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ScenarioCommentUser
City on the Edge Bongiovanni
Death of the PorcupineChallenging for the Free French but a very tense scenario Bongiovanni
Brasche EncounterFrench Sniper was hot in this one, taking out the German 9-2 Heroic Ldr before his HOB upgrade had any effect, and subsequently taking out the German Hero too. French had some bad luck with equipment, losing one AC to a Recall, and losing another LMG. Germans were able to chase off the French pickets and grab a FH early on, destroying the remaining AC with a CH. French tried to regain the Bridge but the MC's proved too tough from the German Defensive fire in the last turn. Tigernaut
First Timers lokatt
Bridge to Nowhere rangercote
Drava Epic Danno
Drava EpicNot sure that I liked or greatly disliked this scenario. I found it hard as the Germans. I made a little progress on Turn 1, but suffered for it with a broken 8-0 and 4 x broken squads. I moved forward into the village in time for Dan's MKIV to put a serious hurt on me The MKIV would break nearly all my attackers trying to get into position for a 1 Hex range Panzerfaust shot. I made a Hero and sent him after the tank, but Dan got a Crit hit and wasted him along with a squad. On Turn 3, Dan tried to move the MKIV and I got him with a faust. But his Russians came on just as I was taking the church victory location. The game would end in CC in the L6 building. I would lose and that was game. A Panzerschreck would have been nice...just say'n. Dan and I missed the errata that is should have been 1945...what a difference that would have made for my Panzerfausting...I was robbed!!! :) grumblejones
The Marco Polo Bridge Incident cupcakus
The Clearing cupcakus
Executed Now Serge
Taking the Left Tit galletto
The Doomed and the Damned wwillow
Finale: OnhayeIt was a bit of a slog to get the win ... came all the way down to last CCPh. The only way I managed the win was by making an enemy Leader in upper level go Berserk and then charge my GL units on final French turn ... otherwise he could have simply sat put and held the building for the win. Good luck alone wins again! Kydder
An Uncommon Occurrence GOUREAU
Hill 424Looks tough on the Americans. wwillow
Last Desperate GambleEnjoyable scenario with the Americans attempting to hold mid-field and the main village. The Rocket OBA was harsh and usual ASL enjoyment of falling rubble and DC's made for a tough fight there. German attack was steady and the US just slowly folded under the fire ending in Turn 9. jwert02
Damnation Game asloser
Return of the Black Company Cpl Wright
Long Range ReconRussians had the 31 VP needed for the win but the German counter attack brought their VP to 32+ to deny the Russian win. Kydder
Vogt's RitterkreuzDutch drew two red chits & lost OBA straight away. Vulnerable AC kept defenders occupied with 2/3 loses while the Infantry steadily crept forward. Slow & steady brought the Germans to victory. Kydder
The Marco Polo Bridge IncidentI started the game with two banzai charges which immediately captured a couple buildings. I made slow progress for the first couple turns but once I broke his MMG stack I was able to run wild and capture the requisite number of buildings plus captured a few prisoners and keep my armor out of harms way. The last couple turns I really diced Chris to the point where I was apologizing for my rolls. I'm not an experienced Japanese player so this was a great starting point to learn the mechanics of that nationality but in an urban setting instead of jungle. Pretty fun scenario another great product from our friends from the North. tatumjonj
Real Men Stay in SchoolHighly unbalanced. Ireneusz
The Pillbox Ireneusz
The Last Day of the CuneenseThe Italians tried a central approach, but was stopped by the partisans in the central building which battle hardened and generator a hero. After the substantial cavalry reinforcement arrived, the scenario was as good as over. Very unbalanced dice made this playing even harder on the Italians than the card would suggest. oybj
Second Hand NewsVery interesting scenario, we really liked it. The Germans took the win, but it was close - one successful Molotov roll against a StuG could have changed the game. Recommended! ASLSKGwahlur
A New Kind of CavalryThe Polish tanks trundled along and would eventually succeed in getting two examples off-board thanks to some lucky shots, but they left a trail of dead FT-17 carcasses in the streets of the village, harassed and decimated by many a successful (1)PAATC checks and subsequent great CC rolls (with the Street Fighting bonus).

