Bar Lev Module for the War Game ProcessorUnit Identifications: Most of the counters in Bar Lev contain a lot of information - division number, brigade number, unit size, recce, etc. Not to mention the normal combat-defense-move-range numbers. Much of this information cannot be fit clearly on the counters in the WGP software so I have included abbreviations in the unit names which designate most of the information pertaining to them, whether that information is displayed on the countersor not. *All recce units are followed by an "r". (This shows them to be irregulars AND to receive the +1 against artillery) *All other (non-recce) units which receive the +1 against Artillery for being tanks are followed by an "a" *All units which are paratroops are followed by a "p" *All units which are commandos are followed by a "c" *Mobile Air Defense units always begin with an "A" *Fixed Air Defense units are simply named (either SA6 or SA2/3) *Artillery units have either a "t" (for towed) or an "m" (for mobile or self-propelled) separating their defense and range numbers. *Iraqi units are preceded by "Ir"*Moroccan units are preceded by "Mr" *Syrian units are preceded by "S"*Egyptian units are preceded by "E" *Jordanian units are preceded by "J" *All Israeli infantry and armor units are preceded by their brigade number (for use with optional rule #30) Israeli artillery and air defense units are preceded by blank spaces as they have no brigade affiliation *Planes which are fighter/bombers are followed by "FB" *Planes which are bombers only are followed by "B" *Israeli units which go to the Syrian Front in the one front game have an "R" on the back of their counters. *Israeli units which go to the Suez Front in the one front game have a "Z" on the back of their counters. *All Israeli infantry units which are of brigade size are followed by an "x" (Israeli infantry is the only type of unit that can vary in size and so size is not designated in the descriptions of any other units. e.g. recce & garrisons are always companies, artillery units are always regiments, non-recce armor units are always battalions, & Arab infantry units are always brigades) Examples: 14 2-1-6r ........An Israeli recce company of the 14th brigade S 4-1-6t3 ........A Syrian towed artillery unit of strike factor 4, defense 1, move 6, and range 3 8-2-8m4 ........An Israeli self-propelled artillery unit of strike factor 8, defense 2, move 8, and range 4 A-1-6-2 ........An Israeli Hawk mobile air defense unit of defense factor 1, move 6, and range 2 E A-2-6-0 ........An Egyptian ZSU-23 mobile air defense unit of defense factor 2, move 6, and range 0 S 4-4-3c ........A Syrian commando (irregular) brigade 17R 3-3-8 ........An Israeli infantry battalion of the 17R brigade 21 8-9-8x ........The 21st Israeli infantry brigade. Ir 4-2-6a ........An Iraqi tank battalion The Map: On the Syrian Front map, the road running down the East coast of Lake Tiberius passes through both hex 3421 and hex 3422 on its way to the southern map edge but does NOT enter hex 3722 and so does not connect with the road exiting the map through that hex. There are three lines of meandering slope. Two in the South and one in the North. The higher side of the slope is that set of hexes in which the slope is not drawn so that, for example, hex 2918 is higher than hex 3018.Setup: In the saved setup game, units which are required to be placed in specific hexes have been place appropriately. Units which are to be placed by the players in the initial setup phase are stacked on each player's record area directly on top of the large letters designating their country's name and forces. The Israeli player has two such stacks of units for initial setup (all 0-1-4 Garrison units). The stack on the left (on the word "Israeli") goes to the Suez Front while the stack on the right (on the word "Forces") goes to the Syrian Front as per the setup requirements in the rulebook. After the Israeli garrisons have been placed, the Israeli player should take the units in the "Initial Mobil." square (top left of the Israeli record area) and assign them to the Suez and Syrian Front boxes. Keep in mind that the (non-artillery, non-air) pieces have either "Z" for Suez or "R" for Syrian on the backs of the counters. These front designations are for use only in the one front game or if players wish to assign units on an historical basis. Game Mechanics: In the saved setup game the Egyptian player has the 14 bridges allowed him. The Israeli player has been provided 5 bridge counters and has no limit on his bridge building, though he will rarely need many, if any, bridge counters at all. If players do need more bridges they will find 10 additional bridge counters in the Force Pool area marked "Extra Bridges" There are 101 blank counters in the Force Pool area marked "Un-used". These may be used for any purpose the players wish, including modifying them to add extra "what-if" units to the game by use of the WGP Editor. After all, the Russians did have troops in transit to the area until Kissinger threatened them with the U.S. Marines and the air power of the 6th Fleet.Units which are scheduled to come into play are already placed on the proper sections of the turn chart and should be released to the appropriate players as the turn marker gets to them. Players should take care to place the Soviet and U.S. Shipments onto the appropriate sections of the turn chart as those units become available from either the Units to be Refitted Box or the Units Scrapped Box. When activating the Israeli Reserve Tanks, the units in the Scrapped Units box, which are to being removed from play in exchange for the Reserve Tanks, should be taken out of the Scrapped Units box and placed aside rather than flipping them down as suggested in the rulebook since they could later on be flipped up again without realizing it by the "Flip all units face-up" command.