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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The Road to Guayaquil
War on the Equator #6
(Attacker) Peru vs Ecuador (Attacker)
Formations Involved
Ecuador Army
Peru 1st Light Division
Display
Balance:



Overall balance chart for WotE006
Total
Side 1 4
Draw 0
Side 2 0
Overall Rating, 6 votes
5
4
3
2
1
2.83
Scenario Rank: 826 of 940
Parent Game War on the Equator
Historicity Historical
Date 1941-08-15
Start Time 08:00
Turn Count 36
Visibility Day
Counters 133
Net Morale 0
Net Initiative 2
Maps 4: 18, 19, 4, 8
Layout Dimensions 112 x 43 cm
44 x 17 in
Play Bounty 192
AAR Bounty 153
Total Plays 4
Total AARs 4
Battle Types
Meeting Engagement
Conditions
Randomly-drawn Aircraft
Scenario Requirements & Playability
Eastern Front Maps
Road to Berlin Maps
War on the Equator Base Game
Introduction

Ecuador's president, Carlos Arroyo del Rio, had held most of his small army back from the front to secure the big cities of Quito and Guayaquil. To spark Ecuadorian patriotism, Arroyo called for a rally in Quito's soccer stadium Twenty thousand showed up...and promptly began to riot against the Arroyo government. Only when El Oro Province had fallen and the Peruvians were marching on the port of Guayaquil did Arroyo release his reserves to fight them.

Conclusion

Arroyo's authority was already dropping fast, and when pressed to defend the nation his army pulled back rather than face the Peruvians, who in any event were at the end of their logistical tether. Negotiations for a cease-fire began in September, and in early October both side agreed to end the war. Peru occupied all of the disputed territories, reducing Ecuador's claimed land area by about half.


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
  • Prime Movers: Transports which only transport towed units and/or leaders (May not carry personnel units). May or may not be armored (armored models are open-top). All are mechanized. (SB)

Display Order of Battle

Ecuador Order of Battle
Army
Peru Order of Battle
Army
  • Mechanized
  • Motorized

Display AARs (4)

Foregone Conclusion
Author Matt W (Peru)
Method Face to Face
Victor Peru
Participants Hugmenot (AAR)
Play Date 2012-08-18
Language English
Scenario WotE006

Played with Hugmenot as the final game of our WotE campaign. Throughout I have been the Peruvian and Daniel has been the Ecuadorian.

This was the final and probably only uninteresting of the scenarios in WotE. I say uninteresting not because they aren't lots of troops (it has the largest counter total in the supplement), and not because it doesn't take up a lot of space (it uses four boards), but because it forces the Ecuadorians to attack and they simply aren't up to it. With the highly mobile force that Peru has it is able to quickly control three boards giving them a ten VP advantage within the first 3 turns. They can then sit back and destroy the Ecuadorians as they come.

Tactically as the Peruvians I used my trucks to establish a mobile reserve which was used to crush the eastern move of the Ecuadorian infantry and my tanks, cavalry and lagging infantry bagged the Ecuadorian cavalry. It bacame apparent that the Peruvians would win handily (step losses were 23-3 a little more than halfway through the game) leading to a 38-8 lead in VPs which could only increase with time as more Ecuadorian troops were caught and slaughtered.

The only chance for the Ecuadorian forces is to hold the final board and send forces down both wings to hide and try to force the Peruvians into a search and destroy process rather than a conventional attack. Unfortunately the Ecuadorian leadership is not necessaily up to such an approach.

Despite a lukewarm finish I found WotE to be an exceptional supplement.

I rate it a "3" due to the massive nature of the scenario and the opportunity to use nearly the entire counter mix. As a side note, I did finally lose an entire platoon. It was cavalry caught by some Ecuadorian infantry. I will be calling for a truce as a result.

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Thy Graveyard Runneth Over
Author Hugmenot (Ecuador)
Method Face to Face
Victor Peru
Participants Matt W (AAR)
Play Date 2012-08-18
Language English
Scenario WotE006

Played ftf against Matt W.

Our sixth and last War of the Equator scenario.

I went into this one expecting a loss as my Ecuadorians would need to control at least one hex on three different boards if they were to have a slim chance at a minor victory. The Peruvians have all the aces in this one: armor, air support, powerful on-board artillery, and a stronger and more mobile force.

I split my forces into 3 groups: one group to hold board 19, one eastern group trying to move to the south boards, and a western group also trying to move to the south boards.