Hard to recommend, but unique enough to pique your interest.
Jobbo_Fett
The Dead and the DyingFun scenario. atomic
Retaking ViervilleEasy American win strategos
Led to the Slaughter asloser
Ready or Not A scenario where the real objective is to prevent the North Koreans to achieve automatic victory by turn 4 if they gain control of 4 or more multihex buildings else the Americans need to escape the city and exit at least 6 VP. This provides a lot of opportunities for both sides. The NK pushed to control a maximum of multihex buildings but they only get 2 by the end of turn 4. The US troops began to retreat but this proved difficult as they were scattered and pursued by the enemy. They tried to rush for exit but failed as the NK were able to close every way out. A good replayable scenario. lt_steiner
The Last Fire Mission jwert02
Not Much of a Soldier igycrctl
Lightning JoeGame came down to the very end, with a single American Crew dying to a failed MC (rolled a 12), putting the German CVP at 43, 1 more than required to deny the Americans. Very good scenario I found, though the American OBA proved completely useless, despite the Pleva OBA rule. In addition both German Panthers Immobilized when they attempted to start, so it could have been much worse for the Americans. (VASL Log) Ahriman667
Melting Pottight game down to last CC ambush roll. Single German leader escaped CC via ambush to maintain control of the 4th building. Interesting game as the TDs are powerful but vulnerable. Once the Brits have a good foothold in the village it is tough to stop them had just enough good rolls early to slow him down. nebel
Asia's Stalingrad A15.4er
Desperate Try wwillow
Priests at St. Cloud wwillow
Infantry Probe at Argentan RJenulis
Out of CowardiceSeems pretty tough on Hungarians given time limits and forces. Yugoslavian ELR rough, but in this case immobilized Afvs skewed the fight. jgarlic79@gmail.com
Courland CutoffMy Russians struggled throughout this scenario to do much of anything. My dice were very bad most of the night. I did manage to knock out a Hetzer and both halftracks, but lost an IS-2 and 2 of my T-34's. One of my few snakes rubbled a victory location and thus it was no longer a victory location. I would ELR 5 squads with 2 of those disrupted. I would end the game with only 3 locations, since I rubbled one of them. grumblejones
Courland Cutoff Danno
Aussie Spirit PeterA
Elephants UnleashedGreat scenario. However I ignore the left flank at a certain dgree. It caused Soviet's tanks can successfully Interspersed and surrounded my Ferdinands. Four of my vehicles destroyed makes decide to throw in the towel so that Soviet Red Army won this game. Gabriel2025
Ten-Ton TankRootin got far too lucky with his rallies and morale checks! I shake my fist at thee!

It's hard to appreciate a scenario when it locks in a lot of pivotal decisions, especially ones that then allow for the attacker to plan around any contingencies. Having an AT gun and your artillery forcibly looking at a bad hex is a hard sell on enjoying the scenario, and its worse when you realize that the AT Guns need to be protected at all cost unless you want to reduce the victory conditions (of 4 squads on/west of hexrow X) by 2 for each destroyed Gun. And that's before any tanks get off-board, further reducing that requirement.

