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Campaign Series: Middle East 1948-1985 (2.

00) November 2017

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

© 2017 Matrix Games. All Rights Reserved. Matrix Games and Matrix Games logo are trademarks of
Matrix Games and Campaign SeriesTM is a trademark of Matrix Games. All other trademarks and trade
names are the properties of their respective owners and Matrix Games make no claim thereto.

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

* Epilepsy Warning *

PLEASE READ THIS NOTICE BEFORE PLAYING THIS GAME OR BEFORE


ALLOWING YOUR CHILDREN TO PLAY.

Certain individuals may experience epileptic seizures or loss of consciousness when subjected to strong,
flashing lights for long periods of time. Such individuals may therefore experience a seizure while
operating computer or video games. This can also affect individuals who have no prior medical record of
epilepsy or have never previously experienced a seizure.

If you or any family member has ever experienced epilepsy symptoms (seizures or loss of consciousness)
after exposure to flashing lights, please consult your doctor before playing this game.

Parental guidance is always suggested when children are using a computer and video games. Should you
or your child experience dizziness, poor eyesight, eye or muscle twitching, loss of consciousness,
feelings of disorientation or any type of involuntary movements or cramps while playing this game, turn
it off immediately and consult your doctor before playing again.

PRECAUTIONS DURING USE:

• Do not sit too close to the monitor.


• Sit as far as comfortably possible.
• Use as small a monitor as possible.
• Do not play when tired or short on sleep.
• Take care that there is sufficient lighting in the room.
• Be sure to take a break of 10-15 minutes every hour.

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

Table of Contents

Table of Contents ........................................................................................................................................ 4


1.0 Campaign Series: Middle East: 1948-1985TM ................................................................................... 10
1.1 System Requirements......................................................................................................................... 10
1.1.1 Minimum System Requirements .................................................................................................. 10
1.1.2 Recommended System Requirements .......................................................................................... 10
1.2 Installation Procedures ....................................................................................................................... 10
1.3 Updates .............................................................................................................................................. 11
1.3.1 Middle East Updates .................................................................................................................... 11
1.3.2 Matrix Games Member Account .................................................................................................. 11
1.4 Uninstalling the game ........................................................................................................................ 12
1.5 Technical Support .............................................................................................................................. 12
2.0 Playing the Game ................................................................................................................................ 13
2.1 Learning to Play ................................................................................................................................. 13
2.1.1 Introduction .................................................................................................................................. 13
2.1.2 Getting Started ............................................................................................................................. 13
2.1.3 Starting a Scenario ....................................................................................................................... 15
2.1.3.1 Complexity Rating Chart .......................................................................................................... 16
2.1.4 Inside the Scenario ....................................................................................................................... 17
2.1.5 Scenario Descriptions and Initial Message Dialogs ..................................................................... 18
2.2 User Interface ..................................................................................................................................... 20
2.2.1 Game Interface ............................................................................................................................. 20
2.2.2 Map Views ................................................................................................................................... 24
2.2.3 Map Labels ................................................................................................................................... 30
2.2.4 Main Menu Bar ............................................................................................................................ 30
2.2.4.1 File Menu .................................................................................................................................. 30
2.2.4.2 Turn Menu................................................................................................................................. 31
2.2.4.3 Units Menu ................................................................................................................................ 31
2.2.4.4 Assault Menu ............................................................................................................................ 32
2.2.4.5 Reinforcement Menu ................................................................................................................. 33
2.2.4.6 Status Menu............................................................................................................................... 33
2.2.4.7 Display Menu ............................................................................................................................ 34
2.2.4.8 A/I Menu ................................................................................................................................... 36
2.2.4.9 Special Menu............................................................................................................................. 38
2.2.4.10 Options Menu .......................................................................................................................... 38
2.2.4.11 Help Menu............................................................................................................................... 41
2.2.5 Unit Info Box ............................................................................................................................... 41
2.2.6 Unit List Display .......................................................................................................................... 43
2.2.7 On-Map Thermometers ................................................................................................................ 44
2.2.8 Unit Handbook ............................................................................................................................. 45
2.2.9 The Hot Spot ................................................................................................................................ 48
2.2.10 The Command Report ................................................................................................................ 48
2.3 Battle Generator ................................................................................................................................. 49
3.0 Game Mechanics ................................................................................................................................. 52
3.1 Movement .......................................................................................................................................... 52
3.1.1 What is Movement? ..................................................................................................................... 52
3.1.2 How do I Move?........................................................................................................................... 52
3.1.3 How do I Move Helicopters? ....................................................................................................... 54

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3.1.4 How do I Transport Units? ........................................................................................................... 55


3.1.5 How do I use Organizational Movement?.................................................................................... 56
3.1.6 What are Fixed Units? .................................................................................................................. 56
3.1.7 How does Combat affect Movement? .......................................................................................... 57
3.1.8 What are the highlights?............................................................................................................... 57
3.1.9 Frequently Asked Questions - Movement .................................................................................... 58
3.2 Combat ............................................................................................................................................... 59
3.2.1 What is Combat? .......................................................................................................................... 59
3.2.2 How do I Attack? ......................................................................................................................... 59
3.2.3 What is Indirect Fire? ................................................................................................................... 61
3.2.4 What is an Assault and Extreme Assault? .................................................................................... 62
3.2.5 What is Opportunity Fire? ............................................................................................................ 63
3.2.6 How does Night Combat Function? ............................................................................................. 65
3.2.7 How do Leaders affect Combat? .................................................................................................. 66
3.2.8 Combat Formula........................................................................................................................... 66
3.2.9 Combat Results Table and Damage Results................................................................................. 68
3.2.10 What is Morale and Combat Experience? .................................................................................. 69
3.2.11 How do I Defend? ...................................................................................................................... 70
3.2.12 What are the highlights?............................................................................................................. 71
3.2.13 Frequently Asked Questions - Combat ...................................................................................... 71
3.3 Combat Efficiency ............................................................................................................................. 71
3.3.1 What is Combat Efficiency? ........................................................................................................ 71
3.3.2 Combat Efficiency System ........................................................................................................... 72
3.3.3 What are the effects of Conserving Ammo? ................................................................................ 72
3.3.4 How do I Regain or Maintain Combat Efficiency? ...................................................................... 72
3.3.5 How do Leaders affect Combat Efficiency? ................................................................................ 74
3.3.6 What is Enhanced Combat Efficiency? ........................................................................................ 74
3.3.7 What are the highlights?............................................................................................................... 74
3.3.8 Frequently Asked Questions - Combat Efficiency ....................................................................... 74
3.4 Artillery .............................................................................................................................................. 74
3.4.1 What is Artillery? ......................................................................................................................... 74
3.4.2 How do I Attack with Artillery .................................................................................................... 75
3.4.3 What is Off-map Artillery? .......................................................................................................... 75
3.4.4 How do I fire Smoke with Artillery? ........................................................................................... 75
3.4.5 How do I fire Flares with Artillery? ............................................................................................. 75
3.4.6 What are some Artillery tactics to use? ........................................................................................ 76
3.4.7 Does Artillery affect armoured vehicles?..................................................................................... 77
3.4.8 Does Artillery effect on-map aircraft & helicopters? ................................................................... 77
3.5 Air Strikes, Helicopters and Air Support ........................................................................................... 77
3.5.1 How do I Attack with an Air Strike?............................................................................................ 77
3.5.2 How do I use Helicopters? ........................................................................................................... 77
3.5.3 How do I use Air Support? ........................................................................................................... 79
3.6 Engineering Tasks and Special Abilities............................................................................................ 79
3.6.1 What are Unit Special Abilities? .................................................................................................. 79
3.6.2 How do I clear a minefield? ......................................................................................................... 79
3.6.3 How do I lay a minefield? ............................................................................................................ 79
3.6.4 How do I build a hex-side bridge? ............................................................................................... 80
3.6.5 How do I demolish a high wall or bridge? ................................................................................... 80
3.6.6 How do I build a barrier? ............................................................................................................. 80
3.6.7 How do I build a trench? .............................................................................................................. 80
3.6.8 How do I remove a wreck? .......................................................................................................... 81

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

3.6.9 How do I set an IED? ................................................................................................................... 81


3.6.10 How do I use Recon Reveal? ..................................................................................................... 81
3.7 Optional Rules.................................................................................................................................... 82
3.7.1 What are the Optional Rules?....................................................................................................... 82
3.8 Design Decisions................................................................................................................................ 84
3.8.1 What do the various letters mean after the platoon name? For example, Rifle 48 A(F)? ............ 84
3.8.2 Why are trucks hard targets? ........................................................................................................ 84
3.8.3 Why do my Combat Armed Helicopters go on Conserving Ammo status and do not regain
ammo? ................................................................................................................................................... 84
3.8.4 Why can’t helicopters attack enemy units? .................................................................................. 85
3.8.5 Why all do we have Adaptive A/I? .............................................................................................. 85
3.8.6 What is the Campaign Series Event Engine? ............................................................................... 86
3.8.7 Why doesn’t my transported Headquarters show subordinate organizations? ............................. 86
4.0 Bootcamp Tutorials ............................................................................................................................ 88
4.1 Bootcamp One.................................................................................................................................... 88
4.1.1 Bootcamp One: Turn 1 ................................................................................................................. 88
4.1.2 Bootcamp One: Turn 2 ................................................................................................................. 90
4.1.3 Bootcamp One: Turn 3 ................................................................................................................. 91
4.1.4 Bootcamp One: Turn 4 ................................................................................................................. 92
4.1.5 Bootcamp One: Turns 5 through 8 ............................................................................................... 93
4.2 Bootcamp Two ................................................................................................................................... 94
4.2.1 Bootcamp Two: Turn 1 ................................................................................................................ 94
4.2.2 Bootcamp Two: Turn 2 ................................................................................................................ 96
4.2.3 Bootcamp Two: Turn 3 ................................................................................................................ 97
4.2.4 Bootcamp Two: Turn 4 ................................................................................................................ 98
4.2.5 Bootcamp Two: Turn 5 ................................................................................................................ 98
4.2.6 Bootcamp Two: Turns 6 through 10 ............................................................................................ 99
4.3 Bootcamp Three ................................................................................................................................. 99
4.3.1 Bootcamp Three: Turn 1 .............................................................................................................. 99
4.3.2 Bootcamp Three: Turn 2 ............................................................................................................ 100
4.3.3 Bootcamp Three: Turn 3 ............................................................................................................ 100
4.3.4 Bootcamp Three: Turn 4 ............................................................................................................ 100
4.3.5 Bootcamp Three: Turns 5 through 10 ........................................................................................ 101
4.4 Bootcamp Four................................................................................................................................. 102
4.4.1 Bootcamp Four: Turn 1 .............................................................................................................. 102
4.4.2 Bootcamp Four: Turn 2 .............................................................................................................. 103
4.4.3 Bootcamp Four: Turn 3 .............................................................................................................. 104
4.4.4 Bootcamp Four: Turn 4 .............................................................................................................. 104
4.4.5 Bootcamp Four: Turns 5 through 17 .......................................................................................... 104
4.5 Bootcamp Five ................................................................................................................................. 105
4.5.1 Bootcamp Five: Turn 1 .............................................................................................................. 105
4.5.2 Bootcamp Five: Turn 2 .............................................................................................................. 105
4.5.3 Bootcamp Five: Turn 3 .............................................................................................................. 106
4.5.4 Bootcamp Five: Turn 4 .............................................................................................................. 106
4.5.5 Bootcamp Five: Turns 5 through 10 .......................................................................................... 106
5.0 Hints and Tips ................................................................................................................................... 107
5.1 How to Win ...................................................................................................................................... 107
5.2 Hints and Tips .................................................................................................................................. 107
6.0 Veterans Guide .................................................................................................................................. 109
6.1 What is The Campaign Series: Middle East? ................................................................................... 109
6.2 What’s New or Different? ................................................................................................................ 109

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

6.3 Why Middle East?............................................................................................................................ 111


6.4 Why are you using the Campaign Series Engine instead of something new and flashy? ................ 111
7.0 Linked Campaign Games ................................................................................................................. 112
7.1 What are Linked Campaign Games?................................................................................................ 112
7.2 The Campaign Commanders Screen ................................................................................................ 112
7.3 The New Campaign Screen.............................................................................................................. 113
7.4 The Character Screen ....................................................................................................................... 113
7.5 The Mission Screen.......................................................................................................................... 115
7.6 Replacements ................................................................................................................................... 115
7.7 Winning............................................................................................................................................ 115
8.0 Scenario Design ................................................................................................................................. 116
8.1 The Map Editor ................................................................................................................................ 116
8.1.1 How to Create a Map ................................................................................................................. 116
8.1.2 Design Tips ................................................................................................................................ 118
8.1.3 Map Standards............................................................................................................................ 120
8.2 The Organization Editor................................................................................................................... 120
8.2.1 How to Create an Organization .................................................................................................. 120
8.2.2 Design Tips ................................................................................................................................ 123
8.2.3 Order of Battle Standards ........................................................................................................... 123
8.3 The Scenario Editor ......................................................................................................................... 123
8.3.1 How to Create a Scenario ........................................................................................................... 123
8.3.2 Design Tips ................................................................................................................................ 126
8.3.3 Scenario Standards ..................................................................................................................... 127
8.4 Creating Linked Campaign Games .................................................................................................. 128
8.4.1 Designing a Linked Campaign Game ........................................................................................ 128
8.4.2 The Essentials............................................................................................................................. 128
8.4.3 Step by Step................................................................................................................................ 130
8.4.4 Nationality ID# Codes................................................................................................................ 134
8.4.5 Linked Campaign Game Command Levels ............................................................................... 134
8.4.6 Map Regions .............................................................................................................................. 134
8.4.7 Troubleshooting ......................................................................................................................... 134
9.0 Scenario Listing................................................................................................................................. 135
9.1 Stock Scenarios ................................................................................................................................ 135
9.1.1 Alan R. Arvold’s Ode to Divided Ground Scenario Pack............................................................. 175
9.1.2 Alan R. Arvold’s Ode to Arab-Israeli Wars Scenario Pack .......................................................... 218
9.1.3 Alan R. Arvold’s Ode to October War Scenario Pack .................................................................. 232
9.2 Sources ............................................................................................................................................. 237
9.2.1 Books ......................................................................................................................................... 237
9.2.2 Articles ....................................................................................................................................... 239
10.0 CS Unit Viewer................................................................................................................................ 241
10.1 Unit Information ............................................................................................................................ 241
10.2 Using the CS Unit Viewer ............................................................................................................. 241
11.0 Middle East Terrain ....................................................................................................................... 244
11.1 Middle East Terrain and their effects ............................................................................................. 244
11.1.1 Middle East Terrain.................................................................................................................. 244
11.2.1 Terrain Hex Types.................................................................................................................... 244
11.2.2 Terrain Combat Modifier (TEM) ............................................................................................. 244
11.2.3 Terrain Concealment (TC) ....................................................................................................... 244
11.2.4 Morale Modifier ....................................................................................................................... 244
11.2.5 Height ....................................................................................................................................... 245
11.2.6 Hexes ........................................................................................................................................ 245

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12.0 Modes of Play .................................................................................................................................. 256


12.1 Against the Computer .................................................................................................................... 256
12.1.1 Playing Against the Computer ................................................................................................. 256
12.1.2 How to… .................................................................................................................................. 256
12.2 Play-By-Email ................................................................................................................................ 257
12.2.1 Playing By Email ..................................................................................................................... 257
12.2.2 How to… .................................................................................................................................. 257
12.2.3 Finding Opponents! .................................................................................................................. 258
12.3 Playing Hot-Seat ............................................................................................................................ 258
12.3.1 Playing Hot-Seat ...................................................................................................................... 258
12.4 Playing Over a Local Area Network .............................................................................................. 259
12.4.1 Playing Over a LAN................................................................................................................. 259
12.4.2 Step by Step.............................................................................................................................. 259
13.0 Frequently Asked Questions .......................................................................................................... 261
13.1 Frequently Asked Questions .......................................................................................................... 261
13.1.1 Hardware & Operating System ................................................................................................ 261
13.1.2 General Game Parameter ......................................................................................................... 262
13.1.3 General Mechanics ................................................................................................................... 262
13.1.4 Combat ..................................................................................................................................... 262
13.1.5 Headquarters, Supply and Leaders ........................................................................................... 263
13.1.6 Helicopters ............................................................................................................................... 263
13.1.7 General Tactics......................................................................................................................... 263
13.1.8 Building a Scenario .................................................................................................................. 264
13.1.9 Miscellaneous........................................................................................................................... 264
14.0 Trouble Shooting............................................................................................................................. 265
14.1 Technical Support .......................................................................................................................... 265
14.2 Troubleshooting ............................................................................................................................. 265
15.0 Hot Keys........................................................................................................................................... 266
16.0 How to Mod ..................................................................................................................................... 269
16.1 Graphics ......................................................................................................................................... 269
16.1.1 Modifying Unit Graphics ......................................................................................................... 269
16.1.2 Anatomy of a Unit Graphic ...................................................................................................... 269
16.1.3 Altering the Appearance of a Unit Graphic.............................................................................. 270
16.1.4 Replacing an existing Unit Graphic ......................................................................................... 270
16.1.5 Creating and Adding a new Unit Graphic ................................................................................ 271
16.2 Order of Battles .............................................................................................................................. 272
16.2.1 Modifying Order of Battles ...................................................................................................... 272
16.2.2 Anatomy of the Order of Battles .............................................................................................. 272
Example Organizations: ...................................................................................................................... 275
16.2.3 Adding new Order of Battles ................................................................................................... 276
16.2.4 Things to Consider ................................................................................................................... 282
16.2.5 Nationality ID# Codes.............................................................................................................. 283
16.3 JSGME Modification Enabler Software ........................................................................................ 283
16.4 Using the no encryption features (-W/-X) for your own games .................................................... 283
17.0 Update Log ...................................................................................................................................... 285
17.1 Middle East Update Log for 2.00 ................................................................................................... 285
17.1.1 Fixes ......................................................................................................................................... 285
17.1.2 Enhancements .......................................................................................................................... 285
17.1.3 Graphics ................................................................................................................................... 286
17.1.4 Data .......................................................................................................................................... 286
17.1.5 Scenarios .................................................................................................................................. 287

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17.1.6 Mods......................................................................................................................................... 287


17.1.7 Manual...................................................................................................................................... 289
17.2 Middle East Update Log for 1.02 ................................................................................................... 289
17.2.1 Fixes ......................................................................................................................................... 289
17.2.2 Enhancements .......................................................................................................................... 290
17.2.3 Graphics ................................................................................................................................... 290
17.2.4 Data .......................................................................................................................................... 290
17.2.5 Scenarios .................................................................................................................................. 290
17.2.6 Mods......................................................................................................................................... 292
17.2.7 Manual...................................................................................................................................... 294
17.3 Middle East Update Log for 1.01 ................................................................................................... 294
17.3.1 Fixes ......................................................................................................................................... 294
17.3.2 Enhancements .......................................................................................................................... 295
17.3.3 Graphics ................................................................................................................................... 295
17.3.4 Data .......................................................................................................................................... 295
17.3.5 Scenarios .................................................................................................................................. 296
17.4 Middle East 1.00 ............................................................................................................................ 296
18.0 Game Glossary ................................................................................................................................ 297
18.1 Game Term Glossary ..................................................................................................................... 297
18.2 Middle East Glossary ..................................................................................................................... 299
19.0 Index ................................................................................................................................................. 301
20.0 Appendices ....................................................................................................................................... 303
20.1 Appendix A – Combat Efficiency Values ...................................................................................... 303
20.2 Appendix B – NATO Symbol Explanation ................................................................................... 304
21.0 Credits .............................................................................................................................................. 313

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

1.0 Campaign Series: Middle East: 1948-1985TM


Thank you for purchasing this installment of the Campaign Series! Please take the time to read through the manual
as it contains a lot of information covering the basic play of the game, tips for mastering game play and
explanations of the various new features that are included with the various updates.

1.1 System Requirements

1.1.1 Minimum System Requirements


To play Middle East, your computer system must meet these requirements:

1.0 GHz
1 GB free RAM
1280x720 resolution
Windows compatible sound card
Windows 7/8/10

1.1.2 Recommended System Requirements


For preferred performance, your computer system should meet these requirements:

2.00 GHz
1.5 GB free RAM
1920x1080 resolution
Windows compatible sound card
Windows 7/8/10

As a rule; the faster the processor and more RAM you have, the faster the game will play, and one can
play the excessively large scenarios with no problem. The screen resolution is dynamic; meaning the
viewable area will be relative to your monitor. The larger the monitor or higher the screen resolution you
choose to use, the more play area that will be exposed.

1.2 Installation Procedures


Write down the serial number for the game, as you will need it during the installation process.

Installation from the DVD-ROM:

Insert the DVD -ROM into the DVD -ROM drive. The Middle East Setup window will appear. Read
through the introduction and click Next when you are complete. Continue following the instructions until
the Middle East is installed. If the Setup does not automatically run, you can access it by double clicking
on the ModernWarsVolumeI-SetupRelease-V1DR.exe file on the root of the DVD -ROM.

Installation from the Digital Download:

Download the primary EXE file from the Matrix Games website and double click on the EXE. The
Middle East Setup window will appear. Read through the introduction and click Next when you are
complete. Continue following the instructions until the Middle East is installed.

Do not forget to UPDATE the install by clicking on the UPDATE button on the main menu!

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

1.3 Updates

1.3.1 Middle East Updates

Middle East can be considered a living game. This means that this is not the final version of the game,
but the beginning of a continually growing entity! As time progresses, there will be updates made
available that will expand and enhance the game. These are intended to include new features, new units,
new countries, new scenarios and new campaigns.

You can access an UPDATE a number of ways:

1. Click on the UPDATE button on the main game menu


2. Download the latest UPDATE from the Matrix Games product page.
3. Notification will be sent via your Matrix Games Member Account (see below)

The UPDATEs will be cumulative, so you will only require the latest version to install.

1.3.2 Matrix Games Member Account

In order to maintain our product excellence, Matrix Games releases updates containing new features,
enhancements, and corrections to any known issues. Keeping up with these updates is made easy and is
free by signing up for a Matrix Games Member account. When you are signed up, you can then register
your Matrix Games products in order to receive access to these important game-related materials. Doing
so is a simple two-step process:

Sign Up for a Matrix Games Member account – THIS IS A ONE TIME PROCEDURE; once you have
signed up for a Matrix account, you are in the system and will not need to sign up again. Go to
http://www.matrixgames.com and click the Members hyperlink at the top. In the new window, select
Register NOW and follow the on-screen instructions. When you are finished, click the Please Create
My New Account button, and a confirmation e-mail will be sent to your specified e-mail account.

Register a New Game Purchase – Once you have signed up for a Matrix Games Member account, you
can then register any Matrix Games title you own in your new account. To do so, please log in to your
account on the Matrix Games website (http://www.matrixgames.com), click Register Game near the top
to register your new Matrix Games purchase.

Once you have registered your game, when you log into the Members section you can view your list of
registered titles by clicking My Games. Each game title is a hyperlink that will take you to an
information page on the game (including all the latest news on that title). Also on this list is a Downloads
hyperlink that takes you to a page that has all the latest downloads, including patches, for that particular
title.

Remember, once you have signed up for a Matrix Games Member account, you do not have to sign up
again – at that point you are free to register for any Matrix Games product you purchase. Thank you and
enjoy your game!

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

1.4 Uninstalling the game


It is recommended to use the Add/Remove Programs option from the Windows Control Panel to uninstall
the game.

1.5 Technical Support


Should you have a technical problem with the game, and the Frequently Asked Questions found in
Section 13.0 do not provide an answer, the best way to get help is to post a note in the Technical Support
sub-forum within the Middle East forum at http://www.matrixgames.com

You will then hear back from Matrix Games Staff, the Campaign Series Legion, the Beta Brigade or
from one of the many helpful players of the game.

Alternatively, you can email your problem to support@matrixgames.com

Lastly, you may also try emailing jasonpetho@hotmail.com. Ensure you add “Middle East” to the
subject line when emailing as most mail is filtered.

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

2.0 Playing the Game

2.1 Learning to Play

2.1.1 Introduction

Welcome to The Campaign Series: Middle East 1948-1985!

Middle East is a tactical-level game portraying some of the significant battles between 1948 and 1985 in
the Middle East and North Africa. Choose to battle in over one hundred historical scenarios. Pit your
skills against the computer in any of the many historical scenarios or go head-to-head against fellow
games at home or through email!

Each scenario is played on a unique map with nine “view modes”. Most scenario maps are based on
historically accurate Cold War-era 1:50,000 or 1:100,000 topographic maps. Movement and combat is
performed on a “hex-grid” map that has defined wargaming for over four decades. Each hex represents
250 metres; with 4 hexes to a kilometre or 6 hexes to a mile.

The scenarios vary in complexity and have a variable number of Game Turns, in which you and your
opponent attempt to secure objectives and defeat each other’s forces in battle. Every conceivable type of
battle is represented in the numerous scenario selection; meeting engagements, armoured breakthroughs,
fixed defences, exploitation, reconnaissance, mobile defences, battles of attrition, forced landings and
much more!

Middle East can be considered a living game. This means that this is not the final version of the game; it
will be continued to be expanded and updated in the future and be available to you as UPDATES that
you will be able to download from the Matrix Games website or by clicking the UPDATE button on the
main game menu. Follow along on the Matrix Games forum or the Campaign Series Facebook page for
the latest and greatest regarding Middle East.

2.1.2 Getting Started

There are a variety of ways to play Middle East. The game provides numerous pre-made scenarios based
on historical battles. Additionally, the game comes equipped with the necessary editors to create your
own scenarios.

After installing the game, double-clicking on the desktop shortcut will display the Master Menu, offers
you a number of options. From this Master Menu, you can select the game you would like to play or
access the direct link to a PDF version of the manual or access to the UPDATE button to update the
game when required.

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

Click on either of the Game links and it will take you to that game Main Selection Screen. The Main
Selection Screen will allow you to decide what you would like to do in the game; Play Scenario, Play
Campaign, Edit Scenario, Edit Map or Edit Order of Battle.

Play Scenario: Selecting this option will take you to the Scenario Selection Screen providing
you with over 60 pre-designed scenarios to choose from.

Play Campaign: Selecting this option will take you to the Campaign Selection Screen where
you can begin one of the Linked Campaign Games. See Section 7.0 for more information on
Linked Campaign Games.

Generate Battle: Selecting this option will take you to the Battle Generator Screen where you
can create a Randomly Generated Battle. See Section 2.3 for more information on Generating
Battles.

Edit Scenario: Selecting this option will take you to the Scenario Editor where you can create
your own scenarios. For details on creating your own scenarios, see Section 8.0

Edit Map: Selecting this option will take you to the Map Editor to create your unique map for
your scenario. For details on creating your own maps, see Section 8.0

Edit Order of Battle: Selecting this option will take you to the Organization Editor to create
your unique Organization for your scenario. For details on creating your own scenarios, see
Section 8.0

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

2.1.3 Starting a Scenario

You can start to play a new scenario by selecting the Play Scenario button. The next screen is the
Scenario Type screen which lets you choose how you wish to play the scenario. You can select from the
following options; Standard, Modem Host, Modem Caller, Play-by-Email or Hot Seat.

Standard: Select to play against the computer.

Modern Host: Select this if you wish to Host a live game. For more information on hosting a
live game, see Section 12.4.

Modem Caller: Select this if you wish to attend a hosted live game. For more information on
participating in a live game, see Section 12.4.

Play-by-Email: Select this if you wish to play by email. For more information on playing a Play
by Email (PBEM) game, see Section 12.2.

Hot Seat: Select this if you wish to play against a Human opponent while sharing the same
computer. For more information on playing a Hot Seat game, see Section 12.3.

Focusing on the default setting (Standard is checked), you can begin to play a new scenario by pressing
the button beside “Start a New Game”. This will take you to a large window that displays all the
available scenarios within the game. The scenario titles are listed in the large window in the upper left
corner with the scenario descriptions below. On the right is a graphic that shows up tells you wish
countries are playing, which side they are and the geographic location of the battle. You can use the
arrows beside either window to move up and down the scenario list and utilize the Page Up and Page
Down keys for the scenario descriptions. The double arrows beside the scenario list allow you to scroll
up or down by “Page”. For a detailed description of the codes found in the scenario description, see Sec

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

Other information available is the scenario complexity, number of turns in the scenario, scenario date,
first side that starts the scenario, scenario file name and the scenario designer. Each has a button beside
them allowing you to sort the scenario list by that item. The default sorting is by complexity.

The scenario complexity is a rating system that is determined by the total number of units on both sides
that could potentially appear during that scenario, including reinforcements. Refer to the chart below.

NOTE: From any dialog, you can return to previous dialog by pressing the <Esq> key.

2.1.3.1 Complexity Rating Chart

Complexity is the # of Units in the Scenario


1 1-20
2 21-50
3 51-90
4 91-140
5 141-200
6 201-280
7 281-380
8 381-500
9 501-750
10 >750

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

Select a scenario from the list and press to the OK button to proceed.

2.1.4 Inside the Scenario

After entering a scenario, you will be shown an A/I Selection dialogue. Here you decide which side will
be played by whom and how much Fog of War (FOW) there will be. You will also add any optional rules
by selecting the Rules button at the bottom of the dialogue.

Each side is divided into the SIDE A A/I and SIDE B A/I. Under the sides are three options: Manual,
Computer and Computer with FOW.

Manual means that you will operate all the units for that
side in a scenario.

Computer means that the computer will operate all the


units for that side in a scenario

Computer with FOW means that the computer will


operate all the units for that side in a scenario, but Fog of
War will be in effect. When Fog of War is in effect, you
can only see opposing units that are in the Line of Sight
(LOS) of one or more of your units. This mode is ideal for
playing against the computer.

SIDE A typically, but not always, refers to the Pro-West nations (Israel, United Kingdom, France) while SIDE B
typically refers to the Pro-East nations (Egypt, Syria, Libya, etc).

Underneath these setting is the Set Advantage bar. The Advantage bar can be set to either side, ranging
from 0 to 100. Depending on the value, the side with the advantage will inflict higher than normal
combat losses on the opposing side and suffer lower than normal combat casualties. The Advantage must
be set prior to beginning an E-mail or Modem games, but can be otherwise adjusted at any time.

Selecting the Rules button at the bottom of the dialogue will open the Optional Rules dialogue.
There are seven optional rules available to enhance or alter game play; Indirect Fire By The Map,
Extreme Fog-of- War, Extreme Assault, Armour Facing Effects, Command Control, Variable Visibility
and Adaptive A/I.

Indirect Fire By The Map: This option allows you to plot Indirect Fire on the hexes that are not
in the Line of Sight of friendly units. Such fire is likely to drift into another hex, up to two hexes
from the originally plotted hex.

Extreme Fog-of-War: This option will add additional effects for the Fog-of-War. Names,
Strength and Morale of the opposing units be hidden and assault odds will be unavailable.

Extreme Assault: This option prevents the nearly automatic overrun during the assault phase.
See Section 3.2.4 for a detailed explanation on Combat and Assaulting.

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Armour Facing Effects: This option applies to Direct Fire vs. hard targets. When this is in
effect, the individual front, side and rear defence values are used when defending against an
attack, as opposed to the standard defensive value. The standard defensive value is an overall
rating based on the vehicles size, armour thickness, close-defence weaponry and the assumption
that not all vehicles will be facing in the same direction – especially in a defensive stance. See
Section 3.0 for a detailed explanation on how Armour Facing Effects affect combat.

Command Control: This option engages an enhanced supply system. See Section 3.0 for a
detailed explanation on the Supply system and how Command Control can influence it.

Variable Visibility: The Visible Distance has a 33% chance of increasing by one hex, a 33%
chance of decreasing by one hex or 33% chance of remaining the same Visible Distance at the
beginning of Player One’s turn. This adds an additional element to the Fog-of-War and adds the
ability to replay scenarios!

Adaptive A/I: This option triggers an A/I associated with each scenario that alters dozens of
parameters that will affect how the A/I plays and its capabilities. This is also intended to be used
for head-to-head games, as all scenarios are designed with this optional rule turned on. See
Section 3.7.1 and Section 3.8.5 for detailed explanations of the Adaptive A/I.

After deciding on the A/I Selections and Optional Rules, selecting OK will take you to the scenario in
game.

2.1.5 Scenario Descriptions and Initial Message Dialogs

As the scenario loads, you may notice a message


dialog that will provide you some information for the
coming side and scenario. This is part of the new
Campaign Series Event Engine. Here is an example
of what that message dialog can look like.

These dialogs will typically provide you with


information or intelligence for the current side, and
sometimes provide you details on how one should
proceed with the scenario with hints or tactics.

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The scenario descriptions have been designed to give you as much information as possible to let you
decide if it is the type of scenario you wish to play. The typical scenario description will look like this:

[Harib, 150km E of San'aa, Yemen]:


[H2H][HIS][CSL]: Crucial to the second phase of
the Ramada offensive, Egyptian columns moved
out from San'aa to begin opening and securing
roads from San'aa to Sadah in the north and San'aa
to Marib in the east. The eastern task force
advanced and captured Marib from the Royalist
forces by February 25th. The Task Force
continued the advance east to Harib, a small hamlet on the outskirts of the frontier and staging
area for Royalist forces. [ALL:N VV][NONE][1.01]

Simplified:
[LOCATION]: [PLAY MODE][SCEN TYPE][DESIGNER]: Scenario Description [OPTIONAL
RULES][SPECIAL DESIGNER NOTES][GAME VERSION]

As you can see, the description is full of information. The following breaks down each topic and explains
the codes you may find within.

[LOCATION]
Describes where the battle takes place and can be in the following formats:
[Harib, 150km E of San’aa, Yemen] OR
[San’aa, Yemen] OR
[Harib, NE Yemen]

[PLAY MODE]
Describes how the scenario is intended to be played:
[H2H] Best Played versus Human Opponent
[SIDE A] Best Played from the Side A side
[SIDE B] Best Played from the Side B side
[H2H/SIDE A] Best Played versus Human Opponent or from the Side A Side
[H2H/SIDE B] Best Played versus Human Opponent or from the Side B Side

[SCN TYPE]
Describes the intended design of the scenario:
[HIS] Historical – Extra effort in the map/oob and scenario to be as historical as possible
[HISB] Historically Based – Loosely based on actual battle based on minimal resources
[TRNY] Tournament designed Fictional or Hypothetical Situation
[FIC] Fictional or Hypothetical Situation
[WIF] What-If Situation

[DESIGNER]
Describes who designed the scenario:
[CSL] Campaign Series Legion Designer

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[BB] Beta Brigade Member Designer


[GD] Guest Designer
[BZ] Blitz H2H Designer

[OPTIONAL RULES]
Describes which optional rules should be used for the scenario:
[ALL] All Options ON
[IFM] Indirect Fire by the Map
[EFOW] Extreme Fog of War
[EA] Extreme Assault
[AF] Armour Facing Effects
[CC] Command Control
[VV] Variable Visibility
[AI] Adaptable AI
[N IFM] NO Indirect Fire by the Map
[N EFOW] NO Extreme Fog of War
[N EA] NO Extreme Assault
[N AF] NO Armour Facing Effects
[N CC] NO Command Control
[N VV] NO Variable Visibility
[N AI] NO Adaptable AI

Example Usage:
[EFOW:CC:VV] USE Extreme FOW, Command Control and Variable Visibility
[ALL:N EA:N VV] ALL OPTIONS but NO Extreme Assault and NO Variable Visibility
[ALL:N VV] ALL OPTIONS but NO Variable Visibility.

[SPECIAL DESIGNER NOTES]


Describes special notes for the scenario that the designer has; house rules, hints or tips, special thanks,
etc.
[NONE] indicates there are no current special designer notes.
[CS Event Engine Enabled] indicates that the scenario is using lua files for the CS Event Engine.

[GAME VERSION]
Describes what version the scenario was designed under and/or updated to.
[1.00] is the initial release version.
[1.01] is the 1.01 UPDATE release version.
[1.02] is the 1.02 UPDATE release version.
[2.00] is the 2.00 UPDATE release version.

2.2 User Interface

2.2.1 Game Interface

You are in the game, looking at a 3D map and a Tool Bar at the bottom of the screen with a number of
buttons. This is the Large Tool Bar, cropped to three rows in order to have a larger picture:

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

From left to right:

Move/Fire Toggle: This allows you to toggle between Move Mode and Fire Mode. You can also
do this by holding the Ctrl key.

Double Time: This allows an eligible unit use Double Time movement. Most infantry unit types
are capable of Double Time movement. A unit will automatically become fatigued, unless the
Adaptive A/I is in effect, in which case it is likely but not guaranteed to become fatigued.

Resolve Assault: This will resolve the current assault.

Add to Assault: This will add the selected unit to the current assault.

Remove from Assault: This will remove the selected unit from the current assault.

Show Assault Odds: This will show the odds of the current assault.

Smoke Toggle: This allows you to fire smoke with eligible units when available.

Flare Toggle: This allows you to fire flares during night scenarios.

Recon Reveal: This allows you reveal opposing forces in Line of Sight in-turn from the selected
unit (must be capable of recon reveal)

Human Wave Attack Toggle: This allows you to perform a mass attack. Only certain countries
will have this capability.

Load/Unload Toggle: This allows you to load and unload eligible units. To load, you must
select both the unit you want to load and the unit you want to load into. Both units must have
enough action points to fulfill the task.

Dig In: This allows a selected unit attempt to build an improved position. Units that are able to
dig in will have a small shovel icon located in the lower left of the Unit Display.

Lay Minefield/IED: This allows a selected unit attempt to build a minefield or IED. Units that
are able to dig in will have a small mine icon located in the lower left of the Unit Display.

Build Barrier: This allows a selected unit attempt to build a barrier to impede the movement of
opposing forces. Construction Engineers have this capability.

Lay Vehicle Bridge: This allows a selected unit attempt to build a hexside bridge that vehicles
are capable to cross. Bridging Engineers and Bridge Laying vehicles have this capability.

Build Light Bridge: This allows a selected unit attempt to build a light hexside bridge that
infantry and light vehicles are capable to cross. Most Engineers have this capability.

Damage: This allows a selected unit attempt to destroy the hexside feature that is impeding the
battle. Bridges or High Walls can be damaged. Most Engineers have this capability.

Clear LZ: This allows a selected unit attempt to remove the foliage from a hex in order for

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

helicopters to land, creating a landing zone. Special Engineers have this capability.

Op Fire: This allows you to toggle the Opportunity Fire Dialog.

Artillery Dialog: This displays the artillery available in the current scenario. Note that Indirect
Fire attacks are carried out at the beginning of the next turn.

Air Attack: This allows you to call in an Air Attack on the current Hot-Spotted Hex. A target
marker is placed to denote the impending Air Attack, but the attack can be delayed for several
turns. Once plotted, the Air Attack cannot be cancelled, and you are limited to one Air Attack per
hex. If the Air Attack arrives when the targeted hex is out of Line of Sight to any friendly unit,
the Air Attack will be recalled and be no longer available. There is also a small chance the Air
Attack will strike a friendly unit as the Air Attack may be off target (randomly drifting one or
two hexes).

Climb: This will move an eligible unit to climb to the next Flight Zone.

Descend: This will move an eligible unit to descend to the next Flight Zone.

Save Action Point for Firing: Saves enough Action Points for the selected unit to fire once.

Save Action Points for Unloading: Saves enough Action Points to unload.

Save Action Points for Recon: Saves enough Action Points for specific reconnaissance units to
perform recon.

Command Range: Displays the command range of the selected HQ or CP.

Visible Hexes: Highlights the Visible Hexes from the current Hot-Spotted Hex. If Extreme Fog
of War is in effect, the hot-spotted hex must be friendly occupied.

Display Ranges: Displays the Hard and Soft Attack ranges/values of the selected unit.

Reachable Hexes: Displays the reachable hexes the unit may travel to.

Thermometers Toggle: Toggles the unit thermometers on or off.

Unit Base Toggle: Turns the Unit Bases on or off for the 3D view only.

Units Toggle: Toggles the Units on or off of the map.

Objective Locations Toggle: Toggles the Objective Locations on or off of the map.

Toggle Labels: Toggles the Map Labels on or off of the map.

Toggle Terrain Combat Modifiers: Toggles the Terrain Combat Modifiers on or off of the
map.

Toggle Concealment Modifiers: Toggles the Concealment Modifiers on or off of the map.

Toggle Morale Modifiers: Toggles the Morale Modifiers on or off of the map.

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

Toggle Coordinates: Toggles the hex coordinates on or off of the map.

Toggle Elevations: Toggles the hex elevations on or off of the map.

Contours Toggle: Toggles the contours on or off of the map.

Hex Outlines Toggle: Toggles the hex outlines on or off of the map.

Flip Map: Rotates the map 180 degrees.

Jump Map: Displays the Jump Map. Right-clicking on the active Jump Map will take you to
that location.

Highlight Anti-Aircraft Units: Highlights all friendly anti-aircraft units on the map.

Highlight Indirect Fire Units: Highlights all friendly indirect fire units on the map.

Highlight Recon Units: Highlights all friendly reconnaissance units on the map.

Highlight Mine Clearing Units: Highlights all friendly mine clearing units on the map.

Highlight Disrupted Units: Highlights all friendly disrupted units on the map.

Highlight Fixed Units: Highlights all friendly fixed units on the map.

Highlight Moved Units: Highlights all friendly units that have moved on the map.

Highlight Fired Units: Highlights all friendly units that have fired on the map.

Highlight Low Ammo Units: Highlights all friendly units that are low on ammos on the map.

Highlight Spotted Units: Highlights all friendly units that are in Line Of Sight of the enemy on
the map.

Highlight Leaders: Highlights friendly Leaders on the map.

Highlight Headquarters: Highlights friendly Headquarters on the map.

Highlight Based on Current Organization: Highlights the Current Organization Structure of


the selected unit. To highlight the next higher organization, hold down the Ctrl key while
pressing this button.

Show Arrive: Opens the Reinforcement Dialogue to add reinforcements to the map.

Show Scheduled: Opens the Reinforcement Dialoge to see what reinforcements are expected to
arrive and when.

Show Display List of Releases: Opens the Releases Dialogue to determine when units are
released.

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Remove Units: Removes the selected units from the map. The unit must be along a map edge.

Turn Clockwise: Rotates the unit clockwise.

Turn Counterclockwise: Rotates the unit counterclockwise.

Toggle Specials: Highlights all friendly special units that are on the map.
Top of Stack: Moves the selected unit to the top of the unit stack.

Bottom of Stack: Moves the selected unit to the bottom of the unit stack.

Previous Unit Cycle: Cycles to the previous unit.

Next Unit Cycle: Cycles to the next unit.

Organization Dialog: This displays the Organization Dialog.

Air Support Dialog: This displays the Air Support Dialog.

Unit Handbook: This allows you to access the Unit Handbook.

Manual: This allows you to access the Campaign Series Middle East Manual.

Activate A/I: This allows you to turn on the AI to complete the turn.

Next Turn: Advance to the next turn. To prevent accidental turn advancements, you can be
asked before proceeding to the next turn. From the Main Menu: Options  Ask Before
Advancing Turn

2.2.2 Map Views

There are nine different map views available in Middle East and they can be accessed by pressing 1, 2, 3,
4, 5, 6, 7, 8 and 9 on the keyboard or via scrolling with a mouse with a scroll wheel (Options  Mouse
Wheel Zoom).

The default
view is 1, the
3D Zoom-In
View.

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

2 is the 3D Normal View.

3 is the 3D Zoom-Out View and

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

4 is the 3D Extreme Zoom-Out View.

There are five 2D views;

• 5 – 2D Zoom-in View,
• 6 – 2D Normal View,
• 7 – 2D Zoom-out View,
• 8 – 2D Extreme Zoom-out View and
• 9 – the 2D Strategic View.

You can change the default view from the Main Menu bar under Options  Select Initial View or scroll
with your mouse scroll wheel.

The 3D Zoom-Out View (2) displays the map at half its 3D Normal View (1) size, allowing twice as
much visible area. The 3D Extreme Zoom-Out View (3) displays at a fourth of the 3D Normal View (1)
size, allowing even more visible area to be seen.

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

The 2D Zoom-in View (5) is a top down view that presents terrain and units in more detail than the other
2D Views (6, 7 & 8). The area shown is typically larger than the 3D maps, making the map an effective
map for planning or longer moves. When playing on the 2D Normal View, you can use either graphical
icons or military symbols to display your units. This is accessed through the Main Menu under the
Options  Select Graphical Unit Icons. In 2D Extreme Zoom Out View (7), counters are blank and
display nation colors only.

The 2D Zoom-in View (6)

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

The 2D Zoom-in View (7)

The 2D Zoom-in View (8)

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

The 2D Strategic View (9)

You can use the mouse to scroll around the map by moving the cursor to the edge of the screen.

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

Alternatively, you can press J on the keyboard to bring up


the Jump Map and click to where on the map you wish to go
to.

With Options  Auto Scroll toggled ON, you can use the
mouse to scroll around the map by moving the cursor to the
edge of the screen. With Option  Auto Scroll toggled
OFF, you can use the window controls to move around the
map. Alternative, you can press J.

2.2.3 Map Labels

On many of the maps, there are various labels which will help become familiar with the local geography
and allow you to keep track of where your units are. You can access
them by holding down the ALT + 1 keys. the ALT + 1 keys will keep
the labels on the map while you play. They can be hidden again by
holding down the ALT + 1 keys.

There are two different label types, Options  Transparent, and


Options  Transparent Enhanced.

2.2.4 Main Menu Bar

The Main Menu bar is displayed at the top and has a number of pull
down menus from the following headings: File, Turn, Units, Assault,
Reinforce, Status, Display, A/I, Special, Options and Help

2.2.4.1 File Menu

New: Select to start a new game.

Open: Select to open an existing game.

Save: Saves the scenario you are playing.

Save As: Saves the scenario you are playing under a new file name.

Replay: To view a recorded Battle. To halt the replay, press ESC.

Exit: Quits the scenario you are playing.

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2.2.4.2 Turn Menu

Next: Advances the scenario to the next turn.

2.2.4.3 Units Menu

To Top of Stack (CTRL + Y): Moves the selected unit to the top of its stack.

To Bottom of Stack (CTRL + Z): Moves the selected unit to the bottom of its stack

Turn Clockwise (NUMPAD 6): This allows a selected unit to change its facing by one hexside
in a clockwise direction

Turn Counterclockwise (NUMPAD 4): This allows a selected unit to change its facing by one
hexside in a counterclockwise direction

Double-Time (CTRL + Q): This allows an eligible unit use Double Time movement. Most
infantry unit types are capable of Double Time movement. A unit will automatically become
fatigued when in Double Time mode.

Load/Unload (CTRL + L): This allows you to load and unload eligible units. To load, you must
select both the unit you want to load and the unit you want to load into. Both units must have
enough action points to fulfill the task

Toggle Digging-In (CTRL + D): This allows a selected unit attempt to build an improved
position. Units that are able to dig in will have a small shovel icon located in the lower left of the
Unit Display

Build Lt Hexside Bridge (CTRL + H): This allows you to build a light hexside bridge. This
feature requires a special unit type.

Lay Vehicle Bridge (CTRL + V): This allows you to build a light
hexside bridge. This feature requires a special unit type.

Lay Minefield/IED (CTRL + M): This allows you to lay a 1


Strength Minefield or IED. This feature requires a special unit
type.

Build Barrier (CTRL + J): This allows you to build a barrier.


This feature requires a special unit type.

Damage Wall or Bridge (CTRL + G): This allows the selected


engineer unit to attempt to destroy a bridge or high wall hex-side.

Clear LZ (CTRL + C): This allows the selected engineer unit to


attempt to clear a forested hex so a helicopter unit may land within.

Save AP’s for Firing (CTRL + F): Saves enough Action Points
for the selected unit to fire once after it has expended Action

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

Points for other purposes.

Save AP’s for Unloading (CTRL + U): Saves enough Action Points to unload after it has
expended Action Points for other purposes.

Climb (PgUp): This will move an eligible unit to climb to the next Flight Zone.

Descend (PgDn): This will move an eligible unit to descend to the next Flight Zone.

Launch Human Wave Attack (CTRL + B): This allows you to initiate an attack the target hex
from multiple directions from multiple units from the same command organization. Only certain
countries have this capability.

Fire Smoke (ALT + CTRL): This allows you to fire smoke from the selected unit.

Fire Flare (SHIFT + ALT + CTRL): This allows you to attempt to fire a flare from the selected
unit. This only works in Night Scenarios.

Air Attack (CTRL + K): This allows you to call in an airstrike on the current Hot-Spotted Hex.
A target marker is placed to denote the impending air strike, but the attack can be delayed for
several turns. Once plotted, the Air Attack cannot be cancelled, and you are limited to one Air
Attack per hex. If the Air Attack arrives when the targeted hex is out of Line of Sight to any
friendly unit, the Air Attack will be recalled and be no longer available. There is also a small
chance the Air Attack will strike a friendly unit as the Air Attack may be off target (randomly
drifting one or two hexes).

Artillery Dialog (CTRL + W): This displays the artillery available in the current scenario. Note
that Indirect Fire attacks are carried out at the beginning of the next turn.

Assign Opportunity Fire (CTRL + P): This displays the Opportunity Fire Dialog which allows
you to set the desired maximum ranges that your units will be allowed to conduct Opportunity
Fire on various target types.

Remove From Map (CTRL + E): This allows you to remove a selected unit from the map.
Removal can occur only during your turn and the unit must be in the map-edge hex. Removing
units from an Exit Objective will provide you additional Victory Points.

Undo Last Movement: This allows you to cancel the movement of the most recently moved,
still selected, friendly unit. This command is disabled during Modem play, Play By Email and
whenever Fog of War is in effect.

2.2.4.4 Assault Menu

Add to Assault (ALT + A): This allows you to add the


selected unit to participate in the current assault.

Show Odds (ALT + O): This allows you to see the current
assault odds. This is not available when Fog of War is in
effect.

Cancel Assault (ALT + C): This allows you to cancel an

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

assault without resolving it.

Resolve Assault (ALT + R): This resolves the current assault.

2.2.4.5 Reinforcement Menu

Scheduled (CTRL + S): Displays the reinforcements that are


scheduled to arrive during the current scenario, as well as the per-turn
probability for each group. Double-clicking on the group will display a
Dialog box listing the individual units of the reinforcement group. If
Fog of War (FOW) is in effect, only the reinforcements for the side
having its turn will be displayed.

Arrived (CTRL + A): Displays the reinforcement groups that are currently available to place on
the map.

Releases (CTRL + R): Displays a schedule listing the release times of Fixed units. Clicking
once on an entry in the Release Dialog causes that organization to become highlighted on the
map.

2.2.4.6 Status Menu

Scenario Information: This displays the scenario information,


including title, historical background, ground conditions, visibility
and the scenario designer. Some of this information is not displayed
in Play By Email games or the Caller of a modem game.

Find Org: Allows you to see which units belong to which


organizations. When you select an organization name in the
Organization Dialog, the units of that organization become
highlighted on the map. If Fog of War is in effect, only the
organizations for the side currently having its turn will be
highlighted. An organization name printed in light gray indicates
that none of its units are currently on the map.

Strength: This displays the number of types of units in the scenario currently available to each
side. The units listed on the left side of the Strength Dialog are the total number of full of partial
strength platoons of that unit type. The right side of the dialog lists the number of Strength Points
of that unit type eliminated thus far. The Strength of the opposing side is not available if Fog of
War is enabled.

Locations: This helps you find a named location on the map. When you select one of those
listed, the map will scroll to that hex.

Objectives: This displays the number, value and hex location of each Objective. Click on an
entry in the dialog will put the Hot Spot to the Objective hex.

Available Air Support: This displays a dialog listing the available Air Attacks, if any. If Fog of
War is enabled, you can only view the Air Attacks from your side.

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

Victory: This displays the current victory level and related items.

2.2.4.7 Display Menu

Highlight: to get a sub-menu of the following options:

Anti-Aircraft Units (A): Toggles (off or on) a


highlight around all units capable of conducting
fire vs. aircraft, i.e., Anti-Aircraft.

Indirect Fire Units (I): Toggles (off or on) a


highlight around all units capable of firing
indirectly.

Recon Units (R): Toggles (off or on) a highlight


around all units capable of reconnaissance.

Mine-Clearing Units (E): Allows you to toggle


(off or on) a highlight around any unit capable of
clearing mined hexes. Note that Mine-Clearing
Units are also referred to as engineers in this
manual.

Disrupted Units (D): Toggles (off or on) a highlight around all units that are Disrupted.

Fixed Units (X): Allows you to toggle (off or on) a highlight around all Fixed units.

Moved Units (M): Allows you to toggle (off or on) a highlight around all units that have
expended AP to enter a new hex during the current turn (exception: unless assaulting).

Fired/Fought Units (F): Allows you to toggle (off or on) a highlight around all units
that have either fired at an enemy unit or fought in an assault during the current turn.

Units/HQs Out of Supply (Y): Toggles (off or on) a highlight around all units low on
ammunition due to failing their supply check. Note that each HQ that moved during the
previous turn is automatically considered “Out of Supply” during the next turn.

Spotted Units (S): Allows you to toggle on or off a highlight around all units that have a
LOS to (and thus are in the LOS of) at least one known enemy unit.

Leaders (L): Allows you to toggle (off or on) a highlight around all leaders.

Headquarters (Q): Allows you to toggle (off or on) a highlight around all HQ (and
Command Post; see Optional Rule for Command Control) units.

Organization (Z): Allows you to toggle (off or on) a highlight around all units that are
part of the same organization as the selected unit, or are subordinate to the selected
Leader or HQ.

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The menu options beginning with Anti-Aircraft Units and ending with Headquarters are mutually exclusive; i.e.,
selecting any one of them will toggle-off any of the others that had been previously selected.

Visible Hexes (V): Allows you to toggle (off or on) a shade over all hexes which are not in the
Line of Sight (LOS) of the current Hot Spotted hex. If Extreme Fog of War is in effect, the hot-
spotted hex must be friendly occupied.

Reachable Hexes (H): This graphically illustrates all the hexes that the currently-selected unit
can reach in the current turn. This takes into account the number of Action Points it has to spend
(and considers whether or not the unit is Saving AP’s for Firing or Unloading). All hexes it
cannot reach are shaded or outlined depending on Options  Hex Highlights selection. See
Section 5.6 for more information.

Attack Range (G): Allows you to toggle (off or on) a display feature that illustrates the
currently-selected unit hard (shown in red) or soft (shown in blue) attack limits. Note: If the hard
and soft limits of the unit are same, only a red line is shown.

Command Range (W): Displays the Command Range of a HQ unit that is selected; see Section
8.0 for more information on HQ.

Units Off (K): Allows you to toggle (off or on) the on-map display of all units. This option is
provided to temporarily hide the unit icons so that you can see the underlying map terrain better.

Unit Bases (B): Allows you to toggle (off or on) distinctive bases for all 3D unit icons on any
3D map view. Note that each nationality has different-styled 3D bases displaying a derivation of
that country’s nationality symbol.

On-Map Thermometers (T): Allows you to toggle (off or on) small “thermometers” on the map
display that graphically illustrate each unit’s current state of Morale, remaining Action Points or
current Strength Points.

Map Contours (C): Allows you to toggle (off or on) a brown “contour line” along all hexsides
where an elevation change occurs.

Objectives (O): Allows you to toggle (off or on) the display of Objective Locations on the map.
When this is enabled, each Objective hex is denoted by an objective marker displaying the
primary color of the side that currently controls it (Exception: Exit Objective hex).

Specials on Top (ALT + T): Allows you to control the on-map display of fortifications
(improved positions, mines, and blocks) and wrecks on the 2D maps. When this command has a
check mark next to it, all these markers appear above all other units in the hex.

Labels (` or ALT+1): Allows you to toggle (off or on) the map hex coordinates.

Map Elevations (. or ALT+2): Allows you to toggle (off or on) the elevation of the current hex
in levels.

Map Coordinates (, or ALT+3): Allows you to toggle (off or on) the map hex coordinates.

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Terrain Combat Modifiers (/ or ALT+4): Allows you to toggle (off or on) the terrain combat
modifiers.

Concealment Modifiers (; or ALT+5): Allows you to toggle (off or on) the concealment
modifiers.

Morale Modifiers (‘ or ALT+6): Allows you to toggle (off or on) the morale modifiers.

3D Zoom-In View (1): To change the map to its full-size 3D BattleviewTM mode.

3D Normal View (2): To change the map to its full-size 3D BattleviewTM mode.

3D Zoom-Out View (3): To change the map to BattleviewTM mode but with the hexes at half
their normal size.

3D Extreme Zoom-Out View (4): To change the map to BattleviewTM mode but with the hexes
at one-fourth their normal size.

2D Zoom-In View (5): To change the map to a zoomed in 2D version.

2D Normal View (6): To change the map to its 2D version.

2D Zoom-Out View (7): To change the map to a smaller, low resolution 2D version that enables
more of it to be seen.

2D Extreme Zoom-Out View (8): To change the map to a smaller, low resolution 2D version
that enables more of it to be seen.

2D Strategic View (9): To change the map to an even smaller, low resolution 2D version that
enables most of the map to be seen.

Jump Map (J): This displays a mini-map overview of the map. When you select any spot on the
miniature version, the game map will automatically scroll to that Hot Spot location.

Flip Map (ALT + F): Allows you to rotate the map, and all units and markers on it, 180º.

Redraw Display (ALT + D): Allows you to refresh the map graphics in case of display glitches.

NOTE: If the Options  Hex Highlights are chosen from the Options menu, then hex outline highlights will be
replaced instead of the shading noted above.

2.2.4.8 A/I Menu

Side A: to get a sub-menu of the following options:

Manual: You make all the decisions for that side, conducting all attacks and movements.
This is the default mode for both sides.

Computer: You allow the computer to make all the decisions for the current side,

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conducting all attacks and movements. This will show you the position of all enemy
units, even those out of “line of sight”.

Computer with Fog-of-War: You allow the computer to make all the decisions for the
current side, conducting all attacks and movements and have Fog of War in effect. This
is the recommended, and most popular, method of play.

Aggressiveness: Use this to adjust the aggressiveness of the Programmed Opponent by


inputting a value between 0 and 100.

Audacious: Use this to have the Programmed Opponent play in a riskier behavior.

Cautious: Use this to have the


Programmed Opponent play in
a more cautiously.

Shifting: Use this to have the


Programmed Opponent play
style alternate randomly
between Audacious, Cautious
and Neutral play, also with
more or less aggressiveness.

Side B: to get a sub-menu of the following options:

Manual: You make all the decisions for that side, conducting all attacks and movements.
This is the default mode for both sides.

Computer: You allow the computer to make all the decisions for the current side,
conducting all attacks and movements. This will show you the position of all enemy
units, even those out of “line of sight”.

Computer with Fog-of-War: You allow the computer to make all the decisions for the
current side, conducting all attacks and movements and have Fog of War in effect. This
is the recommended, and most popular, method of play.

Aggressiveness: Use this to adjust the aggressiveness of the Programmed Opponent by


inputting a value between 0 and 100.

Audacious: Use this to have the Programmed Opponent play in a riskier behavior.

Cautious: Use this to have the Programmed Opponent play in a more cautiously.

Shifting: Use this to have the Programmed Opponent play style alternate randomly
between Audacious, Cautious and Neutral play, also with more or less aggressiveness.

Set Advantage: Use this to balance play between two players of unequal skill or to balance
Programmed Opponent play. Advantage values can range from 0 to 100 for either side.
Depending on the value, the side with the advantage will inflict higher than normal combat losses
on the other side, and suffer lower than normal combat losses themselves. Advantage must be set
before play begins in Play By E-Mail or Modem Play games. Otherwise, the Advantage can be

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

adjusted at any time during the game.

Prohibit A/I Backtracking: Use this to limit the Programmed Opponents occasional tendancy
to move units back and forth.

Activate A/I: Use this to restart the Programmed Opponent after you have canceled it.

2.2.4.9 Special Menu

Record Battle: Allows you to toggle (off or on) the


option that allows you to save a record of the non
“Special-mode” game you are currently playing. Note:
You must turn “off” (uncheck) a current recording in
order to be able to view it (by selecting “Replay” from
the File pop-down menu). The extension .btr is used to
denote a recorded battle file.

Restart Replay: Restarts the replay of a previously


halted recorded battle file.

Communication Dialog: in a modem game to display the “chat window” if you had closed it
previously. See also the details on multi-player Communication Dialog options.

Set Network Play Timer: During a live multi-player game. Using this, the Host (only) can input
a time, in minutes, that will be used by the program to automatically end each turn. This time can
be reset at any time, but only by the Host. If the time is reset, a message is displayed to all other
players of the new time that has been set.

Multi-Player Dialog: during a multi-player game in order for the team captain to assign his
side’s organizations to players on his side. This can also be used by the other players to view
what units have been allotted to whom.

Scroll to View Enemy Action: during a multi-player game for the computer to scroll the map to
display visible enemy actions. This is “off” by default to prevent unwanted scrolling. This option
has no effect except during multi-player games.

2.2.4.10 Options Menu

Prompt For Scenario: If you want to be prompted for a new scenario whenever you enter the
game directly via a desktop shortcut for the ME.EXE executable (instead of the “normal” method
of launching a new scenario from the “Scenarios” screen).

Auto Save: Has the program save the game automatically at the end of each turn [Exception: it
will not save a phase that was conducted under computer-controlled A/I (with or without Fog of
War)].

Back-up Save: Has the program save backups of your games the game automatically at the end
of each turn marked OLDER and OLDEST [Exception: it will not save a phase that was
conducted under computer-controlled A/I (with or without Fog of War)].

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Ask Before Advancing Turn: to have the


program confirm that you really want to end a turn
after you have indicated that you have finished
your turn. With this enabled, you cannot end your
turn by mistakenly clicking on the “Next Turn”
Tool Bar button.

Auto Save AP’s for Firing: Allows you to have


all of your sides combat units automatically save
enough AP to always be able to conduct at least
one fire-attack after Action Points are expended
for other purposes.

Beep on Error: Allows you to toggle (off or on)


the option that causes a beep when you make an
error.

Hide 3D Hot Spot: Allows you to toggle (off or


on) the option that causes the hexagonal Hot Spot
marker to be hidden on the 3D maps

Blink Hot Spot: Allows you to toggle (off or on)


the option that causes the Hot Spot to blink. Note
that the Hot Spot only blinks on the 2D maps.

Auto Scroll: Allows you to scroll across the map


by sending the mouse pointer to one of the map
edges. Turning it off will add traditional window
navigation bars along the bottom and right side of
the map edge.

Smooth Scroll: Allows you to toggle (off or on)


the option that causes the map to scroll
incrementally to a new Hot Spot. When this command has no check mark next to it, the map
redraws directly at the new Hot Spot hex without scrolling through the intervening hexes.

Mouse Wheel Zoom: Allows you scan through the zoom levels by moving the scroll button on
mice equipped with scroll buttons.

Toolbar: Allows you to choose from four different options of how the buttons are displayed
along the bottom of your game screen; None, Small, Standard and Large.

Cursor: Allows you to choose from three different cursor sizes; Small, Standard and Large.

Hex Outlines (CTRL + X): When checked on, this displays the hex outlines.

Hex Highlights: Allows you to choose from three different options of how highlights are
displayed on the map; Hex Shading, Hex Outlines and Hex Outlines (Alternate).

Hex Contours Colors: Allows you to choose from three different darkness options for how

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contours are displayed on the map; Light, Medium and Dark.

Hex Contours Widths: Allows you to choose from three different size options for how contours
are displayed on the map; 1, 2 and 3 pixels.

Elevation Delta: Allows you to choose from three different elevation deltas for the 3D
BattleviewTM, reducing graphic anomalies, if present; 1, 2 and 3.

Unit List: Toggles the Unit List information display on or off.

Infobox Counters: Toggles the Unit List graphic display between the 3D icon and the 2D
counter.

Counter Style: Allows you to choose from two different options of how 2D counters are display
on the map; Standard and Alternate.

Counter Stats: Toggles values onto the 2D counters (for Views 4 and 5) including; strength &
morale (top row); attack & defence (bottom row). Values will display as “?” for opposing forces
with Fog of War engaged.

Graphical Unit Icons: Allows you to toggle the 2D display of unit icons between graphical and
military-type schematic versions.

Use Special Icons: Ensures the program will use special 3D icons such as winter or late-war
camouflage. In order for the special icons to appear (if this option is not already in effect), you
must select this option and restart the game.

Labels: Allows you to choose from two different label styles for the map: Transparent and
Transparent Enhanced.

System Colours: When toggled ON, uses the default Windows colors for displaying game
menus, navigation bars, etc. When toggled OFF, uses the game-themed colors. (But note: When
toggled OFF, in the case of abnormal game or editor termination, your Windows colors will be
the game-themed colors unless and until you reboot your system.)

Highlight Colours: Allows you to choose from a large variety of colour options for highlighting
units on the map.

Side A Animation Speed: Allows you to adjust the animation speed of Side A units as they
move on the map in 3D mode.

Side B Animation Speed: Allows you to adjust the animation speed of Side B units as they
move on the map in 3D mode.

Details: Displays a sub-menu that allows you to specify the level of details you wish to see in the
combat reports. See also Details in Section 3.2.9.

Initial View: Defines the initial view of the map when the main program is started. The views
may be set to any of the standard views, or to default to the last one used while playing the game.

Sound Effects: Allows you to toggle (off or on) the playing of firing/moving sound effects.

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Background Music: Allows you to toggle (off or on) the background music.

Background Sound: Allows you to toggle (off or on) the playing of “ambient” background
battle sounds.

Optional Rules: Displays a dialog of game options that are in effect for the current scenario.
These rules must be set at the start of a scenario and cannot be changed during game play. See
Optional Rules for more information.

2.2.4.11 Help Menu

General Help (F1): Opens the PDF version of the manual which
provides instant, in-game access for playing the game.

Unit Handbook (F2): Displays additional information about the


currently-selected unit. Such information cannot be accessed
about enemy units if playing with Fog of War. (See Section 2.2.8)

Unit Viewer (F3): Opens the Unit Viewer where you can see additional details about the
currently-selected unit. (See Section 2.2.8)

About: Displays a dialog containing version number and copyright information about the game.
The most recent update should display: Campaign Series: Middle East 1.02

2.2.5 Unit Info Box


The Unit Info Box is an information box that displays in the top right of
the screen when a unit is selected. The Unit Info Box can be
repositioned anywhere on the map by dragging and dropping the Unit
Info Box where you prefer. The Unit Info Box displays information
about the selected unit, unless operating in 3D mode where the Unit
Info Box will temporarily display information on any unit that your on-
map cursor roams over. The amount of information displayed will vary
depending on the Fog of War option chosen.

If more than one unit is in the same hex (and the Unit List is not on; see Unit List), you can cycle through
and view the Info Box of each unit in that hex by right-clicking on the Info Box. Note that a left-click on
the displayed Info Box will select that unit (note how the nameplate of the unit highlights), or unselect
the unit if already selected (the nameplate will become un-highlighted). If a unit is carrying a passenger
(indicated by a large, full-color helmet icon in the lower-right corner of the Info Box) a right click will
display the unit being carried by that transport unit.

The Unit Info Box displays the most important data about any selected platoon at a glance. With the
center section of the Unit Info Box displaying the unit’s 3D icon and orientation and the other important
data arranged in a circular fashion around the 3D icon. Starting at the “12 o’clock” position and
preceding clockwise, the data lists:

Strength (Command): This is the unit’s current Strength Point (SP) value. Each Strength Point

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

of an infantry type platoon represents one “half squad”. Each Strength Point of a heavy weapons
type platoon represents one team or gun. Heavy weapons include; machine guns, anti-tank
rockets, anti-tank missiles, anti-aircraft artillery, mortars or artillery. Each Strength Point of a
vehicle platoon represents one vehicle. A Strength Point value shown in yellow indicates that the
selected unit is not at full strength. If the unit is a leader, this is the “Command” rating, which is
added to the Attack Strength of a unit under his command, with which he is stacked, if that leader
possesses at least as many Action Points (AP) as the Fire Cost of the attacking unit.

Action: This is the number of Action Points the unit has remaining. All units start each friendly
turn with 100 Action Points; each action executed during a turn and each terrain entered will cost
a given amount of Action Points. Note that due to the differing movement rates, different unit
types will expend different amounts of Action Points for entering similar terrain. To see how
many Action Points it costs to enter each terrain type, select that unit and press the F2 key to
access the Unit Data dialog. The Action Points expended to enter a hex are doubled if the unit is
Disrupted (to a maximum of 65 Action Points; see Section 3.1.2.

Assault: This is the unit’s basic attack value when it assaults.

Defence: This is the unit’s basic defensive value when it is being fired on or assaulted. A unit’s
Defence Value shown in red indicates that it is a “hard” (i.e., armoured) target.

Fire Cost: This lists how many Action Points that the unit must expend to conduct Direct or
Indirect Fire.

Morale (Leadership): This is the unit’s current morale. A Morale level displayed in yellow
indicates the unit is not currently at full morale. When performing a morale check, this is the
number it must roll equal to or less than on a 10-sided die. If successful, the unit either regains a
morale point or become undisrupted. If the unit is a leader, this number is the “Leadership
Rating”, which modifies the morale of the unit(s) under his command that the leader is currently
stacked with. If the morale of the leader is greater than the unit(s), the leader’s morale is used for
it. If the leader’s morale is equal to or less than the unit(s), the unit(s) morale is raised by one. A
unit’s morale appears in red if it is being modified by a leader.

A unit’s morale can also be affected by the terrain it occupies. Beneficial terrain will raise a
unit’s morale so that it will be less likely to fail a morale check and thus less likely to retreat,
whereas terrain that provides no cover (Clear and Water) have a detrimental morale modification.
A list of these effects can be found in the Terrain Types in Section 11.0

Info Box Thermometer: Along the bottom of the Unit Info Box is a thermometer that displays
the Morale, Strength or Action Points as a ratio of its current amount versus its full amount. A
single left-click on the Morale, Strength or Action Points box in the Unit Info Box will change
the Info Box Thermometer to display that variable. Action Points are displayed in red, Morale in
blue and Strength Points in green. When the Action Points are displayed, the white vertical line
marks the lowest point the thermometer must stay above for the unit to have enough Action
Points to fire.

Icons may appear along the left-hand side of the Unit Info Box. Those at the top reflect the unit
status and those at the bottom show the units capabilities.

Company Command Post

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

Fixed Status

Disrupted Status

Fatigued Status

Unit is in Line of Sight of an opposing combat unit

The only opposing unit with Line of Sight to the unit is a


leader/unarmed transport unit

Unit is currently marked to “Save AP’s for Firing”

Unit is currently marked to “Save AP’s for Unloading”

Unit has spent Action Points to fire this turn

Unit has spent Action Points to move this turn

Unit is currently Conserving Ammo (or unavailable if a


Headquarters or Artillery)

Unit is currently Out of Ammo

Combat Armed Helicopter has used half of its ordnance.

Combat Armed Helicopter has run out of ordnance and needs to rearm.

2.2.6 Unit List Display

The Unit List Display is presented when you press the U on the keyboard. Here you can easily see all of
the units that are within a hex. You can select and unselect multiple units easily by left-clicking on the
desired Unit Info Box(es) within the Unit List Display. If there are multiple units in the Unit List
Display, you can drag the list up or down using the mouse.

Additionally, the Unit List Display also provides a number of details about the hex.

Terrain: This lists the predominant type of terrain in the hex and its base elevation in metres.

