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Most recent games played

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ScenarioCommentUser
Attaque à l'aubeFun game but the scenario can be easily broken. A correction can be to allow to enter / exit on/adjacent to the hexes specified and to disallow putting mines in the roadblocks hexes. Lionelc62
Birds of Prey PatSaj
Birds of Prey PatSaj
Hell's HeadacheASLOK 2024. Very intense game with crazy dice on both sides. I moved through the town pretty aggressively, getting halfway through it before his reinforcements arrived.
Dice highlights (or lowlights) include a 2+2 FP shot on his gun crew, causing an NMC on which Jim rolled boxcars. Later a couple of rate tears with my Russian 50mm mortar killed a squad and drove the rest bezerk. My remaining light tank then rolled a “2” on the TK on Jims Mk3, making it burn. Jim then disabled the MA on one of his Stugs, at which time he conceded. Tough game!
Agoldin
Orphans of Saturn Bongiovanni
Satisfaction and Confidence feralhuntsman
Acorns in the Fire Dispang12
Hassle at Hasselt atomic
The Venetian FortASLOK jrwusmc
The Olive Oil FactoryASLOK jrwusmc
Second Hand News Danno
Second Hand NewsMy Italians and Partisans held on until Turn 4, when the Germans exited the STUG's and some squads for a total of 18 EVP. I had no answer for the tanks and only got 1 Molotov the entire game. My dice blew hard as usual and with crap troops, it didn't go good for me. I captured two German squads and managed to end the game with 10 CVP. German win. grumblejones
Mounted Extraction Serge
Rushing Hill AASLOk jrwusmc
Ready or Not feralhuntsman
Nord's EndA combination of poor DRs by me and very clever play by my opponent meant I was comprehensively dismantled in this one. I chose to set up around the VC buildings with just some dummies an my HIP squad with PSK further forward (otherwise the Americans could just bypass the front line and just head for the buildings).
Matt had the idea of turning his AFV turrets on turn 1, causing riders to bail out (SSR doesn't say you can't). Many of them broke, but had rallied by turn 2 so were available for action. Shots from my HIP squad and distant MGs completely failed, so by turn 3 he was close to the VC buildings and I had scored precisely 0 CVP towards his cap of 29. This meant he could risk getting his AFVs in close and using their full capabilities, so lashings of WP, sM and grenade smoke, a bit of VBM freeze, and surrounding me to prevent concealment gain. Oh, and his OBA was effective too. By turn 5 my reinforcements were blocked from coming to the rescue, so I conceded.
Difficult to see how the Germans can resist if the Americans use these tactics.
Andy_Bagley
Infatuate IICommandos powered through the German front defences in 3 turns, eliminating all Germans. Despite the crews scattering to the rear, Dave perceived no chance and surrendered on German Turn 3. Commandos lost 2 HS, Germans lost 2 crews, 3-4 squads and several leaders. A turkey shoot. AVRE only useful for Smoke Mortar. Minedog
Bridge Over the River Queen Bongiovanni
Going Commando feralhuntsman
Raff's OrdersI bought the East entry area option along with the 50 cal, DCs and extra bazookas. My main effort was on the Turn 3 VCs with a supporting attack on the chateau itself. Although supported by both mortars and the WP mission, my main attack was brutalized by Mike’s HMG, AA gun and 75mm, all of which were positioned to defeat the attack. I found I could cross only at the bridge itself as the stream crossing was an Omaha beach like bloodbath.
My supporting attack made some headway but wasn’t big enough to do the job by itself.
In hindsight, probably would have been better to make the eastern attack my main effort and drive for the chateau instead, as a frontal attack was just too costly.
ASLOK 2024
Agoldin
Stentzler's Wary ReconnoitreASLOK jrwusmc
Waltzing the MatildasASLOK jrwusmc
The Umbrella MenASLOK jrwusmc
Bridge Over the River QueenHad a blast playing this as the defending Germans. The LV hindrance makes it very difficult to break opposing units, particularly if they are in stone buildings so Eric and I both maxed out on DCs. The fighting was brief and bloody. South of the bridge the Russians seemed to be making decent progress but were stopped by a DC toting 468 which turned the attack back. The fighting to the north of the bridge was brutal and the Russians cleared the bridge perimeter of all but one and a half squads and an 8-1 leader by the CCPh of Turn 2. The Russians had taken heavy casualties themselves and only had two unbroken squads. I decided to advance everything I had left there into CC with a LMG toting 628, got lucky with the ambush dr and took it out in hand to hand fighting. At this point, Eric conceded. With such difficult visibility, CC was the key here and the Germans had the luck of the dice when it mattered. Dougban
Fresh GristWho needs an AT Gun with some pretty good ATR shots? :)

