Panzer Grenadier Battles on February 21st:
An Army at Dawn #34 - Kasserine Pass: Duel at Dawn Nihon Silk #3 - Koepang, Day Two
An Army at Dawn #35 - Kasserine Pass: The Reports Were Wrong South Africa's War #3 - Battle on the Equator
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Ras Destà Strikes Again
Conquest of Ethiopia #30
(Defender) Italy vs Ethiopia (Attacker)
Formations Involved

Overall balance chart for COOE030
Side 1 0
Draw 0
Side 2 1
Overall Rating, 2 votes
Scenario Rank: --- of 607
Parent Game Conquest of Ethiopia
Historicity Historical
Date 1936-05-19
Start Time 00:00
Turn Count 18
Visibility Day
Counters 71
Net Morale 1
Net Initiative 0
Maps 3: 85, 89, 91
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 170
AAR Bounty 163
Total Plays 1
Total AARs 1
Battle Types
Kill Them All
Randomly-drawn Aircraft
Terrain Mods
Scenario Requirements & Playability
Conquest of Ethiopia maps + counters

Soon after the ceasefire, Marshal Badoglio turned over control of Ethiopia to General Graziani, the new Viceroy. Graziani’s first task was to pacify the newly-declared Italo-Ethiopian Empire that still simmered with discontent. Two small but well-armed armies, each counting 15,000 men, still held out in the hinterlands. To make matters worse, perhaps as many 20-30,000 soldiers from the Negus' defeated armies had returned to their native regions and formed bandit gangs. The regions of Galla, Borana and Bale were particularly turbulent. In those areas, Italian forces engaged in several minor but costly clashes before a major incident occurred. A large group of Ethiopians closed in on the town of Neghelli, where Graziani claimed his new heraldic title (Marquis of Neghelli). The Regia Aeronautica bombed the rebels for two days using large amounts of mustard and phosgene bombs in addition to conventional explosives. At that point the impetuous General Annibale Bergonzoli felt confident enough to attack the enemy.


The Italian force, composed of two battalions, advanced into a wooded area. The leading battalion was ambushed and suffered heavy losses. The other battalion could not provide help as it was blocked by Ethiopians as well. The first battalion fought hard to disentangle itself and eventually rejoined the second battalion. For the first time the Italians faced Ethiopia’s most successful guerrilla chief, Dejazmach Gabre Mariam, and Ras Destà had entrusted him with the command of the most disciplined troops available. Snatching up a rifle, Bergonzoli fought in the front rank and was seriously injured when an Ethiopian bullet struck his weapon’s breech. “You’ve destroyed the best rifle I ever had in my life!” the bleeding Bergonzoli shouted at the Ethiopians, but he confirmed his foes’ bravery in his memoirs. Evacuated over his strenuous objections, Bergonzoli would grow his famous “Electric Whiskers” while recovering from his wounds.

Display Relevant AFV Rules

AFV Rules Pertaining to this Scenario's Order of Battle
  • Vulnerable to results on the Assault Combat Chart (7.25, 7.63, ACC), and may be attacked by Anti-Tank fire (11.2, DFT). Anti-Tank fire only affects the individual unit fired upon (7.62, 11.0).
  • AFV's are activated by tank leaders (3.2, 3.3, 5.42, 6.8). They may also be activated as part of an initial activating stack, but if activated in this way would need a tank leader in order to carry out combat movement.
  • AFV's do not block Direct Fire (10.1).
  • Full-strength AFV's with "armor efficiency" may make two anti-tank (AT) fire attacks per turn (either in their action segment or during opportunity fire) if they have AT fire values of 0 or more (11.2).
  • Each unit with an AT fire value of 2 or more may fire at targets at a distance of between 100% and 150% of its printed AT range. It does so at half its AT fire value. (11.3)
  • Efficient and non-efficient AFV's may conduct two opportunity fires per turn if using direct fire (7.44, 7.64). Units with both Direct and AT Fire values may use either type of fire in the same turn as their opportunity fire, but not both (7.22, 13.0). Units which can take opportunity fire twice per turn do not have to target the same unit both times (13.0).
  • Demoralized AFV's are not required to flee from units that do not have AT fire values (14.3).
  • Place a Wreck marker when an AFV is eliminated in a bridge or town hex (16.3).
  • AFV's do not benefit from Entrenchments (16.42).
  • AFV's may Dig In (16.2).
  • Closed-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables. Do not take step losses from Direct or Bombardment Fire. If X or #X result on Fire Table, make M morale check instead (7.25, 7.41, 7.61, BT, DFT).
  • Closed-top AFV's: Provide the +1 modifier on the Assault Table when combined with infantry. (Modifier only applies to Germans in all scenarios; Soviet Guards in scenarios taking place after 1942; Polish, US and Commonwealth in scenarios taking place after 1943.) (ACC)
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.

Display Order of Battle

Ethiopia Order of Battle
Ethiopian Imperial Army
  • Foot
  • Leader
Imperial Irregulars
  • Foot
Italy Order of Battle
Regio Corpo di Truppe Coloniali
Regio Esercito
  • Motorized

Display AARs (1)

Italian disaster
Author waynebaumber (21)
Method Dual Table Setup + Voice Chat
Victor Ethiopia
Participants Hugmenot
Play Date 2015-12-29
Language English
Scenario COOE030

Played in about 5 hours against young Daniel (Hugmenot) this scenario has a small Italian force trying to battle across 2 boards while surrounded by Ethiopian INF. The Italians can expect to get reinforcements at some stage these may include armoured cars and one aircraft bombing run, the Italians have slightly better morale and have MG. The set up is interesting as the Ethiopian player can set up adjacent and has automatic initiative in the first turn. As the Italian player I massed my MG at the front of my column hoping that I would shrug off the initial attacks by the Ethiopians and then use firepower to disrupt and demoralize the native troops and just push through them and then use fire and movement to get on tot he VC board without losing to many casualties. Well I was wrong on every count. Far from shrugging off those first attack my units Disrupted and Demoralized themselves, Daniel then surrounded my force using the terrain and his limited leaders well. He then proceeded to wipe out the entire Italian starting force with the exception of one LT who ran to the rear. My reinforcements arrived far too late to influence the battle and the Ethiopians moved off into the Hills and Woods to celebrate a famous victory. So want went wrong, well almost everything, the Italians starting forces do not have the strength to push through the Ethiopians and therefore should try to out flank them if possible. In fact in our post game chat both Daniel and I agreed that winning the game of the Italians looks pretty tough and perhaps it would be more prudent to play for a draw by retreating the Italians and forcing the Ethiopians to advance to attack them. **To sum up this scenario is an interesting puzzle for both side but looks to favour the Ethiopians far too much, however Daniel played well using his native troops to pour fire into the Italians and only assaulting once the enemy were disrupted or demoralized. Well done to him as for me back to the drawing board.*

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