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ScenarioCommentUser
The Dead of Winter johnnebauer
Hammer to the Teeth mcgallons
Supply DetailA very interesting scenario. The German renforcements have really a tough time trying to cross the stream (only 2 MMC and 1 AFV reached the other side). LOS of the French guns are particularly tricky. Each side tried to cleared or activated the DC on the bridge but it was hopeless. In the end, the Germans won by the littlest margin (and with some luck in the CC results..). lechiquier94
Insufficient ResolveA very good scenario where the Germans with heavy firepower have to quickly reach the objectives despite resolved Russian defenders. The German attacked mainly through the Southern flank and quickly found hidden Russian defenders that were easily overwhelmed. One ATR managed to shock a Panzer whereas the AT gun failed to destroy anything. Nevertheless, German progression was slow through the grain and the Russian BT threatened the advance of the Panzers. The German infantry reached the outskirts of the village but faced determined defenders. Out of time, the German rushed to the center of the village conquering a few buildings but failed to control enough of them or even destroy the KV. lt_steiner
Last Hope at New FlowerA very hard night for the Ethiopians as they conceded by the end of Turn 4, having lost half their forces dead or broken, thanks to consistently low dice versus troops moving across the road or in Close Combat. Despite having an edge in firepower in the few CCs we had, the Italians were benefitted by the Hand to Hand modifiers, with a 347 squad killing three Ethiopian squads, leaving us both stunned. Rootin did their best to push aggressively, something that is required by the distances the Attacker needs to cover to get to the objective, but the Armored Cars had something to say about it. Ultimately, I would say that the scenario and boards should be changed, and the Ethiopians being given an ELR of at least 3 to reflect the fact that they were motivated to stop the Italian invaders. Jobbo_Fett
The Last Loud RoarA very hard night for the Ethiopians as they conceded by the end of Turn 4, having lost half their forces dead or broken, thanks to consistently low dice versus troops moving across the road or in Close Combat. Despite having an edge in firepower in the few CCs we had, the Italians were benefitted by the Hand to Hand modifiers, with a 347 squad killing three Ethiopian squads, leaving us both stunned. Rootin did their best to push aggressively, something that is required by the distances the Attacker needs to cover to get to the objective, but the Armored Cars had something to say about it. Ultimately, I would say that the scenario and boards should be changed, and the Ethiopians being given an ELR of at least 3 to reflect the fact that they were motivated to stop the Italian invaders. Jobbo_Fett
Last Hope at New FlowerA very hard night for the Ethiopians as they conceded by the end of Turn 4, having lost half their forces dead or broken, thanks to consistently low dice versus troops moving across the road or in Close Combat. Despite having an edge in firepower in the few CCs we had, the Italians were benefitted by the Hand to Hand modifiers, with a 347 squad killing three Ethiopian squads, leaving us both stunned. Rootin did their best to push aggressively, something that is required by the distances the Attacker needs to cover to get to the objective, but the Armored Cars had something to say about it. Ultimately, I would say that the scenario and boards should be changed, and the Ethiopians being given an ELR of at least 3 to reflect the fact that they were motivated to stop the Italian invaders. Jobbo_Fett
Jungle CitadelAn exciting and hard fought game that went down to the wire. In the end, the sheer weight of the Chinese attacking force carried the day. More detailed report (in three parts!) can be found on Game Squad starting on the following links.

http://www.gamesquad.com/forums/index.php?threads/jungle-citadel-part-one.173944/

http://www.gamesquad.com/forums/index.php?threads/jungle-citadel-part-two.173960/

