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: Raid at Areri
Conquest of Ethiopia #14
(Attacker) Italy vs Ethiopia (Defender)
Formations Involved
Display
Balance:



Overall balance chart for COOE014
Total
Side 1 0
Draw 0
Side 2 2
Overall Rating, 3 votes
5
4
3
2
1
3.33
Scenario Rank: --- of 940
Parent Game Conquest of Ethiopia
Historicity Historical
Date 1936-01-02
Start Time 11:00
Turn Count 30
Visibility Day & Night
Counters 66
Net Morale 1
Net Initiative 1
Maps 2: 88, 91
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 163
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Hidden Units
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Conquest of Ethiopia Base Game
Introduction

Throughout November and December Ras Destà moved his well-equipped army in a slow advance toward the Somali border. Italian aerial reconnaissance noticed this mass and hammered it during their whole advance. This aeronautical grind disrupted and demoralized Ras Destà’s army by the first days of the new year despite the high morale shown at the beginning of the campaign. To support his imminent offensive, Graziani ordered another reconnaissance in force against areas under Destà’s control. This time the probe focused on the Areri region between Lake Huioi and the Ganale Doria Canal, 60 kilometers north of Dolo (Graziani’s main operating base). The Ethiopian garrison deployed there had not suffered as much as the rest of Ras Destà’s army, and repelled the first Dubat assault. The Dubats tried again the following day.

Conclusion

Initially the Ethiopian troops defended their position staunchly, even launching daring attacks on both flanks of the approaching enemy force. The Lancia armored car unit become separated from the Dubats and suffered some mechanical failures. However, their brave crews always managed to repel the Ethiopians who tried to capture the stalled vehicles. Ethiopian casualties inexorably mounted, and when the freshly-arrived VII Arabo-Somali Battalion applied their pressure the Ethiopian’s morale broke. Their retreat left approximately 150 casualties on the field.

Additional Notes

Rotten terrain for the Italian armored car calls for special rules.


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

Display AARs (1)

A one sided tussle
Author waynebaumber (Ethiopia)
Method Dual Table Setup + Voice Chat
Victor Ethiopia
Participants Hugmenot
Play Date 2016-01-31
Language English
Scenario COOE014

Played in a six hour single session against Daniel (Hugmenot) this scenario has Italian colonial troops trying to wrest control of a village from the Ethiopians. The problem for the Italians is the first attack is launched by low morale troops with lower firepower and range then the Ethiopian units they are attacking. The second wave enters more than three hours later these are FAN troops well supported by MG, they though have to enter from the south and cross a major river at the single ford. Have chosen sides by random selection, Daniel was unlucky to get the Italian side, however he bravely marched on the board in two groups, one group was headed for the ford in order to secure it for the reinforcements while the second larger group massed to the north of the village. In my opinion the Ethiopians can not just sit in their dug outs but have to try and inflict casualties on the BAN units and take the ford and dig in on the river bank to hold off the second and stronger Italian attack. The counter attack went well and and BAN force with the Lancia A/Car were surrounded and wiped out before the Italian reinforcements could enter the fray. Meanwhile in the north an interesting cat and mouse game was carried out as the BAN units tried to sneak into the now undefended village while not having to fight the Ethiopian troops, in fact due to some excellent marksmanship from the Imperial troops (lucky die rolls) the BAN lost several steps without stretching the defense in any way. When finally the Italian reinforcements arrived on cue, they quickly forced the ford but the dug in defending units made them pay a heavy price, seeing his colonial troops morale badly shaken the Italian commander wisely called off the attack leaving the victorious Ethiopians still in control of the village and it environs. An enjoyable if some what lopsided battle, not sure if the Italians can win against an opponent who is prepared to counter attack from the word go. Daniel had some very average die rolls during the game which certainly did not help his cause.

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