Jerusalem! Tactical Game of the 1948 War
Jerusalem! Tactical Game of the 1948 War Rulebook
Table of Contents
Table of Contents
- Simulation Overview
- Prepare to Play
- 1.0 Game Components
- 2.0 Winning the Game
- 3.0 How to Play
- 4.0 Zone of Control
- 5.0 Stacking
- 6.0 The Jerusalem Convoy
- 7.0 Overland Movement Phase
- 8.0 Road Movement Phase
- 9.0 Combat
- 10.0 Artillery
- 11.0 The Jewish Flamethrower
- 12.0 Leaders
- 13.0 Terrorist Units
- 14.0 Reinforcements
- 15.0 Jewish Bulldozers and New Secondary Roads
- Combat Results Table (printed on the map)
- Designer's Notes (play advice)
- Scenario II: Latrun and the Burma Road
Simulation Overview
The type of fighting that developed around Jerusalem in 1948 ran the whole spectrum of military operations. Both sides conducted guerrilla (and counter-guerrilla) operations and both sides had highly motivated elite units. Standard strategy as adopted by both Jews and Arabs was to position a strong force in a commanding position and then attempt to stop the enemy as they tried to capture the area. Both sides made frequent use of indiscriminate terror to intimidate the other's civilian populace. The situation was extremely fluid and military operations were conducted in the form of weekly mini-campaigns.
Recreating this complex situation required development of different wargame mechanics based on the premise that you are not merely making a move but conducting an operation. Each player turn consists of two phases, one off-road (the Overland Movement Phase) and one on-road (the Road Movement Phase), and you have the choice of which to do first each turn. The most common Jewish operation was road clearing to get the vital Jerusalem convoy through with much-needed food, weapons and ammunition. Often, the convoy was strong enough to literally blast its way through the many Arab ambushes along the way, but occasionally the Arabs would halt and destroy the convoy (as, for example, the convoy to Kfar Etzion at Nebi Daniel in late March).
You move, as in most wargames, until you are adjacent to any enemy unit(s) (in their Zone of Control). Then you must stop, and the enemy unit(s) get a "first shot" defensive fire. Unlike other games, if you eliminate all the enemy units you attack, you may continue moving as long as your units still have movement factors left. You may even move next to new enemy units and attack them in the same player turn. This game's basic rule of thumb is:
AS LONG AS YOU ELIMINATE ALL ADJACENT ENEMY UNITS WITH A ZONE OF CONTROL AND YOU HAVE UNUSED MOVEMENT FACTORS LEFT, YOU MAY KEEP MOVING IN THE SAME PLAYER TURN.
The reverse rule of thumb is:
IF YOU FAIL TO ELIMINATE ANY ENEMY UNIT YOU ATTACK, YOUR UNITS ARE STOPPED AND MAY NOT MAKE ANY MORE ATTACKS OR MOVEMENT FOR THE REMAINDER OF THAT TURN.
It is suggested that you move your units in groups, rather than moving all of your units on the map before executing the first attacks. It will be easier to keep track of how far units have moved and how many movement factors they have remaining. Consider each turn as a small campaign intended to clear an area or emplace your forces where your opponent must attempt to remove them.
Obviously, with this different style of game mechanics and with all the special units, there will be instances of problems with rule clarifications. Many examples are given to illustrate the rules, but it would be impossible to cover all potential questions that might arise. So, consider the kind of military operations being portrayed and resolve any disputes in the spirit of common sense and fair play. While there is no such thing as a perfect set of wargame rules, explaining the "why" of these rules should enable players to resolve any differences with little difficulty.
Prepare to Play
Place the counters in the appropriate places on each side's Order of Battle Charts (on the map) and from there, place the starting units on the map as indicated. When the players are done, begin with the Israeli May I player turn.
1.0 Game Components
1.1 Each copy of Jerusalem! includes the following:
- One coversheet/reduced map copy
- One 22x34" map (in four sections)
- Two sheets of single-sided counters (which must be assembled before play)
- Two identical player aid cards
- This rulebook
One six-sided die will need to be provided by the players.
1.2 COUNTERS
1.2.1 Units
Most counters are "units;" the combat units and leaders that participated in the battle. The counters and markers are diagrammed on the Unit Identification Chart.
Units are color-coded for identification:
- Tan: Arab Irregulars
- Brown: Arab Legion
- Tan or brown on white: Arab and Arab Legion artillery
- Blue: Israeli
- Blue on white: Israeli artillery
Combat Strength: Strength used when attacking or defending. Truck and Jerusalem Convoy units' combat strength is only used to determine combat odds on attacks made against them (defensive). Note that the Jewish Flamethrower and the Arab 6lb. artillery both have a 'targeted' (defensive) 12 combat strength as well.
Units have their combat strength color-coded showing how it may be used:
- Yellow: Can attack and defensive first fire
- Black: Can defensive first fire only
- White (in parenthesis): Can not attack or defensive first fire
Differences in strengths are due to the varying numbers of soldiers within each unit, their level and length of experience plus training and the types and amount of weapons available to the troops.
Range: The distance in hexes that an artillery unit may use its combat strength. When counting range, include the target unit's hex, but not the artillery unit's hex.
Mechanized Units: Armored cars, bulldozers, halftracks and tanks are "mechanized units."
Movement Points (MP): The number of movement points a unit may spend when moving (see the Terrain Effects Chart).
Units have their MPs color-coded, showing how the unit may be moved:
- White in a red octagon: Garrison units, may not move
- Green: Move in either or both phases (infantry and artillery require transport)
- Yellow: Move in either phase, not both
- Black: Move in Road Movement Phase only
Arab Mufti units have a small 'L' next to their MPs to show they need a leader in order to move.
No ZOC Band: Units with a white or yellow band across the middle of the counter do not have a Zone of Control (ZOC). See 4.0, Zone of Control.
Transport Units: Buses, halftracks and trucks are "transport units." These units have a Carrying Capacity in the upper right-hand corner of their counter.
Arab Identification:
- Mufti: Palestinian tribesmen who fought for the Mufti (Haj Amin) primarily in the Jerusalem area.
- Iraq: Iraqi units of the Arab Liberation Army
- Syria: Syrian units of the Arab Liberation Army
- EEF: Egyptian Expeditionary Force
- M4: U.S. "Sherman" tanks
- Mat: British "Matilda" tanks
- 25 lb., 6 lb.: Gun and howitzer calibers
- 3", 2", Mix: Mortar sizes
Arab Leaders:
- Haj Amin: The Mufti of Jerusalem, who helped Hitler organize volunteer Moslem SS units and considered both the British and Jews as mortal enemies.
- Abdul Khader Husseini: Cousin of the Mufti and commander-in-chief of the Arab forces in the Judean area. A very capable and charismatic leader.
- Haroun Ben-Jazzi: A competent Arab leader whose local tribesmen helped the Arab Legion's 4th Regiment defend Latrun in late May.
- Kamal Irekat: Organizer of the Nebi Daniel ambush; he was the first Arab leader to vow to "throw the Jews into the sea."
- Emile Ghory: A graduate of the University of Cincinnati; he later became commander-in-chief of the Judean area when Abdul Khader was killed.
- Fawzi el Kaukji: The Mufti's rival and incompetent leader of an Arab volunteer force who nearly gave Latrun to the Jews.
- El Kutub: Fawzi el Kutub, who had trained with the SS in demolitions and became known as the (very successful) "mad bomber."
- Major Abdullah Tell: A very capable Arab officer of the British-trained Arab Legion who captured Kfar Etzion and the Jewish Quarter of the Old City.
Israeli Identification:
- HGH: Haganah = "Defense Organization"
- PLM: Palmach (Plugot Mahatz) = "Striking Force"
- H: Homemade armored cars = "sandwiches"
- F: Flamethrower-armed halftrack
- 6", 3", 2", Mix: Mortar sizes
- JC: Jerusalem Convoy
- GDN: Gadna Youth Movement
- ALX: Elite Alexandroni Brigade
- HAR: Palmach Harel Brigade
- GVTI: Haganah Givati Brigade
- Irgun: Irgun Zvai Leumi or Irgun = "National Military Organization"
- Stern Gang: Lohamei Herut Israel or Stern Gang = "Fighters for the Freedom of Israel"
Israeli Leader:
- David Shaltiel: Jewish Haganah Commander of the Jerusalem area, a competent but uncharismatic leader.
1.2.2 Markers
The remaining counters are markers and are used to show or remind the players various information. They do not count for stacking and belong to both players.
