| By
James C. Gordon
1.
During combat resolution, various unit types add die roll modifiers, in
addition to any column shifts for terrain, air units, entrenchments or
supply. The following activities add one to the die roll when it applies
to the defense and subtracts one when the attacking force includes the
specified unit(s). It is possible for either or both players to utilize
one or more die roll modifiers in a single combat.
(a)
Artillery used anywhere.
(b)
Armored cars used in clear terrain, city or road hexes.
(c)
Cavalry used in attacks against only infantry units in clear or mountain
terrain hexes.
(d)
Imperial Guard units used anywhere except in clear terrain.
(e)
Mountain units used in mountain or amba or massif hexes.
(f)
A leader or a headquarters unit stacked with the attacking or defending
unit(s).
(g)
A combined arms attack with leg infantry and a mobile unit of any kind
(cavalry, armored cars, motorized infantry) in any terrain except massif
and marsh hexes.
(h)
Fighter and Bomber units used in the same attack.
2.
Artillery units are given an effective range of two hexes, including the
target hex. The full attack factor can be applied in support of any attack
within range but cannot assist units which are defending. In the event
of a retreat result against the attacker side, the artillery units may
be retreated at the owning player's option.
3.
Entrenchments which are vacated by the owning player can be retained on
the map if he designates an intrinsic defense of one combat factor for
a given entrenchment counter. Each player can allocate a maximum of five
combat factors in the course of the game and once placed an individual
intrinsic defense factor cannot be moved or redeployed elsewhere.
4.
Entrenchments can function as temporary supply dumps after they have been
in place for three turns. The entrenchment must have been in supply throughout
those three turns and the owning player must state that he is designating
a specific entrenchment counter as a supply dump. Each designated entrenchment
functions as a supply source if there is a line of supply as defined in
the rules including a connection via a road within seven hexes, back to
the ultimate supply source, Mogadisho or Massawa. If the LOS is broken
at any time, the supply dump/entrenchment can support up to three divisions
or equivalents for a maximum of two turns before those units begin recording
their turns out of supply.
5.
Combat results which call for a retreat by either side can be taken as
strength losses instead, at the option of the affected player. The decision
must be made immediately and the resulting strength point loss must be
equal to or greater than the number of hexes in the retreat (e.g. D4 =
retreat four hexes or lose four or more strength factors). The result must
be taken completely as a retreat or a strength loss, it cannot be split
as a partial retreat and partial reduction. An "exchange" result must always
be taken as a loss by both sides.
6.
Command control imposes more restrictions on the Italian Army by requiring
a link between headquarters unit and combat units before those units enter
an enemy ZOC and initiate combat. All combats which are mandatory because
a unit begins a turn in an enemy ZOC must be carried out according to the
standard rules and do not require a command control link. The line of communication
to a headquarters unit is measured in hexes, not movement points, and is
limited to a maximum of five hexes in length, including the hexes occupied
by the unit(s) but excluding the hex occupied by the headquarters unit.
The command control line of communication is always negated by the presence
of enemy units and not enemy ZOCs anywhere in the intervening hexes unless
Italian units or ZOCs extend into those same hexes to negate the influence
of the Ethiopian units. |