Objective: This lists the value of the hex if a Victory Location is present.

Wrecks: This lists the current number of wrecks in the selected hex. Wrecks are created when an
armoured vehicle is destroyed.

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

TEM*: This lists the TEM modifier total for the selected hex.

Concealment*: This is the Concealment Modifier of the terrain in the selected hex. The lower the
Concealment Modifier, the less likely the platoon will be spotted during a Line of Sight check. For
example; Shrub has a Concealment of -1 while a Village has a Concealment of -3; the infantry would be
less likely to be spotted in the Village.

Morale*: This lists the Morale modifier for the selected hex.

* NOTE: Not including any hexside modifiers

Visibility: This lists the maximum distance in hexes a unit can see during the current turn.

Air Power: This lists the total number of Air Attacks remaining per side. When playing in Fog of War,
the numbers of the opposing side are shown as a “?”.

Smoke: This lists the number of Smoke missions available to eligible artillery. When playing in Fog of
War, the numbers of the opposing side are shown as a “?”.

Flares: This lists the number of Flares available to eligible artillery. When playing in Fog of War, the
numbers of the opposing side are shown as a “?”.

Ammo: This lists the base supply (ammo) level per side. When playing in Fog of War, the numbers of
the opposing side are shown as a “?”.

Arty Ammo: This lists the artillery supply (ammo) level per side. When playing in Fog of War, the
numbers of the opposing side are shown as a “?”.

2.2.7 On-Map Thermometers


While in any of the map displays, you can use the On-
Map Thermometers by pressing T on the keyboard. This
will display a colour coded thermometer under the 2D or
3D unit which graphically displays the remaining Action
Points, the current Strength Points or its current Morale.
You can change which information is being displayed by
left-clicking on the Action Point, Strength or Morale box
within the Unit Info Box.

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

2.2.8 Unit Handbook

The Unit Handbook can be accessed by selecting a unit and pressing F2 on the keyboard. This will
display useful information about the unit, such as its Action Point terrain costs, its per-SP Victory Point
value, special abilities, unit capabilities, some historical text on the unit and a sample illustration.

Note: The terrain costs listed for a unit in the Unit Handbook are the terrain costs associated for the ground
conditions (normal, mud, soft or snow) of the scenario currently open.

The Range Display is in the lower right corner that illustrates


the range of the applicable weapons of the unit. This Range
Dialog illustrates the Hard Target Attack Strengths (shown
by the red line) and the “Soft Target” Attack Strengths
(shown by the blue line) of the unit currently being
investigated in the Unit Handbook. The number in the upper
left corner of this Dialog (along the “Y” axis) is the unit’s
maximum Attack Factor for whichever Attack Strength (Hard or Soft) has the greater value; the number
in the lower right corner (along the “X” axis) is the unit’s maximum range for whichever Attack Strength
has the greater range.

The Unit Handbook also lists the Unit Capabilities of the selected unit.

NoLtBridge: This vehicle is too heavy to cross over hexside light bridges

NoMedBridge: This vehicle is too heavy to cross over hexside medium bridges

NoHvyBridge: This vehicle is too heavy to cross over hexside heavy bridges

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

Assault: This unit is capable of assaulting

OffAT: Will offensive defensive fire against hard targets

DefAT: Will conduct defensive fire against hard targets

InfSup: Infantry Support unit

FireHardAI: Will typically only fire at Hard Targets

FireSoftAI: Will typically only fire at Soft Targets

ReconAI: The A/I will use this in advance of other units

ReconUnit: Fire is drastically reduced against unit and is capable of in turn reconnaissance

FastUnit: Fire is drastically reduced against unit

FireHelo: This unit is capable of firing at helicopters

IndirectFire: This unit is capable of Indirect Fire

NormalAA: This unit is a lighter AAA gun, shooting at lower levels w/ high rate of fire

ReducedAA: This unit is a heavy AAA gun, shooting at high levels w/ low rate of fire

AAA: Unit utilizes the AAA opportunity fire dialog

SAM: This unit fires missiles at aircraft

SAMControl: This unit is the command unit for attached SAM units

MANPAD: This is a handheld unit that fires missiles at aircraft

ATG: This unit is a smaller antitank gun that has hidden fire

ATGM: This unit fires missiles at armoured vehicles

FFATG: This unit fires fire and forget missiles at armoured vehicles

Sneaker: This unit is capable of hidden fire

SmokeFiring: This unit is capable of firing smoke

WhiteP: This unit is capable of firing white phosphorus ammunition

Hard Target: This unit is armoured

CarryAll: This unit can carry or tow anything

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

CarryRiders: This unit can carry riders on top of the vehicle

CarryTow: This unit can carry infantry and tow light guns

CarryVehicle: This unit can carry certain vehicles/guns

TowOnly: This unit can tow guns

Ridable: This unit is capable of being carried as a rider

Loadable: This unit is capable of being loaded

Towable: This unit is capable of being towed

Portage: This unit is capable of portaging

Foot: This unit is classified as infantry

Ski: This unit is capable of skiing

Motorcycle: This unit is motorcycle class unit

CanBicycle: This unit is capable of riding bicycles

CanMotorcycle: This unit is capable of riding motorcycles

CanHorse: This unit is capable of riding horses

CanDigIn: This unit is capable of creating an improved position

Amphibious: This unit is capable of crossing major rivers and deep water hexes

MineClearing: This unit is capable of clearing 1SP of a minefield per turn

LayFootBridge: This unit is capable of laying a hexside light bridge

LayMines: This unit is capable of laying a minefield

LayManyMines: This unit is capable of laying many minefields

Shovels: This unit has an improved chance of digging in

SetIED: This unit is capable of laying an IED.

Commando: Unit can scale cliff sides

SpecOps: This unit is capable of laying an IED

NightVision: This unit is capable of night vision (it can see 5 hexes at night)

Truck: This unit is classified as a truck

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

ArmoredCar: This unit is classified as an armoured car

Halftrack: This unit is classified as a halftrack

Tracked: This unit is classified as a fully tracked vehicle

HeavyGun: This unit is classified as a heavy gun for towing restrictions

Helicopter: This unit is classified as a helicopter

GunshipAmmo: This indicates a low ammo status to simulate shortage of munitions

ArtyAmmo: This unit utilizes the artillery ammo settings for shortages

Air: This unit is capable of air movement

Ship: This is a ship unit, but not capable of moving in shallow water

HighFlying: This conducts airstrikes in the High Flight Zone


.
LowFlying: This conducts airstrikes in the Low Flight Zone

You can exit the Unit Handbook by pressing the X in the lower right corner of the display or by pressing
“Esc” on the keyboard.

2.2.9 The Hot Spot

To “Hot Spot” a hex, simply left click one time inside that hex.
Note: To display a green outline around the Hot Spotted hex when
playing on a 3D map, uncheck “Hide 3D Hot” in the Options pop-
down menu; if playing on a 2D map view, the Hot Spotted hex is
always highlighted by a red square, or by what is chosen under
Options  Highlight Colors.

Pressing the Spacebar at any time will return the screen to the current “Hot Spot” hex.

NOTE: This will vary depending on which Options  Highlight Colour settings are used.

2.2.10 The Command Report

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

At the beginning of each turn, the program generates a “Command” if any of the following situations
apply:

Arrival of Reinforcements – An announcement is made if any reinforcements have arrived (See


Section 5.6).

Release of Fixed Units – An announcement of the release of any organization (or even a single
unit) that had previously been “fixed” (See Section 5.10).

Improved Position Construction – An announcement is made of the construction (and hex


location) of a just-completed Improved Position. Engineer infantry have an improved chance of
creating Improved Positions (See Section 5.23).

Clearing of Minefield or Blocked Hex – An announcement is made if Engineer units have


successfully cleared any Mined or Blocked hexes (See Section 5.19).

Number of Air Attacks – Lists the total number of Air Attacks available for that side during the
scenario (See Section 5.16).

Number of HQ’s Unable to Provide Supply – Lists the number of HQs unable to provide
supply during the current turn (See Section 8.0).

Number of Units Low on Ammo – A list of the number of units currently suffering from being
Low on Supply (See Section 8.0).

Undisrupted or Recovered Morale – Lists the number of units that became Undisrupted and/or
recovered Morale (compared to the total that were Disrupted or had lost one or more Morale
levels) and the units’ location (See Section 5.22).

Isolated – Lists the hexes where isolated units are located (See Section 5.26).

2.3 Battle Generator

Included in the game is the Battle Generator. The Battle Generator will create a randomly generated
scenarios based on few parameters that you set at the Battle Generator screen.

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The parameters that you can adjust are the year, month, area, weather, size of engagement, which
nationalities are involved, the engagement type and the type of map the battle will be fought on.

Year: You can choose any year between 1948 and 1985
Month: You can choose any of the twelve months
Area: You can choose between Desert and Mediterranean style terrain. Click on the lock icon to
lock in place the suggested Map Types for that area
Weather: The weather you set will determine the visibility
Size: You can choose between Battalion, Regiment, Brigade, Division or Corps
Nationalities: There are twelve nations included in Middle East that you can create a battle
between
Engagement Type: There are eleven different engagement types available to play.
Map Type: Depending on which Area is chosen, there are a variety of preset map styles that will
be available to play on. Pressing the down arrow will cycle through the map types available.

NOTE 1: Side A are the Pro-West flagged countries; Side B are the Pro-East flagged countries.

NOTE 2: Depending on the options chosen, it will take some time for the Battle Generator to create the scenario.

NOTE 3: Pressing the Lock button beside the Area will ensure that only terrain available in that map zone will be
available under the Map Type

Once the randomly generated battle scenario is created, it will ask you to choose a side and battle mode
and you will be able to play the scenario.

The files that are created are called Random#.org, Random#.map and Random#.scn. Each randomly
generated battle will have a unique number. I would recommend utilizing the included Organization, Map
and Scenario editors to tweak the randomly generated battles to be even more playable.

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You can find detailed explanations on how to use the editors in the following sections: Section 8.1 Map
Editor, Section 8.2 Organization Editor and Section 8.3 Scenario Editor.

CAVEAT 1: Not all organization types will be available in all years for Battle Generation. For example, Algerian
Battle Generator Organizations prior to 1965 will be limited to battalions.

CAVEAT 2: The Battle Generator will not populate the victory levels. It is recommended to open the random#.scn
file and populate the victory levels.

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3.0 Game Mechanics

3.1 Movement

3.1.1 What is Movement?

Movement in Middle East is moving a unit from one hex to another hex.

3.1.2 How do I Move?

There are two modes in the game, Move and Fire. By default, a turn begins in Move mode and is
represented by the button on the bottom left of the screen displaying three green arrows and part of a tank
silhouette. When depressed, the button changes to Fire mode and displays a bright red crosshairs over a
vehicle icon. Alternatively, you can press and hold the CTRL key on the keyboard to toggle between the
two modes. Your on-map cursor will change at the same time. When in Fire mode, the cursor will look
like a circled plus sign, similar to the crosshairs of a gun sight.

You must be in Move mode in order to move.

To move, select the unit you want to move, then right-click on any hex to move towards that hex. For
long distance moves, the unit will generally try to take the path of least resistance. While this is
acceptable when operating behind your lines, it is not a wise practice when opposing units are around. It
is better to advance a few hexes at a time to ensure you are following the path you wish to travel.

At the start of each turn, most units have 100 Action Points to spend on either movement or attacking or
both. The amount of Action Points required to attack is determined by the Fire Cost, which is displayed
in the Unit Info Box. The amount of Action Points required to move varies on the unit type, the ground
conditions and the hex type. Movement costs for various terrain for each unit can be determined by
pressing F2. Regardless of the Action Point cost of a hex, a unit can always move one hex during its turn.
The most Action Point cost of any one hex entered is 65 Action Points, regardless of the combination of
hex-side or in-hex terrain. As long as a unit has 65 Action Points remaining, it can enter an adjacent hex.
The exception is it is trying to enter a hex that the unit cannot enter. For example, a vehicular unit
attempting to enter a non-frozen swamp or marsh will not be able to.

The maps in Middle East feature several different types of roads, each of which has a different
movement cost to enter a hex along that road. The road types are:

Paved: These are hard-surfaced, improved roads and


provide a good surface in all weather conditions.

Unpaved: These are a packed-dirt surface. In muddy


terrain, these roads prove to be slow going.

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Paths: These are narrow foot or cart paths, too narrow


for most wheeled vehicles to benefit from.

You may notice road networks that combine two or more of the above road types along the same road. These
indicate a substandard or unmaintained road.

Railroad: These represent railroad tracks, sometimes


found elevated above the surrounding terrain. It is a
very bumpy ride for vehicles but does provide a
faster route to travel when passing through forests or
rough terrain.

All units capable of moving can benefit from using roads, but there is a limit to how many units can
travel along a road in any given hex. Two or more (non-leader) units of >12 Strength Points stacked in a
hex negate any road in that hex and will use the non-road cost to enter the hex.

For example, two 6-Strength Point Truck platoons can travel along a road from one to another, gaining
the road movement cost. Two 6-Strength Point Truck platoons and one 2-Strength Point jeep section
traveling together exceeds 12 Strength Points and cannot use the road movement cost. Leaders or
passengers are not included in the Strength Point total, but wrecks do.

Along the roads, you will find three different types of hexside bridges in the game: Light, Medium and
Heavy. In addition to these, a water hex can be spanned by a full-hex bridge, which is always considered
Heavy for movement purposes. Most vehicles cannot cross a light hexside bridge as they are designed to
represent foot bridges. You can see the bridge crossing limitations of any unit by pressing F2 and looking
under the Unit Capabilities in the Unit Handbook (See Section 2.2.8)

By selecting a unit and pressing H on the keyboard,


you will highlight all the hexes the unit can reach
during the current movement phase based on the
number of Action Points the unit has remaining. The
display also takes into account the effects of using
Double Time and if the unit is marked as Save AP’s
for Firing and/or Save AP’s for Unloading. The
Reachable Hexes display updates automatically as the
unit moves.

All Infantry or Cavalry platoons and manhandled


heavy weapons, denoted with a “charging soldier”
icon displayed in the icon bar, have the ability to use
Double Time movement. Double Time movement
allows the unit to only expend three-fourths of the
normal Action Points to enter a hex. To conduct

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Double Time movement, select the unit and press the “Double Time” tool button at the bottom of the
screen. Once a unit has been flagged, it cannot be undone. A unit that conducts Double Time movement
will be considered fatigued and an “F” icon will appear in the Unit Info Box icon bar, unless the
Adaptive A/I is in effect, in which case it is likely but not guaranteed to become fatigued.

You cannot move opposing units.

3.1.3 How do I Move Helicopters?

There are four different Flight Zones that helicopters may operate in, each Flight Zone having advantages
and disadvantages for helicopters.

The four Flight Zones are:

Ground (G): The helicopter has landed and is on the same plane as
every other ground unit. When in this Flight Zone, the helicopter
cannot move and is susceptible to weapon fire from all units. It is
necessary to be in this Flight Zone to Load and Unload units from
helicopters.

Nap of the Earth (N): The helicopter is flying close to the ground,
less than 25 metres. As the helicopters are flying so close to objects
on the landscape, they fly at a third of their normal flight speed.
Helicopters flying in this Flight Zone are susceptible to a wide
variety of anti-aircraft and small arms fire.

Low Altitude (L): The helicopter is flying at Low Altitude. As the


helicopters are flying low, they are aware of their surroundings and
fly at half of their normal flight speed. Helicopters flying in this
Flight Zone are susceptible to a wide variety of anti-aircraft, surface-
to-air missiles and small arms fire.

High Altitude (H): The helicopter is flying at High Altitude. The


helicopter can fly at full flight speed at this altitude, but is susceptible
to anti-aircraft and surface-to-air missiles, although will fly above
most other threats.

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To move between the Flight Zones, one can press the Page Up (PgUp) button the keyboard, or the Up or
Down Arrows on the game screen Tool Bar. One can only move between one Flight Zone, either up or
down, per hex. To move between a series of Flight Zones requires you to move to an adjacent hex to
move to the next Flight Zone. Alternatively, you can use the menu option Units  Climb/Descend.

For detailed instructions on how to move helicopters, please refer to Bootcamp Two (Section 4.2.1)

3.1.4 How do I Transport Units?

There are several different types of transport units available in Middle East; including wagons, horses,
trucks, artillery tractors, halftracks, armoured personnel carriers, helicopters, motorcycles, bicycles,
landing craft, boats, rafts and even some type of tanks and assault guns.

You can determine the carrying capabilities of any unit by pressing F2 and looking under the Unit
Capabilities in the Unit Handbook (See Section 2.2.8)

Any unit capable of carrying a passenger has the outline of a large helmet in yellow located in the
lower right portion of the Unit Info Box. If a unit is currently carrying a passenger the large, full-
colour helmet is filled in. To display what is being carried by any unit displaying the full-colour
helmet, right-click on the Unit Info Box.

To load a unit onto any type of empty transport, the transport unit must be in the
same hex as the unit you want to load and the unit must have the requisite number
of Strength Points to carry its potential passenger. Both must have the requisite
number of Action Points to load. Select both units, by either double-clicking on the
hex or selecting the units from Unit List Display, then click on the load/unload
button on the bottom of the screen. Alternatively, you can press CTRL + L after
both units are selected.

NOTE: Ensure your mouse cursor is not over the selected hex, preferably an empty hex.
This will rectify any issues pertaining to the CTRL key (also fire mode) being activated

To unload a unit simply select the desired unit and click on the load/unload button
or press CTRL + L. Boats, ships and junks can only unload in shallow water,
swamp or marsh hexes. Helicopters may not unload in dense trees or jungle or in
opposing force occupied hexes. It generally costs 25 Action Points for infantry
units to unload from most transport types and between 50 or 100 Action Points for
heavy weapons and artillery to unload from their transport.

Certain vehicles can tow guns but cannot carry infantry. Most armies in Middle
East have three general truck types; light, medium and heavy trucks. Light trucks require 1-Strength
Point to carry 1-Strength Point of infantry but medium and heavy trucks can carry 2-Strength Points of
infantry per Strength Point of trucks. For example, a 3-Strength Point GAZ-66 trucks can carry a 6-
Strength Point Rifle Platoon, representing one truck per squad.

Most medium and heavy tanks and assault guns have the ability to carry infantry riders, but cannot tow
guns. Tanks and other armoured vehicles that are allowed to carry riders can transport double their
amount of Strength Points, like the medium and heavy trucks mentioned above. When carrying infantry,
these vehicles cannot fire.

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3.1.5 How do I use Organizational Movement?

Middle East features two types of Organizational Movement, whereby you can quickly move all the as-
yet-unmoved units of an organization. Both types of Organizational Movement require that the Highlight
Organization button is on, thus highlighting all the units that belong to the same organization as the
currently selected unit which is achieved by pressing Z.

Column Movement can be conducting


by selecting a unit and while
depressing the ALT key, right-click in
a hex you wish the unit to move
towards. All of the units of that unit’s
organization will move towards the
selected hex. This type of movement is
especially helpful when you have a
number of units of the same
organization travelling along a road. If
so, pick the lead unit of the column to
move, hold the ALT key and right-click on a hex further up the road. The column will move along the
road accordingly.

Echelon Movement can be conducting by selecting a unit and while depressing the SHIFT key, right-
click in a hex you wish the unit to move towards. All of the units of that unit’s organization will move in
the same general direction and distance as the selected hex. This is a type of movement that is especially
helpful when advancing across a broad front; for example, in a desert battle where there is ample open
terrain.

3.1.6 What are Fixed Units?

A unit that is fixed shows a red circular icon displaying a white F in the
top of the Unit Info Box icon bar. These units are fixed in place,
typically for historical or scenario balance purposes, leaving the unit
unable to move until it is either attacked or released. An attack includes
either Direct or Indirect Fire.

You can check the Release Dialog by selecting Reinforce  Releases


from the top menu or by pressing the X key on your keyboard. The
Release Dialog lists each organization or unit that is scheduled to be
released during the scenario. Not all fixed units will be released during
the course of a scenario, depending on the scenario designer’s intent.

The Release Dialog line might display: “5 (50%) Egyptian 2nd Infantry Battalion”. This indicates that the
Egyptian 2nd Infantry Battalion has a 50% chance of being released, starting on turn 5. To highlight the
units of the 2nd Infantry Battalion on the map, you can left click on its listing in the Release Dialog.
Unless the release chance is 100%, the program will perform a percentile (1-100) die roll, beginning on
the turn listed and at the beginning of each subsequent friendly turn until the unit is released. A die roll
equal to or less than that unit’s release chance results in that organization being released. If the Optional
Rule for Extreme Fog of War is on, the percent chance of release is hidden.

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3.1.7 How does Combat affect Movement?

Movement can be affected by Combat in primarily three ways; Fatigue, Disruption and Wrecks.

Fatigue: A unit that starts a turn fatigued (an “F” icon is displayed at the top
of the icon bar) may not use Double Time during the current turn.

Disruption: A Disrupted unit (a “D” icon is displayed at the top of the icon
bar) suffers a movement penalty of requiring double the Action Points
required to move, to a maximum of 65 Action Points. The Disrupted unit
may not use Double Time nor may the Disrupted unit advance towards the
closest opposing unit. In the case of the Disrupted unit being surrounded,
even at a distance, the unit may not be able to move at all.

Wrecks: Wrecks are created on the map by the destruction of hard target
vehicles. One wreck is created for each Strength Point
destroyed. Each wreck along a road will count towards the
total 12-Strength Point maximum that allows road
movement. A road hex containing 12 wrecks will
automatically remove any road movement benefits. A hex containing 18
wrecks is considered impassable to all other units.

3.1.8 What are the highlights?

Highlights to consider about Movement:

1. Not all units can move. Most artillery pieces cannot move, but can be transported. Units such as
special buildings may not be moved or transported.
2. All units move at a different cost along different terrain. Select the unit and press F2 to determine
the Action Points required to move through any terrain type.
3. Ground conditions will affect movement. Wet ground will slow down off-road movement
significantly
4. When covering long distances, it is best to advance a few hexes at a time to remain on the desired
path.
5. Only amphibious units may cross deeper water, canals or hex side rivers.
6. Helicopters can cross all terrain.
7. You cannot move opposing units.

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3.1.9 Frequently Asked Questions - Movement

Question – Why can’t my vehicular unit move up a hill?

Answer – Vehicular units may not cross an elevation change greater than 50 metres. You can determine
the elevation between two hexes by, in the Unit List (toggle the U key if necessary), looking at the
elevation information provided when selecting each hex. Better, use the Display  Map Elevations (. Or
ALT + 2) toggle to show elevations directly on the map.

Question – Why can’t I cross a bridge?

Answer One – The bridge may be destroyed. Changing the map view to 2D (the 5 key on the keyboard),
if the bridge has a red, starred ring around it, the bridge has been destroyed and you are unable to cross.

Answer Two – You can only cross a bridge with no more than 12-Strength Points at a time. When trying
to cross a full-hex bridge with wrecks on it, you must cross a bridge with less than 12 Strength Points,
depending on how many wrecks are on the bridge. Otherwise, an error will display saying you are unable
to cross. If a bridge has three wrecks on it, then you can only cross 9-Strength Points at a time.

Answer Three – Your unit may be too heavy for the bridge type you are trying to cross. You can verify
the maximum bridge type that the unit can cross by selecting it and pressing F2.

Question – Why can’t my helicopter move across a minefield?

Answer – Helicopters can move across minefields, but require you to right-click on the minefield to
travel over it.

Question – Why can’t I cross a ditch?

Answer – Ditches are designed in the game to be anti-tank ditches. Vehicles cannot cross anti-tank
ditches, troops that can move by foot can. You can build a bridge across a ditch so your vehicles can
cross.

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3.2 Combat

3.2.1 What is Combat?

Combat in Middle East is when a unit attacks an opposing unit


using direct or indirect fire or when a unit assaults an opposing
unit.

3.2.2 How do I Attack?

There are two modes in the game, Move and Fire. By default, a turn begins in Move Mode and is
represented by the button on the bottom left of the screen displaying a green arrow. When depressed, the
button changes to Fire Mode and displays a multiple arrow attack symbol. Alternatively, you can press
and hold the CTRL key on the keyboard to toggle between the two modes. The on-map cursor will
change at the same time. When in Fire Mode, the cursor will look like a circled plus sign, similar to the
crosshairs of a gun sight.

NOTE: Sometimes the CTRL key toggle won’t work as expected. In that event, toggle the Move/Fire Mode Button
on the Tool Bar (the left-most button) or move the mouse cursor to an empty hex

You must be in Fire Mode in order to conduct an attack.

At the start of each turn, most units have 100 Action Points to spend on either movement or attacking or
both. The amount of Action Points required to attack is determined by the Fire Cost, which is displayed
in the Unit Info Box. Depending on the unit type, it may be able to fire multiple times at opposing forces.

The basic way to attack an opposing unit is to:

1. Select your attacking unit by clicking on its 3D icon (if playing on a 3D map) or its Unit Info
Box once.
2. Ensure Fire Mode is active
3. Move your cursor over the target you wish to attack (the attack strength versus hard/soft targets
is displayed)
4. Right click on the opposing unit in your Line of Sight you wish to attack

The resulting attack will be calculated using the Combat Results Table found below in Section 3.2.9.

Line of Sight is required to attack a unit directly, using Direct Fire. Line of Sight can be affected by
many elements; Visible Distance, elevation changes, smoke, other units, wrecks and the terrain inside a
hex.

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Visible Distance: Each scenario has a Visible Distance associated with it that limits the visibility
from a minimum of 1 hex to a maximum of 20 hexes. Each hex is 250 metres across, which
would allow up to 5,000 metres of visibility. A scenario’s visibility limits can be found by
displaying the Scenario Information screen. The visibility may change during the course of a
scenario, as it is set by the scenario designer.

Elevation Changes: Elevation changes on the maps may block Line of Sight

Smoke: If Smoke is present between the attacker and the target, Smoke will block Line of Sight.
A unit in a Smoke hex can still attack or be attacked but at half Attack Strength. Smoke can be
fired by indirect fire and engineer units.

Other Units: If a hex contains 13 or more Strength Points (not including Leaders and
transported units) of non-wreck units, it is considered to have enough units therein to sufficiently
block Line of Sight through it.

Wrecks: If a hex contains 6 or more Strength Points of wrecks it has enough wrecks to block
Line of Sight through it. Fewer wrecks are required due to the smoke produced from wrecks.

Terrain: Depending on the height of the terrain type, Line of Sight may be blocked

When playing with Fog of War on, a calculation is performed at the beginning of each turn to determine
which opposing units are in your Line of Sight. Every unit in Middle East has a concealment value
depending on its overall size and every terrain type has a concealment value depending on how well one
can hide in it.

The formula for determining Line of Sight for vehicle units is:

Unit Concealment + Unit Strength Points + Terrain Concealment – Modified Range/2 [FRD]

The formula for determining Line of Sight for infantry units is:

Unit Concealment + Unit Strength Points/2[FRD] + Terrain Concealment – Modified Range/2 [FRD]

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FRD means Fractions are Rounded Down.

Modified Range is the range to the target unit with any hex-side concealment features added to a
maximum of 8.

When you move your cursor over the target you wish to attack and the hard/soft target attack strengths do
not display, the target is not in range of your attacking unit. You can quickly determine if a target is
within range by pressing the Hard/Soft Attack button at the bottom of the screen, or by pressing the G
(range) Hot Key, while having the unit selected. Pressing the button will display two rings, a red for Hard
Targets and blue for Soft Targets, which indicate the maximum distance the unit can shoot. If the ranges
for Hard and Soft Targets are the same, the Hard Target ring will be displayed.

As a general rule, the further a target is away from your attacking unit, the more difficult it will be to hit
and cause significant damage. This is reflected in the attack strength dropping off as the distance is
increased.

3.2.3 What is Indirect Fire?

While most units can conduct Direct Fire at opposing forces,


some units are also capable of Indirect Fire. Indirect Fire units
are capable of firing at opposing units that are out of Line of
Sight. Typically these units are artillery, mortars and rocket
firing.

Pressing the Artillery button to the bottom left of the screen will
open the Artillery Dialog which will allow you to set Indirect
Artillery Fire. The artillery units listed in black are available to
be fired during the current turn, while artillery units listed in
grey are unavailable. Artillery units with an asterisk preceding
their name is artillery located off-map. These units cannot be
attacked or moved, being only available in the Artillery Dialog.

To plot an Indirect Fire mission, highlight the artillery unit in the Artillery Dialog, roam the cursor over

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the map to the desired target hex and right click upon it. Note that
targets that are within range of the artillery unit are highlighted in red.
The hex will be marked with a crosshair icon to identify which location
has been targeted.

Once plotted, an artillery mission cannot be recalled.

The primary difference between Indirect Fire and Direct Fire is that Direct Fire impacts individual targets
while Indirect Fire will attack all units in the targeted hex. Indirect Fire will conduct attacks against the
defending units using the following formula:

(Artillery Attack Strength * Defender Strength Points) /6 = Indirect Fire


Attack Strength

This calculation will apply the Indirect Fire Attack Strength against the defending
units proportional to their Strength Points.

For a detailed explanation of artillery and tactics using artillery, see Section 3.4 Artillery.

3.2.4 What is an Assault and Extreme Assault?

An Assault is defined in Middle East as attempting to occupy a hex by force from a hex that is occupied
by the enemy. In order to attempt an assault, the assaulting unit(s) must be adjacent to the target hex,
have 20 Action Points plus the Action Points required to enter the target hex, an Assault value greater
than 0, be undisrupted and in Move Mode. The assaulting unit may assault as often as it can as long as
enough Action Points remain.

In addition, there are a number of general rules pertaining to assaults:

1. The assaulting unit must be normally allowed to enter the target hex.
2. Each Assault will also trigger a Counter-Assault by all defending units (including Disrupted)
3. A Disrupted unit in the target hex has its Defence Value halved (Fractions Rounded Down)
4. A Disrupted unit in the target hex has its Assault Value halved when Counter-Assaulting
5. A Fatigued assaulting unit will have its Assault Value halved (Fractions Rounded Down)
6. A Fatigued defending unit will have its Defence Value halved (Fractions Rounded Down)
7. An assaulting unit that is Low-on-Supply will have its Assault Value reduced by 25%
(Fractions Rounded Down)
8. All vehicles cannot assault Pillboxes, but can assault Bunkers
9. Each vehicle participating in the assault has its Assault Value modified by the Terrain
Modifier of the target hex.
10. Armoured vehicles have their Assault Value halved when assaulting into a village, town or
city hex.
11. Passengers of an armoured carrier have their Assault Value halved and added to the Assault
Value of the armoured carrier.
12. The assaulting units’ Assault Value is increased in the presence of the units’ Leader.
13. Mounted Cavalry can assault at 3 x the Assault Value of the rider, but cannot assault Hard
Targets or targets in building type terrain (villages, towns, cities, special buildings, bunkers,
pillboxes or factories)
14. There are no Facing Effects in an Assault.
15. Smoke has no effect on an Assault.

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To conduct an Assault, select the assaulting unit and


right-click into the adjacent target hex when in
Move Mode. The Assault Icon will appear over the
target hex and a dialog will appear revealing the
Assault Odds. The numbers displayed in the Assault
Odds are after all modifications from the list
provided above are calculated and show the units’
attack and defence when being counter-assaulted.

You can cancel an Assault by choosing Assault 


Cancel Assault from the top menu or by choosing a new Assault location.

Extreme Assault is an Optional Rule and works under the same rules, but
has a significant additional element factored into the equation, primarily
the Morale of the unit. All of the Morales are summed, with a -3 penalty
for Disrupted defenders, and averaged based on the number of units
defending the target hex. After the Combat elements of the Assault have
been calculated, a second die roll is performed and compared to an
internal Assault Combat Results Table. If the Attacker wins the die roll,
the defender’s Morale suffer a -5 Penalty. If the defender’s win, the
defender’s Morale is increased by 3. A Morale Check is performed
based on the defender’s modified Morale and the assault is successful if
the defender fails the Morale Check and at least one of the assaulting
unit(s) remains undisrupted. Otherwise, the defending wins and remains in the target hex.

The internal Assault Combat Results Table also allows any assault scenario a 15% chance of success and
the defender a 10% chance of remaining in position. Of course, this is negated if the defender does not
pass the final Morale Check.

All of the Middle East scenarios were designed with the intended use of Extreme Assault.

For additional information on how and when to Assault, see Section 5.1

3.2.5 What is Opportunity Fire?

Units that have enough Action Points to fire remaining at the end of a turn have a chance to conduct
Opportunity Fire during the opponent’s turn. Opportunity Fire can be triggered by an opposing unit as it
either moves or fires. During your turn, you can automatically have a unit save enough Action Points to
conduct Opportunity Fire by pressing the ‘Save AP’s for Firing’ button at the bottom of the screen. When
‘Save AP’s for Firing’ is activated for a unit, a small filled bullet will appear at the top left of the Unit
Info Box.

You can limit what type of opposing unit it fires at and how far away a unit conducts Opportunity Fire
either Globally or Individually. Global Opportunity Fire will affect all units while Individual Opportunity
Fire will only affect the selected unit. Individual Opportunity Fire settings will always override Global
Opportunity Fire settings.

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Without having a unit selected, pressing CTRL+P will open the Global Opportunity Fire Dialog. You
will see the Firing Unit types available on the left and the Target Unit Types available along the top. The
rest of the dialog displays firing ranges broken down into the following classes: N (Never), S (Short –
33% of the units’ maximum range), M (Medium – 66% of the units’ maximum range) and L (Long –
100% of the units’ maximum range).

Firing Units: “Hard Vehicles” includes any vehicle that has a red defence number; tanks, halftracks, self-
propelled artillery, etc. “AT and Heavy AA” includes all anti-tank and anti-aircraft units over 40mm.
“AAA Guns” includes all light anti-aircraft weapons. “Other Firing Units” comprises of everything else;
trucks, infantry, headquarters, etc. “Hard Targets” include any vehicle that has a red defence number, as
described previously. “Soft Vehicles” include all soft skin vehicles. “Helicopters” include all helicopters
and certain On-map Aircraft. “Other Targets” comprises of everything else, as described previously.

Unless the Adaptive A/I Optional Rule is in effect, by default, most Global Opportunity Fire settings are
typically set to Long, unless the scenario designer has set up the Opportunity Fire settings for their
scenario. If the Adaptive A/I is in effect, Global Opportunity Fire is set, for all units, to reasonably good
default values. By choosing any of the radio buttons beside the Firing Unit type will set the range for it.
You can only choose one range per Firing Type when selecting Globally.

To set the Opportunity Fire for any unit on the map, select the unit and then press CTRL+P or by
pressing the OP FIRE button on the Tool Bar. This will open up the Opportunity Fire Dialog but it will
only allow you to choose the range depending on the Firing Unit type of the selected unit. You can set
the Opportunity Fire for every friendly unit and change the setting for each unit on a per turn basis. It is
recommended to take the time to set Individual Opportunity Fire for every unit in the scenario and to mix
up the results for different types to leave your opponent wondering and perform cautiously.

NOTE: Ensure your mouse cursor is not over the selected hex, preferably an empty hex. This will rectify any issues
pertaining to the CTRL key (also fire mode) being activated

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3.2.6 How does Night Combat Function?

Night attacks were used with increased frequency as the years progressed, from the fighting in Palestine
for Israeli independence to the struggle in Lebanon in 1982. Fighting at night offers masking for
infiltration, ambush and mass assaults.

During Night scenarios the following effects are present:

Map: The map is displayed with a darkened landscape. Hexes out of Line of Sight or not reachable are
displayed with a dark bluish tint overlay. Alternatively, you can utilize the Options  Hex Highlight
variants.

Movement: Non-foot movement costs are doubled during a Night scenario, even in illuminated areas.
There is no effect for foot-type units.

Combat: An attack into a hex within night visibility range (normally one or two hexes, but also includes
illuminated hexes) is performed at full firepower. An attack into a Gun Flash hex is performed at halved
firepower (Fractions Rounded Up) as the attacker is considered to be firing at the Gun Flash, not a
specific target in the hex.

Gun Flashes: A unit that would be in opposing Line of Sight in a


daytime scenario fires from a non-illuminated hex, the hex is
marked with a Gun Flash. The Gun Flash is
automatically removed at the end of the Player Turn
after the turn in which it appeared. The presence of a
Gun Flash allows the opponent to fire at the hex, which is resolved at half firepower
(Fractions Rounded Up) if the hex is non-illuminated and is two or more hexes from the
attacker. Units can target Gun Flash marked hexes up to 6 hexes away, although they cannot target
individual targets in the hex.

Illuminated Hex: An Illuminated Hex is one affected by Flare’s or that has six or more wrecks. Attacks
into an Illuminated Hex are not affected by Night Combat Rules.

Night Vision: Certain vehicles are equipped with Night Vision equipment. This allows those units to
target units up to five hexes away, regardless of the night visibility set in the scenario.

Flares: In some night scenarios, Flares may be available to one or both


sides. If available, they will be listed blow in the Unit Display below
Smoke or in the Status Bar at the bottom of the screen. The Flare will
illuminate its hex and the adjacent six hexes. Any unit with an assault
value greater than 0 and at least 20 Action Points remaining can attempt
to fire a Flare. You can fire a Flare by selecting a unit, depress ALT +
SHIFT and right click on the target hex while in Fire Mode. Each attempt has a 40% chance of success,
unless the unit is accompanied by the units Leader. If a Leader is present, the based chance is increased
by a number 5 times the Leaders Command Rating. If the Flare attack is successful,
there is a 40% chance it will land in the target hex; otherwise it will land in one of the
bounding six hexes. The range a unit can fire a Flare is two hexes, unless being fired
from an indirect fire unit, in which case it equals half of the units maximum range
(Fractions Rounded Up).

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Keeping these effects in mind, Night Combat requires different tactics to play. The most important
elements to consider are; combat suffers penalties unless firing into Illuminated Hexes, the use of
Opportunity Fire should be reconsidered due to the combat penalties, non-foot movement is penalized
and Flares are limited and should be used sparingly.

3.2.7 How do Leaders affect Combat?

Due to their limited presence, consider any Leader on the map a “special” personality. To locate the units
that are subordinate to a Leader, select the Leader and press the “Highlight Organization” Tool button; all
subordinate units will be highlighted.

The higher the Command and Leadership ratings are of a Leader, the more valuable that Leader is. These
values are displayed in the Leaders Unit Info Box when he is selected.

Leaders can provide subordinate units two different benefits that relate to combat; a Morale increase and
an increase in Attack Strength.

A Leader will modify the morale of each subordinate unit that


occupies the same hex. This will be noted by the unit’s morale
being red in the Unit Info Box. The morale of the unit will be
equal to the morale of the Leader if the Leader’s morale is
higher than the unit’s. If the Leader’s morale value is less than
or equal to the unit’s, the unit’s morale is increased by 1. Since a Leader
modifies the morale of each unit under his command in the hex, the chance the unit regaining morale or
losing Disruption is increased, as these are based on passing Morale Checks.

A Leader in the same hex as a subordinate unit will automatically modify the Attack Strength of the
attacking unit equal to his Command Rating, provided the Leader has enough Action Points greater than
or equal to the Fire Cost of the subordinate unit. If more than one Leader is present, only the Leader with
the highest command rating will participate in the attack.

A Leader cannot be singled out as the target of an attack unless he is alone in a hex. Therefore, it is
advisable to keep your Leader’s stacked with friendly units. Each time a hex containing a Leader is
attacked, there is a 2% chance he will become a casualty. Each time a hex containing only a Leader, there
is a 5% chance he will become a casualty.

3.2.8 Combat Formula

The basic method in which a Direct Fire or Indirect Fire attack is calculated is as follows:

(Modified Attack Strength) versus (Modified Defensive Strength)

The Attack versus Defence comparison determines the row of the Combat Results Table where the attack
will be resolved.

The Modified Attack Strength is calculated by:

(Attack Strengthª* + C) x (Terrain/Fortification Modifier° of the defender’s hex)

ª: The Attack Strength is the Hard or Soft Attack Strength listed when the fire-mode cursor

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moves over the target hex or the 3D icon. This number will vary depending on the range to the
target.

*: halved if the attacking unit is Fatigued, Disrupted or firing out of or into Smoke (for each
occurrence, Fractions Rounded Down to a minimum of 1).

C: Command Rating of the Commanding Leader in the same hex that has greater than or equal to
the Action Point Fire Cost of the firing unit.

°: Certain terrain and fortification types will modify (increase or decrease) the Attack Strength of
units that fire at targets in that terrain type. The modifiers are:

Full Hex

Water: 1.0 Shallow Water: 1.0 Super Canal: 1.0


Marsh: 0.95 Swamp: 0.8 Rice Paddy (Dry) 0.9
Flooded Paddy: 0.9 Open: 1.0 Field: 1.0
Soft Sand: 0.9 Scrub: 1.0 Hamada: 1.0
Wadi: 0.8 Cactus Patch: 1.0 Vineyard: 1.0
Orchard: 0.9 Forest: 0.8 Palms: 0.95
Light Jungle: 0.7 Dense Jungle: 0.6 Canal: 1.0
Village: 0.7 Suburb: 0.7 City: 0.6
Industrial: 0.5 Special Building: 0.6

Uphill/Downhill: 0.9

Hexside

Hedge: 0.9 Embankment: 0.8 Low Stone Wall: 0.8


Bocage: 0.65 Dunes: 0.8 Ditch: 0.8
Crest: 0.8

Special

Improved Position: 0.75 Trench: 0.56 Bunker/Pillbox: 0.75*

* Adds 10 or 20 to the Defence strength of each occupant

The Modified Defence Strength is calculated by:

(Defence Value of Defender) + (Fortification Bonus°)

°: Bunkers add a bonus of 10, Pillboxes add a bonus of 20

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3.2.9 Combat Results Table and Damage Results

The Combat Results Table is used to determine the outcome of an attack. When a unit attacks, the
program actually conducts a number of attacks equal to the attacking unit’s Strength Points. The number
of Strength Points is halved (fractions rounded down, to a minimum of 1) if the attacking unit is low on
supply. The program takes each individual result and determines the net result versus the defender.

A B C D E F G
1 6 0 0 0 0 0
1 5 0 0 0 0 5
1 4 0 0 0 5 5
1 3 0 0 0 5 10
1 2 0 0 5 10 10
2 3 0 0 5 10 25
1 1 0 0 10 15 25
3 2 0 0 10 20 25
2 1 0 0 10 25 25
3 1 0 5 15 25 25
4 1 0 5 20 30 30
5 1 0 10 30 35 25
10 1 5 25 25 25 15
15 1 20 25 40 10 5
20 1 30 45 25 0 0
25 1 50 45 5 0 0
30 1 75 20 5 0 0

Column A: net attack strength


Column B: net defence strength
Column C: % chance of inflicting a loss of 3 Strength Points
Column D: % chance of inflicting a loss of 2 Strength Points
Column E: % chance of inflicting a loss of 1 Strength Point
Column F: % chance of causing a Disruption
Column G: % chance of causing a Morale Check

The Attack-vs-Defence strengths between those listed above are calculated individually by the program
on a pro-rated basis, based on the result probabilities of the two Combat Results Table lines the attack
falls between.

By default, the Damage Report details are not displayed as attacks are resolved. You can change the level
of detail displayed by choosing Options  Details  Medium Details. When Medium Details is chosen,
the results of the attack are displayed.

They are:

No Effect: There is no effect on the intended target from the attack.

Retreat: If the unit fails a Morale Check, the unit Retreats out of the hex. Unless the unit is in a

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Pillbox or Bunker, then the unit will become disrupted instead. A unit cannot retreat takes an
additional Strength Point loss.

Disrupted: The unit becomes Disrupted from the


attack and its Attack Strength and Assault
capabilities are halved and the unit cannot move
closer to the nearest opposing unit. While unable to
conduct an assault when disrupted, it can Counter-
Assault. All Action Points for movement are doubled
when a unit is Disrupted.

Reduced by #: The target unit has lost one or more


Strength Points from the attack. If the unit is reduced to 0, it is eliminated. When a unit loses a
Strength Point, it is subject to a Morale Loss.

Eliminated: The unit has been eliminated if unit has lost all of its Strength Points in the attack.
The unit will be removed from the map when eliminated.

Morale Loss: Each time a unit loses Strength Points; there is a 35% chance that its current
morale will be reduced by one.

If you would like further details, you should select Options  Details... With High Details active you
must manually close the Damage Report, either by clicking on the X window control, or by pressing the
Esc key. These are considered High Details and will provide you information about the firing target, the
total attack and defence strength, the odds of success and the damage results. With High Details active,
and with Options  Details  Persistent selected, you must manually close the Damage Report.

3.2.10 What is Morale and Combat Experience?

Morale is the willingness of the unit to perform the duties required of them, particularly in combat. In
Middle East, Morale is a numerical value based on a number of factors; such as, unit cohesion,
determination, willingness to fight, sense of purpose, weapons, leadership, training, abilities, etc.

Morale can range from 1 to 10. A unit with a Morale of 10 is considered


to have a very high Morale, on the verge of fanatical, while a unit with a
Morale of 1 is considered to have very low Morale, who will not stand
and fight for very long, especially if the unit comes under sustained fire.
If Morale is reduced to 0 during Combat, the unit is eliminated from
play, regardless of how many Strength Points are left in the unit. One
can assume the unit has broken under fire and scattered.

Morale is an essential component for determining how well a unit will


stand up against an Assault when playing with the optional Extreme Assault rule. The higher the Morale,
the more likely the unit will hold its current position. If the unit experiences a number of Direct Fire hits
which causes the unit to suffer Morale losses, the unit may be ejected from its hex or eliminated from
Combat.

In Middle East, Morale differs from Combat Experience. Combat Experience is presently designed for
infantry units, which is handled through the use of different platoon abilities and is classified as Class A,
Class B or Class C. In game, Class C units are denoted with a (C) after the platoon name and Class A

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units are denoted with a (A).

Class A (A) units have the following improved abilities over Class B units:

1. Increased Assault Value


2. Increased Defence Value
3. Increased Soft Target Attack Values
4. Increased Hard Target Attack Values
5. Reduced Action Points required to conduct Direct Fire (typically 3 times per turn)
6. Reduced Action Points required to Load and/or Unload
7. Increased Victory Point Values per Strength Point (typically +1)

The rationale behind these changes is that a Class A unit is considered to have; combat experience
allowing the unit to have the ability to remain calm under fire, the ability to put more shots on target and
more accurately, experience in destroying or disabling armoured vehicles, effectively use terrain to aid in
defence and can deal better with combat stress.

Class C (C) units have the following reduced abilities over Class B units:

1. Decreased Assault Value


2. Decreased Defence Value
3. Decreased Soft Target Attack Values
4. Decreased Hard Target Attack Values
5. Increased Action Points required to conduct Direct Fire
6. Increased Action Points required to Load and/or Unload

The rationale behind these changes is that a Class C unit is considered to have; no combat experience
with little to no training, will have difficulty focusing their attention under extreme stress, have not yet
learned to identify and respond to true threats, unfamiliar with how to use terrain effectively, will
typically fire at the opposing units uncontrollably while many be under duress and not fire at all and will
typically suffer more combat exhaustion casualties.

Class B units are considered to have little-to-no combat experience but have adequate training to be able
to perform satisfactorily in combat conditions.

3.2.11 How do I Defend?


Reading through the Sections above provides a number of excellent hints on how to defend against an
aggressive attacker. A few of the important lessons are:

1. Location, Location, Location: It is important to choose the terrain that will provide the most
benefits to your defence. The proper terrain will offer your troops greater chances of reducing
casualties and passing Morale Checks when engaged in Combat
2. Build Improved Positions if you have time
3. Know your units and their capabilities. Choose units that will provide you the maximum
defensive benefits and will hold out the longest
4. Keep your leaders close to help recover Morale and improve hit chances when attacking and
Counter-Assaulting
5. Coordinate your defensive position with other positions;
allowing the various positions to support each other if one is
attacked
6. Counter-attack where possible; this may throw off your

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attacker’s ability to recover and focus on their goals

For additional information on how and when to Assault, see Section 5.2.

3.2.12 What are the highlights?

Highlights to consider about Combat:

1. Not all units can attack but all units can defend against an attack
2. Most units can attack soft and hard units. To determine the strength and range of attacks, press
F2 and left click on the R
3. Range is important to consider when deciding to attack; the closer an opposing unit is, the more
likely you will cause a desired effect
4. Terrain has a direct impact on attack and defensive values
5. When available, use better classed units for attacking and defending key positions, leaving the
lower classed units for secondary tasks

3.2.13 Frequently Asked Questions - Combat

Question – Why can’t my unit assault?

Answer – Make sure the unit has an assault value. Without an assault value, the unit cannot assault

Answer – Ensure the unit has enough Action Points to assault

Question – Why can’t my unit fire at hard or soft targets?

Answer – Make sure the unit has a fire cost. Without a fire cost, the unit cannot fire at soft or hard
targets.

Question – Why can I fire at my own units?

Answer – Friendly Fire is a fact of military engagements. It is up to you as the commander to watch how
you shoot.

3.3 Combat Efficiency

3.3.1 What is Combat Efficiency?

Combat Efficiency in Middle East is a check at the beginning of each turn to determine if each unit that
fired the previous turn has maintained supply or has regained supply if the unit was Conserving Ammo.

There are two Ammo Levels; Base Ammo and Artillery Ammo.
Artillery pieces (guns with tubes larger than 76mm in diameter) will use
the Artillery Ammo level for their calculations while everything else will
use the Base Ammo level for their calculations.

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3.3.2 Combat Efficiency System

At the beginning of each friendly turn, a check is made for each non-Isolated unit that fired the previous
turn to see if it maintains its Combat Efficiency. A unit attempting to maintain efficiency does so through
its “parent” Headquarters. If the units “parent” Headquarters is not on the map, the program will search
for the next Headquarters that commands the unit; for example, the unit’s regimental or divisional
Headquarters. The program measures the range from the “parent” Headquarters to determine a base
probability and then makes a percentile die roll. Combat Efficiency is maintained if that die roll is less
than or equal to that base probability.

If the die roll fails, a second percentile die roll (0-99) is made against the Base Ammo level for the
friendly side. If the second die roll fails, the unit will not have its Combat Efficiency maintained and will
be considered Conserving Ammo.

Additionally, each friendly non-Isolated Headquarters will conduct a check to see if it maintains Combat
Efficiency. Like with combat units, the check is made against the distance to the Headquarters “parent
Headquarters”. If that fails, a second percentile die roll (0-99) will be made against the Base Ammo level.
If the Headquarters does not maintain efficiency, it will be considered Conserving Ammo.

Artillery utilizes the same system above, but performs the checks against the Artillery Ammo level set
for friendly side of the scenario.

3.3.3 What are the effects of Conserving Ammo?

A unit that is Conserving Ammo is indicated by a “hollow” bullet icon near the top of the Icon Bar along
the left side of the Unit Info Display. The highlight all friendly units that are Conserving Ammo, press
the button in the Tool Bar presenting an empty shell highlighted in red or press Y on the keyboard.

If a combat unit is Conserving Ammo, Direct Fire attacks will only attack a number of times equal to its
Strength Points divided by two, fractions rounded up. Normally, a combat unit while in full Combat
Efficiency is allowed the number of attacks equal to the number of Strength Points it has. A combat unit
that assaults when Conserving Ammo will do so at 75% effectiveness.

An Indirect Fire unit that is Conserving Ammo will not be able to attack until it regains supply. This
represents a number of situations; including, a breakdown in communication, ammunition is being
conserved, the battery is supporting an action off map, etc.

A Headquarters unit that is Conserving Ammo will not be able to perform Combat Efficiency checks for
units under its command umbrella for that turn. Headquarters that are Conserving Ammo will not be able
to attack until the unit regains Combat Efficiency.

3.3.4 How do I Regain or Maintain Combat Efficiency?

When a unit is Conserving Ammo, it will attempt to Regain Combat Efficiency. At the start of each
friendly turn, every non-Isolated unit that is Conserving Ammo will perform a check similar to the
calculation described above. The program measures the range from the “parent” Headquarters to
determine a base probability and then makes a percentile die roll. Combat Efficiency is regained if that
die roll is less than or equal to that base probability. Unlike Maintaining Combat Efficiency, if the
Regain Combat Efficiency attempt fails, the program will not conduct a second attempt against the Base
Ammo Level. If the “parent” Headquarters is no longer on the map, the Conserving Ammo unit will not

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be able to Regain Combat Efficiency.

Maintaining Supply is primarily based on the Combat Efficiency range of headquarter units. Each
Headquarters type has a Combat Efficiency range appropriate for the its level; for example, a division
headquarters will have a larger Combat Efficiency range than a battalion headquarters. The various
Headquarters Combat Efficiency Ranges are as follows:

Headquarters Type Range in Hexes


Army HQ Unlimited
Corps HQ 90
Division HQ 30
Brigade HQ 15
Regiment HQ 15
Battalion HQ 8

The Combat Efficiency Ranges listed above depict the 50% chance of maintaining Combat Efficiency
during calculations.

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3.3.5 How do Leaders affect Combat Efficiency?

Leaders will increase the Combat Efficiency range of the “parent” headquarters by the Command Rating
of the Leader. The Leader must be stacked with the headquarters and not have moved the previous turn.

3.3.6 What is Enhanced Combat Efficiency?

When using the Command Control optional rule, the supply ranges for the various Headquarters will
have their 50% range modified depending on the year and the nationality. For example; in 1973, Israeli
headquarters have a 120% modifier to the 50% modified range. An Israeli battalion headquarters has a
standard range of 8 hexes, which is then modified by 120% (8 x 1.2) resulting in 10 hexes. Israeli
battalion headquarters will then have a 50% range of 10 hexes, thereby increasing their effectiveness in
providing Combat Efficiency for its subordinate units.

For a full list of the Combat Efficiency Adjustment Values, see Section 20.1.

3.3.7 What are the highlights?

Highlights to consider about Combat Efficiency:

1. The program conducts two Combat Efficiency checks for each unit that had previously fired at
the beginning of every turn; one against the parent Headquarters and the other against the Base
Ammo Level.
2. Combat units that are Conserving Ammo will assault at 75% effectiveness and have their attack
strength (per Strength Point in the combat calculations) reduced in half.
3. Protect your Headquarters, if it is eliminated, it may result if your Conserving Ammo units no
longer being able to Regain Combat Efficiency.

3.3.8 Frequently Asked Questions - Combat Efficiency

Question – Why is my Conserving Ammo unit unable to regain Combat Efficiency?

Answer 1 – Make sure the unit has a Headquarters on the map and that the affected unit is close enough
to increase the odds of regaining Combat Efficiency.

Answer 2 – If the “parent” Headquarters is no longer on the map, the Conserving Ammo unit will no
longer be able to Regain Combat Efficiency.

3.4 Artillery

3.4.1 What is Artillery?

Artillery in the Middle East can be defined as any


weapon capable of indirect fire to support their
respective armies. In game terms, artillery includes;
mortars, rockets and the various artillery batteries.

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3.4.2 How do I Attack with Artillery

Pressing the Artillery button to the bottom left of the screen will open the
Artillery Dialog which will allow you to play Indirect Artillery Fire. The
artillery units listed in black are available to be fired during the current
turn, while artillery units listed in grey are unavailable.

To plot an Indirect Fire mission, highlight the artillery unit in the


Artillery Dialog, roam the cursor over the map to the desired target hex
and right click upon it. Note that targets that are within range of the
artillery unit are highlighted in red. The hex will be marked with a
crosshair icon to identify which location has been targeted.

Once plotted, an artillery mission cannot be recalled.

You can plot as much artillery on any given hex to the maximum number of guns
within range to the hex.

In the event that your artillery may be overrun, you can also use Direct Fire if the
opposing units are in your Line of Sight. From the game map, select artillery unit and
right-click on the target unit. If you do not target a unit, the hex will be targeted instead
and the attack will be resolved as Indirect Fire at the start of the next turn.

3.4.3 What is Off-map Artillery?

Artillery units with an asterisk preceding their name is artillery located off-map. These units cannot be
attacked or moved, being only available in the Artillery Dialog.

3.4.4 How do I fire Smoke with Artillery?

In many scenarios, Smoke is available to block Line of Sight through a smoked hex and to reduce the
attacking strength of units conducting Direct Fire into or out of a smoked hex. The number of Smoke
available is displayed at the bottom of the screen. If Smoke is available for the turn, you can plot smoke
to arrive next turn by selecting the artillery unit from the Artillery Dialog. Press ALT and right-click on
the hex you wish the Smoke to arrive on at the beginning of the next turn. Alternatively, you can use the
buttons on the toolbar (Fire Mode plus Smoke) and right-click on the appropriate hex or use the Units
menu.

Only one Smoke round in necessary per hex


and it will remain for the entire turn it is laid.

Additionally, the number of Smoke rounds is


available at the bottom of the Unit List which
is accessed by pressing U and at the bottom
left of the game screen beside the number of
turns.

3.4.5 How do I fire Flares with Artillery?

In night scenarios, there may be the opportunity to fire Flares to assist your ground units in attacking

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opposing forces. The number of Flare’s available is displayed at the bottom of the screen. If Flares are
available for the turn, select the artillery unit, with at least 20 Action Points, you wish to fire the Flare,
depress ALT + SHIFT and right-click on the target hex while in Fire Mode.

There is a 40% chance of success and a 40% chance of the Flare firing into the hex you targeted;
otherwise it will fire into one of the surrounding six hexes. These chances are further modified by the
Adaptive A/I.

Additionally, the number of Flare’s rounds is available


at the bottom of the Unit List which is accessed by
pressing U and at the bottom left of the game screen beside the number of turns.

3.4.6 What are some Artillery tactics to use?

Depending on the number of batteries available, there are a number of different missions that you can
conduct to help you win a scenario. Some of the most common ones are:

Close Support: In most cases you will be plotting artillery in close support of your units that are
in contact and Line of Sight with the opposing forces.

Counter Battery: When viewing your opponents turn in one of the 3D modes, you may see
traces of the artillery fire as it heads towards your forces. Seeing these, you can estimate where
his artillery is firing from and plot Indirect Fire upon
those hexes in hopes of either destroying them or
having your opponent move them. This Indirect Fire
will typically be out of Line of Sight and may drift
around the intended target.

Interdiction: This is plotting Indirect Fire along


suspected enemy avenues of approach, especially at
chokepoints such as intersections, towns and bridges.
While these shots will be typically out of Line of Sight
and drift around the target, destroying the enemy
before they get to the frontline is always helpful.

Harassing Fire: This is plotting Indirect Fire near


suspected enemy bivouac areas, especially where you
suspect your opponent to park his Headquarters or
empty transports.

Area Denial: In order for this to work effectively in Middle East, you will require a lot of
available batteries. The following is most effective against infantry units. Understanding the
suspected avenue of approach, the distance opposing units can travel in a turn, the area you wish
to deny the enemy from using should be within your Line of Sight and keep in mind that
opposing units will retreat from the closest friendly unit. After selecting the area you wish to
deny movement through, use your heaviest artillery or rockets and target the hexes closest to
your friendly forces were you suspect the opposing infantry will be next turn. The heaviest
artillery and rockets will hopefully cause the targeted units to become disrupted, take losses and
hopefully retreat. Since they will retreat away from the closest unit, the rest of your artillery
should be plotted in the hexes behind the initial targeted hexes. With the barrage properly set up,
any opposing units will be either destroyed or will retreat back to their starting positions.

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3.4.7 Does Artillery affect armoured vehicles?

An Indirect Fire attack versus an armoured target has a 4% chance of disabling a Strength Point (-1
Strength Point elimination) from the armoured target.

3.4.8 Does Artillery effect on-map aircraft & helicopters?

If an on-map aircraft or helicopters happens to end its turn in an Indirect Fire targeted hex, the Indirect
Fire will conduct attacks against the aircraft or helicopters as it would any other unit. The aircraft or
helicopters can be considered to be flying through a hostile fire zone as aircraft are not typically
employed simultaneously with artillery fire.

It is recommended to fly your on-map aircraft and helicopters to the targets or landing zones, complete
the mission assigned to them for the turn and withdraw to a position out of Line of Sight. This will
significantly reduce the risk of your aircraft becoming the victims of artillery fire.

3.5 Air Strikes, Helicopters and Air Support

3.5.1 How do I Attack with an Air Strike?

Middle East provides the player with the opportunity to call in Air
Strikes. At the beginning of each turn, you will be informed how
many Air Strikes you have available, although not every scenario
will have aircraft available. You can determine what type of aircraft
that is available to perform Air Strikes by selecting Available Air
Support under the Status menu.

Each aircraft that may be available to conduct Air Strikes are


individually modelled with unique hard and soft Attack Values and
individual Defence Values. The number of Strength Points that are
given to the aircraft varies depending on the plane type.

To call for an Air Strike, select the desired hexagon to attack by left
clicking on it once and press the Air Strike button on the Tool Bar or
by pressing CTRL + K on the keyboard. A crosshairs icon will be placed on the selected hexagon. Air
Strikes have a 60% chance of arriving the following turn and will target any unit within five hexagons of
the target hexagon, assuming Line of Sight is maintained.

Air Strikes will conduct their attack in either the Low or High Flight Zone, depending on the type of
aircraft making the attack run. If available, anti-aircraft in the vicinity will conduct their attacks
appropriately. If the Air Strike is eliminated during the attack run, it will be counted against your Victory
Point total.

3.5.2 How do I use Helicopters?

Middle East offers a number of scenarios that include helicopters. Helicopters have the unique ability to
cross over all terrain types and are classified as three general types; scout/reconnaissance, transport and
gunships.

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Scout and reconnaissance helicopters are best suited for flying around the map, revealing where the
opposing forces are. Scout and reconnaissance helicopters utilize the Recon Reveal option, meaning they
can reveal units during the course of the current turn by spending Action Points. They can also be shot
down, although their chances are reduced.

Transport helicopters are the work horses of the helicopter arm. They
are best suited for lifting friendly platoons behind the opposing lines to
assault the rear. Transports tend to have high Victory Point costs, so
should not be used for assaulting strong positions as they can be easily
shot down. Transport helicopters can carry most infantry types and the
larger transport helicopters can carry small vehicles and artillery pieces.

Gunships come in a variety of different flavours; armed with machine


guns, autocannons, rockets, anti-tank guided missiles or a combination
of them.

Certain types of Gunships will lose their ability to fire. This means
that the helicopter has ran out of ordnance and is required to return
to its Headquarters to reload. Fly the helicopter back to the parent
Battalion Headquarters and land in the same hex. It will consume
all remaining Action Points to reload ordnance, but will be ready to
take off again next turn. If the Battalion Headquarters is destroyed,
the helicopter will have to fly to the Battalion Headquarters parent
Headquarters, if it exists.

Helicopters are the only units that utilize the four different Flight Zones as described in Section 3.1.3.
While they can fly over all opposing units, they cannot capture Victory Objectives locations or be used in
assaults.

Recommended Helicopter Tactics:

1. Study the map. Understand where you are going, avenue of approaches to get there, how to
avoid anti-aircraft, where good landing zones are.
2. Know your Units. Understand the capabilities and purposes of the helicopters available for you
for the mission at hand.
3. Use the Flight Zones. Utilize the Flight Zones for their intended purpose. If advancing across
the map and need to do so quickly, use the High Flight Zone. Lower your altitude as you get
closer to your target.
4. Be Aware. Helicopters that are landed can be attacked and assaulted by
nearly any opposing unit. Helicopters flying in Nap of the Earth and Low
Flight Zones can be shot at by many opposing units while helicopters flying
in the High Flight Zone can only be targeted by anti-aircraft artillery and
surface-to-air missiles. Keep these in mind as you are flying across the
map, pick the best Flight Zones for the mission and longevity of your
helicopter force.
5. Clear Landing Zones: Attempt to clear landing zones with artillery and gunships prior to
sending in your transport helicopters. If that is not possible, keep your gunships close by to tend
to any opposing forces that may reveal themselves during your landing operation.
6. Keep them moving. Stationary helicopters make excellent targets for Indirect Fire if left
unattended. As helicopters have high Victory Point values, losing them will negatively affect

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your Victory Point total.

3.5.3 How do I use Air Support?

Air Support in Middle East is defined as on-map aircraft, excluding helicopters. Apart from
reconnaissance aircraft, propeller driven ground attack aircraft and jet aircraft have been relegated to the
Air Strike system for Middle East. Reconnaissance Air Support is best used similar to reconnaissance
helicopters. Expect to see more on-map Air Support assets in future games.

3.6 Engineering Tasks and Special Abilities

3.6.1 What are Unit Special Abilities?

Middle East has a number of units that have unique abilities. The Unit Handbook lists the Unit
Capabilities of a selected unit, some of the Unit Special Abilities are; Set IED, Lay Minefields, Lay
Footbridge, Lay Vehicle Bridge, Destroy High Walls, Clear Minefields, Night Vision, Commando,
Sneaker.

3.6.2 How do I clear a minefield?

A convenient way of slowing down or diverting an enemy attack is with


minefields. Minefields are usually set at the beginning of a scenario by
the scenario designer, but you may also lay minefields during the course
of the game. Minefields can be three different levels; 1, 2 or 3. A level 1
minefield will attack on the 1:1 row of the Combat Results Table, a level
2 minefield will attack on the 2:1 row while the level 3 minefield will
attack on the 3:1 row.

Most armies in have two types of units that are capable of laying a
minefields; the Engineer or an armoured vehicle equipped with a mine-roller.

An undisrupted, unfatigued, fully-supplied Engineer, or mine-roller equipped armoured vehicle, may


move into a hex containing any level minefield and will automatically lower the minefield by one at the
start of the next turn.

NOTE: If the Engineer becomes disrupted during the course of the turn, it will not lower the minefield level at the
start of the turn.

3.6.3 How do I lay a minefield?

Most armies in have two types of units that are capable of laying a minefield; the
Mine Engineer and the Mine Truck.

An Undisrupted, unfatigued, fully-supplied Mine Engineer or Mine Truck unit may


attempt to lay a 1 Strength Minefield in a hex. Once the Mine unit has successfully
laid a minefield, the unit will assume an out-of-ammo status, but once the ammo
has been supplied, the Mine Engineer will be capable of laying another Mine.

To lay a minefield, place the Mine Engineer in the desired hex and select Lay a Minefield from the Unit
Menu or by pressing the Ctrl+M Hot Key. There is a 60% chance it will lay a minefield. Mine Engineer

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units are incapable of clearing minefields.

3.6.4 How do I build a hex-side bridge?

Middle East has units that are able to lay a hex-side bridge across a hex-side river. Regular Engineers are
able to lay a light bridge that allows infantry to cross while Bridge Engineers and AVLB vehicles can
each lay a single medium bridge per scenario.

In both cases, the platoon must be beside the target hex-


side, be undisrupted, unfatigued and have 100 Action
Points to perform the task. To build a bridge, choose Build
Lt Hexside Bridge (CTRL + H) or Lay Vehicle Bridge
(CTRL + V) from the Units menu. A dialog will appear
asking you to choose the direction where you will have
selected the target hex-side. If successful, a light or medium
bridge will be visible across the target hex-side.

3.6.5 How do I demolish a high wall or bridge?

An undisrupted, unfatigued, fully-supplied Engineer, with 100 Action Points available, may attempt to
demolish a hexside bridge. To demolish a bridge, select the Engineer unit, choose Destroy Wall or
Bridge (CTRL+G) from the Units menu. A dialog will appear asking you to choose the direction where
you will have selected the target hex-side. If successful, the wall or bridge will be demolished across the
target hex-side.

3.6.6 How do I build a barrier?

An undisrupted, unfatigued, fully-supplied Construction Engineer,


with 100 Action Points available, may attempt to build a barrier.
Once the barrier has been laid, the Construction Engineer will
assume an out-of-ammo status, but once ammo has been supplied,
the Construction Engineer will be capable of laying another barrier.

To build a barrier, place the Construction Engineer in the desired


hex and select Build Barrier from the Unit Menu or by pressing the
Ctrl+J Hot Key. There is a 20% chance you will build a barrier.

3.6.7 How do I build a trench?

Construction Engineer units can be used to build improved hexes.


The procedure is the same used by any unit that “digs in.” Once the
digging starts, there is a 20-30% chance each turn for completing
the attempt. In addition, if a Construction Engineer or Bulldozer unit
begins its turn in an Improved Position hex, it can be ordered to dig
a trench line. The procedure is the same as before; order the unit to
Dig In but start on an improved hex. There is a 10% chance of
success each turn.

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NOTE: Construction Engineers and Bulldozers cannot be used to clear mines, destroy barriers/walls, or blow up
bridges.

3.6.8 How do I remove a wreck?

Middle East has units that are able to remove wrecks from a hex.
These are typically identified as Armoured Recovery Vehicles
(ARV’s) and are tend to be available as battalion level attachments.
To remove a wreck, leave the undisrupted ARV in the hex that
contain wrecks. During the next turn, a number of wrecks will be
removed from the hex. There are no limits to the number of
wrecks that an ARV can remove during the course of a scenario.

3.6.9 How do I set an IED?

Middle East has units that are able to lay Improvised Explosive Devices,
IED’s. These units are identifiable when selecting the unit and pressing
F2, SetIED will be listed in the Unit Capabilities.

The platoon must be in the target hex, be undisrupted, unfatigued and


have 100 Action Points to perform the task. To set the IED, choose Lay
Minefield/IED from the Units menu, or press CTRL + M. If successful,
an IED icon will display in the target hex.

3.6.10 How do I use Recon Reveal?

Middle East now has a new ability that allows reconnaissance vehicles and helicopters to perform in-turn
Line of Sight checks. These units are identifiable when selecting the unit and pressing F2, ReconUnit
will be listed in the Unit Capabilities.

The reconnaissance unit


should move to a location
where you want to reveal
where enemy forces are. The
unit must be undisrupted,
unfatigued and still have at
least 35 Action Points and then
press the Recon Reveal button
on the tool bar or CTRL + R.
The unit will conduct a Line of
Sight check and potentially
reveal any enemy forces in the
Line of Sight.

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3.7 Optional Rules

3.7.1 What are the Optional Rules?

Middle East has seven Optional Rules to add variety to game play. These are chosen at the beginning of
a game via a button at the bottom of the A/I Selection Screen. Once the scenario has begun with Optional
Rules in effect, it cannot be changed.

Indirect Fire by the Map: This allows you to target Indirect Fire on hexes that are out of Line
of Sight of friendly units. When plotting Indirect Fire out of Line of Sight, there is a risk of the
artillery fire drifting from the intended target hex. Artillery can drift up to two hexes in any
direction from the Target Hex.

Extreme Fog of War: These are additional elements to the Fog of War setting on the A/I
Selection Screen; the effects are primarily that the opposing units name and strength will remain
hidden (except in open terrain), the assault odds will be unavailable and the Combat Results will
be known to the player in less detail.

Extreme Assault: This takes the quick overrun option of disrupted units and replaces the assault
equation with one that is heavily based on morale. For a detailed description, see Section 3.2.4.

Command Control: When using the Command Control optional rule, the Combat Efficiency
ranges for the various Headquarters will have their 50% Combat Efficiency range modified
depending on the year and the nationality. When a Leader is stacked with the Headquarters of its
command, the 50% Combat Efficiency range will be increased by the Command value of the
Leader. Additionally, the first platoon of a company will act as a “Command Post”. Subordinate
units out of range of the Command Post will suffer penalties when trying to recover from
Disruption or Morale loss. For more information, see Section 3.3.4, Section 3.3.5 and Section
3.2.11.

