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Fate Of A Nation Book Spotlight

The 1967 Six Day War and 1973 Yom Kippur or October War were epic in scale and brutal in intensity. The stakes were high for all sides. For Israel it was a matter of survival. If the Syrians or Egyptians broke through they could be in Israeli towns in less than an hour. For the Egyptians and Syrians it was a matter of credibility. Failure could bring down either government. For Jordan, caught between pressure from Arab governments and Israel, it was a balancing act to keep the nation together.The wars featured a wide variety of forces, battles and terrain. Actions ranged from hundreds of tanks duelling on the flat Sinai desert, to Israeli paratroops storming Jerusalem’s Old City, Egyptian commandos re-crossing the Suez Canal, and Syrian and Jordanian forces trying to take or hold the steep escarpments on the Golan. The tank battles on the Sinai Peninsula and Golan Heights were the largest to occur since World War Two. In 1967 both sides were equipped with a collection of begged, borrowed and captured weapons and tanks. By 1973 rising Cold War tensions saw both sides increasingly equipped by the USA and Soviet Union with their latest aircraft, missiles and tanks.

Fate of a Nation allows you to choose your preferred nation and force, then guide your force to victory. As the Israeli commander, can you, like General Tal, carefully deploy your veteran tanks and infantry to hold off the enemy? Or as the Arab player will you, like General Shazly, form an effective battle plan to take advantage of your numbers and new weapons to force back the Israelis?

Fate of a Nation Designer’s NotesWhat You Get In The Book?
Fate of a Nation is published by Osprey Publishing, and is designed to be a complete stand-alone game, fully compatible with the companion ‘Nam book. The book includes a full set of the rules that are identical to the rules in our new ‘Nam rulebook, featuring gun teams and sustained artillery bombardments added to the core Team Yankee rules.The book has a greatly expanded range of force lists compared to the previous Fate of A Nation book for Flames of War Version 3. Players can choose between a larger force of 1967 units, or a smaller, harder hitting force with 1973 equipment. Notes in the unit descriptions indicate which weapons were available at each time, allowing players or competition organisers to build themed forces to 1967 or 1973 if they wish.  The number of force organisations has been expanded from 9 Company and Battalion sized forces to more than 30. A full range of Syrian army forces has been added, including the 1967 Golan defence force and the 1973 armour and infantry formations.

Fate of a Nation Designer’s NotesThere is a full set of combat missions included, similar in format to those in the ‘Nam book. They are based on the V4 Flames of War mission types, such as Encounter, Hasty Attack and No Retreat. Mission special rules including mines, night fighting and entrenchments. ‘Nam players could also use these missions to play a wider range of combats with ‘Nam forces. The missions are followed by illustrated painting guides for each nation. Lastly there is a catalogue of all the Battlefront miniatures that you can use to field Fate of a Nation armies.

What’s New?
The conversion of Fate of a Nation to the Team Yankee game system enables the rules to be streamlined, and tactical differences between armies brought out by differences in their command and morale ratings. This greatly reduces the large number of special rules that were a feature of the V3 edition of Fate of a Nation.  Overall the game is more streamlined and faster to play, without any reduction in the number of tactical options.

Israeli forces retain excellent Command and Morale ratings, the full range of 1967 tanks and infantry as before, plus several company options there was not space for last time. These include the Sayur (reconnaissance), Magach 6 (M60) and Tiran (captured T55) tank companies, and M113 mechanised companies. The revised point system better allows Israeli players to incorporate infantry and artillery support into their forces than before. Israeli aircraft remain as formidable as ever, in the face of more Arab anti-air threats.

Fate of a Nation Designer’s NotesThe addition of new Arab weapons and units will give their forces a boost. Egyptian players gain access to the specially trained Thunderbolt assault commando battalions that led the Suez canal crossing. Armed with new anti-tank (AT3 Sagger guided missiles) and anti-aircraft (SA7 surface to air missiles) weapons, Egyptian and Syrian infantry will now be much more capable of defending themselves against marauding Israeli tanks and aircraft. Other new state of the art Soviet equipment, including the T62, BMP1 armoured fighting vehicle, and ZSU23 “Shilka” anti-aircraft tank will give Arab player a far wider range of quality and quantity of unit choices.

Jordan played a smaller role in 1973, but gains major weapon upgrades that occurred between 1967 and 1973. For example Jordanian player’s Centurion tanks may now be upgraded to have the British L7 105mm tank gun, to fight it out on equal terms with Israeli tanks. Combined with already good infantry and transport options, the Jordanian army remains capable. Jordan has the best command ratings of any Arab force, thanks to its cadre of British trained NCOs.
Plastic Fantastic!