1.3 THE MAP
The map is overlaid with a grid of hexes for regulating the movement and position of units. Also printed on the map are each player's Order of Battle, the Combat Results Table, the Turn Record Track, the Sequence of Play Track and the Arab Leader Abilities Table. Terrain features are explained on the Terrain Effects Chart and below:
Clear: No terrain features (other than a village, road or railroad) in hex. Cost 2 MPs to enter.
Hills: Hill 1 terrain is represented by a darker shade of brown than clear terrain and Hill 2 terrain is darker than Hill 1. There are only seven Hill 2 hexes on the map and all are indicated by a small black triangle. Units pay 3 MPs to move uphill (from a lighter to a darker shade) and 2 MPs to go downhill (from a darker to a lighter shade) or to move from one hex to another on the same level.
Stream: The blue line wandering through the hexes. Mechanized units (tanks, armored cars, halftracks, and bulldozers) pay 4 MPs to enter a stream hex. All other units pay 2 MPs to enter a stream hex. Truck and bus units may not enter a stream hex unless a road is also present.
Primary Road: A thick tan line in a hex. Units pay ½ MP per hex only if they follow the road exactly. If you enter the hex from a non-connecting primary road hex, you pay the MP cost per the terrain as listed above.
Units pay 1½ MPs to uphill (to a darker shade) on a primary road, and ½ MP to go downhill (to a lighter shade). A bridge over a stream permits units to cross at ½ MP per hex, but if the units enter the hex from any direction other than that of a connected road hex, it costs mechanized units 4 MPs and 2 MPs for all other units. You may carry over fractional MPs from one road to another. Road costs are the same in both the Road and Overland Movement Phases.
For example: A unit could move through five primary road hexes spending 2½ MPs, then three secondary road hexes for 3 MPs (5½ MPs so far), and then again along a primary road for another 13 hexes (6½ MPs) for a total of 12 MPs spent.
For example: A unit with 6 MPs could move 12 hexes (½ MP per hex) on a primary road in the Overland Movement Phase and then be transported by a bus, truck or halftrack unit on the primary road during the Road Movement Phase (again at ½ MP per hex, but paid for by the transport unit, as per 6.0).
Secondary Road: A thin tan line in a hex or a secondary road counter. Units pay 1 MP per hex only if they follow the road exactly. If a unit enters the hex from a direction other than that of the road, you pay the MP cost per the terrain as listed above.
Units pay 2 MPs to go uphill (to a darker shade) on a secondary road, and 1 MP to go downhill (to a lighter shade) on a secondary road. A bridge over a stream permits units to cross at 1 MP per hex, but if the units enter the hex from any direction other than that of a connected road hex, it costs mechanized units 4 MPs and 2 MPs for all other units.
Railroad: The railroad was not in use during the war, therefore there is no "railroad movement." The railroad is not a road and units may not move along the railroad in the Road Movement Phase unless there is also a primary or secondary road in the hex. A railroad bridge over a stream permits mechanized units to cross the stream for 2 MPs. If they enter from any direction other than that of a connected railroad hex, the cost is 4 MPs for mechanized units and 2 MPs for all other units.
Jerusalem City: The 12 hexes in the center of the map with the city pattern (does not include Bevingrad). If units enter along a primary road, then units pay ½ MP; if along a secondary road the MP cost is 1; if not along a road the cost is 2 MPs. All hexes of Jerusalem are connected to each other by primary roads (not shown on the map), including Bevingrad.
Bevingrad British HQ: No units may enter this hex until the May III turn. From that turn on, units may enter this hex at ½ MP. Place the No Entry marker in the hex as a reminder and remove it at the start of the May III turn. Bevingrad has its own line on the TEC.
Latrun Police Fort and Notre Dame Cathedral: Units may pass through but not remain in these hexes until the May III turn. From that turn on, units may remain in these hexes. Place the No Remain markers in these hexes as a reminder and remove them at the start of the May III turn. The white number in the hex is a reminder of how many units can use the defensive value of the hex when attacked. These hexes have their own line on the Terrain Effects Chart.
1.4 PLAYER AID CARDS
There are two identical player aid cards in Jerusalem. They have the Terrain Effects, Stacking Limits and Special Unit Abilities charts on them.
2.0 Winning the Game
The Jewish player wins if, at the end of his June IV player turn, he has one or more units in at least FIVE Jerusalem city hexes and has a road (primary and/or secondary hexes) with no Arab ZOC leading from a Jerusalem city hex to either:
a) The "to Tel Aviv" entrance hex; or
b) The Hulda village hex (on the northwest side of the map).
Note: Bevingrad is not considered a Jerusalem city hex and that Jewish-controlled Jerusalem city hexes do not have to be connected to each other.
The Arab player wins if he prevents the Jewish player from winning.
3.0 How to Play
3.1 Each turn represents approximately one week of real time and is divided into two player turns: one Jewish and one Arab. The Jewish player turn is always first each turn and is the only player turn during the June IV turn, after which victory is determined. Each player turn is divided into two phases, an Overland Movement Phase and a Road Movement Phase.
3.2 When your player turn starts, you must inform your opponent which phase you will conduct first, either your Overland Movement Phase or Road Movement Phase. You may conduct either phase first in any turn and may change the order from turn to turn. Place the 1st marker in the Sequence of Play box in the phase you'll conduct first and flip it over to the 2nd side when you are ready for the other phase.
3.3 Reinforcements enter the game during the turn indicated on each player's Order of Battle (printed on the map). Reinforcements may enter the map in either phase or split up to arrive in both phases of the same turn. Jewish and Arab Legion reinforcements may be delayed at the discretion of the owning player; other Arab units may not be withheld.
3.4 Combat may take place several times during the movement phases, and the same units may attack multiple times in either or both movement phases as long as they eliminate all enemy units they attack. As soon as they fail to eliminate an enemy unit they stop for the remainder of the turn. They may not move further or make more attacks that turn, even if there is another movement phase remaining. Place Stop markers on the units as a reminder. Remove all Stop markers at the end of each player's turn.
3.5 When both the Jewish and Arab player turns are finished, one full turn is complete. Advance the date marker one space on the Turn Record Track (printed on the map) and begin another turn. The game is played for 11½ turns and ends on June IV after the Jewish player finishes his player turn. The winner is then determined.
4.0 Zone of Control
4.1 All units have a Zone of Control (ZOC) except trucks, buses, leaders and Arab Garrisons. If an Arab Garrison unit is stacked with an Arab leader, the garrison has a ZOC.
4.1.1 A ZOC consists of the 6 hexes adjacent to a unit.
4.2 A unit that enters an enemy ZOC must stop. You may not enter enemy-occupied hexes.
4.3 There are no ZOCs into or out of Jerusalem city hexes (Bevingrad IS considered a Jerusalem city hex for ZOC purposes). That is, units in a city hex have no ZOC and units outside the city have no ZOCs extending into Jerusalem city hexes.
4.4 If, at the beginning of either of your movement phases, your units are already in an enemy ZOC, they do not have to remain there. You may withdraw them from that ZOC and move them into another enemy ZOC or another ZOC of the same units they were adjacent to, but you may not move directly from one enemy ZOC to another; a hex without an enemy ZOC must be entered first.
4.5 After stopping in a hex with enemy ZOCs, a unit may not leave that hex in the same turn until it eliminates all enemy units which have a ZOC into the hex. By eliminating enemy units, you remove their ZOCs and you may continue to move in the same turn. You don't have to stop if the enemy units are Arab Garrison, truck, bus, lone leaders, or the units are in a Jerusalem city hex. You may move past such units without being forced to stop or attack. Remember that an Arab Garrison unit has a ZOC if stacked with an Arab leader.
4.6 Arab leaders (with a yellow band), give a ZOC to Arab Garrisons they are stacked with, but do not otherwise have a ZOC by themselves. Dummy Leaders do not have a ZOC nor do they provide Arab Garrisons a ZOC (they have a white band).
For example: An Arab 4-0 Garrison unit and a 2-8 Mufti unit are in a village hex. Several Jewish units move adjacent to them and must stop. They attack the Mufti unit and eliminate it. Now that the Arab ZOC is gone, the Jewish units may continue moving, but may stay and attack the 4-0 Garrison unit if they wish. They are not required to do so, and if they fail to eliminate the Arab Garrison unit they are finished moving and attacking for the remainder of the turn (a Stop marker is placed on them as a reminder).
5.0 Stacking
5.1 You may have a maximum of three infantry units in a hex. Garrison, artillery, mechanized and transport units do not count toward this limit and may be added over and above three infantry units, but there may never be more than seven units in a hex, total, at any one time (exception: the hex with the Jerusalem Convoy may have up to ten units; see 6.3). Units being transported are counted against the stacking limit of the hex.
