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Psel River Line / Last Line Before Oboyan ETO (id:#57284)
Critical Hit (Hell's Bridgehead ID: HB 1)   [next]   [previous]
Krasny Oktabyr-Kliuchi, USSR 1943-07-10 (55 others)
53: A High Price to Pay (ASL 7 - Hollow Legions (2nd Edition))
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T09: The Niscemi-Biscari Highway (AH:The General # 28.1)
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S11: A Long Way To Go (ASL Starter Kit #2)
HB CG 3: Hell's Bridgehead CG 3 (Critical Hit # 6.4)
CH 18: Raging Furnace (Critical Hit # 2)
HB CG 1: Hell's Bridgehead CG 1 (Hell's Bridgehead)
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WP 1: First Blood (Winpak #1)
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MT 5: SI1 version 1.0 (ASL Digest # 7.08)
S22: Another Summer's Day (ASL Starter Kit #3)
26: Diabolical Shrapnel (Dezign Pak 3)
S31: Going to New York! (Operations Special Issue #1)
ASSKB2: Hill Sweet Blues (Battles Magazine #2)
Ponyri #12: Little Katy (Kursk - Devil's Domain)
S47: Not So Disposed (ASL Starter Kit Expansion Pack #1 1st Edition)
BFP-97: Renewed Pressure (BFP 4: Crucible of Steel)
HB3 #1: Last Line Before Oboyan (Hell's Bridgehead 3)
VV 76: X-Men (Vae Victis # 101)
Ponyri #12: Little Katy (Devil's Domain : Metalgods of Ponyri)
24: Pressured and Pinned (Devil's Domain Upgrade Kit)
#10: Big Trouble in Little Stalingrad (Major Upham Battle Pack)
CH 18: Raging Furnace (Critical Hit Retro Magazine 2)
WO18: A Quick Strike (Winter Offensive Bonus Pack 2016)
WO19: Through the Dragon's Teeth (Winter Offensive Bonus Pack 2016)
178: The Niscemi-Biscari Highway (ASL 3a - Yanks (2nd Edition))
MM 37: Ninety Night (March Madness 2017 Hollis Partisans Pack)
FT240: Commando Beach 1 (Franc-Tireur #14)
FT241: Commando Beach 2 (Franc-Tireur #14)
FT242: That Bridge Again! (Franc-Tireur #14)
FT243: Send More Pigeons II (Franc-Tireur #14)
ASL GCA 2: Tra Le Spighe Dorate (A25.6 Issue 1)
BR1: Ponte Drillo Taking (Biazza Ridge)
BR2: Gorham Assault (Biazza Ridge)
BR3: Hunting the Wolf (Biazza Ridge)
BR CG: Biazza Ridge (Biazza Ridge)
SF-Rng2c: Special Forces-Ranger Beach (Internet: Steven Swann)
S47: Not So Disposed (ASL Starter Kit Expansion Pack #1 2nd Edition)
53: A High Price to Pay (ASL 7a - Hollow Legions (3rd Edition))
PRK1: 10 July (PROKHOROVKA!)
CH 18: Raging Furnace (Critical Hit #2 2022 reprint)
GD25: Berezovka Storehouse (Großdeutschland Pack 3: High Tide at Kursk)
BR11: Fields of Golden Wheat (ECZ Tournament Director's Pack)
53: A High Price To Pay (ASL 7 - Hollow Legions (1st Edition))
S96: Good, Lucky, or Both (ASL Starter Kit Expansion Pack #3)
SaP11: The 11th Hour (HASL 13 - Slaughter at Ponyri)
Designer: Dave Lamb
Starter kit scenario?:    Deluxe scenario?:
 
Balance:
German (SS)Russian
0%

Overview:

As the battle of Kursk intensified in the southern half of the salient, the Totenkopf division reached the last Russian barrier before Oboyan. Lightly defended fortification lined the River Psel, constructed over the previous weeks and months. Pressed by the German advance, the 6th Guards Army hurried portions of the 52nd Guards Rifle Division into these fieldworks just ahead of the arrival of the SS tankers.
Attacker: German (SS) (3rd Battalion, 6th SS Panzer Grenadier Regiment)
Defender: Russian (52nd Guards Division; 96th Tank Brigade)  
6.5 turns
    Players: 2     OBA: Both     Night: No
Unit Counts:
Squads: A:19.0 D:13.0
AFVs: A:0
AFVs: D:2
T-34 M41 x 2

