Hethwill, 19 October 2025
Israel 1948 is a wargame, classic hex’n’counter, designed by Dave Kershaw and published through White Dog Games. It focuses on the armed conflict in the region right after the establishment of the State of Israel, and sees the nascent State against the Arab League.
Turn 2 – State of Israel
The flood gates have opened. Egypt is the most serious threat and how to retake Jerusalem while the necessity to defend Tel Aviv becomes vital.
This is the latest episode in a running playthrough of Israel 1948 from White Dog Games; you can find the links to all published episodes at the end of article, with new installments on Sunday
This is not to say the objective changed but the priorities shift – Tel Aviv is priority, Jerusalem becomes critical. Both must be controlled by the State of Israel to claim a victory.
Supply lines are also broken as the mechanized brigades of the Egyptian army bypass the kibbutz and cut the routes to the Jerusalem sector.
So the plan is simple. Keep the northern line secured, with no infiltrations, and more importantly, eliminate all the arab militias in a southern push while all the South sector engages the Egypt army.
most images can click to enlarge
Arab League Air Power was finally put to use as the Egyptian Air Force supported all battles that saw their own brigades involved. Before we take it too far and pop the champagne bottles, it proved underwhelming at best.
More reinforcements arrive in the area. Sudan contingent under the Egyptian command and additional Iraqi forces, while the Israelis deploy a second armoured brigade.
Turn 3 – Arab League
Holding Jerusalem is the main focus but, as different Arab nations aim to carve the “soon to be destroyed” State of Israel between them, a northern offensive is also underway in tandem with the Egyptians keeping the pressure on Jaffa.
In the battles that follow the nascent IAF is finally seen in support of the forces holding out in the north and surprisingly with good effect. The international volunteers, many of them WW2 aces, surely bring their expertise albeit the obsolete amount of airframes used.
(note: made a small mistake with stacking Syria and Iraq units together, but given the result was a shambolic display of dice rolling we will assume both commanders proved the disunity as is established in the rules.)
Turn 3 – State of Israel
Decisions are simple and the clock is ticking. Hold the established lines, North and South, eliminate the last Arab militias strongholds, and push for Jerusalem.
All brigades are ordered to ignore initial losses and push hard – combat rule of defender rolling enough to stop one unit, or more, from continuing the attack can be ignored if the attacker assumes the casualties and flips.
The battles rage all across the border, the Arab Liberation Army near Haifa holds fast and the Jordanians in Jerusalem hold fast and beat off all attacks.
By the end of the turn the scenario ends as after just under a month of fighting, a cease fire is agreed upon on the 11th June 1948.
End of game
The Arab League celebrates a Major Victory at this point (maybe too early for that) given they control one of any of the three Major cities: Jerusalem.
Israel 1948 AAR – Israel 1948, Onslaught
PART 1 ~ PART 2
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Ooohh, another “After Action” report.
Not just a session report from playing a GAME, but an “After Action” report. There wasn’t just any old game being played, there was action of the military kind! Get serious now!
(Cringe #17 when thinking about this so-called “hobby”.)
it’s almost like a site that covers military-focused games and that also overlaps coverage with things of interest to the actual military would be crazy for using the language that the military uses to report on the action, after it happened.
C–R–A–Z–Y TALK!
I think I’ll “write” a Flying Colors AAR with just pictures of the signal flags and have readers figure out what happened.
Thank you to Rob for the tangent inspiration.