Panzer Grenadier Battles on November 21st:
Desert Rats #16 - The Panzers Pull Back Desert Rats #19 - The Panzers Return
Desert Rats #17 - The Tomb Of Sidi Rezegh Jungle Fighting #7 - Line Of Departure
Desert Rats #18 - A Pibroch's Skirl South Africa's War #5 - Irish Eyes
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Beda Fomm: Tank Attack
Afrika Korps #48
(Defender) Italy vs Britain (Attacker)
Formations Involved
Britain 1st Royal Tank Regiment
Britain 2nd Royal Tank Regiment
Britain 3rd Hussars
Britain 7th Hussars
Britain Combe Force
Italy Brigata Corazzata Speciale Babini
Italy Regio Esercito
Display
Balance:



Overall balance chart for AfKo048
Total
Side 1 3
Draw 2
Side 2 1
Overall Rating, 7 votes
5
4
3
2
1
3.29
Scenario Rank: 569 of 940
Parent Game Afrika Korps
Historicity Historical
Date 1941-02-06
Start Time 08:00
Turn Count 108
Visibility Day & Night
Counters 189
Net Morale 7
Net Initiative 4
Maps 2: AK1, AK3
Layout Dimensions 116 x 88 cm
46 x 35 in
Play Bounty 185
AAR Bounty 159
Total Plays 6
Total AARs 3
Battle Types
Exit the Battle Area
Road Control
Rural Assault
Conditions
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Afrika Korps Base Game
Introduction

Recognizing that the British force astride the road meant their destruction, Italian Gen. Tellera gathered what tanks he could and attempted to outflank the roadblock. As more tanks arrived for both sides they were sent immediately into the battle. Italian units fought in a bewildering array of units, with no higher direction but with suicidal courage.

Conclusion

The Italian attacks continued throughout the day, each coming closer to success, but in the end the British tank and Royal Artillery gunners prevented the roadblock from being overrun. In a last, desperate charge the remaining 30 Italian tanks attacked the guns on the morning of the 7th. All were destroyed, one within 100 yards of the Rifle Brigades' HQ mess tents, and Tellera was killed in action. With British and Australian forces bearing down from the north and no hope of breaking the roadblock ahead, the army laid down its arms and walked into captivity.


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.
  • Portees: Trucks with mounted Anti-Tank guns, Anti-Aircraft weapons, or artillery. Stack as combat units. Move like trucks, but fire like guns. Do not limber or unlimber. Have the truck's -1 armor value. Truck and gun are treated as a single unit, and do not transport other units. (SB)

Display Order of Battle

Britain Order of Battle
Army
Italy Order of Battle
Regio Esercito
  • Misc

Display Errata (9)

9 Errata Items
Scen 48

This scenario requires that you either own two sets of counters as there are not enough L3/35 and TEN counters OR you substitute other tank types for the Italian L3/35 shortage and other Leader ranks for the TEN leader counter shortage to play this scenario.

(JayTownsend on 2016 Nov 21)
Scen 48

10th Army most likely should start on MAP 3 instead of MAP 1, but this isnt included in the official errata for this module so I'm not sure.

(triangular_cube on 2022 Mar 02)
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 853

The Mk VIb in Road to Dunkirk were printed with a movement factor of 5. The piece should have a movement of 9.

(plloyd1010 on 2024 Aug 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 108

This leader should have a morale of "9" and a modifier of "0" instead of the other way around.

(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)
Overall balance chart for 104

Four counters (ID#s: 1502 to 1506) have the incorrect NATO symbol (infantry in lieu of armor).

(Shad on 2010 Dec 15)

Display AARs (3)

Afrika Korps, scenario #48: Beda Fomm – Tank Attack
Author JayTownsend
Method Solo
Victor Italy
Play Date 2018-05-18
Language English
Scenario AfKo048

Afrika Korps, scenario #48: Beda Fomm – Tank Attack

I haven’t played Afrika Korps in a long time and wanted to play this scenario but had to wait until I could get space for this huge, two mapper scenario. I didn’t need 108 scenario to play this out but only less than 50 turns.

I had to substitute some additional units for a few Italian units as there were not enough of some types. The British have to hold off rows of Italian breakthrough attempts but at some point break off about half their defending units and go on the attack, seeking out those Italian civilian units as well. I guess with 108 turns looming I got tired of waiting. This cost be dearly later, as there are too many Italian units and reinforcement units not to mention a ton of those M13/40 tanks which can easily hand the small amount of British armor, even with the armor efficiency and those Mk VIb tanks are only good for chasing loaded trucks and civilians.

