Denouement in the Beka Valley

10-11/6/82

V1.1

Intro to be written

Soviet map of the the southern Beka Valley

Map and Order of Battle

Israeli Deployment

Israelis deploy second and move first. They may not deploy within 9" of a Syrian unit. Where brigades enter the table one battalion a turn, the entry order is down to the commanding player

Recce of the 7th Armoured Brigade is deployed on the road from point F to Baka, or in Baka

Recce of the 410th Mechanised Brigade is deployed within 9" of Kfar Quoq

The majority of 7th Armoured Brigade enters touching road G from turn 1. One battalion enters a turn. The HQ accompanies the lead battalion.

The 399th Armoured Brigade enters touching road H from turn 1. One battalion enters a turn. The HQ accompanies the lead battalion.

The 943rd Armoured Brigade enters touching road I from turn 2. One battalion enters a turn. The HQ accompanies the lead battalion.

Peled enters touching road K from turn 3. One battalion enters a turn. The HQ accompanies the lead battalion. The 160th Squadron is in support of Peled. It enters within 24" of point K the turn after Peled comes within LOS of a Syrian tank or BMP unit.

The 645th Armoured Brigade technically enters touching road H from turn 1 on day 2. However, the chances of it getting in a position to effect the outcome of the battle is slim so it would be best left out of the game to speed play and reduce clutter. If players do wish to use it one battalion enters a turn. The HQ accompanies the lead battalion.

The GS Artillery enters during the night interval and may be placed within 6" of any road entry G, H, I or K. They may not be deployed within 12" of a Syrian unit. The 200th RPV Squadron base is attached to any of the artillery units and may spot for it. It is deployed touching the artillery unit. The Searcher RPV enters the table turn 1 day 1 anywhere between points K and G

Syrian Deployment

The 58th Brigade is deployed within 12" of Sultan Yaaqoub or Hammara. The infantry are in foxholes (1L cover). The artillery may be deployed within 12" of road exits A, B C or D

The 76th Brigade is deployed north west of the river within 18" of Aana. It may not start within 9" of point K. The artillery may be deployed within 12" of road exits A, B C or D

The 91st Brigade is deployed within 12" of Kamed el Laouze, but not within 9" of point H. The infantry are in foxholes (1L cover). The artillery may be deployed within 12" of road exits A, B C or D

The 1st Divisional AT Battalion is can be deployed in the areas of the 58th, 76th or 91st brigades and is considered part of the brigade with which it is deployed

The 64th Artillery Brigade is deployed within 12" of road exits A, B C or D

The 21st Brigade starts entering on Turn 3 of Day 2. It enters one battalion a time along road E. The artillery is deployed off table

The 81st Brigade starts entering Turn 2 Day 2. It can enter roads C/D turn 2, or A/B turn 3. Only one battalion can enter each turn. The artillery is deployed off table and can fire from turn 3 day 2

The 13th Artillery Brigade is deployed off table and can fire from turn 1 day 2

The 977th Squadron enters the fray on Turn 2. It can enter anywhere within 24" of roads E and F

Terrain

The terrain in the valley during the war

The table is 4ft x 5ft if playing 6" = 1km

The open terrain is scrubby farmland

The green areas are olive groves or fruit trees

The light brown areas are heights. They are rocky and uneven in places with small patches of scrub. Any unit within 6" of the edge has a 24" line of sight over the low ground (white on the map)

The dark brown areas are also heights but are very steep and are impassable. Any unit touching the area has a 24" line of sight over the low ground (white on the map) measured from the edge of the dark brown area.

The red lines are roads. They have no effect except to obviate the terrain penalties for the surrounding terrain

The thick blue line (JX) is an impassable river. The thin blue line is a shallow river that can be crossed by most units.

The pink dashed line is the Syrian border. It may not be crossed by Israeli units

The round circles are small villages. They are markers and have no effect on the the game.

Terrain

Movement

Cover

ZOC

Fire Power

Leg/non-motorised

Wheels/ motorised

Tracked/ mechanised

Inf

Towed Guns

Vehicle

Inf & Cav

Towed Guns & Vehicles

IDF

Heights (light brown)

-

Difficult

-

-

-

-

Clear

*

*

*

Heights (dark brown)

Impassable

Impassable

Impassable

-

-

-

Clear

*

*

*

Open

-

-

-

-

-

-

Clear

-

-

-

Olive Groves

Difficult

Difficult

Difficult

1L

1L

1L

Cluttered

-

-

Zero

 

Terrain

Movement

Cover

ZOC

Firepower

Leg/non-motorised

Wheels/ motorised

Tracked/ mechanised

Bridge & Defile

-

-

-

-

-

-

River, Normal

Obstacle

Obstacle

Obstacle

-

-

-

River, Wide (JX)

Impassable

Impassable

Impassable

-

-

-

Aircraft

Both sides' air forces were active during the battle, though with air supremacy by this point, the IAF was much more prevalent than the Syrians

Each turn both sides may roll 1d6 for air support

Israelis: 1-4 no aircraft, 5: 1 Kfir, 6 2 Kfir

Syrians: 1-5 no aircraft, 6: 1 Su-20

Special Rules

The battle is fought over two days. Day 1 is 6 turns long, Day 2 is 5 turns long with a night interval between. There is no night fighting and neither side may start day 2 with a programmed bombardment.

Day 2 turn 5 is special as a ceasefire approaches. No unit over 18" from road entrances A, B, C or D may activate. Spent units are removed from the table. Only units within 18" of road entrances A, B, C or D may fire, with the exception of artillery which may fire at any distance.

All the artillery in the game has the range to fire at any target on or off the table. Artillery units in a brigade are supporting that brigade. Otherwise they are not supporting any brigade.

The Searcher RPV acts as an artillery spotter. It moves in the same way as a helicopter. It is supported by one artillery battalion. That battalion is the one touching the controller unit base which counts as supporting the RPV, normal artillery rules apply. If the controller is disrupted or destroyed the RPV can not act as a spotter. The RPV counts as elevated, but only has 12" LOS

Victory Conditions

The Israelis are trying to reach the Damascus - Beirut road which is just off the north east table edge

To win the Israelis must

If they only get one requirement the game is a draw. If they get neither it is a Syrian victory

References

Arabs at War - Kenneth M Pollack

Flawed Victory - Trevor Dupuy & Paul Martel

Israeli ground forces in the initial period of the war in Lebanon, 06-11.06.82: https://web.archive.org/web/20120126115249/http:/waronline.org/IDF/Articles/lebanon-war.htm

Operation Peace for Galilee - Richard Gabriel

 

Israeli tanks on the heights