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ScenarioCommentUser
Bedburg BiteVery close to a Canadian win. One German half squad in 67L5. Wasted the German mortar and the jagdpanther never got a hit. 1.5 German squads left unbroken at end. Viking_CTO
The Tsar's Infernal Machines waaayback
Kicked to the Curb13 VP at the last CC. Bongiovanni
Death Takes a TollGreat bocage fall back scenario which transforms into all- out city fight for the end game. asloser
Muscled Out of Town jwert02
Norway in HalfAnd absolute stinker of a scenario where the Norwegians have too few troops for the type of mission they need to achieve, especially when they don't have an advantage in support weapons. This scenario needs something like Smoke-only OBA, or one fewer German squads, or another modification (on top of the first two) in order to truly balance it. Jobbo_Fett
The Czerniakow BridgeheadRussians took the early lead in CVP and then decided to retreat to hold it, giving up the viccory territory of the board. A self inflicted tactical mistake in the final turn led to the Germans just making it over the hump for the win, cupcakus
The GauntletSurprised to see all the Norwegian wins on this one, 6 Morale with 3 range and they just could not put up a fight against the superior German numbers. German player left the trucks behind and by turn 5 there were only a few squads left that weren't disrupted. Maybe it was just bad rolls, opp was hot and I had bad bad morale checks, but I could not grok a good plan to hold anything. cupcakus
In Min's Gang RumbleThis is a brilliant scenario. With two turns remaining, my USMC were three victory locations short of victory and within 5 CVPs of an instant win for the NKA. With great difficulty, they managed to take two of the locations with the third almost sure to follow. It all came down to the final NKA move in the final game turn. With the USMC all but guaranteed to have all the victory locations that they needed on the final turn, a 458 passed its PAATC to advance into a building hex containing a vehicle in bypass. Only a DR of 3 or less would destroy the tank and win the game. Needless to say, that is exactly what was rolled to snatch the victory. Shame about the result but this was a blast to play. Ten out of ten. Dougban
Feast DayFor FNF. My Canadians were able to break through and get enough buildings, along with the church, to seal the win. Great Fun! von Garvin
Initial SkirmishVery tight, lots of fun. I lost by 1 VP. Motorcycles! waaayback
Factory Fodder Viking_CTO
Grebbe End BravoCo
Espirito InaspettatoGreeks used their 9-2 kill stack to obliterate 1.5 Italian squads while they split their force fairly evenly moving in from the east and west, with a couple squads sneaking up the middle through the gully. The guns were a major concern, so a fair bit of searching was carried out. The western force made enough headway on Turn 2 to force the Italian reinforcements to take the long way to the hill. The Italians pulled back their 9-2 kill stack from the southern edge of the hill, prematurely I believe, and I suspect this may have cost them the game. Turn 3 saw the Greeks mainly enter east central, with a stack making for the northern tip of the hill to interdict the reinforcing Italians. Turn 4 saw the Greeks take their first casualty when a HS was lost, but with the Italians now having lost 3.5 squads and an 8-0 they could afford the trade-off. The first Italian gun revealed itself shooting point blank at a full stack of Greeks that had crested the hill, only to whiff and lose concealment. It would amazingly survive DFPh, but not be so lucky during the following PFPh. But the rest of Turn 5 would not be so kind for the Greeks, with the inevitable 9-2 showdown going the Italians' way by pinning his counterpart and breaking two of the Greek MGers. Then a lucky 4+1 sent tumbling a whole stack of Greeks after their 8-1 leader mortally wounded. The ART made its first appearance and, much like the AT gun, failed to deliver. The Greeks then got some revenge on the bottom of the turn when they encircled, broke, and subsequently eliminated two Italian squads holding the south-central part of the hill. This would ensure the Greeks (at least temporarily) would be able to control the minimum 11 buildings. But they did better than that when some nice shooting softened up the north end of town, and were actually able to grab one building and tie up another in melee. Turn 6 saw the Italians lose their HMG for good (after having broken and repaired twice before) and, while they most likely would've been able to knock the Greeks back down to 10 buildings, with the Greeks getting last move and facing the prospect of surviving a fully restocked 9-2 kill stack they called it a day. Not a bad scenario, but I think the Greeks will typically face a tall order in being able to grab and hold the full complement of buildings. buser333
Good, Lucky, or BothThe scenario title is accurate: I think the British have to be good, lucky or both to win this one. There’s a lot of ground to cover and some tricky terrain. The Italians will melt away under fire, but there are so many of them it’s not hard to overwhelm positions. The grain makes it hard to shift the defense too. I would say this is a good advanced challenge to test and practice defensive skills in ASLSK. It would be a different game in full ASL with fire lanes, entrenchments, etc. LtDan
Turning the Tables toffee
I Don't Like Retreating Heloanjin
About His Shadowy SidesIn our continuing quest to play all the BoF, I took the defending Germans in this one. Chris got a little Frisky with his big war machines and parked them close enough to my entry area so that my reinforcements entered and got to PB range against them. PB rear shots versus a tank with no ROF and no IF are pretty much the best you're going to do, so I knocked those out early. Even still Chris made a good game of it, taking 7 of the 9 buildings and having a chance to get the win on the last turn but his attack came up a little short trying to get those last two and the Germans came away with the win. tatumjonj
The Tiger Of ToungooJapanese approach to crack the first fort with DC met with double disaster wiping the units right away. Another stack of banzai charges met the HIP HMG that also luckily wiped them all with KIAs. With so many early losses to the Japanese it was an easy win for the Chinese. feralhuntsman
Oh Joy! GOUREAU
The Blood of Lambs wwillow
Loosening the NooseVery nice scenario. Despite a good defense in order to slow the French, the Germans were finally overwhelmed in the last turn. The issue of the game was undecided until the two last CC. lechiquier94
By Ourselves manzoliandrea72
Backs to the SeaThe bulk of the German forces struck up the center while a small force advanced up the east side. Half of the center force was able to attain concealment behind the bocage and maintained it by AM and advance through the shellholes, The remaining unconcealed units struck forward mostly using the shellholes for some level of cover. As it turned out, the American setup was weakest on the east side of the battlefield. Most IFT rolls were ineffective for both sides, but that gave the Gerrmans the advantage of being able to advance mostly unscathed. Fearing the open ground, the American forces did not shift forces from the west side until late in the scenario. By this time, the Germans were within a few hexes of board 7. Despite that, the scenario came down to the last turn. Heloanjin
Commando SchenkeLearning game for Bob. Heloanjin
The Fangs of TransylvaniaA very massive, and challenging scenario. My initial Hungarians in village were overrun very quickly. They were able to strip off a few of HT and lighter armed vehicles. By turn 3, the Romanians had two recalls as well as two immobilized tanks. My Hungarians mostly stayed on North edge of battle area in amongst buildings and walls. We we able to pick of a couple Romanians and threaten the cap. In end combinations of losses, malfs, and recalls stalled Romanian attack.

