
Standard Game · Strategy
The Arab-Israeli Wars
Tactical armoured warfare in the Middle East, one company to the counter and about a quarter of a kilometre to the hex. Twelve scenarios from the 1956, 1967 and 1973 campaigns, plus two labelled hypotheticals, played on eight geomorphic board faces. Fire, then move, then answer the other side's defensive fire — and a counter that shot in its own phase cannot cover the gap when the enemy comes through it. Missile teams, bore-sighting, minefields, engineers, overruns and electronic countermeasures bring the classic hex-and-counter treatment forward to the missile age.
About this game
Tactical armoured warfare in the Middle East, one company to the counter and about a quarter of a kilometre to the hex. Twelve scenarios from the 1956, 1967 and 1973 campaigns, plus two labelled hypotheticals, played on eight geomorphic board faces. Fire, then move, then answer the other side's defensive fire — and a counter that shot in its own phase cannot cover the gap when the enemy comes through it. Missile teams, bore-sighting, minefields, engineers, overruns and electronic countermeasures bring the classic hex-and-counter treatment forward to the missile age.
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