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Lion of Ethiopia

Lion of Ethiopia Rulebook

Table of Contents

Table of Contents

  • 1.0. Introduction
    • 1.2 Abbreviations
  • 2.0. Game Components
    • 2.1 The Rules
    • 2.2 The Map
    • 2.3 The Counters
      • 2.3.1 Sample Units
        • 2.3.1.1 Sample Italian Unit
        • 2.3.1.2 Sample Ethiopian Unit
        • 2.3.1.3 Sample Air Unit
        • 2.3.1.4 Sample Ethiopian Headquarters
      • 2.3.2 Combat Factor
      • 2.3.3 Movement Allowance
      • 2.3.4 Nationality/Affiliation
      • 2.3.5 Unit Identification
      • 2.3.6 Unit Size
      • 2.3.7 Unit Type
  • 3.0 Setup and Hex Control
    • 3.1 Starting the Game
    • 3.2 Setting Up
    • 3.3 Hex Control
    • 3.4 Neutral Territory
  • 4.0. Turn Sequence
    • 4.1 In General
    • 4.2 Sequence of Play
  • 5.0. Zones of Control
    • 5.1 In General
    • 5.2 Limits
    • 5.3 Effects on Movement and Advance After Combat
    • 5.4 Effects on Combat
    • 5.5 Effects on Retreats
    • 5.6 Effects on Supply Lines
    • 5.7 Negating Zones of Control
  • 6.0. Movement
    • 6.1 In General
      • 6.1.1 Stacks
      • 6.1.2 Neutral Territory
    • 6.2 Terrain
    • 6.3 Terrain Effects
      • 6.3.1 Open
      • 6.3.2 Mountain
      • 6.3.3 Ambas
      • 6.3.4 Massif
      • 6.3.5 Jungle
      • 6.3.6 Marsh
      • 6.3.7 Ocean
      • 6.3.8 Rivers
  • 7.0. Stacking
    • 7.1 In General
    • 7.2 Stacking Limits
      • 7.2.1 Italy
      • 7.2.2 Ethiopia
    • 7.3 Movement of Stacks
  • 8.0. Combat
    • 8.1 General
      • 8.1.1 Mandatory Combat
      • 8.1.2 Multi-Unit and Multi-Hex Combat
      • 8.1.3 Movement During the Combat Phase
    • 8.2 Procedure
      • 8.2.1 Odds Ratio
      • 8.2.2 Combat Resolution
    • 8.3 Combat Results
      • 8.3.1 Elim
      • 8.3.2 Back
      • 8.3.3 Adv
      • 8.3.4 Exch
  • 9.0 Supply
    • 9.1 In General
    • 9.2 Supply Lines
      • 9.2.1 Terrain
      • 9.2.2 Enemy Units
    • 9.3 Supply Sources
      • 9.3.1 Specific Sources
      • 9.3.2 Roads as Supply Sources
    • 9.4 Supply Status
      • 9.4.1 OOS Levels
      • 9.4.2 OOS Effects
      • 9.4.3 Combat Supply
      • 9.4.4 Ethiopian Irregular Infantry
  • 10.0 Forts and Entrenchments
    • 10.1 Forts
      • 10.1.1 Zones of Control
      • 10.1.2 Combat Results
      • 10.1.3 Air Strikes
    • 10.2 Entrenchments
      • 10.2.1 Construction
      • 10.2.2 Combat Effects
      • 10.2.3 Destruction
      • 10.2.4 Wehib Pasha
  • 11.0 Air Units and Airfields
    • 11.1 In General
    • 11.2 Bases
      • 11.2.1 Permanent Airfields
      • 11.2.2 Temporary Airfields
      • 11.2.3 Basing Limits
      • 11.2.4 Adjacent Enemy Units
      • 11.2.5 Enemy Occupation
    • 11.3 Air Movement
    • 11.4 Missions
      • 11.4.1 Rebasing
      • 11.4.2 Ground Support Missions
      • 11.4.3 Strike Missions
  • 12.0 Italian Headquarters Units
    • 12.1 In General
    • 12.2 Stacking
    • 12.3 Combat
    • 12.4 Support
    • 12.5 The Askaro HQ
  • 13.0 Ethiopian Headquarters and Army Organization
    • 13.1 Large Ethiopian Armies
      • 13.1.1 Army HQs
      • 13.1.2 Command Control
      • 13.1.3 Mixed-Army Stacks
      • 13.1.4 Army Cooperation
    • 13.2 Emperor Selassie
    • 13.3 The Ethiopian Imperial Army
      • 13.3.1 Command Control
      • 13.2.2 First Attack
  • 14.0 Reinforcements, Replacements, and Withdrawals
    • 14.1 Reinforcements
      • 14.1.1 Placement
      • 14.1.2 Italian Reinforcements
      • 14.1.3 Ethiopian Reinforcements
      • 14.1.4 Italian 18th/Metauro Division
    • 14.2 Replacements
      • 14.2.1 Availability
      • 14.2.2 Placement
    • 14.3 Withdrawals
      • 14.3.1 Dejamatch Gugsa
      • 14.3.2 Italian Askaris
  • 15.0 Victory
    • 15.1 Italian Victory
    • 15.2 Ethiopian Victory
  • 16.0 Optional Rules
    • 16.1 Graziani Proto-Blitzkrieg Units
      • 16.1.1 Advances and Retreats
      • 16.1.2 Supply
    • 16.2 League of Nations
    • 16.3 Ethiopian Early Mobilization
    • 16.4 Ethiopian Accelerated Arrival
    • 16.5 Italian Accelerated Arrival
    • 16.6 The Fog of War
    • 16.7 Mountain Infantry
  • 17.0 Historical Unit Designations

1.0. Introduction

1.2 Abbreviations

AbbrMeaningAbbrMeaning
CFCombat FactorMPMovement Point
CRTCombat Results TableOOSOut of Supply
EZOCEnemy ZOCTECTerrain Effects Chart
HQHeadquartersZOCZone of Control
MAMovement Allowance

2.0. Game Components

The components of this game are the rules you are now reading, the map, and one sheet of 200 die-cut counters. You will need to supply a six-sided die.

2.1 The Rules

Read the rules through once before beginning play. The rules are organized by topic to assist the players in locating a rule about which they have questions. Familiarize yourself with the organization of the rules. In any case where there is a discrepancy between information on a map, counter or chart, the rules take precedence.

2.2 The Map

A. The map is a depiction of the terrain over which the historical campaign was fought. It includes all militarily significant natural terrain plus important roads and towns. The terrain has been altered where necessary to make it conform to the hexagonal grid which has been superimposed on the map, but the relationships between terrain types has been maintained. The grid regulates the location and movement of units and combat between units. A unit is always considered to be in only one hex at a time.

B. Each hex has a unique four-digit number to aid identification and location. A hex is generally considered to contain only one type of terrain.

Example: Ambas exist only in mountainous hexes (such as 3809). Such hexes are not considered to be both amba and mountain – they are just amba hexes.

C. As a rule, the costliest terrain in a hex names that hex.

Example: Hex 4627 contains both clear and mountain – it is therefore a mountain hex. Hex 3913 contains both Amba and mountain – it is therefore an amba hex.

D. Unlike other terrain types, jungle and marsh do exist in a hex simultaneously with other terrain types, thus a hex can be both mountain and jungle.

Errata: The Italians renamed Mogadishu to Mogadiscio. The spelling in hex 1019 is incorrect.

There is no compass rose on the map. For play purposes, consider the side of the map with To Mogadishu (1019) to be the southern side.

2.3 The Counters

A. Most of the counters represent the combat units and headquarters (HQs) which took part in the campaign. Other counters represent installations (airfields and entrenchments) or are used to mark a unit's status.

B. Every unit has the following information on it: combat factor, movement allowance for land units, range for aircraft units, nationality/affiliation, identification, unit type, and unit size.

