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Showing posts with label Israeli. Show all posts
Showing posts with label Israeli. Show all posts

Friday, May 16, 2025

Isreali Dassault Super Mystère

Israeli Dassault Super Mystère

A very old Airfix Dassault Super Mystere B2 kit, a very clean build but the decals were not in great shape so aftermarket were added. It will serve in my Arab Isreali games nicely. Really happy with this one as part of my May Day aircraft builds. 








Cheers
Matt

Tuesday, April 29, 2025

Battle of Serabaeum October 1973

Battle of Serabaeum October 1973 

 Pedro and I played a simple Rapid Fire Able Archer.game based on the Israeli attacks west of the Suez in 1973 around the village of Serabaeum. We are play testing the new Able Archer rules before their release later in the year. 


Village is considered as hard cover, observation to fire required, auto observation at 6 inches, armour must morale test to enter village, artillery observation by Observation team and infantry commanders only. Isreali infantry and centurions elite.

Israeli Order of Battle 

243rd Paratrooper Brigade

After taking the village the Orders hold village of Serabaeum for 10 turns against Egyptian counter attack. Support infantry and armour arrives on a D10 turn.

1st parachute battalion (in village) 

HQ 

OC + 5 radio, light mortar team, anti tank team vehicle 

1st company 

8 figs, lmg, grenade launcher 

2nd parachute battalion arrive Radom D10 turn 

HQ 

OC + 5 radio, light mortar team, anti tank team 

1st company 

8 figs, lmg, grenade launcher 

2nd company 

8 figs, lmg, grenade launcher 

Tank Company 

2 x Sho ‘t Meteor Centurions L7 105mm, class 3 gun, class C armour, medium 

Egyptian order of Battle 

Egyptian orders are to recapture the village and prevent the Israelis from taking the high ground to the west of the village. 

73rd Sa’iqa Parachute Regiment  

1st Battalion 
HQ 
OC, radio, sniper, observer element + 2 vehicle 

1st Coy 
RPG, MMG, rifle grenade + 5 + vehicle 

2 Coy 
RPG, MMG, rifle grenade + 5 + vehicle 

3rd Coy 
RPG, MMG, rifle grenade + 5

Support coy 
HMG, 81mm mortar, sagger AT vehicle 

2nd Battalion (arrive on D6 turn)

HQ 
OC, radio, sniper, observer element + 2 vehicle 

1st Coy 
RPG, MMG, rifle grenade + 5 + vehicle 

2 Coy 
RPG, MMG, rifle grenade + 5 + vehicle 

3rd Coy 
RPG, MMG, rifle grenade + 5

Support coy 
HMG, 81mm mortar, sagger AT vehicle 

Armour Battalion (arrive D6 turn) 

Morale tests per company for armour 120mm class 2 gun, D class armour, slow

HQ 
1 x JS3
1 x zSU 57-2

1st company 
3 x  JS3 

Rocket battery 
BM13 Katyusha rocket 132mm 10 points table 4, unguided rocket templates 4 rounds, after observation, use rocket template.

The village of Serabaeum

Egyptians arrive, the HQ Armoured coy arrived with the first battalion 







The first IS 3 falls victim to antitank fire

The Egyptians assault 

Isreali reinforcement arrives turn 5, immediately the first centurion is knocked out by long range fire from the IS-3

Israeli reinforcements arrive in the village turn 6


Second of Egyptians battalion arrives 





A draw, Egyptians held the edge of the village, however one battalion was down to below 50% and managed to pass its morale check. 

Saturday, July 20, 2024

Arab Israeli wars -Able Archer - Cold War Wargame Rules part 1.

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. 
You will need to make some dust markers, I used sofa stuffing that has been airbrushed in a khaki colour 4 inches long and two inches wide. 

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. 
The storm prevents any air cover arriving, halves effective observation distance except if vehicles are using ISS or TTS. Halves effectiveness of mortar fire less than 81mm size after the first turn of rain until the storm ends. Smoke generation impossible unless generated by white phosphorus artillery rounds. 

Main Battle tanks and vehicles.

