. A D indicates that the target unit is destroyed and is removed from play immediately.

C. An N indicates that the unit has been neutralized. Invert the counter to indicate its status.

7.7 Neutralized Units

A. A neutralized unit remains inverted until it can regroup.

B. While a unit is neutralized, it loses its ZOC and may neither move nor fire.

C. It may defend with its full defense strength if attacked.

D. Friendly units may not enter a hex containing a neutralized enemy unit except by vertical envelopment. (See the Air Rules.)

E. Units may also be neutralized by ground attack missions in the Air Turn, and if a unit is neutralized twice before it can regroup, it is eliminated.

7.8 Artillery Restrictions

A. Artillery units (including air defense artillery) may never voluntarily enter the ZOC of an enemy unit or remain in an enemy ZOC, even if stacked with friendly units. If in the ZOC of an enemy unit at the beginning of the player-turn, they must move away in the Movement Phase.

B. Thus, towed field artillery forced to move in this manner may not fire in the prior Artillery Phase of the turn in which it is forced to move.

C. An artillery unit unable to leave all enemy ZOCs during its Movement Phase is destroyed.

7.9 Field Artillery Restrictions

Field artillery is subject to the following restrictions:

A. If towed field artillery units fire in the Artillery Phase, it may not move in the subsequent Movement Phase of that player-turn.

B. Field artillery may never fire in the Direct Fire Phase.

C. When artillery fires against tank counters (of any size), add one to the die roll.

7.10 Air Defense Artillery

A. Air Defense Artillery fires during the Air-related Combat Phase and is explained in the Air Rules.

B. Certain air defense artillery may also fire at helicopters attempting to land troops in a hex within their range. (These units are the Arab ZSU-23 and the Israeli T-20 units.)

C. Any helicopter attempting to land in a hex containing one of the above units is subject to fire using the same procedure as anti-aircraft fire (See the Air Rules).

D. If a helicopter is destroyed by ground fire, its cargo (if any) is also destroyed.

E. Air defense artillery cannot move or remain adjacent to enemy units.

F. If fired on during the Direct Fire Phase, Arab fixed air defense artillery defends with a factor of one.

G. Fixed air defense artillery, because it cannot move, is not required to withdraw from an enemy ZOC, but if at any time it is in an enemy ZOC and no friendly units are stacked with it, it is immediately eliminated and the enemy may continue moving without penalty.

8.0 Movement

A. Units move during the Movement Phase by expending movement points (MPs).

B. Most units which can move have a movement factor printed as their rightmost factor. This factor is the number of MPs that the unit may expend each friendly Movement Phase.

C. A unit may move in any direction or combination of directions, and need not expend the entire movement factor. Unused MPs may not, however, be saved or accumulated for use in other turns or by other units.

D. Different terrain symbols in the map hexes dictate different MP costs to enter them during movement. Normally, clear terrain requires the payment of 1 MP to enter a hex; other terrain imposes other costs. In addition, there is also a MP cost to cross some hexsides. MP costs are listed on the Terrain Effects Chart (TEC).

E. A moving unit may never enter a hex containing an enemy unit except by vertical envelopment (See Air Rules).

8.1 Arab Headquarters

A. Arab headquarters (HQs) ignore terrain costs, paying a simple 1 MP per hex entered.

B. They may not, however, enter unbridged canal hexes (except as noted in 8.3), or cross full sea, lake, or unbridged river hex-sides.

8.2 Suez Canal

A. The Suez Canal presents a special case for movement. Units may enter a Suez Canal hex, but only if using amphibious movement, crossing a bridge, or entering by a road on the same side of the canal as the unit.

B. Units entering a canal hex by road may only move to hexes connected to it by road or bridge, or entirely on the same side of the canal as the road.

8.3 Jordan and Lebanon

Jordan and Lebanon are neutral, and may not be entered by any side's forces, including Jordanian forces entering Lebanon.

9.0 Bridges

A. Bridges may be built across the Suez Canal by either side.

B. Bridges are built during the friendly Movement Phase or Irregular Movement Phase, and may be built at any time in either phase. That is, a bridges may be built before any unit has moved, after some have moved, or in any combination of the above. Bridges may even be built after a unit has moved part of its movement factor, after which the unit may complete its movement for the phase without penalty.

C. Bridges may be used in the same phase in which they are constructed.

D. A bridge may be built in any Suez Canal hex if, at the instant of construction, the building side has ground units on both sides of the canal and adjacent to the canal hex in which the bridge is to be built.

9.1 Restrictions

A. Construction of bridges by the Arab side (22.0) also requires the expenditure of Operations Points (OPs).

B. The Israeli side may only build one bridge per turn.

C. Only one counter or battalion (whichever is greater) may move across a bridge in a player-turn. A unit which begins or ends its movement on a bridge does not count as having moved across it.

Exception: An enemy unit may cross a bridge during the Hostile Irregular Movement Phase and then a friendly unit may cross the same bridge during the regular Movement Phase of the same player-turn.

9.2 Effects on ZOCs

A. Units ending their movement phase on a bridge do not have a ZOC, may not attack, and defend at half strength (rounding fractional strength up).

B. River Bridges span the Jordan River on the Syrian Front map at three locations (wherever a road crosses a river).

  1. Arab ZOCs do not extend across rivers except at bridges.
  2. Israeli ZOCs extend across both river and bridge hex-sides.

10.0 Amphibious Units

A. Amphibious units may cross unbridged water barriers.

B. Amphibious units ignore the Jordan River for movement purposes, pay 2 MPs to enter Suez Canal hexes or across lake hex-sides, and treat swamp hexes as clear terrain.

