Able Archer - Arab Israeli Wars
The Arab Israeli wars loomed large on my TV as a kid, the Yom Kippur, the Iran Iraq war, then the Civil war in Lebanon, this sparked my lifelong interest in the Middle East wars. I have been using the Able Archer Rapid Fire rules for a the last ten years for the conflict starting originally with converted with plastic figs and now slowly switching over metal ranges.
I was hoping for Ospreys ww3 rules were going to be published last year, but they held off due to the war in Ukraine. I thought I had better transfer my paper Able Archer Arab Israeli wars document to a digital location and share it along with my thoughts.
Able Archer is the Cold War fan version of the popular WW2 Rapid Fire second edition rules. All of these additional rules for Cold War gaming are of course optional for your rules. We generally fight on a 4.6m or 15.1ft (181 inches) long table at my house or at the club a 12ft table x 6ft, although the games can be played on a smaller table if required, it really depends upon the scenario. I prefer to play down the length of the table as the opportunity to fire the long ranges really comes into use with modern weapons, so ground and terrain becomes very important.
Upcoming blog articles will cover the Cold War Arabian peninsula Army vehicle lists I use. These lists cover the Israeli, French, British, American, UN Peace keepers, plus all of the Arab armies from the suez crisis 1956 all the way up to 1991, which is my cut off for most of my armies including the Iran-Iraq war and the first Iraq war.
I regulary play scenarios that are linked, a special forces strike to commence with, then attack, counter attack games, the losses carry over to the next game. The changes I have made to the Able Archer European and Arabian peninsula rules reflect weather, MBT ranges, Air to Air combat and campaign system. The changes come from my experience serving in arid and desert areas during my military career.
Weather rules
Weather has changes from Able Archer 2019 set and Rapid Fire :- these are optional rules
Wind storm - Dust being a major problem in the Sinai and the southern Arabian peninsula we often have line of sight blocked by dust storms. This can be settled at the beginning of a game with a five rolls.
- Turn arrival - roll a D10 or D12 depending upon number of turns for the scenario. This is the turn the storm arrives.
- GW direction dice, roll the direction dice from the centre or a table edge this gives the wind direction on the table for dust.
- Storm width - roll using a D6, the roll is the number of Dust sections. (East section is 4 inches)
- Wind strength - roll on a D6 +2 this is the movement per turn (unless stationary roll on GW direction Dice). The storm can blow off the table edge.
- Duration - roll a D6 turn duration dice. This is the number of turns the dust storm remains on the table.
Rain Storm
Rain storms were also a feature, particularly on the Golan heights ( Yom Kippur war heavy rain was experienced on the Golan for three days and in the six day war a heavy rain storm prevented an Egyptian counter attack on the eastern side of the Nile) they roll in from the coast and can often drop a large amount of rain in a short period particularly on the Golan heights during wet season.
- Rain storm - Roll a D10 on a 8, 9 or 10 a rain storm and heavy downfall arrives.
- Duration - Roll a D6 this is the length of the storm.
- Turns arrival - D10-12 depending upon scenario length, the number is the arrival turn of the storm.
Main Battle tanks and vehicles.
Observation rules
Search lights (SL) - gives normal visibility up to medium range during the night, however enemy can also spot you.
Illumination shell (IS) - illuminates a 12 inch area, normal target rules apply HE for dropping illumination shell.
IR sights (IR) - grants enhanced observation during the night, however can be spotted by IR detection and IR users.
Image intensive sight (IIS) -gives enhanced observation in daylight, dark or dust storms, but not through white phosphorus smoke or smoke generators.
Tank Thermal Sight (TTS) - a temperature based system normal observation in all conditions day and night, +1 observation chance for hull down vehicles, cannot see through phosphorus smoke shell but can through smoke generators. Only available on Magach 7 and Merkava after 1981.
Gun Values
Each main battle tank or vehicle has a main armament, a secondary machine gun and possibly a mortar or smoke discharger also. Gun values are treated similarly to a rapid fire, however main difference is D10 chart for firing and of course the technology changes to sights, rounds and gun stabilizers. The gun values from 1 to 7 with 1 being the highest value. New antitank rounds also different from ww2 and are APCBC, APDS, APFSDS, APHE & HEAT. The respective army MBT chart and data card will list variants for each army and its dates it comes into use.
Gun Modifiers
- - 2 Extreme Range + 60 inches.
- - 1 long range 42-60 inches
- - 1 to hit vehicle in hull down position, full cover or rough ground (shrubs and rocky rough ground etc)
- - 1 moving target except Magach 7 and Merkava post 82.
- - 1 firer moving except if gun stabilized
- -1 if moved firing ATGM
- - 1 APHE Armoured Piercing High explosive, SAPHC Semi Armoured piercing High Explosive, APCR Armoured Piercing Composite Rigid vs ERA or Blazer armour.