http://www.gamesquad.com/forums/index.php?threads/jungle-citadel-part-3.173961/
Dougban
The Playing Field Bongiovanni
Stone Age Caves Bongiovanni
Stone Age Caves Bongiovanni
Last Defense LineUsed French balance. Germans managed to completely avoid one of the Guns and quickly silenced the one in their path. VC dr was 3, for Control of buildings. Had 2 by Turn 6 and clear path to victory with only 2 French HS left to stop the aggressors. Kydder
Seaside Retreat Rich Weiley
Bunker BashWe gave this one a play really as a practice for me as the Germans assaulting a Fortified position, ROAR has this strongly pro Polish and it did feel a tough ask. The Poles have plenty of MGs (in pillboxes) with which to set up criss crossing FLs and the ART pieces are effective against the infantry, even having the potential for Canister. The Bunker Busting half tracks can be useful but with a B11 are also fragile and I broke 2 of the Guns in the first 3 shots! The Radio also went kaput early and then Xd out but given this was a “friendly” my opponent allowed this to be reinstated only for the manning SMC to be immediately taken out by the Sniper. Such is ASL and it clearly wasn’t going to be my day so we called it in T4, a couple of PBs had been taken but there clearly wasn’t the time to achieve the full VC Simonstan
Gavin Take igycrctl
88s at ZonAmericans cautiously advanced on the first two turns to find some weak spot in German defence. After breaking some German squads, paratroopers got on the hill and run all the way to the exit area, suffering some casualties from the guns. (VASL Log) MoriQuessir
CharnwoodFun little scenario. The German Stug took out one of the Shermans, crew survived and killed the Stug in CC. The Canadians advanced slowly through the buildings, but they were able to win most of the CCs and the OBA rained down on the final victory building. Another Sherman scored a critical hit on another victory location, killing the squad inside. All that was left was for the Canadians to move up and take the buildings. dmareske
Charnwood Danno
The Time of Humiliations Danno
The Time of HumiliationsTurns 1 - 3 were a good fire and maneuver part of the game as the French tried to hold the rail line. The Japanese took some heavy losses, but then rallied with their tanks and pushed into the village. The French reinforcements were stopped cold by the Japanese tanks that were waiting for them. By turn 6 it had been a bloody fight, but the Japanese easily won taking control of the village and then leisurely exiting having decimated the French. grumblejones
The Old TownGerman bombardment was moderately effective, killing two of my squads but not touching my HIP units and leaving most of my strongpoints intact. Where it was incredibly effective was rubbling a lot of building hexes, and, thanks to my four boxcars rolled, flames were everywhere! Soon, several buildings were engulfed in flame, including several hexes of the D4 rowhouse which came into play as the Germans tried to assault the C6 VC building. I thought I made a tactical mistake by trying to defend both VC buildings, and the Germans made decent initial progress. But a few die-hard partisans held onto the G3 building which threw off the time-table some. After the G3 building fell, the Germans turned their attention to the C6 building but were not going to be able to clear it in time and so shifted to the CVP VC. If every CC went the German way in the top of Turn 7, they could have nabbed the 22 CVP needed, but the combination of the stealthy Partisans and lax Germans prevented that outcome and provided the Partisans with a hard-fought win. Played at August CAASL meeting. sherersc
Turned AwaySolo. German win. TomAbromaitis
A Stiff FightSolo. Gurkha win. TomAbromaitis
One Down, Two to Go Bongiovanni
Blood and Guts Bongiovanni
Fire on the Volga Bongiovanni
Ghosts in the Rubble Bongiovanni
The Commissar's House Bongiovanni
The 138 of the 138th Bongiovanni
Sandbanks of the Volga Bongiovanni
Anchoring the Line Bongiovanni
Blood on the Tracks Bongiovanni
Second Step Bongiovanni
Defenders of Stalingrad Bongiovanni
The Martinofen Bongiovanni
The Streets of StalingradAlways a tough fight that came down to the end. The Germans lost the west side of the map early thanks to the Russian commitment of all their armor. This allowed the Germans to get into the Tractor Works but with heavy losses, eventually securing the building by Turn five. The 10-3 German Leader kept ROF with the HMG on level two of one of the south set up buildings, causing Russians to head to the sewers, half of them getting lost or failing to emerge. In the end the Russians had to fight hard for a draw, coming up a few squads short. dmareske
A Counter Offensive Denied igycrctl
42nd Street Danno
42nd StreetFun, fast paced, exciting scenario. Dan's Berserk Australians suffered some hard losses on Turns 1 and 2, but by Turn 4 had eliminated my southern flank and were driving to root out my northern force. But by Turn 5, the Germans were concealed and dug in to the north and the Australians only had a single squad and 9-1 left to make the effort. They were pinned before they could zerk out and that was game and a German win. grumblejones
Setting the StageI thought Mike would defend the board 44 buildings heavily, so decided to risk a 'right hook' going for the exit VCs, and selected the PzkwIII and PzkwIV option to maximise VPs for this purpose. This failed spectacularly, partly because Mike had placed plenty of defenders on board 33, and partly because one of them - the 45LL AT Gun, repeated got RoF and low TK numbers, decimating my AFVs. Even then it wasn't quite over, as I was able to put my reinforcements and a few extra troops into a late attempt to capture the board 33 buildings. This came close, and might have worked if my FT or a late CC attack had shifted his last units from 44AA10. But they didn't, so the Russians held on for the win. Andy_Bagley
Retaking ViervilleI've played this scenario a few times solo in the early days of learning the SK infantry rules. Still a classic training scenario, IMO. However, this was my first time playing this scenario vs. a live opponent. It was also my first play on VASL. Bob was acting as my VASL mentor; hence the emphasis was mostly on the VASL mechanics, with game tactics taking a back seat.

As the records on this site and ROAR both demonstrate, this scenario is tilted in the American's favor. Not only are the Germans on the short end of the fire power spectrum, but the VC conditions also favor the Americans who only have to make sure that four VC buildings have no GO German units by game's end. This can be achieved by simply ending the game in Melee in any of the contested hexes.

The key to the German player's chances of winning is for him to use 2 or 3 of his arriving first turn squads to contest the route the American reinforcements have to take to get into the disputed village. This can be accomplished by occupying one or more of several buildings on turn one, including: P1, Q8, R7, U3, or U6. At the very least, P1 and R7 should be occupied to set up an interlocking field of fire across open ground the American reinforcements will be forced to navigate while the rest of the German forces attempt to overwhelm the 3.5 SE defending the village.

As it turned out, Bob opted to send everything directly into the village which gave the American reinforcements a nearly unobstructed path into the town; a decision he admitted as a mistake as early as turn two. Still, the battle for the village went back and forth and came down to a last turn CC.

Despite being stripped down to only squads and leaders, with simple terrain, in a small area, this is still a fast playing and fun playing classic.

