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ScenarioCommentUser
Caza de ConejosA seriously lopsided scenario that I played fast and loose just to see what could be done and how it could be played. There are a bunch of added rules that didn't show up in this scenario and all the text was in Spanish. Several SSRs were unclear as to their meaning, which was a shame. SAN numbers of 7 and 5 and a surprising number of 1's and 2's meant the Snipers were something to be quite afraid of, the Nationalist sniper killing two Republican leaders, back-to-back which was impressive. If anyone else was to play this, my main changes would be to close up the scenario by having it be 4.5 turns, and give the nationalists MOL capability for everyone, but a +1 DRM (and they don't break on a 6) - with balance options as: Rep - add 1 turn // Nat - add 1 MMG to the OOB Jobbo_Fett
Unlucky ThirteenthThe Germans rushed the British left flank with the AFVs and half the infantry. The remaining infantry with MGs kept the British occupied in the center. On German Turn 1, the British were able to wreck one AFV with the ATR, but the Germans broke all the British defenders. In the center, the Germans, using spray fire, stripped concealment on one stack and revealed a dummy stack. The British withdrew as best as possible in an attempt to rally, but the broken squads remained broken. The British had faint hope when the SOMUA hit the German killer stack wounding the leader and breaking the squads. However, by the end of German Turn 3 the SOMUA was first shocked and then wrecked, the AT gun malf'd, and the only Good Order MMC was the AT crew. Post game the players realized the British neglected to place their Wire on the board, which influenced the outcome greatly. Heloanjin
Pink HillDifficult to learn much as my attack was completely blown up by the dice. Opponent had very hot dice while I could not pass any MC and lost my airplane to boxcars on its first attack. We quit in turn 5 as I had lost more than half my squads to CR or KIA. nebel
Across the Wire 7-0 duval
Kwajalein Crush Rich Weiley
Panther Cull Bongiovanni
An Unexpected Complication Bongiovanni
Shoulder to Shoulder Bongiovanni
Death's Head Debut Bongiovanni
Welcome BackEnd game turn 4 andersb80
The GatewayExpecting (with reason) minefields and wire in the woods to the South, the German attacked frontally from the East but broke too easily under heavy fire from the Americans. Demolition charges and FT finally helped to enter the village. The Flamm-Panzer cleared the Southern buildings but the American defenders still held the rowhouse building. The final assault failed to clear the defenders in the 1st level of buildings and despite 3 HoBs providing a hero and 2 berserk units (unable to advance for CC... How lucky I am!) the German was unable to control even one hex of this row house. A clear American victory. lt_steiner
Raff's OrdersUS parachute Co attacks a mixed bag of Germans.

I chose a BAZ, 3xDC, .50-cal + HS, and entry on the east edge.

Alan chose the PzIVH, StugIIIG(L), and Battle Hardening for 1 squad.

He said he wanted the mobility, and was surprised by my decision to
enter half my force on the east edge, and half across the stream.

Initial WP salvo went well, and we were in the town with two buildings
on turn 1. Things bogged a bit from there. I didn't win using the sudden
death turns 3 and 4 conditions.

As Andy Bagley suggests, I think it's a bit tough on the US. By turn 3, I
thought the US chances were about 40%, but things turned on turns 4
and 5.

Very repayable. Worth the time.
Indy Lagu
The Swedish Voluntary CorpsRussians used HW twice, second time in forest. Cold dice for the swedes in the forest helped the Russians succeed. mtrodgers99
Bread Factory #2 Lorenzoknight
Scorpions in a Bottle Rich Weiley
Shanghai by SeaThe Japanese easily made it to ground and forced their way on the eastern side to quickly capture two of the victory buildings. With the foothold, they made their way north and west to act as a stopgap against reinforcing Chinese, while also attacking the remaining victory buildings. A pair of sniper attacks and a stack of units that consistently rolled well weakened the Chinese defense enough to weasel my way into a victory building, and surround the rest to secure a victory. Jobbo_Fett
An Italian Civil WarDespite a good advance and enemy elimination, the Republicans failed to clear the last building. The BT7 was recalled with a disabled gun but the Nationalist artillery gun malfunctioned too. The tankettes were useful to interdict hexes around the last building. The last Republican assault was met by heavy small arms fire that broke or eliminate most of the attackers. Tough for the Republicans. lt_steiner
The Czerniakow BridgeheadOld school scenario, plenty of squads and a lot of turns. I played this scenario a few times (but with just a vague memory of it) when it first came out. I was the Germans and, depending on the first turn, there is plenty of time to achieve the victory conditions. I suppose there are two schools of thought about how to set up the Russian defense. One is to set up front, hope a lot of squads don't break because of SSR2, and contest all the bridges. The other is to be conservative and keep most of the troops near board 20 and adjust to how the Germans attack. My friend did the latter.

He set up strong to the south with not many squads defending the bridges, especially the northern two. With few troops defending the northern bridges, I set up all my men over on that side. He surprisingly made it through most of the MC's in relatively good shape, but the lone squad defending bridge X3 broke and the dash was on.

I ran my men up the northern side as he repositioned his men to stop the flood. My men brushed aside the token defense over there, but by midgame, it was still anyone's game. However, once I made it across the 20A6-C5 road, it was all but over. He had a few men in the B and C hexrows, but not enough to stop the mass of humanity rushing towards them. Hex 20B4 became the key to victory. I put the 9-2, two squads, and a HMG/MMG combo in there. It effectively cut off any hope of squads getting to the sliver of Board 8 I was going after. After a few suicide dashes by the Russians/Partisans trying to cross the double firelanes covering the 20C4-I1 road failed, my friend called it mid turn 7.