5.2 A player may never have more than one leader, real or dummy, in a hex. Only Major Abdullah Tell (commander of the Arab Legion 6th Regiment) may be placed in a hex with an Arab Legion unit. No leader may be placed in a hex with an EEF unit. These restrictions apply even in hexes with units from different nationalities.
5.3 Stacking limits apply at all times. Units may never move through a stack of units in excess of the stacking limits.
5.4 There is no penalty for bringing units together in the same hex, or for breaking up a stack of units and moving them independently. If stacked units are moving together, they do NOT add their MPs together. The stack moves as one in the Overland Movement Phase at the rate of the SLOWEST unit in the stack. In the Road Movement Phase, only the transport unit's MPs are used (see 8.0 Road Movement Phase).
6.0 The Jerusalem Convoy
The Jerusalem Convoy unit represents the vehicles carrying food, weapons and ammunition as well as the command and control elements of the convoy.
6.1 The Jerusalem Convoy has an unlimited number of MPs and moves only in the Road Movement Phase (and thus only on roads), never in the Overland Movement Phase.
6.2 Convoy Route
6.2.1 At the beginning of the Jewish Road Movement Phase before ANY movement, the Jewish player must announce which route the convoy is taking to Jerusalem. This must be the EXACT route along primary and secondary roads the convoy is going to follow and it may not deviate from this route during the Road Movement Phase. This means that the convoy may not back up into a side road to let other units pass during movement; once it starts moving, the Jerusalem Convoy unit stays on the exact road as announced by the Jewish player until it reaches Jerusalem or is destroyed.
6.2.2 The Jewish player has 6 arrow counters to place on the map which indicate the Jerusalem Convoy's route. Place an arrow marker at each intersection facing in the direction the convoy is to go when leaving the hex. When the convoy either makes it to Jerusalem or is destroyed, remove all arrow markers and set them aside until the next turn.
6.2.3 A new route may be announced each turn. If the Jerusalem Convoy doesn't make it to Jerusalem in one Road Movement Phase, it may take a different (or the same) route in the next turn's Road Movement Phase.
6.3 Convoy Stacking
6.3.1 Units in the Jerusalem Convoy are permitted to stack more than seven units in its hex. Up to six infantry units may be convoy escorts, but the total number of units in the hex may never be more than TEN, including the Jerusalem Convoy unit itself. For any of the units to move with the convoy unit, they must be in the hex with the convoy at the start of the Road Movement Phase.
6.3.2 The Jerusalem Convoy unit is a transport unit only for those units attached to it and may not carry other Jewish infantry or artillery units on the map. Up to three infantry and/or artillery units may be transported by the Jerusalem Convoy unit.
6.3.3 Once stacked with the Jerusalem Convoy unit, no unit may be detached or move independently of the convoy unit; such units must remain with the convoy unit until it either reaches Jerusalem or is destroyed. Note that Jewish Garrison units are an exception to this (they may never move).
6.3.4 The only time a unit may move into or through the hex containing the Jerusalem Convoy unit is during the Overland Movement Phase. Units moving into or through the hex may not exceed TEN units in the hex total, otherwise they may not enter the hex with the convoy unit. No unit may ever enter the hex with the convoy unit during the Road Movement Phase.
6.3.5 The transport units moving with the convoy unit may not pick up new units along the route; only the units that began the Road Movement Phase with the Jerusalem Convoy unit may move with the convoy. The entire stack may not enter a hex if this would create a stack with more than TEN units total.
For example: A Jerusalem Convoy stack of eight units (including the convoy unit) may not enter a hex with three Jewish units, but may enter a hex with one or two units, and vice versa.
6.4 Reaching Jerusalem
6.4.1 As soon as the Jerusalem Convoy unit reaches Jerusalem or is eliminated, it is immediately placed at either the "to Tel Aviv" entrance road hex or the Hulda village hex at the northwest edge of the map. It may then begin moving to Jerusalem in the next Jewish Road Movement Phase. Note that this refers only to the Jerusalem Convoy unit, and not the escort units that were with it. If the Jerusalem Convoy unit reached Jerusalem, the escorts remain in the city in any friendly or unoccupied hex(es) for the remainder of the turn and such units must be separated so that stacking limits are not exceeded after the convoy leaves.
6.4.2 If the Jerusalem Convoy unit reaches a Jerusalem city hex by the end of the Road Movement Phase, the Jewish player may immediately:
a) Re-mobilize ALL Haganah units that are demobilized; or
b) Create one "new" 4-6 Haganah unit by taking it from the eliminated units pile and placing it in a Jerusalem city hex with any 12-0 Garrison unit. This new unit may not move or attack in this Road Movement Phase.
6.5 Failing to Reach Jerusalem
6.5.1 If the Jerusalem Convoy fails to reach a Jerusalem city hex by the end of the Road Movement Phase, the Jewish player immediately:
a) eliminates one 12-0 Garrison unit; or
b) Demobilizes one 4-6 Haganah unit in Jerusalem by turning it upside-down; or
c) Eliminates one previously demobilized 4-6 Haganah unit.
6.5.2 A demobilized unit loses its ZOC when outside the city and its combat factor is considered parenthesized (it may not attack or fire defensively; it is used only to determine combat odds against it). It retains its full MPs and combat strength.
6.6 Jewish units are eliminated, demobilized or remobilized immediately upon the Jerusalem Convoy unit either failing to reach (i.e. is stopped by a failed attack) or reaching a Jerusalem city hex.
6.7 Attacking the Convoy
6.7.1 Arab units may not directly attack the Jerusalem Convoy unit unless it is alone in the hex. All other Jewish units in the hex with the convoy unit must be eliminated first. If all other units are eliminated, then the Jerusalem Convoy is automatically destroyed if attacked by Arab units.
6.7.2 The exception to this are Arab artillery units. These units may attempt to directly attack the convoy unit by shelling it. The Jewish Convoy has a defense factor of (12) for determining odds against it. The Jerusalem Convoy unit may never attack or defensive first fire.
7.0 Overland Movement Phase
7.1 You may move any, all or none of your halftrack, infantry, leader, artillery and bulldozer units in this phase up to their full MP allowance. Garrison units may never move.
7.2 Armored car and tank units may move in this phase OR the Road Movement Phase, never both in the same turn. If they move in the first phase, place a Stop marker on them as a reminder.
7.3 Trucks and buses move only during the Road Movement Phase, never the Overland Movement Phase.
7.4 Arab 2-8 Mufti units may not move in either movement phase unless they start the phase in a hex with an Arab Legion unit, in or adjacent to an Arab leader, or within two hexes of Abdul Khader.
7.5 Halftrack and bulldozer units may move in both the Overland and Road Movement Phases, but may move only along roads in the Road Movement Phase.
7.6 MPs are not cumulative. A stack of units moving together as a group uses the MP of the slowest unit in the stack. Faster units may split off and move farther on their own.
For example: If a unit with an MP of 6 and one with an MP of 18 are stacked, they could spend 6 MPs together, but the 18 MP unit could then continue on its own.
7.7 (Important) You may attack multiple times in this phase, even with the same units. But units must stop whenever they enter an enemy ZOC and fail to eliminate any enemy unit they attack (including non-ZOC units). Stopped units may not move or attack any more for the remainder of the player turn (even if this happens during the player's first movement phase). Place Stop markers on the units as a reminder. Remove all Stop markers at the end of each player's turn.
8.0 Road Movement Phase
8.1 ALL movement in the Road Movement Phase MUST be along roads (both primary and/or secondary). Non-road movement is not permitted in this phase. Remember that every Jerusalem city hex is considered to have a primary road connecting it to every other Jerusalem city hex (this includes Bevingrad).
8.2 Armored car and tank units may move in this phase (along roads) OR the Overland Movement Phase, never both in the same turn. If they move in the first phase, place a Stop marker on them as a reminder.
8.3 Trucks and buses move only during the Road Movement Phase, never the Overland Movement Phase.
8.4 Arab 2-8 Mufti units may not move in either movement phase unless they start the phase in or adjacent to an Arab leader (or within 2 hexes for Abdul Khader) or in a hex with an Arab Legion unit.
8.5 Halftrack and bulldozer units may move in both the Overland and Road Movement Phases, but may move only along roads in the Road Movement Phase.
8.6 Infantry, artillery and leaders may only move in the Road Movement Phase if transported by a truck, bus or halftrack unit. Garrison units may not be transported.
8.7 Transporting Units
8.7.1 Transport units (truck, bus and halftracks) have their carrying capacity printed on them. Each unit, except leaders, counts as a unit for carrying capacity purposes. Leaders do not count against a transport's carrying capacity.