Fun little scenario: I need to learn how to fight Japanese better. I did do one Banzai Charge that was moderately successful.
von Garvin
Riding the CoattailsA methodical approach to the village ended with numerous failed shots by the Poles, culminating in a large number of Close Combat actions, which I suddenly realised I frontloaded the Polish defense with some Green troops, who immediately got ambushed and captured in various ways and combats. It was rather fun to see that interaction, as well as remembering that Interrogation was a thing. By Turn 4, the Slovaks had amassed enough Prisoner CVP that they simply needed to hold a building or two and be guaranteed a victory. The Polish forces were diminished to the point that achieving such success would be next to impossible. Jobbo_Fett
Riding the CoattailsA methodical approach to the village ended with numerous failed shots by the Poles, culminating in a large number of Close Combat actions, which I suddenly realised I frontloaded the Polish defense with some Green troops, who immediately got ambushed and captured in various ways and combats. It was rather fun to see that interaction, as well as remembering that Interrogation was a thing. By Turn 4, the Slovaks had amassed enough Prisoner CVP that they simply needed to hold a building or two and be guaranteed a victory. The Polish forces were diminished to the point that achieving such success would be next to impossible. Jobbo_Fett
Riding the CoattailsA methodical approach to the village ended with numerous failed shots by the Poles, culminating in a large number of Close Combat actions, which I suddenly realised I frontloaded the Polish defense with some Green troops, who immediately got ambushed and captured in various ways and combats. It was rather fun to see that interaction, as well as remembering that Interrogation was a thing. By Turn 4, the Slovaks had amassed enough Prisoner CVP that they simply needed to hold a building or two and be guaranteed a victory. The Polish forces were diminished to the point that achieving such success would be next to impossible. Jobbo_Fett
Aussie SpiritInteresting scenario and fun to use the SF map, although I'm not sure how much variety you'd get from different playings of this scenario. The approach we chose seems pretty obvious for both sides: the Aussies advance as fast as they dare through the palm trees, whilst the Japanese fall back slowly with plenty of skulking until they reach the wooden buildings. I managed to get my mortars into position for some useful smoke shots, and it then came down to the inevitable close combats, when the predictable mayhem ensued. My Aussies were doing pretty well until a single Japanese 347 squad wiped out two 458s and a 9-1 leader in HtH CC, at which point I simply didn't have enough troops left south of the road to take the buildings I needed to win. Close, and could have gone the other way with different DRs, but I enjoyed the scenario anyway. Andy_Bagley
Armageddon BeginsThe Germans launched a main frontal assault along the southern road while a flanking group consisting of 4 squads a leader and a tank tried to turn the Polish defense by moving north along the border a the large wheatfield. Lots of German tanks were destroyed very quickly by both guns and ATR. But the German infantry was still pushing forward. The Poles defended quite well, specifically in close combat. Still, the Germans were able to gain control of 8 buildings and resist two Polish counterattacks for victory. A very fun scenario. lt_steiner
Hill 107ASLOK jrwusmc
Villy Muss Fallen! WestOur long awaited rematch!

At the end of turn 2, things were looking bad for the Germans.
No smoke yet, and we had a lot of open ground to cross.
Two squads coming on the south edge were both broken
in precarious positions.

Everything changed on turn 3. The smoke came down exactly
where I wanted it and I was able to rush ahead. Still the game
hung in the balance. I got luck and got another smoke FFE, and
the sheer weight of numbers of the Germans was enough to
carry the day.

Jody curiously gave his MTR to full squads, and the 9-2 was with
an LMG, not the HMG.

I would certainly play this again.

Indy Lagu
Taking HeadsThe Americans set up a min board set up. The Japanese entered heavily on the on East side. The Japanese were able to Banzai on turn two.
The Americans conceded at the point they only have 1 hip'd squad left.
slunts
11th Company CounterattackFinns had last Russian squad & leader surrounded in Turn 6, a desperate FPF broke the remaining defenders. Kydder
Too Little, Too SoonThe VC encourage the Germans to run away if they are ahead in the CVP count. Better VC would be: 20 building hexes required, but add one for each French CVP suffered. mtrodgers99
Frank's Tanks Rich Weiley
Clay Pigeons of St. LôDue to a poor defensive setup, Americans were able to progress fast towards the village and left no chance to the remaining Germans to rally. Hard for the Germans if they to manage to delay the american east group. Prairial
Tale of the Comet atomic
Kempf at Melikhovo Bongiovanni
Oh Joy! von Garvin
A Stiff FightMost dicey scenario. It went in the last CC, Great for fun, very bad for a tournament. Don´t waste your wire on road hexes. As Gurkha you have to know how to walk away w/o taking any shots, as a failed MC or two means that your very small force is almost broken. Don´t risk even a HS. Its a toss up in ambush rolls, and that added to that just one or two bad/good rolls can give the game. Reread ambush and CC rules (there are tanks) Look for a Q&A in "A12.33, B26.42, B26.43, B26.44, B27.55, B27.56, G9.4, G9.422, G9.46 & G9.53", WP, banzai, bog rules... I think that the Japanese has the tools to do this, and the tanks can be good enough to deny rout paths and concealment gain, just enter the Jungle. No Gurkha player can risk a long running melee with a tank, (at best you will have a 6 to immobilize) and can create a bottleneck in the jungle. Of course, a point blank twice acquired shot of a non BU tank on the road can give you sometimes a CH, and for sure will make a Gurkha sweat, but a more aggressive stance can yield big profits. Juan Santax
TotensonntagThe Polish side had a disastrous start with none of their initial shots seeing any success. I opted for a spread out attack, and perhaps that was the issue, where I should've focused on one entire flank. As it stood, the first turn only saw the Poles taking losses from assault moves and poor MC rolling.

The Germans took the lead early and never let go, as any attempts to dislodge them from their starting woods met with failure, and the rallies were never able to bring enough men back into the fight. Some tenacious attacking from the Polish side did, eventually, claim 3 squads, but it was still 3 short of the victory condition.

An interesting scenario, though the setup makes it tough to appreciate the breadth of the map available.
Jobbo_Fett
TotensonntagThe Polish side had a disastrous start with none of their initial shots seeing any success. I opted for a spread out attack, and perhaps that was the issue, where I should've focused on one entire flank. As it stood, the first turn only saw the Poles taking losses from assault moves and poor MC rolling.

The Germans took the lead early and never let go, as any attempts to dislodge them from their starting woods met with failure, and the rallies were never able to bring enough men back into the fight. Some tenacious attacking from the Polish side did, eventually, claim 3 squads, but it was still 3 short of the victory condition.

An interesting scenario, though the setup makes it tough to appreciate the breadth of the map available.
Jobbo_Fett
Purple Heart Lane NicolasLL
Tir Au Pigeon (Shooting at Pigeons)This is a puzzle for the Germans to get all the guns and tanks in the right position to engage the KV. Mud and bog-check make some problems for the Germans, and the don't have a lot of stuff to kill the KV - but in this game the very 1'st shot from a 50L AT was crit, and the KV was burning. Surprise in turn 5.