2025 eASL Open (VASL Log)
jgarlic79@gmail.com
Yet the Bite RemainsI could not get agressive enough attack and conceded in turn 7 when ran out of troops. This on requires very precise and agressive play as the British. This scenario saw the creation of not one but two Japanese heroes for my opponent, can cross off thet from my bucket list. asloser
Let’s Shoot the S.O.B.’sAll 3 T34-85 destroyed - 2 by BAZ and one CC. darryllundy
ANZAC Boys jacelm
The Cabbage PatchThe German's sat back waiting for reinforcements that did not show up until Turns 6 and 7. With no time to maneuver, the German infantry entered on Turn 6, mostly as a stack, and ran straight into the HIP'd American MMC. The result was a pinned leader and a fanatic squad with a Hero followed by a broken American squad. Certainly could have been worse. But the stack was stuck 2 hexes from where they needed to be. One other MMC moved into the edge stone building which was unoccupied. On Turn 7, a broken German HS actually self rallied, providing a unit to take another unoccupied stone building. Everything else was thrown at a 3rd stone building, occupied by a single American MMC. The German infantry had to pass multiple American units laying down residual and fire lanes. Amazingly, many of the Germans successfully moved adjacent to the last building and advanced into CC. In the CCPh, the Germans got ambush and then eliminated the American MMC. However, the Americans had plenty of FP to advance on and take the edge side stone building, guarded by a single German HS. In hindsight, knowing that the dice would save the attacker, the Germans should have left another squad in that building as well as parked an AFV to protect that building. But the German player was simply too frustrated by the reinforcement die rolls. I don't recommend this scenario as it depends almost entirely on when the reinforcements arrive. Heloanjin
Leningrad RedsUnique VC by selection. Both chose VC on north side. Defense centered on walled orchard. Attacked thru woods but couldn’t pass MC for which there were many due to ROF. Full on slaughter of Finns. MM2025 nebel
Golden Pheasants igycrctl
Zboiska HeightsA very good scenario. Went down to stopping German counterattack on last turn. jgarlic79@gmail.com
Too Close For ComfortA very tough Scenario for the Japanese. I was able to slip around to the west end of factory under cover of LV and a little smoke. Once in the factory, was able to slowly slog forward. My Japanese were helped by some opportune ineffective fire led by 10-2. It still came down to final turn. Nail-biter! jgarlic79@gmail.com
The Ghosts From DasburgMarch Madness 2025 dmareske
Easy's Bridge toffee
The Tsar's Infernal MachinesI found this scenario quite fun, and very unique. Both sides get to Banzai charge with even fewer restrictions than the Japanese, although with only poor quality units. There are a few SSRs and odd vehicle characteristics that require ongoing attention during play. The Germans have to take stone building locations. Overall I think my dice were better when it counted, and I managed to get more than I needed, forcing the Russians to try to take some back. By then, several Russian units were Disrupted, and there were just not enough MMC willing to get back in the fight. The Germans have no SW, but the five ACs (trucks, really) can possibly be immobilized by small arms fire (SSR), and one is OT. Capturing one of the two Russian MMGs would be gold here (AF 0), but I don't see that happening very often. The ACs are radioless and bog very easily if moved off road, so not the threat they might be otherwise. A cool SSR affects German 4-3-6/2-3-6s (the entire OB) by potentially causing them to Battle Harden, pin, or break if an AC gets within three hexes of them. By the time the ACs entered, I had two squads already Battle Hardened from HOB rally attempts, so they were immune. It's better to be lucky than good. asl458
Tactical DoctrineThe German assault was surprisingly efficient and never let the Soviets a chance to regroup and counterattack. I was expecting the cellars to be to scene of some epic fights but the two German DCs quickly neutralized the soviet resistance there. Djord
To the SquareThis is your standard early ASL Scenario with many turns spent as the Russian move up the board to take the building or exit VP off the board. Game as a standard slog until the Russian were able to get into the building by Going Berserk. There was 2 CC in the building that ended int Mass destruction with the loss of only the weapons remaining in the hexes. The Germans were able to recover the dropped weapons and get more reinforcement into the build and hide on the first and second floor.. slunts
The Citadel Viking_CTO
The Bridge of VerdalsöraIt feels like the Norwegians must set up their defenses forward in order to prevent any movement across the bridge for as long as possible. This is hampered by the fact that the Germans get early reinforcements that get the circumvent the natural obstacle. Lucky smoke and cautious movement allowed me to cross with most of my force on turn one, which blew the floodgates open on gaining ground and pressuring the Norwegians. Norwegians probably deserve the balance on this one. Jobbo_Fett
Taking HeadsRound 3 of 2025 - KC March Madness Tournament. grumblejones
Tip Off at TauroggenFire base w 9-2 was solid but no ROF tears - pushed around both village edges steadily and was in decent position to take 8 buildings. The Russian tanks went halftrack hunting and bagged a bunch. Lost by CVP. Very fun for both sides. MM2025 nebel
Taking HeadsHMG and 9-1 anchored the center and was able to thin the Jap forces before they reached the woods line. The M3 SPG got some nice hits and the Japanese attack did not quite have enough left to get enough buildings. . nebel
