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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Unfinished Symphony
Conquest of Ethiopia #9
(Defender) Italy vs Ethiopia (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for COOE009
Total
Side 1 3
Draw 0
Side 2 0
Overall Rating, 4 votes
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Conquest of Ethiopia
Historicity Historical
Date 1935-12-15
Start Time 10:00
Turn Count 28
Visibility Day
Counters 95
Net Morale 1
Net Initiative 0
Maps 2: 84, 85
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 170
AAR Bounty 171
Total Plays 3
Total AARs 1
Battle Types
Exit the Battle Area
Inflict Enemy Casualties
Conditions
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Conquest of Ethiopia Base Game
Introduction

In contrast with the Marshal Badoglio’s anticipation of enemy actions pivoting on Macallè, the Ethiopian counterattack began with broad infiltrations across a wide area covering the Tembien and Scirè regions. Ras Immirù possessed a well-equipped and well-led force on the left wing, and his superb campaign would prove to be one of the best moments for the Ethiopian leaders. His infiltrations and consequent series of small successful engagements worried the strong Italian advanced detachment deployed on Tacazzè River. The commander decided it was prudent to retreat, but found the only available route blocked by the Ethiopians.

Conclusion

Major Luigi Criniti, commander of the Bande dell’Altopiano Group, launched his small fleet of L3/35 tanks in an attack without infantry support: a hopeless endeavor. The Ethiopians disabled all of them in brave close combat (placing big stones in the tracks, shooting throughout the sighting ports, setting fires on the engine gratings and so on). They also captured two tank crew prisoners who were treated well and survived the war. In return, Fitawrari Sciferra’s force suffered heavy losses, included the Sciferra himself. The Bande showed exceptional morale, probably sparked by knowledge that the Ethiopians would slaughter any who surrendered, and moved forward to support the disabled tanks. They found themselves encircled by pursuing Ethiopian units that had forced their retreat the previous day and chased them across the Mai Timchet ford. Realizing their encirclement, some of the Bande began to surrender, but were horrified when they realized that the Ethiopians did not understand or honor their hands-up gesture and began killing them. Criniti began to play his gramophone (Schubert’s Unfinished Symphony) and headed a bayonet assault to break the encirclement. Although injured twice, the Major and his men broke out and retreated rapidly toward Enda Salassiè, having lost over half their numbers.

Additional Notes

Special Rules for roadblocks


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

Display Order of Battle

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

Display AARs (1)

Almost a Draw in the Rugged Ethiopian Hills!
Author treadasaurusrex (Italy)
Method VASSAL
Victor Italy
Participants Miguelibal
Play Date 2024-09-11
Language English
Scenario COOE009

This was a 7-session, longish & very bloody, fight to exit units and temporarily hold key terrain against a resolute & highly aggressive, online opponent leading the diverse Ethiopian force. This 28-game turn monster nearly resulted in a draw! The scenario instructions need a rewrite. The hard-pressed Italians managed a win on the very last game turn, in spite of some miserable die rolling in the last 6 or so game turns. The leader sets were middling for both sides, with the Ethiopian leadership being slightly better. Unexpectedly, 100% of the Ethiopian leaders were killed or captured, along with 3 Italian leaders. Both sides suffered senior leader decapitations, the Ethiopians early in the 6th game turn, and the Italians in the 21st. There were 16 FOW-shortened game turns in the 28 we played, which hurt the Ethiopian attackers substantially more than the Italian invaders.

This was a fiddly & gamey battle as the Italians held back their tankettes until the infantry caught up with them on games turns 8-9. Using combined arms tactics, and dodging a variety of aggressive Ethiopian advances made the difference in this play-through for Il Duce's legions. They barely were able to exit the required 16 steps & 1 tankette unit of Italians off the battle map. Bad morale recovery efforts ;plagues the Ethiopians throughout our encounter.

We give this gamey, nonplaytested scenario, a solid 3, in shared play, but it is probably better-suited for solitaire play.

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