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ScenarioCommentUser
Sauerei Wald Rich Weiley
An Even Chance Lorenzoknight
Slicing the Throat Dispang12
The R.C.R. RedemptionWith a restrictively small VC area, Canucks coming from two different sides, and facing enemy OBA, I went into this thinking I'd be wiped off the map. So the plan was to maintain concealment as long as possible, and those types of defenses are never all that fun. Needless to say, Turn 1 was uneventful. Turn 2 proved costly for the Canucks as they hit mine after mine; meanwhile every German unit was still either concealed or HIP. Turn 3 brought yet more minefield attacks, and a German mortar was the first to reveal itself to harass the woodline and then lay defensive smoke. This at least provided the Canadian OBA a target, and the crew was eliminated at the start of the next turn, but mines continued to plague the advance. One other group of Germans revealed themselves, laying a FL in trying to hold off the approaching Canuck horde. They were broken and routed from their FH by a marauding Sherman, only to see the AT gun get revenge by knocking it out at the bottom of the turn. A couple more German units were revealed by enemy fire, providing the OBA observer further targets. The German reinforcements entered cautiously. The Canadian commander decided enough was enough and risked an extra chit to try and blast a batch of concealed Germans. This was effective, as a PSK-toting HS was killed, and another squad and 8-1 broken. A PB revealed itself, whiffing on a pointblank shot, but the enemy broke when it entered the hex and set off yet more mines. Throughout the game the Canadians generally had bad luck. Whether it was ineffective fire, or breaking or pinning when getting within arm's length of a German unit. And the bottom of Turn 5 saw the straw that broke the camel's back when two Shermans were fried by PFs, and their last remaining tank was immobilized trying to free itself from the mud. A last-ditch charge met with disaster, and they threw in the towel with the CVP score 6-30. With the Germans clinging to scenario victory, this made the CG score 28-1. Lacking both OBA and tanks, and without any incentive for the Germans to press the attack while situated in prime village defensive terrain, we decided to skip OB4 with the Germans claiming a Strategic Victory. As mentioned by Dave in his posts, the liability of the Shermans when it comes to CVP points proved a bit too high of a hurdle for the Canadians to overcome. buser333
Last Minute WarI won this one as the Hungarians. This scenario was pretty decent but I feel it was very hard on the Slovakians if you set up a very up front defense and then retreat into the buildings. Brett had some bad luck with me having to roll his MCs LOL. I also got pretty lucky with my OBA getting it down twice in pretty much where I was trying to put it in 6 turns. The bog DR reared it's head with both of his AFVs bogging while trying to advance into the city on the same turn, delaying their entry into the fight. Having said all that, this wasn't particularly close. When the game ended, the Slovaks had only taken 1 of the VC buildings and weren't in position to take any more before game end. Due to the brittle nature of 2 ELR on 6 and 7 morale troops, the Slovaks ended the game with broken 5 (6 by SSR) troops littered everywhere. Honestly, I'm not sure to approach this one, the obvious route is to carry riders in on AFVs down the road but the ability to boresight and set up so close to the entry area makes this a death trap and the bog situation makes other possibilities dicey at best. If you bog twice in 6 turns you might not make it to the city at all. Personally, I would have entered everybody in the SW corner of the entry area, risked the bog on the 1st turn and tried to meet up with the road that gets you close to the city. Still, not sure this would work but it keeps you safe from possible boresighted hexes. tatumjonj
Fighting Filipinos darryllundy
A Line Too Thinly Held asloser
Down Number Two Road asloser
Glide Path to InvasionVASL jrwusmc
Strayer's Strays ElliottB195
A Negative ObjectFirst to play and post. Knocked out one SP gun with an ATR and recalled the other with the sniper. The final one could not exit and Hungarians held out in the final building for the win. Good scenario. Danno
Panthers in the Mist Danno
Panthers in the MistTough game for the Americans. German Panthers ruled the battlefield. grumblejones
Line In The SandGermans approached the village in a column, but moved too slowly and were unable to prevent the Americans from setting up concealed in the stone buildings. This made it hard to ferret them out, and the German once again ran out of time and unable to penetrate through the village to the western board edge. 4-hex range bazookas kept the German armour at bay, and therefore the infantry (at parity with the defender) were unable to break enough Americans. (VASL Log) Ahriman667
Festung St. EdouardGood grief..nightmare getting this scenario started with nutty setup rules and the bombardment...the heavy mist. Conceded on Turn 1 after the German 10-2 went Heroic and rolled snakes with 48 factors against my boys in the fortified location. Good lord...not fun at all. grumblejones
Festung St. Edouard Danno
Shoulder to ShoulderNice map and interesting scenario. Seems a bit tough on Germans, but they were terrified old men and sailors after all. LtDan
A Bloody HarvestMy advance along the eastern and western edges of the board went well and I was able to scoot the 9-2 with accompanying squads to within striking distance of the Polish village. Unfortunately my push through the center got mauled, and without proper support and coordination my gains along the eastern and western edges fell apart. A tough fight for the Germans. ElliottB195
Go Big or Go HomeTough one for Bill. I forced some MCs on him, and his rolls were crap. :(
von Garvin
Fused At ZeroFirst to play and post. Danno
Fused At ZeroGermans moved forward aggressively on Turn 1. The Canadian 114 got a Crit Hit on a stack moving through the center woods, killing 3 squads and a 8-1. The other 8-1 would be wounded in CC against a half-squad. Following that CC, the Germans threw in the towel. Six squads had been lost in the first movement phase. Tough results so early sort of jacked up our game. Canadian win. grumblejones
Grebbe End igycrctl
Going To ChurchGerman MMG jammed turn one which hurt, but was able to recover and repair halfway in with the hero to start using it again. Canadians used a firing line along the hexrow J houses but skulking limited the effectiveness. Canadian units that flanked had a tough time of it and all ended up broken at one point. By final turn Canadians had made it to the church but there were too many Germans still in good order in the upper levels to clear by game end. feralhuntsman
Audacity On OmahaDespite having 4 MMG's for the Germans, they were unable to keep a lone engineer HS from successfully setting a DC on the American last turn, detonating it in the last 1/2-turn DFPh. German assault moved to slowly through the village, and ran out of time to achieve the victory, which went to the Americans. (VASL Log) Ahriman667
Not Apt to Drag FeetI think this one looks tough on the US. Rob disagreed. I think that's
partly because he doesn't want to blame a loss on the scenario.
I think he is wrong on this one. The US have to fulfill two conditions:
exit and building control. Either one is very doable. Fulfilling both
is the challenge.