Taking HeadsRound 3 of 2025 - KC March Madness Tournament. Very enjoyable game. I was Japanese attacker vs Philippine army defender. I was able to methodically work my way into the center of town and the victory location hexes, but taking causalities along the way. His MMG and HMG in multistory stone buildings were brutal on my advancing Japanese. I was able to eliminate one halftrack with the ATR and another by double stun to force a recall. I had 6 of the 13 victory locations at the end. I did not have enough troops left to press any further in Turn 7. Once done counting the CVPs at the end of the game, the Philippine army had just a couple more than the Japanese. Robert7721
Taking HeadsMarch Madness 2025 dmareske
Commando SchenkeMarch Madness 2025 dmareske
Melting Pot Bongiovanni
The Deadly LineFor Friday Night Fight Club von Garvin
The End of Their Rope strategos
Farmyard AffrayRound Two - 2025 KC March Madness Tournament. grumblejones
Danish CrossroadsRound One - 2025 KC March Madness Tournament. grumblejones
Farmyard Affray. I was British attacker. Difficult conditions to meet. Needed to run across a grain field to take a couple building hexes from minimal German forces (but with 1 MMG, 1HMG) in 3 turns before his reinforcements arrive. Then return to a Victory control hex to defend it. My die were terrible, his were hot. My mortar got 1 smoke off and then broke on 2nd shot. His unsmoked MMG hit my infantry crossing the grain field and lit them up. My 1st morale check on the 9-2 leader was boxcars, and the entire kill stack broke in the middle of the grain field. Didn’t get much better. Never got close to the Building I needed to take. Conceded Turn 3. Robert7721
Fused At ZeroNo smoke to cover the assault no place to hide from either the guns or the 10-2 and MG. Raked everywhere and all the Germans broke and ELR’d. Pointless gun pushing and meatwaves. No fun at all as attacker. MM2025 nebel
Supply DetailFun as the French to rake the Germans as they tried to reinforce the village. 2 50cal and 10-2 tore things up throughout the game. No fun for German player. MM2025 nebel
Danish CrossroadsRound One - 2025 KC March Madness Tournament. I was Danish Defender. Danish did well up to the very last turn. I slowed his infantry assault, and he kept his 4 AFVs out of range until the his last turn. I had an MMG covering the right flank and AT gun still working on the left. He was able to successfully run an AFV down the right flank and multiple shots for Infantry and MMG did not stop him. He eventually overran my last AT Gun which missed with both regular and Intensity fires. I did not have sufficient forces left to counter attack in last half of the turn and conceded. Robert7721
Fused At ZeroMarch Madness 2025 dmareske
La Guerre Finie!!March Madness 2025 dmareske
The Niscemi-Biscari HighwayAnthony is really coming along quite nicely with his understanding of the rules and tactics. He played a great game on the way to a win. The Germans were looking great after 3 turns and I thought I had it, but he sprung out one of the captured guns, blasted my lone AFV and then that thing just kept hitting and getting rate. The real turning point of the game was when during my movement phase late in the game, I had a unit that had AMd next to a victory hex go berserk and another stack AMing the leader went berserk and took the squad with him. So I now have two units running around in the open getting blasted and losing me the game. That's ASL. tatumjonj
The Deadly Line Thompsonmg(MGT)
Buckley's Block rangercote
Encircle This!Germans lost a squad in their initial probing of the Russian line, though they also had the 7-0 turn heroic, and forced the AT gun into action. Russians abandoned it and fled to safety in the factories. German infantry moved to the doorstep of the first factory, which was stacked to the gills. In fact, all but one Russian squad was firmly ensconced in one of the factories, and they were in an adjacent building. This certainly didn't make for the most exciting defense. Tigers were busy escorting their laden HTs through the east end of town en route to the exit. Turn 3 saw the Germans get a toehold in the first factory, while the convoy moved north and west. I made what I consider to be an exceptionally stupid tactical error by ignoring the convoy and bringing my tanks in from the south. This was exacerbated by unnecessarily leaving one of them CE to get stunned. Sloppy. This of course allowed the Tigers to break off from the convoy (who easily made it offboard with the required VPs) and concentrate on applying pressure to my men from the north. Thankfully for me one of them broke its MA and they kept their distance from me wary of MOLs, or things could've been much worse. Germans now controlled half the first factory, and their 9-2 kill stack (joined by the heroic 7-0) ruled the roost. But I could still block the way with bodies, which I did. I lost my stunned tank driving into a cellar. With three turns left things were looking grim. Turn 5 saw the Germans inch forward Stalingrad style, but I was able to tie up T2 and T3 with bodies to avoid a turn of relentless shooting. My remaining tank successfully entered S4 to help bolster the line. Turn 6 saw me bleed a few bodies and lose the first factory, but I was able to safely skulk away the rest and weather the fire. I was able to ring R3 with bodies and, without enough enemy firepower in T3 to do the deed, survive the assault. Blocking the way with bodies is never the most satisfying way to win, but we do what we can to survive. Not a very fun scenario if you ask me. buser333
A Polish BattlefieldPlayed as part of VASLeague 2025, effective OBA and superior AFV's gave the German's the win, but it did come down to the final die roll, of the final phase, of the final turn.

