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Author Topic: CoC Abyssinia game 2: Second Battle of Tembien  (Read 3647 times)

Offline James Morris

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CoC Abyssinia game 2: Second Battle of Tembien
« on: 23 January 2016, 05:14:25 PM »
Thursday last week saw my second game of Chain of Command: Abyssinia at the Lenton Gamers in Nottingham.  I was keen to try out the tribal army list (Ethiopian chitet) and the Italian Blackshirts, which led me to the events of February 27th, 1936, in the Second Battle of Tembien…



‘At around 0800 hours the wail of horns, the roll of the negarit, the war drum, filled the air, when suddenly and unexpectedly, thousands of Ethiopians armed with rifles, the regulars in khaki, the irregulars in white shammas,  burst out of the dense woods covering the slopes of Debra Ansa and flung themselves at the Italians.  “From that moment until four in the afternoon, wave after wave of Ethiopians made desperate attempts to break the line of the Alpini and Blackshirts,” wrote Tomaselli.  “The first to fall on our troops were the irregulars, who were sent forward under cover of the fire of the irregulars. Armed with cudgels and scimitars, they hurled themselves with mad frenzy on our machine guns.  At times, the Italian line wavered dramatically, but the Ethiopians were driven back by bayonet charges.’

This passage from Angelo del Boca’s book ‘The Ethiopian War 1935-41’ gave me a rough scenario (the Ethiopians would emerge downhill through woods to attempt to rush the Italians and break through their line).  I decided to use ‘The Probe’ scenario from the CoC rulebook, as the Ethiopians were simply trying to break through the Italian line, though I allowed 2d6 rather than 1d6 support to allow the Italians to use at least one machine gun.  Tanks, entrenchments and the like were not allowed.  The patrol phase was fairly indifferent, so we both ended up with jump-off points facing each other from the woods and rocks at either side of the battlefield.


Start of the game: Italians on the left, Ethiopians emerging from the woods on the right.  You can see that three Italian units had already managed to deploy to the Ethiopians' one.


Ethiopian jump off point: a mule and umbrella bearer.  The lion is just for fun, and moral support, of course.

For the Ethiopians, I used the Ethiopian Chitet force composition, which is a bit of a shocker if you are used to a 1944 British army platoon!  You get one senior leader, one junior leader, and 50 warriors (which you can split up into up to 5 warbands).  To add to the fun, these guys come armed only with melee weapons, so you need to spend support choices to give them rifles!  I rolled ten points of support, which I spent on: arming 50 figures with tribal rifles (-1 to hit, but at least they can shoot something); adding 5 figures to a unit; and getting a war drum and flag. 

I decided the Ethiopians should be regular, and have 5 command dice (there are options to make them worse than this on both counts but I felt they were going to be up against it anyway without adding further disadvantages).  The Ethiopians have over a page of special rules for tribal troops; even though I’d read these in advance, they took some getting used to, and I think I would need to play them a few more times.  In brief, the rules make tribal warriors highly variable in performance, and there is an overarching ‘motivation tracker’ which helps to simulate the highs and lows of being in a tribe with one big leader!  More on that later.


Ethiopian warriors led by a junior leader.

Adam took command of the Blackshirts, though we had to pad out the ranks with a few Bersaglieri figures to make up the numbers for the 1930s style platoon (or ‘manipula’ in the case of the Blackshirts).  They had a senior leader and three squadra of 11 men each, with junior leaders and a Breda LMG in each.  I was pleased to see that the Italian LMG was rated as an automatic rifle (3 fire dice rather than 6), which I feel reflects the performance of these inefficient weapons quite well.  Adam’s force was rated as Green, with 5 command dice, which gave him a +2 on support, so seven points in total, which he spent on a 65/17 infantry gun and a MMG team.


The 65/17 gun plus supporting infantry.

The game opened with a very rapid Italian deployment; by about Phase 3 every Blackshirt was in position, with his rifle trained on the woods and an overwatch marker on every team.  By contrast, the Ethiopians were slow to start.  My chum Rage shared the Ethiopian command with me, and he suggested going for an all-out right hook to try to break though.  I took a couple of units to the left to try to soak up some of the fire while Rage’s boys charged in.  At least, that was the plan…


Blackshirts deploy to the rocks to cover the right flank of the battlefield.