2.3.1 Sample Units

2.3.1.1 Sample Italian Unit

[Counter illustration; graphic only, not reproduced here.]

2.3.1.2 Sample Ethiopian Unit

[Counter illustration; graphic only, not reproduced here.]

2.3.1.3 Sample Air Unit

[Counter illustration; graphic only, not reproduced here.]

2.3.1.4 Sample Ethiopian Headquarters

[Counter illustration; graphic only, not reproduced here.]

E. Unlike the Italian HQs, which represent the administrative and logistical "tail" of their army, the Ethiopian HQs represent only the commanders and their personal retinues. They are therefore identified by the silhouette of a warrior prince.

Each unit represents 5,000 to 10,000 men.

2.3.2 Combat Factor

The combat factor (CF) is a measure of the unit's relative ability to conduct offensive and defensive combat against enemy units.

2.3.3 Movement Allowance

The movement allowance (MA) is a measure of the unit's ability to move across the hex grid printed over the map. It is measured in Movement Points (MPs).

2.3.4 Nationality/Affiliation

The color scheme of each unit indicates the nationality or group affiliation of that unit. The color schemes are:

ColorNationality/Affiliation
White on blackItalian Fascist Blackshirts
Black on yellowItalian Regular Army
Black on grayItalian Colonial Troops (Askaris)
Black on sky blueItalian Air Force (Regia Aeronautica)
Black on white (with colored shields)Ethiopian Irregular Infantry
Black on white (with NATO symbols)Ethiopian Regular Infantry
Green NATO on whiteEthiopian Imperial Guard

2.3.5 Unit Identification

The unit's name and/or number. These are provided primarily for historical interest and do not really affect play, except as concerns Ethiopian army organization (13.0). Unit abbreviations are listed in 17.0.

2.3.6 Unit Size

A. A unit's size is indicated by these symbols along the top edge of the unit box:

SymbolSizeSymbolSize
XXXXArmy (HQ only)IIIRegiment
XXXCorps (HQ only)(Graziani's Gruppos)Gruppo
XXDivisionIIBattalion
XBrigade(symbol shown as graphic)Graziani's Gruppos

B. The Italian division-size units in this game represent between 10,000 and 12,000 men. Smaller units represent fewer troops, depending on the unit.

C. Air units represent 12 to 24 aircraft.

D. The Ethiopian Irregular Infantry has no unit size designation. These units were informal groupings of "battalions" under the command of notable sub-chiefs.

2.3.7 Unit Type

A. All ground units in the game are considered to belong to one of two basic categories: mechanized (mech) or non-mechanized (non-mech, also called foot, leg, and/or straight leg).

B. Mechanized units are formations whose primary means of movement was provided by motor-driven vehicles.

C. Nonmechanized units depended upon the walking ability of men or beasts as their primary means of locomotion (though such units could contain motor vehicles).

D. Within these two sub-groups are any number of specialized unit types.

E. The Ethiopian Irregular Infantry are identified by crossed spears behind a shield. They are non-mech.

F. The type of unit is indicated by the symbol in the unit box on the counter.

2.3.7.1 Mechanized Units: Motorized Infantry, Armored Cars, Motorized Artillery, Armor.

2.3.7.2 Non-Mechanized Units: Infantry, Emperor Haile Selassie, Cavalry, Engineers, Artillery, Mountain Infantry, Recon (tournament), Headquarters.

[The unit-type symbols are shown as graphics on the printed counters and are not reproduced here.]

2.3.8 Aircraft Units

Only Italy has aircraft units. The two types of aircraft are fighters and bombers, identified by the following symbols: Fighter, Bomber.

2.3.9 Other Counters

The game also uses these counters to represent installations or to mark a unit's status: Airfield (front and back), Entrenchment (front and back), Disrupted/Engaged (front and back), Out of Supply (front and back).

2.3.10 The Deadpile

During the course of the game, each side will take losses, causing units to be removed from play. Players are free to do what they wish with those units. For the sake of simplicity, the resting place of such units will be referred to as the dead pile.

2.3.11 Scale

A. Each hex represents approximately 12 miles from side to side.

B. Each turn represents approximately 10 days.

3.0 Setup and Hex Control

3.1 Starting the Game

Choose which side each player will play. The Italian side controls all Blackshirt, Askari, Regia Aeronautica, and Regular Italian Army units in the game. The Ethiopian side controls all Ethiopian units. Both players use entrenchment, disorganized, contact, and OOS markers.

3.2 Setting Up

A. Each unit has its starting location printed on its back. If a four-digit number appears there, that unit starts the game on the map. Place the unit in the hex with the corresponding number.

B. If there is a calendar date on the unit's back (e.g., Nov 2, Dec 3), that date represents the earliest turn during which that unit may enter play (5.0).

3.3 Hex Control

A. Each hex is controlled by only one side at a time. At the start of the game, the Ethiopian side controls all the hexes inside the boundaries of Ethiopia, including hexes through which the border runs. The Italian side controls all the non-border hexes of Eritrea and Italian Somaliland.

B. A hex remains under control of the original owner until the other side enters the hex with a ground unit, at which time it becomes controlled by that side. To regain control of the hex, the original owner must enter the hex with one of its ground units.

3.4 Neutral Territory

Neither side may enter or control any hex in Kenya, the Anglo-Egyptian Sudan, British Somaliland, or French Somaliland. See 6.1 for details on border movement.

4.0. Turn Sequence

4.1 In General

A. All actions taken during play must be carried out in the specific order outlined below. Each side has its own turn (the Italian player-turn or the Ethiopian player-turn), and the combination of each of these form a complete turn.

B. Each player-turn consists of several segments called phases. It is illegal to perform actions outside their proper sequence. Once a given phase is completed and the next has begun, a player may not go back to perform some forgotten action unless the opponent permits it.

4.2 Sequence of Play

The sequence of play is:

A. Italian Player-Turn

  1. Italian Reinforcement Phase
  2. Italian Movement Phase
  3. Italian Combat Phase
  4. Italian Air Strike Phase

B. Ethiopian Player-Turn

  1. Ethiopian Reinforcement Phase
  2. Ethiopian Movement Phase
  3. Ethiopian Combat Phase

C. End Phase: Move the Game Turn marker to the next box on the Turn Record Track.

5.0. Zones of Control

5.1 In General

A. Every ground unit in the game exerts a zone of control (ZOC) into the six surrounding hexes.

B. There is no qualitative difference between a hex containing a ZOC exerted by one unit and a hex containing ZOCs exerted by more than one unit.

C. The ZOCs of both sides may be exerted simultaneously into the same hex.

D. Air units and airfields do not exert a ZOC.

5.2 Limits

A. ZOCs do not extend:

  1. Into neutral territory,
  2. Across ocean hexsides,
  3. Into entrenchments, or
  4. Into or out of the permanent forts in 1019 and 5232.

B. ZOCs do extend out of entrenchments.

5.3 Effects on Movement and Advance After Combat

A. During the Movement Phase and advance after combat, all ground units must stop in the first hex entered which contains an enemy (EZOC).

B. No unit may ever move directly from one EZOC to another EZOC. A unit beginning its Movement Phase in an EZOC may move out of the EZOC provided the first hex it enters contains no EZOC, though that unit could enter another EZOC later in that Movement Phase.

5.4 Effects on Combat

Any ground unit which begins its Combat Phase in the ZOC of an enemy unit, or has any enemy unit in its ZOC, must attack that enemy unit (or units). Also see Engaged (8.3.6).

5.5 Effects on Retreats

Units forced to retreat from combat may not retreat through an EZOC. They are eliminated if forced to do so.

5.6 Effects on Supply Lines

Supply lines may not be traced through an EZOC.

5.7 Negating Zones of Control

The presence of a friendly ground unit in an EZOC negates that EZOC for purposes of tracing supply and retreats, but not for movement or advance after combat.