Special mention to the beyond heroic Polish AT Gun that held the hill effectively on it's own and never rolled more than a 7 the entire game.
cupcakus
A Ridge Too FarClose game. Brits had exceptional luck with smoke and WP while the Germans kept failing MCs and ELR to include the squad with the MMG. Germans used broken units to restrict the British advance. British had exactly 9 VPs. The Germans tried Prep on the last turn in an attempt to break one MMC without luck. The better action probably would have been to attempt to get into CC against a HS, but that required crossing open ground. Heloanjin
Bricks in FlamesMarch Madness 2025 dmareske
Dash For Saint PoucinThe Frenchies held tough. One French squad managed multiple kills in CC against the odds. Tomkrny
Delaying ActionMy Russian opponent when straight for the objective to run across the battlefield, but whit HIP German handling Panzerfaust it proved to be a deadly run for the Russians. I chose to hide my German Units early between row R and row X, this would allow early contact to surprise the Russian four T-34/85 and three ISU-122 coming my way. By the ned of turn 2 The German had already eliminated two T-34/85 and one ISU-122 and only suffered a Casualty elimination upon a Boxcar Rallying DR. On turn 3 another T-34/85 lost it's Main Gun to breakdown, and one of the two remaining got stun and recalled by a nice Sniper headshot. Russian were already taking a heavy toll while a German half-squad became fanatic. On Turn 4 this German Fanatic HS received a Critical HE hit with 34 FP from a T-34/85 in the Prep Fire phase and resisted a 4MC to only get pinned. The T-34/85 ROF 3 additional times only to get nothing out of it. I love those Fanatice high morale units. On the same turn the Only Remaining ISU-122 breaks it's Main Armement. On turn 5, My hero team with the 9-2 Leader destroyed another T-34/85 with a front hull hit creating a fourth Burning wreck on the battlefield. Later on turn 5 The recalled ISU-122 left the battlefield leaving only another ISU-122 with disabled Main Armement and one T-34/85 to go for the remaining Goog Order German unit scaterred arond the battlefield. On turn 6 the Russian exited their first AFV and it was still possile to tie the game with elimination of 5 other German units , but turn 6 was theswan song for the Russian as a Leader creation from field promotion DR added another German leader. Final score Germany 5 Russia 2 Gray_fox
No Time to BleedI used a defense where most of my units were back near the exit area, but I placed my Guns very far forward with the 85L protecting the rear of the 76L. I had their covered arcs pointed towards the exit area hoping for some rear or side shots. I got one with the 76L on turn 1, burning a tank. Then he tried to circle around behind the 76L and I got another one with the 85L. My opponent kind of lost the plot, deciding to try and throw a lot of FP at the guns instead of avoiding them and getting off the board. He lost the MA on another AFV and while running a Tiger CE at my 76L, I hit him with a hail mary 6 +3 on the CE crew and forced a NMC which he boxed. Recalled, now he has a malfed MA Tiger on board and the Pz IVH. At this point, my AFVs were kind of free to run wild and clean up the infantry. My opponent conceded when I got his last AFV with an immobilized SU85 in advancing fire. Pretty fun, I think he would have had a decent chance if he ignored the guns and simply drove around them. tatumjonj
The Other Side Of The TracksMain attacking force blundered straight into the muzzle of Flak Guns ending any chance of further advance. Kydder
The Mad MinuteAnthony made decent progress into the city and really put the Americans in a tough position but unfortunately he lost a lot of AFVs moving too aggressively early. A 57L took out one late in the game that put him under the threshold of 3 mobile AFVs needed to win. I had terrible luck with my AFVs, malfing the MAs of both and recalling one on turn 2, but the 57L guns did a lot of damage with their ungodly rate of fire. Very fun scenario. tatumjonj
Danish Crossroads Bongiovanni
Danish CrossroadsQuirky early war scenario with half a dozen Danish squads trying to maintain control of a crossroads (hence the scenario title) against ten German squads supported by three armour armoured cars with a light tank reinforcing on the penultimate turn. The Germans have a lot of open ground to cover to reach the crossroads and only five turns in which to do it. Ploughed fields help to slow the German advance. I set up all my units in and around the stone buildings near the crossroads and did very little movement after that. Eric did a lot of deployment to improve the survival chances of the advancing German infantry but the problem was that it was very difficult for the Germans to bring significant firepower to bear on the Danish infantry. The Danes didn’t help, their cause by breaking both of their ATGs. One was subsequently disabled and removed but the other recovered to eliminate two AFVS including the MkIIF and leave the German infantry without any armoured support. That was pretty fortuitous and allowed the Danes to hold on for the win. This is a challenging assault for the Germans but they can win simply by driving the MkII into one of the crossroads hexes and staying in motion on the final turn. With a frontal AF of 3 against an ATG TK of 6, the Dane’s need to roll well to kill it, even at close range. It makes for a bit of a dicey scenario but quite fun to play if time is limited. Dougban
Kachin Rangers wwillow
Take It Back strategos
Katyusha Variations BravoCo
Tirailleurs and Antiques In June 1940, a German Infantry force, 1/3 Elite, led by a 9-2, assaults a village in which they have to Control the majority of a certain type of buildings. A French 1st Line force 2/3 the size of the German's tries to prevent that. The French receive support in the form of one platoon of FT-17 variants of WW1 vintage to prevent that.