Decent scenario. I liked how there was a lot of time so I didn't feel like I had to constantly rush. It took two weekends, though, so it's not a fast playing scenario.
Jude
Smoke 'Em igycrctl
Stand And DieI played the defending Chinese in this one and diced the living sushi out of my opponent.

A full AAR can be reviewed at GameSquad forum under this link:
http://www.gamesquad.com/forums/index.php?threads/aar-wcw10-stand-and-die.185084/
von Marwitz
Retaking Vierville Vince Eagle
Pavlov's HouseI crazily moved 2 of my IVF2 to X6 and X7. Not surprisingly, both were knocked out by 45LL, but they did provide some protection for my infantry to push into the Pavlov's House. Fierce CC happened everywhere in the building. When struggling for the location with the 45LL, my 9-2 and 2 squads managed to kill Sergeant Jakob Pavlov and his colleague, which definitely turned the tide! Some bold flanking maneuver also teared Russians defense line apart. In turn 5, Russian play forfeit the game to me.
If next time as German, I'd try to form some kill stacks and better use tanks lol.
Advanced Squad Commissar
Kempf at MelikhovoA dicey mini scenario. On T1 my IVH tried to fire a smoke but a boxcar MALFed the MA :(
Russian KV-1 entered just in time to knock out the IVH.
On T2 my flame III tank was knocked out by hip 45LL when crossing the street. Temporarily rate this scenario a 6, would like to see what will happen if dice roll were normal lol.
Advanced Squad Commissar
Without Thought of NumbersEnfilade 2023 round 2 RJenulis
Raff's DilemmaEnfilade 2023 Final RJenulis
Hell's HeadacheEnfilade 2023. I got cocky with the Russians and launched a turn 2 Human Wave that resulted in 5 squads surrendering. The rest of the game was an uphill battle. The final score was Germans 10 Russians 9. This is worth replaying. RJenulis
Good Night, Sweet PrincePredictably, the Danes placed the wire on the two bridges and covered each bridge with one AT gun and one MG. The 37L malfed on its first shot and the Nimbus bike also malfed its MA on its first shot then the crew broke. In the end, all three Panzers made it across the BB5 bridge followed by hordes of infantry for the win. Pte Parts
Bread Factory #2 Serge
Seldom PracticalEnfilade 2023 (round 1) RJenulis
Seldom PracticalEnfilade 2023. We switched sides and played again. RJenulis
Bread Factory #2The Russians held the factory despite some losses. The German troops tried to attack from the North but their progression was too slow. The 9-1 turned berserk with 1 MMC on turn 3 and both finally died in CC. With no GO German units left in the South keeping at bay the Russian reinforcements, the game ended at turn 5. lechiquier94
Collect Call RJenulis
The Lawless Roads usmcwo1
Unlucky ThirteenthThe German's almost failed their PMC when one 38t bogged try to clear the wire on the North side of the Western bridge, the other became stunned trying to VBM freeze the British LMG, and the majority of infantry remained hung-up on the wire, with 2 broken HSs and a wounded 9-1. Fortunes changed dramatically, and by their turn 3, the Germans had decimated the British infantry, Controlled all but two Buildings (with the remaining ones in easy reach), and gained positions to interdict the British reinforcements. The British conceded on their next turn, faced with the daunting task of re-capturing the Buildings with 3 squad-equivalents in the Carriers against the entire 10 squad German OB. Although it is a calculated risk, I believe the British must place their LMG and best leader in the building hex directly across the Western Bridge to lay a FL down the bridge approach hex, the bridge itself, and wire hex. This will cause tremendous problems for the Germans if these units are not taken out by a PFPh killer stack. Thompsonmg(MGT)
UnhorsedThe US have a tough slog through bocage defended
by ML 8 SS troops.

Rob's Americans attacked on a broad front and were
met by stiff resistance. As Simon said, there is a lot
for the US to do but they do have time. In our playing,
Rob simply ran out of time.

We think that his broad front was a decent idea.
Unfortunately for the US, their leaders were often
out of position and the US could therefore not
rally their broken units as efficiently as they might
have.

