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PLATOON FORCE RATINGS

ALPINI, BERSAGLIERI OR LANCIERI


Regular: +6
Command Dice: 6

ITALIAN & LIBYAN FUCILIERI OR CCNN


Regular: +3 Green: 0 (or -2)
Regno Esercito and CCNN Command Dice: 5 (or 4)
ALPINI, BERSAGLIERI, LANCIERI, FUCILIERI OR LIBICI
PLOTONI & MSVN MANIPOLI
PLATOON HEADQUARTERS
The Addestramento della fanteria (Training of Infantry) Platoon Leader (Senior Leader), armed with pistol
manual of 1935, describes the standard pattern rifle Rifleman.
platoon (plotone di fucilieri) as consisting of a platoon
Three Squads per Platoon, each
leader, who was either a tenente (lieutenant), sotto-
tenente (sub-lieutenant). On occasion a maresciallo or SQUAD HEADQUARTERS
sergente maggiore (warrant officer or sergeant- Squad Leader (Junior Leader) armed with a rifle
major) might substitute for a commissioned officer.
Two Groups per Squad, each
The platoon leader was accompanied by an
attendente acting as a messenger. AR TEAM RIFLE TEAM
Breda M.30 with 2 crew, 7 riflemen
The three squadre of the platoon were each led by 2 riflemen
sergenti or caporali-maggiori and consisted of a four-
man gun group of a capo de arma (corporal-gunner),
The Breda M.30 ‘LMG’ is classed as an Automatic
assistente (loader), along with two portatori munizioni
Rifle. The 2 riflemen in the team may substitute
(ammunition bearers). The remainder of each squad
for lost crew members. It has AP ammunition.
consisted of a caporal and six or seven fucilieri, one of
whom possessed a modified service rifle and the With the exception of the Breda Gunner and the
grenade launching attachment for it. Apart from the Platoon Leader, who carry pistols, all are armed
platoon leader and the corporal-gunners, who carry with bolt-action rifles.
pistols, all men are armed with bolt-action Carcano All men in the rifle team are equipped with hand
M.91 rifles. grenades and one man carries a modified rifle and
has a rifle-grenade attachment for that weapon. It
A CCNN manipolo follows the same organisational is not necessary to designate which figure this is
pattern, but uses more functional titles for the various however and the normal Rifle Grenade rules still
ranks. Quite simply these are literally capo di (head apply (9.1.5. p. 40).
of) followed by either manipolo (platoon) or squadra
(squad). CCNN Platoons are and Fucilieri Platoons may be,
rated as Green, with 4 Command Dice in 1935.
This list can be used to represent Alpini, Bersaglieri, Their Platoon Force Rating is shown in brackets
Lancieri, or CCNN platoons. All support element types above.
are available to any platoon type, with the exception From 1936 CCNN units may be taken as Green or
that motorcycles are limited to Bersaglieri and Regular; however they always apply a -1 force
Lancieri platoons. morale modifier (p11) in 1936 whether Green or
Regular.
ITALIAN REGULAR ARMY AND CCNN SUPPORT LIST
ITALIAN A RMY AND CCNN CHARACTERISTICS
LIST ONE
ALL Medical Orderly
MITRAGLIATRICI ORA !
Adjutant
Tactical doctrine was that the squad leader
was supposed to direct the fire of the Breda 30 Barbed Wire
team, so as to support the rifle team under his Entrenchments for one Team
vice-comandante: the rifle team corporal, as Engineer Mine Clearance Team, 3 men
well as the other teams of the platoon, who Engineer Demolition Team, 3 men
were collectively led by the platoon leader.
Replacements – Add two rifleman per squad*
To reflect this, any Leader can add one Heavy Bombardment
firepower dice to their AR team’s firepower In-Game Barrage
when activating them to fire using one or LIST TWO
more of his Command Initiatives. To do this Roadblock
the AR Team must be within his command Pre-Game Barrage
radius.
Si Caporale! (Libyan, Alpini, Bersaglieri and Lancieri)
ARMY Heavy Cover barricade
SAVOIA! Truck to transport entire squad, team or to tow a
The battle cry of the House of Savoy was the weapon
signal to hurl grenades and assault the enemy. 45 mm Mortar Team with 4 crew
To reflect this, when a Senior Leader attached IZM armoured car with Junior Leader
to a Team or Squad uses two Command FIAT 611 armoured car with Junior Leader
Initiatives, he may lead a charge against any
CV 33 Tank with Junior Leader (no AP)
enemy within 12” preceded by a hail of hand
grenades. LIST THREE
Registered Artillery Barrage
Roll 1D6, subtracting 1 if the enemy is in light CV 33/35 Tank with Junior Leader (has AP)
cover, 2 if in hard cover. On a roll of 1 or 2, one Flamethrower Team, 2 men
hand grenade has hit the target unit; on 3 or 4,
Sniper Team, 2 men
two grenades hit; on 5 or 6, three grenades hit
the target. Roll for the effect of these and the Off-table 45mm Mortar Squad with FOT
Team or Squad may then move with up to 3D6 65/17 Infantry Gun, 4 crew and Junior Leader
to try to initiative Close Combat. Poison Gas (Against Ethiopians only)
Random Air Support
CCNN LIST FOUR
CAMICIE NERE
M.35 or M.14 MMG on tripod mount with 4 crew
At this point in time the CCNN were quite
motivated and supportive of Mussolini and his Off-table 81mm Mortar Squad with FOT
policies and also the Abyssinian War itself. The 20/65 M.35 AA gun, 4 crew and Junior Leader
opposite side of the coin was that some of 47/32 A/T gun, 4 crew and Junior Leader
those who had joined had done so for the Engineer Section with Junior Leader
power membership provided and were
Esploratori Squad with Junior Leader
somewhat discomforted when their MSVN
unit was activated for the war. As a result any LIST FIVE
CCNN unit is a mix of die-hards, shirkers and 70-75mm Field Gun, 5 crew and Junior Leader
run of the mill citizens, in varying proportion. Bersaglieri or Lancieri Motorcycle Squad with Junior
Leader on 6 motorcycles
When determining force morale roll one D6 LIST SIX
with a 1 or 2 being a -1 and a 5 or 6 being a +1 CV 33/35 Lanciaflamme with Junior Leader**
force morale modifier (p11).
Bersaglieri or Lancieri Moto-Mitraglicieri with JL and
three MC combinations.
*Two selections maximum
**Only one selection per list item.
ARMY SUPPORT LIST NOTES 45MM MORTAR SQUAD
Most of the support options will be self-explanatory. When issued each battalion had a light mortar
All armoured cars and tankettes come with a Junior platoon of three sections, each of three weapon
Leader. Transport only vehicles, such as a car are teams. While short-ranged, these were often deployed
simply vehicles, which come with no crew. by squads to support individual company operations.
Remember, you will need to allocate men to drive This option may not be selected in conjunction with
these. Vehicles do not have radios. Some MG-armed on-table 45mm mortar teams. A 45mm Mortar Squad
vehicles are equipped with armour-piercing has a barrage template of 12” square, with Firepower
ammunition, while others are not. Those vehicles 3. Refer to Special Rules: Mortars in this supplement.
which do are indicated on the arsenal table. The lists
show all Junior Leader assignments where they are Use the Chain of Command rules for Off Table
present for all troops. The following support options Forward Observation Teams when firing.
need some notes.
81MM MORTAR SQUAD
ITALIAN HAND GRENADES Each regiment only had three squads in total. Support
Italian OTO hand grenades depended on both the can be selected by individual squads up to a maximum
force of an impact-based detonation system and of three squads. However if more than one squad is
blast-concussion over fragmentation, which proved selected, they must all fire at the same target. Extra
problematic in action. To reflect this they roll with a -1 squads are part of the same unit and merely add to
to hit their target. the weight of fire being brought to bear. See the
Mortar Special Rules in this supplement.
REPLACEMENTS
A full strength squad in Abyssinia could be up to 16 Use the Chain of Command rules for Off Table
men. A player may choose the reinforcement Forward Observation Teams when firing.
selection twice per squad with all soldiers assigned to
the rifle team excepting one who may be placed as an HEAVY BOMBARDMENT
additional ammunition carrier in the AR team. The Italians often used heavy concentrations of fire on
the enemy to prepare their attacks. A notable feature
AP AMMUNITION of the Italians in East Africa was their availability and
The 8mm M.35 MMG comes equipped with AP use of artillery bombardments and/or massed aerial
ammunition, as does the platoon Breda M.30 LMGs, bombing raids in support of ground operations.
however the 6.5mm M.14 MMG does not.
Unless playing a Patrol or Probe scenario this support
BRIXIA M35 45MM MORTAR TEAM list option enables a selected Pre-Game Barrage to be
Each team consisted of a single Italian Brixia M35 increased in intensity to a Heavy Pre-Game Barrage.
45mm mortar. The team includes a corporal-gunner a This works the same way as a normal pre-game
loader and two ammunition carriers. All were armed barrage (p82) except enemy Units attempting to
with rifles. This option may not be selected in deploy onto the table in the first Turn roll with a -1 on
conjunction with off-table 45mm mortar squads. their dice.

The Italian 45mm mortar is very accurate adding +1 IN-GAME BARRAGE


when firing at any target in line of sight. However, the This is taken as an additional option for a normal Pre
mortar rounds have poor fragmentation so do not Game Barrage/Bombardment, which enables the
reduce cover by one level. The Italian 45mm mortar continuation of the pre game barrage into the game –
has H.E. and smoke rounds available. It has a see special rules.
minimum range of 18”, but closer than that the crew
may use their carbines. However, only three smoke
rounds may be fired by each mortar in any game

A Senior or Junior Leader may both activate and/or


spot for the Mortar Team, at a cost of one command
initiative point, if the Mortar Team is within their
command range. No other unit may spot for the
Mortar Team, which off course, can spot for itself.
70-75MM FIELD GUN CV-33, CV-33/35 AND CV-33/35LF
This could be any similar caliber weapon such as the The principal differences between these three types of
75/28, 75/27 or 70mm mountain gun. Refer to the the same tank are that; the CV-33 carried a single
Specific Rules for Field Gun Direct Fire when taken as 6.5mm M.14 machine guns, the CV-33/35 carried twin
an on-table support list choice. 8mm M.14/35 machine guns with armour-piercing
rounds and the CV-33/35LF had a single M.14/35
47/32 ANTI-TANK GUN machine gun side by side with a flamethrower.
Introduced in 1935, these are considered rare
weapons for service in Ethiopia. Historically Each of these vehicles also carried a tripod for one of
unavailable in the Italo-Ethiopian conflict it is included its machineguns. The crew can in fact therefore
here in The Abyssinian Crisis. dismount as a machine gun team with a crew of two,
at a cost of 1 Command Initiative.
If selected and subsequently lost to enemy action add
+1drm to any Force Morale Test. CV-33/35 LF
Designed in 1935 it first saw action with Graziani’s
20/65 ANTI-AIRCRAFT GUN motorised forces in the Ogaden. The trailer slowed the
Another new weapon that is in short supply, this vehicle and was vulnerable to catching fire or
weapon was found to be devastating against ground exploding.
targets, in lieu of many aircraft to shoot at. Initially
towed, it could instead be mounted on a truck bed if a Therefore When a CV 35LF is destroyed with three net
truck is selected from the support table for the hits it will explode on a roll of 4 to 6 as opposed to the
purpose. normal 5 or 6 shown on those tables.

If selected and subsequently lost to enemy action add FIAT 611


+1drm to any Force Morale Test. There are two variant of the FIAT 611. One had a
37mm cannon, backed by a single machine gun, the
FLAMETHROWERS other by two machine guns, with a third to the rear of
The M35 infantry flamethrower teams are two men the turret. The Fiat 611 was uniquely armed with the
strong. The Italian flamethrower has a maximum Breda Modello 5.C, a vehicle variant of the infantry’s
range of 6”. Italian flamethrower tanks have a M.30, with correspondingly poor performance and no
maximum range of 18”. armour-piercing ammunition.

TWO MAN TANKS The type with the turret mounted 37mm gun may
The CV 33/35 series have just two-man crews. Any only fire either the main gun or the rear mounted MG
hits on the gunner are on the Commander. Hits on – not both in the same phase.
any other crew are on the driver.
SI CAPORALE! A mounted squad has 3 motorcycle combinations and
The Italian colonies produced many veteran soldiers a single solo motorcycle, which falls under the ‘Small
in the various formations that took part in them. fighting vehicles’ rules. Teams may shoot from their
Similarly, Alpini, Bersaglieri and Lancieri units motorcycles.
benefited from the aggressive Celeri doctrine and a
better standard of recruit. Therefore, if a Italian Bersaglieri or Lancieri moto-mitraglicieri squads may
platoon is taken as a Libyan, Alpini, Bersaglieri, or only be selected in conjunction with a Bersaglieri or
Lancieri, then the Si Caporale! trait is available to Lancieri Platoon.
them.
ALPINI, LIBYAN , FUCILIERI OR CCNN
Individual Teams can activate on a roll of 1 or 2, ESPLORATORI
individual sections on a roll of 2 as normal. However An Esploratori Squadra is a scout squad of one Junior
both sections and teams can also activate on a roll of Leader and twelve rifle-armed scouts with hand
3. When this is done the team generates a single grenades. At the start of the game roll 1d6 per squad
Command Initiative Point of its own, which it can then before the Patrol Phase begins. On a score of 4,5,6
utilise as if a Leader was expending one on the team you gain one free Patrol Phase move with any of your
and in addition to any that a Leader actually does markers. This is in addition to any scenario specific
expend. This includes both Activation Commands and rules regards bonus patrol moves, however, a force
Commands which are not activations.. may never have more than six free patrol phase
moves.
BERSAGLIERI OR LANCIERI MOTORCYCLE SQUAD
A Bersaglieri or Lancieri motorcycle squad is a scout An Esploratori squad may move with 1D6 or 2D6 and
squad and is made up of one Junior Leader and eleven then assume a Tactical stance when activated by a
scouts, organized as a standard infantry squad. If Leader using two Command Initiatives.
starting the game dismounted roll 1d6 per squad
before the Patrol Phase begins. On a score of 4,5,6 Esploratori may not be selected by Bersaglieri and
you gain one free Patrol Phase move with any of your Lancieri platoons.
markers. This is in addition to any scenario specific
rules regards bonus patrol moves, however, a force RANDOM AIR SUPPORT
may never have more than six free patrol phase Refer to the Specific Rules for Random Air Support.
moves. When deployed dismounted troops are placed
on-table without their motorcycles.

A dismounted scout squad may move with 1D6 or 2D6


and then assume a Tactical stance when activated by
a Leader using two Command Initiatives.

A mounted squad has 6 solo motorcycles, which fall


under the ‘Small fighting vehicles’ rules for
movement. Figures may not shoot from their
motorcycles.

Bersaglieri or Lancieri motorcycle squads may only be


selected in conjunction with a Bersaglieri or Lancieri
Platoon.

BERSAGLIERI OR LANCIERI MOTO-MITRAGLICIERI


An Bersaglieri or Lancieri moto-mitraglicieri squad is a
machine gun squad made up of one Junior Leader and
three M.14/35 machine gun teams, each with three
crew. It may start the game dismounted or mounted.
When deployed dismounted troops are placed on-
table without their motorcycles.
RCTC PLATOON F ORCE RATING
Green or Regular: -1 if Green, +1 if Regular
Command Dice: 5
P LATOON H EADQUARTERS
Zabet (Senior Leader) with pistol
Balucbasci (Superior Junior Leader) with a rifle and
two rifleman
Three Squads per Platoon, each
Regio Corpo Truppe Coloniali
SQUAD H EADQUARTERS
RCTC BALUC Basci (Junior Leader) with a rifle.
The Royal Corps of Colonial Troops, shared a common
RIFLE TEAM
structure at platoon level with the Italian Royal Army,
but typically used older weapons, or those gained as 11 Riflemen
war-reparations from Austro-Hungary after the Great In a Regular Baluc besides the Zabet, who carries
War. Somali and Eritrean infantry retained traditional a pistol, all figures are armed with bolt-action
unit and rank titles, which themselves had been rifles and carry grenades.
borrowed from the Turks and Egyptians. Baluc was the
Green Baluc, with the exception of the pistol
Italianised term applied to platoons, although in its
armed Zabet, are classed as ‘Tribal Rifles’ due to
original form Baluch it actually meant a ‘half-company’.
their generally poorer-quality weapons.
The Baluc was led by an Italian junior officer, collectively
RCTC SUPPORT LIST
termed a zabet by his men. Usually he would be assisted
LIST ONE
by an ascari acting as an assistente (servant-runner) and
an Italian-speaking NCO, who also performed the typical Medical Orderly
tasks of a platoon sergeant. This balucbasci would Adjutant
typically be an experienced ascari, but not necessarily of Barbed Wire
Entrenchments for one Team
platoon leader quality. The three squads which
Engineer Mine Clearance Team, 3 men
composed the baluc were each led by a basci (sergeant),
Engineer Demolition Team, 3 men
who had a muntaz (corporal) as his vice-comandante
In-Game Barrage
and eleven ascari under his command.
Reinforcement - Add two men per rifle team (2 only)
Excluding the zabet who carried a pistol, all other ranks Add Breda M.30 automatic rifle to a squad*
carried either a 6.5mm Carcano M.91 rifle 8mm LIST TWO
Mannlicher M.95 rifles (known as the ‘ta-pum!’) in the Roadblock
pre-existing battalions. The new units raised for the Heavy Cover barricade
Add Breda M.30 automatic rifle to each squad*
Abyssinian adventure were even less fortunate and
Truck to transport entire Squad or tow a weapon
while there were some Mannlichers available, the
Lancia Ansaldo IZM armoured car with Junior Leader
6.5mm Vetterli-Vitelli M.70/77/15, or even the black
FIAT 611 armoured car with Junior Leader
powder 10mm Vetterli-Vitelli M.70/77 rifle were issued.
CV 33 Tank with Junior Leader (no AP)
Upgrade entire Platoon with m.91 Carcano rifles
On paper each section was supposed to have a Breda
Pre-Game Barrage
M.30 Automatic Rifle, but with the Pre-War expansion it
LIST THREE
is not clear if every unit had its full complement of these
Registered Artillery Barrage
weapons. It seems likely that the existing formations did
CV 33/35 Tank with Junior Leader (has AP)
have them, but that the newer formations might not.
Sniper Team, 2 men
The option to include none, one, or all three weapons
65/17 Infantry Gun, 5 crew and Junior Leader
has been allowed for.
Off-table 65/17 battery with FOT team
This list can be used for both the standing battalions and Random Air Support
the newly-raised units, with the core platoon being LIST FOUR
purely composed of rifle-armed ascari. Eritreans would Schwartzlose M.07/12 MMG with 4 crew
Engineer Section with Junior Leader
generally be taken as Regular troops but may be taken
Esploratori Squad
as disaffected with a Green rating. A Somali or Libyan
LIST FIVE
platoon would be rated Regular.
*One selection or the other.
BREDA TEAM
RCTC CHARACTERISTICS A player that selects a support list two option to equip
È MORTO his platoon with three Breda LMGs must organise
The Ascaris showed great fighting spirit while well each rifle squad into two parts – an AR team made up
led, but the loss of the Zabet - his officer, whether of a Breda M.30 with 2 crew and 2 riflemen and a rifle
liked or feared, caused ascari great unease. team with the remaining members of the squad. Also,
if a reinforcement support list choice is taken then
If an RCTC platoon’s Italian officer is wounded or only one man may be assigned to the AR team as an
killed then they add a +2drm on the Bad Things additional ammo carrier, the rest go to the rifle team.
Happen table. This is the same as a regular Italian army platoon
organisation.
VITALITÀ
RCTC soldiers were noted as being able to move SCHWARTZLOSE M.07/12 MMG
rapidly, use ground effectively and fight very well The Schwartzlose MMG has no armour-piercing
when on the offensive. rounds, but does use a more powerful 8mm round,
giving it an AP value of 1 versus armoured vehicles.
Therefore, when deploying from a Jump-Off
Point, they can deploy within 9” of it regardless of 65/17 INFANTRY G UN BATTERY
their quality. When moving they can use 1D6 or The 65/17 Battery consisted of four ‘squads’, each of
2D6 and assume a Tactical stance at the end of one gun team along with its pack animals. A player
their movement. may choose to have the entire battery supporting his
platoon with off-table fire, or he may select individual
In Close Combat, if initiated by them, they ignore ‘gun squads’ as on-table support weapons (up to a
a defeat by 1 and fight again immediately maximum of four); he may not have both off-table
(13.1.2). and on-table elements.

The bombardment area for a four-gun battery is 12”


square, with a Firepower rating of 5. It may
ARMY SUPPORT LIST NOTES concentrate its barrage in the same way as a mortar
Most of the support options will be self-explanatory. battery; a 6” square point-concentrated barrage has a
All armoured cars and tankettes come with a Junior Firepower rating of 8. Use the Chain of Command
Leader. Transport only vehicles, such as a car are rules for Forward Observation Teams when firing.
simply vehicles, which come with no crew.
Remember, you will need to allocate men to drive 65/17 INFANTRY G UN SQUAD
these. Vehicles do not have radios. Individual gun teams may be selected as Support
Table options, up to a maximum of four such teams. If
Some MG-armed vehicles are equipped with armour- any ‘gun squads’ are selected the option for an off-
piercing ammunition, while others are not. Those table 65/17 battery may not be taken.
vehicles which do are indicated on the arsenal table.
The lists show all Junior Leader assignments where 65/17 gun teams refer to the Specific Rules for Field
they are present for all troops. The following support Gun Direct Fire when taken as an on-table support list
options need further detail. choice.

ITALIAN HAND GRENADES IN-GAME BARRAGE


Italian OTO hand grenades depended on both the This is taken as an additional option for a normal Pre
force of an impact-based detonation system and Game Barrage/Bombardment, which enables the
blast-concussion over fragmentation, which proved continuation of the pre-game barrage into the game –
problematic in action. To reflect this they roll with a -1 see special rules.
to hit their target.

CARCANO RIFLE UPGRADE


If this support list choice is taken then remove the
Tribal Rifles attribute for the platoon.
ESPLORATORI RANDOM AIR SUPPORT
An Esploratori Squadra is a scout squad of one Junior Refer to the Specific Rules for Random Air Support.
Leader and twelve rifle-armed scouts with hand
grenades. At the start of the game roll 1d6 per squad
before the Patrol Phase begins. On a score of 4,5,6
you gain one free Patrol Phase move with any of your “So you want to be an ascari my son? Let me tell
markers. This is in addition to any scenario specific you this, for the ascari the zabet – the officer, is
rules regards bonus patrol moves, however, a force everything. The English zabet knows courage
may never have more than six free patrol phase and justice, does not harass women and will
treat you like a horse. The Turk zabet knows
moves.
courage, but not justice, harasses women and
treats you like a mule. The Egyptian zabet
An Esploratori squad may move with 1D6 or 2D6 and knows nothing of courage or justice, molests
then assume a Tactical stance when activated by a women and treats you like a goat ready for
Leader using two Command Initiatives. slaughter. The Italian zabet knows courage and
justice, sometimes harasses women, but treats
you like a man!”
FIAT 611
There are two variant of the FIAT 611. One had a - ‘Ascari K7’ by Paolo Caccia Dominioni
37mm cannon, backed by a single machine gun, the
other by two machine guns, with a third to the rear of
the turret. The Fiat 611 was uniquely armed with the
Breda Modello 5.C, a vehicle variant of the infantry’s
M.30, with correspondingly poor performance and no
armour-piercing ammunition.

The type with the turret mounted 37mm gun may


only fire either the main gun or the rear mounted MG
– not both in the same phase.

CV-33, CV-33/35 AND CV-33/35LF


The principal differences between these three types of
the same tank are that; the CV-33 carried a single
6.5mm M.14 machine guns, the CV-33/35 carried twin
8mm M.14/35 machine guns with armour-piercing
rounds and the CV-33/35LF had a single M.14/35
machine gun side by side with a flamethrower.

Each of these vehicles also carried a tripod for one of


its machineguns. The crew can in fact therefore
dismount as a machine gun team with a crew of two,
at a cost of 1 Command Initiative.

CV-33/35 LF
Designed in 1935 it first saw action with Graziani’s
motorised forces in the Ogaden. The trailer slowed the
vehicle and was vulnerable to catching fire or
exploding.

Therefore When a CV 35LF is destroyed with three net


hits it will explode on a roll of 4 to 6 as opposed to the
normal 5 or 6 shown on those tables.

TWO MAN TANKS


The CV 33/35 series have just two-man crews. Any
hits on the gunner are on the Commander. Hits on
any other crew are on the driver.
A half-squadron was formed by the simple expedient
of placing the two plotoni under the command of the
most senior of the two zabets, or by either the
squadron Capitano, or his second in command (a
tenente) taking charge of the group.