8.7.2 Transport units may spend 2 MPs to pick up a unit in the same hex, in addition to the MP cost of the hex. Leader units are picked up for free. Units arriving as reinforcements with transports may enter the game already picked up at no MP cost. Transport units may not have picked up more units than their carrying capability at any time. It costs no MPs to drop off a unit being transported.
8.7.3 To indicate a unit is being transported, place it underneath the transport unit. If there are units that have been dropped off or are not being transported, they are placed above the transport unit. Units must be picked up before they may be transported.
8.7.4 All movement in the Road Movement Phase is done with the transporting unit's MPs. The MPs of the transported unit are not considered or added to the transport unit's MPs. Units eligible to be transported cannot move on their own during the Road Movement Phase.
8.7.5 A unit may only be transported by ONE transport unit during a single Road Movement Phase (no "daisy chaining" from one transport unit to another).
8.7.6 A unit in an enemy ZOC at the start of the Road Movement Phase may not be picked up until the enemy ZOC has been removed.
8.7.7 (Important) For infantry and artillery units to fight this phase, they must start adjacent to enemy units (or within range for artillery units) or be dropped off by their transport unit in an enemy ZOC. There is no MP cost for a transport unit to drop off units it is carrying, but after the attacks are finished, in order to transport these units further, the transport unit would have to pick up (at 2 MPs each) any units the player wants to continue transporting, whether they were transported earlier or are now being loaded for the first time.
For example: A "3" bus unit moves two primary road hexes (1 MP) and picks up three infantry units (6 MPs), moves one primary road hex (½ MP) and drops off the infantry units (0 MPs) to attack an enemy unit in the way (the bus unit may participate). After eliminating the enemy unit, the bus picks up two of the infantry units (4 MPs) and moves one primary road hex (½ MP) and stops moving. Twelve MPs have been expended by the bus unit and one infantry unit was left behind.
8.7.8 (Important) As in the Overland Movement Phase, as long as the transport unit has unused MPs remaining and all enemy ZOCs are eliminated, the transport unit may continue moving. But if the units it is carrying fail to eliminate ALL enemy units they attack, then all of those units, INCLUDING THE TRANSPORT UNIT are STOPPED for the remainder of the turn. They may not move any further or make any more attacks this turn, even if there is an Overland Movement Phase yet to go. Place Stop markers on the units as a reminder. Remove all Stop markers at the end of each player's turn.
8.7.9 Arab Legion transport units may carry only other Legion units. Arab Legion units may be carried by any Arab transport unit.
9.0 Combat
9.1 Combat may occur when your units are adjacent to enemy units, but you are never required to fire at adjacent enemy units. Artillery units may fire at enemy units that are within the artillery unit's range factor (see 10.0).
9.2 The player whose turn is in progress is considered the attacker and the other player's units are defending. You may only attack when it is your player turn. Your units may defensive first fire when attacked during your opponent's player turn.
9.3 You may sit in a hex without firing at adjacent enemy units, or you may fire at just one enemy unit (even if there are more adjacent to you) or you may fire at an entire group or stack of enemy units. You may fire at a stack of enemy units one at a time in order to get the highest possible odds in each battle.
9.4 Combat Procedure
9.4.1 To conduct combat, the attacker announces which unit(s) he is attacking first in a particular battle. Then ALL of the enemy units in the attacked hex(es) get to defensive first fire at the attacking unit(s). Note that if there is no attack being made you may not defensive first fire, even if enemy units moved adjacent to you that turn. Arab and Jewish Garrison units may only defensive first fire, they may never attack.
9.4.2 It does not matter if all of the units in the hex are being attacked, they may all defensive first fire at the adjacent attacking units. Units in hexes that are not being attacked may not defensive first fire.
9.4.3 Combat is resolved using the Combat Results Table (CRT, printed on the map). Total the attacking units' combat strengths and compare that to the defending units' combat strength total. This comparison gives a ratio of combat odds, which are expressed as attacker:defender. Round down in favor of the defender.
For example: 5 combat strength attacking 3 combat strength is 1-1 odds. 10 combat strength attacking 3 combat strength is 3-1 odds, 5 combat strength attacking 6 combat strength is 1-2 odds, etc.
9.4.4 Note there are no 5-1, 7-1 and 9-1 odds columns (or higher) on the CRT. Combat at these odds are resolved using the next lowest odds column.
For example: A 5-1 attack would be resolved on the 4-1 odds column. For all attacks at 11-1 or higher, use the 10-1 odds column.
9.4.5 After combat odds have been calculated, roll one die, modify if required and consult the CRT. A red 'K' means that the enemy unit(s) attacked are eliminated and immediately removed from the game. There are no retreats or advances.
9.5 Die Roll Modifiers:
The die roll is modified by the type of terrain the defending unit(s) are in or by the presence of David Shaltiel.
For example: A unit in the Latrun Police Fort being attacked by enemy units that are ALL below him would add FOUR to the die roll: three for the fort and one for the higher terrain. Note that this adding to the die roll applies during both defensive first fires and attacks.
For example: In the Jewish Overland Movement Phase, three Haganah units move as shown [diagram]. The Jewish player announces that he is attacking only the Arab Legion 12-8 infantry unit (although he could have also attacked the other Arab 3-4 unit adjacent to one of his units). Since it is the only unit being attacked, only the Arab Legion 12-8 infantry unit gets to defensive first fire at the Jewish units: a 1-1 against either two or all three of the Haganah units, or a 3-1 against just one 4-6 unit. If the Arab Legion 12-8 fails to eliminate any Jewish units, then the Haganah units may attack at 1-1 odds. If the Arab unit kills one Jewish unit, the Jewish odds will be 1-2 (8-12).
The Jewish player could not attack both of the Arab units in the above example with one attack because not all of the Haganah units are adjacent to both Arab units. Two separate attacks would be required.
9.6 Terrain Effects on Combat
- Clear, road and railroad: No effect on combat. You do not add to the die roll for these features.
- Higher terrain: Add +1 to the die roll only if ALL firing units are lower than the target unit(s). If even just one enemy unit is attacking from a hex at the same or higher level, you do not add +1 to the die roll.
- Stream: Add +1 to the die roll if the target unit is in a stream hex.
- Village: Add +1 to the die roll if the target unit is in a village. If the target is in a village hex that also has a stream in it, you still only add +1 to the die roll. If the village is on higher terrain, add +2 to the die roll.
- Jerusalem City: Add +2 to the die roll if the target is in a Jerusalem city hex. If the target is an Arab Legion unit, only add +1 to the die roll instead.
- Old City Wall: Add +3 to the die roll only if ALL attacking units are outside the wall. If even just one firing unit is inside the Old City, you only add +2 to the die roll.
- Greek Monastery and Notre Dame Cathedral: Add +3 to the die roll for two units maximum. For other target units in this hex, add +2 to the die roll.
- Latrun Police Fort: Add +3 to the die roll for two units maximum. For other target units in this hex, there is no benefit.
- Bevingrad: Add +3 to the die roll for all units in Bevingrad.
9.6.1 Only Higher Terrain is cumulative with other terrain effects, otherwise, terrain effects are not cumulative.
9.6.2 Note that neither player may use the Notre Dame Cathedral, Latrun Police Fort or Bevingrad until the May III turn (when the British leave).
9.6.3 The player whose units are being fired at must state which units are protected by the Police Fort, Greek Monastery or Notre Dame Cathedral before the enemy fires. The other units in the hex are then assumed to only receive the protection of the other terrain in the hex.
Note: If a player insists on firing at units that are both receiving protection and those that are not, the defenders receive protection.
9.7 Defensive First Fire
9.7.1 Before units defensive first fire, the attacker must state exactly which units of his are firing at which defending units. The defending units' first fire could therefore reduce combat odds against them if they eliminate any attacking units.
For example: Three 4-6 Haganah units move adjacent to an Arab 6-0 Garrison unit and two 2-8 Mufti units stacked in the same hex. All of the Arab units get defensive first fire after the Jewish player states he is firing with all three 4-6 units (total of 12 combat strength) at the two 2-8 Mufti units (3-1). All the Arab units defensive first fire at one 4-6 unit at 2-1 odds (10-4) and eliminate it. This leaves only two 4-6 units to fire at the two 2-8 Mufti units and the combat odds have been reduced from 3-1 to 2-1 against them. If the Jewish units eliminate both 2-8 Mufti units, they may then attack the 6-0 Garrison unit or continue to move instead as the Garrison unit has no ZOC. If they fail to eliminate the 2-8 Mufti units, the Israeli units have a Stopped marker placed on them and they are done for the turn.
