Ascari: African Battles of the Italian Army 1890-1895
Ascari: African Battles of the Italian Army 1890-1895 Rulebook
Table of Contents
Table of Contents
Introduction
The game scale is based on Infantry Companies, Artillery batteries and Cavalry Squadrons (dismounted/mounted) for the Italian Royal Army, Rubs for the Dervishes and Provincial Battalions for the Ethiopians.
Dervish warriors were organized in Corps, coming from a specific Province, named Rubs and led by Amirs.
Ethiopian Empire (also known as Abyssinia) had many armies, one for every territory and every chief (Ras), not by a single Imperial one. These armies were made up of volunteers and their numerical strength varied considerably.
Game scale. In this game design each infantry and cavalry unit contains between 125 and 180 men per Melée point, with Dervishes/Ethiopian cavalry units' strength being 100 horses per Melée point. Each artillery unit represents about 3-4 guns. A hex is around 250 meters.
Ascari (Askari): term of Turkish origin used to identify a soldier of Arab race.
Game components. Each game includes:
- Two 59x41 cm maps (printed on two sided sheets)
- A rules, scenario and historical background manual
- 216 die-cut counters 5/8" (15mm square)
- A Player Aid Card
Players will need to supply a six sided die.
1.0 The Playing Pieces
Three types of counters are in the game: combat units, leaders and informational markers.
1.1 Combat Units
Combat units are Infantry companies, Artillery batteries and dismounted Cavalry Squadron units for the Italians. For the Africans (Ethiopians or Dervishes) there are Cavalry and Infantry, which, furthermore, may have two types of counters representing Rifle or Spear units, Spear counters have a horizontal strip on them.
Each combat unit is rated for Melée Strength and Movement Allowance. Each counter also shows the unit's parent organization, usually its Battalion or Rub.
The individual units are badged or color-coded so that they can be identified by Battalion, Rub (Dervish Battalion) or by Ras name initial letter, according to the Scenario rules.
Most combat units are printed on both sides; the reverse side shows the unit's Reduced state; to be eliminated, it needs to receive two hits.
Units can receive double hits as well (see the Fire Combat Table and the Artillery Combat Table) and are eliminated immediately. If the unit receives a single hit, it suffers a step loss and must be flipped to its Reduced side; if it is hit again, the unit is eliminated.
For artillery, the reverse side can be its mounted version, depending on the battle.
Special Units can appear in some Scenarios.
1.2 Leaders
There is one level of Leaders: Officers (Italians), Emirs (Amir-Dervishes) or Ras (Ethiopians). In Ascari they have no Strength values.
Some leaders have the capability to add a DRM as printed on their counters (F for Fire; C for Melée combat) to the values of the accompanied unit.
Stacked Leaders have the ability to prevent Italian units or African units (belonging to their Rub/Ras only) from receiving certain Markers, except for Opportunity Fire and Fire. If stacked with an Artillery unit, Officers allow Artillery Opportunity Fire. They cannot perform Rifle Fire, Opportunity Rifle Fire or Melée, but may affect the results with DRMs and receive hits if stacked with friendly units.
Leaders units are printed on both sides (exception Toselli); the reverse shows the unit in its Reduced state; to be eliminated, they need to receive two hits.
1.3 Informational Markers
These include markers for Movement, Retreat, Combat, Fire and Opportunity Fire. They apply their printed DRM to the marked units. Use of markers is explained throughout the rules. Each unit can receive only one Informational Marker per type per turn (i.e. no two Combat markers together).
Other markers specific to the Scenario played are explained in the specific rules.
Leaders, stacked alone, do not block enemy movement and will be immediately eliminated; in this case movement is not interrupted by Melèe and the moving unit can continue its movement.
Printed marker DRMs: MOVED -1F; COMBAT -1F; RETREAT "noF -1C" (no Fire, -1 in Melée Combat).
1.4 How to begin. Set up
Units can be deployed in the zones described in the Scenario rules. The flag in the box will record who is the Active/Inactive player during the Turn Sequence.
2.0 The Turn Sequence
Sequence of Play
- Flip the Game Turn counter on the Game Turn Box to indicate the active player (Flag).
- Active player movement, immediate Melée resolution and possible Inactive player Opportunity Fire (Rifles and Artillery).
- Active player Fire Combat Phase (Rifles and Artillery).
- Administrative Phase. Remove all Opportunity Fire and Fire markers - then remove Movement, Retreat and Combat markers from the active player's units only.
- Repeat this sequence, until the Victory conditions are met, or according to the Scenario specific rules. Some Scenarios use a Turn Track; the Turn counter is moved after each player has been Active.
See also the Scenario rules.
3.0 Movement
The active player moves his units one at a time from hex to adjacent hex. A unit may not exceed its movement allowance in any action.
3.1 Terrain
Movement Point (MP) costs depend on terrain type; see the Terrain Effects Chart and Scenario Specific Terrain. A moving unit must have enough MPs to pay the terrain cost of entering a hex; if it doesn't, it may not enter that hex, except for units with a Movement Allowance of 1, which can move 1 hex ignoring terrain costs.
3.2 Occupied hexagons and Melée
If a moving unit enters a hex occupied by an enemy unit, there is a Melèe, which is immediately resolved (see rule 5); movement is interrupted by the Melèe.
3.3 Fire and Movement
A moving unit may be attacked in any hex within enemy fire range that it enters along its movement path (see Rifle Opportunity Fire 4.3).
During its movement, the inactive player must tell the moving player to stop moving, momentarily, so that he can conduct opportunity fire. Fire must be resolved before the unit enters a new hex. The firing player may not wait to see where the unit will end its movement before announcing Opportunity Fire.
Opportunity Fire may not be conducted against units in Melée hexes or entering a Melée hex.
If moving units receive hits and suffer a step lossess, they must stop immediately and receive a MOVED marker.
3.31 Moved marker. This marker indicates that a Combat unit which can fire has completed its movement and has spent all its movement points. This gives a DRM penalty in fire combat. The marker will be removed during the next Administrative Phase.
