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IABSM - Call This A Ruddy Picnic - WW2 Wargame Supplement
IABSM - Call This A Ruddy Picnic - WW2 Wargame Supplement
IABSM - Call This A Ruddy Picnic - WW2 Wargame Supplement
By Chris Stoesen
© 2006
Written by Chris Stoesen
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Contents
Forward ........................................................................................................ 4
Introduction ................................................................................................... 5
Bibliography ..................................................................................................10
Timeline .......................................................................................................11
Phase 1 – The Raids .........................................................................................13
Scenario 1: 18th of June, Djibouti .......................................................................15
Scenario 1: 18th of June, Djibouti .......................................................................16
Scenario 2: First Blood – El Uach .........................................................................20
Scenario 3: Kassala..........................................................................................24
Scenario 4: Moyale, Kenya ................................................................................30
Phase 2 - Invasion of British Somaliland ................................................................34
Scenario 5: Hargesia ........................................................................................37
Scenario 6: Tug Argan 1 – Mill Hill .......................................................................41
Scenario 7: Tug Argan 2 – Mirgo Pass ....................................................................46
Scenario 8: Tug Argan 3 – Observation Hill.............................................................50
Scenario 9: Barkasan .......................................................................................54
Phase 3 - British Northern Invasion......................................................................58
Scenario 10: Path of the Emperor .......................................................................59
Scenario 11: Keru Gorge ...................................................................................63
The Battle for Agordat .....................................................................................67
Scenario 12: Skinner’s Horse and the Tanks...........................................................69
Scenarios 13: Mount Cochen ..............................................................................73
Scenario 14: The Cameron Surprise .....................................................................77
Battle of Keren...............................................................................................81
Scenario 15: Cameron Ridge ..............................................................................86
Scenario 16: Pinnacle Hill .................................................................................90
Scenario 17: Savoia Grenadiers ..........................................................................95
Scenario 18: Red Hill .......................................................................................99
Phase 4 – The British Southern Invasion .............................................................. 103
Scenario 19: El Wak....................................................................................... 104
Scenario 20: Adventure in the Juba Frontier ....................................................... 108
Scenario 21: Crossing at Bulo Merere ................................................................. 112
Scenario 22: Mega Fortress.............................................................................. 116
Phase 5 – End Game: An Italian Last Stand ........................................................... 120
Scenario 23: Culqualber ................................................................................. 121
Bag the Hun – An East African Air Campaign ......................................................... 127
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Forward
A
gainst the colossal backdrop of the Second World War the fighting in East Africa
between June 1940 and November 1941 can appear as a minor skirmish in a God
forsaken backwater of Africa, but this is to misunderstand the importance of that
region to the survival of Britain and Her Empire as they stood alone against European
tyranny. Under Mussolini’s bellicose leadership the Italian possessions around the Horn
of Africa were a significant threat to British shipping using the Suez canal, and ferrying
supplies and reinforcements to protect Egypt to the north.
In East Africa one finds a totally different war, fought between an eclectic mix of
colourful and exotic colonial forces and, in many cases, with courtesy and mutual
respect between the antagonists that would seem now to be more at home in the
nineteenth century rather than a modern conflict.
In this ground breaking supplement – as far as I am aware this is the first such work
anywhere that attempts to make the conflict accessible to the wargamer - Chris Stoesen
has once again provided a superb range of meticulously researched scenarios for I Ain’t
Been Shot, Mum! Additionally the section for Bag the Hun will allow the gamer to
recreate the air war in the region.
I hope that gamers everywhere will find this work an excellent and enjoyable
introduction to an exciting, colourful and oft over-looked theatre of the Second World
War.
Richard Clarke
May 2006
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Introduction
The war for East Africa began long before the start of WWII. East Africa was a hotly contested region
during the First World War as the Germans, British, Italians and French fought to divide Africa unto their
own Empires. At the end of that conflict the Germans lost any holdings within East Africa but the Italians
maintained a strong presence in the region.
In the 1930’s, Italy began its Empire building and drove Hallie Selesie’s government out of Abyssinia
adding another dry and barren land to the growing mass of the Italian Empire. Abyssinia bordered with
several British and one French Colony. It was situated to be able to interrupt the flow of war materials
across the African continent by separating the various colonies and dominion states.
There are three distinct Phases to this campaign. The first is the
early period that was typified by small-scale raids conducted by
both sides. Lasting from Italy’s declaration of war until August of
1940, there were only a few small battles that took place.
Neither the British nor the Italians committed themselves to the
fight fully yet. The air campaign was under way and the Naval
build up progressed slowly. It is in this phase that the French
have an active role. The French prepared to invade Eritrea but
the Italians beat them to the punch. A series of running battles
ensued that gained the Italians no territory. It was only after the
Civil Government of French Somaliland voted to join the Vichy French and a Vichy General came to
relieve General Le Gentilhomme that the French dropped out of the campaign. During their short
involvement, the French troops fought with great bravery and kept Djibouti free from the Italians until
the civilians surrendered.
Game Notes
In East Africa cavalry was widely used. While the British colonial troops had all but abandoned horsed or
camel cavalry, the Italians had clouds of cavalry troops of both types. Most common were the bande.
These were irregular cavalry that were used for patrolling the frontiers of the Italian possessions,
reconnaissance and raiding roles. These cavalry units did fight from horseback but tended to be rather
fragile.
Italian Forces
The Italians were a mixed lot in the East African Campaign. The troop types offered in the Legions
supplement are sufficient for the run of the mill in East Africa, but do not give enough variety to the
troops available in this campaign. The chart below will be used throughout the scenarios within this
supplement.
1
pg 19. The Abyssinian Campaigns: The official Story of the Conquest of Italian East Africa. 1942. London, His
Majesty’s Stationery Office.
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Troops/Dice 0 1 2 3
Elite 1,2, 3,4 5 6,7,8
Grenadiers 1,2,3 4 5,6 7,8
Average Troops 1,2,3 4,5 6,7 8
Poor Troops 1,2,3,4 5,6 7,8
Fragile Troops 1,2,3,4,5 6,7 8
The Elite troops are found among the Granatieri di Savoia Division stationed in Abyssinia. These include
the Bersaglieri Motorcycle battalion and the Alpini battalion in the division. It also includes the Cavalieri
di Neghelli Motorized Infantry Company. This unit always performed well in combat. Its name means the
Knights of the Neghelli. Other elite would be the troops of the Royal Carabinieri Battalion. This battalion
continued to fight and counter-attacked after exhausting their ammunition supply. Their last stand at the
battle of Culqualber earned the unit the Italian Gold Medal for Military Valour. Nearly all of the
Carabinieri died in the counter-attack.
The Grenadiers would be the Italian units serving in Italian East Africa. The Africa Division’s Infantry
Regiments, the Infantry battalions of the Granatieri di Savoia Division. It also includes the various
engineer units in the theatre.
The Average troops are representative of the CCNN units across the board. These were mostly motivated
volunteers in East Africa, but they were grossly under armed. They were to have been Italy’s version of
the Waffen SS but fell short as they were not well supplied, despised by the regular army and over time
lost the enchantment that they had when they signed up. As this is one of the earliest campaigns that
they participated in, they are rated higher than they would later in the war. Also among the average
troops would be the better Colonial units. Some of the native Askaris from Eritrea were well led and well
motivated.
Poor troops are a generalization of the Colonial troops from Abyssinia and Italian Somalia. These troops
did not perform well when they encountered machinegun, mortar and artillery fire. When these troops or
the Fragile troops are used, an Artillery Panic card is added to the deck. Note that this is not a reflection
of cowardice on the part of these troops. Often these troops were very brave to the point of being foolish
in the face of enemy fire. They were unfamiliar with these weapons and thought them an unmanly way
to die. The high casualties suffered by the Colonial Askaris during the campaign is testament to their
advancing in the face of incredible fire.
Fragile troops will break and retreat once they have been reduced to five or less men. They will have 2
dice of movement back to the rear – away from the battle. The bande units of irregular cavalry have
been lumped together in this category. While undoubtedly there were bande units that performed quite
well, but in general they were fragile. Some colonial infantry units are also rated as fragile. These would
be from Italian Somalia and a few from Abyssinia.
By far, Italy has the largest number of troops and territory in the region. Occupying Italian Somaliland,
Eritrea and Abyssinia they had vast territory to control with long borders to hostile nations.
Administratively, they divided up their forces into several sections. The Headquarters for all of the AOI
was located in Abyssinia lead by HRH Amedeo di Savoia, Duca d’Aosta, the Vicere d’Etiopia. Abyssinia
held the headquarters of the Italian Army in the region and was the headquarters of Eastern Command.
Eastern Command was home to 8 Colonial Broigades, 4 independent colonial battalions, 7 Colonial cavalry
battalions, 14 Irregular Colonial Cavalry battalions (bande), 4 independent irregular Colonial Cavalry
companies, 7 batteries of artillery (from 77mm to 149mm in size), the Cavalieri di Neghelli motorized
infantry Company, an armored card company, 2 M11/39 tank companies and 2 L3/35 tank companies. In
addition to this they carried two regular Italian divisions. The Granatieri di Savoia division was an
excellent infantry division with high quality troops. The Africa division was smaller and composed of
other Italian units in theater. Neither of these divisions were utilized together in the field. Often they
had their component battalions detached to specific assignments and were never in the field together as
a unit.
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The Southern Sector consisted of the troops in Italian Somaliland. These included some 8 Colonial
infantry Brigades, an independent colonial infantry battalion, 4 irregular colonial cavalry battalions and 6
independent irregular colonial cavalry companies. There was a separate command just south of Italian
Somaliland – Giuba or Italian Jubaland. This region was incorporated into part of Italian Somaliland as
part of the civil administration, but militarily it was distinct. Giuba bordered with Kenya. In this sector
there were an additional 3 colonial infantry brigades, 2 irregular colonial cavalry battalions and 7
independent colonial infantry battalions.
The Northern Sector was the Italian colony of Eritrea. This colony was home to 13 Colonial infantry
brigades, 8 CCNN (Black Shirt) battalions, 2 Irregular Colonial cavalry battalions, 2 Irregular Colonial
cavalry companies, 2 garrison companies and 3 77mm artillery batteries.
The Italian Forces in the theater had one major drawback from the British and Dominion forces – they
would never receive reinforcements. From the declaration of war until the collapse of the last Italian
stronghold, only one supply ship docked in Italian East Africa. This Japanese cargo ship was carrying tires
desperately needed in the unforgiving East African terrain. One small problem, none of the tires fit any
vehicles used by the Italian Army. The Duke of Aosta knew his forces were ill equipped and undersupplied
to hold off the allied armies. He complained to Mussolini but was rebuffed. His forces fought bravely but
as believed by the Duke, they eventually would be overtaken by the better supplied British and Dominion
armies arrayed against them.
Dominion Forces
The extent of the British Empire in Africa was vast yet the forces in place to secure and maintain the
territory were rather tiny. British East Africa was composed of the Sudan, British Somaliland and Kenya.
Of these, none shared a border with one another. But they all shared at least one border with an Italian
colony.
British East Africa was not prepared for war. Each colony has a small colonial unit to defend the colony.
By as late as 1939, little effort was made to defend these colonies from external threats. East Africa fell
mostly under Sir Archibald Wavell, the Commander in Chief of Middle East Command. Kenya was under
the command of East African Command of Major General Dickinson. Most of East Africa Command existed
south of where the fighting in East Africa occurred.
In the Sudan, this was the Sudan Defense Force. While a grand title, it amounted to 3 infantry battalions,
a horse cavalry battalion and a camel “corps” of battalion size. There was no artillery in the Sudan to
speak of other than two parade pieces in Khartoum. Supporting these troops were three regular British
Army units 1/Worchestershires, 2/Y&L and 1/Chestershires. These were under the command of Major
General W. Platt.
British Somaliland was defended by the Somaliland Camel Corps. The Camel Corps was under the overall
command of LTC AR Charter of the Royal Marines.
Kenya was home to the Kings African Rifles. In 1939 there was 7 battalions within the KAR. Also present
were the Northern Rhodesian Regiment and the Rhodesian Regiment.
The Dominion forces are rated as listed in the “Legions” IABSM supplement. The British Commanders in
the theatre initially viewed the East African Units as being of dubious quality. These include the Kings
African Rifles, the Sudan Defense Forces, the Eastern and Western Arab Corps, the Sudan Camel Corps,
the Kenya Defense Force and the Somaliland Camel Corps. The KAR, Sudan Defense Force and the
Somaliland Camel Corps would later prove their worth in the fighting in East Africa. They are rated as
either Local Levy or Line infantry.
The Northern Rhodesians and the South African Troops were good quality troops. They were well led and
well trained.
French Forces
While the French involvement in the campaign does not continue past July of 1940, they did have a
sizable force in the region. The French presence in the area was much larger than the British one. The
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French fielded an army of 300 officers and 8,000 men. In addition, the colony had been transformed into
a fortified camp. Several forts and fortified positions had been created throughout the colony for its
defense.
The land forces had been combined into one large regiment of infantry. Each of the component
battalions were brought in from around the French Empire to create this. The force became known as the
“Régiment de Tirailleurs Sénégalais de la Côte Française des Somalis” or RTSCFS. Supporting the infantry
was the “Groupe Autonome d'artillerie de la côte française des somalies” or GAACFS. The composition of
these units were as follows:
In the air, they were less formidable with one squadron of fighter craft. Many of these were out of date
aircraft.
One of the great fears of the campaign was that once France surrendered, that its troops would then be
used against the British in East Africa. The French were to guard the coastal roads leading into the port
of Berbera with several battalions of troops. Once General Le Gentilhomme was relieved, these troops
were replaced by a single company of Somaliland Camel Corps troops.
Prior to the declaration of hostilities, the French plan in case of hostilities was to launch an attack into
Abyssinia and Eritrea. Once war came, these plans were short circuited as the Italians invaded first. The
French acquitted themselves rather well and only allowed the Italians to advance but a few miles into
French Somaliland. In return, they occupied a few kilometres of Abyssinia.
The French forces were divided as to how they would respond to the call for peace issued by the Vichy
government. One unit in theatre in particular held out and eventually fled Vichy rule. In 1938, France
reinforced the garrisons in French Somaliland. Italy had been making noise that French Somalia was part
of the sea access of Abyssinia that Italy needed to properly grow its colony. To counter this verbal threat,
France dispatched the first battalion of the 8e Régiment de Tirailleurs Sénégalais in December of that
year. The battalion commander was Georges Raynal. The battalion changed names on taking shore in
Djibouti. They were now known as the “le Bataillon, devenu le 1er Bataillon du Régiment de Tirailleurs
Sénégalais de la Côte Française des Somalis.” They were assigned to the Abyssinian border. They set up
road blocks and protected the road and rail lines leading form Addis Abba to Djibouti. With the
declaration of war by Italy in June of 1940, this unit actually advanced a few kilometres into Abyssinian
territory. With the arrival of the Vichy general, the French forces stand down. Before the campaign’s
end, this battalion leaves the Vichy loyal colony and joins up with British units in Abyssinia in 1941.
Rule Additions
Artillery Panic Card: This card is added to the deck when using Italian colonial troops that are rated as
Poor or Fragile. When this card is drawn and there has been artillery, mortar or machinegun fire against
any Italian unit that turn, the card will be in play. If in play, the next Italian poor or fragile unit that has
its card drawn, will have a break test per section. Each section will roll a single d6. On a roll of 5 or 6,
that section passes and will receive no effect. Each section that fails will use all of its remaining dice to
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retreat in the safest direction possible. If they have no remaining dice, they will get 1 die of movement
to a safe direction. If a Big Man is present with the unit, they may add their die to the section they are
with. If the unit has not been under fire yet, then the Big Man may apply his die to the all the sections as
his rank permits.
Looters: This card is added to the deck when African Dominion troops enter a town or village while
attacking. When drawn, ANY unit that is not in direct contact with the enemy and within 2” of a building
will begin looting the nearest house or building. Those units within 6” of a building will move towards the
nearest building as their turn comes up. If the unit that is engaged in the looting comes under fire, it will
use its next turn to flee in order to keep the spoils that they found. Big Men are immune from this as are
Regular British formations that may be accompanying the looting troops. This card only applies to the
British and only occurred once early on in the campaign but it adds to the flavor of the campaign and
gives the player a good bit of suspicion of the reliability of his troops that the British officers felt in the
early portions of the campaign. If a big man is attached to a unit when this card is drawn, they may
attempt to stop their unit from looting. They must roll a d6 per section. On a 5 or a 6, the section does
not loot. The Big Man may roll their die once and take each pip and apply it to the sections as needed.
For example a platoon of KAR troops is about to loot a village. They are accompanied by a d6 Big Man
Captain. The 4 sections of the platoon each roll a d6 (4,2, 5, 3). The Big Man also rolls (3). This means
that section 1 will not loot (their 4 plus 1 pip from the Big Man), section 3 does not loot (their own 5) and
section 4 does not loot (their 3 plus the remaining 2 pips from the Big Man). Thus this platoon looses one
section out of its control as it begins to loot the village.
Surrounded Rules: Late in the campaign when the Italians were on the defensive special orders were cut
for units to attempt to alleviate this concern from their troops. Italian squads isolated from their parent
platoon or company will have to roll less than their number of surviving troops on a d10 or they surrender.
If they are accompanied by a big man they are assumed to pass as the Big Man is maintaining unit order.
By surrounded, it is meant that there is no direct line between the squad and the rally point or to a supply
point designated by the umpire to the Italian player before the start of the game. There may be more
than one such point for the Italian player to connect with depending on the scenario.
Last Stand: This card reflects the general fear that the Italian forces had that they would be surrounded
and cut off from friendly troops. Late in the campaign when the Italians were on the defensive special
orders were cut for certain units to attempt to alleviate this concern from their troops. The last stand
card is added for those units that have been given specific orders to hold out at all costs. When this card
is turned, roll a 1d6. This is the number of sections that are regrouping for a last stand. These units must
be noted by the umpire and Italian player. These units from this point on will ignore all wounds for the
purpose of launching a bayonet counter attack as soon as enemy troops come within range. These units
must be lead by a big man to be able to accomplish this. However, if there is no big man present, roll a
d10. On a roll of a 1, a member of the unit is filled with national pride and becomes a d4 Big Man to lead
the charge. This typifies the actions around Culqualber by the Caberinieri who performed multiple
bayonet charges into the British and held them for several days until they were nearly killed to a man.
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Bibliography
Published works:
Barker, Samuel W. 2000. The Nile Tributaries of Abyssinia and the Sword Hunters of the Hamaran Arabs.
Gutenberg-project: http://www.abbol.com/books/niletribute.htm
Brelsford, W. V. ed., 1990. The Story of the Northern Rhodesia Regiment. Great Britian: Galago
Publishing Ltd.
Brett-James, Anthony. 1951. Ball of Fire: The Fifth Indian Division in the Second World War.
http://www.ku.edu/carrie/specoll/AFS/library/4-ww2/Ball/fireTC.html#TC
Brown, James Ambrose. 1990. War of a Hundred Days: Springboks in Somalia and Abyssinia 1940-41.
Johannesburg: Ashanti
Campbell, Guy. 1986. The Charging Buffalo: A History of the Kenya Regiment 1937-1963. London,
England: Leo Cooper.
Cochrane, Peter. 1977. Charlie Company: In Service with C Company 2nd Queen’s Own Cameron
Highlanders 1940-1944. London: Chatto & Windus.
Crosskill, W. E. 1980. The Two Thousand Mile War. Robert Hale: London
Glover, Michael. 1987. Improvised War - the Abyssinian Campaign of 1940-1. London, England: Leo
Cooper.
Gustavsson, Håkan. Biplane Fighter Aces from the Second World War. http://surfcity.kund.dalnet.se/.
(While this is not published per se it is a fantastic site for early war air combat.)
