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ScenarioCommentUser
River Crossing RuckusVery hard game on the Americans. The 3 ELR is devastating and Dan's boys ELR'd early and often. Crossing the stream was no easy task with only a couple squads crossing and then being cut down by German fire. The American 9-2 Kill stack can clear the table, but my Germans were able to skulk away with limited losses. By Turn 5, the Americans were still trying to cross the stream and so the Americans threw in the towel. Scenario is heavy on support weapons and the Americans have a tough challenge to overcome. grumblejones
The Professionals Bongiovanni
River Crossing RuckusFirst to play and post. Danno
The Winter CitySlovak player unsuccessfully tried to conquer the hill across the dry river - but was repeatedly brought down by some good shots from the other hill. Only the Slovak mortar managed to break the resistance, but broke down at half-game. Machine guns nests are nasty and inflict a lot of losses to both sides. Remember that breakdown is 12, not 11 - due to the good equipements in MMG and HMG of both sides. Slovak conceded at the last turn, unable to conquer more than a few victory points - Polish ended up with only 3 unbroken squads anoiawargames
Barbarossa D-DayGermans approached relatively safely behind cover of the southern and western woods. The AC entered from the east and proceeded to break its MA on its first shot. It then lost its CMG the next turn. The Germans got a bit of a bloody nose pushing up into the hedge compound. Turn 3 saw the Russians lose a squad to capture and their commissar to elimination. The AC, which had made its way into the walled compound to cause trouble for these units, was flamed up by the much-needed reinforcing tanks. Turn 4 saw the Germans HMG break down when it was desperately needed to clear the walls. A 468 made it inside the walls, where a T26 busted its gun trying to oust him. A T26 immobilized one of the two Panzers encroaching on it, and probably would've had problems, but the Germans decided to throw in the towel before it got to that point after they were knocked down to 1.5 good order squads. Magnus' dice were ice cold in our last session, averaging over 9 on his 17 rolls. Mine weren't a whole lot better, breaking the 8 mark. So hard to really gauge this scenario from our playing, but I suspect the Germans need to move quite deliberately their first couple turns. buser333
3rd RTR in the Rain johan.vrijdaghs@gmail.com
Frank's TanksThe Germans attacked frontally on a combined assault. They soon lost one Panther but managed to reach the first buildings. They captured them quite easily but were stopped on the second line of defense. The Germans suffered heavy casualties on their slow progress and lost again several panzers. One last assault allowed to capture a few buildings but the German force was powerless with one remaining Panther and a few good order squads. lt_steiner
Steel Inferno A15.4er
Bled WhiteLasted one CG date. Germans destroyed almost to a man. A15.4er
Last Assault on the Steelworks rangercote
The Roadblock A15.4er
Loser Takes AllExcellent scenario! Rich is a great opponent. Germans have to be very aggressive and it was still very close. jgarlic79@gmail.com
Balkan Betrayal Bongiovanni
Grenades, Knives, and FistsManaged to channel Russian attack by use of fortifications and active defence. Plattoon of 2 T-28 managed to slip through to the other side of Stream despite being attacked by MOL, MG TK, Street fighting.

IMO this is doable as Finn with very careful setup and active fallback - but certainly demanding for the Finn.