9.7.2 Units may Defensive first fire at just one attacking unit, several units or all of the attacking units at one time. You are never required to defensive first fire at attacking units, but if you do, you have one shot per attack and fire before each attack is conducted. When the last attack is finished, defending units do not get a defensive first fire again even if new enemy units move adjacent to them.
For example: Two Arab legion 12-8 infantry units move adjacent to a stack of Jewish units that includes a 4-30 armored car, two 4-6 Haganah units and a 6-0 Garrison unit. The Arab player states he is attacking with both 12-8 units against the 4-30 armored car for his first attack against the hex. All the Jewish units in the hex get to defensive first fire against the Arab units and they all fire against one 12-8 unit at 1-1 odds (18-12). The Arab 12-8 unit is not eliminated, so the Arab player has a 6-1 odds (24-4) attack against the 4-30 armored car unit and eliminates it. The Arab player then states he will attack one of the 4-6 Haganah units with both 12-8 Arab units. Again, all of the Jewish units may defensive first fire and again they all attack one 12-8 unit at 1-1 odds (14-12). Again, the Jewish player fails to eliminate the Arab unit and the two Arab Legion units eliminate the 4-6 Haganah unit at 6-1 odds (24-4). This procedure may continue until all the Jewish units are eliminated or the Arab player decides to stop attacking.
Note that if any attack against a Jewish unit in the hex had failed to eliminate it, the Arab legion 12-8 units would have to stop attacking and could no longer move for the remainder of the Arab player turn. Stop markers would then be placed on the Arab units.
9.7.3 Attacking units eliminated by defensive first fire are immediately removed from the game and may not participate in the attack. Defending units eliminated by an attack are also immediately removed from the game.
9.8 Continuing Combat
9.8.1 A unit may continue attacking as long as it eliminates all enemy units it attacks. This means that if you attack a stack of enemy units you may fire at each one separately in order to get better odds in each battle. Remember that defending units get a defensive first fire before each attack made against their hex.
9.8.2 The same attacking unit may fire at every enemy unit in a hex and may continue attacking as long as it eliminates every enemy unit it fires at. As soon as you fail to eliminate any enemy unit at which it fires, your unit is finished for the remainder of the turn and may not make any more attacks, even if it is still adjacent to enemy units. Place Stop markers on the units as a reminder.
9.8.3 A unit may enter the ZOCs of different units during a single movement phase and keep moving as long as it eliminates every unit with a ZOC to which it moves adjacent. It may continue moving and attacking as long as it has MPs remaining and it eliminates every unit which it attacks.
9.9 A defending unit may not be attacked in more than one combat per player turn. So, if the enemy attacks your unit and fails to eliminate it, no other units may attack it that same turn. Enemy units may move adjacent to your unit on the same turn, but no other attack is permitted.
For example: The Jewish player moves his units in the Overland Movement Phase first. He moves two 4-6 Haganah units adjacent to an Arab 4-0 Garrison unit and states he is attacking it (even though he is not required to, or even to stop). The defending Arab 4-0 Garrison unit gets to defensive first fire and chooses one of the 4-6 Haganah units as the target. The Arab unit fails to eliminate the Jewish unit and the two 4-6 units also fail to eliminate the 4-0 Garrison unit at 2-1 odds. Both 4-6 units are STOPPED for the remainder of the Jewish player turn and the Arab 4-0 Garrison unit may not be attacked again this player turn, even though the Jewish player may now move new units adjacent to the 4-0 Garrison unit.
9.10 Defending leaders, trucks and the Jerusalem Convoy unit may not be attacked until all other units in the hex with them are eliminated first. If all other units with them are eliminated, then leader, truck and Jerusalem Convoy units may be attacked. Note that their combat strength is white and parenthesized, meaning that their combat strength is used only to determine combat odds against them; they may not attack or defensive first fire. Leaders and the Jerusalem Convoy units are automatically eliminated if alone in the hex when attacked (see the Artillery rule for an exception for the Jerusalem Convoy).
9.11 Defending halftrack and bus units may be attacked only if the defending player uses them for defensive first fire. If they are not used for defensive first fire, they may not be attacked until all other units in the hex with them are eliminated first. After all other units with them are eliminated, halftrack and bus units may be attacked (and get defensive first fire) at the attacking units.
For example: Two Arab Legion 12-8 infantry units move adjacent to a stack of Jewish units that includes the David Shaltiel leader, a 6-0 Garrison, a 3-12 bus and two 4-6 Haganah units. Note that the leader may not be attacked until all other Jewish units are eliminated first. The 3-12 bus unit may be attacked as soon as the Jewish player states he is going to use it for defensive first fire against the two Arab units. The Jewish player must state that the bus unit will fire BEFORE the Arab player states his next attack. That is, if the Jewish player is going to use the bus unit for defensive first fire against the next Arab attack, he must inform the Arab player of this before the Arab player decides how he is going to make his first attack.
For example: In the illustration [diagram], the Jewish 4-6 Haganah units move adjacent to the Arab units as shown. The Jewish player decides to attack the Arab 2-8 Mufti unit first with the two 4-6 units adjacent to it at 4-1 odds (8-2). After the Mufti unit defensive first fires at one of the 4-6 units at 1-2 odds (2-4) and misses, the two 4-6 units eliminate the Mufti unit. They may then continue moving, and join the other 4-6 which is adjacent to the Arab Legion 4-30 armored car unit. Now all three 4-6 Haganah units will attack the Arab 4-30 unit, after the Arab armored car defensive first fires. If they eliminate the 4-30 unit, the three 4-6 Haganah units could continue moving this turn, as long as they have movement points remaining. If the 4-6 units fail to eliminate the 4-30 armored car unit, then all three 4-6 units are STOPPED for the rest of the turn and may not make any more movement or attacks this turn. Note also that if the 4-30 armored car unit survives the three Haganah units' attack, it cannot be attacked again this turn, even if new Jewish units move adjacent to it.
10.0 Artillery
In the fighting around Jerusalem artillery played a relevant, but not decisive role. Its effectiveness was hampered by insufficient ammunition. Even the normally well-equipped Arab Legion was short of shells.
10.1 An artillery unit may fire only twice a turn; once in each player turn.
10.2 You may fire your artillery units anytime during your opponent's player turn. That is, you may fire at units that are in the process of moving; you don't have to wait for them to stop in order to shell them with your artillery units. As soon as they come within range, and if the artillery unit and/or another friendly unit can see the intended target, then roll the die immediately before the target moves any further that phase.
For example: Three Arab Legion 4-2 artillery units are within four hexes of the road leading to Jerusalem. The Jerusalem Convoy unit is moving along the road unopposed and it will reach Jerusalem this turn unless the Arab Legion artillery units eliminate it. As soon as the Jerusalem Convoy unit comes within range of the three artillery units, the Arab player tells the Jewish player to stop moving and conducts his attack (counted as defensive first fire since the Jewish player is moving). The units riding with the Jerusalem Convoy are not counted in this firing; only the convoy unit's defense of (12) is used to calculate combat odds. Odds are 1-1 and if the convoy unit is not eliminated by the artillery unit's fire, it may continue moving into Jerusalem.
10.3 Artillery vs. Leaders
Artillery units may not fire at an enemy leader. Even if artillery units eliminate all other enemy units in a hex, a leader in the hex is not eliminated by artillery fire alone; non-artillery units are the only units that can eliminate leaders.
10.4 Artillery Support
10.4.1 When it is your player turn, your artillery units may fire in support of an attack. To do this, they must be within range of the target enemy unit(s). If they are within range of the target enemy unit(s), you simply add the artillery unit's combat strength to the attack.
10.4.2 During your opponent's player turn, your artillery units may fire in support of your units that are defensive first firing (when defensive first firing only, not when determining combat odds against friendly units). To do this, the artillery unit must be within range of the attacking unit's hex. Add the artillery unit's combat strength to any ONE defensive first fire against the attacking units.
For example: An Arab 2-8 Mufti unit moves adjacent to a 3-4 Jewish artillery unit that has a range of three hexes. An Arab Legion 3-4 artillery unit with a range of three hexes moves to within two hexes of the Jewish artillery unit. The Jewish 3-4 may defensive first fire at either the 2-8 Mufti unit or the 3-4 artillery unit, not both. Remember that the Jewish artillery unit may only make ONE defensive first fire per turn.
For example: Two Jewish 4-6 Haganah units move adjacent to two Arab 2-8 Mufti units which are stacked in the same hex. A Jewish artillery unit with a range of three hexes moves to within two hexes of the two Arab units (it is NOT adjacent to them). The Jewish player will attack each 2-8 Mufti unit separately, using the artillery unit in the very first attack. Both Arab units may defensive first fire, but only at the two 4-6 units adjacent to them. After this defensive first fire (assuming no kill), the Jewish artillery unit adds its combat strength to the attack and the odds are 11-2 (5-1, and therefore resolved at 4-1) against one of the 2-8 Mufti units. This is the only attack the Jewish artillery unit may make this turn (remember, only one attack per player turn is permitted), although it may also fire defensive first fire during the Arab player turn.