Well worth a replay.
Indy Lagu
The Monetake MamboThe Japanese suffered a few tooo many unlucky blows, capturing the Chinese HMG early but never getting to shoot it thanks to an X result from Captured Use. A spirited BANZAI! Charge after the right flank started to fall apart nearly captured a vital multi-hex building but came up short on the move and couldn't eliminate everyone in the building. The Japanese were targeted by the Chinese sniper three times, never got to use their mortar, and were whittled down consistently. Luck was with the Chinese this day, but the scenario is short and sweet and has a respectable amount of replayability. Good for a tournament or weekday evening. Jobbo_Fett
Hot ToddyOne of the worst scenario I ever played, basically the Allied have no choice on executing the fighting retreat, trying slowing down the attacking germans, no choice on Reinforcement that can come from one place and the changing mechanism is horrible and makes no sense. On top of that the germans have overwhelming forces and this scenario got not enough playtest. I loved the idea of small scenarios on a card, but they should have done more playtest (it was not that difficult to understand that it was unbalanced) cosarara
Moment of TruthNot impossible, but hard for the Germans. The Slovak HMG would run out of targets before losing rate. It did not break down until the last turn. The one gun that did fire obliterated its target. The Germans were ADJACENT to the last gun on the last turn, but couldn't get past the HMG. RJenulis
Down by the River Gamer72
Going Against the GrainEnjoyable game. For a change, all the traps worked - except the OBA, which never landed anything more lethal than a SR. Played over two sessions, the dice gods were definitely smiling on me in the second one. Gamer72
The Hedgehog of PiepskProspects were bright for the Germans in the early turns when OBA harassing fire broke, disrupted, or eliminated many Russian squads (mostly conscripts) and wounded their 8-0 leader and the HMG killed their 9-1. In the middle turns, the Russians successfully pushed into the village (aided by an uncompromising Commissar), skillfully firing and moving past and capturing isolated German units that in retrospect were probably too far forward or failed to heed the impulse to withdraw a turn earlier. Predictably, fighting coalesced around the 2 level building, which the Russians took on their last Player Turn. In an interesting twist, a successful German prisoner revolt generated 1 HS and 2 unarmed units close enough to a vacant single hex stone building to make a try, but all fell to -1 or -2 fire in the attempt, sealing the Russian win. An oldie, but definitely a goodie. Thompsonmg(MGT)
Trial By CombatAmericans never made much progress , finally conceding in the last turn. All tanks were gone. The m26 took out the tiger but was then knocked out by a panzer iv with a rear shot. Two mark iv’s were lost to bazookas several turns later. Viking_CTO
The Streets of ShanghaiAn absolute shellacking for the Chinese, getting massacred constantly by terrible Morale Checks and steady low rolls by Rootin. A good defense, coupled with rate of fire and tenacious Japanese fighters meant that getting anywhere was a massive chore. By the time we'd gotten to turn 5, it was obvious that my bid of 4 strongpoints was impossible. I don't think its possible to get all 5 strongpoints, nor is there any balance to this heavily Japanese favored scenario. Would like to see another take on this scenario, but hard to justify playing it twice. Jobbo_Fett
Fish to Fry Bongiovanni
Long Day of Confusion mcgallons
The Cauquigny BridgeheadFirst to play and post. Danno
The Cauquigny BridgeheadGerman tanks went zipping across the bride, while all the German infantry slogged it through the mud and evaded the US MMG fire lane down the road. US 9-1 and MMG attempted to relocate and were caught in the open at 1 factor down -2 and the 9-1 was eliminated. The US Hero and 3-3-7 couldn't hold the east flank and were taken out. The US reinforcements came on and managed to take out 1 tank before the Germans successfully took all the buildings for the win. grumblejones
Brigade HillJapanese only lightly defended the center hill. Used the other hills to cover the center. Japanese eliminated the Aussie reinforcements. mtrodgers99
Curly and the Brigadier Lorenzoknight
Across the WireBritish MA's Malfunctioning was devastating. Italians took the cowards way to win by running around leaving the British to fire through the dust. Kydder
Commando SchenkeDefinitely a great classic intro scenario, but all Russian player needs to do is to retreat as many units as possible, into the formidable fortified building X4. Fabian strategy works all the time.
As German player, I should have used detection rule more aggressively, as fortified location can also be detected. In the contest of the X4 building, I need to form FG wisely and limit the movement of defenders.
