Panzer Grenadier Battles on November 21st:
Desert Rats #16 - The Panzers Pull Back Desert Rats #19 - The Panzers Return
Desert Rats #17 - The Tomb Of Sidi Rezegh Jungle Fighting #7 - Line Of Departure
Desert Rats #18 - A Pibroch's Skirl South Africa's War #5 - Irish Eyes
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Graziani's War: A Sorrowful Victory
Conquest of Ethiopia #8
(Attacker) Italy vs Ethiopia (Defender)
Formations Involved
Display
Balance:



Overall balance chart for COOE008
Total
Side 1 3
Draw 1
Side 2 1
Overall Rating, 6 votes
5
4
3
2
1
3.33
Scenario Rank: 548 of 940
Parent Game Conquest of Ethiopia
Historicity Historical
Date 1935-11-10
Start Time 06:30
Turn Count 28
Visibility Day
Counters 67
Net Morale 0
Net Initiative 2
Maps 2: 85, 87
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 161
AAR Bounty 165
Total Plays 5
Total AARs 2
Battle Types
Inflict Enemy Casualties
River Crossing
Conditions
Hidden Units
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Conquest of Ethiopia Base Game
Introduction

Heavy aerial attacks forced the unanticipated surrender of the Gorrahei Fort without any fighting against the Italian ground troops. The Maletti Column en route to take the fort found itself “unemployed,” and headquarters changed their mission to a reconnaissance in force. After a few successful minor engagements, Col. Pietro Maletti's men met a strong, well-equipped detachment of enemy forces. The Ethiopians deployed a few of their 20 handcrafted armored cars (partially manned by foreign military advisors) in the ensuing battle.

Conclusion

The Italian armored force managed to disrupt their Ethiopian counterparts. Then, with the Dubats’ help, they smashed the enemy defensive points. The Ethiopian main force retreated to the eastern hill south of the wadi, leaving a handful of machine guns to provide covering fire. Then the tide of fortune turned. One L3/35 tank bogged down in a mud pond just in front of a Hotchkiss machine gun reputedly manned by Guangual Kolasè in person. All the efforts to recover the crew were fruitless, and the other two tanks broke down under fire trying to tow out the first tank. The Dubats tried several times to put the enemy machine gun out of action and save the isolated and wounded tank crews, but enemy snipers and machine gun fire killed or wounded enough men to drive them off. After several hours, a prisoner warned Maletti of the imminent arrival of massive Ethiopian reinforcements (a fabrication). Maletti believed the lie, or perhaps he just wanted an excuse to retreat his exhausted and wounded Dubat who had suffered 60 percent casualties.

Maletti intended to come back during the night or the following day and rescue the isolated crews. However, as soon as the column left those unfortunate soldiers were captured by the Ethiopians and tortured. When Emperor Hailè Salassiè arrived in the area three days later for an inspection of the local commanders, he refused to spare the prisoners’ lives (as requested by some foreign advisors attached to his court). The condemned men spent several weeks in miserable conditions before finally being executed. Colonel Maletti survived this battle but would later die at the beginning of the 1940 British offensive in North Africa.


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
  • Motorized
Italy Order of Battle
Regio Corpo di Truppe Coloniali
  • Foot
Regio Esercito
  • Foot
  • Mechanized
  • Motorized
  • Towed

Display AARs (2)

Conquest of Ethiopia, Scenario Eight: Graziani’s War: A Sorrowful Victory
Author JayTownsend
Method Solo
Victor Ethiopia
Play Date 2021-01-18
Language English
Scenario COOE008

Conquest of Ethiopia, Scenario Eight: Graziani’s War: A Sorrowful Victory

An interesting scenario and a unique game. I wasn’t sure I played it correctly, as I played it that the Mechanized and Motorized units could only cross the Wadi at the two fords while the infantry could cross anywhere paying the terrain costs. So if that wasn’t correct, take my results for what they are. The Italians first group enters the north edge of the map on turn one followed by the second group which rolled to enter on turn 2. Once the Ethiopian blunted most of the Italian Dubats Infantry, the Italian armor assault across the Wadi but paid a price and the only Italian armored car unit to escape had to be hunted down over a number of turns. Once those colonial Italian troops demoralize with a 7/5 morale, they rarely come back, especially the half step units. The Ethiopians eliminated 14 steps including some armor and a leader but gained a Major Victory by not allowing any Italian armor to stay on the south side of the Wadi. I kept my Ethiopian Armor Cars out of harms way, only the Italian Fiat 611 can harm it or an assault. But avoid that Fiat 611 or you will give the Italian as easy victory.

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A Sorrowful Draw
Author treadasaurusrex (Italy)
Method VASSAL
Victor Draw
Participants Tambu
Play Date 2022-11-10
Language English
Scenario COOE008

This was an extended 3-session play-through with the relentless and hard fighting Tambu leading the Ethiopian side. I led the Dubats and tankettes for the Italians. As others have reported, we played it with the mechanized & motorized units crossing the the Wadi at the two ford locations, and the infantry units crossing wherever they choose to. We played using the FOW, excess initiative and smoke optional rules. All the Italian troops were on the northern section of the battle map by the end of game turn 3, and their infantry started demoralizing almost as soon as the Ethiopians opened fire.

Both sides had poor leader draws, but it proved especially hard for the Italians to recover morale as this overlong scenario progressed. Once into and slightly across the wadi, close range DF and assault combats became lengthy die rolling contests. Step losses mounted continually for both sides, and multiple leaders were eliminated. By turn 20, it was apparent that this would be a draw given the big casualties sustained and the fact that the Fiat 611 armored car platoon had survived to savage the "do-it-yourself" Ethiopian armored cars. Unfortunately, there were insufficient Italian colonial infantry to support the efforts of this is rampaging armored car unit by the end of turn 22. There were 6 FOW-shortened turns in this play-through. I give this frustrating scenario a generous 3, due mostly to how much fun it was to play with a resolute opponent.

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