Essentially, through bad luck or good planning, you could simply avoid the victory condition entirely, blow up 2 AT guns and viola, game over. Play it once on each side, if you have to, then forget about it.
Jobbo_Fett
Then Came the Inferno Bongiovanni
Panther CullFor FNF. Quite fun and a challenge for the Allies. von Garvin
Tracing GiantsFirst to play and post. Danno
Tracing GiantsFun scenario. Germans had early success and knocked out four of the SU-152's early. But then one Tiger malf'd its MA and then was recalled. The MKIV's held their own, but on Turn 3, the Russians counter-attacked and knocked out both MKIV's and a Tiger. That left only the Tiger with the 9-1. He managed to get a final kill for the win with 5 x SU-152's knocked out. Dan and I reviewed potential changes and felt the German infantry platoon should probably have an MMG instead of an LMG, so that they could potentially paint more targets. They assisted in two tank kills by painting two of the SU-152's. grumblejones
Out of Cowardice A15.4er
The Five Pound PrizeGood scenario, but like a lot of smaller ones, a minor mistake in set-up can really affect the whole game. Because the British set up is pretty restricted, you have to really be careful about holding key positions, but be flexible enough to react to the German attack, either to retreat or counter-attack. The obvious place for the Germans to attack is from the south-west of the stream. They have high morale and firepower, so they are going to be able to concentrate their attack and push back the British no matter what you do. The most important thing is to not allow them to flank your forces on the west side of the stream (it happened to me and I got wiped out). Therefore, a key location is 22J2. Be sure to station a PIAT or LMG there to guard against tanks with riders. Obvious places for the guns are 22L3 (or 22K3) and in one of the orchard hexes by the river. Don't forget the Carrier can fire a PIAT. Keep calm and carry on, as no matter what happens the British will probably have to counter-attack to retake some buildings from the Germans at the end. Overall a good scenario without crazy SSRs and a pretty good board with some tricky LOS. LtDan
No Monumental AcclaimThe Germans spread out across the board to cover all avenues of the American approach, choosing buildings with long sight lines to make it hard for the Americans to advance and delay the attack on building P2 as long as possible. A few key events made their defenses collapse sooner than expected; the German MMG malf'd on the first time firing and broke on repair and the Americans passed MCs at an above average rate. The Americans advanced across the board with a stronger force on the left flank, breaking and eliminating Germans to avoid any late rallies that may have let the Germans take back buildings to the rear. By the bottom of turn 5, the Americans had met the VC. Turuk
Guerra RelámpagoWasn't aggressive enough with the armor. Didn't use the trucks effectively. Opponent focused on eliminating my infantry. Nice little scenario. wwillow
Geronimo!Called the game on Turn 5 as the Americans only had 30 CVP on the board plus an MA malf'ed M36. Everything else was KIA which meant that it was likely that they could not meet the >=30 Exit VP unless they started taking prisoners, which they were in no position to do. The King Tiger actually was CR'd from a 2MC and Recalled, however it rolled a 12 on start up becoming immobilized, and was thus able to take out the last fully functioning M36.