Leaders stacked with their units (any officer for the Italians, leaders belonging to their Rub/Battalion only for Dervish/Ethiopian units) can prevent them from receiving this Marker.
3.4 Stacking
The stacking limit is one combat unit per hex. The stacking limit cannot be exceeded at the end of any friendly movement phase (or any melèe phase). Game markers and Leaders do not affect stacking.
Moving and retreating units can freely enter and pass through friendly units, but cannot stop in hexes occupied by friendly units.
3.5 Hits on move
If a moving unit is the target of enemy Opportunity Fire while moving through a hex with another friendly unit, and receive a hit and step losses, the moving unit must retreat to the previous hex in its movement path and end its movement.
3.6 Moving artillery
Artillery units have two sides: its battery side (ready to fire in the Active Player Fire Phase or in the Opportunity Fire Phase if stacked with any Officer) and its limbered side (ready for movement only).
3.61 Changing Formation. The unit can flip from one formation to the other by paying 1 MP; if the unit changes from limbered to its battery side, it will receive a Movement marker before firing. If the unit changes from battery side to limbered side, its residual movement allowance becomes only 1 MP.
3.7 Terrain Effects Chart (TEC)
Refer to the TEC and Scenario Specific Terrains for the Costs of the Terrain.
4.0 Fire Combat
Fire and Opportunity Fire Phase may only be performed by Rifle units, not by Spear units (the counter with a stripe) or Cavalry units, which can perform Melèe only.
4.1 Combat Range
Units must be within range of their intended targets in order to attack them. Count the number of hexes between the firing unit's hex and the target hex. The number of hexes must be equal to or less than the firing unit's range, which is 4 hexes.
Italian Vetterli rifles targeted well at 1000 meters. The Remington used by the Dervishes had the barrel partially sawn off and were less effective. The Ethiopian fusiliers fired mostly at short range.
Count the hex occupied by the target unit(s) but not the hex(es) occupied by the firing units.
4.2 Line Of Sight
There must be a clear Line of Sight (LOS) between firing units and target units. LOS is blocked if it passes:
- through a hex that contains other combat units, but the LOS is not blocked by other combat units if the firer is at a higher elevation than the target;
- through blocking terrain like palmtrees, zeriba, fort, slopes and hilltop, see the TEC and Scenario special rules;
- along the hexside between two hexes that both contain blocking terrain;
- or through terrain at a higher elevation than the target units;
A LOS may enter a hex with blocking terrain, but may not pass through it.
4.3 Opportunity Fire
Inactive units which have not yet fired during the current turn may opportunity fire to attack enemy units within 4 hexes. Each eligible unit using rifle fire may conduct one opportunity fire per turn and will then receive the Opportunity Fire marker in order to record that they have already fired.
4.31 Procedure. The inactive player designates the firing unit(s) during the target unit's movement. Resolve the attack using the rifle fire procedure, place an Opportunity Fire marker on the unit after it fires to indicate that it can't fire again this turn.
4.32 Targets. A moving unit may be attacked in any hex(es) within enemy range that it enters along its movement path. During its movement, the inactive player must tell the moving player to stop moving momentarily so that he can conduct opportunity fire. Fire must be resolved before the unit enters a new hex. The firing player may not wait to see where the unit will end its movement before announcing opportunity fire.
4.33 Melée hexes. Opportunity fire may not be conducted against units in Melée hexes or entering a Melée hex.
4.34 Die Roll Modifiers. DRMs are:
- SUPPORT: DRM+1 if another Italian unit is adjacent to the firing Italian unit (the Bande are not considered Italian).
- TERRAIN: terrain DRMs, applicable for the terrain in the moving unit's hex and/or for the terrain in the firing unit's hex
- LEADER: if a leader is stacked with the firing unit and has any DRM printed on its visible side for Fire (those with the letter F).
- SIZE: if the firing unit has a Melèe Strength equal to 0, apply a -1 DRM.
- OPPORTUNITY FIRE PENALTY: -1 DRM to any firing unit.
4.4 Fire Combat Phase
Active units which have not yet fired during the current turn may make a fire attack against enemy units (within a range of 4 hexes) to which they have an unblocked LOS. Each eligible unit using direct fire may conduct one fire per turn and will then receive a FIRE attack marker. This also occurs if they are stacked with their leaders.
4.41 Die Roll Modifiers. DRMs are:
- SUPPORT: DRM+1 if another Italian unit is adjacent to the firing Italian unit (the Bande are not considered Italian).
- TERRAIN: terrain DRMs, applicable for the terrain in the inactive player's hex and/or for the terrain in the firing unit's hex;
- MOVED: DRM -1 if the firing unit has this marker;
- COMBAT: DRM -1 if the firing unit has this marker;
- LEADER: if a leader is accompanying the firing unit and has a DRM printed on its visible side for Fire (F);
- SIZE: if the firing unit has a Melèe Strength equal to 0, apply a -1DRM;
Note: Rifle units having a RETREAT marker cannot perform Fire or Opportunity Fire.
4.5 Fire Combat Table and Fire Die Roll Results
The firing unit verifies range and LOS, locates the proper column on the Fire Combat Table, rolls the die and adds the DRMs to determine the result.
Fire Combat Table
DRM (d6) for Opportunity Fire, Movement, Combat: -1 DRM (d6) for Support Fire (Italians only): +1
Rolls to hit:
| Range | Italians | Dervishes, Ethiopians & Bands |
|---|---|---|
| 1 | 3 - 4 - 5 - 6 | 4 - 5 - 6 |
| 2 | 4 - 5 - 6 | 5 - 6 |
| 3 | 5 - 6 | 6 |
| 4 | 5 - 6 | 6 |
Note: in Black (shown here in bold) Double Hit result; other Single hit result. Apply hit(s) and step loss(es) to the target unit.
Leaders: if the target has a Leader stacked and receives one/more hits, roll a d6; with a result of 5 or more the Leader receives an hit.
Bold Black are Double Hit results, all others are Single Hit results. Apply hit(s) and step loss(es) to the target unit.
If moving units receive a hit, they must stop immediately, suffer a step loss and receive a MOVED marker.
If the target hit is an artillery unit, it is eliminated immediately.