Advanced Squad Commissar
One-Man Wrecking MachineStraightforward attack thru the bocage. Paras held their ground just long enough. nebel
Absolut MärkäjärviFairly easy win for the Russians. Made sure I used the guaranteed first fire mission - missed my target but still broke (and disrupted 2/3) of the Wire laying party. Turn 4 could have been my downfall with 8 squads managing only 1 pin result versus an encircled squad but Swedish return fire was also largely ineffective. Final tally 12 VP for the Russians. Pte Parts
Makin Taken hipsu
A Man Called Hog Jaw Bongiovanni
Siberia Diversion Danno
Siberia DiversionSearchlight fun. Americans nee to pass their MCs to win the game. Interesting dynamics; a lot of game turns. worksp2018
Going CommandoThe German were unable to withstand both allied pincer attacks wielding so much firepower. Dicey and average scenario. lt_steiner
Riva RidgeFirst to play and post. Danno
Riva RidgeHard fought game. My Americans advanced cautiously into position on Turns 1 and 2. My 9-1 kill stack took out pillboxes after successfully penetrating up the middle. The rest of my force cleared the western ridge. Then all the Americans turned and headed east to clear out the last German positions. It came down to the final CC as the Americans successfully took out the final German pillbox. Great night scenario that you should definitely consider playing. grumblejones
Danish PrideOur game went to the last turn, but I think it was mostly because the FB missed two sighting TC. mtrodgers99
Shklov's Labors LostThe Russian set up the bulk of their defense behind the front two VC buildings. The Germans advanced carefully using ordnance smoke to protect the advance. The Russians withdrew in good order with minor losses. The Germans shifted the bulk of the attack to the left which placed them in front of the bulk of the defenders and open ground to cross. The Russians skillfully avoided Defensive Fire leaving the Germans with few options. The few shots available with the 10-3 leader were ineffective. In addition, the Russians eliminated the German 9-2 leader in CC. With time running out, the Germans made a push for the final building. While one Stug was moving to place smoke, a Russian squad entered CC Reaction Fire and successfully wrecked the vehicle. Pressing the attack, German squads with the 10-3 leader still failed to get any appreciable result. There was one faint hope when the Russian 10-3 leader pinned and the accompanying squad broke. But that was remedied quickly with a rally under the commissar. When the Russians broke 4 more German squads and a leader, it was clear the game was over. Heloanjin
Motorcycle ProbeAs part of CASLO XXVII von Garvin
Sufferin' SudfrankreichAs part of CASLO XXVII von Garvin
In Front of the Storm mtrodgers99
The Crux of CalaisGermans won but only managed to keep one AFV by game end. Fires spread about as far as they possibly could. Viking_CTO
Grebbe EndMark Played a flawless defense. Although the ACs the Germans get are cool, they can only enter the battle space through a narrow opening, unless you want to risk a bunch of bog checks. That HMG directed by the 9-2 leader hunkered down in the stone building with a couple of MMCs was impervious to all fire. If I were to play this one again, I would avoid going up that mini-kill stack. Jwil2020
Shotgun ShuffleIlluminating Rounds Deluxe Tournament round 2. atomic
Shotgun Shuffle Dougban
Corps Value Bongiovanni
Tenacious TakikawaAn original scenario where an overwhelming Russian force with tanks have to rid multilocations building off good order Japanese MMCs. Looks easy for the Russian but ...
It began quite well for the Russian when the Japanese gun malfed and the TH/DC heroes did no damage at all. However, the Japanese infantry was tenacious and stood ground. AFV freeze was uneffective and costs one tank and only CC could eliminate the Japanese but not without killing some Russians too. Last turn, the Japanese still hold 3 multihex buildings. Two of them were taken but the last one with the best leader and a squad resisted multiple attacks from various direction, stunning an AFV just before the freeze, pinning three squads, routing another and only a lone Russian leader could make to the CC without success. A Japanese victory on the last turn. Quite fun. SK version.
lt_steiner
Monty's Gamble antro
Backs to the WallFirst to play and post. Danno
Backs to the WallFun game. Dan's Germans were very aggressive in their attack across the entire front. The Americans got in a lot of good licks with around 16 CVP inflicted on the German infantry. But the Germans ground forward and by Turn 6 had the win with 22 VP's in captured and eliminated US squads. Scenario provided a lot of great action. grumblejones
Shotgun ShuffleIlluminating Rounds Deluxe Tournament round 2.