10.5 Artillery Barrage
10.5.1 Your artillery units may also fire at enemy units without the support of other units. To do this, the artillery unit must be within range of the target unit's hex. It then compares its combat strength against the target unit's combat strength and rolls the die on the CRT, adding in terrain effects.
10.5.2 If artillery units fire at each other, then the defending units get a defensive first fire if the attacking artillery units are within range of the defending artillery unit.
Note: If the artillery unit is not adjacent to the enemy target hex, the enemy unit may NOT defensive first fire, unless it is also an artillery unit. Only artillery units may defensive first fire at enemy artillery that is attacking them from a non-adjacent hex.
For example: A Jewish 3-4 artillery unit with a range of three hexes moves to within three hexes of an Arab Legion 2-4 artillery unit that has a range of two hexes. Since the Jewish artillery unit is not within the range of the Arab artillery unit, the Arab unit cannot defensive first fire. The combat odds are 3-2 (1-1) for the Jewish unit's attack.
10.6 Protecting Artillery
Artillery usually had infantry protecting it against direct assault.
If there are infantry units in the same hex with an artillery unit, the infantry units must be eliminated first, before an attack may be made against the artillery unit.
Note: This is not done when only enemy artillery units are firing. Artillery units may fire at enemy artillery units without being forced to attack other enemy units in the same hex first.
For example: An Arab Legion 12-8 infantry unit moves adjacent to a hex that contains a 4-6 Haganah unit and a Jewish Davidka artillery unit. The Arab 12-8 unit must eliminate the 4-6 unit BEFORE it may attack the Davidka unit.
10.7 Spotting
Spotting is important for artillery units since there is much terrain on the map which blocks direct vision of a target.
10.7.1 Higher terrain and all village and Jerusalem city hexes block direct vision. To determine if the artillery unit can see the target unit it is firing at, lay a straight edge down on the map from the center of the artillery unit's hex to the target unit's hex. If any hex type mentioned above is touched by the straight edge, vision is blocked and the artillery unit may not fire at the intended target. This only applies to hexes in-between the firing and target units. The hexes the units occupy are not considered for vision and blocking purposes.
10.7.2 Artillery units may fire at a target they cannot see only if another friendly unit can see the intended target.
For example: Jewish artillery unit in the Hebrew University hex may fire at an Arab unit in the Greek Monastery hex ONLY if another Jewish unit can see that Arab unit - only if another Jewish unit is adjacent to the Arab unit in question. Note that the Arab unit, if it were an artillery unit, could NOT fire back at the Jewish artillery unit unless there was an Arab unit that could see the Jewish guns in the Hebrew University hex.
10.7.3 Arab Legion artillery units must have an Arab Legion do the spotting of target units for them. Another Arab unit may NOT spot for Arab Legion artillery units, although they may spot for other Arab artillery units.
For example: A Jewish 4-6 Haganah unit moves adjacent to an Arab Legion 4-30 armored car unit. A Jewish 3-4 artillery unit is three hexes away, but higher terrain is between it and the armored car. If the 4-6 Haganah unit is eliminated by the Arab 4-30 unit's defensive first fire, the Jewish artillery unit may NOT fire at the armored car unit since there would then be no spotter for it.
10.8 Artillery vs. Transports
10.8.1 If your artillery units are firing at an enemy unit being transported (the transport unit is on top of the stack), SUBTRACT ONE from the die roll (exception: not against the Jerusalem Convoy). If you destroy all of the units being transported, the transport unit is also eliminated.
Note: You do not fire at transport units, but rather use the combat strength of the transported units to determine the combat odds (exception: the Jerusalem Convoy).
10.8.2 If the Arab player wishes to fire his artillery units at the Jerusalem Convoy unit, he may do so without firing at other units in the hex. This is the only exception to the rule that you must eliminate all other units in a hex before you may attack the transport unit.
10.8.3 If shelled by Arab artillery units, the convoy has a defense combat strength of (12). This is only used to determine combat odds against it, NOT for an attack or defensive first fire. You DO NOT subtract one from the die roll when shelling the Jerusalem Convoy unit.
10.8.4 Any other unit in the hex with the Jerusalem Convoy unit may be shelled by artillery as outlined above. Subtract one from the die roll if the target unit is being transported (Jerusalem Convoy is on top).
10.9 Arab Legion Artillery
The Arab Legion recognized the Jews as their enemy, but had little use for other Arabs participating in the war. They will not waste ammunition for other Arabs if no Arab Legion unit is involved in the battle.
10.9.1 Arab Legion artillery units will support a battle only if at least one other Arab Legion unit (infantry, armored car or halftrack) is involved.
10.9.2 The Arab Legion's 6lb. antitank guns were very effective against the Jewish vehicles (bulldozers, halftracks, buses, armored cars, tanks and the Jerusalem Convoy) and it has a combat strength of 12 (in a target icon) when firing at any of these units. It has a defense factor of (2) when it fires at or is fired upon by Jewish infantry or artillery units.
10.10 The Davidka
The Davidka unit represents an ancient Turkish 150mm mortar stolen from a war memorial. A homemade mortar was also called a "Davidka" by the Jews.
Before you fire it (attack or defensive first fire), roll one die. If you roll a 6, then the Davidka blows up and is immediately eliminated from the game. If it blows up, roll the die once for each unit in the hex with the Davidka. If a "6" is rolled, then that unit is DISRUPTED and may not move or fire (attack or defensive first fire) until the next Jewish player turn. However, you still use the unit's combat strength to calculate combat odds against it.
11.0 The Jewish Flamethrower
The homemade flamethrower on the Jewish halftrack leaked!
It has an attack and defensive first fire combat strength of 12 (in a target icon). It has a white combat strength (2) that is only used to determine combat odds against it.
12.0 Leaders
12.1 There are a number of Arab leaders and one Jewish leader in the game. There are also Arab dummy leaders. The Jewish leader remains face-up for the entire game, but the Arab leaders are placed face-down on the map and remain that way until Jewish units fire at the hex they are in. Dummies are also turned upside-down to help hide the location of real Arab leaders. When the Jewish player fires at the hex one of these dummies is in, it is revealed and immediately eliminated from the game. Arab leaders are revealed for any Jewish or Arab attacks they are involved in, and are flipped face-down again after all firing is done.
12.2 The Arab player may never have more than one leader, real or dummy, in a hex. Only Major Abdullah Tell (commander of the Arab Legion 6th Regiment) may be placed in a hex with an Arab Legion unit. No leader may be placed in a hex with an EEF unit. These restrictions apply even in hexes with units from different nationalities.
For example: If there are EEF and Mufti units in the same hex, an Arab leader may not stack with them.
12.3 Arab leaders must end every Arab player turn with another Arab unit; they may never be alone in a hex at the end of an Arab player turn. They may move during both Arab movement phases and may therefore go to different Arab units.
12.4 Arab 2-8 Mufti units may not move in a movement phase unless they start the phase adjacent to or in the same hex with an Arab leader (also see 12.9.1.1). Arab leaders also give Arab Garrison units a ZOC (except in Jerusalem).
12.5 Arab leaders ignore Jewish ZOCs when moving alone. Haj Amin and El Kutub (only) may move through hexes that have a Jewish unit, although they may not end their movement in such a hex. These rules apply during Abandonment (see 12.8).
Note: In order to move in the Arab Road Movement Phase, the leader must be carried by a transport unit. As an exception, both the Jewish David Shaltiel and the Arab Abdul Khader Husseini leaders have their own jeeps and do not require a transport unit in order to move during their friendly Road Movement Phases. Their counters have a small 'j' next to their MPs as a reminder. They may still only move on roads during this phase, however.
12.6 Most Arab leaders have a special multiplication factor instead of a combat strength printed on them. Some leaders have no effect on other Arab units (x1), but other leaders have 'x2' or 'x3' printed on them. This means that all Arab units (exception: Arab Legion and Egyptian Expeditionary Force (EEF) units) in the hex with the leader double (x2) or triple (x3) their combat strength for both attack and defense (defensive first fire and determining combat odds against them).
Note: Fawzi el Kaukji was incredibly incompetent and he halves (x½) the combat strength of all Arab units he is stacked with (and he must be stacked with at least one Arab unit).