I like it.
asloser
Harvesting OpiumReally interesting scenario. When I set up as the Chinese I thought it looked really hard, as the French start close to 4 of the 5 victory buildings they need, with superior forces, and the Chinese setup is quire spread out. But it's a long way through difficult terrain to get the fifth building and it will take the French a bit of time to take the four readily-accessible ones (particularly with concealment creating a bit of deception on their real strength). And the French then have to defend those buildings against the Chinese reinforcements that enter on Turn 3.
So it was a close game that went down to the last turn. In the end, the French couldn't quite make it to that last building, so the Chinese held on.
Andy_Bagley
Balkan BetrayalFun scenario from one of the Lone Canuck packs. I had the attacking SS from the notorious Prinz Eugen Division who have to get across a river and capture eight buildings on the other side. Given the disparity in strength between the two sides, this would be reasonably straightforward were it not for a Casualty CVP cap of seventeen points. Given that three Stugs form an important part of the attacking force, it is easy to see how things can go pear shaped for the attackers. I managed to get troops across the river for the loss of one Stug but had taken 12 CVPs in total. On the final turn, I decided to use VBM freeze in two hexes in order to allow a HS to run across the board to capture the eighth victory building. When the first Stug completed its move, Eric announced that the defending squad would roll for a panzerfaust. Oops. I had forgotten that he had those (I had also forgotten that my guys had them as well, which might have made a difference!). Anyhow, the bad news was that with an availability dr needed of 2 or less, the squad managed to find two fausts. The good news was that it missed with both of them. The game came down to the final CCPh with Eric needing to roll a four or less to kill an infantry squad and accompanying leader following a successful ambush followed by a three or less to kill another squad to amass the needed CVPs to deny me the win. Sadly for my company of war criminals he proceeded to do precisely that to snatch the win.
I enjoyed this scenario. Obviously it took a fortuitous couple of CC DRs for the Bulgarians to win at the end but I was probably fortunate to be in that position in the first place. I would take either side for this one.
Dougban
Sound RetreatUnique scenario. Entertaining for the British with all high MP AFV. The British attacked into the mounted motorcycle troops in the early game. Germans were trying for exit for most of the game. Two Mk6 broke MA; one repaired. One carrier recalled to double stun. Some low TK DR in turn 6 made it impossible for the Germans to win. mtrodgers99
Breaking the Ishun Line cupcakus
Tooth and NailVASL jrwusmc
The Vital HoursEverything went wrong for the British starting turn 1. Ineffective prep fire and flaming German defensive rolls halted the initial progression towards the woods. The British reinforcement on turn 1 went north to outflank the German line but were delayed by the German gun located on the elevated road. The British gun could never find any good target and spent most of the game in reserve. If i had to play it again, I would concentrate more firepower on the woods and would not split the British force with two groups. Djord
Rough Recess Bongiovanni
Loser Takes All jwert02
The Roadblock2025 Chicago Open round 3: The Germans attacked on the left wing and were able to exit by turn 7. One StuG recalled by a snipper. RJenulis
Resignation Supermen Viking_CTO
Kicked to the Curb Rich Weiley
Breaking Out Of The Cauldron grumblejones
Breaking Out Of The CauldronFirst to play and post. Danno
The 11th Hour Bongiovanni
The Black Ravens are FlyingGermans won the dr for first Turn and caused devastation on the Russians. But the Level 4 Ammunition Shortage took it's toll on his weapons quickly there after. Initial Melee during setup remained in play for 3 Turns, adding element of uncertainty. Russians luckily took the final building away and Germans could not retake it on final Turn. Kydder
Dash For Saint PoucinGermans moved aggressively towards the church with the armored cars in support. On Turn 3, the French LMG was broken and the Germans managed to pin the 75 on the opposite side of the bridge. This presented a chance for a coup de main for the bridge with the armored cars. The first one was knocked out the 75, but the second one managed to get onto the bridge and stop after the 75 rolled a 12 on a Intensive Fire shot. With no other way to kill the armored car, the Germans won at the end of 3. grumblejones
Dash For Saint Poucin Danno
In Sight of the Volga A15.4er
Action at KommerscheidtUS win in turn 5 with CVP 50. Aircraft arrived earliest and were brutal. Viking_CTO
Husum HotfootFor Friday Night Fight Club. My Germans were initially doing well, but then his Wasps got hot (ha!) and ended up being essential to dig me out of those buildings. In the end, I had one guy good order, but the wasp rolled up, fired and got a 3. KIA. And it started a flame. Lovely time!