HMSO. THE ABYSSINIAN CAMPAIGNS - The Official Story of the Campaign. London, England: LTA.
Robinson, Ltd.
Shores, Christopher. Dust Clouds in the Middle East: The Air War for East Africa
The United Kingdom in the Second World War: Despatches Published in the London Gazette.
http://www.ibiblio.org/hyperwar/UN/UK/londongazette.html
Web Sites:
http://digilander.libero.it/lacorsainfinita/guerra2/41/africao.htm
http://digilander.libero.it/lacorsainfinita/guerra2/personaggi/guillet.htm
http://www.carabinieri.it/arma/curiosita/non_tutti_sanno_che/abbecedario/Eritrea.htm
http://www.geocities.com/commande1/camel.html
http://www.lasecondaguerramondiale.it/africa_orie_1.html
http://cavalleriaitaliana.ipupdater.com/html/reparti/33-/002a.htm
http://www.francaislibres.net/pages/sujet.php?id=francelibre&su=182&np=491
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Timeline
1940
June 10th Italy declares war on the United Kingdom and France.
June 11th The air war in East Africa begins.
June Two KAR companies raid El Wak (El Uach), Italian Somaliland.
June 18th Italian attacks on French Somaliland – Battle of Ali Sabieh
th
June 19 Battle of Dadatte, French Somaliland
st
June 21 Second Battle of Ali Sabieh
June 23rd British Destroyer HMS Khartoum sunk off Eritrea
th
June 25 French-Italo Armistice Signed. General Le Gentilhomme continues to fight.
July 1-15th Battle for Moyale, Kenya
th
July 4 Italy attacks and takes Kassala, Sudan.
th
July 4 Italy attacks and takes Gallabat, Sudan.
July 19th Civilian government of French Somaliland votes unanimously to support Marshall
Petain. French Somaliland part of Vichy France.
July 23rd General Le Gentilhomme is relieved of his command. French involvement in the
East African Campaign comes to an end.
August 3rd Italy invades British Somaliland
August 6th Battle for Sheikh Pass, British Somaliland
th
August 6 Battle of Hargeisa, British Somaliland
August 11-15th Battle of Tug Argan
th
August 17 Battle of Barkasan (Laferug)
th
September 10-12 Battle of Wal Garis, Kenya
November 6-7th Battle of Gallabat, Sudan
th
November 11 Battle of Tehamiyam Wells, Sudan.
December 15-17th Battle of El Uach, Italian Somaliland
rd
December 23 Battle of Gash Delta
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1941
January 12th Emperor Haile Selassie returns to Abyssinia.
th
January 27 Battles of Agordat and Barentu
February 3 – March 27th Battle of Keren, Eritrea
February 19th Battle of Jumbo, Abyssinia
th
February 25 Dominion Forces reach Mogadishu, Italian Somaliland.
March 6th Battle of Burye, Abyssinia
th
March 16 British retake Berbera, British Somaliland
April 1st Asmara surrenders to British
th
April 8 Last Italian Warship in East Africa is scuttled by its crew.
th
May 5 Emperor Haile Selassie returns to Addis Ababa, Abyssinia
August 6 – November 21st Battle of Culqualber, Abyssinia
th
November 27 Final Italian Surrender.
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Phase 1 – The Raids
Once war had been declared by Italy both sides wasted no time in attacking each other. Both sides used
their light infantry and cavalry to great use. The borders of the various colonies were sights of small scale
firefights. The scenarios in this section are representative of the few times that the either side
attempted to hold territory that they attacked. This period lasted from June to August 4th of 1940.
The first scenario covers a fictional battle for French Somaliland. The fighting between Italy and France
in East Africa was brief but hotly contested. This recreates the battles/skirmishes that occurred as
France defended her colony. While Italy was not supposed to take any of French Somaliland it did not
stop them from trying.
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French Somaliland Map 2
The next scenario covers one of the first battles of the campaign. Eager British commanders in East
Africa were ready to bring the battle to the enemy. However, the colonial troops were not prepared for
the fight. This was to be the norm for the first two months of the war in Kenya.
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Map 3 – Northern Kenya
Scenario 3 is the Italian invasion of the Sudan. As a point of pride, the Italians pushed very hard to
reclaim the frontier outpost of Kassala. The Italian victory was a hollow one as they chalked up another
pile of dust and rocks for Il Duce at the cost of too many lives.
The fourth scenario in this section returns to Kenya and the battle for the outpost at Moyale. The battles
in and around Moyale proved to be more of a siege rather than a set battle. Again, proving the oddity of
the campaign in general, the Italians would lift the siege to resupply their own troops allowing the British
to be resupplied as well.
These typify the actions in this first phase of the campaign: small gains over minor outposts.
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Scenario 1: 18th of June, Djibouti
On the 18th of June, the Italians preempted the French invasion plans by attacking first. The Italians
drove towards Ali Sabieh from Abyssinia in the south. Their attack was repulsed by the French defenders.
The next day, the Italians drive towards Dadatte and manage to seize a French fort. The French
counterattack in a different location and drive into Abyssinia and take an Italian fort. At this point the
battle for French Somaliland comes to a stalemate. The last action was the bombing of Djibouti by Italian
bombers on the 21st of June. On the 22nd, another Italian attack towards Ali Sabieh was attempted. That
also failed. The Franco-Italian armistice was put into effect on the 25th of June ending the fight.
Historical Background
This scenario covers the 18th of June invasion of French Somaliland. The scenario is hypothetical but
involves the forces present are those in the region historically. This battle is an Italian attack on a French
forward position along the road to Ali Sabieh.
Game Notes
The French are outnumbered but have some armored reinforcements coming. The French receive a
reinforcement card in the deck to begin with. Once the reinforcement card has been drawn 3 times,
their platoon of FT-18s arrive.
The Italian attack had some preparatory artillery fire prior to the assault. Four stonks of 65mm guns will
be marked out and determined prior to the game starting. Do not check what the results are for the
stonk until the effected unit is either spotted or attempts to deploy.
Map
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Deployment
It should be impressed on the Italian player that their Colonial Askaris are expendable. By the huge
volume of casualties the Askaris took for little to no gains it is obvious that the Italian command treated
them this way. The French on the other hand, treated their Sengalese and other colonial troops like line
troops. They used them everywhere along side their metropolitan troops.
The French are considered to be dug in. The House on the map is fortified with sandbagged positions on
the roof. The French player may have trenches and fire pits dug for his men.
Terrain
The terrain is largely flat desert with some minor scrub brush.
Cards
General Cards
Tea Break
Italian Cards French Cards
Italian Blinds French Blinds
Big Men 1-3 Big Men 1-3
Company HQ Platoons 1-3
Platoons 1-5 Mortar Bonus Fire
Italian Support Weapons French Armor 1-3
65mm Gun Team Vehicle Breakdown
Mortar bonus Fire Armored Bonus Move
Hesitant Troops Poor Fire Discipline
Poor Fire Discipline Dynamic Commander
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Allied Briefing
France is close to falling, for the honor of France your company must prevent the Italians from advancing
and taking the port at Djibouti. You are out numbered but you know your men. They are steady hands
and ready to fight. The 1er Bataillon du Régiment de Tirailleurs Sénégalais de la Côte Française des
Somalis will not fail!
Note: The named Big Man was part of the “le Bataillon, devenu le 1er Bataillon du Régiment de Tirailleurs
Sénégalais de la Côte Française des Somalis” at the time. He was promoted to Staff Sergeant in April of
1940. He would go on to make a name for himself in the Free French army winning the Croix de Guerre
and several other medals for his service to France. Whether he fought outside of Ali Sabieh is not known.
The Sengalese troops are rated as Good Troops from the “Legions” IABSM! supplement.
Troops
Troops 0 1 2 3
Good 1,2,3,4 5,6 7,8 9,10
Big Men:
Captain – d4
Lieutenant - dAV
Sergent-Chef Noukoun Kone d6
Infantry:
Platoons 1 – 3, each with:
4x Rifle Squads (10 men)
2x 60mm Mortar (2 crew)
1x MMG (3 crew)
Reserves:
3x FT-18 tanks
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Axis Briefing
We finally have received our orders. We are to advance with all possible speed to take the port of
Djibouti. Our first stop along the way will be Ali Sabieh. It seems that the French have not idly spent
their time. Our scouts report that there is a roadblock ahead of us and some sort of position manned by
their colonial troops. Your men are battle hardened from the fighting in Abyssinia just four years earlier.
You should have no problem rolling through these soft Frenchmen and their lackeys. Just in case,
battalion command has decided to further soften their positions prior to your attack. The attack must not
fail. Your mission is to press through this obstacle. There are many more men behind you to mop up and
continue the attack.
Your company is not alone in this attack. Your forces have been bolstered by the presence of part of a
Blackshirt company.
Colonial Troops rated as Poor. The CCNN/Blackshirts are rated as Average (using the ratings from this
supplement).
Troops
Troops 0 1 2 3
Average 1,2,3 4,5 6,7 8
Poor 1,2,3,4 5,6 7,8 N/A
Weapon WeaponStrike
65mm Mountain Gun 3
Big Men:
Captain – d4
Lieutenant – dAV
Sergente (Blackshirt) – dAV
Headquarters
2x Rifle Sections (8 men), 1x 45mm Mortar (2 crew)
CCNN Company:
Platoon 4 – 5
4x Rifle Squads each
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Scenario 2: First Blood – El Uach
El Uach is a small border town in the western edge of Italian Somaliland bordering Kenya. It was
positioned across from El Wak in Kenya marked it as a good jumping off point. This scenario takes place
in the outskirts of the town of El Uach. It is here that the Dominion forces take the battle to the enemy.
Historical Background
The British commander in Kenya was very aggressive and determined to get his men in the conflict. As
such he authorized two companies of the KAR to advance across the border and take the town of El Uach
Somalia.
The poor performance of the KAR in this early engagement worried Brigadier Charter that their colonial
troops may not be as steady as he had hoped. Fortunately, the KAR was to have another chance to prove
themselves and passes their next test of arms.
Game Notes
The British forces are ranked as Local Levy for this scenario. British air support was unreliable from the
start of the attack. The historical aircraft showed up early before the battle and alerted the Italians to
the coming attack. For this scenario, the Hart will attack any unit that is in the open. If more than one
unit is in the open, dice for which unit is attacked. The Italians shot this aircraft down during the battle.
If the Italian player fires on the aircraft for two turns consecutively, the aircraft is forced down. Place
the aircraft on a road the farthest point possible from both sides. Encourage both sides to attempt to
secure the aircraft. Historically, the aircraft was burned by the British as it was to difficult to retrieve.
At the third turn of the tea break card, add an Italian reinforcement card to the deck. When it is turned
an additional Bande platoon arrives on foot. It will be lead by a d6 Big Man Lieutenant. The card is
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pulled from the pack until an additional 2 pulls of the tea break card. Add the Italian reinforcement card
back in the deck. If it is pulled again, a mounted Bande platoon arrives.
Map
Deployment
The British begin the game on the roads outside of the town.
Terrain
The terrain encompasses the outskirts of the town of El Uach and some of the roads outside of town. The
brush on the side of the road is to be treated as bocage for all practical purposes. This prevents a unit
from seeing across the roads. An infantry unit can move through this brush only loosing 2 pips from their
movement dice.
Cards
General Cards
Tea Break
Italian Cards Dominion Cards
Italian Blinds British Blinds
Big man 1-3 Big Men 1-3
Company HQ Company HQ
Colonial Platoon 1 Platoon 1-3
Bande Platoons 1-3 British Mortars
Italian Support Weapons Mortar Bonus Fire x2
Mortar Bonus Fire Hesitant Troops
MMG Bonus Fire Air Support
Poor Fire Discipline Poor Fire Discipline
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Allied Briefing
Your men have been itching for action. A company of 1st KAR is ready and you are anxious for your men to
prove their worth. Command has cut the orders and your men will strike the first blow against Italy. You
have advanced to the outskirts of the town and are amongst the shrubbery lining the roads. It looks like
the flyboy has given the game away. You hear sporadic gunfire and see a lone Hawker Hart bi-plane
circling in the air. The bush is too thick to tell how close you are. You steady your men and prepare to
advance on the town.
Troops
Troops 0 1 2 3
Local Levy 1,2,3,4 5 6,7 8
Big Men:
Captain – d6
Lieutenant – d4+1
Sergeant – dAV
Troops:
Headquarters
1x 2” mortar
Mortars
2x 3” Mortars
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Axis Briefing
These Colonials! The first sight of an enemy aircraft and they scatter. You have dispatched your officers
and NCOs to restore order and bring them back. You and your headquarters are all that is in the town.
You know your men are right and that an attack is coming. A runner has informed you that a platoon of
Colonial troops and a platoon of dismounted Bande are outside the towns in good order. Hopefully they
will arrive in time.
Troops
Troops 0 1 2 3
Average 1,2,3 4,5 6,7 8
Poor 1,2,3,4 5,6 7,8 N/A
Big Men:
Captain – d6+1
Lieutenant – dAV
Lieutenant – d4
Troops:
Headquarters
2x Rifle Squads (Average) (8 man)
1x 45mm Mortar
Colonial Platoon
3x Rifle Squads (Average) (8 man)
Bande Platoon 1
3x Rifle Squads-no LMG (Poor) (8 man)
1x MMG (3 crew)
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Scenario 3: Kassala
Historical Background
Kassala was once an Italian possession in the late 1890s. It became an Italian possession after a fierce
battle where Italian Bersaglieri were able to overcome the fortress and drive out the Mahadist rebels
therein. The Italians turned this over to the British and it
became part of the British Colony of Sudan. The strategic
importance of Kassala was minimal other than disrupting a
potential lane of attack into Eritrea from the Sudan. The
attack on Kassala was the opening offensive of the war for
the Italians.
Game Notes
The Italians have numerical superiority and the forces given should reflect this. The Italian player should
pick two points ahead of time to choose where to place artillery strikes. Inform the Italian player that
they may or may not receive their artillery support.
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Map
Deployment
The town has some strong points and barbwire defenses that were made prior to the attack. The Allied
player may set up trenches to deploy their men in as well as utilizing the buildings and strong-points. The
British may deploy as hidden in any building and closed structure on the board. Also troops deployed in
trenches or wadis may be considered hidden until the enemy reaches within 15” of that position. Then it
will appear as a blind until spotted. The Italians will enter on blinds.
Terrain
The terrain of Kassala is remarkably flat. The town sits at the base of a steep mountain. The plain that
Kassala rests on has several wadis cut into its surface. A road leads from Eritrea through Kassala into the
interior of the Sudan. There is some short scrub but very little else in the way of vegetation. The wadis
are mostly impassible to vehicles. Cavalry and infantry may cross with some difficulty.
Scoring
The scenario scoring is based on the number of features around the town of Kassala held by each player.
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Cards
General Cards
Tea Break
Italian Cards Dominion Cards
Blinds Move Blinds Move
Big Man 1-2 Big Man 1-3
Company HQ Platoon 1-2
Platoon 1-3 Armored Car Platoon
MMG Rapid Deployment
MMG Bonus Fire Armored Bonus Move
Mortars Mortar Bonus Fire
Light Mortar Bonus Fire Vehicle Breakdown
Armor 1-4 Heroic Leader
Poor Fire Discipline
Hesitant Troops
Armor bonus Move
Vehicle Breakdown
Hesitant Leader
<Others as rolled>
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Allied Briefing
Your job is to delay the Italian advance as much as possible. It will be impossible to keep them from the
town, but you must encourage your men to do their utmost to delay their advance while a fallback
position is prepared. Your scouts have reported seeing large numbers of Irregular Cavalry and Colonial
troops.
Troops
Infantry 0 1 2 3
Line Infantry 1,2,3 4,5 6 7,8
Big Men
Platoon Leader – 1st Platoon (d6)
Platoon Leader – 2nd Platoon (dAV)
Armor Commander (d4)
Armor Platoon
1 x Marmon Herrington Armored Car w/ Boys AT Rifle
1 x Marmon Herrington Armored Car w/ Dual MMG
1st Platoon
3 x Infantry Squads (8 men)
1 x 2” Mortar
4 x Trucks with 2 mounted Bren Guns
2nd Platoon
3 x Infantry Squads (8 men)
1 x 2” Mortar
4 x Trucks with 2 mounted Bren Guns
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Axis Briefing
Your men have been called upon to restore Kassala to Italy. Your company has advanced within sight of
the city. You are convinced of your men’s martial spirit. You have been told to expect light resistance
from the British colonial forces. These should be easily swept aside. You are looking forward to enjoying
a cool drink from the porch of the hotel in Kassala as you hear it is quite good. In the instance that it
might be needed you will have a large number of reinforcements to call upon should it be warranted.
Your men may be native askaris but they are eager to fight.
Troops
Infantry 0 1 2 3
Average Troops 1,2,3 4,5 6,7 8
Weapon WeaponStrike
65mm Mountain Gun 3
Big Men
Company Commander (d4)
Section Leader (dAV)
Company Headquarters
2 x Rifle Sections
1x 45mm Mortar (2 Crew)
Platoon 1
4 x Rifle Sections
Platoon 2
4 x Rifle Sections
Platoon 3
4 x Rifle Sections
Battalion Support
2 x MMG Teams (3 crew)
2 x 81mm Mortars (5 crew)
Armored Support
4 x L3/35 (2 w/ dual MMGs & 2 w/ 20mm ATR)
Reinforcements:
There are plenty of reserves available. On the 3rd turn (3rd draw of the Tea break card) an Italian
Reinforcement card will enter the deck. When drawn, the umpire will roll 2d6 on the table below for the
reinforcements that arrive.
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Die Roll Available Troops
2 Heroic Leader Card added to deck
3 Infantry Platoon 5 (4 x Sections)
4 Irregular Cavalry Platoon (3 sections)
5 Nothing
6 65mm Mountain Gun support (2 guns)
7 Infantry Platoon 6 with Big Man (d4)
8 Tank Platoon 2 (2 x M11/39)
9 Nothing
10 Infantry Platoon 7
11 Fake Blind
12 Air Support Fiat CR 32 Strafing Attack
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Scenario 4: Moyale, Kenya
Historical Background
The battle for Moyale, Kenya was a hard fought series of engagements that occurred around the mud
walled fort. On June 10th the 9th Colonial Brigade moved across the Abyssinia/Kenya border to assault the
fortress at Moyale.
The British had garrisoned the fort with one company of the
1st KAR Battalion. The fort was poorly sited with the water
source for the fort outside the perimeter of the razor wire
defenses. In addition to the wire fence, several fighting
positions had been built inside the perimeter.
At this time, the Italians were getting the better end of things. They captured a payroll shipment, water
supplies and mail packets. They would attack KAR encampments with surprise ambushes causing the KAR
troops to blindly shoot into the bush in a vain attempt to fight back.
One of the principle Italian commanders responsible for the successful tactics used during the weeks of
the siege and the raiding campaign that followed the siege was Maggiore Bernadelli. He would prove to
be a thorn in the 1st KAR’s side for much of this period of the war.
This scenario recreates one of the initial attempts by the Italians to penetrate the defenses of Moyale.
While the Italians did prepare the area with artillery fire, this was completely ineffective as many of the
rounds failed to explode. Crosskill points out that the most severe problem encountered by the dud shells
were that they passed through the walls of the fort including his quarters. His steward was so upset at
the resulting mess, he walked off never to be seen again. The Italians are attacking with a large force
against a smaller defending force fighting behind cover.
Game Notes
The British players units may start the game hidden. The Italians start the game off board and enter on
blinds. Troops in fighting positions are very hard to spot and hit. The Italians have a 65mm Mountain
Gun. When it fires and hits, roll a d6. On a 5 or 6 the shell fails to explode and only ¼ of the damage
that it should have done is done.
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Map
Wire
Perimeter
Trench
Block House
Terrain
The terrain is grassy terrain with a couple of isolated trees.