If the target unit has a Leader stacked with it and receives one or more hits, roll a d6; on a result of 5 of more the Leader receives a hit and suffers a step loss.
If the target unit is a lone Leader unit, apply the result (a step loss or two).
4.6 Rifle marker
Ethiopian Spear and Cavalry units can perform Opportunity Fire and Fire combat if holding a Rifle marker.
This represents the unique capability of Ethiopians Spear and Cavalry units to use abandoned rifles left on the battlefield. Rifle markers are deployed on the map in the hex of every eliminated Rifle unit. If a Spear/Cavalry unit enters a hex containing a Rifle marker, the unit will stop and can receive that marker, which will be then attached to the unit itself. The unit will receive a MOVED marker as well for that turn. Units holding Rifle markers will then act like Rifle units (i.e. they can then perform Opportunity Fire and perform Fire Combat and receive all the related markers). If such a unit is eliminated, the Rifle marker will be left in that hex.
4.7 Artillery Opportunity Fire
Artillery units can perform Opportunity Fire only if stacked with an Officer. It can be any Officer as Artillery units do not belong to a specific Battalion. Resolve the attack using the Artillery fire procedure; the Opportunity Fire DRMs will be applied and the unit will then receive an Opportunity Fire marker. An Artillery unit which has performed Opportunity Fire will be able to fire during its next Fire Combat Phase.
4.8 Artillery Fire
Active artillery units which have not yet fired in the current turn may fire enemy units within a range of 8 hexes to which have a LOS.
Each artillery unit using artillery fire may conduct one fire per turn and will then be marked with a Fire marker.
4.61 Procedure. The active player designates the firing unit(s) during the Fire Combat Phase. He then resolves the attack using the artillery fire procedure: Verify range and LOS, roll 1d6 die, apply any DRMs and check on the Artillery Combat Table for the results:
Artillery Combat Table
DRM (d6) for Movement: -1 DRM (d6) for Opportunity Fire: -2
| Range | Rolls to hit | Effect |
|---|---|---|
| 1 | 2 - 3 - 4 - 5 - 6 | Double Hit |
| 2 | 3 - 4 - 5 - 6 | Double Hit |
| 3 - 4 | 3 - 4 - 5 - 6 | Single Hit |
| 5 - 6 | 4 - 5 - 6 | Single Hit |
| 7 - 8 | 5 - 6 | Single Hit |
Note: in Black Double Hit result, in White Single Hit result.
Leaders: if the target unit has a Leader stacked and receives one/more Hit(s), roll a d6; with a result of 5 or more the Leader receives an hit.
4.62 Artillery DRMs:
- MOVED: DRM -1 if the firing unit has this marker;
- LEADER: if a leader is accompanying the artillery unit and has any DRM printed on the visible side for Fire (F);
- TERRAIN: terrain's DRMs of the target hex and the firing hex
- OPPORTUNITY FIRE PENALTY: -2 DRM to any firing unit.
DRMs are considered cumulative.
4.63 Artillery Fire Results
Bold Black Double Hit result, or White Single hit results.
Apply hit(s) and step loss(es) to the target unit. If the target unit has a Leader stacked with it and receives one/more hits, roll a d6; with a result of 5 of more the Leader receives an hit and suffers a step loss. If the target unit is a lone Leader unit, apply the results.
5.0 Melée Combat
If a moving unit enters an hex occupied by an enemy unit, that causes a Melèe combat, which is immediately resolved.
5.1 Procedure
Each side calculates the Melèe Cumulative Value (MCV) of their respective unit(s): add together:
- the unit Strength
- the DRMs (cumulative)
- the result of a 1d6 die roll.
5.11 Leaders: Officers (Italians) or Emirs (Dervishes)/Ras (Ethiopians), caught alone in a hex are immediately eliminated (in this case the advancing unit's movement is not interrupted by the Melèe).
5.12 Artillery: Artillery performs normal Melèe combat.
5.2 Combat Results
Compare MCVs of the opposing force and apply the results:
- SAME VALUE: Active player retreats to his original starting hex;
- MCV superior by 1 or 2: lower MCV unit retreats 1 hex.
- MCV higher by 3 up to double the opponent's value: lower MCV unit retreats 1 hex and receives 1 Hit; receiving one hit means suffering a step loss.
- MCV difference more than double: lower MCV unit is overrun and eliminated.
5.21 Markers: Each engaged unit will receive one COMBAT marker the Melèe if it can perform Fire combat; in case of any retreat, the withdrawing unit will always receive instead a RETREAT marker (see 5.4). Remember, leaders can keep units from being tagged with these two Markers.
5.3 Die Roll Modifiers
- HEIGHT: DRM +1 for the player at the higher elevation hex (terrain) in the case that the active player enters the melee hex coming from a lower elevation level.
- RETREAT: DRM -1 for the unit marked with a retreat marker (as just stated on the marker);
- TERRAIN: terrain DRM in the Melèe hex, where applicable.
- LEADER: if a leader is present in the melèe hex and has a DRM printed on the visible side for Combat (those with the letter C).
- BAYONET CHARGE!: DRM +1 valid for the Italian units in Amba Alagi Scenario only.
DRMs are all be considered to be cumulative.
5.4 Retreats
If a unit must retreat 1 hex, the active player's unit will retreat to the last hex of its movement path; the inactive player's unit will retreat 1 hex chosen by the active player.
If it would be impossible to retreat, due to impassable terrain or presence of enemy units, the unit will be eliminated; however if there is at least one friendly unit adjacent, the unit can retreat a maximum of 2 hexes through that hex, in order to reach an empty hex, otherwise it will be eliminated. In case of the presence of more than one adjacent friendly unit, the active player decides the retreat path.
The inactive player's unit cannot retreat into or through the hex from which the active player's unit entered into Melèe hex.
Artillery units never retreat, batteries will be eliminated in case of a retreat result.
5.41 Retreat markers: Retreating units will receive a RETREAT marker, and therefore they will not be able to perform any kind of Fire (fire combat or opportunity fire) and will be penalized by the DRM printed on the marker. If units already holding one RETREAT marker get another Retreat result, they then receive one Hit and retain the RETREAT marker; another Retreat result, while holding the marker, will then lead to elimination.