Great fun and Paul was a pleasure to play against
von Garvin
Storming the StationGerman was too agressive- all required stone hexes controlled but heavy armoe losses pushed the Germans over teh CVP cap and Russian won. Great slugfest! asloser
Death Takes a TollGreat scenario with a good variety of quality units and weapons available to each side that present each player with interesting strategic choices. In our game the Canadians opted to retreat quickly to avoid casualties, but later in the game ended up running out of map space for further retreats and were forced into mass surrenders. So the German fast advance was successful despite seven (!) rolls of '1' by the Canadian on his Sniper Activation rolls. A2ASLer
Husum Hotfoot Paul Legg
The Ghosts From Dasburg Danno
The CitadelGreat scenario with a lot going on! ASLSKGwahlur
The Ghosts From DasburgThis scenario should be named...the Ghosts of Dead Germans at Dasburg. My Americans chewed up the Germans as they tried to advance. By Turn 3, six German squads were KIA'd and the Germans were stuck in the woods on Mine Hexes. A 12 on an NMC for the German 9-1 was a 12 and then a 6. That was the last straw and the Germans gave the concession. So far, this scenario appears to be very hard on the Germans. grumblejones
Shumilino Dispang12
Green Devils usmcwo1
Second Crack at Caumont Bongiovanni
Highway 5 GOUREAU
Rocket's Red GlareThe dicebot gave me this one. wwillow
Smiling Albert rangercote
A Real Barn Burner A_Lost_Canadian
Grant vs. Stuart wwillow
Delaying Action at KylänmäkiBuilding VC count gets tougher each turn for Russian attackers. Pretty basic take the building with incremental reinforcements. Russians will pretty much have to blow through the Finnish defenders to attain victory towards end of scenario. This one will probably go wildly one way or the other depending on the attack success. I like the scenario. nekengren
Burning Down the House A15.4er
No VacancyLooks like a hoot. Potentially all Russians could be HIP to ambush. Lots of Concealment counters to fake out the Finns. The Finns can setup forward but risk Ambush. One of the few scenarios I cannot play solo with so many deceptive setups possible. Certainly, at least part of the Hotel MUST be taken to win so most assault focus should be there. The Western Finn entry force should have no problems taking the Bridge. Maybe just avoid the Crags and take the whole Hotel instead. nekengren
Use Your Tanks and Shove NicolasLL
Gavin TakeLearning game; Germans fired for little/no effect and generally rolled poorly; Americans fired for great effect, generally rolled well, and closed to CC. Abandoned at end of turn 3 with Germans having only 4 GO squads left on map (all in Melee) and 1 DM squad, Americans having no losses, and all squads in GO. MykDeans
The Slaughterhouse Bongiovanni
Per l'Onore?Easy italian win. strategos
The BarrikadyPlayed using Leaflet House variant rules. Gamer72
Polka's DanceTried to slam down the French right. Should have attacked both sides or just the center. wwillow
Surprised GideonFun scenario, but heavily favours the Ethiopians. The Italians have to cross a lot of terrain (some woods, some huts, some open ground) to get to a wooded hill-range, which they then have to cross to get to the most valuable VC hexes. They get a crappy FB (which promptly got shot out of the sky, on account of being crappy), and four armored trucks: these pack quite a punch, but are road-bound if they want to get anywhere and are very vulnerable to the six MGs and the ATR the Ethiopians have. It is quite easy for the Ethiopians to slowly withdraw towards the VC hexes, cover the one road leading there with the MGs and ATR, and wait to blast the Italians as they come over the hill. Large map, lots of movement, Air Support, funky trucks, Italian cavalry, Ethiopian partisans: there's a lot of flavour here, but it needs balance. Houtje
A Belated Christmas Viking_CTO
Stig's StuG13 Multihex buildings controlled at the end of finnish Game Turn 8. Bongiovanni
Hassle at HasseltDown to the last turn. German AT gun got hot and took out everything it saw. All the Brit armor was lost including 4 loaded kangaroos. Despite that, the Brits needed just 1 more building and the Germans were down to 3 GO squad equivalents and just about got it done. recommended scenario - fun for both sides. nebel
Late for MassWe found this scenario quite difficult for the British. It takes time for the British to reach and assault the victory location and then the Germans counterattack with a strong SS force supported by a tank on Turn 4. Djord
Maggot HillThis is great a PTO scenario! Our game was a real nailbiter, both suffered heay losses. During turns 5/6 it seemed that US would win as Japanese would run out of time to get all the VC hexes, but in the end a key CC win and couple of low odds shots breaking key US squads bled the US dry - last hex was taken on Jap turn 8 CC.

This one what PTO is all about!
asloser
Wie ein Weihnacht's SternFirst to play and post. Danno
Wie ein Weihnacht's SternFun scenario. The British had some issues with bogging in the sand, but got close enough to illuminate Rommel as the mounted the rescue camel and headed for the exit. Two long range shots from the Jeep AAMG's lashed out with -1 shots and missed the future Field Marshall. He successfully exited and returned to his HQ no worse for wear. grumblejones
L'Abbaye BlancheAmericans couldn't get any results even when German stacks stepped into boresighted hexes. wwillow
The Lion, DrivenLIASL APRIL 2025

Gurkhas hit IJA right flank through the rice patties and head for the roadblock. The tanks arrive and head down the road. One gets destroyed by gun. Gurkhas press destroyed roadblock and gun with overwhelimg fire. IJA counters on the right and left. Right flank IJA platoons goes beserk and gets gunned down crossing the shallow creek. Left flank IJA hides in the jungke holds of light Gurkha attack. IJA runs into the rice paddles and jungle near the roadblock trying to.hold 4 adjacent road hexes. Gurkhas counter into en masse and get into 4 CC. In final.half turn.

Much stabby stabby but IJA wounded leader and half squad roll a 2 and win the last CC for the win. EPIC. RECOMMEND IT
BobMcKenna1966
Red Horse Recon JimT1277
A Frosty Morning JimT1277
Falling Like DominosVASL jrwusmc
Priests at St. CloudLearned the power of harassing fire with OBA dmareske
Howard's MenI attacked in a tentative manner and British easily countered us. jgarlic79@gmail.com
Aussie Spirit worksp2018
Aussie Spirit Danno
Cliff'em AllFirst to play and post. Danno
Hold Until RelievedBritish won the 1st CG, Coup de Main in a runaway, so we started this one, and it was much closer. The Germans just lost too many unit trying to take the bridge back before the Dusk scenario.
During Dusk, the British steamrolled the remaining Germans, but even so, one more turn of strong defenses would have given the Germans a shot at victory.
Would recommend and play again.
ubertripp
Beacon of HopeA tough battle for the Germans which can easily be decided on a lucky roll by the defender. The middle bridge is the obvious choice to attack, although the stream hexes can be entered and crossed, it provides the defender a lot of time to re-route troops should they need to. The addition of HIP units makes the German victory condition that much harder to achieve.