6.0. Movement

6.1 In General

A. A unit's MA represents its relative ability to move across the map.

B. MPs cannot be saved from turn to turn, nor can they be transferred or loaned from one unit to another.

C. Only the phasing side moves its units during the Movement Phase of its own player-turn. It may move some, all or none of its units.

D. Units that do move do not have to expend all their MPs.

E. A unit moves from hex to hex in any direction or combination of directions during its move.

F. A unit may move through hexes containing friendly units. It may not enter a hex containing an enemy unit, and must cease its movement on entering a hex containing an EZOC (5.0).

6.1.1 Stacks

A. If units with different movement factors are travelling together in a stack, the entire stack uses the MA of the slowest unit.

B. Slower units may drop off the stack to enable faster units to continue moving (7.3).

6.1.2 Neutral Territory

A. Units are prohibited from entering (or flying over in the case of aircraft) any hexes in neutral territories (3.4). Movement is permitted in the hexes through which the border runs.

Exception: Selassie's evacuation (13.2.F).

B. The wedge of Kenya near Dolo prevents operations between 1811 and 1910/1911.

6.2 Terrain

A. A unit generally expends 1 MP per hex entered. The various kinds of terrain in a hex can increase or decrease the MP cost to enter the hex.

B. To be able to enter a hex, a unit must have enough MPs remaining to pay the full cost of entering the hex.

C. There is no one-hex minimum movement in the game.

6.3 Terrain Effects

These effects are summarized on the Terrain Effects Chart (TEC), and are in greater detail here. In case of a discrepancy between the chart and the rules, the rules take precedence.

6.3.1 Open

These are also called clear hexes and cost 1 MP to enter.

6.3.2 Mountain

Mountain hexes cost 2 MPs to enter.

6.3.3 Ambas

Ambas hexes cost 3 MPs to enter.

6.3.4 Massif

A. Massif hexes cost 8 MPs to enter.

B. Only non-mechanized infantry (regular, irregular, mountain) with an MA of 8 or more, engineers, and the Selassie HQ may enter or attack into massif hexes.

6.3.5 Jungle

A. Jungle adds 3 MPs to the cost of entering the hex (in addition to other terrain costs).

B. Only non-mechanized infantry (regular, irregular and mountain), the Selassie HQ, engineers and horse cavalry may enter hexes containing jungle.

6.3.6 Marsh

A. Marsh adds 3 MPs to the cost of entering the hex (in addition to other terrain costs).

B. Only non-mechanized infantry, the Selassie HQ, engineers and horse cavalry may enter hexes containing marsh.

Designer's Note: For example, 4913 contains both jungle and clear terrain. The cost to enter that hex is 4 MPs (1 + 3). 4708 contains both marsh and mountains. The cost to enter that hex is 5 MPs (2 + 3). This add-on effect is only used for hexes containing marsh or jungle.

6.3.7 Ocean

No ground unit may ever enter an all-ocean hex or cross an all-ocean hexside (but see 6.4 for Italian Sea Movement).

6.3.8 Rivers

A. Rivers flow through hexes rather than along hexsides. There is no additional MP cost to move along the course of a river (i.e., across a hexside through which the river runs). To cross a river, a unit must end its Movement Phase in the river hex, then continue across in its next Movement Phase.

B. It is not necessary to announce the intention to cross, so in effect a unit starting its Movement Phase on a river can leave from either side.

C. A hex in which a river crosses only one hexside (i.e. the river's end) is not considered a river hex and has no effect on play.

D. For a hex containing the junction of two rivers, treat each river separately.

Designer's Note: For example, a unit in 3925 could move through 4025 to 4026 in one Movement Phase, but would have to wait until its next Movement Phase to move to 4126. A unit in 3925 could not move through 3926 to 3927 as that would involve crossing the confluence of the Awash and Mille Rivers.

6.3.9 Bridges and Fords

A. A river is considered bridged wherever a road (paved or unpaved) crosses it.

B. There is a ford across the Tsellari River in 4522.

C. A unit may cross rivers at bridges or the ford without delay; it does not have to wait until its next Movement Phase.

6.3.10 Lakes

A. When a lake crosses two sides of a hex (such as Lake Abaya in 3308), treat it like a river.

B. Any other lake (e.g., 4329) has no military significance and does not affect movement. It is shown only to maintain the cartographic integrity of the map.

6.3.11 Roads

A. Roads allow units to ignore the MP costs of other terrain in the hex. A unit must move across the hexside crossed by the road to gain this benefit.

B. A unit may combine road and off-road movement in any way during a Movement Phase.

C. All units pay 1 MP per hex entered by any road except Italian units pay ½ MP per hex entered by paved roads.

D. Units prohibited from entering jungle, amba or marsh hexes may enter such hexes only on roads.

Examples: A unit moving from 2504 to 2505 pays 2 MPs (mountain terrain). A unit moving from 2406 to 2505 pays only 1 MP.

6.4 Italian Sea Movement

A. Italy may move one division (or up to three non-divisional units) by sea per turn.

B. Sea movement occurs between the three Italian ports: Massawa (5232), Assab (3833) and To Mogadisho (1019).

C. To move by sea, a unit must start its Movement Phase in one of the ports. It is placed in the Units At Sea box in the Gulf of Aden, where it remains until the Italian Movement Phase in the next turn. At that time the unit can disembark at any one of the three ports, even the one from which it embarked in the previous turn.

D. The port of disembarkation must be Italian-owned at the instant of disembarkation, but may be in an EZOC. Disembarkation costs 1 MP. The disembarking unit may move and attack normally on the turn of disembarkation.

7.0. Stacking

7.1 In General

A. Stacking is the placing of more than one unit in a hex. Each side has a limit on the number of units which may be in a hex. That limit must be met at the end of each side's Movement Phase and at the end of each individual combat.

B. If a hex is overstacked at any of those times, the excess units (owner's choice) must be removed and put into the dead pile.

C. There is no limit to the number of units which may pass through a hex in a given turn.

7.2 Stacking Limits

7.2.1 Italy

A. Italy may stack up to three divisions in a hex.

B. For stacking purposes, any non-divisional Italian unit (including HQs) counts as one-third of a division.

C. There may be no more than one corps HQ and no more than one army HQ in a hex.

D. Air units and airfields do not count toward the stacking limit.

7.2.2 Ethiopia

A. Ethiopia may stack up to four units of any type in a hex.

B. Ethiopian HQs, the Wehib Pasha engineers, and the Tesfazien Askaris do not count toward the stacking limit.

7.3 Movement of Stacks

A. The units stacked together are never required to move stacked units together; each may be moved individually.

B. If moving together, stacked units must start the Movement Phase in the same hex.

C. If a stack is moving together one unit is to split off, the stack may be temporarily stopped while that unit moves.

D. The parent stack may then finish its movement.

E. Once a stack begins moving, all units in that stack must finish moving before any other stack can move.

8.0. Combat

8.1 General

A. After the Movement Phase ends, the phasing side is required to attack certain enemy ground units. A die is used to represent the uncertainties of combat, but the relative strengths of the attacker and defender do contribute to the outcome.

B. The phasing side is the attacker during each combat of its Combat Phase and the other side is the defender, regardless of the overall situation.

8.1.1 Mandatory Combat

A. The attacker must attack all enemy ground units in the ZOC of any of its units, or which exert a ZOC on any of its units. All units in an EZOC are required to participate in an attack.

B. Units involved in an engagement are excluded from this rule (8.3.6).

C. No unit may attack or be attacked more than once per Combat Phase.

Designer's Note: ZOCs do not extend across ocean hexsides, into or out of forts, into entrenchments, or into massifs (unless the unit could move into the massif). In these cases, adjacent units are not required to attack.

8.1.2 Multi-Unit and Multi-Hex Combat

A. Units in two or more hexes may combine their CFs in an attack on a single enemy hex.

B. A single unit or stack may attack enemy units in more than one hex.

C. Any combination of attacking and defending units is permitted as long as all attacking units are adjacent to all defending units.