5.42 Victor advance: After a successful Melèe, the active player's unit, which caused the retreat of the opponent's unit, if it still has available MPs, may continue to move, while being obviously subject to any Opportunity Fire and other Melèe combats, as the case may be.
6.0 Administrative Phase
During this phase all Fire and Opportunity Fire markers (of both players) are removed and all other markers on the active player's units (i.e. moved, retreat and combat markers) are removed.
Markers (other than Fire and Opportunity Fire) on the inactive player's units are left in place.
7.0 Victory conditions
See the Scenario rules for the specific Victory conditions.
Scenarios
Legend for Historical Set Up: Off = Officer; Ras = Ras; Emir = Emir; Inf = Ascari Infantry Coy; 1 III = First Company, Third Battalion; Zaptiè = Mounted Native Police; Rifle = Dervish/Ethiopian Rifle Unit; Spear = Dervish/Ethiopian Spear Unit; Cav = Cavalry; Foot Cav = Foot Cavalry; Art = Artillery; Band = Band; MM = Mobile Militia; Battery = battery side; Mule = mule side; IB = Ibrahim Rub; RA = Er Rasur Rub; DA = Daggasc Rub; AD = Addacher Rub; MA = Maconnen troops; MG = Mangasha troops; AL = Alula troops; MK = Mikael troops.
S1 First Agordat - 27th June 1890
A raiding party of Dervishes are caught by the Ascari troops commanded by Captain Gustavo Fara in the plain of Agordat.
S1.1 Set Up. Use the Agordat map.
S1.11 Historical Set Up
Italian: Fara (Officer); 1 II Inf; 2 II Inf; 1 II Inf; 2 II Inf (as printed in the scenario).
Dervish: Faragiallah (Emir); 1 Spear; 2 Spear; 3 Spear; 1 Cav; 1 Rifle; 2 Rifle; 3 Rifle; 4 Rifle; 5 Rifle; Booty x 4.
S1.12 How to start. Unit setup: The Italian units are deployed on the left bank of Inchierai River and then the Dervishes are setup, within 3 hexes of the village of Algheden. The game Initiative from the 1st turn will be Dervish. The Dervish player will be the first to act putting his turn-flag in the appropriate map box. He/she will be the first Active player, while his/her opponent will be the Inactive player. The flag in the box will record who is the Active/Inactive player during the Turn Sequence.
S1.2 Booty Units. The Booty units represent the Dervish booty from the looting of the Dega Village of the Beni Amer tribe. On the front side is depicted a Camel; on this side the unit is under Dervish control and cannot perform any type of Combat as active player, but may defend against Melèe as inactive player. Its objective is to exit safely from the map.
If any Italian unit can trace, during the Italian movement phase, a clear LOS to one of the Booty units/Camel side within a 3 hexes range, the Italian player must roll a d6; with a result less of 3, it remains a Booty unit, controlled by the Dervish player; if the result is equal to or greater than 3, this unit is immediately flipped to the Women side, representing the Dega women who revolt and can attack the Dervishes. The Unit is then under Italian control and can be moved and can perform Melèe combat, with the values depicted on this side. If the Booty unit/Women receive a Hit (Rifle or Melèe), it is eliminated.
S1.3 Terrain Effects Chart (TEC) - Scenario Specific Terrains
- Fort: at this time the Fort did not exist; consider this hex a Zeriba;
- Camp/Village: at this time the Village did not exist; consider this hex a Zeriba;
- Zeriba: +1 to cross plus terrain cost; blocks LOS; DRM +1 for units defending inside the Zeriba in Melèe; DRM -1 to the firing unit if the target is inside the Zeriba.
Note: the Zeriba (or Zareba) was (in the Sudan and adjoining regions) a protective enclosure, made of thorn bushes.
S1.4 Victory conditions. The Dervish player must exit from any hex on the Agordat side of the map (column 15XX) with a minimum of 4 combat units (the Emir doesn't count) or one Camel unit or he must eliminate all Italian units. The Italian player wins if he avoids the Dervish to Victory conditions.
S2 Agordat - 21st December 1893
20 native Askari and some Italian national soldiers, led by Lt. Colonel Arimondi, encounters in the plain of Agordat around 12,000 Mahdists, led by the Amir of Ghedaref, attempting to invade the Italian Colony of Eritrea. An astonishing Italian victory and the very first one of the young nation.
S2.1 Set Up. Use the Agordat map.
S2.11 Historical Set Up
Italian (unit, hex):
| Unit | Hex |
|---|---|
| Arimondi (Officer) | 1704 |
| Salsa (Officer) | 1703 |
| Cortese (Officer) | 1705 |
| Galliano (Officer) | 1707 |
| 1 II | 1706 |
| 2 II | 1705 |
| 3 II | 1703 |
| 4 II | 1603 |
| 1 III | 1707 |
| 3 III | 1708 |
| 3 IV | 1610 |
| Asmara Foot Cav | 1605 |
Dervish:
- A Wad Ali (Emir) 3101 - all within 4 hexes
- Ibrahim (Emir) IB; 1-4 Rifle IB; 1-2 Spear IB; 1 Cav IB
- Er Rasur (Emir) RA; 5-7 Rifle RA; 3-4 Spear RA; 2 Cav RA
- Daggasc (Emir) DA; 8-9 Rifle DA; 5-7 Spear DA; 3 Cav DA
- Addacher (Emir) AD; 8-10 Spear AD; 4 Cav AD
S2.12 Free Deployment Scenario. Units setup: For the Historical Scenario, follow the instructions under the Historical Set Up page, while for the Free setup Scenario, the Italian units can be deployed between column 15xx and 18xx inclusive; the Dervish units can be deployed between column 27xx and column 33xx up to line xx05 inclusive. During the first turn the Dervishes cannot move, but can perform the Fire Phase and Opportunity Fire. The game Initiative from the 1st turn will be Italian. The Italian player will be the first to act putting his turn-flag in the appropriate map box. He will thus be the first Active player, while his opponent will be the Inactive player. The flag in the box will record who is the Active/Inactive player during the Turn Sequence.