Most of the US forces came in east of the main road, with some
coming in west of it. I had a Marder looking right down the road,
and I think that made Rob a bit nervous. The US approach of
staying off the main road meant that the bulk of my No Move
Germans were bolted in place for three (or is it 4?) turns.

The US approach was safer, but ate up precious time. The east
edge reinforcements were hampered just enough by my screen.

In the end, the US would have easily taken all the buildings, but
could not get enough points off to win. One tank made it easily
off, but another bogged/mired, and his last hope was taken down
by a PF. To be fair, that last vehicle had a gauntlet of up to 10 PF
shots and a Marder shot to get through.

The US lost one tank to a 12 DR on an NMC, another to a DI shot,
one to a Marder, and at least one to a lucky PF.

Initially, it feels tough on the Germans. The US have much better
firepower, lotsa smoke, and lotsa tanks. It's by design as the US
victory conditions are quite difficult.

The US balance is that all German crews are inexperienced. We
agreed this would be a big change, and (as alluded to earlier),
one Rob did not think this was necessary.

I would certainly recommend this. Give the more experienced
player the US, as their job is more difficult.
Indy Lagu
Out of LuckThe Russians set up a defense deep on board u almost entirely except for the 122L, which set up on board v HIP to attempt to take out an AFV and force the Germans to the flanks. Even with a fairly open board ahead of them, the immobilization risk for the Germans had the AFVs sticking to the roads, which helped to funnel them. The German infantry split and went down both flanks, which ended up being a mistake as it took too many turns to reach the Russian positions and then the Russians only had to delay the German forces until the VP cap was out of reach. The Germans did exit their 4 surviving AFVs, but conceded on Turn 5 when it became clear enough infantry could not reach the exits. Turuk
Firestorm oybj
Firestorm asloser
Ad Hoc at Beaurains deaniks
On Silent WingsGerman gliders landed right on top of the cluster of AAs with 2 damaged. First round fire eliminated one of the landed gliders before they unloaded, but then Germans quickly engaged CC on all but one AA. That one AA was able to get a round of firing in before being taken out, causing significant damage by killing a few squads. The Germans then rushed for the building trying to get there before the British reinforcements, getting on the hill just north in time to break a platoon on their move across the objective hill. A few shots back and forth from hill to hill led to another German squad eliminated and with the carriers now in play, the Germans conceded with far too little left to make the assault up the hill. feralhuntsman
New BoyPlayed an 80th Bulge anniversary commemaration solo. Nice little scenario though the defender is hampered by pre-assigned locations to defend the approaches to the village. This allows the attacker to focus his attack on one weak sector and relatively easily punch through into the town. Came down to the last turn, with a lone 336 HS in CC with 1.5 German squads. This meant it was not in good order, satisfying the victory conditions for the German. (VASL Log) Ahriman667
Then Came the InfernoThis is an action which pits the new 537 Volksgrenadiers in an offensive role against Americans defending a village in winter 1944. It features King Kongs with HMG and .50Cal on boths sides. And a truly "obnoxious" M36 GMC...

I played this as the defending Americans.

See the link for a throrough AAR:
https://www.gamesquad.com/forums/index.php?threads/sp282-then-came-the-inferno-aar.201574/

von Marwitz
von Marwitz
Victory at a High PriceFirst play test of the scenario. A few issues discovered and will be corrected. The Americans needed some extra umph and the open ground overlays will be removed. In our playing the German dice were super hot and the American HMG just mowed guys down as in the original battle. The German sniper popped the 9-2 and his squads then broke. Just a two turn nightmare for the Americans. We will make the corrections and reissue. grumblejones
The Hawk johan.vrijdaghs@gmail.com
Last Cavalry Charge wwillow
L'Inferno Fascista Michel Bongiovanni
Seaside Retreat wwillow
Iron Coffins Dispang12
Battle for BabauStarted very well Japanese rolled through the first line of defense. Opponent setup at the rear with a heavily defended foxhole line intending to just keep enough VC Locations to win. Japanese started slowly melting away. Typical result was that when I attempted a platoon overrun into a melee I crushed one of my berserk HS in the process :-( nebel
Sternebeck's SortieGermans conceded end US T4 - too far from VC area with not enough time left. Good fun though. Adam Lunney
Storm of SteelKalle tried a last turn run for the board edge but his AFV ran into my last line of defence (HIP A-T mines and Guns) etopp
Missing SimoneThanks to my poor (random) deployment, my forces were out of position most game. That said, Andrew was able to exploit the gaps and press me hard, as is needed by the PAVN in this one. von Garvin
Victory at a High PriceFirst to play and post. Danno
Speed Over CautionCame to the last turn (and no US tanks left!) But full of ASL goodness. Examples:
A US 666 took out a Panther in CC.
Another US 666 took a 4-2 Firelane Shot (in desperation) and in the ensuing MC, rolled 1, 1. Result? HOB and Hero Creation!

