Scenario Archive Video

Most recent games played

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Encounter at CornimontWhile I recalled an armoured car and took out another in CC in the first game turn at the same time all three AA trucks were neutralised (one overrun and the other two abandoned by their broken or snipered crews). Game turn 2 broke and then X'ed out the HMG at which stage I felt I could have conceded as the writing was on the wall, but played on until turn 6 by which stage it was a mopping up exercise for the Germans and any coordinated French defence was impossible. Rich Weiley
Terror At TwilightAttacked down the left flank. Made a mistake with the civilian interrogation rules which gave me a big advantage but we didn't discover until much later in the game. German reinforcements came on turn 3 but in an isolated position that I was able to overwhelm. At hat point my opponent conceded. Rich Weiley
Second Hand News Serge
Second Hand NewsAn interesting scenario while it's not easy for the Germans. The defense of Serge was smart. The captured units make the difference in CVP at the end. lechiquier94
Sink's EncouragementLooks like rebalanced version of this scenario solves several problems of original version. MoriQuessir
Legio Patria Nostra MoriQuessir
Round Two Danno
Round TwoThe Germans were able to break up the Polish defense with a loss of 4 armored vehicles. The others exited and then the German Schwerpunkt cleaned up south edge and pivoted to take buildings and then exit for the victory. grumblejones
Russian PurgesAbsolutely brutal Red Russian sniper activated 5+ times with a 1, breaking and killing units across the map. A turn that saw some 13 squads break and forced to rally by Commissar... is what I would've wanted, but the dice did me no favors. Hit the CVP cap with only two hexes needed. Jobbo_Fett
Going to New York!It was a bloody battle with two hand-to-hand fights. StolIB
The CloserThose Germans just keep coming with 3 waves of infantry plus the AFVs in T3. Canadians chose their shots carefully and the CVP count began to rise. The Germans were down the Tiger, Puma and a PzIV going into the endgame, they could still win but this had to include exit of the remaining armour (Panther with AL = 10 VP) but the Panther was undone by a DI IF shot which got the low roll leaving it stranded mid board. 1 Sherman KO when we called it. Fun game and good to help learn / practice armour / infantry in Bocage Simonstan
Kwajalein Crush wwillow
Operation NIWIGerman mortar managed to break the Belgians often along the west tree line. The Belgians were unable to inflict enough casualties or exit any squads, which gave the Germans the victory. grumblejones
Jungle FightersAn IJA "learning scenario" having never played PTO before. Thanks to Rob for the game, I suspect he was more intent on showing me the intricacies of the IJA than he was in winning the scenario. In the end he ran out of time to exit sufficient VP's. Mind you the Aussies and Brits put up stiff resistance and accounted for a fair number of Japanese soldiers during Banzai attacks. A good lesson in just how hard it is to break a Japanese squad. Nicho11
The Commissar's House von Garvin
Hill 253.5Used German balance. Germans attack was very effective in every sense and Russians were quickly beaten back & off the hill in a humiliating loss. Kydder
Fighting WithdrawalI had hot dice on the first game turn while the Finns had to try to force their way across the street and stacked up a bunch of casualties. This bought me time to withdraw to the middle of the board, where my rearguard slowed the Finns again. The foot race was on once again, so that by turn 5 I was ready to exit most of my force but stopped just short of the board edge to delay the Finns. A well placed LMG allowed me to put down a fire lane through which few Finns could pass and I won by exiting just a couple more squads than Steve. Great game, well played by both sides. Agoldin
Defiance on Hill 30The Germans pushed hard and had the village taken in T3 with all but one HS of the at start US forces captured or eliminated. The reinforcements came on T5 so an additional 3VP but they were met by concentrated German firepower which broke or KIAd 3.5 squads during the turn and with the German force largely untouched the US player resigned. Germans helped by some low rolls / ROF in the final Prep fire phase of the game Simonstan
First Crisis at Army Group NorthUsed Russian balance. Last tank, for the "hail-mary", made it through for the win on Turn 5. Kydder
Downsizing the UprisingUsed German balance. Un- coordinated attack got mauled from the start. Allies never gained controlled of any VC. Kydder
Frivilligkompani BenckertOnce again, Rob had a stellar defence and shredded my German attack.

We misplayed an HIP rule. Rob felt very badly for that; he shouldn't. His
defence was excellent and the minor mistake was not enough of a reason
for my loss.

We will play this again, to see if I can do better.