S2.2 Terrain Effects Chart (TEC) - Scenario Specific Terrain
- Fort: costs 1 MP, blocks LOS; DRM +1 for units inside the fort in Melèe; DRM -1 to firing unit if target is inside the fort;
- River: river Barka is impassable;
- Zeriba: +1 to cross plus terrain cost; blocks LOS; DRM +1 for units defending inside the zeriba in Melèe; DRM -1 to firing unit if the target is inside the zeriba.
- Camp/Village: costs 1 MP; blocks LOS; DRM +1 for units defending inside the Camp/Village in Melèe; DRM -1 to firing unit if target is inside the Camp/Village (see TEC for details on hexes involved).
S2.3 Victory conditions. The Dervishes must occupy the fort of Agordat (hex 1704) or eliminate 7 Italian units (Officers count as units). The Italians must occupy the Dervish camp (hex 3101) or eliminate 20 Dervish units (Emirs count as units).
S3 Coatit - 13th January 1895
The Italian Army in Eritrea, led by General Baratieri, wins its last victory before Adowa, attacking the overhelming Ras Mangasha's Army at Coatit, fighting two days and performing a perfect redeployment under enemy fire. Tactically a draw, but strategically a victory.
S3.1 Set Up. Use the Coatit map.
S3.11 Historical Set Up
Italian (unit, hex):
| Unit | Hex |
|---|---|
| Baratieri (Officer) | 2405 |
| Galliano (Officer III) | 2706 |
| Toselli (Officer IV) | 2408 |
| Hidalgo (Officer II) | 2204 |
| 2 II | 2204 |
| 5 II | 2104 |
| 4 MM | 2005 |
| 5 MM | 2308 |
| 6 MM | 1905 |
| 1 III | 2706 |
| 2 III | 2705 |
| 3 III | 2704 |
Ethiopian: The Ethiopian Army belongs to a unique Provincial Corps, for Ras capability.
| Unit | Hex |
|---|---|
| Mangascha (Ras) | 3315 |
| Tesfu (Ras) | 2914 |
| Amac Sigal (Ras) | 3312 |
| Ras | 2716 |
| Ras | 3405 |
| 1 Rifle | 3315 |
| 2 Rifle | 3405 |
| 3 Rifle | 3406 |
| 4 Rifle | 3113 |
| 5 Rifle | 3213 |
| 6 Rifle | 3312 |
| 7 Rifle | 3313 |
S3.12 Free Deployment Scenario. Unit Setup: For the Historical Scenario, follow the instructions under Historical Set Up page. For the Free Deployment Scenario the Italian units deploy first in the area delimited by hexes 2701 to 2707 and from 2707 to 2210 and from 2210 to 1506. Then the Ethiopians deploy in the area delimited by hexes 2717 to 2715, then from 2715 to 3412 and finally from 3412 to 3403. The game Initiative from the 1st turn will be Ethiopian (They have just been awakened by the Italian Artillery; therefore the unit in 2815 starts on its Reduced side). The Ethiopian player will be the first to act putting his turn-flag in the appropriate box, on the Turn Track, at the 05.00 turn. He will be the first Active player, while his opponent will be the Inactive player. The flag in the box will record who is the Active/Inactive player during the Turn Sequence.
S3.2 The Turn Sequence. Each turn is about 60 minutes in real time. On the first turn the first player is the Ethiopian player. The Sequence continues until one player achieves their Victory conditions or the end of the 07.00 turn (14th January), for a total of 16 hour long turns (of which two are Night Turns).
S3.3 Terrain Effects Chart (TEC) - Scenario Specific Terrains
- Ravines: counts as a slope-line terrain; negates the SUPPORT Fire DRM for Italian Units, if the adjacent Italian units have such a ravine between them. Can block LOS, see Verify Line of Sight (4.3) and blocks LOS between hexes at a lower elevation.
- Creek: +1 to cross plus terrain cost of the hex entered for Italian units only, 0 (zero) for Ethiopian units; DRM +1 for the inactive player if active unit crosses a creek to enter a Melèe hex;
- Camp/Village: costs 1 MP; blocks LOS; DRM +1 for units defending inside the Camp/Village in Melèe; DRM -1 to firing unit if target is inside the Camp/Village (see TEC for details on hexes involved).
S3.4 Ethiopians Movement. In Coatit Ethiopian Rifle units NEVER get a MOVED marker, due to their movement ability, knowledge of the terrain and their unique coverage and fire tactics. The only exception is the Rifle Marker Special Rule.
S3.5 Special Rules
S3.51 Rifle marker. Rifle marker (rule 4.6). Ethiopian Spears and Cavalry can perform Fire Combat and Opportunity Fire if holding the Rifle marker.
S3.52 Mobile Militia. If Mobile Militia Italian units (MM) fire as Bande, can receive the SUPPORT DRM in the Fire phases but do not give it to other Italian units.
S3.53 Line of Sight. If the firer or the target unit is immediately adjacent to the Ravine and the LOS between them crosses it and at least one hex of the hill, there is NO LOS and Fire cannot be performed. If both firer and target unit are adjacent to the Ravine and are in contact and or no hill hex is crossed, there is an LOS between them and Fire can be performed.
S3.54 Night Turn. LOS during these turns is reduced to 2 hexes only.
S3.6 Victory conditions.
Ethiopians must
- occupy at least one hex of Coatit town (hexes 1501-1701-1601-1602),
- or eliminate 10 Italian units,
- or occupy the HQ hill hex (2405) and eliminate at least 6 Italian units,
- or eliminate the Italian Officer Baratieri,
before the end of the 07.00 turn of 14th January 1895 (Officers count as units);
Italians must
- eliminate at least 22 Ethiopians units (Ras count as units),
- or eliminate the Ethiopian Ras Mangasha
- or occupy at least one hex of Ras Mangasha's Camp (hexes 3216, 3217, 3315, 3316),
- or avoid the Ethiopians' victory conditions.