C. All Arab Commando brigades, Marine brigades, and PT-76 battalions (the 2-1-6 and 1-1-6 tanks) are amphibious.

D. In addition, one Israeli parachute battalion may move as an amphibious unit per turn, but only at half movement factor. An Israeli parachute unit that used amphibious movement to enter an unbridged canal hex can then move off that hex in the next Movement Phase without penalty and without amphibious movement.

11.0 Irregulars

A. Israeli Reece companies and Arab Commando Brigades are classed as irregulars in the game, and obey special movement rules. Irregulars do not move during the normal Movement Phase, but instead move twice each turn: once in the Irregular Movement Phase of the friendly player-turn, and once in the Hostile Irregular Movement Phase of the enemy player-turn.

Example: An Arab Commando brigade has a movement factor of three. It could expend 3 MPs during the Irregular Movement Phase of the Arab player-turn, and then expend 3 MPs again during the Hostile Irregular Movement Phase of the Israeli player-turn.

B. Irregular units may ignore the first enemy ZOC hex that they enter, unless they began their move in an enemy ZOC. During Turn 1, Arab Commandos may ignore the ZOCs of all units in the Bar Lev Line (fortified hexes adjacent to the Suez Canal).

12.0 Combat

A. Ground combat occurs between non-neutralized non-artillery units during the Direct Fire Phase. This phase is divided into two subphases: the First Fire Subphase and the Simultaneous Fire Subphase. Basically, all non-artillery ground units (of both sides) which have any advantage are accorded the First Fire Option and may fire first, with the potential of eliminating enemy forces before they themselves can fire back. All other units then fire in Simultaneous Fire Subphase.

B. When firing, all attacking units sum their attack factors and form a combat odds ratio against the sum of the defender's defense factors. This ratio is then reduced to one of the basic odds ratios shown on the Combat Results Table (CRT).

Example: An attack by a unit with an attack factor of 4 against a unit with a defense factor of 2 is odds of 4:2, which reduces to 2:1.

C. When rounding is necessary, round in favor of the defender. One die is rolled, and the result noted from the CRT.

12.1 Restrictions

A. Each unit may fire at any enemy unit adjacent to it, but may only fire once per Direct Fire Phase. In addition, each unit may itself be fired on only once per phase. Thus, a unit may fire in either the First Fire Subphase or the Simultaneous Fire Subphase, but not both; a unit which is attacked in the First Fire Subphase may not then be attacked in the Simultaneous Fire Subphase.

B. Units need not attack all enemy units adjacent to them; they may fire at as many or as few as is desired.

C. More than one attacking unit may combine to attack a single enemy unit or stack of units, provided all attackers are adjacent to all defenders.

D. Attacking units in a stack need not attack together, but may each separately fire at different targets. Attacks may be made against individual units within a stack.

Exception: Screening of Artillery (13.0).

12.2 Procedure

All fire in a Direct Fire Phase is conducted in the following sequence.

12.2.1 The First Fire Subphase

A. Any unit which has a first fire option on an enemy unit may choose to exercise that option.

B. First fire is available in the following situations:

  1. Israeli units in the Bar Lev Line (any fortified hex on the Suez Front map) have the option of first fire on any Arab units.
  2. Any unit which enjoys a height advantage over an adjacent enemy unit has a first fire option against that unit. Units in mountain hexes have a height advantage against units not in mountain hexes. Units in high ground hexes have a height advantage against units not in mountain or high ground hexes. Units on the high side of an escarpment hexside have a height advantage over units on the low side of an escarpment hex-side.
  3. Any unit in a town has a first fire option against any adjacent unit not in a town. Villages do not count in this situation.
  4. Israeli units on the west side of the brown anti-tank ditch on the Syrian Front map firing across the ditch at adjacent Arab units have a first fire option.

C. In a case where two units both have first fire options on each other and choose to exercise them, the first fires are resolved simultaneously in the First Fire Subphase.

12.2.2 Simultaneous Fire Subphase

A. After all first fire options have been exercised or declined, the results resolved, and any losses taken, any remaining units that are adjacent to enemy units may fire provided they did not fire with a first fire option.

B. No losses from simultaneous fire are removed until all simultaneous fires are resolved.

12.2.3 Summary

A. In the Direct Fire Phase, all non-neutralized units of both sides may fire at enemy units adjacent to them. Some units are allowed a first fire option, allowing them to fire before the simultaneous fire portion; successful first fires reduce or eliminate enemy threats before they can fire.

B. In some cases, a unit will decline to exercise a first fire option to be allowed to fire in combination with other units during the simultaneous fire portion of the phase.

C. Units which are destroyed by the first fire option may not fire in the simultaneous fire portion of the Phase.

D. All units which did not make first fires and were not eliminated by first fires may fire in the simultaneous fire portion; even if such units receive negative combat results, they may still make their own attacks because losses are not applied until the end of the phase.

E. A unit is not required to fire during the Direct Fire Phase.

F. Units of both sides may fire in each Direct Fire Phase.

13.0 Screening of Artillery

A. Normally, a non-artillery ground unit may fire at any enemy unit to which it is adjacent. However, at the beginning of the Direct Fire Phase, if either side has non-artillery ground units stacked in a hex with artillery units, it may elect to screen those artillery units with non-artillery units in the same hex.

B. If screening takes place, all artillery units are screened; it is impossible to screen only some of the artillery in a hex.

C. When artillery is screened, the enemy may not fire on any artillery in the hex during any part of the Direct Fire Phase, but if all non-artillery units are eliminated as a result of direct fire, all screened artillery is also destroyed automatically.

D. Screening has no effect on attacks made during the Artillery Phase or during the Air Turn (including vertical envelopments).

E. Neutralized non-artillery units are allowed to screen artillery units in the same hex.

14.0 Regrouping Units

A. Neutralized units may be regrouped.

B. During the friendly Regroup/Refit Phase, all of that side's neutralized units are automatically regrouped, which means that they are turned face up, and return to normal, regaining their ZOCs and ability to move and fight.

