The Valley of Tears 7Tthh Brigade Stands Defiant
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TTHHEE VVAALLLLEEYY OOFF TTEEAARRSS…… 1 TTHH 77 BBRRIIGGAADDEE SSTTAANNDDSS DDEE FFIIAANNTT Designed and developed by Mark H. Walker art by Nicolas Eskubi TTHH TThHHeEEE VVAAaALLLlLLlLEeyEEYYY OOoFFFf TTEEEeaAAARRRrSSSs:::: 7 77TtH hBB RRRBIIIGrGiAAAgDDaEEEd SSSeTTT AASANtNDaDSSnS DdDsEEE FFFDIIIAAAeNNfTTiT a nt is a simulation of the Syrian attack on the G olan Heights during October of 1973. The game focuses on capturing the feel of the Syrian a ssaults during from 7-11 October. TTHH TTHHEEE VVAAALLLLLLEEEYYY OOFFF TTEEEAAARRRSSS::: 77TH BBRRRIIIGGAAADDEEE SSSTTTAAANNDDSSS DDEEEFFFIIIAAANNTTT TTHH TTHHEEE VVAAALLLLLLEEEYYY OOFFF TTEEEAAARRRSSS::: 77TH BBRRRIIIGGAAADDEEE SSSTTTAAANNDDSSS DDEEEFFFIIIAAANNTTT TTHH TTHHEEE VVAAALLLLLLEEEYYY OOFFF TTEEEAAARRRSSS::: 77TH BBRRRIIIGGAAADDEEE SSSTTTAAANNDDSSS DDEEEFFFIIIAAANNTTT TTHH TTHHEEE VVAAALLLLLLEEEYYY OOFFF TTEEEAAARRRSSS::: 77TH BBRRRIIIGGAAADDEEE SSSTTTAAANNDDSSS DDEEEFFFIIIAAANNTTT The Valley of Tears… 7th Brigade Stands Defiant The Valley of Tears: 7th Brigade Stands Defiant The Valley of Tears: 7th Brigade Stands Defiant The Valley of Tears: 7th Brigade Stands Defiant GTehen eVarlalel yC oofn Tceeaprst:s 7 th Brigade Stands Defiant The map covers apptrhoximately four-kilometer section of the Golan Heights between TTehle H Vearlmleyo noift T aenadrs :B 7oo sBtreigra. dTeh Set acnodusn Dtefrisa nrte present infantry platoons (40-60 men), Sagger Teams, and vehicle platoons (2-5 vehicles). Each turn represents fifteen minutes to one hour. The Valley of Tears… 7th Brigade Stands Defiant At first glance it appears the Israelis have almost a numerical parity with Dice the Syrians. Such is not the case. The A six-sided die (1d6) —not supplied with Israeli counters represent seriously the download— determines the results of Thdee Vpalellteeyd opfl aTteoaornss: 7—tmh Bosritg waditeh S ntaon mdsor Dee fiant fire combat, Close Assaults, and other than two tanks or 20 men. game functions. The Valley of Tears: 7th Brigade Stands Defiant The Valley of Tears: 7th Brigade Stands Defiant The Valley of Tears: 7th Brigade Stands Defiant 2 Stacking Up to two counters may stack in a hex. Stacking limitations apply at all times. Fired, Disrupted, and Wreck markers, helicopters, leaders, AVLB units in the anti-tank ditch, and Sagger units do not count against stacking. seen below). Armor is considered a Unit Types hard target. Foot: Includes the troops who primarily walked to battle and Unit Color fought with rifles, sub- Israeli units are blue. machineguns, and Syrian units are tan. light machineguns. Includes Israeli and Syrian infantry and Syrian Sagger teams, and are represented by a NATO symbol on Setting up the Game their counter. Infantry and Sagger Israeli units set up first as follows: teams are considered soft targets. • 13 Centurions, 2 Leaders: On or Mechanized infantry, which are within one hex of hex row 2900. depicted by a picture of a BMP-1 IFV, • 2 Infantry: In hex 2101. are NOT considered foot soldiers for • 3 Infantry, 1 M3 Mortar: game purposes. Anywhere on, or west of, hex row 2900. Helicopters: These Additional Israeli units enter as are the Syrian Hip indicated under Refit and on the transport helicopters. Israeli Reinforcement table. They do not count against stacking Syrian units enter on the east edge of limitations, but must the map as directed by the Syrian be attacked separately from the other Reinforcement table. units in the hex. Helicopters are Set up both Israeli and Syrian units on considered soft targets. their full-strength side. This is the side with larger (higher) firepower factors. Leaders: Notable individuals who Outline of Play influenced the fighting. Leaders DO Rally Phase Both sides may attempt to rally disrupted NOT count against units by rolling 1d6 for each unit and stacking limitations. If comparing it to the unit’s morale. All the units the leader is Israeli units’ morale is 4. Syrian infantry stacked with are destroyed roll 1d6. and Sagger units (not BMP-1) have a morale On a roll of 1-2 the leader survives of 4. All other Syrian units’ morale is 3. and is placed on the nearest friendly unit at the beginning of the next turn. If a friendly leader is in the hex roll two On a roll 4-6 the leader is eliminated 1d6 and choose the better result. Leaders and permanently removed from the are NOT, however, necessary to rally units. board. Reinforcement Phase Armor: Tanks, ZSU anti-aircraft • Israeli player rolls for vehicles, M3 mortar tracks, and the reinforcements (consult the Set-up BMP-1 are armor and designated by a and Reinforcement Table). picture of a tank on the counter (as 3 • Israeli players rolls for air support, Movement and places Combat Air Patrol (CAP). • Syrian player rolls for A unit’s movement factor (MF) is an reinforcements (consult the Set-up abstraction of the unit’s speed. In each and