D. Units stacked together need not take part in the same attack, but may attack different hexes.

E. Defending enemy units stacked in one hex must be attacked as a group – such units may not be attacked individually.

F. A unit's CF is indivisible. It may not be divided among different battles on attack or defense.

8.1.3 Movement During the Combat Phase

No movement takes place during a Combat Phase except for Italian air units returning to base (11.4), and retreats and advances after combat (8.4, 8.5).

8.2 Procedure

A. The attacker resolves battles one at a time, in any order desired, and need not announce that order ahead of time.

B. Combat is resolved by comparing the strengths of the opposing units, expressing the relative strength as an odds ratio, rolling a die, and cross-referencing the die roll with the appropriate odds ratio column on the Combat Results Table (CRT).

8.2.1 Odds Ratio

A. To determine the odds ratio, divide the total attacking strength by the total defending. Round any remainder in the defender's favor.

B. Odds ratios of more than 8:1 are treated as 8:1.

C. Odds lower than 1:6 are not allowed; the attacker is automatically eliminated and the defender receives an Adv 3 result.

D. The odds ratio may be affected by Italian air support (11.4), supply (9.4), disorganization (11.4, 13.1), and terrain (8.4).

Examples: A unit with a strength of 8 attacking a unit with a strength of 3 yields a ratio of 2.67:1, which rounds to 2:1. A unit with a strength of 3 attacking a unit with a strength of 8 yields a ratio of 0.375:1, which rounds to .333:1 or 1:3 on the CRT.

8.2.2 Combat Resolution

Roll a die. Cross index the result of that roll with the appropriate odds ratio column on the CRT. The box at that location contains the result of the battle.

Example: A odds ratio of 3:1 and a die roll of 4 yield a combat result of D-back 1/A-Adv 1.

8.3 Combat Results

A. The various combat results are described below.

B. A and D mean the result applies to the attacker and defender, respectively. Apply the defender's result first before applying the attacker's result.

C. Exchange, Contact, and Engaged do not have A or D because they affect the units of both sides.

8.3.1 Elim

All affected units are eliminated. Remove them from the map and place it them in the dead pile.

8.3.2 Back

This is a retreat. All affected units must retreat the indicated number of hexes (8.5).

8.3.3 Adv

This is an advance. The affected units may advance up to the number of hexes indicated. Advance is not mandatory nor is it necessary to advance the maximum number of hexes (8.4).

8.3.4 Exch

This is an exchange. All defending units are eliminated. The attacker must then remove unit(s) whose combined printed CFs are at least equal to the combined printed CFs of the eliminated defenders. Any surviving attacking units may advance into the defender's hex.

8.3.5 Contact

This result has no effect. There are no losses, retreats or advances by either side. Any defending unit in the EZOC of any attacking unit must move out or attack (per 8.1.1) during its next player-turn.

8.3.6 Eng

A. This result is engaged. All involved units of both sides are marked with Engaged markers.

B. The defender, in its next player-turn, may not move its engaged units; they are still involved in an undecided battle. The defender may counterattack (i.e., a normal attack during its player-turn) using the inverted force. If the defender does counterattack, it must attack all enemy units in its engaged units' ZOC, not just the originally engaged attackers.

C. The defender may reinforce the engaged units. Moving new units into the original hex(es) of the engaged defenders does not automatically trigger a counterattack, but moving units into other EZOC hexes of the engaged attacking units does automatically trigger a counterattack.

D. If a string of battles is resolved such that some non-engaged defending units are left next to enemy units engaged to other defending units, those unengaged defending units must move away in their Movement Phase or their presence will necessitate a counterattack.

E. If the defender elects not to counterattack and its movement around the battle site does not trigger one, then the original attacker may not move its engaged units out of their hexes during its next Movement Phase. It may reinforce those hexes or any other hexes adjacent to the engaged defending units. During its next Combat Phase, it must attack the engaged defending units. Recalculate the odds as though it were a new battle.

F. Units may remain engaged indefinitely, and are only released when a combat result other than Engaged is received.

8.4 Retreats After Combat

A. When a Back result is received, all involved units of the affected side must retreat the number of hexes indicated (1-4). Each side retreats its own units.

B. The retreat path may not include a hex occupied by an enemy unit or in an unnegated EZOC (5.0, 5.7).

8.4.1 Direction

Units may retreat in any direction or combination of directions as long as the same hex is not entered more than once. However, when possible, units must retreat toward and along the nearest road. If more than one road is equidistant or an intersection is involved, the retreating side is free to chose between them.

8.4.2 Terrain

A. The retreat result is given in the number of hexes the unit must move. Terrain costs (including road bonuses) are not considered; each hex counts as 1. No unit may retreat into or through terrain prohibited to it during normal movement, but roads do allow units to retreat through terrain which would otherwise be impassable.

B. Units can retreat into river hexes and along them, but may only retreat across a river hex at a bridge or ford.

C. No unit may retreat into a hex which has marsh terrain except along a road.

8.4.2 Stacks and Stacking

A. Units may retreat through hexes containing friendly units in violation of stacking limits, but stacking limits must be observed in the final hex of the retreat.

B. Units stacked together must retreat together, splitting up only if stacking restrictions would be violated in the last hex of their retreat. In such cases keep the split-up distance to a minimum.

C. Each unit in a stack must retreat the full number of hexes required.

8.4.3 Elimination

Any unit which cannot retreat the required number of hexes, for any of the reasons listed above, is eliminated. Remove it from the board and place it in the dead pile.

8.5 Advance After Combat

A. A unit which receives the Adv result may advance up to the full number of hexes indicated (1-3).

B. Advancing units must stop upon entering the first unnegated EZOC.

C. Advancing units may not attack or be attacked after the advance.

8.5.1 Direction

Advancing units may move in any direction or combination of directions. The first hex of the advance must always be into the hex vacated by the defeated enemy.

8.5.2 Terrain

A. Advances are counted in hexes, not MPs. Units do not pay normal terrain costs nor can they use road bonuses.

B. Rivers can only be crossed at bridges and the ford.

C. Hexes with marsh terrain cannot be entered except along a road.

D. Units may not advance into terrain normally prohibited to them, though roads do allow movement into such hexes.

8.5.3 Stacks and Stacking

A. Stacked units need not advance together, as long as each enters the vacated defender's hex first.

B. Stacking restrictions must be met at the end of the advance.

8.6 Terrain Effects on Combat

A. Certain types of terrain affect the calculation of the odds ratio or have other effects on the resolution of combat. The terrain effects on combat are detailed below and summarized on the TEC.

B. In any discrepancy between rules and the chart, the rules take precedence.

C. If defending units in more than one hex are involved in a single combat, the defender may choose the terrain in any hex it occupies for that battle to apply.

8.6.1 Clear

Clear hexes have no effect on combat.

8.6.2 Mountain

If the defender is in a mountain hex, shift the odds ratio one column to the left (1L).

Example: A 3:1 attack would decrease to a 2:1.

8.6.3 Amba

If the defender is in an amba hex, apply a 2L shift.

8.6.4 Massif

If the defender is in a massif hex, apply a 3L shift.

8.6.5 River

If all attacking units in a given battle are located on river hexes and the defenders are on non-river hexes or hexes of a different river, apply a 1L shift. Bridges and the ford do not negate this effect. The shift is in addition to any other terrain effects.

Designer's Note: As with movement, treat lakes which cross two sides of a given hex as rivers. River's end hexes and other lakes have no effect on combat.

8.6.6 Jungle

Jungle hexes have different effects in different situations:

  1. If Ethiopian units defend in a hex with jungle terrain, apply a 1L shift. This effect is in addition to any other applicable terrain effects.

Example: Apply a 2L shift for Ethiopians defending in a hex containing mountains and jungle.