C. All neutralized Arab units regroup in the Hostile Regroup/Refit Phase of the Israeli player-turn, and all neutralized Israeli units regroup during the Hostile Regroup/Refit Phase of the Arab player-turn.

15.0 Refitting Units

A. When a ground or air unit is destroyed by combat, the counter is immediately placed in the Units To Be Refitted Box of the owning side's Order of Battle Chart.

B. During the appropriate Regroup/Refit Phase, some of these units may be brought back into play.

C. Each nation refits units separately, including Arab Allies. Thus, Jordanian units may only be scrapped to refit other Jordanian units.

15.1 Field Artillery

Field artillery units may never be refitted, and are immediately placed in the Units Scrapped Box.

15.2 Ground Units

A. Non-field artillery ground units (including mobile air defense artillery, but not fixed air defense artillery) may be refitted.

B. Tank units (any non-artillery ground counter with a silhouette on it) and other ground units are each refitted using separate ratios; a specified number of counters are scrapped (removed from the Units To Be Refitted Box to the Units Scrapped Box) to allow one counter to be returned to play.

C. In all cases, the scrapped counters must be at least equal to or greater in strength (both attack and defense) than the unit returned to play.

  1. The Israeli side must scrap one tank unit to return one tank unit to play.
  2. The Arab side must scrap three tank units to return one to play.
  3. Both sides must scrap two other non-tank units to return one non-tank to play.

Example: The Arab side must have four tank units in its Units To Be Refitted Box before refitting any tanks. It could then move three tank units to the Units Scrapped Box and return the fourth to play on the map.

15.3 Air Units

A. When refitting air units, the same general procedure applies, with the exception that only aircraft of the same model type (such as MiG-21 or F4) may be scrapped to return a counter to play.

  1. The Israeli side must scrap one aircraft in order to refit one.
  2. The Arab side must scrap two aircraft to refit one.

B. For refitting purposes, Israeli Super Mystère and Mystère IV aircraft are the same type, and Mirage III and Barak aircraft are the same type.

15.4 Return to Play

A. Refitted units appear during the enemy's Hostile Refit/Regroup Phase.

B. Israeli refitted units may appear in either Front Box.

C. Refitted Egyptian ground units appear off map on the west edge of the Suez Front map, and may enter using any road hex (including partial road hexes) on that west edge during the Arab Movement Phase (or Arab Irregular Movement Phase for those units classed as irregulars).

D. Refitted Syrian units appear off map on the east edge of the Syrian Front map, and may enter on any road hex (including partial road hexes) on the east edge of that map during the next Arab Movement or Irregular Movement Phase.

E. Refitted units must pay the appropriate movement cost to enter the first hex of the map.

16.0 Military Aid

A. The Turn Record Chart indicates the arrival of military aid to both sides. This aid represents the infusion of new equipment by the United States and the Soviet Union to allow reequipping of mauled units.

B. During the appropriate Regroup/Refit Phase of the turn of receipt or later, if not used immediately, the owner may return to play one unit of the same strength from the Units Scrapped Box or the Units To Be Refitted Box.

17.0 Reserve Tanks

A. The Israeli side begins with three battalions of tanks in reserve. It may bring these into play during the Regroup/Refit Phase by inverting one battalion of any type of tanks in the Units Scrapped Box for each battalion of reserve tanks thus activated.

B. Inverted tank battalions in the Units Scrapped Box are not available for use under the Military Aid Rule (16.0).

18.0 Supply and Isolation

Ground units must be in supply. Units not in supply have their attack, defense, and movement factors halved, retaining any fractions.

18.1 Israeli Supply

A. Israeli units are in supply if they can trace a supply line of any length to a friendly road entry hex.

B. Suez Front: A friendly road entry hex is any hex containing a road on the east edge of the map (specifically, the hexes numbered 0801, 2101, 2501, 2701, 3101, or 3301; in addition, the partial hex between 2501 and 2701).

C. Syrian Front: A friendly road entry hex is any hex containing a road on the west or southwest edges of the Syrian Front map (specifically, hexes 1334, 1524, 1724, 2324, 2823, 3621, or 3622).

18.2 Arab Supply

A. Arab units are in supply if they can trace a supply line of any length to a friendly road entry hex.

B. Suez Front: An Arab friendly road entry hex is any hex containing a road on the west edge of the map (specifically, hexes 1324, 1924, 2324, 2524, 2924, or 3124).

C. Syrian Front: An Arab friendly road entry hex is any hex containing a road on the east or southeast edge of the map (specifically, hexes 3101, 3606, the unnumbered hex immediately east of hex 3401, or the two hexes of Damascus).

18.3 General Restrictions

A. The following restrictions apply generally to both sides.

B. Supply lines may not be traced:

  1. Through hexes occupied by enemy ground units,
  2. Through hexes in enemy ZOCs that are unoccupied by friendly units,
  3. Across an escarpment (except where crossed by a road),
  4. Across an unbridged canal or river, or
  5. Across a full lake or sea hexside.

18.4 Determination

A. Supply is determined for both sides at the beginning of each player-turn.

B. The effects last throughout the player-turn even if the actual circumstances for various units change.

C. It is recommended that blank counters be placed on units which are out of supply in order to minimize confusion during movement and combat.

19.0 Morale

Extremely heavy losses may cause the failure of an army's morale. Once morale is broken, all units in that army receive a +1 die roll modifier (DRM) on all direct fire attacks.

Exception: Syrians in Syrian fortification hexes remain unaffected.

19.1 Arab Troops

A. Iraqi and Moroccan troops suffer the effects of morale if the morale of the Arab nation on whose front they are fighting has been broken.

