Panzer Grenadier Battles on May 7th:
Broken Axis #23 - Târgu Frumos: The Second Battle Scenario 12: Ascend the Heights Panzer Lion #8 - A Profitable Diversion
Broken Axis #24 - Târgu Frumos: The Second Battle Scenario 13: A Fire-Spewing Fortress Panzer Lion #9 - Reclaiming the Perimeter
Broken Axis #25 - Târgu Frumos: The Second Battle Scenario 14: Lines Restored Panzer Lion #10 - Hill 192
Broken Axis #26 - Târgu Frumos: The Second Battle Scenario 15: Redemption Road to Berlin #75 - Final Panzer Battle
Panzer Lion #7 - Back to Kalmu
Afrika Korps, Scenario #14, Beda Fomm Two
Author JayTownsend
Method Solo
Victor Italy
Play Date 2010-01-01
Language English
Scenario AfKo014

I went ahead and play a scenario from Afrika Korps last night, Scenario #14 Beda Fomm Two. It is challenging for both sides as I soon found out. Only seven turns, with only the first three that have any Visibility as night set in for the remainder of the turns. The Italians and their Civilian mob set up on the road and I set them up in the unload position, as they can’t exit them in this scenario any ways and it easier to defend, also the scenario description makes it sound as though they were are ready settling in for the night. The British setup not far away, hexes ##07 or less. The British have very little time to waste to get their 30 eliminated Italian step victory condition met. Civilians only count if they surrender. L3/35 count as double but I think the AB41 armored cars are much more valuable as they at least have an AT ability. The Italian can win by losing less then 15 steps and eliminating 4 British steps.

Turn one the British closed fast as time is a factor, even if they should wait until visibility decreases as the Italian 47mm and 105mm guns do have some bite! I tried to avoid them by going around, out of AT range. Some Italian units start to dig-in but the Civilian can’t, so I setup the two types of units mixed up a bit and tried to defend helpless Civilian as much I could with Italian military units, usually moving them behind other units, to better defend them.

Turn two, stupid British 2-pdr Portee is eliminated with a Captain as well. I haven’t figured out how to us a short range truck mounted portee units in an offensive way yet. I had to close with it to be of any use in this scenario but I got too close and got burned.

Turn three & four, Visibility is a factor and both sides big guns: IT-105mm & BR-25 pdr aren’t much help at this point. Units are adjacent in many areas and a few will become assault next turn. Some casualties on both sides!

Turns five-seven, not enough time for the British, only fourteen Italian steps lost, two were the useless L3/35’s units, which totaled 8 steps in its self as they are worth double! The other six were a mix of civilian surrender points and military eliminated and surrender points. The British need about three more turns to complete this mission, at least the way I played it. They also lost two steps of Mk-VIb’s. At this point it is an Italian victory, as they have only lost fourteen steps and have eliminated 4 step, one Portee unit two steps of MK-VIb’s and one Captain. I think the Captain counts as a step in this scenario, at least I counted it.

This is a tough scenario for both sides and most likely could have been a draw, stupid Portee! Well I had fun playing it and that is the most important thing about playing, getting enjoyment out of it.

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