Needs to have at least one more squad for the Germans, or perhaps slightly fewer defenders...
Jobbo_Fett
Cliff'em AllMy Chinese went with rear slope defense and had all the MG's located to sweep all three hills. Japanese were slaughtered as my dice were super hot and Dan's dice were this side of awful with far too many 11's leading to dead, striped, ELR'd and broken Japanese squads. Not sure how the Japanese can overcome a rear slope defense. Interlocking fire lanes and residual fire where the Japanese come up the cliffs was brutal. Wonder is that kind of defense was play tested against. grumblejones
The Gin Drinker's LineFriday Night Fight Club.

Although this is recorded as a Japanese, it is a British moral win.

The Japanese were behind on both CVP and victory hexes. On the last turn the Japanese held only 1 victory hex and were poised to advance into 2 more, occupied by the Indians. 5 hexes need to be held by the Japanese and have more CVP. Dan forego voluntary breaking in both (one would have still given CVP due to ftr as no quarter had been invoked earlier. My Japanese naturally got the ambush in both hexes eliminating the Indians for no loss and then withdrawing into 2 further victory hexes. The result 27CVP +2 extra points for hut hexes held, total 29 points for the Indians and 25CVP +5 for hut hexes for the Japanese total of 30 points.

Paul Legg
Defiance on Hill 30Americans tried to burn the forest in their set up area; it did not work, allowing the germans to get into the houses early. After some tough exchanging of fire, Germans were able to push back the reinforcements. A_Lost_Canadian
Hill 424 toffee
Monty's MessTour 4 : que 2 bâtiments aux mains des allemands Serge
The Gin Drinker's LineFor Friday Night Fight Club von Garvin
The Gin Drinker's LineTo riff off the famous first line of Moby Dick (“Call Me Ishmael”), you can “Call me Ichiki” for my Japanese were quickly annihilated in aggressive Banzai charges much as Ichiki’s detachment was during the Battle of Alligator Creek on Guadalcanal. The wire proved deadly and the CVP difference mid-game made it evident that my forces approaching the village would not be able to bridge it even by seizing all huts. Nonetheless, always fun to play Martin, and the dice were quite wild. Many of our SW busted and a few shots simply wiped whole units off the map (with a few boxcar MCs to boot). Fun scenario. Thompsonmg(MGT)
Danish Crossroads NoTwo
Death on the French CoastGermans lost big in CC. Forfeit turn 5. Viking_CTO
McHale's NavyFirst to play and post. Danno
McHale's NavyJapanese went to crest in the gully locations and waited. Succeeded in killing the American 8-1 and half-squad for the win on Turn 5. Tough scenario for the Allies. grumblejones
Defiance on Hill 30 igycrctl
Buckley's BlockDice were in favour of the US, except for one roll where a Japanese LMG took out the American halftrack. Without that lucky shot, the US would have won. aiabx
Coke HillVery concerned about all the HIP tricks the Japs had in their arsenal, so much of my force entered and searched (which is always difficult in itself vs Japs). He decided to allow me to keep conceal rather than give anything away. Turn 2 saw a lot of Oz casualties as his sniper brained an 8-1, and I lost two squads to his one HS. But all of his dummies were exposed, and I took my first hill hex. Panjis proved to be a nuisance in the eastern jungled hill. Turn 3 saw my Frog and accompanying infantry take out a berserk Jap squad, while I lost 1.5 squads of my own. This was a trade ratio I could afford though with all the Oz bodies. My Frog was on track to clear out a hex per turn, and he really had no answers for any of my armor. I discovered the western hill was mined. so a Matilda rolled through to create a TB and capture two more hill hexes. he abandoned the untenable eastern woods in favor of making for his northern alamo across the stream, or setting up shop for a last stand in the NE jungle. Turn 4 saw me lose my FT as I crawled forward through the difficult terrain. It was obviously looking to come down to the NE jungle for the finale. Turn 5 was more of the same, though I did get lucky a clear out another 1.5 Jap squads. My OBA finally got into the action, being limited before my concealed Japs or lousy LOS, but it was mostly just a deterrent for him repositioning. Turn 6 saw me luck out again when a Jap squad rolled boxcars, only to be followed on Turn 7 by yet another on his rally by the repositioned 10-2/HMG. These guys would be a scary prospect to park next to (which I'd have to do as they were adjacent to the VC area). But in the end he didn't have quite enough muscle to keep me out, and I was averaging "6" on my MCs, so I came away with a fairly comfy victory. Both of us eschewed the mad dashes we each could've done at the end, as we despise scenarios that encourage that. So this one was certainly nothing special; a bit of a slog, and ho-hum from mid-game on. buser333