Indy Lagu
Sparrow ForceMark had lousy dice most of the game. He malf-ed the INF on its first shot then rolled a "6" on the first repair dr. He did get a CH with his MTR and a "2" on the subsequent IFT DR but all this achieved was KIA-ing a HS. My Aussies were able to threaten both of the VC buildings by turn 5 so Mark conceded. etopp
Crickets in SpringFor CASLO XXV von Garvin
Taking San StefanoGreat little all infantry scenario that really helped me learn how to utilize smoke and assault fire...but not well enough as my very able opponent was able to hold on for the win. My inept attempts to onboard my southern flanking force cost me two squads that broke as soon as they entered a half-hex, and subsequently died for FTR. Was able to make a bit of a fight out of it, capturing 17 of the required 21 buildings but unable to fully crack Mark's well positioned main line of resistance. I had some minor successes with Close Combat, but it didn't affect the final outcome. Congratulations Mark on the win! Jplott94
Kwajalein CrushCASLO XXXV (2021). Worse shellacking in my ASL career. VBM sleazes, no ROF, broken weapons, cowering and casualty reductions. The Americans deployed, deployed, and deployed more. I called the game before the reinforcement came in. They would not have made a difference in the final out come. Paul played flawlessly. RJenulis
Taking San Stefano mhlrsym9
Real SteelA bad plan and outing from the Germans. 9 Malf MA for the Germans and a real good Polish defence lead to a crushing victory for the Polish forces. jacelm
Ultimate Treachery etopp
Counterattack on the VistulaGreat scenario with lots of options for the Russians and the Germans. The Germans cleared 4P6 by turn 7 but lost to the casualty cap not far after that. atomic
Ranger Stronghold Danno
Ranger StrongholdDan's Germans came in hard and fast to my Americans that set up on reverse slopes further back. Bazookas took out both Tanks and the MMG's helped hold back the Germans up until Turn 4. Turn 4, the Germans started to inflict losses and pushed the Americans into the woods on the south part of the hill. The Germans pressed the attack, but were ultimately thrown back by the heavy US firepower. My Americans would hold out for the win. grumblejones
Through the Dragon's TeethI'm surprised this one hasn't seen more play. Perhaps people see the three boards and think it's too big; or perhaps they see the beach and think it's a landing. Neither is true. This one plays extremely fast. The Japanese don't have much, but they do have four awesome guns and some nice terrain to defend. Dense Jungle sure makes a big difference. They also have good leaders, 8 ML, and time on their side. The Americans were able to close fast on Turn 1, ignoring my dummy picket fences. By the next Turn they made it to the edge of the village, but here they were slowed down just enough that it probably cost them in the end. I definitely could see this scenario being dicey, as the Japanese are so thin that one bad set of rolls could clear a wide opening for the Americans. This happened to me on Turn 4, but thankfully it was in the east - the furthest from the VC area - and these Americans eventually all faced their maker when they ran into my guns. I wouldn't even consider taking out those guns if I was the American. Anything that gets in their sights should be absolutely shredded. I would think a gun that big would have no IF, restrictions on HIP, or limited range (Scott came up with that one), but none of these are the case. In fact they even have fast turrets, as they are remnant WW1 battleship guns. Turn 4 also saw me bring onboard both HIP HS to further shore up my thinning line around the 38/62 chokepoint. It was getting to the point where I had just enough of a force left to block the way with bodies, and my break and fall back strategy worked wonderfully to buy time. Scott also came under heavy fire from both of my flanking AA guns, and lost a nail-in-the coffin 3.5 squads and a 9-1 on Turn 6. Figuring if he could still eliminate a gun he had a mathematical chance, Scott valiantly pushed on. But when this effort failed it was game over. Fun scenario; definitely challenging for the Americans, but I would be happy to give it a go. buser333
The Penetration of RostovUsed Russian balance. Germans could not get their AFV on until Turn 8 and by then they had suffered a good old fashioned "diced" defeat. Kydder
The Penetration of RostovGot diced in a big way! 7-0 duval
Crossing the Gniloi Tikitsch ppalma
Counterattack on the Vistula jacelm
Gift of TimeA fun game but the British Valentines need to be handled with finesse so as to buy that 'Time'. If they try and fight it out, even from hull down positions, the Germans will likely kill all three from long range. The M3 and M3 Lee tanks GMCs also have a problem with range due to the Red TH #s.

The Germans are pressed for time and need to move, move, move, especially with the need to cross two wadis. The VCs will likely mean the Germans need to exit at least a few vehicles so they cannot get held up in prolonged fight.