S4 Amba Alagi - 7th December 1895
The political quarrel between Gen. Arimondi and Eritrea Governor Baratieri led the IV Native Battalion to be put in the advanced position of Amba Alagi, just in front of the full Negus Menelik Ethiopian Army. Arimondi wanted to repeat Agordat, when with few troops managed to win the day, and therefore, despite Baratieri's order to withdraw the Battalion, he didn't forward it to Lt. Toselli, condemning hime and his men to sure death... it will be the prelude to Adowa!
S4.1 Set Up. Use the Amba Alagi map.
S4.11 Historical Set Up
Italian (unit, hex):
| Unit | Hex |
|---|---|
| Toselli (Officer) | 1907 |
| 1 IV | 2006 |
| 2 IV | 2106 |
| 3 IV | 2706 |
| 4 IV | 2409 |
| 1 III | 2007 |
| c VI | 2005 |
| D Batt battery | 1907 |
| Oculè Cusai Band | 1508 |
| Ras Sehbat Band | 3105 |
| Sheik Tahla Band | 1606 |
| Degiacc Alì Band | 3205 |
Ethiopian:
- Maconnen (Ras) MA - enters turn 07.00, hex 2213; 1-4 Cav MA; 1-4 Rifle MA; 1-3 Spear MA
- Mangascha (Ras) MG - enters turn 07.00, hex 2513; 1-2 Rifle MG; 1-8 Spear MG
- Alula (Ras) AL - enters turn 08.00, hex 1713; 1-3 Rifle AL; 1-8 Spear AL
- Mikael (Ras) MK - enters turn 09.30, hex 2513; 1-6 Spear MK; 1 Cav MK
S4.12 Free Deployment Scenario. Unit Setup: For the Historical Scenario, follow the instructions under Historical Set Up page, while for the Free Deployment Scenario the Italian units setup first (anywhere the map) and then the Ethiopians; on each turn they can enter from the bottom map edge (row xx13) by Provincial Corp; the Ethiopian player decides how many units enter and from which hex when he is the Active player. The game Initiative on the 1st turn will be Ethiopian. The Ethiopian player will be the first player placing his turn-flag in the appropriate box, on the Turn Track, on the 07.00 turn. He will be the first Active player, while his opponent will be the Inactive player. The flag in the box will record who is the Active/Inactive player during the Turn Sequence.
S4.2 The Turn Sequence. Each turn is about 30 minutes in real time. For the first turn the first player is the Ethiopian player. This Sequence continues until one side or the other achieves their Victory conditions or the end of the 14.00 turn, for a total of 15 half-hour turns.
S4.3 Terrain Effects Chart (TEC) - Scenario Specific Terrain
- Trail/Road: costs 1 MP, eliminates the Slope cost, doesn't negate HEIGHT DRM.
- Rocks: impassable.
S4.4 Special Rules
S4.41 Rifle marker. Use the Rifle marker rule (4.6). Ethiopian Spears and Cavalry can perform Fire Combat and Opportunity Fire if holding the Rifle marker.
S4.42 Bayonet charge. In the Amba Alagi Scenario only Italian units have a DRM +1 in Melèe combat.
S4.5 Victory conditions. The Ethiopians must occupy hexes 3205, 2106, 1501 (Victory hexes) and eliminate all Italian units before the end of the 14.00 turn; The Italians must eliminate at least 12 Ethiopian units (Ras count as units) if they hold 3 Victory hexes, 15 Ethiopian units if holding 2 Victory hexes, 18 Ethiopian units if holding 1 Victory hex or keep two Victory hexes at the end of the 14.00 turn.
S5 Metemma - 9th - 10th March 1889
After the sack of the historic capital city of Gondar in 1888, Negus Neghesti Johannes IV gathered an army to repel the Mahdists from the city of Metemma. While on the way to victory, the Ethiopians melt away demoralized by the killing of their Emperor during the final assault.
S5.1 Set Up. Use the Metemma map. This Scenario is at a different scale (around 1500 men per Melée point; 150 meters per hex) than the rest of the game. Each turn is about 30 minutes in real time.
S5.11 Historical Set Up
Ethiopian (units from Amba Alagi): 1-4 Cav MA; 1-4 Rifle MA; 1-2 Rifle MG; 1-8 Spear MG; 1-8 Spear AL.
Dervish (units from Agordat): 1-4 Rifle IB; 5-7 Rifle RA; 1-2 Spear IB; 3-4 Spear RA; 5-7 Spear DA; 8-10 Spear AD.
S5.12 Unit setup. In this Scenario the Dervish units deploy first (inside the zone between column 18xx and 28xx) and then the Ethiopians, entering from the hexes of column 33xx. The game Initiative from the 1st turn will be Ethiopian. The Ethiopian player will be the first to act putting his turn-flag in the appropriate box. He will be the first Active player, while his opponent will be the Inactive player. The flag in the box will record who is the Active/Inactive player during the Turn Sequence.
S5.3 Terrain Effects Chart (TEC) - Scenario Specific Terrain
- Zeriba: in this Scenario it cost the entire printed Movement Allowance to cross; blocks LOS; DRM +1 for units inside the zeriba in Melèe; DRM -1 to firing unit if the target is inside the zeriba.
- Water: impassable.
- Village: costs 1 MP; blocks LOS; DRM +1 for units inside the Village defending in Melèe; DRM -1 to firing unit if the target is inside the Village (see TEC for details on hexes involved).
S5.4 Special Rules
S5.41 Rifle marker. Use the Rifle marker rule (4.6). Ethiopian (only) Spear and Cavalry can perform Fire Combat and Opportunity Fire if holding the Rifle marker.
S5.42 Fire and Movement. The MOVED MARKER is not used in the Metemma Scenario, as no Leaders are present in the Scenario. All other Markers are used.
S5.43 Johannes IV. Every time an Ethiopian unit receives a hit within the area bordered by the Zeriba, the Ethiopian player must roll a d6; if the result is 5-6, then the Emperor was among the fallen of that unit! Ethiopian morale starts to fall! From the next Ethiopian Turn, before the Movement Phase, the Dervish player must roll a d6; the result is the number of Ethiopian units, chosen by the Ethiopian player, which must be removed from the map as they are demoralized by the death of the Emperor and so leave the field.