B. Jordanian troops are never subject to morale failure.

C. Losses by Arab Allies do not count toward Arab morale collapse.

D. Syrian Morale is broken when Syria has lost units with a combined total of at least 100 attack factors.

E. Egyptian Morale is broken when Egypt has lost units with a combined total of at least 175 attack factors.

19.2 Israeli Troops

Israeli morale is broken when Israel loses units with a combined total of at least 275 attack factors.

19.3 Calculating Losses and Morale Break

A. To calculate losses, ad total the attack factors of all units in the Units To Be Refitted Box and the Units Scrapped Box. Count units with an attack factor of 0 as 0; count aircraft and air defense artillery as 4 attack factors each.

B. The instant that losses reach the specified level, the nation's morale breaks. It may not be restored in any case, even by such things as Military Aid.

20.0 Arab Command Control

A. Arab ground units must be under command control in order to function properly.

B. All units west of the Suez Canal or in Syrian fortifications are always under control.

C. Units east of the Suez Canal or not in fortifications are in control if they begin their turn within six hexes of an Army HQ, regardless of terrain and enemy units.

D. All Egyptian units are automatically in control on the first turn. After the first turn, Egyptian units which end their turn on a bridge are not under control.

20.1 Effects

A. Units which are not under control have their attack, defense, and movement factors halved (retaining fractions).

B. Arab units which are both out of control and out of supply are quartered in the attack, defense, and movement, but no factor is ever reduced below 1.

20.2 Headquarters

A. HQs may not be destroyed.

B. HQs may not be attacked by artillery or air units. While they may be attacked by direct fire, all elimination results are converted automatically to neutralizations. Additional neutralization results on a neutralized HQ have no further effect.

C. Neutralized HQs may not be used to perform their normal function of placing other units in command control. Such units have no ZOC, but may move through Israeli units and may be moved through Israeli units.

D. Israeli units may end their movement in the same hex as a neutralized HQ without adverse effect on either.

E. Neutralized HQs may move their full movement factor, ignoring Israeli ZOCs, without the expenditure of OPs (22.0).

F. HQs stacked with an Israeli unit during the Arab Regroup/Refit Phase may not regroup in that phase.

21.0 Arab Anti-Tank Rockets

A. Arab infantry carried large numbers of anti-tank rockets which caused the Israeli armor a great deal of trouble. To simulate this, Arab foot-mobile infantry, mechanized infantry, and paratroops, when defending against Israeli tanks, may fire at them using their defense factor instead of their attack factor.

B. This advantage applies only to Egyptian and Syrian units, not to the Arab Allies.

C. It may only be used while defending (during the Direct Fire Phase of the Israeli player-turn).

D. Anti-tank rocket fire may only be used against Israeli tanks (or the tank counters in a stack). All Israeli ground counters with silhouettes are tanks, except self-propelled artillery with a range number in the upper left corner.

22.0 Arab Operational Planning

A. Due to a shortage of middle-echelon staff, the Arabs were limited in their overall flexibility of action. To simulate this, the Arab side must expend OPs from its limited supply in order to carry out certain tasks (22.1-22.3).

B. The Arab side begins the game with 19 Egyptian OPs and 3 Syrian OPs. Additional OPs are provided on turns indicated on the Turn Record Chart.

C. OPs may be used immediately, or accumulated for use in later turns.

D. A single OP may only be used for one task, and is expended when used; it may not be applied to more than one task.

E. Syrian and Egyptian OPs are distinct, and may not be traded or exchanged between the two nations.

F. A record of currently available OPs should be maintained on the OP Scale.

22.1 Moving Headquarters

For each OP expended during the Movement Phase, the Arab side may move each of the HQ units of one nation one hex. Egyptian OPs must be expended to move Egyptian HQs; Syrian OPs must be expended to move Syrian HQs. Neither nation may expend more than two OPs per turn for this purpose. The maximum movement of HQ units is two hexes per turn.

22.2 Building Bridges

For each OP the Egyptian side expends for this task, it may build one bridge in a canal hex.

22.3 Releasing Reserves

22.3.1 OP Costs

A. For each OP expended for this task, the Arab side may release one infantry or mechanized division or any two brigades from reserve.

B. For every two OPs expended, the Arab side may release one armored division from reserve. Reserve units are described in 23.G.

C. Egyptian and Syrian OPs must be used to release Egyptian and Syrian reserves respectively. When released, reserve units deploy within two hexes (Suez Front map) or four hexes (Syrian Front map) of the location of the reserve unit marker.

22.3.2 Release Mechanics

A. All Egyptian reserve units are released immediately, without the expenditure of OPs, whenever any Israeli ground unit crosses the Suez Canal by bridge, amphibious movement, or heliborne movement.

B. Syrian reserves represented by a specific counter are released without OP cost any time an Israeli unit is east of the anti-tank ditch (or its extension to the Lebanese border). and within four hexes of the reserve counter.

C. Units released in this manner by Israeli movement are placed on the board at the instant that conditions are met, even though this may occur in the middle of Israeli movement.

D. Unreleased reserves are not technically on the map and are thus not subject to attack by either artillery or air units.

23.0 Setting Up the Game

A. To begin play of Bar Lev, place the two maps side by side. The Israeli player should sit to one side (either the north or south) and the Arab player at the opposite.

B. Set up the various Armed Forces Charts, punch out the playing pieces (counters), and place them in the appropriate boxes of the charts.

C. If Optional Stacking (30.0), is not used, it is not important that the units match with historical identifications (although symbols, factors and silhouettes remain important).

D. Israeli troops initially available should be placed in the hex on the map bearing the same four digit number as that shown below the unit on the chart.

E. Infantry companies (factors 0-1-4) must be placed one in each Israeli fortified hex on the correct Front map.

F. Israeli units which are initially mobilized may be placed in either Front Mobilization Box, or may be divided between them.

