Panzer Grenadier Battles on February 23rd:
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Beda Fomm
C&CV2: The King's Officers #5
(Attacker) Italy vs Britain (Defender)
Formations Involved
Britain 7th "Desert Rats" Armoured Division

Overall balance chart for CCV2005
Side 1 1
Draw 0
Side 2 1
Overall Rating, 2 votes
Scenario Rank: --- of 609
Parent Game C&CV2: The King's Officers
Historicity Alt-History
Start Time 12:00
Turn Count 20
Visibility Day
Counters 138
Net Morale 1
Net Initiative 3
Maps 1: AK3
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 166
AAR Bounty 163
Total Plays 2
Total AARs 1
Battle Types
Enter & Exit
Scenario Requirements & Playability
Afrika Korps maps + counters
C&CV2: The King's Officers book

By January 1941 the Italians were in full retreat. The allies used a "flying column" of fast-moving units in an attempt to cut the Italians off at the small coastal town of Beda Fomm, thus trapping the majority of Italian forces in North Africa. In this scenario a large force of Italians try to break through British lines to reach safety.


Huge Italian numbers will likely overwhelm the British line, but the British can score VPs simply by slowing Italian units long enough to prevent them from exiting the north edge by the end of play. So, British Leader Characters with the Rifle Combat and Machingun Specialist skills plus the Mortarman/Artillerist and Forward Observer skills will be crucial to disrupting and demoralizing Italian units and keeping them on the board.

Display Relevant AFV Rules

AFV Rules Pertaining to this Scenario's Order of Battle
  • Vulnerable to results on the Assault Combat Chart (7.25, 7.63, ACC), and may be attacked by Anti-Tank fire (11.2, DFT). Anti-Tank fire only affects the individual unit fired upon (7.62, 11.0).
  • AFV's are activated by tank leaders (3.2, 3.3, 5.42, 6.8). They may also be activated as part of an initial activating stack, but if activated in this way would need a tank leader in order to carry out combat movement.
  • AFV's do not block Direct Fire (10.1).
  • Full-strength AFV's with "armor efficiency" may make two anti-tank (AT) fire attacks per turn (either in their action segment or during opportunity fire) if they have AT fire values of 0 or more (11.2).
  • Each unit with an AT fire value of 2 or more may fire at targets at a distance of between 100% and 150% of its printed AT range. It does so at half its AT fire value. (11.3)
  • Efficient and non-efficient AFV's may conduct two opportunity fires per turn if using direct fire (7.44, 7.64). Units with both Direct and AT Fire values may use either type of fire in the same turn as their opportunity fire, but not both (7.22, 13.0). Units which can take opportunity fire twice per turn do not have to target the same unit both times (13.0).
  • Demoralized AFV's are not required to flee from units that do not have AT fire values (14.3).
  • Place a Wreck marker when an AFV is eliminated in a bridge or town hex (16.3).
  • AFV's do not benefit from Entrenchments (16.42).
  • AFV's may Dig In (16.2).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • Closed-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables. Do not take step losses from Direct or Bombardment Fire. If X or #X result on Fire Table, make M morale check instead (7.25, 7.41, 7.61, BT, DFT).
  • Closed-top AFV's: Provide the +1 modifier on the Assault Table when combined with infantry. (Modifier only applies to Germans in all scenarios; Soviet Guards in scenarios taking place after 1942; Polish, US and Commonwealth in scenarios taking place after 1943.) (ACC)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.

Display Order of Battle

Britain Order of Battle
  • Mechanized
  • Motorized
Italy Order of Battle
Regio Esercito
  • Mechanized
  • Motorized

Display Errata (5)

5 Errata Items
Scen 5

The map layout instructions are in error. The words "Afrika Korps" should be displayed in the UPPER left hand corner, not the lower left hand corner otherwise the instructions are physically impossible. This is also further reinforced by the instruction that the 'track' art should be counted as running to the far north of the map exiting at hex **34. Therefore, orientate the map so that the words "Afrika Korps" represent the northern end of the map.

(vince hughes on 2014 Apr 05)
Overall balance chart for 855

Two British infantry have their full strengths printed on the back. They should both be "2-3" when reduced.

(Shad on 2010 Dec 15)
Overall balance chart for 827

This is an armored car.

(Shad on 2010 Dec 15)
Overall balance chart for 871

Ignore the direct fire values.

(Shad on 2010 Dec 15)
Overall balance chart for 101

The L3/35 with ID# 1505 has the incorrect movement factor printed on it. The movement factor should be 7, not 8.

(plloyd1010 on 2014 Nov 24)

Display AARs (1)

Remnants of 10th Army get drawn and cornered at Beda Fomm
Author Brett Nicholson
Method Solo
Victor Britain
Play Date 2013-08-13
Language English
Scenario CCV2005

I usually don't like enter and exit scenarios that much but this one was full of action from start to finish. It was also the fastest moving, 20 turn scenario I've played yet, finished in less than 24 hours and that is especially fast for these 'King's Officers' campaign ones. Also, I didn't have any complaints losing with Italy as I did what I could with them and made the most with what was left of their units that did not escape the British onslaught.

I set the British forces up heavily on the flanks but kept 2-pdrs and 81mm's loaded on Brens and trucks to move where the major Italian breakthrough would begin. There was a stronger build-up on the Western end but placed the 25 pdrs on the East guarded by a few dug-in platoons of INF and Rolls Royce armored cars. With the Italians I matched the British defenses but managed a partial, central breakthrough with some L3/35s and some very fast-moving AB41 armored cars. Over half of this central force actually made it through the A.T. gun gauntlet and would eventually escape pursuit. The Italians were able to do a lot of damage with their 47mms and wiped out all the Rolls Royces with them while the M11/39 tanks destroyed half of the MkVIbs. However, with a lot of help from one my LC(Leader Character)Captains with both the forward observer and mortarman/artillerist skills, the bulk of the personnel units were stopped halfway to their intended destinations through massive disruption and demoralization, especially to higher ranking leaders. So the fog of war would aid the British as well with a mess of scattered and disorganized units. But the Italians still pressed on even though it seemed certain that less than half of their overwhelming numbers would escape the North edge of the map.

British forces called off their attacks and focused on chasing down stragglers before they could escape the second half of the game as it didn't matter with generating step losses anymore as Italy had no real fight left in them at this time. I finally found a use for the remaining MkVIb tanks other than easy A.T. prey and with their move of 9 were able to catch up with 2 platoons of demoralized HMGs that were one move from being off the map and blocked them while mortar fire reduced their numbers in half from compound demoralization results. At one point the chase was so close that the only way certain Italian units could hope to escape were to fail recovery rolls and flee. So in a rare case I was hoping they would fail those attempts as disrupted units only have a move of one.

So it ends in another victory for Britain with the V.P.'s at games end: Britain:85; Italy:50. This one proving to be even more decisive than their success with Operation Compass. As for the LCs, Italy managed to keep all three of their's alive though two left the battlefield with negative LPs while the British LCs fared average except for one newly promoted Major was seriously wounded (once again the survival skill modifier saves a LC from certain death with a fatal 5 result adjusted to a 4) and would have to sit the next battle out being reduced from (1-8-0)strength to(0-7-0). However, funnily enough, by a 13+ dice roll of double sixes my best British LC was promoted from Captain to Major in his place. So midway through this early Desert War campaign Britain holds a lead by 60 CPs. Italy quite simply has to not only win but win big during the last four battles. Germany will finally arrive to help bail them out in the next scenario: El Ageila.

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