With the exception of the zabets, who carried pistols


and officer-pattern sabres, all ranks carried a 6.5mm
Carcano or an 8mm Mannlicher or Mauser carbine.
The Penne di Falco also carried M.74 sabres and both
Penne di Falco they and the zaptìé also carried their traditional shotel
or guradé (indigenous daggers).
PENNE DI FALCO
The Penne di Falco, so called because of the falcon This list can be used for either; a Penne di Falco or a
feather worn in their hat bands, were both the sole Zaptìé plotone. A second Plotone may be taken to
RCTC Eritrea mounted contingent and somewhat the make up a complete ‘half-squadron’, see below for
elite of the ascari corps. Originally raised in the 1890s, details.
the force was expanded by the addition of camel
mounted meharisti in 1922 and then armoured cars in PLATOON FORCE RATING
Regular: -1
the Early-Thirties.
Command Dice: 5
Although belonging to an administrative gruppo,
TROOP HEADQUARTERS
which also included machine gun plotoni and the
afore-mentioned meharisti and armoured cars, the Zabet (Senior Leader) with a pistol
Penne di Falco operating as independent squadrons Sergente (Superior Junior Leader) with a carbine
and half-squadrons. Their roles included acting as; a There are three Squads per Troop, each
reconnaissance element for the RCTC ascari infantry,
a mobile formation of mounted rifles and as a SQUADS ONE TO THREE
conventional cavalry formation. Caporale (Junior Leader) with carbine
CAVALRY TEAM
Zaptìé 7 Askaris, each armed with carbine.
The zaptìé were the local paramilitary carabinieri of
Eritrea and Somaliland. While equipped in the same The Troop is depicted as dismounted in this list.
manner as the Penne di Falco, were not quite of the See the ‘Mounted Troops’ notes below for details
same standard and tended to rely more on carbine of ‘mounting’ one or more squads.
than on sabre, given that their routine opponents If troops may are mounted as a support list
were bands of shifta. option, add 2 extra Askaris to each squad and a
Trumpeter in the Troop HQ for free.
Organisation
Both the Penne di Falco and the zaptìé were If two or more squads are taken as mounted then
organised into independent squadrons, each of four the Troop and/or Squadron Headquarters may be
plotoni. While these were massed for large mounted at no points cost.
engagements, the routine patrolling and skirmishing A second Plotone may be taken to make up a
that formed much of their activity involved half- complete ‘half-squadron’. This may be done by
squadron formations. simply taking another complete Troop as shown
above for a cost of an additional (+6) added to the
Each plotone (troop) was led by an Italian officer Platoon Force Rating, with the Senior Leader of
(zabet), who was usually a sottotenente (sub- one Plotone being considered a Ranking Senior
lieutenant). An Italian-speaking sergente (sergeant) Leader.
was his second in command and except for those few
Note, it a player’s choice whether to take a second
officers who spoke the local language, also his voice
Plotone so as to field a complete ‘half-squadron’
as far as his men were concerned. A trumpeter
as the basic troop force i.e this is not done using
rounded out the small headquarters team. Three
support points but rather a player must choose to
squadre formed the fighting component of the
field one or two plotoni before the game starts.
plotone, each of a caporale and seven ascari.
ARMY SUPPORT LIST NOTES
ASCARI CAVALRY SUPPORT LIST Most of the support options on the list will be self-
LIST ONE explanatory. All armoured cars come with a Junior
Medical Orderly Leader. Vehicles do not have Radios.
Adjutant
Roadblock Transport only vehicles, such as a car or truck are
Entrenchments for one Team simply vehicles, which come with no crew.
Remember, you will need to allocate men to drive
Mount one Squad on horses – see cavalry special rules
these. Where Sections are available they will always
In-Game Barrage
come with a Junior Leader.
LIST TWO
Heavy Cover barricade Light weapon Squads rarely come with a Leader,
Fiat 611 Armoured Car whereas heavier support weapons do. The lists show
Add one extra Cavalry Squad (2 only) all Junior Leader assignments where they are present
Pre-Game Barrage for all troops barring vehicles as discussed above. No
LIST THREE AP ammunition is available for any weapons.
Registered Artillery Barrage
Sniper Team M.1925 LMG TEAM
The cavalry’s two light machine gun squadre each had
Off-table 65/17 Gun Battery with FOT
three teams, each serving a single tripod-mounted
Madsen M.1925 LMG Team, with 4 crew (Falcos only)
heavy-barrel version of the 6.5mm Madsen M.1925
LIST FOUR light machine gun. The weapon had a corporal-gunner
Schwartzlose or Fiat-Revelli MMG Team, with 4 crew a loader and two ammunitions carriers. The caporale
65/17 Infantry Gun with 5 Crew and Junior Leader and two ascari that made up the remainder of the
LIST FIVE squad handled the team’s pack-horses. All squad
members were armed with carbines.
*Maximum of one
The team does not benefit from the Cavalry
Characteristic Special Rules. If more than one team is
PENNE DI FALCO CHARACTERISTICS
fielded, the squadre gains a Sergente as a Junior
È MORTO
Leader.
The Ascaris showed great fighting spirit while well
led, but the loss of the Zabet - his officer, whether
FIAT-REVELLI M.1914 MMG TEAM
liked or feared, caused ascari great unease.
The cavalry’s two medium machine gun plotoni each
had two squadre, each of two teams, each serving a
If an RCTC troop’s Italian officer is wounded or
single tripod-mounted Fiat-Revelli M.14 medium
killed then they add a +2drm on the Bad Things
machine gun, or a Schwartzlose M.07/12. The weapon
Happen table.
had a corporal-gunner, a loader and two ammunition
carriers. The remainder of the squad consisted of a
VITALITÀ
Corporal and two ascaris, who handled the team’s
RCTC soldiers were noted as being able to move
pack-horses. All squad members were armed with
rapidly, use ground effectively and fight very well
carbines.
when on the offensive.
The squad does not benefit from the Cavalry
Therefore, when deploying from a Jump-Off Point,
Characteristic Special Rules. If more than one team is
they can deploy within 9” of it regardless of quality.
fielded, the squadre gains a sergente as a Junior
When moving they can use 1D6 or 2D6 and assume
Leader.
a Tactical stance at the end of their movement.

In Close Combat, if initiated by them, they ignore a


defeat by 1 and fight again immediately (13.1.2).

CAVALRY CHARACTERISTICS
Refer to the Specific Rules for details on Cavalry use
when mounted and dismounted.
65/17 INFANTRY G UN BATTERY IN-GAME BARRAGE
The 65/17 Battery consisted of four ‘squads’, each of This is taken as an additional option for a normal Pre
one gun team along with its pack animals. A player Game Barrage/Bombardment, which enables the
may choose to have the entire battery supporting his continuation of the pre game barrage into the game –
troop with off-table fire, or he may select individual see special rules.
‘gun squads’ as on-table support weapons (up to a
maximum of four); he may not have both off-table FIAT 611
and on-table elements. There are two variant of the FIAT 611. One armed only
with machine guns and another with a combination of
The bombardment area for a four-gun battery is 12” a 37mm cannon and MGs.
square, with a Firepower rating of 5. It may
concentrate its barrage in the same way as a mortar The model with the turret mounted 37mm gun may
battery; a 6” square point-concentrated barrage has a only fire either the main gun or the rear mounted MG
Firepower rating of 8. – not both in a phase.

Use the Chain of Command rules for Forward ADDITIONAL CAVALRY SQUAD
Observation Teams when firing. Instead of taking a full two-troop ‘half-squadron’ as a
base troop force, a player may instead only add
65/17 INFANTRY G UN SQUAD elements of the second troop as a support list choice.
Individual gun teams may be selected as Support This option is provided if a player wishes to add one
Table options, up to a maximum of four such teams. If or two cavalry squads and not the full ‘half squadron’.
any ‘gun squads’ are selected the option for an off- If he wishes to take three cavalry squads then he must
table 65/17 battery may not be taken. take the full second troop, which off course comes
with its own HQ staff for free.
65/17 gun teams refer to the Specific Rules for Field
Gun Direct Fire when taken as an on-table support list
choice.
This list can be used to reproduce either part of a
typical noble’s private army, or a segment of the rest
of the chitet, the essentially tribal forces.

For a force based on the more modern core of a


noble’s forces, players can use the Mehal Sefari
Traditional platoon list for the core force but must use
the Support Table from this list. These may be
supplemented by additional men and items chosen
from this list.

Ethiopian Chitet For a player forming a Baluch from this list, he is free
PROVINCIAL LEVY BALUCH to divide the Gascegna warriors across his five hazbs
The bulk of Haile Selassie’s forces were composed of as he wishes. He may also effectively combine two
the private armies of Ethiopian nobles, along with a hazbs to form one or more larger groupings, but each
general levy of men of military age; the Gascegna. of these may not exceed twenty warriors. He may not
This call to arms was known as the Chitet. The have more than five hazbs in total, but may have less.
provincial governors and nobles were responsible for Additional warriors may be chosen as support options
equipping these troops and it was very much a matter and distributed across the baluch; provided no single
of an outward display of wealth to have well- group is fewer than six figures and does not exceed
equipped men; by Ethiopian standards at least. twenty men, and there are no more than five hazbs.

The core of such forces were the private armies of a PLATOON F ORCE RATING
Green: -3, CD 4 or 0, CD 5
Ras, which in some cases came close to the standards
Regular: -1, CD 4 or +2, CD 5
of the Mehal Sefari, or even the Kebur Zebanga. The
mass of gascegna however were either armed with
BALUCH COMMAND
various types of rifle, of varying age and provenance,
or as far as the mass of gascegna went, shield, sword Amsa Aleqa, Senior Leader, with Sword
or spear. Ammist Aleqa, Superior Junior Leader with Sword
GASCEGNA
The common feature across the Chitet was the use of 50 Warriors with Swords, Spears and Daggers
traditional organization patterns. At the bottom of the
structure was the hazb (squad) of ten men under an All members of the Baluch are subject to the following
Asiraleqa (leader of ten). Ten was only a nominal rules;
number however and hazbs could number between Aggressive
six and fifteen warriors. Five hazbs formed a baluch
(half-company), which was led by an Amsa Aleqa Sons of Adwa
(leader of fifty), with one of the Asiraleqa being given The leader of each hazb is considered an
the title Ammist Aleqa; a leader of five – the ‘five’ ‘Ineffectual Junior Leader’, so for the purposes of
being himself and the other Asiraleqas making him the rules each hazb, regardless of size, counts as a
first amongst equals in effect. ‘Leaderless Section’ activating on a Command
Dice result of ‘2’, unless activated by a Leader.
While the Emperor was attempting to forge a modern There is a support table option for adding an
army with his own forces, with few exceptions the additional ‘effective’ leader to the Baluch.
Chitet held onto the traditional methods of warfare, ‘Sections’ may be detached from a Hazb, by using
that with the exception of the rifle, which was very the Creating New Teams rule 4.5.7, if they are
much a status symbol, had remained largely within the Amsa or Ammist Aleqa’s command
unchanged since the Middle Ages. These tactics distance, or as directed by a Balabat Junior
involved infiltration and rapid movement, yet also Leader, and a command action point is used to
dependent on direct confrontation of an enemy. Like order the split. These new units, regardless of
the lion they admired and hunted, a slow covert size, activate on a score of ‘2’ or as directed by
approach would be followed by a rapid rush once they Flag command.
were discovered. Attacking in waves of warriors in this
fashion, they were usually no match for machine guns Ethiopian Tribal Warriors are depicted on foot in
and repeating rifles unless in large numbers; yet they this organisation. One or more hazbs may be
had beaten the Italians in this way before and mounted as a support list option – see army
believed they would do so again. support list notes.
ETHIOPIAN CHITET SUPPORT LIST
ETHIOPIAN CHITET CHARACTERISTICS
LIST ONE
INFILTRATION
Ethiopian warriors were noted as being able to move Balabat*
rapidly and use ground effectively when engaging Roadblock
the enemy. Red Cross Volunteer*
Add a ‘Petrol Can’ attack to a tank-tipper team
To reflect this Ethiopian warrior Patrol Markers use
Additional Men - for each 5 figures added
14” as both their move distance and the distance
from a friendly Patrol Marker within which they 3 man Tank Tipper Team (3 max)
must remain. Other than this additional 2” they Upgrade twenty figures to ‘Mixed Weapons’
operate as normal Patrol Markers. Upgrade ten figures to ‘Tribal Rifles’
Entrenchments for each 10 figures, or part thereof
When deploying from a Jump-Off Point, all Ethiopian
Equip Mounted troops as Lancers
Chitet troops to deploy within 9” (as if elite troops).
Exchange Mounted warriors on horse for camels
WARRIOR LEADERS Increase Outdated Field Gun piece
Ethiopians placed great importance on being led into Marksman*
battle by notable warriors. Their presence inspired LIST TWO
and their loss was usually dispiriting. Flag*
Cave
Therefore, a unit with any attached leader may
ignore one shock in addition to any other cause for War Drums*
shock reduction. However if a any Leader is killed or Add 4 man bodyguard to the Meto Aleqa
wounded they suffer a +2drm on the Bad Things Heavy Cover barricade for one hazb
Happen table. Mount a hazb as Cavalry, per 10 figures or part of 10
LIST THREE
ARRAI!!
Meto Aleqa (Ranking Senior Leader)*
Ethiopian warriors mostly attacked in a massed
frontal assault in an effort to come to grips with Tribal LMG on tripod with five crew*
their enemy. At their leader’s command, Arrai! 37mm Hotchkiss Revolving Cannon with four crew**
(forward!), the warriors would charge the enemy ‘Modern’ mountain or infantry gun (Italian 65mm)**
showing the greatest bravery. These human wave Small outdated mountain or infantry gun**
attacks were effective when they caught the enemy
* one only
by surprise or without proper support weapons but
many times they made little or no gain for a terrible **may choose only one of all the types shown.
cost in lives.
ARMY S UPPORT LIST N OTES
Therefore, when a player rolls two or more 6s on his Most support list options will be self explanatory.
command dice he must, if an Ethiopian Senior Upgrades must be purchased for an entire hazb.
Leader with any troops within his Command Typically these are in elements of ten figures, so
Distance, use all his Command Initiatives to order upgrading a fifteen figure hazb will be two choices.
those troops to assault the enemy. However upgrading a single combined element of
twenty figures will also be two choices and two
Any troops so activated will move with 4D6 straight smaller hazbs of five figures each, would be just one.
towards their chosen enemy, each unit dicing for its Additional army list notes are described as follows.
own movement, with combat initiated if any troops
gets within 4” of enemy who for this combat will ADDITIONAL MEN
disregard the ‘enemy movement’ combat dice The title of ‘a ten’ for a hazb was only a nominal
modifiers for Close Combat. grouping and could contain any number of men below
that which would require a separate Hazb to be
formed. For each support list selection, 5 men can be
TRIBAL WARRIORS distributed across any of the Hazbs in the force,
Ethiopian Chitet always use the rules for Irregular
providing no individual Hazb contains more than
tribal warriors – see specific rules for details.
twenty men.
METO ALEQA MARKSMAN
The lowest ‘officer’ rank who usually commanded a A chosen soldier may be given the marksmen ability.
company, the Meto Aleqa is a person of some Reroll any 1 when firing.
standing, be he a young nobleman (Lij) or even the son
or brother of a Regional Chieftain (Ras). If selected he SONS OF ADWA
is included as an additional Ranking Senior Leader ie Inspired by the stories of their father’s and grand-
he does not replace the platoon Amsa Aleqa. father’s victory over the Italians at the great battle of
Adwa, the Ethiopian player rolls a D6 just before play
BODYGUARD FOR A METO ALEQA commences; 1-4 apply a +1drm, or 5-6 +2drm to their
Men comprising a Meto Aleqa’s bodyguard are motivation level test – see Specific Rules for Irregulars
permanently attached to him. They and their leader for details.
are treated as Diehard troops (14.10).
OUTDATED FIELD GUN
BALABAT This covers any outdated field artillery piece in the
A Balabat is ‘Chief of the Village’ and commands region of 60mm to 69mm caliber. For one more
respect. This option allows him, or a similarly placed support list point it may be taken as being a weapon
or respected person (i.e. a renowned Asiraleqa), to be of 70mm-79mm caliber with a crew of 5 men (not 4).
represented as a Junior Leader, however he must be If taken on-table refer to the Specific Rules for Field
assigned to lead a single or combined hazb as one Gun Direct Fire.
unit.
TRIBAL LMG ON TRIPOD
WAR DRUMS Whilst uncommon this weapon can represent a type
As much to inspire their own men as strike fear into owned by a Ras who has acquired a light or medium
their enemy’s heart, Ethiopians sometimes used war machine gun. Their condition and maintenance would
drums during battle. A Senior Leader with an attached be rudimentary.
War Drummer may help rallying men within his line of
sight by adding +1 to any irregular Fire or Close Therefore, they are considered a tripod mounted
Combat test die roll checks a unit is required to make. magazine fed LMG regardless of weapon type,
If a 1 or 2 is rolled on their check then War Drums jamming on any triple 1 die roll score when they fire,
may not be used again in the current game. resulting in no hits scored this phase. The jam is
considered clear the next time they have a
FLAG opportunity to fire.
A flag is added to a specific unit or leader when taken
as a support list choice. A unit with an attached Flag, TRIBAL RIFLES
or leader with a flag, may ignore one point of shock The quality, variation and use of rifle weapons used
received per phase of play. by all tribal Ethiopian forces left much to be desired –
this made their firepower less effective for the
In addition a Flag can serve as a method to transmit number of weapons they employed.
an order to a unit without having to place an
activation dice as follows; Therefore count all figures in a unit as able to fire
A Senior Leader with a Flag Bearer, or with a unit discounting any intervening friends troops in the
that has one, can issue a Command by Flag order. same unit (apply all other rules for determining firing
He may, for one command initiative, activate a as normal). In addition, apply a -1 to hit modifier
Section or Team (group) under his command (that when shooting any tribal rifle weapons.
has line of sight to the flag), which has otherwise
not been activated in this Phase, regardless of the
distance between them.
All un-activated Sections/Teams within 6” of the
ordered group must follow the same order. Once
activated, the Section/Team may activate in that
Phase, so it can move or fire, but not both.
A Senior Leader may not rally Shock from any unit
by flag command, nor may he place them
on Overwatch. He may however order Covering
Fire with the assumption that it was part of the
pre-battle plan.
MIXED WEAPONS MOUNTED WARRIORS
A Group with Mixed Weapons counts 1 man in 2 as As previously noted, Ethiopian Warriors are depicted
being equipped with rifles. Depict the group with on foot in the ‘platoon’ organization. Any Hazb may
appropriate models. A unit may shoot with any figures be taken entirely as mounted using a support list
in the unit eligible to fire following the normal rule of option, adding 2 extra horsemen to the Command HQ
Line of Fire and Tribal Rifles i.e the figure does not if two or more Hazbs are mounted. Refer to the
have to have an actual rifle model to fire, ignoring Specific Rules for details on Cavalry use when
intervening figures and are -1 to hit. mounted and dismounted.

TANK TIPPERS CAVE


Ethiopian warriors developed a capability to take on Ethiopian forces regularly used caves or caverns,
enemy tanks with some skill using ambush attacks, natural or man-made, to hide and/or emerge so as to
rocks, sticks and sometimes incendiary material. A surprise their enemy. Therefore, if a cave/cavern is
maximum of three Teams may be included in a taken as a support list option, this will allow the
player’s force (pre-game), each three-man Team Ethiopian player to either;
counting as one support list choice. They do not have
Deploy one unit an additional 6” further from a
firearms.
Jump-Off point than would normally be the case
(ie 15” for all troops – as all chitet have the
Tank Tippers can make one ‘Hawkins Daisy Chain”
infiltration ability); or
attack per game as described on Table Seven (9.3.4),
or if they take the Petrol Can support list choice they Move a jump-off point (after the patrol phase,
may use this attack instead. before the first game phase) up to 18” in any
direction, so long as it is further than 12” from
PETROL CAN ATTACK any enemy troops or Jump-Off Point.
For one support List choice one Tank-Tipper team can
be given a Petrol Bomb, using this method of attack RED CROSS VOLUNTEER
on table Seven. Leaders often risked their lives in combat and their
loss had a serious morale effect. Therefore he may be
accompanied by a Red Cross volunteer. Treat the
same as a Medical Orderly.
styles. The Modern style reflects troops that have
implemented the army reforms with specific leaders in-
charge of each half-platoon utilising a more formal chain
of command. These two platoon structures, both based
on the Belgium pattern, reflect differing styles of
command and control allowing players to represent the
Mehal Sefari in different ways.

Mehal Sefari
MEHAL S EFARI INFANTRY PLATOON PLATOON FORCE RATING –TRADITIONAL
The Ethiopian Regular Army corps, the Mehal Sefari Regular: -2
(Army of the Centre), reflected a mix of traditional Command Dice: 5
methods of fighting combined with the modernisation
reforms instituted by emperor Haile Selassie. It appears PLATOON HEADQUARTERS
what can be ascertained from original sources and an Amsa Aleqa, Senior Leader, armed with pistol plus
examination of surviving photos and newsreel footage, guardsmen with rifle
that the Ethiopian platoon structure was a hybrid of the There are four Sections
Belgian pattern with a desire to ensure that existing
officers and NCOs did not lose their rank and status. To RIFLE SECTIONS ONE TO FOUR
that end existing rank titles were retained, but became 9 riflemen
incongruous with their original function.
Each squad is depicted as being led by a poorly
trained or ineffective leader, which for the purposes
Baluch (platoons) were led by a Meto aleqa (leader of
of the rules, counts as a ‘leaderless’ Section. Each
one hundred), the lowest ‘officer’ rank. Under his
Section activates on a Command Dice of ‘2’, separate
command were two NCOs, of which the Amsa Aleqa
Teams on a score of ‘1’, or under the direction of the
(leader of fifty) was the senior and the Amist Aleqa
Amsa Aleqa as normal.
(leader of five, i.e. five junior NCOs) the junior. These
two men are either seen to the sides or head of the
platoon, rather than in the ranks. Between them they led OR
four squads of twelve selfegna (soldiers), of which one
was the squad leader or Asiraleqa. PLATOON FORCE RATING –MODERN
Regular: 0
Apart from the Meto Aleqa, who carried sword and Command Dice: 5
pistol, the remainder of the platoon carried rifles. Ideally
PLATOON HEADQUARTERS
these were the 8mm Mannlicher rifles bought by the
Emperor, but other older types were issued when stocks Meto aleqa, Senior Leader with pistol
ran out (Mausers, FN mle 1924, Vetterli etc.). A number There are two half-platoons each
of light machine guns were purchased (ZB vz. 30) and in
HALF-PLATOON ONE & TWO
sufficient quantity to issue one per platoon. Principle fire
support for the Mehal Sefari came from medium Amsa aleqa, Inferior Senior Leader with rifle
machine gun companies using primarily the Hotchkiss SECTION ONE SECTION TWO
mle. 1914, but a few Madsens were delivered before the 9 Riflemen 9 Riflemen
arms embargo took effect.
Notes applying to both platoon formation styles.
Though not as well-equipped as the Imperial Guard, the Aggressive
Mehal Sefari still got access to more equipment than
Tribal Rifles
most of the tribal sefaris, each of which relied on their
Ras to supply arms and equipment to them. Teams may only be detached from a Section if
they are within the command distance of any
This list can be used to reflect two styles of leadership Inferior Senior Leader or Senior Leader and a
available to a Mehal Sefari player in Chain of Command – command initiative point is used to order the
Traditional or Modern. The Traditional style reflects split. Scouts may be detached following the
poorly trained leaders, relying on warrior leadership normal rules.
MEHAL SEFARI SUPPORT LIST
LIST ONE MEHAL SEFARI CHARACTERISTICS
R USH A TTACK
Ambesa* (Traditional platoon)
Mehal Sefari Regulars can move with 1D6 or 2D6
Awo Aleqa! (Modern platoon) and assume a Tactical stance at the end of their
Flag* (Modern platoon) movement.
Medical Orderly*
Entrenchments for one Section
WARRIOR LEADERS
Mehal Sefari warriors placed great importance on
Add a light machine-gun to a single Section* being led into battle by notable warriors. Their
Additional men to each section in the platoon presence inspired and their loss was usually
Marksman* dispiriting.
Increase Outdated Field Gun piece
In-Game Barrage Therefore, a unit with any attached Leader may
ignore one shock in addition to any other cause for
LIST TWO
shock reduction. However if a (Ranking) Senior
Ferenghi* Leader is killed or wounded they suffer a +2 modifier
Flag* (Traditional platoon) on the Bad Things Happen table.
Cave
MEHAL SEFARI
Roadblock
Although somewhat trained, the Mehal Sefari were
Heavy Cover barricade for one section prone to attacking in their traditional style.
Ford Truck to transport entire Section or tow a weapon
Ford Armoured Truck with Junior Leader & MMG crew* Therefore, when a player rolls two or more 6s on his
Mount one Rifle Section on horses with lances command dice he must, if an Ethiopian Senior
Better Rifles Leader has any troops within his Command Distance,
use all his Command Initiatives to order those troops
Pre-Game Barrage
to assault the enemy.
LIST THREE
War Drums (Traditional platoon) Any troops so activated will move with 4D6 straight
Shambel (Ranking Senior Leader)* towards their chosen enemy, each unit dicing for its
Regimental Scout Troop own movement, with combat initiated if any troops
gets within 4” of enemy who for this combat will
Fiat 3000 (Renault FT MG) with Junior Leader*
disregard the ‘enemy movement’ combat dice
Fiat 3000 (Renault FT 37mm) with Junior Leader* modifiers for Close Combat.
Sniper Team, 2 men*
20mm SEMAG AA Gun with Junior Leader & 2 Crew**
Field Gun mle 1897 with 5 Crew and Junior Leader** ARMY S UPPORT LIST N OTES
Mehal Sefari Squad (9 men) with Junior Leader Most of the support options on the list will be self-
Outdated Field Gun with 4 Crew and a Junior Leader** explanatory. All tanks and armoured cars come with a
Junior Leader. Vehicles do not have radios. MMGs are
Ex-Italian CV33/35 with Junior Leader** tripod mounted. No AP ammunition is available.
LIST FOUR Transport only vehicles, such as a car do not come with
Hotchkiss or Colt MMG with five crew* crew, so you will need to allocate men to drive these.
Squad of Mehal Sefari Cavalry
The lists show all Junior Leader assignments where they
Section of mounted Cavalry Scouts
are present for all troops barring vehicles as discussed
All selection are available to Traditional or Modern platoon above. The following support options notes apply.
types unless otherwise noted.
* Limited Availability – 1 only MARKSMAN
A chosen soldier may be given the marksmen ability.
** may choose only one of all the types shown. Reroll any 1 when firing.