Armour Facing: This introduces individual front,


side and rear defence values for armoured units that
all direct fire attacks are resolved against. The
appropriate defence value will be chosen depending
on the direction of the direct attack against the
armoured unit.

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Variable Visibility: This optional rule is only in affect if the scenario starting Visible Distance is
greater than two hexes. The Visible Distance has a 33% chance of increasing by one hex, a 33%
chance of decreasing by one hex or 33% chance of remaining the same Visible Distance at the
beginning of Player One’s turn. The Visible Distance can vary due to cloud cover, weather
effects (temperature, humidity, precipitation and wind), haze, battlefield induced contaminants
(smoke, dust from vehicles/artillery, vehicle exhaust) and terrain nuances. It should be noted that
most scenarios do have fluctuating visibility set by the designer, use Variable Visibility when
replaying a scenario for some added mystery!

Adaptive A/I: This optional rule is a new system modifying dozens of different parameters
affecting game play against the A/I, but also H2H & PBEM play. The intent is to assist the A/I;
to achieve better game play balance; to achieve greater "realism"; to add randomness; to increase
replayability. There is an overall init.ai file in the top-level game folder, then at the scenario
designer's discretion individual <scenario>.ai files that override any of the init.ai parameter
settings. The .ai files are encrypted to .aix files to thwart cheating. The game engine references
the .aix files, unless the -X NoEncryption command line is used. Within each .ai file, there are
s[ide] parameters (for Side A and Side B), also n[ation] parameters (for every nation in the
scenario). Many parameters were previously fixed in the program code; now they are variable.
In many cases, A/I take the form of probabilities affecting whether one thing or another happens,
or doesn't happen. Especially if you like more uncertainty in your game play, toggle ON the
Adaptive A/I. See Section 3.8.5, also the CSME_Adaptive_AI_100.pdf in the manual folder,
for more details.

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3.8 Design Decisions

3.8.1 What do the various letters mean after the platoon name? For example, Rifle 48 A(F)?

Middle East introduces a number of letter codes to help the player identify how best to understand their
infantry platoon’s capabilities at a glance.

The letter codes are:

A – Good Quality
B – Average Quality
C – Poor Quality
F – Armed with French Weapons
J – Armed with Japanese Weapons
S – Armed with Soviet Weapons
US – Armed with American Weapons
I – Type I – Unique Organization
II – Type II – Unique Organization
III – Type III – Unique Organization

Rifle 48 A(F) would translate to: A Rifle Platoon (Rifle) organized under a 1948 TO&E (48) that is
Good Quality (A) and armed with French Weapons (F)

See Section 3.2.10 for a detailed explanation of the A, B and C ratings.

3.8.2 Why are trucks hard targets?

Middle East introduces three classes of trucks; light, medium and large.
Medium and large trucks become hard targets while light trucks and
jeeps remain as soft targets. Medium and large trucks typically have a
hard target defence of ‘1’ and most other platoons have been had their
weapons values modified to compensate for the change. These trucks
will now leave a wreck when destroyed which impedes movement,
especially along the narrow roads in Algeria, Yemen and the Aden
Protectorate. Wrecks are capable of being removed during game play.

See Section 3.6.5 for a detailed explanation of removing wrecks.

3.8.3 Why do my Combat Armed Helicopters go on Conserving Ammo status and do not regain
ammo?

In addition to normal ordnance, operating with the normal supply rules,


the missile armed helicopters in Middle East have limited ammunition
and will eventually move into low-ammo status after conducting
combat. Once in Conserving Ammo status, they are assumed to be out
of missiles. They will not regain ammo on their own but will be
required to fly back to their parent Headquarters and land in the same
hex. At the beginning of the next turn, the helicopters will be fully
armed and ready to conduct additional missions.

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3.8.4 Why can’t helicopters attack enemy units?

Ensure that your helicopter is not in the High Flight Zone. If it is, it cannot fire at ground targets. It must
do so from Nap of the Earth or Low Flight Zones.

3.8.5 Why all do we have Adaptive A/I?

The Campaign Series A/I -- One size does not fit all!

Arabs did not fight the same way as Israelis. Jordanians outclassed the Egyptians, who outclassed the
Syrians. Israel's combat doctrines changed from 1948 to 1956 to 1967 to 1973 and beyond. The cocky
Israelis at the beginning of the Yom Kippur War learned to give their revitalized Egyptian foes newfound
respect, and learned to change their ways. Adapt or die.

From nation to nation, from war to war, from year to year, even from one battle to the next -- they all
differed, so much evolved.

But in traditional JTCS, as in most (all?) war games, there is one and only one A/I. Locked down tight.
Mostly inaccessible to the scenario designer, much less to the player.

Until now...

We have devised a new customizable A/I System. Customizable by side, by nation, by scenario. Open to
the scenario designer's tweaking. Also the modder's.

We call this new system: "Adaptive A/I." As in: An A/I that adapts to the side, the nation, the era, the
individual scenario. (Not as in: Adapts real-time to changing game play circumstances. But that too
will be implemented in future updates.)

The purposes of the Adaptive A/I are:

• To coach the A/I in ways and things it is too dumb to figure out by itself.

• To achieve game play "balance".

• Not so much to improve the A/I play as to better simulate actual combatant and scenario
conditions. To achieve greater "realism" and "historical fidelity".

• To add randomness. Real combat is full of surprises, chance occurrences. It's messy and
unpredictable. Real combat is chaotic!

• Thereby increasing replayability.

These cross purposes are often at odds with one another. Some Adaptive A/I parameters will make the
A/I opponent "better"; others will make it "worse". It all depends. Some players will like the increased
uncertainty; others will not. It all depends. That's why the Adaptive A/I is optional. Select it or not as
you wish.

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3.8.6 What is the Campaign Series Event Engine?

The Campaign Series Event Engine is a new addition to


the Middle East 2.00. They use scripted lua programming
files that allow the scenario designer to script specific
events that are triggered when certain conditions in the
scenario are met.

Examples of these are:

• The capture of an Objective gives the occupying


unit Event Points, which are added to the total
Victory Points for the scenario
• The destruction of certain units gives the attacker
Event Points, which are added to the total Victory
Points for the scenario
• The capture of an Objective can cause fixed units to be released early, or reinforcements to arrive
sooner than originally planned.

And many more! We are very proud of the capabilities of this new feature and will take the Campaign
Series to a whole new playing level.

Only a handful of the scenarios will have these features incorporated, primarily the Bootcamp scenarios.
More will be coming with future updates.

You can find more information about the Campaign Series Event Engine and Lua scripting in the manual
folder.

NOTE: The Campaign Series Event Engine is currently not available with LAN play. It is available with Play By
Email and play against the AI.

3.8.7 Why doesn’t my transported Headquarters show subordinate organizations?

Many of the armies included in Middle East had limitations when it came to command and control. One
of the ways of representing this is to have many of the headquarters, especially for the lower echelons, as
foot units. There is typically some form of transportation included so you can move them about the
battlefield at your leisure.

While loaded and moving, your headquarters will incapable of providing combat efficiency to your
subordinate units. It is recommended to load and unload your headquarters whenever you have finished
their move. This means that you will have to mentally keep track of what you are doing and how you are
positioning your headquarters. Leapfrogging your headquarters is very wise, moving lower echelon
headquarters, putting them in place and then moving the higher echelon headquarters closer to ensure
everyone has maintained combat efficiency.

This methodology promotes the historical use of headquarters and their limitations for the armies with
lower logistical capabilities and training.

More capable armies will have more motorized headquarters. This represents the higher level of logistical
support and training given to these armies. You will see this more in future games.

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TIP: If the scenario includes leaders, keep the leader with your headquarters as it is in transit, it will help you keep
track of which units belong to what without having to dismount your headquarters.

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4.0 Bootcamp Tutorials

4.1 Bootcamp One

4.1.1 Bootcamp One: Turn 1

The following presumes that you have read through the manual and are ready to give the game a try.
While I will keep the following very basic, having some understanding of what is in the manual will
make playing the Bootcamp scenario less painful. I will explain the principles of some of the elements as
we play through the scenario, but for the formulas and explicit details, I recommend reading through the
manual.

As this is the first Middle East Bootcamp scenario, you should have accessed this through the Middle
East main menu. By selecting Play Scenario, ensuring that Standard is checked and pressing the button
beside Start a New Game you’ll be taken to the Scenario Selection screen where you will choose the top
scenario, “Bootcamp One”. Pressing OK will take you to the A/I Selection screen, where you will leave
the setting as Manual for the SIDE A A/I and change the setting to Computer with FOW for the SIDE B
A/I. Clicking on the Rules button, you will check on all the options available, except Variable Visibility,
and this will be your default the next time you load a new scenario. Press OK on the Optional Rules
dialog and OK on the A/I Selection dialog and the game should load.

When loaded, you’ll see that a message dialog that gives you an introduction to the scenario. This is part

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of the new Campaign Series Event Engine. Click OK and you’ll receive a notification that it is the UK
Player, Turn 1 of 8. Pressing Enter or left-clicking on it will remove the notification. At the bottom left of
the screen is a United Kingdom flag, indicating it is the United Kingdom’s turn and a turn counter, with 8
turns available for this scenario. As the turns progress, the white bar will turn red.

Pressing U will open the Unit Dialogue on the right side of the screen. These will be default settings now
they have been set. Additionally, I recommend pressing T to turn on the on-map thermometers and
turning on the unit bases by pressing the button to the right of the magnifying glass along the bottom of
the screen.

When you load up a new game, the default view is 3D Normal (or #1 on the keyboard). You can change
the views by pressing the numbers 1 thru 5. You can also change the default view by accessing Options
 Initial View  Your Choice from the main menu. The following tutorial will assume you have left the
game in the 3D Normal view. As we proceed, I will be instructing you to move units based on hex
location. These can easily be identified by turning on the Map Coordinates from the Display menu or by
pressing the “,” button on the keyboard, pressing it again will turn the coordinates off.

When combat happens, a Combat Dialog will appear to the lower left of the screen by selecting Options
 Details  Medium Details from the top menu.

Let us begin…

You are in command of A Squadron/22nd Special Air Service Regiment in the central Yemen (Aden
Protectorate at this time). You are tasked with taking your four troops and recapturing an abandoned
airfield at Habilayn in order for follow on forces to conduct operations in the Radfan. There are three
objective locations that you will have to secure in order to gain a Major Victory in this scenario, they are
located at hexes; 3,20 – 4,19 and 5,19. The location at 11,10 is worth 25 Victory Points and the other two
locations are worth 5 Victory Points each.

Your four SAS Troops are located at hexes; 5,19


– 4,19 and 3,20. Select the SAS Troop at 5,19
by right clicking on it. The unit will display in
the Unit Display area on the right side of your
screen. This tells you a lot of information, from
the terrain type of the hex, its elevation, if there
is an objective and its value, how many wrecks
there are and the concealment value of the hex.
It also informs you of some general scenario
information; the visibility range in hexes during the turn, how many airstrikes and smoke rounds you
have available and the base ammo level. As you are playing with Fog of War (FOW) turned on, you
cannot see the other side’s information.

You can find additional information about the unit by pressing F2, this displays the Unit Handbook,
providing you with a vast amount of information about the selected platoon. The full name, short name
and nicknames are displayed, as well as the units’ full organization. Additionally, it provides the cost in
action points for the platoon to move through various terrain types during the current scenario. More
importantly, the Unit Capabilities of the platoon are listed which help you identify how best to use the
unit.

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You will see the Range Display in the bottom left corner of the dialog. The blue line indicating how
many and the strength of firing against Soft Targets, while the red line indicates how many hexes and the
strength of firing against Hard Targets. In most cases, the attack strength will reduce the further away
you are shooting at something. You will notice that the SAS Troop 63 has powerful weapon attack values
at close range, but peters off quite drastically at more than one or two hexes.

Let’s get started.

Double click hex 5,19. This selected both Capt. Edwards and the SAS Troop that occupies that hex.
Right click on the directly north of the hex and you will watch the leader and troop walk into that hex
along the road. Continue to right click along the road and track until you have no more Action Points left,
which should be at hex 6,16.

Double click hex 4,19 follow the same procedure for the two SAS Troops, advancing along the road to
hex 6,17. Lastly, double click hex 3,20 and move that SAS Troop along the road to hex 5,18.

There we go, that is all to do for this turn. Before pressing End Turn, I recommend setting the “Ask
before advancing Turn” under the Options Menu. This will offer you a warning before ending the turn.

Press End Turn, the last button on the bottom row that looks like check mark.

4.1.2 Bootcamp One: Turn 2

You may have noticed that the opponents turn was very quick without much to see. The more complex a
scenario is, the longer it will take to play through for the A/I. For complexity 9 or 10 scenarios, this can
be 10 or more minutes, depending on how much movement and combat is involved in a turn.

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Since nothing happened that you need to be concerned about this turn, you can continue advancing your
units. Double click hex 6,16, selecting the Leader and SAS Troop, and press H on the keyboard. This
highlight the hexes that are within reach of your selected units during the turn. Right clicking on hex 9,16
will move the platoons along the road to that village hex. Double click on the hex containing the two
SAS troops and right click on hex 8,15 to move them.

The last SAS Troop seems to be lagging behind, so we will Double


Time the platoon. This reduces the amount of Action Points required to
move through various terrain types during the course of the turn.
Double clicking on hex 5,18 reveals that the SAS troop can move three
hexes, but if you press CTRL + Q, the unit will be in Double Time
mode and can now move four hexes to be in the same hex as the Leader
and first SAS Troop. Right click on that hex and move the Troop there.

You will notice that using Double Time causes the Troop to become
fatigued, as indicated by the yellow F in the Unit Display. A fatigued
unit is now suffering a penalty and will Attack and Assault at half strength. The unit will remain Fatigued
for another turn.

That is all for this turn. Press End Turn, the last button on the bottom row.

4.1.3 Bootcamp One: Turn 3

Double click on hex 9,16 and move the Leader and two SAS Troops to hex 11,15. Move the other two
SAS Troops to hex 10,15. The group at 11,15 will gain Line of Sight to the runway at the beginning of
next turn and hopefully reveal any hidden opposing forces. Notice that these two Troops still have
enough action points to conduct Opportunity Fire. Opportunity Fire is attacking an opposing unit during
the course of their turn.

There are two levels of Opportunity Fire; global and individual. As global suggests, it is the overall
settings for all of your units and how they will conduct Opportunity Fire should an opposing platoon be
encountered. By selecting a single unit, you can set Individual Opportunity Fire for just that unit.
Individual settings will always override Global settings.

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To set the Global Opportunity Fire, press CTRL+P on the keyboard when no unit is selected. The
Opportunity Fire Dialog will appear. The dialog is set up as a table, with the Firing Units on the right and
the Target Types, with firing ranges, along the top. Under each of the Target Types is a set of four
buttons that allow you to define the range that a particular Firing Unit class will attack a certain Target
Type (N= None, S=Short, M=Medium, L=Long). The default is everything will fire at long range.
Depending on the scenario, leaving the global setting as this is fine, but I recommend setting Individual
Opportunity Fire.

As a quick reminder, under the Options menu, select the Optional Rules option from the bottom of the
menu list. This will open the Optional Rules dialog. Note that the Adaptive A/I has been checked on,
which means that the platoons will have Individual Opportunity Fire set for them. You can see what the
settings are by selecting each unit and pressing CTRL+P. After selecting an SAS Troop, you will notice
they are all set for the same type of Opportunity Fire, varying between Short and Medium distances
depending on target type. For this scenario, these settings are fine, although when playing other scenarios
or against a human opponent, it is wise to mix it up.

So far, the first few turns have been a walk in the park.

End the turn here…

4.1.4 Bootcamp One: Turn 4

You should see an opposing unit in hex 10,14. Assuming you are still in the view 1 3D mode, the
clothing and lack of weapons make it safe to assume these are Civilians. Make your best effort not to
shoot Civilians, they will negatively affect your Victory Point total, as each Strength Point loss a Civilian
has is –9 Victory Points towards your total. For most scenarios that include Civilians, they start as Fixed,
meaning they will stay in the hex where they start unless they are fired upon.

Since it is best to leave the Civilians alone, double click


on hex 11,15 and right click on hex 11,13 to advance
them north along the paved road. There is a good
chance you drew fire from hex 10,13. As you are
playing with Fog of War enabled, you will not be able
to tell what type of platoon fired at you. Since they fired
at you, it is safe to assume they are unfriendly.

One of your SAS Troops may be Disrupted from the


Direct Fire attacks the unfriendly platoon. If Disrupted,
the affected SAS Troop may not move closer to the
nearest opposing unit, cannot assault and will attack at
half strength. At the beginning of next turn, the Disrupted SAS Troop will attempt to recover to normal
status. Keeping the Leader with the SAS Troop will improve the chances of it becoming undisrupted.

You can return fire against the unfriendly platoon by holding down the CTRL button
and right clicking on the unfriendly unit or the hex the unfriendly occupies. Holding
down the CTRL button will turn the mode into Fire Mode, easily identified by the
cursor turning into a crosshairs, allowing you to conduct Direct Fire attacks.
Alternatively, you can press the mode button at the bottom left of the screen, this will
keep the mode in either Move Mode or Fire Mode.
While in Fire Mode, hovering the cursor over the unfriendly platoon will display a
popup that says “? – Unknown @ 37” (or more, depending if one of your SAS Troops

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are Disrupted). This means that there is an unknown number of Strength Points of an Unknown platoon
that your SAS Troops are firing at with a combined Soft Attack strength of 37.

Right click on the unfriendly platoon to conduct the Direct Fire attack. As you are playing with Fog of
War on, you will not be able to see what the results were from the attack because it will display
“Unknown Results against an Unknown Target”. There are two ways you can potentially gain some
intelligence on the results though; by selecting the unfriendly platoon and see if there are any visual clues
(is the unit Disrupted?) and by checking the Strength Dialog option under the Status menu. If SIDE B
suffered any losses, they will show up on the bottom left panel of the dialog: Side B SP Losses.

The two SAS Troops in hex 11,13 are out of Action Points for this turn, so will have to remain in the hex.
You can move the other two SAS Troops from hex 10,15 to hex 11,14 in preparation for next turn. They
will have enough Action Points remaining to conduct Opportunity Fire during SIDE B’s turn, should the
need arise.

End the turn here…

4.1.5 Bootcamp One: Turns 5 through 8

Additional opposing units may have revealed themselves


during the previous turn, which will require further tactical
thought. For the remaining turns, you can use a combination of
the basic gameplay principles I outlined above to succeed in
securing the Victory Point locations. I would recommend a
combination of Direct Fire, movement and Double Time
movement as you advance through the turns. Don’t forget to
secure the Objectives or else the opposing units will recapture
them.

As you advance along the road towards the 25 Victory Point


Objective, you may receive fire from a unit that does not
reveal itself. These are units that have the special capability of
remaining hidden after firing, for example; a sniper team.
While the unit is hidden, you cannot target it. One easy way of
having it reveal is by attempting to enter the same hex that the
unit is hidden in, the hidden unit should reveal itself providing
you the opportunity to conduct Direct Fire attacks against it.

Good luck!

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4.2 Bootcamp Two

4.2.1 Bootcamp Two: Turn 1

The following presumes that you have read through the manual and having played and read through
Bootcamp One. While I will keep the following very basic, having some understanding of what is in the
manual will make playing the Bootcamp scenario less painful. I will explain the principles of some of the
elements as we play through the scenario, but for the formulas and explicit details, I recommend reading
through the manual.

By selecting Play Scenario, ensuring that Standard is checked and pressing the button beside Start a New
Game you’ll be taken to the Scenario Selection screen where you will choose scenario, “Bootcamp 2”
from the scenario listing. Pressing OK will take you to the A/I Selection screen, where you will leave the
setting as Manual for the Side A A/I and change the setting to Computer with FOW for Side B. Clicking
on the Rules button, you will check on all the options available and this will be your default the next time
you load a new scenario. Press OK on the Optional Rules dialog and OK on the A/I Selection dialog and
the game should load.

When loaded, you’ll see that a notification that it is the SIDE A Player, Turn 1 of 10. Pressing Enter will
remove the notification. At the bottom left of the screen is a United Kingdom flag, indicating it is the
United Kingdom’s turn and a turn counter, with 10 turns available for this scenario. As the turns
progress, the white bar will turn red.

The Unit Dialogue on the right side of the screen should still be present from your setting in Bootcamp
One. Additionally, I recommend pressing T to turn on the on-map thermometers and turning on the unit
bases by pressing the button to the right of the magnifying glass along the bottom of the screen.

When you load up a new game, the default view is 3D Zoom-in (or #1 on the keyboard). You can change
the views by pressing the numbers 1 thru 9. You can also change the default view by accessing Options
 Initial View  Your Choice from the main menu. The following tutorial will assume you have left the
game in the 3D Normal view.

When combat happens, a Combat Dialog will appear to the lower left of the screen by selecting Options
 Details  Medium Details from the top menu.

Let us begin…

You are in command of A Squadron/22nd Special Air Service Regiment in the central Yemen. While on
patrol in the Radfan area, your force becomes alerted to an armoured column that is aiming to attack the
Habilayn Airfield that you are using as a base for operations. There are three objective locations that you
will have to keep secure located at hexes; 1,38 – 1,40 and 1,41. All three locations are worth 10 Victory
Points.

Your SAS Troops are located at hexes; 31,7 – 31,8 and 46,16. At Habilayn Airfield are two Rifle
Platoons defending the airfield at hexes 3,38 and 3,41. On the runway at hex 2,40 is an H-34 Wessex
helicopter platoon.

When selecting one of the platoons at the airfield, the Unit Information box displays a white letter F,
surrounded by red. These denote the troops as Fixed. This means the units cannot be moved unless they
are released or fired upon. You can highlight all fixed units on the map by pressing X or pressing the

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Highlight Fixed Units toolbar button.

You can see if a unit is going to be released by viewing the


Releases dialog under the Reinforce menu (Reinforce 
Releases), or by pressing ALT + R. After opening the
Release Dialog, you will see one entry; 2 (??) Side A 815
Squadron RN. Clicking on the entry will scroll the map to
the unit that will be released. In this case, it scrolls to the
H-34 Wessex helicopter platoon and informs you that the
helicopter platoon will be released on turn 2 with an
unknown percentage chance of release. The percentage
chance is set by the scenario designer and can be a value
between 0 and 100 percent.

The other infantry units around the airfield will remain fixed and will only be released if they are
attacked. Once released they will be available to use as the other units. You may find fixed units in
scenarios without a release because the units may be present in the area during the time of the scenario,
but did not actively take part in the scenario.

“What do you need to do win the scenario?” You can see what the victory conditions of the scenario by
accessing Status  Victory from the main menu. From the open Victory Dialog, you’ll notice that you
start the game with 30 points, a Major Defeat, and need to acquire 170 Victory Points in order to gain a
Major Victory. Based on the description above, you know there is a column of armoured vehicles
approaching the airfield somewhere and in order to gain the Major Victory you will need to destroy most
of them to achieve victory.

Pressing 6 on the keyboard will change the map view, giving you a large view of the map. Pressing ` will
reveal and leave on the map labels while pressing C will turn the contours on which will help reveal the
rough topography of the region. Habilayn Airfield lies in the southwest corner of the map, with a road
heading to the northeast corner through the Rabwa Pass. It’s fair to assume that the opposing armoured
column will have to drive through this pass in order to assault the airfield. Therefore; it would be wise to
position your SAS Troops in positions along the valley to gain Line of Sight along the road to see where
the advancing forces are during the turns ahead.

Hex 43,16 would make a good observation location for the SAS Troop at 46,16. Select the SAS Troop at
hex 46,16 and move it to hex 43,16. Doing so will reveal that from that hex can see a couple kilometre
stretch of road including the
village of El Naqil. From this
hex, any opposing forces
traveling along road will be
spotted.

Hexes 28,15 and 29,15 can be


occupied by the SAS Troops
currently at hexes 31,8 and 31,7.
Select the SAS Troop at hex 31,8
and move to hex 30,9. It will still
have Action Points remaining,
but not enough to continue along
the road up the hill to hex 30,10.
Move the SAS Troop and Leader

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from hex 31,7, press CTRL + Q to double time it and move it to hex 30,9 to join the other Troop.

That is all for this turn. Press 1 on the keyboard, to change the view, and then press End Turn, the red
button at the bottom right of the screen.

4.2.2 Bootcamp Two: Turn 2

During the course of the A/I’s turn, you saw some infantry movement and most importantly you noticed
the advance platoon of the armoured column coming into view.

The start screen mentions a couple of important items at the


beginning of Turn 2. *Reinforcements have arrived* and
*Units that have been released* 815 Squadron RN.

Scrolling the map towards the airfield and clicking on hex


2,40. You will notice that the Westland Wessex platoon has
been released and is available to be used. Let us see what
has arrived as reinforcements. You can do so by pressing
ALT + A to see the Arrived Dialog, which displays “(2,41)
Side A Vickers Vigilant AT Missile,…”. This means that at hex 2,41 group of Vickers Vigilant AT
Missile platoons are available this turn as reinforcements. Double clicking on the item will bring them
onto the map. Close the Arrived Dialog.

Three Vigilant units show up on the map in hex 2,40. They have full
Action Points so can be moved and used this turn. The Vigilant
platoons are going to be your most effective units against the opposing
armoured units. Select one of the Vigilant platoons and move it one hex
north to occupy the same hex as the Westland Wessex helicopters. You
will have expended 32 Action Points to move there, leaving you ample
to load into the helicopters. Double click the hex, which selects both of
the units, and press CTRL + L. You will see the Vigilant platoon disappear and the Westland Wessex
platoon is still visible, but will have expended 40 Action Points and now has a full helmet icon in the
lower right of the Unit Info Display. You have successfully loaded the Vigilant platoon into the
helicopters!

In the Unit Info Display of the helicopters, you will notice a green letter G. This means the helicopter is
currently on the ground and cannot move. In order for the helicopter to move, it must take off and go into
one of the flight zones. There are three different flight zones; N, L and H. N is Nap of the Earth, meaning
the helicopters are flying at treetop level, L is Low, meaning the helicopters are flying low, and H is
High, meaning the helicopters are flying well above the battlefield. Each flight zone has advantages and
disadvantages of which are explained in the helicopter section of the manual.

To take off, you can either press the PgUp button, or press
the up arrow button on the task bar. You can only move up
or down one level per hex. One you press the PgUp button,
you will see the green letter G turn into a yellow letter N, this indicates
you have moved into the Nap of the Earth flight zone. Also not that it
cost 10 Action Points to move between the levels. Move the Westland
Wessex helicopters from hex 2,40 to hex 3,40 and press PgUp button.
This changes the yellow letter N into a blue letter L, meaning the
helicopter has entered the Low Flight Zone. There are 34 Action Points

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left for movement. Advance to hex 4,39 and continue along that avenue of advance to expend as many
Action Points as you can, which should take you to hex 13,35 with only 2 Action Points remaining.

Returning to the airfield, select another of the Vigilant platoons from hex 2,41 and advance it along the
runway to hex 2,38. We will keep this Vigilant team at the airfield to destroy any opposing armoured
vehicles that manage to get this far.

Selecting the last Vigilant platoon from hex 2,41 and pressing H on the keyboard will reveal the
reachable hexes that it can move during the turn. Right click on hex 4,41 and the Vigilant platoon will
move there. While we wait for the Westland Wessex to return, we’ll advance along the road to make the
return flight a bit shorter.

Scrolling the map over to your SAS Troops, double click on hex 30,9 and advance the two SAS Troops
to hex 29,11. Your remaining SAS Troop at hex 43,16 is in a good location for Line of Sight and can
remain there for this turn. Utilizing the Line of Sight of this SAS Troop, it would be a good idea to plot
an airstrike along the road ahead of the armoured column to hopefully catch a platoon before it gets to the
pass.

You can view the type of airstrikes available by accessing the Air Support Dialog which displays the Air
Support available during the current scenario. This can be accessed through the Status menu. In this case
it shows “FGA. G Hunter (Bombs)” meaning a pair of FGA. 6 Hunter armed with bombs are available to
conduct an airstrike. Select hex 38,12 and either press CTRL + K, or press the Bomb button the task bar,
which will initiate an airstrike that will arrive at the beginning of next turn.

That is all for this turn, press End Turn.

4.2.3 Bootcamp Two: Turn 3

During the course of the A/I’s turn, you most likely noticed additional armoured platoons advancing
along the road. That being the case, it is essential to get our first Vigilant platoon set up in an ambush
position.

There is a percentage chance of your airstrike arriving this turn. If it didn’t, it will most likely arrive next
turn. If it did, the airstrike will attack an opposing unit within a five-hex radius. Unless the chosen target
is completely isolated, you do not have control over what the airstrike attacks. If there are no opposing
units within the five-hex radius, or you lose Line of Sight to the target hex, the airstrike will be recalled
and you will lose that air support for the remainder of the scenario.

Select the Westland Wessex platoon from hex 13,35 and move it to hex 26,24, press PgDn to lower it one
Flight Zone the proceed to hex 26,23, lowering it again to land. Unfortunately, there are not enough
Action Points this turn to unload, but you will be in a position to do so next turn. By pressing V on the
keyboard, you will see that this position provides an excellent ambush position that covers the road as the
opposing armoured forces advance to the Rabwa Pass.

Scroll back to the airfield and move the Vigilant platoon from hex 2,40 to 2,38. You can leave this
Vigilant platoon here for the remainder of the scenario as it covers the northern flank of the airfield.
Select the Vigilant platoon from hex 4,41, press CTRL + Q to double time it, and advance it to hex 5,39.

Scroll up to hex 29,11 and move the two SAS Troops to hex 29,13. The remaining SAS Troop at hex
43,16 can still remain in the current hex as it is providing good intelligence for your planning.

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That is all for this turn, press End Turn.

4.2.4 Bootcamp Two: Turn 4

You may have received fire from the armoured column against the SAS Troop at hex 43,16 where you
may or may not have taken losses or suffered a disruption. The start screen will inform you if your
Disruptions and if they have recovered. Since the SAS Troop has a high Morale, odds are in your favour
that it did.

Scroll to the Westland Wessex platoon at hex 26,23 that you landed last turn and press CTRL + L on the
keyboard to unload the Vigilant platoon into the hex. The Vigilant platoon will only have 50 Action
Points remaining for this turn, making it incapable of firing during the A/I’s turn, but it will be ready for
Turn 5.

Selecting the Westland Wessex platoon and


pressing PgUp will lift the helicopter platoon into
first Flight Zone (N), allowing you to move to hex
25,24 where you will press PgUp again to gain
more altitude into the next Flight Zone (L). Once
this is complete, advance the helicopter platoon
towards the Vigilant that is advancing along the
road near hex 5,39. You can continue to move that
Vigilant platoon along the road to hex 6,37.

One of the SAS Troops at hex 29,13 can be double timed and moved to hex 29,15. This position will give
them Line of Sight to the road below. The other SAS Troop and leader can be double timed and moved to
hex 28,14. The leader doesn’t move as far as the SAS Troops and you want to keep your leader together
with the SAS Troop so the Troop continues to gain the benefits of having a leader in the same hex. The
SAS Troop at hex 43,16 can remain there, or you can move it closer to the road.

That is all for this turn, press End Turn.

4.2.5 Bootcamp Two: Turn 5

You may have received fire from the armoured column against the SAS Troop at hex 29,15 where you
may or may sustained losses, been disrupted and or retreated. If you were forced to retreat, you lost Line
of Sight to the road and at the beginning of your turn the opposing forces will have disappeared. Your
Vigilant platoon at hex 26,23 has full Action Points and is ready to engage any armour that follows the
road the pass.

You can fly the Westland Wessex to hex 7,37 and press PgDn to being the decent to load the other
Vigilant platoon to prepare the next ambush position. After descending, move the Westland Wessex into
hex 6,37 and press PgDn again to land the helicopters. Selecting both units and pressing CTRL + L will
load the Vigilant platoon. The Westland Wessex will not have enough Action Points to take off again,
but it will be ready to move next turn.

Moving the SAS Troop and leader from hex 28,14 to hex 28,15 will provide you with Line of Sight to
the valley road below during the course of the A/I’s turn. While not necessary now that you have a
Vigilant platoon at hex 26,23, it may provide you intelligence on how to proceed in the coming turns.

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That is all for this turn, press End Turn.

4.2.6 Bootcamp Two: Turns 6 through 10

During the replay, you may have noticed some armoured platoons entering into the pass. If so, your
Vigilant platoon would have fired on them with Opportunity Fire. You should be able to conduct Direct
Fire against the platoon.

It is up to you now to decide on a second ambush position, flying your Vigilant team there to prepare for
the advancing armoured column. May I recommend hexes 15,31, 17,28 or 16,28. Any of these will
provide you good visibility to the targets as they travel towards the airfield.

Good luck!

4.3 Bootcamp Three

4.3.1 Bootcamp Three: Turn 1

The following presumes that you have read through the manual and
having played and read through the Bootcamp’s One and Two. I will
explain the principles in regards to helicopter movement and anti-
aircraft as we play through the scenario, but for the formulas and
explicit details, I recommend reading through the manual.

If you scroll to the airfield around hex 2,40 you will notice the forces
available for this scenario. Three SAS Troops, three Westland
Wessex platoons and one Scout Gunship. As experienced in
Bootcamp 2, the Westland Wessex helicopters will be the transport
for your SAS Troops to secure the Victory Point locations at hexes
29,4, 42,9 and 47,17. Since there are only 10 turns to complete the
mission, the use of the helicopters to secure the Victory Point
locations will be vital to your strategy.

Time to load up! Load all three of the SAS Troops into their
respective helicopters and climb to Flight Zone N. After climbing to
Flight Zone N, each of the Westland Wessex helicopters will have 65
Action Points remaining and the Scout Gunship has 90 Action Points
remaining. You can move each of the helicopter units’ one hex and
climb one more level to Flight Zone L.

Advance the helicopters towards Rabwa Pass. The Scout Gunship

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should be able to reach hex 16,23 with the Westland Wessex helicopters not too far behind.

Your artillery battery is fixed on the road beside the airfield, but appears to be out of range of the Victory
Point locations as described above. You can identify their range by selecting the battery and pressing the
G key, or the Display Range button the Tool Bar. Looking at the Reinforce  Releases menu option, you
will see that the battery is to be released on turn 3. On turn 3, you are able to load them and move them
towards the Rabwa Pass so they are closer to the points to provide artillery support.

That is all for this turn, press End Turn.

4.3.2 Bootcamp Three: Turn 2

With the start of turn 2, you can select the Scout Gunship and advance into the Danaba Basin, hex 17,10
and have the Westland Wessex helicopters follow closely. We could fly along the Danaba Valley floor,
but we don’t know what the disposition of the opposing forces are, so
we will descend to Flight Zone N and circle around from the north.
Lower the helicopters to Flight Zone N and advance to hex 18,2.

Advancing in Flight Zone N means we are hugging the terrain as we


advance towards our first objective at hex 29,4. Hopefully this will
allow us to remain out of Line of Sight of any anti-aircraft guns that are
in the area.

That is all for this turn, press End Turn.

4.3.3 Bootcamp Three: Turn 3

At the start of the turn, the Command Report reminds you that the artillery battery and headquarters have
been released. They can be loaded and start their advance towards the Rabwa Pass. After loading and
advancing along the road, the loaded Morris C8 platoon should have arrived at hex 6,37.

Returning to the helicopter group at hex 18,2, continue their advance to hex 31,2. The Westland Wessex
can be landed in hex 31,3 and 32,2 with enough Action Points to unload the SAS Troops within. Move
the Scout Gunship one hex back to 31,1 or 30,0 so it can gain Line of Sight to the Victory Point Location
at hex 29,4.

That is all for this turn, press End Turn.

4.3.4 Bootcamp Three: Turn 4

The Command Report informs you that you still have two airstrikes left, as there is nothing pressing to
use them, it is best to hang on to them for a few more turns.

At the start you can continue the advance of the Morris C8 platoon and Headquarters towards the Rabwa
Pass. The Morris C8 platoon should have arrived at hex 7,30 after expending its Action Points.

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At Danaba, the Scout Gunship may have revealed some defenders inside hex 29,4. If so, fly the Scout
Gunship one hex to 30,2 and conduct Direct Fire against the revealed defenders. You should have
enough Action Points to fire twice. Since the optional rule Extreme Fog of War is checked on, you will
be unaware of the losses. You can advance the SAS Troops from hex 31,3 to hex 30,3 and conduct Direct
Fire against the revealed defenders. Hopefully this Direct Fire will make them retreat or be eliminated,
allowing you to successfully capture the Objective Location next turn.

The Westland Wessex that landed at hex 32,2 can reload the SAS Troop and climb to Flight Zone N.

That is all for this turn, press End Turn.

4.3.5 Bootcamp Three: Turns 5 through 10

An anti-aircraft battery from hex 30,5 conducted fire against your SAS Troops at hex 30,3 and you have
suffered losses and/or disruptions. One of the SAS Troops can advance and capture the Objective
Location at 29,4. The other you have the option to return to the Westland Wessex helicopters to load for
the next mission, or you can advance towards the anti-aircraft battery to eliminate it. Anti-aircraft
batteries are lethal against helicopters and it is best to avoid them at all costs.

The loaded Westland Wessex from hex 32,2 and the Scout Gunship can fly around the north side of “Cap
Badge” and unload their SAS Troop at hex 44,7 in behind the next target, El Naqil, at hex 42,9. Leaving
the Scout Gunship at hex 44,6 should provide Line of Sight to the Objective Location.

Unloading the M101A1 105mm gun from the Morris C8 in its current position should allow the artillery

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battery to be in range of the remaining two Objective Locations. After unloading the artillery battery,
there should be 50 Action Points remaining, enough to plot artillery onto a target this turn.

To plot artillery, press CTRL + W, or the Artillery button on the


Tool Bar, and the Artillery Dialog will open. You can scroll across
the map and right click on any location that is within range of the
battery. If the artillery battery is within range, attack value
numbers will displays revealing what kind of attack values should
be expected at this hex. The first number is the hard attack value,
the second is the soft attack value.

Right click on hex 42,9 in hopes of causing damage to any defenders in the hex. Since the Scout Gunship
has Line of Sight to the hex, the artillery will not drift into an adjacent hex. If Line of Sight is lost, the
artillery fire can drift up to two hexes away, depending on the nation ordering the artillery strike.

After the artillery battery has fired, its firing status change next turn to Conserving Ammo. If it is in this
state, an empty bullet symbol will be displayed before the artillery battery in the Artillery Dialog and in
the left side panel of the Unit List. In the Unit List, there are two Ammo displays; Ammo and Arty
Ammo. Artillery will check against the Arty Ammo level instead of the Base Ammo level when checking
to see if it no longer Conserving Ammo.

This gives you enough information to proceed to finish the scenario. You’re well on your way to a
victory. Watch out for anti-aircraft, use your airstrikes wisely and advance to the last Objective Location
and secure it before the end of turn 10.

Good luck!

4.4 Bootcamp Four

4.4.1 Bootcamp Four: Turn 1

The following presumes that you have read through the manual and having played and read through the
previous Bootcamp scenarios. I will explain the principles of clearing wrecks and building bridges as we
play through the scenario, but for the formulas and explicit details, I recommend reading through the
manual.

Let us begin…

For this scenario, you are in command of a column that is to advance through the valley road and exit off
the top of the map. There are a number of Victory Point locations along the route and there is an Exit
Objective at the top of the map. The Exit Objective presently says “0”, it will increase in value for every
friendly unit that is removed from the map at that hex.

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Your force consists of a number of Centurion’s, Land Rovers carrying Parachute infantry, reconnaissance
and special vehicles. One of the special vehicles is located at hex 14,32. This is the Centurion ARVE, an
armoured recovery vehicle, which specializes in clearing wrecks from the game map. A couple hexes to
the right in hex 16,33 is an AVLB, a bridge laying vehicle which will lay one medium size bridge across
a hexside watercourse.

Moving to hex 12,29, you will see that the hex has a number of wrecks in it, which will impede the
movement of the Land Rover platoons, because they are 6 Strength Points. The other vehicles can still
pass through the hex since they are less than 5 Strength Points; the maximum allowed Strength Points to
move along, and utilize the benefits of, a road surface.

Move the Ferret FV701 platoon through the wrecks and to hex 14,26, followed by the Centurion to hex
13,29. You can attempt to move the Land Rovers from hex 12,32 to 11,30 and try to move into the hex
containing the wrecks, but an error message will show up at the bottom of the game screen: “Units
cannot move through existing terrain”.

Move the rest of the vehicles along the road until they expend all of their Action Points and end the turn.

4.4.2 Bootcamp Four: Turn 2

To start clearing the wrecks, move the


Centurion ARVE platoon into the hex
containing the hex. The ARVE will clear
two wrecks per turn. For hex 12,29, the
ARVE will remain in the hex until next
turn, where it will clear two wrecks
allowing the Land Rovers to use the road and pass through
the hex. The other vehicles can continue along the road
heading towards the Exit Objective.

The Ferret FV701 platoon is unable to proceed along the road due to a hexside river crossing the road.

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The AVLB platoon will be able to lay a medium bridge. The medium bridge will allow all the vehicles in
your group to continue their advance towards the Exit Objective.

Move the rest of the vehicles that can pass through hex 12,29, ensuring the AVLB is as close to hex
14,26 as possible.

End the turn.

4.4.3 Bootcamp Four: Turn 3

You will receive a notification at the start of the turn that makes note that wrecks have been cleared and
the location they have been cleared. Since the ARVE can clear two wrecks per turn, enough wrecks have
been cleared to allow the Land Rovers to pass through the Rough terrain.

The next task will be lay a medium bridge across the hexside river on the northwest side of hex 14,26.
Move the AVLB to that hex and it will be ready to lay its bridge on turn 4.

Move the rest of the vehicles towards 14,26 in preparation for advancing once the bridge has been laid.

End the turn.

4.4.4 Bootcamp Four: Turn 4

Now you are ready to lay the medium vehicle bridge so your
force can advance to the Exit Objective. To lay a vehicle
bridge, select the AVLB and press CTRL + V. The Engineer
Task Dialog will display allowing you to choose the
direction you would like to lay the bridge. In this case,
choose Up Left. Since this is a bridge laying vehicle, it will
have a 100% chance of success in laying the bridge.

Now the bridge is laid, you can continue with the scenario
and advance your force towards the next location that needs
to be cleared of wrecks.

End the turn.

4.4.5 Bootcamp Four: Turns 5 through 17

The remaining turns I will leave in your capable hands, now that you have some fundamentals of how
these special units work. If you wish to pursue a major victory, you will have to advance your units
towards the remaining Exit Objective location at 8,0. Each platoon that you remove off the map
(CTRL+E) at this location will gain you the Victory Point total for the platoon.

There may be opposing units along the route, so advance with relative caution.

Good luck!

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4.5 Bootcamp Five

4.5.1 Bootcamp Five: Turn 1

The following presumes that you have read through the manual and having played and read through the
previous Bootcamp scenarios. I will explain the principles of the new Recon Reveal feature as we play
through the scenario.

You command a small battlegroup that consists of some armoured cars and some tanks. You are to use
this battlegroup to advance into the valley and utilize the new Recon Reveal feature with your
reconnaissance cars to reveal targets for your tanks to fire at and destroy.

4.5.2 Bootcamp Five: Turn 2

Advance your column towards the objective


at 7,14. It will take a couple turns for all of
your force to get there, so be patient. You
will find that your FV701 Ferrets will move
much faster than your tanks can during a
turn. I recommend leaving them at 7,14 for a
turn while your tanks catch up.

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4.5.3 Bootcamp Five: Turn 3

Advance your battlegroup to the orchard terrain along the road at hex
11, 11 and then pause for the next turn.

With the group moving in formation, the group is fairly well protected
against any surprises.

4.5.4 Bootcamp Five: Turn 4

Now it’s time for Recon Reveal!

Advance one of the FV701 Ferret armoured car platoons to the village hex at 12,9. Once you are
there, make sure the platoon is still selected and then press the Recon Reveal button or press
CTRL + R on the keyboard.

If successful, you will expend 30 Action Points to reveal opposing forces in your Line of Sight! It is not
guaranteed to reveal anything, as it will conduct the usual Line of Sight check, so you may have to
perform the Recon Reveal a couple of times to see all the units in the area.

Before After

When your tanks have Action Points left, you’re able to destroy the guns before they fire on you. Now
you can advance through the valley and hunt the rest of the anti-aircraft guns to clear the skies for the
helicopters that will be operating in the valley in the future.

4.5.5 Bootcamp Five: Turns 5 through 10

The remaining turns I will leave in your capable hands, now that you have some fundamentals of how
these special units’ work. Good luck, Commander!

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5.0 Hints and Tips

5.1 How to Win

The surefire way of winning a scenario is to secure all of the objective locations and cause as many
casualties against your opponent while minimizing your own. It is important to spend the time reviewing
your forces, reviewing the map and objective locations and studying the terrain.

Reviewing your forces will allow you to see what the capabilities of each platoon is and give you ideas
how best to use them for the current scenario. Remember that Middle East spans over four decades; a
type of unit that worked well in the 1950’s may be hard pressed to achieve the same results in the 1970’s
or 1980’s.

Reviewing the map and noting where objective locations are will help you decide on the best avenue of
approaches or the best locations for defensive positions to protect your objective locations. It is important
to utilize natural cover and protection during your advances and withdrawals.

Take the time to come up with a couple of plans for completing the tasks that are assigned. In most cases,
you will be expected to think and play “outside the box” to achieve a major victory.

5.2 Hints and Tips

The following is some tactical advice to help you be successful:

1. Opportunity Fire: Take the time to set up Opportunity Fire for all of your units. There are
defaults set at the start of each scenario, but if you are playing against a knowledgeable
opponent, they will know what these default settings are and will exploit them. Mixing up
your Opportunity Fire will surprise your opponent.
2. Digging In: If you have static units, take the time to Dig In. This offers you defensive
benefits in Combat.
3. Reconnaissance: Send out troops to act as a visual screen. Knowing where the enemy is will
help you decide on the best course of action for your attack or defence. With the new Recon
Reveal feature, reconnaissance troops have never been so important!
4. Smoke: If you have it, use it when you need it. It is good for blocking Line of Sight and
reducing the effects of Direct Fire.
5. Flares: If you have it, use it when you need it. When firing Flares, make sure you are doing
so over the enemy positions, so you don’t highlight your own troops!
6. Artillery: Use your artillery as often as possible. If your opponent isn’t in your Line of
Sight, take the chance to target his assembly areas. A lucky hit is still a hit!
7. Leaders: Keep them close to where the action is. They help recover Morale and will provide
an added bonus to attack values.
8. Organization: It is important to keep units close to their parent Headquarters. The further
they are from their Headquarters, the less likely the will maintain their Combat Efficiency.
Units that have a reduced Combat Efficiency conduct attacks at half their rate.
9. Recognize Range: Take the time to learn the ranges of various units and their attack
strengths at range. There are hundreds of different units with varying ranges and attack
strengths.
10. Line of Sight: Visible distance may change as the scenario progresses, be aware of this and
plan your moves accordingly. Try to keep your forces out of Line of Sight of your opponent.

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11. Terrain: With Line of Sight in mind, use terrain to your advantage. Most terrain features
have some effect on combat, learn what the advantages and disadvantages are.
12. Fluidity: Try not to get bogged down trying to capture heavily defended hexes. If a bunker
does not need to be captured, it might be best to isolate it and refocus your attention.
13. Infantry: Infantry will become deadlier as the decades pass, be wary of taking an armoured
force into an urban area without proper support.
14. Priority Targets: Try to identify Headquarters, artillery and engineering units. Destroying
these will make your opponent have a much more difficult fight.
15. Assaulting: If you need to take a defended position and your only option is to assault, spend
some time and soften up the target. Attack it with ample Artillery and Direct Fire. Your aim
is to try to reduce the Morale of the defending units. When you think their Morale has been
reduced a couple of points, then attempt an assault. It may take a few attempts to capture the
intended hex, so be patient.

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6.0 Veterans Guide

6.1 What is The Campaign Series: Middle East?

If you are familiar with The Campaign Series, you will feel right at home as you maneuver through the
menus, choosing and starting up a new scenario. In many ways, Middle East is quite similar to The
Campaign Series, but you’ll soon find that there are significant differences.

6.2 What’s New or Different?

User Interface: While familiar, the User Interface has been modified and enhanced. It provides each
user the opportunity to set up their game how they wish with only a few clicks. All of the user interface
windows have been upgraded and made more modern.

New Zoom levels: There are now seven zoom levels, four 3D and five 2D. The 2D portion of the game
has been increased by two additional zoomed in levels. With the 2.00 UPDATE, there is a new 3D zoom
level that improves the legibility of the terrain and the units within.

New Map Graphics: Both 3D and 2D received a facelift. All graphics were redone and improved.

Mouse Wheel Zoom: As part of the interface improvements, you can now scroll through the zoom levels
using a mouse equipped with a scroll button.

Improved 2D Graphics and functionality: With the new Zoom levels, improved 2D graphics was a
natural progression.

Thermometers: Thermometers that are useful in 3D modes are now also available in 2D.

Extensive OOB’s: Similar to The Campaign Series, there are extensive Order of Battles &
Organizations included with the game. These are ideal for creating your own scenarios and for playing
Randomly Generated Battles. The Order of Battles span four decades for each of the countries that are
included in Middle East and the various organizational and equipment changes are represented. It is not
complete, but an excellent starting point to continue growing as future UPDATES are released.

Hundreds of Platoons: As the Order of Battles and Organizations continually changed over the decades,
so too did the platoons. Each country has hundreds of unique platoons depicting these variations. Some
are subtle, some are major, but we decided that a one-size-fits-all was not the approach we wanted to
pursue.

Lethality: As the decades progress, so did the efficiency at killing. A number of new weapon systems
were introduced to assist in fighting; Anti-tank weapons, Recoilless Rifles, Anti-tank missiles, artillery,
tanks and other armoured combat vehicles and helicopters.

Night Combat/Day & Night Transitions: Many battles in the Middle East game are fought during the
transition of day to night, night to day or take place at night. Certain platoons are Night Vision capable,
giving them a distinct advantage during Night Combat.

Helicopters: Helicopters make an appearance progressively as the decades pass. There are three primary
types of helicopters included; reconnaissance, transport and gunships.

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Helicopter Resupply: In order to prevent the abuse of helicopter gunships, a new resupply model has
been created that requires the combat helicopters, once they have run out of ammo, to fly back to their
headquarters and land to rearm.

Air Flight Zones: With the implementation of helicopters and their use, four different Air Flight Zones
have been created; Ground, Nap of the Earth, Low and High. Each Zone has advantages and
disadvantages of being in them. While ground combat and movement is still conducted in the Ground
Flight Zone, the three additional zones give the game a 3-dimensional aspect.

Air Strikes: Air Strikes perform similarly to The Campaign Series, but they are now attacking in either
the Low or High Flight Zone. That depends on the aircraft and the ordnance package. The Air Zone is
attacks in will determine the level of Anti-aircraft the aircraft receives during its attack run. Air Strikes
that are shot down are counted against your Victory Point total.

AAA Model: Anti-aircraft artillery has been remodeled to accommodate the new Flight Zones.

SAM Model: Not only has Surface to Air Missiles been added, the way the larger batteries operate has
been modified. Batteries are controlled by a guidance radar; if the radar is destroyed, the SAM batteries
will no longer function. Handheld SAM’s are not affected by this system.

SAM Fire Model: SAM Batteries are able to fire at targets in the High Level outside of normal Line of
Sight, as they are radar controlled. If SAM batteries are present, it is recommended to fly in the N or L
Flight Zones.

Recon Reveal: This allows #ReconUnit flagged vehicles and helicopters the ability to perform an in-turn
reconnaissance.

Adaptive A/I: A new system and encrypted file that modifies dozens of different parameters of the A/I
that will affect game play against the A/I. The parameters are tuned for each nation or side in a scenario
and the values are stored in a new file type. Default values that you may be familiar with in the original
Campaign Series are no longer the case when playing with the Adaptive A/I.

Campaign Series Event Engine: A new system that allows scenario designers to script events in their
scenarios to add more capabilities not seen before in the Campaign Series games. This system uses
programmed lua files to determine what the events are and how they interact with the scenario.

Extreme Fog of War: Extreme Fog of War has been enhanced and modified to be more extreme than
before. It requires your units to be in the hex to establish sight lines to see where you can shoot. It also
prevents you from seeing where the enemy can see and limits the intelligence gathered during combat.

Civilians: A necessary unit in the game that changes the flow of combat. While they do not appear in
every scenario, the scenarios they do can be game changers if inappropriately handled. Always take time
to positively identify what you should and should not shoot at. Civilian casualties can rapidly change the
victory conditions in your opponent’s favor if too many are killed over the course of the battle.

Folder Structure: The game folder structure has been heavily reorganized. It is much simpler to find
game files and save game files for PBEM and modifying.

More Elevations: Elevations have been increased from 20 up to 50. By means of the '.' hot key,
elevations will display on-map.

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Anti-Tank Ditches: New terrain type that limits vehicle movement across hexsides, but still allows
infantry to cross.

Infantry Model: A new system for determining defence, assault and soft and hard attack values has been
created. The calculation considers a number of items: number of men, weapon level, technology level,
doctrine level, cohesion level, number of squads and support weapon types.

6.3 Why Middle East?

Middle East is a natural progression for the series. Due to the time span (1948-1985) it provides an
excellent opportunity to portray the various battles from the end of the Second World War to near the end
of the Cold War. There are many weapon systems portrayed and experiencing the tactical differences in
combat between a 1948 battle and a 1973 or 1982 battle makes one eager to experience more.

A lot of thought has gone into the scenarios chosen to be included with the first release. In most cases,
they are battles that provided both sides an equal opportunity of victory, regardless of whom actually
won the battle. In addition, each of the scenarios attempts to teach the player (or players) a tactical
lesson. Of course, these lessons changes as the decades’ progress.

6.4 Why are you using the Campaign Series Engine instead of something new and flashy?

1. I have been a fan of the series since its inception. I have seen the improvements over the years
but most importantly, saw the potential in the series with a competent programmer to take the
series further than it has ever been before. That programmer has been found and, quite frankly,
he's a magician.

2. I have looked and have not found an engine that can do what I wanted it to do without
dumbing down the Campaign Series experience. The Campaign Series, in my humble opinion, is
similar to chess in the sense that it is very easy to learn but rather difficult to master. That being
said, our programmer has taken the experience to a new level, added some additional complexity
to ensure that the playing experience will be refreshing and capable of replayability.

3. The team is intimate with the Campaign Series engine, file structure and design. We were well
aware of the limitations and did many things to either remove those limitations and/or and design
Middle East for expansion

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7.0 Linked Campaign Games

7.1 What are Linked Campaign Games?

Middle East has several different Linked Campaign Games. In a Linked Campaign Game, you command
a predetermined organization through a series of historically linked, pre-designed scenarios. Your level
of victory in each scenario determines the scenario that you will play next, or if you will be removed
from command. The losses you experienced during a scenario will carry over to the next scenario, where
you may, or may not, receive replacements to replenish your losses.

There are three Linked Campaign Games that are accessible by pressing the Play Campaign radio button
on the Main Menu. Upon clicking the button, you are taken to the Campaign Commanders screen.

7.2 The Campaign Commanders Screen

At the Campaign Commanders Screen, you can


choose to start a new Linked Campaign, resume a
current campaign or delete and old campaign game
that you no longer wish to use.

If you wish to start a new Linked Campaign, press


the Begin New button and you will be taken to the
New Campaign Screen.

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7.3 The New Campaign Screen

At the New Campaign Screen you will have the option to play three different Linked Campaign Games;
45 Commando, On to the Jordan and 121st Battalion. Each has unique play features and scenario types
that allow one to practice some of the new features that are found in Middle East.

The Historical window provides you an explanation of what the Linked Campaign is about, you can
scroll through the text by using the arrows on the right side of the window. Otherwise, the screen
provides you information on which countries are involved, which region and the date the Linked
Campaign Starts.

After selecting a Linked Campaign and pressing OK, you are advanced to the Character Screen.

7.4 The Character Screen

The Character Screen provides information about


the currently selected saved Linked Campaign.
The graphic displayed is a military patch
appropriate for the chosen campaign. The
campaign saved file is found in the Name field
and the current organization is list in the Org.
field.

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From the Character screen you can:

Begin Next Mission – This button launches the next campaign mission (unless the campaign is over or if
you are currently involved in an ongoing campaign mission, in which case you must first complete the
unfinished mission; see “Resume Mission,” below).

Resume Mission – This button is only available if you are currently involved in an ongoing (i.e., saved)
campaign mission.

Restore Character – This button is not currently used and is a placeholder for future UPDATES.

Review Command – Press this button to display your current Order of Battle (OOB), including the
current strength of each unit, as well as its accumulated Experience Points.

Campaign History – Once you have at least one campaign mission under your belt, this display lists a
brief summary of each completed mission, including the mission date, location and your victory level.

Choosing the Begin New button will take you to the Mission screen.

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7.5 The Mission Screen

The Mission Screen provides you a location map of where your battle is going to take place, as indicated
by a red and yellow dot, and a description of the coming battle explaining what you need to accomplish
in order to be successful. It may also provide you some intelligence on what you can expect, although
this could be flawed, so be wary.

7.6 Replacements

Your command will occasionally receive replacements in the form of Strength Points. These Strength
Points can be added to any unit in your “core” Order of Battle which is current not at full strength. The
number of replacement points you receive will depend on the course of the campaign you are playing.

7.7 Winning

Victory is determined in the same manner as a victory in a regular scenario, although the consequence of
your win or loss will dictate the longevity of your Linked Campaign experience. Most Linked Campaign
games will allow you to suffer a defeat twice before you are removed from the command. Either way, a
dialog will appear informing you of the successful completion or defeat of the campaign.

NOTE: While your units may gain experience points, they are of little value in these relatively short Linked
Campaigns. This will come more into play in longer Linked Campaigns that will be available in future UPDATES.

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8.0 Scenario Design


Middle East comes with three editors that allow you to create your own scenarios. It is recommended to
watch the video tutorials on scenario creation and design in addition to reviewing the following
instructions.

8.1 The Map Editor

The Map Editor allows you to create the map for your proposed scenario. There are two key regions that
you can make maps for; WestAsia and NorthAfrica. Each region has different terrain types available.
There are no known limits to map size, apart from your computer’s hardware. The larger the map, the
more resources it will take to operate.

Start creating your map by clicking on the Edit Map radio icon from the Main Menu. You will be
prompted to choose the Region for your map.

Recommended Region Guidelines:


NorthAfrica: Egypt, southern Israel, Libya, Yemen, Jordan
WestAsia: northern Israel, Lebanon, Syria, Algeria

After choosing your region, you will be required to enter your map size. You can enter any values into
the X and Y spots since you can edit the size at a later time.

8.1.1 How to Create a Map

In order to create a scenario, you will require a map.


This map is where your battle will take place. It is a
good idea for you to have some familiarity with the
area that you wish to map for your scenario.

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From the Main Menu, press the Edit Map button to


launch the Map Editor. A dialog will pop up allowing
you to Open an existing map. Press Cancel and a
Region Dialog will appear allowing you to select
which region you would like to build your map in. Use
the guidelines above to help you decide which region
will best suit your needs.

After you choose your region, you will be asked to


select your Biome from the Biome Dialog. Biomes will provide further detail as to what you want to
display in the region you have chosen. In this case, you can choose either Desert or Mediterranean.

WARNING! Although you can edit the pre-set maps that come with the game, it is highly recommended that you
DO NOT tamper with any pre-set maps as this may not only alter how the scenario functions, but it may become
unusable, and may also prevent any upgrades from properly working if any of the files of such a `tampered scenario
are being updated by that upgrade. If you do edit a preset map (without renaming it through the “Save As” routine),
you may need to reinstall the game to have it (or an upgrade) work properly.

Once you selection a region, a Resize Dialog will


appear allowing you to enter the Width and Height of
your map. You can choose any values and if you find
you made the map too big or too small, you can resize
it at a later time. Enter your values are press OK.

Your map will be presented to you without features to


the extents you entered in the Resize Dialog. You can change the Map View by pressing 1 through 7 on
the keyboard, or by selecting which view you would prefer to work in under the Display menu.

Below the Menu Bar along the top are the Terrain types that you can use for your map. Terrain types are
explained in detail in Section 11.2.6, please refer to that for deciding on which Terrain types to use for
filling your map. To the left are the hexagon fills, in the middle are the roads, watercourses and hexside
and on the right are the labeling options and Jump Map. The Jump Map is useful for panning around
large maps quickly.

You can add or remove Terrain types from your map by selecting the feature and left click to place, right
click to remove. To speed the process, you can use the Cluster Fill and Rectangular Fill options for hex
Terrain types.

Cluster Fill – Hold down the SHIFT key when left clicking a “full hex” terrain type on the map to fill-in
the clicked-on hex, as well as the six adjacent hexes. This does a 7-hex “cluster” fill.

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Rectangular Fill – Hold down the Ctrl key after selecting the upper left corner, then, while continuing to
depress the Ctrl key, click on the lower right hex to have the selected terrain type filled in.

The Fill features do not work for hexside features. After using either Fill feature, you may want to add or
remove some of the features so they do not look like they are placed on the map in a pattern, doing so
will make the terrain fill look more natural.

You can also change the base elevation and


adjust the elevation change delta. To change
these values, select Elevations from the
“Values” pop-down menu. To define the height
(in meters) of the lowest elevation on the map,
input a number for the “Base” value. To set the
difference (in meters) between elevation levels, input a number for the “Delta” value. The amount of
elevations has been increased from 12 to 19.

You can raise (or lower) the entire map’s “base” terrain by selecting Extent in the Menu Bar, then
selecting Raise (or Lower).

Next you may wish to adjust your map’s elevations (hills, gullies, etc.). To change a hex’s elevation,
select the appropriate number from the Elevation pop-down menu. You can then left-click in a hex to
change the base level of that terrain to the selected level. See also “Cluster Fill” and “Rectangular Fill” in
section 13.6.

You can also use the Text Tool to name or label certain areas or features of your map. Press the Tool Bar
button displaying T±. Then left click on the hex in which you wish to add a label. A Dialog box will
appear allowing you to input a name. You can also adjust the size of the copy and the color (“Plain” for a
black label, “Water” for a blue label, and “Forest” for a green label). The “Justification” allows you to
center the map title, or have it “flush” left or right.

Warning: If the “T±” (map labeling) button is “on” (i.e., depressed), a right click on the map will delete the nearest
map label to the area right clicked on.

To toggle map labels on or off, press the T button.

Continue editing your map until you are happy with the
results. From the “File” pop-down menu, select Save.
When the Save As window appears, type in a name for
your map. Your map file will be saved in the directory
with the “.map” extension.

8.1.2 Design Tips

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1. If you intend on creating numerous maps with the Map Editor, it is recommended to create a
shortcut to your desktop from the memap.exe file. This will speed up the load time instead of
accessing it through the Main Menu.
2. SCALE: Keep in mind that each hex in the game represents an area approximately 250m from
side to side or top to bottom (thus, one kilometre would be 4 hexes in length).
3. Save the file name in the following format: Location_Date.map eg: Jerusalem_1948.map
4. For large maps, it may be easier to start with the linear features on the map: transportation and
hydrology, especially when generalizing and interpreting from historical maps. Towns and cities
follow the linear features, followed by forests and swamps. Detailing and labeling are typically
the last steps
5. Included in the game are three very large maps of the north Sinai Peninsula and Suez Canal area
(1956, 1967 and 1973). These can be resized and refocused for use with smaller scenarios with a
few clicks.
6. To create a full-hex bridge that can be damaged in the game, you can add deep hexside rivers to
the end of the full-hex bridge and add hexside bridges to the ends. This will provide a full-hex
bridge that can be “damaged” if one of the hexside bridges is destroyed.
7. A vehicle (only) is not allowed to cross a hexside if the elevation “delta” of that hexside is >50m
(regardless of the number of elevation level changes along that hexside). This applies regardless
of the presence of roads.
8. Even though we standardize the Middle East game maps with North at the top, it doesn’t mean
you have to. You are free to create your maps to suit your needs. This is why adding the
Compass is important to your map.
9. The Undo feature is disabled on maps that are larger than 512 x 512 hexes. This is due to
memory limitations within the engine and windows. While you can build maps larger than 512 x
512, you will not be able to use the Undo to fix any errors.

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8.1.3 Map Standards

Here are some recommended guidelines for maps created with the Map Editor:
1. Always include a North Arrow/Compass
2. Middle East maps have North at the top edge
3. Include labels
4. Water labels are Blue.
5. Hilltop labels are Green
6. Town labels are Black
7. Land Feature labels are Black
8. Military related features are Green
9. Labels are centre aligned, unless along a map edge.

8.2 The Organization Editor

8.2.1 How to Create an Organization

Besides needing a map, each scenario also requires an “org” (short for “organization”) file. This file will
contain the various and sundry company, battalion, division, and corps organizations that move around
and fight on the map. The Middle East Order of
Battle (OOB) Editor allows you to pick from a very
wide variety of historically accurate military
organizations.

From the Main Menu, press the Edit Order of Battle


button to launch the OOB Editor. A dialog will pop

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up informing you that due to the amount of information contained in the OOB Editor, it may take some
time to load; press OK. It is a good idea for you to have some familiarity with the organizations that you
wish to include in your scenario. Once you locate them in the OOB Editor (, you can create an OOB
using those organization types.

The first step in setting up your OOB is to set the date. Usually, this
date should be the same as your scenario’s date. Set the date (month and
year) with the pop-down boxes on the OOB Editor’s Tool Bar.

For accuracy in your scenarios, the date is very important, especially as the OOB Editor spans nearly four
decades of organizational changes. Setting the proper date ensures that only units that were available at
that period of the war are available in your scenario.

The OOB Editor’s Tool Bar is located near the top of the OOB Editor’s Interface and provides tools
useful in moving selected organizations and units from one place to another. If you position the cursor
over a Tool Bar button, a brief description of that button’s function will be displayed after a moment. For
more information on these buttons consult the OOB Editor’s on-line Help file.

The list displayed in the left-hand “Available Units and Organizations” column lists the different
organizations available, from Platoons to Armies. You will most likely want to be selecting battalions,
regiments, brigades, and/or divisions, depending on your scenario’s size. Each nationality’s organizations
are grouped together by organization type.

To see all the units in each organization type for a


nationality, click on the box with the “+” to the left of the
organization. The structure for that organization type will
open, displaying all the available different types of
organizations for the selected nationality of that command
level. Allow a few moments for the program to organize all
the organizations and units in a nationality’s folder after
clicking on that folder to open it.

It is very important that each platoon added to your OOB is


within some type of organizational structure (usually
within a company or battalion structure) in order for the
game’s A/I to know how to “use” the unit progeny. That is,
you should not simply bring over “loose” (i.e.,
“independent”) platoon units; they need to be “grouped” under a battalion (or higher-level organizations
command structure Therefore, it is highly recommended that you build an organization with a battalion
as the minimum organization. If you still wish to customize it by adding a special platoon to it, be sure to
put that platoon “inside” that organization using the “Lower Unit/Org” Tool button

Once you have located the organization you wish to add to your OOB, highlight (select) the
organizations name by a single left click on it.

Left click once on the Add Unit/Org (Auto) Tool Bar button to place the organization highlighted
in the “Created Units and Organizations” column (where all units of your scenarios organization
will be listed).

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Left click once on the Add Unit/Org (User) Tool Bar button to place the organization highlighted in the
“Created Units and Organizations” column, which will allow you to assign a specific organizational
number to that organization (as well as to many of its sub-organizations, if applicable); i.e., use this
method of adding an organization if you know that you want the Israeli 6th Infantry Brigade added to
your organization, not just any infantry brigade.

Warning: Using the Add Unit/Org (User) Tool Bar button for a brigade or higher organization requires that you
input a lot of names for the lower organizations of that organization (e.g., the brigades of a division).

To add the Leader to the unit you desire, highlight the leader in the “Available Units and Organizations”
column.

Then, left click once on the Add Unit/Org (Auto) Tool Bar button to add the Leader to the “Created Units
and Organizations” (right-hand) column. Then, left click on the Move Unit/Org Up Tool Bar button as
necessary to move the highlighted leader until he is displayed directly beneath the organization you wish
to incorporate the leader into.

Then, with the leader still highlighted, left click once on the
Lower Unit/Org Tool Bar button. This will “lower” the leader into
the organization directly above him. The leader should be placed
under the Headquarters unit if having the leader support a
battalion or larger organization.

If you wish to make your own custom organizations by adding in a


certain battalion type into a brigade, you can do this similar to
adding a Leader. To add the unit or organization to the
organization you desire, highlight the unit/organization in the
“Available Units and Organizations.”

Then, left click once on the Add Unit/Org (Auto) Tool Bar button
to add the unit/organization to the “Created Units and
Organizations” (right-hand) column.

Then, left click on the Move Unit/Org Up Tool Bar button as necessary to move the highlighted
unit/organization up until it is displayed directly beneath the organization you wish to incorporate it into.
Afterwards, with the unit/organization still highlighted, left click once on the Lower Unit/Org Tool Bar
button. This will lower the highlighted unit/organization into the organization directly above him.

To quickly move the selected unit all the way to the top of the organization it is in, highlight the
unit/organization and left click once on the Unit/Org to Top Tool Bar button.

To delete the selected unit from the “Created Units and Organizations” side, highlight the
unit/organization and left click once on the Delete Tool Bar button.

To quickly adjust the Morale level of Al units in an organization, highlight that organization’s name on
the “Created Units and Organizations” side, and left click once on the Adjust Morale Tool button. A
Dialog box will appear. Left click on the desired number to set the Morale of Al units in the highlighted
(selected) organization to that level. If you prefer, you can set this for each individual unit.

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8.2.2 Design Tips

1. If you intend on creating numerous maps with the OOB Editor, it is recommended to create a
shortcut to your desktop from the meorg.exe file. This will speed up the load time instead of
accessing it through the Main Menu.
2. Save the file name in the following format, preferably using the same name as your map file:
Location_Date.org eg: Jerusalem_1948.org
3. MINIMUM ORG SIZE: It cannot be emphasized enough that the minimum organization in your
scenario’s Order of Battle should be a battalion (as this is the lowest-level unit that contains an
“inherent” HQ). If you “import” lone platoons or companies into a side’s OOB, be sure you then
put them “inside” a battalion or higher-level organization that has an HQ. In other words, don’t
simply import a lot of platoons or companies without adding them into an organization with an
HQ.
4. DON'T FORGET LEADERS: It is your responsibility to add Leaders to your OOB; the org
editor will not do this for you. Adding more (and better) leaders to one side or the other is a good
way to help balance a scenario, and also to help simulate a side’s resourcefulness.

8.2.3 Order of Battle Standards

Here are some recommended guidelines for order of battles created with the Organization Editor:

1. We have decided against using historical figure names. Many are still alive and so we have
decided to identify key leaders by organization. For example; 11th Infantry/2nd Brigade would
be the leader of the 11th Infantry Battalion of the 2nd Brigade. [You are free to change the
name to whatever you wish, of course]
2. Most combat units will have a higher morale than logistical or second rate units (trucks, etc).
3. All units must be part of an organization in order to work with the Combat Efficiency
system.

8.3 The Scenario Editor

8.3.1 How to Create a Scenario

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Upon starting the Campaign Series Scenario Editor, you will be prompted to open one of the preset
scenarios already in the game, from the Open Dialog. Unless you have a scenario already in progress that
you wish to continue editing, cancel this command immediately.