Cards
General Cards
Tea Break
Italian Cards Dominion Cards
Italian Blinds British Blinds
Big Men 1-3 Big Men 1-4
Company HQ Platoon 1-2
Platoon 1-3 Support Weapons
Support Weapons British Mortars
65mm Gun Mortar bonus fire x2 (2” & 3”)
Mortar Bonus Fire MMG Bonus Fire
Poor Fire Discipline Dreadful fire discipline
Hesitant troops Hesitant Troops
Heroic Leader Heroic Leader
MMG Bonus Fire
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Allied Briefing
Your men have been under attack now for several hours. Thus far it has been limited to a rather
ineffective artillery barrage. Recently Major Crosskill, the Battalion Intelligence officer has been around
the 1 and 2 platoon positions. He has been checking on things and being generally useful. The
bombardments have had the positive effect of making your troops used to it. You can’t believe the
number of dud rounds the Italians have fired. One passed through your quarters entirely and did not
detonate. You have heard rumors that they are using munitions that predate the First World War. This
seems to be confirmed in your mind now. You ready your men for the inevitable assault.
Troops
Infantry 0 1 2 3
Line Infantry 1,2,3 4,5 6 7,8
Big Men:
Major Crosskill – dAV
Captain – d6
Lieutenant – dAV+1
Sergeant - dAV
Troops:
Platoons 1-2, each with:
4x Rifle Sections (8 men)
1x 2” mortar (2 crew)
Support
1x MMG (3 Crew)
2x 3” Mortars (3 Crew)
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Axis Briefing
The attack is on. Your artillery has been softening the up for several hours. Maggiore Bernadelli has
stopped buy to check on your men and encouraging them. Your men are ready to take the fort. You will
have some support for your men. A 65mm Gun will be available during the course of the attack. You will
request the gun at any point of the battle and a reinforcement chip will go into the deck and arrive when
it is pulled.
Troops
Infantry 0 1 2 3
Poor Troops 1,2,3,4 5,6 7,8
Weapon WeaponStrike
65mm Mountain Gun 3
Big Men:
Maggiore Bernadelli – d6+2
Captain – d4
Sergente – dAV
Troops:
Headquarters
2x Rifle Squads (8 men)
1x 45mm Mortar (2 Crew)
Support
2x MMG (3 Crew)
65mm Mountain Gun (5 crew)
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Phase 2 - Invasion of British Somaliland
By August, the Italians were ready for larger scale operations. The attack planned for British Somaliland
involved overwhelming forces from the Italians. On the 3rd of August, the Italians advanced
simultaneously from three directions: Eritrea, Abyssinia and Italian Somaliland. This would envelop the
small colony. Each of the three advances comprised large columns of Italian troops, most of which on
their own outnumbered the British defenders.
In the Right Column, entering form Italian Somaliland, was General Bertello. He was to lead his forces to
attack through Odweina on to Burao and into the Sheikh Pass. One this was achieved, he was to drive
onto Berbera as well. The Right Column was the smallest of the three main columns. It consisted of:
Upon reaching the Sheikh Pass, General Bertello left only the Bande behind to complete the mission while
he took the rest of the column across to assist the Center Column that was bogged down in the fight for
Tug Argan. The Bande did little to engage the troops guarding the Sheikh Pass.
The main force concentration of the Italians was in the Center Column. The reluctant General De Simone
commanded this force. His tank was to drive up the main road from Abyssinia to Hargesia through the Tug
Argan Pass and on to Berbera. The Center Column was also known as the Harar Division. It was composed
of:
XIII Colonial Brigade (General Nam)
XIV Colonial Brigade (General Tosti)
XV Colonial Brigade (Colonel Graziosi)
Half a Company of M11/39 tanks
A Company of L3/35 tankettes
Some Armored Cars
The Colonial Brigades carried with them some eleven infantry battalions and 14 batteries of artillery.
This was truly an impressive formation of troops.
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The Center Column was reinforced by a Reserve Column led by Colonel Lorenizi. This force consisted of
the II Colonial Brigade. This brigade had four battalions of infantry and two batteries of artillery.
To counter this invasion, the British had placed the bulk of their forces in the Tug Argan Gap. To defend
the Colony, there were only six battalions of British and Colonial troops available. One battalion did not
even arrive until after the invasion had started. These battalions were:
SCC (Somaliland Camel Corps – A partially motorized unit consisting of 2 motorized companies, a
machinegun company and a mounted company)
1 NRR (1st Battalion Northern Rhodesian Regiment)
2 Black Watch (2nd Battalion Black Watch Regiment)
3/15 Punjab (3rd Battalion, 15th Punjab Regiment)
2 KAR (2nd Battalion Kings African Rifles)
1/2 Punjab (1st Battalion, 2nd Punjab Regiment)
These were supported by the 1st East African Light battery consisting of four 3.7” howitzers. Also the
Aden protectorate gave four AA guns to add in the defense and HMAS Hobart off loaded a 3” naval gun to
assist in the defense of British Somaliland. Other than this, there was no artillery present for the
defense.
There were three primary defensive positions for the British forces. The first was situated in the Jirreh
Pass. This was a mounted company of the SCC and a detachment of Punjabis from 1/2 Pubjab.
The opposite end of the colony was the next defensive line at Sheikh Pass. This was the rest of 1/2
Punjab.
The main position was at the Tug Argan Pass. In advance of the main positions, a detachment was sent
out to be a blocking force outside of Hargeisia. These were a single company from the 1 NRR and a
machine gun section of the SCC.
Behind the blocking force awaited the rest of the defenders. The Tug Argan Pass was a broad flat plain
with a 150 foot wide wadi running through the center of it. It is very sparsely covered in scrub brush.
The prominent feature of this plain is a series of hills that are scattered across it behind the wadi. The
main road crosses the wadi and passes by Observation Hill.
The hills are divided into three groups: northern, central and southern. The main defensive positions
were the center group of hills. These were running north to south in a line behind the wadi.
Behind Mill Hill and Observation Hill was Castle Hill. These five hills were manned by the remaining
companies of the 1NRR. The hills were so far apart from one another that they could not adequately
support one another.
To far east of the gap was Block Hill. This hill was defended by two companies of the 2 KAR. They
covered the Mirgo Pass. They were aided by one company of the 3/15 Punjab. The other two companies
of 2 KAR covered the Jerato Pass. On the far west of the gap, the other three companies of the 3/15
Punjab were stationed.
Further back in the town of Laferug, the 2 Black Watch were in reserve.
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Tug Argan Pass Map
The hills provided excellent defensive positions. In the 1930’s the Foreign office had earmarked a
whopping £900 on the creation of defensive positions and on water storage to defend the gap. As a
result, several of those positions were incomplete. The map above is approximate and based off of a
view of the area from Google Earth.
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Scenario 5: Hargesia
Outside the town of Hargesia, the 1 NRR put up a hasty defensive positions in order to stall the Italian
advance. The Italians approached Hargesia on the 5th of August. Using their anti-tank rifles, the
defenders claimed to have knocked out two tanks. The armor withdrew and the infantry came up. The
Italian infantry withdrew as well after a brief fight. Several more approaches were made to the
defenders position. Eventually the defenders fell back to the Tug Argan positions. This stalled the attack
The stall tactic worked and General De Simone called a halt to his troops for several days in order to
continue his advance much to the anger of the leadership in Rome and Addis Abba.
Game Notes
The game starts out with the British deployed hidden and dug in. They must deploy in the middle of the
map. Their vehicles may be placed in or near the town on the right hand side of the board. The Armor
enters from the left side of the map as blinds. The reinforcement card should be in the deck right away.
The first time it is turned up a Colonial platoon gets added to the deck and will enter the map from the
left side at the beginning of the next turn as blinds. The second time it is drawn, two Colonial platoons
are added to the deck and enter on the next turn as blinds.
Terrain
The terrain is open desert terrain. There are spots of rough ground that will be hard moving for vehicles.
There is little to no scrub brush to be found. There are some low rolling hills that units can hide behind
and conceal their movement.
Map
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Cards
General Cards
Tea Break
Italian Cards Dominion Cards
Blind Move Blind Move
Big Men 1-3 Big Men 1-4
Armor 1-4 MMG
Armored Cars 1-2 MMG Bonus Fire
Platoon 1-3 Platoon 1-2
Mortar bonus Fire ATR x2
Vehicle Breakdown ATR Bonus Fire
Dreadful Fire Discipline
Hesitant Commander
Reconnaissance Force
Armored Bonus Move
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Allied Briefing
Your platoon and 2nd platoon have been ordered to hold off the Italian advance as long as you can to allow
the deployment in Tug Argan to be completed. You only have the troops with you and a single machine
gun section. You know that it will be difficult but if they are not at least delayed, the Tug Argan positions
will not be able to hold them with the existing troops. It is rumored that the Black Watch are arriving.
Your motor transport is waiting to pull you back once your situation becomes untenable.
Troops
Infantry 0 1 2 3
Line Infantry 1,2,3 4,5 6 7,8
Big Men:
Sergeant SCC – d6
Lieutenant 1NRR – d6
Lieutenant 1NRR – dAV
Sergeant 1NRR – d6
1NRR
Platoon 1-2, each with
4x Rifle Sections (8 men)
1x ATR (2 crew)
5x Lorries
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Axis Briefing
The drive has begun. So far you only know of contacts with some irregular cavalry units that did not have
any fight in them. If this is the best they have then this will be the easiest campaign. You are
commanding the reconnaissance screen consisting of 4 L3/35s. Accompanying you are two armored cars.
You have heard that an infantry group is right behind you. You do not wish the glory to go to any but your
men. You must enter the town as quickly as possible.
Troops
Infantry 0 1 2 3
Poor Troops 1,2,3,4 5,6 7,8
Big Men
Lieutenant (Armor) – d4+1
Sergeant (Armored Car) – dAV
Sergeant (Infantry) – d6
Troops:
4x L3/35 tankettes
2x Lancia IZM Armored Cars
Wave 2 – 2x Colonial Platoons (each 4x Rifle Squads (8man)), 1x 45mm Mortar (2 crew)
www.toofatlardies.co.uk Page 40
Scenario 6: Tug Argan 1 – Mill Hill
Historical Background
On the 11th of August the Italians pressed their attack onto the Commonwealth positions at the Tug Argan
Gap. The infantry attack on the 11th was fended off quite well by the defenders but the instability of
their position became clear as the Italians were able to penetrate around the British left flank. Groups of
Italians were able to get in between the NRR positions and those of the 2nd KAR. That evening, Major-
General Austen assumed command of the defenders. The
opening phase of the battle showed that the Italians were willing
to sacrifice their colonial troops for little gains. Their leadership
was poor at best. During the first day of combat, it is apparent
that the Italians were confusing the British with the Armies of
Hallie Salesie or Napoleon for that matter as an Italian General
was mounted on horse back in full dress uniform during the
assault on Tug Argan. The gunners of the 1st East African Light
Battery found that too tempting a target and promptly shot the
General out of his saddle. Undoubtedly this improved the overall
Italian leadership rather than hindered it. The next day saw
enemy concentrations attempt to take Mill Hill. It is this assault
that this scenario will cover.
Game Notes
In this game, the Italians will have nearly unlimited reserves to pull from. They will receive a
reinforcement chip after the third turn of the Tea Break Card. Once the reinforcement chip is drawn, the
umpire will roll against the table below to determine what reinforcements that the Italian player
receives.
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Map
Deployment
The Empire troops are considered to be dug-in. They can have enough trenches for each squad of troops
that they have. They have access to three concrete-reinforced prepared positions that are open topped.
These will comfortably house one of the 3.7” guns of the 1st EALB or two squads. There is a wire
perimeter that is partially complete at the base of the hill. Beyond the wire fence there is several deep
wadis (tugs) that will provide cover and concealment from direct fire provided the troops in the tug do
not wish to fire themselves. Also the Italians get a pre-game stonk of 4 65mm guns. Roll for the results
only after the units in the area of the stonk are deployed.
Terrain
The terrain is mainly barren desert, a hill and two wadis. There can be some small patches of thorn
bushes that were present.
Scoring
This scenario should last for at least 15 turns of the tea break card. If the Empire troops can hold off the
attack for this amount of time, they have won a decisive victory. If they are able to hold off for 10 turns
of the tea break card, they have won a minor victory. If they last till the 8th turn it is a Draw. Any other
result, regardless of casualties to the Italians is an Italian victory.
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Cards
General Cards
Tea Break
Italian Cards Dominion Cards
Italian Blinds Dominion Blinds
Big Man 1-2 Big Man 1-4
Company HQ Platoon 1-2
Platoon 1-3 Lt Mortars
Mounted Officer LT Mortar Bonus Fire
65mm Gun Mountain Gun
MMG Rally
MMG Bonus Fire Heroic Leader
Hesitant Commander Dynamic Commander
Dismal Fire Discipline Up From the Ranks
Hesitant Troops Mtn Gun Bonus Fire
Heroic Leader
Reinforcements (Added turn 3)
Artillery Panic
Note: Additional Cards will be required for any reinforcements added for the Italians. The British get a
bonus fire card for the mountain gun. Even though the 1st East African Light battery had never seen
combat before, these 4 guns fired over 1000 rounds in their first 18 hours of combat.
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Allied Briefing
You awaken this morning to another artillery barrage on your position. You have moved to the Right side
of your positions on Mill Hill. A runner from Battalion HQ informs you that the RAF has pulled out of
British Somaliland all together. The Battalion mortar section has been receiving requests all along the
line for fire missions this morning. It is doubtful that your position will be able to hold out. However you
must buy as much time as possible before leaving your positions or the Italians will break through. Do not
make a suicidal last stand. Don’t let the guns fall into enemy hands. You have one of the two 3.7” guns
with you on this side of the hill. Your hope is that your exec and the other half of the company will hold
out as long as your men will.
Troops
Infantry 0 1 2 3
Regular 1,2,3 4 5 6,7,8
Weapon WeaponStrike
L37 Bofors 37mm 4
Big Men:
1x Captain d6+1
3x Sergeant d6
Troops:
Platoon 1-2, each with:
4x Infantry Sections
Support
1x 3.7” Mountain Gun w/5 crew
2x 2” Mortar
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Axis Briefing
Your Company has received the honor of today’s attack against the positions the English call Mill Hill. You
must act with courage and élan as the brigadier will be watching. He is making your men nervous as he
sits astride his horse and looks down on the men. To yourself, you question his sanity being this close to
the front on horseback. Even your men can hit a target that big.
You are well supported. Most of your battalion is available in support. To your right is another company
massing to attack the hill. The battalion will be committed to the attack. To start with you have one of
the 65mm Mountain Guns with you in support. (this can start off the battle dug into the side of the wadi
in the back of the map) You also have a MMG attached to your command. Well your artillery has just
given them a beating. It is time to go. AVANTI!
Troops
Infantry 0 1 2 3
Average Troops 1,2,3 4,5 6,7 8
Poor 1,2,3,4 5,6 7,8
Fragile 1,2,3,4,5 6,7 8
Big Men:
1x Captain d6
1x Sergente d4
Troops:
Headquarters
2x Rifle Squads
1x 50mm Mortar
Support
1x 65mm Mountain Gun w/ 5 crew
1x MMG w/ 3 crew
Reinforcements
These are specified in the game notes. Roll 1d6 for each infantry unit that arrives. On a 1-3 the troops
are poor. On a 4-5 they are average. On a 6 they are Fragile.
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Scenario 7: Tug Argan 2 – Mirgo Pass
Historical Background
During the night of the 12th and 13th, the hills on the left flank of the Empire Positions were attacked.
The 2nd KAR troops holding this pass were driven from the area by a determined night attack. This
threatened to cut the defenders off from the Berbera road and any possible escape. Counterattacks were
made with limited success to retake this pass. Fortunately, the Italians failed to exploit their success.
This scenario covers an infantry night attack into the pass.
Game Notes
This scenario takes place at night so all spotting should be twice as difficult as normal. All shooting
should be shifted to the next highest range band for this night fight. No long range shots can be taken.
However, the distances that the Poor Fire Discipline card would effect remain the same. This should
cause the Italian player to reveal himself early. This chip should go in the stack with the blinds cards.
This map should represent a smaller table than a normal 4’ x 6’ table.
Map
Deployment
The British side will start deployed anywhere on the board. If deployed in the tug they may be considered
to be hidden. The Italians will roll 1d8. The number rolled will determine where the Italians enter. The
Italians had penetrated rather deeply into the British lines by this part of the battle for Tug Argan. The
Italian player may enter false blinds from the opposite side of the board if they wish to keep the British
player off balance. Neither side has any support assets. This should be a straightforward infantry fight.
Terrain
The terrain is a flat plain with some hills beginning at the edges of the board. There is a tug (wadi)
running through the middle of the board that players can use as shelter if they wish. There are only 3
points along the tug that will be considered easy going to get in and out of the tug. There is no bridge
over the tug. Instead, there is a ramp leading into and out of the tug.
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Cards
General Cards
Tea Break
Italian Cards Dominion Cards
Italian Blinds Dominion Blinds
Big Men 1-2 Big Men 1-4
Company HQ Platoon 1-2
Platoon 1-3 Mortar Bonus Fire
Mortar Bonus Fire Ammunition Shortage
Hesitant Troops Rapid Deployment
Poor Fire Discipline Rally
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Allied Briefing
Part of your company has been dispatched to watch for a possible Italian advance through the Mirgo Pass.
If they succeed in taking this road, they can possibly cut off the escape route to Berbera. This would
cause all of the British forces in British Somaliland to be surrounded. You cannot let this pass fall to the
enemy.
Troops
Infantry 0 1 2 3
Line 1,2,3 4,5 6 7,8
Big Men:
Captain – d6
Lieutenant – dAV
Lieutenant – dAV
Sergeant – D6
Troops:
Platoon 1
4x Rifle Sections
1x 2” mortar (2 crew)
Platoon 2
4x Rifle Sections
1x 2” mortar (2 crew)
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Axis Briefing
Command has decided to penetrate the British lines at night. Once they wake up they will have a rude
surprise. Your men fought to get this far and have suffered some casualties yet your command is still in
good fighting order. You try to stress to your men the need for absolute silence. You suspect that your
colonial troops are just humoring you and will end up giving away the game early.
Troops
Infantry 0 1 2 3
Average 1,2,3 4,5 6,7 8
Big Men:
Captain – d6
Sergeant – dAV
Troops:
Headquarters
1x Rifle Squad
1x 45mm Mortar (2 crew)
Platoon 1
4x Rifle Squads
Platoon 2
3x Rifle Squads
Platoon 3
4x Rifle Squads (Squad 1 – 1KIA, Squad 2 – 2 KIA, Squad 3 & 4 whole)
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Scenario 8: Tug Argan 3 – Observation Hill
On the 11th of August 1940, the Italian army attacked the Somali Camel Corps positions on Observation
Hill. The men under the command of Captain Eric Charles Twelves Wilson fought off the attack and gave
supporting fire to the troops defending Mill Hill. His unit caused significant casualties to the enemy. This
caused his position to be specifically targeted by Italian gunners. During the artillery bombardment,
Captain Wilson was wounded but kept fighting. By the 15th of August two of the guns under his command
were knocked out of action. In addition to his wounds Captain Wilson developed malaria. He kept his
post in action until it was overrun by 5pm that day. Initially it was reported that Captain Wilson was
killed in action. Later it was discovered that he was made a prisoner of war. As of this writing he was
one of the few (two) living recipients of the Victoria Cross.
In addition to the heroics of Captain Wilson others distinguished themselves on that day. The initial
bombardment of six batteries was falling on the Observation Hill positions from 2:00 to 4:00 pm that day.