The range of plastic boxed sets suitable to build Fate of a Nation armies has grown again. With Team Yankee and ‘Nam released, there are already plastic kits available for vehicles like the Magach-6 (M60), M113, T-34, T-55, BTR-60, and BMP. The new plastic T-62 is also being released to for this book. This will make fielding some of the numerically large Arab force options with many tanks and AFVs much more practical for players. Packs of the unit cards for each nation will be available for separate purchase for players with existing armies, again similar to the card pack releases for ‘Nam.

FOAN, ‘Nam and Team Yankee?
Forces in ‘Nam and Fate of a Nation have been costed using the same points system. This means players could pit ‘Nam and FOAN forces against each other, giving a wide range of historical and non-historical games. Special rules needed to cover elements unique to ‘Nam, such as helicopters, wounded and medivac, and riverine fighting rules, are included in the ‘Nam mission rules.
~Scott

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Manufacturing Update

Malaysia remains in a strict nationwide lockdown in response to the COVID19 surge they’re experiencing. This includes the Battlefront factory where we make all our 15mm ranges, which has now been closed for over two months, and will remain so, until it is deemed safe to re-open by the government. We have always had a long lead time for production so our stocks on hand have been able to cope but with the length of this closure we have already started seeing the impact hitting the range on the delivery of new items and the restocks of the current range.

When we re-open, we’re going to have to prioritise the flow of product as we simply cannot make it all in one go so we will concentrate on getting our upcoming new releases finished, packed and on their way to the warehouses, stores and yourselves as the top priority. As well as the new products we will work on the core lines as our goal is to see that the entire Late-War and WWIII ranges fully stocked.

To enable us to do this, and catch back up, we’re going to TEMPORARILY suspend orders for some of our ranges so that the factory can focus their efforts as with over three thousand codes the exercise of making replacement stock for them all will take the plant some time to catch up. NAM, Great War, Arab Israeli, Early War and Mid War will be suspended in their entirety. All special / direct order codes, as these are made to order, and some of the BIAB terrain range will also be suspended.

We understand this is sad news and might disrupt some of your collecting and building plans, and we heartily apologise. Please be reassured this is temporary, and we will get those ranges back into production, as soon as we have caught up with the amended release schedule.

For more information and Q&A, Click here.

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Yom Kippur Mega-Battle

Six players gathered together for a Fate of the Nation Total War game. Four 6’X4’ tables were arranged into a single 16’X6’ table featuring major terrain features of Israel. Each player brought 65 points worth of either Israeli or one of the Arab nations, with an extra army for both sides for a total of 8 different forces. Check out how this mega battle went in the link below

Yom Kippur Mega-Battle…

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Yom Kippur Mega-Battle

By Jacob Markson

Six players gathered together for a Fate of the Nation Total War game. Four 6’X4’ tables were arranged into a single 16’X6’ table featuring major terrain features of Israel. Each player brought 65 points worth of either Israeli or one of the Arab nations, with an extra army for both sides for a total of 8 different forces. The Israeli forces consisted of three Mechanized companies and one Magach II company. The Arab forces had every nation represented with only Syria being doubled up, one Egyptian T-54 company, one Jordanian M48 company, one Syrian T-54 company, and one Syrian T-62 company. Two objectives were placed on every table (playing cards), with scores being added up at the start of every round. Arab forces started with all of their forces in various deployment zones staged roughly aligned with were they were geographically while Israeli forces had 60% starting on the board with the remaining in immediate reserves. For the sake of fun and to get everyone’s models onto the board we had each Israeli player roll for reserves each round.

Just like in history the Israeli forces managed to “win” the battle with a final score of 30 to 25 points. Arab forces managed to surround and push back the Israeli forces into a series of pockets. The Israeli forces were breaking apart piece by piece, but the rate at which Arab tanks were burning only increased as Israeli forces came from reserves. On the south flank the Egyptian T-54s hammered into the Magach IIs while being supported by the Jordanian M48s from the east. In the north, the Syrian forces were ground down slowly by infantry holding areas of rough ground.

This was a really fun game that allowed us to play with almost everything we had from tank to infantry to aircraft. We are a group of gamers that enjoy the whole line of games by Battlefront and get together almost every Friday to play casual games and practice for our area’s monthly tournaments. 

Our 16’X6’ table had several areas marked out for deployment. The Egyptian forces deployed in the south, having just secured the canal. The Jordanian forces deployed on the East currently crossing the Jordan River. Syrian forces deployed in the northeast corner with Israeli forces deploying on most of the western edge. 