A nice game and good for learning about MUD and moving guns if you are German player, a bit boring for the Russian player.
Miller
Blooded! toffee
Extracurricular ActivityResigned as the Hungarian player after turn 3 after half my force was broken trying to cross row I. There didn’t seem an effective way back and from turn 2 time pressure had begun to build.
The Hungarian tanks are poor and the squads were brittle. I am probably just not a good enough player to apply the order of battle effectively.
One of my first attempts at an Urban Scenario setting and Martin schooled me in the use of his squads.
alexashton@vinecc.org
Shklov's Labors Lost igycrctl
Raff's DilemmaAmericans lost two AFV and the half-track early on but still managed to break the German defenses by end of Turn 5. Kydder
Retaking Vierville cub99
One Smart BastardPlenty of firepower against a lot of fortified Japanese. My defenders held out although it should be noted that the US lost the FT tank on its first shot and the 10-2 went down in glory in CC. 7-6-8's are scary on the attack, so the Japanese have to use tunnels provided through SSRs as one of their most important movement options.

Plenty of ways to be sneaky as the defender, but potentially a lot of HIP to track if you're playing ftf.
Dave
Stand Fast the Guards Heloanjin
Gun & Run Bongiovanni
Morning's PerilPerfect game with VASLing with Stew. I landed most of the gliders next to the wire fence and breaches and could land pretty well unscathed except for my HMG and HS which bought it in a crash. Back and forth, including a very dicey combat in the NE gunpit that saw the Fallschirmjaeger hang on by a thread, before attacking while CXd in CC. If that flank had fallen than a real collapse could have ensued. Leader Creation for the Germans was way too good, with three leaders (2x8-1, 1 x 8-0) and a Heroic HoB in the course of 5.5 turns. Stew tried to push the last AA gun out of range, but his crew was clipped with a hail-mary shot. (VASL Log) Ahriman667
Let's Dance toffee
11th Company Counterattack Bongiovanni
Pössl’s PosseRussians got early momentum by executing a successful Turn 1 Human Wave. There were various swings back and forth throughout the game, but the Russians carried the day with a little extra to spare. Sgt Rock comic book event was a DC toting 9-1 leader ran into an adjacent open ground adjacent to the Marder (that was out of HE). A nearby infantry fired, and the 9-1 HOB'd to a heroic 9-2. The Marder fired its BMG and broke it. It then fired AP 3 times at it for no effect. The leader placed the DC poorly (no attack on the Marder itself), but the Specific Collateral Attack resulted in a 1KIA (STUN) on the crew. Augie
Smashing the 3rdRussians got lucky with one tank taking out three German tanks in one fire phase. With half the tanks gone and two more shocked the German player called the game early. dmareske
11th Company CounterattackTook the Finns in this fun little scenario from Hakka Paalle. They have the advantage of range and high morale but it is not easy to break every Russian unit. After a couple of turns of ineffective fire, the Russian defenders finally started to break under fire. The key moment was when my lone surviving BT tank passed its movement TC to "bypass freeze" two 628s with a leader. This resulted in the worst possible outcome in the CCPh when the tank was immobilized and thus held the defenders in melee while the Finnish infantry moved in for the kill. Better still, in the next turn it managed to hit the defenders with its MA and break them. This allowed the Finns to storm the "Alamo building" which was defended by a lone 527 with an ATR. In the end it came down to a CC battle at odds of 1 to 1 in which the Finns eventually prevailed by reducing the Russians to a HS in the first CC before finishing them off in the final turn. This could very easily have gone the other way and it is easy to see why the results are do close in previous playings. Dougban
The Governor Cpl Wright
Frontal Attack!A very fun scenario with a tighter-than expected finish, aggressive movements, and devastating dice rolls. The Finns must attempt to run across open ground, and mine were immediately set back by a pair of breaks thanks to poor MCs, which would continue for the majority of the scenario. The Finnish mortar broke immediately and was never repaired, eventually being abandoned to try for the objective.

I ignored skies in my playthrough as I thought it would do more harm than good, but that turned out to be false. Although I did make it to the road, an extra turn would not have been missed by the Finns! The Russians need to be patient, and a little bit lucky, and try to pluck at any unlucky Finns that take a chance when moving.