I think the American should probably prioritise the infantry as targets for the 90L M36 (16 IFT) rather than the King Tiger if possible. Even a lucky APCR shot against the HD King Tiger failed to pen with an 11 TK DR (needed a 9 or less). I think this scenario will be difficult for the Americans. (VASL Log)
Ahriman667
Bad Luck Bongiovanni
Go Big or Go Home johan.vrijdaghs@gmail.com
The Bloody RagFirst to play and post. Danno
The Bloody RagFun and silly scenario that followed the comic somewhat. Little Sure Shot did his thing and helped strip concealments and HIP on a couple of occasions. The initial Germans went Fanatic upon seeing the flag, but not berserk which gave them a little punch. Sgt. Rock would go heroic and be a dominating force on the field. Once Rock killed the 2-3-7's and 7-0, he wielded the captured German LMG as they moved on towards the bridge. Once again the German 8-1, LMG and 2 x 5-4-8's went Fanatic, while a third 5-4-8 went Berserk and was absolutely cut to pieces charging Rock. But as the game progressed, Bull Dozer was KIA'd, then Little Sure Shot was shot dead and finally Wildman was KIA'd. As the fanatic Germans fell back, they lost another squad, but the 8-1 and 5-4-8 with LMG continued to hang on, and then took out two more half-squads, which reduced the available American EVP to 6 and thus a German win. Ended up being a fun scenario. Dan and I went through and made some necessary edits to rules and to some setup notes. But overall, it played like a comic should. grumblejones
The Legrew Maneuver manzoliandrea72
City on the EdgeRisky early moves paid off for the Germans. US did a lot of cowering. wwillow
The Shan Capital wwillow
The Niscemi-Biscari Highway Bongiovanni
Bridge Over the River QueenGiven LV, and in our case spreading fires, this was very much a CC game with Russians able to move up quickly and overwhelm Germans in CC. jgarlic79@gmail.com
Montgomery AttacksMisplayed the British reinforcements, and left them open for annihilation from the German reinforcements that arrived in their Turn 3. By game end the British had two of the four required buildings, and were seriously threatening a third, however three PF shots later two of the Shermans were brewed up and this put the Germans at 40CVP, thus denying the British VC. If the German Panthers had been delayed till turn 4 it might have proved a different outcome. Also, the British rolled very poorly on Turn 1 for WP/SMOKE, which didn't provide enough cover from the rearward German 81mm Mtrs. (VASL Log) Ahriman667
Stovepipe FuneralThe IJA coukd not muster enough fire to drive the Marines back. The IJA managed to close into CC by turn 4, vut suffered many casualties. The Marine relief force arrived arrive and the badly reduced IJA could not sustain the attack and reyreated. IJA lost 1 tank..Marine leadership and morale won the day. BobMcKenna1966
Sophoclean Tragedy von Garvin
Showdown At The CrossroadsThe Germans protected the middle with mines and wire, but the infantry defense there quickly faltered on some simple MCs. The flanks did better and held up the advancing Americans. The German reinforcements made it in, but the leader with the FT, broke, again on a simple MC...the 8 Morale did not measure up. The Americans rolled several 2s in turn 4 and 5, getting 3 CH and turning their 9-1 leader into a 9-2 hero. Still, the Germans had a one squad chance, but needed to survive a 6 minus 2 shot. He did not. dmareske
The Swedish Voluntary CorpsThe Russian's led a large assault on the left flank with some units in the center and on the right to thin out the defensive line. Unfortunately, the Swedes had the Russians dead to rights with great IFT rolls that couldn't be matched by the Russian morale checks. Although the Swedish force did have to retreat and things were a little tense as a reversal of fortune took place, the Russians simply didn't have the ability to prevent the objective from being fulfilled. Jobbo_Fett
The Swedish Voluntary CorpsThe Russian's led a large assault on the left flank with some units in the center and on the right to thin out the defensive line. Unfortunately, the Swedes had the Russians dead to rights with great IFT rolls that couldn't be matched by the Russian morale checks. Although the Swedish force did have to retreat and things were a little tense as a reversal of fortune took place, the Russians simply didn't have the ability to prevent the objective from being fulfilled. Jobbo_Fett
The Swedish Voluntary CorpsThe Russian's led a large assault on the left flank with some units in the center and on the right to thin out the defensive line. Unfortunately, the Swedes had the Russians dead to rights with great IFT rolls that couldn't be matched by the Russian morale checks. Although the Swedish force did have to retreat and things were a little tense as a reversal of fortune took place, the Russians simply didn't have the ability to prevent the objective from being fulfilled. Jobbo_Fett
Shoot or ShovelBanzai Charge is a must for the Japanese! johan.vrijdaghs@gmail.com
Gavin Take strategos
Kicked to the Curb wwillow
The Martinofen jgarlic79@gmail.com
Too Rapid An AdvanceTo me the game appeared that it was going to be very difficult for the Germans to win. The Germans spread out and forced the Russians to split up their overwhelming Firepower. The Russian advanced slowly in Left Centre and Right groups. By the end of the Russian turn for the the Right Germans were gone. But on the Left side the Russian group was having trouble with the SS. The last good order Russian on the Left side around the level 3 hill was broken. When the German reinforcements were able to distract the Russians so that a SS unit was able to skirt back around the Stone building on the fourth level, the Russians realized that there was no way to get to that squad and deal with the remaining 2 SS squads on the board. slunts
In Front of the StormThis is the second time I've played this...I attacked the
last time. Both times, the German defenders won.