Jwil2020
Sparrow ForceOn the face of it the Japanese forces look weak against the well lead Australians but they can spring some surprises, are defending, and the reinforcing forces, in our playing, was able to re take some of the captured huts. The Australians were aggressive and had too many squads break as they pushed for the VC buildings, all of which ultimately were eliminated for FTR. It’s an enjoyable scenario playable in a single session Simonstan
One Last Mighty Hew ChuckD
New and Untested mcgallons
Mountain HuntersI had a very difficult time coming up with a defensive setup I was happy with. Considering my opponent felt behind the eight ball as the attacker perhaps that's the sign of a good scenario, though neither of us liked it. Things started out very poorly for him when both StuGs immobilized on Turn 1, one to an ESB attempt, and one to an ATR shot. He did take building M15 with little trouble. But I had some terrible luck of my own when my 10-0 commissar broke, as well as one of my two INF gun crews which had both setup in the next VC building. He had played this scenario before, losing badly as the attacker, but did have the edge in realizing just how important the Romanian mortar and gun on the Level 2 hill would be. The only weapon I had to try and stand up to them was my long-range AA gun, and he was under constant fire from both. They effectively prevented me from putting up much hill resistance of my own. I was hoping to hold out in building K15 for at least a couple more turns, but more bad luck for me saw the building fall at the end of Turn 2. I had flamed one of his immobile StuGs in CC, but my ATR squad which did the damage broke under withering fire, never to return. Turn 3 saw my lone survivor from building K15 (a crew which had self-rallied) wreak immense devestation on the Romanians, FPFing to his heart's content, and leaving two squads worth of enemies in coffins, and another squad's worth which should have been eliminated for FTR (which we misplayed). He finally succumbed during my half of the turn to a KIA. But this was a very important delay to the Romanian assault and, when they basically just consolidated themselves in the gully gaining a bunch of concealment on Turn 5, it left them only two turns to complete the task of taking the village. When their 9-2 was brained by a sniper, taking almost a whole stack down with him (including the FT HS), he conceded at the end of Turn 5. buser333
By Ourselves Serge
Indeed!Made a major miscalculation by misunderstanding my objective and therefore set up too far west and became too engaged with the main German force advancing on the north side of the set-up area.
During this engagement I lost a pinned British squad and my 9-2 in CC with a German half-squad.
frogg770@msn.com
Enter the Young TomAbromaitis
A Long Way To GoGermans exited 10 pts. US elimated 11 pts. CC in turn 6. Great game BobMcKenna1966
A Long Way To Go BobMcKenna1966
Mountain HuntersI wanted to try my defensive setup once again, adjusting gun placement. This time only one gun and one MMG were broken during the 1st Turn, but the rest of the shooting was quite lucky, so there were too much fire left for Romanians to bear. MoriQuessir
Light 'em UpA very close game, made even more exciting by the fire that gradually spread through the Tobacco Factory, threatening to force out the Japanese even if the Americans couldn't! I went for the direct attack from the North, supported by a few squads fording the Esturos on the East side, and made steady progress although took heavy losses. In the end the fire left one factory location blaze-free, and despite capturing all the other warehouse and factory locations I wasn't able to reach this last one for victory. Andy_Bagley
The Grand CanalEven with the increased VC for the Japs, I think this is still weighted in their favour. The Japanese are not even required to reach the bridge for Victory. Lots of 3s rolled which helped to keep the Jap sniper active. Chinese almost annihilated by turn 8 and conceded. 28 VP not including bridge which was bound to fall. Pte Parts
Tavronitis BridgeOne of the best scenarios I've played. Great fun with the glider landing (Germans lost two due to Allied defensive fire) and an interesting defensive scenario for the New Zealanders that gives the Germans several difficult approaches to attack and overrun. Being only 6 turns in length it's ideal for an afternoon's play. I found it superbly balanced as well, even though the ANZAC forces are only 50% of the Germans in strength. Our game all came down to the final CC on the last German turn where my last remaining Good Order squad was held in Melee. An absolute blast from start to finish. Stumpy82
Sealing Their Fate Rich Weiley
Going to New York!A light American defense in the north east composed of 9-1 leader, squad and MMG made that the best approach. The western woods were too heavily defended. Used two Italian squads as a distraction from the west but stormed en masse in the north east. Lost 4 squads but managed to bypass the American who also malfed the MMG. Pressed on quickly and the Americans couldn´t retreat fat enough to actually defend the victory location which meant a sudden death win by turn 2. Probably a more tense scenario if the Americans would have had a more spread out and deep defense. DrDryg
Over Open SightsSecond re-learning ASL game. (VASL Log) MoriQuessir
Contested SettlementPolish pushed row by row and assaulted the first multi-hex building in force at Turn 6. Slovakians stood fast and kept all the buildings. MoriQuessir
Stalingrad-1 Depot Danno
Stalingrad-1 DepotTurn 1 was tough on the Germans as they moved to the building and took some losses. By Turn 3 , the Russians were pretty well surrounded, smoked and going down to significant German firepower. As the Russians, I was hit with +4 morale checks repeatedly despite have +4 fortified building TEM. That says a bit about the scenario in my opinion. If you're the Russian player...say your prayers and see how long you last before you concede. 7 Turns is too long for such a small battle space and gives the Germans more than ample time to move safely into position and just drop kick the Russkies into loser land. grumblejones
A Sisyphean TaskI setup concentrating on the 2 hill buildings and limiting defenses in the other 2 including all my conscripts in the furthest building closest to the board edge.
It was a good fight with Dave massing his forces on one hill building and the middle building. My forces were pushed out of the hill with enough time for Dave to get some units down to assist his other troops and i lost the last 2 buildings in the final CC phase. Unfortunately, he bypassed the building i had set to defend with the mines and the INF gun. I made a blunder on the fortified hex forgetting that you must have a squad in the hex to keep the enemy from advancing and i had the crew with the MMG defending with a leader.
A good scenario with a lot of ways to play out.
sdedier
Luchs on the LookoutGermans managed to eliminate one AC with an ATR and keep the AT gun DM'd only getting one tank immobilized. Immobilized the other AC while losing a PzII
Germans looped around the back to take a building with the HS in the halftrack but were stymied on getting the rest of the forces through the Russian defense. I wanted to concede and go to bed but Brent convinced me to play it out even though he had 2 squads ready to move on my one HS and blocked me with 3 squads (one Berserk) from the other buildings, with 1 squad in a victory building.
That is when the dice gods intervened. I went for the freeze on 2 buildings with PzII. And tried to run up 3 squads and 2 leaders. 2 squads broken, 2 leaders broken and 1 squad pinned next to the victory building.
Both CC with the PzII, i rolled snakes eliminating 2 squads including the 1 in the victory building.
Next turn Brent charges into the victory building with the Berserkers and i get a 1MC from the adjacent squad. He rolls boxcars eliminating the Berserkers! One of my units rallied and i walked into the victory buildings.
sdedier
Clash at BorisovkaGiven the lopsided ROAR we played with the Russian balance. I worry it’s too powerful. Entering with their full MP the Russians were able to reach very dominating terrain in the first turn for their support-by-fire elements and the maneuver element was able to dart deep down the map. With what seemed to be some fairly average DRs I killed one Tiger, immobilized the other, wrecked two PzIVs, and had 5 or so T-34s exited by the end of turn 3. I’ll be curious to see whether anyone else sees similar results when using the balance. William36912