WARNING! Although you can edit the pre-set scenarios that come with the game, it is highly recommended that
you DO NOT tamper with any pre-set scenarios as this may not only alter how the scenario functions, but it may
become unusable, an may also prevent any upgrades from properly working if any of the files of such a `tampered
scenario are being updated by that upgrade. If you do edit a preset scenario (without renaming it through the “Save
As” routine), you may need to reinstall the game to have it (or an upgrade) work properly.

Once the Open Dialog is closed, select New from the File pop-down menu to start a new scenario. You
will then be prompted to insert the names of the map file and the org file that you wish to use with the
scenario you are creating. In the dialogs that appear, locate the file and click on the OK button.

Note: In some cases, upon attempting to create a new scenario, the folder may default to your “My Documents”
folder. If this is the case, repath to the …/middle_east/scenarios folder of your installation and it should continue
to recall that location going forward.

Once the .map and .org files for the new scenario have been selected the following Header Dialog will
appear.

In the scenario’s Header Dialog, you define the following:

The Title of the scenario is what will be displayed in the Scenarios screen where the scenario to be
played is selected.

The Mission Type Dialog can be used to select a


“type” of scenario. This will affect how the A/I will
perform if one side or the other is A/I-controlled

The First Side (generally, the attacker) determines


which side moves first in each turn.

The Turn value is the number of turns you want the


scenario to run. The default turn length is 10.

The Visibility value determines the maximum


distance in hexes that can be seen during the
scenario. The default value is 20.

Additional Functionality:

Dynamic Visibility:

Scenario designers can now set the preferred visibility on a per-turn or by a series of turns. This is
achieved by noting the turn sequence followed by the visibility. In the following example scenarios that
are 50 turns long, turns 1-30 will have a visibility of 8, while turns 31-50 will have a visibility of 2.

1-30[8] 31-50[2]

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NOTE: The space is important between the two sets of values. Otherwise no spaces (none within each value set)

There is no limit to the number of visibility changes the designer can set for the scenario.

Dynamic Day/Night:

Scenario designers can now set the preferred day or night on a per-turn or by a series of turns. This is
achieved by noting the turn sequence followed by the visibility. In the following example scenario that
are 30 turns long, turns 1-30 will have a day setting, while turns 31-50 will have a night setting.

1-30[d] 31-50[n]

NOTE: The space is important between the two sets of values. Otherwise no spaces (none within each value set)

There is no limit to the number of days or nights the designer can set for the scenario.

The Ammo value is used to determine the percent chance that a unit will be resupplied if not otherwise
resupplied by its HQ. The default value for ammo is 80.

The Smoke value determines the number of times smoke can be fired by a side.

The Flares value determines the number of times flares can be fired by a side in Night Scenarios.

The values for a Major Defeat, Minor Defeat, Minor Victory, and Major Victory determine the victory
levels of the scenario. The main program calculates Victory Points (VPs) for a battle based on Objectives
controlled and losses incurred by both sides. If the VPs for the First Side fall below the Major Defeat
value, then the First Side receives a Major Defeat for that battle. If the VPs fall between Major Defeat
and Minor Defeat, then the First Side receives a Minor Defeat. If the VPs fall between Minor Defeat and
Minor Victory, then that battle results in a draw. If the VPs fall between Minor Victory and Major
Victory, then the First Side receives a Minor Victory. If the VPs are greater than Major Victory, then the
First Side receives a Major Victory for that battle.

The A/I values determine the aggressiveness of a side when it is played under the control of the
computer. These values range from 0 to 100; 0 representing an army that will attack and defend less
forcefully while a 100 value represents the army will be very aggressive in the attack and more likely to
die where they stand in defence. To find the best A/I level for your scenario; you will probably have to
experiment with different settings.

The Air value displays the number of Air Strikes available to a side during the scenario. This section is
“grayed out” as Air Attacks are now set by selecting “Airplanes...” from the “Scenario” pop-down menu.
The Dialog that appears lists all Air Attacks available, grouped according to nationality.

The Conditions Dialog: The Conditions Dialog


will then appear so you can establish the
environmental conditions for the current scenario.

The Ground selections are Normal, Soft, Mud, and


Snow. Ground conditions affect movement during
the battle. When Snow ground conditions are in
effect, Marsh is treated as Open terrain and

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Swamp becomes Forest.

The Water selections are Normal and Frozen. When the water is Frozen, all Water hexes are treated as
Open hexes, and Streams and Minor Rivers become Gullies.

The Trees selections are Normal, Brown,


Barren, and Snow. These selections are
purely graphical and have no effect on
play.

The Fields selections are Normal, Plowed,


and None. Normal fields affect Line of
Sight and movement, while Plowed fields
present no Line of Sight obstacle and only
affect movement.

The last screen is the Scenario


Information Dialog. This is where the
name of the scenario designer, the date of
the scenario and a description of what the
battle is about is stored. Date formatting
is: Day Month, Year. An error will pop up
if you set the date incorrectly or used an
incorrect format. For a detailed
description of what your scenario
description should include, see Section
2.1.5.

If you want your scenario to have a


unique picture (one that will be displayed whenever your scenario’s title is selected in the Scenarios
screen), you can insert a graphic file with the exact same name as your scenario and a .bmp extension
into the Campaign Series directory.

Example: If your scenario’s file name is Jerusalem_1948.scn, the title of the graphic should be
Jerusalem_1948.bmp. The dimensions of the picture you select should be 256 pixels wide by 128 pixels
high, and the graphic should be saved as a Black and White or 256-color bmp-type file, in order for it to
display properly.

8.3.2 Design Tips

1. If you intend on creating numerous maps with the Scenario Editor, it is recommended to create a
shortcut to your desktop from the meedit.exe file. This will speed up the load time instead of
accessing it through the Main Menu.
2. Save the file name in the following format, preferably using the same name as your map and org
filse: Location_Date.scn eg: Jerusalem_1948.scn
3. The length of a scenario should be based on a few factors; size of forces involved, weather
conditions, terrain, mission, and the overall situation you are trying to represent
4. On a clear day in most theatres, maximum visibility is best around 10 to 12 hexes. It is more
difficult to spot a few vehicles at 3000 metres (3 kilometres or 1.86 miles) than you’d think.
5. From experience, it is best to use one type of aircraft per side when adding air support.

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6. Don’t forget to consider the base and artillery ammo levels. In general, you will probably want a
value between 60 and 85 (anything less than 60 should be used for a side if it is disorganized, cut
off, and/or short on supplies; anything higher than 85 should be used only to represent a side that
is especially well-supplied).
7. Ammo levels are definitely an important consideration as they can have a huge effect on
gameplay and balance. We tend to use mission type to dictate the ammo levels that will be in any
particular scenario. A standing, frontline attack will typically have more ammo available in a
short period (the ammo dumps are typically close to the frontline and stocked up for the
offensive) than a meeting engagement (the supply units are typically at the tail end of the
advance).
8. VICTORY LEVELS: Don’t forget to put in four different values in each the victory levels boxes
of the “Header Dialog” (the default values of “0” just won't do!). Obviously, you will have to
weigh the amount and value of the Objectives that your scenario has and which Objectives you
expect the First Side (usually the “attacker”) to capture in order to achieve a Minor and Major
Victory. You also need to consider acceptable casualty levels for the attacker, as well as if you
intend for your scenario to always be played as the human controlling a certain side vs. the
computer (as opposed to balancing it solely for two player play). Getting good victory levels will
be important for your scenario to be
properly balanced, and is easily one of the
hardest things to get just right.
9. A nice added touch is to ensure units are
facing in the proper direction. For example;
all units opposing forces are facing each
other.
10. Another added touch, when adding forces
along a road, take the time to orientate the
units along the road, facing the proper
direction. Also ensure that a maximum of
12 Strength Points per hex to ensure proper movement of the column.
11. Try to place the units relatively close together, based on their organization. The platoons of a
company should be within a few hexes of each other. This will assist the players if they choose to
play with the Company Command optional rule.
12. Platoons that have their Morale reduced in the scenario editor will roll Morale Checks at the
beginning of each turn until the Morale has been recovered. This is a useful Tool to display
certain situations in scenario designs.
13. When designing a scenario to be played against the A/I, it is better to cluster a few smaller value
Victory Point Locations than to have one large high value Victory Point Location.

8.3.3 Scenario Standards

Here are some recommended guidelines for scenarios created with the Scenario Editor:
1. Scenarios are designed with all Optional Rules except for Variable Visibility, as the
Visibility is set by the designer and fluctuates accordingly.
2. Major Victories are intended to be reached when a true major victory is accomplished.
That means that you defeated your opponent, captured all the objectives and suffered
very few losses.
3. Scenario description is filled in its entirety based on the requirements of Section 2.1.5.
Make sure you fill in which version of the game the scenario was designed under.
4. An AI file does not need to be created; it will use the default AI file settings.
5. A Lua file does not need to be created, it will use the default Lua file settings.

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8.4 Creating Linked Campaign Games

8.4.1 Designing a Linked Campaign Game

The following document will assume you are familiar with creating individual scenarios, as explained in
the previous sections.

The Linked Campaign is the “story” of a core unit through a series of linked scenarios. The Linked
Campaign may be as short as two scenarios or as long as you can imagine. The beauty of the Linked
Campaign, from a designer’s perspective, is that it is limited only by their imagination.

For simplicity, I will use test as my campaign name. Whatever you decide to call your Linked Campaign,
it is essential that you use the described naming convention throughout.

8.4.2 The Essentials

Apart from the necessary Linked Campaign related scenario files (*.scl, *.map, *.org), there are four
essential files that need to be created to ensure your Linked Campaign will function correctly.

1. test.LCG – The LCG file is the main data file for the Linked Campaign.
2. testLCG.bmp – This is the graphical map depicting the battle locations of your Linked
Campaign.
3. test_patch.bmp – This is the graphic representing the Linked Campaign in game dialogs.
4. test_endgame.bmp – This is the graphic that appears after successfully completing the Linked
Campaign.

The LCG file in detail:

This is the most important file for Linked Campaign construction. Without it, the campaign will not
function.

You can open the LCG file using Notepad. (Right click on the *.lcg file  Open  Open with… Notepad)

When you open it, it will look like this:

9999
08
1
French in Algeria
08 28
2
560830
Linked Campaign Game: In this campaign, you will command a French Foreign Legion Battalion of the French Army and its
adventures throughout the Algerian War of Independence. DESIGN NOTE: This Campaign is rated as DIFFICULT.

1 testLCG_1.scl/ 228 65 -1 -1 2 2 2 0 Algiers


2 testLCG_2.scl/ 228 65 -1 -1 3 3 3 0 Algiers

-1 You have set a new standard for being truly incompetent. You are relieved of your command!
-2 etc…

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Explaining the LCG file:

9999 – This is the unique ID for the Linked Campaign’s CORE UNIT. (See CORE UNIT below)
08 – This is the nationality that the player will command in the Linked Campaign. See 8.4.4
1 – This is the Command Level the player will command in the Linked Campaign. See 8.4.5
French in Algeria – This is the title of the Linked Campaign that shows up in the Campaign Menu
08 28 – These are the nationalities that will be involved in the Linked Campaign. The player’s nationality
must be listed first.
2 – This is the map region code. See 8.4.6
560830 – This is the date the Linked Campaign starts (YYMMDD; the example is August 30, 1956)
Linked Campaign Game: Blah, blah, blah. – This is the description of the Linked Campaign as found
in the Campaign Menu. It is essential you do not add any “returns” to your text and you leave the next
line after the historical text blank.

1 testLCG_1.scl/ 228 65 -1 -1 2 2 2 0 Algiers


2 testLCG_2.scl/ 228 65 -1 -1 3 3 3 2 Algiers

1 – This is the Linked Campaign scenario number. Each unique scenario within the campaign must have
its own number.
testLCG_1.scl/ – This is the scenario file name with the .SCL extension. The scenario file name must
end with a backslash followed by a space.
228 65 – This is the pixel location on the testLCG.bmp map, so players can track their progress.
-1 -1 2 2 2 – This is the portion that will determine what happens to the player after completing a
scenario. They are in the following order: major loss – minor loss – draw – minor victory – major
victory. A negative number refers to a comment and a positive number refers to continuing to the
scenario number mentioned. In the example, a major or minor loss would have the player see a comment
while a draw, minor or major victory would have the player continue to scenario 2.
0 – This is the amount of reinforcements that will be available at the beginning of that scenario. It is
recommended that there are no reinforcements for the first scenario.

-1 You have set… – This is the comment that the player would see after completing a scenario. In the
example above, they would read this comment if they received a minor or major loss in the scenario.

CORE UNIT

The CORE UNIT will remain consistent throughout the campaign as it is the star of your campaign. It is
based on a unique ID within the testLCG.org file. How do I determine what the CORE unit is for my
campaign?

If you open the org file in using Notepad, you can search for the name of your organization. (Ctrl+F)

B0812231 9999 7 French Foreign Legion Battalion

The highlighted number in red (9999) would be the unique ID for that battalion and is the number that

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would be found at the top of your LCG file.

The Linked Campaign Graphical Map

testLCG.bmp – This is a graphical file of the area where your campaign takes place. It must be 624
pixels wide by 362 pixels high and saved as a BMP in 256-colour format. (8-bit, 256 colours) Note the
naming convention.

The LCG Insignia Patch

test_patch.bmp – This is a graphical file that displays on the


Campaign dialog. It must be 258 pixels wide and 128 pixels high and
saved as a BMP in 256-colour format. (8-bit, 256 colours) Note the
naming convention.

The End Game Graphic

test_endgame.bmp – This is a graphical file of the victory screen. A


photograph from the battle in question or time frame would be
ideal. It must be 624 pixels wide by 362 pixels high and saved as a
BMP in 256-colour format. (8-bit, 256 colours) Note the naming
convention.

8.4.3 Step by Step

Step 1: Formulate a plan.

I cannot emphasize this step enough. I will usually hand draw out a draft of the campaign with pen and
paper, then tweak it accordingly depending on how I would like the campaign to flow. This is especially
useful if you are building a large campaign with a lot of scenarios.

Step 2: Build a draft of the LCG file

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For simplicity, I would recommend copying and pasting an existing LCG file and then edit it as you need
to. By doing so you can see which items you need to change to suit your Linked Campaign. Elements of
the LCG file you can change now are: the army of your core unit, the title, the armies involved in your
Linked Campaign, the map code, the date and the introduction text. I might suggest deleting all of the
scenarios listed in the LCG file with the exception of the first one, to use as a template.

Step 3: Build your ORG file

Creating a map follows the same procedure as outline is Section 8.2. The primary difference is that I
would recommend adding all the units that you envision being in combat throughout your Linked
Campaign Game into the .org file.

Step 4: Update the LCG file with your CORE UNIT.

Once you have created your .org file for your Linked Campaign Game, you will be required to open up
the .org game file and determine which the CORE UNIT ID number. As explained above, this is
identified by the following highlighted number:

B0812231 9999 7 French Foreign Legion Battalion

This is the number that will go at the top of your LCG file.

Step 5: Build your MAP files

If your campaign is fought over an area that changes little, I would suggest creating a large master map
of the area (testLCG.map). After it is complete, you can cut out smaller maps from it to use in your
Linked Campaign. Creating a map follows the same procedure as outline is Section 8.1.

Once your base map is complete, cutting out smaller maps is as simple as noting the top left coordinates
of the area you wish to use (for example; 15, 35). Save your master map as the scenario map you wish to
use (testLCG_1.map). You can then shift the map so that hex
15, 35 is in the top left corner: Extent  Shift  X -15 Y -
35. Then resize the map to your battle area: Extent  Resize
 Width 40 Height 40 (or however big your wish to make
your map). Save your map and adjust the Compass so it fits
on the new map.

Step 6: Build your CAMPAIGN SCENARIO files (*.scl)

Building a Linked Campaign scenario follows the same procedure as creating a regular scenario, as

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described in detail in Section 8.1.3, but there are two differences:

1. Each Linked Campaign scenario should have your CORE UNIT included.
2. The file is saved as a .scl file

When saving your Linked Campaign scenario file, it is recommended to save it in the following format:
testLCG_03.scl. test is the name of your campaign, LCG is so you can easily identify it as a Linked
Campaign scenario and the number will help you know where it is referenced in your LCG file.

Step 7: Update the LCG file with your SCENARIO files

Now that you have your Linked Campaign scenario created, it needs to be added to the LCG file of your
campaign. Open the LCG file in a text editor and note the following lines:

1 testLCG_1.scl/ 228 65 -1 -1 2 2 2 0 Algiers


2 testLCG_2.scl/ 228 65 -1 -1 3 3 3 2 Algiers

You can copy and paste line number two and change the 2’s to a 3; like so:

1 testLCG_1.scl/ 228 65 -1 -1 2 2 2 0 Algiers


2 testLCG_2.scl/ 228 65 -1 -1 3 3 3 2 Algiers
3 testLCG_3.scl/ 228 65 -1 -1 3 3 3 2 Algiers

Depending on where the battle takes place, you may want to adjust the pixel location and the city name
location. You will also want to change the results of what happens if you win, lose or draw in your
scenario. Whether you proceed to scenario 4, or the campaign ends is up to you.

Step 8: Create your GRAPHIC MAP file

This is the file that the players will see when they are reading about what their task is for the next battle.
It is the map that provides the location of where that particular battle is fought on a map. The quickest
way to create the file is to use either GOOGLE Earth or GOOGLE Maps, zoom to the area your
campaign takes place, change it to satellite view without labels, CTRL+PrtScn  CTRL+V into your
favourite image editing software. I use Corel PHOTOPAINT where I would resize and/or crop to the
dimensions I need and add any labels for towns or regions. Remember; 624 pixels wide by 362 pixels
high and saved as a BMP in 256-colour format and it must be saved using the naming convention
described above: testLCG.bmp

Step 9: Create your LCG INSIGNIA file

This is the file that the players will see in their Campaign Screen when they
are reviewing their campaign
I use Corel PHOTOPAINT for creating the file. Resizing, cropping and any
editing can quickly be done within the graphic editing software. You can use
Adobe, GIMP or even PAINT to complete the task. Remember; 258 pixels
wide by 128 pixels high and saved as a BMP in 256-colour format and it must be saved using the
naming convention described above: test_patch.bmp

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Step 10: Create your END GAME file

This is the file that the players will see when they successfully finish the Campaign. It is a nice graphic
that should portray something related to your campaign. Using your favourite search engine and
searching for an image that displays something from the timeframe of your particular campaign would be
best suited.

I use Corel PHOTOPAINT for creating the file.


Resizing, cropping and any editing can quickly be done
within the graphic editing software. You can use Adobe,
GIMP or even PAINT to complete the task. Remember;
624 pixels wide by 362 pixels high and saved as a BMP
in 256-colour format and it must be saved using the
naming convention described above: test_endgame.bmp

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8.4.4 Nationality ID# Codes

The Campaign Series: Middle East

08 France
09 England
14 Generic Pro-West
22 Israel
23 Egypt
24 Iraq
25 Jordan
26 Syria
27 Lebanon
28 Generic Pro-East
29 Libya
30 Algeria

8.4.5 Linked Campaign Game Command Levels

The Campaign Series: Middle East

1 Battalion
2 Regiment
3 Brigade
4 Division
5 Corps

8.4.6 Map Regions

The Campaign Series: Middle East

1 Mediterranean
2 Desert

8.4.7 Troubleshooting

Should you have a technical problem creating a Linked Campaign Game with the game, the best way to
get help is to post a note in the Technical Support sub-forum within the Middle East forum at
http://www.matrixgames.com

Lastly, you may also try emailing jasonpetho@hotmail.com. Ensure you add “Middle East” to the subject
line when emailing, as most mail is filtered.

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9.0 Scenario Listing

9.1 Stock Scenarios

Abu_Ageila_1956.scn Battle of Abu Jason Petho 30 October, 1956 H2H/SIDE A


Ageila (1956)
[Abu Ageila, Sinai, Egypt]: [H2H/SIDE A] [HIS] [CSL]:

Abu Ageila was a strategic location for the Egyptians as they maintained defensive positions to prevent
the loss of land in case of war. The Egyptians secured the Abu Ageila - Qusaymah area with the 6th
Infantry Brigade, supported by self-propelled anti-tank guns and artillery. The crossroads were of equal
importance as it is located along a main artery across the Sinai Peninsula, vital to the Israeli strategy of
maneuver and deep penetration for conducting a short war. The Israelis utilized elements from three
brigades for their attack on the position, the 4th, 10th and 7th.

Their orchestrated assault started early on October 30th at Qusaymah by elements of the 4th Infantry
Brigade after it became disoriented in the desert. The 7th Armoured Brigade, intended to be sent in
after, was released prematurely in order to ensure the securing of Qusaymah to assist in the advance to
the Paratroopers at Mitla Pass, which was assaulted the night before. [ALL: N VV]

[NOTE: Many of the Egyptian and Israeli formations start the scenario fixed and will be released during
the course of the scenario. This is in an attempt to recreate the flow of the actual battle. Only the units
that became involved in the battle are included in the scenario.] [2.00]

Abu_Ageila_1967.scn Third Time's a Jason Petho 5 June, 1967 H2H/SIDE A


Charm
[Abu Ageila, Sinai, Egypt]: [H2H/SIDE A] [HIS] [CSL]:

Abu Ageila and Umm Katef were the center of attention for a third time in as many decades. Unlike the
previous two engagements in 1948 and 1956, the Israelis had two weeks to prepare for their assault on
the heavily defended and fortified area.

The plan involved a division sized unit, including: an armoured brigade, an infantry brigade, six
battalions of artillery, a parachute battalion, an independent tank battalion and additional assets. The
Israeli 14th Armour Brigade was tasked with capturing the road to Umm Katef, clearing the road, and
allowing the 99th Infantry Brigade and artillery assets to move into position for the night assault on
Umm Katef, which was defended by the Egyptian 12th Infantry Brigade, supported by artillery and
armour. In support of the main assault, an armoured task force was to push its way through the desert
along the Batur Track to set a roadblock the Abu Ageila - El Arish highway to prevent Egyptian
reinforcement. In addition, a parachute battalion was to be landed via helicopter behind Umm Katef to
neutralize the Egyptian artillery. To the south, an infantry force was to tie down the Egyptian 10th
Infantry Brigade at Kusseima.

It was a good plan, but plans rarely survive first contact. [ALL: N VV]

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

[NOTE: Many of the Egyptian formations start the scenario fixed and will be released during the course
of the scenario. This is in an attempt to recreate the flow of the actual battle.] [2.00]

As_Suez_1973.scn Formalities in Jason Petho 24 October, 1973 H2H/SIDE A


Suez
[Suez City (As Suez), Egypt]: [H2H/SIDE A] [HIS] [CSL]:

Behind the Egyptian Third Army, the city of Suez was thought to contain the supplies for the army. The
Israelis, having encircled the city from the west, after crossing the canal and penetrating south from
Deservoir, created a task group based on tanks from the 217th Brigade and paratroopers from the
Parachute Battalion to capture the city before the 7:00 AM ceasefire deadline. As Egyptian forces had
been exiting the city and surrendering, the Israelis thought the mission would be a formality. It wasn't
the push-over they were expecting.

[ALL: N VV] [NONE] [2.00]

Ash_Shatt_1973.scn Into the Jaws of Jason Petho 14 October, 1973 H2H/SIDE B


Shlomo
[Ash Shatt, Egypt]: [H2H/SIDE B] [HIS] [CSL]:

Under political pressure as a result of the reverses on the Golan Heights, the Egyptian high command
started an offensive to tie down Israeli troops. The offensive was conducted along a broad front by both
the Second and Third Armies. The Third Army was to attack and secure the passes, Mitla and Giddi,
while 2nd Army was to capture the Lateral Road. On the east bank of the southern end of the Suez Canal
was the small town of Ash Shatt, used by the 113th Mechanized Brigade, 6th Mechanized Division as a
staging area for the coming offensive. Passing through the 19th Infantry Division frontline, the 113th
Mechanized Brigade was tasked to move south to secure the right flank of the main attack towards
Mitla Pass.

Although the initial assault was successful, catching the Israelis by surprise, the Israelis quickly
recovered.

[ALL: N VV] [NONE] [2.00]

As- Battlefields of Old Jason Petho 21 July, 1977 H2H


Sallum_1977.scn
[Jaghbub, Eastern Libya]: [H2H] [HIS] [CSL]:

Relations between Egypt and Libya became strained after the October War in 1973, with Egypt slowly
trying to find peace with Israel. Libya was one of the transition's most vocal critics and started a
campaign of harassment along the border during the mid-70's.

Almost going to war in 1976 over the numerous border clashes, Egypt reinforced the border area with
two mechanized infantry divisions as a show of force. Libya continued to train Egyptian dissidents as

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

terrorists at several camps throughout Libya and regularly dispatched them across the border to disrupt
the Egyptian regime.

Border skirmishes grew in frequency and intensity finally escalating to the intense skirmishes in July,
1977. On July 21, Libya conducted another battalion sized raid in the vicinity of as-Sallum, this time the
Egyptians were prepared and counterattacked with a large mechanized force.

This scenario depicts the initial raid by the Libyan 9th Tank Battalion and the subsequent Egyptian
counterattack into Libya. Tank skirmishes broke out over the familiar battlefields of the North African
Campaign of World War Two.

[ALL: OPT VV] [NONE] [2.00]

Batur_Track_1967.scn Position 181 Jason Petho 5 June, 1967 H2H/SIDE A


[Batur Track, Sinai, Egypt]: [SIDE A/H2H] [HIS] [CSL]:

Based on lessons learned during the 1956 Sinai Campaign, the Israelis were adamant on sending an
armoured force into the rear of Ruafa Dam at the Abu Ageila position. Due to the presence of the
Egyptian 10th Infantry Brigade at Qusaymah, the alternate option along Batur Track was chosen. A
reinforced armoured battalion, consisting of Centurions, mechanized infantry, reconnaissance and
engineers, was assigned the task to advance along Batur Track and attack the Ruafa Dam position from
the rear.

While overrunning the first outpost, the Israelis stumbled into the Egyptian Position 181. Defended by
an entrenched infantry battalion, supported by artillery, SU-100's and minefields, the position offered
more opposition than initially expected. With great pressure to succeed, the Israeli commander
reorganized his forces and assaulted the position.

[ALL: OPT VV] [NONE] [2.00]

Bir_Gifgafa_1967.scn Trouble at Bir Jason Petho 7 June, 1967 H2H/SIDE A


Gifgafa
[Bir Gifgafa, Sinai Peninsula]: [H2H/SIDE A] [HIS] [CSL]:

Bir Gifgafa was one of the various Egyptian army camps in the central Sinai, where elements of the 4th
Armoured Division were located to provide a counterattack force for the 2nd Infantry Division situated
in Umm Qatef.

Israel's 60th Armoured Brigade led the advance through the central Sinai. AMX-13 light tanks were in
the lead as it approached the Egyptian camp. A battle of maneuver commenced as the Israelis soon
realized the armament of the AMX-13's was not enough to penetrate the frontal armour of the Egyptian
T-55's scattered around the camp.

[ALL: OPT VV] [NONE] [2.00]

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

Bir_Gifgafa_2_1967.scn No Match for the Jason Petho 8 June, 1967 H2H/SIDE B


100
[Bir Gifgafa Airfield, Sinai, Egypt]: [H2H/SIDE B] [HIS] [CSL]:

Although the Egyptian 4th Armored Division was already returning to the Suez Canal by 8 June, an
armored brigade at the Canal was ordered to return to Bir Gifgafa to support the withdrawal from the
Sinai. Shortly before midnight the brigade unexpectedly ran into the AINX-13 tank battalion of Israeli
Colonel Menachem, Aviram's brigade, blocking the road northwest of Bir Gifgafa.

The Israelis had positioned their tanks in a semicircle facing west, with their fuel, ammunition, and
supplies on vehicles in the center rear. They had the advantage of a readied defensive position, but they
had only 30 light tanks. The Egyptian force had between 50 and 60 T-54 and T-55 tanks with l00mm high
velocity guns. The 75mm guns of the AMX-13s could only penetrate them at very short range.

After a desperate two hour defense, the Israeli battalion began to withdraw. But at this moment a
battalion of Colonel Simuel Gonen's Centurions arrived to support the hard-pressed AMCs.

[ALL, No VV] [NONE] [2.00]

Bir_Lahfan_1967.scn Blunting the Jason Petho 5 June, 1967 H2H


Sword
[Bir Lahfan, Sinai Peninsula]: [H2H] [HIS] [CSL]:

Bir Lahfan is located at the crossroads of the El Arish - Abu Ageilia and El Arish - Bir Hasana Highways.
Egyptian defensive tactics for the Sinai were based around Sword and Shield tactics, with the idea that
two infantry divisions would bear the brunt of an Israeli assault acting as the shield, while highly mobile
forces would strike as the Sword. The Sword forces were positioned at strategically located areas in the
rear and would utilize the upgraded road network that Egyptians had been working on after the 1956
war.

The Egyptian 3rd Infantry Division was a highly mobile force, reinforced with the 14th Independent
Armour Brigade that was to act as a Sword for the 7th and 2nd Infantry divisions located along the
border in the event of an Israeli invasion. With the battle raging around Rafah, elements of the 14th
Independent Brigade headed north from Bir Hasana on the way to El Arish to reinforce the 7th Infantry
Division.

Unbeknownst to the Egyptians, elements of the Israeli 200th Armour Brigade had advanced along Wadi
el Hareidin in an effort to secure the strategic crossroads. The two forces came in contact at dusk and
continued to duel during the night.

[ALL: N VV] [NONE] [2.00]

Bootcamp_1.scn Bootcamp 1 - Jason Petho 15 August, 1963 SIDE A


Movement and
Combat
[Habilayn, Radfan, Yemen]: [SIDE A] [FIC] [CSL]:

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

Welcome to Bootcamp One. This scenario is intended to be played as the United Kingdom (SIDE A). It is
recommended to open Section 4.1 of the manual, accessed by pressing F1. It will take you through a
step by step process of how to play the game and things to think about when you are playing a turn.

Good luck! [ALL: OPT VV] [CS Event Engine Enabled] [2.00]

Bootcamp_2.scn Bootcamp 2 - Jason Petho 24 October, 1963 SIDE A


Helicopters,
ATGM and
Airstrikes
[Habilayn, Radfan, Yemen]: [SIDE A] [FIC] [CSL]:

Welcome to Bootcamp Two. This scenario is intended to be played as the United Kingdom (SIDE A). It is
recommended to open Section 4.2 of the manual, accessed by pressing F1. It will take you through a
step by step process of how to play the scenario and talk about some of the new units and features
included in Middle East.

Good luck!

[ALL: OPT VV] [CS Event Engine Enabled] [2.00]

Bootcamp_3.scn Bootcamp 3 - Jason Petho 27 October, 1963 SIDE A


Helicopters and
AAA
[Habilayn, Radfan, Yemen]: [SIDE A] [FIC] [CSL]:

Welcome to Bootcamp Three. This scenario is intended to be played as the United Kingdom (SIDE A). It is
recommended to follow along with the Bootcamp Three Section 4.3 of the manual. It will take you
through a step by step process of how to play the scenario and talk about some of the new units and
features included in Middle East.

Good luck!

[ALL: OPT VV] [CS Event Engine Enabled] [1.00]

Bootcamp_4.scn Bootcamp 4 - Jason Petho 19 October, 1963 SIDE A


Mine Clearing and
Bridges
[Habilayn, Radfan, Yemen]: [SIDE A] [FIC] [CSL]:

Welcome to Bootcamp Four. This scenario is intended to be played as the United Kingdom (SIDE A). It is
recommended to follow along with the Bootcamp Four Section 4.4 of the manual. It will take you
through a step by step process of how to play the scenario and talk about some of the new units and
features included in Middle East.

Good luck!

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

[ALL: OPT VV] [CS Event Engine Enabled] [1.00]

Bootcamp_5.scn Bootcamp 5 - Jason Petho 18 October, 1963 SIDE A


Reconnaissance
[Habilayn, Radfan, Yemen]: [SIDE A] [FIC] [CSL]:

Welcome to Bootcamp Five. This scenario is intended to be played as the United Kingdom (SIDE A). It is
recommended to follow along with the Bootcamp Five Section 4.5 of the manual. It will take you
through a step by step process of how to play the scenario and talk about some of the new features
included in Middle East.

Good luck!

[ALL: OPT VV] [CS Event Engine Enabled] [2.00]

Budapest_1_1973.scn Assaulting Jason Petho 6 October, 1973 H2H/SIDE B


Budapest
[Budapest Outpost, Sinai Peninsula]: [H2H/SIDE B] [HIS] [CSL]:

Fort Budapest was the northernmost fortification on the Bar Lev line. Unlike the other fortifications,
Budapest was situated on the Mediterranean Sea coast, 16.5 km from Port Fouad. The Egyptian 135th
Infantry Brigade tasked one battalion with capturing the fort. The assault consisted of armour and
commando (Sa'iqa) support on the first day of hostilities.

Dug in and prepared for the assault, the Israeli garrison awaited reinforcements.

[ALL: N VV] [NONE] [2.00]

Budapest_2_1973.scn Thorn of Jason Petho 15 October, 1973 H2H/SIDE B


Budapest
[Budapest Outpost, Sinai Peninsula]: [H2H/SIDE B] [HIS] [CSL]:

Fort Budapest was the northernmost fortification on the Bar Lev line. Unlike the other fortifications,
Budapest was situated on the Mediterranean Sea coast, 16.5 km from Port Fouad. The Egyptian 135th
Infantry Brigade tasked one battalion with capturing the fort.

With the failure of the first assault, a second attempt to take Budapest was ordered. In the new plan,
Egyptian forces would surround Budapest before conducting the attack. Additional forces were brought
up, including the 103rd Sa'iqa (Commando) Battalion.

After crossing barefoot through the marshes, the Egyptians commenced the battle just before dawn to
seize the last Israeli held fort on the Suez.

[ALL: N VV] [NONE] [2.00]

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

Chinese_Farm_1_1973.scn Into the Jason Petho 15 October, H2H


Hornet's Nest 1973
[Chinese Farm, Suez Canal, Egypt]: [H2H][HIS][CSL]:

After crossing south of the Akavish Road to avoid fire from the Egyptians defending the abandoned
Japanese experimental agricultural station, the "Chinese Farm", at the Titur and Lexicon crossroads, the
Israeli 14th Armoured Brigade organized an assault to secure the crossroads. Skirting along the canal,
the 7th Tank Battalion was tasked with seizing the Egyptian bridges south of Ismaylia. The 7th advanced
unmolested past the Shick-Lexicon crossroads, as the Egyptians were not expecting to have Israeli tanks
behind their lines, until they ran into elements of the Egyptian 21st Tank Division.

After a brief battle, the remainder of the battalion pulled back to the crossroads. Realizing the battalion
had stumbled into the logistical hub of the Egyptian 16th Infantry Division, the Israelis took advantage of
the situation. Further south, the Israeli 18th Tank Battalion following the 7th was attacked from
Egyptian positions along the Lexicon road. Once the Egyptians realize the Israelis were in their midst
counterattacking Egyptians secured the Titur-Lexicon crossroads, cutting off the two Israeli battalions.

During the night, the Israeli tank battalions under continuous attack were going to be fighting for their
lives.

[ALL: N VV][NONE][2.00]

Chinese_Farm_2_1973.scn Shuneri at the Jason Petho 16 October, H2H/SIDE A


Crossroads 1973
[Chinese Farm, Suez Canal, Egypt]: [H2H/SIDE A][HIS][CSL]:

With the 7th and 18th Tank Battalions trapped north of the Tirtur-Lexicon crossroads, a task force was
organized to secure the crossroads. Consisting of two paratrooper companies and a tank company, the
Task Force began the assault under the cover of darkness to open a path to the trapped Israelis.

[ALL: N VV][NONE][2.00]

Duel_For_the_Golan_1985- Duel For The Al Sandrik 18 August, 1985 H2H/SIDE A


Banias.scn Golan 85-
Banias
[Banias, Golan Heights]: [H2H/SIDE A] [FIC] [GD]:

August 18th, 1985, 01:00-02:30: "Duel For The Golan 85- Banias". Suitable for play from either side but
is suggested you play as Side "A," the IDF, or H2H.

The Syrian plan included inserting commandos via airmobile landings to cut off reinforcements, hit
supply dumps and destroy, or disrupt, C3I facilities. In this scenario the Syrian 36th Special Forces Regt
was assigned to take the IDF Mount Hermon Observation Points, the ski slopes and civilian observation
points.

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

This task was assigned to the 1st and 2nd battalions. The 36th's 3rd Battalion, heavily reinforced with AT
weapons and mortars, was inserted at the Base of The Hermon, into the area between Tel Dan and
Banias to disrupt reinforcements.

That night, elements of the IDF 1st "Golani" Brigade's, 12th "Barak" Mechanized Infantry Battalion and
the attached tank battalion tried to push through this area to reinforce the northern portion of the
front. The IDF had been alerted to the possibility of resistance by phone calls from the area before the
phone lines went dead.

[ALL] [SPECIAL DESIGNER NOTES - There are higher level command HQs at the edges of the map. They
are really off map so please don't engage them. The unit releases and reinforcments are designed to be
highly variable for replayability. My E-mail is al.sandrik@gmail.com[2.00]

Duel_For_the_Golan_1985- Duel For The Al Sandrik 18 August, 1985 H2H/SIDE A


Bridges.scn Golan 85-
Bridges
[Hula Valley, Israel]: [H2H/SIDE A] [FIC] [GD]:

August 18th, 1985, 02:00-05:00: "Duel For The Golan 85- Bridges". Suggested you play as Side "A" the
IDF, or H2H.

The Syrian plan included inserting commandos via airmobile landings at the Jordan River bridges in the
Hula Valley. The idea was, at least for a while, to seal off the northern Golan from reinforcement and
resupply. The Syrian 554th Special Forces Battalion was assigned to this task while other SOF battalions
conducted raids on command and control activities and logistics sites.

With days to mobilize before the outbreak of this round of fighting, and years to wargame out the likely
Syrian attacks, the IDF was hardly caught unawares. IDF/IAF assets took a heavy toll on Syrian
helicopters and commandos on their way to their raids. Still enough raiders got through to dislodge the
defenders and seize most of the bridges. With the 36th Ugdah fighting a brutal holding action on the
Golan, and having sent scratch/security forces to the escarpment to keep commandos from seizing
positions there, it would be up to reserve units of the 162nd Reserve Armored Ugdah's Nahal Brigade to
clear the way.

The Nahal Brigade's units rolled out of their bases by 16:00 but were not into attack position until after
midnight. Unfortunately for them an assault couldn't wait until morning, they would launch a desperate
night assault against the Syrian positions!

[ALL] [SPECIAL DESIGNER NOTES - Suggest you take your time, as you have three hours/30 turns, and
concentrate against the various bridges one at a time. Be careful to use your M-113 APCs as transport
from one engagement to another. They are too light to fight and are of better use shuttling forces from
one bridge to another. To achieve a Major Victory you will have to seize all four Jordan River crossings
with minimal casualities. My E-mail is al.sandrik@gmail.com] [2.00]

Duel_For_the_Golan_1985- Duel For The Al Sandrik 17 August, 1985 H2H/SIDE B

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

Nafakh.scn Golan 85-


Nafakh
[Kafr Nafakh, Golan Heights]: [H2H/SIDE B] [FIC] [GD]:

August 17th, 1985, 14:00-15:00: "Duel For The Golan 85 - Nafakh". Suggested you play as Side "B" the
Syrians, or H2H.

The Syrian plan included inserting commandos via airmobile landings at the Jordan River bridges in the
Hula Valley. Other Special Forces Regts were assigned to raids on Command, Communications, Control
and Intelligence (C3I) activities and logistics sites.

With days to mobilize before the outbreak of this round of fighting and years to wargame out the likely
Syrian attacks the IDF was hardly caught unawares. On the Golan Plateau the Syrian 556th Special Forces
Regt was assigned to disrupt the Northern Command Logistic sites, the 36th Ugdah Headquarters, C3I
and other support units.

[ALL] [SPECIAL DESIGNER NOTES - Expect any victory to be Pyrrhic; at best, your raiding force will largely
be destroyed. The Syrian Commandos were never expected to hold territory, just disrupt and destroy
rear area units. Garner as many Victory Points as possible by destroying as many IDF Supplies, HQs and
SAMs as you can before the IDF counter attack. That is where you will gain your permanent Victory
Points needed to win the scenario, the V.P. hexes are there to help direct the AI and that is all they are
really worth! IDF AAA is strong, consider the indirect approach and be sure you know how to use
helicopters in the game. My E-mail is al.sandrik@gmail.com] [2.00]

Duel_For_the_Golan_1985- Duel For The Al Sandrik 18 August, 1985 H2H/SIDE A


Night.scn Golan 85-Night
[Gamla, Golan Heights]: [H2H/SIDE A] [FIC] [GD]:

August 18th, 1985, 00:00-05:00. "Duel For the Golan 85-Night". Optimized for H2H or IDF Human Play.

The Syrian plan was for the 1st Corps, 5th and 7th Mechanized Infantry Divisions to pin and push back
the IDF Al Rafid area defenses during the afternoon and evening of the 17th. After sunset the GHQ's 4th
"Assad" Armored Division was to be passed through the gap and exploit toward the Jordan River bridges
(held by the Syrian 554th Special Operations Force's Regiment).

In the actual event the plan worked well with the IDF 188th "Barak" Armored Brigade pushed back in
both the north and south leaving a gaping hole in the IDF defenses which was hastily filled by elements
of the IDF 252 Reserve Ugdah. After sunset, the belligerents from the day's fighting either took up
defensive positions or pulled back for refit and resupply. The Syrian problem was the Assad Division got
bottled up in traffic and wasn't beginning to pass the cease fire line until after 23:00. By this time the
IDF's 252nd Reserve Armored Ugdah had fought the 7th Mechanized Division to a standstill near El Al
and other 252nd Units were rapidly moving to fill the gap.

With moonset at 20:00 and clear skies, just the stars and burning hulks lit the Golan as things were
about to go bump in the night!

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

[ALL: NO VV] [SPECIAL DESIGNER NOTES - Units involved in the day's combat are for the most part fixed
until engaged by the enemy as they are refitting and reconstituting. It is dark out (4 hex visibility) so use
your recon to do what they were designed to do, recon! My E-mail is al.sandrik@gmail.com] [2.00]

Duel_For_the_Golan_1985- Duel For The Al Sandrik 17 August, 1985 H2H/SIDE B


Rafid.scn Golan 85-Rafid
[Ar Rafid, Golan Heights]: [H2H/SIDE B] [FIC] [GD]:

August 17th, 1985, 14:00-20:00. "Duel for the Golan 85-Rafid" Optimized for play as Side "B" the Syrians.

After the 1973 Ramadan War the Syrian General Staff looked at their war plan and came to the
conclusion that it almost worked and most of it was sound. What was lacking was both an adequate
balance of forces and sealing off the Golan Heights from the inevitable IDF reinforcements.

With the addition of two new armored divisions to the Syrian Order of Battle and improved heliborne
Special Operations Forces the Syrian felt they could defeat the IDF, especially on the southern Golan. As
the new plan was fleshed out the Syrian 1st Corps would attack in the south with the 5th and 7th
Mechanized Divisions attacking the IDF 188th "Barak" Armored Brigade and elements of the 1st "Golani"
Brigade. After sunset they would pass the GHQ's 4th "Assad" Armored Division through the
breakthrough and toward the Arik Bridge.

The IDF was not caught napping and had mobilized the 162nd and 252nd Ugdah (Divisions). The 162nd
was held in northern Galilee covering the south Lebanon border area until the 91st Territorial Ugdah
could be mobilized and take up defensive positions near the border. That said, as 91st units arrive in
position some of the 162nd's units might be released during the scenario time frame. The 252nd Ugdah,
on the other hand, was available for immediate reinforcement on the El Al Axis of the southern front.

Could the Syrians break in before IDF reinforcements made their presence felt?

[ALL: NO VV] [SPECIAL DESIGNER NOTES - Not for the faint of heart! This is one of the largest and longest
scenarios, and a good candidate for team play (especially as the Syrians). Do not use the variable
visibility optional rule. Move west of the Jordan River with extreme caution and only after
armored/mechanized units have reached the river! It is intended that you use your SOF/Commandos to
seize Jordan River bridges and disrupt interior areas, but it could pay to be innovative. Just remember
there is a small, but substantial, chance units of the 162nd Ugdah might be released early and reinforce
from Galilee! Elements of the 252nd will begin to arrive about turn 20 with variable reinforcement rates
ranging from 10-80 percent. My E-mail is al.sandrik@gmail.com] [2.00]

Duel_For_the_Golan_1985- Duel For The Al Sandrik 17 August, 1985 SIDE A


Valley_A.scn Golan 85-Valley
A
[Tel Hermonit, Golan Heights]: [SIDE A] [FIC] [GD]:

August 17th, 1985, 14:00-16:00. "Duel For the Golan 85-Valley-A". Optimized for play as Side "A" the IDF
(see Variant B for Syrian Human and H2H Play).

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

When the Dogs of War are unleashed it's hard to know just whose backyard they are going to land up in!

Since Syria's defeat during the Ramadan War of 1973, Syrian President Assad spent his time rebuilding
his army and thirsting for revenge. While Syria was not brought in on the Warsaw Pact planning for their
August 10th assault on NATO, Soviet planners were not unaware of the possibilities of an assault on
Israel tying down some NATO Mediterranean assets.

Thus when Pact thrusts in the Balkans ran into trouble and with the free use of tactical nukes on the
European Front, something had to be done to help spring the Southern Front. Further still, with a
planned attack through Iran and into the Persian Gulf oil fields planned for the 25th a diversion in the
Med couldn't hurt that effort.

No one had any illusions about the Syrian conventional ability to take on Israel but bolstered by hastily
arranged supply flights including 25 Soviet tactical nukes (as well as the technical expertise) and
numerous chemical munitions they might just make a go of it.

Of course Israeli Intelligence was not caught napping but given a strong desire to stay out of the growing
world conflict they choose to quietly mobilize but not overtly reinforce the Golan front. While it would
prove to be a forlorn hope, Israel was ready to rapidly strike back.

This scenario covers the Syrian 44th Tank Brigade's assault against the IDF 36th Ugda/7th Armored
Brigade/77th Armored Battalion and supporting units. Will the Syrians have better luck 12 years later?

[ALL] [SPECIAL DESIGNER NOTES - None. My E-mail is al.sandrik@gmail.com]2.00]

Duel_For_the_Golan_1985- Duel For The Al Sandrik 17 August, 1985 H2H/SIDE B


Valley_B.scn Golan 85-Valley
B
[Tel Hermonit, Golan Heights]: [H2H/SIDE B] [FIC] [GD]:

August 17th, 1985, 14:00-16:00. "Duel For the Golan 85-Valley-B". Optimized for Syrian Human Play or
H2H.

When the Dogs of War are unleashed it's hard to know just whose backyard they are going to land up in!

Since Syria's defeat during the Ramadan War of 1973, Syrian President Assad spent his time rebuilding
his army and thirsting for revenge. While Syria was not brought in on the Warsaw Pact planning for
their August 10th assault on NATO, Soviet planners were not unaware of the possibilities of an assault
on Israel tying down some NATO Mediterranean assets.

Thus when Pact thrusts in the Balkans ran into trouble and with the free use of tactical nukes on the
European Front, something had to be done to help spring the Southern Front. Further still, with a
planned attack through Iran and into the Persian Gulf oil fields planned for the 25th a diversion in the
Med couldn't hurt that effort.

No one had any illusions about the Syrian conventional ability to take on Israel but bolstered by hastily
arranged supply flights including 25 Soviet tactical nukes (as well as the technical expertise) and
numerous chemical munitions they might just make a go of it.

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

Of course Israeli Intelligence was not caught napping but given a strong desire to stay out of the growing
world conflict they choose to quietly mobilize but not overtly reinforce the Golan front. While it would
prove to be a forlorn hope, Israel was ready to rapidly strike back.

This scenario covers the Syrian 44th Tank Brigade's assault against the IDF 36th Ugda/7th Armored
Brigade/77th Armored Battalion and supporting units. Will the Syrians have better luck 12 years later?

[ALL] [SPECIAL DESIGNER NOTES - None.My E-mail is al.sandrik@gmail.com] [2.00]

E01_Sirte1985_H2H.scn Crisis in Sirte: 1. P. Nieminen 5 August, 1985 H2H


Prelude (H2H)
[Sirte, Libya]: [H2H] [FIC] [CSL]:

Tensions flew high even before Colonel Gaddafi again claimed the Gulf of Sidre as Libyan territorial
waters, sinking a British merchant to make the point. After having witnessed a set of retaliatory air
strikes against his military bases, he stormed the British Embassy in Tripoli, taking the surviving
personnel hostages.

Not to give in to Gaddafi's demands, the United Kingdom deployed one of her Quick Reaction Forces
into the Mediterranean.

With part of the Libyan Army now in revolt, it was decided an incursion into Sirte would be the proper
counterstrike. The plan called first to secure the Port of Sirte as a location to land further
reinforcements, with the final aim of securing the Ghardabiya Air Base as a base for further strikes
against forces still loyal to Gaddafi.

Soon, the elements of the QRF Air Assault Regt embarked their Chinook transports in Malta, to quickly
secure Gaddafi's home city, believed to be guarded with only a weakened element of a Libyan Mech Bde
as all eyes were on events taking place in Tripoli. With gunships on their flanks, the Chinooks took off
towards Sirte, flying low under the Libyan radar and missile cover.

[ALL: OPT AF] [CS Event Engine Enabled] [2.00]

E01_Sirte1985_SIDEA.scn Crisis in Sirte: 1. P. Nieminen 5 August, 1985 SIDE A


Prelude (SIDE A)
[Sirte, Libya]: [SIDE A] [FIC] [CSL]:

Tensions flew high even before Colonel Gaddafi again claimed the Gulf of Sidre as Libyan territorial
waters, sinking a British merchant to make the point. After having witnessed a set of retaliatory air
strikes against his military bases, he stormed the British Embassy in Tripoli, taking the surviving
personnel hostages.

Not to give in to Gaddafi's demands, the United Kingdom deployed one of her Quick Reaction Forces
into the Mediterranean.

With part of the Libyan Army now in revolt, it was decided an incursion into Sirte would be the proper
counterstrike. The plan called first to secure the Port of Sirte as a location to land further

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

reinforcements, with the final aim of securing the Ghardabiya Air Base as a base for further strikes
against forces still loyal to Gaddafi.

Soon, the elements of the QRF Air Assault Regt embarked their Chinook transports in Malta, to quickly
secure Gaddafi's home city, believed to be guarded with only a weakened element of a Libyan Mech Bde
as all eyes were on events taking place in Tripoli. With gunships on their flanks, the Chinooks took off
towards Sirte, flying low under the Libyan radar and missile cover.

[ALL: OPT AF] [CS Event Engine Enabled] [2.00]

E02_Sirte1985_H2H.scn Crisis in Sirte: 2. P. Nieminen 5 August, 1985 H2H


Breakout (H2H)
[Sirte, Libya]: [H2H] [FIC] [CSL]:

With the port of Sirte secured, the pressure was on to expand and secure the bridgehead before the
forces loyal to Colonel Gaddafi can react. Without delay, the elements of the Air Assault Regt were
ordered to secure the vital road networks next to the city of Sirte. At the same time, the landing crafts
disembarked their load into the port facilities, unloading elements of the QRF Mech Bde, with orders to
push further on.

First target: the various hamlets under code name "*Shire". Then, "Umbria" and "Kent", if possible.

The surprised Libyan Armed Forces were now putting together a first coherent attempt at a counter
attack, under strict orders by Gaddafi to throw the enemy to the sea. Yet, the commander of the Libyan
Mech Bde was aware he was still reacting to events, and was pondering whether to contain the
bridgehead, rather than to go all out on the British mechanized forces now streaming out of the city.

[ALL: OPT AF] [CS Event Engine Enabled] [2.00]

E02_Sirte1985_SIDEA.scn Crisis in Sirte: 2. P. Nieminen 5 August, 1985 SIDE A


Breakout (SIDE
A)
[Sirte, Libya]: [SIDE A] [FIC] [CSL]:

With the port of Sirte secured, the pressure was on to expand and secure the bridgehead before the
forces loyal to Colonel Gaddafi can react. Without delay, the elements of the Air Assault Regt were
ordered to secure the vital road networks next to the city of Sirte. At the same time, the landing crafts
disembarked their load into the port facilities, unloading elements of the QRF Mech Bde, with orders to
push further on.

First target: the various hamlets under code name "*Shire". Then, "Umbria" and "Kent", if possible.

The surprised Libyan Armed Forces were now putting together a first coherent attempt at a counter
attack, under strict orders by Gaddafi to throw the enemy to the sea. Yet, the commander of the Libyan
Mech Bde was aware he was still reacting to events, and was pondering whether to contain the
bridgehead, rather than to go all out on the British mechanized forces now streaming out of the city.

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[ALL: OPT AF] [CS Event Engine Enabled] [2.00]

E03_Sirte1985_H2H.scn Crisis in Sirte: 3. P. Nieminen 6 August, 1985 H2H


Riptide (H2H)
[Sirte, Libya]: [H2H] [FIC] [CSL]:

Having completed their first phase of the operation, the exhausted British Quick Reaction Force settled
in for the night, pulling back to the vicinity of Sirte. With "Shire" level targets all secured, it had not
been a bad first day at the office.

Using the cover of the night, elements of the Libyan Mech Bde closed in, determined in their knowledge
that if they ever wanted to throw the invasion force back into sea, now would be the time!

On 6 August 1985 at 0430hrs the British alarms went off: Libyans are on the move! Now they must put
all their lessons about mobile defense into use, if they are to survive.

[ALL: OPT AF] [CS Event Engine Enabled] [2.00]

E03_Sirte1985_SIDEA.scn Crisis in Sirte: 3. P. Nieminen 6 August, 1985 SIDE A


Riptide (SIDE A)
[Sirte, Libya]: [SIDE A] [FIC] [CSL]:

Having completed their first phase of the operation, the exhausted British Quick Reaction Force settled
in for the night, pulling back to the vicinity of Sirte. With "Shire" level targets all secured, it had not
been a bad first day at the office.

Using the cover of the night, elements of the Libyan Mech Bde closed in, determined in their knowledge
that if they ever wanted to throw the invasion force back into sea, now would be the time!

On 6 August 1985 at 0430hrs the British alarms went off: Libyans are on the move! Now they must put
all their lessons about mobile defense into use, if they are to survive.

[ALL: OPT AF] [CS Event Engine Enabled] [2.00]

E04_Sirte1985_H2H.scn Crisis in Sirte: 4. P. Nieminen 7 August, 1985 H2H


Endgame (H2H)
[Sirte, Libya]: [H2H] [FIC] [CSL]:

Having survived the fierce Libyan counter attack, if just barely, the now reinforced British Quick Reaction
Force moved again into attack. Not allowing the enemy any chance to catch their breath, they headed
immediately towards the Ghardabiya Air base. Surely, with the beating they took the previous day, there
can't be many Libyan units left to defend the vital airport?

Answering to the now critical situation at the sector, the surviving elements of the Libyan Mech Bde
formed smaller task forces, and sent them into hull down positions around the basin. Clearly, the
endgame is about to begin...

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[ALL: OPT AF] [CS Event Engine Enabled] [2.00]

E04_Sirte1985_SIDEA.scn Crisis in Sirte: 4. P. Nieminen 7 August, 1985 SIDE A


Endgame (SIDE
A)
[Sirte, Libya]: [SIDE A] [FIC] [CSL]:

Having survived the fierce Libyan counter attack, if just barely, the now reinforced British Quick Reaction
Force moved again into attack. Not allowing the enemy any chance to catch their breath, they headed
immediately towards the Ghardabiya Air base. Surely, with the beating they took the previous day, there
can't be many Libyan units left to defend the vital airport?

Answering to the now critical situation at the sector, the surviving elements of the Libyan Mech Bde
formed smaller task forces, and sent them into hull down positions around the basin. Clearly, the
endgame is about to begin...

[ALL: OPT AF] [CS Event Engine Enabled] [2.00]

El_Agrud_1973.scn From Russia with J. Petho and Jim 22 October, 1973 SIDE A
Love Mays
[El Agrud, Suez Canal, Egypt]: [SIDE A] [HISB] [CSL]:

As a small nation with limited means, between 1967 and 1973 the Israelis initiated a program to
upgrade the tanks of their Armored Corps. As part of this program, Egyptian tanks captured during the
Six Day War in 1967 were upgraded to increase their capabilities on the modern battlefield.

In contrast, the Egyptians drawing upon Soviet stockpiles rapidly replaced their losses with no
requirement to upgrade their existing T54/55s.

Early on 22 October 1973, as the fighting raged on both sides of the Suez Canal, Israeli reserves
appeared on the battlefield using the refurbished and upgraded tanks captured from the Egyptians in
1967. Known as the Tiran, the upgraded T54/55s of the Israeli Army sported the more powerful 105mm
M68 Gun, a new Diesel engine, and improved communications gear. Facing them on the western banks
of the Suez were T54/55s of the Egyptian Army which remained in the standard Soviet configuration
armed with the 100mm gun.

It was a clash of Soviet armor in the Middle East not envisioned by the military experts when the tanks
were originally shipped to Egypt.

[ALL: N VV] [NONE] [2.00]

El_Argoup_1963.scn Battle of El Jason Petho 10 March, 1963 SIDE B


Argoup
[Al Hasf, 25km SE of San'aa, Yemen]: [SIDE B] [HIS] [CSL]:

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Five Hundred Royalists, under Prince Abdullah's command, attacked an Egyptian position on top of a
sheer-sided hill that was fortified with six Soviet T-54 tanks, a dozen armored cars and entrenched
machine guns. The Royalists advanced in a thin skirmish line and were plastered by artillery, mortars and
strafing planes. They replied with rifles, one mortar with 20 rounds, and a bazooka with four rounds.

The assault lasted a week and cost the Egyptians three tanks, seven armoured cars and 160 dead.

[ALL: N VV] [NONE] [2.00]

El_Auja_1948.scn Last Stop in the Jason Petho 26 December, H2H/SIDE A


Negev 1948
[El Auja, Negev Desert, Israel]: [H2H/SIDE A] [HIS] [CSL]:

The last stop before entering the Sinai was the small oasis of El Auja. Surrounding the oasis were a series
of small hills, defended by the Egyptian 1st Infantry Battalion, reinforced by some Border Guard units,
artillery and mortars.

The Israelis assaulted the position on the morning of December 26th, the battle lasting hours, while
sustaining heavy losses, before the Egyptians finally surrendered paving the way to an advance into the
Sinai

[ALL: N VV] [NONE] [2.00]

El_Firdan_1_1973.scn Humbling of the Jason Petho 6 October, 1973 H2H


Tank
[El Firdan, Suez Canal, Egypt]: [H2H] [HIS] [CSL]:

At 1405 on 6 October, the Egyptian armies opened with a devastating artillery barrage. Nearly 2,000
artillery and mortar pieces, 1,000 tanks, and 1,000 anti-tank guns pounded the Bar-Lev line. Within 15
minutes, the first wave of Egyptian infantry crossed the canal, bypassed the forts, and moved inland to
establish defensive positions.

With the forts of the Bar-Lev line surrounded and under assault, the Israelis readied their local tank
forces to immediately counterattack and relieve the garrisons. Caught unprepared, the tactical
successes of the 1967 War made the Israelis overconfident. In the battle that followed, they paid in
blood to learn new lessons about well-trained Egyptian Soldiers equipped with Soviet Anti-Tank Guided
Missiles.

[ALL: N VV] [NONE] [2.00]

El_Firdan_2_1973.scn Act Two at Jason Petho 8 October, 1973 H2H


Hizayon
[El Firdan, Suez Canal, Egypt]: [H2H] [HIS] [CSL]:

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

On October 8th, Israeli High Command insisted on destroying the Egyptian bridgeheads on the east bank
of the Suez Canal and capturing a crossing to bring the fighting to Egyptian soil. Leading the assault was
Lt. Col. Yaguri's tank battalion.

By this time, the Egyptians were well dug in and preparing to expand their bridgehead out to the
Artillery Road. Assembling over the bridges, the Egyptian 23rd Mechanized Division was preparing to
assault.

A desperate action ensued in the dunes north of Spontani Road.

[ALL: N VV] [NONE] [2.00]

Etzion_Bloc_1_1948.scn First Attack on Jason Petho 14 January, 1948 H2H/SIDE B


the Bloc
[Gush Etzion, Israel]: [H2H/SIDE B] [HIS] [CSL]:

The Etzion Bloc was a collection of four villages southwest of Jerusalem. Skirting along one of the
primary logistics routes for the Arab militias, Abdel Kader el-Husseini, with approximately six hundred
Arab irregulars, attempted to capture the group of villages.

The primary force aimed at capturing the primary village of Kfar Etzion, while sending secondary forces
on diversionary attacks on the other villages.

The settlers and civilians of the Etzion Bloc, supported by a reserve Palmach company, were prepared
for the attack.

[ALL: N VV] [NONE] [2.00]

Etzion_Bloc_2_1948.scn For the Bull Jason Petho 27 March, 1948 H2H


[Gush Etzion, Israel]: [H2H] [HIS] [CSL]:

The Etzion Bloc was a collection of four villages southwest of Jerusalem. The primary way to supply the
kibbutz was via the Jerusalem-Hebron road.

The convoy, with much needed supplies and reinforcements, left Jerusalem in the early morning hours
of March 27 and was expected to return shortly after the 90 minute journey was complete. The convoy
was delayed at Kfar Etzion when it was decided to try and load up a prized bull and the fuselage of a
damaged Piper Cub, providing the opportunity for the Arabs to ambush the road.

A British officer drove through the roadblocks and warned the convoy of what lay ahead, but the
Haganah command insisted the convoy return, as it constituted the bulk of the armoured vehicles in
their inventory. The 51 vehicles, consisting of armoured cars, armour-plated trucks and buses, started
the return journey to Jerusalem.

[ALL: N VV] [NONE] [2.00]

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

Etzion_Bloc_3_1948.scn End of the Bloc Jason Petho 12 May, 1948 H2H


[Gush Etzion, Israel]: [H2H] [HIS] [CSL]:

The Etzion Bloc was a collection of four villages southwest of Jerusalem. After the Arab invasion, once
the British pulled out of Palestine in April 1948, the Trans-Jordan Arab Legion was holding positions
throughout eastern Palestine, including Bersheeba, Bethlehem and Hebron.

The primary supply route to Bersheeba and Hebron skirted the Etzion Bloc and was a site of continuous
ambushes. With Amman expecting a large arms convoy along the route, the Sixth Regiment of the
Trans-Jordanian Arab Legion was tasked with assaulting and capturing the Bloc. At dawn on May 12th,
two Arab Legion companies, supported by armoured cars, an ALA company and hundreds of irregulars,
began the assault on Kfar Etzion.

[ALL: N VV] [NONE] [2.00]

Gebel_Libni_1967.scn Rearguard at Jason Petho 6 June, 1967 H2H


Gebel Libni
[Gebel Libni, Sinai Peninsula]: [H2H] [HIS] [CSL]:

After the affair at Bir Lahfan, two Israeli brigades continued their advance towards the Egyptian
defensive position at the dominant terrain feature along the route, Gebel Libni. The lead elements of the
brigade came under tank fire as it approached the mined defenses and prepared to frontally assault the
position.

One of the Israeli brigades advancing along the Agu Ageila highway from the east engaged the defenses
south of Gebel Libni. Elements of the Egyptian 3rd Infantry Division were entrenched behind minefields
around the crossroads at Gebel Libni, supported by tanks and artillery.

The battle began at dusk and continued throughout the night, the Egyptians losing a number of tanks in
the rearguard action that allowed the rest of the division to escape after receiving orders to return to
the Canal.

[ALL: N VV] [Note that most of the Egyptian force starts fixed and is released over the course of the
scenario. The majority being released later in the scenario to depict the order to withdraw to the canal.]
[2.00]

Giddi_1973.scn Off to Giddi Jason Petho 6 October, 1973 H2H


[Abd el Al Baiyûmi, 10km N of Suez, Egypt]: [H2H] [HIS] [CSL]:

To give the Suez crossing the best possible chance of success, the Egyptian High Command developed a
plan to strike into the operational depth of the Sinai Front. Their intent was to conduct an amphibious
operation to delay the Israeli response and cause confusion in their enemy’s rear areas as the Second
and Third Armies crossed the Suez. Assigned this task was the 130th Amphibious Mechanized Brigade.
They would cross the Great Bitter Lake and advance towards the Giddi Pass.

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In a half hour, the Egyptians were across. With no casualties, the brigade advanced rapidly towards
Giddi Pass. All was going well, causing chaos along the Lateral Road and even nearly coming in contact
with the Israeli Southern Command headquarters, until the reality of PT-76 Light Tanks engaging M-60
Main Battle Tanks rushing to the front set in.

It was going to be a long day for the Egyptian Amphibious Corps.

[ALL: N VV] [NONE] [2.00]

Harib_1963.scn Adventures in Jason Petho 7 March, 1963 H2H/SIDE B


Yemen
[Harib, 150km E of San'aa, Yemen: [H2H/SIDE B] [HIS] [CSL]:

Crucial to the second phase of the Ramada offensive, Egyptian columns moved out from San'aa to begin
opening and securing roads from San'aa to Sadah in the north and San'aa to Marib in the east.

The eastern task force advanced and captured Marib from the Royalist forces by February 25th. The
Task Force continued the advance east to Harib, a small hamlet on the outskirts of the frontier and
staging area for Royalist forces.

[ALL: N VV] [NONE] [2.00]

Hasan_1973.scn Into Africa! Jason Petho 17 October, 1973 H2H/SIDE A


[Deversoir, Egypt]: [H2H/SIDE A] [HIS] [CSL]:

Israeli paratroopers from the 243rd Airbourne Brigade crossed the Suez Canal during the early morning
hours of October 16th and established a small bridgehead near Deversoir. Meeting little resistance, they
began expanding to the north the following day while the Battle of the Chinese Farm was in full swing.

As the brigade advanced north, resistance increased from a hodgepodge of units; mechanized infantry,
artillery, and commandos. The advance was slow even though it was supported by tanks firing from the
east bank.

[ALL: N VV] [NONE] [2.00]

Ismaliyah_1973.scn Sharon's Jason Petho 22 October, 1973 H2H/SIDE A


Quagmire
[Isma'liyah, Egypt]: [H2H/SIDE A] [HIS] [CSL]:

After securing and maintaining the bridgehead across the Suez Canal, the 143rd Ugdah was tasked with
two objectives: capture the Missouri position on the east bank, and push north from the bridgehead to
either cut off the Cairo-Isma'liyah road or capture Isma'liyah proper.

Advancing along the agricultural zone with paratroopers on the right and tanks on the left, the Israeli
brigades engaged in close combat which stiffened the further north they went.

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

[ALL: OPT VV] [This scenario depicts the advance of the 143rd Ugdah over the course of several days]
[2.00]

Jabah_1973.scn Day of the Huib Versloot 16 October, 1973 H2H


Centurion
[Golan Heights Syria, Israel, Syria, Jordan, Saudi]: [H2H] [HIS] [GD]:

On October 9th, King Hussein of Jordan decided his army would enter the war. By that time it was clear
that the Syrian offensive had failed, but for political reasons Jordan would have to commit itself to the
battle.

On 16 October, the Jordanians attacked towards Masharah with support from Saudi and Syrian forces.

[ALL: OPT VV] [NOTE: Locate the 'Potential Crossing Sites' by using the Map Labels to see the best places
to lay a bridge.] [2.00]

Jaghbub_1977.scn Raid into Libya Jason Petho 24 July, 1977 H2H/SIDE B


[Jaghbub, Eastern Libya]: [H2H/SIDE B] [HIS] [CSL]:

Relations between Egypt and Libya became strained after the October War in 1973, with Egypt slowly
trying to find peace with Israel. Libya was one of the transition's most vocal critics and started a
campaign of harassment along the border during the mid-70's. Almost going to war in 1976 over the
numerous border clashes, Egypt reinforced the border area with two mechanized infantry divisions as a
show of force.

Libya continued to train Egyptian dissidents as terrorists at several camps throughout Libya and regularly
dispatched them across the border to disrupt the Egyptian regime. Border skirmishes grew in frequency
and intensity finally escalating to the intense skirmishes in July, 1977. On July 21, Libya conducted
another battalion sized raid in the vicinity of as-Sallum. This time the Egyptians were prepared and
counterattacked with a large mechanized force.

At the same time, numerous commando battalions were air-lifted into Libya to assault radar sites,
terrorist camps and forward logistics bases along the border area. This scenario depicts one of those
raids against the Al Jaghbub camps and supply bases just prior to the ceasefire.

[ALL: N VV] [NONE] [2.00]

Jenin_1_1967.scn The Crossroads Jason Petho 5 June, 1967 H2H/SIDE A


[Jenin, West Bank, Jordan]: [H2H/SIDE A] [HIS] [CSL]:

The Israeli assault into the northern West Bank began at 5 pm and was spearheaded by the battalions of
the 45th Armoured and 9th Infantry Brigades. The mission was to advance into the West Bank, seize
Jenin and advance towards the Damia bridge that spans the Jordan River.

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

Defending the Jenin sector was the Jordanian 25th Infantry Brigade, supported by heavy artillery and
elements of the 12th Independent Tank Battalion.

The first obstacle facing the Israelis was the dug in positions that held the city of Jenin. With years to
prepare them, the positions were well entrenched. While the assault went into the evening of June 5th,
the Jordanian 40th Armoured Brigade had travelled through the night to reinforce the beleaguered 25th
Infantry Brigade.

The ensuing fighting at the Qabitiya Crossroads south of Jenin between the Israeli Shermans and
Jordanian Pattons would result in the largest tank battle of the 1967 War.

[ALL: OPT VV] [NONE] [2.00]

Jenin_1948.scn Upset at Jenin Jason Petho 3 June, 1948 H2H/SIDE A


[Jenin, West Bank, Jordan]: [H2H/SIDE A] [HIS] [CSL]:

After a successful advance from Afula, capturing numerous villages on the way, the battalions of the
Carmeli Brigade had secured the strategic town of Jenin and the hills to the west after sweeping aside
the local defenders.

A battalion of the Iraqi 4th Brigade attacked the captured positions, but was repulsed.

With fresh reinforcements and an artillery bombardment, the Iraqis assaulted the Carmeli Brigade with
vigor.

[ALL: OPT VV] [NONE] [2.00]

Jenin_2_1967.scn Endgame at Jenin Jason Petho 6 June, 1967 H2H


[Jenin, West Bank, Jordan]: [H2H] [HIS] [CSL]:

The Israeli 45th Armoured had flanked the city of Jenin, leaving the 9th Infantry Brigade to assault the
city.

Enveloping the city, the 9th Infantry Brigade was on the verge of capturing Jenin during the morning of
June 6th. A reconnaissance force from the 45th Armoured Brigade had secured the vital Qabitiya
Crossroads while the rest of the brigade was moving into the Dotan Valley.

After travelling through the night, the battalions of the Jordanian 40th Armoured Brigade arrived at the
crossroads, flanking the Israeli reconnaissance company.

The arrival of the 40th Armoured Brigade was noticed by the remnants of defenders of Jenin, improving
their morale. The Israeli Shermans and Jordanian Pattons fought a bitter battle throughout the morning
on the valley floor.