  1. If Italian units defending in a hex with jungle that does not also contain a town, all terrain benefits are lost to the them. Treat this as defending in open terrain. Further, apply a 1R column shift.

Example: A 3:1 Ethiopian attack would become a 4:1.

  1. If the hex contains both jungle and a town, treat the hex as open terrain but do not apply a 1R shift.

  2. If Italian units attack from a hex containing jungle terrain, apply a 1L shift with any other terrain effects.

Designer's Note: As you may gather from these rules, the Italians were not adept at jungle warfare. This was a product of relatively heavy equipment as well as a lack of the necessary training.

9.0 Supply

9.1 In General

A. All units in the game require supply to survive and/or to operate at full strength. There are no counters in the game representing supplies. Instead, units trace a supply line to a supply source.

B. The supply status of each unit is checked by the owner at the beginning of the friendly Movement Phase and at the instant the unit engages in combat.

C. A unit which is out of supply (OOS) suffers penalties in movement and combat.

D. No unit may move into a hex where it will be OOS.

E. A unit starting its Movement Phase OOS may move only if it can move closer to a potential supply source. Exception: Graziani Proto-Blitzkrieg Units (16.1).

9.2 Supply Lines

A supply line is a path of hexes leading from a unit to a supply source. It may be no more than seven hexes (not MPs) long. Count the hexes from the unit to the source: do not count the hex the unit is in, do count the hex the supply source is in.

9.2.1 Terrain

A supply line may pass through any kind of terrain on the board except all-ocean hexes and hexsides. It does not need a bridge or ford to cross a river or lake. It may not pass through neutral territory.

9.2.2 Enemy Units

A. A supply line may not enter or pass through a hex containing an enemy unit.

B. It may enter but may not pass through a hex containing an unnegated EZOC (i.e. it may pass through an EZOC if there is a friendly unit in the same hex as the EZOC, 5.7).

C. It may be traced though an enemy-controlled hex.

9.3 Supply Sources

9.3.1 Specific Sources

A. Supply lines must be traced to a supply source for a unit to be in supply.

B. Supply sources for Italian units are Massawa (5232), Assab (3833), and the To Mogadisho hex (1019).

C. Ethiopian units may trace supply to any town under Ethiopian control.

9.3.2 Roads as Supply Sources

A. Any unit of either side may treat a road hex as a source of supply if these conditions are met:

  1. The unit traces a supply line up to seven hexes to the road hex,
  2. A path of road hexes can be traced from the road hex to a supply source listed in 9.3.1, and
  3. The path of road hexes is free of enemy units and/or unnegated EZOCs.

B. The road portion of the supply line may not leave the road at any point.

C. Road hexes may be paved, unpaved, or a combination of the two.

9.4 Supply Status

Check supply for each unit at the start of its Movement Phase. A unit is supplied if it can trace a supply line to a supply source. If it cannot, the unit is OOS.

9.4.1 OOS Levels

A. If a unit is found to be OOS and is not already marked, place an OOS-1 marker on it.

B. If a unit has an OOS marker on it and is found to be in supply, remove the OOS marker.

C. If a unit is found to be OOS at the beginning of the Movement Phase and is already marked OOS-1, flip the OOS counter over to its OOS-2 side.

D. If a unit found to be OOS at the beginning of its Movement Phase and is already marked OOS-2, it is eliminated. Remove it from the map and place it in the dead pile.

9.4.2 OOS Effects

OOS units move with half their printed MA. Round all fractions up.

9.4.3 Combat Supply

A. Check supply for each unit on both sides at the instant of combat.

B. OOS markers have no effect on this supply check, nor should they be removed if the unit is in supply at the instant of combat.

C. OOS units fight with half their printed CF (rounded up).

9.4.4 Ethiopian Irregular Infantry

Ethiopian Irregular Infantry function at full strength regardless of their supply status. They are subject to destruction due to OOS, but suffer no movement or combat penalties.

10.0 Forts and Entrenchments

10.1 Forts

A. There are two permanent forts on the map: Massawa (5232) and the To Mogadisho hex (1019). These forts can never be destroyed.

B. Only Italian units receive the benefits of a fort.

10.1.1 Zones of Control

ZOCs do not extend into or out of forts. Combat between Italian units in the forts and Ethiopian units adjacent to the forts is therefore not mandatory. However, if the Italian units in a fort do attack an adjacent Ethiopian unit, then all adjacent Ethiopian units must be attacked.

10.1.2 Combat Results

Treat an Engaged combat result as a Contact result (i.e., no effect).

10.1.3 Air Strikes

Italian air units are allowed to conduct independent air strikes against Ethiopian units adjacent to Italian units in fort hexes. (11.4).

10.2 Entrenchments

These are temporary field works constructed during the course of the game. Entrenchments may be built in any land hex except forts, marsh, and neutral territory.

10.2.1 Construction

A. Entrenchments may be built by any Italian or Askari ground unit and by the Ethiopian Guards Division. Only one unit is required to build an entrenchment, but the entrenchment may be used by any number of units.

B. To construct an entrenchment, the unit must remain in the hex for one complete movement phase (i.e., must start and end the phase in the hex). No enemy unit may be within two hexes.

C. Place the entrenchment counter atop the constructing unit with its under-construction side (the pick and shovel symbol) showing. At the end of the Movement Phase, flip the entrenchment counter to its completed side.

D. OOS units may construct entrenchments.

E. No more than one entrenchment may exist in a hex at one time.

10.2.2 Combat Effects

A. Units defending a hex containing an entrenchment receive a 1L shift in addition to any other terrain benefits from the hex. EZOCs do not extend into entrenchments, so the entrenched units are not required to attack adjacent enemy units. However, if the entrenched units do attack an adjacent unit, then all adjacent units must be attacked.

10.2.3 Destruction

An entrenchment remains in play until the hex is vacant of ground units of the side that constructed it. Once vacated for any reason, remove the entrenchment counter. It may be reused later in the game.

10.2.4 Wehib Pasha

A. The Ethiopian Wehib Pasha engineer unit allows Ethiopian units other than the Guards Division to construct entrenchments. Any Ethiopian infantry units (irregular or regular) which meet the requirements listed above and are within two hexes of the Wehib Pasha unit may construct entrenchments.

B. The Wehib Pasha unit may not construct entrenchments on its own. It may move during the Movement Phase in which it assists other units to construct entrenchments.

11.0 Air Units and Airfields

11.1 In General

A. Only Italy has air units. Each air unit may fly one of three missions per Italian player-turn: Ground Support, Independent Strike, or Rebasing.

B. Air units:

  1. Do not exert ZOCs and are unaffected by EZOCs while flying.
  2. Cannot by themselves gain control of any Ethiopian-controlled hex.
  3. Do not count toward stacking limits.

11.2 Bases

A. Italian airfields are either permanent or temporary.

B. Permanent airfields are located in Massawa, Assab, and To Mogadisho.

C. Italy may construct temporary airfields during the course of the game.

11.2.1 Permanent Airfields

These fields cannot be destroyed or moved.

11.2.2 Temporary Airfields

A. Italy may construct temporary airfields during the game, but may not have more than four on the map at one time or more than one per hex.

B. Airfields may be constructed in any Italian-controlled hex that can trace a supply line to a supply source (9.0).

C. Airfields may be constructed in any terrain except marsh.

D. No ground units are involved in the construction of airfields.

E. At the start of any Italian Reinforcement Phase, place the airfield counter with its under-construction side showing. It cannot base air units while in this state. At the start of the next Italian Reinforcement Phase, flip the airfield to its completed side. It may immediately function as a base for air units.

F. A temporary airfield may be removed from the map at the start of any Italian Reinforcement Phase and is available for construction starting with the next Italian Reinforcement Phase.

11.2.3 Basing Limits

A. Any number of air units may be based at and fly missions from a permanent airfield.

B. Any number of air units may be based at a completed temporary airfield, but only one may fly a mission from that field per turn.