The key for the Italians was to organize and protect their loaded trucks and civilian units and clearing the road off the south edge of map #1. With the British mistake of splitting their forces and the continued Italian reinforcements, they were able to overcome the British blocking forces and the small British reinforcements that entered on turn 19, with A9 & A10 tanks were too small and too late to make any difference.

The Italians win this hard fought battle mostly because of the tactical British error of wanting to attack instead of defend with all their forces. Eliminated steps were too many to count but it was a fun scenario. The only reason I don’t play Afrika Korp & Desert Rats very offend is because of the space issues of the larger size desert maps both these game have but they are fun scenarios to play.

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Hard Fighting Remnants of the Italian 10th Army Bulls its Way Across the Desert!
Author treadasaurusrex (Britain)
Method VASSAL
Victor Italy
Participants waynebaumber (AAR)
Play Date 2023-07-10
Language English
Scenario AfKo048

This was an extended 12-session play-through with the doughty & indomitable, Wayne Baumber, leading a large, but thrown together, combined arms task force of sundry elements of the battered Italian 10th Army during the aftermath of the Western Desert Force’s Operation Compass. I played the attacking British Commander of Combe Force: a combined arms battle group that is attempting to catch & destroy the Italian column as they retreat in this very long, 108-turn scenario. This obviously unplaytested, oddly-designed scenario slightly favored the retreating Italian side. The victory conditions should be rewritten to simply require the fleeing Italians to exit the bulk of the civilian refugees and a specified number of combat units off the southern edge of the battle map.

Both sides drew relatively decent sets of leaders. We played with the FOW, consolidation, smoke/illum and excess initiative optional rules. In addition, we used the following house rule: Dug In Units are Automatically in Limiting Terrain in Desert Games Unless prohibited by special scenario rules, ALL units that are dug-in on slope hexes are considered to be in limiting terrain and are spotted if enemy units approach to within 3 hexes, or 4 hexes for reconnaissance units – unless they are marked with a spotted marker, see 8.22.

The initial session (game turns 1-4) featured a pair of opposite flank British feints on the edges of the battle map. The frightened Italian civilians properly panicked and fled a few hexes, but they were quickly corralled by a moving shield of protective Italian armor & AT guns. The Tommies’ overeager right-hand thrust was bloodily repulsed by accurate AT fire at a cost of 12 steps on Mark VIB light tanks by the end of game turn 3, resulting in the premature loss of 2 levels of British initiative. The broader, left flank armored feint, fared slightly better, losing only a single step of 2-pdr portees. A slow & deliberate Italian infantry advance began on the 3rd turn, that slightly veered to the right as it made its way south. The dice fates provided a large number of excellent Italian combat & morale recovery die rolls, although there were also 3 Italian combat 7-dice rolls this session. The Tommies had very poor luck with the capricious dice this session, which would subsequently be repeated.

Our second session (game turns 5-7) was a bloody episode for both sides as the step loss count went up to 15 for the defending Tommies – which also dropped their initiative to a level one – and 9 steps for the attacking Italians. There was plentiful maneuver and lots of opfire in this session, as well as the first close assaults by the Italians against wandering British light tanks on the periphery of the battle proper. Some of the Italian heavy artillery panicked and abandoned their guns and the first of their light tanks came a cropper thanks to long-range AT fire. Better combat die rolls for the Tommies helped stabilize the overall situation, as well as collapsing and redirecting the Fascist infantry advance south on the north margins of Map 1. We threw a combined SIX combat 7-die rolls. The third session (game turns 8-10) was a costly one for both sides with an updated step loss count of: 19 for the surging Italians, and 21 for the British force. The fighting was characterized by quite a bit of long-range AT & bombardment fire as the Tommies slowly withdrew their armor on both flanks. The first platoon of Italian infantry & their leader surrendered in the north, but the last British portee was also eliminated. The Italian push in the center continued to collapse and fall back in the direction of their supporting artillery positions. Both sides initiative fell to zero by the end of game turn 10. Between us, we threw a combined SEVEN combat 7-die rolls.

The fourth session (game turns 11-13) featured a powerful Italian left flank move spearheaded by armor and a recon company of motorcycle infantry. A sequence of reorganization & consolidation among the Italian civilian convoy also took place, while their infantry screen continued to slowly fallback to recover morale and rally. In a series of long-range AT and artillery strikes. Another 5 British steps were lost, as well as 4 more for the advancing Italians.Our fifth session (game turns 14-18) was a particularly grim one for the British side as the last of their cruiser tanks were destroyed and the leading elements of the Italian, left flank, armored column exiting the south edge of the game map. At this point, a draw was possible, but overwhelming lust for ultimate victory filled the lunatic Italian commander to the brim, causing him to play on! Only a single Italian formation surrendered this session, and the British counterattack in the center began to falter in the face of heavy artillery fire and fast-moving, Italian armor reinforcements. A substantial consolidation of numerous fleeing Italian civilians in trucks occurred which moved this convoy out of harm’s way as the session ended prematurely. A combined SEVEN combat 7-die rolls were thrown by the end of game turn 18. Once again, the British side suffered from poor combat & morale die rolls.