- + 1 short range under 12 inches
- + 1 firing at rear
- +1 recoilless rifle if spotting round fired previous turn (eg recoilless M40 rifle with rifle round)
- +1 APDS Armoured Piercing discarding sabot.
- +2 APFSDS Armoured Piercing Fin stabilised discarding sabot.
- + 1 Elite crew
- - 1 poor crew
Armour
Effectively the armour values are still rated from A to F, A being highest rating, Each vehicle has variants of additional armour that may be added. Main battle tanks fitted with Blazer or ERA armour upgrade receive better protection. All modifiers are listed in the main battle tank or the armoured vehicle in the lists.
Fuel
Campaign effects
Aviation
Air Sorties
Rules
- Roll 1 - Scenario attacking side Roll a D 12 this is your number of sorties possible. Allocate your aircraft types and number of each type. Single or multiples of type may be taken ie two fighters, three fighter bombers, three helicopters, four fighters etc.
- Roll 2 - The Attacking side uses a D10 or D12 (depending upon scenario length) for each aircraft type in support. The Dice should designate a colour ie Red fighters, Blue ground support, white helicopter, green artillery spotter, black bomber or roll separately for each aircraft type. The attacking player then rolls the allocated D10s, each number corresponds to the turn the aircraft may be over the table to support the ground troops. Mark this down on a piece paper
- Roll 3 - Defending player rolls a D10 only, this is your sorties available. Allocate your aircraft types and number of each type. Single or multiples of type may be taken ie two fighters, three fighter bombers, three helicopters, four fighters etc.
- Roll 4 - The defending player then allocates aircraft type. Rolls D10 in corresponding colour, this is the turn arrival of air support. Mark on paper
- Roll 5 - Players compare notes, turns may occur were opposing aircraft meet, then follow these guidelines
Air Superiority Guideline
- Fighter vs Fighter - D10 roll highest wins if difference more than 8+ enemy fighter shot down, no more fighter sorties unless two fighters elected in Air support.
- Fighter vs bomber - D 10 roll highest wins, on 6 plus by bomber shot down, no more sorties from that aircraft type unless two elected. If failed the bomber may drop bombs on ground target.
- Fighter vs Fighter bomber - D 10 roll highest wins, on 8 plus fighter or fighter bomber shot down, no more sorties from that aircraft type unless two are taken of that type Fighter bomber May drop bomb or fire rockets at ground target if it is successful in the combat.
- Fighter bomber vs fighter bomber D 10 roll highest wins, on 8 plus fighter or fighter bomber shot down, no more sorties from that aircraft type unless two are taken of that type. Fighter bomber May drop bomb or fire rockets at ground target if it is successful in the combat.
- Fighter/fighter bomber vs spotter - fighter rolls a D10, shoots down spotter on 7 plus, other result the spotter is driven off otherwise. The Fighter bomber May drop bomb or fire rockets at ground target if it is successful in shooting down the spotter.
- Fighter/ fighter bomber vs Helicopter - fighter vs helicopter, helicopter shot down on a 6+, if not shot down the helicopter is driven off. Fighter bomber May drop bomb or fire rockets at ground target if it is successful in the combat.
- Ground attack Helicopter vs ground attack Helicopter shot down 6+ , if not shot down the losing helicopter is driven off. Helicopter may fire rockets or machine guns ground target if it is successful in the combat.
- Ground attack Helicopter vs transport Helicopter shot down 5+ , if not shot down the losing helicopter is driven off. Helicopter may fire rockets or machine guns ground target if it is successful in the combat and has them. Transport helicopter may drop troops if not shot down.
Aircraft Movement
Anti Aircraft fire
- Infantry Fire - Infantry battalion fire can use personal weapons on low flying ground attack aircraft, attack helicopter’s and transport helicopters. Roll a D10 on the roll of 9 aircraft driven off, on a D10 possible kill.
- Heavy weapons on vehicles - roll a D10 on the roll of a 9 aircraft driven off, on a 10 possible kill.
- Dedicated anti aircraft cannon systems ground or self propelled. Roll per Barrel a D10 on the roll of a 9 aircraft driven off, on a 10 possible kill.
- Missile system - roll a D10 on the roll of an 7 aircraft driven off, on a 9 or 10 possible kill.
Campaign effects
Propaganda Victory points
- + 2 points for a destroyed tank
- + 2 points for destroyed aircraft
- + 1 point for each surrendered enemy company.
- + 2 points enemy rocket battery
- + 2 points for removing enemy commander
- -1 destroyed buildings
- -1 to damaged or destroyed ambulance
- -2 destroyed or damaged hospital.
- -2 refugee or civilian casualties.
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