G. After the Israeli player has sets up, the Egyptian player places unmobilized reserve counters where indicated on the Suez Front map. (Unmobilized reserve counters are those with a unit symbol, but no factors at the bottom of the counter.) Each of these counters corresponds to one of the boxes on the Egyptian Unmobilized Reserves section of the Egyptian Armed Forces Chart. Place all of the actual combat units represented by the reserve counter in the appropriate box; unit identifications are important, and must be used.

H. Next, place all units listed as initially available (except aircraft and helicopters) on the Suez Front map in any hexes west of the Suez Canal (including in Canal Hexes if a road is present on the west bank).

I. Syrian units are also set up in an identical manner, except that all units listed as initially available are set up on the Syrian Front map east of the Anti-tank Ditch and its extension to the Lebanese border.

24.0 Israel Mobilization

A. Most of the Israeli Army is not immediately available and must be mobilized for action. The Israeli Armed Forces Chart indicates when these units become available.

B. At the end of the Israeli Movement Phase on the turn that the units become available, they may be placed in either the Suez Front Box or the Syrian Front Box. During the Movement Phase following (or during any subsequent Irregular Movement Phase, in the case of irregular units) of the Israeli player-turn, they may either move from one Front Box to another, or they may move onto the map.

C. Units in the Suez Front Box may only move to the Suez Front map; units in the Syrian Front Box may only move to the Syrian Front map.

D. Units entering a map may only do so on a friendly road hex (18.1).

E. Troops that move from one Front Box to another may not enter either map in that phase.

F. The troops listed as initially mobilized start the game in the Front Boxes and may move out on Turn 1.

25.0 Front Transfers

A. The Israeli side may at any time withdraw units from the maps through a friendly road entry hex. Units are placed in the correct Front Box.

B. On the next turn, they may move back on the board or change Front Boxes in the same manner as newly mobilized units.

C. Arab units may never exit either map.

26.0 The Jordan River

A. The river is deep and the river is wide; Arab units may not attack the other side.

B. Arab units may cross the river, either at a bridge or using amphibious movement or heliborne assault (if capable) and, once across, attack Israeli units, but normal attacks may not be made across a Jordan River hexside except at a bridge.

C. Arab artillery may not fire at any Israeli unit on the far bank unless spotted by an Arab unit on the far bank, even if Arab troops are on Israeli Hermon.

D. Israeli units may attack across the Jordan River freely.

27.0 Garrisons

A. The Israelis receive several 0-1-4 infantry companies as garrisons of bunker complexes. Since these units have no attack factor, they may not be refitted or used to refit other units.

B. However, if the Israeli side successfully places six of these units in the same Front Box, it may immediately remove them and replace them with an 8-9-8 infantry brigade from the Units Scrapped Box. Since there are fourteen such units in the game, this process could conceivably be done twice.

28.0 Arab Allies

A. Units from Morocco, Jordan, and Iraq joined the forces of Egypt and Syria in the war. Moroccan troops start the game available to both Egypt and Syria and may be deployed according per 23.0.

B. Jordanian troops appear when indicated on the Syrian Armed Forces Chart and may move onto the Syrian Front map on any hex on the south edge, east of but not in Jordan. Iraqi troops appear when indicated on the Syrian Armed Forces Chart and may move onto the Syrian Front map on any hex east of but not in Lebanon.

C. Arab Allied units, once destroyed, may not be refitted, nor may they be used to refit Egyptian or Syrian units.

PART II: OPTIONAL RULES

29.0 Converged Recce Units

A. The Israeli side may converge recce companies to form tank battalions. Four Israeli tank battalions (6-4-8) are provided which bear the designation Converged.

B. If the Israeli side has three recce companies stacked together in the same hex or in the same Front Box at the end of the friendly normal Movement Phase, it may then replace them with a Converged tank battalion.

C. A Converged tank battalion functions as a normal unit, not an irregular.

D. Converged units may break down to recce companies in a similar manner.

30.0 Optional Stacking Limits

A. The Israeli side may consider all of the units of a brigade (i.e., all of the units which bear the same brigade designation) as equivalent to a single brigade for stacking purposes.

Example: The Israeli 7th brigade consists of four tank battalions, a mechanized infantry battalion, and a recce company.

B. When using this rule, Converged tank battalions are not considered part of the same brigade even though they all bear the same designation in the brigade identification position.

31.0 Syrian Exploitation

A. The Syrian army achieved a very rapid breakthrough on the Golan Heights. To simulate this, at the end of the Arab player-turn on October 6 (Turn 1), the Syrian side may conduct an additional Movement Phase.

B. During this additional Movement Phase, the Syrian side receives an additional 4 OPs. These may only be used to release reserves, which may then exploit.

C. HQs may not move during exploitation.

D. During exploitation, Syrian units may use road movement on roads east of the anti-tank ditch and its extension to the Lebanese border.

E. Any non-neutralized Syrian unit with a movement factor may move its full movement factor, but may not use road movement.

F. Arab Allies may not exploit in this manner.

32.0 Variable Arab Operational Points

A. The current Operational Points Schedule is designed to reflect as accurately as possible Arab operational capabilities. The difficulty with this system is that it allows the Israeli side to accurately predict the operations the Arabs are capable of some time in advance, a capability that they did not in fact have. If this becomes a difficulty in the game, incorporate the following rules changes.

B. Both Arab nations receive OPs as scheduled through Turn 2 (October 7).

C. Thereafter, each Arab country rolls one die on the Operational Points Table at the beginning of the Arab Player-turn, and the number of OPs awarded is immediately added to the nations' accumulated OP totals.

RollOPs Received
12
22
31
41
50
60

D. At one time during the game, the Egyptian side may conduct a Special Operations Effort. This may be done on any turn after October 9 (Turn 4). On the turn that a Special Operations Effort is declared, the Egyptian side receives 4 OPs extra to expend that turn.

