Panzer Grenadier Battles on February 23rd:
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Focus on Ras Destà
Conquest of Ethiopia #37
(Attacker) Italy vs Ethiopia (Defender)
Formations Involved

Overall balance chart for COOE037
Side 1 0
Draw 0
Side 2 0
Overall Rating, 0 votes
Scenario Rank: --- of 609
Parent Game Conquest of Ethiopia
Historicity Historical
Date 1936-10-20
Start Time 07:00
Turn Count 36
Visibility Day
Counters 127
Net Morale 0
Net Initiative 0
Maps 2: 85, 87
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 232
AAR Bounty 220
Total Plays 0
Total AARs 0
Battle Types
Rear Guard
Rural Assault
Randomly-drawn Aircraft
Terrain Mods
Scenario Requirements & Playability
Conquest of Ethiopia maps + counters

Ras Destà’s army was one of the few still active after the Negus’ escape. The force counted six thousand warriors equipped with machine guns, 20mm Oerlikon anti-aircraft guns, and Rheinmetal anti-tank guns. To counter it, Graziani formed the “special division”, largely motorized and well equipped with artillery, armored cars and light tanks. However, its commander, General Carlo Geloso, faced a tough opponent on his own turf in the Sidamu region.


Dejazmach Gabre Mariam fought bravely, manning an anti-tank gun himself for hours. However, at the end of the day the accumulated heavy losses and constant Italian pressure force him to retreat. The Italians lost the entire armored company but captured their assigned ground. Additionally, the sudden retreat of the Ethiopians allowed them to capture enough German-made anti-tank guns to establish an anti-tank battery (later used against the British in 1941).

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)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable
  • 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
Italy Order of Battle
Milizia Volontaria per la Sicurezza Nazionale
  • Foot
Regio Corpo di Truppe Coloniali
Regio Esercito
  • Foot
  • Mechanized
  • Motorized
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