S5.5 Victory conditions. The Ethiopians must occupy the 2206, 2207 and 2106 hexes (Victory hexes). The Dervishes must avoid the Ethiopian victory conditions.
Questions & Answers (Official FAQ)
General
Q: Counters - are the single sided counters eliminated at the first hit? A: Yes
Q: Opportunity fire - is it possible to opp-fire on a unit which moves one hex back for a Retreat Penalty? A: Yes
Q: Opportunity fire - example: an Italian unit A is attacked in melèe by a Dervish spear unit. If the Dervish wins it remains alone in the hex adjacent to another Italian B unit. Can the B Italian Opp-fire BEFORE the Dervish engage in melèe this other unit? A: Yes
Q: Or the Opp-fire has to be considered as a consequence to MP expenditure? A: There is a special indication in the rule 5.42
Q: When Opportunity Fire is possible? A: The Opp Fire can be done in any moment of the movement of the active unit, if in range; The inactive player will ask the active one to stop momentary the unit (before entering a new hex in the sense that if the movement is not interrupted by this request of stopping, the active unit will enter in the new hex), will resolve all the Opp Fire what wants to do and if the active units does not get any hit, can move forward and be subject again to the Opp fire. If the active unit decides to enter in Melèe, it cannot be object of Opp fire (see 4.33)
Q: "Multiple slopes" means 3 different elevations as depicted on the TEC or two is enough? A: As depicted on the TEC.
Q: Example: hex 1810 (Agordat) is a clear hex, a slope hex or a multiple slope? (and so 1607-1707-1813) A: 1810 is a slope hex. You will find multiple slope hexes in Amba Alagi and Coatit for example.
Q&A: Regarding the SUPPORT Fire DRM: as stated in the rules, it is enough that "at least" another Italian unit (not MM or Bande) is adjacent to the firing Italian unit. NO need of LOS, range or other issues; the fact of being adjacent is the sole need in order to get the DRM (historically being supported meant better fire results!)
Q: Is the FIRE DRM cumulative? So would a unit firing from a Palm Tree hex at a unit in a Palm Tree hex fire a a -2 DRM? A: Yes, FIRE DRMS are cumulative; you have in the case described a -2 drm.
Q: If you are firing artillery at 1-2 hex range, it's not possible to inflict a single hit, you either miss or inflict a double hit, correct? A: It is correct; at 1-2 hexes in Artillery Fire you miss or inflict double hit.
Q: Can you stack more than one commander with a unit ? If yes, the leader DRM are cumulative (something that could happen in Coatit as all ethiopian leaders have melee DRM) ? A: I think that it could be possible to stack all the leaders all together with an unit (Leaders do not affect stacking!) for cumulating the DRM, but it is highly NOT recommended: if this unit is fire targeted, the leaders could be lost all together and as well, they wouldn't be used in other parts of the battle!
Q: When an adjacent enemy unit moves, you can opportunity fire at it. But if the same adjacent enemy unit does not move, you cannot fire at it (no defensive fire ala ASL). It seems a little bit weird isn't it ? A: Actually the decision not to permit the opportunity fire on every enemy unit but only on the moving ones has been taken by me during the play testing because I wanted to add the opportunity fire in the system, but when we tried the "defensive fire", the Italians were sweeping away in a couple of turns every approaching enemies, with no Melèe at all! It sounded to me too unbalanced and not historic, therefore I decided to permit opportunity fire on enemy moving units only.
Q: When an italian unit fires at 1 hex with a +1 drm and roll a 5 for a final of 6. Is it a double hit ? Or only on an unmodified dr of 6 ? A: It is a double hit; it is always better have a support
Q: Now about leader stacked with a unit in melee. When his unit suffers a hit, can the leader be hit like during a fire attack ? If yes (I presume that) how ? On a dr of 5-6 like during fire ? R: In order to simulate the toughness of the clashes, in the Melèe, where the fight was very fierce historically, a Leader follows the faith of the unit to which is stacked, getting one hit when she does and being eliminated with her.
Q: Is an italian unit in support fire marked with a "Fired" marker ? A: No, as the Italian support unit doesn't get any marker for supporting any firing units.
Q: An hill hex like 1609 on Agordat is treated as a clear hex (i.e., is there a "plateau" effect") or as slope hex ? A: There is like a "plateau" effect in relation to another same level hex like 1508 (even if it is not clear hex), but is is always a slope hex in relation to the LOS effects or Melèe DRM (as per TEC chart) in the situations indicated there (i.e. the hex is between hexes at lower elevation or the active player enters the melèe in that hex from a lower hex);
First Agordat
Q: Camels - the roll to check if the women revolt has to be done in the first very moment the condition apply (3 hexes and clear LOS), ain't it? A: Yes
Q: Does it matter if a unit is approaching the camels? I mean there is just one roll at three hexes, or another one at two and another adjacent? A: A roll at each approaching hex.
Q: Camels - for the same camel unit in a turn, we should roll for every different italian unit which meet the conditions, or just once per turn? A: For every Italian unit.
Q: Camels!!! - if a dervish leader is stacked with a camel unit, does the unit roll to check if it change side as well? (and if it change side is the leader eliminated?) A: The camel unit rolls anyway and if revolts the leader is killed by the women!
Q: Counters - Dervish Rifle unit Ib-1 has the same values on both sides. Is it correct? A: Yes, it is very tough!
Q: Do you roll for each booty counter only once per game or every turn the conditions apply? A: You roll every time the conditions apply. And when it revolts, it is revolted and you have no more to roll for that unit!
Agordat
Q: Partially River Barka hexes 1501-1701-1901-2101 (Argodat map) are to be considered impassable? A: Only hexes 1901 and 2101 are passable, the others are impassable.
Q: Slope hexes cost 1mp or +1 mp? Is there a penalty in climbing? A: as per TEC depends on how many slopes are in the hex. If you enter a one slope, it costs 1 mp either upwards and downwards; if you enter a multiple slope hex, it depends if you are climbing or descending (follow the TEC description).