The sixth session (game turns 19-21) included a combined SEVEN combat 7-die rolls – nearly all on the British side – in what was a rather frustrating session for the now-defending Tommies. The new total of steps lost was 30 for the Italians, and 36 for the British. With an Italian victory still possible, we slavishly played on! The Tommies reinforced their aggressive push in the center and forced another surrender of a battered Italian motorcycle platoon as 3 platoons of the 1st Royal Tank Regiment entered Map 1. Multiple Italian morale recoveries were eventually successful and the consolidation of the bulk of the fleeing refugees continued on Map 3. A new screening force of Italian armor arrived just in time to protect the civilians. British direct fire was remarkably ineffectual this session, but the stage was set for a major firefight in the center as both sides pushed their mobile forces into range. Our seventh session (game turns 22-24) was grim for both sides, particularly for the ill-led, but stolid, Italians in the center of the battle map. Both a costly, multi-hex firefight in the center; and a right flank, British infantry close assault against a probing Italian tank company ended well for the Tommies. The grinding fight in the center continued absorbing Italian reserves, but there were no further surrenders this session. A handful of British armored cars and light tanks began circling to the north to get behind the Italian screening force, forcing another redeployment of Axis mobile units. Tommy artillery was again, remarkably ineffective. Step losses by the end of game turn 24 were tied at: 44 for both sides. Frustratingly, there were a combined TEN combat 7-die rolls thrown this time around.

The eighth session (game turns 25-28) was another frustrating & costly episode for the British that included the loss of the senior leader, and the slow collapse of their, formerly promising counter attack in the center. This was primarily due to adroit maneuver & accurate close range fire by the supporting Italian armor. Again, British artillery was remarkably ineffective, and a combined SEVEN combat 7-die rolls were thrown. Step losses by the end of game turn 28 were now: 51 for the Italians, and 54 for the Tommies.

Our vacation-delayed ninth session (game turns 29-31) was a dismal one for the hapless British side with multiple step losses (10+) in all areas of the battle map. In the center, both sides continued slugging it out in decisive range, but the Tommy commander made the mistake of not asking for the surrender of 2 platoons of demoralized Italian tanks when the opportunity presented, after the loss of an additional British leader. In contrast, maneuvering Italian armor was able to setup a cross fire shot that eliminated 4 steps of A-10 tanks on the British right flank at a cost of only: a single step of L3/35 tankettes, and another step lost to an adjacent M-13/40 unit. Late-comer Italian infantry deploying from the north, swelling the depleted ranks of Il Duce’s ground troops, prepatory to a likely Axis offensive in the center. The updated step losses were: about 64 for the rapidly-diminishing British, and 56 for the surging Italians. The British artillery were again remarkably ineffective. A combined EIGHT combat 7-die rolls were thrown in this longish session.

The tenth session (game turns 32-36) was a particularly grim episode for both sides with a combined step loss total of 19, as the overbold, British advance in the center collapsed under the weight of the Italian armored shield. The Fascists lost another leader and also a wandering platoon of M13/40 tanks in the heavy fighting. British artillery had one moment of glory in this episode when they bombarded an assault hex and managed to kill or demoralize all three Italian combat units present, without hurting the brave Tommies in the same hex! Both sides unsuccessfully attempted leader captures. By the end of game turn 36, the updated step losses were: about 74 for the rapidly-dwinling British, and 64 for the Italian side. A combined NINE combat 7-die rolls were thrown in this longish session.

Our slightly delayed eleventh session (game turns 37-44) consisted of another brutal drubbing for the relatively few remaining Tommies on the battle map as darkness slowly began to fall. The remaining two platoons of the ill-fated British counterattack in the center were eliminated outright, or demoralized. British counter battery fire accounted for a few more Italian gun crews, and a mutual exchange of long-range AT fire picked off some more of Mussolini’s light tanks, while losing another step of weak-but-intrepid British Mark VI tanks. Left & right flank Italian wing formations advanced menacingly to overwatch positions, and the Axis center stabilized & consolidated in preparation for a grand night-time push as this session expired. By the end of game turn 44, the updated step losses were: about 80 for the British, and 71 for the slightly-reduced Italian side. There being no possibility of a British victory, but still hope for an Italian triumph, we grimly played on.