Green DevilsClose Assault 2025 Mini Tourney, Round 3 - Americans setup second and moved first. I lost two AFVs within first turn and was behind on CVP for rest of game, which put the Americans in the driver's seat. (VASL Log) BravoCo
The Doomed and the Damned rangercote
China Girl johan.vrijdaghs@gmail.com
Under Cover of DarknessGermans left gaps on the sides for the Poles to run around and make for the rear with two stacks on either side; the rest advanced on and sat tight, not wanting to risk a stray so close to the defenders. The plan was to approach the Board 2 buildings as stealthily as possible and then coordinate one big attack on two of the Board 4 buildings. Plans went to hell on Turn 3 when NVR increased to four, and thus the attack kicked off a turn or two earlier than I would've liked. I lost the MMG battle in the south when his own 9-1 led MMG ripped me up, to the tune of a broken and wounded 9-1 and a dead squad. I managed to kill a HS ousting him from the 4I10 building. The majority of his units were still under No Move. Turn 4 saw me trade a HS for a squad, but I just wasn't mustering the damage I would've liked. I did boot him from 2Z! and swung a unit over to capture the undefended 2F3. Turn 5 was fairly quiet a I regained a lot of concealment and tried to swing around through the northern hills. I did (finally) evict him from 4CC6. Turn 6 was costly for both of us, with me losing a 8-0 and HS, and him losing two LMGs and 1.5 squads, but no progress in real estate was attained. I caused a few bloody noses around the 2M1 woods on Turn 7, but he still had a fair amount of bodies, and I was starting to feel like this battle of attrition I was waging would need a big shot in the arm to accomplish the objective. Thankfully that came on Turn 8 when I knocked out another 1.5 squads and a 8-0, to only a lost HS for myself. More importantly, I was able to apply strong pressure from multiple positions around the last remaining Board 2 buildings, and actually made it into the 4O6 building. Things were looking up. On Turn 9 I was able to capture the last two buildings in the north, though I would have to keep hold of everything when his force in 4O6 managed to ambush withdraw upstairs. When his last-ditch efforts to take back 2M1 failed I held on to the victory. Started out interesting enough with the stealthy approach, but the end seemed to degenerate to one of those mad dash scrambles at the end which neither Scott nor I enjoy too much. buser333
Astride Hell's HighwayAn early German advance on the road forced the Allies to force them back, but with the overwhelming firepower from the Americans it was accomplished. There were several bogs and about 4 MA/Gun malfunctions which hindered both sides but hurt the Germans more as the 88s went down. dmareske
Desperate TryAn absolute dog ! Bongiovanni
Loser Takes AllThe Germans attacked from both the West and the East the small village held by Russian infantry supported by a few assault guns. They lack however coordination with lots of panzers and few infantry coming from the East and the bulk of infantry arriving from the opposite side with a pair of AFVs. On the east side, The Germans advance was difficult facing heavy resistance. On the west side, the German infantry had to progress through woods and gullies to reach the village. The Russian defenders skillfully used evasive tactics to avoid fire while covering with their fire the few yards in front of the village. A Russian artillery gun placed on the hill covered the North of the village. Germans eventually decided to sacrifice most of their panzers to fix Russian infantry. This helped the German to enter the village at long last and try to eliminate the Russians in close combat. A lone Russian half-squad was able to evade CC and resist German incoming fires for victory. A very good scenario offering lots of opportunities with a powerful but uncoordinated German force and a Russian defense that can fully exploit terrain to evade fire. lt_steiner
Return of the Black CompanyRussian deception was the only way to victory. Had opponent convinced I was after VC #2 when #3 was what I needed. German defenses were still solid in last two turns but shifting units to cover the ruse opened my only opportunity to sweep Russians around the flanks to steal a sneaky win. Kydder
Lenin's SonsGreat Scenario - very useful to build tactical experience. Use your Assault engineers to cross with smoke, deploy hard and run as a German. I was lucky to break the defence in the open on the south part of the map. Forest is great for defence but the russian player (IMHO) should avoid at all costs to make the german come from the open ground. Very fun scenario with FT and DC ! anoiawargames

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March Madness Tournament Pack 2025 Fixed
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MM 2025 pack
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A Party in our StreetsHutch Modified the turn count13h 16m 24s ago
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Popular Publications