I think the German setup is a bit obvious...at least
for their mines, roadblock and 37L.

The AT mines were in 40H1 and 40J0. The AP
mines in 40H0, the roadblock in 40I1, and the
37L on level two in 40I7. On a clear day, you can
see General Motors, after all.

Louis sent one platoon down each flank. The
rest of his force went straight up the middle.

It was a good plan, hampered by some good
luck on my part. On my left, the French platoon
was decimated by the 37L and one squad
at a hedge on board 42.

My right flank disintegrated, except for one
548 that would survive round after round
of CC and be a thorn in the French side for
the entire game.

The French pushed up the middle; my
Germans retreated slowly, giving up space
for time.

In the end, time ran out. I had not lost a
lot of my force, and was able to fall back
to the bridge in strength.

The French did not manage to secure even
one of the four hexes they need for a win.

A good scenario against a good opponent.
I think it's a bit tough on the French. Perhaps
they need the balance (exchange an 8-1 for
a 9-2)?

I think I'd like to try this as the French again
to see what I can do.

Recommended.
Indy Lagu
In Front of the StormFull write-up: https://asl-players.net/forum/viewtopic.php?f=3&t=345 pmartin
Showtime galletto
Factory Fodder wwillow
Blocking Action at LipkiThis may have been the worst ASL game I played. I abandoned my "sit on the exit hexes" tactics for an idiotic "go on the attack" one. I knew better and did it anyways. Dave set traps for my by baiting my tanks. I saw them and did a deep dive into the traps. It didn't help that the Russians hit everything they shot at. RJenulis
Split By The RailFirst to play and post. Danno
Split By The RailVery interesting scenario and brutal for the advancing Americans trying to move across MUD with Level Chateau and Level 3 hills on their flank with Pill Boxes covering their every move. German AT Gun in a level 3 Bunker knocked out 3 of the 4 Shermans with ease. My remaining Sherman stayed in the rear and successfully smoked Dan's 9-2 with the HMG at level 2 in the Chateau every single turn. That Sherman got epic amount of smoke. My 9-1 with 3 squads and 3 MMG's as at level 1 of Hex Y7 and broke apart the German MLR in the woods on Board 6. My big British 200mm Thumper cleared the hill with the bunkers and got a a Critical Hit 72 factors -5. Americans took all four bunkers and the K1 building for the win. grumblejones
The Story of Easy Company: Frères d’arme – 2 lokatt
The Niscemi-Biscari Highway lokatt
As Luck Would Have It cupcakus
Quickly Toward the Bridge! PeterA
Kempf at MelikhovoAs part of Friday Night Fights:

Came to the final CC roll, but wow, what a game! Great Fun!
von Garvin
Belgian BlitzkriegAs the German attacker, I allocated all of my elite units and my 9-1 leader to enter as turn 3 reinforcements. I should perhaps have simply bypassed the forward victory building but decided to to attack with the remainder of my starting force. The first attacking shot promoted the Belgian 9-1 leader to a
9-2 and this turned what was already a tough nut to crack into a real nightmare proposition. I got lucky when the Belgian MMG malfunctioned and its manning infantry suffered a casualty MC and this allowed my landsers to close with the defenders. Unfortunately, they forgot to pack their bayonets. During the course of the assault, the Belgians rolled three snake eyes in CC. Two didn't really matter too much, since the same mutually assured destruction could have been achieved with higher DRs, but the one that really hurt was when I had a CC attack against the sole remaining defending squad in the first victory building at 3 to 2 odds which resulted in the attackers being eliminated and the creation of a new Belgian 8-1 leader to add to the 9-2 that was rallying stragglers to the rear. The final CC resulted in everybody in the building dying apart from one Belgian HS that kept control. To the west, the attacking Germans couldn't manage to capture one building let alone two. Dave did a good job allocating defending units between the forward defenders and those guarding the VC buildings to the east and his HIP AT gun caused major disruption when I waltzed 3 squads and a leader in OG three hexes away. After that, the Germans never managed to get back on timetable to take any of the buildings in the village.