The Vital Hours Rich Weiley
The Borders are Burning von Garvin
Gavin TakeA tight game that came down to the last American movement phase...and basically the last Ami units left alive. Got lucky with my Gavin force getting on board relatively intact with some lucky smoke placement, but my Ostberg force lost its leader and a full squad as soon as they broke cover. This would be the first Yank losses for a very bloody game, but I had at least a 10-15% chance of achieving the VCs if a couple of rolls just went my way. They did not. Steve's outstanding defensive set-up slowed me down a bit early on and was able to reposition very effectively to put multiple fire-lanes on the exit hex; well done, Steve! Jplott94
Great VengeanceBritish smoke helped clear the way for the advance and the German AT guns couldn't cause any damage to the Churchills. Germans couldn't hold the line anywhere and all original units were eliminated or broken by the time reinforcements came on. sdedier
The Five Pound PrizeI came on and pushed through the British defense completely on the West side of the stream. Managed to have my tanks avoid his AT guns but the infantry took significant damage from the constant 2 flat shots.
Germans used smoke heavily to take the last building by turn 3 and hold it into turn 4.
British got into CC with a tank freezing the infantry from shooting. Germans managed to roll a 6 with the Brits a 1 on the ambush and the Brits took the building back.
Fun scenario and any one that comes to the last CC is a must play.
sdedier
To The NemanWith the Germans entirely concealed, almost every Russian unit on the board opp fired on Turn 1. The Germans didn't bite, but I did manage to break the 8-0 and accompanying squad/LMG. sending them to the back of the line. At a heavy cost I might add, as I broke two LMGs, the mortar, and a MA on an AC. Turn 2 saw more lucky Russian fire break two more squads (with an ATR and a LMG). Over the course of the game we both rolled lots of "3s." Unfortunately for me the only one of all these that connected was one that brained my commissar. I am not a big fan of the sniper rules, and in scenarios as small as this one they are just that much more potential game-breakers. One LMG was repaired, but the mortar was lost for good. Turn 3 saw the Russians take total control of the village east of the road, but they lost an AC prowling around the back to the freshly-revealed AT gun. This at least allowed the other two to move up to assault G6, but when the one with the broken MA was recalled after desperately trying to fix things, it was looking extremely grim for the Russians. I briefly grabbed F4, but when I failed my TC to non-platoon move on Turn 4, and with broken Russians strewn all across the battlefield, I was all but ready to throw in the towel, but I perservered. On Turn 5 I knocked out one the ACs with my ATR, killed the crew in CC, survived point blank squad/MMG fire directed by the 9-1, and encircled the squad in F4. Suddenly I stood a small chance again. On the bottom of Turn 5 the German AC immobilized my last AC, causing them to bail, but my ATR took him out with a rear shot. When a lucky shot busted the 9-1 and squad my chances rose further. I killed G6 in CC, grabbing my third building, but failed to knock out F4 with a 20+3 shot. When the one other remaining German squad failed to rally on Turn 6, it would all come down to rooting out F4. This time my 20+3 just managed to do the job. I tell you, it was very satisfying to get a win when things had looked so bleak, but we may as well have just flipped a coin and saved ourselves three hours. This one is just way too small and dicey. buser333
One Last AttemptPlayed this over lunch at 1 hour 40 minutes. Germans were able to exit the AFV on turn 5 and a battle hardened 9-2 leader with a couple squads on turn 6. At the start of turn 3 the Americans had no GO units on the board. RJenulis
Released from the EastTough game, Russians attacked in the center. The Russian tactical reseve gained controll of Victory Building D3, Germans had uncontested control of Victory Building R2.
The Victory Building in the middle witnessed several CC situations. The 9-2 making all the difference in melee, but was killed by defensive fire in the last German turn.
millenium_baby
Ultimate TreacheryThe Japanese just have to throw the kitchen sink at the French from the get-go and hope the dice are kind. For some inexplicable and strange reason banzai is n/a. Even if they somehow survive this, without the ability to mop up they will have their hands full just running through all the various locations. Not to mention the tediousness of it all. And of course they'll have to hold these gains as well. The French can probably just block stairwells with bodies in the bigger buildings. Nothing good to say about this garbage scenario. buser333
Commando SchenkeLearning game w my son and we had a blast. Generated two Russian heros only to have them shot away by the same HMG that created them on ROF tear. nebel
Italian BrothersRepublican machineguns in the big building broke up my attacks and allowed Repub troops to swarm mine in close combat. aiabx
Ivan and the Three BearsIt was a tough fight for the Russians as my LMG's were brutally effective killing 2 tanks and immobilizing the third making it too difficult for the Russians to win. sdedier
Across the Border BravoCo
Glorious Summer DayAggressive German counter-attacking and good die rolls on their side saw them easily hand a defeat to the Canadians who rolled poorly. Needing 'snake-eyes' to have a chance of penetrating the Panther's frontal armour, meant most shots bounced off. And, when the CA player tried to move around for flank and rear shots, excessive IFE fire from other tanks was able to neutralize those threats before they could materialize. Ahriman667
Hazardous OccupationMy opponent said this would be a very quick game. I didn't really believe him until four turns went by in the blink of an eye as he uncontested my approach, and the action converged at the Board 37 crossroads. His initial ambush was quite successful, but considering I led the way with a couple HS he only bagged them and another CR squad. It didn't help that he rolled atrociously, averaging over 8, and in fact breaking a squad of his own due to ammo shortage. My straggling force then just took to running along the banks toward the exit, and he only had one more HIP squad in between me and the goal. He had immobilized my jeep, and would possibly capture anoher broken HS in CC but, with mostly swamp, bamboo, and OG in between my rear guard and his entire force, he figured it wasn't worth playing it as I was almost certain to get 16VP off with minimal effort, and probably much more. buser333
Liehr Launches FirstI put my HIP TD in the back to protect help in a defense at the victory buildings and to reveal them as late as possible keeping the Germans cautious.
Germans were hit hard losing 3HS to down 1 or down 2 shots in the initial assault and causing broken units to fall back.
Gene pushed the Panthers with infantry down the American left flank where i had no armor. I brought on the Hellcats to harass and they got 1 MkIV, the other was taken out by a HIP M10. Overall, the American dice were very good and Gene couldn't get much going with the constant +2 and +3 shots. The Americans were also very strong on the rally when they did break. In US 4 a Berserk US unit endured 3x shots of 12+ to get into CC with a German squad and MMG and took them out in CC reinforcing an already strong presence protecting the turn 5 victory building.
I would agree there is a lot of replay potential here. Fun scenario.
sdedier
Chateau of DeathThis was one of those games where everything went sideways for the Germans. Still it went the distance. IMO, not a lot for the British to do except hang out in the houses, pass morale checks and blast anyone who knocks on the door. Not impossible for the Germans, but not easy task knocking the Brits out of stone buildings. RJenulis
Brigade HillMartin gave me an absolute schooling in the use of smoke and comfortably overwhelmed my positions. By successfully peppering my defensive position with smoke he was able to nullify my defence as he stormed up the hill.
Resigned after 4 turns.
alexashton@vinecc.org
French Toast and Bacon atomic
The Wells of BorgutSurprised to say that we have a fun, balanced scenario out of the old ELR->CH->ASL crypt!