11.2.4 Adjacent Enemy Units

A. Airfields have no combat strength and do not exert ZOCs.

B. An airfield does not affect combat with adjacent Ethiopian units nor is it affected by the combat results.

C. Air units based on the airfield are not affected by the combat results, but may only fly rebasing missions or ground support missions against the adjacent Ethiopian units.

11.2.5 Enemy Occupation

A. If there are no ground units in the same hex with an airfield, Ethiopian units may enter the hex during the Ethiopian Movement Phase.

B. Ethiopian units may also move onto an airfield as a result of combat. If an Ethiopian unit enters an airfield, any air units there must immediately fly a rebasing mission to any other eligible Italian airfield(s). An air unit that flies such a rebasing mission may not fly any missions in the next Italian player-turn (except a similar rebasing mission).

11.3 Air Movement

A. An air unit's MA is its range. The range represents the maximum number of hexes an air unit may fly (move) from its base to a target hex.

B. Air units expend 1 MP per hex entered. They may fly over any hex on the map except neutral territory.

C. They may fly over enemy units and are not affected by EZOCs.

D. Air units flying ground support or strike missions must always return to the same airfield from which they flew.

11.4 Missions

11.4.1 Rebasing

A. Air units flying a Rebasing mission take off and land during the Italian Movement Phase. A rebasing air unit may fly any distance up to twice its range factor.

B. OOS air units can fly only rebasing missions.

C. Air units on an airbase occupied by an Ethiopian unit must rebase and may not fly any mission during the next Italian Movement Phase.

11.4.2 Ground Support Missions

A. Air units flying a ground support mission take off at any time during the Italian Movement Phase. They fly to an enemy occupied hex under attack by Italian ground units that turn. During odds calculation, add the CF of the air unit(s) on to the CFs of the attacking Italian ground units.

B. Any number of available air units may support the same battle.

C. An air unit also provides a 1R shift, but no more than one column shift is received per battle no matter how many air units are supporting it.

D. After the combat is resolved, the air unit must return to the same base from which it took off.

11.4.3 Strike Missions

A. A strike mission is an attack against an Ethiopian unit which is not being attacked by ground units the same turn and is not in the ZOC of any Italian unit. The air unit flies from its base to the enemy occupied hex. Any number of available air units may strike into the same hex.

B. The strike is resolved during the Italian Airstrike Phase by using the Airstrike Chart.

C. After the strike is resolved, the air unit returns to the same base from which it flew.

11.4.4 Strike Results

A. To resolve a strike, find the proper terrain/entrenchment combination in the upper-left portion of the Airstrike Chart. Roll a die, cross-indexing it with the number of air units involved in the strike (not CFs).

B. There are three possible outcomes: NE, Dis, and DX.

  1. NE means the strike had no effect on the target.

  2. Dis means that all Ethiopian units in the hex are disrupted. Mark them with a Disrupted marker. During the subsequent Ethiopian player-turn, the unit may not attack nor enter an EZOC, and its MA is halved (round fractions up). During the next Italian player-turn, the unit's CF is halved (rounded up). Multiple disruptions have no additional effect. Remove the Disrupted marker at the end of the Italian Combat Phase following the disruption.

  3. DX means the indicated number of units (1 or 2) are eliminated and put into the dead pile. Any survivors in the hex are disrupted. The Ethiopian side may choose which units are destroyed.

Example: If Italy uses one air unit to strike an Ethiopian force located in a hex containing Amba, Jungle, and an entrenchment, use the fourth row down, go right until to the 1-column, and roll the die. A roll of a 3 would yield an NE result.

11.4.5 Poison Gas

A. Beginning with the Jan 1 turn, all Italian air units use gas. On Strike missions, use the Gas column instead of the Normal column for the die roll.

B. On Ground Support missions, each involved air unit in a battle provides a 1R shift. The restriction from 11.4.2.C no longer applies.

Designer's Note: Italian airpower became more effective because the Ethiopians had neither the equipment nor the training to defend themselves against the gas.

12.0 Italian Headquarters Units

12.1 In General

A. Italy has a number of corps and army HQs representing non-divisional artillery, specialist troops, leader-initiative, etc.

B. The two army HQs are important for determining who wins the game (16.1).

12.2 Stacking

A. Italian HQs are considered non-divisional units for stacking purposes; each equals ⅓ of a division.

B. Only one corps HQ and/or one army HQ may be stacked in any one hex.

12.3 Combat

Each HQ has a CF. HQs move, fight and exert ZOCs like any other non-mech infantry unit. If an Italian HQ engages in combat against adjacent Ethiopian units, it uses its CF and is affected by combat results.

12.4 Support

A. Once per turn, each Italian HQ that is not in an EZOC may support a battle involving Italian, Blackshirt, and/or Askari ground units. The supported units must be within two hexes of the supporting HQ. The intervening hexes can be of any passable terrain type. Support is not blocked by EZOCs.

B. The support value of Italian HQs is always one point higher than the CF printed on them.

Example: An HQ with a CF of 3 has a support value of 4.

C. No more than one corps HQ and one army HQ can support any one battle.

D. Add the support value of the eligible HQ(s) to the attacking or defending strength of the Italian ground units involved.

E. Supporting HQs are never affected by the combat results of the battle they are supporting.

F. HQs may not support a battle in which another HQ is directly involved (i.e., is in the EZOC of the involved Ethiopian units).

G. OOS HQs cannot provide support.

Designer's Note: HQs are properly employed behind the lines, where they can regulate the battle and employ critical assets. An HQ that gets too close to the fighting has a tendency to become involved in the detailed handling of the battle – it "can't see the forest for the trees" – hence the greater strength when used in support. You may find that maintaining a common facing among Italian HQs will assist you in remembering which have provided support for the turn. When an HQ has provided support, rotate it 180 degrees.

12.5 The Askaro HQ

The Askaro HQ functions like other Italian HQs, but may only provide support to a battle involving a division (or three non-divisional units) of Italian colonial troops.

13.0 Ethiopian Headquarters and Army Organization

13.1 Large Ethiopian Armies

The large Ethiopian armies are those with an HQ and two or more infantry units. They are identified with an Army Identifier Number in the upper left corner of the counter.

13.1.1 Army HQs

A. Each of these units represents an Ethiopian Prince-General and his personal warrior entourage. They function in all ways like Ethiopian irregular infantry.

B. The HQs have no support capabilities like their Italian counterparts. They have no stacking value and there is no limit to the number which may stack in one hex.

13.1.2 Command Control

A. An Ethiopian unit designated with an Army Identifier Number must be within two hexes of its Army HQ unit to be in command control.

B. Any unit not in command control at the start of the Ethiopian Movement Phase is disrupted. Mark those units with a Disrupted marker. They suffer the same effects of units disrupted by air strikes (11.4).

C. If an Army HQ is eliminated, the surviving units in that army will be disrupted for the rest of the game unless operating under the personal command of the emperor (13.2).

13.1.3 Mixed-Army Stacks

A. Units of different Ethiopian armies (including the Independent Armies) may not stack together.

B. If a unit is forced to retreat and can only retreat into a hex occupied by unit from another army, eliminate the units of either army (Ethiopian side's choice).

13.1.4 Army Cooperation

A. If units of different armies (including the Independent Armies) are attacking together in a single combat, the Ethiopian side must roll a die to determine if the armies will cooperate.

B. Roll once per combat regardless of the number of armies involved.

  1. On a 1-2, the armies fail to cooperate. Apply a 2L shift.
  2. On a 3-6, the armies cooperate; resolve the battle normally.

13.2 Emperor Selassie

A. The Selassie unit has a number of special qualities which distinguish it from other Ethiopian HQs. It is immune to airstrikes and engagement combat results, though other units stacked with it still are affected.