The Liberation of Tulle Stoffey18
The Story of Easy Company: Frères d’arme – 5Interesting scenario where two paratrooper companies (Easy and Item) need to join without suffereing too much casualties. It began well for the Americans when their light mortar critically hit the StugIII and destroyed it. However, the Tiger advanced and blocked the paratroopers from the easy company with success despite their higher number. The Tiger survived several CC attempts, bazooka shots and was finally immobilized while still threatening the progress of the Easy company. The Item company entered the outskirts of Foy but was stopped by stiff resistance from the Germans and an AT88 gun. With much higher casualties suffered and no possible link with the two companies, the American lost. lt_steiner
Pössl’s Posse igycrctl
Rebels Without A PauseTom and I took a break from play testing to engage in this short fight. It was a horrid display of shooting by both sides, but the German's managed to keep it together long enough for the win. Tom chose VC option 3, Overall a good scenario on the wonderful board 68. Recommended! SGT Mac
The Liberation of Tulle Stoffey18
Beacon of HopeAlthough not the most exciting of scenario's this small scenario is decent enough for a quick game. Looks tough for the Germans waynebaumber
The BendThe Germans made very good progress early on, then the wheels fell off. A mtr CH immobilized one Panther. The other Panther malfunctioned it's MA and was recalled. A MMG took out one HT and a Baz the other. A turn of bad CC sealed the Germans fate. RJenulis
Dayan to Meet You ppalma
Deadly Sleigh RideA very close game, coming down to the last turn before confirming via VP that the Whites were missing 1 LVP and could no longer move. Replayable, so long as you can wrap your head around Taczankas and sleighs.

White Russian sniper activated some 7+ times while the Red Russian was out to lunch. Ouch!
Aussie AlamoMay Bearz 2021 - Tried to go over the hills in the centre and then pushed to the right when I couldn't find away through the Aussie defence and as the reinforcements came on. Made a semi breakthrough but my casualties were far too high and the defenders were largely intact. Rich Weiley
Operation Schwarz Danno
Operation SchwarzGood little scenario. I ran my tanks up the creek and through a woods hex without bogging and got in behind the Partisan line, though lost one tank to a Molotov. The other got some independent movement and was able to overrun a building. The ACs came on the far road only to find the roadblock, but I had squads to help remove it, though it took a couple of turns; was able to get one AC off and enough infantry, capturing the last building on the last advance phase. Lots of options for attack. VBM is tricky with the Molotov capability of the Partisans. dmareske
The Crux of CalaisIt was tough going for the attackers. However, the British obligingly managed to have their vehicles wrecked at the bridge approaches, allowing the Germans some cover when moving across the canal. The turning point was when the blaze spread throughout the building that housed the main British resistance; forcing him to displace. Vic Danger
The Red WaveGreat scenario. Like the best, this one went down to the last CC DR of the game. A German HS and wounded leader held three 447 Russian squads in melee for two-and-a-half game turns . . . not player turns, game turns! In the penultimate player turn, Russians rolled boxes---letting the HS move into an adjacent and empty victory condition building, leaving the leader behind. Finally, in the last CC, the valiant German HS and leader, each in different VC buildings, succumbed to overwhelming CC odds. Had either held on to stay in melee the Germans would have won. Wow. EJ1
Vilnius BreakoutTough game that was beyond my abilities. Caught between two forces, I was decimated. grumblejones
Vilnius BreakoutNot sure how this will get recorded, but I was the partisans and I could not prevent a Russian victory after the Germans were decimated between our crossfire. Getting the Germans across one of the bridges is key and stay ahead of the Russians. I might have tried to recapture a bridge, but the hour was late and Paul had a pretty solid Russian force, though one highlight was getting a Partisan hero, picking up a German DC and blowing up a Russian/British ASL moment that keeps you playing the game! dmareske
Elephants Unleashed ChuckD
Sparrow Force jwert02
Rock the KasbahOpponent alternately used the platoon tanks maneuvered to freeze my shots and armoured assault to let his infantry safely move forward. BAZ broke on the first shot. Just barely enough infantry passed a pair of 4 flat shots to exit with the tanks. nebel
Gotta Get OutMy Shermans smoked the German positions relentlessly. The GIs moved up and CC-ed the VC buildings. etopp
BreakoutI managed a 23 to 22 win playing as the Soviets. This was only due to luck; I scored a 10-3 in my starting forces and managed to get three extra turns (ending on turn 10) which was JUST enough to evacuate the bare minimum for the win. I suspect it would only be very slightly easier to win as the Germans since you don't have to fight through the fortress that is the 'Kindergarten' to get out (and it's two hexes shorter of an evacuation path.)
S? Placement is a little unclear on the mission sheet. I ended up placing them in successive clockwise concentric "circles" incrementing the radius by one hex after each circle was complete. This means there are plenty of S? that will never be activated, but trust me, you won't lack for foes.
Barking Monkey
Dingoes At Damour hussar04
Bedburg BiteGermans set up a very 'up-front' defence, with everything except the HIP mortar in hex numbers 3 & 4. My initial approach was cautious and went OK, but then I saw a risky opportunity to run my Kangaroos through his lines and capture building 64L5 early. Turned out to be too risky however; I dodged the panzerfausts but overlooked how powerful his ATMMs could be if he successfully rushed my Kangaroos, which he did. So all three of them fell to CC attacks despite being in motion. I then lost a couple of other close CCs and found an A-T mine with my flamethower tank, and it was all over. Very interesting and enjoyable scenario, even though I lost. Andy_Bagley
Point D'AppuiIlluminating Rounds Tournament Round 1 - PBEM - I played the defending Americans and Tim was the Germans. I decided to play aggressively with the Americans and this paid off early with the destruction of a number of half-tracks. A missed bazooka shot at point blank range at a H/T on the right flank might have finished the game earlier. The +2 moving, +1 size and +1 LV modifiers reducing the To Hit number to a 5. Missed it by 1 so blamed the LV!
Tim managed to push into the centre of town only to have the H/T destroyed by the 9-2 leader and the MMG. A last ditch effort saw him capture the Victory hex by withdrawing a squad from CC. This was then supported by one of the turretted H/T's but neither side could do much damage.
It all came down to the final turn where I reinforced the melee in the Victory Hex with two full squads and the 9-2 leader. I needed to wipe him out as he had controlled it last. A squad had also advanced into CC with the H/T and destroyed it. The final CC resolved in the Americans' favour and they snatched a narrow win.
Thanks go to Tim for a good game and for his patience with my constantly forgetting to apply the +1 LV hindrance. A very enjoyable scenario. Log File submitted to IR.
The GovernorSetting up as the Vichy, I decided to put most of my units in the south close to the I6 building. The most frustrating issue was finding somewhere to put the MTR. Even using a Spotter (C9.3) was not going to help much.