Ultimately, my game came down to the tank rolling incredibly well 3 times in a row, blasting the only avenue of approach the Finns could take to try and secure a victory. Fun stuff, surprised it hasn't been played/recorded more often!
Jobbo_Fett
Red Churchills atomic
Taking HeadsI was shellacked. My inferior tactics could not withstand so many low rolls by Peter. Over after Turn 2. usmcwo1
Morning's PerilDuplicate entry See recent entry.
Rob had a problem with his Log file on YT. So, I uploaded mine. (VASL Log)
Stewart
Death BoxGame went to the final German turn with the counterattack to retake the last adjacent hex failing. bleyaert62
Sheep in Wolf's ClothingAgain with the overlays...and the grain probably was best kept in the game. At any rate the 2 ELR Germans went down early and hard as the British hit them from two sides. The reinforcing Germans ran into a buzzsaw upon entry and all but the 9-1, crew with the MTR and a 4-4-7 didn't break. Germans conceded at that point. grumblejones
The Puma ProwlsAt a moment odds seemed to favour the Russians until one of the two remaining T70 got immobilized and the way to exit was open for the last Puma. A close victory for the Germans with 6 VP to 5. lt_steiner
Sheep in Wolf's ClothingFirst to play and post. Danno
Day at Night Dispang12
Aussie Alamo johan.vrijdaghs@gmail.com
Point D'AppuiI got the attacking Germans in this small classic. Jim's GIs struggled to pass MCs, so I took the VC hex in turn 4 with an 8-1 and 248 w/PSK but the HS was wiped out in Jim's next PFPh. In turn 5, I got a crew and then an 8-1 and 467 into 3Q8. Even though both were broken and routed out, Jim was unable to get his last armed, GO unit there from 3R6L1. I kept control [per A26.11] and got the win. Jim: My 6 ML GIs just couldn't pass enough MCs. Broken 666s that stood their ground became broken HS and when they routed, Vic's SPWs and 467s closed in on 3Q8. The final blow was losing a big Melee in 3Q7. The LV hindrance didn't help but wasn't a big factor. This is a solid little scenario more balanced than our game indicates. dieneuner25
Second Hand NewsPartisans held until.turn 4. SS held off Italians in rear. SS exited 2 STG in turn 4. And that wascmore than enough. 19-9 final VP. Good scenario for 3 players. BobMcKenna1966
Defiance on Hill 30 PeterA
Securing Cider CrossroadsThe Germans got some good SMOKE and were able to advance against the dug-in British. The Mtrs were able to cause damage, but the Germans broke enough Brits to get one tank at the Crossroads and fend off a meager counterattack. Germans were able to get the victory and gain a major victory in the campaign game. dmareske
Securing Cider CrossroadsFirst to play and post. Danno
The Hour Zero Dispang12
Broken ColumnFirst to play and post. Danno
Broken ColumnTough scenario for the British. In fact, I honestly don't see how any British Player wins this one without some bad German rolls. It will be interesting to see if someone can figure out this Gordian Knot as the British. German Sniper hit my Jeeps and immobilized one and broke two of the crews. So my jeeps never got rolling. The first German MLR on Board 42 held me back all the way to Turn 6 and then I still had two more ambush points to go through. So I conceded on Turn 6, because there was no way I had any chance to win. And the Overlays...we have over 100 boards...let's stop using overlays...especially when they are designed to just script the result. grumblejones
Welcome Back toffee
Ruckdeschel's Attack Lluison
Gut PunchThe defenders tried to deceive the Soviet enemy, numerous and attacking in force, by making thembelieve in a strong German resistance in the factories. A festival of desperate panzerfaust shots eliminated a few tanks but not enough., The Tiger II and the 88 AA gun did some part as well. Six Russian tanks ended burning but still 4 others moving. A glimmer of hope was born when a charge of German conscripts unexpectedly managed to re-enter the factories, adding doubt in the minds of the Russian attackers. Last turn, the Soviets commited all their forces and manage to eliminate the 3 remaining resistance nodes.
A Soviet victory in a scenario which offers a lot of choice on both sides and thus ensures good replayability.
lt_steiner
The Overlook Danno
The OverlookBritish defended at level 2 and forced the Germans to come at them into the open ground killing zone. British Hero knocked out both Flame Tanks and the German assault on the left and center was pushed back and then mopped up leaving only the 9-1 and the assault up the hill on the right. The British were able to hold the Germans for the win. grumblejones
Night of Nights Dispang12
Bricks in Flames Danno
