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The Citadel ETO (id:#55975)
Multi-Man Publishing (ASL 1 - Beyond Valor (3rd Edition) ID: 10)   [next]   [previous]
Prior Publication: AH: 1st Edition/MMP: 2nd Edition
See Also: Gardens of the Citadel by Fanatic Enterprises Stalemate In The Citadel by Critical Hit The Citadel by Avalon Hill The Citadel by Avalon Hill
The Citadel of Brest-Litovsk, Belorussia 1941-06-25 (10 others)
125: First Crisis at Army Group North (ASL 1 - Beyond Valor (3rd Edition))
M: First Crisis at Army Group North (AH:The General # 25.3)
CB 2: Défence Élastique (Elastic Defense) (Casus Belli hors-série # 9)
50: Sucker Punch (Dezign Pak 4)
AP41: The Meat Grinder (ASL Action Pack # 5 East Front)
ESG89: Blunt Force Trauma (Dezign Pak 7)
RR-12: Rocket River (Russian Rarities 2)
10: The Citadel (ASL 1 - Beyond Valor (2nd Edition) )
10: The Citadel (ASL 1 - Beyond Valor (1st Edition) )
DB192: Express for Leningrad (Dispatches from the Bunker #59)
Designer: Unknown
Starter kit scenario?:    Deluxe scenario?:
 
Balance:
GermanRussian
42.738589211618%

Overview:

In the wake of the astonishing gains of the German armored spearheads, the infantry had to mop up bypassed strongpoints. Taking the ancient fortress of Brest-Litovsk fell to the 45th Infantry. Moats, river branches and canals divided the Citadel effectively into four separate islands. The Soviets had to withdrawal from the Central Island but 70 men were cut off and remained in an ancient church. To their rescue came the 1st Battalion of the 133rd Infantry Regiment. . .
Attacker: German (3rd Battalion, 135th Infantry Regiment / 1st Battalion, 133rd Infantry Regiment)
Defender: Russian (44th Rifle Regiment)  
10 turns
    Players: 2     OBA: German     Night: No
Unit Counts:
Squads: A:26.0 D:32.0
AFVs: A:3
StuG IIIB x 3

AFVs: D:0
Guns: A:0 D:3
37mm ZP obr. 39
45mm PTP obr. 32 x 2

Victory Conditions:

Exit VP: Building Control VC: Area Control VC:
Unit Based VC: LOS Style VC: CVP Cap:
Misc Rules: Road AFV MP rates doubled. One bridge. D: limited movement, AC3
Map Board(s):
20 23 Show/hide map dependencies
PublicationBoard
ASL 1 - Beyond Valor (1st Edition) 20
ASL 1 - Beyond Valor (1st Edition) 23
ASL 1 - Beyond Valor (2nd Edition) 20
ASL 1 - Beyond Valor (2nd Edition) 23
ASL 1 - Beyond Valor (3rd Edition)20
ASL 1 - Beyond Valor (3rd Edition)23
Overlays: NONE
Errata (source)
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Scenario info