John attacked in the north. I was hoping that I could regroup my units fast enough to stop the Aussies short of the VC target of nine multi-hex buildings.

John's attack plan was sound - strip concealment with a "run and bump" by leaders/HS then win the Ambush dr. The Vichy defenders were gobbled up by the Aussies in H-t-H CC.

But time was short for the men from Down Under. Stout defence of the O4 and V4 buildings meant they didn't have enough time to grab the last buildings.
Another Summer's DayJakobs final SK-scenario before we´re taking off. He whooped me as expected despite a somewhat shake beginning. The germans chose to bring in four groups on turn 3 so when they got in, there was nothing I could do with 7 ML troops surrounded. Still a very fun scenario. DrDryg
Unhorsed Todforce ppalma
Dorset Wood in the Rain ppalma
The GauntletWe used the German balance, but the Norwegians still won. I made a few mistakes attacking (not enough HS, a couple risky moves that didn't pay off). It was also one of those games where every time I took a risk, I paid for it. Fun scenario, worth replaying. sushidog
Belgian TigersA very close and enjoyable game. The Germans got hammered early but managed to get everybody across the river eventually, taking 7 buildings in their last turn, but getting stretched thin though this and the Belgians took back 2 buildings in their last turn to clinch the win. oybj
From Villebaudon to ValhallaFirst off, I would like to thank my friend Steve for humoring me as we played this scenario. Both sides get a ton of heavy metal and toys, which makes it fun from that perspective. Although it may not seem likely I managed to get a win as the Germans.

This scenario is designed so that the Germans have limited options other than driving straight down the road (I have noticed most of this designer's scenarios are similar in this pack). Board BFPE has some options for the German to go north or south but to get on the next board the German must go over at least two bocage lines (and pass the bog checks) or go straight up the middle into the teeth of the American defenses. To get to that point, the attacker must first work his way through the intersection at BFPE-N6, which Steve had very shrewdly placed under observation from his OBA observer in the steeple on the other board. He spent the first four turns of the game calling in harassing fire from his 105mm OBA which made it too risky for my tanks to drive through and suicidal for my open top halftracks. In total I lost 2 Panthers to the arty (one immobilized, one knocked out) and a AA HT immobilized also. Mainly it cost me tons of time so that at the end of turn 6 I had hardly reached the next board. I easily shot down both of his fighter-bombers with my AA umbrella (have you seen the FP on that Sdkfz ht?) so that the "Jabos" didn't really do anything for him.

Luckily starting at the beginning of turn 7 the dice gods were with me and my Panthers hit every AFV they shot at (needing 5s and 6s to hit). And I was finally able to bring my infantry up for close-in fighting which proved to be too much for the Americans. This enabled me to run up the body count so that by the end of turn 8 I had well over 90 CVP, securing the win.

This scenario is fun to play a couple times. For sure, both players need to have a sense of humor to deal with all the crazy stuff that's going to happen.
Battle for the Warta LineAnother remake from the days of Crescendo of Doom and tghe Squad Leader days. This scenario is a challenge for both players as the Poles have plentiful Wire and good quality troops. The Germans, extremely well led and equipped must cross two maps and exit 16 VP off the opposite map edge.

The terrain forces some hard choices on the Germans as they can really only make use of their OBA and In Inf gun if they attack across the open ground,... with the obvious risks to their infantry. An attack through the Board 5 woods is slower but makes either side's OBA difficult to use and the Inf gun an afterthought.