Turn 1
The Israeli forces didn’t wait for the Arab nations to attack and launched a hasty preemptive strike (won first turn in a roll off). Reserves were being called up even now and it would only be a matter of time before heavy weapons and armor arrived. Air strikes and smoke barrages were called in and the Israeli infantry advanced to gain strategic footholds.

Arab forces advanced as soon as the first rounds bounced off the armor plating of the plethora of tanks. Egyptian tanks were prepared for the air strikes having lost most of their air force already; their AA machine guns almost downed a whole squadron of planes. Having dodged the enemy’s first strike they began to engage Magah II and Centurion tanks. 

Turn 2
Israeli forces began to take up defensive positions, in the north along the Golan Heights, a grove of trees overlooking a series of farm fields. To the south, the mechanized infantry secured a rocky outcrop which gives them a generous view of the flat terrain. 

In the north, Arab forces advance in what seemed like an unstoppable tide. To the south, coordinated fire from the Egyptian T-54s brings down a pair of centurions without any casualties. In the eastern part of Jerusalem, Jordanian tanks take up positions to flank the Magah IIs fighting the Egyptians and secure the holy city for themselves. 

Turn 3
Israeli air support managed to knock out a couple of tanks while reinforcements began to pour in. Enemy tanks were knocked out little by little and the infantry pockets delayed the Arab forces. Arab forces began to break the southern flank with the destruction of the Magah IIs. Jordananian M48s knocked out target after target without too much return fire. The northern flank slowed to a crawl. 

Turn 4 -7
Israeli forces slowly ground away the Arab tanks and held onto vital positions, though they began to lose ground.

Arab forces began to take important ground. Jordan held most of Jerusalem and the Syrians retook the Golan Heights barring a few pockets of resistance. The ground they won had been paid for in blood, at a cost too high for the Arab forces to capitalize on their momentum. 

Turn 8 – 10 (Final round after 6+ hours)
Israeli forces were bloody and worn down. Almost every platoon has taken serious damage and many units have begun to fall back. All of the armoured forces were knocked out and only the infantry and some support vehicles remained. Unfortunately for the Arab forces this included most of the TOW jeeps. 

Arab forces had been bled dry. Though they have taken important and vital areas it was too little, too late and for too much sacrifice. A single Egyptian tank that refused to break was last reported charging a position of TOW jeeps as his comrades were knocked out one by one.

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1973 Yom Kippur War AAR

A While back Duncan from Breakthrough Assault wrote an article about revamping his Fate Of Four Gamers army around a Thunderbolt Company formation and this article is all about testing that list in the fires of combat.

In this game he goes up against Lee and his Magach 6 Tank Company.  Check out the full article to see how it all played out and the results and his final thoughts on this idea.

Breakthrough Assault – Yom Kippur War AAR…

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Fate Of A Nation Unboxing: Jordanian Centurion Squadron

This time the Beasts Of War team is looking at the Jordanian  Centurion Squadron. The Jordanians stand as a unique force in the Fate Of A Nation Forces as an Arab Nation supplied with British equipment. Check out what you get in this army deal as well as a little bit of the history of the Centurion and the Jordanians themselves.

Fate Of A Nation Unboxing: Jordanian Centurion Squadron…

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Unboxing Fate Of A Nation Egyptian T-62 Tank Battalion

John and Gerry get to look at the T-62 Tank Battalion that Battlefront Miniatures have brought to Fate of a Nation. The T-62 was used by the Syrians and Egyptians in an effort to counter Israeli 105mm armed Centurion and Magach tanks. In this video they look at the T-62 model in detail and some of the history of this tank as well as the contents of the box. Check it out in the link below

Unboxing Fate Of A Nation Egyptian T-62 Tank Battalion…

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Beasts Of War: Fate of a Nation Unboxing: Syrian T-54 Tank Battalion

John and Jerry from Beasts Of War take a look at the Syrian T-54 Tank Battalion Boxset. They and look at not just what is in the box but also some of the background of the T-54 as one of the worlds most produced tanks as well as how to get the most out of your tanks.

Fate of a Nation Unboxing: Syrian T-54 Tank Battalion…

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Fate Of Four Gamers: Month Three, October War

The Fate Of Four Gamers continues. This week saw the beginnings of the  home stretch for painting with Lee and his 96 points of armour with Magachs, Fez will be finishing up his infantry and transports and Duncan is putting finishing touches on his T-62s. Check out the full article below for more details

A Fate Of Four Gamers: Month Three, October War…

We also have a Battle Report from the Fate Of Four Gamers with the Isreali Defense Forces going head to head with the Egyptians with 100 points worth of kit. See how it went and who triumphed in the link below.

Party Like Its 1969 – Fate Of A Nation Battle Report…