The Peruvian truck drivers would have none of it and quickly moved troops to block my way. With their way blocked, I changed the objective of my eastern group and had them assault the town on board 18. The idea was to use it as a base of operation to threaten the road on board 18. That did not work out as planned as my Ecuadorians were quickly demoralized and reduced to a handful of steps.

I hid the western group in the swamp and had the cavalry move out when I thought they had a small chance of getting of units through. But it was not to be; I won the initiative on turn 13 and my last three good order cavalry units were demoralized while trying to escape.

The game turned into a massacre - step losses were something like 16 to 0 - but I continue to play on with the sole objective of doing something I had not done in our prior 5 encounters: eliminate a Peruvian unit. I made some crazy moves and luck on my side, eliminated a Peruvian unit! A lone Peruvian unit among a large pile of Ecuadorians. With my goal achieved, I conceded.

Peruvian major victory.

I would have rated this scenario a "2" had we played it first in the series but, to my point of view, it's a very fitting conclusion to the series and deserves a "3".

I believe the only chance the Ecuadorians have in this one is screening their cavalry, tying up the Peruvians, and have the cavalry attempt to break out at the right moment. That's a lot to ask of a force not exactly known for its morale.

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Ecuador's Last Gasp
Author treadasaurusrex (Peru)
Method VASSAL
Victor Peru
Participants sagunto
Play Date 2021-12-11
Language English
Scenario WotE006

Played this rather long, final scenario in the War on the Equator online with a fellow rookie PG player in 3 sessions. It is the largest of this game’s 6 scenarios and I played as the Peruvian side. As others have reported, the Peruvians need to control all north-south road hexes on each map of the 4 boards and also eliminate as many Ecuadorian steps as possible in the allotted 36 turns. My opponent’s Ecuadorian defenders needed to finish the game with undemoralized units on road hexes on each of the 4 map boards, as well as eliminating as many Peruvian steps as practicable.

In our play-through, even with the very gamey, Fog of War (FOW) rule in use, more the mobile Peruvian combined arms force was able to rapidly move north across Maps 8, 4 an 18, before the south-moving Ecuadorian side could cover Maps 19 and half of 18. The Peruvians simply have more cavalry, better artillery, motorized transportation, light armor and air support. IMHO, these factors combine to make this an unwinnable scenario for Ecuador. My honorable opponent quit long before we completed 36 turns, resulting in a surprising Peruvian victory. Peru controlled all the road hexes on three out of the four map boards.

This scenario is probably historically accurate as far as order of battle, but it is quite unbalanced in favor of the Peruvians. My inept troop handling was in contrast to my aggressive opponent, who was able to slow and stymie the Peruvian advance far better than I expected. By the end, in spite of many bad combat and morale die rolls by both sides, the actual steps lost were: 20 for Ecuador and only 6 for Peru. Both sides lost 2 leaders. The FOW rule cut 8 turns short, and hurt the Peruvians – by discombobulating their movements, probes and attack sequencing – far more it hurt the defending Ecuadorians. In all, we played 22 turns – 14 short of the required 36.

I give this longish – but fun for the Peruvians – scenario a 3, though it probably deserves a 2 for its remarkable lack of play balance. I don’t think that this one is winnable for the Ecuadorian side, and am surprised that it survived play testing in its current form. It should probably include the use of a version of the surrender rule, as a mercy for the Ecuadorian player, since it is otherwise an almost “too-tedious-to-play” bludgeoning.

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War On The Equator, scenario #6: The Road to Guayaquil
Author JayTownsend
Method Solo
Victor Peru
Play Date 2011-06-04
Language English
Scenario WotE006

This is a pretty big matchup! The Peruvians need to control total road hexes on each map for points and eliminate enemy steps, the Ecuadorians just need to have undemoralized units on road hexes on each map for points and eliminate enemy steps.

The problem after playing this scenario, the Peruvians can get all the way to map 3 out of 4 before the Ecuadorians can even get half way to the second map. The Peruvians have more Cavalry, better Artillery, motorized transportation, Armor/Tanks and airpower. My Ecuadorians didn’t stand a chance! This didn’t even have to go 36 turns, the Peruvians won a major victory controlling road hexes on three out of four maps and if I would have completed the whole scenario, they would have controlled all four boards, as the Ecuadorians had already lost half their steps eliminated to very few of the Peruvians. I would like to see someone win this as the Ecuadorian player? Out of all 6 scenarios, this was the most lopsided one for me.

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