Dougban
Monty's GambleThe germans won narrowly, mostly due to the british bad luck: if the british had made even a single better roll, it would had gone differently. Amerigus Crux
Dreil Team PeterA
The Land of FireA very interesting scenario with HUGE possibilities for both defender (how to setup and defend) and the attacker (where and how to attack). The Romanians attacked both the state farm and the lighthouse. The State farm was heavily defended with both the AT gun and the INF gun in support. A HIP Russian MMC with ATR in the bushes tried to provide some surprise to the attackers without much success however. The Romanians used OBA smoke intensively on the state-farm and DC to breach the fortifications. It was a long fight of attrition with only a Russian squad remaining who resisted 3 consecutive CC's led by the Romanian 10-2 leader (even at 3:1 odds). At the end, the Russian squad managed to escape the melee.
The Russian tank was of little help as it decided to provoke a StugIII in a honorous duel fight which he lost miserably. In the lighthouse area, the Russians resisted and even managed to immoblize a StugIII. In the end, the Romanians rushed to the lighthouse for CC but the defenders managed to escape to the 1st level. with a successful ambush. With Russians still in control of a building in the state-farm and of the lighthouse in the last turn, the Romanians conceded.
lt_steiner
The OverlookGood and fun scenario. The German needs the balance. I attacked cautiously in the center with mainly conscripts. The rest attacked from the south and in turn 2 through the southeast wood. The tanks flamed almost every turn. Keep on mind that the piats must be placed on map as soon as the owner leaves the original setup hex. I lead agressively with hs taking chances to search, bump, defenders to maximize flamingo by the tanks. As soon as he piats where localized I started to flame any units in range from point blank. The German needs to be aggressive and take his chances as well as preventing Brit reinforcements to reach the hill hexes. Fiedler
The Erft EffortFirst to play and post. Danno
The Erft EffortAnother meaty scenario with too much stuff...particularly Infantry Support Weapons...9 machine guns for the Germans and 4 for the Americans along with lots of Bazookas and Panzerschrecks. The Germans have 2 squads to each support weapon. The Americans have 10 support weapons for 14 squads. Seems a little excessive for the Carolina League. Lots of tanks as well with a total of 13 altogether. This is a complex scenario that does take a lot of time to manage. There are two Open Ground overlays that frankly aren't needed. The Bridges don't really matter either. Then you have the mud and tanks spending two MP per non-road hex, which just makes moving the tanks less fun than it could be. It's a grinding scenario with a lot of counter management, tough defensive terrain and 2 ELR for the Germans, which was a killer in our game as the Germans ELR'd left and right. The American armor had the edge and waited to shoot the oncoming Germans. At game end, the Americans had lost the 75 Sherman and nothing else, The Germans lost 2 Hetzers, 3 STUGS and 1 Brumbar. But the Germans still had a Hetzer and a Brumbar to face off against 2 76L Shermans and 2 M-36's. One M-36 knocked out a Hetzer and a STUG and then DM'd the German 9-2 in a squad with a 4 Rate of Fire, that managed to stop the final German assault. American win in what was a really exhausting and grinding scenario. grumblejones
Out of LuckGermans ran Out of Luck from the start ... 3 AFV Immobilized on first hex entry did not bode well for the break out. Two more burning wrecks crushed any further attempt. Kydder
Dreil Team PeterA
King and Love Danno
Danish Crossroads wwillow
Preliminary Move A15.4er
Belgian BlitzkriegThe Germans concentrated their power attacking the first stone building and reserving 5 squads to enter on Turn 3. The German progress against the first building was slow with a high power Prep Fire and some assault moving. They eventually got into the building but by game end the Belgians rolled 2 2's in CC, leaving the Germans unable to take the building. On the other end, the Germans ran into the HIP AT gun, which slowed them down, but they eventually got into the next stone building, but where not able to prevent the Belgian reinforcements from also getting there and preventing the Germans from its capture or going any further into the town. dmareske
The SiegeNo shocker for a CH product, but confusion right off the bat as I read that the Americans had to exit 12VP to win, whereas John (and audience consensus) read otherwise. I must've skipped my meds that day because upon re-reading it I don't see how I misread that. It's a good thing too, because I just don't see any way the Americans will exit any units, let alone 12VP worth. That doesn't mean I didn't try, and I shocked John when all of my men abandoned their FHs and made for the South. This obviously drew the attention of the phone operator, and I lost a squad and 7-0 from the OBA. Meanwhile I sent my earmarked token force to guard the bridge, and John surprised me by only sending a token force of his own; the rest charging up to the bocage seemingly to engage me. This was a bluff, as John changed tack the next turn and headed NE. My mines slowed him down enough that I was able to swing more units up to guard the hedgerow. John had full control of the road between the bocage with his HMG kill stack. In the south I lost another HS and 8-1 as my men pushed forward. Germans saw their first casualty on Turn 3 when a squad CR'd in more mines; John shifted his push north even further toward cover of the brush, with me of course re-routing more men to prevent this. He also shifted his OBA attention to my defense up here. My southern boys pushed the Germans back into cover of the stone buildings, and this was the way it would stay the remainder of the game as I could not make any further progress here. I had been under the assumption his observer was up in the church, but it was apparent he was in the castle when John surprised me on Turn 4 with his OBA placement. It did a fair bit of damage, busting up a whole stack and eliminating another 1.5 squads. More importantly, between the FFE, the marshes, and his men watching the hedgerow, my repositioning ability was severely limited. Thankfully I had just enough men north of it all to contain him. Turn 5 was rather uneventful, as his fire mission ran its course, he continued to creep forward, and my men gathered their wits about them. When his Turn 6 fire mission and supporting shots were ineffective, he decided to call it a day. Perhaps we just countered each other's strategies well, but I just don't see how either the Germans or Americans can accomplish their objectives. So this one looked better on paper than it played, but nevertheless it was an enjoyable experience and a unique map. buser333