PublicationScenariosRating
March Madness 2009 Partisan Pack 88.00
March Madness 2022 Grumble Jones Pack 87.96
March Madness 2023 10th Mountain Division Pack 97.95
March Madness 2017 Hollis Partisans Pack 107.77
Grumble Jones 1617.69
March Madness 2013 Commissar Pack 87.49
ASL Starter Kit Expansion Pack #2 87.44
March Madness 2018 Players Pack 107.43
Time on Target # 3 147.33
ASL Starter Kit Expansion Pack #1 2nd Edition 127.26
ASL Starter Kit #4 87.20
ASL Starter Kit Bonus Pack #2 87.20
Schwerpunkt # 9 127.19
Schwerpunkt #14 127.15
Friendly Fire Pack 12 87.14
From The Cellar Pack # 4 207.12
Quick 6 Scenario Pack IV 67.10
Ost Front Pack 67.09
Race For The Meuse 67.08
Fistful of Scenarios 67.08
The Green Hell of Inor 197.08
Schwerpunkt #24 127.08
ASL 9 - Gung Ho! 87.07
Battle of the Hedgerows - The Storm Broke 67.07
HASL 1 - Red Barricades 107.06
Friendly Fire Pack 1 87.05
Dezign Pak 9 107.05
From The Cellar Pack # 8 167.05
From The Cellar Pack #11 107.05
ASL Action Pack #14 Oktoberfest XXXIV 127.04
Friendly Fire Pack 2 87.03
Beyond the Beachhead 87.02
Leibstandarte Pack 5 - Scorched Earth 87.00
Quick 6 Scenario Pack VI 67.00
Critical Hit # 2 156.98
Best of Friends 126.98
HazMo Scenario Pack 2: The Un-Civil Wars 106.97
Recon by Fire! #2 106.96
Battles of Carpiquet 136.96
Friendly Fire Pack 9 86.96
ASL Action Pack #10 86.96
ASL Journal #12 146.96
ASL 1 - Beyond Valor (3rd Edition) 246.95
ASL Journal #10 196.95
Schwerpunkt # 4 126.93
HazMo Scenario Pack 3: City of Steel 106.93
ASL Journal #11 286.92
Grossdeutschland Pack 1 - The Early Years 86.91
From The Cellar Pack # 3 106.91
ASL Action Pack #17 Oktoberfest XXXV 166.91
ASL 13 - Rising Sun (2021) 386.91
Not One Step Back 86.91
Into The Rubble 86.90
Generic Playtesting Log 376.90
ASL 12 - Armies of Oblivion (2nd Edition) 326.90
AH:ASL Annual `93a 116.89
Hero PAX 4: Mediterranean Theater of Operations 126.89
Friendly Fire Pack 6 86.89
Friendly Fire Pack 3 86.88
Friendly Fire Pack 4 106.88
March Madness 2020 Full Rulebook ASL Pack 86.88
Kreta - Operation Merkur 186.87
Operations Special Issue #3 76.87
China-Burma-India: The Lost Theater Part 1 156.87
Friendly Fire Pack 11 86.86
Dezign Pak 6 126.85
ASL Action Pack # 6 A Decade of War 106.84
Death to Fascism 86.84
ASL Action Pack #16 From The Land Down Under 156.84
Classic ASL 166.83
HASL 9 - Hatten in Flames 106.83
Best of Friends 2 126.83
Schwerpunkt #22 126.81
ASL Journal #14 256.81
Schwerpunkt # 8 126.80
Turning the Tide 206.80
ASL 16 - Twilight of the Reich 176.80
AH:ASL Annual `93b 126.79
Aussie Tournament Pack 76.78
ASL Action Pack #13 Oktoberfest XXXII 116.78
ECZ Tournament Director's Pack 166.78
Deluxe Advanced Squad Leader 386.77
ASL Journal # 5 136.76
Aussie '98 Pack 106.75
Melee Pack III 76.75
Special Ops #12 66.75
AH:ASL Annual `90 166.74
Paddington Bears '96 Pack 106.74
Fanatic Pack 2 126.74
ASL Starter Kit #3 86.74
ASL Action Pack # 3 Few Returned 126.74
ASL Action Pack # 4 Normandy 1944 126.74
BFP 3: Blood and Jungle 476.74
ASL 13 - Rising Sun 336.74
ASL 3a - Yanks (2nd Edition) 416.74
Schwerpunkt #23 126.73
HazMo Scenario Pack 4: Making the Grade 106.73
HASL 4 - Pegasus Bridge 86.72
ASL Journal # 8 166.72
Friendly Fire Pack 7 86.72
DASL 1 - Streets of Fire 106.71
Schwerpunkt # 5: Medal of Honor 126.70
From The Cellar Pack # 2 106.69
Dezign Pak 5 186.69
ASL Journal # 3 336.68
Rally Point # 1 106.68
Schwerpunkt #13 126.68