Didn't matter. In the end, I needed one more hex held by a broken Conscript Squad. Great game!
von Garvin
Aufklärungs AttackA very close engagement that came down to the last set of Advance Fire and Close Combat. The Germans were able to control all three buildings but one remaining SU-85 remained next to 71W7. One German squad made it there and went into CC, needed a 5 to win the game, but rolled too high. There were lots of burning wrecks and the SU-85s eliminated all the German vehicles except for the FlakPz, which was kept out of harms way most of the time. dmareske
Lehr SanctionInitial German successes entering southern buildings under concealment with the British infantry within losing their own concealment for point blank defensive fire -- which missed. After their close in defensive fire failed. the now exposed Brit infantry was riddled with return fire, mostly DMed, and unable to rally back. Meanwhile Panzer Lehr's Panthers and JagdPz kept the Shermans in front of themselves, and quickly flamed all three. Brit player resigned part way thru Turn 3. A2ASLer
Frank's Tanks bleyaert62
Meatchoppers with Knives darryllundy
A Frosty Morning asloser
Highland Frank Bongiovanni
Slovak Salvation Danno
Slovak SalvationVery interesting and ultimately fun scenario...but take your time with both your defense and your attack. This game came down to the single German 4-4-7 with the LMG in the victory building. It took on all comers and managed to survive for the win at the end. Partisans must eliminate the Germans. grumblejones
Ripples on the Pond NicolasLL
Steel Garden Cpl Wright
Raid on LitoraneaThe Axis is hard p0ressed here to do much. That said, Zeb did a well-executed attack to bust up my forces. von Garvin
Stand at FestubertMy British imprudently (and arrogantly) placed the Carrier’s forward to get first turn DFF opportunities and then abandoned them - with predictable results. The Germans destroyed 5 and the 6th was recalled (and hence outside the victory area). This was the margin in what otherwise turned out to be a very close game that went down to the last CC DR. The British managed to destroy 4 tanks (2 in first turn DFF ATR fire) and immobilize 2 more and kept the Germans to 9 buildings (the AT Guns were back in the village and took their toll on German tanks and infantry), but that’s just what they needed with the carrier bonfire. Lesson learned, ALWAYS keep the carriers back, and especially away from mortars….. My rationale was that every shot / CC against them was a shot foregone against my infantry and precious time spent doing some other than seizing buildings - almost worked, but the math caught up to me. A fun game that pitched back and forth - good scenario. Thompsonmg(MGT)
First Bayonet Charge lokatt
Hill 311 jwert02
Frozen To The CorpsRussians ski in for the win. Mainly due to being able to kill the Germans in CC after their MGs broke. First to play and post. Danno
Ebro Tide Danno
Ebro TideMy Republicans managed to exit 13 points...but that was all. The Nationalist reinforcements came on and wiped me out. Not a hugely fun game for the Republicans. Not many good options except move into fire. grumblejones
Sisu at SummaA Finnish victory largely due to a timid attack by the Russians. The KV-1's are frightening (especially when you lose your ATR relatively early through a 12 and subsequent 6 on the repair roll), with their 76mm guns striking for 14FP. The chance at easier critical hits when using the ITT and their own high defense (and multitude of machine guns) make them able beasts at approaching the enemy line and setting up a powerful base of fire. Just have the T-26s do the dirty work of finding all those AT Ditches and wires!

That said, however, I do think the AT Rock Formations are a little much. There's no reason to make the AT Ditch more dangerous in this scenario, particularly when the Finns only have 1 ATR and no other strong anti-tank assets that can strike at a distance (molotovs, on the other hand, are dangerous!) Feels like the scenario needs a tweak, but not a large one to make it enjoyable on multiple playthroughs.
Jobbo_Fett
Ad Hoc at BeaurainsA lucky critical took out one of the Matildas early on, making the Germans more confident in approaching them. After the 40L started tearing into their armor, Germans realized it only helped British victory. The Matildas made it off board before the 88s ever arrived. feralhuntsman
Han-Sur-Neid Bongiovanni
Barracuda! Gamer72
Stand at FestubertI had a great time with this as the Attacker. That said, Martin was quite clever in his defence and in the end, great fun was had! von Garvin
Muscled Out of TownFirst to play and post. Danno
Muscled Out of TownTough fight for the Free French. The Germans blasted the eastern force and then manhandled the armor coming in from the south. The Jagdpanthers are nearly unstoppable. At the end of Turn 2, the Free French conceded after only a single tank and half-track were left. grumblejones
Avril ActionAT crew would not break and slowed down the German advance. RJenulis
Signal Hill Rich Weiley
The Attempt to Relieve PeiperThe German came on through the woods in massive, kill stacks, and was eager to engage in firefights with the concealed defending pirate troopers. The Stuh 42 AFVs were moved down the southern edge of the board, where they set up to engage the units on Hill 621.