I went for the Exit VP, and despite a number of casualties managed a fairly comfortable win. Tough one for the Japanese I feel. They need some luck, but the USMC firepower is a thing to behold and is their strength. USMC should be wary of close combats. Japanese should be wary of USMC firepower, and look to limit the USMC ability to exit the playing area (IMO).

Great to play Dave ... he is the same over the (virtual) table as he is on screen (a gentleman). (VASL Log)
comdotski
All the Blue BonnetsBritish had an easy time plowing through the Germans. RJenulis
Entre le Marteau et l'EnclumeGerman garrison was eliminated by the Russian reinforcements before the German reinforcements could get into the victory buiding. mtrodgers99
Under the Northern LightI believe some people are getting the VC wrong; the Germans can win two different ways so the Finns must prevent both ways. mtrodgers99
Fighting WithdrawalAs part of CASLO XXVII von Garvin
Under the Northern LightAs part of CASLO XXVII von Garvin
War of the Rats Vince Eagle
The Swedish Voluntary CorpsNot a fan. Russians basically have to sprint across deep snow without skis to reach the victory hex and hope enough are not shot as they cross the open ground. I thought I had no hope for most of the scenario as my troops continually ELRed and by the time a conscript rallied they had no chance to have any further effect on the battle. Extreme winter claimed my MMG early, but once I was in the woods the Swedes had few escape routes and many were eliminated for failure to rout.
In the end the Swedes had to win one of three CC with their best odds only 1:1. They had no luck (neither did the Russians except for a single CR result) so Russians won.
Pte Parts
Stand at Sterlin's Castle GOUREAU
Grebbe EndThe entrenched Dutch HMG/9-2 in G5 Stunned one PSW231 and held back the German attack in the center while the Dutch fought a successful delaying action on both flanks at the cost of few Green squads and HS. Mid-game, the HMG/9-2 advanced to the stone building in F4, survived several 12+ FGs, and Recalled the Stunned PSW231. By the last turn, the German infantry faced the unenviable task of crossing several OG hexes to reach the victory buildings: hot dice and the -2 DRMs sealed their fate as well as that of the remaining PSW231, falling to a PB LMG shot. Tough one for the Germans if they are unable to VBM freeze the HMG or otherwise fix its covered arc, and Dutch LMGs can very effectively block approaches unless eliminated. (VASL Log) Thompsonmg(MGT)
Audacity!The French took a beating from the simple German mortar which kept rate and gained CHs. A few other good shots kept the French onboard forces at bay. However, the majority of the French attackers moved over the hill primarily out of LOS, including the French AFVs. This path was slow going with the mud, but with heavy FP approaching, the Germans withdrew into the buildings covering open ground that needed to be crossed. The French AFVs stayed out of sight in order to avoid the potential loss of CVPs. On the final turn, the French were able to break one of the key defenders. On movement, a French squad made a move towards an empty building which required crossing multiple open ground hexes in front of a 9-2 leader. It took 5 shots from multiple directions to finally break the attacker. This, unfortunately, weakened the defensive perimeter leading to the newly broken defender. A French squad crossed through a Fire Lane causing the MG to malf and then successfully passed through PBF putting themselves in position to take control of the final building hex needed for a victory. Heloanjin
Armor at Kumch'on Bongiovanni
Death on the Eismeer Strasse Lorenzoknight
The Dinant BridgeheadFirst 100mm French OBA landed on target & KIA'd German 10-3 Leader along with the Ferry & three squads. French managed to quickly clear units setup across the river then took positions along the banks to conduct a "turkey shoot" at the rafts in the water. Germans accepted the bloody repulse at end of Turn 4. Kydder
Shotgun ShuffleIlluminating Rounds Deluxe Tournament dmareske
Round Two Lorenzoknight
Lost Opportunities igycrctl
Hornet's NestThis one turned out closer that I expected, probably because it's hard for the Germans to avoid sustaining CVPs. My opponent set up his defence well back (with a screen of annoyingly-placed units in front) and positioned the Hornets carefully when they appeared, but I still succeeded in knocking out four of them with charging T34/85s. I also managed to get three of my AFVs off and captured buildings worth 9VPs, but my infantry was too slow and none of them managed to exit. So despite having the balance, I fell about 10 VPs short of the total needed.
This is a big scenario with lots to think about for the attacker, and I made several mistakes that could have made a difference. It might also have helped if the radio for my OBA hadn't broken down on its first DR and never recovered!
Andy_Bagley
Audacity!I was French (Polish) attacker vs German Defender. Mud was a major factor in movement and affected HE attacks as well. The French were able clear off the defending Germans from the overlooking hill in turn 1 and this cleared the way for movement on the road to the building hex objectives. German mortar MALFed early. The French infantry took the high ground and were able to fire and break Germans from high vantage point. The German AT gun took out the lead tank, and the 2nd tank promptly hid for the rest of the game so as to not give away the CVPs. The AT gun could do little against the infantry on the high ground due to mud effects. Battle went back and forth with German holding on until start of turn six. German player had only his AT gun and two functioning squads (one locked in Melee). 5 squads were broken and he could not rally any during his attempts. German conceded at that point. French were in good shape to acquire 10+ building hexes. Robert7721
Released from the EastThe Germans set up to defend the western building and central buildings heavily with a token force to delay the Russians on the eastern building if they chose to pursue it. Unable to resist the potentially easy control of the D3 building, the Russians split their forces for the Turn 3 entry to take D3 from the east while the other forces attempted to wrest control of the other buildings. The plan started out soundly, but the main Russian force could not crack the Germans in the stone buildings despite multiple high FP attempts, and the MMG malfunctioned on first use, breaking on the next turn. The LMG did the same on the second turn, leaving the main Russian force lacking SW. The German force in the east stalled and then locked the Russians in melee until the end of the scenario. It was a rough go for the Russians. Turuk
Another Summer's Day antro
Sabres Crossed Bongiovanni
21 Cans of Beer Bongiovanni
No Post Here!Fast playing game. The machine guns are key to the defenders. Dan's Japanese Banzai Charged me twice and KIA'd two of my four Russian 4-4-7's. So remember that, the Banzai charge was devastating in this game. Despite my losses, my Russians were able to clear the huts of all but one squad. That squad was then broken in Defensive Fire of Turn 5 for the Russian win. grumblejones
No Post Here!First to play and post. Danno
Plum Pudding Hill Bongiovanni

Latest News

March Madness 2023: 10th Mountain Division pack - now available for download
Thanks to the guys over in Kansas, and Encircled productions, the archive is now hosting the 2023 10th Mountain Division pack.

Price is $15 and the pack features 9 scenarios and a 4 scenario campaign which can be played as individual scenarios or as the connected mini-campaign.

Balance reporting
You can now add balance to reported games and view a balance report for scenarios. The balance range comes from assistance of Indy and is an implementation of the Wald Interval algorithm.
Quickly see the games you've played
On each scenario page where you've played a scenario, there's now a small "show" button that will list all of the games you've played that scenario - this one will stop me having to find my name in the "view all" section of the games played list!
Scenario cards
Just to be clear - any scenario cards that are uploaded to the user file sections of scenario pages must not contain copyrighted material (graphics, artwork, etc). I'll try to get in touch with the designers/uploaders to notify them but when these files are found I have to remove them.
A quick reply
If you wrote this message to me I couldn't reply as I didn't have a reply address: "May be you can help me. We play LN3-8 scenario. Japan has 6 pillboxes worth 1 vp each and 3 caves worth 2 vp each in the OB as start. US must earn 10 vp by controlling or destroying them to win. Can the Japanese use: G11.91 OB: The number of caves available to the Japanese is listed in their OB. However, each cave set up as an Upper-Cliff cave (11.113) subtracts three from the number of caves available for setup. Cave Complexes (11.2) are not listed in the Japanese OB. The number of Cave Complexes available to the Japanese side is not reduced by the setup of any Upper-Cliff cave(s). This eliminates many vp for the US hence limiting his chances to win. I don't think the scenario was built that way. Right or wrong? Thanks". My interpretation (without any specifying SSR saying otherwise) is that it's possible to swap and yes, probably an oversight by the playtesters/designer. It's probably worthy of a house-rule prior to selecting sides.