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
The Sound of Gunsjgarlic79@gmail.com Added a playing4h 51m 46s ago
Kick in the Teethjgarlic79@gmail.com Added a playing4h 53m 8s ago
City on the EdgeBongiovanni Added a playing6h 45m 23s ago
Nothing VenturedHutch Modified the misc. rules11h 59m 32s ago
Nothing VenturedHutch Modified the gps location12h 1m 36s ago
Drava Epicgrumblejones Added a playing19h 31m 22s ago
Drava EpicDanno Added a playing21h 29m 46s ago
Nothing VenturedDispang12 Added a playing21h 33m 53s ago
Nothing VenturedDispang12 Rated the scenario21h 34m 36s ago
La Petite Fermejgarlic79@gmail.com Added a playing23h 51m 17s ago
Cendriere’s Farmjgarlic79@gmail.com Added a playing23h 52m 52s ago
Into the Factoryjgarlic79@gmail.com Added a playing23h 53m 56s ago
Villy Muss Fallen! Westjgarlic79@gmail.com Added a playing23h 55m 23s ago
Dead Batteryjgarlic79@gmail.com Added a playing23h 56m 36s ago
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Ozarks' TanksgivingHutch Modified the unit counts2 days ago
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Newest players - welcome!

UsernamePlayerRegistered
caiddadavid caidda2025-01-16 18:46:11
HakanNHåkan Nilsson2025-01-16 17:25:49
mallexen@yahoo.comMichael Allexenberg2025-01-13 20:45:15

On this day...

ScenarioLocationDate
09 To the SquareMost Slaski Bridge, Warsaw, Poland1945
FE 43 The Thirsty First Goes InBataan, Philippines1942
FE 98 Spirited ActionBinalonan, Luzon, Philippines1945
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