Bricks in FlamesIn games like this, you must get results as the Defender. My British broke some German squads, but couldn't stop the Schwerpunkt along the west edge...the very side that the scenario designer left wide open for the Germans. My British did their best, but only knocked out 3 of the tanks before MALF'ing a critical AT Gun and losing the mortar crew. And where pray tell is the mortar supposed to set up...good grief. The SSR's are just awful. No RoF for the British guns are German Turn 1 and only half-movement for he German tanks....why....?? The Germans managed to get one tank across the open ground with a bunch of squads and then the flames burned the living hell out of my squads with a 2 KIA result on my 9-1 and 6-4-8 with the HMG. That was game. The British cannot miss...they must destroy all four tanks or there will be hell to pay. grumblejones
Bridge Over the River Queen johan.vrijdaghs@gmail.com
Sheep in Wolf's Clothing JimT1277
Commando SchenkeSteve and I had a great game, came down to the very last turn in a last ditch effort to storm building 1X4 last two hexes. dlazov
A Bridgehead Too WetThe Germans had some unexpected trouble with the British armor, losing a PzIV and getting a PzIII immobilized in the tank battle. After the British tanks were gone they were however able to take the required trenches by Turn 8.

We played this to practice some basic desert rules. It's a nice enough scenario, though the British player is pretty much condemned to just sitting in the trenches after his armor is gone - which will most likely happen sooner or later. This would probably also work as a solo game.
ASLSKGwahlur
Not Fade AwayPlayed over two sessions, and I dicebotted Ian in both of them. It was still close at the end : in the final turn, the Americans had a 3:1 CC to take a building for an 8-point swing in VP to win the game, but gacked the roll. Gamer72
Ad Hoc at Chef-Du-Pont cub99
SzczukiThe Polish defense concentrate around the objective buildings, concealing themselves from German view. The Panzers IB moved forward in two groups but were soon either immobilized or destroyed by ATR, mortar and armored cars. Meanwhile, the German infantry steadily progressed through orchard or grain. The German ATR finally took out the feared armored cars turning around and firing with their gun and rear MGs. This allowed German troops to progress on their right wing and take the first bulding. The Polish defenders resisted quite well. In the last turn, the final German assault succeeded at last in breaking the Poles and secure victory with the unique half-squad able to control the building. A huge festival of DR2 for both sides and sniper activation. A fun play.
Two or three more OB-given concealment counters would have been great for the Poles.
lt_steiner
Lee's Charge manzoliandrea72
Defiant ConfrontationThe Finns put up a valiant defence, but a miss-play with which hex to send the HIP Hero in at the start, and some poor luck in turns 2 and 3 saw the Finnish defense falter and simply collapse. The Russians lost a lot of troops initially, a full stack being No Quartered back to the counter tray, and subsequently losing all their SWs thanks to the bitter cold weather.

The Finns really suffer from their small OOB, only having 4 half-squads (Not 4 squads as the above would suggest). The variable reinforcements is lovely, but the errata says to reduce the victory conditions of "Russians must control 4 buildings" to 3, which is almost an automatic victory based on the location/entry for the Russians vis-a-vis the Finns. Don't use the errata, maybe consider giving the Finns an extra half-squad. Fun nonetheless, and quick.
Jobbo_Fett
Morgan's StandA solid performance by the German attackers. In spite of some serious infantry losses on Turn 2, the Bosche got their HT on board during Turn 3 and it ran straight through town, surviving a couple of BAZ attacks (darn boxcars!) and wound up sitting on the victory bridgehead hex by mid-game! Three turns later, the Germans had a tight grip on the bridgehead with a leader, LMG, two full squads, a Pz IV and a Stug. At turn six, I rolled for reinforcements and got a 6 when I needed a 5, so I conceded the game at that point. The American reinforcements never got on the board. Great game, Bill! Jplott94
Baking Bread NicolasLL
A Breezeless DayThe Germans got mauled early on in their approach, then I concentrated on keeping CVP losses to minimum. They barely made it!
In Turn 7 with all Americans broken I had just enough (exactly 70 Exit VP) left to exit. I did manage to also Control ALL buildings on board 42.
Kydder
The Lion, DrivenA combination of poor initial Japanese setup and poor DRs (or good Allied DRs, e.g. snakeyes vs my Banzai) meant I was always losing this one. The Commonwealth troops quickly cleared the southern woods and the roadblock, so it was up to my reinforcements to try to get next to the road. I tried my sneakiest, and it went down to the last turn where I still had a very remote chance, but luck was still not with me so a comfortable Commonwealth win in the end. Andy_Bagley
A Ridge Too Far NicolasLL

Latest News

March Madness Korean War pack available for download
The March Madness Korean War pack is available for download at a cost of $20 from the shop.