Although the Americans broke early and often in every fire fight, they were still able to inflict enough damage on the German infantry, supplemented with 105 mm OBA FFE damage, to cause a the German player to declare Mission Impossible and resign on turn 5. The bazooka HIPster half squads positioned near the VC exit area were never revealed.
BlitzkriegBeast
Sparrow Force (SP) CG cohort
Rommel's RemedyA desert game, but with the F13.1 Broken terrain it became a task of threading the Axis column down a track, through a minefield, and then down a clear path to race along the board edge to victory. Essentially this was a parade along a designated path to exit.
The 88 held the Valentines to behind the hillocks, and the Medium dust made hitting a dicefest. Even hits tended to bounce off. Axis lost a M14/41 and a PzIIIh, whilst the Kiwis lost a few infantry, one Bofors to a malfunction, the other to a critical hit from the 88, and a Valentine to a Critical Hit from a PzIIIh.
Axis fighters entered, but did precious little, whilst the Allied air support never arrived. All over by Axis Turn 5.
This was not he wide ranging, long range desert battle I hoped for. Very much a process of clearing a path to the exit through clouds of dust.
Minedog
The First BidIt's fun to play this as the Germans (12 turns of Stukas!) but pretty much unwinnable if the Russian player remembers that a Smoke counter (seven Guns with Smoke plus two FFE) on a pier hex (place Drifting Smoke on the river hexes in the Advancing Fire Phase) prevents Interdiction. Game over tovaritch! etopp
Stand Fast the Guards PeterA
Tic Tac Toe asloser
Gertsovka Station Danno
Gertsovka StationDice really controlled our game. Nearly every machine gun broke. The Germans broke often trying to cross the stream. The German 9-2 killed all before him, but once he malf'd his guns, wasn't able to effect the game at the end. Russians win a squeaker. grumblejones
Ozarks' Tanksgiving JimT1277
Walker's Orders asloser
La Mare-Le Carillon NoseExcellent scenario. I had trouble getting my air support and OBA effectively engaged. Was working towards exit VC, but fell short. I attacked on both flanks and without air to tie Germans down, the cut me up piecemeal. Better to have massed on one side. jgarlic79@gmail.com
Chaos in the Coconut GroveJapanese set up trench line with most of forces 4 hexes in from board edge. A few 'skirmishers' forward to break up Marine rush. Marines attack was on a broad front and Japanese were able to dely and keep forces in trenches until end. jgarlic79@gmail.com
At the Crossroads Danno
At the CrossroadsVery fun scenario! My Russian Human Wave managed to clear the crossroads, but ran out of gas before it could hit the remaining Polish half-squad and that was game and a Polish victory. grumblejones
Broken Column JimT1277
Walker's OrdersMy first Korea scenario, and it didn't feel much different from WWII except that North Koreans (virtually identical to Russians) are attacking Americans. It's a sort of fighting withdrawal, with the North Koreans having to achieve two out of three victory conditions - one of which (exit VPs) seems almost impossible.
Despite making a few mistakes, I managed to avoid getting my halftracks shot up by his tanks, and my super-powered (compared to WWII) bazookas took care of two of them. So I was ahead on VPs and building 17zL5 was still in my hands, at which point my opponent conceded. Nice scenario, though nothing special.
Andy_Bagley
Eye of the TigerI used my OBA to clear the area around X1, KIA a squad but leaving the building both intact and unscorched. Many shellholes now marked the area, and one of the grain hexes caught fire. I was quite concerned about the AT gun, so I didn't drive my tanks up too far and used my infantry to scout the way. They made it on or just pass the initial Russian setup area. No surprise 3/4 of his tanks parked themselves behind the wall, while the other (also no surprise) played guard on the center road. My Tiger flamed a T-34, but I had stupidly left my ACs CE in the rear, allowing his sniper to stun one and recall the other. My Panthers tried to save their butts with smoke the next turn, but only one found it. The one without lost its battle with the SU-85, while my remaining AC was flamed trying to make a break to join the infantry, who had continued to slowly move up and clear a path. I knew Turn 3 would be a rather static turn for me, as my infantry were getting bogged down in the narrow chokepoint near the road. I moved the remaining Panzer up to give them support on the road, and the Tiger backed up to try and take out the other T-34 behind the wall. After I greedily moved them up to try and DM a couple broken Russians, a stack of my infantry were blasted by the HMGB, killing a squad and breaking the rest. But all really went to hell on the bottom of the turn when my Tiger broke its MA, allowing the two Russian tanks behind the wall to roam free. The SU-85 flanked me and got a lucky CH to knock out the Tiger, and the T-34 did the same to the Panzer. I threw in the towel. Too bad too because it was shaping up to be an interesting game. In retrospect it should really be a no-brainer to place the OBA behind the wall to prevent the Russians easy access of parking behind it, and this is also the route of least resistance for the German infantry. Lesson learned the hard way. buser333
Dreil TeamSolo playthrough, mimicking the setup that my regular f-t-f used in our last game. Turned into a much closer game, but a victory for the Germans this time. In part, this was due to several key German rallies blocking the eastern map edge, while a single 468 would break, generate a hero, and become fanatic while trying to protect the Panther; the tank died in Turn 3 when I should have moved it away instead, but it was able to suppress the, potentially lethal, British deathstar stack of 2xMMG, and a 9-2. The latter was broken and forced to retreat and was never an issue for the subsequent battle. Back and forth with the die rolls, but the dice gods left the British near the latter half of the game. (VASL Log) Ahriman667
Ma Deuce Delivers Michel Bongiovanni
Sheep in Wolf's Clothing johan.vrijdaghs@gmail.com
HühnersuppeFinish on last CC : 6 VP for Germans vs 7 VP for Russians. 5 exited Russian AFV and 2 VC hexes for the Russians. Bongiovanni
Cibik's Ridge lokatt
Dreil TeamAnother win for the British. The Panther proved a very valuable asset, but too many PIAT shots saw it finally fall. Surprisingly, the British 2xMMG, 9-2 deathstar on 22W8 2nd level, proved rather ineffective, as the German stayed in-depth, out of sight, or concealed, so even a 4FP 0DRM shot kept missing with no RoF to speak of. Snipers also played a key part of the British attack, as theirs broke a German 468, then CRd it to boot. German sniper was ineffective and non-existent. Game lasted 7 Turns with the Germans making a fatal error of leaving an overwatch position in 22F5 2nd level on their turn 6. This meant during the British Turn 7 most units could make an end run around the central stone building key to the defense.