SHAMBEL
Equivalent of a company commander, a Shambel may
included as an additional Ranking Senior Leader ie he
does not replace the platoon Amsa Aleqa.
INFERIOR S ENIOR LEADER FLAG
The Inferior Senior Leader represents either an Platoon Type – Modern and Traditionalist
especially green or untrained officer, or one used to a A unit with an attached Flag may ignore one point of
particular method, who is now being required to adopt shock received per phase of play.
a new and somewhat unfamiliar one befitting his rank
and status. While he still retains a degree of authority Platoon – Traditionalist only
over his men, either his lack of confidence or his not In addition a Flag can serve as a method to transmit an
‘getting to know the ropes’ is inhibiting his order to a unit without having to place an activation
effectiveness. dice as follows;
A Senior Leader with an attached Flag Bearer, or
An Inferior Senior Leader may only use a Command Dice with a unit that has one, can issue a Command by
Roll of 4 to activate, once activated they have two Flag order. He may, for one command initiative,
Command Initiative Points. activate a Section or Team (group) under his
command (that has line of sight to the flag), which
AMBESÀ has otherwise not been activated in this
Ambesa, meaning ‘like a lion’, allows a section’s Phase, regardless of the distance between them.
Ineffective Asiraleqa Leader to be upgraded to a Junior
Leader, representing a particularly able or charismatic All unactivated Sections/Teams within 6” of the
individual leading the unit. Therefore, the first time a ordered group must follow the same order. Once
rifle section is activated in the game, roll 1D6. On a roll activated, the Section/Team may activate in that
of 5 or 6 one of the figures in that section becomes a Phase, so it can move or fire, but not both.
Junior Leader. This roll may only be made once per A Senior Leader may not rally Shock from any unit
Section in the game. by flag command, nor may he place them
on Overwatch.
AWO ALEQA!
The Junior Leaders (Asiraleqa) of the Ethiopian Army WAR DRUMS
had been brought up to fight in the traditional manner As much to inspire their own men as strike fear into
of their people. The efforts of Ferenghi advisors to turn their enemy’s heart, Ethiopians sometimes used war
them into fighting men in the European manner have drums during battle. A Senior Leader with an attached
resulted in conflicting thoughts about how they should War Drummer may help rallying men within his line of
lead their men. As a result they are somewhat less sight by adding +1 to any irregular Fire or Close Combat
effective leaders than they might otherwise be. test die roll checks a unit is required to make. If a 1 or 2
is rolled on their check then War Drums may not be
Individual Teams can activate on a roll of 1 or 2, used again in the current game. Only available to a
individual sections on a roll of 2 as normal. However Traditional style platoon.
both sections and teams can also activate on a roll of
3. When this is done the team generates a single LIGHT M ACHINE G UN
Command Initiative Point of its own, which it can then Around 500 or so light machine guns, most of which
utilise as if a Leader was expending one on the team were Czech ZB vz. 30 types, were purchased for the
and in addition to any that a Leader actually does army. These were sufficient to equip each platoon with
expend. This includes both Activation Commands and at least one, in some cases two weapons.
Commands which are not activations.
A Section may add a single light machine gun. A
FERENGHI maximum of two sections may be so-equipped. Three
Meaning Foreigner (or Frank) in Amharic, this man riflemen become the weapon crew.
represents a foreign advisor. While not typically the
case, some of these men ended up fighting (and indeed TRIBAL RIFLES
dying) in the frontline. The quality, variation and use of rifle weapons used by
all tribal Ethiopian forces left much to be desired – this
If he is on-table and attached to a Senior Leader then he made their firepower less effective for the number of
negates the Mehal Sefari rule on a roll of 4, 5 or 6 if it weapons they employed.
comes into play. If off-table he fulfills the roll of an
Adjutant. Therefore count all figures in a unit as able to fire
discounting any intervening friends troops in the same
ADDITIONAL M EN unit (apply all other rules for determining firing as
Each man is allocated to each section of the platoon, up normal). In addition, apply a -1 to hit modifier when
to a maximum of 12 figures in each section. shooting any tribal rifle weapons.
B ETTER R IFLES
A player that chooses Better Rifles does not suffer the -
T HE A RMOURED FIELD F ORCE
1 shooting penalty for having Tribal Rifles, it now being
In our fictional rendition of the Abyssinian Crisis the
assumed the platoon is equipped with more modern
Ethiopians have been either gifted or have
weapons and adequate ammunition supply.
purchased a menagerie of armoured vehicles that
comprise the Ethiopian Armoured Field Force.
OUTDATED FIELD G UN
This covers any outdated field artillery piece in the
We have kept the main support list ‘historical’, but
region of 60mm to 69mm caliber. For one more support
if players wish to include these vehicles their
list point it may be taken as being a weapon of 70mm-
relevant support slots are in the following
79mm caliber with a crew of 5 men (not 4). If taken on-
supplementary support table.
table refer to the Specific Rules for Field Gun Direct
Fire.
Note that there is a selection maximum of two
vehicles of any one type. Also, these vehicles would
FIELD G UN MLE 1897 be considered ‘rare weapons’ for the Mehal Sefari
The Artillery Brigade of the Kebur Zebanga possessed forces thus if selected and subsequently lost to
forty guns of various types, organized into two enemy action add +1drm to any Force Morale Test.
battalions, which on occasion could provided fire
support to Mehal Sefari units.
LIST THREE
Roll-Royce Armoured Car with Junior Leader
Up to two guns may be selected as on-table guns. If two
LIST FOUR
are chosen an additional Senior Leader is added to the
Vickers Mk.E Type A or B with Junior Leader
force to command them. If taken on-table refer to the
Type 92 Tankette with Junior Leader
Specific Rules for Field Gun Direct Fire.
NC-27 with Junior Leader
If on-table guns are selected, no Pre-Game or In-Game Kurosurei M25 AC with Junior Leader
Barrage may be selected from the Support Table. Type 89A I-GO with Junior Leader
LIST FIVE
CAVALRY SCOUTS Vickers Medium Mk III with Junior Leader
If Cavalry Scouts are selected as a support option the Whippet Tank with Junior Leader
player can field a squad of Ethiopian Tribal Warriors Mark IV Female Tank with Junior Leader
mounted on horses or camels. This unit uses all the LIST SEVEN
Ethiopian and Somali Tribal Warriors Special Rules and Vickers Independent with Junior Leader
Cavalry Specific Rules.

CAVE
Ethiopian forces regularly used caves or caverns,
natural or man-made, to hide and/or emerge so as to
surprise their enemy. Therefore, if a cave/cavern is
taken as a support list option, this will allow the
Ethiopian player to either;
Deploy one unit an additional 6” further from a
Jump-Off point than would normally be the case
(10” for Green troops, 12” for Regular troops); or
Move a jump-off point (after the patrol phase,
before the first game phase) up to 18” in any
direction, so long as it is further than 12” from any
enemy troops or Jump-Off Point.

M OUNTED M EHAL S EFARI


Any Section may be taken entirely as a mounted unit
using a support list option, adding 2 extra horsemen to
the Command HQ if two or more Sections are mounted.
Refer to the Specific Rules for details on Cavalry use
when mounted and dismounted. They are equipped
with Rifles and lances.
PLATOON FORCE RATING
Regular: +3
Command Dice: 5

PLATOON HEADQUARTERS
Meto aleqa, Senior Leader with pistol
KEBUR ZABANGA There are two half-platoons each

KEBUR ZABANGA INFANTRY PLATOON HALF-PLATOON ONE & TWO


The Ethiopian Imperial Guard, Kebur Zabanga, was Amsa aleqa, Inferior Senior Leader with rifle
formed by a Belgian Military Mission in 1928 at SECTION ONE SECTION TWO
Emperor Haile Selassie’s request. While it was a body
personally loyal to the Emperor, the Imperial Guard 9 Riflemen 9 Riflemen
formed the 1st Division of the Mehal Sefari when the Aggressive
army was mobilised.
Teams may only be detached from a Section if they
A subsequent Swedish military mission, along with are within the command distance of any Inferior
Belgian Congo veterans, further aided in the Senior Leader or Senior Leader and a command
development of the Guardsmen. Specific details on the initiative point is used to order the split. Scouts
organisation of the guard are hard to come by, but it may be detached following the normal rules.
fairly certain that the Belgian and Swedish officers,
who taught at the Cadet School, did so conforming to
their own national doctrines.
KEBUR ZABANGA CHARACTERISTICS
Guardsmen were the cream of the warriors available RUSH ATTACK
for service, it being a great honour to serve the Imperial Guard can move with 1D6 or 2D6 and assume
emperor. They were armed with magazine fed Mauser a Tactical stance at the end of their movement.
rifles, smartly dressed and well disciplined, however
they were still prone to attacking in the traditional style SOLDIERS OF THE NEGUS
of Ethiopian warriors due to a lack of trained junior The Imperial Guard are very well motivated. They are
officers. never 'Broken' (14.6), but instead 'Retire' 6"+2D6" and
become 'pinned' or they may halt and become
The typical organisation of a platoon (after the 'pinned' on reaching any cover along that route. They
Belgians) was an officer as platoon leader (Meto aleqa) add +2 to their force morale test before every game
with a senior NCO (Amsa aleqa) leading a half-platoon, (p11).
often assisted by a senior section leader (Ammist
aleqa). One section in each half-platoon was usually KEBUR ZABANGA
equipped with a light machine-gun and the other The lack of effective low-level leadership in European
functioned as a normal rifle section. small unit tactics, made the guardsmen prone to
attacking in their traditional style as tribal warriors.
The Kebur Zabanga’s four infantry battalions were
Therefore, when a player rolls two 6s on his command
uniformly equipped with 8mm Mannlichers and the
dice he must, if an Ethiopian Senior Leader has any
purchase of 175 Browning automatic rifles gave
troops within his Command Distance, use all his
enough for each squad to be issued one, on paper at
Command Initiatives to order those troops to assault
least.
the enemy.
There was also a machine gun company with Hotchkiss
Any troops so activated will move with 4D6 straight
and other types and a 3” Stokes mortar platoon for
towards their chosen enemy, each unit dicing for its
each battalion by the time the Italian Invasion
own movement, with combat initiated if any troops
commenced. The much-publicised purchase of
gets within 4” of enemy who for this combat will
Oerlikon 20mm auto-cannon also created an anti-
disregard the ‘enemy movement’ combat dice
aircraft company, which was also deployed against
modifiers for Close Combat.
ground targets.
KEBUR ZABANGA SUPPORT LIST The lists show all Leader assignments where they are
LIST ONE present for all troops barring vehicles as discussed
above. The following support options notes apply.
Awo Aleqa! (1 only)
Medical Orderly* SHAMBEL
Flag* Equivalent of a company commander, a Shambel may
Entrenchments for one Section included as an additional Ranking Senior Leader ie he
Add an Automatic Rifle to a single Section** (2 max) does not replace the platoon Meto Aleqa.
Additional men to each section in the platoon
Marksman (1 only) INFERIOR S ENIOR LEADER
In-Game Barrage*** The Inferior Senior Leader represents either an
especially green or untrained officer, or one used to a
LIST TWO
particular method, who is now being required to adopt
Ferenghi (1 only) a new and somewhat unfamiliar one befitting his rank
Cave and status. While he still retains an acceptable degree
Roadblock of authority over his men, either his lack of confidence
Heavy Cover barricade for one section or his not ‘getting to know the ropes’ is inhibiting his
Add a light machine-gun to a Squad** (2 max) effectiveness.
Ford Truck to transport entire Section or tow a weapon
Ford Armoured Truck with Junior Leader & MMG crew* An Inferior Senior Leader may only use a Command Dice
Roll of 4 to activate, once activated they have two
Pre-Game Barrage***
Command Initiative Points.
LIST THREE
Shambel (Ranking Senior Leader) (1 only) AWO ALEQA
Regimental Scout Troop The Junior Leaders (Asiraleqa) of the Ethiopian Army
Fiat 3000 (Renault FT MG) with Junior Leader (1 only) had been brought up to fight in the traditional manner
Fiat 3000 (Renault FT 37mm) with Junior Leader* of their people. The efforts of Ferenghi advisors to turn
Off Table Machine Gun support*/*** them into fighting men in the European manner have
Sniper Team, 2 men* resulted in conflicting thoughts about how they should
3” Stokes-Brandt Mortar with FOT* lead their men. As a result they are somewhat less
effective leaders than they might otherwise be.
20mm SEMAG AA Gun with Junior Leader & 2 Crew*
Field Gun mle 1897 with 5 Crew and Junior Leader*/*** Individual Sections and Teams may be activated with a
Ex-Italian CV33/35 with Junior Leader* 1 or 2, or by a Leader as is normal. They may also be
LIST FOUR activated individually with a 3. When this is done the
Kebur Zebanga Squad (9 men) with Junior Leader Section or Team generates a single Command Initiative
Hotchkiss or Colt MMG with five crew*/*** Point, which it can then utilise as if a Leader was
Section of mounted Cavalry Scouts expending one on the team and in addition to any that
a Leader does expend. This includes both Activation
LIST FIVE
Commands and Commands which are not activations.
Squad of Kebur Zabanga Lancers
* May select one of the items shown in any combination FERENGHI
with another up to a total of two only. Meaning Foreigner (or Frank) in Amharic, this man
** Two weapons maximum of each type, not both in the represents a foreign advisor. While not typically the
same section nor more than one in each half-platoon case, some of these men ended up fighting (and
*** May choose one or the other, not both see notes
indeed dying) in the frontline.

ARMY SUPPORT LIST NOTES If he is on-table and attached to a Senior Leader then
Most of the support options on the list will be self- he negates the Kebur Zabanga rule on a roll of 4, 5 or
explanatory. All tanks and armoured cars, including 6 if it comes into play. If off-table he fulfills the roll of
the Ford Armoured Truck, come with a Junior Leader an Adjutant.
and crew for their MMG. Vehicles do not have radios.
FLAG
No AP ammunition is available. MMGs are tripod A unit with an attached Flag may ignore one point of
mounted. Transport only vehicles, such as a car do not shock received per phase of play. Flag bearers do not
come with crew, so you will need to allocate men to fire but do count as fighting in combat.
drive these.
ADDITIONAL M EN CAVALRY SCOUTS
Each man is allocated to each section of the platoon, up If Cavalry Scouts, are selected as a support option,
to a maximum of 12 figures in each section. who are usually locally raised tribal forces, the player
can field a squad of Ethiopian Tribal Warriors
STOKES-BRANDT MORTAR mounted on horses. This unit uses all the Ethiopian
Two 3” Stoke-Brandt mortars may be taken for Tribal Warriors Special Rules and Cavalry Specific
indirect fire support utilising an on-table Forward Rules.
Observation team (FOT). The bombardment area for a
two-tube mortar section is 10”x10” with the aiming MOUNTED G UARDSMEN
point at the centre. See special rules for details on the Any Section may be taken entirely as a mounted using
use of FOTs. a support list option, adding 2 extra horsemen to the
Command HQ if two or more Sections are mounted.
FIELD GUN MLE1897 Refer to the Specific Rules for details on Cavalry use
The Artillery Brigade of the Kebur Zebanga possessed when mounted and dismounted.
forty guns of various types, organized into two
battalions, which on occasion could provided fire MARKSMAN
support to Mehal Safari units. A chosen soldier may be given the marksmen ability.
Reroll any 1 when firing. Only one allowed.
Up to two guns may be selected as on-table guns. If
two are chosen an additional Senior Leader is added
to the force to command them. When on-table they
use the Direct Fire Special Rules in this supplement.
THE ARMOURED FIELD F ORCE
If on-table guns are selected, no Pre-Game or In- In our fictional rendition of the Abyssinian Crisis
Game Barrage may be selected from the Support the Ethiopians have been either gifted or have
Table. If taken on-table refer to the Specific Rules for purchased a menagerie of armoured vehicles that
Field Gun Direct Fire. comprise the Ethiopian Armoured Field Force.

OFF-TABLE MACHINE G UN FIRE SUPPORT We have kept the main support list ‘historical’,
Off table Machine Guns will fire using the technique but if players wish to include these vehicles their
explained in the specific rules. Note, if choosing off relevant support slots are in the following
table machine gun fire support then the on-table supplementary support table.
MMG may not be chosen.
Note that there is a selection maximum of two
IN-GAME BARRAGE vehicles of any one type.
This is taken as an additional option to a normal Pre
Game Barrage/Bombardment, enabling the LIST THREE
continuation of the pre game barrage into the game – Roll-Royce Armoured Car with Junior Leader
see special rules. LIST FOUR
Vickers Mk.E Type A or B with Junior Leader
AUTOMATIC RIFLE Type 92 Tankette with Junior Leader
175 Belgian FN-BAR Model D weapons were acquired NC-27 with Junior Leader
by Ethiopia. These weapons were typically allocated Kurosurei M25 AC with Junior Leader
to the best formations so will be available to the Type 89A I-GO with Junior Leader
Imperial Guard. Therefore one Imperial Guard Section LIST FIVE
within each half-platoon may reequip a riflemen with Vickers Medium Mk III with Junior Leader
an automatic rifle, whereby one man becomes its Whippet Tank with Junior Leader
gunner. Only one AR allowed per section and not in Mark IV Female Tank with Junior Leader
the same section as any LMG that is taken. LIST SEVEN
Vickers Independent with Junior Leader
FORD T RUCK
If the Ford truck is taken with the MMG option it may
also transport a single rifle section. Only one Ford
truck with a MMG may be taken per platoon.
PLATOON FORCE RATING
Dubats - Regular: +2
Others - Regular: -2
Command Dice: 5

BALUCH COMMAND

Sciumbasci (Senior Leader) armed with pistol


Eritrean and Somali Irregulars there are four Warbands
ITALIAN SOMALI AND ERITREAN IRREGULAR BALUCH DETACHMENT /WARBAND
Dubats (literally White Turban), sometimes called the
10 warriors with Swords and Daggers
‘Black Bersaglieri’, formed Irregular detachments in
the Southern Italian Command operating on the Each detachment/warband is depicted as being led by
Somali-Ethiopian border. Organised into Bandas of an ineffectual leader and for the purposes of the rules
100 men they were officered by Italians with Yemeni counts as a leaderless ‘Squad’. Each Squad activates
and Somali NCOs. Distinctively dressed in a white or on a Command Dice of ‘2’, separate Teams on a score
khaki cloth (futa), rifle bandoliers, a firearm and of ‘1’, or under the direction of the Senior Leader as
dagger (billao), they were something of a blend normal.
between true irregulars and more regular troops.
Arguably the best colonial troops the Italians had, Aggressive
some say better than many Askaris, the Dubats were Tribal Rifles (Dubats only)*
formidable opponents. Highly Motivated – see Irregulars special rules
Teams may only be detached from a Squad
Dubat troops also formed a Dromedary (camel) lacking its own Junior Leader, if they are within
detachment. Initially using Arabian peninsular camels, the Sciumbasci command distance and he uses a
with training the Italians were able to develop an command action point to order the split. Scouts
Eritrean and Somali camellati, though it would appear may be detached following the normal rules.
they were not that popular as irregular mounted
Junior Leaders can only influence their own squad
units.
and any teams detached from it.
Eritrea, as well as supplying a vast amount of
manpower for the organised battalions of the Regio Eritrean and Somali Tribal Warriors are depicted on
Corpo Truppe Coloniali, also put into the field foot in this organisation. Troops may be mounted as a
irregular troops, often led by Italian officers. These support list option – see army support list notes. They
troops wore traditional dress with some ‘mixing’ of are organised the same way as foot troops.
Askari paraphernalia, creating something of a unique
look for themselves. * Dubats always have Tribal Rifles, others take it as a
support list choice.
Like their Ethiopian enemies the Eritrean and Somali
irregulars were experts at infiltration, rapid
movement and fearlessness in combat. The benefit of
having an Italian officer provides them with the
likelihood of greater degree of control.

This list enables an Italian player to create a platoon


(Baluch) of Dubat Banda, an Irregular Eritrean band of
warriors (gregarious), the forces of the Sultan Olol
Dinle, Azebo Galla mounted warriors or any similar
forces fighting for the Italians using traditional
methods of irregular warfare. This could also include
cavalry such as the Spahis di Libya, led by Amedeo
Guillet along with any Italian support troops operating
in conjunction with their Eritrean or Somali allies.
ERITREAN AND SOMALI CHARACTERISTICS SOMALI & ERITREAN SUPPORT LIST
INFILTRATION (ALL) LIST ONE
Eritrean and Somali warriors were noted as being Notable Warrior (1 only)
able to move rapidly and use ground effectively Medical Orderly
when engaging the enemy.
‘Petrol Can’ attack to one Team
To reflect this Eritrean and Somali Tribal Warrior Add 6 men to a single warband
Patrol Markers use 14” as both their move Equip two Warbands with Mixed Weapons
distance and the distance from a friendly Patrol Equip one Detachment/Warband with Tribal Rifles
Marker within which they must remain. Other Entrenchments for one 10-man Squad
than this additional 2” they operate as normal Equip Mounted troops as Lancers
Patrol Markers.
Exchange Mounted warriors on horse for camels
When deploying from a Jump-Off Point, all LIST TWO
Eritrean and Somali Tribal Warrior troops deploy Flag
within 9”. Italian Officer
Roadblock
ARRAI!! Cave
Eritrean and Somali Warriors mostly attacked
using a massed frontal assault in an effort to Heavy Cover barricade for one 12-man Squad
come to grips with their enemy. At their leader’s One 10-man Warband
command, Arrai! (forward!), the warriors would Mount one 10-man Warband
charge the enemy showing the greatest bravery. Lancia Ansaldo IZM armoured car with Junior Leader
These human wave attacks were effective when CV 33 Tank with Junior Leader
they caught the enemy by surprise or without
FIAT 611 armoured car with Junior Leader
proper support weapons but many times they
made little or no gain for a terrible cost in lives. LIST THREE
CV 33/35 Tank with Junior Leader
Therefore, when a player rolls two or more 6s on Ranking Senior Leader (1 only)
his command dice he must, if an Eritrean or Marksman (1 only)
Somali Senior Leader has any troops within his
Random Air Support
Command Distance, use all his Command
Mount and entire Baluch on horses – see cavalry
Initiatives to order those troops to assault the special rules
enemy.
Tribal LMG on tripod with five crew (1 only)
Any troops so activated will move with 4D6
straight towards their chosen enemy, each unit ARMY SUPPORT LIST NOTES
dicing for its own movement, with combat Support list notes and options and are as detailed in
initiated if any troops gets within 4” of enemy the Specific Rules. Additional army list notes are
who for this combat will disregard the ‘enemy described as follows.
movement’ combat dice modifiers for Close
Combat. NOTABLE WARRIOR
This option allows a Junior Leader to be chosen, but
TRIBAL WARRIORS (N/A DUBAT). he must be assigned to one Warband only.
Eritrean and Somali tribesman use the rules for
Irregular tribal warriors. FLAG
A unit with an attached Flag may ignore one point of
shock received per phase of play.
FLEET-FOOTED (DUBATS ONLY )
Dubat warriors placed great emphasis on
mobility, needing to complete a grueling 60Km MARKSMAN
cross-country run in 10 hours as a right of A chose soldier may be given the marksmen ability.
passage. Reroll any 1s when firing.

Dubats can move with 1D6 or 2D6 and assume a RANDOM AIR SUPPORT
Tactical stance at the end of their movement. Refer to the Specific Rules for Random Air Support.
They never suffer shock when moving using 3D6.
TRIBAL RIFLES ITALIAN OFFICER
The quality, variation and use of rifle weapons used Typically an Italian officer would lead an irregular
by all tribal Eritrean and Somali forces left much to be group as its platoon leader (Sciumbasci), which this
desired – this made their firepower less effective for support choice allows him to become. As platoon
the number of weapons they employed. leader, if he is on-table he negates the Arrai! rule on a
roll of 4, 5 or 6 if it comes into play. If off-table he
Therefore count all figures in a unit as able to fire fulfills the roll of an Adjutant.
discounting any intervening friends troops in the
same unit (apply all other rules for determining firing RANKING SENIOR LEADER
as normal). However, apply a -1 to hit when shooting. A Ranking Senior Leader could represent a senior
officer such as an experienced Chief (Scium) or other
MIXED WEAPONS senior officer or a notable Italian leader such as
A Group with Mixed Weapons counts 1 man in 2 as a Amedeo Guillet leading the Spahis di Libya. He follows
being equipped with rifles. Depict the group with the same rules above as the Italian officer.
appropriate models. A unit may shoot with any figures
in the unit eligible to fire following the normal rule of CAVE
Line of Fire and Tribal Rifles ie the figure does not Eritrean and Somali were equally adept at using caves
have to have an actual rifle model to fire. or caverns like Ethiopian forces, be they natural or
man-made, to hide and/or emerge from to the
TRIBAL LMG ON T RIPOD surprise of their enemy. Therefore, if a cave/cavern is
Whilst uncommon this weapon can represent a Ras taken as a support list option, this will allow the
who has acquired a light or medium machine gun. Ethiopian player to either;
Their condition and maintenance would be Deploy one unit an additional 6” further from a
rudimentary, thus they are considered a tripod Jump-Off point than would normally be the case
mounted magazine fed LMG regardless of weapon (10” for Green troops, 12” for Regular troops); or
type, jamming on any quadruple die roll score when
they fire, resulting in no hits scored this phase. The Move a jump-off point (after the patrol phase,
jam is considered clear by the next time they have a before the first game phase) up to 18” in any
opportunity to fire. direction, so long as it is further than 12” from any
enemy troops or Jump-Off Point.
TRIBAL FEUDS
Eritrean and Somali warriors often had hereditary FIAT 611
feuds with their Ethiopian neighbors to whom they There are two variants of the FIAT 611. One armed
were opposed. Therefore Eritrean and Somali warriors only with machine guns and another with a
at game start apply a +2drm to their motivation level combination of a 37mm cannon and MGs. Along with
test – see Irregular troop rules. the IZM and CV tankettes, the FIAT was sometimes
attached to Irregular forces, not untypical of the
MOUNTED WARRIORS Italian ideas of ad-hoc force groupings to suit a
As previously noted, Eritrean and Somali Warriors are tactical situation.
depicted on foot in the ‘platoon’ organization. Any
Warband may be taken entirely mounted (horse or The model with the turret mounted 37mm gun may
camel) using a support list option, adding 2 extra only fire either the main gun or the rear mounted MG
horsemen to the Command HQ if two or more – not both in a phase.
Warbands are mounted. Refer to the Specific Rules
for details on Cavalry use when mounted and
dismounted.