Observation rules

The changing technology of image assistance equipment changes a lot over the 40 odd years covered from the 1950s to the late 80s. Each tank is listed with its options on the tank equipment card. 

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.

Blazer spaced armour. A negative 1 on the D6 damage roll for vehicle, ground mounted anti-armour weapons, guided missile, and hand held anti tank weapons. 

ERA armour. A negative 1 on the D6 damage roll for vehicle, ground mounted anti-armour weapons, guided missile, and hand held anti tank weapons.  RPG can only cause heavy damage and disable a Tank, not destroy vehicle unless it is at point blank. 

Fuel 

A optional rule we use is fuel type as we tend to play linked games in a small campaign. Early in the wars petrol was common particularly in the Sherman’s, M48a1, M48a2 and the armored cars, then diesel motors then became more common by Yom Kippur. Petrol motor vehicles and tanks have a -1 value on the armour chart, later in the wars due to the problem of even a light hit by rpg or bazooka can lead to a catastrophic kill. 

Campaign effects 

When playing campaigns we like to record MBT losses, light damage return to action next game, heavy damage two games to repair, destroyed no recovery, however destroyed vehicles become Propaganda Victory point to opposing player. 

Aviation  

Major changes for aviation compared to normal Rapid Fire. The jet age was in full swing, and some prop aircraft were in use for artillery spotting and target acquisition plus ground attack role. Air superiority was a major factor however so was anti aircraft missiles. I am a big fan of jet aircraft and possibly have too much really for the games we play. I also enjoy commando type operations or reserves arriving via helicopter so to give that uncertainty I like to roll for their arrival and ability to be shot down or driven off.  

Air Sorties

The air war was mixed with results of local or sector control, and I like to have air superiority rolls for each turn therefore I use these rules five dice rolls commence at the beginning of each game. This includes helicopter support, helicopter assaults, spotter aircraft, ground support and fighters. You require four coloured D10 dice for this, or roll separately for each type.  

Types 
Prop driven Fighter.
Prop driven fighter bomber 
Jet Fighter 
Jet Fighter bomber 
Bomber
Spotter 
Helicopter attack ground support 
Transport helicopter 

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 

This is used when each side rolls the same arrival sortie. 
  • 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 

In a turn a aircraft arrives on the players table edge then must fly from that point to the target, we have limited prop aircraft and helicopters to speed, so they will be over the table for two turns in some cases to reach the point of entry to the target. Jet aircraft have full table entry and exit ability in one turn but must enter from your own lines to attack the target flying directly over the enemy anti air or ground fire which had the option to shoot down or drive off the air attack. 

Anti Aircraft fire 

The period seen a huge growth in anti aircraft ability for foot troops and an anti air umbrella. Four types of anti aircraft fire for the Arab Israeli Wargame rules. 

  • 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. 
If a successful hit is scored on a D10, roll a D6 
1-3 no effect
4 light damage, if transport helicopter must put down within 12 inches of strike
5 heavy damage trailing smoke, if transport helicopter must put down within 8 of strike location. 
6 spectacular destruction of aircraft, if helicopter all lives lost. 

Modifiers to result of D6 
-1 using non dedicated anti aircraft weapons if target aircraft fast jet. 
-1 if firer is target of aircraft attack 
+ 1 if second missile fired at enemy aircraft that turn 
+ 2 if missile battery fired at enemy aircraft that turn (three missiles or more) 

Campaign effects 

When playing campaigns we like to record air losses, light damage return to action next game, heavy damage two games to repair, destroyed no recovery, but Propaganda Victory point to opposing player. 


Propaganda Victory points

The rise of media has also lead to propaganda victory’s, the news media sways public opinion which can lead to support for your cause,  cease fires or pressure from foreign nations or the UN. I have written some rules relating to propaganda victory points predominantly for campaign games but can be used in a regular game also to determine 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. 

Conclusion 

Hopefully that has been of some interest, coming up are data cards and vehicles for each nation. 

Cheers
Matt







Thursday, April 27, 2023

Israeli Parachute Battalion


Israeli Paratrooper 35th Brigade






Another spring project is to complete my Israeli Paratroopers and a few support element for them, a helicopter or two, tank company and half tracks. I will use these units for 6 day War, Yom Kippur war and Lebanon.