8 scenarios, ranging from small to large all featuring the KW. Look out for an episode of IR focusing on this pack, shortly!
ROAR record importer
After too many requests from players, I've now added a way for you to import your playings from ROAR into the archive. The instructions can be found at the bottom of your My Page, but essentially requires you to copy and paste your playing records from your account page in ROAR into a spreadsheet, then from there into the input box.

Games aren't removed from your account but duplicates won't be added (duplicates check player name, scenario and dates).

Please do carry on using ROAR if you choose to do so, but this is being offered to players who'd like to consolidate their records here.
Reports and statistics
I've added a replica of the roar balance report (based on archive plays) underneath reports -> balance, on the left hand menu and some statistics charts, too.

Want to see how many games have been logged and when? Are we playing more now than we did 3 years ago? What about the year when the most scenarios were published? Or are games played with vasl more regularly than ftf?

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

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

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

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

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

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

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

Latest Content Additions

Updated daily. Refresh
ScenarioActionWhen
Birds of PreyPatSaj Added a playing2h 27m 50s ago
First and InchesHutch Modified the unit counts2h 57m 19s ago
First and InchesHutch Modified the Defender's AFVs2h 57m 19s ago
Attaque à l'aubeLionelc62 Added a playing5h 18m 2s ago
Ghost Killers Night PatrolDanno Added a playing9h 16m 6s ago
Outpost 36Danno Added a playing9h 17m 21s ago
BamianshanDanno Added a playing9h 18m 48s ago
Ghost Killers Night Patrolgrumblejones Added a playing9h 21m 49s ago
Outpost 36grumblejones Added a playing9h 22m 44s ago
Bamianshangrumblejones Added a playing9h 23m 39s ago
Second Hand Newsgrumblejones Added a playing10h 7m 36s ago
Second Hand NewsDanno Added a playing10h 9m 6s ago
The Olive Oil Factoryjrwusmc Added a playing11h 47m 16s ago
The Venetian Fortjrwusmc Added a playing11h 48m 26s ago
Hassle at Hasseltatomic Added a playing12h 2m 30s ago
Hassle at Hasseltatomic Rated the scenario12h 3m 22s ago
First and Incheshoxson1 Modified the Attacker's AFVs12h 10m 55s ago
First and Incheshoxson1 Modified the unit counts12h 15m ago
First and Incheshoxson1 Modified the Attacker's AFVs12h 15m ago
Kanga Forcehoxson1 Modified the unit counts12h 18m 48s ago
Kanga Forcehoxson1 Modified the Attacker's Guns12h 18m 48s ago
Kanga Forcehoxson1 Modified the Defender's Guns12h 18m 48s ago
Wurselen Sequelhoxson1 Modified the unit counts12h 20m 3s ago
Wurselen Sequelhoxson1 Modified the Attacker's Guns12h 20m 3s ago
Messenger Boyshoxson1 Modified the unit counts12h 22m 48s ago
Messenger Boyshoxson1 Modified the Attacker's Guns12h 22m 48s ago
Merdjayounhoxson1 Modified the unit counts12h 24m 11s ago
Merdjayounhoxson1 Modified the Attacker's Guns12h 24m 11s ago
Merdjayounhoxson1 Modified the Defender's Guns12h 24m 11s ago
Novaja Vodolagahoxson1 Modified the unit counts12h 25m 35s ago
Novaja Vodolagahoxson1 Modified the Defender's Guns12h 25m 35s ago
Novaja Vodolagahoxson1 Modified the Defender's AFVs12h 25m 58s ago
Novaja Vodolagahoxson1 Modified the Defender's Guns12h 25m 58s ago
Novaja Vodolagahoxson1 Modified the unit counts12h 25m 59s ago
Gunter Strikes Backhoxson1 Modified the Attacker's Guns12h 28m 56s ago
Gunter Strikes Backhoxson1 Modified the Defender's Guns12h 28m 56s ago
Gunter Strikes Backhoxson1 Modified the unit counts12h 28m 57s ago
The Revenge of the Greyshoxson1 Modified the unit counts12h 29m 48s ago
The Revenge of the Greyshoxson1 Modified the Attacker's Guns12h 29m 48s ago
The Revenge of the Greyshoxson1 Modified the Defender's Guns12h 29m 48s ago
The Queen's Prequelhoxson1 Linked the scenario to ROAR12h 31m ago
The Queen's Prequelhoxson1 Modified the Defender's Guns12h 31m 47s ago
The Queen's Prequelhoxson1 Modified the unit counts12h 31m 48s ago
The Queen's Prequelhoxson1 Modified the Attacker's Guns12h 31m 48s ago
Groff's Griefhoxson1 Linked the scenario to ROAR12h 33m 12s ago
Groff's Griefhoxson1 Modified the Attacker's Guns12h 34m 19s ago
Groff's Griefhoxson1 Modified the unit counts12h 34m 20s ago
Lababia Ridgehoxson1 Modified the Attacker's Guns12h 35m 40s ago
Lababia Ridgehoxson1 Modified the Defender's Guns12h 35m 40s ago
Lababia Ridgehoxson1 Modified the unit counts12h 35m 41s ago
Acorns in the FireDispang12 Added a playing13h 11m 5s ago
Operation ItemHutch Modified the unit counts14h 1m 5s ago
Operation ItemHutch Modified the misc. rules14h 2m 18s ago
Operation ItemHutch Modified the Defender's Guns14h 11m 40s ago
Operation ItemHutch Modified the unit counts14h 12m 22s ago
Operation ItemHutch Modified the Attacker's Guns14h 12m 22s ago
Operation ItemHutch Modified the unit counts14h 13m 18s ago
Operation ItemHutch Modified the Defender's Guns14h 13m 18s ago
Operation ItemHutch Modified the overlays14h 14m 21s ago
Outpost 36Hutch Modified the overlays14h 16m 18s ago
Outpost 36Hutch Modified the misc. rules14h 18m 6s ago
Outpost 36Hutch Rated the scenario14h 18m 53s ago
Outpost 36Hutch Modified the Unit Elements14h 20m ago
Ghost Killers Night PatrolHutch Modified the unit counts14h 21m 57s ago
Ghost Killers Night PatrolHutch Modified the Defender's Guns14h 21m 57s ago
Ghost Killers Night PatrolHutch Modified the misc. rules14h 23m 54s ago
Ghost Killers Night PatrolHutch Modified the Unit Elements14h 26m 22s ago
Task Force CrombezHutch Modified the overlays14h 27m 36s ago
Task Force CrombezHutch Modified the misc. rules14h 28m 23s ago
Task Force CrombezHutch Modified the unit counts14h 31m 4s ago
Task Force CrombezHutch Modified the Attacker's AFVs14h 31m 4s ago
Task Force CrombezHutch Modified the Defender's Guns14h 31m 4s ago
Task Force CrombezHutch Modified the Defender's Guns14h 32m 22s ago
Task Force CrombezHutch Modified the unit counts14h 32m 23s ago
Task Force CrombezHutch Modified the Attacker's AFVs14h 32m 23s ago
Satisfaction and Confidenceferalhuntsman Added a playing14h 34m 23s ago
Tank Action At ChongjuHutch Modified the unit counts15h 55m 30s ago
Tank Action At ChongjuHutch Modified the Defender's AFVs15h 55m 30s ago
Tank Action At ChongjuHutch Modified the Attacker's Guns15h 55m 30s ago
Tank Action At ChongjuHutch Modified the Defender's Guns15h 55m 30s ago
Tank Action At ChongjuHutch Modified the unit counts15h 57m 7s ago
Tank Action At ChongjuHutch Modified the Attacker's AFVs15h 57m 7s ago
Tank Action At ChongjuHutch Modified the Defender's AFVs15h 57m 7s ago
Tank Action At ChongjuHutch Modified the Attacker's Guns15h 57m 7s ago
Tank Action At ChongjuHutch Modified the Defender's Guns15h 57m 7s ago
Tank Action At ChongjuHutch Modified the misc. rules16h 3m 36s ago
Tank Action At ChongjuHutch Modified the Unit Elements16h 7m 31s ago
People's VolunteersHutch Modified the unit counts16h 19m 36s ago
People's VolunteersHutch Modified the Defender's AFVs16h 19m 36s ago
People's VolunteersHutch Modified the Defender's AFVs16h 22m 28s ago
People's VolunteersHutch Modified the unit counts16h 23m 15s ago
People's VolunteersHutch Modified the Defender's AFVs16h 23m 15s ago
People's VolunteersHutch Modified the Defender's AFVs16h 37m 45s ago
People's VolunteersHutch Modified the unit counts16h 45m 53s ago
People's VolunteersHutch Modified the Defender's AFVs16h 45m 53s ago
People's VolunteersHutch Modified the Defender's AFVs16h 46m 36s ago
People's VolunteersHutch Modified the unit counts16h 57m 13s ago
People's VolunteersHutch Modified the Defender's Guns16h 57m 13s ago
People's VolunteersHutch Modified the Attacker's Guns16h 57m 54s ago
People's VolunteersHutch Modified the Defender's Guns16h 57m 54s ago