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In Front of the Stormmtrodgers99 Added a playing3 days ago
Scorpions in a BottleRich Weiley Added a playing3 days ago
GeneralIndy Lagu updated collection3 days ago
From Villebaudon to ValhallaJobbo_Fett Modified the unit counts3 days ago
From Villebaudon to ValhallaJobbo_Fett Modified the Attacker's AFVs3 days ago
Seldom PracticalRJenulis Added a playing3 days ago
GeneralRJenulis updated collection3 days ago
Commando SchenkeAdvanced Squad Commissar Added a playing4 days ago
Kempf at MelikhovoAdvanced Squad Commissar Added a playing4 days ago
Pavlov's HouseAdvanced Squad Commissar Added a playing4 days ago
Pavlov's HouseAdvanced Squad Commissar Rated the scenario4 days ago
Pavlov's HouseAdvanced Squad Commissar Added a playing4 days ago
War of the RatsVince Eagle Added a playing4 days ago
Retaking ViervilleVince Eagle Added a playing4 days ago
Bread Factory #2lechiquier94 Added a playing4 days ago
First Clash in Tunisialechiquier94 Added a playing4 days ago
Bread Factory #2Serge Added a playing4 days ago
The BendHutch Modified the overview4 days ago
Forest GummHutch Modified the overview4 days ago
Forest GummHutch Modified the overview4 days ago
Hickory Lickin'Hutch Modified the overview4 days ago
Hickory Lickin'Hutch Modified the overview4 days ago
Pössl’s PosseHutch Modified the overview4 days ago
Never On TimeHutch Modified the overview4 days ago
Never On TimeHutch Modified the overview4 days ago
The Beasts Have ArrivedHutch Modified the overview4 days ago
The Beasts Have ArrivedHutch Modified the overview4 days ago
Dingoes At Damourhoxson1 Linked the scenario to ROAR4 days ago
Nameless HillHutch Modified the overview4 days ago
All The King's EnemiesHutch Modified the overview5 days ago
Aussie AlamoHutch Modified the overview5 days ago
Aussie AlamoHutch Modified the misc. rules5 days ago
The ChocosHutch Modified the overview5 days ago
UnhorsedIndy Lagu Added a playing5 days ago
Sparrow ForceHutch Modified the overview5 days ago
Sparrow ForceHutch Modified the misc. rules5 days ago
Dingoes At DamourHutch Modified the overview5 days ago
Unlucky ThirteenthThompsonmg(MGT) Added a playing5 days ago
The Hedgehog of PiepskThompsonmg(MGT) Added a playing5 days ago
The GovernorHutch Modified the overview5 days ago
The GovernorHutch Modified the misc. rules5 days ago
ANZAC BoysHutch Modified the overview5 days ago
ANZAC BoysHutch Modified the misc. rules5 days ago
Carrier HillHutch Modified the overview5 days ago
Carrier HillHutch Modified the misc. rules5 days ago
Guards AttackAdam Lunney Uploaded a VASL file5 days ago
The Lawless Roadsusmcwo1 Added a playing5 days ago
Sparrow Force (SP) CGHutch Modified the overview5 days ago
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Sparrow Force (SP) CGHutch Modified the overview5 days ago

