From Moves#60 Expanding "Across Suez" Across Suez is SPI's simple, fast-moving game which simulates the first part of the battle of the Chinese Farm during the Arab-Israeli War of 1973. The game covers the first part of the battle up to the Israeli crossing of the Suez Canal. Across, Suez contains 46 printed counters out of a sheet which would permit 100 counters to be printed. The 44 unprinted counters on the countersheet offer opportunities to expand the game by making extra units to simulate the presence of smaller units that took part in the action and provide an increase in detail. These extra units also allow for a couple of variants to be made depicting actions or maneuvers which did not take place in the historical action. Additional units may be made for the Israelis using the tan counters and for the Egyptians using the brown counters. New units may include: ISRAELI: Israeli Parachute Units 35th Parachute Brigade: Only one battalion of the 35th Parachute Brigade participated in the action depicted in Across Suez. This unit appears during turn 4 in hex 1609. 23rd Parachute Brigade Task Force: This unit represents a battalion of the Israeli 23rd Parachute Brigade which was attached to the Reshev force; it enters play together with the rest of the units of the Reshev force. EGYPTIAN: Egyptian Parachute Units The Egyptian Army had some limited ability to conduct an airborne operation and these units are used in the variant which allows the players to conduct airmobile operations: the 6th Kuwaiti Battalion, Palestinian "Ain Jalloud" Brigade, and Egyptian and Israeli antitank units. All of these units function as normal infantry units. The anti-tank units represent infantry armed with anti-tank weapons and some vehicles. One anti-tank unit is made for each side. The Israeli anti-tank unit enters play on turn three and the Egyptian unit enters play on turn five on hex 0921. Both the Kuwaiti and Palestinian infantry units enter play on turn five in hex 0921. Egyptian 130th Marine Brigade: Historically, one battalion of the 130th Marine Brigade was attached to the Egyptian 25/4 unit. The three units of the 130th Marine Brigade are used when the variant allowing amphibious landings is used. Otherwise, only one of the Marine units is used in the historical scenario and enters play on turn 5 in hex 0921. Israeli and Egyptian Commandos: Two commando units may be used by the Israelis; they represent company-size units of the Ha Sinai recon unit of the Israeli southern command, which were elite commando and recon units. Both units enter play with the Israeli Reshev units. The Egyptians may receive one commando unit which enters play on turn three in hex 0921. Israeli and Egyptian Artillery: One artillery unit is made for the Israeli player (Editor's Note: The Israeli "artillery" capability is erroneous. The game gives the Israelis an airstrike. The reason the Israeli "artillery" capability increases as the Israelis cross the Canal is because as the Egyptian SAM sites were destroyed there were more Israeli airstrikes, not more artillery penetration. - Mark Herman) and two artillery units for the Egyptian player. The artillery rules remain the same except that to use artillery support or make bombardments the defending unit must be l.) adjacent to an attacking unit and 2) within four hexes of the artillery unit. Each artillery unit may make one attack per turn. The Israeli artillery unit enters on turn 1 on hex 1708. (Editor's Note: The Israeli player may wish to use the Airstrike marker instead, ignoring this section.) Both Egyptian artillery units enter on turn 1, in hex 0401 and one in 1301. Airborne Landing Variant Both sides had the capability to make airborne landings during the Battle of the Chinese Farm, and this variant assumes that either one or both sides conducted airborne operations. This variant may be used in conjunction with the regular scenario. Both sides may make airborne landings as soon as they have airborne units available to them. Airborne landings are made only by airborne units and are conducted simply by picking up the airborne unit and placing it on the map in any hex not occupied by an opposing unit or in an opposing unit's zone of control. Airborne units may conduct an airborne landing only once per game. Upon landing, the airborne unit functions like an infantry unit in all respects. Victory conditions are the same as in the regular scenario. Amphibious Landing Variant This variant posits that the entire Egyptian 130th Marine Brigade crosses the Suez Canal and is committed to the battle as an independent reinforcement rather than in piecemeal fashion earlier in the battle. All three units of the 130th Marine Brigade enter play on turn five on any coastal/canal hex north of Matzmed or south of Lakehan. Victory conditions are the same as in the regular game. In all cases, regardless of the variant currently being played or the numbers of extra units being used in the regular scenario, the victory conditions in all cases are the same. In addition, commando units have their combat strengths doubled during night turns and may also ignore an opposing unit's zone of control at night. Players may make photocopies of the counters below and paste them to the extra counters in the game or make the counters by hand. James Meldrum
NB submitted by John Kula ([email protected]) on behalf of the Strategy Gaming Society (http://www.boardgamegeek.com/~sgs), originally collected by Andrew Webber ([email protected])