I had the defending French. Their setup area is limited in a way that feels just one hex-row "short", denying them some useful positions. Furthermore, there is not very much room for maneuver for the French, so their best bet is to mess up the approach of the Germans - which is easier said then done. The vintage FT-17s are radioless, have red MP's, and - worst of all - only 5 MP. Furthermore, the Germans are rewarded if they can take out the tin-cans.

The Germans attacked aggressively. In part, I might have set up too far forward, which basically meant that I wasted a squad and was lucky to pull back another. Of course, the key weapon for the French is the HMG. Before I could get off a shot, its manning Infantry was blasted by the German 9-2, HMG&friends. Eventually, in Turn 4, I would recapture it from the Germans but it did fire but a single ineffective shot throughout the game. In general, the performance of my SW and Guns was not exactly blessed: The MA of the 37* tank malfed on the first shot and the vehicle was Recalled thereafter. Both LMGs eventually malfed, one got repaired and malfed again. The 75* MA of the second FT-17 malfed, but I managed to repair it.

Needless to say, all this did not exactly help the French. By the end of Turn 3, I was merely holding on to 3 out of 8 victory buildings. On the bright side, my Sniper performed very well, neutralizing and reducing an important stack for a while giving me some respite. Later, it killed the 8-1 German Leader. In French Turn 4, I managed to counterattack with what little I had left to gain 5 out of 8 victory buildings. In doing so, I needed to have the tanks use non-Platoon Movement but both failed their TC to do so.

I had not enough unbroken troops to stem the German tide, especially with the tanks refusing to move. By the end of Turn 5, the Germans had pushed me out again from the buildings I had recaptured and on top of it contrived to kill a tank in CC.

At this time, my French were close to not having a theoretical chance to win, so I conceded.
von Marwitz
Meuse - French Counter AttackGermans had great ROFs and 3 Critical Hits which quickly transformed the French forces into a heap of Burning Wrecks. Kydder
Cibik's Ridge von Garvin
The Devil's Free to Have a TryVASL jrwusmc
Frozen VzvadGood German defensive setup & long marches through the Deep Snow to eventually hang-up on well positioned Wire kept Russian Victory beyond reach. Kydder
Broken ColumnInteresting scenario start with absolutely no idea where any of the Germans are setup, and only 4 half-squads initially to scout forward with. Steve setup on the left flank mostly with his 75L in the middle, and a couple of nasty surprise MG nests in village area. Unfortunately his die rolls were off, and some key ones were missed. My jeep convoy stayed in conoy formation until Turn 8 before they finally gained freedom of movement right at the bottom of the village from his last 447 holdout who flubbed his lines and was unable to close the deal at point blank several times. The British were able to exit the required VP off by the end of Turn 8. (VASL Log) Ahriman667
A Kick in the TeethWill’s attack was methodical and he relentlessly advanced even as he took casualties. I made a few dumb set up mistakes, but still manages to kill two of his tanks and force the game to come to the final close combat phase where Will took the last building he needed to win. It could have gone either way with a few different rolls, though I think overall we each got our share of good and bad rolls. Make sure you know the rules for huts before playing this one! LtDan
Maximum Aggression Bongiovanni
A Bloody WasteBad German set up and lopsided dice prompted concession on turn 3. Would try it again. wwillow
The Cabbage PatchClose Assault Tourney - The Germans were helped out by extremely good luck in CC to hold out at the end for a win. jwert02
Testing MinenknackersFirst to play and post. Danno
Testing MinenknackersPartisans are vey tough in this one. My Germans got blasted early and often as Russian AT Guns and Mortars rated me hard. Germans manage to take the H2 building on turn 6, but lost it in CC and way too many Russians within three hexes. I will be interested to see if anyone can win this one as the Germans. grumblejones
Raiders Along the Wall NicolasLL
A Dangerous PossibilityGerman broken HS rolled a HoB roll and mamaged to gain control of one of the buildings in Russian setup are to win. The broken HS must have taken 5+ HS before the fateful snakes. Very improbably way to win as the German. Okay scenri for copuple of hours light VotG fun. asloser
Jackpot Jones jacelm
Shanghai ScuffleWent all the way to the last possible player turn Jap 5. Chinese hung to the last ferry landing and won barely. One immobile tank, one crew, one HS and 7-0 leader left for the Chinese at the end of it. Good scenario asloser
The Blood of Lambs Serge
The Roer BridgeheadAnother tough slog for the Americans that break like crazy. German OBA was particularly effective. Viking_CTO
Second Hand NewsInteresting scenario situation in which tough Germans must move to exit while "sandwiched" between Molotov Cocktail toting Partisans in front of them and Italians in their back.

After the Germans killed two Partisan HS and one Partisan SQD in CC (Ambushing those would-be stealthies two out of three times), I was awfully thin within the village. I rolled 8x Boxcars malfing the MTR twice, an LMG, and the MMG, and was going nuts, as this was complemented by definitively more 11s, and numerous 10s for good measure.

Yet, through forces not yet fully understood, I somehow managed to catch two German squads in the middle of the board, capturing one and reducing another in CC. My opponent was quite intimidated by the MOLs, albeit my frequency of finding them was not striking nor was their effect. Maybe for this reason, he moved somewhat hesitant within the village, which made him ultimately lack the time to attempt the exit of the StuGs and less Infantry than he could have.