Six day War 

During the Six-Day War, the paratroopers fought on all fronts: the Sinai Peninsula, Judea, Samaria and the Golan Heights. Paratroopers and armor broke through the Rafah positions heavily defended by the Egyptian 7th Division from behind, with the unit suffering heavy losses. Many troops were further killed in action during the evacuation of the wounded. The following day, the unit entered Gaza. Paratroopers made a helicopter landing at the Um Katef artillery positions in the enemy's rear line. A battalion raced against the 7th IDF Armored Division for the honor of being the first to reach the Suez Canal, paratroopers reached Sharm El Sheikh and likewise participated in the attack on the Golan. During the recapture of East Jerusalem from Jordanian annexation. Reconnaissance paratroopers equipped with Jeeps mounting 106mm recoilless rifles waged a campaign of destruction against Egyptian armor formations. During the Battle of Firdan Bridge the paratroopers destroyed dozens of T-55 tanks right off the freighter in Alexandria harbor.

Yom Kippur War 


The Yom Kippur War saw the paratroopers fighting in some of the most difficult battles of the war. In the Sinai, paratroopers assigned to armored units rescued the beleaguered 'Budapest' outpost and destroyed the Egyptian forces. Paratroopers armed with LAW missiles helped contain an Egyptian armored thrust. Paratroopers of Danny Matt's brigade crossed the canal, as the spearhead of General Sharon's divisions, and established a bridgehead. Others, attempting to break open a route for them, ran up against the massive "Chinese Farm" fortifications. For three days, paratroopers and armored corps of General Sharon's and General Adan's divisions made repeated attempts until they finally succeeded in breaking through and rescuing their comrades. The battles for the "Chinese Farm" prevented the Egyptians from closing in on the bridgehead and eventually succeeded in opening an access point to it. On the West Bank of the Suez Canal, paratroopers fought in the city of Suez and advanced upon the city of Ismailia. On the Syrian front, paratroopers captured the peaks of Mt. Hermon in a heliborne operation. Other troops conquered Quneitra in the Golan Heights and Tel Shams and acted as armored infantry in the thrust into Syrian territory.

During an operation known as Operation Nightgown Sayeret Tzanhanim paratroopers were dropped off at a grassy opening near Kasr al-Hayr on the main Baghdad-Damascus Highway. They headed for a bridge where a brigade of Iraqi T-62 tanks was about to cross en route to the Golan Heights battlefield. The paratroopers attacked the Iraqi armor from the front causing a bottleneck. The Sayeret Tzanhanim paratroopers also attacked the trapped brigade from the rear with machine gun fire and RPGs destroying the brigade. The paratroopers then placed explosive charges underneath the bridge full of destroyed Iraqi tanks destroying the bridge. This prevented crucial Iraqi reinforcements from ever reaching the Golan Heights front destroying an Iraqi tank brigade in the process. Operation Nightgown was one of the smallest Israeli special operations ever mounted and also one of the most important. Approximately a dozen paratroopers destroyed the Iraqi tank brigade.

Entebbe Rescue Operation 

On the morning of the fourth of July 1976, a team of crack Israeli troops headed by Paratroop Officer Dan Shomron succeeded in rescuing the 87 passengers and crew of a hijacked Air France airbus at Entebbe, Uganda. The force, transported in four Hercules aircraft, succeeded in landing undetected at Entebbe's airport, and in taking the 13 terrorists and their Ugandan collaborators by surprise. 

Lebanon War 

The paratroopers were an important component of the First Lebanon War. The war in Lebanon proved the IDF's fighting ability and tested Paratroop combat doctrine, which had been revised as a result of the lessons of the Yom Kippur War, Operation Litani and other operations. Paratroopers fought in every sector of the war against Syrian troops and paratroops, both in built-up and mountainous areas. One of the better known operations was the amphibious landing at the mouth of the Awali River, north of Sidon, from where the paratroopers advanced to the outskirts of Beirut through the mountains. In their advance, they engaged Syrian commando forces.