Reinforcement Table). turn units may move up to, but not • Syrian player rolls for air support. exceed, their movement factor. Foot units have a movement factor of 3 and Syrian Movement Phase armor platoons (including mechanized infantry) have a movement factor of 6. • Move units: The Syrian player may move all of his non-disrupted units. In the Israeli movement phase the • Opportunity Fire: The Israeli player may opportunity fire at moving Syrian Israeli player may move all, some, or units. none of his non-disrupted units. The Israeli player may move units marked Israeli Movement Phase with a Fired marker. The Syrian may move his units during his movement Refit: Israeli rolls once for each Israeli • phase. Units that begin the movement wreck marker. On a roll of 1-3 a phase stacked together may move reduced platoon (selected randomly together and split off units at any from the destroyed platoons) enters on the west edge of the map during the time. But units that begin the current movement phase. Remove the Movement Phase together, and move wreck marker regardless of the die roll to the same hex, must move together. result. Units that enter from off map • Place Mines: Israeli player may together, and move to the same hex, place mines. must also stay together. • Move units: The Israeli player may move all of his non-disrupted units. Units are moved to adjacent hexes, paying the movement factor cost to Israeli Combat Phase enter the hex or cross the hex side as shown on the Terrain Effects Chart • Combat: Non-disrupted Israeli units, (TEC). Units may not enter an enemy not marked with a Fired marker, may fire on Syrian units. occupied hex (a hex with enemy units in it). • Israeli air support conducts attacks. Fire Combat Syrian Combat Phase Fire combat occurs in both the Fire and Movement Phase. In their respective • Combat: Non-disrupted Syrian units may fire on Israeli units. Syrian units may not opportunity fire. • Syrian air support conducts This represents their semi-poor attacks. leadership and overall lack of initiative. Close Assault Phase Fire Phase all non-disrupted units not Non-disrupted adjacent units may conduct Close Assault. Israeli player designates and marked with a Fire marker, with a Line conducts all his attacks first, and then the of Sight (LOS) to an enemy unit, and Syrian player. within range of the unit, may attack it (as excepted by rules below). In the Shop Keeping Phase Movement Phase, Syrian units that move within the LOS and range of Marker Removal: Remove all fired • non-fired, non-disrupted Israeli enemy markers and planes. units may be fired on by the Israeli unit, this is called Opportunity Fire, 4 and is covered in detail in the section Result Table (FRT), modify the column on Opportunity Fire. as dictated by the Terrain Effect Chart (TEC), and roll 1d6. The possible Units may only attack once per turn, results for both types of attacks are: but an enemy unit may be attacked as many times as the attacker wishes Disrupted: One unit (with different units). Israeli units that (defender’s choice) in are stacked together may combine the target hex is their firepower. Syrian units may only disrupted. Place a combine firepower if they are stacked disrupted marker on in the same hex as a leader. the unit. All units in the hex must be disrupted before a You may always fire at adjacent units, unit may receive a second disruption. but may fire not at enemy units if a A disrupted unit that it receives crest hex side, which is not adjacent to another Disrupted result (not a either the attacker or the defender, disruption as the result of a step loss) lies between the attacker and target loses a step instead. Disrupted units hex. Nor may you fire on an enemy may not move, fire, or initiate a Close unit if two or more Lava Bed hexes are Assault (although they may defend). between the attacker’s hex and target’s hex. Determine if a hex blocks Disrupted helicopters immediately fire by stretching a thread from the hover and unload passengers. Mark center of the attacker’s hex to the the passengers with a Disrupted center of the defender’s hex. If the Marker. After the passengers have thread passes through blocking hex or unloaded, remove the helicopter from hexes the fire is blocked. If the thread play. passes exactly down the side of a blocking hex, such as a lava bed hex, Loss (1, 2, 3): ALL units in the hex the fire is not blocked. are disrupted. If previously disrupted this disruption doesn’t affect them Units are never required to fire. Mark (this is an exception to units that fire with a Fired marker. the effects of a second disruption as stated in To resolve combat the attacker must the first paragraph first designate whether he wishes to under disruption). attack the hard (Armor) or soft Additionally, the (Infantry) targets in the hex defending units lose (Exception —off board artillery and the total amount of steps (defender’s mortars firing separate of other units).