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Last Played:
DateReporterOpponentBal.ResultTimeComments
2025-04-17(A) M T vs V.K. German winGreat scenario with a lot going on!
2025-03-15(A) Todd Cox vs German win
2025-01-30(D) Jeff B vs Magnus Rimvall Russian win14 hrsMagnus decided to make his push to the Citadel north of the canal. My screening force of course took a bop on the nose (one squad broke and a HS lost in CC), but I made him pay by eliminating a squad and breaking another and, more importantly, slowing his push. On the Citadel side I fared much worse, breaking a LMG and three squads, with no damage to the Germans (but denying them concealment entirely). During my half of the turn I lucked out and rolled a "6" for movement, allowing me to make an immediate push on the Citadel. I managed to gain a two-hex toehold, helped by a berserk conscript. I still had three broken squads, and now another broken LMG, but I was joined by a dead squad and two brokies from the Germans (both toting MGs), and theirs would be much tougher to bounce back. On the other side of the board I lost my forward cupola to a StuG. Turn 2 saw him take back control of the Citadel hexes I had taken, but I was whittling down his force here with another HS lost and another squad broken to join the remaining two from before. The StuGs drove behind my screening force to limit their routs and apply some pressure, but I was still keeping his progress slow. Despite rolling a mediocre "3," my half of Turn 2 was very successful as I knocked him down to two good order squads and regained my foothold in the Citadel by occupying half the ground. I lost 2.5 squads to a HS for the Germans and a busted MA. None too soon either, as Turn 3 saw his force able to commence their approach in earnest, and my western attack force would have to become my new screening force. I broke one of my guns taking a shot at some approaching infantry, allowing a StuG to drive up unmolested to the base of the Citadel. Turn 3 saw the Russians retain their hold on the Citadel ground as the two good order German squads struggled just to maintain their status. POWs were taken by both sides, a real boon for the Russians allowing them precious deployment, and an unfortunate must for the Germans if they wanted to keep mopping up on the table. The German advance was stymied by a mass of Russian bodies in the west. My half of the turn saw me roll a respectable "4," and PFPh saw me bust the last two GO German squads. But the Citadel was still being held by the unbroken 9-2, who would continue to hold out for some time yet. This allowed my infantry an opportunity to sneak up on the StuG from multiple directions, and I was able to take it out in CC. My AT gun was repaired, but so was the StuG's MA which had drove up to harass me. Next turn I would prevail in the battle to who knocked whom out first. Meanwhile the Germans continued to sweep aside my western defenders, and I took more lumps than I dished out, but delay was the name of the game. Bottom of Turn 5 finally saw me deal with the pesky 9-2, and all that remained of gaining control of the building was a broken squad adjacent to me. If he didn't self-rally he'd be surrendering to me during Turn 6 . This is exactly what happened, and just in time too because the Germans were now on the outskirts. They finally were in position to drop some OBA, and did so quite effectively, killing/breaking some Russians and keeping me out of the western side of the building. This opened the door for them on Turn 7 to get a toehold of their own back in the Citadel. Thankfully I had a cupola and gun on each side of the building as protection. Turn 8 would be the big push, but the German OBA let them down when they were looking for some much-needed smoke, first red-chitting on an extra draw, and then red-chitting completely out when starting over. Despite this they were still able to extend their gains within the building. But there were just too many Russians still alive, including a few on the upper levels, and with time running too low they called it a day at the top of Turn 9. Once again, always fun to play this classic.
2024-01-14(A) Andreas R vs Jenny German win
2022-02-13(D) David Garvin vs Loic Gourdon Russian winWhat a slug fest. It took me nine turns, but I finally wrested control of that Citadel from Loic. Great battle!
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ActionDate
ASLSKGwahlur Added a playing2025-04-17 23:29:20
ASLSKGwahlur Rated the scenario2025-04-17 23:28:31
Viking_CTO Added a playing2025-03-15 21:16:24
buser333 Added a playing2025-01-30 19:00:06
Turuk Uploaded a VASL file2024-06-20 17:35:37
FileDescriptionUserViews
VASL Scenario Setup (ASL 10 The Citadel v667.vsav)VASL SetupTuruk304
game of the citadel (ASL 10) (P1010022.JPG)ImageRich Weiley2616
(!germ-soviet.png)Imagehoxson11387
(brest fortress.png)Imagehoxson11736
(asl010.gif)Map Imagemorrigu2172
DescriptionUploaded by
Scenario Misc Rules - Please Comment!richfam
Scenario's Everyone Should Play Once #2Panzer
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game of the citadel (ASL 10)
 
Statistics:
Avg Rating: 7.79Votes: 66
Views: 19481
To-Play list count: 17
Estimated Play time: 15.8 hours
Recorded Games: 43
Archive recorded plays:
German21
Russian22
Drawn:0

ROAR Data: (as of today)
The Citadel [Confirmed]
[A] German 82
[D] Russian 116
All Rights Reserved. (c)2022 Dave Ramsey.