Rootin' started the session well by failing both Sighting Task Checks, ruining my plans for the AA guns I had set up. My defenses were spread out as much as possible to take advantage of the defensible terrain (more like shrubbery) and to force as much movement over open ground as possible. The downside is that anyone that breaks will be eliminated, or at the very least easily isolated from the rest of the force.

Things were going well, bar a critical hit from a FIAT that managed to kill the crew of one of my AA guns, but the other did better than I could've hoped, burning one and wrecking two of the attackers rides. The scenario progressed with caution by the attackers, and the Ethiopians not giving an inch without spilling blood. As is customary, the FT was used once, the MMC using it was promptly eliminated, and nobody spoke of FTs afterwards. Of the 20 of so SAN numbers we rolled, only 1 sniper activated, causing the early break of one crew manning a Brixia mortar. CVP losses were mounting on both sides, and the Italian player refused to rally for fear of rolling boxcars and inching me closer to victory.

In the end, Rootin' was able to get into most of the necessary trenches (we failed to account for Berserkers not being Good Order, but that could've been fixed during play) as well as the necessary CVP! The final roll of the final CC (turned Melee turned Hand-to-Hand) killed a squad, bumping the Ethiopian CVP gains to 22 and netting themselves a brutally close game that could've gone either way multiple times.
Jobbo_Fett
The Wells of BorgutSurprised to say that we have a fun, balanced scenario out of the old ELR->CH->ASL crypt!

Rootin' started the session well by failing both Sighting Task Checks, ruining my plans for the AA guns I had set up. My defenses were spread out as much as possible to take advantage of the defensible terrain (more like shrubbery) and to force as much movement over open ground as possible. The downside is that anyone that breaks will be eliminated, or at the very least easily isolated from the rest of the force.

Things were going well, bar a critical hit from a FIAT that managed to kill the crew of one of my AA guns, but the other did better than I could've hoped, burning one and wrecking two of the attackers rides. The scenario progressed with caution by the attackers, and the Ethiopians not giving an inch without spilling blood. As is customary, the FT was used once, the MMC using it was promptly eliminated, and nobody spoke of FTs afterwards. Of the 20 of so SAN numbers we rolled, only 1 sniper activated, causing the early break of one crew manning a Brixia mortar. CVP losses were mounting on both sides, and the Italian player refused to rally for fear of rolling boxcars and inching me closer to victory.

In the end, Rootin' was able to get into most of the necessary trenches (we failed to account for Berserkers not being Good Order, but that could've been fixed during play) as well as the necessary CVP! The final roll of the final CC (turned Melee turned Hand-to-Hand) killed a squad, bumping the Ethiopian CVP gains to 22 and netting themselves a brutally close game that could've gone either way multiple times.
Jobbo_Fett
Colonial SoldiersSurprised to say that we have a fun, balanced scenario out of the old ELR->CH->ASL crypt!