The ferocity of the barrage drove the two platoons of “A” Company, 1st Northern Rhodesian Regiment,
from their positions. The retreated some 100 yards up the hill. Upon the lifting of the artillery barrage it
became evident that the situation was dire. The Italians massed for their attack and the Rhodesians knew
that they would have to retreat with the forces arrayed against them. On his own initiative, Private
Mutale ran the 100 yards down the hill to retrieve his squad’s Lewis gun that was abandoned during the
bombardment. Under constant fire the whole trip, Private Mutale retrieved the weapon and ran it back
to “A” Company’s new positions. On his way back up the hill, Private Mutale was wounded but still
managed to bring the weapon back enabling his unit to drive off the initial wave of attacks. For his
efforts, Private Mutale would later be awarded the Distinguished Conduct Medal. Later that afternoon,
the Rhodesian positions became untenable. The Rhodesians attempted to surrender but the Italians did
not accept the surrender. The Rhodesians made their best efforts to flee and most managed to escape.
Private Mutale unfortunately was captured due to his wounds. Lieutenant A. L. Bagshawe also showed his
mettle in an effort that cost him his life. For his efforts Lieutenant Bagshawe was awarded the Military
Cross.
Historical Background
This scenario is based on the attack of Captain Wilson’s position on August 15th. In 1939 the Foreign
Office gave the princely sum of £900 to create defensible positions in the Tug Argan Gap. With the funds
several concrete reinforced machinegun positions were made in the hills dominating the gap and some
water cisterns were built. Not all of the positions were completed prior to the Italian invasion. Captain
Wilson’s units occupied these positions during the attack. Captain Wilson kept his unit
Game Notes
The table for this scenario should be very long. The challenge for the Italians is to get troops close
enough to the hill to fight back. To be in the shelter of a rock formation it will be necessary for the unit
to be within 2” of that rock formation. Otherwise the British gunners can see and shoot at the advancing
troops. Similar to the previous scenario, the Italians will have nearly unlimited reserves to pull from.
They will receive a reinforcement chip after the third turn of the Tea Break Card. Once the
reinforcement chip is drawn, the umpire will roll against the table below to determine what
reinforcements that the Italian player receives.
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Map
Deployment
The British are deployed on the hill. There is some wire fencing that provides a barrier in front of their
positions. However this has been breached in several places by artillery bombardment. The concrete
bunkers provide imperfect protection as they have been breached multiple times with artillery fire. The
land in front of the hill is an open plain. There are some rocks placed on the map to provide some sort of
shelter for the advancing Italians.
Terrain
The terrain is mostly a featureless desert. Other than the hill and a few rocks there is little cover
available.
Cards
General Cards
Tea Break
Italian Cards Dominion Cards
Italian Blinds Allied Blinds
Big Men 1 Big Men 1-4
Company HQ Support Weapons
Platoon 1-3 Platoon 1-2
Mortar Bonus Fire Heroic Leader
Support Weapons Dynamic Commander
MMG Bonus Fire Rally x2
Artillery Panic Rapid Deployment
Dreadful Fire Discipline Sniper
Hesitant Troops
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Allied Briefing
After several sleepless days of nearly non-stop combat you are down to just two operational guns. The
artillery bombardment has knocked out several of the reinforced positions on the hill. You have had to
reassemble one of the MMGs yourself after its crew took a direct hit from Italian Artillery. Your gunners
have been calm and shown a very brave face. You could not be more proud of your men. You look across
the plain and see the Italians massing for another attack. You know eventually their numbers will tell and
this position will have to be abandoned.
The troops are rated as Regular infantry from the Legions Supplement.
Troops
Troops 0 1 2 3
Regular 1,2,3 4 5 6,7,8
Big Men
Captain Eric Twelves Wilson (SCC) – d6+1
Sergeant Colin Duff (NRR) – d4
Lieutenant A. L. Bagshawe (NRR) – dAV
Private Mutale (NRR) – d6+1
Troops
SCC Machine Gunners
2x Vickers MMGs (3 Crew)
NRR Platoon 1
3x Rifle Squads (8 men)
NRR Platoon 2
3x Rifle Squads (8 men)
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Axis Briefing
Your artillery has nearly broken the British on Observation hill. Your battalion has been directed to seize
this hill at all costs. It must fall today. The fire from their guns on this hill has slackened. You should be
able to take their positions. Your companies are slow to arrive at the jumping off point for the mission.
So far only one full company is present. You will feed in fresh troops as they arrive.
All of your troops are rated as Poor from the chart in this supplement.
Troops
Troops 0 1 2 3
Poor 1,2,3,4 5,6 7,8
Big Men:
Colonel – d6 (This is the Battalion Commander)
Troops:
Company Headquarters
4x Rifle Squads
1x 45mm Mortar
Support
1x MMG w/ 3 crew
Reinforcements:
These will be available as rolled for, by the judge when the reinforcement chip comes up, from the table
in the game notes section of the scenario.
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Scenario 9: Barkasan
Historical Background
The pull out from the Tug Argan Gap was fully underway. Most of the positions had been successfully
evacuated. To cover the evacuation, the 2nd Black Watch and
two companies of the 2nd KAR operated as a rear guard. The rear
guard came under intense attack from a brigade size force at
10:50am. The rear guard was able to drive off the initial attacks.
At one point, the Black Watch charged the advancing enemy with
a bayonet charge. In support of the infantry, the Italians brought
forward eight to ten tanks. Of these at least two were medium
tanks such as the M11/39. The rest were older tankettes. Aiding
the defenders was a Bofors AA gun and a captured 25mm AT gun
that had a total of 5 rounds. Several of the Italian tanks were
destroyed in the fighting. In the end, the Italians did not press
their advantage of superior numbers and allowed the rearguard
to slip away after nightfall. This scenario covers the armored
attack against the Black Watch positions on the 17th of August.
Game Notes
This scenario is a segment of this battle. It is focused on the
armored assault on the British positions. The British have dug
into the rocky soil surrounding the road and prepared positions
for their guns. The scenario focuses on a single British company
of the Blackwatch and one of the guns. The Italians have
infantry and armor support.
The goals of the British are to immobilize or destroy as many Italian vehicles as possible. The Italians are
to drive through the British positions and exit the map past their positions.
Deployment
The British are dug in across a trench line. The British must declare where they want the trench line prior
to the battle. They will mark it on a map and give their positions to the umpire. The hill is a low lying
hill that can be scaled without penalty by vehicles or infantry. Prior to the start of the game, the Italian
player will designate one stonk on their map. They do not know where the trench line will be. The
results of the stonk are not calculated until the unit affected comes off blinds. The Italians enter the
map on blinds as their blinds card is drawn. The Italians have 6 blinds that they may enter with. The
British may use up to 5 blinds with only one blind being a fake. The British may deploy anywhere to the
right of the hill on the map. Only along the trench line will they be considered to be dug in.
Terrain
The terrain is a flat valley with occasional patches of scrub brush. The scrub brush can be crossed by
infantry with little difficulty. The tanks will become stuck if attempting to pass through the scrub. There
is little to no natural cover available. A single small low hill dots the landscape. Blinds advancing behind
another blind or deployed vehicle unit will be obscured and harder to spot due to the raised dust.
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Map
South
Cards
General Cards
Tea Break
Italian Cards Dominion Cards
Blinds Blinds
Big Man 1-3 Big Man 1-5
Company HQ Platoon 1-2
Platoon 1-3 Sniper x2
L3/35 1-4 AT Gun 1
M11/39 1-2 Rally x2
Light Mortar Bonus Fire Anti-Tank Gun Bonus Fire
Armored Bonus Move Ammunition Shortage (ATG Only)
Hesitant Troops Rapid Deployment
Poor Fire Discipline Light Mortar Bonus Fire
Vehicle Breakdown AT Rifle 1-2
Reconnaissance Force AT Rifle Bonus Fire
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Allied Briefing
As a Company Commander of the 2nd Black Watch rear guard, you are to postpone the Italian advance.
This will buy time for the rest of the army to pullout of British Somaliland. Your men must hold off the
attackers. You have no idea what the Italians will throw at you. Your men saw a reconnaissance force of
motorcyclists earlier and you blunted an infantry attack a few hours ago. You can see dust clouds in the
distance. You encourage your men. But realize that you are running low on ammunition.
Note: In this battle there were two antitank guns available. The captured Bofors which is featured here
and a 3-pdr naval saluting gun (1891 vintage) crewed by three members of the HMAS Hobart. If the player
wishes to play with the naval gun they will remove the ammo shortage ship and the ATG Bonus fire chip.
This weapon had a whole 64 rounds with which to engage the enemy. The gun was jury-rigged to a single
44 gallon oil drum and therefore would not qualify for bonus fire capability. Also the gun will only have 2
initiative dice. The gun was spiked before the crew was captured.
Troops
Troop Type 0 1 2 3 4
Elite Infantry 1,2 3 4 5,6,7 8
Big Men:
Captain – d6
Lieutenant – d4
Lieutenant – dAV
Sergeant – dAV
Sergeant – d6
Troops:
Platoons 1-2, each with:
4x Rifle Sections (8 men)
1x 2” Mortars (2 crew)
Support
1x Bofors AA Gun (5 crew)
2x Boys AT Rifle Teams (2 Crew)
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Axis Briefing
Italian Infantry:
The English are in full retreat. Your company was spared from the meat grinder of Tug Argan. The Eritrea
Colonial troops are spent and cannot continue the advance. Your men are the pride of Italy. You will
show the English what Italian soldiers can do. The motorcyclisti have reported that the English are dug in
behind a small hill. You are told that you have armor support but you are determined that it will be your
company that breaks through and destroys the English.
Italian Armor:
Your men and tanks have taken a beating the previous weeks outside of Hargesia. The British guns and AT
Rifles seem to pierce your tanks with ease. Yet they are on the run now. If you can close the distance
quickly, you should be able to snatch victory. Your L3/35s are acting as a recon screen before your M11s
arrive. Good Hunting.
Troops
Troops/Dice 0 1 2 3
Grenadiers 1,2,3 4 5,6 7,8
Big Men:
Captain – d6 (Infantry Commander
Lieutenant – d6 (Armor Commander)
Sergeant – 1dAV
Troops:
Infantry Platoons 1-3, each with:
4x Rifle Squads each
1x 45mm Mortar with 2 crew
1x MMG with 3 crew
Armor Unit 1
4x L3/35 (2 armed with twin MMGs, 2 armed with ATRs)
Armor Unit 2
2x M11/39 (enters on the 4th turn of the tea break card)
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Phase 3 - British Northern Invasion
When the British invaded they attacked from two directions. This section covers the Northern Invasion
route. The Northern Invasion route actually is three separate actions against the Italians. The first was a
series of border skirmishes along the Sudan/Abyssinia and Sudan/Eritrea border where slowly the 5th
Indian Division recaptured all of the territory lost during the initial phase of the East African Campaign.
The town of Kassala, Sudan was retaken on the 19th of January 1941. Once this town was secured, the
Second set of actions began with the 5th Indian Division and the fully motorized Gazelle force began its
invasion of Eritrea. The third action of the Northern push was a small force of British troops and Emperor
Hallie Selesi’s “army” began their march from Sudan into Abyssinia towards Addis Ababa. On the 20th of
January, the Emperor’s column had taken Idla, Sudan back.
Preceding the Emperor’s column was a small group of British officers who were to supply and organize
rebels within Abyssinia to fight against the Italians. This was one of the most colorful group of characters
to ever participate in a military endeavor. The leader of this effort was Major Orde Windgate. Major
Windgate was probably the most experienced man at this sort of work and the most odd. He had
previously been posted to the British Mandate of Palestine and organized the Special Night Patrols. The
nucleous of this unit was to become Israel’s elite Palmach unit in 1948. The Israeli Defense Forces still
view Orde Windgate as the founder of Israel’s special forces. Major Windgate surrounded himself with a
group described as “a heterogeneous band of scholars, writers, adventurers, white hunters, scamps and
drunks.”2 These men were able to arm a guerilla army and force the Italians to divert valuable resources
to fight guerillas that they otherwise would have directed against the main attacks. Wingate’s force was
named Gideon Force. Gideon Force was about 2000 men strong.
The Principle fighting formations in the North were the 5th Indian Division commanded by Major General
Heath. Part of this command was the Motorized Cavalry Regiment known as Skinner’s Horse. Skinner’s
Horse was taken and made the central part of Gazelle Force. Gazelle force consisted of 3 squadrons of
motorized infantry mounted in 15cwt Chevy trucks. These squadrons possessed a total of 12 anti-tank
rifles and no other support weapons. Their Bren Carriers and mortars would not arrive until much later in
the campaign. Additionally Gazelle Force had two motorized Companies of the Sudan Defense Force and
a single battery of 25 pounders. This highly mobile force was able to make its presence felt across the
Eritrean Border in multiple locations. They convinced the Italians that they were facing a Motorized
Division rather than the reinforced battalion that it was.
Kassala was evacuated on the 17th of January. The British entered the town on the 19th. A town so costly
purchased in Italian blood is given up without a fight.
2
Pg 59. The War of a Hundred Days: Springboks in Somalia and Abyssinia 1940-41.
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Scenario 10: Path of the Emperor
Historical Background
Gideon force blazed a trail across Abyssinia. Led by the indomitable Orde Windgate, these men utilized
the local guerillas and supplied them with the meager supplies offered by the British government. This is
a hypothetical battle that typifies the running battles through the Abyssinian countryside. These battles
did not conclusively win anything for the war effort, but it did tie down some of the best units that the
Italians had in order to battle insurgents while less capable units took the brunt of the fighting against the
British.
Game Notes
The scenario is an ambush. The Italians are attempting to move a supply convoy to reinforce a garrison in
the Gondar region. The Guerillas supported by a Gideon Force commando team are to delay their arrival
and cause as much damage as possible. They are to preserve their commando team at all costs. All of
the big men are commandos. For the mission to succeed at least 80% of the commandos must survive and
1/3rd of the Italian trucks must be destroyed. An Italian victory is exiting off of the north end of the map
with at least half of the trucks. A complete Italian victory will involve capturing any of the commandos.
Map
North
Deployment
The Guerillas and commandos will start the game as hidden. They may hide behind the rocky
outcroppings or lay low in tall grass. They may not dig-in. The Italians start the game off board and
enter on their blind card. They may enter in any order that they wish.
Terrain
The terrain is mostly rolling hills with tall grass and scrub brush. There would be some isolated trees
present. The road winds through the hills. There are rocks on the hills that the Guerillas can hide
behind.
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Cards
General Cards
Tea Break
Italian Cards Dominion Cards
Blinds Blinds
Company HQ Guerilla Platoons 1-2
Platoon 1-2 Commando Big Men 1-4
MMG Team Commando Squads 1-2
MMG Bonus Fire x2 Guerilla Poor Fire Discipline
Lt Mortar Bonus Fire Light Mortar Fire
Rapid Deployment Guerilla Hesitant Troops
Hesitant Troops Commando Rally
Vehicle Breakdown Guerilla Ammo Shortage
Big Men 1-2
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Allied Briefing
Your team has gathered information about an upcoming Italian convoy. You have decided to test the
mettle of these guerillas that you have supplied. Gideon force has supplied them and trained them. They
are eager to fight but you are concerned about them leaving your men in the midst of battle. You will try
to delay the convoy and cause as much havoc as possible. Your commando team must not be destroyed.
To delay the Italians further, you may attempt to block the road. Your commandos must spend 2 turns of
the tea break next to the tree by the road. Unfortunately they will be exposed and not hidden if they are
there. After 2 turns of the tea break card they may add a demolitions card and on it being turned the
tree will be knocked over into the road.
Troops
Troop Type 0 1 2 3 4
Guerillas 1,2,3,4 5,6 7 8,9,10
Commandos 1,2 3 4 5,6,7 8
Guerillas:
Platoon 1: 5 x squads (10 men)
Platoon 2: 4 x squads (10 men w/ 1 squad w/o LMGs)
Light Mortar Team (no bonus fire card as they are unfamiliar with the weapon)
Commandos:
Big Men:
Lieutenant – 1d6
Sergeant – 1dAV
Sergeant – 1d6
Sergeant – 1d4
Troops:
Squad 1-2, each with 8 men.
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Axis Briefing
The local guerillas have increased their activity as of late. Your mission is to resupply a forward base in
the Gondar region of Abyssinia. You believe that the British have been supplying the Guerillas. Your
Battalion commander has ordered you to try to capture some of their advisors. Mission one is to get the
supplies to the base. You may divide your force if you wish. Do not allow the
Troops
Troops 0 1 2 3
Grenadiers 1,2,3 4 5,6 7,8
BigMen:
Captain – 1d6
Lieutenant – 1dAV
Troops:
Company Headquarters
2 x Rifle Squads (8 men)
1x 45mm Mortar (2 crew)
2x 3-ton trucks
1x Staff Car
Support
2x MMG Teams (3 crew)
2x 3-ton trucks (MMGs may be mounted in a truck bed)
2x Lancia 6-ton Trucks (Supply Trucks)
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Scenario 11: Keru Gorge
Historical Background
On the 21th of January, 1941 Gazelle force crosses the Eritrean border. The British troops began to
encounter resistance from the Italians who up till this point had withdrawn in front of them. The British
were mildly overconfident with their progress so far. Keru Gorge caused them to reassess.
Once the Italians were located and offered battle. The 10th Indian Brigade was ordered to outflank the
defenders and promptly got lost. They were strafed by aircraft and forced to withdraw. The
commanding officer of the Brigade is shot in the butt.
The road that passed through the gorge was poor for motor transport even without the demolitions done
by the Italian engineers. The road was guarded by five Italian Battalions.
Forming a defensive line along the hills surrounding the Keru Gorge, the Italians fired upon and halted
Gazelle force. To silence the opposition, the British deployed their artillery (25 Field Regiment) near
Gazelle Force headquarters to drive the defenders out. From their flank a group of 60 horsed cavalry
charged the forward deployed artillery. In a brave but fool hardy charge the cavalry men advanced to
within 30 yards of the artillery, throwing grenades and firing their rifles. The artillery fired on the
horsemen at point blank range and engaged them with small arms before driving off the 12 survivors of
the attack.
The following day, the British send the 4th Battalion of the 11th Sikhs Regiment up the hills to engage the
defenders. They are halted at the half way point from the Italian defensive fire. The next morning the
British offensive resumes. This time the British manage to surround and cut off the Italian 41st Colonial
Brigade. With their lines of communication cut, the troops panicked. Most of these troops flee towards
Agordat in disorder. The 41st Brigade ceased to exist as a fighting force. The Brigade staff and some of
the Italian officers remain and surrender to the British forces. It took three days to secure the gorge.
Game Notes
This scenario covers the advance of the 4/11 Sikhs on the 22nd of January. The battle field should be a
rather wide affair. The Italian troops should be dispersed in a thin line in an attempt to stop any British
penetrations. The landscape should be rocky and hilly. Very little in the way of vegetation should be
present on the field.
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Map
West
Cliff Face
Deployment
The British enter the map from the western side of the map. The Italians should be deployed across the
map. They may be deployed on reinforced positions, fox holes or even log bunkers. They were well dug-in
and proved to be difficult to move. The Italian player must specify where the positions locations are prior
to the game’s start. The positions will be visible, but his men may start out on blinds.
Terrain
Keru Gorge itself was a foreboding piece or real estate. With granite walls that in places extended some
1,200 feet in the air, it was made to be a trap. This scenario focuses on a portion of the battle that
occurred outside of the gorge itself. It is a sloping hill where the Italians had prepared positions into
which the Sikhs attempted to advance.
Cards
General Cards
Tea Break
Italian Cards Dominion Cards
Blinds Blinds
Big Men 1-2 Big Men 1-5
Company HQ Company HQ
Platoon 1-2 Platoon 1-4
Support Weapons Lt Mortar Bonus Fire x2
Lt Mortar Bonus Fire Mortars
MMG Bonus Fire x2 Rapid Deployment
Hesitant Troops Rally
Dreadful Fire Discipline
Heroic Leader
Ammunition Shortage (Added at turn 5)
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Allied Briefing
We finally have gotten the Italians to make a stand. We have the opportunity to wrap up a large segment
of the Italian Forces in Eritrea if we can have a breakthrough here. Your company has been tasked with
this breakthrough. You know that the Italians have dug in along the ridge in front of your jumping off
point. You have seen sporadic small arms fire from the ridge. But they seem jumpy and are firing wild.