Popular Publications

PublicationScenariosRating
March Madness 2009 Partisan Pack 88.00
March Madness 2022 Grumble Jones Pack 88.00
March Madness 2023 10th Mountain Division Pack 97.95
March Madness 2017 Hollis Partisans Pack 107.83
March Madness 2018 Players Pack 107.70
March Madness 2013 Commissar Pack 87.68
ASL Starter Kit Expansion Pack #2 87.48
Grumble Jones 1557.46
Time on Target # 3 147.34
ASL Starter Kit Expansion Pack #1 2nd Edition 127.32
ASL Starter Kit #4 87.23
Schwerpunkt # 9 127.22
ASL Starter Kit Bonus Pack #2 87.20
The Green Hell of Inor 197.17
ASL 9 - Gung Ho! 87.14
Friendly Fire Pack 12 87.14
Schwerpunkt #14 127.12
From The Cellar Pack #4 207.12
Quick 6 Scenario Pack IV 67.10
March Madness 2020 Full Rulebook ASL Pack 87.09
Fistful of Scenarios 67.08
Friendly Fire Pack 1 87.07
Battle of the Hedgerows - The Storm Broke 67.07
From The Cellar Pack #8 167.06
HASL 1 - Red Barricades 107.05
Friendly Fire Pack 2 87.05
Dezign Pak 9 107.05
Beyond the Beachhead 87.02
ASL Action Pack #14 Oktoberfest XXXIV 127.02
Ost Front Pack 67.00
Leibstandarte Pack 5 - Scorched Earth 87.00
From The Cellar Pack#11 107.00
Best of Friends 126.99
Critical Hit # 2 156.98
ASL Action Pack #10 86.97
Battles of Carpiquet 136.96
Friendly Fire Pack 9 86.96
Race For The Meuse 66.96
ASL Journal #12 146.95
ASL Action Pack #17 Oktoberfest XXXV 166.95
ASL 1 - Beyond Valor (3rd Edition) 246.94
Kreta - Operation Merkur 186.94
HazMo Scenario Pack 2: The Un-Civil Wars 106.94
ASL Journal #10 196.93
From The Cellar Pack #3 106.91
ASL Journal #11 286.91
Friendly Fire Pack 11 86.91
Friendly Fire Pack 6 86.90
Generic Playtesting Log 376.90
AH:ASL Annual `93a 116.89
Schwerpunkt # 4 126.89
Hero PAX 4: Mediterranean Theater of Operations 126.89
Friendly Fire Pack 4 106.88
Death to Fascism 86.88
Deluxe Advanced Squad Leader 386.88
Friendly Fire Pack 3 86.87
Into The Rubble 86.87
Operations Special Issue #3 76.87
HASL 9 - Hatten in Flames 106.87
ASL 12 - Armies of Oblivion (2nd Edition) 326.87
Grossdeutschland Pack 1 - The Early Years 86.86
Schwerpunkt #22 126.85
Not One Step Back 86.85
ASL 16 - Twilight of the Reich 176.85
ASL Journal #14 256.84
China-Burma-India: The Lost Theater Part 1 156.83
Best of Friends 2 126.83
ASL 13 - Rising Sun (2021) 386.83
Classic ASL 166.82
Turning the Tide 206.82
ASL Action Pack #16 From The Land Down Under 156.82
Recon by Fire! #2 106.81
Schwerpunkt # 8 126.81
ASL Action Pack # 6 A Decade of War 106.81
AH:ASL Annual `93b 126.80
Dezign Pak 6 126.80
Paddington Bears '96 Pack 106.79
ASL Journal # 5 136.78
Aussie '98 Pack 106.78
Aussie Tournament Pack 76.78
Dezign Pak 10 156.78
ECZ Tournament Director's Pack 166.77
ASL Action Pack #13 Oktoberfest XXXII 116.76
Quick 6 Scenario Pack VI 66.76
ASL Action Pack # 4 Normandy 1944 126.75
Melee Pack III 76.75
BFP 3: Blood and Jungle 476.75
ASL 3a - Yanks (2nd Edition) 416.75
AH:ASL Annual `90 166.74
Fanatic Pack 2 126.74
ASL Action Pack # 3 Few Returned 126.74
ASL Journal # 8 166.74
Schwerpunkt #23 126.74
HazMo Scenario Pack 3: City of Steel 106.74
HASL 4 - Pegasus Bridge 86.73
Friendly Fire Pack 7 86.73
ASL 13 - Rising Sun 336.73
ASL Journal #13 336.73
Schwerpunkt # 5: Medal of Honor 126.71
ASL Starter Kit #3 86.71
Dezign Pak 5 186.71
DASL 1 - Streets of Fire 106.70
ASL Journal # 4 136.70
ASL 10 - Croix de Guerre 86.69
AH:ASL Annual `95 Winter 246.69
HSASL 2 - Operation Veritable 176.68
ASL Journal # 3 336.68
BFP 4: Crucible of Steel 326.68
Schwerpunkt # 7 126.67
Tactiques # 4 86.67
Coastal Fortress 556.67
Hazmo Scenario Pack 4: Making the Grade 106.67
ASL Journal # 1 176.66
Schwerpunkt #13 126.66
Operations Special Issue #1 66.66
Rally Point #14 106.66
Quick 6 Scenario Pack III 66.66
Quick 6 Scenario Pack V 66.66
ASL 12 - Armies of Oblivion 116.65
Provence Pack (MMP Download) 106.65
HASL 7 - Valor of the Guards 216.65
HazMo Scenario Pack 1: A World at War 106.65
ASL Starter Kit #1 66.64
Schwerpunkt #10 126.64
From The Cellar Pack #2 106.64
BFP 2: Operation Cobra 126.64
Rally Point #11 106.64
Quick 6 Scenario Pack 66.64
Critical Hit # 6.4 246.63
BFP 5: Poland in Flames 456.63
March Madness 2019 Close Combat Pack 86.63
AH:ASL Annual `96 146.62
ASL Open `96 Scenario Pack 106.62
From The Cellar Pack #9 176.62
ASL Action Pack #15 Swedish Volunteers 166.62
Rally Point # 3 106.61
ASL Starter Kit #2 86.60
Schwerpunkt # 6: Victoria Cross 126.60
Schwerpunkt #11 126.60
Rally Point # 1 106.60
Franc-Tireur#10 116.60
Franc-Tireur#11 226.60
Friendly Fire Pack 10 86.60
Rally Point #15 106.60
Rally Point #17 106.60
Blood & Iron 106.59
Schwerpunkt #12 126.59
ASL 3 - Yanks 86.58
Leibstandarte Pack 1 - Blitzkrieg! 86.58
Rally Point # 2 106.58
Schwerpunkt #20 126.58
AH:ASL Annual `92 156.57
ASL Action Pack # 1 86.56
ASL Action Pack # 2 86.56
ASL Action Pack # 5 East Front 126.56
HASL 2 - Kampfgruppe Peiper I 66.55
HASL 12 - Drop Zone: Sainte-Mère-Église 146.55
HASL 8 - Festung Budapest 206.54