B. When the unit is involved in any battle (attack or defense), shift the odds one column in favor of the Ethiopians.

C. Except for the airstrike and engaged limitations given above, the emperor is affected by all combat results.

D. All Ethiopian units within two hexes of Selassie are considered to be in command control.

E. Selassie is always in supply.

F. Selassie may enter neutral territory during movement or as a result of combat. Once he has entered neutral territory, he is removed from play but is not considered destroyed.

13.3 The Ethiopian Imperial Army

The Ethiopian Imperial Army was a relatively professional force and so has certain advantages over the mass of Ethiopian soldiery.

13.3.1 Command Control

A. Imperial Guard units are always in command control. They do not have to be within two hexes of the Selassie HQ.

B. They may stack and cooperate freely with any other Ethiopian units without requiring the cooperation die roll.

13.2.2 First Attack

(Printed as "13.2.2" in the source rulebook under section 13.3; the number is transcribed as printed.)

A. The first time one or more units of the Imperial Army attack any Italian ground unit, apply a 1R shift during that Combat Phase to each attack involving at least one Imperial Army unit. The shift is one column regardless of the number of Imperial Army units involved in a battle.

B. Imperial Army units may be involved in combat as defenders without triggering the First Attack.

Designer's Note: The Ethiopian Imperial Army attacked the Italians for the first time at the Battle of Mai Ceu. Used to fighting the Ethiopian irregular levies, the Italians were taken by surprise and severely mauled by the professional soldiers and guards of the emperor. You have only one chance to make a First Attack, so plan ahead.

14.0 Reinforcements, Replacements, and Withdrawals

14.1 Reinforcements

Reinforcements are units which enter play during the course of the game. Each reinforcement unit has a date corresponding with a turn and one or more hex numbers printed on its back.

14.1.1 Placement

A. On the appropriate turn, during the owner's Reinforcement Phase, place the unit on the specified hex. If there is more than one hex indicated on the unit, the owner may place the unit on any one of the hexes.

B. Both sides may violate normal stacking rules during the placement of new units, but the stacking restrictions must be met by the end of the owner's Movement Phase or the normal overstacking penalties are applied.

C. Reinforcements may move and engage in combat normally on the turn of placement.

14.1.2 Italian Reinforcements

A. Italy may voluntarily delay the entry of its reinforcements. If the entry hex(es) for an Italian reinforcement unit is controlled by Ethiopia on the turn the unit becomes available, Italy must delay the entry of that unit until such time as the Italian regains control of the hex.

B. A delayed unit is simply kept off the map and may be placed on the map during any subsequent Italian Reinforcement Phase.

14.1.3 Ethiopian Reinforcements

Ethiopia may not voluntarily or involuntarily delay the placement of its reinforcements. If the entry hex(es) for an Ethiopian reinforcement unit is Italian-controlled on the turn the unit becomes available, the unit is lost and placed in the dead pile.

14.1.4 Italian 18th/Metauro Division

A. The Italian 18th/Metauro Division is scheduled to appear on the Nov 2 Turn. It appears only if Italy has lost at least two Italian Regular Infantry divisions by that turn. Blackshirt and Askari losses do not count towards the two-division figure.

B. If the 18th/Metauro does not become available on the Nov 2 Turn, it never enters the game. Subsequent losses of Italian Regular divisions do not trigger a later entry of this division.

Designer's Note: The 18/Metauro Division was originally ordered to enter the war along with its companion reinforcement units, the 5/Cosseria and the 26/Assietta Divisions. At the last minute, though, it was diverted to garrison duty in Libya to take the place of the Libya Division sent from there to Graziani's front. Had some fiasco occurred, the 18th would surely have been made available as originally planned.

14.2 Replacements

Replacements are units which have already been in play and have been destroyed. Under certain conditions, these units can be brought back into play. Only Ethiopia receives replacements.

14.2.1 Availability

A. If Ethiopia gains control of Asmara (5329), it may replace any three dead irregular infantry units.

B. If it captures Assab (3832), it may replace any one irregular infantry unit.

Designer's Note: The Italians had established their major supply depot at Asmara, with a smaller depot at Assab. The replacements represent the replenishing effects of capturing those Italian supplies and along with the morale-rejuvenating momentum of victory.

14.2.2 Placement

A. Replacement units reenter the game during the Reinforcement Phase of the Ethiopian player-turn following the capture of the depot(s).

B. Placement is governed by the same rules as those for reinforcements. Each unit may appear directly in the captured depot hex, in Addis Ababa, or in its original appearance hex (provided that hex is Ethiopian controlled).

14.3 Withdrawals

14.3.1 Dejamatch Gugsa

A. The Dejamatch Gugsa unit starts the game in Adigrat (4828). This unit is immobile but does exert a normal ZOC and may be attacked by Italy. If Italy refrains from attacking it, the Gugsa piece is removed at the start of the Oct 1 Italian Combat Phase and Italy receives the Ras Gugsa native troop unit as a reinforcement on the Nov 1 turn. Italian units adjacent to Adigrat may advance into the town.

B. If the Italy does attack the unit, it does not receive the Ras Gugsa unit as reinforcement.

C. The Dejamatch Gugsa unit functions as an ordinary Ethiopian unit, but still cannot move.

D. All combat results are applied normally to the unit except that it is eliminated if forced to retreat.

14.3.2 Italian Askaris

A. At the start of the Jan 1 Italian Reinforcement Phase, Italy must remove Askari units with a combined strength of at least 6 CFs. Simply remove the selected unit(s) from the map. The units may be anywhere on the map and may be OOS.

B. If Italy fails to make this withdrawal for any reason, Ethiopia automatically wins the game.

15.0 Victory

15.1 Italian Victory

A. At the end of any complete turn, play stops and Italy wins if:

  1. Its units occupy any three of the following four towns: Harar (3123), Dese (4023), Negheli (2809), Gondar (4919); and
  2. Either of its army HQs is in Addis Ababa (3716).

B. Italy may also win by killing the emperor in battle or by destroying all Ethiopian units other than the emperor.

15.2 Ethiopian Victory

A. At the end of any complete turn, play stops and Ethiopia wins if one or more of its units occupies Massawa (5232) or To Mogadisho (1019).

B. Ethiopia also wins by destroying both Italian army HQs or destroys all other Italian ground units, or simply prevents the Italy from fulfilling its victory conditions at the end of the May 1 Turn.

16.0 Optional Rules

These rules add more historical detail and simulation realism to play of the game, but at a proportionate cost in playability. Players should feel free to pick and choose among the optional rules, deciding which to use or ignore before play starts.

16.1 Graziani Proto-Blitzkrieg Units

General Graziani's four elite mechanized Gruppos (Maletti, Bergonzoli, Agonstini, and Frusci) were trained in a style of mobile warfare that greatly resembled what the Germans would later make famous as blitzkrieg. The movement factors of these units are marked with an asterisk.

16.1.1 Advances and Retreats

A. If any of these units receives an Adv result after combat and was in supply at the instant the battle was resolved, add one hex to the Adv result from the CRT, ignoring all EZOCs during the advance.

B. If such a unit is defending, in supply, and required to retreat, it may ignore EZOCs during the retreat.

16.1.2 Supply

A. These units may be voluntarily moved into hexes in which they will be out of supply. If already OOS, they do not have to move closer to a supply line or source.

B. They suffer all ill effects of OOS, including elimination.

16.2 League of Nations

Once per game, at the start of any of its Reinforcement Phases, Ethiopia may call on the League of Nations to intervene in the conflict. To do so, roll the die and consult the following table.

RollResult
1-5The League notes, deplores, and denounces the invasion; sanctions are applied, but there is no effect on play.
6Various member states of the League agree to sell arms and ammunition to Ethiopia cut-rate. Ethiopia receives one non-HQ unit of its choice from the dead pile as a replacement. The unit appears at Addis Ababa or the hex of its original placement/appearance if still Ethiopian-controlled.

16.3 Ethiopian Early Mobilization

One of the intriguing questions about the opening days of the war was why the emperor deliberately delayed mobilizing his armies when faced with an obvious invasion by the Italians. This rule gives Ethiopia the option of avoiding that decision.