By phase 3 or so, every Italian unit has an overwatch marker (left) and is ready to fire on the Ethiopians (right).


Wait till you see the whites of their eyes!

It took quite a few phases for the Ethiopians to get anywhere near like in position.  Rage advanced a unit on the right which took cover in a pile of rocks and opened fire on the Italians, killing a whole one figure (this was the only Italian lost to shooting in the entire game).  Despite being in hard cover, the losses on this unit racked up; when the junior leader was wounded, Ethiopian morale began to slide down the scale.


The foremost Ethiopian unit hides out amongst the rocks, attracting a lot of Italian fire.

Finally, we had managed to deploy all five of our units to the table, and they were as far forward as possible.  This took some time, as the dice seemed  against us, and the force composition is carefully designed to make the Ethiopians less flexible than more organised troops (as in our previous game with the Mahel Safari).  For example, as we had no teams, single command dice rolls of 1 couldn’t be used, unless combined with another die.  With the warbands (sections) not having junior leaders, many rolls of 3 were wasted.  I think this models the lack of training quite well, even if it is frustrating while you are playing! Added to that, we managed to roll a lot of single sixes! 


A fairly typical Ethiopian command dice roll: the single 6 is wasted, only one of the two fours can be used for the single senior leader, there are no teams so the 1 is also wasted, but the 3 can at least be used by the junior leader to get some warriors into action.


Slowly, the Ethiopians creep forwards...

Anyway, Rage suggested that we burn our only Chain of Command die to get an extra two command dice at the start of our phase (this extra rule appears in CoC Great War as well).   With seven dice, could we get the scores we needed?  Well, yes, we could, and every unit moved for a change.  Our rearmost unit on the right, which was destined to be the secret weapon which would break through and win the game, turned out to be rather reluctant and fluffed their movement dice several times in succession.


Warriors massing, ready for the critical rush on the Italian lines.

As we broke cover, all hell broke loose.  I had sent two Ethiopian units over the hill on the left flank, where they were promptly all but destroyed by cannon and MG fire.  We discovered that one nasty aspect of the tribal rules is that a unit can be pinned whenever it takes casualties from shooting (a random dice roll is taken with a number of modifiers).  A couple of units fell foul of this during the game, and they were unable to recover from it, as incredibly the whole game took place in a single turn – we never rolled a double 6 for command dice, and no-one ended the turn. (Towards the end of the game, my helpful chum Mark found some extra rules about tribal leaders that might have helped me recover from the pinning, but I had missed it on the first read-through.)


Break cover and charge!


Heavy casualties in the centre, but warriors are swinging right (top of picture) to try to break through.


Lion of Judah vs machine gun...


The 65/17 gun joins in...




On the Ethiopian right flank, the junior leader's warriors are pinned and then broken by heavy fire.

On the right flank – where the schwerpunkt was supposed to be – one unit got pinned, another was destroyed, and the third was still faffing around with very slow random movement.  The losses were causing Ethiopian morale to plummet, with the expected reduction in command dice.  My reluctant unit finally surged forwards with a view to breaking out on the right flank, but the Blackshirts facing them mounted a last-ditch charge, which wiped out the entire unit.  Game over and victory to the Italians!


Last ditch - a single unit of warriors is charged and dispersed by the Italians.

Once again, the CoC Abyssinia lists had given us an exciting game with two very different forces.  It turned into a bit of a firing line once the main attack started, but the Ethiopians always had a chance of winning, even if it became slimmer and slimmer as the game went on.  The tribal rules work, but they definitely add an extra layer of complexity; next time I will make sure I give them a few more reads before the game.  I also think I missed some morale rules that could have helped my Ethiopians to hang on a bit longer than they did in this game!

In the end, we got a very historical result, and a good game.  These lists have definitely got me dusting off these 1930s figures, and deservedly so – thanks Jim and Rolf!