This playing came down to a last turn German attempt to exit in the face of Polish 2 and 4 FP attacks with -1 and -2 DRMs. Just enough German infantry pinned or break for the Poles to win.
Prelude to BodangeTodd smartly pointed the weakness of my defensive setup with the first German wave. As soon as the German reinforcements arrived I felt that the Belgian troops were at risk of being overwhelmed...And I was right, at turn 6, it becomes hopeless for the lonely Belgian MMC ! lechiquier94
The Gauntlet atomic
Ripples on the Pond4 turns played.
2nd turn Allied - First revealed German AT gun kills American Leader 9-1 and two 666 squads (snake eyes), then shocked tank crew and destroyed another tank (magic RoF).
2nd turn Axis - After an amazing shooting the crew makes a relaxing walk thru an adjacent forest hexagon.
3rd turn Allied - Shocked crew get UK state.
3rd turn Axis - German leader 8-0 and squad 467 started Close Combat in brush hex adjacent to german AT gun, then continue MELEE 4th turn. Some Americans joined melee. Brave Americans won the melee fight.
4th turn Axis - After a relaxing walk German gun crew returned to AT gun, found it, and started sending shell after shell (again magic RoF) shooting in American guys who won the melee fight. Leader 8-1 and two 666 squads stayed lying on the battle field (another snake eyes).
But Americans won the scenario succesfully moving 3 tanks and one 666 squad off the map. (VASL Log)
Liehr Launches FirstAFV made the difference with accurate (lucky) shots, opening the way for the infantry to control key buildings. The Americans showed a strong morale but a poor accuracy. A sniper in the last American turn helped. Prairial
Welcome Back sajimenez
Defenders of StalingradThis is one of those strange scenarios which may well go to the last turn but is not in fact that exciting. The German has little to do once set up is complete and once the Soviet juggernaut gets going its just a case of holding on to that last Factory hex. waynebaumber
The CloserNice game. Looked really hard for the germans but in the end, not many VCs missing despite heavy losses. Canadian dumb move in the beginning meant one lost AFV into a cellar, otherwise pretty functioning setup. Very close game! Fun! DrDryg
The Vital Hours Danno
The Vital HoursHard fought game at the river, but British fire power pushed the Germans back. The Panzerschreck took out the Jeep and gun. Then the battle raged at the two hex stone building. The Germans were annihilated there, but delayed the British just enough to force a final turn desperation run for the exit. The Germans managed to pin or break the final attempt to exit for the win. grumblejones
Please HurryUsed British balance. Brute force won the day for the Germans in the top of turn #3. 7-0 duval
Blood on the TracksUsed German balance. Once the attackers were committed to pushing through the north flank, the minefields decimated most of them, leaving the few survivors who managed to get forward being forced to rout back into the minefields with demoralizing results. The main thrust in the center was also stalled by determined Russian defenders entrenched in front of the buildings. The best use of wire and minefields I have ever been subjected to. A beautiful Russian victory in the top of the 5th turn. 7-0 duval
Red ChurchillsVery good scenario with a choice of OB which is nice. Read the Scenario card! I did not place tanks properly which meant they did not impact till T3 instead of T1
love to play this one again
Katyusha VariationsSeems like a rough prospect for the Russians. The Russian rocket OBA only managed to start a couple flames, and that's about it. We made it only halfway and the Russians threw in the towel several to outright KIAs, including their 8-1 leader (move through the open or move through Swedish OBA air burst in the woods). They also had broken squads strewn across the board. The Russians have to MOVE FAST to win this one, and somehow minimize attrition while doing so. Getting up that hill is tough because Russians have to traverse gullies (which basically eats up 1 turn) to get there, then deal with double crest lines and/or entering woods crest lines. Very slow going. Then the Russians have to hold the top of the hill from a final Swede counterattack if it gets that far along. Seems extremely tough against any decent Swedish setup. Thradar
Ciao Cina!This game came down to the last turn with 5 Close Combats, very exciting! RJenulis
Descent into Hell manzoliandrea72
Wrong PositionThe Germans reinforced by armored cars entered along the Southern road and hit the British hard by knocking down an AT gun and two squads. The British carriers arrived very quickly in reinforcement on turn 2. Their annoying little size prevent the German AC to destroy them. The German infantry dismounted and entered the town in order to hold the British infantry at bay. The other hidden AT guns took out 3 armored cars but were finally silented by German infantry. The carriers were successful in preventing German motorcycles to exit the board (only one HS managed it). The German infantry succeeded in escaping the town trap but several lucky fire strikes from the British infantry prevent them to exit the map. An unexpected British victory finally with 22 to 16 CVP. Reinforcements arriving later on turn 3 or 4 could greatly change the balance toward the Germans. lt_steiner