[ALL: N VV] [NONE] [2.00]

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

Jerusalem_1_1967.scn The Battle of Jason Petho 5 June, 1967 H2H/SIDE A


Jerusalem (1967)
[Jerusalem]: [H2H/SIDE A] [HISB] [CSL]:

On the afternoon of June 5th, the Jordanian forces began to bombard the border region around
Jerusalem. After advancing and capturing the Government House in no-man's land to secure a travel
route for the 60th Armoured Brigade, the Jordanians remained well dug-in in their defensive positions.

The Israeli Jerusalem Brigade began their effort of seizing the city by attacking in the south. The 55th
Parachute Brigade was brought up by bus and started their attack north of the Old City at 02:00. After
capturing Ammunition Hill, the battalions of the Parachute Brigade circled around the Old City forcing
the Jordanians to retreat, leaving only a militia battalion within the city walls.

[ALL: OPT VV] [This scenario covers a couple of days and utilizes the day/night capabilities. Formations
are released and arrive on the map in an effort to recreate the flow of the historical battle.] [2.00]

Jiradi_Pass_1967.scn Advantage Jiradi Jason Petho 5 June, 1967 H2H/SIDE A


[Jiradi Pass, east of al-Arish, Sinai Peninsula]: [H2H/SIDE A] [HIS] [CSL]:

Following the capture of Rafah and the important road west of the town, the Israeli 7th Armored
Brigade continued to push west toward al-Arish. But to capture the city they had to cross the Jiradi Pass.

This was a narrow valley about 13 kilometers long leading to the town of El-Arish. El-Arish was an
important administrative centre for the Egyptian Army in the northern Sinai.

Defending the area was the Egyptian 121st Brigade, 7th Infantry Division reinforced by two T-55 tank
battalions. The 121st Brigade had constructed strong defensive fortifications across the valley.

General Tal's sent the 60th Tank Brigade out to flank the valley but the brigade became mired in the
sand dunes and the Israelis had to attempt a frontal assault.

This was the sort of battle the Egyptians had hoped for: no room for the Israelis to maneuver; they had
to attack straight into the teeth of dug-in infantry and tanks. Initial recon elements of the Israeli 7th
Armored Brigade penetrated the valley due to other Egyptian army units failing to report they had been
bypassed.

[ALL: N VV] [NONE] [2.00]

Karameh_1968.scn Battle of al- Jason Petho 21 March, 1968 H2H/SIDE A


Karameh
[Karameh, Jordan]: [H2H/SIDE A] [HIS] [CSL]:

After participating with the United Arab Command in the Six Day War, the Palestinian Liberation
Organization command and military units withdrew east to the refugee camp at al-Karameh, a small
town on the east side of the River Jordan. Here, the Palestinian political leaders set about reorganizing
and rebuilding.

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

The Israelis seized this opportunity and prepared to cross the River Jordan with the sole purpose of
eliminating the Palestinian leadership. Elements of the Israeli 7th Armoured and 35th Parachute Brigade
were part of the primary assault.

Centurions and halftracks loaded with paratroopers prepared to cross the river and drive to al-Karameh
to link up with a parachute company that was to be air assaulted into the low hills east of the town.

The Israelis had expected the Jordanians to stay out of the fight as the IAF dropped leaflets telling the
Jordanian army that there was no intention of harming them. As dawn broke on the morning on March
21, the assault began.

[ALL: OPT VV] [This scenario only deals with the assault and crossing at the Allenby Bridge] [2.00]

Khaldah_1982.scn Into the Ring Jason Petho 11 June, 1982 H2H/SIDE A


[Khaldah, Lebanon]: [H2H/SIDE A] [HIS] [CSL]:

The entire advance up the Lebanese Coast was marked by a series of stubborn fanatical defenses as the
PLO militias met the armour-heavy IDF Task Forces head-on in the narrow streets of the refugee camps
and Lebanese cities. Again and again, attempts to clear routes along the coastal highway were met by
barrages of RPG fire, satchel charges dropped from roof tops and unseen flanking fires from heavily
fortified bunker positions.

Israel's 122nd Armoured Brigade made repeated flank marches around most of these strongholds,
leaving the job of clearing them to the follow-on forces coming up from behind. But this was no longer
an option when they linked up with the 96th Division, which had landed on the coast north of Sidon.

The job now was to advance to the southern suburbs of Beirut and capture the airport. But while this
might have seemed an easy task, especially considering the IDF's past performance versus other Arab
irregulars, the fact was that the PLO militias had shown remarkable resilience all through the campaign,
and the heavily urbanized, hilly terrain of Lebanon heavily favored the defender.

Two major urban centers still lay ahead. One was the coastal city of Damour, used as an urban training
center by the PLO and defended by elements of the PFLP, and the other was the southern Beirut suburb
of Khaldah. Damour fell on June 10, after heavy artillery and air bombardment of its fortifications.

But the stubborn resistance encountered there made the Israelis pause before advancing further. They
sent the 35th Parachute Brigade, reinforced by tanks, on a sweeping maneuver to the east hoping to
find an alternate route around the enemy's positions, while the two remaining formations, the 122nd
Armour, and the famous Golani Infantry Brigade, deployed to attack Khaldah.

It was decided the 122nd would attack directly northwards up the coast road, while the Golani would
conduct an envelopment from the east through the wealthy Lebanese villages of Ainab, Yinnar and the
village of Kfar Sil.

The Golani, already bloodied by several failed assaults on other defended PLO positions, would be
assisted by attached units of the equally famous Barak Brigade most of which would remain in reserve.

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Meanwhile, the Syrian 85th Mechanized Brigade, on a show of strength deployment in Beirut, began
transferring elements to the hilly country to the south and east of the city. These forces consisted
largely of armor units backed by well-trained commandos whose goal was to conduct an active anti-
armor defense designed to attrite and harass the IDF as much as possible while avoiding an all-out war.
The remainder of the Brigade was held in Beirut itself, preparing to defend the city in the event of an
Israeli breakthrough.

The PLO leadership, previously panicked by the scale of the Israeli advance, finally took heart from the
Syrian example and made ready to defend alongside their Arab compatriots. Like the PLO militias, the
Syrians had shown a great deal of resourcefulness throughout the war, and while still suffering defeats,
had repeatedly bloodied the overconfident Israelis whenever they were given a chance.

On the morning of June 11, 1982, the Israeli assault began, and for the next nineteen hours the two
sides would fight what would later be called the "most brutal battle of the war."

[ALL: OPT VV] [Based on a scenario by Wyatt Kappley] [2.00]

Khatimiya_1967.scn Ambush at Jason Petho 7 June, 1967 H2H/SIDE A


Khatimiya Pass
[Khatimiya Pass, Sinai Peninsula]: [H2H/SIDE A] [HIS] [CSL]:

After the capture of Bir Gifgafa, the 7th Armoured Brigade was ordered to lead the advance to the Suez
Canal, passing through the Khatimiya Pass.

Beyond the western entrance, the brigade ran into an ambush set up by the Egyptian 3rd Armoured
Brigade advancing from Ismaliya intending on counterattacking the advancing Israelis.

After a seven hour engagement, the Israelis were back on track towards the Canal.

[ALL: N VV] [NONE] [2.00]

Latrun_1_1948.scn Operation Bin Jason Petho 24 May, 1948 SIDE A


Nun Alef
[Latrun, Israel]: [SIDE A] [HIS] [CSL]:

Latrun, named after the monastery, is a small village situated on the north side of the Jerusalem
highway near some rough terrain by the junction of two highways. The highway served as the supply
corridor between Jerusalem and Tel Aviv and was constantly harassed by the Arab Liberation Army.

At Latrun was a British Police Fort, which was abandoned at the beginning of the Mandate. The Israeli
troops captured the key position of Latrun in early May, but due to the Egyptian invasion, Latrun was
abandoned.

The Jordanian Arab Legion troops secured the abandoned fort and manned the positions with the 4th
Regiment.

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Operation Bin Nun was the first attempt at retaking the position to ensure safe passage to Jerusalem.
After a 26 hour delay, the troops started their attack before dawn. With limited heavy weapons, the
men from three battalions attempted the assault on Latrun and its bastion.

At daybreak, they found themselves under heavy attack by Arab Legion fire.

[ALL: OPT VV] [NONE] [2.00]

Latrun_2_1948.scn Operation Bin Jason Petho 29 May, 1948 SIDE A


Nun Bet
[Latrun, Israel]: [SIDE A] [HIS] [CSL]:

Latrun, named after the monastery, is a small village situated on the north side of the Jerusalem
highway near some rough terrain by the junction of two highways. The highway served as the supply
corridor between Jerusalem and Tel Aviv and was constantly harassed by the Arab Liberation Army.

At Latrun was a British Police Fort, which was abandoned at the beginning of the Mandate. The Israeli
troops captured the key position of Latrun in early May, but due to the Egyptian invasion, Latrun was
abandoned.

The Jordanian Arab Legion troops secured the abandoned fort and manned the positions with the 4th
Regiment and reinforced by the 2nd Regiment.

Operation Bin Nun Bet was the second attempt at retaking the position to ensure safe passage to
Jerusalem. Taking into account the mistakes of the previous attacks, the renewed assault was organized
with precision, and the area from where the units had to launch their attack had been cleared on 28
May. In particular the two hamlets of Bayt Jiz and Bayt Susin, where counterattacks had been launched
by the Arab militants during the first battle, and Hill 369.

The attack was once more foreseen on two axes:

First, the 72nd and 52nd Infantry Battalions were to counterattack on foot from the south up to Bayt
Susin and then take Bab al-Wad and attack respectively Dayr Ayyub and Yalu, then head for Latrun and
attack this from the east.

Second, the 71st Infantry Battalion and 73rd Mechanized Battalion were to assault the police fort, the
monastery and the town of Latrun by south-west.

[ALL:NOVV] [NONE] [2.00]

Little_Sharm_1956.scn Assault on Sharm Jason Petho 5 November, H2H/SIDE A


el Sheikh 1956
[Sharm el Sheikh, Sinai, Egypt]: [H2H/SIDE A] [HIS] [CSL]:

In July 1956 Nasser closed the Strait of Tiran to Israeli shipping, placing an artillery battery at Ras Al-
Nasrani and a supporting infantry brigade in Sharm el Sheik, a small fishing town at the southern tip of
the Sinai Peninsula.

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

Advancing to Ras Al-Nasrani and finding it empty, with the naval guns spiked, the 9th Infantry Brigade
continued south to Sharm el Sheikh, attempting to assault the "city" during the early morning hours.

[ALL: N VV] [NOTE: This scenario represents the final battle for Sharm el Sheikh.] [2.00]

Binary file (standard input) matches

Mitla_1956.scn Securing Mitla Jason Petho 29 October, 1956 H2H


Pass
[Mitla Pass, Sinai Peninsula]: [H2H] [HIS] [CSL]:

Operation Kadesh, the Israeli plan to seize the Sinai is underway.

As part of their plan, Israel sought to control the mountain passes deeper into the Sinai for their plunge
towards the Suez. To get to the Suez quickly, they needed to control the choke points in the mountains.

Mitla Pass is a long and narrow gap in the mountains 50 kilometers east of Suez which affords such a
path. Operation Steamroller was the Israeli plan to seize the Mitla Pass.

As part of Operation Steamroller, the 890th Paratroop Battalion landed to the east of the pass and
moved west to secure the objective. To support the airborne drop on Mitla Pass, the remaining
elements of the 202nd Parachute Brigade were in a column of halftracks and recently acquired French
6x6 trucks racing past the remnants of the Egyptian border battalion to reinforce the attack.

In response to reports of an Israeli invasion, the Egyptian 2nd Infantry Brigade sent its 5th Infantry
Battalion to secure the pass.

It's a race to control the pass. For the Israelis it's a path to the west. For the Egyptians, it's a roadblock to
Israeli invasion.

[ALL: OPT VV] [NONE] [2.00]

Mitla_1967.scn Surprise at Mitla Jason Petho 7 June, 1967 H2H


Pass
[Mitla Pass, Sinai Peninsula]: [H2H] [HIS] [CSL]:

As the Egyptians withdrew back to the Suez Canal, Israeli units were able to advance unimpeded into the
heart of the Sinai. Advance detachments soon made their way to the key passes in the Sinai.

One pass, Mitla, was found to be undefended. The advance party set up a small blocking position and
engaged the retreating Egyptians throughout the night of June 7th.

[ALL: N VV] [NONE] [2.00]

Mount_Hermon_1973_1.scn Retake Mount Huib Versloot 8 October, 1973 H2H/SIDE A


Hermon
[Mount Hermon, Lebanon Israel and Syria Border]: [H2H/SIDE A] [HIS] [CSL]:

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

On October 6 1973, the first day of the Yom Kippur War, the Syrian army assaulted and captured the IDF
radar outpost on Mount Hermon.

The Hermon outpost was considered strategically important for several reasons, such as: gathering early
warning information, real-time intelligence collection, conducting electronic warfare against ground or
air attack, artillery spotting on the Damascus Plain, using the Hermon ridge and its western slopes for a
strategic flanking move toward Syria, conducting operations in Syria and Lebanon, and commanding
Israel's main water sources.

Israeli Northern Command considered it imperative to recapture the Hermon, for both moral and
strategic reasons. A counter attack was planned for October 8th with parts of Golani Brigade's 51st
Infantry Battalion and the 17th Infantry Battalion attached to the headquarters of the 317th Reserve
Parachute Brigade, responsible for planning the operation.

Led by two tanks, the force set out from Majdal al-Shams in the morning of October 8th.

[ALL: N VV] [NONE] [2.00]

Nakhl_1967.scn Surprise at Nakhl Jason Petho 8 June, 1967 H2H


[Nakhl, Sinai Peninsula]: [H2H] [HIS] [CSL]:

With the successful battles of Abu Ageila and Qusaymah behind, the Zippori (8th) Armoured Brigade
moved in the direction of Nakhl.

En route, the brigade was accidently attacked by another Israeli armoured brigade which caused a few
casualties.

Since the Egyptian Task Force had vacated the travel area, the 8th Armoured was able to reach Nakhl by
midnight.

Reassembling during the early morning hours, it moved to the Nakhl crossroads while withdrawing
elements of the Egyptian 6th Mechanized Division were close by.

[ALL: N VV] [NONE] [2.00]

Oued_Fodda_1958.scn Long Road Home Jason Petho 16 March, 1958 H2H/SIDE A


[Oued Fodda, Algeria]: [H2H/SIDE A] [HIS] [CSL]:

A routine duty of the French in Algeria was patrolling the major roadways during the day. While typically
uneventful, ambushes of varying degrees were common as the war progressed.

One such ambush occurred as a company from the 4th Motorized Infantry Division was patrolling in the
El Attaf region. While the patrol itself resulted in little, the return trip back to Chlef airbase found the
company under attack by a well-organized ambush by FLN units in the Oued Fodda area.

[ALL: OPT VV] [NONE] [2.00]

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Port_Said_1956.scn Operation Jason Petho 5 November, H2H/SIDE A


Musketeer 1956
Revised
[Port Said, Suez Canal, Egypt]: [H2H/SIDE A] [HIS] [CSL]:

In an effort to continue with the nationalization policy, Egyptian President Nasser nationalized the Suez
Canal in July 1956. This eventually triggered the Suez Crisis that involved the United Kingdom, France
and Israel in an effort to overthrow Nasser.

A number of plans were crafted on how to deal with the invasion of Egypt. The final plan, Operation
Musketeer Revised, involved three phases. Phase I allowed the United Kingdom and France to gain air
superiority, Phase II was designed to be a "shock and awe" air campaign against various Egyptian
economic, transportation and communication facilities, Phase III being a combined Anglo-French
airborne and amphibious landing at Port Said to capture the Canal Zone.

Phase I was launched on October 31st and Phase II commenced the following morning. Under
international pressure, the timetable for Phase III was moved up. The Anglo-French airborne forces
touched down on El Gamil airfield and Raswa on the morning of November 5th. The British 3rd
Parachute Battalion landing at El Gamil and the French 2 RPC with a small British contingent landing
south of the water works at Raswa. The 3rd Parachute Battalion tasked with securing the airfield and the
landing zone for the amphibious assault and the 2RPC tasked with securing the bridges of the Canal and
the water works south of the city.

While the French succeeded, the 3rd Parachute Battalion was held up as it tried to enter the city from
the west. With a failed effort to have the garrison surrender, the amphibious assault group moved eight
kilometers offshore the following morning, then disgorged the assault troops, which hit the beaches at
approximately 0700 on November 6th.

[ALL: OPT VV] [This scenario covers the entire two day battle for Port Said] [2.00]

Qantara_1_1973.scn Nir's Dilemma Jason Petho 8 October, 1973 H2H


[Qantara, Suez Canal, Egypt]: [H2H] [HIS] [CSL]:

Screening east of Qantara, the 600th Armoured Brigade was contacted by Israeli High Command to
begin to move south to assist in the counterattack on El Firdan later that morning. Leaving a battalion to
continue screening the city, the bulk of the brigade began heading south.

At approximately the same time, the Egyptians began expanding their bridgehead in the Qantara sector
with the goal of capturing Artillery Road. Leading the assault was the 15th Armoured Brigade, lavishly
equipped with new T-62's.

[ALL: OPT VV] [NONE] [2.00]

Rachaiya_1982.scn Hot Knife through Jason Petho 10 June, 1982 H2H


Butter
[Rachaiya, Lebanon]: [H2H] [HIS] [CSL]:

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

A few days into Operation Peace for Galilee, the Israeli operation to rid the Palestinian Liberation
Organization from the northern border, the right flank of the Israeli drive had advanced into the
southern Beka'a Valley.

The 252nd Ugdah advanced along the western side of the valley while the Special Maneuver Force
continued north towards the Damascus-Beirut highway. In the process the Special Maneuver Force cut
off communications of the Syrian 10th Armoured Division, now surrounded in the hills south of Lake
Karoun.

The Syrian High Command decided to send the 1st Armoured Division into the fray to help open a
corridor to save the beleaguered Division from destruction. Leading the way were T-72 tanks of the
Syrian 1st Armoured Brigade.

[ALL: OPT VV] [NONE] [2.00]

Radfan_1964.scn Hunting the Adoo Jason Petho 30 April, 1964 H2H


in the Radfan
[Radfan Mountains, 65km N of Aden, Aden State]: [H2H] [HIS] [CSL]:

The British involvement in Radfan began during the Aden Crisis, with rebels using the Dhala road to
bring down supplies for the terrorists in Aden. The British Army took the decision to deploy a garrison
into the Radfan to limit the rebel supplies and thus the Radfan tribesmen's ability to blackmail the
traders.

The Radfan tribesmen were aided and supplied by the Yemenis, who themselves had received aid and
supplies from the Egyptians, and soon had Dhala under daily attack. The tribesmen of the Radfan,
known as the Adoo by the boys up-country, were "a xenophobic lot, equipped from boyhood with rifles,
who regarded the British arrival in their mountains as an opportunity for target practice."

Brigadier Blacker formulated a plan involving 45 Marine Commando to secure known dissident held
areas to the east of the Dhala road, securing the high ground to sever communications from the Yemeni
supported tribes, with the hopes of putting to an end the constant ambushes.

3rd Troop/A Squadron/22nd SAS Regiment was the first into battle, trying to secure a landing zone for B
Company/3rd Parachute Regiment but spotted by a local shepherd. The battle begins...

[ALL: OPT VV] [NOTE: Historically, the initial battle lasted a week, therefore this is a representation.]
[2.00]

Rafah_1956.scn Into the Camps Jason Petho 1 November, 1956 SIDE A


[Rafah, Gaza Strip]: [SIDE A] [HIS] [CSL]:

Rafah, and the Palestinian refugee camps south of Rafah, is strategically located at the crossroads of the
El Arish - Gaza Highway. This highway was one of the few improved road networks that crossed the
Sinai, making the crossroads at Rafah an essential piece of ground to defend.

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To do so, the Egyptians assigned the 5th Infantry Brigade, consisting of four infantry battalions,
reinforcements from two Palestinian National Guard battalions, artillery, anti-tank weapons and anti-
aircraft. The battalions were scattered among a number of mutually supporting fortified emplacements.

The Israelis assigned two brigades, the 1st Infantry and 27th Armoured, to assault the position. The
assault began in the pre-dawn hours of November 1st, 1956, after a disastrous air attack and ineffective
naval bombardment.

[ALL: N VV] [NOTE: Many of the Egyptian and Israeli formations start the scenario fixed and will be
released during the course of the scenario. This is in an attempt to recreate the flow of the actual
battle.] [2.00]

Ramat_Rachel_1948.scn Against All Odds Jason Petho 24 May, 1948 H2H/SIDE B


[Ramat Rachel, 10 km south of Jerusalem, Palestine]: [H2H/SIDE B] [HIS] [CSL]:

Straddled along the Jerusalem - Bethlehem road, the hilltop kibbutz of Ramat Rachel was a strategic
target for the Arab armies during the War of Independence. The kibbutz had exchanged hands a number
of times during the previous days' fighting and during the morning of May 24th, the kibbutz was in
Israeli hands defended by 65 Irgun and 20 Haganah members.

The final assault started at 9 a.m., with an Egyptian armoured column advancing from the west,
supported by armoured cars and a tank, and a Jordanian company, with Moslem Brotherhood irregulars,
attacking from the east. This was the only coordinated action involving Egyptian and Jordanian troops.

The small defending force fought well, defending the various assaults until the arrival of a Haganah
company to reinforce the position.

[ALL: N VV] [NONE] [2.00]

Ramtha_1970.scn Black September Jason Petho 21 September, SIDE A


Intruders 1970
[ar-Ramtha, Jordan]: [SIDE A] [HIS] [CSL]:

After the battle of Karameh in March 1968, where the Israelis targeted the Palestinian Liberation
Organization (PLO) base camp outside of Karameh, the Jordanians started a campaign to regain
authority in areas occupied by the PLO.

The military offensive started on September 15th, with the Jordanian 60th Armoured Brigade attacking
positions in Amman, Irbid, Salt, Sweileh, Baq'aa, Wehdat and Zarga.

Syria intervened on September 18th by sending a brigade sized force to Irbid to assist PLO forces there.
The Syrian 5th Division followed suit a couple of days later, with elements of two tank and one
mechanized brigade. The Syrian 5th Division had secured the border city of Ramtha and began their
attack towards the Ramtha-Irbid crossroads on September 21st.

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

The Jordanian 40th Armoured and 25th Infantry Brigades advanced north to meet the threat, the 25th
Infantry Brigade digging in the hills south of the crossroads while the elements of the 40th Armoured
Brigade advanced towards Ramtha, securing the ridge and waiting for the attack.

The Syrian assault came in mixed waves throughout the day, the Jordanian Centurions taking their toll
on the Syrian T-55's.

[ALL: OPT VV] [NONE] [2.00]

Rumani_1967.scn Road to Qantara Jason Petho 8 June, 1967 H2H


[Rumani, Sinai Peninsula]: [H2H] [HIS] [CSL]:

Granite Force was an Israeli task force assigned to travel along the north coast road and make its way to
Qantara on the Suez Canal. The advance was proceeding according to schedule until the tables turned at
Rumani.

The Egyptians had started to put up a stiff defense with tanks, Sa'qa commandos, infantry and
parachute infantry. The Egyptian Air Force made an unexpected appearance providing some air support
to the forces on the ground.

[ALL: OPT VV] [NONE] [2.00].

Rumani_1973.scn A Taste of Sa'iqa Jason Petho 7 October, 1973 H2H


[Rumani, Sinai Peninsula]: [H2H] [HIS] [CSL]:

Operation Badr was a feat of planning and execution. One element of the plan was insert airborne
commandos (Sa'iqa) deep into the Sinai to establish ambush positions along major entry points into the
Canal area to delay the arrival of Israeli reinforcements.

Elements of the 183rd Sa'iqa Battalion were in position around Rumani on the morning of October 7th
ready to engage the lead elements of an Israeli Reserve Brigade heading to the front.

[ALL: OPT VV] [NONE] [2.00]

SAM_Hunting_1973.scn SAM Hunting Jason Petho 16 October, 1973 H2H/SIDE A


[Missile Base 6214, Egypt]: [H2H/SIDE A] [HIS] [CSL]:

Israeli paratroopers from the 55th Airborne Brigade crossed the Suez Canal during the early morning
hours October 16th to establish a small bridgehead near Deservoir.

Meeting little resistance, they began expanding to the north and west as the rest of the 55th Airborne
Brigade crossed in the following waves. After the paratroopers crossed, tanks were ferried across and
assembled near Deservoir.

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

With 20 tanks, the paratroopers were tasked with breaking out of the green belt along the canal to
search for and destroy the Surface-to-Air Missile batteries providing the Egyptians air cover since the
early stages of the war.

[ALL: N VV] [NONE] [2.00]

Shadwan_Island_1970.scn Operation Jason Petho 22 January, 1970 SIDE A


Rhodes - Assault
on Shadwan
Island
[Shadwan Island, Red Sea]: [SIDE A] [HIS] [CSL]:

Operation Rhodes was the Israeli assault on Shadwan Island on January 22, 1970, one of the many
actions during the War of Attrition between Egypt and Israel. The War of Attrition was an attempt by
Egypt to weaken Israel's hold on the Sinai that Israel had captured during the 1967 Six Day War.

The assault on Shadwan Island had the aim of capturing Egyptian POWs and to sabotage a radar post
that was deemed a threat to Israeli shipping traffic in the Red Sea.

Elements of the 202 Parachute Brigade and Shayetet 13 were tasked with the mission and landed by
helicopter a mile behind the Egyptian position after an air attack by A-4 Skyhawks.

[ALL: OPT VV] [NONE] [2.00]

Sharm_el_Sheikh_1956.scn Battle for the Jason Petho 4 November, H2H/SIDE A


Straits of Tiran 1956
[Sharm el Sheikh, Sinai, Egypt]:[H2H/SIDE A] [HIS] [CSL]:

In July 1956 Nasser closed the Strait of Tiran to Israeli shipping, placing an artillery battery at Ras Al-
Nasrani and a supporting infantry brigade in Sharm el Sheik, a small fishing town at the southern tip of
the Sinai Peninsula.

Binary file (standard input) matches

Teaching_Set_A01.scn Teaching Set A01 Jason Petho 15 June, 1948 H2H/SIDE A/B
- 1948
[An Nakhl, Sinai, Egypt]: [H2H/SIDE A/B] [FIC] [CSL]:

Welcome to Teaching Scenario A01.

This is the first in a set of very small scenarios to provide an introduction to Play By Email gaming. All
scenarios in this set will have identical layouts, but the units will change as the decades change.

This depicts unit types available in 1948.

[ALL: OPT VV] [CS Event Engine Enabled] [2.00]

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

Teaching_Set_A02.scn Teaching Set A02 Jason Petho 15 June, 1956 H2H/SIDE A/B
- 1956
[An Nakhl, Sinai, Egypt]: [H2H/SIDE A/B] [FIC] [CSL]:

Welcome to Teaching Scenario A02.

This is the second in a set of very small scenarios to provide an introduction to Play By Email gaming. All
scenarios in this set will have identical layouts, but the units will change as the decades change.

This depicts unit types available in 1956.

[ALL: OPT VV] [CS Event Engine Enabled] [2.00]

Teaching_Set_A03.scn Teaching Set A03 Jason Petho 15 June, 1967 H2H/SIDE A/B
- 1967
[An Nakhl, Sinai, Egypt]: [H2H/SIDE A/B] [FIC] [CSL]:

Welcome to Teaching Scenario A03.

This is the third in a set of very small scenarios to provide an introduction to Play By Email gaming. All
scenarios in this set will have identical layouts, but the units will change as the decades change.

This depicts unit types available in 1967.

[ALL: OPT VV] [CS Event Engine Enabled] [2.00]

Teaching_Set_A04.scn Teaching Set A04 Jason Petho 15 June, 1973 H2H/SIDE A/B
- 1973
[An Nakhl, Sinai, Egypt]: [H2H/SIDE A/B] [FIC] [CSL]:

Welcome to Teaching Scenario A04.

This is the fourth in a set of very small scenarios to provide an introduction to Play By Email gaming. All
scenarios in this set will have identical layouts, but the units will change as the decades change.

This depicts unit types available in 1973.

[ALL: OPT VV] [CS Event Engine Enabled] [2.00]

Teaching_Set_A05.scn Teaching Set A05 Jason Petho 15 June, 1982 H2H/SIDE A/B
- 1982
[An Nakhl, Sinai, Egypt]: [H2H/SIDE A/B] [FIC] [CSL]:

Welcome to Teaching Scenario A05.

167
Campaign Series: Middle East 1948-1985 (2.00) November 2017

This is the fifth, and last, in a set of very small scenarios to provide an introduction to Play By Email
gaming. All scenarios in this set will have identical layouts, but the units will change as the decades
change.

This depicts unit types available in 1982, and with the addition of Gunships and AA assets, includes a few
more units than the previous ones.

[ALL: OPT VV] [CS Event Engine Enabled] [2.00]

Tel_al_Ful_1967.scn Picnic at Tel al Ful Jason Petho 6 June, 1967 H2H/SIDE A/B
[Tel al Ful, Jerusalem, Jordan]: [H2H/SIDE A] [HIS] [CSL]:

A battle group of the 10th Mechanized Brigade had advanced over the treacherous roads and tracks to
arrive at their objective along the Jerusalem - Ramallah highway at the abandoned town of Beit Hanina
al-Jadid, a small community nestled beside the dominant terrain feature north of Jerusalem, Tel al Ful.

Down to six Shermans and a handful of mechanized infantry, the battle group consolidated their
positions while they waited for reinforcements.

Elements of the Jordanian 6th Tank Regiment had other plans.

[ALL: N VV] [NONE] [2.00]

Tel_Faher_1967.scn Blunder at Tel Jason Petho 5 June, 1967 H2H/SIDE A/B


Fahkar
[Tel Fakhar, Golan Heights, Syria]: [SIDE A] [HIS] [CSL]:

After advancing behind the 8th Brigade, the two combat groups of the 1st Golani Brigade set out on
their assigned tasks: to capture the Syrian strongholds of Tel Fakhar and Tel Aziziat defended by
elements of the 11th Infantry Brigade.

The knoll mounted position of Tel Aziziat was assigned to an infantry company of the 51st Battalion
supported by M50 Shermans from the 8th Brigade. The 12th Barak Battalion, with M51 Shermans
attached, was assigned to take Tel Fakhar.

Tel Fahkar was a horseshoe shaped fortified position, supported by anti-tank guns. Despite hours of
bombardment, when the 12th Barak Battalion started their assault, the fortified position remained
unscathed.

[ALL: OPT VV] [NONE] [2.00]

Tel_Hermonit_1a_1973.scn Into the Valley Jim Mays 7 October, 1973 H2H/SIDE A


of Tears
[Tel Hermonit, Golan]: [H2H/SIDE A] [HIS] [CSL]:

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

With the first day of battle over, Syrian troops were on the brink of returning the Golan Heights to Syrian
control.

In the northern Golan, the 7th Infantry Division commander rotated the 78th Tank Brigade into the fight
to replace the Syrian units battered in the first day's fighting.

With fresh Syrian forces on the march, expectations were high that they would crack the Israeli defenses
this day. In front of the onrushing Syrian tanks was a lone Israeli tank battalion.

On this day, the 77th OZ Tank Battalion's mission was clear, no enemy troops would pass through the
valley between Tel Hermonit and Booster.

At approximately 0800 in the morning, this valley would become the scene of some of the fiercest tank
combat since the Battle of Kursk. This three kilometer wide valley in the northern Golan would earn a
new name this day and in subsequent days' fighting.

It would become known as the Valley of Tears.

[ALL: N VV] [NOTE: This scenario represents the first battle for the Valley of Tears.] [2.00]

Tel_Mashara_1_1973.scn Tel Maschara Mike Amos 13 October, H2H


1973
[Tel Maschara, 12.5 km East of Kuneitra, Syria]: [H2H] [HIS] [BB]:

With the outbreak of war the Iraqi Government dispatched its 3rd Armoured Division to Syria. These
two brigades arrived in the first week ending October 11. An armoured brigade with 130 tanks and a
mechanized brigade with 50 tanks, they unloaded off their transports at the Great Leja on Friday, 12
October.

Before dawn the Iraqi tanks were advancing towards the southern flank of the Israeli forces, which were
moving towards Knaker in pursuit of the Syrian forces. Observing the Iraqi approach, the Israelis pulled
back to set a trap near Tel Maschara.

On the morning of Saturday, 13 October, the Iraqi 3rd Division moved right into the jaws of the trap.

[EFOW:AF:CC:VV]

Tel_Masharah_1973.scn Into the Valley Jason Petho 12 October, 1973 H2H

[Tel Masharah, Syria]: [SIDE A] [HIS] [CSL]:

The Israeli counter-offensive began October 11, 1973 with two Ugdah's advancing into Syria from the
Golan Heights. On the right wing was 240th Ugdah with four brigades. The Ugdah had made significant
gains on the 11th and was paused to rearm after determined fighting by the Syrians.

Scouts spotted movement to the south advancing towards their position. After determining it wasn't
another Israeli unit, the 240th repositioned an under-strength battalion of Shot Meteor tanks in the hills
along the advance route.

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Newly arrived at the front, the Iraqi 3rd Armoured Division sent its 12th Armour Brigade to seize the Tel
al-Mal and Tel al-Shar hills. As the Iraqis advanced without encountering any reconnaissance, they ran
headlong into the guns of the Israeli tanks.

[ALL: OPT VV] [NOTE: Only units active in the scenario are represented. There were a number of other
Israeli and Arab Brigades in close proximity.] [2.00]

Thamad_1956.scn Battle of Thamad Jason Petho 31 October, 1956 H2H/SIDE A


[Thamad, Sinai Peninsula]: [H2H/SIDE A] [HIS] [CSL]:

As the 202nd Parachute Brigade advanced across the central Sinai to link up with the 890th Parachute
Battalion at Mitla Pass, three small villages were to be captured to secure the supply route.

One of these hamlets was Thamad, a small village that houses elements of a National Guard and Border
Guard Battalion. The small Egyptian force defending Kuntilla withdrew and took positions around
Thamad.

Since timing was of the essence, only a portion of the advance Israeli force was dispatched to secure the
village, the rest heading west to Mitla Pass.

[ALL:NOVV] [NONE] [2.00]

Timimoun_1958.scn The End in the Jason Petho 11 November, H2H/SIDE A


Sahara 1958
[Timimoun, Southern Algeria]: [H2H/SIDE A] [HISB] [CSL]:

Unable to launch in 1957 the anticipated military campaigns on Algerian territory, the FLN tried to
operate from the Sahara.

The French spent the fall of 1957 and spring of 1958 assaulting the FLN strongholds in the Sahara. One
of the last was in an outlying village, the mid-Saharan town of Timimoun.

On November 7th, seven members of a French oil exploration team and nine Legionnaires were
massacred by the FLN. Two days later an airborne operation was launched against the town of
Timimoun and outlying villages. The battle lasted until November 21st resulting in the FLN being
effectively eliminated from the area.

On a side note, the most lasting innovation to come out of French experience in Algeria was the heavy
reliance placed on the helicopter. France made aggressive use of helicopters in Algeria, both as troop
transports and gunships.

[ALL: N VV] [NONE] [2.00]

Binary file (standard input) matches

Tournament_Set_A01.scn Tourney - Set Jason Petho 15 December, H2H

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A01 - High Noon 1982


[Sinai, Egypt]: [H2H] [TRNY] [CSL]:

This is a meeting engagement. Each side is well equipped with a Brigade sized force. There is helicopter
support for both sides.

A hypothetical situation that finds a Libyan Mechanized Brigade in Egypt advancing into a pass and
about to run headlong into an Israeli Armoured Brigade.

[ALL: OPT VV] [This is a hypothetical scenario intended to be used for tournament play.] [2.00]

Tournament_Set_A02.scn Tourney - Set Jason Petho 18 December, H2H


A02 - King of the 1982
Hill
[Sinai, Egypt]: [H2H] [TRNY] [CSL]:

This is a meeting engagement. Each side is equipped with a reinforced mechanized battalion in starting
positions for an assault to the top of Hill 776.0, Gebel el Ma'aza.

The hypothetical objective for both sides is to capture the dominant terrain feature in this area of the
map.

[ALL: OPT VV] [This is a hypothetical scenario intended to be used for tournament play.] [2.00]

Tournament_Set_A03.scn Tourney - Set Jason Petho 20 December, H2H


A03 - Cat and 1982
Mouse
[Sinai, Egypt]: [H2H] [TRNY] [CSL]:

This is a meeting engagement with a twist. Each side is limited in their equipment and must seize as
many Victory Point locations as possible to achieve victory.

The Victory Point locations are scattered, leaving each side with difficult decisions to be made on how
they will split their forces as they advance across the region.

[ALL: OPT VV] [This is a hypothetical scenario intended to be used for tournament play.] [2.00]

Tournament_Set_A04.scn Tourney - Set Jason Petho 21 December, H2H


A04 - Motoring 1982
to Karam
[Sinai, Egypt]: [H2H] [TRNY] [CSL]:

This is a meeting engagement. Each side is equipped with a reinforced motorized infantry battalion in
starting positions in a march column on a routine advance to occupy the abandoned town of Karam.

The hypothetical objective for both sides is to capture and hold the town.

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[ALL: N VV] [This is a hypothetical scenario intended to be used for tournament play.] [2.00]

Tournament_Set_B01.scn Tourney - Set Jim Mays 16 June 1982 H2H


B01 - Into the
Breach
[Mount Bental, Golan Heights]: [H2H] [TRNY] [CSL]:

As a result of the Israeli invasion of Lebanon, the leaders of Syria decided to test the defenses on the
Golan just west of Kuneitra.

Unfortunately for the Israelis, their intelligence as to what the Syrians were up to around Kuneitra gave
no indication that the Syrians were about to strike.

As part of the Syrian plan, a commando force would air assault all along the Israeli main supply route
and isolate forward units in the area. Following the insertion of commandos, a battalion of T-72s would
move forward to link up with the commandos and drive deeper into the Israeli defenses.

Despite repeated assurances from Israeli Intelligence that there was no threat in the area, the Israeli
forward positions observed Syrian helicopters passing over their location as dawn broke and the alarm
sounded.

It seemed the events in Lebanon were spiraling out of control.

[ALL: OPT VV] [NONE] [2.00]

Tournament_Set_B02.scn Tourney - Set Jim Mays 17 June 1982 H2H


B02 - A Furious
Charge
[Mount Bental, Golan Heights]: [H2H] [TRNY] [CSL]:

In response to the Israeli invasion of Lebanon, Syria launched an attack just west of Kuneitra along the
Golan Heights. Despite heavy losses, the Syrians were able to isolate part of the Israeli defenders in the
Mount Bental sector.

In response to the Syrian attack, the Israelis are rushing additional forces to the area to quickly
counterattack and reach their encircled soldiers. With both sides up against the clock, the Syrians are
not idle and are also rushing additional forces to the area to stall the Israeli advance long enough for
them to capture a large contingent of Israeli soldiers.

As dawn approaches, the roar of diesel engines fill the air and the rumble in the earth indicates the
tanks of the Israeli counterattack are on the move. To the west, the flash of artillery opening fire lights
the horizon.

No doubt, the Israelis are determined to crack open a path to Mount Bental.

[ALL: OPT VV] [NONE] [2.00]

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Tournament_Set_C01.scn Tourney - C01 - Jason Petho 10 June, 1982 H2H


Hack and Slash
[Sinai, Egypt]: [H2H] [TRNY] [CSL]:

This is a meeting engagement. Each side is well equipped with a Division sized force. There is helicopter
support for both sides.

This hypothetical situation finds an Israeli Infantry Brigade crossing into Gaza and securing the suburbs.

The Egyptians had begun their advance into the area, while armour was arriving onto the scene.

[ALL: OPT VV] [This is a hypothetical scenario intended to be used for tournament play.] [2.00]

Tournament_Set_C02.scn Tourney - C02 - Jason Petho 20 June, 1982 H2H


The Villages
[Sinai, Egypt]: [H2H] [TRNY] [CSL]:

This is a mechanized infantry fight over a series of small villages.

The scenario starts as an infantry battle, slowly evolving into a tank battle.

[ALL: OPT VV] [This is a hypothetical scenario intended to be used for tournament play.] [2.00]

Tournament_Set_D01.scn Tourney - D01 - Jason Petho 11 November, H2H


Dancing in the 1970
Desert
[Sollum, Egypt]: [H2H] [TRNY] [CSL]:

A mechanized infantry engagement over the border between Libya and Egypt, with lots of space for
maneuver, various tactics and ambushes.

[ALL: OPT VV] [This is a hypothetical scenario intended to be used for tournament play.] [2.00]

Umm_Qatef_1948.scn Last Bastion - Jason Petho 27 December, SIDE A


Umm Qatef 1948 1948
[Umm Qatef Ridge, Sinai, Egypt]: [SIDE A] [HIS] [CSL]:

After the successful assault on El Ajua, defeating the Egyptian 1st Battalion, elements of the Negev
Brigade were poised to advance into the Sinai and capture Abu Ageila which was intended to be used as
a springboard to capture El Arish, the Egyptian primary base of operations.

Forward elements ran into Egyptian positions around Umm Qatef, a ridge crossing the avenue of
approach, losing a few vehicles to the anti-tank guns on the position. Negev's 7th Battalion was hastily
organized to assault the position as the morning sun rose.

Once this last bastion was cleared, the Sinai would be open for the taking.

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[ALL: OPT VV] [NONE] [2.00]

Umm_Qatef_1967.scn Textbook Night Jason Petho 6 June, 1967 SIDE A


Assault
[Umm Katef, Sinai, Egypt]: [SIDE A] [HIS] [CSL]:

Abu Ageila and Umm Katef were the center of attention for a third time in as many decades. Unlike the
previous two engagements in 1948 and 1956, the Israelis had two weeks to prepare for their assault on
the heavily defended and fortified area.

The plan involved a division sized unit, including; an armoured brigade, an infantry brigade, six
battalions of artillery, a parachute battalion, an independent tank battalion and additional assets.

The Israeli 14th Armour Brigade was tasked with capturing the road to Umm Katef, clearing the road,
and allowing the 99th Infantry Brigade and artillery assets to move into position for the night assault
Umm Katef, which was defended by the Egyptian 12th Infantry Brigade, supported by artillery and
armour.

In the middle of the night, the 99th Infantry Brigade maneuvered through the dunes to their starting
positions.

Two battalions started their assault into the trenches, catching the Egyptians by surprise. Supported by
artillery and direct tank fire, the 99th Infantry Brigade advanced quickly through the night.

Shortly after the assault started, the previously landed parachute battalion began its attack against the
Egyptian artillery positions to the west of Umm Katef. While there were a number of battalions,
including a T34 tank battalion, in the vicinity, the Egyptians were slow to react.

[ALL: N VV] [NOTE: Many of the Egyptian formations, and some of the Israeli, start the scenario fixed and
will be released during the course of the scenario. This is in an attempt to recreate the flow of the actual
battle.] [2.00]

Winter_Lake_1973.scn The Shores of Jason Petho 17 October, 1973 H2H/SIDE B


Great Bitter Lake
[E.Shore of Great Bitter Lake, Sinai Peninsula]: [H2H/SIDE B] [HIS] [CSL]:

With the Israelis creating a bridgehead across the Canal across from Deversoir, the Egyptian high
command ordered counterattacks to seal off the crossing.

From the north, the 16th Infantry and 21st Armoured Divisions attacked the Israeli positions around the
abandoned agricultural station (Chinese Farm), while from the south the 25th Independent Armour
Brigade was advancing along the shores of Great Bitter Lake to take part in the engagement in a pincer
move.

Alerted to the massive dust cloud formed by the long column of vehicles, the Israeli Air Force confirmed
the Egyptian presence.

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A number of Israeli tank battalions engaged the Egyptian column.

[ALL: OPT VV] [NOTE: Only the Israeli tank battalions that were engaged are represented in the
scenario.] [2.00]

Yad_Mordechai_1948.scn The Last Battle Jason Petho 23 May, 1948 SIDE A


[Yad Mordechai Kibbutz, Israel]: [SIDE A] [HIS] [CSL]:

On May 19th, the Egyptians resumed their advance northward along the coast.

Upon reaching the roadside Kibbutz Yad Mordechai, with its dominating positions along the coastal
highway to Tel Aviv, the Egyptians could not afford to leave behind the potential thorn in their side.

The Egyptians started their attack in the late morning after an air assault and artillery barrage that
ruined the kibbutz, setting most of the buildings on fire and setting the kibbutz animals free.

Failing the initial attack, the Egyptians regrouped for a couple of days and attempted once more on the
23rd to capture Yad Mordechai. With additional support, the Egyptians started their attack with
elements of three battalions, supported by armour and artillery at the kibbutz.

The 110 settlers and couple of Palmach squads were ready to defend to the last.

[ALL: OPT VV] [NONE] [2.00]

9.1.1 Alan R. Arvold’s Ode to Divided Ground Scenario Pack

Abuagheila56.scn Abu Agheila 1956 Alan R. Arvold 31 October, 1956 H2H/SIDE A

[Abu Agheila, Sinai Peninsula]: [H2H/SIDE A] [WIF] [GD]:

After a failed attempt to take Ruafa Dam the night before, the Israelis attempted to take both the dam
and Umm Qatef in a series of attacks by four different units.

Unfortunately, these attacks were uncoordinated, and were spread out over the course of the day and
the following evening. Because of the piecemeal commitment of these attacks, the Egyptians were able
to defeat each of them in turn. This scenario explores what could have happened if these attacks were
coordinated and committed at the same time.

[2.00]

Abuagheila67.scn Abu Agheila 1967 Alan R. Arvold 6 June, 1967 H2H/SIDE A

[Abu Agheila, Sinai Peninsula]: [H2H/SIDE A] [HIS] [GD]:

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Learning their lessons from the Abu Agheila battle of the 1956 War, the Israelis assembled a division size
force to attack and seize the town and crossroads at the beginning of the 1967 War.

Having specially trained for and practiced this operation for over two weeks, Ugdah Sharon crossed the
border in the morning of 5 June, and after brushing aside the border outposts, moved up to Umm Tarafa
where it stopped and set up position in plain view of the Egyptian forces in front.

Meanwhile, various forces from the Ugdah were crossing the impassable terrain to the north to get into
their attack positions, from which they would assault their assigned objectives during the night.

One force, the armored battalion under Lt Col Nir ran into an extended Egyptian defensive position
located on and around Hill 181. After a protracted fight, Nir pulled back and doubled back around to get
to his assigned attack position by another route. Shortly before midnight the Israelis opened fire with a
tremendous artillery barrage on the forward Egyptian positions, signaling the start of the battle which
would last through the rest of the night.

The Egyptians resisted fiercely at first, but as their positions at Umm Katef and Hill 181 fell to the
Israelis, their resolve and morale started to weaken.

By sunrise the Egyptians had had enough and withdrew from the area.

[2.00]

Ashqelon.scn Ashqelon Alan R. Arvold 4 March, 1975 H2H/SIDE B


Research Center
(Revised)

[Ashqelon, Israel]: [H2H/SIDE B] [FIC] [GD]:

Russian intelligence agencies have alerted the Arab community that Israel has the ability to produce
nuclear weapons and has been doing so in the past few years. While they do not know where the
existing weapons are being stored, they have found out that the Ashqelon Research Center is where the
weapons are being assembled.

In response to this threat to their security, the Arabs plan to launch a major attack upon this facility in
Israel. They reason that if they can destroy the center and Israel's ability to produce more nuclear
weapons, then they can get the international community, led by both superpowers, to put diplomatic
pressure on Israel to destroy her stockpile of existing nukes.

After several months of planning and preparations, the Arabs, led by the Egyptians, start holding joint
military exercises in the central portion of the Sinai peninsula. When the sandstorm season comes down
on the area, the Arabs use the cover of one of them to sneak two specially organized multinational Arab
forces through the Israeli zone of the Sinai into Israel itself. One is a decoy force to capture an area along
the coast to attract the attention of the Israelis, and the other is the actual force to attack the Research
Center. They even have agents in the city of Ashqelon itself organizing riots to further divert Israeli
attention away from the Center. As the sandstorm goes away, the second Arab force stands poised to
attack the site.

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But little do they know that the Israelis had the foresight to see something like this happening and so
they initiate one of their defense plans to deal with this situation.

[This scenario is a revision of the original version which was created by Will Lester] [2.00]

Bir Gifgafa.scn 2nd Battle of Bir Alan R. Arvold 8 June, 1967 H2H/SIDE B
Gifgafa
[Bir Gifgafa, Sinai Peninsula]: [H2H/SIDE B] [HIS] [GD]:

As the Israeli armored columns spread throughout the central Sinai surrounding fleeing Egyptian units,
certain Israeli Armored battalions were tasked with the mission of blocking roads from the Suez Canal to
prevent Egyptian reinforcements from interfering.

One such unit was the Israeli 19th Armored Battalion of the 60th Armored Brigade. Set up on the road
west of the airfield at Bir Gifgafa, the 19th was to block reinforcements from the city of Ismailia.

As it turned out, the Egyptian independent 1st Armored Brigade was en route along that very same road
with the mission of linking up with the 4th Armored Division. It was not a complete brigade as one of its
tank battalions, and most of its support units, were diverted north towards Rumani to block the Israeli
advance through that town.

As it were, the 1st Armored planned on occupying Bir Gifgafa and the airfield and awaiting the arrival of
its other subordinate units before proceeding on. The 1st Armored Brigade ran into the roadblock
manned by the 19th Armored Battalion shortly after midnight of the 8th of June, and a battle ensued.

The Israelis managed to hold off the Egyptians for about two hours, but after losing seven halftracks
loaded with supplies, and three tanks, the Israelis performed a fighting withdrawal towards Bir Gifgafa.

The Egyptians surged forward and almost overran the Israelis, but reinforcements from both the Israeli
7th and 60th Armored Brigades arrived, and after losing ten tanks to their fire, the Egyptians retreated
back towards the Canal.

[2.00]

Bir Lahfan 1.scn Bir Lahfan: 1. The Alan R. Arvold 5 June, 1967 SIDE A
Approach
[Bir Lahfan, Sinai Peninsula]: [SIDE A] [HIS] [GD]:

By the evening of June 5th, Ugdah Yoffe had achieved what the Egyptians thought impossible. Crossing
35 miles in "impassable" desert, the Israeli 200th Armored Brigade reached the Bir Lahfan crossroads,
where the roads to El Arish, Abu Agheila, and Jebel Libni meet.

It was early evening and with only over an hour of sunlight left, the Israelis assaulted the hill with the
radar station and quickly took it, driving away the Egyptian National Guard company that was
garrisoning it.

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With the radar hill in their possession, the Israelis had a commanding view of the entire road and the
main body of the Egyptian 112th National Guard Brigade which was blocking it.

But night had fallen, and the Israelis would have to wait until the next day to finish the job, or so they
thought.

[2.00]

Bir Lahfan 2.scn Bir Lahfan: 2. Alan R, Arvold 6 June, 1967 H2H/SIDE B
Night
Engagement
[Bir Lahfan, Sinai Peninsula]: [H2H/SIDE B] [HIS] [GD]:

After capturing the Bir Lahfan crossroads and the radar station on Radar Hill, the Israeli 200th Armored
Brigade settled down for the evening.

What was amazing was that the Egyptian 112th National Guard Brigade did nothing to resist against the
Israelis during the whole time (except for the infantry company at the radar station of course).

During the early part of the evening the Israelis were reinforced by the 48th Armored Battalion, the
brigade's other armored battalion, and several tanks from the 14th Armored Battalion which had gotten
stuck in the sand or were disabled by mines during the trip over there the previous day.

However, before midnight, the 48th Armored Battalion was taken away and sent towards Abu Agheila,
and the 200th Brigade was ordered to hold against two brigades (one armored and the other
mechanized) from the Egyptian 4th Armored Division, which were moving up the road from Jebel Libni
towards their position.

The 200th Brigade's commander, Colonel Shadmi, moved a tank company down the road towards Jebel
Libni to establish a blocking position and was prepared to maneuver the rest of the 14th Armored
Battalion against them if it came to that.

At about 2:00 AM the lead elements of the Egyptian 2nd Armored Brigade came in sight of the Israeli
blocking position. The Israelis opened fire and quickly destroyed the leading Egyptian tank platoon as
well as several recon vehicles.

The Egyptians deployed their lead tank battalions and a general engagement ensued.

However, after about an hour the Egyptians pulled back and established a laager for their force a few
miles down the road, as they were uncertain of the Israeli strength, and waited until dawn to renew
their attack.

[2.00]

Bir Lahfan 3.scn Bir Lahfan: 3. Alan R. Arvold 6 June, 1967 H2H
Capture or Death
[Bir Lahfan, Sinai Peninsla]: [H2H] [HIS] [GD]:

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After the brief night engagement in the early morning hours of the 6th of June, things settled down for a
while.

The only harassment the Israelis suffered was from indirect fire attacks from the Egyptian 112th
National Guard Brigade's artillery and mortar units. But as they had no spotters, the rounds fell wide and
nobody was hit. The Israelis even took advantage of the lull to refuel their vehicles and resupply with
ammunition.

However, at dawn all this changed as the Egyptian 4th Armored Division resumed its attacks on the
Israelis. This time the Egyptians were more aggressive and even units from the 112th Brigade, which had
been unusually quiet since the battle started, started to engage the Israelis as well.

The Israelis called in massive airstrikes which did great damage to the Egyptians, but did not stop them,
and it looked like the Israeli 200th Armored Brigade was about to go down. Then about 90 minutes into
the battle, the Israeli 7th Armored Brigade attacked from the north, drawing the 112th National Guard
Brigade's attention away from the 200th.

About an hour after that, the Israeli 48th Armored Battalion, which had been sent to Abu Agheila the
night before and then recalled, came up the road from there and took the 4th Armored Division on its
right flank.

Finally, at about 10:00 AM, about four hours after the battle started, the Egyptian 4th Armored Division
called it quits and withdrew. Without the 4th Armored to support it, the 112th Brigade collapsed and
many of its soldiers fled into the desert.

[2.00]

Bnot.scn Bnot Yaackov Alan R. Arvold 10 October, 1973 H2H/SIDE B


Bridge
[Bnot Yaackov Bridge, on the border between Israel and the Golan Heights]: [H2H/SIDE B] [FIC] [GD]:

This scenario presumes that the Syrians finally broke through in the northern sector in the Golan Heights
and have advanced to the Jordan River, securing a small bridgehead across it.

The surviving elements of the Israeli 7th Armored Brigade have prepared a last-ditch defense to keep
the Syrians from advancing into Israel proper.

The Syrian 9th Infantry Division, in whose sector the bridge lies, is too spent to lead the attack, so the
7th Infantry Division to the north of it is committed to the assault. But the 7th Infantry too is mostly
spent so the Syrians commit some of their best units from their strategic reserve, including the much-
vaunted Assad Guards Armored Brigade, and an air-mobile commando battalion, under the 7th
Infantry's command.

In this final bid for victory in this war, the Syrians hope to secure their reconquest of the Golan Heights,
or at least force the Israelis to the negotiating table with the Syrians in a position of strength.

[2.00]

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Chinese 1.scn Chinese Farm: 1. Alan R. Arvold 15 October, 1973 H2H/SIDE A


The Most Terrible
Night
[Chinese Farm, Sinai Peninsula]: [H2H/SIDE A] [HIS] [GD]:

After the defeat of the Egyptian October 14th offensive, the Israelis felt ready to implement Operation
Strongheart, their planned crossing of the Suez Canal into the West Bank.

The first part of the plan was for the 163rd Armored Division, commanded by Major General Sharon, to
push through the Egyptian forces to the crossing point at the Matzmed strongpoint on the Canal at the
northern most part of the Great Bitter Lake.

With the 14th Armored Brigade leading the way, the division made it through to the Matzmed
strongpoint against almost no opposition. Once a perimeter was set up around the site, the 14th
Armored Brigade then moved north to clear out any near-by enemy units, in order to pre-empt any
possible counterattacks.

About a mile to the north the 14th made contact with enemy units from the Egyptian 16th Infantry
Division, both at Chinese Farm and to the west of it, and then all hell broke loose. The 14th spent the
rest of the night fighting for its very life as it protected the rest of the division as it prepared to cross the
Canal.

[2.00]

Chinese 2.scn Chinese Farm: 2. Alan R. Arvold 16 October, 1973 H2H/SIDE A


The Tirtur Road
[Chinese Farm, Sinai Peninsula]: [H2H/SIDE A] [HIS] [GD]:

By the morning of the 16th of October General Sharon had established a small bridgehead on the West
Bank of the Suez Canal. But it came at a heavy cost, as his 14th Armored Brigade, which was defending
the northern flank of his base on the East Bank of the Canal, was down to about twenty tanks left.

To make matters worse, Sharon had abandoned his mission of making sure that the Tirtur Road was
open, to instead concentrate on ferrying forces over more forces to the West Bank.

This left the follow up 162nd Armored division, under Major General Adan, to clear the Tirtur Road, a
job for which it was not originally intended. With one brigade still guarding the Talisman Road, Adan was
left with two brigades to force his way through to Sharon. As he advanced down Tirtur Road he soon
found himself in a desperate fight which lasted the rest of the day.

In the meantime, Sharon, now located on the west bank, sent out raiding forces from his bridgehead to
attack nearby SAM sites so that Israeli planes would have an easier task supporting the grounds troops.

While he succeeded in eliminating several SAM sites, he also alerted the Egyptians to the fact that there
were indeed Israeli forces on the West Bank, and by late afternoon they were conducting probing
attacks on the bridgehead, causing Sharon to call back his raiding forces.

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Consequently, Sharon was ordered to cease any further offensive actions until the situation of the East
Bank was stabilized.

[2.00]

Chinese 3.scn Chinese Farm: 3. Alan R. Arvold 16 October, 1973 H2H/SIDE A


Holocaust at the
Farm
[Chinese Farm, Sinai Peninsula]: [H2H/SIDE A] [HIS] [GD]:

As the fighting continued into the second night, General Adan was no closer to clearing the Tirtur Road
than he was twelve hours earlier. The stubborn Egyptian resistance at Chinese Farm was keeping the
road closed and inflicting serious casualties on Adan's command in the process.

In order to clear the Farm, Adan needed some regular foot infantry as his mech infantry was not trained
in dismounted operations. In response to his needs, Southern Command sent a battalion from the elite
35th Parachute Brigade to capture the Farm.

Meanwhile, on the West Bank of the Canal, the Egyptians finally realized that the Israelis did indeed
have a permanent bridgehead, instead of just a temporary base for raiding parties, and released nearby
reserves to contain the bridgehead, as well as bringing up more reinforcements to crush it.

On the East Bank, the Egyptians continued to assault the Israeli lodgment at Matzmed. The 1st Armored
Brigade, which did most of the attacking during the previous day, was battered and weak, and needed
to withdraw and regroup. The 14th Armored Brigade replaced it and in the early morning of 17 October,
and made an assault on the Israeli lodgment.

It was going to be another long night.

[2.00]

Chinese 4.scn Chinese Farm: 4. Alan R. Arvold 17 October, 1973 H2H/SIDE A


Securing the
Corridor
[Chinese Farm, Sinai Peninsula]: [H2H/SIDE A] [HIS] [GD]:

After a second long night of fighting, the Israelis were no closer to opening the Tirtur Road than they
were the day before. The Israelis Parachute Battalion that was sent in to clear the Chinese Farm found
itself pinned down and suffering moderate casualties after only gaining only a small foothold into the
Farm.

At Matzmed, the early morning pre-dawn attack of the Egyptian 14th Armored Brigade upon the Israeli
position was driven off with the loss of all of its remaining tanks. On Tirtur and Akavish roads, the
Egyptians were massing their 1st and 24th Armored Brigades for an attack through the 3rd Mechanized
Brigade.

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On their part, the Israelis were bringing up the 600th Armored Brigade to attack through the Egyptian
3rd Mechanized Brigade to flank the Chinese Farm.

Both of these attacks started at the same time, resulting in a massive meeting engagement just outside
the 3rd Mech's positions, which lasted the rest of the morning.

As that battle was winding down in the early afternoon, the Israeli air and ground reconnaissance units
reported the advance of the Egyptian 25th Armored Brigade from the south, along the Lexicon Road,
and the Israelis had to quickly redeploy to deal with that.

Meanwhile, on the West Bank of the Suez Canal, Sharon's division had been under pressure from
numerous night attacks from the Egyptian units containing the Israeli bridgehead. These were beaten
off, with heavy casualties to the Egyptians, and light casualties to the Israelis. However, the Egyptians
had managed to mass the 116th Mechanized Brigade, from the 23rd Mechanized Division, on the
northern flank of the Israeli bridgehead, and was preparing an attack upon the same.

It was going to be another busy day for both sides.

[2.00]

Chinese 5.scn Chinese Farm: 5. Alan R. Arvold 17 October, 1973 H2H/SIDE A


Adan's Crossing
[Chinese Farm, Sinai Peninsula]: [H2H/SIDE A] [HIS] [GD]:

After the fierce fight of the previous day, things started to quiet down for the Israelis that night. All
Egyptian attacks were beaten off, and the Israelis had captured a sizable chunk of the Chinese Farm,
thus securing the Tirtur Road.

On the West Bank, the Israelis had beaten off the assaults of the Egyptian 116th Mechanized Brigade,
and most importantly, completed their bridge across the Suez Canal, thus allowing more units to come
across. This does indeed occur as General Adan moves most of his division to the West Bank during the
night.

On the Egyptian side, the 16th Infantry Brigade, while having lost control of most of the fields to the
south of the Chinese Farm, still held on to the northern part of it, containing the dwellings and storage
buildings. However, the 16th was down to a quarter of its strength, and was desperately low on
ammunition and supplies.

On the West Bank more reinforcements would be coming in to shore up the line around the Israeli
bridgehead and preparing for the anticipated Israeli breakout attempt.

[2.00]

Chinese 6.scn Chinese Farm: 6. Alan R. Arvold 18 October, 1973 H2H/SIDE A


The Breakout
[Chinese Farm, Sinai Peninsula]: [H2H/SIDE A] [HIS] [GD]:

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By the morning of the 18th of October the Israelis were ready to break out of the bridgehead on the
West Bank.

During the night Adan's division, minus one brigade, had crossed the Suez Canal, and taken up positions
in the center and left of the Israeli perimeter. This allowed the units of Sharon's division to consolidate
in the right most part of the perimeter. Adan's mission was to advance out to the west and northwest
while Sharon was to attack to the north.

On the east bank of the Canal, elements of Sharon's division, including the rebuilt 14th Armored
Brigade, took over positions vacated by Adan's brigades, as they in turn transferred over to the West
Bank, and were poised to attack north to clear the rest of Chinese Farm.

The Egyptians have now heavily reinforced the West Bank in anticipation of the forthcoming Israeli
assault, and are bracing themselves on the East Bank for further Israeli action there as well.

[2.00]

Chinese 7.scn Chinese Farm: 7. Alan R. Arvold 18 October, 1973 H2H/SIDE A


The Buildup
[Chinese Farm, Sinai Peninsula]: [H2H/SIDE A] [HIS] [GD]:

By the time that the sun has set on the 18th of October, much had changed.

On the east bank, the Israelis had cleared the rest of the Chinese Farm, and continued to attack further
north. However, on the southern slopes of the hill mass called Missouri, they were stymied by the fierce
defense of the Egyptian 16th Infantry and 21st Armored Divisions, and the attack ground to a halt.

On the west bank, Adan's 162nd Ugdah's attack to the west and northwest succeeded in reaching the
forward slopes of the Tsach and Areli hill masses, respectively.

Sharon's 247th Parachute Brigade attacked to the north, and after some initial gains, was brought to a
halt by the stubborn defense of the Egyptian 182nd Parachute Brigade at Seraphium.

Stopping for the night to rest and regroup, the Israelis received more reinforcements from the 252nd
Ugdah. These reinforcements were sent over to the west bank.

The Egyptians, knowing what's coming in the morning, had one last chance to crush the Israeli
bridgehead before it became too strong to contain.

[2.00]

Chinese 8.scn Chinese Farm: 8. Alan R. Arvold 19 October, 1973 H2H/SIDE A


To Fayid and
Beyond
[Chinese Farm, Sinai Peninsula]: [H2H/SIDE A] [HIS] [GD]:

After reinforcing the forces on the west bank of the Suez Canal during the night, the Israelis started what
would become their breakout attack.

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Adan's Ugdah 162 attacked west, and pushed through the weakened line of the Egyptian 23rd Armored
and 116th Mechanized Brigades to Maktzera, before turning south towards Fayid.

The Israeli Ugdah 252 came up behind the 162nd, and formed the western edge of the bridgehead,
fending off attacks from the Egyptian 35th Armored Brigade.

To the north, Sharon's Ugdah 143 forces on the west bank pushed towards Ismailia, but found their
advance slowed by the fierce resistance of the Egyptian 182nd and 150th Parachute Brigades, and when
they tried to flank them by going northwest, found their way blocked by the fresh 118th Mechanized
Brigade.

On the east bank, the Israelis continued to try to push north, but the fanatical resistance of the
remnants of the Egyptian 16th Infantry and 21st Armored Divisions stopped them cold.

Although both sides struggled on until the end of the war, the battle of Chinese Farm was effectively
over.

[2.00]

Deversoir.scn The Most Terrible Alan R. Arvold 15 October, 1973 H2H


Night
[Chinese Farm, Sinai Peninsula]: [H2H] [HIS] [GD]:

This is General Sharon's attempt to cross the Suez Canal on the night of October 15-16.

This scenario, along with the map and orders of battle, is based on the game "Suez 73" by Game
Designer's Workshop.

This is a revision of the original scenario by Alan Sandrik.

[2.00]

DG Bootcamp Training Mission 1 Alan R. Arvold 15 October, 1948 SIDE A


1.scn
[Fictional Mediterranean Terrain]: [Side A] [FIC] [GD]:

Brigade Intel has determined that the area around Emanual Aldam is the weak point in the Egyptian
lines. Take "Gimel" Company and clear out the road leading towards the town of Sinat.

Your immediate objective is the hamlet of Barot. Reports indicate that it is weakly held. Hopefully, you
will be able to secure your objective with little loss.

This is a revision of the original scenario by Matthew Kreager.

[2.00]

DG Bootcamp Training Mission Alan R. Arvold 15 October, 1948 SIDE A

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

1a.scn 1a
[Fictional Desert Terrain]: [Side A] [FIC] [GD]:

Brigade Intel has determined that the area around Emanual Aldam is the weak point in the Egyptian
lines. Take "Gimel" Company and clear out the road leading towards the town of Sinat.

Your immediate objective is the hamlet of Barot. Reports indicate that it is weakly held. Hopefully, you
will be able to secure your objective with little loss.

This is a revision of the original scenario by Matthew Kreager.

[2.00]

DG Bootcamp Training Mission 2 Alan R. Arvold 17 October, 1948 SIDE A


2.scn
[Fictional Mediterranean Terrain]: [Side A] [FIC] [GD]:

After you captured Sinat, Intelligence has learned of a major effort to reinforce Chanting.

In light of this situation, you are ordered to attack with "Aleph" Company and capture the town before
enemy reinforcements have arrived. By the way, some "heavy weapons" units are on the way, and will
probably arrive within the hour.

Keep your losses light, we do not want to be sending too many letters home.

Move out!

This is a revision of the original scenario by Matthew Kreager.

[2.00]

DG Bootcamp Training Mission Alan R. Arvold 17 October, 1948 SIDE A


2a.scn 2a
[Fictional Desert Terrain]: [Side A] [FIC] [GD]:

After you captured Sinat, Intelligence has learned of a major effort to reinforce Chanting.

In light of this situation, you are ordered to attack with "Aleph" Company and capture the town before
enemy reinforcements have arrived. By the way, some "heavy weapons" units are on the way, and will
probably arrive within the hour.

Keep your losses light, we do not want to be sending too many letters home.

Move out!

This is a revision of the original scenario by Matthew Kreager.

[2.00]

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DG Bootcamp Training Mission 3 Alan R. Arvold 19 October, 1948 SIDE A


3.scn
[Fictional Mediterranean Terrain]: [Side A] [FIC] [GD]:

Driving the Egyptians out of Chanting and that village was no easy task. Luckily the night passed without
incident. Your men should be well rested.

We do not believe that you will be blessed with quiet for much longer, however. Reconnaissance reports
that Egyptians are approaching your position from the north.

It is imperative that you and your men hold onto the village. The old man is already on the radio trying
to round up some reinforcements to send your way. Look for "Beth" Company to arrive, but it will be a
half hour until they can move out.

In the meantime, give 'em hell! We have confidence that you will be able to hold out.

This is a revision of the original scenario by Matthew Kreager.

[2.00]

DG Bootcamp Training Mission Alan R. Arvold 19 October, 1948 SIDE A


3a.scn 3a
[Fictional Desert Terrain]: [Side A] [FIC] [GD]:

Driving the Egyptians out of Chanting and that village was no easy task. Luckily the night passed without
incident. Your men should be well rested.

We do not believe that you will be blessed with quiet for much longer, however. Reconnaissance reports
that Egyptians are approaching your position from the north.

It is imperative that you and your men hold onto the village. The old man is already on the radio trying
to round up some reinforcements to send your way. Look for "Beth" Company to arrive, but it will be a
half hour until they can move out.

In the meantime, give 'em hell! We have confidence that you will be able to hold out.

This is a revision of the original scenario by Matthew Kreager.

[2.00]

DG Bootcamp Training Mission 4 Alan R. Arvold 29 October, 1956 SIDE A


4.scn
[Fictional Mediterranean Terrain]: [SIDE A] [FIC] [GD]:

Operation Kadesh is about to begin. However, a starting point for the offensive must be secured before
moving into the Sinai, and Chanting is that starting point, which is held by the Egyptian 5th Infantry
Battalion.

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Therefore, the 202nd Parachute Battalion has been detached from the 202nd Parachute Brigade to be
inserted behind the Egyptians in a night paratroop drop.

The town must be captured and the road to the south secured before daylight, so that our armored
columns can move through unhindered and begin their movement through the Sinai.

Failure to capture Chanting before dawn will cause our armored columns to become involved in the
fighting for the town and delay the start of Operation Kadesh.

You have your orders Colonel, move out!

[2.00]

DG Bootcamp Training Mission Alan R. Arvold 29 October, 1956 SIDE A


4a.scn 4a
[Fictional Desert Terrain]: [SIDE A] [FIC] [GD]:

Operation Kadesh is about to begin. However, a starting point for the offensive must be secured before
moving into the Sinai, and Chanting is that starting point, which is held by the Egyptian 5th Infantry
Battalion.

Therefore, the 202nd Parachute Battalion has been detached from the 202nd Parachute Brigade to be
inserted behind the Egyptians in a night paratroop drop.

The town must be captured and the road to the south secured before daylight, so that our armored
columns can move through unhindered and begin their movement through the Sinai.

Failure to capture Chanting before dawn will cause our armored columns to become involved in the
fighting for the town and delay the start of Operation Kadesh.

You have your orders Colonel, move out!

[2.00]

Etzion.scn Etzion Bloc Alan R. Arvold 26 March, 1948 H2H/SIDE A


Convoy
[Gush Etzion, West Bank]: [H2H/SIDE A] [HIS] [GD]:

Under the November 29, 1947 United Nations partition plan, the Etzion bloc of settlements were to be
included in the new Palestinian Arab state.