Rootin' started the session well by failing both Sighting Task Checks, ruining my plans for the AA guns I had set up. My defenses were spread out as much as possible to take advantage of the defensible terrain (more like shrubbery) and to force as much movement over open ground as possible. The downside is that anyone that breaks will be eliminated, or at the very least easily isolated from the rest of the force.

Things were going well, bar a critical hit from a FIAT that managed to kill the crew of one of my AA guns, but the other did better than I could've hoped, burning one and wrecking two of the attackers rides. The scenario progressed with caution by the attackers, and the Ethiopians not giving an inch without spilling blood. As is customary, the FT was used once, the MMC using it was promptly eliminated, and nobody spoke of FTs afterwards. Of the 20 of so SAN numbers we rolled, only 1 sniper activated, causing the early break of one crew manning a Brixia mortar. CVP losses were mounting on both sides, and the Italian player refused to rally for fear of rolling boxcars and inching me closer to victory.

In the end, Rootin' was able to get into most of the necessary trenches (we failed to account for Berserkers not being Good Order, but that could've been fixed during play) as well as the necessary CVP! The final roll of the final CC (turned Melee turned Hand-to-Hand) killed a squad, bumping the Ethiopian CVP gains to 22 and netting themselves a brutally close game that could've gone either way multiple times.
Jobbo_Fett
Zon with the Wind ASLSKGwahlur
Last Hope at New FlowerSt. Louis ASL Tournament 2022. Danno
The Taking of TakrounaWent straight up the side which led to an Epic exchange of gunfire on the hill. Thanks to the dust and poorly made Italian equipment nothing happened several times. Kiwis slowly pushed back the Italians. 10-2 was a rally machine but didnt know how to fight and died in a equal odds CC counterattack. Lost a hero as well but eventually got the 9-1 and 2 squad+LMG in position. With a couple of good rolls broke 6 Italian squads to sieze the hill in turn 6. nebel
The Art of DyingOver half of the SWs and MAs malfed in this game, a couple of the Italian tankettes were recalled on the first two turns. Hard to say if this was a typical playing. Russians also definitely had the better dice. sushidog
The Art of Dying atomic
Setting the StageSo my defending forces had none of their anti-tank defenses work, AT gun failed to secure a hit on the side armor, the AT mines failed to go off and my reinforcing tanks became target practice for the German AFVs. Seems the dust effect got in the Russian eyes, but not in the German's. There was little to be done in the end and the infantry and vehicles rolled over the defending infantry. There has to be a better defense! Good job to Dave to push through. dmareske
Showdown at Tug Argan PassSt. Louis ASL Tournament 2022. Danno
The Horse They Never RodeSt. Louis ASL Tournament 2022. Danno
Bertoldo the BraveGermans quickly eliminated west half of the defenders looking like an easy walk-over. But steady stream of low dice rolls from me slowly ground down the opponent's resolve. Kydder
Lump Holds The LineUsed German balance. Germans had the VC advantage throughout the scenario until Lump went Berzerk in Turn 4 dragging majority of Germans into suicidal charge through open ground into 36-2 attack with expected disastrous result. Kydder
Foreign LegionsUp front defense greatly aided by poor TK tolls from the Russian armor. My Pz1s ruled the battlefield causing mayhem and slowing the attack. StL2022 nebel
The TrialGood defense and less than inspiring attack by my comrades. StL2022 nebel
Glorious Summer DayMore aggressive German counter-attacking led to a much closer run thing. Only one CA tank remained to gain eyes on the objective. The German attack was hampered when a Panther rolled a 12 on the first shot of the game, clearing the way for the Canadians to kill off the other weaker tanks. Still, two Panthers remained formidable, as did the MMC's and their inherent PF checks, which destroyed a further 2-3 tanks. Ahriman667
Just an IllusionSome really bad luck to kick things off for the Thais, as they broke both mortars for good in the first couple turns. But they were able to successfully storm the French holding force around the jungle road, taking a bunch of prisoners to boot. In fact, over the course of the game, they would capture 4.5 squads worth plus the 9-2 for a total of 24VP just from that. They were able to continue their push forward on Turn 2, but would reach a stone wall of French resistance at their "I" goal line. Between the restrictive terrain, the two mortars (one big), AT gun, 8ML, and multiple good leaders, the French just had too much muscle to break. So the Thais would change tack and seek concealment in the far northern and southern reaches of the board. The plane arrived, taking out the renault, but doing very little damage until its last turn, when it decimated the French crew as they tried to push their gun along the road. In fact there was very little killing throughout the game, with each side only losing a HS in addition to this crew. The French had some absolutely atrocious luck over the course of the last three turns, and part of this allowed the Thais to sneak wo of their tanks way out of reach behind enemy lines (the other having been recalled). Between this and all the POWs in Thai possession the French conceded with the score 47-30. A pretty fun scenario, with a lot of variable action. buser333
Setting the StageNothing fancy from my Germans. Just headed straight for the two left hand buildings and grabbed the third with the half tracks. Dave M had no luck with his tanks or Gun, despite one of my tigers malfing on one of its first shots and the other immobilising itself on his first attempt to start the engines. It felt like there was little finesse - just a sledgehammer attack. (VASL Log) Dave

Latest News

Gun notes now available
The boys haven't stopped.. Now we have gun note numbers (and text for patrons) available for almost every gun on the site (some of the obscure ones won't necessarily be available).