Offline Marine0846

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Re: CoC Abyssinia game 2: Second Battle of Tembien
« Reply #1 on: 23 January 2016, 05:32:17 PM »
Excellent battle report.
A very interesting period.
Wonderful figures and terrain.
Always a joy to see and read what you post.
Semper Fi, Mac

Offline scrivs

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Re: CoC Abyssinia game 2: Second Battle of Tembien
« Reply #2 on: 23 January 2016, 06:37:34 PM »
Great stuff, sorry I did not get to play.
Scrivland, my blog of wargaming ramblings: http://scrivsland.blogspot.co.uk/

Offline Arlequín

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Re: CoC Abyssinia game 2: Second Battle of Tembien
« Reply #3 on: 23 January 2016, 06:46:10 PM »
Thanks James and glad you enjoyed them... we can come up with all sorts of fancy and slick rules, but we can't help your dice rolls.  ;)

However thanks for demonstrating (twice now) out that the lists can be used for the real Abyssinian Conflict too equally well as for our 'fantasy scenario'.

Great AAR and feeling your frustration too!  :)

Offline pocoloco

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Re: CoC Abyssinia game 2: Second Battle of Tembien
« Reply #4 on: 23 January 2016, 06:52:01 PM »
Great AAR and beautiful terrain and minis, what's not to like  8)

Offline Jeff965

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Re: CoC Abyssinia game 2: Second Battle of Tembien
« Reply #5 on: 23 January 2016, 10:31:28 PM »
What a cracking thread, lovely figures and terrain. More please :-*

Offline Poiter50

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Re: CoC Abyssinia game 2: Second Battle of Tembien
« Reply #6 on: 24 January 2016, 01:54:27 AM »
I think this game show the versatility of the Chain of Command mechanism/s. Cracking looking game.  :)
Cheers,
Poiter50

Offline Happy Wanderer

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Re: CoC Abyssinia game 2: Second Battle of Tembien
« Reply #7 on: 24 January 2016, 09:12:22 PM »
Wonderful pics, an interesting plan and an historical outcome...right on the money.

Tribal rifles is alluring as a choice but in some respects you do not play to the chitet's strength by giving them sub standard weapons vs a modern enemy...though the Breda is far less lethal than other LMGs in CoC (and real life).

Having a leader able to use his command initiative to roll a d6 (per CI) to attempt to lift of a pin result is one of the key jobs for leaders of an irregular chitet force. It enables irregulars to keep moving long after european troops that are pinned sit tight when they are pinned.

Also, a good tip for all irregular commander is...save the CoC dice so you may 'end the turn' and reset motivation, or prevent such from happening if your motivation is high..this should always be in the mind of the chitet player...the number one use of a CoC dice!

FYI - There will be a series of posts breaking down the Ethiopian Chitet in Chain of Command:Abyssinia on the Abyssinian Crisis blog and many points relating to the use of them in the game and the options and ideas that can be used to maximise their chances against bullets, bombs and shrapnel. I think player's will be a little surprised as there is more to the chitet list than meets the eye.

I'm guessing by what I read that the Ethiopian motivation was likely hovering as unmotivated or wavering. This is generally a critical situation for irregulars who rely on motivation to get the job done...refer to comment above about the use of the CoC dice.

Can I ask. What was the starting motivation of the chitet? motivated, highly motivated.. I assume you used the Sons of Adwa trait to adjust their force motivation at game start? What did their motivation level end up at?


Top stuff James,

Cheers

Happy W

https://abyssiniancrisis.wordpress.com
« Last Edit: 24 January 2016, 09:17:58 PM by Happy Wanderer »

Offline James Morris

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Re: CoC Abyssinia game 2: Second Battle of Tembien
« Reply #8 on: 26 January 2016, 10:15:31 PM »
I think I missed a load of rules as to how the motivation affects the rest of the game, to be honest. I found it a bit complex to try to work out while I was playing so your advice would be welcome.

Motivation started off at 5 and ended up around 1. The entire game took place within one turn so we never hit a turn end; the only CoC die was used by the Ethiopians to make sure we were able to move all units together in one phase.  I hadn't clocked that leaders could try to 'rally off' pins, I was just playing with the usual understanding  that pins could only be removed on a turn end.