Its settlers, however, were determined to keep the Arabs from obtaining their land before the May 15,
1948 expiration of the British Mandate. In this they were fully backed by the Jewish national leadership.
If the Etzion settlements, deep in Arab territory, were successfully defended it would provide a
psychological boost to other Jewish communities, themselves outnumbered by hostile forces and facing
similar dangers.

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

Accordingly, a large armored convoy was sent from Jerusalem bringing reinforcements and supplies. It
met only minor resistance on the road south to Etzion. Upon reaching its destination, inevitable delays
were encountered in unloading and preparing for the trip back. Among these were difficulties in loading
the settlement's prize stud bull, Zimri, being sent away for safe keeping.

By the time the convoy started north again, the local Arab militia was alerted and mobilizing. The return
journey to Jerusalem would face much greater hazards.

This is a revision of the original scenario by Edwin "Mick" Conmy.

[2.00]

Faluga.scn The Monster on Alan R. Arvold 18 October, 1948 H2H/SIDE A


the Hill
[Faluga, Israel]: [H2H/SIDE A] [HIS] [GD]:

The goal of Operation Yoav - The Ten Plagues - was to open a supply route south to the Negev. To do
this, the Israelis planned to break through the right flank of the Egyptian Army which extended from the
Egyptian base on the coast eastwards through Faluga.

Operation Yoav would see the largest concentration of Israeli forces to date. Elements of four different
brigades, backed by the weak armored formations of the 8th "Old Man's" Brigade, would participate in
the attack. Supporting them would an unprecedented barrage of artillery, both 65mm and 75mm field
pieces along with light, medium, and heavy mortars.

In defense was the Egyptian 1st Infantry Brigade, headquartered in Faluga, with its battalions dug in on
important objectives. Among these were the crossroads known as "the Junction" in the north, the
Huleikat Hills to the south, and commanding the Negev Road, the police fortress at Iraq Suedan.

Previous failed attempts to assault this fort caused the Israelis to refer to it as "The Monster on the
Hill".

Among the Egyptian officers in the Faluga "pocket" was Major Gamel Nasser, future leader of the United
Arab Republic.

This is a revision of the original scenario by Edwin Conmy.

[2.00]

Fortress.scn Syrian Stronghold Alan R. Arvold 22 March, 1976 H2H/SIDE A


(Revised)

[Northern Lebanon]: [H2H/SIDE A] [FIC] [GD]:

In 1975 Lebanon erupted into civil war. As a result, the Syrians sent troops into northern Lebanon to
protect their interests and to back the Muslim factions in the civil war. The Israeli response was to
strengthen its border defenses with Lebanon and to send in advisors to train the Christian militias.

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Encouraged by the apparent lack of Israeli response, and the partially successful attack against Israel's
nuclear facility at Ashqelon the year before, the Syrians conceived of a plan to renew their old war of
attrition with Israel, this time from across the Lebanon border. Using their vast stores of FROG-7 rockets,
they would move the launchers down by the border at night, launch the rockets against military and
civilian targets in northern Israel, and hide during the day to avoid the expected Israeli airstrikes.

Of course, Israeli intelligence got wind of the plan, and as a result, had airstrikes sent up to destroy the
FROG rockets and their launchers. However, the Syrians had an ace up their sleeve. They had
constructed hundreds of dummy FROG rockets and launchers and these were what the airstrikes mostly
hit. Seeing that the airstrikes were not going to do the job alone, the Israeli launched a punitive invasion
into Lebanon to hunt down and destroy the real ones.

Here the Israeli 36th Ugdah assaults it old nemesis from the 1973 War, the Syrian 7th Infantry Division,
which is defending a FROG-7 rocket brigade.

[This is a revision of the original scenario by Kurt Miller] [2.00]

Golan67.scn A Special Alan R. Arvold 9 June, 1967 SIDE A


Vengeance
[Tel Fahar, Golan Heights]: [SIDE A] [HIS] [GD]:

The Egyptian Army had been thrown back across the Suez Canal, the Jordanians had been routed across
the Jordan River, and after 2,000 years, Jerusalem is again a Jewish city.

The Zahal now turns its attention to the Syrians. Other than a few small forays into Israeli territory, the
Syrians seem content to heavily bombard Israeli settlements in northern Galilee so far during the war.

The Syrian defensive complex in the Golan Heights has completely dominated one of Israel's most fertile
regions, the Huleh Valley. The Syrians have used these positions to bombard Israeli settlements at will
and with impunity since the War for Independence. They had even attempted to divert the source of the
Jordan River to deny the water so precious to the Israeli farmers for irrigating their crops.

The time was now ripe to settle some old scores. Colonel Mender's 8th Armored Brigade would
spearhead the attack, driving up the steep rough face of the Golan Heights, pierce the Syrian Front, and
advance to Quneitra, the main population center in the Golan. On the left the Israeli Golani Infantry
Brigade would first assault Tel Azazziat, then storm the daunting Syrian emplacements at Tel Fahar.

[2.00]

Hermon.scn Uphill All the Way Alan R. Arvold 22 October, 1973 SIDE A
[Mount Hermon, on the Syrian-Lebanese-Israeli Border]: [Side A] [HISB] [GD]:

The first attempt to recapture the observation post atop Mount Hermon on the 7th of October resulted
in a bloody repulse.

Two weeks later, as the war was winding down on the Northern Front, the valiant Israeli 1st Infantry
(Golani) Brigade was ordered to make another night assault up the rugged heights of Mount Hermon.

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The third attack would be supported by a parachute battalion making a helicopter insertion several
miles northeast, then advancing overland to take the Syrian observation site a mile to the north of the
Israeli observation post.

The Golani Brigade's three battalions advanced up three different routes.

On the main road they were spearheaded by a tank company of six tanks. Again they were met by a
reinforced Syrian commando battalion dug-in among the rocks. Using night-vision scopes the
commandos fought ferociously, wounding the Israeli brigade commander, as well as the commander of
the lead battalion. Snipers picked off numerous soldiers as well, including five of the six tank
commanders in the tank company.

The situation was looking increasingly hopeless when the brigade operations officer took charge, rallied
the remaining men, and personally led the last desperate assault to retake the observation post, which
succeeded. Meanwhile the parachute battalion surprised the Syrian observation post's garrison and
easily took it.

It was a bloody uphill fight all the way.

This is a revision of the original scenario by Edwin "Mick" Conmy.

[2.00]

Hizayon.scn Ambush at Alan R. Arvold 6 October, 1973 H2H/SIDE B


Hizayon
[Hizayon Outpost, Sinai Peninsula] [H2H/SIDE B] [HIS] [GD]:

At approximately 3:15 PM the Egyptian Army struck across the Suez Canal to attack the Israeli Defense
Force's Bar Lev fortifications all along the length of the Canal, after about an hour of bombardment.

However, the first wave of Egyptian troops was not tasked with actually attacking the forts themselves,
as their mission lay further to the east. Instead, these soldiers were charged with setting up ambush
positions for the inevitable Israeli armored counterattack. This first wave had practiced their tasks
dozens, and even hundreds of times, until they knew the mission by heart.

The second wave launched their boats fifteen minutes later, with the mission of taking out the Israeli
strongpoints along the Canal.

As expected, Israeli Colonel Ammon Reshef's 14th Armored Brigade's tanks charged to the Canal with
the mission of reaching their firing ramps and securing the Bar Lev strongpoints.

They would be the first Israeli tankers to fall to the Egyptian Sagger anti-tank missiles.

This is a revision of the original scenario by Al Sandrik.

[2.00]

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Intifada.scn The Intifada Alan R. Arvold 23 October, 1985 [H2H/SIDE A


(Revised)

[Khan Yunis, Gaza Strip, Sinai Peninsula]: [H2H or Side A] [HISB] [GD]:

In the late 1990's, the Israeli occupied territories erupted into violence known as "The Intifada". Fanned
by extremists from both sides, hostile mobs of stone throwing youths clashed with heavily armed
security forces and armed Jewish settlers. Often aided and abetted by the newly created Palestinian
Authority, the rebels succeeded in creating a chaotic situation where terrorist bands thrived, and new
martyrs were created each day. It was a situation that neither side could win, and the ultimate losers
were bound to be the common people on both sides who only wanted to live in peace.

Here an Israeli mixed security force had the mission of advancing into the infamous Gaza Strip town of
Khan Yunis, with the multiple goals of occupying the Police Station, the Terrorist Camp, the radical
Muslim School, and also to relieve the siege of the Jewish settlements within the town.

As the Israeli force went about its mission, restraint had to be exercised in order to minimize civilian
casualties. The eyes of the world were on this force and Israel needed no more bloody scenes on the
network news.

[This is a revision of the original scenario by Wyatt A. Kappely] [2.00]

Ismalia.scn Learning How to Alan R. Arvold 8 October, 1973 H2H/SIDE B


Retreat
[Ismailia, Sinai Peninsula]: [H2H/SIDE B] [HIS] [GD]:

After defeating the Israeli armored thrusts of the morning, the Egyptian 2nd Infantry Division resumed
its planned offensive actions for that day. The day's attack called for a broad advance to the Artillery
Road.

Unfortunately, the Egyptians would have to use the infantry brigades already on the east side of the
Canal to do the assault, as their mechanized infantry and attached armored brigades were still on the
west side, being held in reserve.

A major goal was to capture, or at least knock out, the Israeli artillery battalion that was located just east
of the Artillery Road.

Defending against the assault were elements of the Israeli 164th and 460th Armored Brigades. Both
brigades had been in combat for the past couple of days and were both reduced to two understrength
armored battalions each.

The 460th was the Israelis' left hand brigade, and had its right front defended by the survivors of the
recently destroyed 190th Armored Battalion. It and the 460th's 52 surviving tanks were spread out over
a seven and a half mile front and would bear the brunt of the Egyptian assault that day.

The assault went through in the afternoon and succeeded in crossing the Artillery Road at several
points. The Egyptians did not destroy or capture the Israeli artillery battalion, though they did force it to
displace to another location.

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However, the Israeli armor slowed down the Egyptians, and caused them to fall behind schedule.

When the Egyptian 2nd Infantry Division's commander, Major General Saada, called on the radio to his
forward subordinate commanders, and demanded to know what was taken them so long to take their
objectives, one of them answered back in the clear: "Tell the general that the Israelis are learning how
to retreat.".

[2.00]

Israeli Assault.scn Israeli Assault Alan R. Arvold 5 June, 1975 H2H/SIDE A


(Revised)
[Dameitta, Egypt]: [H2H/SIDE A] [FIC] [GD]:

The Arab attempt to destroy the Israeli nuclear facility at Ashqelon was only partially successful. The
facility was damaged by several FROG missiles and had to cease production. However, the damage
proved to be repairable and it would be soon back to producing nuclear weapons again.

The Egyptians have used the time gained to augment their strategic weapons arsenal by purchasing
dozens more SCUD missiles armed with advanced chemical warfare warheads from the Soviets. By the
time the Israelis are producing bombs again, the Egyptians will already be at a parity plus status in the
strategic arms race.

The Israelis cannot, and will not, allow that to happen. Mossad has learned that the delivery of new
missiles and warheads to Egypt has occurred at the small port of Dameitta up on the Mediterranean
coast of Egypt. They are being stored in the city until transportation can be arranged to take them into
the Egyptian interior.

The Israelis would not allow that to happen, and they quickly put together a combined airborne /
airmobile / amphibious assault group, dubbed Med Force, to capture the port and destroy the missiles
and warheads.

This will not be easy as the Egyptians have a National Guard Brigade defending the area around the city,
supported by two battalions of heavy artillery, and a battalion of elite paratroopers guarding the city
itself. In addition, there is an independent armored brigade on emergency call up if needed.

Despite all these forces arrayed against them, the Israelis will go in, undaunted.

[This is a revision of the original scenario by Kurt Miller] [2.00]

Jaba.scn A New Enemy Alan R. Arvold 16 October, 1973 H2H


[Jaba, Syria]: [H2H] [HIS] [GD]:

Following the failure of the Syrian offensive, the Syrians called on other Arab nations for help in holding
back the Israeli counterattack.

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The Jordanians reluctantly answered the call, and the elite 40th Armored Brigade entered Syria on
October 13th. They launched their first attack, in conjunction with the Iraqis to the east, on October
16th.

They were to strike at the southern flank of the Israeli counter-attack.

The 40th was to strike north to take Jaba and cut the road between Jaba and Tek Antar. Facing them
was the Israeli 17th Armored Brigade.

At 0600 hrs on October 16th, the Jordanians moved forward. A new enemy had indeed arrived.

This is a revision of the original scenario by Edwin "Mick" Conmy.

[2.00]

Jebel Libni.scn Battle of Jebel Alan R. Arvold 6 June, 1967 SIDE A


Libni
[Jebel Libni, Sinai Peninsula]: [SIDE A] [HIS] [GD]:

After a short rest after the battle of Bir Lahfan, the Israeli 7th and 200th Armored Brigades proceeded
south, towards the central road through the Sinai, in the vicinity of Jebel Libni.

Awaiting them at that location were the Egyptian 14th and 141st Armored Brigades.

The town of Jebel Libni and the army base north of it were both abandoned, but as they were obvious
Israeli objectives, had to be defended. However, the Egyptian plan was not to defend them to the death,
but instead to stop the Israelis long enough for the Egyptian 3rd Infantry Division to construct a series of
roadblocks to the west of the town.

Just after sundown on the 6th the Israelis reached the outskirt of Jebel Libni and a general engagement
ensued.

After an hour, as further Israeli reinforcements from Ugdah Yoffe arrived to bolster the attack, the
Egyptians withdrew to the west.

The Israelis, after securing both the town and the base, decided to rest for the night.

[2.00]

Jenin 67.scn Battle of Jenin, Alan R. Arvold 5 June, 1967 H2H


1967
[Jenin, West Bank]: [H2H] [HIS] [GD]:

When Israeli went to war against Egypt on 5 June 1967, Egypt's Arab ally Jordan initially responded only
by making long range indirect fire attacks on various Israeli settlements.

At first the Israelis ignored them, as they considered them to be Jordan's way of showing Arab solidarity,
without becoming decisively engaged.

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But when the Jordanians started making indirect fire attacks on Tel Aviv and various Israeli air bases, the
Israelis took them seriously, and decided to go to war with Jordan.

In northern Samaria in the West Bank this entailed capturing the town of Jenin and knocking out
Jordan's long range artillery assets there.

To accomplish this, the Israelis assigned the "Peled" Division to attack into Samaria against the towns of
Jenin and Qabitiya.

Defending these towns was the Jordanian 25th Infantry Brigade, later reinforce by the 40th Armored
Brigade.

This is the revised version of the original scenario created by Abu Ben Kappely.

[2.00]

Jerusalem48.scn Assault on an Alan R. Arvold 19 May, 1948 H2H/SIDE A


Ancient City
[Jerusalem, West Bank]: [H2H/SIDE A] [HIS] [GD]:

With the end of the British Mandate, and the immediate declaration of the State of Israel, Jerusalem
became the focal point of the War for Independence. The cultural and religious significance of the city to
both sides was enormous.

The Old City of Jerusalem, the ancient capital of the first Jewish nation, was the site of their most sacred
temple. A remnant of the temple's outer structure, the Western or Wailing Wall, was still an object of
deep religious devotion.

At one time, Jerusalem had also been the holiest of Islamic places. The early Muslims prayed in the
direction of the ancient city in which was built, on the ruins of the Jewish Temple, a beautiful shrine
known as the Dome of the Rock.

In the middle of May 1948, the situation for the Jewish Quarter of the Old City was grim. Cut off from
the Jewish stronghold in the New City to the west, their positions were being slowly reduced by Arab
irregular forces. Worse, the British-led Arab Legion had crossed the Jordan River, and was fast
approaching the city.

Desperate circumstances called for a desperate plan.

The Palmach's Harel Brigade, which had been fighting in the Jerusalem corridor for weeks and was
severely depleted, would make a secondary attack on Mount Zion. The Irgun and Stern Gang, radical
Zionist splinter groups, reluctantly agreed to create a diversion at Herod's Gate. An engineer team was
to use demolitions to smash through the Jaffa Gate at the foot of the Citadel, then the main assault by
an Etzioni Brigade company would break through to relieve the embattled Jewish Quarter.

The thick walls of the Old City, as they had many times in history, would once again be stormed in battle.

This is a revision of the original scenario by Edwin "Mick" Conmy.

[2.00]

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Jerusalem48_csee.scn Assault on an Alan R. Arvold 19 May, 1948 H2H/SIDE A


Ancient City
(CSEE How-To)
[Jerusalem, West Bank]: [H2H/SIDE A] [HIS] [GD]:

With the end of the British Mandate, and the immediate declaration of the State of Israel, Jerusalem
became the focal point of the War for Independence. The cultural and religious significance of the city to
both sides was enormous.

The Old City of Jerusalem, the ancient capital of the first Jewish nation, was the site of their most sacred
temple. A remnant of the temple's outer structure, the Western or Wailing Wall, was still an object of
deep religious devotion.

At one time, Jerusalem had also been the holiest of Islamic places. The early Muslims prayed in the
direction of the ancient city in which was built, on the ruins of the Jewish Temple, a beautiful shrine
known as the Dome of the Rock.

In the middle of May 1948, the situation for the Jewish Quarter of the Old City was grim. Cut off from
the Jewish stronghold in the New City to the west, their positions were being slowly reduced by Arab
irregular forces. Worse, the British-led Arab Legion had crossed the Jordan River, and was fast
approaching the city.

Desperate circumstances called for a desperate plan.

The Palmach's Harel Brigade, which had been fighting in the Jerusalem corridor for weeks and was
severely depleted, would make a secondary attack on Mount Zion. The Irgun and Stern Gang, radical
Zionist splinter groups, reluctantly agreed to create a diversion at Herod's Gate. An engineer team was
to use demolitions to smash through the Jaffa Gate at the foot of the Citadel, then the main assault by
an Etzioni Brigade company would break through to relieve the embattled Jewish Quarter.

The thick walls of the Old City, as they had many times in history, would once again be stormed in battle.

This is a revision of the original scenario by Edwin "Mick" Conmy.

[CS Event Engine Enabled ][2.00]

Jerusalem 1967- Battle of Alan R. Arvold 5 June, 1967 SIDE A


1.scn Jerusalem 1967:
Phase 1
[Jerusalem, West Bank]: [SIDE A] [HIS] [GD]:

On the 5th of June 1967, Jordan entered the war with random attacks on Israeli positions and
settlements with long range artillery.

At first, Israel decided to let the attacks go unanswered, as it was just Jordan's way of showing solidarity
to the Arab cause without becoming decisively engaged.

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However, once they started bombarding military airfields, and more importantly, captured the UN
occupied Government House in the demilitarized zone in southern Jerusalem, Israel had no choice but
to attack.

The Israelis assigned the task of clearing the Jordanians from southern Jerusalem to the 161st Infantry
Battalion, of the 16th Infantry (Jerusalem) Brigade, plus half of the Brigade's tank company.

Defending the Government House and the area around it was the Jordanian 28th Infantry Battalion, of
the 27th Infantry Brigade.

The Israelis pushed the Jordanians out of the Government House and defeated a counterattack to retake
it.

Afterward the Israelis pushed further south, clearing a Jordanian defensive position called "The
Sausage", and then took the towns of Sur Bahir and "The Bell".

By nightfall the Israelis had secured most of southern Jerusalem except for Abu Tor.

[2.00]

Jerusalem 1967- Battle of Alan R. Arvold 6 June, 1967 SIDE A


2.scn Jerusalem 1967:
Phase 2
[Jerusalem, West Bank]: [SIDE A] [HIS] [GD]:

With most of southern Jerusalem secured, the Israelis next concentrated on securing northern
Jerusalem.

During the early evening hours of the 5th of June, the Israeli 55th Parachute Brigade arrived in the city,
slated to attack and clear northern Jerusalem.

In the course of the attack, the 66th Parachute Brigade was to seize and clear the Police School and
Ammunition Hill, the 71st Parachute Battalion was to clear the suburbs immediately north of the Old
City, and the 28th Parachute Battalion was to pass through the 71st and seize and clear the Rockefeller
Museum.

The ultimate objective for the brigade was to break the encirclement of Mount Scopus and relieve the
garrison.

At about 2:00 AM the attack began and almost immediately ran into fierce Jordanian resistance. It took
until dawn for the 66th and 71st Battalions to achieve their initial objectives, thus delaying the start of
the 28th Battalion's mission.

However, with the coming of daylight, the Jordanians began to pull back, thus allowing the capture of
the Rockefeller Museum and the relief of Mount Scopus by 11:00 AM.

[2.00]

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Jerusalem 1967- Battle of Alan R. Arvold 6 June, 1967 H2H/SIDE A


3.scn Jerusalem 1967:
Phase 3
[Jerusalem, West Bank]: [H2H/SIDE A] [HIS] [GD]:

As the battle for northern Jerusalem entered into a temporary lull, the action to the northwest of the
city in the Jerusalem Corridor started to heat up.

The Israeli 10th Mechanized Brigade, having won the battle for Radar Hill further west, moved east
sweeping away Jordanian units defending the northern edge of the Jerusalem Corridor.

In response to this, the Jordanian 4th Infantry Battalion, of the 3rd Infantry Brigade, started to pull back
from its positions along the Corridor but was disrupted by Israeli airstrikes, thus allowing the 10th
Mechanized to overrun it.

The 10th Mechanized continued east and slammed into the Jordanian 28th Infantry Battalion, which was
defending along the road to Ramallah where it was redeployed after being pushed out of the
Government House the day before.

After pushing them back, the 10th Brigade sent two of its battalions up to Ramallah, while the third
assisted in the fight for Jerusalem.

The Jordanians sent two tank squadrons from the 60th Armored Brigade to deal with the 10th
Mechanized, but these were disrupted by Israeli airstrikes and never made it to the city.

In southern Jerusalem, the Israeli 163rd Infantry Battalion prepared to assault Abu Tor, then upon its
capture to proceed through the town of Silwan and up the southern half of Abu Tor Ridge, towards the
Inter-Continental Hotel, where they expected to link up with the 55th Parachute Brigade.

The 55th in turn was supposed to attack towards the Victoria Hospital, and then proceed down the
northern half of Abu Tor Ridge.

However, the battle for Abu Tor took longer than expected, and it was not until nightfall that it was
captured by the 163rd Infantry, which, having become spent, called it quits for the day.

The 55th Parachute kept postponing their attack until nightfall, and then cancelled it just as it was
getting started, due to its supporting tank company getting lost in the side streets of eastern Jerusalem
and ending up by the Old City, where several of their tanks were knocked out by Jordanian fire.

Thus, the complete encirclement of the Old City would have to wait until the next morning.

[2.00]

Jerusalem 1967- Battle of Alan R. Arvold 7 June, 1967 SIDE A


4.scn Jerusalem 1967:
Phase 4
[Jerusalem, West Bank]: [SIDE A] [HIS] [GD]:

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After the fighting had died down on the evening of the June 6th, the Jordanian commander Brigadier Ali
Hazza'a decided that discretion was the better part of valor, and ordered a retreat to the Jordan River of
all Jordanian forces in the area.

This included the forces inside the Old City, most of whom escaped over the Abu Tor Ridge during the
night, while the militia mostly just went home. By dawn, there were only about 140 soldiers and
militiamen left in the Old City, plus about 25 of them on Mount Zion.

At dawn the Israelis resumed their attacks of encirclement and found it easy going, finding only
scattered pockets of resistance.

At 8:00 AM the word came down to take the Old City.

The 55th Parachute Brigade had the task of the main assault through the Lions' Gate, while the 16th
Infantry Brigade had the task of clearing Mount Zion.

At about 8:30 AM the attack started, and by 10:00 AM it was all over, with the Israelis in possession of
the Old City.

Meanwhile, elements of the 10th Mechanized and 16th Infantry Brigades moved off, to the east and
south respectively, in pursuit of the Jordanians.

[2.00]

Jirardi 1.scn Jirardi Pass: 1. The Alan R. Arvold 5 June, 1967 SIDE A
First Run Through
[Jirardi Pass, Sinai Peninsula]: [SIDE A] [WIF] [GD]:

After the battles of Khan Yunis and Rafah Junction, General Tal pressed his men forward with all possible
speed towards the first day's ultimate objective, El Arish.

To get there, they would have to pass through Jirardi Pass, a series of heavily defended sand hills
flanking the road on both sides.

The first force to make it up to the pass was the Israeli 82nd Armored Battalion, less one company, and
the 7th Scout Company, all led by Lt Col Pinko, the 7th Armored Brigade's deputy commander.

Historically they made it through the pass almost unscathed. Only the rear elements of the force drew
fire as they left the pass, when the defenders began to regain their resolve. They had caught the
Egyptians by surprise and the defenders either hid or ran away for the most part.

But it could have been different.

This hypothetical scenario shows what could have happened if the Egyptians had regained their resolve
more quickly and challenged the 82nd Battalion's movement through the pass.

[2.00]

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Jirardi 2.scn Jirardi Pass: 2. Alan R. Arvold 5 June, 1967 SIDE A


Running the
Gauntlet
[Jirardi Pass, Sinai Peninsula]: [SIDE A] [HIS] [GD]:

Not long after the 82nd Armored Battalion of the Israeli 7th Armored Brigade passed through Jirardi
Pass, the 79th Armored Battalion had arrived at the mouth of the pass.

Encouraged by reports of minimal resistance and much abandoned equipment and armor, the Israelis
thought that the 79th would make it through with no problems as well. They could not have been more
wrong.

The Egyptian defenders, who were surprised during the first run through by the 82nd, were now fully
alert and full of fight.

When the 79th first tried to run the pass, they were met by a hail of fire and seven tanks were quickly
knocked out, as well as the battalion commander being killed.

The 79th was demoralized until the arrival of 1Lt Ein-Gil's tank company, which helped to restore their
morale. The Israelis tried again and this time broke through with the loss of one tank.

But the pass was still under Egyptian domination and it would take another assault to clear them out.

[2.00]

Jirardi 3.scn Jirardi Pass: 3. Alan R. Arvold 5 June, 1967 SIDE A


Clearing the Pass
[Jirardi Pass, Sinai Peninsula]: [SIDE A] [HIS] [GD]:

After the 79th Armored Battalion finally made it through the pass, the Israelis decided that they must
clear the pass once and for all, as they still had to get their supply columns through to the forces
overlooking El Arish to the west.

The Egyptians, though battered, refused to give up possession of the pass.

The Israelis called in the last elements of the 7th Armored Brigade to do the job.

The main force, the 75th Armored infantry Battalion, had been busy clearing the town of Rafah, and had
to be collected up and brought forward, along with the 7th Mortar Battalion and the 215th Artillery
Regiment, both of which had been supporting the 75th.

Fortunately there was still one company of tanks east of the pass available to support them, D Company
of the 82nd Armored Battalion.

These forces gathered at the mouth of the pass shortly after sunset and prepared to attack.

The Egyptians, knowing that they were cut off from retreat, were ready to make the Israelis pay a steep
price for the final possession of Jirardi Pass.

[2.00]

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Khan Yunis 1.scn Battle of Khan Alan R. Arvold 5 June, 1967 H2H/SIDE A
Yunis: Day 1, Part
1
[Khan Yunis, Gaza Strip]: [H2H/SIDE A] [HIS] [GD]:

As the code words Sadin Adon (Red Sheet) were broadcast over the radio, units of the Israeli Defense
Force started to move out on their assigned axes of advance across the Sinai.

The Israeli 7th Armored Brigade was assigned the northernmost route of Ugdah Tal's axis of advance.

However, before moving into the Sinai proper, the 7th was given the task of driving through the town of
Khan Yunis with the purpose of clearing it out. It was thought that this would be easy, as Israeli
Intelligence determined that it was held by a battalion of Palestinian militia at best.

They could not have been more wrong.

The town was held by the 108th Palestinian Infantry Brigade, reinforced by a company of old Sherman
tanks from the Egyptian 53rd Armored Battalion, and a company of T-34/85 tanks from the 7th Infantry
Division.

Initially the Israelis had an easy going as the Egyptian and Palestinian soldiers, surprised by the sudden
appearance of the Israelis, surrendered in droves. But the Israelis had no infantry to take them prisoner,
so they just moved on.

The Arabs, upon seeing this, quickly regained their weapons and, reoccupying their positions, started
mounting a fierce resistance.

The Israelis had no time to take the town as they had a schedule to keep to the west, so they simply
blasted their way through, destroying what they could, and moved on.

It would be up to the follow up units to deal with Khan Yunis.

[2.00]

Khan Yunis 2.scn Battle of Khan Alan R. Arvold 5 June, 1967 H2H/SIDE A
Yunis: Day 1, Part
2
[Khan Yunis, Gaza Strip]: [H2H/ SIDE A] [HIS] [GD]:

About an hour after the Israeli 7th Armored Brigade passed through Khan Yunis, an infantry battalion
from the Israeli 11th Infantry Brigade, supported by a company of AMX-13 tanks and a mortar battalion,
attempted to enter the town from the northeast.

They were expecting a weak Palestinian battalion to be defending, just like the 7th Armored did.

Instead they ran into a still intact Palestinian brigade, reinforced by bands of civilians who were forming
ad hoc militia units, arming themselves with the weapons from dead soldiers.

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The Israelis were quickly bogged down in street fighting and could not advance very far into the town. It
soon became apparent that more forces would be needed to take the town.

Khan Yunis would not fall this day.

[2.00]

Khan Yunis 3.scn Battle of Khan Alan R. Arvold 6 June, 1967 H2H/SIDE A
Yunis: Day 2
[Khan Yunis, Gaza Strip]: [H2H/SIDE A] [HIS] [GD]:

After repulsing the attack by the Israeli 11th Infantry Brigade, the Arabs in Khan Yunis reorganized their
defenses, pulling in their perimeter and dismantling old defensive positions, and making new ones. They
also laid out some hasty minefields to cover all the approaches to the city.

The Israelis on their part concentrated on subduing the rest of the Gaza Strip. However, they could not
leave a town full of Palestinian and Egyptian soldiers loose in the rear area, so they tasked a battalion
from the 202nd Parachute Brigade to take it.

It was not until late afternoon that the Israelis attacked from the west along the coastal road, and after
an hour of hard fighting, the 202nd made no further headway into the town than the 11th Infantry
Brigade did the day before.

At sunset the 202nd withdrew to the beaches to the west to rest and reorganize.

[2.00]

Khan Yunis 4.scn Battle of Khan Alan R. Arvold 7 June, 1967 H2H/SIDE A
Yunis: Day 3
[Khan Yunis, Gaza Strip]: [H2H/SIDE A] [HIS] [GD]:

After a failed attack the day before, the 88th Parachute Battalion withdrew to the beaches west of Khan
Yunis, where it was joined by the other battalion of the 202nd Parachute Brigade.

During the night, the Israelis planned for a brigade-sized attack on the town for the morning. The 111th
Infantry Battalion, from the 11th Infantry Brigade, was also slated to join the attack.

In the wee hours of the early morning the various Israeli units moved into their respective attack
positions, while it was still dark. At dawn, a three-pronged attack was launched against Khan Yunis.

Inside the town a much reduced Arab garrison was prepared to make a last stand, having learned the
night before that the Egyptian Army was in full retreat back to the Suez Canal, and that no one would be
coming to their relief.

For them, Khan Yunis would be their Alamo.

[2.00]

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Khanyunis56.scn Hanhaarib! We Alan R. Arvold 3 November, 1956 SIDE A


Shall Kill!
[Khan Yunis, Gaza Strip]: [SIDE A] [HIS] [GD]:

Operation Kadesh succeeded brilliantly for the Israelis.

In one hundred hours of war, the Israeli Defense Force juggernaut had smashed the Egyptian frontline at
Rafah, captured El Arish, the "capital" of the Sinai, flanked the Abu Agheila hedgehog sending its
defenders fleeing into the desert, closed the Mitla Pass to the fast-retreating Egyptian formations, and
taken positions near the Suez Canal.

All that remained was to mop-up the bypassed 8th Palestinian Division in the Gaza Strip.

On November 2nd, the Israeli 11th Infantry Brigade, supported by an armored combat team from the
37th Armored Brigade, overran the Egyptian 26th National Guard Brigade in Gaza City.

On the evening of the 2nd, elements of the 11th Brigade, moving south towards Khan Yunis,
encountered unexpected resistance from the 86th Palestinian Infantry Brigade. The Israelis recoiled and
prepared a full assault for early the next morning.

Undaunted by the disasters of the past week, the understrength and ill-equipped 86th Brigade chose to
stand and die in battle.

This is a revision of the original scenario by Edwin "Mick" Conmy.

[2.00]

Kussiema War on the Alan R. Arvold 30 October, 1956 SIDE A


1956.scn Border
[Kusseima, Sinai Peninsula]: [SIDE A] [HIS] [GD]:

The Israeli's 4th Infantry Brigade's seizure of Kusseima was slated to be a mere sideshow, serving only as
protection of the northern flank of Ariel Sharon's 202nd Brigade's advance along the Kuntilla-Thamad-
Nahkl axis, in an effort to quickly relieve the isolated parachute battalion at Mitla Pass.

The 4th Brigade got off to a rocky start.

Not all of its hurriedly mobilized reservists reported to the mobilization centers in time. Its transport to
the border was a hodge-podge of conscripted civilian vehicles, which included delivery trucks, buses and
even milk trucks. At the jump-off point communications with supporting artillery and mortars became
maddeningly spotty. And to maintain the element of surprise, the 4th Brigade had to send its 41st
Infantry Battalion on an exhausting twenty kilometer cross-country approach march. That battalion
finally assumed defilade positions north and south of the two ridges fronting the village of Kusseima,
five hours late.

Despite these problems, the Egyptian 78th National Guard Infantry Battalion, which was defending
Kusseima and the surrounding area, remained blissfully unaware of the Israeli preparations which were
readied for its imminent destruction.

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This is a revision of the original scenario by Edwin "Mick" Conmy.

[2.00]

Latrun 48.scn A Cruel Khamsin Alan R. Arvold 25 May, 1948 SIDE A


Wind
[Latrun, West Bank]: [SIDE A] [HIS] [GD]:

The Arab Legion was making slow but steady advances towards the Old City. Supplies and
reinforcements were urgently needed, but the road to Jerusalem was blocked by positions around
Latrun.

The Israeli General Staff, knowing that the fall of the Old City would have untold effects on the morale of
the fledgling nation, formed a new brigade to attack the Latrun stronghold from the west and open the
corridor to Jerusalem.

The 7th Mechanized Brigade, like many other Israeli units, was an ad-hoc formation. It was based on a
small mechanized battalion, the 73rd, equipped with halftracks recently arrived in the country, and a
motley collection of armored cars captured from the enemy. A second battalion, the 71st, was scraped
together from various training cadres, while a third, the 72nd, was formed using recently arrived
immigrants from various European countries.

The 7th Mechanized Brigade was given a bare minimum of time to organize and plan Operation Ben-
Nun, and faced a daunting frontal assault against a solidly entrenched, well led 4th Arab Legion, which
was supported by the 3rd Arab Legion Brigade artillery assets and various Jordanian and Palestinian
irregular units.

The 32nd Infantry Battalion, from the Israeli 3rd Alexandroni Infantry Brigade, was attached and tasked
to make the main assault against the Latrun fortress. The few vehicles from the 73rd Mechanized
Battalion that could be made ready in time were to provide support from the rear.

The 72nd Infantry Battalion was to move south of Latrun, and then wheel north to clear the heights
overlooking the Jerusalem Road for the supply column, waiting near Hulda to make the journey to
Jerusalem.

The Israeli operation was already risky enough with a planned night attack, and became even riskier
when Zero Hour was delayed, and the attack had to begin at dawn instead.

The day would see an agonizing heat, borne from a cruel Khamsin Wind from Arabia, and with it, clouds
of biting black mosquitoes.

This is a revision of the original scenario by Edwin "Mick" Conmy.

[2.00]

Lod 48.scn Never Go Far Alan R. Arvold 10 July, 1948 H2H


[Lydda, West Bank]: [H2H] [HIS] [GD]:

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When it became apparent that the truce would not be extended, the fate of Jerusalem was uppermost
on the minds of the Israeli leaders.

Their plan, Operation Dani, called for the envelopment of the strategic towns of Lydda and Ramle which
were located between the southern flank of the Iraqi force at Majdal Yaba and the Arab Legion
strongholds around Latrun. Success would give the Israelis control of the Lydda air and rail facilities and
establish better positions from which to continue the offensive in the vital Latrun-Jerusalem corridor.

Lydda and Ramle were defended by local Arab forces, well fortified and bolstered by small independent
Arab Legion detachments, but the defenses were oriented against an attack from Tel Aviv to the
northwest.

Operation Dani designated the Israeli 8th Armored Brigade to penetrate from the north while the 11th
Yiftach Infantry Brigade would assault from the south. These pincers were to meet at the village of Ben
Shemen before jointly attacking Lydda-Ramle from the east.

The 11th Infantry Brigade, beginning its movement first, fought its way to Ben Shemen the following
afternoon. The commander of the lead unit, the 3rd Infantry Battalion, decided to attack Lydda alone
rather than wait for the 8th Armored Brigade, which was being delayed by Arab Legion mechanized
forces in the Beir Naballa area to the northeast.

After encountering stiff resistance on the outskirts of the town, the 3rd Battalion sent a signal to the 8th
Armored for armor reinforcements. In the confusion of the battle this call was not received by the 8th
Brigade's headquarters, but instead by its light 89th Mechanized Battalion.

The 89th's one-eyed commander, Lt Col Moshe Dayan, abandoned his unit's supporting position at Deir
Tarif to race his jeeps and halftracks to the assistance of the 3rd Infantry Battalion. Led by a lone
armored car nick-named "The Terrible Tiger", the 89th ripped through Lydda in a flying column, firing in
all directions, then continued west to Ramle where its surprise appearance stunned the defenders.

Learning that Arab Legion armored reinforcements were being sent from Latrun, the 89th retraced its
route, fighting its way through Lydda again. The shock of these audacious attacks allowed the 3rd
Infantry Battalion to subdue the Lydda defenses.

Ramle, now surrounded, surrendered without a fight the next day.

Historical note: The 8th Armored Brigade's commander, commenting on the 89th's unauthorized attack
which allowed the Arab Legion to gain temporary control of Dier Tarif, said that such disobedience to
orders indicated that the 89th's commander would "never go far" in the Israeli Army. Moshe Dayan's
subsequent career proved that prediction to be way off the mark.

This is a revision of the original scenario by Edwin "Mick" Conmy.

[2.00]

Mazraat Bein Across the Purple Alan R. Arvold 11 October, 1973 SIDE A
Jan.scn Line
[Marzat Bein Jan, Syria]: [SIDE A] [HIS] [GD]:

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By the evening of the 9th of October, the Israeli Defense Force had largely returned to the "Purple Line"
which had divided the Israeli occupied Golan Heights from Syrian territory following the 1967 Six Day
War.

After almost four days of fighting, the much vaunted Israeli 7th and 188th Armored Brigades were but a
shell of their former selves. With great effort by the Israeli support crews, who worked themselves to
the bone to return tanks and APCs to the combat units, the 7th Armored Brigade was brought back up
to a strength of four armored battalions and one mechanized infantry battalion.

One of those battalions was the survivors of the "Barak" Brigade, now down to a single battalion size
unit. Still on the 11th of October these were the very units which would lead the break-in across the
Purple Line.

Split into two task forces, the northern force, composed of the 77th and 82nd Armored Battalions, and
the 75th Mechanized Infantry Battalion, first cut through the Moroccan Independent Brigade near
Hader, and by the afternoon were advancing on Beit Jan and Mazrat Bein Jan.

Opposing them were units of the Syrian 7th Infantry Division's 68th Motorized Rifle Brigade, which had
been held in reserve since the beginning of the war, and was a fresh formation.

The Israelis broke through the Syrian forward line but could not pierce the main line of resistance. Both
the Israeli and the Syrian Air Forces made themselves felt during the course of the battle that day.

The Israelis pulled back to regroup and attacked the next day, finally taking Mazrat Bein Jan, but not
advancing much beyond that.

This is a revision of the original scenario by Al Sandrik.

[2.00]

Mishmar 48.scn Fatih Allah Alan R. Arvold 10 June, 1948 SIDE B


[Mishmar, Hayardan, Israel]: [SIDE B] [HIS] [GD]:

The Israeli settlement at Mishmar Hayardan controlled a vital entry into Palestine, the Bridge of Jacob's
Daughters, that since antiquity - the Via Maris, a thoroughfare from Egypt to Damascus built by the
Romans - crossed the Jordan River.

Despite its strategic location Mishmar Hayardan was unprepared for the Syrian attacks which began on
the morning of June 6th, 1948.

While it and other settlements in the Finger of Galilee were extensively pounded with artillery, Syrian
units forced the Jordan River and advanced west towards the north-south road connecting the Finger of
Galilee to Tiberias and other points south.

The Syrians failed in crossing their armor to the west bank and their attack was repulsed, subsequently
pulling back across the Jordan River to reorganize and reinforce.

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Two brigades were assembled for the renewed attack. The lead brigade, the 2nd Infantry, would ford
the Jordan River again, acting as the spearhead, while the follow up brigade, the 4th Infantry, would
exploit the breakthrough.

The Syrian objective was to drive a wedge across the Finger, cutting it off from the rest of Israel, before
the anticipated truce froze the opposing forces in place.

The Israeli 9th Oded Infantry Brigade was defending the area and, though supported by the various
militias from the local settlements, was short of arms, ammunition, and men.

Reinforcements from the Israeli 2nd Carmeli Infantry Brigade were sent to bolster the 9th Brigade's
defense, but before they could arrive and have a chance to strengthen the positions, the decisive Syrian
thrust was launched early on the morning of June 10th.

This is a revision of the original scenario by Edwin "Mick" Conmy.

[2.00]

Mitla 1956.scn Mistake at Mitla Alan R. Arvold 31 October, 1956 H2H/SIDE A


[Mitla Pass, Sinai Peninsula]: [H2H/SIDE A] [HIS] [GD]:

When Egyptian President Nasser nationalized the Suez Canal in July 1956, it triggered an international
chain of events culminating in the Sinai/Suez campaigns of late October and early November.

The Israeli attack, Operation Kadesh, was planned in collusion with Britain and France. Its objectives
were twofold - the Israelis would destroy the growing Egyptian military threat on their Sinai border, and
the subsequent Israeli advance towards the Suez Canal would serve as pretext for both western powers
to invade the Canal Zone under the guise of peacekeeping and protecting international shipping
interests.

France was to materially assist Israel by transferring substantial armaments immediately prior to the
outbreak of hostilities, while providing active air and naval support to Israeli operations in the Sinai.

Operation Kadesh was planned to have opened with an Israeli parachute battalion air-dropping onto the
western outlet of the strategic Mitla Pass. However, when last-minute reconnaissance photos indicated
the possibility of Egyptian forces in the area, the drop zone was moved to the eastern end of the pass. A
few hours after the drop, the main force of the Israeli 202nd Parachute Brigade, led by Col Ariel Sharon,
would attack west from the Sinai border to link up with the isolated parachute battalion.

The small scale of the Israeli opening move was a gamble, designed to lull the Egyptians into interpreting
the paradrop as a limited retaliation raid, and the advance of the 202nd Brigade as only an effort to
extract the isolated paratroopers.

The 202nd Brigade, facing light opposition en route, made contact with its detached battalion some 30
hours after the drop. By this time the Egyptians were aware that this was no mere raid. Sharon's orders
were to block the pass to any enemy reinforcements sent east and to any units attempting to retreat to
the west ahead of the main Israeli assault.

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Until then the Egyptian response in the Mitla Pass had not been aggressive, and the lone mechanized
company sent out to scout out the situation had been handily repulsed. Reports told Sharon of no
substantial Egyptian presence in the pass itself. Emboldened, Sharon sought and received permission to
send a patrol through the pass.

However, this "patrol" would consist of the bulk of the 202nd Brigade. Unhappy with what he
considered to be a secondary mission, Sharon's plan was not simple routine reconnaissance, but for his
202nd Brigade to reap the honors due to the first Israeli unit to reach the Suez Canal in force.

This is a revision of the original scenario by Edwin "Mick" Conmy.

[2.00]

Nafahk.scn The Tap Oil Line Alan R. Arvold 7 October, 1973 H2H/SIDE B
[Nafahk, Golan Heights]: [H2H/SIDE B] [HIS] [GD]:

For over twenty hours the Israeli Ugdah 36 had been holding off the Syrians in the Golan Heights. On the
morning of 7 October, the 188th Armored Brigade's defense of the southern sector of the Heights finally
collapsed, and the brigade was destroyed as a fighting unit.

This allowed the Syrians to push their 5th Infantry Division deep into the southern Golan Heights and
also to commit their 1st Armored Division to exploit the breakthrough.

One of the 1st Armored's brigades, the 91st Armored, moved northwest along the Tap Oil Road towards
Nafahk to attack the Ugdah 36's headquarters.

In the 36's central sector the defense consisted of mixed units from both the 7th and 188th Armored
Brigades, who were barely holding off attacks by the Syrian 9th Infantry Division, and also had to
hurriedly redeploy some units to cover their exposed southern flank. But the Tap Oil Road was left
uncovered, and sure enough, at about 1200 hours, lead elements of the 91st Armored ran into the
Israelis at the Nafahk crossroads.

A quickly organized defense stopped the Syrians and allowed the 36's headquarters to withdraw to a
safer location. But more importantly, elements of the Israeli 79th Armored Brigade started to arrive,
precipitating a meeting engagement between the two armored brigades that lasted through the
afternoon until the Syrians withdrew to the south to regroup before sunset.

[2.00]

Nakhl.scn Battle of Nakhl Alan R. Arvold 8 June, 1967 H2H


[Nakhl, Sinai Peninsula]: [H2H] [HIS] [GD]:

After capturing Abu Agheila, Ugdah Sharon lost most of its units which were distributed to other
missions, leaving General Sharon with only the 14th Armored Brigade and the 147th Recon Battalion,
although he managed to trade his slower self-propelled 155mm artillery battalion for a faster self-
propelled 105mm artillery battalion before the 214th Artillery Regiment left him.

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Despite the smaller size of his force, he was tasked with proceeding to the town of Nakhl and cutting off
the retreat of the Egyptian Shazli Armored Force and the 6th Mechanized Division.

Moving out early on the morning of 7 June from Abu Agheila, Ugdah Sharon got as far as Jebel Karem,
about 30 kilometers northeast from Nakhl, where they were held up by minefields and the 125th
Armored Brigade.

As it was early evening, Sharon opted to rest his troops and attack early in the morning. However, during
the night the 125th abandoned all of it vehicles and escaped to the west. The next morning Sharon
captured an entire brigade's worth of perfectly running AFVs and then proceeded on to Nakhl.

As his forward units arrived at Nakhl about 10:30 AM on the 8th, Sharon was disappointed to learn that
the entire Shazli Armored Force and one mechanized brigade, plus an artillery battalion and some units
from the support battalions of the 6th Mechanized Division, had already passed through Nakhl during
the night.

However, his reconnaissance units spotted large dust clouds in the distance on the road from El
Thammand, indicating that a large convoy was on its way. This was the rest of the 6th Mechanized
Division, already demoralized because of the abandonment of it by its senior commanders, who were
desperately trying to get to the Suez Canal.

Sharon quickly deployed his units into ambush positions.

The lead elements of the convoy ran into the ambush at about 10:50 AM and the battle was on. By 2:30
PM the main battle was over but mopping up lasted for another three hours.

By the evening of the 8th of June, Sharon had destroyed three quarters of the Egyptian 6th Mechanized
Division.

[2.00]

On Two On Two Fronts Alan R. Arvold 4 March, 1975 H2H/SIDE B


Fronts.scn (Revised)

[10 km south of Ashqelon, Israel]: [H2H/SIDE B] [FIC] [GD]:

While planning the operation against the Ashqelon Research Center, the Arabs realized that they would
have to secure the area south of Ashqelon so they would have a relatively safe way back. While the
Palestine Liberation Organization in the Gaza Strip would keep the Israelis busy enough to allow the
Arabs safe passage through their territory, there was still the area south of Ashqelon that belonged to
Israel proper and the Israelis would certainly contest the passage through their own land. Thus, the
Egyptians assigned a second force to secure the area between the Gaza Strip and Ashqelon.

The Israelis themselves were not idle either. Once they knew that a combined Arab force was heading its
way to Ashqelon, they mobilized their forces and guarded all possible approaches to the Research
Center. However, they were expecting only one Arab force and when they found out that there were
two, had to divert reinforcements intended for Ashqelon to deal with the second Arab force.

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[This is a revision of the original scenario by Kurt Miller] [2.00]

Operation Operation Kadesh Alan R. Arvold 29 October, 1956 H2H/SIDE A


Kadesh.scn
[Rafah, Sinai Peninsula]: [H2H/SIDE A] [HISB] [GD]:

The Gaza Strip/Rafah area was an important objective for the Israelis for two reasons.

First, most of the Egyptian troops were concentrated in the area, which offered the prospect of their
ready encirclement. Second, a thrust along the coast to the Suez Canal would secure the Israeli Army's
flank.

Most of the area was flat, featureless desert. Near Rafah, however, was a deep belt of hard earth ridges
which had been fortified by the Egyptian 5th Infantry Brigade to form a cluster of interdependent
strongpoints.

An Israeli force consisting of the 27th Armored and 1st "Golani" Infantry Brigades attempts to take them
out.

This is a revision of the original scenario by Kurt Miller.

[2.00]

Rafah 48.scn Bloody Epiphany Alan R. Arvold 6 January, 1949 H2H


[Rafah, Sinai Peninsula]: [H2H] [WIF] [GS]:

This scenario hypothesizes that the Israelis did not try to encircle the main Egyptian forces in the
Rafah/Gaza area by advancing into the Sinai and capturing El Arish. Instead they try to capture Rafah by
attacking it head on with a division size force.

It also hypothesizes that the Egyptians gamble to seriously defeat the Israeli attempt by launching a
spoiling attack with their motorized forces on the hills near Rafah where the Israelis are massing, while
still defending Rafah.

Historically, the Egyptians held off the Israelis at Rafah, called for a ceasefire before the Israelis could
capture El Arish, and went into the negotiations that followed with a good overall position.

This is a revision of the original scenario by Peter Hickman.

[2.00]

Rafah 56.scn Hasten Thou and Alan R. Arvold 1 November, 1956 SIDE A
Kill Him
[Rafah, Sinai Peninsula]: [SIDE A] [HIS] [GD]:

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The worldwide reaction to the Israeli offensive into the Sinai was overwhelmingly negative. The United
States reaction especially, just days before the presidential election, was unexpectedly and vigorously
hostile.

Israeli had yet to achieve its primary objective of destroying the Egyptian Army. Chief among this
unfinished business was the Egyptian position at Rafah.

Rafah was a British base during World War Two and had been improved and enlarged by the Egyptians.
Standing at the point where the Gaza Strip met the Sinai and Negev deserts, Rafah served as a natural
springboard for any offensive thrust into Israel.

The Israeli Defense Force, fearing that there might only be a matter of hours before a United Nations
ceasefire would be imposed, accelerated its plans for the destruction of the reinforced Egyptian 5th
Infantry Brigade, of the 3rd Infantry Division, which was stationed there.

The element of surprise would not be a factor now, success would hinge on brute force alone. On the
morning of the 1st of November, the Israeli 27th Armored and 1st "Golani" Infantry Brigades, aiming to
quickly smash through Rafah and advance on El Arish, struck with a heavy combined blow.

This is a revision of the original scenario by Edwin "Mick" Conmy.

[2.00]

Rafah 67.scn The Battle of Alan R. Arvold 5 June, 1967 SIDE A


Rafah Junction
1967
[Rafah, Sinai Peninsula]: [SIDE A] [HIS] [GD]:

As the code words "Red Sheet" flashed over the radio nets of the Israeli Defense Forces, Ugdah "Tal"
prepared to move out along the northern axis across the Sinai.

The first task at hand was the taking of the town of Rafah and the destruction of the blocking force
which consisted of the main body of the Egyptian 7th Infantry Division.

The Israelis did this in a two pronged attack, one prong led by the 7th Armored Brigade from the
direction of Khan Yunis, and the other prong led by the 202nd Parachute Brigade, supported by the
"Baron" Force.

The Israeli 60th Armored Brigade was held in the second echelon as an exploitation force once the
breakthrough had been achieved in the Egyptian front lines. All of this was supported by the Israeli
215th Artillery Brigade and plenty of airstrikes.

The Egyptians seemed to weather the initial assault rather well but soon the weak morale of the
Egyptian soldiers took hold and they began surrendering in droves, while some of their more stalwart
companions continued to resist. However, after three hours the breakthrough was achieved and the
Israelis began to move off to the west towards El Arish.

[2.00]

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RafahS.scn Melee at Rafah Alan R. Arvold 5 June, 1967 SIDE A


South
[Rafah South, Sinai Peninsula]: [SIDE A] [HISB] [GD]:

The Egyptian defenses at Rafah were split into two force zones. The northern zone, which contained the
9th and 11th Infantry Brigades and was the site of the 1956 battle, centered on the Rafah Junction area.

The southern force zone, which contained the 16th Mechanized Brigade, ran along the Rafah-Nitzana
road. There were numerous dugouts, minefields, anti-tank and anti-personnel obstacles, many anti-tank
guns and tanks, including the JS 3 heavy tank, entrenched deep in the dunes. Artillery support, in the
form of the 49th Artillery Brigade, was located at the rear of the zone.

It was necessary to rout the Egyptian forces from this position in order to control the Rafah Junction.
This task was charged to Col Raphoul Eiten's 202nd Parachute Brigade, which was mounted on halftracks
and reinforced by a battalion of Patton tanks. In the swirling battle that ensued, communications
between the tanks and Eiten's improvised armored infantry broke down.

Now, victory would be decided by the determination and courage of the individual small units.

This is a revision of the original scenario designed by Edwin (Mick) Comny.

[2.00]

Rafid (R).scn Onslaught on Alan R. Arvold 6 October, 1973 H2H/SIDE B


Rafid
[Rafid Gap, Golan Heights]: [H2H/SIDE B] [HIS] [GD]:

At 1400 hours, the Syrians started their attack on the Israeli positions in the Golan Heights.

One area that the Syrians paid particular attention to was the Rafid Gap area. It was defended by
elements of the Israeli 188th (Barak) Armored Brigade. The 188th was one of the two brigades
defending the Golan Height at the start of the war, and since it defended a larger portion of the line, it
was spread out pretty thin.

Despite this, the 188th managed to stop the initial Syrian attack on Rafid at the anti-tank ditch.
However, it was at a high cost, and that night a second Syrian attack managed to cross the line and push
the Israelis back several miles.

[2.00]

Romani.scn Commando Raid Alan R. Arvold 7 October, 1973 H2H/SIDE B


at Romani
[Romani, Sinai Peninsula]: [H2H/SIDE B] [HISB] [GD]:

Prior to the October War of 1973, only the Israeli military had conducted operations by special forces
with any success.

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A sure sign of the Egyptian Army's newfound sophistication in military operations was the employment
of special forces in a variety of different air, land, and sea-borne missions.

While the Israelis later downplayed the role that these actions had on the course of the war, it could not
be denied that the Egyptian raids did increase the sense of uncertainty and tension that the Israeli forces
in the Sinai felt during the dark hours at the beginning of the conflict.

One such raid occurred at Romani, along the northern coast road. Egyptian commandos, armed with
RPG-7's and anti-tank missiles, landed undetected on the Mediterranean coast on the night of the 7th of
October. They proceeded south and ambushed an Israeli tank unit arriving by tank transporters at the
rear staging area near Romani.

The attack caused considerable consternation to the Israeli Southern Command. Additional forces had
to be divested from the already thinly held front, as well as from arriving reinforcements, to defeat the
commandos.

This is a revision of the original scenario by Edwin "Mick" Conmy.

[2.00]

Saasa.scn High Water Mark Alan R. Arvold 12 October, 1973 H2H


[Saasa, Syria]: [H2H/SIDE A] [HIS] [GD]:

After crossing the "Purple Line" into Syria from the Golan Heights, the Israeli 7th Armored Brigade split
into two columns.

The left column headed towards Marzat Beir Jan, while the right column, spearheaded by the
reconstituted "Barak" Armored Battalion, headed towards Saasa Ridge.

Saasa Ridge is located by Tel Shams, a hill whose height dominated the surrounding area. Defending this
area was the Syrian 15th Mechanized Brigade, from the 3rd Armored Division, which having not been in
battle yet was a fresh unit.

The Israeli column, being heavy in armor but weak in infantry, expected to blow through the Syrian
positions. However, upon making contact near the village of Dourine, the Israelis encountered a solid
defense instead, and after losing twenty tanks in ten minutes, withdrew to reorganize and prepare to
make a more deliberate assault.

The Israelis attacked once more on the 12th, and two more times on the 13th, but each time they were
driven back.

Finally, on the night of the 13th, they were able to take Tel Shams with paratroopers supported by
tanks. But try as they might, they could not make a dent in the Syrian defense of Saasa Ridge itself.

At this point the Israelis ceased to make any further attempts to advance deeper into Syria and had to
be satisfied with being close enough to Damascus to bombard the city with their long range 175mm
guns.

[2.00]

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Shovach_Yonim.scn Shovach Yonim Alan R. Arvold 6 October, 1973 SIDE B


[Hizayon Outpost, Sinai Peninsula]: [SIDE B] [WIF] [GD]:

To defend their side of the Suez Canal, the Israeli command had developed a basic defensive plan,
codenamed Dovecote (Shovach Yonim), the details of which were also known to the Egyptians. The plan
divided the area into Southern, Central, and Northern Commands.

On the 6th of October, already during the morning hours, the Israeli Defense Forces knew that war
would break out on that very day. What they did not know was exactly when the Arabs would attack,
but the best estimate was around 18:00 hours. With that time frame in mind, the commander of the
Southern Command, Major General Gonen, ordered the armored brigades to move up to the Canal, but
not before 16:00 hours, so when war broke out 14:15 hours that afternoon the Israeli armor was out of
position.

What if Gonen had deployed his armor before the attack, would it have really turned the tide, or just
lead to higher Egyptian casualties?

This is a revision of the original scenario by Alan Sandrik.

[2.00]

Syrian Syrian Revenge Alan R. Arvold 24 March, 1976 H2H/SIDE A


Revenge.scn

[Central Lebanon]: [H2H/SIDE A] [FIC] [GD]:

The Israeli operation to thwart the Syrian plan to bombard Israel from Lebanon had been a success. One
Syrian FROG brigade was destroyed, and the rest were driven back into Syria. Having completed their
mission, the Israelis were now moving back towards Israel.

However, the Syrians, undoubtedly angry over having their plans disrupted, were not through yet. While
the Israelis were engaging the Syrians in northern Lebanon, the Syrians moved their crack 3rd Armored
Division into central Lebanon to block the Israeli force's way home. As the Israelis moved south, the
Syrians moved north to engage and destroy them.

[This is a revision of the original scenario by William Jenkins] [2.00]

Tears 1.scn Valley of Tears: 1. Alan R. Arvold 6 October, 1973 H2H/SIDE B


The Opening
Round
[Valley of Tears, Golan Heights]: [H2H/SIDE B] [HIS] [GD]:

This is the initial assault by the Syrian 85th Motorized Rifle Brigade of the 7th Infantry Division. Its main
purpose was to pierce the Purple Line so the follow-up second echelon forces could exploit the
breakthrough.

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The Syrian forces in this assault were organized to capture the anti-tank ditch that ran along the Purple
Line and to create breaches through it and the other obstacles that the Israelis had in place.

Defending this section of the Purple Line was the Israeli 71st Armored Battalion from the 7th Armored
Brigade, freshly arrived after a hasty mobilization.

It would be a long hard afternoon for the 71st.

[Syrian 1VP objectives added to assist the AI in advancing over the AT ditch.]

[2.00]

Tears 2.scn Valley of Tears: 2. Alan R. Arvold 6 October, 1973 H2H/SIDE B


The Second Wind

[Valley of Tears, Golan Heights]: [H2H/SIDE B] [HIS] [GD]:

After getting no further than the anti-tank ditch along the Purple Line during the day, the Syrians waited
until nightfall before renewing their attack.

In the dark the Syrians managed to move up several more MT-55 bridge-layer tanks to bridge the anti-
tank ditch, as most of the ones used during the day have been knocked out before they could complete
their mission. Also several engineer units were able to get their bulldozers and dozer tanks up to the
ditch, in order to start filling it at several points on the line. When the bridges would be in place, the
Syrians could start sending vehicles over the ditch, and get the attack going again.

The Israelis were not idle during this time either. After nightfall, the 71st Armored Battalion was moved
further north, and the 77th OZ Armored Battalion took its place in the line.

Hearing the movement of scores of AFV's and other vehicles along the anti-tank ditch, the Israelis
patiently waited for the next assault to begin.

[Syrian 1VP objectives added to assist the AI in advancing over the AT ditch.]

[2.00]

Tears 3.scn Valley of Tears: 3. Alan R. Arvold 7 October, 1973 H2H/SIDE B


The Main Event
[Valley of Tears, Golan Heights]: [H2H/SIDE B] [HIS] [GD]:

While the Syrian 85th Infantry Brigade had done its job of breaching the anti-tank ditch along the Purple
Line, it had become a spent unit in the process, and was pulled back into reserve to rest and regroup.
Now, The Syrians committed the 78th Armored and 1st Mechanized Brigades, of the 7th Infantry
Division, to achieve the desired breakthrough of the Israeli front lines.

The Israeli 77th Armored Battalion, which was yet to have any serious losses, was more spread out now
than it was the night before. For one, the recon company from the 71st Armored Battalion that was
covering its left flank had to be moved further north, thus creating a gap that had to be covered. In

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addition, the 7th Armored Brigade headquarters had pulled five tanks out of the 77th, in order to create
an operational reserve.

It would be a tough morning for the 77th Armored Battalion.

[2.00]

Tears 4.scn Valley of Tears: 4. Alan R. Arvold 7 October, 1973 H2H/SIDE B


The Moon of
Blood
[Valley of Tears, Golan Heights]: [H2H/SIDE B] [HIS] [GD]:

The previous attack during the day had resulted in massive casualties for the Syrians, but they sensed
that they had inflicted some serious losses on the Israelis as well.

To keep the pressure on, they organized a night attack with the remains of the 7th Infantry Division's
mechanized and armored units, and were relying on their superior night-sighting equipment to give
them a decisive advantage over the Israelis.

For their part, the Israelis had seven more tanks knocked out in the previous day's fighting, and they had
not been able to repair them yet. As a result, they were that much weaker, but were still stubbornly
holding the high ground.

This night would continue the ever increasing pressure that the 77th was surely feeling already.

[2.00]

Tears 5.scn Valley of Tears: 5. Alan R. Arvold 8 October, 1973 H2H/SIDE B


The Wrath of
Allah
[Valley of Tears, Golan Heights]: [H2H/SIDE B] [HIS] [GD]:

After a vicious battle during the night, the Israelis had but a short reprieve before the Syrians came back
at dawn. The Syrian leaders had noted that there were less Israeli tanks engaging their forces than there
were in previous engagements and rightly concluded that they were wearing their opponent down.

Next, the Syrians released their 20th Armored Brigade, which was part of the 3rd Armored Division
being held in reserve in the rear, to make the next assault.

The 78th Armored and 1st Mechanized Brigades were indeed spent units by now. While the 1st
Mechanized arrived to man the forward edge of the front lines, including the town of Kuneitra which
was wrestled away from the Israelis the previous night, the 78th had to be withdrawn to be refitted.

In this sector, the 77th Armored Battalion was down to half strength, and again did not have the time to
recover its knocked out tanks for repair. To enforce their position, the 71st Armored Battalion, reduced
to company strength due to the fighting up north, was brought down south to aid in the defense. In
addition, the 75th Mechanized Infantry Battalion was brought north to keep the Syrians from moving
out of Kuneitra. For the Israelis, their ordeal was to continue.

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As the Syrian 20th Brigade moved up to its attack positions, one Syrian infantryman, seeing the more
modern T-62 tanks, was heard to say:

Now the Israelis will suffer the wrath of Allah.

[2.00]

Tears 6.scn Valley of Tears: 6. Alan R. Arvold 9 October, 1973 H2H/SIDE B


The Final Fury
[Valley of Tears: Golan Heights]: [H2H/SIDE B] [HIS] [GD]:

The vicious attack of the 20th Armored Brigade managed to reach the saddle between Tel Hermonit and
Booster Hill before being driven back, but the Israelis had paid a terrible price for this achievement.
Almost two thirds of their tanks had been knocked out by now, and it would not be until nightfall before
they could start repairs on them.

The Syrians, recognizing that the Israelis were about to break, pulled out all the stops on their next
attack.

Sending the 20th Armored back into the reserves for refit and repair, they brought in the Assad Guards
Armored Brigade to make the final assault. In addition, they would helicopter in a commando battalion
to land behind the Israeli front lines, around the town of Rom. All this would be preceded by the
heaviest artillery barrage seen yet in the Golan up to that point.

The attack was supposed to commence at 2200 hours on the 8th of October, but just before sunset an
Israeli anti-tank round hit and destroyed the 7th Infantry Division commander's tank, killing him in the
process. Because of his death, the attack had to be postponed until the next morning, so that another
commander could be brought down from Damascus to command the division.

The Israelis, worn and battered after three days and two nights of continuous attacks, welcomed the
reprieve, and managed to get a few hours of rest as well as to repair some of their more lightly damaged
tanks.

Still, this battle would be a close run thing, as the Syrians came within a gnat's eyelash of breaking
through to the Jordan River. Increasing supply difficulties, and the Israeli offensive in the southern Golan
which was pushing the Syrians back into Syria there, forced the 7th Infantry Division finally to give up its
attack and to pull back as well.

The final fury was over.

[2.00]

Tears 7.scn Valley of Tears: 7. Alan R. Arvold 8 October, 1973 H2H/SIDE B


Hypothetical
[Valley of Tears, Golan Heights]: [H2H/SIDE B] [WIF] [GD]:

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This is a hypothetical scenario based on the "Valley of Tears: The Final Fury" scenario. It postulates that
the 7th Infantry Division's original commander was not killed, and that the final attack went off on the
night of 8 October as originally planned.

Note that the Israelis are weaker due to the fact they would not have been able to repair many of the
tanks which they did historically. They would not have the air support, nor the reinforcements that they
had in the final battle, either.

Thus, the Israeli side does not have a very good chance of winning this one.

[2.00]

Yaguri.scn Yaguri's Last Alan R. Arvold 8 October, 1973 H2H/SIDE A


Charge
[Ismailia, Sinai Peninsula]: [H2H/SIDE A] [HIS] [GD]:

While the world was stunned by the Egyptian success in crossing the Suez Canal and breaching the
vaunted Bar Lev Line, the Israelis knew better.

The original plan to create an impregnable barrier on the east bank of the Canal had never met with
unanimous approval, as many within the Israeli Defense Force argued for a withdrawal to the natural
defense line that ran down the center of the Sinai. The proximity of garrison troops to heavy
concentrations of Egyptian artillery during the War of Attrition had further eroded support for a front
line on the east bank of the Canal.

By October 1973, the Bar Lev Line consisted of a series of observation forts, manned by reservists
serving out their annual deployment time, and backed up by a handful of tanks. The remainder of the
Israeli armor in the Sinai was further east.

When Egypt launched Operation Badr on October 6th, it was quickly apparent that the Canal was being
crossed on a massive scale. While the forts had fulfilled their role as a tripwire defense, the Israeli
Southern Command however refused to abandon them.

Rather than trade sand for time and room to maneuver however, the Zahal made repeated attempts in
the early part of the war to regain a position on the Canal, more out of a matter of pride than military
necessity. One such attempt was made on the morning of October 8th by Lt Col Yaguri's armored
battalion, of Col Nir's brigade, in Adan's Ugdah.

The objective was to clear the east bank and capture the assault bridge at Firdan in preparation for a
bold Canal crossing by the Israelis, as well as to relieve the Israeli observation fort at Hizayon.

Risky tactics such as these had served the Zahal well in the 56 and 67 campaigns. In those wars it had
been easy enough for the Israelis to launch a hasty armored assault, fire a few rounds, and rout the
Egyptian infantry.

In this war, the Zahal would soon learn that their foe was no longer mere cannon fodder, and the
Israelis' tried and true "stampede" tactics would now be met with salvos of Sagger missiles instead.

This is a revision of the original scenario by Edwin "Mick" Conmy.

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[2.00]

9.1.2 Alan R. Arvold’s Ode to Arab-Israeli Wars Scenario Pack

Designer Note: All scenarios are set as H2H, as they are inspired by boardgame situations. They can be
playes as solo as well, as it was possible with boardgame too. No Optional Rules will be listed nor will the
statement that none of them will be used either. Players are free to use whatever optional rules they
want or none of them as they please..

AIW1.scn Arab-Israeli Wars Alan R. Arvold 2 November, 1956 H2H


Scenario #1

[Bir Gifgafa, Sinai Peninsula]: [H2H] [HISB] [GD]:

While en route to the Suez Canal, elements of the Israeli 7th Armored Brigade are intercepted by units
of the Egyptian 1st Armored Brigade.

[2.00]

AIW2.scn Arab-Israeli Wars Alan R. Arvold 26 January, 1973 H2H


Scenario #2

[Rafid, Golan Heights]: [H2H] [HISB] [GD]:

The Israeli 188th (Barak) Armored Brigade and the Syrian 112th Motorized Brigade clash along the
cease-fire line in the Golan Heights.

[2.00]

AIW3.scn Arab-Israeli Wars Alan R. Arvold 13 October, 1973 H2H


Scenario #3

[Tel Maschara, Syria]: [H2H] [HISB] [GD]:

While en route to the front, the Iraqi 12th Armored Brigade is ambushed east of Kuneitra by the Israeli
19th Armored Brigade.

[2.00]

AIW4.scn Arab-Israeli Wars Alan R. Arvold 17 October, 1973 H2H


Scenario #4

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[Botzer, Sinai Peninsula]: [H2H] [HISB] [GD]:

An attempt by the Egyptian 25th Armored Brigade to cut off the Israeli bridgehead at Deversoir is itself
cut off by the Israeli 600th Armored Brigade east of the Great Bitter Lake.

[2.00]

AIW5.scn Arab-Israeli Wars Alan R. Arvold 10 October, 1956 H2H


Scenario #5

[Kalkiliah, West Bank, Jordan]: [H2H] [HISB] [GD] :

A battalion from the Israeli 202nd Paratroop Brigade, under control of the 7th Armored Brigade, raids
into the Jordanian police fort at Kalkiliah.

Both sides send in reinforcements and the fighting escalates before the Israelis withdraw.

[2.00]

AIW6.scn Arab-Israeli Wars Alan R. Arvold 6 June, 1967 H2H


Scenario #6

[Abu Agheila, Sinai Peninsula, Egypt]: [H2H] [HISB] [GD]:

The Israeli 14th Armored Brigade assaults a fortified position held by the Egyptian 12 Infantry Brigade,
supported by the 6th Armored Regiment, and other elements of the 2nd Infantry Division.

[2.00]

AIW7.scn Arab-Israeli Wars Alan R. Arvold 24 September, H2H


Scenario #7 1970

[Irbid, Jordan]: [H2H] [HISB] [GD]:

Elements of the Jordanian 40th Armored and 3rd Infantry Brigades engage advancing Syrian units from
the 5th Infantry Division north of Irbid.