Just hover over the gun names on the scenario pages for the info.
Vehicle note numbers!
Thanks to a combination of work, much in part to Morris and Stéphane, we now have vehicle numbers and, for patrons, vehicle notes, as hover-overs on the vehicle descriptions on the scenario pages.

Gun notes and numbers will be coming soon.
Gun graphics are here!
Patrons now are able to view the Guns as graphics thanks to Morris and Stéphane who trawled through hundreds of rows of data to help bring this to you.

A big thank you to them and work is now on going to fill out the missing AFV data.
Site updates
Hi all,

A few updates have occured this week. The first one is an improvement to the Publication page, where you can now see the balance and total plays, along with your own play count for each scenario. The threshold for 'Balanced' is 45-55, regardless of play count. I also found a bug that was throwing out some of the popularity scores, so hopefully this has been addressed now, too.

The second update is a simpler way to 'flip' through scenarios in a pack, with the [next] and [previous] links towards the top of each scenario, so, this makes flicking through a pack a little easier (rather than having to go back to the publication's page, each time).

The final one is the one I'm excited about the most, and doesn't add any additional functionality to the site but does improve the look and feel of some scenarios - this one though is only for Patrons, as a way to thank them for their support. As I've always stated, the archive will remain free to all users but I do need a way to thank and encourage users to support the site. The archive has served over 1.25 million scenario pages this calendar year alone! If you're really curious there's a clue on you 'My Page' that will provide a preview. Note this feature is still a work-in-progress and requires a lot more administration to get fully working so it'll improve over time.
March Madness 2022: Grumble Jones - now available for download
Thanks to the Kansas City Wargamers/Encircled productions the March Madness 2022 scenario pack is now available for digital purchase and download, for $15. Copies can be downloaded from the March Madness 2022 publication page and when purchased will appear on your 'My Page' and emailed to you also.

Latest Content Additions

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Insufficient Resolvelt_steiner Added a playing3h 1m 34s ago
Supply Detaillechiquier94 Added a playing4h 46m 40s ago
Generalmannyuk99 updated collection4h 52m 16s ago
Generalhoxson1 Updated the Steel And Blood intro text6h 55m 46s ago
The Road To Istrahoxson1 Modified the overview6h 57m 51s ago
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Generalhoxson1 Updated the Vikings Of The Steppe intro text6h 59m 47s ago
Jungle Fortress Of Sallahoxson1 Modified the unit counts7h 31s ago
Foxes Of The Arctichoxson1 Modified the overview7h 1m 5s ago
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Aranyos Blockhoxson1 Modified the overview7h 4m 26s ago
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Aranyos Blockhoxson1 Modified the Attacker7h 6m 2s ago
Turan Terrorhoxson1 Modified the overview7h 7m 58s ago
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Bridgehead on the Donhoxson1 Uploaded an Image7h 10m 23s ago
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Disintegrationhoxson1 Modified the overview7h 11m 44s ago
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Across The Garamhoxson1 Uploaded an Image7h 13m 22s ago
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Across The Garamhoxson1 Modified the Unit Elements7h 14m 7s ago
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Along The Ipolyhoxson1 Modified the overview7h 15m 52s ago
Along The Ipolyhoxson1 Uploaded an Image7h 17m 5s ago
New Allieshoxson1 Modified the overview7h 17m 52s ago
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New Allieshoxson1 Uploaded an Image7h 19m 36s ago
Sich Independencehoxson1 Uploaded an Image7h 20m 29s ago
Sich Independencehoxson1 Modified the overview7h 21m 41s ago
Creeping Along The Bughoxson1 Modified the Attacker7h 22m 35s ago
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Kecsemet Standhoxson1 Uploaded an Image7h 38m 36s ago
Flak Musclehoxson1 Uploaded an Image7h 39m 44s ago
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The Road To Istrahoxson1 Uploaded an Image7h 52m 47s ago
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Police Actionhoxson1 Uploaded an Image7h 53m 56s ago
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Urban NightmareBongiovanni Added a playing8h 16s ago
Generalhoxson1 Updated the Critical Hit #1 2022 Reprint intro text8h 52s ago
Raid on RodimtsevBongiovanni Added a playing8h 1m 48s ago
Terror At TwilightBongiovanni Added a playing8h 3m 23s ago
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Escape from Komsomol ParkBongiovanni Added a playing8h 8m 14s ago
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A Dangerous PossibilityBongiovanni Added a playing8h 11m 4s ago
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Hammer and NailBongiovanni Added a playing8h 13m 41s ago
Storming the StationBongiovanni Added a playing8h 14m 43s ago
Enter DraganBongiovanni Added a playing8h 15m 49s ago
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Khopka's CrossingBongiovanni Added a playing8h 18m 17s ago
Russe! Drown in the Wolga!Bongiovanni Added a playing8h 21m 11s ago
Last Defense LineKydder Added a playing8h 22m 49s ago
Last Defense LineKydder Rated the scenario8h 27m 36s ago
Hammer to the Teethmcgallons Added a playing8h 52m 39s ago
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A Stiff FightTomAbromaitis Added a playing12h 25m 33s ago
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GeneralDanno updated collectionYesterday
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Protecting DynamoDanno Added the scenarioYesterday
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Popular Publications