Organisation


The Parachute brigades had 3 infantry (or parachute) battalions, plus a number of individual companies (reconnaissance, anti-tank, engineering, communications), as well as a support battalion of 120-mm towed mortars or vehicle mounted M3 mortars. In the case of a large landing operation, paratroop brigades received reinforcement in the form of a battalion of 122-mm howitzers D-30. In 1967 the reconnaissance company of the 80th paratrooper brigade was armed with 10 reconnaissance jeeps, 5 anti-tank jeeps (106-mm BO).

There were 6 companies in the parachute battalion; headquarters, fire support and 4 parachute infantry companies.The company of fire support consisted of a platoon of six 81mm mortars, reconnaissance platoon, anti-tank (jeeps with 106 mm BO) and heavy machine guns (12.7 mm М2НВ).

35th Brigade

101st Paratrooper Battalion "Cobra"
202nd Paratrooper Battalion "Viper"
890th Paratrooper Battalion "Echis"
5135th Paratroopers Reconnaissance Battalion (Gadsar Tzanhanim) "Flying Serpent"5173rd Reconnaissance Company "Palsar"
5174th Anti-Tank Company "Orev"
5105th Engineer Company "Palhan"
"Palhik" Signal Company.

Rapid Fire Able archer Organisation


My build will be a single battalion to start with and brigade recon company, plus one H34 Sikorsky helicopter, with plans to add at least one Huey so I can use one for 67 and for 73 war also.


101sr Paratrooper Battalion “Cobra” Elite morale 

HQ coy
Co,radio, sniper, medic, 52mm mortar 2 crew, 2 jeeps 

1st coy
8 figs, lmg 2 jeeps

2nd coy
8 figs lmg 2 jeeps 

3rd Coy 
8 figs lmg 2 jeeps

5173rd  Recon coy “Palsar”
2 x jeeps 6 figs MMG vehicle mounted

5174th AT coy “Orev”
Jeep 106mm recoilless 

Air support
H34 Sikorsky helicopter 124 squadron
Bell UH1 Huey helicopter 123 squadron 


Sunday, November 28, 2021

Israeli Armoured Recon Part 1

 Israeli Armoured recon unit

Next addition to my Israeli army for my Arab-Israeli war collection is a recon platoon of 10 figs, I also plan to add three jeeps, one with a 106mm RCL. I am still looking for a suitable unit to base them on for the six day war. 




The figures are from the platoon 20 range, which I am happy to report that the range has been purchased and will be back in production soon I hear at East Front Miniatures. The radio operator is from the later range, but I wanted one so I purchased him.

Israeli Recon company 



Cheers
Matt

Tuesday, June 29, 2021

Israeli IDF Artillery and A/T guns 1973 Yom Kippur War

 IDF Artillery and A/T guns

IDF infantry brigades organically had a 120mm mortar and an anti-tank gun battalion, each of four batteries with three tubes. Howitzer battalions were 12 guns, were allocated by the general staff.

M50 howitzer mounted on a Sherman chassis



In 1973 they had available 
        • 200 British 25 pounders
        • 64 M50 French towed howitzers
        • 24 105 Self propelled howitzers on AMX-13 chassis
        • 36 M7 105mm howitzers
        • M50 self propelled sherman chassis
        • 300 120mm towed mortars or Self propelled
        • 60 160mm towed heavy mortar
        • 300 6 pounder AT guns
        • 17 pounder AT guns

The IDF’s 6-pounder anti-tank guns were in the process of being converted to 90mm smooth bore barrels firing fin-stabilized HEAT rounds. These guns were also being mounted on modified half-tracks. Jeep mounted 106mm recoilless rifles, manufactured in Israel, which were organic to infantry battalions, had also supplemented the available inventory of anti-tank guns