PETROL CAN ATTACK


A Senior Leader may create a Team within his
command range and designate it a Tank Hunter Team
equipped with a Grenade and Petrol Can attack. This
may only be performed once per game.
With With long service enlistment in blocks of seven
years and no conscription, the spread of experience
and capability across a typical battalion was far higher
than in Europe’s conscript armies. This capability has
been expressed by enhancing the number of
command dice. Colonial Volunteers on the other hand
were no more or less experienced than the typical
infantry of other nations, though often proving to be
tough and motivated fighters.

PLATOON FORCE RATING


Britain, India & Empire Regular: +5
INFANTRY PLATOON Command Dice: 6
In 1936 the British were still using a platoon structure PLATOON HEADQUARTERS
very similar to that which was current at the end of 2nd Lt, Senior Leader, with pistol and a rifleman
the Great War. However they had amended its (or a Warrant Officer, Senior Leader, with rifle)
structure from four different specialist sections, to Platoon Sergeant, Superior Junior Leader, with rifle
two pairs of specialist sections.
There are four Sections
The platoon headquarters consisted of a platoon SECTIONS ONE & TWO
leader, a subaltern (2nd Lieutenant) in the first and Corporal, Junior Leader, with rifle
second platoons of a company and a staff sergeant in Lewis Gun with five crew and 2 riflemen
the third and fourth. Both were assisted by a sergeant SECTIONS THREE & FOUR
and in the platoons commanded by the subalterns, a Corporal or Lance Corporal, Junior Leader with rifle
batman (personal orderly) was also present. 6 Riflemen with rifles
1 Bomber with rifle, HE & Smoke Grenades (no limit)
There were two pairs of sections, the first of each we
can term the Lewis Gun Section being led by a Only one rifle section may use the rifle grenade
corporal and the second of each, the Rifle Section, rules (9.1.5. p.40), the rifle-grenadier replaces the
was led by a corporal or lance-corporal. Each section section bomber.
had eight men in total, including their respective Section Bomber figures are not identified, but
section leaders. While this made for a small platoon, it only a single figure in a section may be activated
was a structure based on a general shortage of to throw a grenade (or to shoot one if a rifle-
manpower, rather than a conscious decision based on grenadier) per phase.
tactical doctrine.
BACKBONE OF THE ARMY (REGULARS)
The units of the Indian Army, while retaining the same
Promotion through the non-commissioned ranks
structure as the British Army, were somewhat more
was typically based on length of service, which
lightly-equipped, thanks to the type of warfare they
implies breadth of experience; but not necessarily
routinely undertook. While each Lewis Gun required a
competence. Conversely the most inexperienced
team of five men; the gunner, his ‘No.2’ and three
man in a platoon was typically the subaltern
ammunition carriers, the Indian units with their
leading it. The relationship between an officer (or
recently adopted Vickers-Berthier Light Machine Guns
warrant officer) and his platoon sergeant could
deployed just a gunner and a No.2 for the weapon.
directly affect how the platoon operated.
The Lewis Gun also required a mule and handler for
additional ammunition, while the V-B’s ammunition Following the completion of the Patrol Phase, the
was distributed across the platoon in thirty round British player rolls 1D6 to establish the
magazines. While both weapons had similar rates of relationship between the platoon leader and his
fire, a Vickers-Berthier section had more rifles adding platoon sergeant and its effects;
to the volume of fire. 1 – “I’ll remind you who leads this platoon!” The
Platoon Sergeant is treated as a Junior Leader.
One member of each rifle squad was still designated
as the section ‘Bomber’ and carried a grenade satchel 2-4 - “Carry on Sergeant” The Platoon Sergeant
with a parsimonious three fragmentation grenades functions as a normal Superior Junior Leader.
(72 per battalion) and nine smoke grenades (216 per 5-6 – “Do you think that’s wise Sir?” The Platoon
battalion). Cup style attachments were available to Sergeant activates on a 3 or 4, but otherwise is
fire standard grenades from a rifle. treated as a Senior Leader.
BRITISH SUPPORT LIST
BRITISH R EGULAR I NFANTRY C HARACTERISTICS
LIST ONE The following characteristics apply only to Regular
Medical Orderly British and/or Indian Infantry Platoons, as noted.
Satchel Charge
Adjutant PLAY UP! P LAY UP! AND PLAY THE G AME !
Entrenchments for one Team The typically amateurish British subaltern almost
Engineer Mine Clearance Team, 3 men invariably had a mindset which treated war like
Engineer Wire Cutting Team, 3 men school sports. It was an attitude that was often
Engineer Demolition Team, 3 men transferred to the men they led.
In-Game Barrage
Upgrade Lewis Gun to Vickers-Berthier (I) In a move intended to bring any unit led by a British
LIST TWO officer into close assault, an additional D6 of
Roadblock movement can be added for two Command Initiative
Points. This will not count as an additional dice of
Yes Corp! (Any)
movement when calculating the defender’s close
Heavy Cover barricade
combat dice, but is transferable to any unit
Vickers Utility Tractor for Vickers MMG (B)
performing the same move and is within the officer’s
Truck to transport entire Section or tow a weapon Command Distance.
Crossley MK. I 6x4 Armoured Car with Junior Leader
Pre-Game Barrage TEN ROUNDS RAPID (BRITISH UNITS ONLY)
LIST THREE Fast accurate rifle fire was the cornerstone of British
Registered Artillery Barrage doctrine in this era.
Carden-Loyd carriers for Vickers MMG (B)
25mm L/72 AT gun with 5 crew and a Junior Leader (B) When a Leader is attached to a rifle Team or Section
3 pdr AT Gun with 5 crew and a Junior Leader (B) and expends two or more Command Initiatives to
Sniper Team, 2 men activate that Team, an equal number of dice are
added to the unit’s Firepower.
Off Table Machine Gun support*/**
Rolls-Royce Armoured Car with Junior Leader
THE WHITE M AN ’ S BURDEN (INDIAN UNITS)
Crossley Armoured Car with Junior Leader (I) The degree of separation between English officers
Lanchester 6x4 Armoured Car with Junior Leader and their Indian Platoon Sergeants was typically
Random Air Support greater than that in British regiments.
LIST FOUR
Vickers MMG on tripod mount with five crew Indian units roll with a dice roll modifier of -1 for the
3” Stokes-Brandt mortar platoon with FOT*/** ‘Backbone of The Army’ characteristic.
Vickers Medium Mk II with Junior Leader
Section of Native Guide Cavalry Y OU’ RE A BETTER M AN THAN I AM… (INDIAN UNITS)
Detachment of Colonial troops with Junior Leader Indian units were easily the equal of British units. In
some cases their transferable skills for fighting in an
Section of Native Guides with Junior Leader
environment like Abyssinia, far surpassed that of
LIST FIVE
British units with no recent service on the North-
18pdr Field Gun, 5 crew and Junior Leader
West Frontier.
LIST SIX
3.7” Mk III Howitzer, 5 crew and Junior Leader Indian units add +1” to each movement dice rolled.
* One selection of this type only Indian units also ignore the first point of shock
received in a phase from any cause. They
** Off-table support of a particular type cannot be automatically shed one point of shock before any
selected as well as on-table support of the same Shock-based test is made.
type. e.g. if an on-table MG team is chosen, no off-
table MG support can be. WILD COLONIAL BOYS (COLONIAL FORCES)
(B) Indicates British Army units only, while (I) Volunteer troops from the Colonies tended to be
indicates Indian Army only. dogged fighters. They are rated as Stubborn.
Vehicle selections must be of a single type. e.g. If a
In Close Combat, if initiated by them, they ignore
Rolls-Royce armoured car is selected, additional
any Shock received, i.e. they do not ignore Shock
armoured cars must be Rolls-Royces.
inflicted prior to combat.
ARMY SUPPORT LIST NOTES OFF-TABLE MACHINE G UN FIRE SUPPORT
Most of the support options on the list will be self- Off table Machine Guns will fire using the technique
explanatory. All tanks and armoured cars come with a explained in the specific rules. Note: if choosing off
Junior Leader. All MG armed vehicles are equipped table machine gun fire support then the on-table
with armour piercing ammunition – see special rules. Vickers MMG may not be chosen.
Vehicles do not have radios.
IN-GAME BARRAGE
MMGs are tripod mounted. Transport only vehicles, This is taken as an additional option for a normal Pre
such as a car or truck do come with a driver, so you do Game Barrage/Bombardment, which enables the
not need to allocate men to drive. The driver does not continuation of the pre-game barrage into the game –
dismount, unless surviving the vehicle’s destruction in see special rules.
which case he is added to the platoon as a rifleman.
VICKERS-BERTHIER LIGHT M ACHINE G UN
The lists show all Junior Leader assignments where This upgrade is only allowed to Indian Army units, i.e.
they are present for all troops barring vehicles as Sikhs and Rajputs etc. as opposed to British units
discussed above. The following support options notes attached to the Indian Army. The LMG crew is
apply. reduced to just two and the other three men become
section riflemen for a total of 5 riflemen in the V-B
3” STOKES-BRANDT MORTAR BATTERY WITH FO section.
Each battalion had a single platoon of four medium
mortars in total. The platoon commander acted as the CARDEN-LOYD CARRIERS FOR VICKERS MMG
forward observer and was given a car and driver for A player may ‘mount’ the Vickers MMG Section by
this task. An orderly with a bicycle was allocated to taking a Carden-Loyd carrier with trailer. The Vickers
communicate between the platoon commander and may be fired mounted from the carrier. The Vickers is
his sergeant, who directed the fire of the platoon per also able to be set up as a tripod MMG using the
his instructions. Most units still had the ‘Stokes’ ML 3” normal rules for Weapon Movement (7.4).
Mortar MK.I (800 yards range), but some had the new
ML 3” Mortar MK.II (1600 yards range). This option is available to British Army units only.

The bombardment area for a four-tube mortar VICKERS U TILITY T RACTOR FOR VICKERS MMG
platoon is 18”x18” with the aiming point at the A player may ‘mount’ the Vickers MMG Section by
center. See special rules for Mortar fire and Forward taking a Vickers Utility Tractor with trailer. The Vickers
Observer Team use. may be fired mounted from the tractor if stationary.
The Vickers is also able to be set up as a tripod MMG
18PDR FIELD GUN OR QF 3.7” MKIII HOWITZER using the normal rules for Weapon Movement (7.4).
The 18pdr Field Gun is likely to be the split trail MKIV
with pneumatic tyres towed by trucks. The QF 3.7” This option is available to British Army units only.
MK III Howitzer, which could be broken down for
mule transport, was also available. This equipped 3
RHA for example, who towed them with Light Dragon
Tractors. Other units might utilize pack mules or
trucks. Refer to the Specific Rules for Field Gun Direct
Fire when taken as an on-table support list choice.
25MM L/72 YES CORP!
Lacking any infantry anti-tank weapons, the War Years of conflict on The North West Frontier and other
Office purchased 33 of these guns from France, colonial conflicts produced many experienced NCOs in
enough to give each regular battalion then in Egypt British and British Indian army units, as well as
and the three initially being sent from the UK, a ordinary rankers capable of acting in that role.
platoon of three weapons. They were irreplaceable
and given the lack of British armour in comparison to Individual Teams can activate on a roll of 1 or 2,
that mustered by Italy, their loss would be felt. individual sections on a roll of 2 as normal. However
both sections and teams can also activate on a roll of
If selected and subsequently lost to enemy action add 3. When this is done the team generates a single
a +1 dice roll modifier to any Force Morale Test. Command Initiative Point of its own, which it can then
utilise as if a Leader was expending one on the team
In addition, the Hotchkiss gun had a carriage designed and in addition to any that a Leader actually does
to be towed by horses. When towed by vehicles this expend. This includes both Activation Commands and
had to be done very slowly. If a vehicle is towing the Commands which are not activations.
weapon and wishes to move fast the weapon is
removed as damaged/destroyed for this scenario. SECTION OF N ATIVE GUIDES
If chosen they conform to a section of Somali Dubats
This option is available to British Army units only. from the Eritrean and Somali Irregulars list.

3PDR ANTI-TANK G UN SECTION OF N ATIVE GUIDE CAVALRY


With the 2pdr AT Gun still in the development stage, If chosen they conform to a squad of Ethiopian or
some British infantry units were equipped with a Somalia Tribal Warriors mounted on horses or camels.
substitute gun to prepare their new integral anti-tank For convenience, both Ethiopian and Somali native
platoons for their new role. Using the same short 3pdr guide types use the Ethiopian Chitet army list as if
Gun as used on the Vickers Mk.E and mounting it on a chosen from that list, although with no support list
modified GS trailer chassis, an impromptu AT gun was options available. They still also use the Tribesmen
born. characteristics as normal. In addition, take note of the
Irregular and Cavalry rules in the Chain of Command:
For sights it had a graduated leaf-sight and it was Abyssinia Specific Rules also.
traversed using the weapon’s shoulder pad. Due to
this it suffers a permanent ‘To Hit’ modifier of -1. RANDOM AIR SUPPORT
Refer to the Specific Rules for Random Air Support.
This option is available to British Army units only.
PLATOON FORCE RATING
Regular: 0
Command Dice: 5
British Empire
PLATOON H EADQUARTERS
ASKARI RIFLE PLATOON Lieutenant, Senior Leader, armed with a pistol
The collective term ‘Askari’ has been used in the title, Sergeant, Superior Junior Leader, armed with a rifle.
a word which specifically relates to the men of the Batman, armed with a rifle.
King’s African Rifles (KAR) or the Somaliland Camel There are four Sections
Corps (SCC). Equally applicable are the terms Anfar or
Nafar, which have the same meaning for different SECTIONS ONE AND T WO
elements within the Sudan Defence Force (SDF). Corporal, Junior Leader, armed with a rifle
Whatever term is preferred they equally refer to Nine riflemen with rifles
indigenous professional soldiers employed by the SECTIONS T HREE & F OUR
British in their respective colonies and protectorates. Ten riflemen with rifles
With very few differences in terms of organisation
they have been combined into a single list. Aggressive
Rifle platoons typically consisted of a platoon HQ The platoon is depicted on foot in this
consisting of a British subaltern, termed a bimbashi or organisation. SDF or SCC Askari may be mounted
yousbashi in the SDF and typically plain ‘bwana’ in the as a support list option, depicting a camel or pony
KAR. He would be accompanied by a batman (soldier- mounted company. Refer to the Specific Rules for
servant) and was assisted by a sergeant (SDF: Cavalry for mounted or dismounted use.
shwaishi, KAR/SCC: Sajini). Apart from the subaltern
all ranks were indigenous personnel.
The Platoon was divided into four sections, two of
which were led by a corporal (SDF: onbashi, KAR/SCC:
viboko) and the other two by lance-corporals (SDF:
wakil onbashi, KAR/SCC: mkuki viboko). Besides the
section leader each section typically had nine privates; BRITISH ASKARI CHARACTERISTICS
the colonial forces did not suffer the same manpower ASKARI
shortages as the British Army, despite paying a FIELDCRAFT
fraction of the wage of a British soldier. These troops may move 1d6 or 2d6 and
All ranks carried the .303 SMLE, except for the assume Tactical Stance.
subaltern who carried a service revolver. Two of the
sections were supposed to be Lewis Gun Sections, STEALTHY
each with a single gun served by five of the men in the Patrol Markers move 14” and treat this as the
section, but issue was dependent on availability and separation distance between Patrol Markers.
some units had only had one. Additional support
came from the four-gun Vickers Machine Gun platoon IRREGULARS
each battalion possessed. Sudanese, Somali or Ethiopian warriors use the
rules for Irregular tribal warriors. Only a
As might be expected transport for the formations Sudanese or Ethiopian Leader or Ranking
was none existent, although mounted companies Leader may affect Irregulars.
were common. The Somali Camel Corps for example
had one company in trucks, one company mounted CAVALRY CHARACTERISTICS
on ponies and a single camel-mounted company. The Refer to the Specific Rules for details on Cavalry
Sudan Defence Force Frontier Battalions on the other use when mounted and dismounted.
hand usually had two 15cwt and three 30cwt trucks.
OFF-TABLE MACHINE G UN FIRE SUPPORT
BRITISH ASKARI SUPPORT LIST
Off table Machine Guns will fire using the technique
LIST ONE
explained in the specific rules. Note: if choosing off
Medical Orderly
table machine gun fire support then the on-table
Satchel Charge
Vickers MMG may not be chosen.
Adjutant
8cwt Truck with driver
LEWIS GUN SECTION
Mount one Section – see cavalry special rules In the British Army sections one and two were Lewis
Add a Lewis Gun to Section One or Two (max 1 each) Gun Sections and were divided into a five-man gun
Entrenchments for one Team group, with the remaining men forming a rifle group.
Engineer Mine Clearance Team, 3 men Issue varied and some units only had one per platoon.
Engineer Wire Cutting Team, 3 men Only one weapon will be issued to a section and only
Engineer Demolition Team, 3 men two sections may have them.
In-Game Barrage
LIST TWO MARU MOJA!
Roadblock Fighting Shifta or recalcitrant tribal chiefs tends to
Heavy Cover barricade breed experienced men and bring natural leaders to
Ford Truck to carry entire Section or tow a weapon the fore.
Make a man in Section 3 and/or 4 a Junior Leader
Pre-Game Barrage Askari Leaderless Teams can activate on a roll of 1 or
Maru Moja! 2, Sections on a roll of 2 as normal. However both
LIST THREE sections and teams can also activate on a roll of 3.
Registered Artillery Barrage
When this is done the team generates a single
Sniper Team, 2 men
Command Initiative Point of its own, which it can then
Off Table Machine Gun support*
utilise as if a Leader was expending one on the team
12pdr Gun, 5 crew and Junior Leader (SCC 1 only)
and in addition to any that a Leader actually does
Rolls-Royce A/C with Junior Leader (KAR) expend. This includes both Activation Commands and
LIST FOUR Commands which are not activations.
Vickers MMG on tripod mount with five crew*
Section of Cavalry Scouts CAVALRY SCOUTS
Warband of Somali or Ethiopian troops If Cavalry Scouts are selected as a support option the
* must choose one or the other player can field a squad of Ethiopian or Sudanese
Tribal Warriors mounted on horses or camels. This
ARMY SUPPORT LIST NOTES unit uses all the Ethiopian and Somalia Tribal Warriors
Most of the support options on the list will be self- Special Rules and Cavalry Specific Rules.
explanatory. The Rolls-Royce armoured car and the
WARBAND; SOMALI OR E THIOPIAN T ROOPS
Ford Truck come with crew as shown. Vehicles do not
If choosing a Somali warband, use the Somali and
have radios. All MG armed vehicles are equipped with
Eritrean Irregulars list, treating the Somalis as Dubats
armour-piercing ammunition – see special rules.
with all options listed being available for that type.
MMGs are tripod mounted. Transport only vehicles,
They may only take a Notable Warrior as a leader
such as a car do come with crew, so you do not need
choice. The unit may be taken on foot or mounted as
to allocate men to drive them.
desired. Alternatively, if choosing an Ethiopian
The lists show all Junior Leader assignments where warband then use the Ethiopian Tribal list, all options
they are present for all troops barring vehicles as being available except they may only take a Balabat
discussed above. The following support options notes as a leader choice.
apply.
FORD T RUCK
If the Ford truck is taken along with the MMG option
12PDR FIELD GUN
it may also transport a single rifle section.
The Somali Camel Corps had a single 12pdr naval-gun
hauled by six mules. Refer to the Specific Rules for
Field Gun Direct Fire when taken as an on-table
support list choice.
This list is specifically intended to form a wholly
armoured force, as detailed in Big Chain of Command.
This list is therefore somewhat different to the typical
infantry-based list in Chain of Command, in that it is
almost entirely composed of armoured vehicles.

Players select a core platoon, to which they may add


either another whole core element of multiple
Royal Tank Corps vehicles (i.e. a section of two mediums, or five lights),
6TH BATTALION ROYAL TANK CORPS which adjusts the Platoon Force Rating (using the
In 1934 the 6th Battalion Royal Tank Corps was modifier given) and/or individual vehicles from the
created by amalgamating two of the independent Support Table, using Support Points, as they wish.
companies of the RTC. Only one of these contained
tanks and the armoured cars of the other were added
to the inventory of the 11th Hussars, giving them their MEDIUM TANK TROOP (6 RTC ONLY) FORCE RATING
full complement of vehicles. Four Vickers Medium Regular: -4
Tanks were already in Egypt and these were added to Command Dice: 5
the 6th Battalion, giving it a force of fifteen vehicles in Platoon Force Rating Modifier: +4
total. PLATOON
Medium Tank MK.IIA with Senior Leader.
From January 1936 the battalion boasted two Medium Tank MK.IIA with Junior Leader.
companies, which could now deploy a headquarters
section of one Medium Tank Mk.IIA, one Light Tank
Mk.V and a reconnaissance section of two unarmed LIGHT TANK SECTION FORCE RATING
Carden-Loyd Carriers. There were also two platoons Regular: 0
each of two Medium Mk.IIA and two platoons each of Command Dice: 5
either five Light Tank Mk.II or III, or three Light Tank Platoon Force Rating Modifier: +8
Mk.V. PLATOON
Light Tank MK.II or III with Senior Leader.
1ST (LIGHT) BATTALION ROYAL TANK CORPS 4 Light Tank MK.II or III, each with Junior Leader.
The 1st Battalion was a relatively new formation,
formed by stripping the light tank companies from the
existing 2nd, 3rd & 5th Battalions RTC. Each of the three LIGHT TANK MK. V SECTION FORCE RATING
companies were equipped with Light Tanks Mk. II & Regular: -2
III, with one HQ vehicle and two sections of five tanks. Command Dice: 5
An unspecified number of Mk.V lights and Mk.II Platoon Force Rating Modifier: +6
mediums accompanied the battalion when it was sent
to Egypt, but it is not known whether the Mk.V lights PLATOON
were intended for the 1st or 6th Battalion. Light Tank MK.V with Senior Leader.
2 Light Tank MK.V, each with Junior Leader.

BRITISH ARMOURED CHARACTERISTICS


“VIEW-HALLOO AND TALLY HO!” Player Note – 6 RTC is the only unit which may use
Light tanks and armoured cars may ‘Move Fast’ at Medium Tanks and the force may not include more
up to 3D6 and ‘Flat out’ at 4D6, with the normal than five of these vehicles in total, the fifth vehicle
penalties for firing their weapons. Any phase this must carry the forces’ Ranking Senior Leader.
option is used, any double thrown indicates an
immediate mechanical breakdown and the Example: A 6 RTC medium tank troop is selected as the
vehicle comes to a permanent halt after moving core ‘platoon’. Its PFR is -4. To this is added a 6 RTC
exactly half the distance shown on the dice. light tank section, with a PFR modifier of +8, the final
combined Platoon Force Rating is now +4.
ROYAL TANK CORPS SUPPORT LIST If a three vehicle MK. V section is chosen as the core
LIST ONE section, individual vehicles in MK II & III sections may not
Adjutant be upgraded; there were not enough of them to do both.
Engineer Mine Clearance Team, 3 men
CARDEN-LOYD CARRIER RECONNAISSANCE SECTION
Engineer Wire Cutting Team, 3 men
There is only one section available (6th RTC only) and it
Engineer Demolition Team, 3 men consists of two vehicles, each of which has two crew
In-Game Barrage members. Each vehicle has a Junior Leader. They were
Upgrade Light Tank MK.II or III to MK.V (per vehicle) typically unarmed in peace-time maneuvers, but the
LIST TWO assumption is that they would scrounge armament for
Pre-Game Barrage war duty.
Heavy Cover barricade or tank revetment
Crossley MK. I 6x4 Armoured Car with Junior Leader ARMOURED CARS
LIST THREE The armoured cars of the Cavalry or Indian Brigades
Vickers Light Tank MK.II or III with Junior Leader could act as a screening force for the RTC. A maximum of
Rolls-Royce Armoured Car with Junior Leader a single troop of three armoured cars may be selected
Crossley (IP) Armoured Car with Junior Leader and all must be of the same type. Two Crossley
armoured cars are available, the Crossley MK.I and the
LIST FOUR
earlier Indian Pattern model.
Lanchester 6x4 Armoured Car with Junior Leader
Vickers Medium Tank MK. II with Junior Leader
IN-GAME BARRAGE
Carden-Loyd Reconnaissance Section (1 only) This is taken as an additional option to a normal Pre
With the exception of the various MKs of Light Game Barrage/Bombardment, enabling the continuation
tanks, all vehicles within a single platoon or of the pre game barrage into the game – see special
troop, must be of the same type. rules.
A maximum of five Medium tanks in the entire
force is allowed. SQUADRON OR COMPANY COMMANDER
A single individual vehicle chosen from the Support Table
ARMY SUPPORT LIST NOTES may upgrade its Junior Leader to a Ranking Senior Leader
Support options on the list are mostly self-explanatory. to represent the force’s commander.
All light and medium tanks as well as all armoured cars
come with a Junior Leader. All MG armed vehicles are
equipped with armour-piercing ammunition – see special BRITISH A RMOURED DOCTRINE
rules. Unless otherwise stated in the following notes, all British armoured doctrine of the Thirties was focused
rules found in ‘Big Chain of Command’ apply to this list. on the ‘All Tank’ concept and their use as very mobile
The following support option notes also apply. reconnaissance and raiding forces. To breakthrough
and wreak havoc in the enemy’s rear was the aim of
VEHICLE MIX the armoured force. While the infantry were indeed
The same restrictions apply to vehicles whether fully appreciative of the need for combined arms
chosen from the Support Table as apply to Core tactics, as far as the ‘Tankies’ were concerned, they
Selections. were the ‘new cavalry’

RADIOS For them the role of tanks was to either exploit a


Only Vickers Light Mk.V Tanks, Vickers Medium Mk.IIA breakthrough created for them, or to create one for
Tanks and some Lanchester Armoured Cars have radios. themselves. Having penetrated the enemy’s
frontline, they were to wreak havoc in the enemy
VICKERS MEDIUM TANK MK. IIA rear.
Despite having a Lewis Gun on both the left and right of
the hull, only one of these can be fired in a phase, as the As a result armoured cooperation with infantry was
same crew member operates both weapons. non-existent outside of the RTC independent
companies on the North-West Frontier of India; who
VICKERS LIGHT TANK MK. V tended to be somewhat more flexible in terms of
It is not certain how these were integrated into the Tank combined-arms tactics.
Brigade. In the UK they were fielded in sections of three,
but on occasion there they could also be found as a Therefore, no infantry are in this list and only those
single vehicle in a section of earlier types. elements in the support list table deemed necessary
to support armoured units in their role have been
included eg engineers, barrages, etc.
4th Hussars never received any vehicles at all and were
to return to the UK before receiving any.
Reinforcements from the UK brought with them two
Squadrons of the 12th Lancers with their Lanchester
armoured cars. While a very mixed bag of units, the
brigade was actually near full strength.