In the end, he managed to exit two squads, two HS, and his 9-1 for 8 EVP. I was able to capture 1 squad for 4 CVP, eliminate 1.5 squad equivalents for another 3 CVP, and was able to sneak in an Italian squad into 1 stone buiding location to match his 8 VP. However, in my last MPh, he would not have been able to prevent that said squad in the stone building to Assault Move upstairs for grabbing the 9th VP and with that the win.
von Marwitz
Make Way for the KingThe Germans held out on the hill despite giving up the left flank too early (since I forgot about the reinforcements). Lots of back and forth between both sides and the Norwegians took a lot of advantage of their winter camouflage to sneak up on the Germans. Both mortars made small dents in each others OOBs, but nothing substantial. Smoke from the Norwegian mortar is a worthwhile thing to explore as an option. Jobbo_Fett
Fused At ZeroGermans sent two thirds of their force sweeping from the north while the other third went south. Canadians set up back so no good prep fires for the Germans on turn one and the guns were moved for the first three turns. Canadian guns had set up south and were found by turn two. Two of them malfed. Despite that the Germans could not close this one out. Should have sent whole force straight into the village and then fan out looking for the guns. wwillow
Hill 424 (VASL Log) BravoCo
Kicked to the CurbWas Russian vs. two opponents who split the Polish OB. Attackers advanced broadly seeking to pivot to eventual cracks in defensive line. Defenders were cautious, skulking where necessary and taking selective shots. They slowly broke Poles such that the attack bogged down. T26’s FTRed a couple squads, soaked up MG fire, and blocked the attackers. The Russians gently withdrew, pivoting to a line making Polish victory difficult. They called off the attack in turn 5. Houlie
The Blood of LambsVery nice scenario. A smart defensive play from Serge and the Germans fell short of some buildings in the last turn. AT mines were deadly and Russian AFV were unbreakable ! lechiquier94
Sowchos 79Anyone I talked to who played SL back in the day seemed to have fond memories of this one, and since it was very little changed since those times it should play more or less the same. I was very skeptical of the Russians' chances however, having to set up without concealment with a strong German force ready to assault them. The truck reinforcements just felt like pipe dreams, what with the German armor ready to hunt them down and the distance they'd have to cover. So my toughest decision was do I set up strongly upfront to oppose the Germans, or do I set up "reverse slope" and try and cling to concealment until my tanks arrived. I chose the latter. I was relieved when Scott opted to loop around the northern end of town behind the hill and hedges, as opposed to the more straight-on frontal assault I would've enacted. In the far north I lost a truck and a squad, but my gun was able to extract itself and set up shop behind the hedgerow. Turn 2 saw two more trucks fall, but not before unloading their passengers, and they served a purpose of clogging up the road. Scott managed to sneak a couple tanks and a HT away before my gun beaded in on a crucial spot of the 4-I road causing him to divert the others. Meanwhile I tried sneaking as many guys up into the hills as I could, though it was obvious he was just going to drive his reinforcements straight to the front. Bad luck struck him when my sniper recalled his Marder. My guys in V3 held tougher than I would've expected, and then even generated a hero when they tried to extract themselves. Not sure when his radio broke down, as it was carried by a concealed unit, but I know it was early, and I know it was lost for good at the top of Turn 3. The Germans lost two squads in their initial assault of the town, though they did manage to sneak one squad over to grab R3. I lost one more truck but, between these wrecks and my gun guarding the road, his going was slowed, with only the above-named three vehicles and the AC making it to the edge of town before my substantial armor reinforcements. Turn 4 saw him lose the AC to an ATR when it tried to crest the hill, and we had our first of many flaming tanks when one of my T-34s was fried entering town. The tanks sent in on this first wave must have been rejects, because a MA and CMG both broke. My gun overheated and broke in trying to lay fire up on the hill, but he had done a great job of delay. My hero fell on Turn 5, but not before valiantly holding the Germans at bay for a good turn or two, but the MA on my T-34 was repaired. I was very pleasantly surprised to see my latest round of reinforcements had radios, so they moved in the protect the hill and roads, while my first batch moved up to protect the buildings. Turn 6 was a wild one, and all sorts of German equipment malfunctioned: 2 MAs, a CMG and, not least of all, their other radio. Three tanks went down that turn (2 German/1 Russian), and the Russians declared NQ when a large band of Germans was eliminated with a rogue Russian tank cutting off rout paths. The Germans were still at nine buildings, but the Russians were already starting to counterattack. Meanwhile their truck reinforcements were making their presence known in the western woods, burning up a guarding HT. Turn 7 saw more mass destruction: three HTs, two Panzers, the radio, 2 KV-1s, a truck, and a smattering of infantry. There was almost an uninterrupted line of burning wrecks on the north side from one end of town to the other. This would've been an absolute counter clutter nightmare in real life; it was hard enough to keep track of where everything was on VASL! Turn 8 saw even more devastation for the Germans, with another Panzer, HT, AT gun, LMG, 8-1, and three squads lost, while the Russians lost two squads. Of greater importance the Germans were knocked down to seven buildings, and the writing (which had been on the wall for some time) was clearly visible at this point. The Germans played one more half turn to see how many more Ruskies they could take down (a HS), but when they lost their stellar 9-2 AL there was no more wind in their sails. I really wasn't looking forward to playing as the Russians in this one, but I'm glad I gave it a chance as it played much more excitingly than I would've imagined. Both German radios breaking before they could even call in one mission really hurt. All-in-all a fun experience. buser333

Latest News

Announcing the Scenario Archive tournaments
Check out the archive's tournament pages - which will be expanded in the coming months - in order to register for the upcoming tournaments!

Our usual patron only tournament is joined this year by a starter kit tournament (no patronage required).
March Madness Korean War pack updated
The Encircled Productions guys have updated their pack to include errata to fix some issues with some scenarios (most of the errata is already on the site but I'm told there's a couple of small extra bits that are fixed, too).

Existing purchasers can simply re-download their pack to receive the updated version at no extra cost.
March Madness Korean War pack available for download
The March Madness Korean War pack is available for download at a cost of $20 from the shop.