Guns: A:2
10.5cm leFH 18 x 2
D:3
45mm PTP obr. 42
82mm BM obr. 37 x 2
50mm RM obr. 40 x 2

Victory Conditions:

Exit VP: Building Control VC: Area Control VC:
Unit Based VC: LOS Style VC: CVP Cap:
Misc Rules: HB SSR, +1 LV (T3-7), A: Rafts (E5.121)
Map Board(s):
K1 Show/hide map dependencies
PublicationBoard
Critical Hit Annual #4K1
Overlays: NONE
Errata (source)
Players wanting to play this game/Request a match:

Scenario info

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Last Played:
DateReporterOpponentBal.ResultTimeComments
2023-08-10(A) Jeff B vs John Fedoriw Russian win9.75 hrsBefore we started my opponent pointed out that he thought this scenario was broken. After he told me his rationale (the basically unopposed tanks alone can win the game for the Russians) I had to agree. So we decided to play it that the tanks couldn't fulfill the LOS part of the VC. Well the Germans need smoke, and lots of it. So it sure didn't help matters when I red-chitted out my OBA before it ever got going. Thankfully both guns were able to at least get some sort of smokescreen going. Still, it would take me at least a couple turns to cross that river, and with only 7 turns to accomplish an extremely difficult task it would be a most-likely near-impossible challenge. Because the Russians have a ton of toys. A ton. And the terrain is very brutal. Besides all this, the map is not visually appealing, and often confusing at times. My first impressions of this pack were not positive at all. Turn 2 saw both guns continue to drop smoke, and there was only one unprotected corridor to my approach. Unfortunately most of this would dissipate before my men could even hit the far side of the river, and then I'd be back to crossing open ground versus all the heavy weaponry the Russians had (unless I continued to be lucky enough with the smoke). Sure enough, Turn 3 saw one gun lose smoke ability and my men started to get mowed down as I lost 2 squads (including a valuable AE). In Kliuchi my reinforcements saw the entry heavily mined and wired. Still, most of them made it on unscathed (though vastly slowed down). This left me only 4 turns to evict him from some hard-to-reach places, and I hadn't even scrathed his front line defense yet. Some of my men even contemplated climbing the cliffs, but with his tanks coming on the next turn all he'd have to do was park them there and wait for them. Turn 4 saw me make some headway, but he was just now setting up his OBA to lower the boom. Of course his low draw pile didn't stop him, and next turn I lost 2.5 squads, a FT, and used up 3 DCs in cracking his front wall. The good news was I had two AEs on the western mortar's doorstep, a hero (one of three I generated) had climbed the heights to reach the northern mortar (and assumed phone operator), and I completely ousted him from Kliuchi. Plus I wised up and dropped some smoke on the upper reaches after I realized I could do so in a gully hex. The bad news was he had repositioned a squad on the western cliff in position to fulfill the VC. But things were at least looking potentially attainable, though the task was still mighty tall. Turn 6 saw me kick the western crew to the curb and make some more headway in the middle, but he dropped some smoke to protect his western squad, shifted his OBA to make it difficult for my men up there to reach him, and drove a tank into one of the two VC hexes on the northern hill (which also turned out to be mined). He of course moved some men in behind via the partial trailbreak. I would have no such luck. Turn 7 saw the silly mad game-end dash take effect, and when my 17+5 shot actually casued a NMC on his western squad I had a chance. But he shrugged this off and the rest wasn't worth playing. The game turned out more interesting than I thought, and perhaps if the Germans didn't immediately lose OBA I would've had a chance, but this one was truly impossible.
2007-10-03(D) Paolo Cariolato vs Nando Ferrari Russian win
2002-10-16(A) Fred Ingram vs Dave McLee Russian win
View all or balance report
ActionDate
Hutch Modified the unit counts2025-02-05 09:38:33
Hutch Modified the Defender's Guns2025-02-05 09:38:33
Hutch Modified the misc. rules2025-02-05 09:37:23
Hutch Modified the gps location2025-02-05 09:33:47
buser333 Added a playing2023-08-11 12:23:23
FileDescriptionUserViews
(russ river.jpg)Imagehoxson11029
(!SS-sov_new.png)Imagehoxson1831
(ASL Psel map full.gif)Map Imagembizboy1031
(psel line map.jpg)Map Imagehoxson1908
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Statistics:
Avg Rating: 5.75Votes: 4
Views: 5807
To-Play list count: 0
Estimated Play time: 7 hours
Recorded Games: 3
Archive recorded plays:
German (SS)0
Russian3
Drawn:0

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