In 1973, the IDF is known to have fielded three battalions of M-107A1 self-propelled 175mm guns and one battalion of self-propelled 203mm M-110A1 howitzers (converted from 175mm during the war). This was the first time the IDF fielded heavy artillery. There were 14 battalions of self-propelled medium 155mm howitzers (9 M-50, 3 L-33 and 2 M-109) and seven battalions of self-propelled M-68 160mm mortars. There were also three battalions of M-7 105mm self-propelled howitzers and12 battalions of self-propelled 120mm mortars. In addition to this selfpropelled artillery, there were three battalions of towed M-50 155mm howitzers, two battalions of captured towed M-46 130mm guns (which had been mounted on new Soltam chassis), perhaps four battalions of captured towed D-30 and M-38 122mm howitzers, and up to 12 battalions of towed 120mm mortars. One reduced battery of lightweight M-102 105mm towed howitzers was available for use by helicopter inserted special forces. There was one multiple rocket launcher battalion equipped with captured 12 tube 240mm launchers mounted on 6x6 trucks, and one newly formed, partial strength MRL battalion equipped with four rail 290mm launchers mounted on de-turreted M-50 Sherman hulls.33 

In 1973, available Israeli artillery support for its brigades and divisions proved wholly inadequate. There simply were too few tubes, and the daily consumption of rounds per tube was far higher than the IDF had anticipated. Consequently, its ammunition war reserves, based on a planned inventory of 800 rounds per medium caliber tube, proved far too low. During the war, the IDF employed all of the available 175mm and most available 155mm and 130mm rounds. One quickly learned lesson was the need to increase both the number of available tubes for each division, while also significantly increasing the number of war reserve rounds available for each tube.34

In 1973, the artillery brigades of each of the six tank divisions generally deployed two or three battalions of 155mm self-propelled howitzers, a battalion of self-propelled 160 mm mortars and two battalions of selfpropelled 120mm mortars. By 1977, there were nine divisional artillery brigades, most with four battalions of 33 or 39 caliber self-propelled 155mm howitzers and one battalion of self-propelled 160mm mortars. This significantly increased the weight of shells that could be fired in a salvo, as well as the range of its 155mm howitzers. Moreover, many maneuver brigades now likely, again, had an organic battalion of 120mm self-propelled mortars for direct support and every tank battalion was, again, supported by organic self-propelled 81mm mortars.36

Sticking my neck out on colours, next up a painting guide!

cheers
Matt

 

Saturday, June 5, 2021

Arab-Israeli War project

Arab-Israeli War project

As the 50th Anniversary is coming up in a bit over a year and a half,  I thought I had get my finger out and complete my Arab-Israeli war project over the next twelve months. I currently use Able Archer for my rules and have played a few games back in Australia with my collection, but Fred and I mostly played with armour rather than much infantry and air cover. Now I have decided to complete my Israelis over the next two months or so. I then basically need to build all of my Egyptians and Syrians, I predominantly have all of the figures purchased and all of the vehicles, plus most of the aircraft,  I just need to crack on and paint it all.




The Plan

I want to build decent sized battlegroups for both the north Golan heights and the south that can be used for the 67 war and the Yom Kippur war in 73. The Egyptian and Syrian infantry and armour could also be used for other middle eastern nations as subs. I will probably use Able Archer modern rules based loosely of Rapid fire.


Israeli Army

M60 A1 btn of 6 tanks

M48 a3 Btn 6 tanks 

AMX 13 recon coy 2 tanks 

M50 and M51 Sherman two coys of 4 tanks

M5 battalion 

M113 half battalion

AT coy jeeps armed 105mm recoilless

1 motorised battalion inf

1 armoured battalion inf

1 parachute battalion 


188th brigade Golan Heights

M48A3 battalion 4 tanks

Centurion Sho't Kal 105mm x 4

2 paratroop battalions

1 SF coy


artillery battery armoured 

jeeps and trucks


Air support

1 A4 Skyhawk

1 F4 phantom

1 Iai Kfir

2 huey choppers 


Egyptian Army

T-55 battalion 7 tanks

T-62 battalion 7 tanks

armoured recon battalion PT76

2 battalions armoured infantry BTR 152

1 battalion motorised inf trucks

1 commando battalion


Air Support 

MIG 21

MIG 17


Syrian Army

7th Inf division elements

T55 tank batn 9 tanks 

2 inf battalions in BTR 152

artillery battery


Republican Guard independent 70th Armored Brigade

T62 battalion 9 tanks

BMP 1 armoured Inf Regiment

Artillery battery

Anti Tank battery


Air Support

Mig 15

SU 22

so quite a build. I hope to get the Israelis completed this year I hope

cheers

Matt




Wednesday, June 2, 2021

Israeli special forces - IDF skin divers

IDF Skin Divers

Next few off my desk for my continued Arab-Israeli war build are some Israeli special forces, some 20mm skin divers from platoon 20 range, I will use these for other games also wherever a port facility or bridge needs to be taken out! 