British 8th Hussars The two squadrons of the 8th Hussars were to find
themselves operating as squadron and troop
MOTOR MACHINE GUN TROOP detachments to support these units, as there was
In 1935 the 8th Hussars were selected to be one of the insufficient motor transport to motorise any of the
three cavalry regiments in Egypt to be mechanised. infantry battalions.
They dutifully surrendered their horses to the
remount depot following their last mounted parade This list represents a troop of the 8th Hussars acting in
on Armistice Day (11th November) 1935. concert with other cavalry units, namely the 7th and
11th Hussars and 12th Lancers
While there were no actual light tanks for them to be
equipped with, a number of Ford V8 trucks were
acquired; 15cwt for the former ‘sabre squadrons’ and PLATOON FORCE RATING
30 cwt models for support units. They also Regular: +7
surrendered their Vickers machine guns from the Command Dice: 6
machine gun squadron and in return each vehicle was
to mount a brand-new Vickers-Berthier light machine 8TH HUSSARS TROOP HEADQUARTERS
gun, which could also be dismounted for ground use. Subaltern, Senior Leader, with pistol.
Troop Sergeant, Senior Leader, with rifle.
Initially there were only sufficient trucks to mount a Batman/Orderly, armed with rifle.
single squadron, but more arrived in batches and after There are four Sections
mechanic and driver training, a second squadron was
mobilised in early 1936, with the remainder of the SECTIONS ONE TO FOUR
regiment predicted to be motorized by the end of the Lance Sergeant or Corporal, Junior Leader, with rifle
Spring. At some future point the regiment was to V-B LMG TEAM RIFLE TEAM
convert to light tanks, but for now it was a motor- One V-B LMG with two Five Troopers with rifles
machinegun regiment and would provide mounted crewmen.
infantry to support its fellow mechanised cavalry
regiments in the brigade. One man in each rifle team is equipped with hand
grenades and can also shoot rifle-grenades as per
The plan was that the 8th Hussars would become a the normal rules. It is not necessary to designate
motorised cavalry regiment, effectively mobile- which figure this is however and the normal Rifle
infantry capable of keeping pace with the armoured Grenade rules still apply (9.1.5. p. 40).
cars and the light tanks of its sister regiments in the
brigade. Integral support for the 8th was light,
principally the Vickers-Berthier light machine guns of 8TH HUSSARS CHARACTERISTICS
the sections in its troops. By the end of 1935 two
TEN ROUNDS RAPID (BRITISH UNITS O NLY)
squadrons of the 8th were motorised. Fast accurate rifle fire was the cornerstone of
British doctrine in this era.
Unfortunately its sister regiments mostly lacked
vehicles. The 11th Hussars had only recently been
When a Leader is attached to a rifle Team or
brought up to strength by vehicles surrendered during
Section and expends two or more Command
the creation of the 6th Battalion RTC in 1933. The 7th
Initiatives to activate that Team, an equal number
Hussars had a mere squadron of light tanks and more of dice are added to the unit’s Firepower.
were apparently not to be forthcoming until 1937.
BRITISH 8TH HUSSARS SUPPORT LIST
BACKBONE OF THE ARMY
LIST ONE (APPLIES TO ALL)
Car
Medical Orderly Promotion through the non-commissioned ranks
Satchel Charge was typically based on length of service, which
Adjutant implies breadth of experience; but not necessarily
Entrenchments for one Team competence. Conversely the most inexperienced
Engineer Mine Clearance Team, 3 men man in a troop was typically the subaltern leading
Engineer Wire Cutting Team, 3 men it. The relationship between an officer (or warrant
Engineer Demolition Team, 3 men officer) and his troop sergeant could directly
In-Game Barrage affect how the troop operated.
LIST TWO Following the completion of the Patrol Phase, the
Roadblock British player rolls 1D6 to establish the
Heavy Cover barricade relationship between the troop leader and his
Truck to transport entire Section or tow a weapon troop sergeant and its effects;
Pre-Game Barrage 1 – “I’ll remind you who leads this platoon!” The
Yes Corp! Platoon Sergeant is treated as a Junior Leader.
Crossley MK. I 6x4 Armoured Car with Junior Leader*
LIST THREE 2-4 - “Carry on Sergeant” The Platoon Sergeant
Sniper Team, 2 men functions as a normal Superior Junior Leader.
Rolls-Royce Armoured Car with Junior Leader* 5-6 – “Do you think that’s wise Sir?” The Platoon
Vickers MK. II or III Light Tank with Junior Leader* Sergeant activates on a 3 or 4, but otherwise is
Random Air Support treated as a Senior Leader.
LIST FOUR
Lanchester 6x4 Armoured Car with Junior Leader*
Vickers MK. V Light Tank with Junior Leader* ARMY SUPPORT LIST NOTES
LIST FIVE Most of the support options on the list will be self-
QF 3.7”Howitzer, 5 crew and Junior Leader explanatory. All tanks and armoured cars come with a
* Only one type of vehicle may be chosen, but there is no
Junior Leader. All MG armed vehicles are equipped
limit on the number of those vehicles that may be taken as with armour piercing ammunition – see special rules.
support choices.
Vehicles do not have radios. MMGs are tripod
mounted. Transport only vehicles, such as a car do
come with crew, so you do not need to allocate men
to drive as standard organisations allocated drivers
with vehicles.

Where Sections are available they will always come


with a Junior Leader. Infantry Teams rarely come with
a Leader, whereas heavier support weapons do. The
lists show all Junior Leader assignments where they
are present for all troops barring vehicles as discussed
above. The following support options notes apply.

YES CORP!
A large number of experienced men were transferred
to the 8th Hussars to make their numbers up to
strength. Combined with their own men, this provided
a wide range of experienced NCOs and rankers
capable of acting in that role.

Individual Teams can activate on a roll of 1 or 2,


individual sections on a roll of 2 as normal. However
both sections and teams can also activate on a roll of
3. When this is done the team generates a single
Command Initiative Point of its own, which it can then IN-GAME BARRAGE
utilise as if a Leader was expending one on the team This is taken as an additional option for a normal Pre
and in addition to any that a Leader actually does Game Barrage/Bombardment, which enables the
expend. This includes both Activation Commands and continuation of the pre-game barrage into the game –
Commands which are not activations. see special rules.

VICKERS-BERTHIER LIGHT M ACHINE G UN CROSSLEY MK. I 6X4 ARMOURED CAR


Along with the Bren Gun, the Vickers-Berthier was a This was a thinly-armoured shell designed to be
contender to be the new light machine gun for the married with a standard six-wheel truck chassis. It
army. The Indian Army chose the Vickers-Berthier, featured the same turret as used on the Light Tank
while the British Army chose the Bren. There were MK. I which had a .303 Vickers Gun mounted. There
barely any Brens available in 1935 however, so the 8th was also a hull mounted Vickers in addition. Despite
Hussars were equipped with the Vickers-Berthier. being an unpopular vehicle it was used by the 11th
Hussars. This is a different vehicle to the India-Pattern
It is a magazine-fed light machine gun and was Crossley Armoured Car.
typically mounted in the front of the cargo area of the
truck transporting the section. It may be fired if the LANCHESTER 6X4 ARMOURED CAR
truck is chosen as a support choice, but the gun team The two squadrons of the 12th Lancers were equipped
would be considered detached from the section to do with the Lanchester 6x4 Armoured Car. The vehicle
this i.e. it becomes its own Team. Note - the rifle boasted a turret which paired a .50 Vickers machine
section does not have to debus to allow the V-B LMG gun with a .303 Vickers machine gun. There was a
to fire. hull-mounted .303 Vickers too, except in the Troop
Commander’s vehicle which had a radio instead.
QF 3.7” MKIII HOWITZER
The Ordnance QF 3.7” howitzer equipped 3 Battery, If three vehicles are taken as support list choices then
Royal Horse Artillery, who were the cavalry brigade’s one is considered the troop leaders as per ‘Tanks and
fire support. As the 8th Hussars possessed no integral Armoured Cars’ p49, however the command vehicle
mortars, or medium machine guns, the howitzers with Senior Leader removes the hull mounted MG as
were the only fire support available to them when this is now replaced by a radio operator.
operating at distance from the rest of the Army. 3
RHA was equipped with Light Dragon Tractors to tow RANDOM AIR SUPPORT
the guns. Refer to the Specific Rules for Random Air Support.

Refer to the Specific Rules for Field Gun Direct Fire


when taken as an on-table support list choice.

On table howitzers may not be selected if a Pre-Game


or In-Game Barrage is selected from the Support
Table.
ATTACHED ARMOURED CAR TROOP
As described in the introduction, the 8th Hussars were ARMOURED CAR T ROOP
expected to operate in close support of armoured car A player may choose to include a complete
formations, or alternatively their operations were to armoured car platoon as part of his core force for
be supported by those same armoured car formations. an 8th Hussars formation. If he does so then he
Individual armoured cars may be selected as individual adjusts the base Platoon Force Rating (+7) by the
Support Table items as is usual. However the system additional amount shown in the table below.
used to generate the respective values for support
table choices is biased against multiple choices and ARMOURED CAR PLATOON SUPPORT LIST TABLE
this bias increases as more selections of an individual LIST SIX
item is made. Roll-Royce Armoured Car Platoon
Crossley MK. I Armoured Car Platoon
With a typical force being a troop of the 8th Hussars Light Tank MK. II or III Platoon
with an attached armoured car troop, the player LIST EIGHT
would be penalised, both with the ‘cost’ of the items in Lanchester 6x4 Armoured Car Platoon
terms of Support Points and in the number of
Command Dice he has to operate such a force. Each Platoon is made up of a Command vehicle
with a Senior Leader and two other vehicles of the
Big Chain of Command would give each troop same type with their respective Junior Leader for
separate command dice, but that does not reflect total of three armoured cars. In addition two
control of both units by a single Ranking Senior command dice, for total of eight, are added to the
Leader; and having a player roll separate Command dice pool for activation as explained in the
Dice is also somewhat ponderous. Pristinae virtutis memores special rule.

Instead the following rule is employed;


Example
PRISTINAE VIRTUTIS MEMORES A player has one troop of the 8th Hussars and he also
“Mindful of past glories” - A whole single armoured selects a troop of three Lanchesters from the 12th
car troop may be added to the force from the Support Lancers from the Armoured Car Platoon Support
Table, as opposed to individual vehicles selected from Table. This gives him a final PFR +7+8=+15 as well as
the same source. If so, two command dice are also the command dice pool being made up of eight dice.
added to the force pool of Command Dice and one
troop commander is designated as the Ranking Senior In one game phase he opts to give the Hussars six dice
Leader. and the Lancers just two, whereas in another phase he
could allocate 5 command dice to the armoured cars
Before rolling the dice in each phase, the player must and only 3 to the infantry, and so on.
decide how he will apportion them between the two
types of troops in the force. This achieved by
substituting different coloured (or other means of
distinguishing different sets) dice for those he has
allocated to the respective troops.

Once the selection has been made and the


dice rolled, no further alteration of the dice
allocation may be made.
Neither element may have more than six
Command Initiative dice allocated to it.
ARMOURED CAR TROOP CHARACTERISTICS
The respective dice may only be used to “VIEW-HALLOO AND TALLY HO!”
activate their respective elements and may
Light tanks and armoured cars may ‘Move Fast’ at
not be transferred, using the usual rules for up to 3D6 and ‘Flat out’ at 4D6, with the normal
command dice allocation (4.2.1).
penalties for firing their weapons. Any phase this
The proportion of dice allocated is not fixed option is used, any double thrown indicates an
and may be changed each phase. immediate mechanical breakdown and the
vehicle comes to a permanent halt after moving
exactly half the distance shown on the dice.
All men in Voltigeur Teams are equipped with
hand grenades and one man carries a modified
rifle and has a rifle-grenade attachment for that
weapon. It is not necessary to designate which
figure this is however and the normal Rifle
Grenade rules still apply (9.1.5. p. 40).

similar

French Regular Infantry FRENCH INFANTRY SUPPORT L IST


FRENCH INFANTRY PLATOON LIST ONE
The French had pioneered ‘fire and manoeuvre’ in the
Medical Orderly
Great War and infantry platoons in 1935 were little
different to those of 1918, relying on mutually Satchel Charge
supporting small teams moving in bounds towards Adjutant
enemy positions, covered by the fire of their integral Static Barbed Wire
light machine guns. Entrenchments for one Team
Engineer Mine Clearance Team, 3 men
The infantry peloton was composed of a small HQ
groupe and three groupes de combat. Each groupe was Engineer Wire Cutting Team, 3 men
further divided into demi-groupes of fusiliers and Engineer Demolition Team, 3 men
voltigeurs. In addition it was common to form a demi- In-Game Barrage
groupe de lance-grenadier, by detaching the rifle LIST TWO
grenadier from each groupe and placing them under Roadblock
the command of the HQ group’s corporal.
Oui Caporal!
This list can be used to represent the platoons of the Pre-Game Barrage
various units of Regular ‘Tirailleurs’ (‘Turcos’ from Heavy Cover barricade
Morocco or Algeria, or Sénégalais from Africa – who LIST THREE
are all classed as Regular), or the newly expanded Sniper Team, 2 men
Régiment de tirailleurs sénégalais de la Côte française
Wood and sandbag bunker (hard cover)
des Somalis, raised from both new recruits from
Madagascar and Somali a, and units of Colonial Canon d’Antichar with Junior Leader and 5 crew
Infantry or Zouaves, all of whom may be either Regular FT17 MG with Junior Leader
or Green. FT17 37mm with Junior Leader
AMD White-Laffly 50 with Junior Leader
FO Team with off-table 81mm mortar battery
PLATOON FORCE RATING
Regular: +4, Command Dice 5; or Off Table Machine Gun support*
Green: -2, Command Dice 4 Registered Artillery Barrage
LIST FOUR
PLATOON HEADQUARTERS
Hotchkiss M1914 MMG with five crew*
Lieutenant, Senior Leader, armed with pistol
Sergent-Chef, Superior Junior Leader, armed with rifle Concrete Bunker/Blockhouse
Corporal with V-B launcher Squad of mounted Irregular Scouts with Junior Leader
Observer with rifle and Runner with rifle Regular Rifle Section with Junior Leader
There are three Sections 75mm Field Gun, 5 crew and Junior Leader
LIST FIVE
SECTION ONE TO THREE
Regimental Reconnaissance Group with Junior Leader
Sergeant, Junior Leader, armed with rifle
* May only choose one or the other
FUSILIER TEAM VOLTIGEUR TEAM
FM24/29 with three crew Four riflemen
Two riflemen Rifle-Grenadier with V-B
ARMY SUPPORT LIST NOTES
FRENCH REGULARS CHARACTERISTICS Most of the support options on the list will be self-
EN AVANT MES BRAVES explanatory. All tanks and armoured cars come with a
French leaders placed much emphasis on their Junior Leader. Vehicles do not have radios. All MG
officers leading by example and gaining the armed vehicles are equipped with armour piercing
absolute trust of their men, particularly ammunition – see special rules. MMGs are tripod
indigenous troops. As their manual says, “Troops mounted. Transport only vehicles, such as a car come
are a reflection of their commander. They wish with no crew except a driver, who always remains
for nothing more than to admire him and follow with the vehicle and is presumed to be killed if the
him blindly”. vehicle is destroyed.

As a result, a French officer spending all three of Where whole sections are available they will always
his Command Initiative to rally a Group or Squad come with a Junior Leader. Infantry support weapons
may remove on additional point of Shock in that usually do not, while heavier weapons usually do. The
Phase. lists show all Junior Leader assignments where they
are present for all troops barring vehicles as discussed
V-B GRENADE LAUNCHER above. The following support options notes apply.
When used within its parent demi-groupe the V-B
is treated like any normal rifle grenade (one HOTCHKISS MLE. 1914 MACHINE GUN
Command Initiative is required to fire), or it may It would be unusual to find a single machine gun
fire as a rifle as part of the team. attached to a platoon. More usually there would be a
section of two weapons. If a player selects two
GROUPE DE LANCE-GRENADIER weapons, so as to form a section, he receives a Junior
If all the V-B equipped men in the platoon are Leader at no support cost to command them.
formed into a group with the ‘V-B Corporal’ from
the HQ, the group will co-ordinate their fire more REGIMENTAL RECONNAISSANCE GROUP
effectively than individual grenadiers. The Regimental Reconnaissance formations were
formed from cavalry units. They have the same
If either the Team, or the Platoon Observer (if he organisation as an infantry section, but are mounted
is within 6” of the team), have Line of Sight to the on horses. The support list option is for a mounted
target, it counts as firing at Close Range. unit and the Cavalry specific rules apply. A
Otherwise all fire is treated as being at Effective dismounted unit can be represented by the ‘Regular
Range. Infantry Section’ option in the list.

The team is treated like a single weapon team 75MM FIELD GUN
and its members as its crew. It may either fire as a Refer to the Specific Rules for Field Gun Direct Fire
‘V-B Team’, or as a normal team of riflemen. The when taken as an on-table support list choice.
V-B has a minimum range of 18”.
81MM MORTAR SQUAD
Like a light mortar the V-B group targets a Each battalion only had two medium mortars in total.
team rather than bombarding an area. V- The bombardment area for a two-tube mortar section
B grenades ignore cover. is 10”x10” with the aiming point at the centre.

A V-B group causes 2 hits in the open, IRREGULAR SCOUTS


with an additional +1 per additional If Irregular Scouts are selected as a support option the
grenadier in the team after the first. A full player can field a squad of Ethiopian and Somalian
group will therefore inflict 5 hits. Tribal Warriors mounted on horses or camels. This
unit uses all the Ethiopian and Somalian Tribal
In confined areas an additional 1 hit is Warriors Special Rules and Cavalry Specific Rules.
caused for the first grenadier and a
further one per two figures in the group. RANDOM AIR SUPPORT
A full group would therefore inflict 7 hits. Refer to the Specific Rules for Random Air Support.
CANONS D ’ANTICHAR OFF-TABLE MACHINE G UN FIRE SUPPORT
The Canon de 25 mm semi-automatique modèle 1934 Off table Machine Guns will fire using the technique
(Canon de 25) was introduced in 1934 as the universal explained in the specific rules. Note, if choosing off
light anti-tank weapon for the infantry. There were table machine gun fire support then the on-table
few available in 1935 however and priority was given MMG may not be chosen.
to the Metropolitan Army. As a result many units
were still equipped with the old Canon d'Infantrie de IN-GAME BARRAGE
37 modele 1916 TRP (Puteaux 37). In addition a batch This is taken as an additional option for a normal Pre
of German 3.7 cm Pak L/45 was intercepted en-route Game Barrage/Bombardment, which enables the
to Abyssinia and also pressed into service. continuation of the pre game barrage into the game –
see special rules.
These three weapons occupy the same slot on the
Support Table. A player may use any type, but all OUI CAPORAL!
weapons must be of the same type. In addition each The French campaigned for many years in the
type has its own peculiarities: interwar period, notably in North Africa. This
produced a cadre of experienced junior NCOs in many
Canon de 25: This weapon’s carriage was designed to units. Therefore, if a French platoon is rated Regular
be towed by horses and was somewhat fragile into then the Oui Caporal! trait is available to them.
the bargain. When towed by vehicles this had to be
done very slowly. If a vehicle is towing the weapon Teams may be activated with a 1 or 2, or by their own
and moves Fast for any reason, the weapon is activated Junior Leader as is normal, but they may
disabled as a result. also be activated individually with a 3. When this is
done the team generates a single Command Initiative
Puteaux 37: While it was provided with either a Point of its own, which it can then utilise as if a Leader
wheeled carriage, or horse-packed, the Puteaux was was expending one on the team and in addition to any
also very portable. Its crew can always carry the that a Leader actually does expend. This includes both
weapon and it is treated like a carried machine gun Activation Commands and Commands which are not
(Section 7.4, P.29), providing there are at least three activations.
crew-members to carry it. This weapon fired over
‘iron sights’ so counts a -1 when firing at vehicles.

Pak 37mm L45: Unlike its later version, this weapon


was fitted with spoked wheels and was intended to be
horse-drawn. While every bit as good as its later
model, its manuals were in German and its crews had
received no formal training with it. The weapon
shoots ‘To Hit’ with a modifier of -1.
groupe de lance-grenadier, by detaching the rifle
grenadier from each groupe and placing them under
the command of the HQ group’s corporal.

PLATOON FORCE RATING


Regular: +12
Command Dice: 6

PLATOON HEADQUARTERS
Lieutenant, Senior Leader, armed with pistol
French Foreign Legion Sergent-Chef, Senior Leader, armed with rifle
Corporal, with V-B launcher
FOREIGN LEGION INFANTRY PLATOON
The Foreign Legion entered the 1930s with a complete Observer with rifle and Runner with rifle
change of role. While previously they had spearheaded There are three Sections
the pacification of both Algeria and Morocco, they SECTION ONE TO THREE
were now more frequently deployed as construction
troops and in small garrisons. As a result some of their Sergeant, Junior Leader, armed with rifle
‘edge’ was lost. FUSILIER TEAM VOLTIGEUR TEAM
Corporal with rifle Four riflemen
Conversely they were also one of the few formations in FM24/29 LMG with two Rifle-Grenadier with V-B
the French Army with a continuous history, which they crew
capitalised on and in the process created many of the Two riflemen
traditions that are part of the Legion mythos today.
This combined with a slew of Hollywood ‘Foreign
All men in Voltigeur Teams are equipped with
Legion’ movies, as well as the depression, led to a
hand grenades and one man carries a modified
generally different calibre of volunteer presenting
rifle and has a rifle-grenade attachment for that
himself for service than previously.
weapon. It is not necessary to designate which
figure this is however and the normal Rifle
The process of mechanisation in the Army was also felt
Grenade rules still apply (9.1.5. p. 40).
in the Legion, whose combat elements soon found
themselves the recipients of various vehicles. While All Legionnaires are Stubborn and Aggressive.
anciens pointed out that the old mule-mounted
Oui Caporal!
columns actually covered twice the distance that the
motorised formations were capable of, the vehicles A Mechanised Platoon has only two sections, with
were there to stay. a revised Platoon Force Rating of: +7