[2.00]

AIW8.scn Arab-Israeli Wars Alan R. Arvold 6 June, 1967 H2H


Scenario #8

[Jenin, West Bank, Jodran]: [H2H] [HISB] [GD]:

The Jordanian 25th Infantry Brigade and 12th Independent Tank Battalion defend Jenin against an attack
by the Israeli Peled Division.

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[2.00]

AIW9.scn Arab-Israeli Wars Alan R. Arvold 6 June, 1967 H2H


Scenario #9

[Jenin, West Bank, Jordan]: [H2H] [FIC] [GD]:

At the start of the 1967 War the Jordanian Army was deployed into a thin line all along the border with
Israel. Front line battalions regularly covered frontages of up to ten kilometers, normally a brigade
frontage, so the Jordanian Army had to rely heavily on its few reserve brigades to move up and reinforce
any threatened parts of the front line.

During the war, however, the Israeli Air Force interdicted these reserves and prevented them from
getting to the front. The Jordanian units stretched along the border, such as the gallant but doomed
25th Infantry Brigade, were simply overwhelmed.

To see the difference these reserves would have made, this scenario adds the Iraqi 3rd Armored
Brigade, one the Arab Allied brigades scheduled to aid the Jordanians, to the Jordanian reinforcements.
It is assumed that the Iraqis were able to get across the Jordan River onto the West Bank before Israeli
airstrikes took out the bridges.

[2.00]

AIW10.scn Arab-Israeli Wars Alan R. Arvold 14 October, 1973 H2H


Scenario #10

[Ras Sudar, Sinai Peninsula]: [H2H] [HISB] [GD]:

Elements of the Egyptian 6th Mechanized Division assault positions held by units of the Israeli 99th
Infantry Brigade.

[2.00]

AIW11.scn Arab-Israeli Wars Alan R. Arvold 7 October, 1973 H2H


Scenario #11

[El Al, Golan Heights]: [H2H] [HISB] [GD]:

Armored units from a task force of the Israeli "Peled" Division assault new Syrian positions held by the
5th Infantry Division.

[2.00]

AIW12.scn Arab-Israeli Wars Alan R. Arvold 11 October, 1973 H2H

220
Campaign Series: Middle East 1948-1985 (2.00) November 2017

Scenario #12

[Mazrat Beit Jan, Syria]: [H2H] [HISB] [GD]:

The Israeli 7th Armored Brigade attacks prepared positions held by the Syrian 68th Motorized Infantry
Brigade, of the 7th Infantry Division, east of Kuneitra.

[2.00]

AIW13.scn Arab-Israeli Wars Alan R. Arvold 8 October, 1973 H2H


Scenario #13

[El Firdan, Sinai Peninsula]: [H2H] [HISB] [GD]:

The Israeli 600th Armored Brigade attacks the Egyptian 134th Motorized Infantry Brigade, of the 18th
Infantry Division.

AIW14.scn Arab-Israeli Wars Alan R. Arvold 8 October, 1973 H2H


Scenario #14

[El Firdan, Sinai Peninsula]: [H2H] [WIF] [GD]:

After the fighting started on October 6, Israeli commanders transferred mobilizing reserve forces to the
front line as quickly as possible.

Limitations on mobilization capability and road capacity permitted only the most crucial units to be
moved to the front. This meant that armored units were formed at the front with only tanks, the
supporting armored infantry and artillery to follow later.

If the counterattack had been delayed until these supporting units appeared, a disastrous defeat might
have been averted.

AIW15.scn Arab-Israeli Wars Alan R. Arvold 7 October, 1973 H2H


Scenario #15

[Kuneitra, Golan Heights]: [H2H] [HISB] [GD]:

Elements of the Syrian 7th Infantry Division and other units attack the Israeli 7th Armored Brigade east
of Kuneitra.

[2.00]

AIW16.scn Arab-Israeli Wars Alan R. Arvold 12 June, 1982 H2H


Scenario #16

221
Campaign Series: Middle East 1948-1985 (2.00) November 2017

[Marjayou, Lebanon]: [H2H] [WIF] [GD]:

Sometime in the future (June, 1982 historically) an Israeli armored brigade advances into Lebanon
opposed by a combined Arab force of Syrians, Palestinians, and Lebanese.

[2.00]

AIW17.scn Arab-Israeli Wars Alan R. Arvold 15 October, 1973 H2H


Scenario #17

[Chinese Farm, Sinai Peninsula]: [H2H] [HISB] [GD]:

The Israeli 143rd Armored Division, under General Sharon, attacks the Egyptian 16th Infantry Brigade, of
the 16th Infantry Division, which is supported by the 14th Armored Brigade of the 21st Armored
Division.

[2.00]

AIW18.scn Arab-Israeli Wars Alan R. Arvold 6 October, 1973 H2H


Scenario #18

[Shovach Yonim, Egypt]: [H2H] [HISB] [GD]:

The reinforced Egyptian 4th Infantry Brigade, of the 2nd Infantry Division, crosses the Suez Canal and
attacks a battalion from the Israeli 14th Armored Brigade from the "Mendler" Armored Division, just
north of the city of Ismailia.

[2.00]

AIW19.scn Arab-Israeli Wars Alan R. Arvold 6 October, 1973 H2H


Scenario #19

[Lituf, Egypt]: [H2H] [HISB] [GD]:

The Egyptian 11th Infantry Brigade, of the 7th Infantry Division, is crossing the Suez Canal when it is
attacked by elements of the Israeli 401st Armored Brigade.

[2.00]

AIW20.scn Arab-Israeli Wars Alan R. Arvold 6 October, 1973 H2H


Scenario #20

[East of Bir Gifgafa, Sinai Peninsula]: [H2H] [HISB] [GD]:

222
Campaign Series: Middle East 1948-1985 (2.00) November 2017

A battalion from the Egyptian 128th Commando Group ambushes an Israeli armored battalion from the
460th Armored Brigade just west of Refidim (Bir Gifgafa).

[2.00]

AIW21.scn Arab-Israeli Wars Alan R. Arvold 5 June, 1967 H2H


Scenario #21

[Rafa, Sinai Peninsula]: [H2H] [HISB] [GD]:

The Israeli 7th Armored Brigade assaults strung out positions defended by various elements of the
Egyptian 7th Infantry Division.

[2.00]

AIW22.scn Arab-Israeli Wars Alan R. Arvold 16 October, 1973 H2H


Scenario #22

[Deversoir, Egypt]: [H2H] [HISB] [GD]:

The Israeli 143rd Armored Division, under General Sharon, having penetrated to the Suez Canal, is
isolated by counterattacking elements of the Egyptian 16th Infantry and 21st Armored Divisions.

[2.00]

Arab-Israeli Wars Alan R. Arvold 18 October, 1973 H2H


Scenario #23

[Fayid, Egypt]: [H2H] [HISB] [GD]:

Operating from a secure bridgehead across the Suez Canal, Israeli forces advance behind Egyptian lines
against opposition from Egyptian infantry, tank, and mechanized units.

[2.00]

AIW24.scn Arab-Israeli Wars Alan R. Arvold 23 March, 1975H2H


Scenario #24

[Tasa, Sinai Peninsula]: [H2H] [FIC] [GD]:

Sometime after the 1973 War, Egyptian and Israeli reconnaissance forces engage in combat somewhere
between the Suez Canal and Bir Gifgafa.

[2.00]

223
Campaign Series: Middle East 1948-1985 (2.00) November 2017

AIW25.scn Arab-Israeli Wars Alan R. Arvold 30 October, 1956 H2H


Scenario #25

[Mitla Pass, Sinai Peninsula]: [H2H] [HISB] [GD]:

Elements of the Israeli 1st Battalion, 202nd Parachute Brigade block the advance of the lead units of the
Egyptian 5th Infantry Battalion, of the 2nd Infantry Brigade, through Mitla Pass.

[2.00]

AIW26.scn Arab-Israeli Wars Alan R. Arvold 31 October, 1956 H2H


Scenario #26

[Mitla Pass, Sinai Peninsula]: [H2H] [HISB] [GD]:

A mechanized patrol from the Israeli 202nd Parachute Brigade probes into the interior of the eastern
part of Mitla Pass and runs into a blocking position manned by elements of the Egyptian 5th Infantry
Battalion of the 2nd Infantry Brigade.

[2.00]

AIW27.scn Arab-Israeli Wars Alan R. Arvold 31 October, 1956 H2H


Scenario #27

[Abu Aghiela, Sinai Peninsula]: [H2H] [HISB] [GD]:

Elements of the Israeli 7th Armored, 37th Armored, and 10th Infantry Brigades assault fortified positions
held by units of the Egyptian 6th Infantry Brigade in the vicinity of Abu Agheila.

[2.00]

AIW28.scn Arab-Israeli Wars Alan R. Arvold 1 November, 1956 H2H


Scenario #28

[Rafah, Sinai Peninsula]: [H2H] [HISB] [GD]:

Elements of the Israeli 1st (Golani) Infantry and 27th Armored Brigades attack the rear guard of the
Egyptian 5th Infantry Brigade at Rafah.

AIW29.scn Arab-Israeli Wars Alan R. Arvold 3 November, 1956 H2H


Scenario #29

[Khan Yunis, Gaza Strip]: [H2H] [HISB] [GD]:

224
Campaign Series: Middle East 1948-1985 (2.00) November 2017

Elements of the Israeli 11th Infantry Brigade, supported by a combined arms battalion from the 37th
Armored Brigade, assault the units of the Palestinian 86th Brigade in the town of Khan Yunis.

[2.00]

AIW30.scn Arab-Israeli Wars Alan R. Arvold 6 June, 1967 H2H


Scenario #30

[Bir Lahfen, Sinai Peninsula]: [H2H] [HISB] [GD]:

Elements of the Israeli 200th "Shandi" Armored Brigade clash with units of the Egyptian 112th National
Guard Brigade, which is later reinforced by the 2nd Armored Brigade from the 4th Armored Division.

[2.00]

AIW31.scn Arab-Israeli Wars Alan R. Arvold 6 June, 1967 H2H


Scenario #31

[Abu Agheila, Sinai Peninsula]: [H2H] [HISB] [GD]:

Units of the Israeli "Sharon" Division assault fortified positions held by elements of the Egyptian 12th
Infantry Brigade and 6th Armored Regiment of the 2nd Infantry Division.

Note that this is the revised full version of the battle.

[2.00]

AIW32.scn Arab-Israeli Wars Alan R. Arvold 7 June, 1967 H2H


Scenario #32

[Bir Gigafa, Sinai Peninsula]: [H2H] [HISB] [GD]:

The Israeli 60th Armored Brigade engages retreating elements of a mixed force from the Egyptian 4th
Armored Division.

[2.00]

AIW33.scn Arab-Israeli Wars Alan R. Arvold 7 June, 1967 H2H


Scenario #33

[Mitla Pass, Sinai Peninsula]: [H2H] [HISB] [GD]:

Scattered Egyptian units from four different divisions are retreating back to the Suez Canal, only to come
upon an Israeli roadblock manned by an armored combat team from the 200th Armored Brigade at the
east entrance of Mitla Pass.

225
Campaign Series: Middle East 1948-1985 (2.00) November 2017

These units try to break through the roadblock while being attacked from the rear by the Israeli 520th
Armored Brigade.

[2.00]

AIW34.scn Arab-Israeli Wars Alan R. Arvold 8 June, 1967 H2H


Scenario #34

[Bir Gigaffa, Sinai Peninsula]: [H2H] [HISB] [GD]:

The Egyptian 1st Armored Brigade makes an assault against the Israeli 19th Armored Battalion of the
60th Armored Brigade, which is later reinforced by a battalion from the 7th Armored Brigade.

Note that this battle takes place in the same general area as the one from the day before.

[2.00]

AIW35.scn Arab-Israeli Wars Alan R. Arvold 8 June, 1967 H2H


Scenario #35

[Nakhl, Sinai Peninsula]: [H2H] [HISB] [GD]:

Elements of the Israeli 14th Armored Brigade, supported by an armored battalion from the 8th Armored
Brigade, have surrounded part of the Egyptian 6th Mechanized Division and are trying to destroy it.

[2.00]

AIW36.scn Arab-Israeli Wars Alan R. Arvold 6 June, 1967 H2H


Scenario #36

[Kabatiya, West Bank]: [H2H] [HISB] [GD]:

Elements of the Israeli 45th Armored Brigade attempt to relieve a trapped reconnaissance battalion that
is surrounded by units of the Jordanian 25th Infantry and 40th Armored Brigades.

[2.00]

AIW37.scn Arab-Israeli Wars Alan R. Arvold 7 June, 1967 H2H


Scenario #37

[Nablus, West Bank]: [H2H] [HISB] [GD]:

Units of the Jordanian 40th Armored Brigade defend the town of Nablus against an assault from the
Israeli 37th and 45th Armored Brigades of the "Peled" Division.

[2.00]

226
Campaign Series: Middle East 1948-1985 (2.00) November 2017

AIW38.scn Arab-Israeli Wars Alan R. Arvold 9 June, 1967 H2H


Scenario #38

[Qala, Golan Heights]: [H2H] [HISB] [GD]:

Elements of the Israeli 8th Armored Brigade conduct assaults against anti-tank positions held by the
Syrian 11th Infantry Brigade in the Golan Heights.

[2.00]

AIW39.scn Arab-Israeli Wars Alan R. Arvold 9 June, 1967 H2H


Scenario #39

[Tel Faher, Golan Heights]: [H2H] [HISB] [GD]:

Elements of the Israeli 1st (Golani) Infantry Brigade assault a Syrian fortified position manned by units of
the 11th Infantry Brigade, which contains artillery assets that have been bombarding Israeli settlements
for years.

[2.00]

AIW40.scn Arab-Israeli Wars Alan R. Arvold 21 March, 1968H2H


Scenario #40

[Kerama, Jordan]: [H2H] [HISB] [GD]:

Elements of the Israeli 1st "Golani" Infantry Brigade raid across the Jordan River to clear out Fedayeen
guerilla bases, only to be met by units of the Jordanian 1st Infantry Division.

[2.00]

AIW41.scn Arab-Israeli Wars Alan R. Arvold 6 October, 1973 H2H


Scenario #41

[Tel Faris, Golan Heights]: [H2H] [HISB] [GD]:

Elements of the Syrian 47th Armored and 132nd Mechanized Brigades, of the 5th Infantry Division,
overrun scattered units of the Israeli 188th Armored Brigade.

[2.00]

AIW42.scn Arab-Israeli Wars Alan R. Arvold 7 October, 1973 H2H


Scenario #42

227
Campaign Series: Middle East 1948-1985 (2.00) November 2017

[Nafehk, Golan Heights]: [H2H] [HISB] [GD]:

Advanced elements of the Syrian 91st Armored and the 2nd Mechanized Brigades, of the 1st Armored
Division, engage the leading units of the Israeli 79th Armored Brigade just east of the town of Nafehk.

[2.00]

AIW43.scn Arab-Israeli Wars Alan R. Arvold 9 October, 1973 H2H


Scenario #43

[Tel el Mekhafi, Golan Heights]: [H2H] [HISB] [GD]:

Second echelon forces from the Syrian 7th Infantry Division, reinforced by the Assad Guards Armored
Brigade, make a last ditch effort to break through the remnants of the Israeli 7th Armored Brigade.

[2.00]

AIW44.scn Arab-Israeli Wars Alan R. Arvold 10 October, 1973 H2H


Scenario #44

[Hushniyah, Golan Heights]: [H2H] [HISB] [GD]:

Advancing units of the Israeli 17th and 19th Armored Brigades envelop retreating elements of the Syrian
91st Armored and 2nd Mechanized Brigades, of the 1st Armored Division, in an effort to destroy them.

[2.00]

AIW45.scn Arab-Israeli Wars Alan R. Arvold 16 October, 1973 H2H


Scenario #45

{Um Butne, Syria] [H2H] [HISB] [GD]:

A combined force of Arab allies, consisting of elements of the Syrian 43rd Mechanized Brigade, the
Jordanian 40th Armored Brigade, the Saudi Arabian King Abdul Aziz Armored Brigade, and the Iraqi 6th
Armored Brigade, attack positions held by units of the Israeli 19th Armored Brigade.

[2.00]

AIW46.scn Arab-Israeli Wars Alan R. Arvold 6 October, 1973 H2H


Scenario #46

[Giddi Pass, Sinai Peninsula]: [H2H] [HISB] [GD]:

Elements of the Egyptian 130th Amphibious Brigade meet units of the Israeli 401st Armored Brigade just
west of Giddi Pass.

228
Campaign Series: Middle East 1948-1985 (2.00) November 2017

[2.00]

AIW47.scn Arab-Israeli Wars Alan R. Arvold 9 October, 1973 H2H


Scenario #47

[Ras Sudar, Sinai Peninsula]: [H2H] [HISB] [GD]:

Elements of the Egyptian 5th Infantry Brigade, of the 19th Infantry Division, and supported by the 3rd
Armored Brigade, aggressively probe the forward defensive positions held by the Israeli 35th Parachute
Brigade.

AIW48.scn Arab-Israeli Wars Alan R. Arvold 14 October, 1973 H2H


Scenario #48

[Hamutal Hill, Sinai Peninsula]: [H2H] [HISB] [GD]:

Units of the Egyptian 1st and 14th Armored Brigades, of the 21st Armored Division, attack positions held
by the Israeli 143rd Armored Division.

[2.00]

AIW49.scn Arab-Israeli Wars Alan R. Arvold 14 October, 1973 H2H


Scenario #49

[Giddi Pass, sinai Peninsula]: [H2H] [HISB] [GD]:

The Egyptian 25th Armored Brigade assaults positions held by the Israeli 164th Armored Brigade.

[2.00]

AIW50.scn Arab-Israeli Wars Alan R. Arvold 14 October, 1973 H2H


Scenario #50

[Wadi Mobouk, Sinai Peninsula]: [H2H] [HISB] [GD]:

Units of the Egyptian 3rd Armored Brigade, from the 4th Armored Division, and supported by elements
of the 2nd Mechanized Brigade from the 19th Infantry Division, attack the Israeli 401st Armored
Brigade.

[2.00]

AIW51.scn Arab-Israeli Wars Alan R. Arvold 17 October, 1973 H2H


Scenario #51

229
Campaign Series: Middle East 1948-1985 (2.00) November 2017

[Botzer, Sinai Peninsula]: [H2H] [HISB] [GD]:

Elements of the Egyptian 25th Armored Brigade move north to attack the southern edge of the Israeli
bridgehead across the Canal, only to be met by units of the Israeli 14th, 217th, and 600th Armored
Brigades.

[2.00]

AIW52.scn Arab-Israeli Wars Alan R. Arvold 20 October, 1973 H2H


Scenario #52

[Ismailia, Egypt]: [H2H] [HISB] [GD]:

Elements of the Israeli 14th Armored, 421st Armored, and 243rd Parachute Brigades, of the 143rd
Armored Division, attack towards the city of Ismailia, which is defended by the Egyptian 182nd
Parachute Brigade just south of the city.

[2.00]

AIW53.scn Arab-Israeli Wars Alan R. Arvold 21 October, 1973 H2H


Scenario #53

[Asor Road, Egypt]: [H2H] [HISB] [GD]:

As elements of the Israeli 217th and 600th Armored Brigades, of the 162nd Armored Division, race down
the west bank of the Suez Canal, they are met by units of the Egyptian 2nd and 6th Armored Brigades, of
the 4th Armored Division, just south of Asor Road.

[2.00]

AIW54.scn Arab-Israeli Wars Alan R. Arvold 21 October, 1973 H2H


Scenario #54

[Missouri Hill Mass, Sinai Peninsula]: [H2H] [HISB] [GD]:

Elements of the Israeli 247th Armored Brigade, of the 143rd Armored Division, battle with units of the
Egyptian 16th and 112th Infantry Brigades, of the 16th Infantry Division, for possession of the hill mass
called Missouri.

[2.00]

AIW55.scn Arab-Israeli Wars Alan R. Arvold 6 June, 1982 H2H


Scenario #55

[El Bas, Lebanon]: [H2H] [HISB] [GD]:

230
Campaign Series: Middle East 1948-1985 (2.00) November 2017

An Israeli parachute battalion, supported by tanks, takes a wrong turn and runs into a Palestinian
refugee camp.

The Israeli high command is reluctant to use airstrikes in populated areas, and after tangling with a local
PLO militia unit dispersed among the refugees, the Israelis are forced to extricate themselves from the
mess.

[2.00]

AIW56.scn Arab-Israeli Wars Alan R. Arvold 7 June, 1982 H2H


Scenario #56

[Nabatiye, Lebanon] [H2H] [HISB] [GD]:

Isolated and abandoned by it leaders, the Yarmuk Brigade of the PLA tries to defend Nabatiye from the
onrushing Israeli spearhead.

Note: This is the real "Marjayou" (Scenario #16).

[2.00]

AIW57.scn Arab-Israeli Wars Alan R. Arvold 8 June, 1982 H2H


Scenario #57

[Jezzin, Lebanon]: [H2H] [HISB] [GD]:

After an Israeli blocking force joined combat with the Syrians, an Israeli armored brigade moved in to
capture Jezzin and secure the Israeli flank.

The Syrians, unknown to the Israelis, had reinforced the town's defenders during the previous night.

[2.00]

AIW58.scn Arab-Israeli Wars Alan R. Arvold 11 June, 1982 H2H


Scenario #58

[Sultan Yakoub, Lebanon]: [H2H] [HISB] [GD]:

Elements of the Syrian 3rd Armored Division join battered remnants of the 1st Armored Division fighting
to halt the Israeli advance south of the Beirut-Damascus highway.

[2.00]

AIW59.scn Arab-Israeli Wars Alan R. Arvold 8 August, 1982 H2H


Scenario #59

231
Campaign Series: Middle East 1948-1985 (2.00) November 2017

[Shouf Mountains, Lebanon]: [H2H] [HISB] [GD]:

The Lebanese Army wrestles with the Druze Militia for control of the vital Shouf Mountains east of
Beirut, while pushing through a supply convoy to those communities still loyal to the Beirut government.

[2.00]

AIW60.scn Arab-Israeli Wars Alan R. Arvold 22 August, 1982 H2H


Scenario #6

[Shouf Mountains, Lebanon]: [H2H] [HISB] [GD]:

Having gained a foothold in the Shouf Mountains, the Lebanese Army settled into positions and awaited
further reinforcements before continuing the advance.

Desperate to stop the Lebanese Army, the Druze Militia organized an attack to eliminate the foothold
before they could resume their advance.

Fortunately, they were supported by an artillery battalion that the Syrians had recently moved into the
area.

[2.00]

9.1.3 Alan R. Arvold’s Ode to October War Scenario Pack

Designer Note: All scenarios are set as H2H, as they are inspired by boardgame situations. They can be
playes as solo as well, as it was possible with boardgame too. No Optional Rules will be listed nor will the
statement that none of them will be used either. Players are free to use whatever optional rules they
want or none of them as they please..

October War October War Alan R. Arvold 6 October, 1973 H2H


1.scn Scenario #1
[Gamala, Golan Heights]: [H2H] [HISB] [GD]:

Units of the Syrian 47th Armored and 132nd Mechanized Brigades, of the 5th Infantry Division, and
supported by the 141st Independent Armored Brigade, assault advanced elements of the Israeli 17th
Reserve Armored Brigade.

[2.00]

October War October War Alan R. Arvold 6 October, 1973 H2H


1a.scn Scenario #1a
[Gamala, Golan Heights]: [H2H] [HISB] [GD]:

232
Campaign Series: Middle East 1948-1985 (2.00) November 2017

Units of the Syrian 47th Armored and 132nd Mechanized Brigades, of the 5th Infantry Division, and
supported by the 141st Independent Armored Brigade, assault advanced elements of the Israeli 17th
Reserve Armored Brigade.

[2.00]

October War October War Alan R. Arvold 6 October, 1973 H2H


2.scn Scenario #2
[Valley of Tears, Golan Heights]: [H2H] [HISB] [GD]:

Units of the Syrian 78th Armored Brigade, of the 7th Infantry Division, assault elements of the Israeli
77th OZ Armored Battalion, of the 7th Armored Brigade.

[2.00]

October War October War Alan R. Arvold 10 October, 1973 H2H


3.scn Scenario #3
[El Al, Golan Heights]: [H2H] [HISB] [GD]:

Units of the Israeli 19th and 20th Armored Brigades, of the 146th Armored Division, attack a tough anti-
tank defense conducted by elements of the Syrian 5th Infantry Division.

[2.00]

October War October War Alan R. Arvold 9 October, 1973 H2H


4.scn Scenario #4
[Hushniyah, Golan Heights]: [H2H] [HISB] [GD]:

Units of the Israeli 19th Armored Brigade attack elements of the Syrian 2nd Mechanized Brigade in a bid
to envelop the 1st Armored Division.

[2.00]

October War October War Alan R, Arvold 9 October, 1973 H2H


5.scn Scenario #5
[Ash Shatt, Sinai Peninsula]: [H2H] [HISB] [GD]:

The Israeli 164th Armored Brigade assaults Egyptian Third Army positions held by the 3rd Armored
Brigade.

[2.00]

October War October War Alan R. Arvold 9 October, 1973 H2H

233
Campaign Series: Middle East 1948-1985 (2.00) November 2017

5a.scn Scenario #6
[Ash Shatt, Sinai Peninsula]: [H2H] [HISB] [GD]:

The Israeli 164th Armored Brigade assaults Egyptian Third Army positions held by the 3rd Armored
Brigade.

[2.00]

October War October War Alan R. Arvold 17 October, 1973 H2H


6.scn Scenario #6
[Chinese Farm, Sinai Peninsula]: [H2H] [HISB] [GD]:

Units of the Israeli 14th and 421st Armored Brigades, of the 143rd Armored Division, attempt to clear
the road past the Chinese Farm to the Canal, which is defended by elements of the 16th Infantry and
14th Armored Brigades, from the 16th Infantry and 21st Armored Divisions respectively.

[2.00]

October War October War Alan R. Arvold 17 October, 1973 H2H


6a.scn Scenario #6a
[Chinese Farm, Sinai Peninsula]: [H2H] [HISB] [GD]:

Units of the Israeli 14th and 421st Armored Brigades, of the 143rd Armored Division, attempt to clear
the road past Chinese Farm to the Canal, which is defended by elements of the Egyptian 16th Infantry
and 14th Armored Brigades, from the 16th Infantry and 21st Armored Divisions respectively.

[2.00]

October War October War Alan R. Arvold 17 October, 1973 H2H


7.scn Scenario #7
[Botzer, Sinai Peninsula]: [H2H] [HISB] [GD]:

Units of the Egyptian 25th Armored Brigade attempt to break out of the Third Army pocket, only to be
met by elements of the reinforced Israeli 14th Armored Brigade.

[2.00]

October War October War Alan R. Arvold 17 October, 1973 H2H


7a.scn Scenario #7a
[Botzer, Sinai Peninsula]: [H2H] [HISB] [GD]:

Units of the Egyptian 25th Armored Brigade attempt to break out of the Third Army pocket, only to be
met by elements of the reinforced Israeli 14th Armored Brigade.

[2.00]

234
Campaign Series: Middle East 1948-1985 (2.00) November 2017

October War October War Alan R. Arvold 8 October, 1973 H2H


8.scn Scenario #8
[Sindiana, Golan Heights]: [H2H] [HISB] [GD]:

The Israeli 79th Armored Brigade and the Syrian 91st Armored Brigade fight in a brief but bloody
meeting engagement in the southern Golan Heights.

[2.00]

October War October War Alan R. Arvold 9 October, 1973 H2H


9.scn Scenario #9
[Ramtania, Golan Heights]: [H2H] [HISB] [GD]:

Units of the Israeli 79th Armored Brigade continue their drive through the southern Golan Heights as
they run into elements of the Syrian 132nd Mechanized and 91st Armored Brigades.

[2.00]

October War October War Alan R. Arvold 10 October, 1973 H2H


10.scn Scenario #10
[Kuneitra, Golan Heights]: [H2H] [HISB] [GD]:

Units of the Israeli 79th Armored Brigade rush to take the town of Kuneitra and secure a cleared lane
across the minefield along the border into Syria.

Defending the area are elements of the Syrian's 5th Infantry Division reserve.

[2.00]

October War October War Alan R. Arvold 14 October, 1973 H2H


11.scn Scenario #11
[Egyptian Campaign North]: [H2H] [FIC] [GD]:

This is the first of a three scenario series depicting the Egyptian offensive of 14 October.

This is the northern sector. Both sides' Order of Battles are hypothetical.

[2.00]

October War October War Alan R. Arvold 14 October, 1973 H2H


12.scn Scenario #12
[Egyptian Campaign Central]: [H2H] [FIC] [GD]:

This is the second of a three scenario series depicting the Egyptian offensive of 14 October.

235
Campaign Series: Middle East 1948-1985 (2.00) November 2017

This is the central sector. Both sides' Orders of Battle are hypothetical.

[2.00]

October War October War Alan R. Arvold 14 October, 1973 H2H


13.scn Scenario #13
[Egyptian Campaign South]: [H2H] [FIC] [GD]:

This is the third of a three scenario series depicting the Egyptain offensive of 14 October.

This is the southern sector. Both sides' Orders of Battle are hypothetical.

[2.00]

October War October War Alan R. Arvold 12 October, 1973 H2H


14.scn Scenario #14
[Tel Maschara, Syria]: [H2H] [HISB] [GD]:

Units of the Iraqi 12th Armored Brigade, of the 3rd Armored Division, attempt a daring daylight attack
against positions held by elements of the Israeli 79th Armored Brigade.

[2.00]

October War October War Alan R. Arvold 13 October, 1973 H2H


15.scn Scenario #15
[Tel Shaar, Syria]: [H2H] [HISB] [GD]:

Units of the Iraqi 6th Armored Brigade, of the 3rd Armored Division, attempt a night attack against
elements of the Israeli 19th Armored Brigade.

[2.00]

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9.2 Sources
Many books and articles that I have acquired over the years were used to compile the information
necessary for producing relatively accurate scenarios. Relatively is a good term because in all the listed
sources, it is difficult to pinpoint an actual Order of Battle or even a consistent description of events.

9.2.1 Books

The Arab-Israeli Wars: War and Peace in the Middle East, Chaim Herzog, Random House Inc., New
York, 1982, ISBN 0-394-50379-1

Challenge in the Middle East: Communist Influence and American Policy, Harry B. Ellis, The Ronald
Press Company, New York, 1960, Library of Congress Catalog Card Number 60-15030

Israeli Tank Battles: Yom Kippur to Lebanon, Samuel M. Katz, Arms and Artillery Press, London, 1988,
ISBN 0-85368-868-0

The Battle for Jerusalem: June 5-7, 1967, Abraham Rabinovich, The Jewish Publication Society, USA,
1987, ISBN 0-8276-0285-5

Road to Suez: The Battle of The Canal Zone, Michael T. Thornhill, Sutton Publishing Limited, 2006,
ISBN 0-7509-4447-1

Israel’s Army, Samuel Katz, Presidio Press, Novato CA 1990, ISBN 0-89141-327-8

Duel for the Golan: The 100-Hour Battle that Saved Israel, Jerry Asher with Eric Hammel, Pacifica
Military History, USA, ISBN 0-935553-52-5

The Road to Ramadan: The Inside Story of How The Arabs Prepared for and Almost Won the October
War of 1973, Mohamed Heikal, Publisher Unknown, 1975 ISBN 0-00-211653-7

The Story of The Arab Legion, Brigadier John Bagot Glubb, London Hodder & Stoughton Limited, 1948
(No ISBN)

One Hundred Hours to Suez: An Account of Israel’s Campaign in the Sinai Peninsula, Robert Henriques,
Collins St Jame’s Place, London, 1957

The Six Days of Yad-Mordechai, Margaret Larkin, Keterpress Enterprises, Jerusalem, 1981

Diary of the Sinai Campaign 1956, General Dayan, Sphere Books Limited London, 1967

Suez, Hugh Thomas, Harper & Row, Publishers New York and Evanston, 1967

Operation Peace for Galilee: The Israeli-PLO War in Lebanon, Richard A. Gabriel, Collins Publishers,
Toronto 1984

Diary of the Sinai Campaign, Major-General Moshe Dayan, Harper & Row, New York, 1966, ISBN 0-
306-80451-4

The Crossing of the Suez, Lt. General Saad El Shazly, American Mideast Research, USA, 2003, ISBN 0-
9604562-2-8

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The Great War for Civilization: The Conquest of the Middle East, Robert Fisk, Harper Collins Publisher,
2006, ISBN-13-978-1-84115-008-6

The Yom Kippur War: The Epic Encounter that Transformed the Middle East, Abraham Rabinovich,
Schocken Books, New York, 2004, ISBN 0-8052-1124-1

The Liberation of Jerusalem, General Uzi Narkiss, Valentine Mitchell and Company Limitied, 1983,
ISBN 0-85303-209-2

The Suez Crisis 1956: Essential Histories, Derek Varble, Osprey Publishing, 2003, ISBN 1-84176-418-3

The Arab-Israeli Conflict: The Palestine War 1948, Essential Histories, Efrain Karsh, Osprey
Publishing, 2002, ISBN-13:978-1-84176-372-9

Israel’s fight for Survival: Six Days in June, Robert J. Donovan and the staff of the Los Angeles Times,
The New American Library Inc., New York, 1967

Strike Zion!, William Stevenson with a special section by Leon Uris, Bantam Books Inc., USA, 1967

The Balfour Declaration: The Origins of the Arab-Israeli Conflict, Jonathan Schneer, Random House of
Canada Limited, 2010, ISBN 978-0-385-66258-1

The Routledge Atlas of the Arab-Israeli Conflict 7th Edition, Martin Gilbert, Routledge, 2002, ISBN 0-
415-28117-2

No Victor, No Vanquished: The Yom Kippur War, Edgar O’balance, Presidio Press, Novato CA, 1991,
ISBN 0-89141-017-1

The Yom Kippur War: The Arab-Israeli War of 1973, Simon Dunstan, Osprey Publishing, 2007, ISBN
978-1-84603-288-2

Suez, Keith Kyle, Weidenfeld and Nicolson, London, 1992, ISBN 0-297-81274-2

Follow Me!: A History of Israel’s Military Elite, Samuel M. Katz, Arms and Armour Press Ltd., 1989,
ISBN 0-85368-784-6

The Origins of the Arab-Israeli Wars, Ritchie Ovendale, Longman, London and New York, 1984, ISBN
0-582-49257-2

Arab Armies of the Middle East Wars 1948 – 73, John Laffin, Osprey Publishing, 2005, ISBN 0-85045-
451-4

Jordan in the 1967 War, Samir A. Mutawi, Cambridge University Press, 2002, ISBN 0-521-52858-5

The War of Atonement: The Inside Story of the Yom Kippur War, 1973, Chaim Herzog, Greenhill Books,
1998, ISBN 1-85367-307-2

Genesis 1948: The First Arab-Israeli War, Dan Kurzman, The New American Library Inc., 1970,
Library of Congress Catalog Card Number: 77-96925

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Six Days of War: June 1967 and the Making of the Modern Middle East, Michael B. Oren, Oxford
University Press, 2002, ISBN 0-19-515174-7

French Foreign Legion: Infantry and Cavalry since 1945, Martin Windrow, Osprey Publishing, 2005,
ISBN 1-85532-621-3

Armour of the Middle East Was 1948-78, Steven J. Zaloga, Osprey Publishing, 2003, ISBN 0-85045-
388-7

Elusive Victory: The Arab-Israeli Wars 1947-1974, Trevor N Dupuy, Harper and Row Publishers, New
York, 1978, ISBN 0-06-0111127

The Six Day War 1967: Jordan and Syria, Simon Dunstan, Osprey Publishing, 2009, ISBN 978-1-84603-
364-3

Arabs at War: Military Effectiveness, 1948-1991, Kenneth M. Pollack, University of Nebraska Press,
2004, ISBN 0-8-32-8783-6

The Albatross of Decisive Victory: War and Policy Between Egypt and Israel in the 1967 and 1973 Arab-
Israeli Wars, George W. Gawrych, Greenwood Press, Westport CT, 2000, ISBN 0-313-31302-4

1948: The First Arab-Israeli War, Benny Morris, Yale University Press, New Haven, 2008, ISBN 978-0-
300-12696-9

The Israeli Army 1948-1973, Edward N. Luttwak/Daniel Horowitz, Abt Books, Cambridge MA, 1983,
ISBN 0-89011-585-0

Crossing Suez, 1973: A new point of view; by Amiram Ezov. Publisher: ContentoNow (June 6,
2016). ISBN-13: 978-9655505498

The Tanks of Tammuz; by Shabtai Teveth. Publisher: Endeavour Press (June 15, 2016). (First
published in 1969 by Weidenfeld & Nicolson Ltd.)

9.2.2 Articles

Archie, Flak, AAA and SAM: A Short Operational History of Ground-Based Air Defense, Kenneth P.
Werrell, Air University Press, Maxwell AFB, Alabama, 2002, ISBN 1-58566-026-4

Turning the Vertical Flank Airpower as a Maneuver Force in the Theater Campaign, Lt.Col. Robert P.
Givens, Air University Press, Maxwell AFB, Alabama, 2002, 36112-6615

Key to the Sinai: The Battles of Abu Ageila in the 1956 and 1967 Arab-Israeli Wars, George W.
Gawrych, U.S. Army Command and General Staff College, Fort Leavenworth, KS, 1990, KS-66027-
6900

The Israeli Experience in Lebanon, 1982-1985, Maj. George C. Solley, Marine Corps Command and
Staff College, Quantico, Virginia, 1987

The Ramadan War, 1973, Col. Tarek A. Awad, Air University, USAF, Maxwell Air Force Base,
Alabama, 1986, AU-AWC-86-208

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The Crossing of the Suez Canal, October 6, 1973, The Ramadan War, BG Hamdy Sobhy Abouseada,
U.S. Army War College, Carlisle Barracks, PA 2000, 20000526-054

The Decisiveness of Israeli Small-Unit Leadership on the Golan Heights in the 1974 Yom Kippur War,
Maj. Oakland McCulloch, Northern Illinois University, DeKalb, Illinois, 1987, 20030929-084

Arab-Israeli War October 1973: Lessons Learned, Lessons Forgotten, LCDR Steven Baxter, Naval War
College, New Port, R.I, 1994, 94-15397

Tracking the ‘Red Wolves of Radfan’, Editor, VFW Magazine, 2002

The French Campaign Against the FLN, Constantin Melnik, The Rand Corporation, Santa Monica
California, 1968, AD 824975

Insurgency and Counterinsurgency in Algeria, Constantin Melnik, The Rand Corporation, Santa Monica
California, 1964, 10671-1-TSA

Pacification in Algeria, David Galula, The Rand Corporation, Santa Monica California, (1963) 2006,
2006004404

COIN: East of Suez: Airpower and British neo-colonialism after 1960, Robert Craig Johnson, Journal of
Aviation History, 2005

The Israeli Defense Force's: Operational Synchronization During the Six Day War of 1967 (U), Maj.
Jimmy D. Smithers, Naval War College, New Port, R.I, 1997, 19970520-146

Operation Peace for Galilee: Operational Brilliance-Strategic Failure, LCDR Bradley M. Jacobs, Naval
War College, New Port, R.I, 1995, 19950417-036

Operational Art in the 1973 Arab-Israeli War (An Egyptian Perspective), CDR Gregory H. Cooper,
Naval War College, New Port, R.I, 1997, 19970814-149

Analysis of the Six Day War, June 1967, Maj. Charles B. Long, Air Command and Staff College, 1984,
84-10-02-035

The Limits of Air Control: The RAF Experience in Aden, 1926-1967, Maj. Tony R. Mullis, Air Command
and Staff College, 1997, AU/ACSC/0604/97-03

Crossing the Line of Departure: Battle Command on the Move: A Historical Perspective, John J.
McGrath, Combat Studies Institute Press, Fort Leavenworth, Kansas, 2006, 2006004990

“Egypt’s Vietnam” A Case Study of Egypt’s War in Yemen 1962-1967, Craig Thorn, 2009

The 1973 Arab-Israeli War, David T. Buckwalter, 2009

Order of Battle Summary, Foreign Ground Forces (U), 1 January 1967, United Arab Republic (Egypt),
Defence Intelligence Agency, USA, 2002, AP-220-1-4-67-INT

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10.0 CS Unit Viewer

10.1 Unit Information

For a comprehensive listing of the units and their attributes available in Middle East, please use the CS
Unit Viewer that came with your installation which can be accessed by pressing F3.

You may have to change the folder path, which you can do by pressing the Change Path button or by
editing the settings.txt file in the …middle_east/tools/CS_UnitViewer folder.

Beside the Middle East entry, modify the path to your game folder. An entry would look something like
this:
Middle East=C:\Matrix Games\Campaign Series Middle East

Warning: Ensure there are no spaces before and after the “=” sign, otherwise it will not work.

10.2 Using the CS Unit Viewer

The Unit Viewer allows you to cycle through all of the platoons available for each country in the Middle
East game.

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From the drop down menu on the left, choose the country you wish to cycle through. You can scroll
through the listing on the left and selecting a unit you wish to view the statistics about.

The Unit View provides you with all the important information about the selected unit. It allows you to
listen to how it sounds when it moves and fires, how it will look in the various modes on the map and it
provided you and Weapons Range Chart.

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An additional feature is the ability to select a number of units and compare them. You can do so by
choosing a unit and pressing the Compare button. After you have decided on which units you wish to
compare, selecting the Compare Units tab will reveal information about those units. This is useful for
understanding your unit capabilities and assigning tasks for them while you play.

The above shows a comparison between the Israeli M50 and M51 Sherman’s.

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11.0 Middle East Terrain

11.1 Middle East Terrain and their effects

11.1.1 Middle East Terrain

The maps of Middle East cover numerous locations in the Middle East and North Africa, the geography
varying from the deserts of the Sinai to the forested regions of Lebanon. The Map Editor provides a suite
of different terrain types based on Northern Europe, Southeast Asia and Africa. Even though the hex
sizes are 250 metres across, there are a large number of different hex terrain types to assist in providing
you the most accurate map possible.

11.2.1 Terrain Hex Types

The following descriptions provide you with a description of the terrain, the Terrain Combat Modifier,
the Concealment Value, the Morale Modifier and the overall Height of the terrain.

11.2.2 Terrain Combat Modifier (TEM)

The Terrain Combat Modifier (TEM) is the amount of attack strength that is allowed to hit a target
occupying that terrain type.

For example; a unit attacking a target in clear terrain will allow 100% (TEM = 1.0) of the attack
strength to hit the target in the hex.

Additionally, if two or more modifiers apply, they all have an effect.

For example; a unit attacking a target in a forest hex behind a hedge would use 72% (TEM = .72
= .8 x .9) of its normal attack strength.

See Section 3.2 for a detailed explanation of how terrain influences Combat.

11.2.3 Terrain Concealment (TC)

The Terrain Concealment (TC) value is part of the concealment equation that determines if a unit can be
spotted is the hex it occupies. The larger the negative value, the better the concealment the terrain type
provides.

For example; a forest hex offers a Terrain Concealment of -3, while a beach offers no cover and
is assigned a +1.

See Section 3.2 for a detailed explanation of how terrain influences Concealment.

11.2.4 Morale Modifier

The Morale Modifier value influences the morale recovery calculation for a unit trying to recover
morale. The higher the Morale Modifier is, the more likely the unit is to pass a morale check.

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11.2.5 Height

The Height value is the overall height of the terrain and how it influences Line of Sight (LOS). Reading
the descriptions below will allow you to determine if the height of the terrain type will influence Line of
Sight. While most terrain will directly block Line of Sight, the taller terrain will also block Line of Sight
if looking across a low valley.

11.2.6 Hexes

Clear

Clear is open ground that provides little or no cover.


Non-armored units (only) in clear terrain have their
morale reduced by one when fired upon.

TEM: 1.0 Concealment: 0 Morale Mod: -1 Height: 0m

Beach

Beach terrain represents a large expanse of flat, open,


sandy terrain along a coast line suitable for conducting
amphibious operations.

TEM: 1.0 Concealment: +1 Morale Mod: 0 Height: 0m

Field

Fields come in three varieties: “in season”, “plowed” or


“out of season”. If in season, a field’s tall crops serve to
block some lines of sight. A “plowed” field provides no
cover (and is thus like open ground) but is a slight
impediment to some units’ movement “Out of Season”
fields are identical to “clear” terrain for all purposes.

TEM: 1.0 Concealment: -1 Morale Mod: 0 Height: 2m

Shallow Water
This terrain represents water (most commonly found
along a shore line) that is shallow enough to allow
entry of vehicles and foot traffic. A unit in shallow
will not retreat (but will instead take an additional
casualty) unless it can retreat into a land hex.

TEM: 1.0 Concealment: +3 Morale Mod: -1 Height: 0m

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Water

Water represents an expanse of water, such as a


lake, river, canal or sea, deep enough to prohibit
entry by normal ground units without some form of
conveyance (such as rafts, boats or some type of
bridge).

TEM: 1.0 Concealment: +3 Morale Mod: -1 Height: 0m

Canal

Canal represents channel of water used for shipping. It


is deep enough to prohibit entry by normal ground units
without some form of conveyance (such as rafts, boats
or some type of bridge).

TEM: 1.0 Concealment: +3 Morale Mod: -1 Height: 0m

Orchard

This is a cluster of cultivated fruit trees. Orchard terrain


can also be used to represent an area of light woods.

TEM: 0.9 Concealment: -1 Morale Mod: 0


Height: 8m

Forest

This represents a large expanse of virgin timber,


providing good cover and concealment benefits. Most
units require 65 Action Points to enter a forest hex,
except along a path, road or rail.

TEM: 0.8 Concealment: -3 Morale Mod: +1 Height: 25m

Swamp

This represents an inundated, swampy forest area.


Vehicular entry of an unfrozen swamp is prohibited
unless via some type of road. Unless in double-time
mode, infantry units require 65 Action Points to enter
a marsh hex, except along a path, road or rail.

TEM: 0.9 Concealment: -3 Morale Mod: 0


Height: 25m

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Marsh

This represents an area of low-lying wet land with a small


amount of cover. Vehicular entry into an unfrozen marsh
is prohibited unless via some type of road. Unless in
double-time mode, infantry units require 65 Action Points
to enter a swamp hex, except along a path, road or rail.

TEM: 0.95 Concealment: -2 Morale Mod: + 1 Height: 3m

Rough

Rough terrain is an area with large, craggy boulders and


small undergrowth, such that most wheeled vehicles
cannot enter the terrain unless via some type of road.
Tracked vehicle units require 65 Action Points to enter a
Rough Terrain hex, except along a path, road or rail.

TEM: 0.8 Concealment: -2 Morale Mod: 0 Height: 2m

Hamada

This is an open type of desert terrain that is strewn


with vast quantities of small rocks. While not a severe
hindrance to foot or fully tracked vehicles, this terrain
can be quite treacherous to wheeled vehicles.

TEM: 1.0 Concealment: 0 Morale Mod: -1 Height: 0m

Cactus Patch

This represents an area, frequently cultivated, where


cactus thrive. A cactus patch provides a small
concealment benefit but no real cover. Infantry pick
their way slowly through cactus but it has only a
small effect on vehicles.

TEM: 1.0 Concealment: -2 Morale Mod: 0 Height: 2m

Scrub

This desert terrain has a liberal amount of small


“scrub” bushes. While scrub does not provide any
cover benefit it does provide a small concealment
value.

TEM: 1.0 Concealment: -1 Morale Mod: 0 Height: 0m

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Wadi

This desert terrain represents a dried river bed or wash


that provides a slight depression such that units can gain
some cover from it.

TEM: 0.8 Concealment: -2 Morale Mod: 0 Height: 0m

Soft Sand

This otherwise open stretch of desert represents an area of


unpacked soft sand. Moving through soft sand is of
course slower than moving through clear desert.

TEM: 0.9 Concealment: 0 Morale Mod: -1 Height:


0m

Vineyard

Vineyard represents an area devoted to the cultivation of


grape arbors, found commonly in the Mediterranean
regions.

TEM: 1.0 Concealment: -1 Morale Mod: 0 Height: 2m

Village

This is a rural settlement. In Campaign Series village


structures are considered to be of wooden construction.

TEM:0.7 Concealment: -3 Morale Mod: +2 Height: 10m

Suburb

This type of terrain represents a residential community of


tightly spaced dwellings such as workers settlements for
factories, usually on the outskirts of a large city. A road
is considered to enter a suburb from all hexsides,
otherwise a suburb is identical to a village.

TEM:0.7 Concealment: -3 Morale Mod: +2 Height: 10m

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City

City terrain represents an urban area of large, brick and


concrete buildings providing very good defensive
benefits. A road is considered to enter a city from all
hexsides.

TEM:0.6 Concealment: -3 Morale Mod: +3 Height: 25m

Ruins

City, suburb, village and factory terrain (only) can be


rubbled. The terrain, concealment and morale modifiers
remain the same as the original terrain.

TEM: * Concealment: * Morale Mod: * Height: 50%**

* Depends on the previous terrain type; ** Rubble height is 50% less than original terrain type.

Industrial

This is a large industrial complex providing excellent


defensive benefits.

TEM:0.5 Concealment: -3 Morale Mod: +4 Height: 20m

Special Building

This represents a specific large building and provides


very good cover for non-vehicular units. While
vehicles can enter a Special Building hex, they are
considered to be outside the structure and thus gain no
defensive benefits from it.

TEM:0.6 Concealment: -3 Morale Mod: +3 Height: 15m

Hexside Terrain features in Campaign Series include...

Gully

This is a small, dry ravine that acts as an impediment to


movement.

TEM:– Concealment: 0

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Minor River

Minor river hexsides represent bodies of water that are


deep, or have steep enough embankments, to prohibit
movement over them unless via a bridge. Note that the
map art for minor rivers is a darker blue than the map
art for stream.

TEM:– Concealment: 0

Stream

A stream represents a small body of running water that


hinders movement of most units, but is not deep or wide
enough to prohibit movement over it without a bridge.
Note that the map art for streams is a lighter blue than the
corresponding art for minor rivers.

TEM:– Concealment: 0

Major Canal

A major canal represents a man made body of water to


facilitate the movement of shipping. The Suez Canal is a
good example of a Major Canal. A Major Canal cannot be
crossed by most units without a pontoon, boats or a bridge.

TEM:– Concealment: 0

Canal

A canal represents a man made body of water to facilitate the


movement of shipping. While similar to a major canal, the
canal is not as wide. A canal cannot be crossed by most units
without a pontoon, boats or a bridge.

TEM:– Concealment: 0

Major River

A major river represents a natural body of water to facilitate


drainage of local watersheds. Major rivers cannot be crossed
by most units without a pontoon, boats or a bridge.

TEM:– Concealment: 0

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Major River (Shallow)

A major river represents a natural body of water to facilitate


drainage of local watersheds. Major shallow rivers can be
crossed as they aren’t deep enough to impede movement.

TEM:– Concealment: 0

Minor River

A minor river represents a natural body of water to facilitate


drainage of local watersheds. Minor rivers cannot be crossed
by most units without a pontoon, boats or a bridge, but are
not as wide as major rivers.

TEM:–

Minor River (Shallow)

A minor river represents a natural body of water to facilitate


drainage of local watersheds. Minor shallow rivers can be
crossed by most units without a pontoon, boats or a bridge,
but are not as wide as major rivers.

TEM:–

Paved Road

This represents a road with an improved (paved) surface—


the best way for most units to travel fast.

TEM:– Concealment: 0

Unpaved Road

This represents a “secondary” road with an unimproved


(usually dirt) surface. In the muddy season these are
usually best avoided.

TEM:– Concealment: 0

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Path

This represents a cart path or wide foot path. This is an ideal


way for infantry to move through wooded terrain. The muddy
season can also play havoc with these features.

TEM:– Concealment: 0

Railroad

While traveling along a railroad can be quicker than


blazing a new trail through woods, it can still be a slow
and bumpy ride for vehicles.

TEM:– Concealment: 0

High (fortified) Wall

This represents a very thick wall (usually poured


concrete). High Wall hexsides cannot be crossed by
any unit unless that high wall hexside has been
breached by Engineers

TEM:– Concealment: +4 Special: Units cannot cross

Low Stone Wall

This represents a low stone wall sufficient to give cover


but not high enough to have an effect on line of sight.
Wheeled units cannot cross low walls (Exception:
motorized leaders).

TEM:0.8 Concealment: +2

Hedge

This represents a low hedge sufficient to give cover


but not sufficiently high or thick enough to have any
effect on line of sight.

TEM:0.9 Concealment: +2

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Embankment

This is an abrupt rise in the ground, sufficient to provide


good cover. While all units can cross an embankment,
there is an additional cost due to the steep slope.

TEM:0.8 Concealment: +2

Escarpment

Similar to a cliff, but with less-steep and much eroded


slopes. Vehicles, except helicopters, 4 may not cross an
escarpment hexside unless moving along a road.

TEM : – Concealment: 0 Special: Vehicles cannot cross

Cliff
A high, steep face of rock, impassable to all units except
helicopters.

TEM:– Concealment: 0 Special: No units may cross

Heavy Bridge

This hexside-only feature represents a bridge that is


sturdy enough to carry all types of traffic, including
heavy tanks. A hexside bridge has a stacking limit of
12 SP.

TEM:– Concealment: 0

Medium Bridge

This hexside-only bridge is strong enough for trucks


and light tanks, but not sturdy enough for medium or
heavy tanks to safely cross

TEM:– Concealment: 0

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Light Bridge

This hexside-only bridge represents a small bridge


that only the lightest vehicles can cross.

TEM:– Concealment:0

Heavy Bridge

This full hex feature represents a bridge that is sturdy


enough to carry all types of traffic, including heavy tanks.
A full-hex bridge has a stacking limit of 12 SP.

TEM:– Concealment: 0

Pontoon Bridge

A pontoon bridge can be light, medium or heavy,


depending on the strength set for it in the scenario
editor. The capacity of a “heavy pontoon bridge” is the
same as the capacity of a “heavy (non-pontoon) bridge”,
etc. A pontoon bridge has a stacking limit of 12 SP. The
size of the pontoon bridge relates to the weight the bridge can carry.
Pontoon(3) can only carry infantry, Pontoon(9) can carry heavy tanks.

TEM:– Concealment: 0

NOTE: Pontoon Bridges are added in the Scenario Editor.

Ford

This is a shallow place in a minor river or stream.

TEM:– Concealment: 0

Dunes

This represents a ridge of wind-blown sand sufficiently


high enough to block line-of-sight and provide cover

TEM: 0.8 Concealment: +2 Special: Blocks line of sight

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Ditch

This represents a ditch big enough to prevent the crossing


of all vehicle types. The ditch can be crossed by foot units.
Bridges may be built across a ditch.

TEM: 0.8 Concealment: 0

Crest

This represents an elevation anomaly that is


sufficiently high enough to block line-of-sight and
provide cover but without being big enough to use a
full hex elevation change. These provide excellent
hull-down positions.

TEM: 0.65 Concealment: +3 Special: Blocks line of sight

Airfield

This represents a constructed airfield, with associated


airfield buildings.

TEM: 0.8 Concealment: +1

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12.0 Modes of Play

12.1 Against the Computer

12.1.1 Playing Against the Computer

Playing against the computer is a fulfilling way to play the game, whether you are playing for the first
time, trying out new strategies, testing one of your newly created scenarios or battling your way through
a Linked Campaign.

12.1.2 How to…

Starting a game against the computer is straight forward.

1. Launch Middle East from the menu.

2. From the main menu, select Play Scenario

3. Check Standard and select the Start a New Game radio button.

That will take you the scenario selection screen. It is recommended to look for scenarios that are
classified as SIDE A or SIDE B in the description, which will be noted right after the location. Scroll
through the list and choose a scenario, once chosen, press OK.

NOTE: The side the flags on the scenario graphic will denote which side is which for choosing sides. Side A is on
the left, Side B is on the right.

After the game loads, you will be required to decide which Side to play. Choose the recommended Side
as described in the scenario description. It is recommended you check Fog-of-War and ensure that the
appropriate rules are chosen. In most scenarios, All Optional Rules, except Variable Visibility, are
intended to be used. Once your choices are decided and confirmed, press OK. Your choice will be the
default for future games; if you wish to change them, you will have to do so manually.

Depending on which Side you chose, you may play first or it may be that the A/I plays first. If it is your
Side that plays first, play through the turn and press End Turn. It will require you to save the file in the
…/Campaign Series Middle East/saves folder.

The default file is called: battle.btl. It is recommended that you use the following format for saving your
game file (your initials followed a description of the scenario name):

jp_bootcamp1.btl

After you’ve saved the file, you can continue to play the scenario until you are finished. If you wish to
finish it at a later date, you can save and reopen it later by choosing “Resume Saved Game” instead of
“Start a New Game” at the Scenario Type screen.

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12.2 Play-By-Email

12.2.1 Playing By Email

This game truly shines when you play against a Human Opponent. There are a few ways to do so, but the
most common is to Play-by-Email (PBEM).

12.2.2 How to…

Starting a PBEM game is similar to starting a regular game.

1. Launch Middle East from the menu.

2. From the main menu, select Play Scenario

3. Check Play-by-Email and select the Start a New Game radio button.

That will take you the scenario selection screen. It is recommended to look for scenarios that are
classified as H2H in the description, which will be noted right after the location. Scroll through the list
and choose a scenario, once chosen, press OK.

NOTE: The side the flags on the scenario graphic will denote which side is which for choosing sides. Side A is on
the left, Side B is on the right.

After the game loads, you will be required to decide which Side to play. Choose the recommended Side
as described in the scenario description. It is recommended you check Fog-of-War and ensure that the
appropriate rules are chosen. In most scenarios, All Optional Rules, except Variable Visibility, are
intended to be used. Once your choices are decided and confirmed, press OK. Your choice will be the
default for future games; if you wish to change them, you will have to do so manually.

Depending on which Side you chose, you may play first or it may be that the A/I plays first. If it is your
Side that plays first, play through the turn and press End Turn. It will require you to save the file in the
…/Campaign Series Middle East/saves folder.

The default file is called: battle.bte. It is recommended that you use the following format for saving your
game file (your initials, your opponent initials, followed a description of the scenario name):

jp_jm_jerusalem1967.bte

This format quickly allows you to see whom you are playing and which scenario you are playing, which
is handy if you are playing multiple people, or multiple scenarios with the same person.

After you’ve saved the file, it will ask you to enter a password. Passwords are recommended and should
be something you can easily remember.

Exit the program and use Windows Explorer to locate the saves folder where your file is now located.
You can place this file directly in an email to your opponent, or you can zip the file (right clicking on the
file and choose to compress or zip using your favourite compression tool). While zipping isn’t required,
it is recommended for larger scenarios as the files can get large.

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When you receive the turn back, you will place the file back into your …Campaign Series Middle
East/saves folder and overwrite the existing file.

To Continue a PBEM game:

1. Launch Middle East from the menu.

2. From the main menu, select Play Scenario

3. Check Play-by-Email and select the Resume an Existing Game radio button.

4. Choose the scenario you are playing

5. Enter your password and watch the replay

12.2.3 Finding Opponents!

There are three main methods for finding Human Opponents:

1. Join and post in the forum at Matrix Games. [ http://www.matrixgames.com ]


2. Join and post in the forum at The Blitz [ http://www.theblitz.org ]
3. Join and post in the Facebook group: The Wargamers Club for Gentlemen.

12.3 Playing Hot-Seat

12.3.1 Playing Hot-Seat

If you have a local opponent who doesn’t have a computer, or you want to play on the same computer,
you can use the Two-Player Hot-Seat option. Note that Fog of War is automatically in effect for both
sides.

To begin a Hot-Seat game, follow the same procedure as beginning a regular scenario, except when you
are in the Scenario Type screen choose Two-Player Hot-Seat.

Once the scenario begins, the person playing the First Side will be prompted to begin his turn. When that
player has completed his turn, click the Next Turn button. The map will clear and the other player will be
prompted to begin his turn. Continue in this manner until the game is completed, or you need to break
and save the game.

The default file is called: battle.btt. It is recommended that you use the following format for saving your
game file (your initials, your opponent initials, followed a description of the scenario name):

jp_jm_jerusalem1967.btt

This format quickly allows you to see whom you are playing and which scenario you are playing, which
is handy if you are playing multiple people, or multiple scenarios with the same person.

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12.4 Playing Over a Local Area Network

12.4.1 Playing Over a LAN

If you have an opponent that is not local, you can play online using the Play over LAN option. Note that
Fog of War is automatically in effect for both sides.

12.4.2 Step by Step

It is important for the Host to identify what their IP address is, as the Caller(s) will need to input this
address. You can identify your network IP address using the following steps

1. Open the Control Panel


2. Choose Network and Sharing Center
3. Click on “Local Area Connection”
4. Write down the IPv4 Address; for example, 192.168.1.103

On the Host system:

1. Launch Middle East from the menu.


2. From the main menu, select Play Scenario
3. Check Modem Host and select the Start a New Game radio button.
4. Choose the scenario you wish to play. It is recommended to choose one that is designated as
H2H in the scenario description.
5. In the Player Dialog, enter your Player name and Press OK
6. In the Connection Dialog, select Internet TCP/IP Connection for Direct Play.
7. Depending on your Operating System, you may receive a Windows Network notification that
the me.exe wants to be unblocked. Allow this. Once done, it will not ask you again.
8. Choose your Local Side, check the box for Fog-of-War and the recommended Optional
Rules.
9. Wait for your other players to join.

On the Caller system:

1. Launch Middle East from the menu.


2. From the main menu, select Play Scenario
3. Check Modem Caller and select the Start a New Game radio button.
4. Choose the scenario that the Host has chosen.
5. In the Player Dialog, enter your Player name and Press OK
6. In the Connection Dialog, select Internet TCP/IP Connection for Direct Play.
7. Enter the IP address provided by the Host in the Locate Session screen.
8. Select Middle East in the Session Dialog
9. A dialog will appear saying “You are the Commander for your side”. Select OK.

Play the game!

It is possible to have multiple Callers on the same game; they will be assigned units by their respective
commanders.

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NOTE: It may be required to use a secondary system such as Himachi in order to run games over the internet. With
the amount of various firewalls with current systems, it is nearly impossible for us to program a solution for each
variation.

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13.0 Frequently Asked Questions

13.1 Frequently Asked Questions

The document is organized in the following question and answer categories;

Hardware & Operating System


General Game Parameter
Game Mechanics
Combat
HQ, Supply & Leaders
Helicopters
General Tactics
Building a Scenario
Miscellaneous

13.1.1 Hardware & Operating System

Question: What Operating System is the Middle East compatible with?

Answer: The game is compatible with and was thoroughly tested on Windows 7, 8 and 10

Question: What is a move data error -113?

Answer: The problem seems to be occurring on systems that are running drives on an MS-DOS
compatibility mode. From the START menu, select Settings, then Control Panel and open the System
Icon and click on the Performance tab. In the Performance Status area, look for the line listing “File
System”. If your file system is not currently 32-bit, that is the problem.

Question: What is an error code 486?

Answer: It is a password/registration issue. Right click on the game EXE  Properties  Compatibility
Tab  Check on the “Run this program as an administrator”

Answer: If the above does not work, a fresh install will be required.

Question: Vista: I have recently installed Middle East on my Vista machine but now I cannot get the
games to launch. When the game is launched, no matter the EXE used, the screen turns black and
then nothing happens. How can I get the game to launch?

Answer: It is a compatibility mode issue and can be corrected by right clicking on the game EXE files 
Properties  Compatibility Tab  Uncheck the Compatibility mode.

NOTE: Vista is not supported.

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Question: Vista: When I scroll around the map, the map flashes white. How can I fix this?

Answer: By right clicking on each of the game EXE files  Properties  check the “Disable desktop
composition” should correct the problem.

Answer: Control Panel  Appearance and Personalization  Adjust Screen Resolution  Colours. Set
to Medium (16-bit) instead of High (32-bit)

NOTE: Vista is not supported.

13.1.2 General Game Parameter

Question: How do I know what game version I am running?

Answer: When in the game Press M (on the keyboard) to access the top menu  Help  About. A pop-
up will appear displaying which version you are running.

Question: How do I update the game?

Answer: From the main menu, click the UPDATE button.

Answer: Go to http://www.matrixgames.com/ and to the Middle East page to see if there is an update
available for download. You will download a compressed zip file, which will need to be extracted.
Double click the extracted EXE file and follow the directions. Keep your GAME KEY handy as you will
need it during the update installation.

13.1.3 General Mechanics

Question: I have an error and not sure what to do?

Answer: The best way to get help is to post a note in the Technical Support sub-forum within the Middle
East forum at http://www.matrixgames.com

You will then hear back from Matrix Games Staff, the Campaign Series Legion, the Beta Brigade or
from one of the many helpful players of the game.

Alternatively, you can email your problem to support@matrixgames.com

It is best to provide a zip file containing all your log files found in your log folder and any save games
you have that would contain your issue. It is recommended to delete the logs in your logs folder and then
try to recreate the problem, zipping the new logs and emailing them above.

13.1.4 Combat

Question: When I combine units for Direct Fire, do the units combine their attack strengths for
improved odds?

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Answer: No. All units fire individually, with a number of attack dice rolls equal to the SP of the units.

Question: When I combine units for Indirect Fire, do the units combine their attack strengths for
improved odds?

Answer: No. All units fire individually

13.1.5 Headquarters, Supply and Leaders

Question: My units cannot maintain their Combat Efficiency, what am I doing wrong?

Answer: Keep your forces closer, companies within a few hexes of the company headquarters platoon
and those companies within eight to ten hexes of their parent battalion headquarters.

13.1.6 Helicopters

Question: Why can’t my helicopters move?

Answer: If the helicopter has Action Points and is not fixed, it most likely needs to be put in a flight
mode. This can be achieved by pressing the Up button on the Tool Bar.

Question: What are the flight levels?

Answer: G = Ground where the helicopter can load and unload units, N = Nap of the Earth, L = Low and
H = High.

Question: Why do my helicopters keep being shot down by Surface to Air Missiles?

Answer: It is recommended to fly in the N (Nap of the Earth) zone to minimize the effect of Surface to
Air Missile batteries.

Question: Can my helicopters hover and unload troops?

Answer: No, helicopters must be on the ground to load and unload troops.

13.1.7 General Tactics

Question: My tanks are being destroyed by anti-tank guided missiles. What do I do?

Answer: It is recommended to use a mixed task force to deal with anti-tank guided missiles. Sending in
infantry to help subdue the attacks will help minimize the attacks on your armour.

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Question: How can I ambush armoured vehicles with anti-tank teams?

Answer: Use the terrain as much as possible. Find places where you can hide and get rear or flank shots,
this is where the armour is weakest. Make sure you identify places that have good line of site and are
within the minimum and maximum ranges of your anti-tank weapons.

13.1.8 Building a Scenario

Question: Where can I post my completed scenarios?

Answer: Creating an account on the Blitzkrieg Wargame club (http://www.theblitz.org) and uploading
your completed scenarios there will made available to other gamers.

Answer: Post on the Middle East forum at Matrix Games. Posting an After Action Report of your
scenario would be an added bonus!

13.1.9 Miscellaneous

Question: What are the best Port settings for hosting games?

Answer: You can use the following settings:

Protocol // Port (range) // Host Port

TCP // 2300-2400 // 2300


UDP // 2300-2400// 2300
TCP // 47624 // 47624
TCP // 6073 // 6073

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14.0 Trouble Shooting

14.1 Technical Support

Should you have a technical problem with the game, the best way to get help is to post a note in the
Technical Support sub-forum within the Campaign Series: Middle East forum at
http://www.matrixgames.com. You will then hear back from Matrix Staff, Campaign Series Legion, Beta
Brigade or from one of the many helpful players of the game. This is usually the fastest way to get help.
Alternatively, you can email your problem to support@matrixgames.com.

14.2 Troubleshooting

In the following folder: …Campaign Series Middle East/logs/ there are a number of log files. If you
wish to try and tackle the issue yourself, this is a good starting point. You can look through the log files
and see if there is something simple that is missing or needs to be revised in order to solve your issue.

NOTE: It is recommended to clear your logs from the logs folder and then try to replicate the issue. Once the issue
has been replicated, zip all the log files, your saved game file and email to the address above with a detailed
explanation of what is happening.

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15.0 Hot Keys

These Hot Keys can be used in Middle East:

F1 Open Main program help file


F2 Opens Unit Handbook for selected unit
F3 Opens the Unit Viewer
Keyboard 1 Display in 3D Zoom-In mode
Keyboard 2 Display in 3D Normal mode
Keyboard 3 Display in 3D Zoom-Out mode
Keyboard 4 Display in 3D Extreme Zoom-Out mode
Keyboard 5 Display in 2D Zoom-In mode
Keyboard 6 Display in 2D Normal mode
Keyboard 7 Display in 2D Zoom-Out mode
Keyboard 8 Display in 2D Extreme Zoom-Out mode
Keyboard 9 Display in 2D Strategic View mode
Number Pad 0 Load/unload units
Number Pad 1 Move selected unit down and left
Number Pad 2 Move selected unit down
Number Pad 3 Move selected unit down and right
Number Pad 4 Turn selected unit counter-clockwise
Number Pad 6 Turn selected units clockwise
Number Pad 7 Move selected unit up and left
Number Pad 8 Move selected unit up
Number Pad 9 Move selected unit up and right
Delete Turn selected unit counter-clockwise
Page Up Move helicopter into higher Flight Zone
Page Down Move helicopter into lower Flight Zone
Home Move selected unit forward in hex
End Move selected unit backward in hex
A .Highlight Anti-aircraft units
Alt+A Review Arrived Reinforcements
Ctrl+A Display reinforcements' Arrived Dialog
B Toggle unit bases
Ctrl+B Launch Human Wave (Banzai)
C Toggle display of map contour lines
Alt+C Cancel Existing Assault
Ctrl+C Clear LZ
D Highlight Disrupted Units
Alt+D Redraw display
Ctrl+D Build Improved Position
E Highlight Mine-clearing units
Ctrl+E Remove from map
F Highlight units that have fired
Alt+F Flip or Rotate Map
Ctrl+F Save AP’s for Firing
G Display Attack Range
Ctrl+G Damage Wall or Bridge
H Toggle display of hexes reachable by selected unit

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Ctrl+H Build Hexside Light Bridge


I Highlight Indirect Fire Units
Alt+I Activate A/I
Ctrl+I Graphical Unit Icons
J Display Jump Map
Alt+J Add to Assault
Ctrl+J Build Barrier
K Display Units
Ctrl+K Initiate air attack on current Hot Spot hex
L Highlight Leaders
Ctrl+L Load/Unload
M Highlight moved units
N Advance to next unit to move or fire
Ctrl+N Save Action Points for Recon
O Toggle display of Objectives
Alt+O Show Assault Odds
Ctrl+O Display Opaque Individual Info Box
P Return to previous unit to move or fire
Ctrl+P Opportunity Fire Control Dialog
Q Highlight Headquarters
Ctrl+Q Doubletime
R Highlight Recon Units
Alt+R Review Scheduled Releases
Ctrl+R Reconnoiter
S Highlight Spotted Units
Alt+S Review Scheduled Reinforcements
Ctrl+S Display reinforcements' Scheduled Dialog
T Toggle display of on-map thermometers
Alt+T Specials On Top
Ctrl+T Next Turn
U Toggle display of Unit List
Ctrl+U Save AP’s for Moving
V Toggle display of Visible Hexes
Alt+V Resolve Current Assault
Ctrl+V Build Hexside Medium Bridge
W Show Command Range of selected HQ
Ctrl+W Display Artillery Dialog
X Highlight Fixed Units
Ctrl+X Show Hex Outlines
Y Highlight units Out of supply
Ctrl+Y Move unit to top of stack
Z Highlight Organization
Ctrl+Z Move unit to bottom of stack
Up Arrow Scroll map up
Down Arrow Scroll map down
Right Arrow Scroll map right
Left Arrow Scroll map left
Space Bar Re-center map on selected hex/unit
Alt + Ctrl + Fire Allows Engineers and artillery to plot smoke
Shift + Alt + Ctrl + Fire Allows capable units to fire star shells
TAB (Map Editor) Cycles through selected terrain

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` or Alt + 1 Map Labels


. or Alt + 2 Map Elevations
, or Alt + 3 Map Coordinates
/ or Alt + 4 Terrain Combat Modifiers
; or Alt + 5 Concealment Modifiers
‘ or Alt + 6 Morale Modifiers

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16.0 How to Mod

16.1 Graphics

16.1.1 Modifying Unit Graphics

Most graphical elements of the Middle East are editable; from the terrain to the unit graphics.