I tried to paint camouflage on the faces in the typical 1980s vertical lines which was common in movies and magazines, the skin suits in black bit with some light grey joint lines which was common in 1970s skin diving suits. Overall pretty happy with the result 






cheers
Matt

Sunday, May 30, 2021

Israeli painting guide -1967-73 IDF infantry part 2

 IDF infantry part 2

The new IDF battalion was completed this week so I will add my colours. My paratroopers and some support weapons, vehicles etc will completed in the next month or two, but I am no rush to get the on the table until next years anniversary.

IDF battalion

My regimental colonel in a typical 80s pilots leather coat, with two female drivers! I need to add the 2 man radio section, jeeps and command half track at a later date

Two Browning M1919 MMG 

A basic squad, a mag 58, bazooka and mortar



Battalion HQ, missing  a radio man


my paint colours are 

Helmet with cover Vallejo khaki 988
Uniform Vallejo grey green 886
Webbing Vallejo Khaki 988
Boots and rubber Vallejo german grey
weapon stocks Vallejo mahogany brown
Barrels black Vallejo Black 
Rank stripes Vallejo shadow grey
ammunition Vallejo brass

hope that is helpful

cheers
Matt

Israeli painting guide 1967-1973 Israeli Infantry part 1

 Israeli Painting Guide

A little side project this year is to complete another battalion of Infantry, plus vehicle crew and a unit of Frogmen.  I also want to build more support elements for my collection, artillery, mortars, anti-tank, recon elements and some armoured infantry vehicles. I thought I would post up my uniform recipe for my 20mm figures while i was at it. 

I mostly game the Yom Kippur war but can backdate a few pieces if I wanted to play six day war games.

In 1973 IDF had 8 Infantry Brigades and 3 paratroop brigades (includes reserve brigades). The IDF  armoured corps had 15 half tracked infantry battalions, so this guide focus is for that period.

IDF Infantry painting guide

Helmet

The model 1951 French Helmet was the issue helmet during the war, often covered in mesh or hessian and with the black rubber band. The Hsat harness was from British design and the same as the parachute helmet the Hsat mk II helmet, which was used in some paratroop units.


Original IDF model 1951 French Helmet with HSAT straps in my collection



Hsat MkII british paratrooper helmet


Uniform

Paratrooper

The IDF purchased a number of of French lizard uniforms in the late 60s and a number were still in use in 1973, particularly the paratroopers and the Golani brigade.


French lizard camouflage paratrooper fit out

The Lizard camouflage is reasonably simple a beige sand primary colour, the stripes are horizontal, with the brown under the dark green. A simple number of stripes

Base colour 
german camouflage beige
Brown  984 flat brown
Green Luftwaffe Camo green
i wash with a waterdered down black vallejo wash
Highlight same colours

Regular


IDF regulars wore a green uniform of local manufacture, like all green uniforms it begins green but fades with use to a olive green colour and also takes on the dust colour well

Original IDF green 1973

Original motorised jacket with fake fur collar

Webbing

IDF webbing note the UZI magazine on the bottom set of pouches. The green bottle was not issued until the eighties previous was a aluminium french model with a black lid


Boots


Black general purpose boots, the pre 1980 boot was ten lace holes

Red Paratrooper and Special forces boots, note these are the later post 80 model with the blue liner and dog tag pocket in the top of the boot.

Weapons

SMG



9mm Uzi 

Rifle 



FN D 

Rifle Grenade

FN D rifle grenade

Infantry Support Weapons

FN Mag 58 machine gun


M 1919A6 machine gun (7.62)

MG42 rechambered 7.62

Mortars


52mm mortar carried in each company

81mm Mortar

soviet 120mm mortar

French Brandt Mortar

Bazooka

The Bazooka was the Belgian made M20


hope you found the article helpful

cheers
Matt