You believe you can break through without much trouble. Once you have penetrated their lines, their
defense should crumble.
Your artillery has prepared the ridge for your attack. You may mark out 3 stonks prior to the game
starting. Your troops are rated as Line Infantry.
Troops
Troop Type 0 1 2 3 4
4/11 Sikhs 1,2,3 4,5 6 7,8 N/A
Big Men:
Captain – 1d6
Lieutenant – 1dAV
Lieutenant – 1d4
Sergeant – 1d6
Sergeant – dAV
Troops:
Company HQ
2x Boys ATRs (2 crew)
Support Weapons
2x 3” Mortar 3 crew
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Axis Briefing
Your command is coming under attack. Our positions on the ridge are well founded but the British have
come in force. Yesterday, the battalion next to you charged down the hill surprising the British (Skinner’s
Horse) but they were repulsed. Though your men are very aggressive on the assault, you have been
ordered to hold your positions and not advance on the British. You must keep your unit together. They
are very nervous about being surrounded. Keep them fighting while you wait for reinforcements from
Keren.
Prior to setting up your troops, you must designate a line of communication from your troops to the rear
area. If the line of communication is cut by the presence of a British unit, you must immediately roll a d6
for that section. If the die roll is less than the number of surviving troops (minus wounds) your section
does not break. Otherwise they immediately surrender. Each section so cut off from the line of
communication will have to test.
Troops
Troop Type 0 1 2 3 4
Eritrean Troops 1,2,3 4,5 6,7 8 N/A
Big Men:
Captain – 1d6
Sergeant – 1d6
Troops:
Company Headquarters
2x Rifle Squads (8 men)
1x 45mm Mortar
Support Platoon
2x MMGs (3 Crew)
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The Battle for Agordat
Historical Background
1st of February 1941
As Gazelle force passed the Keru Gorge they were hampered by mined roads. The next fortress that they
found that stood their ground was at Agordat. Situated some 75km west of Keren, Agordat became a
tough nut for the British to crack. The Italian defensive line
was spread out in a 22km defensive perimeter manned by
General Beccari’s Fourth Colonial Division. The 4th Division was
composed of three Colonial Brigades and a battalion of
Blackshirts. These troops were supported by 24 tanks (12 M11s
and 12 L3/35s), 76 guns (some of 122mm) and a company of
Germans formed from sailors stranded in Eritrea’s blockaded
ports.
The battle began on the 25th of January where Skinner’s Horse was engaged by five M11/39 tanks.
Skinner’s Horse was hard pressed with this attack until some 37mm Bofors guns could be brought forward
to engage them. With the arrival of the guns, the attack was halted.
Two days later, the 4/11th Sikhs were sent up the center of Lacquetat. This was a night assault. Upon
reaching the summit of Lacquetat, they encountered a double apron fence of barbwire and began
encountering stiff resistance from the Italian defenders. Quickly the Sikhs were withdrawn before they
suffered undo casualties.
Late in the evening of the 29th, the 3/14th Punjab scaled the southern face of Mount Cochen. After
securing their objectives with no trouble, the 1/6th Rajrifs passed through them towards the summit. In
complete darkness, the Rajrifs ran into trouble and became heavily engaged with the defenders. Short on
ammo, artillery support and troops the Rajrifs fought a determined attack against the dug in defenders.
Several times the Italians counterattacked. The Italians were supported by 65mm Mountain Guns that
were well situated in the heights. The flatter trajectory and mists that shrouded the mountain prevented
British artillery support from supporting the Indian units. Both the Punjabis and the Rajrifs were short a
full company as these troops were needed to haul supplies up the mountain to keep the rest of the troops
in the fight. This fight lasted until the 31st. Out of the early morning mists a company sized force of
Italians charged the Rajrifs and Punjabis with fixed bayonets. None of the attackers survived.
While the battle for Cochen continued, two companies from the 2nd Cameron Highlanders advanced up the
road and seized a foothold on the western portion of Gibraltar on the 30th of January.
From the early morning mists the Royal fusiliers advanced up the road in a 3 wide company line to
penetrate past the Italian positions and attempt to penetrate into Agordat itself. The Italians had set up
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an ambush for the advancing British troops. An entire battalion of Blackshirts supported by some 18
Italian tanks were waiting in ambush. In the morning fog, the Fusiliers advance became confused. The
trailing company found itself in the lead. But fortunately for the British, the positions of the Camerons
allowed them to spot the ambush before it was sprung. Utilizing their carrier platoon as a diversion, the
Camerons and four Matilda II tanks began to shoot the ambushers apart. The Blackshirt broke and ran
leaving behind numerous prisoners and the wrecks of some 11 Italian tanks.
Gazelle Force then pressed their attack against stiff opposition and was able to penetrate the line
between Laquatat and Cochen. The Italians pitted their outclassed M11/39s and the L3/35s against the
much more modern Matilda II and various cruiser tanks of Gazelle Force. After a very tough fight, the
Italians withdrew in good order. Their casualties that they suffered were terrible. 1,260 Italian
casualties and over 14,000 Italian Askari casualties were suffered. Also 24 tanks, 96 guns and 20 aircraft
were lost by the Italians. Due to the ferocity of the defense, the Italians were able to pull back to Keren
and prepare a defense before the more mobile British forces could cut off and stop the retreating Italians.
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Scenario 12: Skinner’s Horse and the Tanks
Historical Background
This scenario is based on the initial encounter with Italian Armor by Skinner’s Horse (1st Duke of York’s
Own) on the 25th of January, 1941. The Skinner’s Horse, a force composed of three squadron’s mounted
infantry in 15cwt trucks, had advanced more than 100 miles in a week. The motorized infantry possessed
several anti-tank rifles but no additional heavy weapons. They were supposed to be equipped with 3 inch
mortars and a platoon of carriers.
Confident that their advance would not slow was nearly stopped. A low ridge just 3 miles from Agordat,
was the scene where Skinner’s Horse encountered five M11/39 Italian tanks. The Anti-Tank rifles of the
Indian troops could not penetrate the Armor of the tanks. Things began to look desperate. Fortunately
for the infantry, Gazelle Force possessed a troop of 37mm AA guns. In the resulting fight, left two tanks
knocked out and the rest fled.
Game Notes
The game starts with the motorized infantry advancing across the road. The British troops have
reinforcements. On the 5th turn of the Tea Break card, the reinforcement card will be added to the deck.
The Italians get a reinforcement card added to the deck after the 6th turn of the Tea Break card.
Map
Deployment
The British troops enter from the west. The Italian tanks enter from the east. The British start with 1d4
blinds. The Italians start with 1d4-1 blinds. Their forces maybe distributed as they wish under those
blinds. Both sides enter on blinds on turn one when there card is drawn. If their card is not drawn on the
first turn, then they enter on the tea break at the edge of the board.
Terrain
The terrain is dominated by a long ridge that runs across the map. There is a road that runs
perpendicular to the ridge. There is some brush present across the map. Some isolated trees are
present.
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Cards
General Cards
Tea Break
Italian Cards Dominion Cards
Blinds Blinds
Armor 1 - 5 Company HQ
Armored Bonus Move Platoon 1-2
Vehicle Breakdown Rapid Deployment
Platoon 1 Lt Mortar Bonus Fire
Big Man 1 Support Weapons
Hesitant Troops 37mm Bofors
Reinforcement Big Man 1-5
Poor Fire Discipline Reinforcement
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Allied Briefing
Your mission is to advance as rapidly as possible to cut off the retreating Italians fleeing their loss at
Keru. Your men are rapidly approaching the town of Agordat. As this is a regional capital, you expect to
encounter some Italian patrols at any time. Your battalion commander is hounding you to press the
advance as quickly as possible. Surrendering Italians have been encountered and he is anxious to cut off
as many as possible. The foothills of the mountains in front of Agordat are rapidly approaching. Good
Luck.
Troops are rated as Regular Infantry. Your troops enter the map mounted in trucks.
Troops
Troops 0 1 2 3 4
Regular 1,2,3 4 5 6,7,8 N/A
Big Men:
Captain – 1d6
Lieutenant – 1d4
Lieutenant – 1dAV
Sergeant – 1d6
Sergeant - 1d4
Company Headquarters
2x AT Rifles (2 crew)
1x 15 cwt Truck
Reinforcements:
2x 37mm Bofors AA Gun (5 Crew)
2x Prime Mover
Note: The reinforcements arrive when the reinforcement card is drawn. These arrive on blinds.
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Axis Briefing
The British are coming. Your men have been assigned to slow their advance so that the defenses of
Agordat can be completed. You have a full platoon of M11s at your disposal. You also have a platoon of
infantry who are running behind you to catch up with you. Your orders are to stall the British advance as
long as possible to allow for more troops to arrive and fill out the defenses. This means keeping the
British off of the ridge. You have seen the engineers hard at work. You are positive that the
fortifications behind you can hold off any advance for months.
Troops
Tank Armor Weapon Strike Speed
M11/39 4 4 Average
Troops 0 1 2 3 4
Poor 1,2,3,4 5,6 7,8 N/A N/A
Big Men:
Lieutenant – 1d6
Troops:
5x M11/39 - Note: The 37mm main gun of the M11/39 does not have HE rounds. The main turret of the
tank does carry 2 8mm machineguns.
Reinforcements:
Platoon 1: 4x Rifle Squads (8 Men), 1x 45mm Mortar (2 Crew)
Note: These arrive when the reinforcement card is drawn. They arrive under blinds. The hesitant troops
card goes into the initial deck. If this is drawn before the reinforcement card drawn, then the
reinforcements do not show up that turn.
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Scenarios 13: Mount Cochen
Historical Background
This scenario depicts the initial night battle fought by the Rajrifs on the evening of January 29th, 1941.
The Rajrifs encountered the Italian wire perimeter in their night advance and immediately were caught
up in a long drawn out firefight. The Italians were dug in to the mountainside with bunkers, machineguns
and artillery support. The British could not support their troops as none of the British pieces could fire
with enough of an angle to drop rounds on the Italians. The trajectories of their guns were far too flat.
The fight raged throughout the night and into the next day. The fight served to do one main purpose, it
tied down the bulk of the Italian infantry on the mountain and enabled the British to march past Mount
Cochen without opposition and flank the Italian positions.
Game Notes
The Italians are dug in to the mountain with a trench work series that is reinforced with several bunkers.
The bunkers are the home of several medium machineguns. These positions are sited so that they can fire
down the entire mountainside without difficulty. There is also a wire perimeter that divides the map.
This can only be crossed by units that stop at the obstruction and spend a turn cutting the wire and not
fighting. Once this has been done, a breach then has been made and can be crossed in that area only.
The Rajrifs are infantry only. The Italians have an observation post that can call upon three 65mm
Mountain guns for artillery support on any of three pre-selected areas of the map. The game is a night
battle. Therefore the spotting is one third of the normal distances. Shooting should count as one range
band higher than normal as well. Umpires can treat all of the movement as hidden with no blinds on the
table until units are within 18 inches of one another, then the blinds are revealed. Movement can be
handled on a map until blinds are deployed. This works out better if the map provided to the players has
no features and the bunkers, trenches and fence are not added to the playing field until after they have
been discovered.
Deployment
Rajrifs enter the map from the south side (downhill). The Italians are considered to be dug in and may
remain hidden until the enemy is within 18 inches as noted in the Game Notes. The bunkers are concrete
reinforced positions. The trenches have fixed firing points and are reinforced. The ammo bearer card
was added for this scenario. The Rajrifs used one entire company to keep the other two supplied with
ammunition by becoming ammo and water bearers. They would bring up ammo and supplies up the
mountain throughout the evening. When the Ammo Bearer card comes up, one squad that was short on
ammo may now fire normally.
Terrain
This is a mountainside. The Italian side of the map is the high ground. There are some boulders and rock
formations that will provide cover for the Rajrifs. There is a wire fence that runs the length of the map
(east to west) that the Italians must set up behind. This fence is on the fifth highest of the seven
elevation levels. There are three bunkers available for the Italians to use. There are also 20” worth of
trench works that they may establish anywhere behind the wire fence. They may also set an observation
post up but this must be placed on the highest elevation point on the map. The Bunkers can be placed
anywhere the Italian player wants behind the wire perimeter. The map is left deliberately vague to allow
the Italian player flexibility in their setup.
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Map
Cards
General Cards
Tea Break
Italian Cards Dominion Cards
Blinds Blinds
Big Men 1-2 Big Men 1-5
MMG 1-3 Company HQ
MMG Bonus Fire x2 Platoon 1-5
Company HQ Lt Mortar Bonus Fire x2
Platoon 1 - 2 Support Weapons
Forward Observer MG Bonus Fire
Artillery Support Rapid Deployment
Lt Mortar Bonus Fire Rally
Hesitant Troops Ammunition Shortage
Poor Fire Discipline Ammo Bearer
Reinforcements
Heroic Leader
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Allied Briefing
Through the blackness of night, one of your scouts returned to you and reported that you are nearing the
crest of a portion of Mount Cochen. The air is noticeably thinner and your men are not accustomed to
this. Neither are you for that matter. The air is considerably colder as well. The scout reports hearing
voices ahead but was not close enough to make out any more than that. You get your men ready and
begin your advance.
Troops
Troops 0 1 2 3 4
Regular 1,2,3 4 5 6,7,8 N/A
Big Men:
Captain – 1d6
Lieutenant – 1dAV
Lieutenant – 1d4
Sergeant – 1d6
Sergeant – 1dAV
Troops:
Company HQ
2x Boys ATR (2 Crew)
Support Weapons:
1x Vickers MMG (3 Crew)
Reinforcements:
Platoon 5: 1x 2” Mortar (2 Crew), 4x Rifle Sections (8 men)
Note: The card is added after a runner has been sent back off of the southern edge of the board. This can
only be done after your units have started shooting.
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Axis Briefing
Your men are well prepared. They are all veterans of British Somaliland and some have seen the elephant
as far back as the conquest of Abyssinia. Their positions are sited well. You have a clear view of the
mountain. They are fierce fighters in an attack. You have no idea how they would do in a defensive roll.
Well you have a few hours to kill. You cannot imagine that the British would dare come up the hill at
night. You have walked the trench line and assured your Lions of Eritrea that they can best anything the
enemy can throw at them. You checked with the forward observer and they have sited in three likely
spots to call down fire on any attackers. You will see what the day brings.
The Italian player must mark out their positions. They must also designate three artillery targets before
the game starts. You must also specify a supply line to the top of the mountain. The cut off rule is in
effect.
Troops
Troops 0 1 2 3 4
Average 1,2,3 4,5 6,7 8 N/A
Big Men:
Captain – 1d6
Lieutenant – 1dAV
Troops:
Company Headquarters
2x Rifle Squads
1x 45mm Mortar
Support
3x MMGs (3 Crew)
1x Forward Observer
Off Table:
3x 65mm Mountain Guns
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Scenario 14: The Cameron Surprise
Historical Background
This scenario depicts the counter ambush launched by British armor and the Cameron Highlanders. This
scenario covers a portion of the battle situated closest to the Gibraltar outcropping. The Italians had
been lying in wait to ambush advancing British infantry when they were spotted by the Cameron
Highlanders from the Gibraltar outcropping. Reversing the roles, they got the Italians to reveal
themselves and then the trap was closed. Arriving to support the Cameron’s carriers were Matilda Tanks.
Upon their arrival, they began to shred the Italians, sending them into a complete retreat. This
effectively ended the Italian stand at Agordat.
Game Notes
The British troops may start the game in blinds. However the Italians must start the game fully deployed
on the tabletop. This simulates the good intelligence that the British had from the Cameron’s positioned
on the Western Portion of the Gibraltar outcropping. The British enter on blinds. The Carriers enter first.
The tanks enter on a reinforcement chip that is added after first contact is made.
Map
Deployment
The Italians are deployed in the open on the north end of the map. The British Carriers enter the map
from the south on blinds. The reinforcement card is added to the deck once the shooting has started. On
the drawing of the reinforcement card, the Matildas enter from the south end of the map on blinds.
Terrain
The terrain is a valley with an exposed outcropping separating the two haves of the map. There are some
rough ground areas on the map that dot the landscape. These will prevent movement of vehicles. Any
elevation above ground level is impassible to vehicles.
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Cards
General Cards
Tea Break
Italian Cards Dominion Cards
Platoon 1 Blinds
Tank 1 - 9 Armor Platoon 1
Armored Bonus Move Carrier Platoon 1
Vehicle Breakdown Armored Bonus Move
Hesitant Troops Reconnaissance Force
Mortar Bonus Fire Vehicle Breakdown
Dreadful Fire Discipline Heroic Leader
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Allied Briefing
The trap is set. You have full knowledge of the Italian positions. Your job is to draw them out with your
carriers and then blow them apart with the Matildas. Your armor support will arrive after the shooting
has started. You have some ATRs with the carriers but don’t be foolish. There are precious few of them
in theater as it is. They are to be bait but not bitten.
Troops
Infantry AT 0-4” 4-8” 8-12” 12-16” 16-24”
Boys AT Rifle 3 2 2 1 N/A
Big Men:
Lieutenant – 1d6+1
Lieutenant – 1dAV
Sergeant – 1d6
Carrier Section:
4x Universal Carriers (2x Anti-Tank Rifles, 4x Bren Guns, 1x 2” Mortar)
Note: Each carrier is equipped with a Bren Gun firing forward. Two are also equipped with Anti-
Tank Rifles. One is equipped with a 2” mortar that must be dismounted before it can be fired.
Tank Section:
2x Matilda II Infantry Tanks
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Axis Briefing
Your orders are crystal clear. The attack at Mount Cochen has diverted all of the infantry resources to it.
This leaves the main road clear for the enemy’s use. It is your job to drive the enemy infantry from the
valley floor. Your forward scouts observed a bungled enemy troop movement earlier in the morning. It
was laughable. One company actually got lost in the early morning mists. You must get your tanks
moving and drive the infantry from the valley and stop any further advancement or the positions at
Agordat will be lost. Your scouts have stayed in place and will support you as best they can.
Troops
Infantry 0 1 2 3
Poor 1,2,3,4 5,6 7,8 N/A
Big Men:
Lieutenant – 1d6 (Infantry Platoon Leader)
Lieutenant – 1d6 (Tank Commander)
Infantry:
1x Colonial Infantry Platoon
4x rifle Squads
1x 45mm Mortar
Armor:
4x L3/35 Tankettes (2 equipped with Anti-Tank Rifles, 2 with dual MGs)
5x M11/39 Medium Tanks
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Battle of Keren
Historical Background
Following Agordat, the fighting in the north slowed to a snails pace. The Italians had dug themselves in
and proved to be fierce fighters on the defensive. The next battle was to be in the hills surrounding
Keren. This inhospitable piece or real estate proved to be a meat grinder for both sides. Keren cost the
British its highest casualty rates of the campaign thus far.
The battle begins on the 2nd of February, 1941 when the 11th Indian Infantry Brigade and Gazelle Force
arrive at the foot hills of the mountains surrounding Keren. The mobility that the British infantry had
utilized to this point was ended, as the terrain surrounding Keren was unsuitable for vehicles. The terrain
surrounding Keren consisted of a gorge (Dongolaas Gorge) that passed through a series of mountains. The
Italians had blown over 200 square yards of mountain down into the gorge, blocking its use from the
British.
The approaches to Keren were mountains that rose steeply to over 4,300 feet above sea level. To the
Left of the gorge was a series of hills: Cameron Ridge (formerly Heigh 1616), Sanchil, Brigs Peak, Samana,
and Mount Amba. To the Right of the gorge was: Dologorodoc, Falestoh and Zeban. To the south was a
large open plain that looked to be an initially appealing way to bypass the mountainous positions occupied
by the Italians called Happy Valley. This valley was to prove to be a source of much sadness in the 56
days of fighting that would be the battle of Keren.