8 scenarios, ranging from small to large all featuring the KW. Look out for an episode of IR focusing on this pack, shortly!
ROAR record importer
After too many requests from players, I've now added a way for you to import your playings from ROAR into the archive. The instructions can be found at the bottom of your My Page, but essentially requires you to copy and paste your playing records from your account page in ROAR into a spreadsheet, then from there into the input box.

Games aren't removed from your account but duplicates won't be added (duplicates check player name, scenario and dates).

Please do carry on using ROAR if you choose to do so, but this is being offered to players who'd like to consolidate their records here.
Reports and statistics
I've added a replica of the roar balance report (based on archive plays) underneath reports -> balance, on the left hand menu and some statistics charts, too.

Want to see how many games have been logged and when? Are we playing more now than we did 3 years ago? What about the year when the most scenarios were published? Or are games played with vasl more regularly than ftf?

All this and a little bit more on the statistics page (found on the left hand side under reports).

Latest Content Additions

Updated daily. Refresh
ScenarioActionWhen
Melting PotYarlis Uploaded the Board image26m 26s ago
Hill 424Yarlis Uploaded the Board image1h 8m ago
An Uncommon OccurrenceDispang12 Added a playing1h 26m 9s ago
An Uncommon OccurrenceDispang12 Rated the scenario1h 26m 42s ago
Enemy of My EnemyHutch Modified the gps location1h 41m 58s ago
Bedburg BiteViking_CTO Added a playing3h 58m 54s ago
Norway in HalfJobbo_Fett Added a playing7h 14m 56s ago
A Timetable DisruptedHutch Modified the overview7h 29m 36s ago
A Timetable DisruptedHutch Uploaded an Image8h 19m 20s ago
A Timetable DisruptedHutch Modified the Unit Elements8h 19m 36s ago
A Timetable DisruptedHutch Modified the Defender8h 20m 52s ago
A Timetable DisruptedHutch Modified the Attacker8h 21m 11s ago
A Timetable DisruptedHutch Modified the maps8h 42m 49s ago
A Timetable DisruptedHutch Removed a map8h 43m 56s ago
A Timetable DisruptedHutch Updated the Victory Conditions8h 44m 30s ago
A Timetable DisruptedHutch Modified the maps8h 52m 19s ago
A Timetable DisruptedHutch Modified the misc. rules8h 53m 10s ago
A Timetable DisruptedHutch Modified the Unit Elements8h 54m 2s ago
A Timetable DisruptedHutch Modified the overview8h 56m 14s ago
The 11th HourHutch Modified the overview8h 59m 17s ago
A Timetable DisruptedHutch Modified the overview9h 20s ago
The 11th HourHutch Modified the overview9h 1m 13s ago
A Timetable DisruptedHutch Modified the Scenario OBA details9h 2m 45s ago
A Timetable DisruptedHutch Added the scenario9h 5m 50s ago
The Onslaught ResumesHutch Modified the Attacker's Guns9h 29m 10s ago
The Onslaught ResumesHutch Modified the unit counts9h 29m 11s ago
The Onslaught ResumesHutch Modified the Attacker's AFVs9h 29m 11s ago
The Onslaught ResumesHutch Modified the Attacker's AFVs9h 30m 16s ago
The Onslaught ResumesHutch Modified the Attacker's Guns9h 30m 16s ago
The Onslaught ResumesHutch Modified the unit counts9h 30m 17s ago
The Onslaught ResumesHutch Modified the unit counts9h 31m 15s ago
The Onslaught ResumesHutch Modified the Attacker's AFVs9h 31m 15s ago
The Onslaught ResumesHutch Modified the Attacker's Guns9h 31m 15s ago
The Onslaught ResumesHutch Modified the Attacker's Guns9h 32m 23s ago
The Onslaught ResumesHutch Modified the unit counts9h 32m 24s ago
The Onslaught ResumesHutch Modified the Attacker's AFVs9h 32m 24s ago
The Onslaught ResumesHutch Modified the Attacker's AFVs9h 33m 23s ago
The Onslaught ResumesHutch Modified the Attacker's Guns9h 33m 23s ago
The Onslaught ResumesHutch Modified the unit counts9h 33m 24s ago
The Onslaught ResumesHutch Modified the misc. rules9h 35m 22s ago
The Onslaught ResumesHutch Modified the unit counts9h 36m 39s ago
The Onslaught ResumesHutch Modified the Defender's Guns9h 36m 39s ago
Schoolhouse RockHutch Modified the misc. rules9h 37m 33s ago
The Onslaught ResumesHutch Modified the Defender's Guns9h 39m 25s ago
The Onslaught ResumesHutch Modified the unit counts9h 40m 6s ago
The Onslaught ResumesHutch Modified the Defender's Guns9h 40m 6s ago
The Onslaught ResumesHutch Modified the Defender's AFVs9h 41m 10s ago
The Onslaught ResumesHutch Modified the Defender's Guns9h 41m 10s ago
The Onslaught ResumesHutch Modified the unit counts9h 41m 11s ago
The Onslaught ResumesHutch Modified the Defender's AFVs9h 53m 53s ago
The Onslaught ResumesHutch Modified the unit counts9h 56m 38s ago
The Onslaught ResumesHutch Modified the Defender's AFVs9h 56m 38s ago
The Onslaught ResumesHutch Modified the gps location9h 57m 20s ago
The Onslaught ResumesHutch Uploaded an Image9h 58m 14s ago
The Onslaught ResumesHutch Modified the overview9h 59m 14s ago
Easy Ridersasloser Linked the scenario to ROAR9h 59m 49s ago
The Onslaught ResumesHutch Modified the Defender's AFVs10h 1m 15s ago
The Onslaught ResumesHutch Modified the Defender's Guns10h 1m 15s ago
The Onslaught ResumesHutch Modified the unit counts10h 1m 16s ago
The 11th HourHutch Modified the overview10h 2m 54s ago
The 11th HourHutch Modified the overview10h 7m 14s ago
The Onslaught ResumesHutch Modified the overview10h 13m 9s ago
The 11th HourHutch Modified the overview10h 13m 54s ago
The 11th HourHutch Modified the gps location10h 15m 24s ago
A Bridgehead Too Wetasloser Linked the scenario to ROAR10h 19m 12s ago
The 11th HourHutch Modified the overview10h 22m 33s ago
The 11th HourHutch Modified the misc. rules10h 24m 37s ago
Schoolhouse RockHutch Modified the overview10h 27m 33s ago
Apples to OrangesHutch Modified the overview10h 30m 24s ago
Schoolhouse RockHutch Modified the overview10h 32m 16s ago
Apples to OrangesHutch Modified the misc. rules10h 34m 36s ago
Apples to OrangesHutch Modified the unit counts10h 42m 41s ago
Apples to OrangesHutch Modified the Defender's Guns10h 42m 41s ago
Apples to OrangesHutch Uploaded an Image10h 43m 20s ago
Schoolhouse RockHutch Modified the misc. rules10h 45m 55s ago
Schoolhouse RockHutch Modified the gps location10h 47m 50s ago
Schoolhouse RockHutch Uploaded an Image10h 50m 13s ago
Schoolhouse RockHutch Modified the unit counts10h 50m 39s ago
Schoolhouse RockHutch Modified the Attacker's AFVs10h 50m 39s ago
Schoolhouse RockHutch Modified the Defender's Guns10h 51m 14s ago
Schoolhouse RockHutch Modified the unit counts10h 51m 15s ago
Schoolhouse RockHutch Modified the Attacker's AFVs10h 51m 15s ago
Schoolhouse RockHutch Modified the Attacker's AFVs10h 51m 56s ago
Schoolhouse RockHutch Modified the Defender's AFVs10h 51m 56s ago
Schoolhouse RockHutch Modified the Defender's Guns10h 51m 56s ago
Schoolhouse RockHutch Modified the unit counts10h 51m 57s ago
Pukhov's PushHutch Modified the gps location10h 53m 47s ago
Pukhov's PushHutch Modified the misc. rules10h 55m 10s ago
Pukhov's PushHutch Uploaded an Image10h 55m 49s ago
Pukhov's PushHutch Modified the overview10h 57m 55s ago
Unholy TrinityHutch Modified the gps location11h 25s ago
Unholy TrinityHutch Modified the misc. rules11h 3m 42s ago
Unholy TrinityHutch Modified the unit counts11h 5m 15s ago
Unholy TrinityHutch Modified the Attacker's AFVs11h 5m 15s ago
Unholy TrinityHutch Modified the Defender's Guns11h 5m 15s ago
Unholy TrinityHutch Modified the Defender's Guns11h 6m 17s ago
Unholy TrinityHutch Modified the Attacker's AFVs11h 6m 18s ago
Unholy TrinityHutch Modified the unit counts11h 6m 19s ago
Unholy TrinityHutch Modified the Defender's Guns11h 7m 5s ago
Unholy TrinityHutch Modified the unit counts11h 7m 6s ago