33.0 The One Front Game

Bar-Lev has been designed to enable players to play only one front if they wish; the one front game provides a good introductory game since it requires fewer counters and fewer strategic decisions. Players should decide which front they wish to play. All game rules are in effect with the following additions.

33.1 Arab Order of Battle

All Arab units normally available on the chosen front are available.

33.2 Israeli Order of Battle

Israeli units are available subject to the following conditions:

33.2.1 Non-Artillery Ground Units

A. All non-artillery ground units listed on the Israeli Mobilization Chart have printed under their unit box either the letter R or Z.

  1. Units with the letter R are available when playing the Syrian Front.
  2. Units with the letter Z are available when playing the Suez Front.

B. Available units appear when scheduled as in the standard game rules.

33.2.2 Artillery Units

A. Whenever a group of artillery units is mobilized, half of the units of each type available will go to each front.

B. In the event of an odd number of units mobilized on any one turn, roll the die for the extra unit.

  1. On a 1-3, the unit is available to the Syrian Front.
  2. On a 4-6 it is available to the Suez Front.

33.2.3 Air Units

A. This assumes the Air Rules (Part III) are in use.

B. Each turn, the Israeli side rolls the die once per type of air unit.

  1. On a 1-3, it is available to the Syrian Front.
  2. On a 4-6 it is available to the Suez Front.

C. It is possible, therefore, to have all the Israeli F4s, Mirage IIIs, and helicopters available on one front and all other aircraft available on the other.

33.3 Aircraft Allocation

A. A slightly different sequence is followed in allocating aircraft than in the standard game.

B. The Arab player writes down her/his allocations.

C. The Israeli player then rolls to determine the available aircraft, verbally announces his/her allocations, after which the Arab reveals her/his.

33.4 Four-Player Game

A. The one front game rules can not only be used to recreate the fighting on one of the fronts, but can also be used in a four player game.

B. Two of the players would command the Egyptians and the Syrians. The other two players would command the two Israeli fronts.

C. Troops and aircraft would be allocated to the fronts by the method indicated above.

D. Israeli players could, of course, voluntarily transfer troops from one front to the other.

PART III: AIR RULES

34.0 Introduction

The incorporation of these air rules into Bar Lev is intended to give a feeling for the problems of modern warfare in a dimension covered by few other wargames. With the combination of the ground and air rules, it is possible to explore the interaction of modern air power, heliborne operations, air defense artillery, and ground combat.

35.0 Air Units

Three distinct types of air units are used when playing with the air rules. The UIC indicates unit symbols and silhouettes used to identify counters. These are:

35.1 Aircraft

These represent 18 fixed wing military airplanes such as fighters or bombers.

35.2 Helicopters

These represent 25 Israeli or 50 Arab rotary wing aircraft.

35.3 Air Defense Artillery

These represent an Israeli air defense battalion of an Arab air defense regiment.

36.0 Turn Sequence

A. At the beginning of each turn, an air turn occurs before either player-turn. Both sides fly missions and conduct air combat and air-related combat during this air turn.

B. Each air turn is itself divided into five phases:

  1. Aircraft Allocation
  2. Placement of Ground Attacks
  3. Resolution of Dogfights
  4. Resolution of Air-Related Combat
  5. Resolution of Ground Attacks

37.0 Aircraft Allocation Phase

The Aircraft Allocation Phase is itself divided into three segments:

37.1 Simultaneous Mission Allocation

A. During this segment, each side must decide which type of planes are flying which type of mission.

B. The Israeli side must decide to which front to send aircraft.

C. Egyptian aircraft are restricted to the Suez Front map.

D. Syrian and Iraqi aircraft are restricted to the Syrian Front map.

E. Allocations of mission are made simultaneously and secretly. The best means of doing this is for the Israeli player to write down his/her allocation, and then have the Arab player make her/his allocations verbally. The Israeli player then reveals his/her written allocations.

37.2 Missions

A. There are two air missions possible: air superiority and ground attack.

B. Aircraft with a capability code of B (bomber) may only perform the ground attack mission.

C. Aircraft with a capability code of FB (fighter bomber) may perform either mission.

37.3 Arab Air Superiority Task Allocation

A. After simultaneous mission allocation, the Arab side must allocate aircraft which are performing the air superiority mission to either dogfights or bounce.

B. The Arab side may allocate aircraft on either front to either or both of these tasks (one task per aircraft), but must allocate at least as many aircraft on each front to dogfight as the Israeli side has committed to the Air Superiority mission.

C. If the Arab side has the same number of aircraft on Air Superiority on a front as (or less than) the Israeli side, all Arab Air Superiority aircraft on that front must be committed to dogfight.

37.4 Israeli Air Superiority Task Allocation

A. The Israeli side then allocates his Air Superiority aircraft to Dogfight or Bounce.

B. The Israeli side must allocate at least one aircraft to the dogfight mission on the Suez Front map and one to the Syrian Front map.

C. There will be instances where insufficient aircraft of a given type will be available to reach the minimum level shown on the Air CRT.

D. These aircraft may nevertheless be allocated and may be used to fulfill the requirements of the Air Rules.

Example: A Super Mystère could be allocated to dogfight on the Syrian Front map, and even though it would be unable to shoot down any Arab aircraft, it would still fulfill the requirement for an air unit to be allocated to dogfight.

E. The Super Mystère and the Mystère IV are considered to be the same type and may fire in combination, the same applies to the Mirage III and the Barak.

F. The Aircraft Allocation Phase refers only to aircraft; it does not refer to helicopters or to air defense artillery units.

38.0 Ground Attack Placement

A. At this point, each side simultaneously places its aircraft for ground attack. Each air unit performing a ground attack must be placed on top of an enemy ground unit or units.

