Orders
The Corps Headquarters Battalion must begin under Defend Orders in Mazrat Al-Jami. You must assign an Order to each of your remaining 3 Fighting Battalions. The available Orders are Attack, Flank March, Timed, and Reserve. Flank March Orders are identical to Attack Orders except that your unit may enter along the south-western edge of the board (see the map). Due to command and control inflexibility, there is a small chance that a Battalion will arrive late. Only 1 of your Battalions may Flank March. Reserve Orders means that the Battalion is uncommitted. Do not draw an Arrow for a Reserve Battalion, but do indicate its location along the eastern table edge; this is where the order will be drawn from when you commit the Reserve. Only 1 Battalion may be in your Reserve.
Order of Battle: 202nd (Mechanized) Parachute Brigade
Quality: NATO 1
Morale: 1st Battalion Veteran; Remainder Regular
Brigade Headquarters
1-Headquarters Company: 1-HQ Zelda APC
1st Parachute Battalion
1-Headquarters Company: 1-HQ Zelda APC
1-Mortar Battery: 1-M125 Self-Propelled 120mm Mortar
1-Antitank Battery: 1-RAM V1 ATGW
3-Parachute Companies, each: 2-Zelda Combat Teams
1-Armored Company: 2-Merkava II Main Battle Tanks
2nd Parachute Battalion
1-Headquarters Company: 1-HQ Zelda APC
1-Mortar Battery: 1-M125 Self-Propelled 120mm Mortar
1-Antitank Battery: 1-RAM V1 ATGW
3-Parachute Companies, each: 2-Zelda Combat Teams
1-Armored Company: 2-Merkava II Main Battle Tanks
3rd Parachute Battalion
1-Headquarters Company: 1-HQ Zelda APC
1-Mortar Battery: 1-M125 Self-Propelled 120mm Mortar
1-Antitank Battery: 1-RAM V1 ATGW
3-Parachute Companies, each: 2-Zelda Combat Teams
1-Armored Company: 2-Merkava II Main Battle Tanks
4th Parachute Artillery Battalion (off-table)
3-Artillery Batteries, each: 1-L33 Soltam 155mm Self-Propelled Howitzer, 1-Forward Observer
1st Attack Helicopter Battalion
2-Attack Helicopter Squadrons, each: 3-AH1W Supercobra Gunships
Close Air Support
1-Air Ground Controller Section: 1-AGC Stand
1-Close Air Support Squadron: 3-F4E Phantom Fighter-Bombers
Corps Headquarters – Headquarters Battalion
1-Headquarters Company: 1-HQ Stand in Jeep
1-Military Police Company: 3-Rifle Stands in Trucks (AI:4, no ATGW)
1-Supply Company: 3-Trucks
Syrian Briefing
SYRIAN HIGH COMMAND COMMUNIQUE: FOR YOUR EYES ONLY
To: Brigadier Jordan Al’snger, Commander “Assault Group Assad”
At: 1215 Hours 10 October 1998
Situation: On 0645 hours, Strategic Rocket Command completed launching of a salvo of SCUD-C short-range ballistic missiles equipped with non-persistent nerve agents on Golan Heights positions occupied by the Zionist’s 7th Armored Brigade. In the wake of the chemical bombardment, a breakthrough attack by our 3rd Infantry Division succeeded in creating a 6-km gap in the Zionist defensive line.
Mission: Assault Group Assad has been released to exploit 3rd Infantry’s breakthrough. Your objective is to capture the town of Mazrat Al-Jami, thereby preventing the southern battalions of 7th Armored Brigade from using that key road juncture. After capturing Mazrat Al-Jami, you are to advance westward with at least 2 Battalions in the direction of the Zionist occupied territory. Speed is of the essence; our strategic objective is to re-capture the Golan before the Zionists can initiate nuclear hostilities.
Threat: There are unconfirmed reports that upper-level Zionist headquarters were operating in the vicinity of Mazrat Al-Jami. Aerial reconnaissance indicates that the Zionists are attempting to bring up reserves from the west and south.
Game Notes
Victory Conditions
Game length will be 18 turns. To win, you must have hold all 4 sectors of Mazrat Al-Jami and have exited at least 2 Battalions off the Western table edge.
Command Structure
You are commanding a Brigade. You have 1 Brigade HQ, 2 Brigade Engineer Companies, 5 Fighting Battalions (3 Tank and 2 Motor Rifle) and 1 Supporting Artillery Regiment.
Attaching Out
You must Attach Out (permanently assign) your Brigade HQ to 1 of your 5 Fighting Battalions. You must Attach Out your 2 Engineer Companies to your Fighting Battalions, either 1 to each of 2 Fighting Battalions, or both to 1 Battalion. Note that the Engineers are essentially Infantry that can clear mines and fight better in towns.