12.7 An Arab leader is eliminated only if all other Arab units in the same hex are eliminated first. Artillery units may never fire directly at a leader (see 10.3).
For example: Two Jewish 4-6 Haganah units move adjacent to an Arab 4-0 Garrison unit that has an upside-down leader unit with it. The Arab player tells the Jewish player he must stop since the garrison has a ZOC because of the Arab leader. The Jewish player moves three more 4-6 units adjacent to the Garrison and leader units. Before the attack is stated, the Arab leader is revealed (flipped right-side up) and it is the Abdul Khader Husseini leader with a "x3" multiplication factor. This means the 4-0 Garrison units defensive first fires with 12 combat strength and eliminates one of the 4-6 Haganah units. The remaining four 4-6 units attack at 16-12 (1-1 odds) and fail to eliminate the Garrison unit. If they had eliminated the Arab Garrison unit, Abdul Khader Husseini would have also been eliminated.
12.8 Abandonment
If it appears that a stack a leader is in will be eliminated, the Arab leader may elect to abandon his brothers rather than risk harm to his body.
12.8.1 During a Jewish player turn only, an Arab leader whose hex is attacked may move up to his full MP (as in the Overland Movement Phase). Arab leaders that abandon other units during a Jewish player turn may not move during the next Arab player turn.
12.8.2 Arab units that are abandoned have their morale broken and their total combat strength is halved (for both defensive first fire and determining combat odds against them) for the rest of the Jewish player turn.
12.9 Special Leader Rules
12.9.1 Abdul Khader Husseini
Abdul Khader Husseini was a brilliant guerilla tactician and the Syrians and he never really trusted one another.
12.9.1.1 In addition to the Arab leader effects listed in 12.4, any 2-8 Mufti unit within two hexes of Khader at the start of a movement phase may move.
12.9.1.2 If Khader is eliminated, the Arab player immediately rolls one die for each 2-8 Mufti unit on the map. If a "4-6" is rolled, that Mufti unit's morale has broken and it is removed from the game (it went home).
12.9.1.3 If Khader is stacked with a Syrian unit, he has no effect on them (their combat strength is not tripled).
12.9.2 Major Abdullah Tell
Major Abdullah Tell was the dynamic leader of the Arab Legion 6th Regiment.
If Tell is stacked with units of the 6th Regiment only and if those units make up at least half of the firing combat strength in an attack, SUBTRACT ONE from the die roll.
For example: If the Jewish player attacks a hex where only Major Abdullah Tell and two Arab Legion 6th Regiment units are, the Arab player will subtract one from his defensive first fire die roll.
12.9.3 Haj Amin
Haj Amin has a large "J" listed instead of a MP number on his counter which means he must remain in a Jerusalem city hex and may not leave the city. He may move from one city hex to another (even through Jewish units) as long as his final hex does not contain a Jewish unit. If there is no available hex, he is immediately removed from the game (he goes into exile).
12.9.4 David Shaltiel
David Shaltiel was the commander of the Jewish and Haganah forces. Though he lacked the warm informality that usually characterized Jewish officers, he had a high sense of discipline and superb tactical insight.
When Shaltiel is in a hex with Jewish units firing at Arab units, SUBTRACT ONE from the die roll. He may never move more than four hexes from a Jerusalem city hex and must end every turn in a Jewish city hex. He is eliminated only if ALL other Jewish units in the same hex with him are eliminated first or he fails to end a Jewish player turn in a Jerusalem city hex.
13.0 Terrorist Units
During the war both sides had groups that were more adept at random terror than military operations. These units are the Arab leader El Kutub, and the Jewish combat units Irgun and Stern Gang.
13.1 El Kutub
El Kutub specialized in blowing things up and he was quite good at it. He was a loner and a master of disguise.
13.1.1 Both El Kutub and Haj Amin are the only exceptions to the rule that says Arab leaders must end every turn in a hex with other Arab units. On the turn he is going to bomb, Kutub loses all benefits and effects that Arab leaders give to other Arab units. He may not be stacked with an Arab unit in the turn he bombs a hex, and he may not be carried by an Arab transport unit in a turn that he bombs a hex.
13.1.2 Only Jewish units in a village, Latrun, Bevingrad, Greek Monastery, Notre Dame Cathedral or Jerusalem city hex may be bombed by El Kutub. He may only bomb one hex per turn and a hex may only be bombed once per game. Place a Bomb marker in a hex after it has been bombed as a reminder.
13.1.3 El Kutub moves just like other Arab leaders in either Arab Movement Phase until he moves on top of the hex (and the Jewish units) he is going to bomb. Note that he may move through Jewish units as well as adjacent to them without stopping. There is no 'attack' involved, so the Jewish units in the hex do not get to defensive first fire at El Kutub.
13.1.4 In order to bomb a hex, roll one die. If a "6" is rolled, something went wrong and El Kutub has joined Allah (eliminate him). If he is not eliminated, roll the die again. If a "1-3" is rolled, the attack succeeded and ALL Jewish units in the hex are DISRUPTED; they may not move or fire in the next Jewish player turn. However, you still use their combat strength to calculate combat odds against them.
13.1.5 As soon as El Kutub has attempted the bombing, he may move away from the Jewish units so he is not caught alone when it is the Jewish player's turn. Note that he may not move more than his MP permits in an Arab Movement Phase.
13.2 Irgun and Stern Gang Units
The Jewish player has two Irgun and one Stern Gang combat units. Their specialty was eliminating civilians and, unfortunately, they were good at it.
13.2.1 These units may be used as any other Jewish combat unit, or, in the Jewish Overland Movement Phase, they may conduct a terrorist attack. If they are going to make a terrorist attack, the Irgun and Stern Gang units may not stack with non-terrorist Jewish units.
13.2.2 Irgun and Stern Gang units may never be carried by a Jewish transport unit and they may only move in the Jewish Overland Movement Phase.
13.2.3 In order to make a terrorist attack, these units must move on top of an Arab Garrison unit. Only a hex that contains an Arab Garrison unit may be terror-attacked.
13.2.4 As soon as it moves on top of the Garrison unit, the Jewish terrorists DOUBLE their total combat strength and get to offensive first fire against the Arab unit. If the Arab unit survives the attack, it may fire back defensively. Terrain effects do NOT count in a terrorist attack; do NOT add to the Jewish or Arab die rolls for the hex the units are in.
For example: Both Irgun units and the Stern Gang unit move on top of an Arab 4-0 Garrison unit in the Deir Yassin village hex. They make a terrorist attack with doubled combat strength (total of 10 combat strength) against the 4-0 Arab unit. The Jewish terrorists offensive first fire with 10-4 (2-1 odds). You do NOT add one to the die roll for the village hex.
13.2.5 If both the Jewish terrorist units and the Arab unit survive this initial combat, then the Jewish unit(s) may move off of the hex and end the turn adjacent to the Arab unit with no further attacks, even if they have no MPs remaining. But the terrorists may choose to continue the battle. If so, they remain on top of the Arab unit and the battle proceeds as other combats; the Arab defenders get defensive first fire and the Jewish terrorists are NOT doubled. You may continue attacking the same Arab unit (and it gets defensive first fire again) until either the Jewish terrorists or the Arab unit is eliminated. You still ignore all terrain effects if you continue the battle.
Note: This is the only exception to the rule that you must stop attacking and moving if you fail to eliminate an enemy unit you attack.
13.2.6 If the Irgun or Stern Gang units make a terrorist attack on a Garrison unit that has an Arab leader with it (not a dummy leader), the Jewish units are surprised and do not get offensive first fire and do not double their combat strength. The Arab Garrison would get defensive first fire in this case.
NOTE: On the turn these units make a terrorist attack, they ignore all terrain restrictions and Arab ZOCs. That is, they may move the number of hexes equal to their MP regardless of the terrain in those hexes and move adjacent to Arab units and into their ZOCs without stopping.
14.0 Reinforcements
14.1 New units for both sides are displayed on each player's Order of Battle (printed on the map). New units designated to come into the game on a certain turn enter the map counting the first hex at the edge of the map against their initial movement. Reinforcements may enter the game in either the Road or Overland Movement Phase.
14.2 Jewish and Arab Legion reinforcements are not required to enter the game on the turn indicated, but may delay their arrival until a later turn. All other Arab reinforcements must enter the map on the turn indicated. Units that delay coming onto the map must still come onto the map at the exact hex(es) originally intended for them.
14.3 If enemy units are in the entrance hex(es) for the reinforcements, you may bring new units onto the map at the map edge within three hexes on either side of the original entrance hex. You may also bring reinforcements in at an alternate entrance hex if there is one listed. If ALL entrance hexes are blocked by enemy units, then reinforcements must wait until a turn when there is a clear hex at the designated edge of the map for them to enter the map.