Popular Publications

PublicationScenariosRating
March Madness 2022 Grumble Jones Pack 88.20
March Madness 2017 Hollis Partisans Pack 108.05
March Madness 2009 Partisan Pack 88.00
March Madness 2018 Players Pack 107.86
March Madness 2013 Commissar Pack 87.85
Grumble Jones 1357.60
Time on Target # 3 147.53
ASL Starter Kit Expansion Pack #2 87.50
The Green Hell of Inor 197.45
March Madness 2019 Close Combat Pack 87.43
ASL Starter Kit Bonus Pack #2 87.39
March Madness 2020 Full Rulebook ASL Pack 87.31
ASL Starter Kit Expansion Pack #1 2nd Edition 127.26
Friendly Fire Pack 12 87.18
ASL Starter Kit #4 87.18
Schwerpunkt #14 127.15
Deluxe Advanced Squad Leader 387.15
Fistful of Scenarios 67.14
ASL 9 - Gung Ho! 87.11
From The Cellar Pack #4 207.10
ASL Action Pack #14 Oktoberfest XXXIV 127.09
ASL Action Pack #17 Oktoberfest XXXV 167.09
Schwerpunkt # 9 127.08
Friendly Fire Pack 1 87.07
Battle of the Hedgerows - The Storm Broke 67.07
Operations Special Issue #3 77.06
Dezign Pak 9 107.05
From The Cellar Pack #8 167.05
Friendly Fire Pack 2 87.03
Best of Friends 127.03
HASL 1 - Red Barricades 107.02
Friendly Fire Pack 9 87.01
Leibstandarte Pack 5 - Scorched Earth 87.00
From The Cellar Pack #3 106.98
ASL Journal #12 146.97
Kreta - Operation Merkur 186.95
Best of Friends 2 126.94
Quick 6 Scenario Pack IV 66.94
Beyond the Beachhead 86.93
Friendly Fire Pack 4 106.93
Battles of Carpiquet 136.92
ASL Action Pack #10 86.92
ASL 1 - Beyond Valor (3rd Edition) 246.91
Friendly Fire Pack 11 86.91
Critical Hit # 2 156.90
Fanatic Pack 2 126.90
Grossdeutschland Pack 1 - The Early Years 86.90
Friendly Fire Pack 3 86.90
AH:ASL Annual `93a 116.89
Hero PAX 4: Mediterranean Theater of Operations 126.89
Into The Rubble 86.89
Generic Playtesting Log 376.89
Paddington Bears '96 Pack 106.88
ASL Journal #11 286.88
Schwerpunkt # 4 126.87
ASL Journal #10 196.87
China-Burma-India: The Lost Theater Part 1 156.87
HASL 11 - Sword & Fire: Manila 306.87
ASL Action Pack # 6 A Decade of War 106.85
Friendly Fire Pack 6 86.85
ASL 12 - Armies of Oblivion (2nd Edition) 326.84
Aussie Tournament Pack 76.83
Turning the Tide 206.83
Race For The Meuse 66.83
HazMo Scenario Pack 2: The Un-Civil Wars 106.81
From The Cellar Pack#11 106.81
BFP 2: Operation Cobra 126.80
Dezign Pak 6 126.80
HASL 9 - Hatten in Flames 106.80
Death to Fascism 86.80
HASL 2 - Kampfgruppe Peiper I 66.79
Classic ASL 166.79
AH:ASL Annual `95 Winter 246.78
Ost Front Pack 66.77
ASL Action Pack #16 From The Land Down Under 156.77
ASL 3a - Yanks (2nd Edition) 416.76
AH:ASL Annual `93b 126.75
AH:ASL Annual `96 146.74
Schwerpunkt # 8 126.74
Schwerpunkt #13 126.74
ASL Action Pack #13 Oktoberfest XXXII 116.74
ASL Action Pack # 3 Few Returned 126.73
ASL Action Pack # 4 Normandy 1944 126.73
ASL 13 - Rising Sun 336.73
ASL Starter Kit #3 86.72
HSASL 2 - Operation Veritable 176.71
AH:ASL Annual `90 166.70
ASL Journal # 8 166.70
Schwerpunkt #23 126.70
Quick 6 Scenario Pack 66.70
Quick 6 Scenario Pack III 66.70
HASL 4 - Pegasus Bridge 86.69
AH:ASL Annual `97 166.69
ASL Journal # 3 336.69
BFP 3: Blood and Jungle 476.69
HASL 7 - Valor of the Guards 216.68
Schwerpunkt #22 126.68
ASL 10 - Croix de Guerre 86.67
Aussie '98 Pack 106.67
Schwerpunkt #10 126.66
BFP 4: Crucible of Steel 326.66
ASL Action Pack #15 Swedish Volunteers 166.66
ASL Journal # 5 136.65
Critical Hit # 6.4 246.65
ASL Open `96 Scenario Pack 106.65
Franc-Tireur#10 116.65
HASL 12 - Drop Zone: Sainte-Mère-Église 146.65
ASL Journal # 1 176.64
ASL Starter Kit #1 66.64
Dezign Pak 5 186.64
Friendly Fire Pack 10 86.64
ASL Journal # 4 136.63
Kampfgruppe Scherer: The Shield of Cholm 176.63
Rally Point #11 106.63
Recon by Fire! #4 146.62
Operations Special Issue #1 66.62
From The Cellar Pack #5 146.62
Friendly Fire Pack 7 86.62
From The Cellar Pack #9 176.61
Not One Step Back 86.61
Schwerpunkt #11 126.60
DASL 1 - Streets of Fire 106.59
Blood & Iron 106.59
Melee Pack II 66.59
From The Cellar Pack #2 106.59
Schwerpunkt #20 126.59
Rally Point #15 106.59
HazMo Scenario Pack 1: A World at War 106.59
Rally Point # 2 106.58
ASL Journal # 2 246.57
ASL Action Pack # 5 East Front 126.57
ASL Journal #13 336.57
ASL Action Pack # 1 86.56
ASL Action Pack # 2 86.56
ASL Starter Kit #2 86.56
BFP 5: Poland in Flames 456.56
ASL 3 - Yanks 86.55
ASL 12 - Armies of Oblivion 116.55
Rally Point # 1 106.54
Rally Point # 3 106.54
Schwerpunkt # 5: Medal of Honor 126.53
Schwerpunkt # 7 126.53
Elite Canadians 96.53
Critical Hit # 3.1 126.52
Gembloux: The Feint 96.52
Leibstandarte Pack 1 - Blitzkrieg! 86.52
Beyond the Beachhead 2 166.51
Coastal Fortress 536.51