Map of Keren
This mass of mountains rose some 2,500 feet above the valley floor of the gorge. Through this gorge ran
the Agordat-Asmara road and railway line. These were the only passages able to accept vehicle traffic.
The land surrounding the road and in the valley consisted of vast sand khors that slowed even foot traffic.
Their approaches were extremely steep and presented a difficult obstacle to the infantry in and of itself.
In addition to the mountain, the vegetation that covered the valley and the mountainside was hostile as
well. Prickly bushes dotted the countryside that were reported to be more effective an obstacle than
barbwire. Spear grass was present that cut through clothing and flesh. Thorn trees provided an
additional obstacle. The ground itself conspired against the attackers. The soil was loose and rocky.
Attempting to use the rocks to pull themselves up led to the soil crumbling and dropping rocks and debris
upon the soldiers below. Once they passed through the gauntlet of ground and vegetation, the men were
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too exhausted to press the fight. It was in these moments that the Italians would emerge from their well
placed positions and counter attack.
In order to attack Keren, the British assembled the full weight of two divisions against the heights. The
Fourth and Fifth Indian Infantry Divisions fought from February 2nd until March 26th to seize the Italian
positions. The Italians had assembled a large force to hold this forsaken ground. Under the direct
command of Lieutenant General Luigi Frusci (Military Governor of Eritrea and Commanding General of the
Army in Eritrea) the cream of the Italian national units in East Africa and some excellent Eritrean colonial
units were assembled for a heroic if futile last stand. From the Savoia Division, the entire 11th Savoia
Grenadier Regiment, including the elite Bersaglieri Battalion “Africa,” manned the heights. In addition
were 10 Colonial Battalions all of whom were fresh and not worn out by the previous actions (units of the
1st Colonial Division). Supporting these were the remnants of four other Colonial battalions that had
survived and fled in front of the attacking British Army (4th Colonial Division fled from Agordat). These
included:
11th Savioa Grenadier Regiment (1st & 2nd Grenadier Battalions and the 3rd Bersaglieri Battalion “Africa”. 1
Mortar Company)
XI Colonial Brigade
III Colonial Cavalry Battalion
XV Colonial Cavalry Battalion
CIV National Artillery Battalion (77/28 guns)
CVI National Artillery Battalion
II Colonial Artillery Battalion
V Colonial Artillery Battalion
There troops were supplemented between the 7th and 13th of February with the following reinforcements:
Alpini Battalion “Uork Amba” from the 11th Savoia Grenadier Regiment
II Colonial Brigade (Brigadier-General Raimondo Lorenzini)
V Colonial Brigade
XLIV Colonial Brigade
II Colonial Cavalry Brigade
I Battalion/60th Field Artillery Regiment
XXXVI National Artillery Battalion
CII National Artillery Battalion
An Anti-Tank Battery
VI Colonial Artillery Battalion
XI Colonial Artillery Battalion
XII Colonial Artillery Battalion
These troops were further supplemented between the 14th of March and the 14th of April by these
additional forces:
11th Blackshirt Legion
XLIV Blackshirt Legion
A MG Battalion
VI Colonial Brigade
XII Colonial Brigade
IV National Artillery Battalion
CIII National Artillery Battalion
XXII National AA Artillery Battalion
Even up until the last days of the battle, the Italians were able to reinforce Keren with additional troops.
From the 15th of March to the 27th of March the following reinforcements arrived:
CL Blackshirt Legion
CLXX Blackshirt Legion
XLI Colonial Brigade
LXI Colonial Brigade
XVI Colonial Brigade
To make matters worse for the attackers, the stockpiles of munitions held by the Italians ensured that
they could keep fighting for months. With the amount of spare ammunition on hand they made liberal
use and caused numerous casualties from their positions.
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The positions held by the Italians were carved into the rock of the mountains. Trench lines were present
that provided the infantry with cover from rifle fire and caves that protected from artillery fire. The
Italians used the reverse slopes of the knife-edge ridges to launch vicious counter attacks to drive back
any progress made by the attacking British.
Force Troops:
B Squadron, 4th Royal Tank Regiment
P Battery (A/T), Royal Horse Artillery
66th Medium Regiment, Royal Artillery (2 batteries)
41st Light Anti-Aircraft Battery, Royal Artillery
Jammu and Kashmir Mountain Battery, Indian Army
Light Battery, Sudanese Horse, Sudan Defense Force
Two Motor Machinegun Companies, Sudan Defense Force
51st Middle East Commando
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3rd Battalion, 18th Royal Garhwal Rifles
th
29 Indian Infantry Brigade (Brigadier J. C. O. Marriot)
1st Battalion, Worchestershire Regiment
3rd Battalion, 2nd Punjab Regiment
3rd Battalion, 13th Royal Frontier Force Rifles
There are many detailed accounts of the battle available. Below is a summary of the events of this epic
struggle. The Highlighted items are the scenarios provided for this battle.
February 2nd – The tanks of the 4th RTR attempt to pass through Dongolass Gorge and are driven back by
Italian fire after encountering a massive roadblock.
February 3rd – The 2nd Cameron Highlanders attack and take Cameron Ridge from the 2nd Savoia
Grenadier Battalion. A recce of Happy Valley shows a possible avenue of advance that could be
exploited.
February 4th – The 3/14th Punjab pushes through the Cameron Highlanders to take the hills beyond the
ridge including Brigs Peak and Mount Sanchil. These are taken by 3:30 pm from additional units of
the 2nd Savoia Grenadiers. Brigs Peak is a small position able to be manned by no more than a
company sized unit.
February 5th – The 3rd Bersaglieri Battalion supported by the newly arrived XCVII Colonial Battalion drives
the Punjabis back to Cameron Ridge. The Punjabis suffer 100 casualties when driven from the
heights.
February 8th – The 5th Indian Infantry Brigade launches an attack through the Acqua Col gap at the end of
Happy Valley. This attack is repulsed as the gap is strongly held and the surrounding heights
offered a superb artillery platform to harass the attackers from. In addition, the 11th Indian
Infantry Brigade launches a new attack on Brigs Peak, retaking the height. They also fail to
retake Mount Sanchil.
February 11th – The Italians retake Brigs Peak.
February 12th – A second attempt to push through Acqua Col fails. Gazelle Force is officially disbanded
and the units return to their normal units. Colonel Messervy assumes command of the 9th Indian
Infantry Brigade. The 5th Indian Infantry Division relocates to under go mountain warfare training.
March 15th – The offensive is renewed. The 11th Indian Infantry Brigade assaults Mount Sanchil, Brigs Peak,
Saddle, Hogs Back and Flat Top Hill to relieve the pressure on the main thrust of the attack. Also
in support of this is an attack by the 5th Indian infantry Brigade against the positions on Mount
Samanna. The 29th Indian Infantry Brigade launches an attack on Mount Zeban. The main attack
was a push to take Fort Dologorodoc by the 2nd Highland Light Infantry. The main attack is
launched before the supporting attacks can reach their goals. The attack on Fort Dologorodoc
fails and leaves the 2nd Highland Light Infantry trapped at the base of Pinnacle Hill until nightfall.
The evening of the 15th, the 3/5th Mahratta Light Infantry and a company of the 3/12th Royal
Frontier Force Regiment push hard against one of the outlying positions of Fort Dologorodoc called
the Pimple. They push forward three times and are driven back. On the fourth push they
succeed and take the Pimple at a high cost by 8 pm. The Mahrattas are out of the rest of the
fight due to losses and exhaustion. The company from the Frontier Force Regiment pushes on to
Pinnacle and are able to seize this height by 1 am.
March 16th - From the recently captured positions at Pimple, the 2nd West Yorkshires push against the fort
itself finding it eerily undermanned. After stiff resistance, Fort Dologorodoc falls by 6:30 in the
morning of the 16th. A counter attack arrives unexpectedly at the Pimple at 4 am. The garrison
of Fort Dologorodoc left to support Pinnacle and are driven off to find they have nowhere to go.
Later that day, the Italians attempt to retake the fort several times and fail. It is believed that
the fall of the fort was the key to the battle. In a night action beginning at 10 pm, the 3/18th
Royal Garhwal Rifles were to assault Mount Sanchil while the 4/10th Baluch Regiment would attack
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Brigs Peak. Both of these attacks failed and the Garhwal Rifles were badly mauled in the
encounter. The losses to the officers was such that the battalion at one point was commanded by
a subaltern until he too was wounded. The 10th Indian Infantry Brigade had to be pulled form the
front to be reformed.
March 17th – At 2:30 am another attack was launched. This time the 29th Brigade was to take the heights
of Falestoh and Zeban. The 1st Worchestershires (Colonel Bucknall) were to take Falestoh and the
3/2nd Punjab Regiment (LTC F.A.M.B. Jenkins) were to take Zeban. By 7:30, the Worchestershires
had established themselves on apportion of Falestoh’s heights. They were in heavy contact with
the enemy since 4 am. The 3/2nd Punjab Regiment was able to seize four enemy guns but were
forced to hold just outside of their objective due to extreme fire from Sanchil. While these twin
attacks were progressing, the Italians counterattacked at Fort Dologorodoc and reached within
fifty yards of the fort before being forced to withdraw. In the end, the position of the
Worchestershires was untenable and they withdrew after dark. The Punjabis pulled back and held
their gains just 800 yards in front of Fort Dologordoc. During the Worchestershire’s withdawl, ‘B’
Company of the 3/13th Frontier Force Rifles came under attack from a battalion of the Savoy
Grenadiers. These men held their ground but suffered some 35% casualties. The West Yorkshires
sent two sections to support the beleaguered company in their defense.
March 17th – 19th – The Italian positions began to feel the presence of the RAF. Their positions came under
strafing and bombardment night and day from aircraft that had complete dominance of the sky.
During this time the Italians were not inactive but instead launched no less than eight attacks on
Fort Dologorodoc. Each was driven off.
March 20th – Fletcher Force is assembled. This consisted of the Central Indian Horse, 36 Bren Carriers and
14 Infantry tanks.
March 25th – Fletcher force is assigned to attack through the rail tunnel to the positions held by the
Italians along the rail line leading through Dongolas Gorge. To cover this action, the Fourth
Indian Division pushed to assault and capture three small hills lying between Mount
Dologorodoc and Mount Zebanthey known as Hill A, Hill B and Red Hill. By half past five all
objectives were taken and some 500 prisoners were taken.
March 26th – The Italians began to fall back and pull their artillery from the front. That evening 29th
Indian Infantry Brigade launched an attack securing Zeban Minor and Zeban Major.
March 27th – In the morning, the roadblock was finally cleared and allowed Fletcher force to penetrate
through Dongalass Gorge. White flags began to appear among Italian positions by 6am that day
from the Italians occupying Sanchil. Later white flags rose from Brigs Peak, Mount Amba and
Samana as well. By 10am Fletcher Force entered the town of Keren. The remaining Italians were
in full retreat.
In the end Keren fell to the determined warriors of the two Indian Infantry divisions. The British lost 536
men and another 3,299 wounded. The Italians left behind 3,000 dead and 4,500 wounded of their own
national troops plus many more Colonial troops of the 30,000 troops and 144 guns that manned the
defenses of Keren. Both sides suffered terrible casualties. Keren proved Italian valor in arms and the
unshakable resolve of the British Empire. The Italians did not panic in the face of the artillery
bombardments or air attacks. The defenses of Keren ceased to exist as the garrison was slowly bled to
death from casualties suffered. By the 27th of March, there were no more Italian and Colonial battalions
left to man the defenses.
While some fighting was left in Massawa and Asmara, the battle for Eritrea was over. With the loss of
Keren, the principle defensive point of the colony was gone. Once the cleanup work was wrapped up in
Eritrea, the Fourth Indian Division returned to Egypt and the Fifth began to head towards Abyssinia
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Scenario 15: Cameron Ridge
Historical Background
3rd of February 1941 – The initial action of the Battle for Keren was fought over Height 1616. This knife-
edge ridge was manned a company of Italians from the 2nd Savoia Grenadier Battalion. The 2nd Cameron
Highlanders attacked the ridge. The attack was so hard fought that the ridge was renamed Cameron
Ridge after the Battalion that took it. The British throughout the rest of the battle held this ridge.
Game Notes
The scenario will cover part of the advance of the Cameron Highlanders up the ridge. The Highlanders
took many casualties in scaling the heights. The Italians were amply supported by mortars, snipers and
hand grenades. They had a seemingly unending supply of ammunition to vent upon the advancing
Highlanders. The Grenadiers fought with extreme bravery but in the end were overwhelmed by the
Highlanders and driven from the ridge.
Map
The line along the right side of the map is the ridgeline. The Italians must start this scenario behind the
ridgeline. There are patches of rocky ground that slow movement to ¼ normal movement. The rest of the
landscape is assumed to be covered in dense, sharp vegetation.
Deployment
The Cameron’s start the scenario at the base of the mountain on blinds. The Italians begin the game as
hidden unless they choose to move down the hill, then they will deploy in blinds. If the Italians in their
ridge positions open fire on the British, they may fire from blinds to reflect the nature of the ridge
disguising their number and type.
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Terrain
The terrain is a steep mountainside with harsh vegetation scattered liberally across the landscape. The
Italians are using the ridge as a natural battlement to fire behind. The soil is loose and crumbly. All
movement up the mountain is reduced by ½. The effort needed to move eliminates the possibility of both
moving and firing in the same turn. One or the other is allowed.
Cards
General Cards
Tea Break
Italian Cards Dominion Cards
Blinds Blinds
Big Men 1-4 Big Men 1-5
Company HQ Platoon 1-3
Platoon 1-2 Support Weapons
Big Men 1-4 MMG Bonus Fire
Support Weapons Forward Observer
Forward Observer Off Table Fire Support
MMG Bonus Fire Rally x2
Off Table Fire Support Light Mortar bonus Fire
Light Mortar Bonus Fire Rapid Deployment
Hesitant Troops Heroic Leader
Sniper Skirl of the Pipes
Poor Fire Discipline
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Allied Briefing
Your men are in position. It is just a short jog up the hill and this piece or rock is ours. From what we
have seen so far, this should not prove difficult. Most of the Italian troops you have encountered have
fired a few shots and ran. These should not be any different.
Troops
Troops 0 1 2 3 4
Elite 1,2 3 4 5,6,7 8
Big Men:
Captain – d6
Lieutenant – dAV
Lieutenant – d4
Sergeant – dAV
Corporal – d6
Troops:
Platoon 1:
4x Infantry Squads (of 6, 8 and 7 men respectively)
1x 2” Mortar (2 crew)
Platoon 2:
4x Infantry Squads (of 6, 7 and 7 men respectively)
1x 2” Mortar (2 crew)
Platoon 3:
4x Infantry Squads (of 8, 8 and 6 men respectively)
1x 2” Mortar (2 crew)
Support:
1x Forward Observer
3x 3” Mortars (Off Table)
1x MMG (3 Crew)
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Axis Briefing
The British have begun their attack. Your men are the best of the Savoia Grenadiers. Up until a few days
ago, your units were held in reserve protecting the Italian settlers back in Addis Abba. Now you have
been positioned to stop the British advance at Keren. You feel that it is about time that your men are
used for something more than police duty. Your positions are well sited behind the ridge on hill 1616.
From your vantage point you can scour the approaches with gun fire. Your positions are rather small
though. Only two platoons of your company can occupy the ridge at any one time. You have your HQ unit
as a mobile reserve that you can bring up at any time. Your other platoons are manning a different
section of the line.
Troops
Troops 0 1 2 3
Elite 1,2, 3,4 5 6,7,8
Big Men:
Captain – d6
Lieutenant – dAV
Sergeant – d6+1
Corporal – dAV
Troops:
Company Headquarters
2x Rifle Squads (8 men)
1x 45mm Mortar (2 crew)
Support Troops:
2x MMG (3 Crew)
Forward Observer
3x 81mm Mortars (Off Table)
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Scenario 16: Pinnacle Hill
Historical Background
After the consolidation of Cameron Ridge, the subsequent British assaults were failures. The Italians held
the high ground and fiercely defended it. The British also held on to the ground that they had won.
Cameron Ridge was counterattacked repeatedly. In these attacks the British held the ridge and did not
fall backwards. The British commanders were becoming impatient for a success. By planning a difficult
and complex coordinated assault on multiple positions at once, they hoped to crack the Italian defense
and break through to Keren. The main point of the attack was to be carried by the 2nd Highland Light
Infantry in an attack towards Fort Dolgorodoc. This fort was viewed as the key to the defense of the
gorge through which the British had to pass to take Keren.
The Highlanders were forced to launch their attack early before any of the other objectives were secured.
As a result they quickly became pinned down by accurate machinegun, artillery and sniper fire from
Pinnacle Hill and the other Italian defensive positions. The Highlanders attack stalled and they had to
wait until evening to withdraw from the base of Pinnacle Hill. This scenario covers the Highlander’s
advance on this position.
Deployment
The Italians are mostly deployed off-table. The Highlanders enter the table at the southwestern side of
the map when their blind card turns up. The few deployed Italians start hidden. They may have a sniper
card in addition to their blind card. If the sniper chooses to fire
Terrain
The Terrain is a broad plain that leads up to the base of a sloping hill. There is some scrub brush and
rocks that can be used as cover as well as some dry watercourses that can be used for cover. These
trenches are not complete cover as they can be seen from at least one direction that the Italians are
firing from. Vehicles cannot cross the dry river bed except at the marked points on the map.
Game Notes
This scenario uses a significant amount of off table fire. There are very few Italians on the table. A
forward observer and an entrenched rifle platoon with a few supports. What is key to their defense is the
large amount of off-table support. It is this supporting fire that pinned the Highlander’s advance. The
resistance from Pinnacle Hill barely played a role in the actual battle as the Highlanders barely got to see
the Italians on the hill. The fire will come from multiple locations depending on the cards drawn. The
Italians have off board machineguns, mortars and mountain guns situated off-board. When the off-board
chip is drawn use the table below to determine what support is available. The Italians must designate 4
target areas prior to the game start that will be pre-sighted for artillery and mortar strikes. The Italians
start with 2 off-board strike cards. The Forward Observer is present for battalion support of 4 mortars
above and beyond the items in the table below.
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Die Roll Off-Table Support
1 1d4 64mm Mountain Guns fire on troops visible
from direction determined by 1d4 die (1=
NorthWest, 2=East, 3= North). Troops in cover
from that direction cannot be fired upon.
2 1d4 Mortars Fire from the North on pre-
designated site of player’s choice.
3 2x MG Fire from direction determined by 1d4
die (1= NorthWest, 2=East, 3= North). Troops
in cover from that direction cannot be fired
upon.
4 No support available this turn.
5 Add an additional off-table support chip and
reroll results.
6 Support from Keren. 4 105mm guns fire upon
one of the pre-designated areas. Roll 2d6
before determining the effects. Since these
were ancient WWI era weapons and
ammunition they were prone to be duds. A
roll of 2 on the combined dice equates to dud
ammunition and the results are ignored.
The British are not without support either. The British had complete air superiority over the whole area
of Keren. Supplies were airdropped to the attackers and constant ground attack missions were carried
out by the RAF. If the air support card is drawn before and Italian off-table mission is drawn roll 1d4. On
a roll of a 1, the air support diverts the impending attack from the battery. On a roll of 2, an Italian off-
table chip/card is lost for the next turn (bombers made a direct hit). On a roll of 3, there is no result,
the RAF killed a goat instead of Italians. On a 4, the next Italian off-table chip/card is ignored.