Coatit
Q: One question about the victory conditions: what do you mean by "control" of an hex: 1) to currently occupy it with a unit ? 2) to be the last to have occupied it even temporarily during movement ? 3) when do you check this : at the end of a game turn ? player turn ? A: To control an hex for the victory conditions you have the last one to have occupied it even temporarily during movement. It is checked during the player turn; it is then a sudden death! If the Ethiopian player enters with an unit (combat unit!) in a Coatit hex, he/she wins!
Q: How do you handle officers in melee when their unit suffers a step loss : do you roll a die to see if the leader suffers this step loss (like with fire attack) of it is automatically the unit that suffers the step loss ? A: In this case it is the unit which suffers the step loss; in case of elimination of the unit, the leader is eliminated as well.
Q: According to the TEC, an ethiopian unit in 2715 can move to 2714, 2713 and 2712 where it must stop (ravine upwards). In any case, it must stop because it has expended all its movement allowance. If the same unit starts in 2713, it must stop in 2712 as well (ravine upwards) after moving 1 hex instead of 3 in the previous hex. Its seems strange isn't it ? Why not paying 3 MP to move upwards ? A: 1) I preferred to let work the "ravine" like it is because giving a fixed cost in MP (for instance 3) would have given some unhistorical advantage to fast units (cavalry). The issue for the troops is to climb the ravine. 2) Getting immediately a Moved marker gives the difficulties into passing downwards a ravine; as well it is not sure that the unit coming from the ravine would exploit all its MP (in this case only it would get the Moved marker).
Q: Each game turn is comprised of one ethiopian turn + one italian turn, right ? A: Yes
Q: S5.42 states that since no Leaders are present, Moved Markers are not used. I can't understand the relation. Furthermore this is a great advantage for the Ethiopian units which grab abandoned rifles. They can grab and shoot with no penalty in the same turn. A: The relation is that a rifle unit can exploit all its MP and doing it, it does not get a MOVED marker, as there are no Leaders who can avoid it. The rule S5.41 states that the Rifle Marker rule is used and therefore must be followed (the use of MOVED marker is permitted, then).
Q: 5.42 Victory Advance. Is it possible for a unit which cause an enemy to retreat, to keep on fighting with that (retreating) unit? A. Yes, it is possible.
Q: If a unit with just 1 MP allowance is forced to retreat but has all the adjacent hexes occupied by friendly units, can it retreat TWO hexes? A. Yes, retreating does not cost MP.
Q: 2.0 states "the turn marker is moved after each player has been active". So a Turn is composed by two of the sequences described in 2.0. Does this mean that if a unit fires Opportunity Fire during the adversary movement phase, can not fire in his own Fire phase? Rule 4.31 states that Opp Fire marker indicates that unit can not fire again this turn BUT in 6.0 we find that Opp markers are removed at the end of EACH sequence. Doing so will lack to indicate the units which Opp Fired and cannot fire in the subsequent fire phase. Please help! A: A rifle unit during the same turn (where Turns are used) can Opportunity fire as Inactive and then Fire as Active. Where turns are not used, as well.
Amba Alagi
Q: Does the bayonet charge DRM apply to the Bands units ? A: Not to the Italian units only. Bands are not italian
Q: What is the level of hex 2211 ? 2210 ? What is the MP cost to move from 2211 to 2210 : 1 MP (if both at the same level) or the multiple slopes cost (with immediate stop) ? A: For Amba Alagi: 2210 and 2211 are multiple slopes hex; to move from 2210 to 2211 it costs 1MP (same level); to move from 2210 to 2109 (multiple slopes with track) costs immediate stop (no direct use of the track).
Q: How do you define the level of an hex : by the darkest color ? by the color in majority in the hex ? by the color in the center of the hex ? It is very important because of the melee modifier for an attacker attacking from a lower level. A: The level depends from the darkest color present in the hex.
Q: 2210, 2211 and 2109 are exactly the same kind of hexes : multiple slopes with the same 3 colors. So why the cost for moving from 2210 to 2109 is different than the cost for moving from 2210 to 2211? A: The cost from 2211 to 2210 is 1MP because there is continuity of all the lines of slopes between the hexes; from 2210 to 2109 there is not such full continuity, then there is a cost of stop, as 2109 is climbed if the unit moves from 2210.
Metemma
Q: A question about setup : the two columns indicated for the dervish setup are included or not ? A: Included
Q: LOS is blocked if it passes along a hexside between two hexes containing blocking terrain. How have we to consider the gray (non)hexes outside the grid? Example (Metemma map): if hex 2613 is occupied by a unit, is the LOS between 2513 and 2713 blocked? A: Yes it is blocked... the "limit of the world" rule or something like that.
Q: Zeriba - TEC states it block LOS. So how can a unit be shot if inside it and have benefit from the -1 DRM. Does it mean that Zeriba block LOS to units NOT adjacent to it BUT units adjacent to it can be shot with a -1 DRM? A: Zeriba blocks LOS through. A LOS may enter a hex with blocking terrain, but may not pass through, see 4.2
Q: Metemma Water - the impassable hexes are the "oasis" ones? A: Yes as per TEC.
Q: Do they ALL (Zeriba hexes) cost the whole MP allowance to enter? (in this scenario) A: In Metemma the cost to cross the Zeriba is the whole printed Movement Allowance;
Q: Consequetly, if Zeriba block LOS, units can be fired at, only if they are in the "first ring" hexes of the village, right? (2005-2009,2104,2205,2305 etc...) A: Units can be fired only if they are in the first ring.
Q: Does the road passing through 2007 and 2407 bypass the Zeriba MP cost, lowering it to 1 MP? A: The road do not bypass the Zeriba cost.
Q: Is this possible for units retreating crossing the Zeriba that in Metemma games costs the whole MP allowance? A. Yes, retreating does not cost MP.
Q: Why didn't you make a marker for the Ethiopian Emperor Johannes IV? He can cause desertion but no benefits at all! A. I thought it wasn't valuable; the Ethiopian player would have kept him somewhere far from the Zeriba in order to avoid his killing and the subsequent melting of his Army....