Overview
Gunfight in the Valley of Tears is a tactical wargame simulating the fierce tank battle on the Golan Heights during the October 1973 Arab-Israeli War (Yom Kippur War). Often compared to the Battle of Kursk, this engagement saw Israeli forces desperately defending against a massive Syrian armored assault. The game operates at individual tank scale with 20-minute turns and 200-yard hexes, designed as a relatively simple game suitable for wargame novices.
Components
- 480 unmounted and uncut counters (Israeli and Syrian units plus informational markers)
- 1 hex map (11” x 17”, 200 yards per hex)
- Rulebook
- Player aid sheets
- Requires but does not include a ten-sided die
Setup
- Lay out the hex map representing the Valley of Tears on the Golan Heights.
- Separate Israeli and Syrian unit counters.
- Place units on the map according to the scenario setup.
- Set up informational markers for ammunition, morale, and other tracking.
- Place artillery and air support markers in their designated areas.
Turn Structure
Each 20-minute turn follows this sequence:
- Command Phase: Issue orders and determine unit actions using the command system.
- Movement Phase: Move units according to their movement allowances.
- Combat Phase: Resolve fire combat between opposing units.
- Morale/Rally Phase: Check morale and attempt to rally disrupted units.
Actions
Movement
- Units move from hex to hex, spending movement points.
- Terrain affects movement costs (open ground, hills, obstacles).
- Individual tanks are represented, so each counter is a single vehicle.
Combat
- Fire combat uses the game’s combat system with range, terrain, and ammunition modifiers.
- Sagger missiles: Anti-tank guided missiles used by Syrian forces have specific rules for targeting and resolution.
- Artillery: Off-map artillery can be called in by Forward Observers using a dedicated fire support system.
- Aircraft: Air support missions with specific rules for ground attack.
Command System
- Units require command to operate effectively.
- The command system uses extensive command rules to model the friction of battle.
- Command range and quality affect what units can do each turn.
Special Weapons
- Mines: Can be placed to restrict enemy movement.
- Bridgelayers: Engineering units that can create crossing points over obstacles.
- Forward Observers: Required to call in and direct artillery fire.
Scoring / Victory Conditions
Victory is determined by scenario-specific objectives:
- Israeli player: Hold key defensive positions, destroy Syrian armored units, prevent breakthrough.
- Syrian player: Break through Israeli defenses, capture key terrain, destroy Israeli forces.
- Point values may be assigned for destroyed units and controlled hexes.
Special Rules & Edge Cases
- Individual tank scale: Each counter represents a single tank or vehicle, providing highly detailed tactical combat.
- Ammunition limits: Units have limited ammunition, adding a resource management element.
- Novice-friendly design: Despite the tactical detail, the game is intended as a simpler product suitable for beginning wargamers.
- DTP production: Published by Perry Moore Games in 2003 as a desktop-published (DTP) game, meaning counters are unmounted and require cutting.
- Ten-sided die required: The game does not include dice; players must supply their own d10.
- Historical accuracy: The battle is modeled in detail, with accurate unit compositions for the October 9, 1973 engagement.
- Scale: 200 yards per hex, individual tanks, 20-minute turns, squads of infantry.
Player Reference
Scale: 200 yards/hex, individual tanks, 20-min turns
Sides: Israeli Defense Forces vs. Syrian Army
Key systems: Saggers, Artillery (Forward Observers), Aircraft, Ammo limits, Commands, Mines, Bridgelayers
Die required: Ten-sided (not included)
Counters: 480 total (unmounted, require cutting)