Map
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Cards
General Cards
Tea Break
Italian Cards Dominion Cards
Blinds Blinds
Sniper x2 Big Men 1-6
Big Men 1-2 Company HQ
Platoon 1 Platoon 1-4
Support Weapons Recon Force
Forward Observer Carrier Section
Off-Table Missions x2 Rapid Deployment
Poor Fire Discipline Rally x 2
Hesitant Troops Armored Bonus Move
Light Mortar Bonus Fire Dynamic Commander
Anti-Tank Rifle Reinforcements
Platoon 5
Light Mortar Bonus Fire
Air Support
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Allied Briefing
The pipers are warmed up. This will be a dangerous attack without a doubt, but then your Highlanders
are a dangerous bunch themselves. Your company is also well supported. The RAF is now a constant
presence overhead. The only thing that disturbs you is that the Battalion commander just told you that
no one else achieved their objectives. Zeban, Mount Sanchil and those other bloody rocks are still
crawling with the Italian guns. Hopefully, the Indians have their attention and you only have to deal with
the fellows on Pinnacle Hill. You have promised your men some Italian Chianti from Italian stores by
nightfall.
Troops
Troops 0 1 2 3 4
Elite 1,2 3 4 5,6,7 8
Big Men:
Captain – 1d6
Lieutenant – 1d6
Lieutenant – 1d4
Lieutenant – 1dAV
Sergeant – 1d6+1
Troops:
Company HQ: 1x sniper, 1x 2” Mortar (2 crew)
Platoon 1-4: 4x Rifle Sections (8 men), 1x 2” Mortar (2 crew), 1x Boys ATR
Support Troops:
3x Bren Carriers: 1x Boys ATR, 1x 2” Mortar, 1x Vickers MMG (note: mortar cannot be fired from within
the carrier.
Reinforcements:
After the 5th Turn of the Tea Break card, the reinforcement card should be added to the deck. When it is
drawn, another platoon of Highlanders will enter on blinds.
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Axis Briefing
Your command is being attacked by the British. The troops advancing on you have some poor sick animal
with them that they are too cruel to put out of its misery. The sounds squealing from it are just horrible.
Fortunately, you are ready for them. Their earlier attacks on the other positions caught some of your
friends by surprise but it served to have your men be alert. They seem to have some armor support. Your
men are dug in. The rest of your company is further up the hill behind you.
Troops
Troops 0 1 2 3
Elite 1,2, 3,4 5 6,7,8
Big Men:
Lieutenant – 1d6
Sergeant – 1d6+1
Troops:
1x Platoon:
4x Rifle Squads (8 men)
1x 45mm Mortar (2 crew)
2x snipers
Support Weapons:
1x MMG (2 crew)
1x ATR Team (2 Crew)
1x Forward Observer
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Scenario 17: Savoia Grenadiers
Historical Background
This scenario is based on one of the many counterattacks launched by the Italians throughout the
campaign. This particular one was done on the 17th of March, 1941. Fort Dologorodoc was viewed as the
lynch pin of the defenses for Keren. The fort was considered vital to the defense. The “fort” was a 100
yard long trench with a reinforced blockhouse at one end of it. By the 17th, “B” Company of the 3/13th
Frontier Force Rifles manned the defenses. The remnants of the Savoy Grenadier battalion charged the
fort in order to retake it. The FF Rifles held the fort against superior numbers. They suffered heavy
casualties but the fort remained in British hands.
Game Notes
The scenario is a straight forward attacker defender scenario in which both sides start out battered.
These are the remnants of their original strength. The FF Rifles start from within the fort. The Italians
must attack up hill against these fortifications. The defenders lack any off-board support. The Italians
have some off-board support.
Map
Paths up hill
Trench Blockhouse
Deployment
The Italians enter the board from the northern end of the map. The Indian troops are deployed in the
trench.
Terrain
The terrain is a mountain covered in harsh scrub brush that is difficult going. There are paths up the hill
as this was the supply routes for the Italian defenders initially. The scrub that covers the rest of the hill
side is difficult going.
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Cards
General Cards
Tea Break
Italian Cards Dominion Cards
Blinds Blinds
Big Men 1-4 Big Men 1-4
Company HQ 1-2 Company HQ
Platoon 1-5 Platoon 1-2
Mortars Light Mortar Bonus Fire
Mortar Bonus Fire Rally x2
Light Mortar Bonus Fire Rapid Deployment
Dreadful Fire Discipline Sniper
Hesitant Troops Dynamic Commander
Forward Observer
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Allied Briefing
The Worcestershires are withdrawing from their failed advance. You are glad that you were not involved
in that mess. Your men occupy the Fort. What a grand name for a ditch and a blockhouse. The
blockhouse has proven to be rather resilient. It has taken several direct hits from the Italian guns. Your
battalion commander is trapped inside as rubble now blocks the doorway. But as far as you can tell they
are OK. Italian artillery has been scouring the hill top yet they have failed to score a direct hit on the
trenches and your men are doing well. The barrage lifted a minute ago. You hear voices from downhill.
It looks like those crazy Italians are trying to retake the fort. Your men are ready.
Troops
Troops 0 1 2 3
Regular 1,2,3 4 5 6,7,8
Big Men:
Captain – 1d6
Lieutenant – 1d4
Lieutenant – 1dAV
Sergeant – 1d6
Troops:
Headquarters
1x 2” Mortar (2 Men)
1x AT Rifle Team (2 Crew)
1x Sniper
Platoon 1
3x Rifle Sections (6, 7 and 7 men each)
1x 2” Mortar (2 crew)
Platoon 2
4x Rifle Sections (8, 6, 5 and 7 men each)
1x 2” Mortar (2 crew)
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Axis Briefing
The fort must be retaken. Your commanders have made it clear. If the fort cannot be retaken, the
battle will be as good as lost. Your battalion has been heavily engaged since the beginning of the battle.
All of your companies are short of men. You still have plenty of equipment, ammunition and food. Your
men’s courage has impressed you to no end. They are dirty and tired but are willing to keep up the fight.
You know that they worry for their families. If Eritrea and Abyssinia falls, who will protect them. For
them and for honor your men fight on.
Troops
Troops 0 1 2 3
Grenadiers 1,2,3 4 5,6 7,8
Big Men:
Colonel – 1d6
Captain – 1d6+1
Captain – 1d6
Lieutenant – 1dAV
Troops:
Battalion Headquarters
2x Rifle Squads (7 men each)
Forward Observer
Company 1:
Company Headquarters
1x Rifle Squad (8 men)
1x 45mm Mortar (2 Crew)
Platoon 1
2x Rifle Squads (8 men)
Platoon 2
3x Rifle Squads (7 men each)
Company 2:
Company Headquarters
2x Rifle Squads (7 men)
1x 45mm Mortar (2 Crew)
Platoon 3
3x Rifle Squads (6 men each)
Platoon 4
2x Rifle Squads (8 men each)
Platoon 5
3x Rifle Squads (7 men each)
Support:
4x Off-Table 81mm Mortars
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Scenario 18: Red Hill
Historical Background
The Central Indian Horse attacked a series of three hills that overlooked the gorge. These positions were
taken out rather rapidly and allowed for the final push to Keren to occur. In the attack on March 27th, the
CIH captured several guns and took nearly 500 prisoners. This scenario simulates the attack on Red Hill.
The scenario is based on the actual attack but the map and forces involved are guessed at.
Game Notes
The Italians defending this hill are colonial troops. They are dug in and have some 24” of barbwire
defenses that they may deploy anywhere they wish on the tabletop before setting up. They may also
place 2 sandbagged positions on the hilltop as strong points. These are roofed structures. The
surrounded rules will be in effect for the entire scenario. If a British unit works its way behind the hill or
onto the hill’s summit, all of the surviving Italian units must test. These units begin the game effectively
cut off.
Map
South
Deployment
The Central Indian Horse troopers enter on blinds from the south. The Indians are deployed in blinds on
top of the hill. At the start of the scenario the guns are positioned to cover the hill that lies off board to
the west. The guns will have to be moved out of their embrasures in order to engage the British.
Terrain
The terrain is more of the same. Patches of sharp bushes and crumbly hillsides to make the going slow.
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Cards
General Cards
Tea Break
Italian Cards Dominion Cards
Blinds Blinds
Big Men 1-2 Big Men 1-4
Company HQ Company HQ
Platoon 1-2 Platoon 1-3
Support Weapons Support Weapons
Light Mortar Bonus Fire Light Mortar Bonus Fire
MMG Bonus Fire Mortar Bonus Fire
Dreadful Fire Discipline Rally
Artillery Dynamic Commander
Hesitant Troops
Hesitant Leader
Troops
Troops 0 1 2 3
Regular 1,2,3 4 5 6,7,8
Big Men:
Captain – 1d6
Lieutenant – 1d4
Lieutenant – 1dAV
Sergeant – 1d6
Troops:
Company Headquarters
2x AT Rifle Teams (2 crew)
Platoon 1
4x Rifle Sections (8 men)
1x 2” Mortar (2 crew)
Platoon 2
3x Rifle Sections (8 men)
1x 2” Mortar (2 crew)
Platoon 3
3x Rifle Sections (8 men)
1x 2” Mortar (2 crew)
Support:
2x 3” Mortars (3 Crew)
Troops
Troops 0 1 2 3
Poor 1,2,3,4 5,6 7,8 N/A
Big Men:
Captain – 1d6
Sergeant – 1d6+1
Troops:
Company Headquarters
1x Rifle Squad (8 men)
1x 45mm Mortar (2 crew)
Platoon 1
4x Rifle Squads (8 men)
Platoon 2
2x Rifle Squads (8 men)
Support Weapons:
2x MMGs (3 crew)
Mountain Guns:
3x 65mm Mountain guns (5 crew)
The initial phase of the invasion saw these raw British units get blooded for the first time. In many cases,
they performed very poorly even though they took every objective laid before them.
This rapid advance was at time completely unopposed. Aside from some desperately fought ambushes on
a platoon level, the 101st and 102nd Divisions melted in front of the advancing British army. There are few
actions in the south that merit mentioning after the Juba River is crossed. Mogadishu fell without a shot
fired. The Italian Colonial Police stood at attention and saluted the incoming British. For the large part
these police were left armed and in place to prevent lawlessness.
The collapse of Italian Somaliland left 20,000 Italian and Italian Colonial troops as prisoners. The collapse
of these troops was reminiscent of the 1991 Gulf War. Entire battalions surrendered to aircraft or
individual servicemen. By the 25th of February, Mogadishu was in British hands.
A note about British Somaliland is that the entire colony was desperately underdeveloped. The harbor at
Berbera was a nightmare for moving supplies rapidly. In comparison, the Italian run colonies of Abyssinia,
Eritrea and Italian Somaliland had excellent infrastructure and facilities. Several authors who wrote on
their experiences during the campaign wished that the British had waited a year or so before invading
British Somaliland to allow them to finish their construction projects and improve the colony.
Column A and Pin Force were the units that drove through the
bush to Italian El Wak. Column B instead traveled north through
Italian occupied Kenya and into British El Wak then crossed the
border to Italian El Wak.
This scenario covers the advance of the Gold Coast Brigade and
the employment of the 1st SA Light Tanks against the prepared
positions at Italian El Wak. The light tanks of this company were
home brewed tanks that were based on the Bren Carrier. From
this basis and a Rolls Royce engine, a fighting compartment was
added with a single Vickers Machinegun added in a turret. These
tanks could hold two men – a driver and a gunner/commander.
These tanks were light enough to be transported in the bed of a
Ford 10-ton truck. The company possessed a total of twelve of
these tanks. These were designated Vickers Light Tank Mark II (India Pattern).
Game Notes
This scenario pits the South African “Tanks” against some fixed Italian positions. The Italians have a wire
fence that is impassable by tank or person. The British have an engineer unit to deal with the fence. The
tanks must occupy the Italians long enough for the engineers to blow a gap in the fence. The Engineers
have 3 bangalore torpedoes to use. To succeed in placing the charge they have to advance up to the
fence where their base it touching it. From that point, they will roll as if they are attacking it. They
“attack” the fence as if they were shooting at other infantry. All modifiers such as movement and being
shot at should apply. Once a breach has been made, additional infantry will arrive for the British. If all
of the engineers are eliminated, the Italians have won the game. If a breach is made in the wire, the
British will eventually win.
Through the center of the map runs the wire defensive perimeter. The Italians must set up at least 9” to
the right of the wire perimeter. The British enter from the left hand side of the map. There are several
small hills and some patches of rough ground. Vehicles cannot cross the rough ground. Infantry finds the
rough ground to be difficult going but can cross it and use it for cover.
Deployment
The Italians are deployed behind a wire perimeter. They have several reinforced pillbox type positions.
There is limited infantry available to support the Italian guns.
Terrain
The terrain is a rather open plain with some ground undulations to provide limited cover for advancing
infantry. The terrain is easy going for the light tanks and only slightly more difficult for the infantry.
Cards
General Cards
Tea Break
Italian Cards Dominion Cards
Blinds Blinds
Big Men 1 Big Men 1-4
Infantry Platoon 1 Engineer Platoon
Mountain Gun Armor Platoon
Dreadful Fire Discipline Reinforcements
Artillery Panic Rifle Platoon 1-2
Lt Mortar Bonus Fire Rapid Deployment
Support Weapons Armored bonus move
MMG Bonus Fire
Briefing 2: You are the commander of the engineers assigned to blow the perimeter open for the infantry
to advance. One platoon of engineers has been assigned to this task. Your men carry three bangalore
torpedoes with them. These charges should be sufficient to the task. The Italians have several fixed
positions that you may be called upon to deal with afterwards as well. You men carry a few satchel
charges in addition to the torpedoes.
Briefing 3: You are waiting your turn. The Gold Coast Regiment has been assigned to seize the fort
outside of Italian El Wak. Before you commit your men, you wait for word that your engineers have dealt
with the perimeter fence. You have assigned two of your platoons to charge through the breach.
Troops
Vehicle Armor Class Weapon Strike Speed
Vickers Light Tank Mark II 2 MG Fast
Troops 0 1 2 3
Line Infantry 1,2,3 4,5 6 7,8
Big Men:
2nd Lt Christopher Ballenden – 1d6+1 (Gold Coast Regiment Engineers)
Lieutenant – 1d6 (Armor Leader)
Captain – 1d6 (Gold Coast Infantry)
Lieutenant – 1d6 (Gold Coast Infantry)
Troops:
1x Engineer Platoon:
2x Squads (8 men) w/ Bangalore Torpedo
Armor One
3 x Vickers Lt Tanks Mark II
Reinforcements:
2x Rifle Platoon: 4x Rifle Sections (8 men)
Note: Once the perimeter is breached, all Italian troops are subject to the surrounded rules regardless of
the position of the British.
Troops
Troops 0 1 2 3
Fragile 1,2,3,4,5 6,7 8 -
Big Men:
Lieutenant – 1d6+1
Troops:
1x Infantry Platoon
4x Squads (8 Men)
1x Light Mortar
Support
2x MG Teams (3 crew)
1x 65mm Mountain Gun (5 crew)
Defences:
Wire fence.
4x pill boxes (These are concrete reinforced positions that can accommodate one MMG or one gun).
Trenches – There are a total of 32” of trench works that the Italian player can place behind the wire
fence to place the infantry platoon.
The South African’s were finally committed to battle in Mid February with mixed results. The initial plan
was to press into southern Abyssinia towards Addis Abba. The 2nd South African Brigade was tasked with
this venture. Around the region of the village El Sod the South Africans fought several small engagements
with the Italians. The success of this was that the Italians pulled their troops from Moyale and retreated
further into Abyssinia. Kenya was cleared of all Italian opposition.
It did show the weakness of the South African troops at this early point of the war. A company of the 2nd
SA Brigade reported that it had nearly been overrun by Italian tanks. These turned out to be the L3/35
tankettes that were not as powerful as a carrier. Other units reported attacks from improbable
directions. While the mission was a strategic success, it proved the South African forces needed some
additional work. One author noted this as a shocking flop.
This scenario covers the attack by the L3/25 tankettes against a South African company sized force.
Game Notes
The South African Player needs to be told that they are preparing to assault an infantry position. They
are lost but their big men do not know it.
Map
Deployment
The Italian Infantry starts the game deployed on the hill. The Italian Armor and the South Africans both
enter the board on the initial turn of their respective blinds cards. The South Africans have 4 blinds with
Terrain
The terrain is rather open and flat with some scrub brush and the occasional spot of rocky ground to break
up the terrain.
Cards
General Cards
Tea Break
Italian Cards Dominion Cards
Blinds Blinds
Big Men 1-2 Big Men 1-3
Platoon 1 Platoon 1-3
Support Weapons Rapid Deployment
MMG Bonus Fire ATR Bonus Fire 1-2
L3/35 1-4 Hesitant Troops
Hesitant Troops
Troops
Troops 0 1 2 3
South Africans 1,2,3 4,5 6,7 8
Big Men:
Captain – 1d6
Lieutenant – 1d4
Sergeant – 1d6
Troops:
Platoon 1-3, each with:
4x Rifle Sections
1x Boys ATR
1x 2” Mortar
Troops
Troops 0 1 2 3
Fragile 1,2,3,4,5 6,7 8 -
Big Men:
1xBig Man- LT 1xd4+1
Troops:
3x Infantry Squads
1x MMG (3 crew)
Axis Briefing 2
You have been sent to reinforce the bande holding one of the positions on the perimeter. Your job is to
drive off any infantry that you encounter. You know that your “tanks” are no match for enemy armor but
you should be able to slice though any infantry that you encounter. You have been unable to raise the
defenders to inform them of your arrival.
Troops
Vehicle Armor Class Weapon Strike Speed
L3/35 2 Dual MG/ATG Fast
Big Men:
Lieutenant 1d6
Troops:
4x L3/35 Tankettes
Game Notes
This game starts with the Italians hidden across the river. The trees will block line of sight from the hill.
The British must search for the river crossing. The umpire can move or redesignate the ford prior to the
start of the game.
Map
Ford
Deployment
The British start this scenario off table. They enter on the left hand side of the map. The Italians may
deploy any where to the right of the river. The Italians may deploy hidden until the British advance
within 12” of the river or they move. Then they will deploy as blinds.
Terrain
The river has one fordable crossing for vehicles or infantry. There are some patches of trees and some
high grasses nearer the water. There is a hill on the far right end of the map.
Troops
Troops 0 1 2 3
South Africans 1,2,3 4,5 6, 7,8
Big Men:
Infantry Captain – 1d6
Lieutenant – 1d4
Lieutenant – 1dAV
Sergeant – 1d6
Armor Lieutenant – 1d6+1
Sergeant – 1d6
Troops:
Company Headquarters
1x Light Mortar (2 Crew)
1x ATR Team (2 Crew)
Troops
Troops 0 1 2 3
Poor 1,2,3,4 5,6 7,8 N/A
Big Men:
Captain – 1d6 +1
Sergeant – 1d6
Troops:
Company Headquarters
2x Rifle Squads (8 men)
1x Light Mortar (2 Crew)
Support
2x MMG Teams (3 Crew)
70mm Gun Team (5 Crew)
Game Notes
With this map, the Italians will be in the center of the map. The guns will start the game deployed. The
rest of the Italian troops will start the game in blinds behind their fortifications. The Italians will be told
which direction the British army is but not the direction of the attack. They must reveal their dispositions
to the Umpire prior to the game start. The British may enter the map from any side(s).
Map
Deployment
This is covered in the game notes.
Terrain
The terrain is dry scrub land with patches of dry vegetation across the board. The hill that the artillery
position is on dominates the landscape.
Troops
Troops 0 1 2 3
Regular 1,2,3 4 5 6,7,8
Big Men:
Captain – 1d6
Lieutenant – 1d6
Lieutenant – 1dAV
Sergeant – 1d4
Sergeant – 1d6+1
Troops:
Company Headquarters
1x 2” Mortar
1x Boys ATR (2 Crew)
Support
3x 3” Mortars (Off Table). Company Commander acts as forward observer.