Not complaining at all, but the whole tribal leadership mechanism adds a layer of special rules that are additional rather than integral to the CoC core rules, and therefore need some practice to play correctly.


Offline War In 15MM

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Re: CoC Abyssinia game 2: Second Battle of Tembien
« Reply #9 on: 27 January 2016, 03:56:31 AM »
Great looking table!

Offline Happy Wanderer

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Re: CoC Abyssinia game 2: Second Battle of Tembien
« Reply #10 on: 27 January 2016, 08:15:28 AM »
Hi James,

I think I missed a load of rules as to how the motivation affects the rest of the game, to be honest. I found it a bit complex to try to work out while I was playing so your advice would be welcome.

The Irregular rules and chitet list does take a thorough read to pull all the rules together…essentially the Irregular rules are like a new section in the standard Chain of Command rules as they stand now. This is off course is what makes them different to standard chain of command troops…which is the point.

Motivation is everything. If your enemy suffers a force morale drop then your motivation will increase. If you suffer a force morale drop then your motivation will decrease.
 

Motivation started off at 5 and ended up around 1.

OK. There are six levels of motivation and it sounds like they started at MOTIVATED (5) and ended up WAVERING (1)….ouch! If they are wavering they will be a big -2 on all their fire and combat effect checks which makes it very hard for them to pass unless they are large units and a command dice five force. Usually they will be pinned or even rout.

The entire game took place within one turn so we never hit a turn end;

Which often happens as you know!

the only CoC die was used by the Ethiopians to make sure we were able to move all units together in one phase.

A bold decision but as soon as your motivation level had reduced to wavering I would’ve ended the Turn and reset the motivation. An end of turn always resets the motivation level back to a neutral position of COMMITTED. Ie it neither gives you an advantage or disadvantage in fire and combat effect checks, so in your case it would have gotten rid of the bad effects of a motivation level of 'wavering'.

I hadn't clocked that leaders could try to 'rally off' pins, I was just playing with the usual understanding  that pins could only be removed on a turn end.

Leader can rally off pins on a roll of a 6 for each Command Initiative spent attempting to do so. (see Leader and Pin Effects)

Not complaining at all, but the whole tribal leadership mechanism adds a layer of special rules that are additional rather than integral to the CoC core rules, and therefore need some practice to play correctly.

True. They're just like the armour rules..nothing to do with the core infantry platoon behavior so they are an extra page to absorb. If you don't run tanks you ignore armour rules. If you don't run tribals you ignore irregular rules. The point is is they aren't just green troops they are irregular types who think totally differently to a trained soldier, be he green or a veteran…which of course you know. ;)

The upside is you can ignore many small rules about positioning troops as they just move as blobs and they never suffer any effects from shock so forget the shock rules..they never carry any! The only morale rules that apply to them is if they are pinned or routed…which is just plain vanilla CoC...once you get how to run them there are less rules to remember than standard CoC!

I'll be posting the Chitet series on The Abyssinian Crisis blog in a day or so, so keep your eyes out for that...many ideas in there!

Cheers

Happy W
(R)
« Last Edit: 27 January 2016, 08:10:34 PM by Happy Wanderer »

Offline Arlequín

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Re: CoC Abyssinia game 2: Second Battle of Tembien
« Reply #11 on: 27 January 2016, 11:28:00 AM »
Just to add to HW's comprehensive answer, we were trying to make the 'irregulars' act like they were irregular, rather than 'inferior regulars', which is usually the case with most rules. It's a process we started with the militia of the SCW and which has now matured into the current 'tribal rules'. They are in fact indeed playing by their own rules, but as HW said, they also get to ignore a lot of the normal Regular vs Regular rules as the pay-off.

You do have to re-learn how to make the CoC dice work for you et al, but your opponent can also be caught wrong-footed if he's thinking on a regular vs regular level too. Certainly their ability to regenerate motivation and to 'keep coming back for more' is a plus for their player.

I suppose tribals have a much simplified and un-sophisticated attitude to war, so playing them should be equally low-drag, but nonetheless just as effective... which I hope we achieved.

 :) 

 

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