The shining moment of course, was Dave rolling a CH on his mortar shot at a concealed 467, LMG, 9-1, then rolling a 3 on the IFT (-2 DRM)...so much for the Panther's close protection unit.
Ahriman667
On the BorderlineThe Russians were advancing under smoke from their OBA. However, when the smoke cleared the Finns fended off a human wave attack and then had hot dice. The Russians resigned on Turn 7 with about 8-9 squads left and one armored car immobilized. cgregg
The Tanks of Warsaw slunts
Ozarks' TanksgivingGoofy scenario with mud...which always sucks. Setup is also a bit screwy. Overall, the Americans really stand little chance of winning this one. I gambled with an upfront attack and rolled very poorly. My Firefly and two Shermans were knocked out by Turn 2 and the remaining tank at the end of Turn 2. I managed to take 9 victory locations, but had no chance of getting any more or even holding the ones I had once the SS and heavy Panzer arrived. Threw in the towel at the end of three as defeat was a foregone conclusion. 6 Morale Americans attacking 8 morale Germans in stone buildings with lousy tanks...not a recipe for success. grumblejones
Then Came the InfernoThe Americans lost one GMC but then the Germans lost two STUGs and several infantry got KIAed. It was to be the beginning of turn 4 and the Germans have not really gotten into the village yet and were facing 6 squads, 3 tanks and all the MMGs still functioning. Germans pulled back to try for another day. dmareske
Village of the Damned rangercote
Hasty Pudding igycrctl
Massif Assault Dispang12

Latest News

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).
Map page and new search options
The Maps link on the left hand nav bar takes you to a maps page that provides the opportunity to search the maps via names and tags. The maps that don't have images will slowly get updated, and those who have admin rights can add tags to help scenario designers and players filter maps by a set of tags, such as Rural, City, Stream, etc.

You can update your map collection, in order to search by maps owned on the advanced search, by ticking the boxes on this page which should automatically update your map collection. The button that is on this page takes all publications that you own and adds the maps that are listed on those into your collection.

As always, a big thanks to those who help populate this data!
Map data update
The way maps are stored under-the-hood has been changed. Previously maps were simply strings of text that were split into map_strings and added to the scenario. They weren't really unique map rows, which meant that there could be duplicates with similar names, and it wasn't really feasible to do nicer things with them, like attach images to them, or work out which publications they were from.

This has changed now, and the data has been ported across to the new map objects. All that's missing is the publication->map data, ie, which publications have which maps!

For those that like to edit and update these things, it's now possible to enter the maps for each publication (by logging in and editing the publication page and adding the maps). If we can get a good set of this data we can do things like "show me scenarios that I own the maps for" and other module dependencies for scenarios.

I've not done the same for overlays, because it seems a bit more of an overhead, but in theory it would be possible, but maybe a bit too much effort.

Finally - you can now hover over the map values within the scenarios and publication pages (if the maps have been added to them yet) to see a map preview. If the map image isn't there yet, it might need updating, but the standard ones should all work - I think!