B. There is no limit to the number of air units which may be allocated to one enemy stack, but each ground attack must be against an enemy stack. Attacks against empty hexes are not permitted.

39.0 Dogfights

Different procedures are used to resolve Arab and Israeli dogfights. Arab air combat is resolved first.

39.1 Arab Side

A. If the Arab side has twice as many aircraft on a front allocated to dogfights as does the Israeli side, the Arab destroys one aircraft on a roll of a 6.

B. If the Arab side has three times as many aircraft on the front allocated to dogfights, it destroys one aircraft on a roll of a 5 or 6.

C. If he has fewer than twice as many aircraft, it cannot destroy any Israeli aircraft.

D. The Arab side rolls the die only once per front, so it is never possible to destroy more than one Israeli air unit per turn per front in dogfights.

39.2 Israeli Side

A. Following Arab dogfights, the Israeli side resolves dogfights using the Air-to-Air CRT.

B. First, separate the Israeli air units on each front which are allocated to dogfights by type (F4s, A4s, etc.).

C. For each type, locate the correct column on the chart corresponding to the number of air factors (rounding extra factors down) and roll a die.

D. Roll separately for each aircraft type on a front, and only roll per front per aircraft type.

E. Cross index the roll with the number of factors of aircraft of a given type: the corresponding number on the Air-to-Air CRT is the number of Arab planes flying the dogfight mission which are destroyed.

F. The dogfight procedure cannot destroy more aircraft than the Arab side has committed to dogfight on that front.

Example: The Israeli side has four F4s and four A4s allocated to dogfight. Rolling one die for the F4s (a 1) yields a result that two Arab planes are destroyed. For the A4s, also roll one die (a 3) yields a result that no Arab planes are destroyed. Thus, the Israeli side has destroyed a total of two Arab planes in dogfights.

39.3 Results

A. After both sides have resolved dogfights, the losses are removed. Israeli units destroyed by Arab dogfights are not removed until this time, and thus are available to participate in Israeli dogfights.

B. To select the actual units lost, invert all aircraft counters in dogfights of both sides, and randomly draw the correct number of destroyed air units.

Example: In the example in 39.2, the Arab player would invert all of her/his dogfighting aircraft, and the Israeli player would then draw two of them.

40.0 Air Related Combat

There are two forms of air-related combat: air defense artillery fire, and bounce. Air-related combat is resolved in three steps.

40.1 Bounce Allocation

A. First, both sides place the aircraft which have been allocated to bounce on the map. These may be placed in any hex of the map on the appropriate front; there is no limit to the number of bounce aircraft which may be placed in a single hex.

B. Bounce aircraft need not be placed in a hex containing enemy aircraft. To avoid confusion, bounce aircraft should be inverted.

40.2 Air Defense Artillery Fire Resolution

A. Second, both sides resolve air defense artillery fires.

B. Each air defense artillery unit may fire at one stack of enemy aircraft within its range. Remember, artillery ranges are doubled on the Syrian Front map.

C. Air defense artillery units with a range of zero may only fire at aircraft in the same hex as the artillery unit.

D. Air defense artillery units fire using the Anti-Aircraft CRT.

E. Roll one die per firing unit and implement the result shown.

  1. A result of K/A means that one air unit in the hex is destroyed, and that the remainder are aborted.
  2. A result of 2K/A means that two air units in the stack are destroyed, and the rest are aborted.
  3. Losses are determined randomly, in the same manner as for dogfights.
  4. An abort result means that the units are removed from the map immediately, and may not complete their mission; they do become available for use in the next turn without penalty.
  5. All air units in a hex are affected by an abort result, even if flying different missions.

F. Air defense artillery units with a range of greater than zero apply a +2 DRM when firing on aircraft in the same hex as the unit.

G. Air defense artillery may not fire against any enemy aircraft which are bouncing friendly ground attack aircraft.

H. The Israeli side may ignore an abort result from an air defense artillery unit by losing one additional air unit.

I. If a stack suffers an abort result from more than one air defense artillery unit, it must lose one air unit per abort result suffered to ignore the abort and complete the mission.

40.3 Bounce Resolution

A. Next, both sides resolve bounces. All air superiority aircraft allocated to a bounce mission and stacked with enemy aircraft allocated to ground attack missions now attack them using the Air-to-Air CRT.

B. Israeli aircraft performing the bounce mission against Arab aircraft are doubled in strength.

Example: Two A4s would count as four units of A4s on the Air-to-Air CRT.

C. Aircraft conducting ground attack missions which are being bounced may not attack the aircraft bouncing them.

D. Bouncing aircraft not attacking enemy ground aircraft become interdiction aircraft.

E. Interdiction aircraft remain in place during the enemy Ground Movement Phase. For each air unit flying interdiction in a hex, enemy ground units must pay one additional MP to leave that hex. However, an interdicted ground unit may always move one hex regardless of the number of opposing aircraft.

41.0 Ground Attacks

A. Finally, all aircraft allocated to ground attack which have not been destroyed or aborted by bounce missions or anti-aircraft fires may now conduct ground attacks.

B. All planes of the same type in the same hex combine their factors and attack each ground unit in the stack they are committed against using the Ground Attack CRT.

C. Each different type of aircraft attacks separately, but all aircraft of the same type must combine their factors as one group.

D. Ground units which are neutralized twice in one turn are destroyed.

E. Some forms of terrain affect ground attacks; see the TEC.

42.0 Shrike Anti-Radar Missiles

A. Two game turns after an Israeli aircraft has been destroyed or forced to abort due to Arab surface to air missiles (SA 2/3, SA 6, or SA 6 Mobile) the Israeli side may begin to fly a third form of air mission: the Shrike Anti-Radar Strike. Only F4 aircraft may fly Shrike missions.

