| Warfare in the Sinai Desert with
Modern Spearhead
The following are a number of minor amendments for MSH games set in the Sinai Desert. Not all of them are my own ideas, far from it in fact. Some has been borrowed from postings from John Moher (MSH specific thoughts) and Alex Marcis via his Spearhead scenario book "Blaze Across the Sands". However, I trust my additions and alterations will be of value to some of you at least. Casualty Rates & Tactical Factors
Initially I tried to address this by using a D10. However, the D10 either increased infantry casualties (when 9-10 resulted in a kill), or prolonged the game to long (10 = kill). With a D6 base factor casualties occur on a 1 in 6 chance. With a D10 base casualties occur either as 1 in 5 or 1 in 10, a considerable shift either way. I decided to stay with a D6. My next thought was to borrrow the mechanics from World War II Spearhead. Specifically what I wanted to do was reduce the number of long range kills, something that was happening especially when Israeli tanks were engaged in fire attacks from high ground. This would, I hope, prevent entire battalions becoming first shot casualties and force both armies to close the range, to those that historically occurred. To represent the folds in the desert and the confusion of smoke and dust, without the complication of dust rules, I introduced an additional factor, that is:
This worked reasonably well, but with larger games I found it was tending to add a considerable level of complication and often was forgotten. I have now stopped using this modification. After further reading and thought I realsied my issue was basically that of time. I therefore now consider each game turn represents a time period closer to 30 minutes rather than 15 minutes. This simple change in thinking has resolved my concerns relating to casualty rates without any modification of the base rules. Table Size & Ground ScaleIn many ways desert warfare is one of manouvre. Modern weapon systems however impact somewhat on the modelling of this manouvre on the normal wargames table most wargamers have access to. After some experimentation I have found that using the alternate ground scale mentioned in the MSH my games have taken on more of a feel for combat in the Sinai. Reserves can be held back, positions can be outflanked, and time and distance becomes important. This alternate ground scale uses 1" = 125 metres rather than the more traditional 1" = 100metres. I now exclusively use the alternate ground scale for games set in the Sinai. For large games I combine a large table and the alternate ground scale. An example of such a game is the fictional battle of Havraga and Zrakor which was played on a table measuring 2.4m by 1.8m table. To this end the data cards and quick reference sheet available for download form this site are supplied in this format. MSH stand bases sizes, town sectors, smoke, artillery pre-programmed burst zones and MRL system burst zones remain unchanged. These have been defined more clearly in the official clarfications file which can be downloaded from the Modern Spearhead website. Equipment Infrared Equipment: No armoured vehicles had, or in the case of the Arab armies used, Infrared Night Fighting equipment during the 1967 War. By the 1973 Yom Kippur War however, Egyptian and Syrian armies were using this equipment operationally. Israeli vehicles did not however add IR equipment to their tanks until after the 1973 War. Visibility & Movement The following rules are based on the alternate ground scale. Mirages:
When Mirages occur needs to be set by the scenario designer. As a general rule
its about 4 hours in the middle of the day depending on the time of year. Mirages reduce
all spotting distances by half or to 4" which ever is the greater. The
exception to this is infantry in cover who stay at 2". In MSH, due to the heat mirages will render IR equipment
virtually
useless so they suffer the same spotting range reductions. Trails:
Only add 2" to tracked vehicles - wheeled vehicles gain nothing. Genuine roads
still exist and these are asphalt or the road/track that is well
metalled or hardened. In many cases trails will not avoid the effect of
surrounding terrain, such as soft sand, when passing through these areas. So
vehicles on trails may still risk bogging/damage.
Soft Sand: As Soft Ground but tracked vehicles risk bogging. Roll a D6 each turn
and the vehicle is stuck on a 1 or 2. Re roll each turn. [Return to the Modern Spearhead Page] This article is compiled by Keith McNelly. |