The Legion therefore became a strange mixture of new


and old. Its NCOs were battle-hardened anciens of the FOREIGN LEGION CHARACTERISTICS
‘Old Legion’, while its officers were the same type of
LA LÉGION EST MA FAMILLE
officer turned out by the St. Cyr Academy as had Legion Platoons roll for Force Morale with a
always been. Its jeunes however were a mix of the modifier of +2.
usual detritus of the world drawn to the Legion and
more idealistic and adventurous souls, usually with a
MARCHE OU CRÈVE
far higher educational standard than had previously
Whether in close combat, or as the result of
been evident. Originally the bulk of a Legionnaire’s
Shock build-up, the Legion will never rout nor
training had come via hard campaigning; now they
break and flee in disorder. It will ‘retreat’ the full
received the same peacetime programme as the rest of
distance stipulated in the rules, or take refuge in
the army, overlaid with the traditions and esprit de
any cover on the same route, at the owning
corps of the Legion.
player’s discretion.
Legion Infantry Platoons followed the ‘universal’
If no escape is possible they will only surrender to
organisation pattern of a small HQ groupe and three
European or Indigenous Regulars, never to
groupes de combat, two if mechanised. Each groupe
Indigenous Irregulars, against whom they will
was further divided into demi-groupes of fusiliers and
fight as ‘Die-hard’ troops in subsequent phases.
voltigeurs. In addition it was common to form a demi-
FRENCH NATIONAL CHARACTERISTICS FRENCH FOREIGN LEGION SUPPORT LIST
LIST ONE
V-B GRENADE LAUNCHER
When used within its parent demi-groupe the V-B Medical Orderly
is treated like any normal rifle grenade (one Satchel Charge
Command Initiative is required to fire), or it may Adjutant
fire as a rifle as part of the team. Small truck with driver (1 Team)
Static Barbed Wire
GROUPE DE LANCE-GRENADIER
If all the V-B equipped men in the platoon are Entrenchments for one Team
formed into a group with the ‘V-B Corporal’ from Engineer Mine Clearance Team, 3 men
the HQ, the group will co-ordinate their fire more Engineer Wire Cutting Team, 3 men
effectively than individual grenadiers. Engineer Demolition Team, 3 men
In-Game Barrage
If either the Team, or the Platoon Observer (if he
is within 6” of the team), have Line of Sight to the LIST TWO
target, it counts as firing at Close Range. Truck with driver (2 teams or towed weapon)
Otherwise all fire is treated as being at Effective Roadblock
Range. Heavy Cover barricade
Pre-Game Barrage
The team is treated like a single weapon team
LIST THREE
and its members as its crew. It may either fire as a
‘V-B Team’, or as a normal team of riflemen. The Sniper Team, 2 men
V-B has a minimum range of 18”. Canon de 25 with Junior Leader and 5 crew
Berliet VUDB
Like a light mortar the V-B group targets a AMC Schneider P16 with Junior Leader
team rather than bombarding an area. V-
Panhard 179 VBTC with Junior Leader
B grenades ignore cover.
AMD White-Laffly AMD 50/80 with Junior Leader
A V-B group causes 2 hits in the open, AMD Panhard 165/175 with Junior Leader
with an additional +1 per additional FO Team with off-table 81mm mortar battery
grenadier in the team after the first. A full Off Table Machine Gun support*
group will therefore inflict 5 hits. Registered Artillery Barrage
LIST FOUR
In confined areas an additional 1 hit is
caused for the first grenadier and a Hotchkiss M1914 MMG with five crew*
further one per two figures in the group. Squad of mounted Irregular Scouts with Junior Leader
A full group would therefore inflict 7 hits. 75mm Field Gun, 5 crew and Junior Leader
LIST FIVE
Legion Infantry Section with Junior Leader
Char D1 with Junior Leader
Regimental Reconnaissance Group with Junior Leader
* May only choose one or the other
ARMY SUPPORT LIST NOTES Puteaux 37: While it was provided with either a
Most of the support options on the list will be self- wheeled carriage, or horse-packed, the Puteaux was
explanatory. All tanks and armoured cars come with a also very portable. Its crew can always carry the
Junior Leader. Vehicles do not have radios. MMGs are weapon and it is treated like a carried machine gun
tripod mounted. Transport only vehicles, such as a car (Section 7.4, P.29), providing there are at least three
come with no crew except a driver, who always crew-members to carry it.
remains with the vehicle and is presumed to be killed
if the vehicle is destroyed. 81MM MORTAR SQUAD
Each battalion only had two medium mortars in total.
Where whole sections are available they will always The bombardment area for a two-tube mortar section
come with a Junior Leader. Infantry support weapons is 10”x10” with the aiming point at the centre.
usually do not, while heavier weapons usually do. The
lists show all Junior Leader assignments where they OFF-TABLE MACHINE G UN FIRE SUPPORT
are present for all troops barring vehicles as discussed Off table Machine Guns will fire using the technique
above. The following support options notes apply. explained in the specific rules. Note, if choosing off
table machine gun fire support then the on-table
HOTCHKISS MLE. 1914 MACHINE GUN MMG may not be chosen.
It would be unusual to find a single machine gun
attached to a platoon. More usually there would be a IN-GAME BARRAGE
section of two weapons. If a player selects two This is taken as an additional option for a normal Pre
weapons, so as to form a section, he receives a Junior Game Barrage/Bombardment, which enables the
Leader at no support cost to command them. continuation of the pre game barrage into the game –
see special rules.
REGIMENTAL RECONNAISSANCE GROUP ARMOURED CARS & TRANSPORT
The Regimental Reconnaissance formations were
In Morocco the mounted companies and cavalry of
formed from cavalry units. They have the same
the Legion had partially transitioned to motor
organisation as an infantry section, but are mounted
transport and had conducted operations in
on horses. The support list option is for a mounted
conjunction with units of the Chasseur d’Afrique and
unit and the Cavalry specific rules apply. A
the Bataillons de Chars de Combat (BCC) based there.
dismounted unit can be represented by the ‘Regular
This had gone as far as actual operations as part of a
Infantry Section’ option in the list.
mechanised ‘demi-brigade de marche’; France’s first
such co-ordinated operation of that kind.
75MM FIELD GUN
Refer to the Specific Rules for Field Gun Direct Fire The option is given in this list to motorise the Legion
when taken as an on-table support list choice. in trucks, or to mechanise them in reduced sized units
in Berliet VUDB or Panhard 179 VBTC armoured
CANONS D ’ANTICHAR carriers, and for both to receive support from their
The Canon de 25 mm semi-automatique modèle 1934 own armoured cars and/or the tanks of a BCC.
(Canon de 25) was introduced in 1934 as the universal
light anti-tank weapon for the infantry. There were Platoons in armoured transport had two vehicles per
few available in 1935 however and priority was given infantry section, but only two sections per platoon. An
to the Metropolitan Army. As a result many units additional vehicle was provided for the platoon
were still equipped with the old Canon d'Infantrie de command. Vehicles in the platoon will be of the same
37 modele 1916 TRP (Puteaux 37). type.

Both of these weapons occupy the same slot on the


Support Table. A player may use any type, but all
weapons must be of the same type. In addition each
type has its own peculiarities:

Canon de 25: This weapon’s carriage was designed to


be towed by horses and was somewhat fragile into
the bargain. When towed by vehicles this had to be
done very slowly. If a vehicle is towing the weapon
and moves Fast for any reason, the weapon is
disabled as a result.
BERLIET VUDB IRREGULAR SCOUTS
This early fully-enclosed armoured personnel carrier If Irregular Scouts are selected as a support option the
was in use with some of the Foreign Legion motorised player can field a squad of Ethiopian and Somalian
companies. As far as can be ascertained the units Tribal Warriors mounted on horses or camels. This
which fielded these vehicles only had White-Laffly unit uses all the Ethiopian and Somalian Tribal
armoured cars in the same formation, so no other Warriors Special Rules and Cavalry Specific Rules.
type of armoured car can be selected from the
support table when VUDB’s are selected. OUI CAPORAL!
With its fire and manoeuvre training and the veterans
It can carry a single demi-groupe and has weapon in its ranks, the Legion literally had a core of men with
ports as part of the design. If a demi-groupe is carried, a “marshal’s baton in their backpacks”. As a result the
up to three figures can shoot from both side and up to leaders of the demi-groupes were often as capable as
two to the rear. It was underpowered and suffered the leader of the groupe de combat they were part of.
numerous mechanical faults resulting in unreliability.
Legion Teams can activate on a roll of 1 or 2,
PANHARD 179 VBTC individual sections on a roll of 2 as normal. However
The Panhard 179 ‘Voiture blindée de transport de both sections and teams can also activate on a roll of
combattants’, served with the Foreign Legion 3. When this is done the team generates a single
motorised companies. It could carry a single infantry Command Initiative Point of its own, which it can then
demi-groupe like the Berliet VUDB, but also had its utilise as if a Leader was expending one on the team
own crew, one of whom typically manned a single and in addition to any that a Leader actually does
forward firing FM light machine gun. expend. This includes both Activation Commands and
Commands which are not activations.
As far as can be ascertained the units which fielded
these vehicles only had White-Laffly armoured cars in RANDOM AIR SUPPORT
the same formation, so no other type of armoured car Refer to the Specific Rules for Random Air Support.
can be selected from the support table when VBTC’s
are selected.

If a demi-groupe is carried, up to three figures can


shoot from both side and up to two to the rear.
FRENCH CHASSEURS SUPPORT LIST
LIST ONE
Medical Orderly
Satchel Charge
Adjutant
Small truck with driver (1 Team)
Static Barbed Wire
Entrenchments for one Team
French Chasseurs d’Afrique Engineer Mine Clearance Team, 3 men
Engineer Wire Cutting Team, 3 men
FRENCH CHASSEURS PLATOON Engineer Demolition Team, 3 men
In 1935 the Chasseurs d’Afrique were converting to
In-Game Barrage
mixed cavalry and motorised formations, with two
squadrons each of cavalry, motorised infantry and LIST TWO
armoured cars. This list represents a motorised platoon Truck with driver (2 teams or towed weapon)
whereas a cavalry squadron can be represented by Roadblock
using the ‘Spahis’ list, but by taking support from the Oui Caporal!
Support Table in this list.
Heavy Cover barricade
The Chasseurs had a slightly reduced peloton structure, Pre-Game Barrage
with a small HQ groupe and only two groupes de LIST THREE
combat. Each groupe was further divided into demi- Sniper Team, 2 men
groupes of fusiliers and éclaireurs. It was still common Canon de 25 with Junior Leader and 5 crew
to form a demi-groupe de lance-grenadier, as was the AMC Schneider P16 with Junior Leader
case in the infantry, but there would be one less
AMD White-Laffly AMD 50/80 with Junior Leader
grenadier in the team.
AMD Panhard 165/175 with Junior Leader
PLATOON FORCE RATING Registered Artillery Barrage
Regular: 0 Off Table Machine Gun support* (Indirect Fire only)
Command Dice: 5 LIST FOUR
PLATOON HEADQUARTERS Hotchkiss M1914 MMG with five crew*
Lieutenant, Senior Leader, armed with pistol Squad of mounted Irregular Scouts with Junior Leader
Sergent-Chef, Superior Junior Leader, armed with rifle Chasseur Section with Junior Leader
Corporal with V-B launcher 75mm Field Gun, 5 crew and Junior Leader
Observer with rifle and Runner with rifle LIST FIVE
There are two Sections Char D1 with Junior Leader
SECTION ONE & TWO Mounted Chasseur Section with Junior Leader
Sergeant, Junior Leader, armed with rifle * May only choose one or the other
FUSILIER TEAM ÉCLAIREURS TEAM
FM24/29 with three crew Five riflemen
Three riflemen Rifle-Grenadier with V-B

All men in Éclaireurs Teams are equipped with


hand grenades and one man carries a modified
rifle and has a rifle-grenade attachment for that
weapon. It is not necessary to designate which
figure this is however and the normal Rifle
Grenade rules still apply (9.1.5. p. 40).
ARMY SUPPORT LIST NOTES
FRENCH CHASSEURS CHARACTERISTICS Most of the support options on the list will be self-
EN AVANT MES BRAVES explanatory. All tanks and armoured cars come with a
French leaders placed much emphasis on their Junior Leader. Vehicles do not have radios. All MG
officers leading by example and gaining the armed vehicles are equipped with armour piercing
absolute trust of their men, particularly ammunition – see special rules. MMGs are tripod
indigenous troops. As their manual says, “Troops mounted. Transport only vehicles, such as a car come
are a reflection of their commander. They wish with no crew except a driver, who always remains
for nothing more than to admire him and follow with the vehicle and is presumed to be killed if the
him blindly”. vehicle is destroyed.

As a result, a French officer spending all three of Where whole sections are available they will always
his Command Initiative to rally a Group or Squad come with a Junior Leader. Infantry support weapons
may remove on additional point of Shock in that usually do not, while heavier weapons usually do. The
Phase. lists show all Junior Leader assignments where they
are present for all troops barring vehicles as discussed
V-B GRENADE LAUNCHER above. The following support options notes apply.
When used within its parent demi-groupe the V-B
is treated like any normal rifle grenade (one HOTCHKISS MLE. 1914 MACHINE GUN
Command Initiative is required to fire), or it may It would be unusual to find a single machine gun
fire as a rifle as part of the team. attached to a platoon. More usually there would be a
section of two weapons. If a player selects two
GROUPE DE LANCE-GRENADIER weapons, so as to form a section, he receives a Junior
If all the V-B equipped men in the platoon are Leader at no support cost to command them.
formed into a group with the ‘V-B Corporal’ from
the HQ, the group will co-ordinate their fire more CAVALRY SECTION
effectively than individual grenadiers. Motorised units could be supported by cavalry units
and vice-versa. They have the same organisation as an
If either the Team, or the Platoon Observer (if he infantry section, but are mounted on horses. The
is within 6” of the team), have Line of Sight to the support list option is for a mounted unit and the
target, it counts as firing at Close Range. Cavalry specific rules apply. A dismounted unit can be
Otherwise all fire is treated as being at Effective represented by the ‘Chasseurs Section’ option in the
Range. list.

The team is treated like a single weapon team OFF-TABLE MACHINE G UN FIRE SUPPORT
and its members as its crew. It may either fire as a Off table Machine Guns will fire using the technique
‘V-B Team’, or as a normal team of riflemen. The explained in the specific rules, however only indirect
V-B has a minimum range of 18”. MG fire is possible, not direct MG fire from off-table.
Note, if choosing off table machine gun fire support
Like a light mortar the V-B group targets a then the on-table MMG may not be chosen.
team rather than bombarding an area. V-
B grenades ignore cover. IN-GAME BARRAGE
This is taken as an additional option for a normal Pre
A V-B group causes 2 hits in the open, Game Barrage/Bombardment, which enables the
with an additional +1 per additional continuation of the pre game barrage into the game –
grenadier in the team after the first. A full see special rules.
group will therefore inflict 5 hits.
75MM FIELD GUN
In confined areas an additional 1 hit is Refer to the Specific Rules for Field Gun Direct Fire
caused for the first grenadier and a when taken as an on-table support list choice.
further one per two figures in the group.
A full group would therefore inflict 7 hits. 81MM MORTAR SQUAD
Each battalion only had two medium mortars in total.
The bombardment area for a two-tube mortar section
is 10”x10” with the aiming point at the centre.
CANONS DE 25 IRREGULAR SCOUTS
The Canon de 25 mm semi-automatique modèle 1934 If Irregular Scouts are selected as a support option the
(Canon de 25) was introduced in 1934 as the universal player can field a squad of Ethiopian and Somalian
light anti-tank weapon for the Chasseurs. Tribal Warriors mounted on horses or camels. This
unit uses all the Ethiopian and Somalian Tribal
The weapon’s carriage was designed to be towed by Warriors Special Rules and Cavalry Specific Rules.
horses and was somewhat fragile into the bargain.
When towed by vehicles this had to be done very OUI CAPORAL!
slowly. If a vehicle is towing the weapon and moves The French campaigned for many years in the
Fast for any reason, the weapon is disabled as a interwar period, notably in North Africa. This
result. produced a cadre of experienced junior NCOs in their
mounted Spahis and Chasseur D’Afrique units.
CHAR D1
Late in 1936 three battalions of Char D1s were formed Therefore, Individual Teams can activate on a roll of 1
in Morocco with vehicles transferred from France. We or 2, sections on a roll of 2 as normal. However both
have allowed an earlier transfer of these vehicles than sections and teams can also activate on a roll of 3.
occurred in reality. If players prefer to stick to the real When this is done the team generates a single
timeline, then only armoured cars may be fielded by Command Initiative Point of its own, which it can then
Chasseur units. utilise as if a Leader was expending one on the team
and in addition to any that a Leader actually does
ARMOURED CARS expend. This includes both Activation Commands and
Typically each unit only operated a single type of Commands which are not activations.
armoured car, so only one vehicle type may be
chosen. The 5th Chasseurs were unique in fielding RANDOM AIR SUPPORT
both Schneider P16 and Laffly AMD 50s, so are Refer to the Specific Rules for Random Air Support.
allowed to mix vehicle types within the force.
All men in the Éclaireurs team are equipped with
hand grenades and one man carries a modified
rifle and has a rifle-grenade attachment for that
weapon. It is not necessary to designate which
figure this is however and the normal Rifle
Grenade rules still apply (9.1.5. p. 40).

FRENCH SPAHIS SUPPORT LIST


LIST ONE
French Spahis Medical Orderly
Satchel Charge
FRENCH SPAHIS PLATOON
In 1935 the Spahis were wholly mounted formations, Adjutant
with even their support elements utilising horse Static Barbed Wire
transport. This list represents a peloton within one of a Entrenchments for one Team
Spahis Regiment ‘Sabre Squadron’ with attached Engineer Mine Clearance Team, 3 men
regimental support elements. It can also be used for
Engineer Wire Cutting Team, 3 men
horse-mounted Chasseur d’Afrique pelotons, but these
use the Support List from the Chasseur d’Afrique list. Engineer Demolition Team, 3 men
In-Game Barrage
French cavalry units had a slightly reduced peloton LIST TWO
structure, with a small HQ groupe and only two Truck with driver to tow Canon de 25
groupes de combat. Each groupe was further divided Roadblock
into demi-groupes of fusiliers and éclaireurs. It was still
Oui Caporal!
common to form a demi-groupe de lance-grenadier, as
was the case in the infantry, but there would be one Heavy Cover barricade
less grenadier in the team. Pre-Game Barrage
LIST THREE
The unit is assumed to be dismounted at the start of Sniper Team, 2 men
the game and the Force Rating reflects this. If the
Canon d’Antichar with Junior Leader and 5 crew
player prefers to field a mounted force, the Force
Rating in brackets is used and one man is added to the FO Team with off-table 60mm mortar platoon
HQ group and one to each demi-groupe, reflecting the Off Table Machine Gun support*
off-table horse holders being present. LIST FOUR
Hotchkiss M1914 MMG with five crew*
Squad of mounted Irregular Scouts with Junior Leader
PLATOON FORCE RATING
Regular: 0 or (+4) Spahis Section with Junior Leader
Command Dice: 5 75mm Field Gun, 5 crew and Junior Leader
LIST FIVE
PLATOON HEADQUARTERS Mounted Spahis Section with Junior Leader
Lieutenant, Senior Leader, armed with pistol
* May only choose one or the other
Sergent-Chef, Superior Junior Leader, armed with rifle
Corporal with V-B launcher
Observer with rifle
There are two Sections
SECTION ONE & TWO
Sergeant, Junior Leader, armed with rifle
FUSILIER TEAM ÉCLAIREURS TEAM
FM24/29 with three crew Four riflemen
Two riflemen Rifle-Grenadier with V-B
ARMY SUPPORT LIST NOTES
Most of the support options on the list will be self- FRENCH SPAHIS CHARACTERISTICS
explanatory. All tanks and armoured cars come with a EN AVANT MES BRAVES
Junior Leader. Vehicles do not have radios. MMGs are French leaders placed much emphasis on their
tripod mounted. Transport only vehicles, such as a car officers leading by example and gaining the
come with no crew except a driver, who always absolute trust of their men, particularly
remains with the vehicle and is presumed to be killed indigenous troops. As their manual says, “Troops
if the vehicle is destroyed. are a reflection of their commander. They wish
for nothing more than to admire him and follow
Where whole sections are available they will always him blindly”.
come with a Junior Leader. Infantry support weapons
usually do not, while heavier weapons usually do. The As a result, a French officer spending all three of
lists show all Junior Leader assignments where they his Command Initiative to rally a Group or Squad
are present for all troops barring vehicles as discussed may remove on additional point of Shock in that
above. The following support options notes apply. Phase.

HOTCHKISS MLE. 1914 MACHINE GUN V-B GRENADE LAUNCHER


It would be unusual to find a single machine gun When used within its parent demi-groupe the V-B
attached to a platoon. More usually there would be a is treated like any normal rifle grenade (one
section of two weapons. If a player selects two Command Initiative is required to fire), or it may
weapons, so as to form a section, he receives a Junior fire as a rifle as part of the team.
Leader at no support cost to command them.
GROUPE DE L ANCE-GRENADIER
OFF-TABLE MACHINE G UN FIRE SUPPORT If all the V-B equipped men in the platoon are
Off table Machine Guns will fire using the technique formed into a group with the ‘V-B Corporal’ from
explained in the specific rules. Note, if choosing off the HQ, the group will co-ordinate their fire more
table machine gun fire support then the on-table effectively than individual grenadiers.
MMG may not be chosen.
If either the Team, or the Platoon Observer (if he
IN-GAME BARRAGE is within 6” of the team), have Line of Sight to the
This is taken as an additional option to a normal Pre target, it counts as firing at Close Range.
Game Barrage/Bombardment, enabling the Otherwise all fire is treated as being at Effective
continuation of the pre game barrage into the game – Range.
see special rules.
The team is treated like a single weapon team
75MM FIELD GUN and its members as its crew. It may either fire as a
Refer to the Specific Rules for Field Gun Direct Fire ‘V-B Team’, or as a normal team of riflemen. The
when taken as an on-table support list choice. V-B has a minimum range of 18”.
60MM MORTAR PLATOON
Like a light mortar the V-B group targets a
Each regiment had four 60mm medium mortars in
team rather than bombarding an area. V-
total. The bombardment area for a four-tube mortar
B grenades ignore cover.
section is 10”x10” with the aiming point at the centre.

IRREGULAR SCOUTS A V-B group causes 2 hits in the open,


If Irregular Scouts are selected as a support option the with an additional +1 per additional
player can field a squad of Ethiopian and Somalian grenadier in the team after the first. A full
Tribal Warriors mounted on horses or camels. This group will therefore inflict 5 hits.
unit uses all the Ethiopian and Somalian Tribal
Warriors Special Rules and Cavalry Specific Rules. In confined areas an additional 1 hit is
caused for the first grenadier and a
further one per two figures in the group.
A full group would therefore inflict 7 hits.
CANONS D ’ANTICHAR OUI CAPORAL!
The Canon de 25 mm semi-automatique modèle 1934 The French campaigned for many years in the
(Canon de 25) was introduced in 1934 as the universal interwar period, notably in North Africa. This
light anti-tank weapon for the Spahis. There were few produced a cadre of experienced junior NCOs in their
available in 1935 however and priority was given to mounted Spahis and Chasseur D’Afrique units.
the Metropolitan Army. As a result many units were
still equipped with the old Canon d'Infantrie de 37 Individual Teams can activate on a roll of 1 or 2,
modele 1916 TRP (Puteaux 37). individual sections on a roll of 2 as normal. However
both sections and teams can also activate on a roll of
These two weapons occupy the same slot on the 3. When this is done the team generates a single
Support Table. A player may use either type, but all Command Initiative Point of its own, which it can then
weapons selected must be of the same type. In utilise as if a Leader was expending one on the team
addition each type has its own peculiarities: and in addition to any that a Leader actually does
expend. This includes both Activation Commands and
Canon de 25: This weapon’s carriage was designed to
Commands which are not activations.
be towed by horses and was somewhat fragile into
the bargain. When towed by vehicles this had to be
RANDOM AIR SUPPORT
done very slowly. If a vehicle is towing the weapon
Refer to the Specific Rules for Random Air Support.
and moves Fast for any reason, the weapon is
disabled as a result.

Puteaux 37: While it was carried on pack-horses, the


Puteaux was also very portable on the battlefield
itself. Its crew can always carry the weapon and it is
treated like a carried machine gun (Section 7.4, P.29),
providing there are at least three crew-members to
carry it.
PLATOON FORCE RATING
Regular: -3
Command Dice: 5

PLATOON HEADQUARTERS
Lieutenant, Senior Leader, armed with pistol
Sous-Officer, Superior Junior Leader with rifle
There are two Sections
SECTION ONE & TWO
French Méharistes Sergeant, Junior Leader, armed with rifle
MÉHARISTE TEAM
FRENCH CAMEL MOUNTED DEMI-SECTION 9 Men with rifles
The Méharistes had originally been established in the
Sahara as a nomadic gendarmerie, drawn from the
local population, but with French officers and NCOs, All men in the Méhariste team are equipped with
drawn from the Bureau de Affaires Indigènes (Native hand grenades and one man carries a modified
Affairs Bureau). Unlike the similar Spahis and Tirailleurs rifle and has a rifle-grenade attachment for that
however, the Méharistes were paramilitary formations weapon. It is not necessary to designate which
and only served within their own locales. The system figure this is however and the normal Rifle
was later extended to the Mandate in the Levant and Grenade rules still apply (9.1.5. p. 40).
into French Somaliland.
FRENCH MÉHARISTE SUPPORT LIST
The unit in the Côte française des Somalis (CFS) was a LIST ONE
reduced company of just two platoons, plus supporting Medical Orderly
elements. However its operations could be enhanced Satchel Charge
by raising Goumier (auxiliaries) from the local tribes. A Adjutant
typical Goum (company) was of around two hundred
Entrenchments for one Team
tribesmen and the raising of several goums to form a
Tabor (battalion) would be warranted in wartime. Engineer Mine Clearance Team, 3 men
Engineer Wire Cutting Team, 3 men
It would appear that the unit structure followed a Engineer Demolition Team, 3 men
different pattern than that which existed in the French In-Game Barrage
Army itself. A full platoon was composed of two LIST TWO
officers, six NCOs and 36 men, divided into two half-
Mount one Section
platoons, each of an officer, a platoon sergeant and
two sections each of an NCO and nine men. Roadblock
Oui Caporal!
Only sufficient camels were provided to mount one Somali Tribal Warriors – 10 men
half-platoon and to carry the platoon’s baggage and Heavy Cover barricade
stores. The Méharistes do not appear to have had
Mount one Section on camels – see cavalry rules
LMGs and V-B launchers, but it is presumed they would
have access to hand grenades. Pre-Game Barrage
LIST THREE
The platoon list portrays a demi-platoon of Méharistes Sniper Team, 2 men
dismounted. If the player prefers to field all or some of Canon d’Antichar with Junior Leader and 5 crew
a mounted half-section, the support list option is used FO Team with off-table 60mm mortar platoon
to upgrade each section. If the entire platoon is
mounted the command group may be taken as Armoured Car
mounted as well at no cost. Camels do not require Off Table Machine Gun support*
‘holders’ to be deployed, as they are quite happy to Random Air Support
kneel down and do nothing for long periods of time. LIST FOUR
Regardless of how many méhariste sections are taken Hotchkiss M1914 MMG with five crew*
as mounted all other options chosen from the support
Squad of mounted Goumier with Junior Leader
list must be on foot.
*May only choose one or the other
ARMOURED CAR
FRENCH MÉHARISTE CHARACTERISTICS The French CFS forces are listed as having armoured
EN AVANT MES BRAVES cars and it is likely that some of these were attached
French leaders placed much emphasis on their to the Méharistes, as they were in the Sahara.
officers leading by example and gaining the Therefore a player may choose one armoured car with
absolute trust of their men, particularly Junior Leader as a support list option, being either an
indigenous troops. As their manual says, “Troops AMC Schneider P16, AMD White-Laffly AMD 50/80 or
are a reflection of their commander. They wish AMD Panhard 165/175.
for nothing more than to admire him and follow
him blindly”. OUI CAPORAL!
The méharistes were in constant use within the CFS
As a result, a French officer spending all three of against both recalcitrant tribesmen and Somali or
his Command Initiative to rally a Group or Squad Ethiopian bandits. This produced quite a reserve of
may remove on additional point of Shock in that experienced junior NCOs and men in their ranks. The
Phase. detaching of a ‘demi-groupe’ from a section would
mean that a suitable corporal or man could be found
to lead it.