Latest Content Additions

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ScenarioActionWhen
Down Number Two Roadasloser Added a playing28m 19s ago
A Line Too Thinly Heldasloser Added a playing34m 52s ago
Fighting Filipinosdarryllundy Added a playing5h 11m 41s ago
Last Minute Wartatumjonj Added a playing9h 36m 25s ago
Last Minute Wartatumjonj Rated the scenario9h 50m 37s ago
Urban GuerillasGray_fox Uploaded an AAR9h 53m 58s ago
Urban GuerillasGray_fox Added a playing9h 57m 14s ago
Urban GuerillasGray_fox Uploaded an AAR9h 58m 50s ago
The R.C.R. Redemptionbuser333 Added a playing10h 1m 38s ago
Their Fate Sealed?buser333 Added a playing10h 47m 58s ago
Eye of the Tigerbuser333 Added a playing11h 54m 57s ago
Slicing the ThroatDispang12 Added a playing12h 18m 11s ago
Slicing the ThroatDispang12 Rated the scenario12h 19m 8s ago
An Even ChanceLorenzoknight Added a playing12h 20m 35s ago
An Even ChanceLorenzoknight Rated the scenario12h 20m 57s ago
An Even ChanceDispang12 Rated the scenario12h 22m 39s ago
Panthers in the Mistgrumblejones Added a playing12h 36m 47s ago
Panthers in the MistDanno Added a playing12h 52m 19s ago
Sauerei WaldRich Weiley Added a playing14h 47m 23s ago
Then Came the Infernovon Marwitz Added a playing16h 48m 25s ago
A Negative ObjectDanno Added a playing17h 25m 43s ago
Strayer's StraysElliottB195 Added a playing18h 11m 1s ago
Lagus Assault GunsKydder Added a playing20h 10m 37s ago
Lagus Assault GunsKydder Rated the scenario20h 13m 28s ago
Not Apt to Drag FeetIndy Lagu Added a playing21h 9m 19s ago
Sabres, Boots & Saddlesbleyaert62 Added a playing23h 6m 32s ago
Frank's Tanksbleyaert62 Added a playing23h 15m 15s ago
Quickly Toward the Bridge!bleyaert62 Added a playing23h 18m 1s ago
Zon with the Windbleyaert62 Added a playing23h 21m 54s ago
Shoulder to ShoulderLtDan Rated the scenarioYesterday
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Belgian BlitzkriegPaul Legg switched the sidesYesterday
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Line In The SandAhriman667 Added a playingYesterday
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Audacity On OmahaAhriman667 Added a playingYesterday
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Rommel's RemedyHutch Modified the gps locationYesterday
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Going To Churchferalhuntsman Added a playing2 days ago
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Fused At Zerogrumblejones Added a playing2 days ago
Fused At ZeroDanno Added a playing2 days ago
Panzerkeilhoxson1 Modified the gps location2 days ago
Freres EnnemisHutch Modified the gps location2 days ago
Freres EnnemisHutch Modified the unit counts2 days ago
Freres EnnemisHutch Modified the Attacker's AFVs2 days ago
Freres EnnemisHutch Modified the unit counts2 days ago
Freres EnnemisHutch Modified the Attacker's AFVs2 days ago
Les Cavaliershoxson1 Modified the Defender's Guns2 days ago
Les Cavaliershoxson1 Modified the unit counts2 days ago
Freres EnnemisHutch Modified the gps location2 days ago
Trois Mousquetaireshoxson1 Modified the gps location2 days ago
Pas Savoirhoxson1 Linked the scenario to ROAR2 days ago
Pas Savoirhoxson1 Modified the unit counts2 days ago
Pas Savoirhoxson1 Modified the Defender's AFVs2 days ago
Pas Savoirhoxson1 Modified the Attacker's AFVs2 days ago
Pas Savoirhoxson1 Modified the unit counts2 days ago
Pas Savoirhoxson1 Modified the Attacker's AFVs2 days ago
Impitoyablehoxson1 Modified the location2 days ago
Impitoyablehoxson1 Modified the gps location2 days ago
Freres Ennemishoxson1 Modified the unit counts2 days ago
Freres Ennemishoxson1 Modified the Attacker's AFVs2 days ago
Le Mors aux Dentshoxson1 Modified the unit counts2 days ago
Le Mors aux Dentshoxson1 Modified the Attacker's AFVs2 days ago
Coeur de Lionhoxson1 Modified the Defender's AFVs2 days ago
Coeur de Lionhoxson1 Modified the unit counts2 days ago
Alcazar!hoxson1 Modified the Defender's Guns2 days ago
Alcazar!hoxson1 Modified the unit counts2 days ago
Alcazar!hoxson1 Modified the unit counts2 days ago
Alcazar!hoxson1 Modified the Attacker's AFVs2 days ago
Alcazar!hoxson1 Modified the unit counts2 days ago
Alcazar!hoxson1 Modified the Attacker's AFVs2 days ago
Panzerschlacht!hoxson1 Modified the gps location2 days ago
Plus un pas en Arrière! hoxson1 Modified the turn count2 days ago
Mala Zemlya (AKA Petite Terre, or Little Earth)hoxson1 Modified the misc. rules2 days ago
Go Big or Go Homevon Garvin Added a playing2 days ago
Cutting Out a StrongpointHutch Modified the gps location3 days ago
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Fighting FilipinosHutch Modified the gps location3 days ago
Fighting FilipinosAdam Lunney Uploaded a VASL file3 days ago
A Bloody HarvestElliottB195 Added a playing3 days ago
On Silent Wingsferalhuntsman Added a playing3 days ago
Ad Hoc at Beaurainsdeaniks Added a playing3 days ago
FirestormHutch Modified the gps location3 days ago
Firestormasloser Added a playing3 days ago
Heart and SeoulHutch Modified the overview3 days ago
Firestormoybj Added a playing3 days ago
Massif ResistanceHutch Modified the overview3 days ago
Frog MarchedHutch Modified the overview3 days ago
FirefoxHutch Modified the overview3 days ago
Frog MarchedHutch Modified the overview3 days ago
Only Half AliveHutch Modified the overview3 days ago

