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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Ras Sejum's Attack: Debra Amba
Conquest of Ethiopia #10
(Defender) Italy vs Ethiopia (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for COOE010
Total
Side 1 0
Draw 4
Side 2 0
Overall Rating, 5 votes
5
4
3
2
1
3.8
Scenario Rank: 223 of 940
Parent Game Conquest of Ethiopia
Historicity Historical
Date 1935-12-18
Start Time 10:00
Turn Count 10
Visibility Day & Night
Counters 61
Net Morale 1
Net Initiative 0
Maps 2: 84, 91
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 155
AAR Bounty 171
Total Plays 4
Total AARs 1
Battle Types
Hill Control
Entrenchment Control
Conditions
Entrenchments
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Conquest of Ethiopia Base Game
Introduction

Although effective against fixed positions, the Italian air campaign proved unable to inhibit Ethiopian infiltration tactics, leading to sizable Ethiopian forces maneuvering against Italian positions. However, the Regia Aeronautica excelled at reconnaissance, alerting the Italian High Command so they could quickly dispatch strong reinforcements where needed. East of Ras Immirù’s forces, Ras Sejum began a series of violent attacks against a Blackshirt Group led by Console Generale Filippo Diamanti. The most important actions by Ras Sejum took place in the Abbi Addi area, with the first big attack carried out at Debra Ambà. Thanks to those eyes in the sky, Diamanti and his men were already in place.

Conclusion

The day before the battle, the Ethiopians in the fort had sporadically harassed the Italians deployed on the Ambà with intense rifle fire. Feeling vulnerable, the Italians planned an attack to dislodge the Ethiopians and secure the area. A large detachment of Ethiopians intercepted the Italians as they approached Sicomoro Fort leading to a drawn-out ten-hour battle. The Ethiopians eventually retreated with heavy losses while inflicting only light casualties on the Italians thanks to weak firepower and a lack of many machine guns. Nevertheless, the action worried the Italian High Command who sent heavy reinforcements to the Abbi Addi area during the night and over the following days.

Additional Notes

Blackshirt leaders can command Colonial units.


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
Imperial Irregulars
Sefari
  • Foot
Italy Order of Battle
Milizia Volontaria per la Sicurezza Nazionale
  • Towed
Regio Corpo di Truppe Coloniali
Regio Esercito
  • Mechanized

Display Errata (1)

1 Errata Item
Overall balance chart for 1465

The leadership rating on the back of the Console Gen. in Conquest of Ethiopia is misprinted 7-0-7. It should be 7-0-0.

(rerathbun on 2015 Jul 19)

Display AARs (1)

Balanced and Fun to Play
Author treadasaurusrex (Italy)
Method VASSAL
Victor Draw
Participants ACav
Play Date 2023-02-19
Language English
Scenario COOE010

This was a fast-paced and fun, 2-session play-through with the bold and decisive ACav leading the Ethiopians force, and with me playing the advancing Italians. We used the excess initiative, consolidation and smoke/illum optional rules in this one. Both sides drew miserable leaders and suffered from many morale failures in this seesaw battle. Together we threw 12 combat 7-die rolls, and both sides had challenges in sequencing attacks and reinforcing close assaults.

The brave, but under-equipped, Ethiopian side slowly wore down in the fierce fighting and multiple leader losses caused them to have considerable problems recovering unit morale as the game went on. The Italians inflicted more casualties on the Ethiopians but lost 4 leaders in the process. I give this one a 3 and recommend it for shared play, as we settled for a costly draw after both sides lost an incredible number of steps, mostly in close assaults and adjacent-hex fire fights.

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