ARMY SUPPORT LIST NOTES Therefore, detached Teams can activate on a roll of 1
Most of the support options on the list will be self- or 2, individual Sections on a roll of 2 as normal.
explanatory. MMGs are tripod mounted. However both sections and teams can also activate on
a roll of 3. When this is done the team generates a
Where whole sections are available they will always single Command Initiative Point of its own, which it
come with a Junior Leader. Infantry support weapons can then utilise as if a Leader was expending one on
usually do not, while heavier weapons usually do. The the team and in addition to any that a Leader actually
lists show all Junior Leader assignments where they does expend. This includes both Activation Commands
are present for all troops. The following support and Commands which are not activations.
options notes apply.
SOMALI T RIBAL WARRIORS
The CFS forces were supported by numerous Somali
HOTCHKISS MLE. 1914 MACHINE GUN tribal warriors, both on foot and mounted. Therefore
It would be unusual to find a single machine gun a player may select as many Somali Tribal Warrior
attached to a platoon. More usually there would be a support list units as he likes from the Eritrean and
section of two weapons. If a player selects two Somali Irregulars platoon list.
weapons, so as to form a section, he receives a Junior
Leader at no support cost to command them. Use all the rules (special rules and support list upgrade
options) as the list allows, excluding any Italian
OFF-TABLE MACHINE G UN FIRE SUPPORT support equipment and the Italian officers being
Off table Machine Guns will fire using the technique replaced with French officer equivalents. If three or
explained in the specific rules. Note, if choosing off more tribal warrior warband units are taken then the
table machine gun fire support then the on-table Baluch Command is also included for free.
MMG may not be chosen.
RANDOM AIR SUPPORT
IN-GAME BARRAGE Refer to the Specific Rules for Random Air Support.
This is taken as an additional option for a normal Pre
Game Barrage/Bombardment, which enables the
continuation of the pre game barrage into the game –
see special rules.

60MM MORTAR PLATOON


Each regiment had four 60mm medium mortars in
total. The bombardment area for a four-tube mortar
section is 10”x10” with the aiming point at the centre.
ARTILLERY RULES
Artillery doctrine during the interwar years was a mix
of lessons learned, refined, or in some cases lost from
the time of the Great War. Those familiar with Second
World War artillery use might be generally less
familiar with the practices of these earlier years, so
these rules will probably result in looking at fire
support in a new way.

Therefore for a true appreciation of the use,


limitations and effectiveness of artillery in this period,
which directly impact on the armies of The Abyssinian
Crisis, the following rules are need to properly reflect
Specific Rules the reality of artillery doctrine used during this period.
The following rules are specific to Chain of Command:
The Abyssinian War. Whenever an army list refers to PRE G AME BOMBARDMENT/BARRAGE
these rules they apply without modification unless A pre game bombardment (or barrage) is designed to
noted in that army list. disrupt the enemy immediately before an attack
commences, or to break up an enemy attack in its
CHAIN OF COMMAND ADDITIONAL RULES assembly area. We use a simple “system” where the
The generation of Chain of Command points and Italian, British, French or Ethiopian Imperial Guard
subsequent use of Chain of Command dice remains player may either select a Bombardment on an enemy
the same as in the main rules. However, the following position, or use an In-game barrage. This is not
general options are added. available to the Ethiopian Regular or Tribal Irregular
platoons. He does this using the rules as follows;
Reduce your opponent’s Command Dice by one
Bombardment on enemy positions in the pre game
in the next Phase. This must be played before
barrage (p82) will not kill any of your enemy, but it
your opponent rolls his Command Dice.
can reflect the disorder it causes in his ranks by
Add two Command Dice to your hand in this disrupting your enemy’s ability to deploy onto the
Phase. This must be played before you roll your table.
Command Dice.
Change the target for an off-table machine gun During the first Turn of the game, Units and Leaders
by 18”. Other national characteristics will be which have been bombarded must roll to deploy onto
covered in the Army Lists. the table as though no Senior Leader is present with
Improve the motivation of Irregular troops by +1 their force i.e. 4-6 to deploy (-1 if a heavy
Bombardment). This lasts only for the first Turn of the
game, after which it has no continuing effect. No
AGGRESSIVE more than one Bombardment on enemy positions may
Troops that are rated Aggressive who receive shock
be selected. Note – this means that an opposing
from firing or combat ignore the first point received
player will always roll to deploy any troops whether he
from each occasion of shock inflicted on them in a
is the attacker or defender.
phase (so they can potentially shake off multiple
shock ‘hits’ inflicted upon them).
In-game barrage phases continue the pre-game
bombardment/barrage into the game itself. The in-
game bombardment must be targeted at a single
enemy Jump Off point or, if two Jump Off points are
within 18” of each other, both may be targeted. While
the barrage continues these points may not be used
to deploy troops.

However, any Teams of either side coming within 18”


of these Jump Off Points, or 12” if in entrenchments,
will test for friendly fire from the barrage using the
mortar barrage rules in Chain of Command. No matter
how many phases of In Game Barrage are selected,
the barrage will end once the first Turn ends.
REGISTERED ARTILLERY BARRAGE When there is an on-table element, a
Besides the Pre-Game Barrages allowed within Chain corresponding off-table support element may not
of Command, additional dedicated fire support might be selected from the Support Table. E.g. If a
also be provided for a particularly important player selects a medium machine gun to support
objective. With limited means of communication, it his platoon, he may not select any off-table
was necessary to identify and register potential machine gun support fire. Exceptions to this rule
targets before an attack began, or for a defender to will be noted in the relevant force lists.
identify potential troop routes and relay them to his
supporting artillery. This is represented by Registered FIELD GUNS - DIRECT ARTILLERY FIRE
Barrage fire, thus all artillery fire is either pre game An artillery piece is defined as any direct fire weapon
bombardments and/or registered artillery fire. over 50mm and which is not an anti-tank gun, or a
mortar. It would normally be quite unusual to find any
Either or both players may each place up to three
form of artillery as close to the frontline action that
markers on the table (shell craters being the
Chain of Command depicts, however it can be a
obvious choice) to represent likely locations for
feature of a game to have them on-table usually
registered fire. As such points would be fairly
chosen as support list choice in a platoon list.
obvious to both sides; there is no need for any
‘hidden’ system here. Players need not have made
Given the gunner’s maxim that “close is good enough”
a Registered Artillery Barrage support list choice
and that the destructive power of the H.E. round was
to place markers, only to actually use them.
spread over some distance, the normal shooting rules
A player may call down a single bombardment per are not used. The following rules are used instead by
selection made on the Support List Table for his on-table artillery firing by line of sight;
force. This may be on any marker positioned by
An artillery pieces may not engage a target closer
him in the Pre-Game Phase. Deviation is rolled for
than 18” to it. Artillery crews under this distance
in the same way as a mortar barrage (10.3 P.46)
will use their rifles or carbines as if they were a
and the marker moved to the new position.
normal infantry squad.
A Registered Artillery Barrage is linear; 24” x 12”
Artillery pieces do not roll to hit. Instead the
and is laid with the marker mid-centre and
effectiveness of their fire is based purely on the
parallel to the player’s own table edge. Units of
rolling of their firepower dice. The target unit and
either side falling under the barrage area will
any other unit (friend or foe) within 4” of them
undertake no action in the following phase
rolls on Table Six (P. 38) in the Chain of Command
(regardless of which player’s phase it is) and are
rule book.
considered Pinned.
Any unit that is within 4” of the target unit will
At the end of that following phase the effects of
also ‘take hits’ as if it was the target unit. Any unit
the barrage are assessed by rolling 1D6 for each
within 8” will do likewise, but with half the
team or squad individually;
number of firepower dice (rounded down) in
5-6 - The unit receives 1D6 hits, which are proportion. Artillery shells do not discriminate
resolved on Table 6 (P.38). between friend and foe.
2-4 - The unit receives 1D6 hits as above, When rolling firepower dice if two 6s are rolled
with a dice roll modifier of -1. add an extra hit and if three or more 6s then add
1- Any crew-served weapon is a further hit ie two extra hits total. This accounts
destroyed, but its crew is unharmed. for direct fire ‘critical’ hits by the firing gun.
When a vehicle is either the target unit, or falls within
either of the ‘proximity distances’, it takes hits from
COMPANY & BATTALION SUPPORT FIRE
Almost invariably all regular forces retained units of the corresponding number of Firepower dice detailed
various weapons, typically mortars and medium above. Armoured vehicles are treated in the following
machine guns, but in some cases including light field manner;
guns (usually termed ‘Infantry Guns’ or ‘Mountain If a vehicle is the targeted unit, or falls within the
Guns’), to support the operations of their subordinate proximity distances outlined above, it receives
elements. While in some cases these will be attached hits with half the number of Firepower dice in
to on-table forces, typically they were retained behind proportion to those distances. ‘Hits’ are calculated
the frontline, so as to be able to support all of the using the Step 3 of the Fire Against Vehicles rules
subordinate units of the parent formation. As a (P.55). The vehicle uses its Armour Factor Dice
general rule therefore; against them in the normal way.
The direction from which the vehicle receives fire standard unit as defined in the Chain of Command
is calculated from the direction of the target unit. rules. It may fire a concentrated barrage using the
If the vehicle itself is the target unit, then it is 12” square barrage with a Firepower of 6. It may
from the direction of the gun firing at it. further concentrate its fire into a 6” square area
with a Firepower of 8.
When rolling firepower dice, for each 6 rolled
after the first an extra ‘hit’ is added, to represent
possible direct hits or critical damage by large MACHINE GUNS
fragments. While the typical utilisation of machine guns was in a
direct fire capacity using line of sight, by the Thirties
Example: A 75/28 field gun opens fire at an infantry
the use of them as indirect fire weapons was a well-
unit which has an armoured truck nearby. The gun
practised operation in European armies. In these
doesn’t roll to hit but instead rolls its four firepower
forces the option is therefore usually given for both
dice vs table six, causing one shock to be received by
off-table direct fire over fixed ‘lanes of fire’ using line
the infantry unit. The nearby truck, 6” away, has one
of sight, or indirect fire using on-table observers in the
dice rolled against it, needing a 4+ to be hit, which it
same way as a mortar or infantry gun unit. Off table
scores, whereby the truck now rolls its one armour
Machine Guns taken as a support list choice may use
dice to ‘save’.
either direct fire or indirect fire, but only one type per
game.
INFANTRY GUNS
Typically infantry guns roughly correspond to the
equivalent mortar types and sizes. Their off-table fire INDIRECT MACHINE GUN FIRE
By the Thirties the use of machine gun units in an
is therefore similar in operation and effect as the
indirect fire role was well established. The British in
corresponding mortar type. Weapons of 60-65mm are
particular favoured this method so much that they
similar to 60mm mortars and weapons of 70-75mm
abandoned the use of infantry guns and minimised
are similar to 81mm mortars. They use the same
the numbers of medium mortars in their battalions.
‘barrage rules’ as mortars in this context.
Individual machine gun platoons would be tasked with
supporting the companies of their own battalion.
MORTARS However there were rarely enough weapons to
Off-table mortar fire is already covered in the Chain of
provide support for everyone at the same time.
Command rule book. The only variation to those rules
is that mortar units vary by size and type in this era, Indirect Machine Gun Fire may be chosen as a
rather than the somewhat standardised unit sizes support option from the relevant Support List
present in World War Two. Mortar barrages may be Table, only if there are no on-table medium
the standard barrage as indicated in the rules, or may machine guns and no off-table direct fire machine
be ‘concentrated barrages’ which cover smaller areas guns.
with the same number of rounds. What types are
Indirect machine gun fire is continuous
available to particular forces will be defined within
throughout the turn it is activated. The availability
each force list, but as they will fall into similar
of subsequent barrages is determined in the same
patterns, generally it can be said that;
way as mortar barrages (10.3.3. P47-48).
A medium mortar section with two or three
A fixed point on the table is selected as the centre
weapons of approximately 50-60mm, has a
of the barrage area. This point may be later
barrage area of 12“ square. It has a Firepower
moved up to 18” by the Junior Leader of the unit’s
rating of 3. It may fire a concentrated barrage,
observation team by expending two Command
which uses a 6” square barrage area, with a
Initiative Points in any phase, causing the unit to
Firepower of 4.
cease fire for the remainder of the current Turn,
A medium mortar section, with two weapons of with the unit firing at the new target point at the
approximately 81mm, has a barrage area of 18“ start of the next Turn.
square. It has a firepower rating of 2. If desired
A machine gun ‘barrage’ covers a square ’beaten
the player may choose to fire a concentrated
zone’ of 12” square. Units located within, or
barrage, which uses the 12” square barrage area
entering the beaten zone, will take potentially
with a Firepower of 4. It may further concentrate
automatic hits, determined by the weapon’s
its fire to a 6” square area with a Firepower of 6.
Firepower rating. Do not roll to hit, but instead go
A medium mortar platoon, with four weapons of directly to Table 6 (P.38) to assess the effects of
approximately 81mm, has a barrage area of 18“ the barrage.
square. It has a firepower rating of 4. This is the
On the phase in which firing commences the Covering Fire – The section provides suppressive
option to extend the normal barrage area to 18” fire for the platoon to cover its advance or
is allowed. This reduces Firepower to half the defensive posture (4.5.4. P.20). The section may
number of dice (rounded up). While the aiming only fire at areas which are both within its arc of
point can still be moved as indicated above, the fire and line of sight. It does not have to fire at the
barrage area will remain fixed for the remainder same target each phase however and fire may be
of the turn. shifted from target to target on individual phases.
Hits against vehicles are determined as striking Unlike normal covering fire, the machine gun
upper armour, due to the ‘plunging fire’ of the section does not have to be activated; it is working
machine gun unit. Hits on vehicles are therefore to a fire plan drawn up before the battle began.
treated as hits on rear armour. Damage is The area covered is 12” frontage, but otherwise
determined using Step 3 of the Fire Against the Covering Fire rule (4.5.4) operates as normal.
Vehicle rules (P.55).
While removed from the battlefield itself, Direct
Fire MGs are visible targets. A Forward Observer
Team with line of sight to the section’s direction
DIRECT MACHINE GUN FIRE marker may call down a barrage on the machine
Direct Fire is undertaken by sections of two or three gun section. The machine gun section is assumed
machine guns firing on fixed lanes of fire by line of to be firing from a prepared position and is
sight. It is assumed that an elevated position has been considered to be in Hard Cover when assessing
obtained for the section, which somewhat reduces barrage casualties.
the effects of cover such as walls and small rises of
ground (otherwise the unit would fire indirectly). A
OFF-TABLE FORWARD OBSERVATION TEAMS
machine gun section is presumed to have its own
A Forward Observer Team (FOT) for off-table mortar
Junior Leader who expends Command Initiative Points
and indirect-firing MG sections, is made up of a Junior
as required for the team to function and without the
Leader plus two men, who may always end their move
need for the player to activate him.
in a Tactical Stance when deployed on-table.
Direct machine gun fire takes two forms, one of which
They may always deploy on-table when activated,
must be selected at the start of the game for the first
ignoring rule (4.3) if a Senior Leader is not available to
turn. These options are either ‘Lane-Firing’ or
deploy them, this reflecting a previously established
‘Covering Fire’. The role of the unit may be changed
observation post, which is connected by telephone to
by a Senior Leader expending two Command Initiative
their unit. Provided that they do not move, they can
Points in any phase, causing the unit to cease fire for
retain that link without coming out of their tactical
the remainder of the current Turn, with the unit
stance.
beginning its new role at the start of the next Turn.
If they move from their OP then they will have to use
In both cases a directional marker is placed on the
visual signals (flags or a heliograph) to relay
player’s own table edge, which is used to indicate the
information to their unit. Doing this denies them the
direction of fire of the section (fire lane). The arc of
benefits of a tactical stance as it exposes their
fire covered by the weapon is 45° (i.e. 22.5° either
position.
side of the fire lane). The fire lane may be changed by
up to a further 45° in either direction in a single
FOTs activate on their own Junior Leader’s Command
phase, during which no firing will take place, but at no
Dice, however FOTs may be activated by the Senior
cost in Command Initiative points.
Leader Platoon Commander for one command
Lane-Firing - Effectively the section operates as if initiative (as per 10.3), who in addition can also spot
it was a unit on Overwatch (4.5.4. P.20), except for the FOT if he can see a target in direct line of sight
that it continues to remain on Overwatch after it that the FOT cannot. No other leader however may
has fired. The section will fire at any target which spot for the FOT. If a FOT is destroyed then no further
presents itself within its arc of fire. As fire is requests for indirect fire may be made.
undertaken by more than one weapon at the
same target, only one ‘to hit’ roll is made, but Off-table batteries follow all the normal rules of
Firepower dice are increased by 50% to take into Support Weapon Fire once activated (section 10).
consideration the fire of the second weapon eg
tripod MMG = FP 10 x 1.5 = 15 FP dice.
ENTRENCHMENT AND BUNKERS CLEARING BUNKERS
Entrenchments are normally Team-sized to hold Large bunker or fort complexes must be treated in the
support weapons. Two entrenchments may be same way as buildings, being cleared one area (rather
selected to hold a section or squad of up to ten men; than one building storey) at a time.
three for a single squad of up to twenty men. Bunkers,
whether wood and sandbag or concrete, these are Normally bunkers or dug-outs will be quite small
assumed to be large enough to hold one squad of up affairs; more like shelters than fighting positions.
to 12 men, or one support weapon team. These were usually easily captured once the enemy
had reached their entrance, as the occupants had no
CROSSING WIRE route of escape. If a Group of attackers reaches the
Troops may attempt to cross an undamaged section entrance to a bunker or dug-out, the occupants can
of wire. In order to do so a Section or Team must be be offered the opportunity to surrender.
placed adjacent to the wire and roll a D6 in each
phase it does nothing except make this attempt. On a To see if they choose that option roll a D6. On a 1-4
roll of 6 they are able to remove one section of wire. they will surrender on a 5 or 6 they will come out
fighting, entering Close Combat with their opponents
PETROL BOMBS counting as defending light cover. Add one to the roll
Petrol Bombs are shown on Table Seven, Hand-Held if they are accompanied by Junior Leader and/or
Anti-Tank Weapons. They may be used once by any Senior Leader.
Squad when commanded by the Senior Leader on-
table who is commanding the platoon. A maximum of Alternatively the attacker may throw grenades into
two such weapons may be selected per platoon. How the bunker or dugout, rolling 8 dice on a target
the charge works is detailed in Section 9.3.4. counting no cover. After this the troops in the dug-out
will roll a D6 for their reaction, applying a -1 to the roll
for each man killed by the grenades. On a 1-3 they will
surrender, on 4-6 the survivors, incensed will come
out fighting, entering close combat with their
opponents counting as defending light cover.
CAVALRY & CAMELRY SUPERIOR JUNIOR LEADERS
For each dismounted cavalry or camelry squad in your A Superior Junior Leader may use a Command Dice
force you roll 1d6 before the Patrol Phase begins. On roll of 3 or 4 to activate, once activated he has two
a score of 4,5,6 you gain one free Patrol Phase move Command Initiatives. He may also issue commands to
with any of your markers. This is in addition to any weapons crews or teams just as a Senior Leaders can
scenario specific rules regards bonus patrol moves. ie activate and infantry gun. If wounded or killed they
However a force may never have more than six free are treated as a Junior Leader.
patrol phase moves.
Cavalry/Camelry* apply the following rules; POISON GAS
Poison gas was first used in December 1935. Having
a) Cavalry may choose to deploy on-table mixed results the Italian player may take this as a pre-
dismounted without their horses before deploying game option against Ethiopian forces only.
on-table. One figure for each five men in a squad
or team is removed from play as a horseholder. Before play starts (and before Force Morale Die rolls a
b) Mounting or dismounting requires one complete are made), the Italian player declares his use of
Normal Move action - no shooting allowed. When ‘poison gas’.
dismounting remove one man in five as a horse-
holder as per a) above. They are returned to play He rolls 1D6. On a score of 1 the gas disperses or
if the unit mounts up. otherwise has no effect. On a 2+, the Ethiopian player
rolls D6 for half the warriors/soldiers in his force (this
c) Mounted Cavalry move like infantry adding 2” per does not include any support weapons). On each die
D6 used. score of 6 a figure is removed as incapacitated before
d) Mounted Cavalry can never move tactically. the battle starts. In addition, for every two
incapacitations that occurs subtract one from the
e) When fired at while mounted they count as a
Ethiopian player’s Force Morale die roll (p11).
Green Target (regardless of their actual quality).
f) Mounted Cavalry may not charge enemy if they AP (AMMUNITION ) – NON VEHICLE WEAPONS
would have to move over an Obstacle, Heavy A player may choose (and verbally announces once
terrain or against an enemy that is entrenched, in during the Turn) that he intends to use AP
buildings or if the enemy is an AFV. ammunition. If he does so then AP ammunition for all
his non-vehicle based weapons only lasts until he rolls
g) Mounted Cavalry are considered Aggressive. In
three or more 6s on his Command Dice during any
combat, they roll 2D6 per man, 4D6 if they move
phase, which ends the turn it is used in. If the turn is
8” or more in a straight line over open ground.
ended in any other manner, it can continue to be used
Fight combat as per 13.1.
into the next Turn.
Mounted Cavalry that engage Camelry in combat
are not considered aggressive. RANDOM AIR SUPPORT
Close Combat modifiers; halve the LMG/MMG If an end of Turn occurs, at the beginning of the next
modifiers, but triple light/heavy cover modifiers. phase, before it starts, the player who has Random Air
Determine Results as per 13.1.2. Support nominates a target point and rolls a dice.

h) If moving At The Double or after any Close If both sides have air support, then each player rolls a
Combat, each mounted cavalry Team takes 2 D6. The highest score gets air support this Turn; re-roll
Shock. ties. Follow the same procedure at the end of each
i) Mounted Lancers add +1D6 per 3 figures in the Turn.
first round of combat.
If the phasing player with Air Support rolls a score of 1
*Camelry used to charge enemy is ‘debatable’ by this the airstrike hits the wrong target and your opponent
time period. Players may choose to disallow camelry may redirect the attack onto any of your units within
troops to charge (like cavalry) otherwise they are 12” of the target point and conduct the attack as if it
treated the same as cavalry in all other respects. was his own. From the target point each target along
any line of a 12”x4” beaten zone are strafed with 2D6
firepower attacks, each 3, 4, 5 or 6 scoring a hit. Roll
on Table 6 for the ‘Hit Effect’. Allocation of Shock and
Loss is the same as all normal rules.
IRREGULARS
This section attempts portrays the psychological factors When an Irregular unit suffers 2 (small units), 4
of non militarised “irregulars”. The result produces a (medium units) or 6 (large units) shock from firing and
different ‘take’ on handling troops of this type to more combat (counting each kill as two shock for the
accurately model their battlefield psychology. The purposes of testing), cross reference the platoon
following rules pertain specifically to troops with the Command Dice rating with the size of the unit taking
Irregular or Tribal Warrior trait. the hits.
IRREGULAR FIRE AND COMBAT EFFECT
Unit Size
Effect Small Medium Large
Units of Irregular warriors are considered to conform
to certain sizes. This affects the outcome from the CD4 1-2B 3-5P 6✓ 1B 2-4P 5-6✓ 1B 2-3P 4-6✓
effects of fire and to a certain degree combat. Units CD5 1-2B 3-4P 5-6✓ 1B 2-3P 4-6✓ 1B 2P 3-6✓
are either; Small (1-6 figures), Medium (7-15 figures)
-2 wavering, -1 unmotivated, -1 per pin marker
or Large (16+ figures). +2 highly motivated, +1 motivated, +1 war drums

Movement
All irregulars may move 3D6 suffering no penalty from Outcome:
the effects of Shock caused by such movement. = Unit suffers no effect or removes all pin markers.
P = Rifle armed unit is Pinned (as per 14.5); otherwise,
Motivation Unit Flinches. 'Retire' 6"+2D6" and become Pinned
Irregular warriors react to battlefield environments or they may halt and become 'pinned' on reaching
based on their current motivation. Events produce any cover along that route.
good or bad outcomes that affect the current B = Unit is Broken. Indicate with two pin markers and
motivation of an irregular force. These events are the retreat move as per 14.6.
same as those listed on the Force Morale table i.e.
when something bad happens to your opponent (his Example; If a medium size Regular unit (CD5) suffered
force morale drops) this results in your irregular force 2 shock and 1 killed figure from fire it would have to
motivation increasing, however motivation increases test on the firing outcome table (as it has received
only if enemy Force Morale suffers a drop. Some effectively 4 shock). If its force was ‘motivated’ at the
specific scenario events or objectives may also be time and rolled a 2 (2+1=3) then it would be
causes of changing motivation. considered Pinned until they successfully rally.