Operations Special Issue #1 66.68
HazMo Scenario Pack 1: A World at War 106.68
AH:ASL Annual `95 Winter 246.67
ASL Journal # 1 176.67
ASL Journal # 4 136.67
Tactiques # 4 86.67
BFP 4: Crucible of Steel 326.67
Quick 6 Scenario Pack III 66.67
Quick 6 Scenario Pack V 66.67
ASL Journal #13 336.67
ASL Action Pack #19 Roads to Rangoon 106.67
BFP 2: Operation Cobra 126.66
ASL 10 - Croix de Guerre 86.65
ASL 12 - Armies of Oblivion 116.65
Internet 1306.65
Critical Hit # 3.1 126.65
Schwerpunkt #12 126.65
ASL Starter Kit Expansion Pack #3 86.65
HSASL 2 - Operation Veritable 176.64
ASL Starter Kit #1 66.64
Schwerpunkt #10 126.64
HASL 7 - Valor of the Guards 216.64
Dezign Pak 10 156.64
Rally Point #11 106.64
Schwerpunkt # 7 126.63
March Madness 2019 Close Combat Pack 86.63
From The Cellar Pack # 9 176.63
AH:ASL Annual `96 146.61
Rally Point # 2 106.61
Friendly Fire Pack 10 86.61
BFP 5: Poland in Flames 456.61
Quick 6 Scenario Pack 66.61
Schwerpunkt #11 126.60
ASL Open `96 Scenario Pack 106.60
Rally Point #15 106.60
Battle for France 106.60
Blood & Iron 106.59
Schwerpunkt # 6: Victoria Cross 126.59
Schwerpunkt #20 126.59
ASL Action Pack #15 Swedish Volunteers 166.59
ASL Action Pack # 2 86.58
AH:ASL Annual `92 156.58
Leibstandarte Pack 1 - Blitzkrieg! 86.58
Rally Point #14 106.58
ASL Starter Kit #2 86.57
Recon by Fire! #3 206.57
Franc-Tireur #11 226.57
Petsamo-Kirkenes Operation: Monkeys with Typewriters Vol.III 186.57
ASL 3 - Yanks 86.56
Franc-Tireur #10 116.56
ASL Action Pack # 5 East Front 126.56
HASL 8 - Festung Budapest 206.56
ASL Action Pack # 1 86.55
Dezign Pak 1 106.55
HASL 10a - Red Factories 186.54
ASL Journal # 2 246.53
Kampfgruppe Scherer: The Shield of Cholm 176.53
Elite Canadians 96.53
Coastal Fortress 556.53
ASL 5a - For King and Country 206.52
HSASL 1 - Operation Watchtower 176.52
Gembloux: The Feint 96.52
Rally Point # 3 106.52
ASL Journal # 9 256.52
AH:ASL Annual `97 166.51
HASL 2 - Kampfgruppe Peiper I 66.50
Hero PAX 3: Jungle Heroes 106.50
Melee Pack II 66.50
Dos Equis Scenarios Especial 106.50
Nor'easter XX 136.49
Winter Offensive Bonus Pack 2018 66.49
ASL Journal # 7 126.48
Critical Hit # 6.4 246.48
Leibstandarte Pack 2 - Barbarossa 86.48
From The Cellar Pack # 5 146.48
ASL 10a - Croix de Guerre 426.48
Onslaught to Orsha 256.47
ASL Starter Kit Expansion Pack #1 1st Edition 86.47
HASL 12 - Drop Zone: Sainte-Mère-Église 146.47
ASL 5 - West of Alamein 86.45
Provence Pack (MMP Download) 106.45
Friendly Fire Pack 5 106.45
Blitzkrieg in the West - Central Campaign 66.45
AH:ASL Annual `91 166.44
G.I.'s Dozen 136.44
ASL Action Pack # 8 Roads Through Rome 106.44
Waffen-SS II: The Fuhrer's Fireman 86.43
Beyond the Beachhead 2 166.43
Rally Point # 7 106.43
Friendly Fire Pack 8 86.43
ASL 7 - Hollow Legions (2nd Edition) 86.42
ASL Journal # 6 156.42
ASL Action Pack # 9 To the Bridge! 106.42
Swedish Volunteers 146.41
Tactiques # 7 86.40
HASL 11 - Sword & Fire: Manila 306.40
ASL Action Pack #18 Oktoberfest XXXVII 146.40
Schwerpunkt #17 126.39
Rivers to the Reich 156.39
High Ground 2 166.38
Into The Rubble 2 126.38
Rally Point #18 106.38
Out of the Attic #2 166.37
Tactiques # 1 106.36
Tactiques # 8 106.36
Witches Cauldron: Oosterbeek Perimeter 166.36
Franc-Tireur #12 126.36
Schwerpunkt #16 126.35
ASL 7a - Hollow Legions (3rd Edition) 546.35
Rally Point #20 106.35
AH:ASL Annual `89 156.34
Rally Point #13 106.34