Popular Publications

PublicationScenariosRating
March Madness 2009 Partisan Pack 88.00
March Madness 2022 Grumble Jones Pack 88.00
March Madness 2023 10th Mountain Division Pack 97.95
March Madness 2017 Hollis Partisans Pack 107.83
March Madness 2018 Players Pack 107.70
March Madness 2013 Commissar Pack 87.68
Grumble Jones 1577.61
ASL Starter Kit Expansion Pack #2 87.48
Time on Target # 3 147.34
ASL Starter Kit Expansion Pack #1 2nd Edition 127.26
ASL Starter Kit #4 87.23
Schwerpunkt # 9 127.22
ASL Starter Kit Bonus Pack #2 87.20
Friendly Fire Pack 12 87.14
Schwerpunkt #14 127.12
From The Cellar Pack #4 207.12
The Green Hell of Inor 197.12
Quick 6 Scenario Pack IV 67.10
ASL 9 - Gung Ho! 87.08
Fistful of Scenarios 67.08
Friendly Fire Pack 1 87.07
Battle of the Hedgerows - The Storm Broke 67.07
HASL 1 - Red Barricades 107.06
Friendly Fire Pack 2 87.05
Dezign Pak 9 107.05
From The Cellar Pack #8 167.05
Beyond the Beachhead 87.02
ASL Action Pack #14 Oktoberfest XXXIV 127.02
March Madness 2020 Full Rulebook ASL Pack 87.02
Ost Front Pack 67.00
Leibstandarte Pack 5 - Scorched Earth 87.00
From The Cellar Pack#11 107.00
Best of Friends 126.99
Critical Hit # 2 156.98
ASL Action Pack #10 86.97
Battles of Carpiquet 136.96
Friendly Fire Pack 9 86.96
Race For The Meuse 66.96
ASL Journal #12 146.95
ASL 1 - Beyond Valor (3rd Edition) 246.94
ASL Action Pack #17 Oktoberfest XXXV 166.94
HazMo Scenario Pack 2: The Un-Civil Wars 106.94
ASL Journal #10 196.93
Schwerpunkt # 4 126.92
From The Cellar Pack #3 106.91
ASL Journal #11 286.91
ASL Action Pack #19 Roads to Rangoon 106.91
Friendly Fire Pack 4 106.90
Friendly Fire Pack 6 86.90
Generic Playtesting Log 376.90
AH:ASL Annual `93a 116.89
Hero PAX 4: Mediterranean Theater of Operations 126.89
Into The Rubble 86.89
Friendly Fire Pack 11 86.89
ASL 12 - Armies of Oblivion (2nd Edition) 326.89
Quick 6 Scenario Pack VI 66.89
Kreta - Operation Merkur 186.88
Friendly Fire Pack 3 86.87
Operations Special Issue #3 76.87
Grossdeutschland Pack 1 - The Early Years 86.86
HASL 9 - Hatten in Flames 106.86
Death to Fascism 86.86
ASL 13 - Rising Sun (2021) 386.86
Dezign Pak 6 126.85
Not One Step Back 86.85
ASL 16 - Twilight of the Reich 176.85
Classic ASL 166.83
China-Burma-India: The Lost Theater Part 1 156.83
ASL Action Pack # 6 A Decade of War 106.82
Schwerpunkt #22 126.82
ASL Action Pack #16 From The Land Down Under 156.82
Recon by Fire! #2 106.81
Schwerpunkt # 8 126.81
Turning the Tide 206.81
Best of Friends 2 126.80
ASL Journal #14 256.80
Paddington Bears '96 Pack 106.79
Deluxe Advanced Squad Leader 386.79
HazMo Scenario Pack 3: City of Steel 106.79
AH:ASL Annual `93b 126.78
Aussie '98 Pack 106.78
Aussie Tournament Pack 76.78
ECZ Tournament Director's Pack 166.77
ASL Action Pack #13 Oktoberfest XXXII 116.76
ASL Journal # 5 136.75
Melee Pack III 76.75
BFP 3: Blood and Jungle 476.75
ASL 3a - Yanks (2nd Edition) 416.75
HASL 4 - Pegasus Bridge 86.74
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
ASL Journal # 8 166.74
ASL 13 - Rising Sun 336.74
Schwerpunkt #23 126.74
AH:ASL Annual `90 166.73
Friendly Fire Pack 7 86.73
ASL Journal #13 336.72
DASL 1 - Streets of Fire 106.71
Dezign Pak 5 186.71
Special Ops #12 66.71
ASL Journal # 4 136.70
Schwerpunkt # 5: Medal of Honor 126.70
From The Cellar Pack #2 106.70
HazMo Scenario Pack 4: Making the Grade 106.70
Schwerpunkt #13 126.69
ASL 10 - Croix de Guerre 86.68
ASL 12 - Armies of Oblivion 116.68
AH:ASL Annual `95 Winter 246.68
BFP 4: Crucible of Steel 326.68
HSASL 2 - Operation Veritable 176.67
ASL Journal # 3 336.67
Schwerpunkt # 7 126.67
Tactiques # 4 86.67
Operations Special Issue #1 66.67
ASL Journal # 1 176.66
BFP 2: Operation Cobra 126.66
Quick 6 Scenario Pack III 66.66
Quick 6 Scenario Pack V 66.66
Provence Pack (MMP Download) 106.65
Critical Hit # 3.1 126.65
HASL 7 - Valor of the Guards 216.65
ASL Starter Kit #1 66.64
Schwerpunkt #10 126.64
Dezign Pak 10 156.64
Rally Point #11 106.64
Quick 6 Scenario Pack 66.64
Rally Point # 1 106.63
Rally Point #14 106.63
March Madness 2019 Close Combat Pack 86.63
From The Cellar Pack #9 176.63
AH:ASL Annual `96 146.62
ASL Open `96 Scenario Pack 106.62
BFP 5: Poland in Flames 456.62
ASL Action Pack #15 Swedish Volunteers 166.62
HazMo Scenario Pack 1: A World at War 106.62
Rally Point # 3 106.61
Friendly Fire Pack 10 86.61
Schwerpunkt # 6: Victoria Cross 126.60
Schwerpunkt #11 126.60
Franc-Tireur#10 116.60
Rally Point # 2 106.60
Franc-Tireur#11 226.60
Rally Point #15 106.60
ASL Action Pack # 2 86.59
Blood & Iron 106.59
Schwerpunkt #12 126.59
Leibstandarte Pack 1 - Blitzkrieg! 86.58
Schwerpunkt #20 126.58
ASL 3 - Yanks 86.57
AH:ASL Annual `92 156.57
ASL Starter Kit #2 86.57
ASL Action Pack # 1 86.56
ASL Action Pack # 5 East Front 126.56
Dezign Pak 1 106.55
ASL 11a - Doomed Battalions (4th Edition) 326.55
HASL 8 - Festung Budapest 206.54