14.4 Reinforcement units may come into the game by moving directly into an enemy ZOC. Only the physical presence of an enemy unit in each of the entrance hexes blocks reinforcements from coming onto the map.
14.5 It may appear that reinforcements are overstacked before they come onto the map. You may only bring units onto the map within stacking limits.
For example: There may be six infantry units coming in on a road, but you may only bring in a maximum of three at a time per hex.
14.6 Any unit may leave the map (move off the map) by any road at the edge of the map. It may then return on any later turn, but only on the same road from which it originally departed. You may hold such units off the map indefinitely and are not required to bring them on the map after they leave. If the units which left the map want to return, but enemy units are blocking the hexes, then these units may reenter the map as outlined previously for reinforcements.
14.7 Egyptian Expeditionary Force
The Egyptian Expeditionary Force (EEF) had a low morale by the time they had penetrated this far into Palestine.
14.7.1 These units may never attack at less than 3-1 odds (but may defensive first fire at lower odds if necessary).
14.7.2 Every time an EEF unit is eliminated, immediately roll one die. If a "6" is rolled, the army's morale is broken and ALL Egyptian units are immediately removed from the game (they go home).
Note: You roll the die every time an Egyptian unit is eliminated, in either player turn.
15.0 Jewish Bulldozers and New Secondary Roads
15.1 The Jewish bulldozers may both attack offensively and defensive first fire with their combat strength of 2. They may move in either or both of the Jewish Overland or Road Movement Phases. In addition, these units may build new secondary roads. A secondary road may be built by a bulldozer unit in any hex on the map, but ONLY in the Jewish Overland Movement Phase.
15.2 In order to build a secondary road, the bulldozer moves into the hex and a secondary road marker is placed in the hex. A maximum of 4 MP worth of terrain may receive a secondary road marker from one bulldozer in any one turn. You are permitted to stack bulldozer units and the combined road-building capability of two units would be 8 MP worth of terrain in a turn; three units may build 12 MP worth of secondary roads in a turn. That is, one bulldozer may build a secondary road through two clear hexes, two bulldozer units may build roads through four clear hexes, etc. Note that you may also build roads into higher terrain, across streams, etc., but each bulldozer unit may not build more than 4 MP worth of new road in any Jewish Overland Movement Phase.
15.3 A new secondary road MUST connect with an existing primary or secondary road on the map. New roads are connected by placing a new secondary road marker in the existing road hex, pointing in the direction of the new road line. That is, a bulldozer unit must build a new secondary road in an existing road hex in order to connect the roads.
15.4 You may not use a new secondary road in the same turn you build it. Both sides may use Jewish-built secondary road hexes.
Combat Results Table (printed on the map)
Roll one die, add or subtract any modifiers (see 9.5, 9.6 and the leader rules), and cross-index the odds column with the die roll. A "K" means the defending unit(s) are eliminated; a blank means no result. (Read from the map image in the scan: each odds column gives a K on a modified die roll of the number shown or lower.)
| Odds | Die roll that eliminates the target (K) |
|---|---|
| 1-2 | 1 |
| 1-1 | 1-2 |
| 2-1 | 1-3 |
| 3-1 | 1-4 |
| 4-1 | 1-5 |
| 6-1 | 1-6 |
| 8-1 | 1-7 |
| 10-1 | 1-8+ (any modified roll) |
Table layout as printed: rows Die 1, 2, 3, 4, 5, 6, 7, 8+ against columns 1-2, 1-1, 2-1, 3-1, 4-1, 6-1, 8-1, 10-1. There are no 5-1, 7-1 or 9-1 columns (see 9.4.4).
Designer's Notes (play advice)
The map scale approximates 0.4 miles across a hex, although it should be obvious that the map is a schematic rather than an exact representation of the roads and terrain features of central Palestine. The orders of battle and strengths for the opposing forces are, at best, estimates.
Jerusalem! has undergone extensive playtesting. While not every potential "loophole" or vague rule can be satisfactorily explained, players should realize that this is a GAME, and any questions or arguments should be resolved in the spirit of common sense and fair play. Keep in mind what the game is trying to portray, not what loopholes the rules permit.
It is again recommended that you move your units in small groups rather than try and move all of your units up to their first attacks. It is very easy to lose track of the total movement points a unit has remaining in a turn, or whether a unit has moved at all, if you try to move all of the units on the map before resolving the first battles.
Aggressiveness pays off in the game, even though the defender has the edge in combat. The long, winding supply roads are very vulnerable to a sudden Arab thrust, and the Jewish player cannot afford to sit passively in a defensive pose after clearing a road. However, many small, uncoordinated and piecemeal attacks only serve to weaken your army. Neither player can afford heavy losses, although the game will show that both sides will lose many units within a few short turns.
Scenario II: Latrun and the Burma Road
Scenario II allows you to skip the early part of the war and start with the arrival of the vaunted Arab legion.
Scenario II starts with Jewish player's Segment of May IV turn and ends with Jewish Player's Segment part of June IV turns. Victory Conditions are the same as in the Standard Game.
The Jewish Player Sets Up First
a) Place 6-0 garrison units at all Jewish villages except for the following: Bethany, Kfar Etzion, Ramat Rahel.
Place one 6-0 garrison unit at each of Hulda and El Kubab; the Jewish HQ in Jerusalem; an 8-0 garrison unit in the Jewish Quarter of the Old City (Jerusalem); and one 12-0 garrison unit in each remaining Jerusalem hex.
b) The Etzioni and Harel Brigades are composed of following units:
- Shaltiel (leader) unit,
- Davidka,
- One 2-2 artillery,
- One 8-8 Palmach,
- Two 4-30 armored cars,
- Two 2-18 armored cars,
- One 2-4 Gadna,
- Two 1-24/1 trucks,
- Three (1)-24/3 trucks,
- One 3-12 bus,
- One 2-12 bus,
- One 2-10 halftrack,
- Roll the die once to determine the number of additional 4-6 Haganah units in the above Brigades: 1=10 units, 2=12 units, 3=14 units, 4=16 units, 5=18 units, 6=20 units.
They may set up in any of the following towns: Bab El Wad, Beit Mashir, Saris, Kastel Lifta, Hadassah, Hebrew University, Ramat Rahel, or any Jerusalem city hex except Arab Quarter, Old City (may set up in Bevingrad, Notre Dame and Katamon).
c) Elements of Alexandroni Brigade (May III Reinforcements) at El Kubab: three 12-6 Infantry, one (1)-24/3 truck.
d) 7th Haganah Brigade (May IV Reinforcements) and Jerusalem Convoy enter this turn at Hulda or "Road to Tel Aviv."
Jewish reinforcements (June I to III) enter normally.
The Arab Player Sets Up Second
a) Place the 12-0 garrison unit and Amin (leader) units in the Arab Quarter of the Old City of Jerusalem. Place 4-0 garrisons on every Arab Village except: Deir Muhzein, Bab El Wad, Beit Mashir, Saris, Kastel, Deir Yassin, Sheikh Jarrah.
b) Roll the die once to determine the number of Mufti (Arab irregular guerilla) force and named leaders:
| Die | Mufti units | Named leaders |
|---|---|---|
| 1 | five 2-8 Mufti units | Kaukji, Ghoury |
| 2 | six 2-8 Mufti units | Kaukji, Ghoury |
| 3 | seven 2-8 Mufti units | Ghoury, Jazzi |
| 4 | eight 2-8 Mufti units | Kaukji, Ghoury, Jazzi and Kutub |
| 5 | nine 2-8 Mufti units | Kaukji, Ghoury, Jazzi, Kutub and Irek |
| 6 | ten 2-8 Mufti units | Kaukji, Ghoury, Jazzi, Kutub, Irek |
Arab Mufti units start at any of the following: Shuafat, Bethlehem, Sufata, Sur Bahir, Sheik Jarrah, Arab Quarter of Old city (Jerusalem).
c) Syrians: three 3-4 infantry and one (1)-24/3 truck at Ramallah.
d) Iraqis: three 3-4 infantry and one (1)-24/3 truck at Bethany.
e) 6th Arab Legion Regiment: three 12-8 infantry, three 4-10 halftrack, two 4-30 armored cars, Commander Tell (leader) at Bethlehem or Sheik Jarrah.
f) 4th Arab Legion Regiment: one 4-30 armored car, three 12-8 infantry, two 25 lb artillery, one 3" artillery unit, two 1-24/3 trucks at Latrun or Police Fort.
g) Egyptian Expeditionary Force (EEF) enter this turn at Kfar Etzion.
Arab reinforcements (June I to III) enter normally.