Wrong PositionThe first two German turns suggested a clear victory for the Axis troops. The British reinforcements arrived very quickly and made it possible to halt the forward march of the attacker. Lots of mechanical losses on both sides and rather unreliable guns ... Prairial
No Japanese Within 100 MilesThe Aussie MMG did nothing much for the first four turns with no ROF let alone Japanese MC. The Japanese "sporadic artillery fire" (SSR 2) K-ed a crew to add injury to insult. The Aussies retreated to the north-east corner of the hill. When the Japanese launched several Banzai charges, the Aussies inflicted heavy casualties. In the end, the Japanese forces had dwindled to two Step-Reduced squads. etopp
Priority Target MoriQuessir
Over Open Sights MoriQuessir
ANZAC Boys ChuckD
They Fired on Odessa...The Russians moved aggressively against the Romanians, breaking some, but with the aid of some fanatic and one berserk squad. The OBA did nothing and Romanians were able to fall back to the guns forcing the Russians to make a dash for the guns on the last turn. They were unable to get adjacent to the last gun, even though all the gun crews broke on the sight of the advancing Russians. The guns were not destroyed. dmareske
They Fired on Odessa... Danno
Illi's BlockPlaytest Germans in upper levels got too many hits on troops. Danno
Lions and Tin MenJim and i continue our progress through the Swedish Volunteer pack.
We decided to start using balance if the ROAR numbers show one side with 2x or greater the wins over the other so this one was played with the suggested Allied balance.
Another one that seems a bit odd that there are no dummy counters for the allies so they have to setup spread out and in view of the Germans prior to setup with the 81mm.
Jim opted to push down his left flank blanketing the area with smoke (3 successes on the first turn). This side became tied up on L0 above the valley floor. He pushed his reinforcements down the road in the middle to keep the allies from too much concentration. Jim did not get the tank reinforcement group and opted to be bold with the 3 squads and a leader coming on in turn 1 and try to push down the road as a stack. The only real defense was the Green squad who took the shot at long range with a 2 down 2 and promptly rolled a 3. These small short games are very subject to the dice and a couple of LLMC fails and the whole stack was reduced to a leaderless group of 3 HS.
Meanwhile on the heights the allies battled giving ground back to a defensive line along the exit area.
It wound up with the Germans being force to try and CX units to reach one of 2 possible exit hexes (If i had played a bit better i could have sealed these off completely). However this meant multiple -2 shots on one side of the board and an initial 12 -1 shot followed by 6 resid -1 shots on the other side. The Germans couldn't muster the troops through the fire in the end giving the allies the win.
This one wound up close even with the allies wiping out one reinforcement group.
On the BorderlineFinns rushed all units to help defend their forward HIP positions. They kept the Russians stalled on board 4 until Turn 7 when eventual overwhelmed by cheeky Russian attacks. Russians then managed to Recover a couple Horse counters to Gallop onto Board 3 for last VC.
Point D'AppuiIlluminating Rounds tournament round 1: 2021. Germans got thoroughly diced for the duration of the game. It turned out to be great bazooka practice for the Americans. 7-0 duval
La Guerre Finie!!I setup most of the French defenders in the North and put the roadblock in the South. My plan was to remain concealed for as long as possible. The Germans utilized spotted mortar fire to good effect in the South and were able to break several units. Once broken the French are reluctant to rally.
The French were more effective in the North where they were able to break and then eliminate the crew of the ATG. However, despite having a fortified location with good LOS to the bridge, the French were unable to pass a MC to save themselves.
A well placed German mortar round that eliminated my best leader and the MMG spelled disaster for the French in the North. While the German ATR's couldn't make an impression on the lone French tank it was taken out by another mortar round on Turn 6 signalling that it was time to declare, "La Guerre Finie!!" Well played to my opponent.
A difficult ask for the French as they lack the firepower to inflict serious casualties on the Germans who can setup well protected kill stacks that eventually wear the defenders down.
On the BorderlineThe Finns tried to stop the Russians on board 4 by rushing all units forward to aid in the defense. Ended up providing the Russians with the horses required to get into the village and easily occupy the VC buildings. 7-0 duval
Guryev's HeadquartersA flank maneuver to install some German troops to await the Russian reinforcements in order to slow their progression. Then, the firepower of the German troops overwhelmed the last Russians gathered in the victory building... A very good scenario. lechiquier94
Winter's FurySlogging thru board 60 is not fun. Not much for American to do but try to hang on.