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March Madness 2017 Hollis Partisans Pack 108.12
March Madness 2019 Close Combat Pack 88.12
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March Madness 2020 Full Rulebook ASL Pack 87.55
ASL Starter Kit Expansion Pack #2 87.55
The Green Hell of Inor 197.51
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ASL Starter Kit Bonus Pack #2 87.48
Time on Target # 3 147.45
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Quick 6 Scenario Pack III 66.93
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Quick 6 Scenario Pack IV 66.92
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ASL Action Pack # 6 A Decade of War 106.90
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ASL Action Pack #10 86.89
Friendly Fire Pack 6 86.86
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BFP 2: Operation Cobra 126.84
Grossdeutschland Pack 1 - The Early Years 86.83
ASL Action Pack #13 Oktoberfest XXXII 116.83
Race For The Meuse 66.83
Friendly Fire Pack 3 86.82
ASL Action Pack # 3 Few Returned 126.81
Into The Rubble 86.81
Schwerpunkt #14 126.81
Turning the Tide 206.81
BFP 4: Crucible of Steel 326.81
Aussie Tournament Pack 76.80
ASL Action Pack #16 From The Land Down Under 156.80
Classic ASL 166.79
Critical Hit # 2 156.79
Schwerpunkt # 4 126.79
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ASL 3a - Yanks (2nd Edition) 416.79
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AH:ASL Annual `90 166.78
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Rally Point # 3 106.77
Beyond the Beachhead 86.75
Ost Front Pack 66.75
Hero PAX 4: Mediterranean Theater of Operations 126.75
ASL 10 - Croix de Guerre 86.74
AH:ASL Annual `95 Winter 246.74
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ASL Starter Kit #3 86.74
Schwerpunkt #13 126.74
Dezign Pak 5 186.74
HASL 9 - Hatten in Flames 106.74
ASL Action Pack # 4 Normandy 1944 126.73
ASL 13 - Rising Sun 336.73
HASL 2 - Kampfgruppe Peiper I 66.72
HASL 4 - Pegasus Bridge 86.72
AH:ASL Annual `97 166.72
ASL Journal # 8 166.72
Friendly Fire Pack 10 86.72
ASL Action Pack #15 Swedish Volunteers 166.72
Aussie `98 Pack 106.71
From The Cellar Pack #9 176.70
Schwerpunkt # 8 126.69
HSASL 2 - Operation Veritable 176.67
BFP 3: Blood and Jungle 476.67
Winter Offensive Bonus Pack 2018 66.67
ASL Journal # 1 176.66
Schwerpunkt #10 126.66
Friendly Fire Pack 7 86.66
Quick 6 Scenario Pack 66.66
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HASL 7 - Valor of the Guards 216.64
ASL Starter Kit #1 66.63
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Melee Pack II 66.62
ASL Open `96 Scenario Pack 106.62
Schwerpunkt #23 126.62
Franc-Tireur#10 116.61
ASL 10a - Croix de Guerre 426.61
Buckeyes! 106.60
Rally Point # 2 106.60
From The Cellar Pack #5 146.60
Dos Equis Scenarios Especial 106.60
Blood & Iron 106.59
Schwerpunkt #11 126.59
ASL Action Pack # 8 Roads Through Rome 106.59
Not One Step Back 86.59
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Kampfgruppe Scherer: The Shield of Cholm 176.58
Nor'easter Scenario Pack II 156.58
From The Cellar Pack#11 106.58
Critical Hit # 6.4 246.57
ASL Action Pack # 5 East Front 126.57
Quick 6 Scenario Pack II 66.57
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BFP 5: Poland in Flames 456.56
ASL Action Pack # 2 86.55
ASL Journal # 5 136.55
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ASL Starter Kit #2 86.54
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Critical Hit # 3.1 126.52
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Operations Special Issue #1 66.50
Friendly Fire Pack 8 86.50
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ASL 5 - West of Alamein 86.49
Leibstandarte Pack 1 - Blitzkrieg! 86.49
Rally Point # 1 106.49
Franc-Tireur#11 226.49
ASL Starter Kit Expansion Pack #1 86.49
Nor'easter XX 136.49
ASL Action Pack # 1 86.48
Friendly Fire Pack 5 106.48
Rally Point #11 106.48
ASL 11 - Doomed Battalions (3rd Edition) 246.47
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Onslaught to Orsha 256.45
Coastal Fortress 536.45
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Out of the Attic #2 166.42
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Tactiques # 7 86.40
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AH:ASL Annual `89 156.38
Leibstandarte Pack 2 - Barbarossa 86.38
Armoured Aussie Pack 76.38
Franc-Tireur#14 326.38
Gembloux: The Feint 96.36
The Canadians In Italy 1: The Red Patch Devils in Sunny Sicily 86.36
Witches Cauldron: Oosterbeek Perimeter 166.36
Critical Hit # 4 106.34
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HSASL 1 - Operation Watchtower 176.30
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Internet: MMP 65.96
Hero PAX 2: Eastern Front Hero Fest 85.96
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Deluxe Pack #1 125.95
Backblast # 2 85.94
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Waffen-SS I: No Quarter No Glory! 65.93
Schwerpunkt # 1 125.91
Into The Rubble 2 125.89
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HASL 3 - Kampfgruppe Peiper II 85.84
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Dezign Pak 3 155.81
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Southern Cross Scenario Pack `96 65.68
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Hell's Highway 65.59
ASL For Fun-LCP 325.59
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Newest players - welcome!

UsernamePlayerRegistered
Night_9Smilence Footman2022-08-15 08:47:44
gekko_66Gary Kirk2022-08-15 05:11:27
FanghawkCliff Schmidt2022-08-12 20:08:30

On this day...

ScenarioLocationDate
D9 Preparing the WayOstroviec, Poland1944
IDRAC `92 Panzers Marsch!East of Kielce, Poland 1944
TAC62 Panzers Marsch!East of Kielce, Poland1944
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