Troops
Troops 0 1 2 3
Fragile Troops 1,2,3,4,5 6,7 8
Big Men:
Captain – 1d6
Sergeant – 1d6
Troops:
2x 120mm Guns
2x MMGs
Company Headquarters
2x Rifle Squads
1x 45mm Mortar
1x Infantry Platoon
4x Rifle Squads
Amadeo Guillet deserves a larger mention than the brief sentence above. His heroism throughout the
campaign was legendary. Leading an irregular cavalry force across East Africa, he made it one of the
most difficult forces for the British to stop. He was one of the most decorated Italian Soldier in the
Second World War. In the AOI he earned the nickname “Devil Commander” when he lead a cavalry charge
against a column of British tanks setting several on fire with Molotov cocktails before fleeing with the
survivors. This would be the last cavalry charge that a British army would ever face. After March 1941,
he began a guerilla war against the British as all of the higher commands he reported to had surrendered.
Continuing the fight for eight additional months he eventually fled to Yemen. He remained there until he
could stow away on a Red Cross ship and sneak back into Italy. By his arrival in Italy, the armistice had
been declared. He was promoted to Major and enlisted by British intelligence to assist in freeing the rest
of Italy from German hands. Truly an amazing individual.
Continued fighting on the 21st of October and 2nd of November saw their ranks increasingly reduced. The
unit distinguished itself constantly throughout the fighting. Two individuals, Penzo Poliuto and Maggiore
Serranti earned individual Gold Medals of Military Valor. The Carabinieri Corps as a whole was also
awarded both the Bronze Medal of Military Valor and the Gold Medal of Military Valor for their distinction
in this battle.
In the end of October and early September, the British repeatedly asked for their surrender. The request
was rejected every time. Italian and Askari alike fought to the end.
3
A Zaptié company is a company of native Carabinieri recruited in either Lybia or East Africa.
4
http://home.mweb.co.za/re/redcap/carahist.htm
Supreme Command's War Bulletin n. 539quotes : "the Royal Carabinieri Battalion achieved glorious
distinction when, having run out of ammunition, it continued counter-attack after furious counter-attack
with cold steel. Almost all the Carabinieri were killed".
Allow the Italian player to designate up to 3 strong points on the heights on the right hand side of the
map. Also they are allowed up to 12” of trench works on the hills. The Italians also will place a 3” x 2”
area of landmines anywhere from the middle half of the board to the right.
Map
The road follows the valley floor and does not actually run up the hills as it appears on the map.
Deployment
The positions held on Culqualber were a network of trenches cut into the hill. Several timber reinforced
defensive positions were linked by these trenches. The hill was a large complex that housed a cemetery
and a hospital as well as the fighting positions. These should prove difficult to assault. By this point in
the battle, the Carabinieri took to living in the trenches rather than be exposed when moving to and from
their fighting positions. As such, all Italian units may start the game as hidden. The first time they fire or
are spotted at distances greater than 7”, they are deployed as a blind. Then when spotted at less than 7”
or spotted a second time, they will be deployed to the table.
The British may enter the map from anywhere on the left hand side of the map. Their armor can only
travel along the road level of the map and cannot climb the hills.
Terrain
The terrain consists of very steep hills with a winding road passing through the hill network. The hills are
rough going but should not pose much of a problem for infantry. When ascending one level they need to
divide their movement by 1/3rd of their original die roll. Unlike much of British Somaliland and many
other parts of Ethiopia, this area has forests and vegetation on the hills. The scrub should work two ways
in that it should help cover an advance but conceal hidden enemies.
Cards
General Cards
Tea Break
Italian Cards Dominion Cards
Blinds Move Blinds Move
Big Men 1-4 Big Men 1-6
Company HQ Company HQ
Platoon 1 – 3 Platoon 1 – 4
Zaptie Platoon Armor Platoon 1
Sniper Armor Platoon 2
Lt Mortar Bonus Fire Mortars (3”)
MMG Bonus Fire Support Weapons
Heroic Leader Mortar Bonus Fire
Poor Fire Discipline LT Mortar Bonus Fire
Ammunition Shortage Armored Bonus Move
Hesitant Troops Rapid Deployment
Last Stand Vehicle Breakdown (x2)
Rally
Anti-Tank Rifle Bonus Fire
Sniper
Troops
Infantry 0 1 2 3
Regular 1,2,3 4 5 6,7,8
Big Men:
Captain d6
Lieutenant d4+1
Lieutenant d6
Sergeant d6
Sergeant d4
Sergeant dAV
Troops:
Headquarters
2x Boys ATRs (2 crew)
Armor One
3x Mk VIb Light Tanks
Armor Two
3x Matilda II Tanks
Support
3x 3” Mortars
Troops
Troops 0 1 2 3
Carabineri 1,2 3,4 5 6,7,8
Zaptie 1,2,3 4,5 6,7 8
Big Men:
Captain d6
Lieutenant d6
Sergeant d6+1
Sergeant d4+1
Troops:
Headquarters
1x 45mm Mortar
1x Rifle Squad
Platoon 1
3x Rifle Squads
Platoon 2
2x Rifle Squads
Platoon 3
3x Rifle Squads
Zaptié Platoon
4x Rifle Squads
1x MMG
In the early stages of the air battles of East Africa both sides sent
out many bomber formations unescorted. Airfields were primary
targets. Aviation fuel was a scarce commodity. Anti-Aircraft fire
was mostly limited to AA Machine guns and ground fire from
infantry that was tired of being bombed. As such, AA fire will
only be factored in if the aircraft is flying in the lowest two
bands. Ironically, most of the bombing missions took place low
to the ground resulting in several bombers being shot down.
Campaign System
This campaign provides the players with the aircraft and pilots
for the various squadrons in the theater, a map of the air bases
and the framework for the campaign. The campaign allows the
player to build up character pilots over the course of the months
covered by the campaign. Unlike the campaign in the Greek
Campaign, this campaign focuses on the pilots and aircraft.
The campaign is divided into 2 sections: the campaign turn and the air battles. The campaign turn is
where the players determine what types of missions they will attempt and their timing. A chart will
determine the types of missions that the squadron will be given. As squadron leader your task is to assign
pilots and aircraft to missions. As pilots are lost and airplanes are lost, this becomes more challenging.
Replacements are available but will always be of a lesser quality than those you loose.
The campaign turn begins by rolling for the number of offensive missions that your squadron will
undertake and setting them for a given day of the week. Coordinate your offensive missions so that you
do not have more than one offensive mission per day each week (Sunday through Saturday). Once this is
done they are turned over to the campaign manager who schedules out the air battles that will take place
for the week. The campaign manager will roll to determine the defensive mission that your squadron will
fly. The next portion is flying the combat missions. These are played out according to the main BTH
rules. The last phase of the campaign turn is the checking for reinforcements. This step is skipped on the
first turn of the campaign. Once the turn ends, advance the date to the next week and start again.
June 1940
Sunday Monday Tuesday Wednesday Thursday Friday Saturday
10 11 12 13 14 15
16 17 18 19 20 21 22
23 24 25 26 27 28 29
30
July
1 2 3 4 5 6
7 8 9 10 11 12 13
14 15 16 17 18 19 20
21 22 23 24 25 26 27
Pilot recovery is slightly different. If a pilot bales out over friendly territory, he will be available for duty
the next campaign turn. If they bale out over enemy territory roll a d6 to determine his fate: 1-2
Captured and lost for the duration, 3-4 evades capture and returns to duty in 1d6+1 campaign turns and 5-
6 is rescued by a friendly patrol and returns to flight status in 1d4 campaign turns. Aircraft that get
forced down must roll for the pilots. On a 1 or 2 on a d6, the pilot is Ok. He is then treated as a baled
out pilot. On a 3 or 4, that pilot is considered wounded. Any other result, the pilot is considered to have
died in the crash. Wounded pilots behind enemy lines are considered captured. If he is behind friendly
lines, roll 2d6. This will determine the number of weeks until they recover. On a 12 or a 2, they are
discharged due to their wounds and lost for the campaign. At this point they may be replaced by
reinforcements.
Missions
An offensive mission consists of one of five mission types: bombing/escort mission, reconnaissance/escort,
strafing, Combat Air Patrol and Search & Destroy missions. Defensive missions are: Intercept, scramble,
support and patrolling. The difference between the Combat Air Patrol and Patrolling is where the patrol
takes place. Patrolling is over friendly lines and a CAP is over enemy territory. These definitions are for
the purpose of the campaign only.
Strafing Mission
In this mission the offensive player is assigned a target to strafe. This is marked on the hex grid by the
defensive player. The offensive player must make two strafing passes on the target to complete the
mission. Five points are awarded for a successful strafing mission. Additional points are awarded for
each strafing aircraft that survives.
Intercept
This is the first of the defensive missions. In this mission, the opposing aircraft have been spotted and
your aircraft have taken off to meet them. You start at your chosen altitude. You have met the
attacking aircraft before they reach their objective and are not fighting over a target area. You receive 1
point for each opposing aircraft that is shot down. If any of the opposing aircraft survive the mission they
can continue with their attack or return to their base. Roll a d6 to determine what edge of the board
your aircraft start the mission from.
Support
Your aircraft are supporting another airfield and arrive to stop the enemy attack. You are at your chosen
starting altitude. You receive one point for each enemy aircraft shot down. Roll a d6 to determine what
edge of the board your aircraft start the mission from.
Patrolling
This mission is similar to the Combat Air Patrol mission. You start at your desired altitude and can
intercept enemy raids. Roll a d6. If the result is 4 or greater, you are patrolling over their target area.
Your aircraft may start the mission from anyplace on the hex grid that you choose as long as it is at least 5
grid spaces from the enemy.
Offensive missions are available based on the strength of your squadron. If a squadron is at full strength
(excluding aircraft that needs repair and pilots injured) then they may take on up to 1d6 missions. If the
squadron is at ¾ strength, they may undertake 1d4+1 missions. If the squadron is at half strength then
they may undertake up to 1d4 missions. Less than half strength, they may undertake 1d4-1 missions.
Defensive missions are reaction based. A squadron will always have the opportunity to engage in a
defensive mission provided that they have the aircraft to take off and fly the mission. It is assumed the
opposing players squadrons are targeting one another and not an unplayed squadron. For each offensive
mission that is launched against your squadron, roll on the table below to identify your response to the
mission.
Bomber and reconnaissance squadrons cannot undertake defensive missions. Consult the table below for
determining the missions that your squadron will undertake.
Reinforcements
The British received several squadrons of reinforcements over the period covered by this campaign. The
39th Squadron and 40th SAAF Squadron in particular were added in within the first two months of the
conflict. The point of the campaign is to manage a squadron and as such reinforcement will be limited to
the resupply of those engaged from the beginning of the campaign. Starting with the 2nd campaign turn,
each squadron commander will roll on the chart below to determine the reinforcements that they
receive. Reinforcements are only available as your squadron looses equipment and pilots. If the squadron
has not lost any equipment or personnel, then that squadron will not roll against the chart. Damaged and
recovered aircraft do not count. These are still part of you organization. Pilots that are injured but will
return to service also do not count in terms of losses. Losses are replaced by fractions. For instance, if a
squadron has lost 3 pilots and two aircraft, against the chart the squadron leader rolls a 3. Then
Pilot Experience
Since this is a campaign, each pilot has the ability to improve over the course of the campaign. For
fighter pilots the main method of improving is to get kills. Once a pilot has reached 5 kills, he becomes a
Jr Ace. At 15 or more kills, they become a Top Ace. To get a Pilot from a Sprog Status to a Regular pilot
status they need to have flown in 3 combat missions without getting shot down. To move a pilot from a
regular status to Veteran they need to have gotten at least one kill and flown an additional 2 missions
without being shot down. It is possible for pilots to skip statuses.
Bomber pilots have different criteria. To move from a Sprog status to a regular status, they must have
flown three missions without getting shot down. To move from regular to veteran status, they must have
three successful missions completed without getting shot down. A bomber pilot can become a Jr Ace if
they complete 10 additional missions successfully. Bomber pilots will not reach a Sr Ace status.
Track each pilot and what they have achieved during the course of your campaign. Each squadron should
maintain a log of its pilots, aircraft and accumulated points over the course of the campaign. Once the
campaign is complete the winner will be the squadron with the most points.
Card Assignment
It is recommended that you pick a Sprog pilot to be your character pilot. This pilot and the flight leader
will be the characters for each battle that your squadron flies. If there are other aces in your squadron in
a particular mission, these may have a character card as well.
These should be considered to be all in the same airfield. By July 23rd, all French air activity ceases. This
gives a month and a half of campaign time for a French player. If desired, the French player may declare
himself to be Free French and move all of his units into British Somaliland and then to Aden once British
Somaliland is overrun. Given the small size of the forces, it is doubtful that the French player will last
much longer than their historical involvement. If they have pilots, they can be transferred to a British
squadron and operate from their aircraft to keep things going.
To determine the pilot quality use the table below. If the pilot is for a bomber or transport plane,
subtract one from the die roll.
Die Roll Rating
1-3 Sprog
4-5 Regular
6 Veteran
Sudan
There were several squadrons stationed in the Sudan. Of these there was only a single flight of fighter
aircraft available for the entire colony.
254th Wing – Group Captain MacDonald
Unit Commander Aircraft Number Airbase
14th Sqdn Sqdn Ldr A. D. Selway Wellessly 9 Port Sudan
47th Sqdn Wg Cmdr J G Elton Wellessly 9 Erkowit
Vincents 7 Erkowit
112 Sqdn (1 Flight only) Gladiators 9 Port Sudan
223 Sqdn Sqdn Ldr J C Larking Wellessly 9 Summit
Below is a list of several of the pilots that flew in these squadrons during the early phase of the air battles
over East Africa. Note that there were no British Aces in the Sudan.
Sqdn Pilot Rating Notes
14th Sqdn Sqdn Ldr A. D. Selway Veteran
14th Sqdn FO Sg Soderholm Sprog
14th Sqdn FO CGSR Robinson Sprog
47th Sqdn Wg Cmdr J G Elton Regular
47th Sqdn PO BKC Fuge Regular
47th Sqdn PO JE Dennant Sprog
47th Sqdn PO Bush Regular
47th Sqdn Sgt FA Sanders Sprog
112 Sqdn FLt Savage Regular
112 Sqdn PO Hamlyn Sprog
223 Sqdn Sqdn Ldr J C Larking Veteran
223 Sqdn PO Ellis Regular
223 Sqdn Sgt Poskitt Sprog
Aden
Aden was the home of the highest scoring fighter squadron for the British in East Africa. Yet here again a
single under strength flight was all that was available. The Squadrons in Aden received a large number of
reinforcements over the course of the campaign.
RAF Command in Aden
Unit Commander Aircraft Number Airbase
8th Sqdn Sqdn Ldr D S Radford Vincent 6 Khormaksar
Blenheim I 6 Khormaksar
94th Sqdn Sqdn Ldr WTF Gladiator 8 Sheikh Othman, Aden
Wightman
203th Sqdn Wg Cmdr JRS Blenheim IVF 9 Khormaksar
Streatfield
British Somaliland
The air forces in British Somaliland were based out of Aden. Several forward airstrips were present
throughout the colony. By August 9th all of these airfields were now forward fields for the Italian Air
Force.
Kenya
There were several airstrips in Kenya. These
RAF Kenya – Group Captain W. Sowrey
Unit Commander Aircraft Number Airbase
237 Sqdn5 Hart 18 Nairobi
1(f) SAAF a Lt Theron Hurricanes I 4 Nairobi
1(f) SAAF b Furies 6 Nairobi
1st Bomber Brigade – LTC Samelville
11(B) SAAF Maj R. Preller Hartbees 24 Nairobi
Fairey Battle 1
12(B) SAAF Maj C Martins Ju86 1 Nairobi
A FLT Capt. Raubenheimer Ju86 4 Dar-es-Salaam
B FLT Capt. Meaker Ju86 4 Mombassa
C FLT Capt. D. du Toit Ju86 4 Nairobi
Pilot Ratings
Also a random assignment chart is below to determine the types of pilots that are available for your
squadron. Any squadron will have d4-1 pilots greater than they have aircraft available. For each
squadron, determine the number of pilots that they have. Then see how many named pilots are in the
squadron. Roll on the chart below to determine the rating of each of the remaining pilot in the squadron.
5
237 Squadron was 1st Squadron Rhodesian Air Force prior to June 1940.
Italian Somaliland
Commando Settore Aeronautico Sud
Unit Subordinate Units Aircraft Number Airbase
25o bi Aut. 8a Squadriglie Ca. 133 6 Gabwen
Gruppo BT 9a Squadriglie Ca. 133 6 Lugh Ferrandi
Sqd’rglia dello Stato Maggiore del Settore Ca. 133 6 Mogadishu
SM 73 9 Mogadishu
Ca. 133 9 Mogadishu
Nucleo AreoTrasporti
Ca. 148 6 Mogadishu
Fokker F. VII 1 Mogadishu
Abyssinia
Commando Settore Aeronautico Ouest
Unit Subordinate Units Aircraft Number Airbase
4° bis Aut. 14a Squadriglie SM. 81 6 Diredawa-Scenele (K91)
Gruppo BT 15a Squadriglie SM. 81 6 Diredawa-Scenele (K91)
44° bis Aut. 6a Squadriglie SM. 79 6 Diredawa-Chinele (K92)
Gruppo BT 7a Squadriglie SM. 79 6 Diredawa-Chinele (K92)
49° bis Aut. 61a Squadriglie Ca. 133 6 Jimma
Gruppo BT 64a Squadriglie Ca. 133 6 Jimma
65a Squadriglia BT Ca. 133 6 Neghelli
66a Squadriglia BT Ca. 133 3 Yavello
110a Squadriglia OA Ro. 37 bis 9 Diredawa
410a Squadriglia CT CR. 32 9 Diredawa
411a Squadriglia CT CR. 32 9 Addis Ababa
Settore Centrale Ca. 133 6 Addis Ababa
Eritrea
Commando Settore Aeronautico Nord
Unit Subordinate Units Aircraft Number Airbase
26o bis Aut. 11a Squadriglie Ca. 133 6 Gondar
Gruppo BT 13a Squadriglie Ca. 133 6 Gondar
27o bis Aut. 18a Squadriglie Ca. 133 6 Assab
Gruppo BT 52a Squadriglie Ca. 133 6 Assab
28o bis Aut. 10a Squadriglie SM 81 6 Zula
Gruppo BT 19a Squadriglie SM. 81 6 Zula
29o bis Aut. 62a Squadriglie SM. 81 3 Assab (K3N)
Gruppo BT 63a Squadriglie SM. 81 3 Assab (K3N)
a
118 Squadriglia BT SM. 81 6 Assab (K14N)
CR.42 4 Massawa
412a Squadriglia BT
5 Gura
413a Squadriglia BT CR. 42 9 Assab
414a Squadriglia BT CR. 32 6 Gura
Gruppo 41a Squadriglia Ca. 133 6 Agordat
Gasbarrini Setto Nord Ca. 133 6 Agordat
413a Squadriglia
While it is true that the Italians received no reinforcements, they did have a considerable number of
airplanes in reserve or being repaired. For the purpose of the campaign, these can be considered
reinforcements.
Aircraft Reserve Under
Repair
Ca 133 35 48
SM81 1 16
SM79 4 2
CR32 5 11
CR442 6 2
Ro37bis 2 2
Also a random assignment chart is below to determine the types of pilots that are available for your
squadron. Any squadron will have d4-1 pilots greater than they have aircraft available. For each
squadron, determine the number of pilots that they have. Then see how many named pilots are in the
squadron. Roll on the chart below to determine the rating of each of the remaining pilot in the squadron.
The Italians had numerous veterans of both the Spanish Civil War and the Abyssinian campaigns of the
1930’s within their ranks and as such have greater chances of having more experienced pilots in the
campaign.