Latest News

Twitch Stream coming up!
On Thursday 18th Feb, at 2pm UK time (currently we're in GMT) Martin and I will be playing Black Day in Hatten. Martin's taking the defending Germans and I'm the one trying to capture a bunch of VC locations and not lose my tanks.

The archive will host the stream (but it's probably viewed best directly from Twitch. Hope to see you there!
Patreon recognition
As a little thank you to patrons and regular donors to the site, the archive will now begin to recognise patrons by adding a small checkmark next to their names on various panels.

I'm sure there are plenty of places where it would be useful that I haven't got around to yet (currently it's on the contributions table and the top rated players) - so if there's somewhere where you think it would be useful, just get in touch.

Thanks again for all your support!
Searching for specific scenarios
You can now search for scenarios that feature two particular maps. Want to know the only 2 scenarios that are played on boards 6 and 42? The advanced search can now tell you!
Scenario of the Month is back!
Stay tuned for episode 32 of IR for more details (or maybe Stew will explain more via one of his channels) - but the SotM is back and there's a friendly competition to go along with it.

Log your plays in the SotM (either the full ASL one or the SK scenario option) and you'll appear with a W/L record for all the SotMs during that "season".

Not only that - but I've also added the option to include your VASL log file directly onto the "Record a Playing" option on each scenario page, which is then linked to your playing so others can see the game, if you're happy to share the game.
More packs :)
The Kansas City guys have dug up some very old, very out-of-print packs for everyone who'd like to get their hands on them!

Head over to the Hollis Partisans, Texel, Partisan or the Irregular Forces Pack pages for more details.

They're $15 each, and as always, delivered to your inbox and available on your 'My Page', once purchased.

Latest Content Additions

Generalmanzoliandrea72 updated collection3h 16m 39s ago
Descent into Hellmanzoliandrea72 Added a playing5h 34m 17s ago
Russian PurgesJobbo_Fett Added a playing8h 4m 53s ago
Operation NIWIgrumblejones Added a playing11h 56s ago
Round Twogrumblejones Added a playing12h 15m 10s ago
Round TwoDanno Added a playing12h 17m 32s ago
Indirect Pantherpeacmyer Rated the scenario15h 55m 56s ago
Legio Patria NostraMoriQuessir Added a playing15h 58m 49s ago
Encounter at CornimontRich Weiley Added a playing16h 10s ago
Sink's EncouragementMoriQuessir Added a playing16h 17s ago
Second Hand Newslechiquier94 Added a playing18h 6m 23s ago
Second Hand NewsSerge Added a playing18h 26m 23s ago
Legio Patria NostraIgor Luckyanov Linked the scenario to ROAR22h 4m 34s ago
Kwajalein Crushwwillow Added a playing23h 1m 57s ago
The CloserSimonstan Added a playing23h 55m 34s ago
Defiance on Hill 30Simonstan Added a playingYesterday
Terror At TwilightRich Weiley Added a playingYesterday
Going to New York!StolIB Added a playingYesterday
Gift of Timegproudfoot Added a playingYesterday
Operation NIWIgrumblejones Added a playingYesterday
Fighting WithdrawalAgoldin Added a playingYesterday
Guryev's Headquarterslechiquier94 Added a playing2 days ago
Guryev's Headquarterslechiquier94 Added a playing2 days ago
Generalvon Garvin updated collection2 days ago
Generalpybarrondo updated collection2 days ago
Hill 253.5Kydder Added a playing2 days ago
Hill 253.5Kydder Rated the scenario2 days ago
ANZAC BoysThradar Linked the scenario to ROAR2 days ago
Sink's EncouragementMoriQuessir Linked the scenario to ROAR2 days ago
Halted at Midtskogenhoxson1 Uploaded an Image2 days ago
Generalhoxson1 updated collection2 days ago
Secure the Crossroadshoxson1 Modified the Unit Elements2 days ago
The Commissar's Housevon Garvin Added a playing2 days ago
Generalshoes03 updated collection2 days ago
Frivilligkompani BenckertIndy Lagu Added a playing2 days ago
Securing the Steelworkshoxson1 Added Errata2 days ago
Generalmalorum updated collection3 days ago
Counterattack on the Vistulajacelm Added a playing3 days ago
Jungle FightersNicho11 Added a playing3 days ago
Lee's ChargeThradar Modified the location3 days ago
Dayan to Meet Youppalma Added a playing3 days ago
Taking San Stefanomhlrsym9 Added a playing3 days ago
The Struggle Begins: Panzers at Rasienaihoxson1 Modified the overlays3 days ago
The Struggle Begins: Panzers at Rasienaihoxson1 Uploaded the Board image3 days ago
