Yes, it is working as the designer intended, I'm sure, from the ALLIED play side. But it's not flagged as an 'allied play only' scenario, and it really should be. Because, as I said, if you try it as Axis it's SO easy to march through and off the map and your force is overwhelmingly strong, and that disparity (between the experience of playing it as Allies or Axis) reveals quite a bit about how much the AI routines and planning need developing, imho.
I put together a scenario which had a similar disparity between the sides strength (Prokhorovka) and I struggled for many, many hours to get the AI to play to generate a roughly historical result (even when doing play as one side only versions), and I can tell you that merely maxing out the stats for the Axis, in this Beda Fomm case, will do very little to affect their behaviour. Try it, Daz, and you'll see. The stats do have an effect and especially those that govern whether their leaders will be aggressive or not, but not that much of a difference. What you will see is a few more smallish attacks but never a concentration of force and an attempt to mount a large significant attack that would carry the day. I'm sorry, but the attacking AI just does not seem to do this once it has gone for the obvious objectives and ran into a halt. Hence, I think the attacking AI really needs some developing there too, imho.
What can be said about the attacking AI at the moment is that due to it doing very little it more often than not produces roughly historical behaviour. The Italians in history didn't use all that vast open space to go round the holding force, but I think it would be preferable if the AI did have this capability (at least as a design option for the scenario maker) because where it IS required to attack in strength to produce an historical result (as in Kursk) then it just does not do so with any concentration.
So, what you have to do, when making scenarios, to get round these issues - and this was my point, I guess - is actually 'script' the AI through the back door via the use of objectives. And that's a clumsy way of handling scripting, I think (for one thing, there's no real guarantee that the AI will go for the subtle system of points lures you set up).
I had this conversation with Dave a bit back and I really think, as a virtual cure for some of these issues (at least with shorter scenarios, where the initial choices and actions will cast their shadow over most of what remains of the fight) it would be great for the scenario designer to be able to (a) script defensive at start positions that the AI should hold for a certain period, if poss (that way it won't just assemble on the objectives), (b) script attacks at start, or other postures. This would make a huge difference for me.
And yes, I will wait for further patches, though things like the halting 'bug' depress me, because I wonder how on earth that has reappeared? I thought we had that sorted.
It's interesting to compare this scenario with, for example, Manhay. I have never had an easy time of Manhay, at least not playing the Axis. Why is that, I wonder? I think it's because (a) the map is small (crucial for the defending AI because it can spot relatively well even from its default defensive position huddled on the key objectives, and then react to spotted threats), (b) the forces involved are relatively small in number, (c) the sides are fairly balanced, (d) the designer has done a superb job of balancing victory points and the spread of objectives, and (e) the AI under these conditions can defend relatively well. Manhay from the Allied side is easier, but still ok. I think under these conditions (basically small and balanced on a small map) the AI in the game works quite well.
Peter