ASL 10a - Croix de Guerre 426.54
HSASL 1 - Operation Watchtower 176.53
Dezign Pak 1 106.53
Elite Canadians 96.53
ASL Journal # 2 246.52
Gembloux: The Feint 96.52
Melee Pack II 66.52
Kampfgruppe Scherer: The Shield of Cholm 176.52
ASL 5a - For King and Country 206.51
From The Cellar Pack #5 146.51
Hero PAX 3: Jungle Heroes 106.50
Dos Equis Scenarios Especial 106.50
AH:ASL Annual `97 166.49
Recon by Fire! #3 206.49
Tactiques # 7 86.49
ASL Journal # 9 256.49
Winter Offensive Bonus Pack 2018 66.49
HASL 10a - Red Factories 186.49
Leibstandarte Pack 2 - Barbarossa 86.48
ASL Starter Kit Expansion Pack #1 1st Edition 86.48
Nor'easter XX 136.48
ASL 5 - West of Alamein 86.47
Internet 1616.47
Onslaught to Orsha 256.47
Beyond the Beachhead 2 166.47
Swedish Volunteers 146.47
BFP: Operation Neptune 106.47
ASL Journal # 7 126.46
Critical Hit # 3.1 126.46
Friendly Fire Pack 5 106.46
ASL Action Pack # 8 Roads Through Rome 106.46
Waffen-SS II: The Fuhrer's Fireman 86.45
Blitzkrieg in the West - Central Campaign 66.45
AH:ASL Annual `91 166.44
Friendly Fire Pack 8 86.44
HASL 11 - Sword & Fire: Manila 306.44
Tactiques # 8 106.43
Rally Point # 7 106.43
ASL Action Pack # 9 To the Bridge! 106.43
ASL 7 - Hollow Legions (2nd Edition) 86.41
ASL Journal # 6 156.40
G.I.'s Dozen 136.40
Schwerpunkt #16 126.40
Rally Point #13 106.40
Into The Rubble 2 126.40
High Ground 2 166.39
Schwerpunkt #17 126.39
Out of the Attic #2 166.38
ASL 7a - Hollow Legions (3rd Edition) 546.38
Critical Hit # 4 106.36
Tactiques # 1 106.36
Witches Cauldron: Oosterbeek Perimeter 166.36
AH:ASL Annual `89 156.35
Franc-Tireur#12 126.34
Rivers to the Reich 156.34
Nor'easter Scenario Pack II 156.33
Covered 136.33
Franc-Tireur #7 116.32
Recon by Fire! #4 146.32
Onslaught To Orsha 2 326.32
ASL Action Pack #18 Oktoberfest XXXVII 146.32
Tactiques # 6 86.31
Franc-Tireur#13 176.31
Quick 6 Scenario Pack II 66.31
ASL 2 - Paratrooper (2nd Edition) 86.30
High Ground! 86.30
Tropic Thunder! 126.30
Franc-Tireur #8 106.30
Winpak #1 106.30
ASL Action Pack # 7 106.29
ASL Action Pack #12 Oktoberfest XXX 106.29
Critical Hit # 3 186.28
Dezign Pak 2 126.28
From The Cellar Pack #6 106.28
ASL Action Pack #11 29 Let's Go! 106.28
Schwerpunkt #21 126.27
Corregidor: The Rock 216.27
ASL 11 - Doomed Battalions (3rd Edition) 246.26
Out of the Attic 166.25
Fanatic Pack 1 126.25
Berlin: Red Vengeance 116.25
Dezign Pak 7 126.25
Rally Point #16 106.25
Rally Point #18 106.25
ASL 15 - Forgotten War 166.24
HASL 10b - Red October 116.24
March Madness `97 Pack 126.23
Tactiques # 9 106.23
ASL 14 - Hakkaa Päälle! 176.23
Hero PAX 1: Hurtgen Hell to Bulge Nightmare 86.22
Blitzkrieg Pack 186.22
Armoured Aussie Pack 76.22
Tactiques # 2 106.21
ASL 11 - Doomed Battalions (2nd Edition) 86.20
Dezign Pak 4 156.20
Schwerpunkt #15 126.20
Out of the Bunker 146.20
Franc-Tireur#15 226.20
ASL 4 - Partisan! 86.19
Internet: MMP 66.19
Rally Point # 8 106.18
The Canadians In Italy 1: The Red Patch Devils in Sunny Sicily 86.17
Schwerpunkt #19 126.17
Rally Point # 6 106.15
Rally Point # 9 106.13
SASL 1 - Solitaire ASL (2nd Edition) 216.11
The Canadians In Italy 2: The Spaghetti League 126.09
Schwerpunkt # 3 126.08
Buckeyes! 106.07
From The Cellar Pack #7 106.07
Schwerpunkt # 2 126.06
ASL 8 - Code of Bushido 86.05
HASL 3 - Kampfgruppe Peiper II 86.05
ASL 6 - The Last Hurrah (2nd Edition) 86.04
Leibstandarte Pack 4 - Turning of the Tide! 86.04
Schwerpunkt #18 126.04
Franc-Tireur#14 326.02
Backblast # 2 86.00
Recon by Fire! #1 86.00
Waffen-SS I: No Quarter No Glory! 66.00
Objective: Schmidt 176.00
ASL 1 - Beyond Valor (1st Edition) 106.00
Dezign Pak 8 105.98
Schwerpunkt # 1 125.93
The Canadians In Italy 3: D-Day Dodgers 105.91
Dezign Pak 3 155.90
Blitzkrieg in the West - Northern Campaign 65.90
HASL 6 - A Bridge Too Far 125.88
Paddington Bears '97 Pack 85.87
Time on Target # 2 215.87
Deluxe Pack #1 125.87
HASL 5 - Blood Reef: Tarawa 105.86
Time on Target # 1 135.86
From the Cellar Pack#12 115.84
Hero PAX 2: Eastern Front Hero Fest 85.83
Southern Cross Scenario Pack `96 65.80
Wacht Am Rhein 165.73
ASLOK 2005 - 20th Anniversary Scenario Pack 105.71
Winpak #2 65.68
ASL For Fun-LCP 325.68
Melee Pack I 65.63
DASL 2 - Hedgerow Hell 85.60
All American I: Kellam's Bridge 105.52
Leibstandarte Pack 3 - Clash at Kharkov! 85.48
Panzer Aces 65.43
Shingle's List 85.42
Hell's Highway 65.35
Firefights! 65.27
Guerra Civil: The Spanish Civil War 125.20
The Long March 175.16
Soldiers of the Negus 84.93

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Newest players - welcome!

UsernamePlayerRegistered
ivojIvo Jurenka2024-10-10 04:56:08
KumandoHugo Guerreiro2024-10-09 18:01:53
Gray_foxStephane Nolet2024-10-09 01:36:06

On this day...

ScenarioLocationDate
26 Tanks in the StreetBardenberg, Germany1944
119 Ancient FeudAphadia, east of Cluj, Transylvania1944
EP81 Katukov Turns the Tables IISoutheast of Mtsensk, USSR1941
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