ASL 10a - Croix de Guerre 426.54
Kampfgruppe Scherer: The Shield of Cholm 176.53
Elite Canadians 96.53
Coastal Fortress 556.53
HASL 10a - Red Factories 186.53
HSASL 1 - Operation Watchtower 176.52
ASL Journal # 2 246.52
Gembloux: The Feint 96.52
ASL 5a - For King and Country 206.51
Recon by Fire! #3 206.51
From The Cellar Pack #5 146.51
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
HASL 12 - Drop Zone: Sainte-Mère-Église 146.50
AH:ASL Annual `97 166.49
Tactiques # 7 86.49
Nor'easter XX 136.49
Winter Offensive Bonus Pack 2018 66.49
Critical Hit # 6.4 246.48
Leibstandarte Pack 2 - Barbarossa 86.48
ASL Journal # 9 256.48
ASL Starter Kit Expansion Pack #1 1st Edition 86.48
ASL Journal # 7 126.47
Internet 1616.47
Onslaught to Orsha 256.47
Beyond the Beachhead 2 166.46
Friendly Fire Pack 5 106.46
HASL 11 - Sword & Fire: Manila 306.46
ASL 5 - West of Alamein 86.45
Waffen-SS II: The Fuhrer's Fireman 86.45
Swedish Volunteers 146.45
ASL Action Pack # 8 Roads Through Rome 106.45
Blitzkrieg in the West - Central Campaign 66.45
AH:ASL Annual `91 166.44
Friendly Fire Pack 8 86.44
Tactiques # 8 106.43
Rally Point # 7 106.43
ASL Action Pack # 9 To the Bridge! 106.43
ASL 7 - Hollow Legions (2nd Edition) 86.42
Rally Point #17 106.42
G.I.'s Dozen 136.41
ASL Journal # 6 156.40
Schwerpunkt #16 126.40
Rally Point #13 106.40
Into The Rubble 2 126.40
Schwerpunkt #17 126.39
Out of the Attic #2 166.38
High Ground 2 166.38
Critical Hit # 4 106.36
Tactiques # 1 106.36
Witches Cauldron: Oosterbeek Perimeter 166.36
Rivers to the Reich 156.36
ASL 7a - Hollow Legions (3rd Edition) 546.36
AH:ASL Annual `89 156.35
Onslaught To Orsha 2 326.35
Tactiques # 6 86.34
Franc-Tireur#12 126.34
Tropic Thunder! 126.33
Nor'easter Scenario Pack II 156.33
Rally Point #18 106.33
Franc-Tireur #7 116.32
Recon by Fire! #4 146.32
ASL Action Pack #18 Oktoberfest XXXVII 146.32
ASL 2 - Paratrooper (2nd Edition) 86.31
Franc-Tireur#13 176.31
Corregidor: The Rock 216.31
Quick 6 Scenario Pack II 66.31
Covered 136.31
High Ground! 86.30
Franc-Tireur #8 106.30
Winpak #1 106.30
ASL Action Pack # 7 106.29
Critical Hit # 3 186.28
Dezign Pak 2 126.28
ASL Action Pack #11 29 Let's Go! 106.28
BFP: Operation Neptune 106.28
ASL Action Pack #12 Oktoberfest XXX 106.27
Schwerpunkt #21 126.27
Out of the Attic 166.25
Fanatic Pack 1 126.25
Berlin: Red Vengeance 116.25
Dezign Pak 4 156.25
From The Cellar Pack #6 106.25
Dezign Pak 7 126.25
Rally Point #16 106.25
ASL 11 - Doomed Battalions (3rd Edition) 246.24
ASL 15 - Forgotten War 166.24
HASL 10b - Red October 116.24
March Madness `97 Pack 126.23
Tactiques # 9 106.23
Hero PAX 1: Hurtgen Hell to Bulge Nightmare 86.22
Blitzkrieg Pack 186.22
Armoured Aussie Pack 76.22
Schwerpunkt #19 126.22
ASL 14 - Hakkaa Päälle! 176.22
Tactiques # 2 106.21
Out of the Bunker 146.21
ASL 4 - Partisan! 86.20
ASL 11 - Doomed Battalions (2nd Edition) 86.20
Schwerpunkt #15 126.20
Rally Point # 8 106.20
Internet: MMP 66.19
The Canadians In Italy 1: The Red Patch Devils in Sunny Sicily 86.17
Rally Point # 6 106.16
Franc-Tireur#15 226.14
Rally Point # 9 106.13
SASL 1 - Solitaire ASL (2nd Edition) 216.11
The Canadians In Italy 2: The Spaghetti League 126.09
Schwerpunkt # 3 126.08
Buckeyes! 106.07
From The Cellar Pack #7 106.07
Schwerpunkt # 2 126.06
ASL 8 - Code of Bushido 86.05
Leibstandarte Pack 4 - Turning of the Tide! 86.04
Schwerpunkt #18 126.04
Franc-Tireur#14 326.04
ASL 6 - The Last Hurrah (2nd Edition) 86.03
HASL 3 - Kampfgruppe Peiper II 86.03
Waffen-SS I: No Quarter No Glory! 66.02
Backblast # 2 86.00
Recon by Fire! #1 86.00
Objective: Schmidt 176.00
ASL 1 - Beyond Valor (1st Edition) 106.00
Dezign Pak 8 105.98
Schwerpunkt # 1 125.93
HASL 5 - Blood Reef: Tarawa 105.91
The Canadians In Italy 3: D-Day Dodgers 105.91
Dezign Pak 3 155.90
Blitzkrieg in the West - Northern Campaign 65.90
HASL 6 - A Bridge Too Far 125.88
Paddington Bears '97 Pack 85.88
Time on Target # 2 215.87
Time on Target # 1 135.86
Hero PAX 2: Eastern Front Hero Fest 85.83
Deluxe Pack #1 125.82
Southern Cross Scenario Pack `96 65.80
Rally Point # 5 105.75
Wacht Am Rhein 165.73
From the Cellar Pack#12 115.73
ASLOK 2005 - 20th Anniversary Scenario Pack 105.71
Winpak #2 65.68
ASL For Fun-LCP 325.68
DASL 2 - Hedgerow Hell 85.67
Melee Pack I 65.63
All American I: Kellam's Bridge 105.52
Leibstandarte Pack 3 - Clash at Kharkov! 85.48
Panzer Aces 65.43
Shingle's List 85.42
Hell's Highway 65.35
Firefights! 65.24
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
barracudamark cohen2024-12-19 21:09:25
ElliottB195Elliott Bogue2024-12-19 02:18:30
alanScottLeonard Scott2024-12-18 19:43:53

On this day...

ScenarioLocationDate
KGP10 Peiper's Last GaspLa Gleize, Belgium1944
A 55 The Cat Has JumpedNear Bauang, Luzon, Philippines1941
G06 Rocket's Red GlareCheneux, Belgium1944
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