Nor'easter Scenario Pack II 156.34
Critical Hit # 4 106.33
Tropic Thunder! 126.33
Franc-Tireur #13 176.33
Quick 6 Scenario Pack II 66.33
Onslaught To Orsha 2 326.33
Franc-Tireur # 7 116.32
ASL Action Pack # 7 106.32
ASL 2 - Paratrooper (2nd Edition) 86.31
Tactiques # 6 86.31
Berlin: Red Vengeance 116.30
High Ground! 86.30
Winpak #1 106.30
The Canadians In Italy 1: The Red Patch Devils in Sunny Sicily 86.29
Rally Point #17 106.29
Dezign Pak 2 126.28
Schwerpunkt #21 126.28
ASL Action Pack #11 29 Let's Go! 106.27
BFP: Operation Neptune 106.27
Out of the Attic 166.26
ASL Action Pack #12 Oktoberfest XXX 106.26
ASL 11a - Doomed Battalions (4th Edition) 326.26
Fanatic Pack 1 126.25
Dezign Pak 4 156.25
ASL 11 - Doomed Battalions (3rd Edition) 246.25
Dezign Pak 7 126.25
Rally Point #16 106.25
Hero PAX 1: Hurtgen Hell to Bulge Nightmare 86.24
Franc-Tireur # 8 106.24
ASL 15 - Forgotten War 166.24
ASL Journal #15 116.24
ASL 11 - Doomed Battalions (2nd Edition) 86.23
Critical Hit # 3 186.23
March Madness `97 Pack 126.23
Tactiques # 9 106.23
From The Cellar Pack # 6 106.23
Schwerpunkt #19 126.23
Covered 136.23
Blitzkrieg Pack 186.22
Armoured Aussie Pack 76.22
Out of the Bunker 146.22
Tactiques # 2 106.21
ASL 14 - Hakkaa Päälle! 176.21
HASL 10b - Red October 116.21
ASL 4 - Partisan! 86.20
Corregidor: The Rock 216.20
Internet: MMP 66.19
Recon by Fire! #4 146.19
Rally Point # 8 106.19
Rally Point # 6 106.17
Rally Point # 9 106.17
Schwerpunkt #15 126.16
Franc-Tireur #15 226.14
SASL 1 - Solitaire ASL (2nd Edition) 216.11
The Canadians In Italy 2: The Spaghetti League 126.09
Franc-Tireur #14 326.09
Schwerpunkt # 3 126.08
Buckeyes! 106.07
From The Cellar Pack # 7 106.07
Schwerpunkt # 2 126.06
ASL 8 - Code of Bushido 86.04
Leibstandarte Pack 4 - Turning of the Tide! 86.04
Schwerpunkt #18 126.04
Waffen-SS I: No Quarter No Glory! 66.02
HASL 3 - Kampfgruppe Peiper II 86.00
Backblast # 2 86.00
Recon by Fire! #1 86.00
Objective: Schmidt 176.00
ASL 1 - Beyond Valor (1st Edition) 106.00
ASL 6 - The Last Hurrah (2nd Edition) 85.99
Rally Point #21 105.98
HASL 5 - Blood Reef: Tarawa 105.95
Dezign Pak 8 105.94
The Canadians In Italy 3: D-Day Dodgers 105.91
Schwerpunkt # 1 125.91
Dezign Pak 3 155.90
Blitzkrieg in the West - Northern Campaign 65.90
Paddington Bears '97 Pack 85.88
HASL 6 - A Bridge Too Far 125.87
Time on Target # 1 135.86
Hero PAX 2: Eastern Front Hero Fest 85.83
Time on Target # 2 215.83
Deluxe Pack #1 125.82
From The Cellar Pack #12 115.82
Wacht Am Rhein 165.81
Southern Cross Scenario Pack `96 65.80
ASLOK 2005 - 20th Anniversary Scenario Pack 105.71
Rally Point # 5 105.71
DASL 2 - Hedgerow Hell 85.70
Winpak #2 65.68
ASL For Fun-LCP 325.68
Melee Pack I 65.63
All American I: Kellam's Bridge 105.52
Leibstandarte Pack 3 - Clash at Kharkov! 85.48
Panzer Aces 65.42
Shingle's List 85.42
Hell's Highway 65.35
Firefights! 65.26
Guerra Civil: The Spanish Civil War 125.20
The Long March 175.16
Soldiers of the Negus 84.93

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Newest players - welcome!

UsernamePlayerRegistered
Shockley03Rod Hayes2025-04-21 16:13:20
MykDeansMyk Deans2025-04-14 00:27:15
starbirdnick ristow2025-04-13 09:04:05

On this day...

ScenarioLocationDate
IP 8 Fists And FuryItem Pocket, Okinawa1945
CH 90 KampfschweineBrandenburg, Germany1945
HP11 Pillau FightPillau, East Prussia1945
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