ASL 10a - Croix de Guerre 426.51
ASL 5a - For King and Country 206.50
Schwerpunkt #12 126.50
Franc-Tireur#11 226.50
ASL Starter Kit Expansion Pack #1 1st Edition 86.50
Dos Equis Scenarios Especial 106.50
Nor'easter XX 136.50
Schwerpunkt # 6: Victoria's Cross 126.49
ASL 5 - West of Alamein 86.48
AH:ASL Annual `92 156.48
Waffen-SS II: The Fuhrer's Fireman 86.48
Leibstandarte Pack 2 - Barbarossa 86.48
Rally Point #14 106.48
Winter Offensive Bonus Pack 2018 66.47
Onslaught to Orsha 256.46
Tactiques # 7 86.46
ASL Action Pack # 8 Roads Through Rome 106.46
Quick 6 Scenario Pack II 66.46
Quick 6 Scenario Pack V 66.46
Schwerpunkt #17 126.45
Friendly Fire Pack 8 86.45
ASL 7 - Hollow Legions (2nd Edition) 86.44
Schwerpunkt #16 126.44
ASL Journal # 9 256.44
HASL 8 - Festung Budapest 206.44
Dezign Pak 1 106.43
BFP: Operation Neptune 106.43
ASL Journal # 7 126.42
Friendly Fire Pack 5 106.42
ASL Action Pack # 9 To the Bridge! 106.42
Blitzkrieg in the West - Central Campaign 66.41
Blitzkrieg Pack 186.40
Out of the Attic #2 166.40
Internet 1596.39
Buckeyes! 106.38
Recon by Fire! #3 206.38
ASL Journal # 6 156.37
HSASL 1 - Operation Watchtower 176.36
Witches Cauldron: Oosterbeek Perimeter 166.36
Provence Pack (MMP Download) 106.35
ASL 7a - Hollow Legions (3rd Edition) 546.35
AH:ASL Annual `91 166.34
Critical Hit # 4 106.34
AH:ASL Annual `89 156.33
Tactiques # 1 106.33
Onslaught To Orsha 2 326.33
Tactiques # 6 86.31
Swedish Volunteers 146.31
Corregidor: The Rock 216.31
Tactiques # 9 106.30
Rivers to the Reich 156.30
Critical Hit # 3 186.28
Franc-Tireur#12 126.28
Out of the Bunker 146.28
From The Cellar Pack #6 106.28
HASL 10b - Red October 116.28
G.I.'s Dozen 136.27
High Ground 2 166.27
Franc-Tireur#13 176.27
ASL Action Pack #12 Oktoberfest XXX 106.27
Rally Point #13 106.27
Hero PAX 1: Hurtgen Hell to Bulge Nightmare 86.26
ASL Action Pack # 7 106.26
Into The Rubble 2 126.26
ASL 11 - Doomed Battalions (3rd Edition) 246.25
Rally Point #18 106.25
Berlin: Red Vengeance 116.24
HASL 10a - Red Factories 186.24
Tactiques # 4 86.23
ASL Action Pack #11 29 Let's Go! 106.23
Tactiques # 2 106.22
Armoured Aussie Pack 76.22
Dezign Pak 7 126.22
Nor'easter Scenario Pack II 156.22
High Ground! 86.21
Franc-Tireur #7 116.21
ASL 2 - Paratrooper (2nd Edition) 86.20
ASL 14 - Hakkaa Päälle! 176.20
Out of the Attic 166.19
Tropic Thunder! 126.19
Schwerpunkt #15 126.19
Schwerpunkt #21 126.19
Rally Point #16 106.18
ASL 4 - Partisan! 86.17
The Canadians In Italy 1: The Red Patch Devils in Sunny Sicily 86.17
From The Cellar Pack #7 106.16
Franc-Tireur #8 106.15
Dezign Pak 4 156.15
March Madness `97 Pack 126.14
ASL 11 - Doomed Battalions (2nd Edition) 86.13
Schwerpunkt #19 126.12
Dezign Pak 2 126.11
ASL 15 - Forgotten War 166.11
Schwerpunkt # 3 126.10
Schwerpunkt #18 126.09
Rally Point # 8 106.09
Recon by Fire! #1 86.08
Rally Point # 6 106.08
Schwerpunkt # 2 126.07
Backblast # 2 86.06
Internet: MMP 66.06
Franc-Tireur#14 326.06
Leibstandarte Pack 4 - Turning of the Tide! 86.05
The Canadians In Italy 2: The Spaghetti League 126.03
Rally Point # 9 106.02
ASL 6 - The Last Hurrah (2nd Edition) 86.01
Hero PAX 3: Jungle Heroes 106.00
Objective: Schmidt 176.00
ASL 8 - Code of Bushido 85.98
Dezign Pak 8 105.98
SASL 1 - Solitaire ASL (2nd Edition) 215.97
Winpak #2 65.96
Schwerpunkt # 1 125.95
HASL 3 - Kampfgruppe Peiper II 85.94
Paddington Bears '97 Pack 85.93
Waffen-SS I: No Quarter No Glory! 65.92
The Canadians In Italy 3: D-Day Dodgers 105.91
Deluxe Pack #1 125.89
HASL 6 - A Bridge Too Far 125.87
Hero PAX 2: Eastern Front Hero Fest 85.83
Dezign Pak 3 155.83
Blitzkrieg in the West - Northern Campaign 65.82
ASLOK 2005 - 20th Anniversary Scenario Pack 105.81
HASL 5 - Blood Reef: Tarawa 105.80
Wacht Am Rhein 165.71
Southern Cross Scenario Pack `96 65.68
ASL For Fun-LCP 325.68
Time on Target # 2 215.67
DASL 2 - Hedgerow Hell 85.65
Melee Pack I 65.65
All American I: Kellam's Bridge 105.52
Leibstandarte Pack 3 - Clash at Kharkov! 85.48
Shingle's List 85.46
Panzer Aces 65.45
Hell's Highway 65.37
Firefights! 65.23
The Long March 175.11
Soldiers of the Negus 84.93

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Newest players - welcome!

UsernamePlayerRegistered
kevinkinkevin kin2023-05-31 13:08:51
Advanced Squad CommissarYuqi Xiong2023-05-27 15:10:09
Vince EagleVincent Laigle2023-05-27 10:26:38

On this day...

ScenarioLocationDate
CH131 Blood BrothersBurnes, France1940
CH131 Blood BrothersBurnes, France1940
J183 A Real Barn BurnerBois-Du-Seuil Farm near Amagne, France 1940
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