Would you like to see T-55’s with a particular camouflage scheme? Are you having difficulty seeing the
infantry units against the background and would like to brighten them up? Do you have a more detailed
graphic for a particular unit that you would like to replace? It is all possible.

16.1.2 Anatomy of a Unit Graphic

At minimum, each unit graphic consists of two files: a graphic file and an outline file. The graphic file is
a BMP of the unit that you will see on the map and the outline is a 1-bit black and white BIT that is the
outline of the unit.

The Unit Graphic file is identified as: Up220024.bmp


• Up designates the Unit Graphic
• 220024 designates which unit in the platoon oob file that the unit graphic is for
• .bmp is the file type
• It is a 24-bit, 16 colour BMP.

The outline file is identified as: Op220024.bit


• Op designates it as the outline file
• 220024 designates which unit graphic the outline is for
• .bit is the file type
• It is a 1-bit, black and white file.

You can determine which unit graphic any particular unit uses by looking in the platoon##.oob file. If
you open the file with a text editor (Notepad, WordPad, UltraEdit, Jedit, etc) the platoons will be laid out
in a format as follows:

P220024 4 8 9 40 0 0 45 22 40 3 5 1 12 0 1 6 4 P220024 7 33 16 1 0 15
62 1 75 12 9 5 4 Sherman M51 , Sherman M51 , Isherman
P220025 3 8 9 40 0 0 45 22 40 3 5 1 12 0 1 6 4 P220024 7 33 16 1 0 15
62 1 75 12 9 5 4 Sherman M51 , Sherman M51 , Isherman

The yellow highlighted number shows you that the Sherman M51 (Isherman) listed above will use the
Up220024.bmp for the on map graphic. Ensure you do not use the green highlighted number, as that is

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only the unique platoon ID number and may be different than the graphic ID number.

Additional Unit Graphic Types:

• Mp220024.bmp – This is the unique graphic that displays when the original Up220024.bmp is
“loaded”.
• Mp220024.bit – This is required outline file for the Mp220024.bmp file.
• Sp222004.bmp – This is the snow covered graphic that displays when the original
Up220024.bmp is used in winter scenarios. These are also the graphic name that the off-map
aircraft use.
• Xp220024.bmp – This is typically the version of the original Up220024.bmp graphic as it
travels through water.
• Xp220024.bit – This is the required outline file for the Xp220024.bmp file.
• E-Up220024.bmp – Found in the Special folder, this is the early camouflaged version of original
Up220024.bmp graphic. The dates for the timeframe for their use are dependent on the nation.
These must use the original Op220024.bit outline file of the original graphic; therefore, any edits
must be within the original graphic extents.
• L-Up220024.bmp – Found in the Special folder, this is the late camouflaged version of original
Up220024.bmp graphic. The dates for the timeframe for their use are dependent on the nation.
These must use the original Op220024.bit outline file of the original graphic; therefore, any edits
must be within the original graphic extents.
• P22024.bmp – Is the unit picture that shows up in the Pictures folder and in the Unit Display. It
should be 200 px wide by 150 px high, 24-bit bmp.

16.1.3 Altering the Appearance of a Unit Graphic

Each unit is represented by an image file (24-bit, 16-million colour BMP) consisting of the unit portrayed
clockwise from six oblique view points; rear, right-rear, right-front, front, left-front and left-rear. The
importance of this is that if you decide to modify one of the views of a unit, you will typically have to
modify the five other views as well.

Zooming into one of the views using your favourite photo editing software (PHOTOPAINT, Photoshop,
etc) you will notice that each unit consists of a series of different coloured pixels. You will also notice
that there are only so many pixels available for each unit, due to their small size. The attention to detail
and shading of the unit graphic gives the illusion of a “3D” appearance when playing on the map.

Depending on how artistically inclined and how proficient you are with your software, it may take some
trial and error to adjust the unit graphic to how you want it. Always make a back-up copy before you start
in case something goes astray. Remember to stay within the outside edges of each view, otherwise you
will have to make a new outline file, which can be a very tedious affair.

16.1.4 Replacing an existing Unit Graphic

What if you don’t like a particular graphic and wish to replace it altogether?

No problem, you can create your own unit graphics to your heart’s content, but you will have to create a
new outline file for your unit graphic. There are two methods for doing so, one is time consuming and the
other consists of a number of steps. I tend to use the latter as I am creating a large number of outlines at a
time.

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Method One: Drawing Outlines:

While there are fewer steps, this generally takes a lot longer to complete.

Step 1 – Create a copy of your original Up######.bmp file


Step 2 – Erase any shadows you have created on the original Up######.bmp file
Step 3 – Draw the outlines around the six views of your units in black
Step 4 – Erase everything from within the black outlines
Step 5 – Convert the drawing to a 1-bit, black and white graphic (Conversion Method: Line Art:
Threshold = 255)
Step 6 – Save as Op######.bit

Method Two: Software Outlines:

The method below requires that you have Corel PHOTOPAINT X7 installed. While it looks longer, it is
only a series of mouse clicks in order to obtain the desired result, which you can almost automate if you
are doing a number at a time.

Step 1 – Create a copy of your original Up######.bmp file


Step 2 – Erase any shadows you have created on the original Up######.bmp file
Step 3 – Convert the drawing to a 1-bit, black and white graphic, the unit graphics should be black and
the background should be white. (Conversion Method: Line Art: Threshold = 255)
Step 4 – Convert the drawing to a 24-bit, RGB graphic
Step 5 – Replace the Black colour with R:255 G:102 B:0 (Ignore Grayscale; Single Destination color;
Range: 0)
Step 6 – Replace the White background with R:255 G:204 B:0 (as above)
Step 7 – Effects  Sharpen  Unsharpen Mask  Percentage: 500; Radius: 1; Threshold: 0
Step 8 – Zoom in and replace the newly formed light yellow outline with Black
Step 9 – Replace colour with white (Ignore Grayscale; Single Destination color; Range: 100)
Step 10 – Convert the drawing to a 1-bit, black and white graphic
Step 11 – Save as Op#####.bit (Conversion Method: Line Art: Threshold = 255)

Once you have the Unit Graphic (Up######.bmp) and Outline (Op######.bit) files complete, you can
copy and paste them into your game folder. As these are new graphics, you will also have to check to see
if there are the other unit graphic types listed above. If so, you will also have to either delete and/or
replace them.

16.1.5 Creating and Adding a new Unit Graphic

What if you notice that a platoon is using an existing graphic and would like to make it have its own
unique graphic?

P220024 4 8 9 40 0 0 45 22 40 3 5 1 12 0 1 6 4 P220024 7 33 16 1 0 15 62 1 75 12 9 5 4
Sherman M51 , Sherman M51 , Isherman
P220025 3 8 9 40 0 0 45 22 40 3 5 1 12 0 1 6 4 P220024 7 33 16 1 0 15 62 1 75 12 9 5 4
Sherman M51 , Sherman M51 , Isherman

Notice the two green highlighted numbers, they are two unique platoon ID’s, while the two yellow
highlighted numbers are the unit graphics. If you wanted the 3 Strength Point Sherman M51 (P22025) to
have a unit graphic different than the Up22024.bmp graphic that is referencing, you must edit the platoon
file.

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P220024 4 8 9 40 0 0 45 22 40 3 5 1 12 0 1 6 4 P220024 7 33 16 1 0 15 62 1 75 12 9 5 4
Sherman M51 , Sherman M51 , Isherman
P220025 3 8 9 40 0 0 45 22 40 3 5 1 12 0 1 6 4 P220025 7 33 16 1 0 15 62 1 75 12 9 5 4
Sherman M51 , Sherman M51 , Isherman

Editing the platoon file is a straight forward process; you can do so in a text editor; such as, Notepad.
After you have edited the file and saved it, you will need to have the file encrypted in order for your
changes to register. You can do so by zipping up your edited file and sending the zip file to:
jasonpetho@hotmail.com with an “Encryption Required” in the subject. The file will be returned to you
with the necessary encrypted file.

16.2 Order of Battles

16.2.1 Modifying Order of Battles

The following will provide a guideline on how the order of battle files are build, the logic behind the
number system and how you can add to them. With practice, creating Order of Battles that can be used
within the organization editor is pretty straight forward and an easy method for adding and using
organizations repeatedly.

For testing purposes, I highly recommend creating a shortcut to your desktop to the Organization Editor.
You can find the correct EXE file in your installation; for example, you would right-click on the
meorg.exe file that you find in: …\middle_east\meorg.exe and choose: Send To  Desktop (create
shortcut)

16.2.2 Anatomy of the Order of Battles

Based on issues that I noticed with the East Front and West Front games having different organizations
for the Germans in each game lead to me to create a system where it would be easy to move a country
from one game to another.

All of the Order of Battle files have the file extension *.oob. With the exception of the platoon##.oob
files, all of the Order of Battle files (*.oob) are readily available to edit. While you can edit the
platoon##.oob file, it does require encryption. The following will assume that no edits to the
platoon##.oob files are done, but you still need to know key elements of the file in order to build the
other Order of Battle files.

You can open any of the oob files in your favourite text editor; Notepad, WordPad, UltraEdit, etc.

The Platoon##.oob file: (## is the two digit number that references the nationality code. See 16.2.4)

Opening one of the platoon files with a text editor, you will get a series of lines that look like this, with
the most important elements highlights and described below:

P080001 3 3 2 40 0 0 88 27 9 2 2 3 10 0 1 53 21 P080001 4 40 0 1 16 8 48 1 70 12 2 1 1
M8 Armored Car Section , M8 Arm'd Car Sec ,

P080001 refers to the unique platoon ID

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3 is the number of Strength Points the platoon has

4 is the Victory Point values of each Strength Point.

48 1 70 12 is the start and end date of the platoon: 48 1 = Start YY MM; 70 12 End YY MM

Apart from the unique platoon ID, one should pay particular attention to the start and end dates of the
platoons they are going to use in their organizations because most errors in the oob files stem from using
a platoon that is not available at a particular time.

Design Note #1:

You will notice in the platoon##.oob files that there is a pattern to the numbers. That pattern is as
follows:

PXX0001 – PXX0999 Tanks, Light Tanks, Self-propelled Gun (as SU-100)


PXX1001 – PXX1999 Artillery (Self-propelled and towed)
PXX2001 – PXX2999 Infantry (All types)
PXX3001 – PXX3999 Headquarters (All types)
PXX4001 – PXX4999 Leaders (All types)
PXX5001 – PXX5999 Off-map Airplanes (All types)
PXX6001 – PXX6499 Reconnaissance Vehicles (Armoured Cars, Recce Jeeps, etc)
PXX6501 – PXX6799 Helicopters and ON MAP aircraft (All types)
PXX6801 – PXX6999 Naval Units (Boats, Landing Craft, etc)
PXX7001 – PXX7999 Transport units (All types of Trucks, APC’s, IFV’s, etc)
PXX8001 – PXX8499 Antiaircraft (Self-propelled, towed, man portable)
PXX8501 – PXX8799 Spare
PXX8800 – PXX8999 Misc Buildings, special units (Factories, News Crews, etc)
PXX9001 – PXX9499 Antitank (Self-propelled, towed, man portable)
PXX9501 – PXX9999 Spare

The Company##.oob file: (## is the two digit nationality code. Example; Company22.oob)

Using your text editor to open one of the Company oob files, you will see a number of different
companies organized by year. Example:

48 01 51 12 C2200203 5 Tank Company 48 - R35 - 30VP


48 01 51 12 P220005 1st Platoon
48 01 51 12 P220004 2nd Platoon
48 01 51 12 P220004 3rd Platoon
48 01 51 12 P220004 4th Platoon

48 01 51 12 is the start and end date of the platoon: 48 01 = Start YY MM; 51 12 End YY MM
NOTE: While similar to the platoon dates, the primary difference is that months from January to
September require a 0 in front of them. January = 01, July = 07

C2200203 refers to the unique company ID

5 is the morale of the company

Tank Company 48 – R35 refers to the company name, starting year of the organization and
prominent vehicle type in the company

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30VP is the total Victory Points for the company

Excluding the platoon##.oob file, all of the oob files are laid out in a similar manner.

The unique Company ID can further be broken down: C2200203

C refers to the organization numerical code (See Design Note #2)

22 refers to the nationality code; this is an Israeli Company (See Section 16.2.4)

0 refers to the organization numerical code (See Design Note #3)

0 identifies this company as a TANK unit. (See Design Note #4)

203 is the unique ID for this tank company. (These are structured, see Design Note #5)

Design Note #2: What are the alphabetical organization codes?

Each organization type has a specific alphabetical code:

P – Platoon
C – Company
B – Battalion
R – Regiment
G – Brigade
D – Division
K – Corps
A – Army

These codes are essential for distinguishing the organization structure within the order of battles and for
setting up Dynamic Campaign organizations.

Design Note #3: What are the numerical organization codes?

Each organization type has a specific numerical code:

0 – Company
1 – Battalion
2 – Regiment
3 – Brigade
4 – Division
5 – Corps
6 – Army

These codes are essential for distinguishing the organization structure within the order of battles and for
setting up Dynamic Campaign organizations.

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Design Note #4: How are the organizations classified?

From the above example (C2200203) we determined that the unit above was a tank company.

Here is a breakdown of the additional classifications for organizations.

0 – Armour
1 – Artillery (Towed and Self-propelled; Rockets, Mortars, Artillery)
2 – Infantry (Infantry, Commando, Militia, etc)
3 – Anti-tank (Towed, Self-propelled and Infantry)
4 – Assault Gun
5 – Engineer
6 – Reconnaissance/Cavalry
7 – Helicopter
8 – Anti-Aircraft
9 – Transport

Design Note #5: How are the unique ID’s additionally structured?

Notice in the OOB files that there are units that are named and units that are generic. The generic units
start their numbering at 201 while named (historic) units start their numbering at 701.

For example:

Generic: (201 – 699)


48 01 51 12 G2230201 7 Armoured Brigade 48
48 01 51 12 P223005 Brigade HQ
48 01 51 12 B2210201 Tank Battalion 48

Historic: (701 – 999)

48 06 48 12 G2230701 5 7th Armoured Brigade


48 06 48 12 P223005 Brigade HQ
48 06 48 12 B2212206 71st Infantry Battalion

Additionally, there is a set of numbers available for Dynamic Campaigns (001 – 199). While Dynamic
Campaigns are not available with the initial release of Modern Wars: Volume I, they are planned for
future UPDATES.

Dynamic Campaigns: (001 – 199)

48 01 49 12 G2230001 5 Tank Brigade


48 01 49 12 P223005 Brigade HQ
48 01 49 12 B2210002 Tank Battalion

Example Organizations:

Based on the discussion above here are some examples of how the coding works. Pay attention to how all
the codes vary depending on the organization structure.

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This is an Israeli tank battalion:

79 01 85 12 B2210257 7 Tank Battalion 79 - Merkava I - 426VP


79 01 85 12 P223008 Group HQ
79 01 85 12 C2200269 Headquarters Group 79 - Merkava I
79 01 85 12 C2200270 Tank Company 79 - Merkava I
79 01 85 12 C2200270 Tank Company 79 - Merkava I
79 01 85 12 C2200270 Tank Company 79 - Merkava I
79 01 85 12 C2200268 Armoured Support Company 77
79 01 85 12 P22718 Nagmash

This is a British Armoured Brigade:

72 01 77 12 G0930230 6 Armoured Brigade 72 - Centurion Mk 5/1/FV432


72 01 77 12 P093004 Brigade HQ
72 01 77 12 B0910205 Royal Tank Regiment 72 - Centurion Mk 5/1
72 01 77 12 B0910205 Royal Tank Regiment 72 - Centurion Mk 5/1
70 01 85 12 B0912289 Mechanized Infantry Battalion 70 - FV432/MOBAT
70 01 85 12 B0912292 Mechanized Infantry Battalion 70 - FV432/MOBAT/MILAN

This is a French Foreign Legion Infantry Company:

66 01 85 12 C0802308 8 Foreign Legion Infantry Company 67


66 01 85 12 P082088 1st Platoon
66 01 85 12 P082088 2nd Platoon
66 01 85 12 P082088 3rd Platoon
66 01 85 12 P081004 Mortar Platoon
66 01 85 12 P082012 HMG Squad

16.2.3 Adding new Order of Battles

The following will be a Step-by-Step guide on how to add a new, hypothetical division-sized
organization to the Israeli’s. You can use some or all of the following to create your own organizations.

Step 1: The Plan

Before you begin putting the files together, you should have an idea of what your ultimate organization
will look like. Whether that be an Order of Battle schematic you found in a book or online or a sketch
you created outlining your new organization, it is important to have a reference to assist your
organization building.

For this example, I will create a large division sized unit (Ugda) for the Israeli army that consists of tank
heavy units to conduct an imaginary Blitzkrieg campaign across the Sinai in a hypothetical war against
Egypt in 1985. I have sketched out what the hypothetical organization would be on some paper and am
ready to begin!

Step 2: Where to start?

I will typically start with the largest organization I need to create and then fill in the lower organizations
as I need them. In this case, since my ultimate goal is a division sized unit, I will start with the division
file. Based on the Nationality ID Codes (See 16.2.4), we can determine that Israeli’s nationality code is
22, so I will open Division22.oob to start.

Scrolling to the bottom of the file, I will see the following:

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[------------------------------------------------------------------------------------------]
[---------------------------------- USER Formations ---------------------------------------]
[------Armour, Artillery, Infantry, AT, Assault Gun, Eng, Recce, Moto, AA, Cav/Air---------]
[------------------------------------------------------------------------------------------]
48 01 85 12 D2244023 6 ********** !! USER FORMATIONS !! **********

A convenient place to put your new organization! Brilliant!

The next step would be to start your division organization. Copying the first line from the division
organization above the User Formations area:
[------------------------------------------------------------------------------------------]
[---------------------------------- USER Formations ---------------------------------------]
[------Armour, Artillery, Infantry, AT, Assault Gun, Eng, Recce, Moto, AA, Cav/Air---------]
[------------------------------------------------------------------------------------------]
48 01 85 12 D2244023 6 ********** !! USER FORMATIONS !! **********

85 01 85 12 D2240214 7 Armoured Ugda 85 - Merkava I/Sho't Kal/Magach 6A

The dates are good for what I want to use, so I will change the name of the organization:

85 01 85 12 D2240214 7 Sinai Blitzkrieg Ugda

When you open the organization editor, when we are complete, you will see the Sinai Blitzkrieg Ugda
listed in the Israeli Division portion for 1985.

The organization number will be simplified, so I know to change it later to something proper:

85 01 85 12 D224XXXX 7 Sinai Blitzkrieg Ugda

The Ugda needs a headquarters platoon; I will copy and paste a division HQ platoon from an existing
division and paste it directly under the Sinai Ugda reference. It will look like this:

85 01 85 12 D224XXXX 7 Sinai Blitzkrieg Ugda


85 01 85 12 P223003 Ugda HQ

There we go; the first element of the new organization is nearly complete.

Step 3: Building Organizations

The organization I have drawn out shows the Sinai Ugda will consist of three tank-heavy brigades with
some miscellaneous support units. With that, I will open up the Brigade22.oob file and scroll to the
bottom to add a new organization.

Following the same procedure as the division file, I will copy and paste a portion of an existing Brigade,
rename and renumber as follows:
[------------------------------------------------------------------------------------------]
[-----------------------------------User Formations ---------------------------------------]
[------Armour, Artillery, Infantry, AT, Assault Gun, Eng, Recce, Moto, AA, Cav/Air---------]
[------------------------------------------------------------------------------------------]
48 01 85 12 G2234028 6 ********** !! USER FORMATIONS !! ******

85 01 85 12 G223XXXX 7 Sinai Tank Brigade

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As above, I will copy and paste an existing brigade HQ into my organization:


85 01 85 12 G223XXXX 7 Sinai Tank Brigade
85 01 85 12 P223005 Brigade HQ

Now we need to add some battalions to the new tank brigade. For now, I will copy and paste some
existing battalions from one of the organizations above: changing the dates, names and codes:
85 01 85 12 G223XXXX 7 Sinai Tank Brigade
85 01 85 12 P223005 Brigade HQ
85 01 85 12 B221XXXX Sinai Tank Battalion
85 01 85 12 B221XXXX Sinai Tank Battalion
85 01 85 12 B221XXXX Sinai Tank Battalion

According to my drawing, the Brigade also has some support companies attached to it; reconnaissance,
self-propelled mortars and self-propelled anti-aircraft battery. Adding them to under the battalions, the
organization should look like this:
85 01 85 12 G223XXXX 7 Sinai Tank Brigade
85 01 85 12 P223005 Brigade HQ
85 01 85 12 B221XXXX Sinai Tank Battalion
85 01 85 12 B221XXXX Sinai Tank Battalion
85 01 85 12 B221XXXX Sinai Tank Battalion
85 01 85 12 C220XXXX Reconnaissance Company
85 01 85 12 C220XXXX Heavy Mortar Battery
85 01 85 12 C220XXXX Self-propelled Anti-Aircraft Battery

With the Brigade22.oob file started and ready, time to open the Battalion22.oob file, scrolling to the
bottom and proceeding with the above steps to produce the following:
[------------------------------------------------------------------------------------------]
[------------------------------------User Formations --------------------------------------]
[------Armour, Artillery, Infantry, AT, Assault Gun, Eng, Recce, Moto, AA, Cav/Air---------]
[------------------------------------------------------------------------------------------]
48 01 85 12 B2214030 6 ********** !! USER FORMATIONS !! **********

85 01 85 12 B221XXXX 7 Sinai Tank Battalion


85 01 85 12 P223008 Group HQ

The hypothetical tank battalions are to consist of three tank companies, one mechanized infantry
company and one Headquarters Company.

85 01 85 12 B221XXXX 7 Sinai Tank Battalion


85 01 85 12 P223008 Group HQ
85 01 85 12 C220XXXX Headquarters Company
85 01 85 12 C220XXXX Tank Company
85 01 85 12 C220XXXX Tank Company
85 01 85 12 C220XXXX Tank Company
85 01 85 12 C220XXXX Mechanized Infantry Company

Now moving to the Company22.oob file, scrolling to the bottom and adding the companies listed above
so it looks like this:
[------------------------------------------------------------------------------------------]
[---------------------------- Israeli Company Formations ----------------------------------]
[--------------------------------Added by Jason Petho--------------------------------------]
[------Armour, Artillery, Infantry, AT, Assault Gun, Eng, Recce, Moto, AA, Cav/Air---------]
[------------------------------------------------------------------------------------------]
48 01 85 12 C2204034 6 ********** !! USER FORMATIONS !! **********

85 01 85 12 C220XXXX 7 Headquarters Company

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85 01 85 12 C220XXXX 7 Tank Company

85 01 85 12 C220XXXX 7 Mechanized Infantry Company

85 01 85 12 C220XXXX Reconnaissance Company

85 01 85 12 C220XXXX Heavy Mortar Battery

85 01 85 12 C220XXXX Self-propelled Anti-Aircraft Battery

With the company headings laid out, we have to add platoons to each of the companies. Starting with the
Headquarters Company, I will open the Platoon22.oob file and determine which platoons I want to add to
the company. A typical Headquarters Company for the Israeli tank battalion included a couple of tanks (2
Strength Point, Merkava II), an infantry reconnaissance squad (2 Strength Point, Reconnaissance Platoon
71) with mechanized transport (1 Strength Point, Yayzata) and a self-propelled mortar platoon (4
Strength Point, M3 Mk. D). I add the necessary platoons to look like this:

85 01 85 12 C220XXXX 7 Headquarters Company


85 01 85 12 P220062 HQ
85 01 85 12 P222076 Reconnaissance Squad
85 01 85 12 P227079 Yayzata
85 01 85 12 P221011 M3 Mk. D

Using the same procedure, I add a headquarters tank section (2 Strength Point, Merkava II) and three
tank platoons (3 Strength Point, Merkava II)

85 01 85 12 C220XXXX 7 Tank Company


85 01 85 12 P220062 HQ
85 01 85 12 P220061 1st Platoon
85 01 85 12 P220061 2nd Platoon
85 01 85 12 P220061 3rd Platoon

The Mechanized Infantry company gets three mechanized infantry platoons (6 Strength Point, Armoured
Infantry 75(GAL)) and heavy mechanized transport (3 Strength Point, Achzarit)

85 01 85 12 C220XXXX 7 Mechanized Infantry Company


85 01 85 12 P222077 1st Platoon
85 01 85 12 P222077 2nd Platoon
85 01 85 12 P222077 3rd Platoon
85 01 85 12 P227019 Achzarit
85 01 85 12 P227019 Achzarit
85 01 85 12 P227019 Achzarit

The Reconnaissance company will consist of two tank platoons (3 Strength Point, Merkava II), two
reconnaissance platoons (6 Strength Point, Armoured Infantry 75(GAL)) and heavy mechanized
transport (3 Strength Point, Yayzata)

85 01 85 12 C220XXXX Reconnaissance Company


85 01 85 12 P220061 Merkava II
85 01 85 12 P220061 Merkava II
85 01 85 12 P222076 Reconnaissance Platoon

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85 01 85 12 P222076 Reconnaissance Platoon


85 01 85 12 P227078 Yayzata
85 01 85 12 P227078 Yayzata

The Heavy Mortar Battery will consist of two Self-propelled heavy mortar sections (2 Strength Point, M3
Mk. D)

85 01 85 12 C220XXXX Heavy Mortar Battery


85 01 85 12 P221012 M3 Mk. D
85 01 85 12 P221012 M3 Mk. D

The Self-propelled Anti-Aircraft battery consists of four Self-propelled Anti-Aircraft sections (2 Strength
Point, Hovet)

85 01 85 12 C220XXXX Self-propelled Anti-Aircraft Battery


85 01 85 12 P228020 Hovet
85 01 85 12 P228020 Hovet
85 01 85 12 P228020 Hovet
85 01 85 12 P228020 Hovet

Now the basic organizations for the Sinai Blitzkrieg Ugda have been completed, we can start numbering
the organizations so they will work in the Organization Editor. I described the intended organization
numbering system at the beginning of the document. As the numbering system is designed to be using
the lowest numbers first, I recommend using the highest numbers of the classifications. Since the
organization I am building is a hypothetical organization, I will add it to the “General” numbering set;
which spans from 201 – 699. Which means I will start my numbers at 699 and work backwards in the
hopes of avoiding have the organizations being replaced in future updates.

I start with the companies and begin numbering:

85 01 85 12 C220X699 7 Headquarters Company


85 01 85 12 P22062 HQ
85 01 85 12 P222076 Reconnaissance Squad
85 01 85 12 P227079 Yayzata
85 01 85 12 P221011 M3 Mk. D

85 01 85 12 C220X698 7 Tank Company


85 01 85 12 P220062 HQ
85 01 85 12 P220061 1st Platoon
85 01 85 12 P220061 2nd Platoon
85 01 85 12 P220061 3rd Platoon

Since these are both armour related companies, I will code them with 0:

85 01 85 12 C2200699 7 Headquarters Company


85 01 85 12 P220062 HQ
85 01 85 12 P222076 Reconnaissance Squad
85 01 85 12 P227079 Yayzata
85 01 85 12 P221011 M3 Mk. D

85 01 85 12 C2200698 7 Tank Company


85 01 85 12 P220062 HQ
85 01 85 12 P220061 1st Platoon
85 01 85 12 P220061 2nd Platoon
85 01 85 12 P220061 3rd Platoon

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There we go, the first two completed companies! Using the steps above and following the numeric
system described in the beginning, I will proceed to number and reorganize the remaining companies
which will ultimately resemble this:
[------------------------------------------------------------------------------------------]
[---------------------------- Israeli Company Formations ----------------------------------]
[--------------------------------Added by Jason Petho--------------------------------------]
[------Armour, Artillery, Infantry, AT, Assault Gun, Eng, Recce, Moto, AA, Cav/Air---------]
[------------------------------------------------------------------------------------------]
48 01 85 12 C2204034 6 ********** !! USER FORMATIONS !! **********

85 01 85 12 C2200699 7 Headquarters Company


85 01 85 12 P22062 HQ
85 01 85 12 P222076 Reconnaissance Squad
85 01 85 12 P227079 Yayzata
85 01 85 12 P221011 M3 Mk. D

85 01 85 12 C2200698 7 Tank Company


85 01 85 12 P220062 HQ
85 01 85 12 P220061 1st Platoon
85 01 85 12 P220061 2nd Platoon
85 01 85 12 P220061 3rd Platoon

85 01 85 12 C2201699 Heavy Mortar Battery


85 01 85 12 P221012 M3 Mk. D
85 01 85 12 P221012 M3 Mk. D

85 01 85 12 C2202699 7 Mechanized Infantry Company


85 01 85 12 P222077 1st Platoon
85 01 85 12 P222077 2nd Platoon
85 01 85 12 P222077 3rd Platoon
85 01 85 12 P227019 Achzarit
85 01 85 12 P227019 Achzarit
85 01 85 12 P227019 Achzarit

85 01 85 12 C2206699 Reconnaissance Company


85 01 85 12 P220061 Merkava II
85 01 85 12 P220061 Merkava II
85 01 85 12 P222076 Reconnaissance Platoon
85 01 85 12 P222076 Reconnaissance Platoon
85 01 85 12 P227078 Yayzata
85 01 85 12 P227078 Yayzata

85 01 85 12 C2208699 Self-propelled Anti-Aircraft Battery


85 01 85 12 P228020 Hovet
85 01 85 12 P228020 Hovet
85 01 85 12 P228020 Hovet
85 01 85 12 P228020 Hovet

With the Company22.oob file complete and numbered, we can use those new numbers and populate the
Battalion22.oob file; as such:

85 01 85 12 B221XXXX 7 Sinai Tank Battalion


85 01 85 12 P22308 Group HQ
85 01 85 12 C2200699 Headquarters Company
85 01 85 12 C2200698 Tank Company
85 01 85 12 C2200698 Tank Company
85 01 85 12 C2200698 Tank Company
85 01 85 12 C2202699 Mechanized Infantry Company

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Followed by number the Sinai Tank Battalion with its own unique ID, against starting from 699:

85 01 85 12 B2210699 7 Sinai Tank Battalion


85 01 85 12 P223008 Group HQ
85 01 85 12 C2200699 Headquarters Company
85 01 85 12 C2200698 Tank Company
85 01 85 12 C2200698 Tank Company
85 01 85 12 C2200698 Tank Company
85 01 85 12 C2202699 Mechanized Infantry Company

…and then similarly proceed to fill out the unique ID’s in the Brigade22.oob and Division22.oob files:

85 01 85 12 G2230699 7 Sinai Tank Brigade


85 01 85 12 P223005 Brigade HQ
85 01 85 12 B2210699 Sinai Tank Battalion
85 01 85 12 B2210699 Sinai Tank Battalion
85 01 85 12 B2210699 Sinai Tank Battalion
85 01 85 12 C2206699 Reconnaissance Company
85 01 85 12 C2201699 Heavy Mortar Battery
85 01 85 12 C2208699 Self-propelled Anti-Aircraft Battery

85 01 85 12 D2240699 7 Sinai Blitzkrieg Ugda


85 01 85 12 P223003 Ugda HQ
85 01 85 12 G2230699 Sinai Tank Brigade
85 01 85 12 G2230699 Sinai Tank Brigade
85 01 85 12 G2230699 Sinai Tank Brigade

Now all of the *.oob files are completed, I will open up the Organization Editor and change the primary
date to sometime in 1985 to see if my organization creates any errors. If you find errors, double check
your unique ID’s to see if there are duplicates and double check your start and end dates of all units and
organizations – these are the two most common problems.

16.2.4 Things to Consider

• Always start with a plan to assist your building. Whether that comes from an organization you
find in a book, PDF or game, it is always simpler to reproduce an organization if you have the
framework laid out in front of you.

• Most importantly, create a txt file that you can copy and paste each of your new organizations
into. During any future update, the files may be replaced which will overwrite any new
organizations you added. Having them in a separate file will allow you to easily copy and paste
them into the master files with little issue. Organizing your backup file with heading for each
*.oob file would be wise (Company22.oob, Battalion22.oob, etc), then you know where each
organization is to be copied and pasted back into.

• You can add leaders to the organizations, if you wish, but they will need to be placed below the
Headquarters platoon of your organization.

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16.2.5 Nationality ID# Codes

Middle East

Code Country
08 France
09 England
14 Generic Pro-West
22 Israel
23 Egypt
24 Iraq
25 Jordan
26 Syria
27 Lebanon
28 Generic Pro-East
29 Libya
30 Algeria

16.3 JSGME Modification Enabler Software

Included in your install is the JSGME Modification Enabler Software. This Mod Enabler provides a
simple and intuitive interface that takes all the hassle out of enabling and disabling mods. To use JSGME,

Step One: Locate the JSGME.exe in the …\Campaign Series Middle East\ folder.

Step Two: Launch JSGME.exe by double clicking on it and accept the MODS folder name. Now the
tool will point to the main folder for user made modifications: …\Campaign Series Middle East\mods\

Step Three: Enable and disable any USER MOD by moving them between the two windows available in
the tool. First, select the MOD you want to enable, the click on the Right arrow.

Step Four: The chosen MOD will show in the right window letting you know that it has been enabled.
Pressing the left arrow button will disable the MOD again.

16.4 Using the no encryption features (-W/-X) for your own games

Do you wish the Israeli Centurion to move


faster or farther in a turn? Or shoot further?
Disagree with the weapon values of any of the
units we provide? Or want to use a different
Combat Results Table?

No problem! You can modify the data to your


hearts content.

As a safety measure, you will be required to


play the game without the encryption. You can
do this by creating a shortcut of the me.exe
file to your desktop. I recommend renaming

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Campaign Series: Middle East 1948-1985 (2.00) November 2017

the shortcut to “Middle East No


Encryption”, so it is easier to keep track
of.

You will want to add the following


command line flags, –W and –X, at the
end of the target path for the no
encryption to function as intended as
shown in the screenshot.

This will be the shortcut you use when


you want to play with your edited files.
This will not work for Play-By-Email
games or Local Area Network. Hot Seat
and vs-AI games now operate in the non-
encryption mode.

The datasets that you can modify that


will require you to use this no-encryption
playing method are:

Weapon.pdt
Movement.pdt
Main.pdt
Platoon##.oob

Note: With Campaign Series: Middle East 2.0, when launched from the frontend, the game engine
defaults to -X NoEncryption for solo, H2H & campaign play. Therefore, you no longer are required to
create a Desktop Shortcut for launching the game itself in NoEncryption mode.

Use of either of Scenario Editor or Organization Editor, however, still requires the use of a shortcut, in a
manner explained above.

For head-to-head play under either PBEM or LAN Play, use of encrypted files still applies, and cannot be
circumvented.

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17.0 Update Log

17.1 Middle East Update Log for 2.00

17.1.1 Fixes

• Fixed various Unit database issues


• Fixed several issues involving airstrikes
• Fixed high level attacks for helicopters
• Made numerous other minor fixes
• Also: Revisions on the CS Unit Viewer (F3) community tool by ‘Arkady’ to use the new folder,
data, and graphics formats now in Middle East 2.00

17.1.2 Enhancements

• Implemented standard windowed application (no longer fixed full screen)


• Implemented new Field Drab - Sand colour scheme for all windows, dialogs, and UI elements
• Implemented new frontend User Interface
• Implemented new in-game dialogs to replace many old dialogs
• Revised the Extended Info (F2 Unit Handbook) dialog
• Revised the in-game Scenario Information dialog
• Implemented Campaign Series Event Engine
• Extended Campaign Series Adaptive AI
• Implemented new 3D Zoom Levels
• Implemented new 2D Zoom Levels
• Implemented new Night colour scheme for battles taking place during night turns
• Implemented Recon Reveal
• Implemented a bridge laying AI
• Implemented new short cut keys
• Added new NATO unit icons.
o There’s now 450+ unique symbols to depict the plethora of unit types in the game.
o Armored Tracked Amphibious Infantry Fighting Vehicle with Anti-Tank Guided
Missiles? Check!
• Added new Adaptive AI parameters
• Added terrain feature: Major Canal
• Added terrain feature: Canal
• Added terrain feature: Major River
• Added terrain feature: Major River (Shallow)
• Added terrain feature: River
• Added terrain feature: River (Shallow)
• Added terrain feature: Produce Field
• Renamed terrain feature: Field to Grain Field
• Added terrain feature: Thicket
• Added terrain feature: Colored Dirt
• Added terrain feature: Airfield

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• Added terrain feature: Stream Join (hexside)


• Added terrain feature: Minor River Join (hexside)
• Added terrain feature: Water Block (hexside)
• Implemented new game engine and map editor toolbars
• Implemented new feature where the game engine, launched from the frontend, defaults to use
non-encrypted data files for solo, Hot Seat & campaign play (while for PBEM and LAN Play, use
of encrypted files still applies)
• Implemented new 3D objective markers
• Implemented Options  Unit List Position  Left/Right
• Implemented Options  Hex Highlights  Hex Block
• Implemented Options  3D Unit Shadows (toggles unit shadow displays in 3D Map Modes)
• Implemented Display  Terrain Combat Modifiers
• Implemented Display  Concealment Modifiers
• Implemented Display  Morale Modifiers
• Implemented Display  Command Range now also display “(re)supply probability values
• Implemented red, Special map labels
• Map labels now display via Display > Labels (hot key `)
• Implemented several Alt+# hot key variants, for international keyboards lacking some of the
standard English-language punctuation keys
• Implemented 3D unit graphics on 2D counters option
• Maps are now specified by both Region and Biome
• In the Map Editor toolbar, implemented a new functionality, RevCycleSel, for reverse cycling
through the map selections
• In Map Editor, implemented Terrain > Lock Terrain (L), for locking the current (Cycle) Selection
value
• Implemented the new Map Editor Display > Map Hints feature
• Improved diagnostic logging
• Implemented Statically linked EXEs; no longer dynamically linked, and no longer reliant on
Microsoft Visual C++ Redistributables to run

17.1.3 Graphics

• New User Interface


• New 3D Terrain Tiles
• New 2D Terrain Tiles
• New Night Combat colour scheme
• Revised and improved 3D unit graphics for all countries
• Revised 2D counters for all countries

17.1.4 Data

• Updated Weapon.pdt file, revising existing information and adding new information for new units
• Updated all Platoon##.oob files with additions and corrections

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17.1.5 Scenarios

• New Scenarios by Jason Petho:


o Bootcamp 5 – Reconnaissance
• New Scenarios by Petri Nieminen:
o Crisis in Sirte 1985 Scenario Pack
▪ 4 Head to Head
▪ 4 vs AI
• New Scenarios by Alan R. Arvold (available in the mods folder):
o Ode to October War
▪ 19 scenarios, design notes
o Ode to Arab-Israeli Wars
▪ 60 scenarios, design notes
o Ode to Divided Ground
▪ 78 scenarios, design notes
o Note: These scenarios are historically as accurate as contemporary sources allow them to
be. However, these sets have not been through the rigorous BETA Brigade Playtesting
phase, and as such the victory conditions are per original design assumption. Your
feedback appreciated.
• Revised all affected scenario/campaign maps with new Airfield terrain hex
• Scenario Modifications to:
o All Scenarios
• Scenario Modifications for Campaign Series Event Engine:
o Bootcamp 1
o Bootcamp 2
o Bootcamp 3
o Bootcamp 4
o Bootcamp 5
o Long Road Home
o Teaching Set 1
o Teaching Set 2
o Teaching Set 3
o Teaching Set 4
o Teaching Set 5
o Crisis in Sirte 1985 scenario pack (four H2H and four Side A scenarios)

17.1.6 Mods

Here are the mods included, in \mods folder, with CS: Middle East 2.00:

• 2D Black Unit Profiles (updated) – This is a 2D graphics modification that converts the coloured
unit graphics to black silhouettes:

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• 2D Board Game Mapboards (new) – This is a 2D graphics modification that converts the 2D
mapboard terrain tiles with those with a classic board game type of texture, with Line-of-Sight
dots in the middle of hexes, for instance:

• 2D Textured Mapboards (new) – This is a 2D graphics modification that converts the 2D


mapboard terrain tiles with those with stronger textures. Looks more at par with 3D color
scheme, and more lively all in all, but makes observing elevation changes more difficult:

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• 3D Classic Unit Bases (new) – This modification brings back the classic button profiled 3D unit
bases (stock with Middle East 1.02) with country insignias on them:

• Alan R. Arvold's Ode To Arab-Israeli Wars 2.0 (updated) – This modification by Alan R.
Arvold introduces sixty Arab-Israeli Wars boardgame inspired scenarios with Design Notes to
CS: Middle East game format. Now compliant with CSME 2.0.

• Alan R. Arvold's Ode to Divided Ground 2.0 (new) – This modification by Alan R. Arvold
introduces a completely revised set of Divided Ground scenarios with Design Notes into CS:
Middle East game format. Compliant with CSME 2.0.

• Alan R. Arvold's Ode to October War 2.0 (updated) – This modification by Alan R. Arvold
introduces nineteen October War boardgame inspired scenarios with Design Notes to CS: Middle
East game format. Now compliant with CSME 2.0.

• Skip Intro Music – This modification by 'harry_vdk' replaces the music file playing during the
scenario selection dialogs with an empty one. Silence it is.

17.1.7 Manual

The manual has been revised to 2.00 UPDATE standards. It has also been combed through; revising
graphics and grammatical errors, in addition to incorporating comments from users (inclusion of 2D and
3D screenshots, for example). All new features have been added to the manual.

17.2 Middle East Update Log for 1.02

17.2.1 Fixes

• Revised Linked Campaign Game Strength Point carry-over issue


• Revisions to the Unit Viewer (F3)
• Fixed several issues involving airstrikes
• Fixed another off board artillery bug

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• Fixed occasional edmap launch crash bug


• Adjusted vertical positioning of 2D bridges and ford for engine, edit and edmap

17.2.2 Enhancements

• Implemented Options  Mouse Wheel Zoom


• Implemented Options  Hex Contour Widths  1/2/3
• Implemented Options  Cursor  Small/Standard/Large for varying cursor sizes
• Implemented Options  Cursor  Enhanced for a frosted cursor
• Implemented Options  Details  Persistent, a toggle that indicates whether the Damage Report
persists until click (or the Esc key is pressed), or vanishes after a delay automatically
• Added terrain feature: Ditches (hexside anti-tank ditches)
• Added terrain feature: Crests (hexside)
• Added terrain feature: Water Block (hexside)
• Added terrain feature: Industrial (hex, for desert terrain)
• Substituted a new engine toolbar, with new OP FIRE button, revised Climb/Descend buttons
• Revised Top of Stack/Bottom of Stack buttons
• Substituted BoxArt style command and results dialogs
• Substituted square nation flags for roundels in the Organization Editor
• Improved diagnostic logging
• For terrain and counter draws, set compiler option to optimize for speed
• Implemented ON_CYCLE as hot key (TAB) for faying hex’s terrain about available alternatives
• Elevation Delta now saved between sessions for engine, edit and edmap)
• All airborne helicopters flying in the Low or High flight zones now have a spotting capability,
even if unarmed reconnaissance or transport

17.2.3 Graphics

• Revised a few 3D terrain and vegetation tiles


• Revised 2D terrain and vegetation tiles
• Revised Iraqi 3D graphics
• Revised United Kingdom 3D graphics
• Special graphics and units that are amphibious have been given appropriate graphics
• Revised all 3D graphics with a muted look, allowing 3D units to stand out clearly against the
terrain

17.2.4 Data

• Updated Weapon.pdt file, revising existing information and adding new information for new units
• Updated 09,14,22,23,24,30 platoon.oob files with additions and corrections

17.2.5 Scenarios

• New Scenarios by Jason Petho:


o No Match for the 100 (Bir Gifgafa 1967)
o Tourney - Set A01 - High Noon

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o Tourney - Set C01 - Hack and Slash


o Tourney - Set C02 - The Villages
o Tourney - Set D01 - Dancing in the Desert
• New Scenario by Jim Mays:
o Tourney - Set B02 - A Furious Charge
• New Scenarios by Alan R. Arvold (available in the mods folder):
o Arab-Israeli Wars Scenario #1
o Arab-Israeli Wars Scenario #2
o Arab-Israeli Wars Scenario #3
o Arab-Israeli Wars Scenario #4
o Arab-Israeli Wars Scenario #5
o Arab-Israeli Wars Scenario #6
o Arab-Israeli Wars Scenario #7
o Arab-Israeli Wars Scenario #8
o Arab-Israeli Wars Scenario #9
o Arab-Israeli Wars Scenario #10
o Arab-Israeli Wars Scenario #11
o Arab-Israeli Wars Scenario #12
o Arab-Israeli Wars Scenario #13
o Arab-Israeli Wars Scenario #14
o Arab-Israeli Wars Scenario #15
o Arab-Israeli Wars Scenario #16
o Arab-Israeli Wars Scenario #17
o Arab-Israeli Wars Scenario #18
o Arab-Israeli Wars Scenario #19
o Arab-Israeli Wars Scenario #20
o Arab-Israeli Wars Scenario #21
o Arab-Israeli Wars Scenario #22
o Arab-Israeli Wars Scenario #23
o Arab-Israeli Wars Scenario #24
o Arab-Israeli Wars Scenario #25
o Arab-Israeli Wars Scenario #26
o Arab-Israeli Wars Scenario #27
o Arab-Israeli Wars Scenario #28
o Arab-Israeli Wars Scenario #29
o Arab-Israeli Wars Scenario #30
o Arab-Israeli Wars Scenario #31
o Arab-Israeli Wars Scenario #32
o Arab-Israeli Wars Scenario #33
o Arab-Israeli Wars Scenario #34
o Arab-Israeli Wars Scenario #35
o Arab-Israeli Wars Scenario #36
o Arab-Israeli Wars Scenario #37
o Arab-Israeli Wars Scenario #38
o Arab-Israeli Wars Scenario #39
o Arab-Israeli Wars Scenario #40
• Revised Suez Linked Campaign

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• Revised all affected scenario/campaign maps with new Industrial terrain hex
• Scenario Modifications to:
o The Crossroads
o Off to Giddi
o Bootcamp 3
o Battlefields of Old
o Raid Into Libya
o Into the Ring
o A Taste of Sa’iqa
o Into Africa!
o The End in the Sahara
o Hot Knife Through Butter

17.2.6 Mods

We have included a number of user made modifications that may enhance your gaming experience. It is
recommended to use the JSGME Modification Enabler Software that is included as part of the
installation. See Section 16.3 for instructions.

• Alan R. Arvold Ode To Arab-Israeli Wars – This is a scenario set based on the Arab-Israeli
Wars created by Alan R. Arvold.
• Ode to Arab-Israeli Wars – This is a 2D graphics modification by Petri Nieminen (aka
Crossroads) to provide the players of the Ode to Arab-Israeli Wars scenarios an authentic look
and feel when playing the scenarios:

• Alternate 3D Bases – This is a 3D graphics modification that simplifies the roundels in the 3D
view, making them easier to distinguish against the terrain.

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• Black 2D Unit Profiles – This is a 2D graphics modification that converts the coloured unit
graphics to black silhouettes:

• Black Unit Info Box – This is a UI graphics modification that


removes the background information when using the Unit List,
making the unit information easier to read.

• MausMan 3D Graphics – This is a massive 3D graphics modification that converts all 3D


terrain graphics to a smaller scale:

• NATO Icons w. Transp. Background – This is a 2D graphics modification for NATO symbols
that removes all colour coding and just displays the black outlines.

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• NATO Icons w. White Background – This is a 2D graphics modification for NATO symbols
that replaces all colour coding with a white background.

17.2.7 Manual

The manual has been revised to 1.02 UPDATE standards. It has also been combed through; revising
graphics and grammatical errors, in addition to incorporating comments from users (inclusion of 2D and
3D screenshots, for example).

17.3 Middle East Update Log for 1.01

17.3.1 Fixes

• Under any FOW setting, in any context, enemy Morale does not display (is shown as "?"). Enemy
Morale only displays if FOW is unselected.
• In the game engine (only), implemented Options Auto Scroll. (Was there previously in the
scenario & map editors, but not in the game engine.)
• With a unit selected, hitting the F3 hot key (etc.) opens the Unit Viewer directly on the info page
for that unit. (Before, it would just open on a blank page, and you would have to hunt for the
unit.)
• Fixed a bug where, in the Unit Viewer, for nation IDs < 10, the selected unit would not display.
• For on-counter unit stats, fixed an issue where the Morale stat was not displaying properly.
• Under ExtFOW, the Damage Report now displays much, but not quite all, of the info that a non
FOW Damage Report would.
• Fixed a questionable design decision where, under ExtFOW, the Display Disrupted highlight was
not highlighting friendlies. Under ExtFOW, enemy disrupts still remain unhighlighted.
• Removed the multi-saves warning. (A useless, and otherwise offensive, anti-cheat measure.)
• Fixed a number of bugs involving helicopters and movement, assaults, overflies, etc.
• Fixed the OBA crash bug.
• Fixed a possible crash bug in PBEM play.
• Fixed a bug where helicopters overflying unknown enemy units would vanish.
• Fixed a 3D crash bug involving assaults and overflying helicopters
• Fixed a bug where air strikes were without limit
• Fixed a bug where the edorg Append feature was broken
• Fixed a bug where in 2D, WR, IP etc. markers would display over any Unknown Unit icon.
• Fixed a bug where the game engine was failing to remember and restore the preferred Options 
Graphical Icons setting from session to session
• Fixed a bug where the Infobox Counters setting was not being saved
• Fixed a bug where phantom IF crosshairs (in the case of drifting) were not being cleared.
• Did some code optimizations to mitigate the effects, with Counter Stats toggled ON, of slow
scrolling (on some systems only)
• Prevented possible scenario title text overrun in the Status > Scenario Information dialog. Also,
fixed text overruns and other issues in the F2 Unit Handbook display
• AutoSave AP’s for Firing OFF by default

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• Added missing background music files


• Revised the NATO Symbols sheet with White Background modification
• In various dialogs, clicking Help no longer summons the now non-existent Windows Help, rather
the game Manual.

17.3.2 Enhancements
• Implemented on-counter unit stats. For 2D views #4 and #5.
• Implemented some new LoseConcealment() rules
• Implemented new reveal rules for the display of counter and Info Box unit stats.
• The Unit Viewer is newly available from within edorg.
• Hex Outlines and Contours can now display concurrently.
• In the 2D modes, counter stacks now display up to a maximum of 6, whereas before the max
display was 4 counters.
• Added a Black 2D Unit Profiles modification
• Added a NATO Symbols sheet with Transparent Background modification
• Added Alternate 3D Base modification
• Cosmetic tweaks to several frontend displays.
• Added many more diagnostic logreturn() calls.
• Implemented a new, multi-tiered logging scheme, where the depth and verbosity of logging are
specified at the EXE command line.
• UnitViewer (F3) displays to selected unit

17.3.3 Graphics
• Revised a few 3D terrain and vegetation tiles
• Revised 2D View terrain, terrain marker and vegetation art
• Revised 2D Counter and Graphical Unit Icons art for all nations
• Revised the F2 Unit Handbook dialogs, also a new InfoBox tile
• Added new Main Menu graphics matching the CS: Middle East box Art
• Revised the Blankbox graphics matching the CS: Middle East box art
• Revised Egyptian 3D graphics
• Revised Syrian 3D graphics
• Revised Jordanian 3D graphics

17.3.4 Data
• Added post 1973 Egyptian Organizations (Company and Battalion levels) that incorporate
Western weapons that were received as part of the peace negotiations after the 1973 War.
• Added post 1982 self-propelled artillery organizations for Syria
• Revised road/off-road speed of certain Israeli tanks for consistency
• Revised fire cost for reconnaissance helicopters to 85 Action Points and added limited fire
capabilities
• Revised all combat helicopters (gunships and ATGM armed) so they now will require to rearm
after sustained combat
• Updated Weapon.pdt file, revising existing information and adding new information for new units
• Updated Unittext file, revising existing information and adding new information for new units

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17.3.5 Scenarios
• New Scenarios by Al Sandrik:
o Duel For The Golan 85-Banias
o Duel For The Golan 85-Bridges
o Duel For The Golan 85-Nafakh
o Duel For The Golan 85-Night
o Duel For The Golan 85-Rafid
o Duel For The Golan 85-Valley A
o Duel For The Golan 85-Valley B
• New Scenario by Jim Mays:
o Tourney - Set B01 - Into the Breach
• New Scenarios by Jason Petho:
o Position 181 (Batur Track 1967)
o Textbook Night Assault (Umm Katef 1967)
o Into the Camps (Rafah 1956)
o Teaching Set A01 – 1948
o Teaching Set A02 – 1956
o Teaching Set A03 – 1967
o Teaching Set A04 – 1973
o Teaching Set A05 – 1982
• Scenario Modifications to:
o Endgame at Jenin
o Into Africa!
o Into the Ring
o Hot Knife through Butter
o The Shores of Great Bitter Lake
o Battle of Abu Ageila (1956)
o Third Time's a Charm

17.4 Middle East 1.00


• Original release

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18.0 Game Glossary

18.1 Game Term Glossary

Action Points: For every action in the game, a unit will consume points up to the maximum of 100
Action Points per turn.

Artillery Dialog: The Artillery Dialog is the dialog that displays the units capable of Indirect Fire for the
turn. Artillery units that are available are black; artillery units not available are grey.

Assault: An assault is attempting to occupy a hex by force from a hex that is occupied by the enemy.

Attack: An attack is either performing Direct Fire or Indirect Fire on an opposing unit.

Column Movement: Refers to an Organizational Movement that will move all units of the same
organization towards the direction of the targeted hex.

Combat: When a unit attacks an opposing unit using direct or indirect fire or when a unit assaults an
opposing unit.

Concealment: A calculation to determine if a unit will remain hidden or be observed at the beginning of
the turn.

Damage Results: When Medium Details are chosen, the Damage Results of the current attacks are
displayed.

Defend: The art of protecting the Victory Locations to preserve Victory Conditions in your favour.

Direct Fire: Is one unit attacking an opposing unit that is within Line of Sight.

Double Time Movement: This allows infantry type units the ability to increase how far they move
during a turn. Units that use Double Time Movement will become fatigued for the remainder of the turn
and the following turn.

Echelon Movement: Refers to an Organizational Movement that will move all units of the same
organization in the same direction as the target hex.

Extreme Assault: This is an Optional Rule that removes most of the intelligence that you gather during a
turn. This includes, but not limited to; unknown enemy combat unit identification, unknown strength
identification, unknown general information about opposing force (ammo levels, air strike amounts, etc),
unknown combat results, unable to view LOS from anywhere but a friendly occupied hex.

Fatigue: A fatigued unit is one that has used the Double-Time Movement and is now suffering a penalty.
Fatigued units will Attack and Assault at half strength.

Fire Mode: Pressing the CTRL button, or pressing the Move Mode button in the bottom left corner will
change the game to Fire Mode, meaning that units will fire instead of move.

Fixed Unit: Fixed Units are units that are fixed in position. They are denoted by a red F in the Unit Info
Box and are released if they are fired upon, or released from the Release Schedule based on the scenario

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designers plan.

Flare: Flares are floating flares that illuminate a hex, and adjacent hexes, during the course of a turn.
They can be fire by most units in Middle East. Flares can be fired by holding ALT+SHIFT while right-
clicking on the target hex.

FRD: Fractions Rounded Down

FRU: Fractions Rounded Up

Hard Target: Hard Targets are armoured units, including armoured cars, armoured personnel carriers,
tanks, self-propelled artillery, etc. Hard Targets are typically differentiated by a Red Defence value in the
Unit Info Box.

Hex: More commonly known has a hexagon. It is the basic building block for the maps and they are
assumed to be 250 metres across. Four hexes is equal to 1 kilometre, six hexes is equal to 1 mile.

Indirect Fire: This refers to units that are capable of firing at opposing units that are not within their
Line of Sight; typically artillery.

Line of Sight: Units that are visible from one hex to another are considered to be in Line of Sight of each
other.

Morale: Morale is the willingness of the unit to perform the duties required of them, particularly in
combat.

Move Mode: The default mode for the start of a turn is Move Mode, meaning that units will move
instead of fire.

Opportunity Fire: Are the attacks automatically performed by friendly forces during the opponents turn.

Recon Reveal: A new feature that allows #ReconUnit flagged units the capability to perform in-turn
reconnaissance.

Smoke: Smoke is marker on the map that will block Line of Sight and have an effect on Direct Fire
Attacks.

Soft Target: Soft Targets are unarmoured units, including infantry, artillery, trucks, jeeps, helicopters,
etc.

Unit: Unit is the generalized term used throughout the manual to represent the various platoons, sections
and batteries of the Modern Wars.

Unit Concealment: Unit Concealment is the value assigned to determine the overall size of a unit within
Middle East and is used to determine if it is spotted or not during the Line of Sight Check.

Unit Info Box: When a unit is selected, it is the information box that displays about the unit. The Unit
Info Box offers a quick view of Morale, Strength, Attack and Defence values, Action Points and
capabilities of the unit.

Unit List Display: Pressing U on the keyboard will open the Unit List Display, which displays all the

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units in a hex and defines certainly elements of the hex including how much Smoke or Flares are in a
scenario and the base ammo level.

Variable Visibility: Variable Visibility is an Optional Rule that will alter the Visible Distance has a 33%
chance of increasing by one hex, a 33% chance of decreasing by one hex or 33% chance of remaining the
same Visible Distance at the beginning of Player One’s turn.

Visible Distance: This is the range in hexes that units can see each other, up to a maximum of 20 hexes.
This will vary from scenario to scenario, depending on the scenario designer’s intentions.

18.2 Middle East Glossary

French:

General:

Escadrons de Char – Tank Squadron


Batterie d’Obusiers – Howitzer Battery
Escadrons Amphibie d’Appui Groupement – Amphibious Support Squadron
Batterie de Mortiers – Mortar Battery
Compagnie de Combat – Rifle Company
Compagnie de Combat Coloniale – Rifle Company (Colonial)
Compagnie de Combat Métropolitaine – Rifle Company (Metropolitan)
Compagnie de Combat Nord-Africaine – Rifle Company (North African)
Compagnie de Supplétifs Nord-Africaine – Auxiliary Rifle Company (North
Africa)
Compagnie Étrangère de Combat – Foreign Legion Rifle Company
Compagnie de Combat Sénégalais – Rifle Company (Senegalese)
Compagnie de Milice Catholique – Rifle Company (Catholic Militia)
Compagnie de Parachutistes SAS – Parachute Company (SAS)
Compagnie de Parachutistes Coloniaux – Parachute Company (Colonial)
Compagnie Étrangère de Parachutistes – Foreign Legion Parachute Company
Compagnie de Combat Légère Loatiens – Light Rifle Company (Laotians)
Compagnie de Combat Légère Thaï – Light Rifle Company (Thai)
Compagnie de Combat Légère Cambodgien – Light Rifle Company (Cambodian)
Compagnie de Combat Indigènes – Rifle Company (Indigenous)
Compagnie d'Appui – Support Company
Compagnie d'Infanterie Blindée – Armoured Rifle Company
Compagnie de Fusiliers-Marins– Marine Company
Compagnie du Génie – Engineer Company
Compagnie du Génie des Ponts – Bridging Engineer Company
Escadrons de Reconnaissance – Reconnaissance Squadron
Escadrons de Reconnaissance d'Infanterie – Infantry Reconnaissance Squadron
Batterie Anti-Aérienne – Anti-aircraft Battery
Détachement de Transport – Transportation Detachment
Escadron Étrangère de Char – Foreign Legion Tank Squadron
Compagnie d'Anti-Char – Anti-tank Company

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Escadrille d'Helicopteres Légers – Light Helicopter Flight


Escadrille d'Helicopteres – Helicopter Flight
Escadrille Mixte d'Helicopteres – Mixed Helicopter Flight
Régiment de Dragons – Dragoon Regiment
Régiment d'Artillerie – Artillery Regiment
Régiment d'Infanterie – Infantry Regiment
Groupement de Chasseurs – Armoured Group
Régiment de Hussards – Cavalry Regiment
Régiment d'Infanterie Alpine – Mountain Infantry Regiment
Régiment Étrangere d'Infanterie – Foreign Legion Infantry Regiment
Régiment Étrangere de Parachutistes – Foreign Legion Parachute Regiment
Régiment d'Helicopteres de Manoeuvre – Transport Helicopter Regiment
Régiment d'Helicopteres d'Attaque – Attack Helicopter Regiment

Israeli:

General:

Haganah – Jewish Paramilitary Defence Force (pre-IDF)


Igrun – Zionist Paramilitary
Palmach –Strike Force of Jewish Paramilitary Defence Force
Magash – Merkevet Giborei Hayil – Chariot of War Heroes
Nahal – Militia
Nagmash – Noseh Guysot Meshoryan – Armoured Personnel Carrier
Sayeret – Commando
Achzarit – “Cruel Woman” (Heavy APC)
Tzanhanim – Parachute Infantry

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19.0 Index
A/I 210
Artificial Intelligence, 122 Fixed, 23, 34, 35, 44, 50, 57, 93, 95, 209
Action Points, 22, 32, 36, 40, 43, 44, 45, 53, 54, Flare’s, 66, 77, 210
56, 58, 60, 63, 64, 66, 67, 70, 71, 77, 81, 82, Forest, 119
91, 92, 94, 96, 97, 98, 99, 100, 101, 102, 103, Frequently Asked Questions, 12, 59, 72, 75,
104, 159, 160, 175, 209, 210 154, 172
Adaptable A/I, 18, 20 Ground, 55, 58, 175
Air Strike, 22, 78, 80 Gun Flash, 66
Air Support, 34, 78, 80, 98 Gun Flashes. See Gun Flash
Area Denial, 77 Hard
Armour Facing Effects, 17, 18, 20 Attack Values/Factor, 46
Artillery, 22, 33, 44, 62, 63, 72, 73, 75, 76, 77, Hard Target, 47, 62, 71, 210
78, 83, 103, 146, 185, 187, 189, 190, 193, 209 Headquarters, 35, 44, 73, 74, 75, 77, 83, 101,
Artillery Dialog, 22, 33, 62, 76, 103, 209 174, 185, 188, 190, 191, 192, 193, 194
Assault, 21, 31, 33, 43, 47, 63, 64, 70, 71, 72, Helicopters, 55, 56, 58, 59, 79, 172, 175, 185
92, 139, 144, 187, 189, 190, 193, 209 High Altitude, 55
Attack Strength, 43, 46, 61, 63, 67, 68, 70 IED, 32, 48, 82
Block, 81 Illuminated Hex, 66
Blocked, 50 Improved Position, 50, 81
Campaign, 2, 10, 115 Indirect Fire By The Map, 17
Class, 70, 71 Installation, 10
Close Support, 77 Interdiction, 77
Combat, 17, 58, 60, 64, 66, 67, 69, 70, 71, 72, Leader, 123
73, 74, 75, 83, 90, 95, 157, 172, 174, 209 Line of Sight, 17, 22, 23, 33, 36, 44, 45, 60, 61,
Combat Efficiency, 72, 73, 74, 75, 83 62, 66, 76, 77, 78, 83, 92, 96, 98, 99, 101,
Combat Experience, 70 102, 103, 158, 209, 210
Combat Formula, 67 Linked Campaign Games, 14, 113
Command Control, 17, 18, 20, 35, 75, 83 Low Altitude, 55
Concealment, 45, 61, 157, 158, 159, 160, 161, Low on Ammo, 50
162, 163, 164, 165, 166, 167, 168, 209, 210 Minefield, 32, 50, 82
Conserving Ammo, 73, 75, 103 Mission, 115
Construction Engineer, 81 Morale, 17, 36, 43, 45, 50, 64, 67, 69, 70, 71,
Counter Battery, 77 83, 99, 123, 128, 157, 158, 159, 160, 161,
Damage Report, 69 162, 210
Damage Results, 69, 209 Move, 21, 53, 60, 63, 64, 92, 93, 96, 97, 101,
Disrupted, 23, 35, 43, 44, 50, 58, 63, 64, 68, 70, 104, 105, 209, 210
93, 94 Movement, 13, 33, 53, 57, 58, 59, 66, 209
Disruption, 58, 67, 69, 83 Nap of the Earth, 55, 86, 97, 175
Double Time, 21, 32, 54, 58, 92, 94, 209 Night Combat, 66, 67
Elevations, 119 Optional Rule, 35, 57, 64
Engineers, 82 Organization, 122
Experience Points, 115 Organizations, 123
Extreme Assault, 17, 20, 63, 64, 70, 83 Reinforcements, 50
Extreme Fog-of-War, 17 Scenario Descriptions, 18
Fatigue, 58, 209 Smoke, 21, 33, 45, 61, 63, 66, 68, 76, 210, 211
Fill, 119 Soft Target, 46, 71, 210
Fire, 17, 18, 20, 21, 22, 23, 33, 35, 43, 47, 53, Spotted, 49
57, 60, 62, 63, 64, 65, 66, 67, 68, 70, 71, 73, Strength Point, 42, 54, 56, 58, 69, 70, 71, 75,
76, 77, 78, 83, 92, 93, 94, 100, 102, 174, 209, 78, 93, 183, 185, 191, 192

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Supply, 50 64, 67, 76, 209, 210


System Requirements, 10 Unit List, 41, 42, 44, 56, 76, 77, 103, 154, 210
Technical Support, 12, 135, 174, 177 Unit List Display, 44, 56, 210
Terrain, 43, 44, 61, 63, 67, 72, 157, 160, 162 Unit Viewer, 42, 154
Tool Bar, 119, 122, 123 Updates, 11, 197, 201, 205, 208
Unit Capabilities, 46, 54, 56, 80, 82, 90 Variable Visibility, 17, 18, 20, 84, 89, 211
Unit Concealment, 61, 210 Visible Distance, 60, 61, 84, 211
Unit Handbook, 24, 42, 46, 49, 54, 56, 80 Water, 119
Unit Info Box, 42, 43, 44, 45, 53, 55, 56, 57, 60, Wrecks, 44, 58, 61, 85

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20.0 Appendices

20.1 Appendix A – Combat Efficiency Values


Combat Efficiency Values for each country, by year.

France U.K. Generic Israel Egypt Iraq Jordan Syria Lebanon Generic Libya Algeria
ProWest ProEast
1948 80 100 30 80 50 50 90 60 40 30 40 40
1949 80 100 30 80 50 50 80 60 40 30 40 40
1950 80 100 40 80 50 50 80 60 40 40 40 40
1951 90 90 40 90 50 50 80 60 40 40 40 40
1952 90 90 40 90 50 60 80 60 40 40 40 40
1953 100 90 40 90 50 60 80 60 40 40 40 40
1954 100 90 40 90 50 60 80 60 40 40 40 40
1955 110 100 40 100 50 60 80 70 40 40 40 40
1956 110 100 50 110 50 70 90 70 40 50 40 40
1957 120 100 40 100 50 70 90 70 40 40 40 40
1958 130 100 40 100 50 60 90 60 40 40 40 40
1959 130 100 40 90 50 60 80 60 40 40 40 40
1960 120 100 40 90 50 60 70 60 40 40 40 40
1961 110 100 50 90 60 50 70 60 40 50 40 40
1962 100 90 40 90 60 50 60 60 40 40 40 40
1963 100 90 50 90 60 50 60 60 40 50 40 40
1964 90 90 40 90 60 60 70 60 40 40 40 40
1965 80 80 40 90 70 60 80 60 40 40 40 40
1966 80 80 40 100 70 60 90 60 40 40 40 40
1967 80 80 40 110 70 80 90 60 50 40 40 40
1968 90 90 40 100 60 60 90 60 40 40 40 40
1969 90 90 40 100 70 60 90 70 40 40 40 40
1970 90 90 50 90 80 50 90 60 40 50 50 50
1971 100 100 50 90 80 50 90 60 40 50 50 50
1972 100 100 50 100 80 60 90 70 50 50 50 50
1973 100 100 50 120 100 80 90 80 60 50 50 50
1974 100 100 50 110 90 60 90 70 50 50 50 50
1975 100 100 40 100 70 60 100 60 50 40 60 60
1976 100 100 40 100 70 60 100 60 50 40 60 60
1977 100 100 40 100 70 70 100 60 50 40 60 60
1978 100 100 40 100 70 70 100 60 50 40 60 60
1979 100 100 40 100 70 80 100 70 60 40 60 60
1980 100 100 40 100 80 90 100 70 70 40 70 70
1981 100 100 40 110 80 80 100 80 70 40 70 70
1982 110 110 50 120 80 80 100 80 70 50 70 70
1983 110 110 50 110 80 70 100 70 60 50 70 70
1984 120 120 40 110 80 70 100 60 50 40 70 70
1985 120 120 40 110 80 70 100 60 50 40 70 70

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20.2 Appendix B – NATO Symbol Explanation


Graphical display of all NATO Symbols

Colour Class Colour Class


Pink Armour Green Artillery (including Self-propelled and
Assault Guns)
Yellow Infantry Brown Anti-tank (including Tank Destroyers
and Anti-tank missile teams
Light Blue Miscellaneous (Supplies, Factories, etc.) Purple Reconnaissance
White On Map Aircraft Orange Engineers and Infantry Support
(including LMG, HMG, RCLR, RPG,
etc.)
Blue Anti-aircraft (including MANPAD, SAM etc.) Yellow Commander
White Transport Grey Headquarters

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Tabular reference to all NATO Symbols:

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21.0 Credits

Production
Jason Petho, Robert ‘Berto’ Osterlund, Mike Amos, Petri Nieminen

Manual
Jason Petho, Floyd ‘Jim’ Mays

Scenario Design
Jason Petho, Huib Versloot, Mike Amos, Floyd ‘Jim’ Mays, Petri Nieminen

Linked Campaign Design


Jason Petho, Huib Versloot

Guest Scenario Design


Al Sandrik (Duel for the Golan 85 scenario set), Alan R Arvold (Ode to Arab-Israeli Wars, Divided
Ground, and October War scenario sets)

Playtesters
Jason Petho, Robert ‘Berto’ Osterlund, Floyd ‘Jim’ Mays, Petri Nieminen, Mike Amos, Jack Briscoe,
Dean Swanda

Advisors
Mike Amos, Floyd ‘Jim’ Mays, Rod Coles

Tool Development
Arkady (Unit Viewer Creator), Andrew Befus (Victory Point Calculator, Infantry Weapon Calculator)

Campaign Series Legion Special Thanks


The Blitzkrieg Wargaming Club, Junior General inspired 2D graphics (juniorgeneral.org)

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