A. In addition to the normal at-start units, Ethiopia may immediately deploy most of its reinforcements at the start of the game. Each unit is placed in its initial arrival hex.

B. The only units not deployed at start are the Tamm Brigade, Ras Mulugheta and his army (#6), the 5-10 Maconnen Independent Division, the 2-10 Yenadu Independent Division, and the 2-10 Egziabner Independent Division. These units arrive in play at their normally scheduled times and will be Ethiopia's only reinforcements.

C. Using this rule, Ethiopian victory conditions are now changed. To win, Ethiopia must control either 5231 or the 1019 at the end of any turn, or must eliminate all Italian ground units on the board. Any other result is an Italian victory.

16.4 Ethiopian Accelerated Arrival

This rule may not be used if 16.3 is being used. This rule represents the emperor's option to call for a Kitet, the beating of the ceremonial drums calling warriors to arms, earlier than was done historically.

A. At the start of the Ethiopian Reinforcement Phase after Italy captures Dese or moves ground units to within eight hexes of Addis Ababa, Ethiopia may attempt to speed the arrival of its remaining reinforcements.

B. To do, roll the die for each reinforcement unit not yet on the map. On a 1-2, the unit enters immediately at its normal entry hex. If the hex is Italian-controlled, the unit is lost.

C. Ethiopian units which do not enter early do so at their normal times.

16.5 Italian Accelerated Arrival

A. Increased Ethiopian aggressiveness would no doubt have brought faster dispatch of reinforcements to the Italian army. If the Ethiopians capture Assab and/or Asmara, Italy may attempt to enter all its remaining reinforcements during its next Reinforcement Phase. Die roll procedure is done unit-by-unit as in 16.4.

B. If only Assab is captured, a roll of 1 is needed to trigger early entry. If Asmara, or Assab and Asmara, are captured, a 1-2 triggers early entry.

C. Triggered Italian units may not enter if their normal entry hex is Ethiopian-controlled.

D. Units that fail the early arrival die roll are still available at their normally scheduled times.

E. If 16.3 is being used, Italy may attempt to enter all its remaining units during its Reinforcement Phase each turn on rolls of 1-2.

16.6 The Fog of War

A. The friction due to incomplete knowledge of the enemy's location and intentions is already partly built into the game in its rigid ZOC rules for ground units. To more fully simulate this aspect of warfare, incorporate the following procedures.

B. Neither side may ever examine the other's dead pile or its off-map reinforcements.

C. Neither side may examine units under the top unit of any enemy stack until movement is complete and an attack has been declared against a given stack.

16.7 Mountain Infantry

Mountain infantry units move into both clear and mountain hexes at the cost of 1 MP per hex. Amba hexes cost 2 MPs per hex, and Massifs cost 4 MPs per hex.

17.0 Historical Unit Designations

A. Ethiopian units that are part of one of their nation's larger armies have been given an identifier number on the left side of the counter. We did this because historically the Ethiopians did not give their armies numbers, but instead referred to them by their commander and/or tribal area of origin.

B. Rather than make you read long words and phrases in Ethiopian, we've printed the numbers on the counters and give you their historic meanings here. The format is commander's name/army name. The name on the right side of such unit counters is that particular formation's commander's name – again, provided only for historical accuracy fanatics.

IDName
1Lion of Judah Emperor Selassie/Imperial Army
2Ras Kassa/Beghemder Army
3Ras Imru/Gojjam Army
4Afsa Wossen/Wallo Army
5Ras Seyoum/Tigre Army
6Ras Mulugheta/Yama hal-Sarawit Army
7Dejaz Birru/Simien-Wolkait Army
8Dejaz Nasibu/Harage Army
9Ras Desta/Sidamo Army

C. In addition to the larger armies, the Ethiopians also fielded several smaller armies. They were organized in the same way as the larger armies, but were small enough that they justify only one counter for game purposes. The units are identified on their right sides by one of the letters or abbreviations given here, again, in commander's name/unit name format:

IDName
AKebbede/Wag Army
BA. Biru/Yeggiu Army
CAndarge/Lasta Army
DEndal-Kachew/Illubabor Army
EWalalu/Mahal Safari
FMakonnen/Wollega-Ardjo Army
GWosenne/Wollamo Army
HYenadu/Wollega-Gudru Army
IEgziabner/Wollega-Lekempti Army
JWolde/Kambata Army
KFitaurari Gabr'el/Liga Army
LJimma/Baso-Gola Army

* Defectors from the Italian colonial troops.

D. Ethiopian units which are part of one of their larger armies also carry a three letter abbreviation on the right side of the counter, standing for the name of their tribe or commander. (Again, these abbreviations have no direct bearing on play, and are only provided for the sake of historicity and exactness.)

IDNameIDName
AbeAberraMasMashasha
AfaAfawerkMerMerid
AkaA. KassaMikMikael
AliAliMorMoryam
AurAurarisMukMukria
BelBelewNegNegash
BeyBeyene

* These guards are not the Imperial Guard of the Negus; those units are all in 1st Army.

E. Historical abbreviations appearing on some Italian units:

IDNameIDName
AAskaroGrzGraziani
AGAzebu GalaLLibya
AlpAlpini/Val PusteriaM*Maletti
ANAgonstiniMnMontagne
BRBergonzoliNNasi
DDubatsOHOlole Dinke/Hussein Ali
De BoDe Bono/Badoglio

* Militia, if in box.

F. Some Italian units had both numbers and names. In such cases, only the number appears on the counter; the names are as follows (named after the area of origin in Italy):

IDNameIDName
5Cosseria26Assietta
9Gavinana27Sila
18Metauro29Peloritana
24Gran Sasso30Sabauda

G. Blackshirts (named for important dates or places in Fascist history):

IDNameIDName
123 March53 January
228 October6Teverre
321 April

(Yes, that is why virtually all modern armies have gone over to a strictly numeric system!)

  • 2.3.8 Aircraft Units
  • 2.3.9 Other Counters
  • 2.3.10 The Deadpile
  • 2.3.11 Scale
  • 6.3.9 Bridges and Fords
  • 6.3.10 Lakes
  • 6.3.11 Roads
  • 6.4 Italian Sea Movement
  • 8.3.5 Contact
  • 8.3.6 Eng
  • 8.4 Retreats After Combat
    • 8.4.1 Direction
    • 8.4.2 Terrain
    • 8.4.2 Stacks and Stacking
    • 8.4.3 Elimination
  • 8.5 Advance After Combat
    • 8.5.1 Direction
    • 8.5.2 Terrain
    • 8.5.3 Stacks and Stacking
  • 8.6 Terrain Effects on Combat
    • 8.6.1 Clear
    • 8.6.2 Mountain
    • 8.6.3 Amba
    • 8.6.4 Massif
    • 8.6.5 River
    • 8.6.6 Jungle
  • 11.4.4 Strike Results
  • 11.4.5 Poison Gas
  • MAbate/Kaffa Army
    NMaconnen/Bale Army
    OMikael/Arussa Army
    PDamtew/Gemu Gofa Army
    AoMArmy of the Ministries
    GugsaThe traitor Ras Gugsa and his personal troops
    TesTesfazien/Askaris*
    TammTamm infantry brigade
    Seq
    Sequib
    BlnBelrinehShiShimellis
    DabDabaqawSniSnifferan
    DmuD. MulughetaTadTadlu
    DulDullaTasTasfaye
    GasGassassaTefTefere
    GonGongolTesTeshaggar
    GrdGuard*WebWebi
    KidKidanaWonWondossen
    MalMalianYilYilma
    MarMaryamZanZandi
    R
    R.A.S.C.
    DPDiPopoloRGRas Gugsa
    EEritreanSBStarace Bersaglieri
    ELEastern LowlandsVVerne
    ENEndertaWLWestern Lowlands