The delayed twelfth session (game turns 45-59) was characterized by many illumination rounds fired by both sides, and a great deal of ineffective British artillery fire. Several exchanges of long-distance, AT fire resulted in the destruction of the last British A-9 cruiser tank unit, as well as a couple of steps of Italian M13/40s that got within range of the Tommy's 25-pounders guns. The Italians continued flanking the remaining Tommies in the darkness and had not yet quite surrounded the position - but one could see the inevitable handwriting on the wall. So, by mutual agreement the very battered British side conceded during the 59th game turn. The final step loss tally was: 77 for the victorious Italians, and 84 for the defeated British side. In all, there were 16 FOW-shortened turns of the 59 played in this overlong, poorly conceived and slightly unbalanced scenario. I give this flawed effort a generous rating of 3, mostly because it was fun to play with my sassy & unconventional opponent. As published, I recommend it for SOLO play, only.

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How to win? bore your opponent to death
Author waynebaumber (Italy)
Method VASSAL
Victor Italy
Participants treadasaurusrex (AAR)
Play Date 2023-07-10
Language English
Scenario AfKo048

My worthy opponent has already published an AAR so will not repeat his session by session report but will limit myself to a few observations and general comment's. A highly motivated but smaller British combined arms force has moved to block the retreat of the 10th Italian Army, the British commander will win if less than 3 Italian units exit the southern edge of the board. Well that is very unlikely to happen the Italian has 30 Tank platoons plus MTC troops so has enough mobility to scoot around any blocking forces to get three steps off. In other words the British player will not win this scenario. So as the Italian player my first aim was to get three units off the board ASAP, this would demoralize Treadsaurusrex, and then plan on how to win this blasted scenario. Our game started with a Brit tank attack which was easily repulsed, my ground forces advanced steadily onwards, the enemy had mainly dug themselves in on the hills to the south and looked like they were content to harass the Italian advance with light tank forces, this worked to some extent and by midmorning had inflicted casualties on the advancing Italian and had captured (surrender rule) some prisoners, however another tank skirmish had resulted in more Brit tank losses and by midday I had exited 3 units to claim the draw. This stirred Treadsaurusrex to counterattack with some INF and HMG units and for awhile his tactic of using firepower to wear down Italian INF and HMF units was working, finally though sufficient Axis tanks joined their beleaguered comrades and pushed the British back to the dug outs, the British commander was killed in the ensuing retreat. I then waited for night to fall, my "cowardly" opponent was already pleading for a draw but I knew that I could win from here. As night fell my force slowly moved around the British defensive position, Treadhead fired illumination rounds but but only inflicted slight losses. He could see that I was happy to wait and wait until he had exhausted all his illumination round and wait for daylight to begin my final assault. He then graciously surrendered which I gladly accepted.

*Well any scenario this length is bound to have periods of inactivity but this was something else I think if we had continued we would have had about 20 turns of rolling for recoveries and FOW before the final assault. Which I am about 70% sure the Italians would have prevailed. The main issue with this scenario is that a British win is so improbable that only a Masochist would play it as a two player game. OK for solo I suppose but even then pretty tiresome. *

4 Comments
Comment from Tambu removed by author.
Comment from waynebaumber removed by author.
2023-09-04 11:23

Troll: 1

Respect and Decorum: 0

IMHO, this poor example of bad sportsmanship in an AAR should be discarded!

(edited 2023-09-17 09:17)

Ah the Arizonian Mafia rides out to the rescue once again. I will only repeat what I said the last last time. There was no disrespect intended against my worthy opponent. I do not think he is a coward the comment in the AAR is just banter. However you will note that I am no longer playing FtF games with Treadasaurasrex or anyone else for that matter, so I suppose you can claim the moral high ground.

2023-09-27 21:18

Way too much heat and too little illumination or understanding.

I say edit or delete both these AARs and this belabored and unhealthy thread.

This, apparently, badly designed scenario is not worth the time and energy.

(edited 2023-11-09 19:56)

I say keep Wayne's fabulous victory here in AAR form. Its nice to see reports from other people around the world rather than the sudden non-boom in PG non-personalities all allegedly based in Arizona! LOL. Shameful behaviour and disrespectful to even consider us believing in this idiocy. We all know what is going on here in the Sock-Puppet World of Az and the complete lack of veracity is sadly diluting the stats and reports this amazing site has been provided with by the vast majority of (real) contributors.

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