B. Place an F4 air unit on any hex containing a surface-to-air missile unit during the Ground Attack Allocation Phase. The F4 unit is immune to all antiaircraft fires and bounce missions during that turn.

C. All surface-to-air missile units in a hex under Shrike attack apply a +2 DRM when firing on any Israeli aircraft in that turn.

D. Aircraft flying Shrike missions may not fly other missions that turn.

E. The Israeli side may never have more F4 aircraft flying Shrike missions than it has been scheduled to receive from the US as military aid (16.0) up to that turn. In other words, it may not fly any Shrike missions until October 13 (Turn 8), regardless of when the first Israeli aircraft was aborted or destroyed, and may then only fly one mission per turn until October 15 (Turn 10). After Turn 10, it may fly two Shrike missions per turn until the end of the game.

43.0 Helicopters

Both sides have helicopters. Helicopters transport units during the Simultaneous Mission Allocation Segment of the Aircraft Allocation Phase.

43.1 Arab Side

A. Each Arab helicopter counter may carry one parachute or commando brigade.

B. Arab helicopters, like aircraft, are kept off the map until used. They may enter the map carrying units which have been held off the map (such as units just entering play for the first time, either through mobilization or replacement) or may enter empty.

43.2 Israeli Side

A. Each Israeli helicopter counter may carry one parachute battalion.

B. Israeli helicopters are based in the Front Mobilization Boxes, and may enter empty or carrying units which were in the same Mobilization Box.

C. The Israeli side may fly helicopters directly from one Mobilization Box to another to transfer parachute units more quickly. At the end of the Ground Attack Resolution Phase, helicopters may remain in that box or return to the original one. Helicopters flying such a mission may not be bounced.

D. Units which are landed on the map by helicopter may not move during any movement phase for the rest of the turn, but may fire during the subsequent combat phases.

E. Israeli units transferred from one Front Mobilization Box to the other may move out of their destination box on the same turn that they are transferred, but the helicopter may not enter the map.

F. Israeli helicopters land directly on Damascus hexes.

43.3 Capabilities

A. Helicopters which enter empty may pick up units which are on the map at a cost of 2 MPs to the helicopter. Helicopters may land units in enemy ZOCs or directly on top of enemy units.

B. All helicopters have a range of 20 MPs. It costs a helicopter 1 MP to enter each hex on the Suez Front map, and ½ MP to enter each hex on the Syrian Front map.

C. It costs 2 MPs to pick up troops from the map and 2 MPs to land troops onto the map, regardless of which map is used.

D. Helicopters end their movement in the hex in which they land troops.

E. Helicopters may not land on full lake or sea hexes.

F. Helicopters landing on a canal hex are considered to be on the side of the canal which has a road in it.

G. Helicopters may not move directly from one map to another, and only Israeli helicopters may move between fronts.

43.4 Bouncing Helicopters

A. Helicopters may be bounced in some circumstances. After all helicopters have finished movement, roll one die for each.

B. On a 1-3, the helicopter is detected and may be bounced, provided the enemy has air superiority aircraft allocated to the bounce mission on that front.

C. Helicopters are bounced in the same manner as normal ground attack aircraft, except that the aircraft performing the bounce mission are tripled in strength.

D. If there are friendly ground attack aircraft and helicopters in the same hex and the enemy wishes to bounce both, the enemy must state which air units are bouncing helicopters and which are bouncing ground attack aircraft. If a helicopter is destroyed by a bounce, the unit being carried by it is also destroyed.

43.5 Anti-Aircraft Fire

A. Helicopters are not subject to antiaircraft fire from surface-to-air missiles (air defense units with a range of greater than zero), but are subject to fire from air defense guns (air defense units with a range of zero) which the helicopter passes over or ends its movement in the same hex with.

B. This type of anti-aircraft fire does not spot the helicopter for the bounce mission; the proper die roll must still be made to bounce helicopters.

43.6 Return to Base

Helicopters automatically return to their base (off the map or in the Front Mobilization Box) at the end of the Ground Attack Resolution Phase. They need not trace a line and are not subject to fire while returning.

43.7 Vertical Envelopment

A. Vertical Envelopment occurs when a unit is landed directly on top of an enemy unit. After ground attacks are resolved, but before the helicopters are returned to base, resolve the combat resulting from vertical envelopment.

B. The defending ground units are allowed a first fire (if not neutralized) but must fire at all assaulting units with one fire, combining the defense factors of all assaulting units.

  1. If the assaulting units survive, they may fire at all defending units in one fire, combining the defense factors of all the defending units.
  2. If the defender survives, firing continues on a simultaneous basis until only one side survives.
  3. A unit already neutralized cannot return fire and is therefore effectively eliminated.
  4. If the assaulting units are eliminated, so are their helicopters.

C. If the assaulting units are victorious, they may remain in place or they may return to base when the helicopters do.

D. A vertical envelopment cannot be made if odds of at least 1:2 cannot be achieved against defending units.

44.0 Airfield Attacks

44.1 In General

A. At times during the game, either side may wish to keep some or all of its aircraft on the ground by not committing them to any mission.

B. Any enemy aircraft which are allocated to bounce that turn may instead attack the airfield.

C. Israeli aircraft allocated to the Suez Front may attack only Egyptian airfields. Israeli aircraft allocated to the Syrian Front may attack only Syrian airfields.

D. Both Egyptian and Syrian aircraft may attack Israeli airfields, but they may not combine aircraft types to do so.

44.2 Attack Procedure

Airfield attacks are resolved in two steps:

A. Roll one die. The result is the number of bouncing aircraft destroyed by the air defenses of the base.

B. Surviving bouncing aircraft attack the aircraft on the ground. This is done as in a normal bounce, but the strength of the bouncing aircraft is tripled.

  • 3.2.5 Draw
  • 3.3 Total Victory