Irregular forces start the game with their motivation Close Combat
level set by rolling 1D6, applying any modifiers as per Irregular warrior’s motivation affects their close
any scenario or army list (e.g. Sons of Adwa). The levels combat ability. Add 2D6 to their close combat score
of motivation are from bad to good; wavering, for each level above Committed and subtract 2D6 for
unmotivated, reluctant (1), committed (2-3), motivated each level below Reluctant (as shown on the Irregular
(4-5), highly motivated (6). This is done at the same time Force Morale and Motivation Track). The instant
their force morale die roll is conducted. The final score either of these conditions no longer exists the unit has
determines initial motivation. no D6 modifiers. Note, the shock received as a result
of a combat result (p60) may cause a test on the
Motivation is kept track of by using the Warrior Irregular table above, but only if the irregular unit
Motivation Track (visible to both sides) or a 6-sided cube loses – it ignores shock if it wins the combat.
suitably marked, with motivation increasing or
decreasing as described above. Leaders & Pin Effects
An attached leader can rally units from one morale
Firing condition to another. He does so by using 1 Command
Irregular warriors react differently to the effects of Initiative point when activated and rolling 1D6 per
fire. They may shrug off a deadly fusillade or be quite one expended (all at once). On a score of 6 the morale
badly affected by barely effective shooting. of a unit increases i.e. from Broken to Pinned, or
Pinned to No Effect (it is possible for to go from
The normal use of tracking Shock in Chain of broken to no effect in one phase).
Command is not used. Whenever an irregular unit
receives shock and/or losses from fire it rolls on the Note – Being pinned can be a temporary state in a Turn
following table to determine an immediate outcome; as irregular morale waxes and wanes with only their
no shock is recorded, but losses are removed before current motivations accounted for by the roll of the dice
determining unit size in the test. and their leader’s ability to motivate.
Broken and Pinned UNRELIABLE
Broken and Pinned units, with or without attached Unreliable vehicles breakdown if a double 1 is rolled
leaders, may roll on the Irregular table to remove the when moving normally, or when any double is rolled
effects of being Pinned or Broken in their phase. They when driving flat out.
may do so on their own command dice, however they
must apply the result rolled, good or bad, unless they TWO MAN CREW (TMC)
have a leader attached (who counters an adverse Where a vehicle has a turret and its primary
morale result). armament is a gun and not an MG, the vehicle may
not move and fire in the same phase.
End of Turn
When an end of turn occurs for any reason motivation If any Leader activates any vehicles other than his
returns to ‘Committed’ as enthusiasm wanes or panic own using his command dice, his own vehicle not fire
passes. All units roll a dice on the Irregular Fire & in the current phase. The driver can be activated as
Combat effect table. If they score a [✓] then they may normal however.
remove any Pin markers the unit may have, if they roll
pinned [P] they remain so and if they roll broken [B] Any hits on the gunner in a two-man crew are
then they are removed from play. transferred to the commander, while all other
casualties are transferred to the driver. A vehicle that
ϕ loses its Junior Leader commander, may only act on a
command dice of ‘1’, it may not fire or be ordered to
VEHICLE SPECIAL RULES - ALL: act by radio.
AP (AMMUNITION )
All British, French and some Italian MG-armed
WW1 ERA AFVS
vehicles are equipped with a partial ‘load-out’ of Some vehicles in The Abyssinian War were relics of
Armour-Piercing ammunition. Vehicles routinely able the First World War. Even by comparison with the
to use AP ammunition are noted on the master somewhat modest and hard-used contemporary
arsenal equipment list with ‘*’ under the A.P. column vehicles, they were considered dated. The Armour
and the AP value of the specific weapon in the notes. rules from Chain of Command should be used with
Those just using standard rounds are indicated by ‘-‘. the Master Arsenal tables providing the relevant data.
Each vehicle entry specifies the AP value of the MGs Speed is altered to reflect the primitive technology
fitted. AP ammunition for vehicle sis unlimited. and the wear and tear of almost twenty years in
service. Tracked AFVs may move at the following
EASILY CATCHES FIRE rates:
If hit on the vehicle front and you get a net 3 hits
result you add +1 to the D6 roll to see if it explodes. Slow: Move with 1D6 but may fire their
secondary armament at full effect.
FIRING PORTS Fast: These may move with 1D6 and fire their
Troops aboard a vehicle fire their weapons into a 90° main gun at full effect or may move 2D6 and
arc. They must be given their own order dice to fire fire secondary armament at half effect.
(as a Team) as they do not belong to the crew.
Wheeled vehicles move as normal in the rules.
In addition to the AFV commander activating
LOW PROFILE
-1 enemy fire modifier when targeted. weapon positions, other positions may activate
on a Command Dice roll of 1.
MOTORCYCLES
Motorcycles operate as wheeled vehicles but re-roll
any 1’s rolled.

NO RADIOS
No vehicles may use radio communication unless
listed as having them fitted (11.4).

SLOW T URRET
Tanks with slow turrets are restricted to a 90° forward
arc of fire and rotate at up to 90° in a single Phase. (p53).
INTERWAR ARMOUR AND WEAPON RULES AUTOCANNONS FIRING AT VEHICLES
It is recommended that these rules be used. They give Any weapon indicated as being an Autocannon in the
a much better appreciation of low-end weapon and Arsenal Table, rolls to hit as normal, but may re-roll
armour interaction. When doing so, the following any results of ‘1’ produced by the ‘To Hit’ roll.
rules apply;
Table ‘Twelve & Thirteen’ replaces the existing MG FIRE AGAINST ARMOURED VEHICLES
damage Tables Twelve and Thirteen in CoC (p56). Rifle-calibre automatic weapons (automatic rifles,
Softskin vehicles still use Table Fourteen (p57). light machine guns and medium machine guns) are
normally confined to attempting to force armoured
Advanced Rule 17 – Firing Procedure is standard vehicles to withdraw in Chain of Command and are
i.e. a firer secures hits on frontal armour on a roll incapable of causing anything but minimal damage.
of 4, 5 or 6. On the side armour with rolls of 3 to 6 The generally less well-armoured vehicles of the
and 2 to 6 on the rear armour. Interwar Era are however much more vulnerable.
Each vehicle is classified with an armour rating
and defensive aspect based on its Front, Flank or These rules replace Section 9.3.3 ‘MGs Against
Rear when it receives hits eg a Renault FT tank is Armoured Vehicles’ (P.42) where the target vehicle
rated Armour 3 (F/F/R) which means it defends has an Armour Factor of 2 or less (except for HMGs).
with 3 ‘save dice’ and all unsaved hits against its They instead wholly utilise Section 12 ‘Fire Against
front and flank will ‘strike’ as if against ‘Frontal Vehicles’, in the same way as Heavy Machine Guns do,
Armour’ ie 4+ and the rear on a 2+. i.e. they are given an AP Factor, rather than utilising
their Firepower Rating;
TABLE 12 &13 - TANKS & ARMOURED CARS Normal MG Rounds are AP1.
EQUAL HITS AND SAVES MG Armour-Piercing Rounds are AP2.
1-2 No effect Heavy Machine Gun Rounds are AP2.
3 Halt and engage firer in next Phase
4 Must immediately drive flat-out towards cover Heavy Machine Gun AP Rounds are AP3.
1 Shock. Reverse 1D6 immediately. Any infantry in
5-6 the way are moved by the controlling player to avoid The following rules apply to automatic weapons (but
being run down not HMGs) firing on Armoured Vehicles;
ONE NET HIT
1 Shock. Driver panics and may not be activated in The maximum range for such fire is 36”.
1
the next Phase Automatic Weapons may only utilise these rules
1 Shock. Gunner/Commander panics and may not be when the target vehicle’s Armour Factor is equal
2
activated in the next Phase
1 Shock. Commander panics and may not be to, or lower than their AP Factor.
3
activated in the next Phase
4
1 Shock. Engine damage. Breakdown if Unreliable, Because rifle-calibre and HMG rounds are more
otherwise now considered so. susceptible to subtle differences in armour
1 Shock. Weapon mechanism damage: -1 to hit when
5
firing
thicknesses than larger calibres, it has become
6 2 Shock. Reverse 2D6 immediately important to distinguish between armour which falls
TWO NET HITS into the lowest-range of thickness of armour for that
2 Shock. Driver killed. It takes two activations in class and the remainder. Therefore;
subsequent Phases to allow another crew member to
1 take over unless a two-man vehicle, which is Vehicles falling barely above the minimum
immobilised, the crew member abandoning his armour-thickness for their factor are indicated in
vehicle. the Arsenal Table by ‘*’ after the number.
2 Shock. 1D6 hits on crew and passengers as if in
2 Automatic Weapons (including HMGs) with an AP
open
3
2 Shock. Commander wounded. Reduce Command factor that equals or exceeds the Armour Factor
level by 1. 1D6 hits on passengers as if in open indicated with a ‘*’ gain an additional D6 when
2 Shock. Immobilised for game. Passengers/Crew
rolling for vehicle hits in Step 3 (P.55).
4 disembark immediately in base to base contact with
the vehicle Examples:
2 Shock. 1D6 on crew, 2D6 on Passengers as if in
5 open. Hull or Other Mounted MG out of action for a) A CV-33 with ordinary ammunition (AP1) opens fire
game on a Kurosurei armoured car (Armour 1*). It Follows
3 Shock. Main Gun(s) out of action for rest of game. Steps 1 and 2 (P.55) and achieves a hit. It rolls 1D6,
6 Reverse 2D6 immediately. 1D6 hits on passengers as plus a further hit as the AP equals the armour of the
if in open
target, which the target vehicle now needs to
THREE NET HITS
1-4 Knocked Out, 1D6 hits on passengers as if in the open
counter with its Armour Dice save. In this case one
Explodes, crew dead. 1D6 hits on any infantry within hit will always succeed.
5-6
4”. 2D6 hits on any passengers as if in open
b) A CV-33/35 with armour-piercing ammunition (AP2) A Laffly AMD 80 fires its 13mm Hotchkiss HMG with
also opens fire on a Kurosurei. In Step 3 it will roll 2 armour-piercing ammunition (AP3) at a Vickers
AP dice plus an extra D6 for a total of three ‘to hit ‘ Medium IIA (Armour 2*). Because of its armour-
dice versus the Kurosurei’s 1 Armour Dice save. piercing rounds it rolls 4D6 against the Vickers 2*
(armour save) in Step 3.
c) A CV-33/35 with armour-piercing ammunition (AP2)
opens fire on a Vickers Medium IIA (Armour 2*). In f) A Laffly AMD 80 fires its Hotchkiss again at a
Step 3 it will roll 3D6 to determine penetration (2D6 Vickers Mk.E (Armour 3*). It will roll 4 dice (AP3 plus
for AP2 plus 1D6 because the target is ‘*’ and its AP one because the Vickers is ‘*’) in Step 3. If it had
equals the target’s armour value). been shooting at a Light Tank Mk.V (Armour 3), it
would only roll its normal 3 Dice.
d) The Vickers returns fire with a flank MG, but
because its MG, although firing AP rounds, is only
AP2 versus the CV-33/35’s Armour 3, it can only
attempt to force it to withdraw using rule 9.3.3.
e)
MASTER ARSENAL EQUIPMENT LIST
INFANTRY WEAPONS
WEAPON FIREPOWER CLOSE EFFECTIVE NOTES
Pistol 1 0-9” -
Bolt Action Rifle 1 0-18” 18”+ -
Automatic or Machine Rifle 3 0-18” 18”+ Jams on a double 1 (for this phase only).
Light Machine Gun 6 0-18” 18”+ Lose 2 Firepower if crew of 1.
Tripod Mount LMG (mag) 7 0-24” 24”+ Lose 3 Firepower if crew of 1.
Tripod Mount LMG (belt-fed) 8 0-24” 24”+ Lose 3 Firepower if crew of 1.
Tripod Mount MMG 10 0-24” 24”+ Lose 3 Firepower if crew of 1.
Sniper 1 unlimited - See sniper rules section 9.5.
2 open,
Grenade 4-11” - Roll for hits as if target in the open.
3 enclosed
V-B Launcher / Rifle Grenade “ n/a 18-60” Roll for hits as if target in the open.
Infantry Flamethrower 12 0-12” - All cover ignored. Shock x2.
ANTI-TANK & DUAL PURPOSE GUNS
WEAPON A.P. H.E. NOTES
20mm SEMAG or 20/65 AA Gun 3 6 Auto-Cannon, No Gun shield
Auto-Cannon, No Gun shield.
37mm Hotchkiss Revolving Cannon - 5
Jams on a double 1 (for this phase only).
37mm mle.1916 (Puteaux) 3 3 Gun Shield. -1drm vs vehicles
Canon de 25m L/72 or 1 pdr A/T gun 4 2 Gun Shield
3.7cm Pak 35/36 A/T gun 4 3 Gun Shield
47/32 Anti Tank Gun 7 4 No Shield
INFANTRY SUPPORT WEAPONS
WEAPON FIREPOWER CLOSE EFFECTIVE NOTES
45mm mortar ? With LOS No LOS +1 To Hit when firing with Line of Sight
60mm mortar ? 24”+ 24”+ Reduce cover by one level
with LOS no LOS
61mm to 81mm mortar ? - unlimited Targets one Team and also hits any
neighbors within 4”. Reduce cover by one
Outdated** 60mm-69mm Field Guns 5 - unlimited Gun Shield
Outdated** 70mm-79mm, 12pdr 6 - unlimited Gun Shield
65/17 “Turin” IG & 70mm Mtn Gun 5 - unlimited Gun Shield. Reduce cover by one level
75/13; 75/28; 75/27; 75mm Gun 6 - unlimited Gun Shield. Reduce cover by one level
18pdr Field Gun 7 - unlimited Gun Shield. Reduce cover by one level
3.7” Howitzer 8 - unlimited Gun Shield. Reduce cover by one level.
Double Shock
? = see mortar section for details on firepower rating based on number of weapons firing and the barrage concentration.
MASTER ARSENAL EQUIPMENT LIST
TANKS
VEHICLE ARMOUR A.P. H.E. SPEED NOTES
Renault FT (MG), FT-Ko 3* (F/F/R) * MG Slow TMC, Unreliable, WW1, (AP 2 French FT Only)
Renault FT (37mm) 3* (F/F/R) 3 3 Slow TMC, Unreliable, WW1, No MGs
Char D1 5* (F/S/S) 3 3 Slow Fitted with FT Turret: No MGs
CV33 3* (F/S/S) * MG Average Low Profile, Hull MG (AP 1, FP 6), TMC
CV33/35 3* (F/S/S) * Twin MG Average Low Profile, Twin Hull MG (AP 2, FP 8), TMC
CV33/35 LF 3* (F/S/S) Flame & MG Slow Low Profile, Hull MG (AP 1), TMC
Type 92 Tankette 2* (F/S/S) * MG Average Hull HMG (AP 2), Turret MG (AP 1)
Otsu-Gata Sensha (NC-27) 3* (F/F/S) 4 3 Average TMC, Slow Turret
Type 89A I-GO 3* (F/S/R) 5 4 Slow Rear facing turret MG (AP 1), Hull MG (AP 1)
Vickers Mk.E Type A ‘6-tonner’ 3* (F/F/S) - MG Average Two MG Turrets (AP 1)
Vickers Mk.E Type B ‘6-tonner’ 3* (F/F/S) 3 Average -
Vickers Light Mk II/III 2* (S/S/S) * MG Fast TMC, Turret MG (AP 2)
Vickers Light Mk V 3* (F/S/S) * HMG Fast Paired HMG and MG (AP 2, FP 8)
Vickers Medium Mk IA/Mk IIA 2* (S/R/R) 4 4 Average Coax MG (AP 2), Two flank MMGs (AP 2)
Vickers Medium Mk III 3* (F/S/S) 5 4 Average Two additional MG Turrets (AP 2)
Vickers Independent 4* (F/S/S) 5 6 Slow Four MG additional Turrets (AP 2)
Whippet Tank 3* (F/F/S) - MG Slow Four MG (AP 1) - can only fire two, WW1
Mark IV Female Tank 3* (F/S/R) - MG Slow Four MGs, (AP 1) two MG, WW1
ARMOURED VEHICLES
VEHICLE ARMOUR A.P. H.E. SPEED NOTES
Crossley MK. I 6 x4 A/C 1* (S/S/R) * MG Wheeled Turret MG & Hull MG (AP 2)
Crossley A/C (Indian Pattern) 1* (F/S/R) * MG Wheeled Two turret MGs (AP 2) – 3 gun positions
Roll-Royce A/C 1* (F/S/S) * MG Wheeled One MG (AP 2)
Lanchester A/C 2* (F/F/S) - HMG Wheeled Paired HMG and MMG (AP 2, FP 8), Hull MG
Vickers Light Tractor - GS MK.I 1* (R/R/R) - - Average Open Topped, Some with MG (AP 2)
Light Dragon Tractor Mk IID 1* (R/R/R) - - Fast Open-topped
Carden-Lloyd Carrier 1* (F/F/F) - - Fast Low Profile, Open Topped, some MG (AP-2)
Kurosurei M25 A/C 1* (F/S/S) - Twin MGs Average Two turret MGs (AP 2) – 3 gun positions
Ford Armoured Truck 1* (S/S/S) - MG Wheeled (AP 1)
Improvised Armoured Truck 1* (R/F/F) - Twin MGs Wheeled Can only fire each turret MG to a single flank
AMC Schneider P16 2* (F/S/S) 3 3 Fast Turret main gun, Coax MG (AP 2)
White-Laffly AMD 50 1* (F/F/F) 3 3 Wheeled Rear facing MG (AP 2)
Laffly AMD 80 1* (F/F/F) * HMG Wheeled HMG (AP 3), Rear facing MG (AP 2)
AMD Panhard 165/175 2* (S/S/S) 3 3 Wheeled Turret main gun, Coax MG (AP 2)
Berliet VUDB 1* (F/F/F) - As Weapon Wheeled 6 man capacity, firing slits all-round, Unreliable
Panhard 179 VBTC 2* (S/S/S) - As Weapon Wheeled 6 man capacity, forward MG port
FIAT 611 - MG 3* (F/S/S) - Auto Rifle Wheeled Twin AR in turret, AR rear arc only (No AP)
FIAT 611 - Gun 3* (F/S/S) 3 3 Wheeled Turret main gun, Rear turret AR (No AP)
Lancia Ansaldo IZM 2* (F/F/S) - MGs Wheeled Two MG in turret (No AP)
VEHICLE WEAPONS
WEAPON FIREPOWER CLOSE EFFECTIVE NOTES
Internal Vehicle AR 3 0-18” 18”+
Internal Vehicle Twin AR 4 0-18” 18”+
Internal Vehicle MG 6 0-18” 18”+
Twin MG 8 0-18” 18”+
Top Mounted MMG 10 0-24” 24”+ Reduce cover by one level
20mm Cannon 6 0-24” 24”+ Reduce cover by one level
Flamethrower 12 0-18” - All cover ignored. Double Shock
Notes: Hull MGs – all vehicles are not equipped with Hull MGs unless
otherwise noted.
** Russian M83 65 mm mountain guns, Italian M85 2,75"
mountain guns, French M97 75 mm Field guns. Flank MMG – may only fire one side per phase, not both.
COMMAND RATINGS FIRING
Rank Initiative Range To Hit Green Regular Elite
Junior Leader (Superior) 2 6” Close 3-6 4-6 5-6
Senior Leader 3 9” Effective 4-6 5-6 6
Ranking Leader 4 12” -1 per two Shock; -1 Tribal Rifles
COMMAND DICE
Effect Miss Shock Kill
Roll Effect
Open 1, 2 3, 4 5, 6
1 Activate one Fire Team Light 1, 2, 3 4, 5 6
2 Activate one Section
Hard 1, 2, 3, 4 5 6
3 Activate one (Superior)Junior Leader
4 Activate one Senior Leader or SJL IRREGULAR FIRE AND COMBAT EFFECT
5 Add one to CoC Dice tally Effect Small [2] Medium [4] Large [6]
6 Special Effect CD4 1-2B 3-5P 6✓ 1B 2-4P 5-6✓ 1B 2-3P 4-6✓
SPECIAL EFFECTS CD5 or 6 1-2B 3-4P 5-6✓ 1B 2-3P 4-6✓ 1B 2P 3-6✓
One 6’s: Pass Initiative -2 wavering, -1 unmotivated, -1 per pin marker = no effect
P = Pin/Flinch
Two 6’s: Retain next Tactical Phase +2 H. motivated, +1 motivated, +1 war drums
B= Broken
Three 6’s: End Turn. Retain next Tactical Phase
Four+ 6’s: End Turn. Retain next Tactical Phase. CLOSE COMBAT
Gain Chain of Command Dice.
Leader Initiative: +1D6
Random Event.
Quality Advantage: +2D6
Enemy movement: +1D6 each (1st round)
SECTION OR TEAM ACTIONS
Shock, 2 points: -1D6
Tactical Movement: No Move or 1D6 inches and Aggressive: +1D6 per 3
take cover. Motivation (Irregulars) ±2D6
Normal Move & Fire: Move 1D6 inches and fire at Lancers: (Def) +1D6 per 3 (1st round)
half effect. LMG, each: (Def) +4D6 (1st round)
Normal Movement: Move 2D6 inches but no firing MMG/HMG: +6D6 (1st round)
allowed. Defend Light Cover: +1D6 per 3 (1st round)
Defend Heavy Cover: +1D6 per 2 (1st round)
At the Double: Move 3D6 but each Team will take
Hit in Rear: -50% (1st round)
one point of Shock per Team to reflect disorder.
Pinned: -50%
Fire: Fire at full effect and remain stationary Attacking Cavalry v Inf x2
COMMAND WHICH ARE NOT ACTIVATIONS
Rally 1 Shock from Team in command range not in LOS 5= Kill, 6= Kill + Shock
of enemy COMPARE KILLS:
Rally 1 Shock from Team he is attached to if in LOS of Draw: Fight again, three rounds
enemy By 1: Back 6”
Get a Unit which is not Tactical or on Overwatch to By 2: Back 9” ;+2 Shock
throw a single hand- grenade, fire a single rifle By 3: Back 12” ;+2 Shock
grenade or use a single Section or Squad anti-tank By 4: Back 18” ;Break & Flee, x2 Shock
weapon
Once per Phase for 1 Command Initiative a Leader Terrain Effects
may move on his own if not moved with a Unit already Broken Ground: No Doubling
JL 1 Command Initiative to transfer 1 man from 1 Heavy Going: No Doubling. -1 pip
Team to another if both Teams are < 4” of him and Really Heavy: No Doubling. -2 pips
under his command Obstacles: Normal Movement. 1D6

UNIT ACTIVATIONS
Activate a Team or Section. If they are firing he may add his own fire at no cost in Command Initiative
Activate a single Team and place it on Overwatch
Activate one weapons Team, Section or Squad to put down Covering Fire into an area of terrain
FORCE MORALE & (IRREGULAR MOTIVATION) CHAIN OF COMMAND DICE
No -1 -2 -3
Setback Interrupt an enemy with an
effect point points points
Team wiped out 12 345 6 unpinned Squad/Team and
Fire or Move
Section wiped out 123 456
Ambush with a Team
Team Breaks (off-table) 1 2345 6
Section Breaks (off-table) 12 3456 Move a jump-off point >18”
(<6” behind friends)
Junior Leader wounded 12 345 6
Relocate a Sniper
Junior Leader killed 123 456
Keep a Mortar Barrage Firing
Junior Leader Routs from table 12 3456
Senior Leader wounded 1234 56 Avoid a Force Morale test
Senior Leader killed 1 2345 6 End (or continue) a Turn
Senior Leader Routs from table 1234 56 Enemy FOG – reduce
opponent’s Command Dice by
Loss of support 123 456
one next phase
Loss of Jump-Off point 123 456
Improved Command –
Add +2drm for any Ethiopian or Italian RCTC Senior Leader test
increase your Command Dice
by two next phase
Morale Level Effect
5+ Act as desired Irregular Motivation +1 level
4 Command Dice reduced by one
3 Command Dice reduced by two
Command Dice reduced by two.
Chain of Command :
2 Remove one Jump-Off Point of your opponent’s The Abyssinian War
choosing (don’t roll for the loss of this jump-off point)
1 Command Dice reduced by three
0 Rout or Surrender
THE TURN END TANKS & ARMOURED CARS
All smoke other than that from a fire is removed (TABLE 12 & 13)
from the table EQUAL HITS AND SAVES
1-2 No effect
All Tactical and Overwatch markers are removed 3 Halt and engage firer in next Phase
Any Jump-Off Points which have been captured are 4 Must immediately drive flat-out towards cover
removed 5-6
1 SHOCK. Reverse 1D6 immediately. Any infantry in the way
are moved by the controlling player to avoid being run down
Any mortar & machine-gun barrages will now cease ONE NET HIT
Any Pinned Units will check their level of Shock to 1
1 SHOCK. Driver panics and may not be activated in the next
see if they remain Pinned Phase
1 SHOCK. Gunner/Commander panics and may not be
Any un-rallied Broken Unit and Leader will Rout 2
activated in the next Phase
from the table 1 SHOCK. Commander panics and may not be activated in the
3
Test Force Morale for any Routed Leaders next Phase
1 SHOCK. Engine damage. Breakdown if Unreliable,
Irregular Motivation level returns to Committted 4
otherwise now considered so.
5 1 SHOCK. Weapon mechanism damage: -1 to hit when firing
SOFT SKIN VEHICLES 6 2 SHOCK. Reverse 2D6 immediately
EQUAL HITS AND SAVES TWO NET HITS
1-2 No effect 2 SHOCK. Driver killed. It takes two activations in subsequent
Reverse 2D6 immediately. Any infantry in the way are Phases to allow another crew member to take over unless a
3-4 1
moved by the controlling player to avoid being run down two-man vehicle, which is immobilised, the remaining crew
Driver panics. Must immediately drive forward at flat-out member abandoning his vehicle.
5
speed 2 2 SHOCK. 1D6 hits on crew and passengers as if in open
6 Any passengers must deploy now 2 SHOCK. Commander wounded. Reduce Command level by
ONE NET HIT 3
1. 1D6 hits on passengers as if in open
1-2 No effect 2 SHOCK. Immobilised for game. Passengers/Crew disembark
Reverse 2D6 immediately. Any infantry in the way are 4
3-4 immediately in base to base contact with the vehicle
moved by the controlling player to avoid being run down 2 SHOCK. 1D6 on crew, 2D6 on Passengers as if in open. Hull
Driver panics. Must immediately drive forward at flat-out 5
5 or Other Mounted MG out of action for game
speed 3 SHOCK. Main Gun(s) out of action for rest of game. Reverse
6 Any passengers must deploy now 6
2D6 immediately. 1D6 hits on passengers as if in open
TWO NET HITS THREE NET HITS
1-4 Knocked Out, 1D6 hits on passengers as if in the open 1-4 Knocked Out, 1D6 hits on passengers as if in the open
Explodes, crew dead. 1D6 hits on any infantry within Explodes, crew dead. 1D6 hits on any infantry within 4”. 2D6
5-6 5-6
4”. 2D6 hits on any passengers as if in open hits on any passengers as if in open

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