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March Madness 2020 Full Rulebook ASL Pack 86.92
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ASL 3a - Yanks (2nd Edition) 416.76
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Fanatic Pack 2 126.74
ASL Starter Kit #3 86.74
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49Scott Fischbein1071150
50Paul Sidhu191149
51Robert Wolkey191149
52Jeff Sewall291148
53Michael Augustine201148
54Sean Mitchell251147
55Tom Kearney5411146
56Martin Vicca271145
57Xavier Vitry121144
58César Moreno451144
59davide galloni1411142
60Alex Koestler671141
61Igor Luckyanov371141
62Ron Duenskie171138
63Alessandro Demichelis321138
64Eric Partizan Eric15481138
65Raoul Duke1011137
66X von Marwitz4221136
67Scott Hasson241135
68John Boyle381135
69John O'Reilly171134
70Gerard Burton1851132
71Derek Ritter241132
72Melvin Falk101131
73david ginnard281130
74Tony Fermendzin411130
75Tom Weniger91126
76Andrew Young171126
77Eric Topp
1851126
78martin barker
3131126
79Gerry Proudfoot241126
80Steve Bowen441125
81Don Lazov921125
82stan jackson361125
83Hugh Harvey481121
84Andy Hershey6141119
85Miguel Guerrero91117
86Gary Fortenberry151117
87Jon Jaramillo451117
88P-J Palmer121116
89fabio aliprandi931115
90Björn Lorenzen151115
91Bob Callen521113
92JP Laurio2261113
93Enrico Catanzaro221113
94Bruno NITROSSO131111
95Chris Mazzei171109
96Juhani Bonsdorff111108
97Jim Bishop
781108
98Larry Rohlfing1831108
99Jim Thompson281107
100J. R. Tracy141107

Newest players - welcome!

UsernamePlayerRegistered
eespin77eduardo espino2025-03-21 05:51:07
bedouxeGorret Michael2025-03-18 16:23:58
LABBECANEThierry SIMONNET2025-03-16 10:10:51

On this day...

ScenarioLocationDate
A 101 The Drive For TaierzhuangNorth of Taierzhuang, China1938
CH 27 Fix Bayonets!Shaduzup, Burma1944
NFNH 9 Jackboot WoodsRzhev, Russia1942
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