The Struggle Begins: Panzers at Rasienaihoxson1 Modified the misc. rules3 days ago
The Struggle Begins: Panzers at Rasienaihoxson1 Uploaded the Board image3 days ago
Hell's Fire at Meuncheberghoxson1 Modified the unit counts3 days ago
Hell's Fire at Meuncheberghoxson1 Modified the Attacker's AFVs3 days ago
Attack at Martinville Ridgehoxson1 Modified the unit counts3 days ago
Attack at Martinville Ridgehoxson1 Modified the Defender's Guns3 days ago
Attack at Martinville Ridgehoxson1 Modified the overlays3 days ago
Attack at Martinville Ridgehoxson1 Updated the Victory Conditions3 days ago
Attack at Martinville Ridgehoxson1 Modified the misc. rules3 days ago
Attack at Martinville Ridgehoxson1 Uploaded the Board image3 days ago
King's Pawn to. . .Taejon?hoxson1 Modified the overlays3 days ago
King's Pawn to. . .Taejon?hoxson1 Modified the misc. rules3 days ago
Colonel Ichiki's Follyhoxson1 Modified the unit counts3 days ago
Colonel Ichiki's Follyhoxson1 Modified the Attacker's Guns3 days ago
Colonel Ichiki's Follyhoxson1 Uploaded the Board image3 days ago
Colonel Ichiki's Follyhoxson1 Modified the unit counts3 days ago
Colonel Ichiki's Follyhoxson1 Modified the Attacker's AFVs3 days ago
Colonel Ichiki's Follyhoxson1 Modified the Attacker's Guns3 days ago
Colonel Ichiki's Follyhoxson1 Modified the Defender's Guns3 days ago
Sparrow Forcejwert02 Added a playing3 days ago
Block Busting in Bokruiskatomic Linked the scenario to ROAR3 days ago
Hill 253.5atomic Linked the scenario to ROAR3 days ago
Hill 253.5atomic Linked the scenario to ROAR3 days ago
The Christmas Offensivehoxson1 Uploaded an Image3 days ago
Last Hope at New Flowerhoxson1 Uploaded an Image3 days ago
The Last Loud Roarhoxson1 Uploaded an Image3 days ago
The Last Loud Roarhoxson1 Uploaded the Board image3 days ago
The Last Loud Roarhoxson1 Uploaded an Image3 days ago
Colonial Soldiershoxson1 Uploaded an Image3 days ago
Colonial Soldiershoxson1 Uploaded the Board image3 days ago
Colonial Soldiershoxson1 Uploaded an Image3 days ago
Passing Through Red Linehoxson1 Uploaded the Board image3 days ago
Passing Through Red Linehoxson1 Modified the maps3 days ago
Passing Through Red Linehoxson1 Uploaded an Image3 days ago
Passing Through Red LineHutch Modified the overview3 days ago
Passing Through Red LineHutch Updated the Victory Conditions3 days ago
Passing Through Red LineHutch Modified the overview3 days ago
Kwajalein CrushRJenulis Added a playing3 days ago
Passing Through Red LineHutch Modified the Unit Elements3 days ago
Passing Through Red LineHutch Modified the unit counts3 days ago
Passing Through Red LineHutch Modified the Attacker's AFVs3 days ago
Passing Through Red LineHutch Modified the Attacker's AFVs3 days ago
Passing Through Red LineHutch Modified the Attacker's Guns3 days ago
Passing Through Red LineHutch Modified the unit counts3 days ago
Passing Through Red LineHutch Modified the Attacker's AFVs3 days ago
Passing Through Red LineHutch Modified the Defender's Guns3 days ago
Passing Through Red LineHutch Modified the Attacker's AFVs3 days ago
Passing Through Red LineHutch Modified the Defender's Guns3 days ago
Passing Through Red LineHutch Modified the unit counts3 days ago
Passing Through Red LineHutch Modified the overlays3 days ago
Passing Through Red LineHutch Modified the Defender's Guns3 days ago
Passing Through Red LineHutch Modified the unit counts3 days ago
Downsizing the UprisingKydder Added a playing4 days ago
Downsizing the UprisingKydder Rated the scenario4 days ago
First Crisis at Army Group NorthKydder Added a playing4 days ago
First Crisis at Army Group NorthKydder Rated the scenario4 days ago

Popular Publications

March Madness 2019 Close Combat Pack 88.59
March Madness 2017 Hollis Partisans Pack 108.14
March Madness 2013 Commissar Pack 88.03
March Madness 2018 Players Pack 107.90
March Madness 2009 Partisan Pack 87.81
From The Cellar Pack #4 207.50
Time on Target # 3 147.45
ASL Starter Kit #4 87.22
From The Cellar Pack #8 167.20
Friendly Fire Pack 12 87.18
AH:ASL Annual `93b 127.17
Best of Friends 2 127.16
ASL 9 - Gung Ho! 87.16
Deluxe Advanced Squad Leader 387.14
ASL Journal #12 147.12
ASL Starter Kit Expansion Pack #2 87.12
ASL Action Pack #14 Oktoberfest XXXIV 127.08
Grumble Jones 1097.07
Battle of the Hedgerows - The Storm Broke 67.07
Friendly Fire Pack 1 87.05
Friendly Fire Pack 2 87.05
Leibstandarte Pack 5 - Scorched Earth 87.00
Friendly Fire Pack 9 86.99
AH:ASL Annual `93a 116.99
Kreta - Operation Merkur 186.99
China-Burma-India: The Lost Theater Part 1 156.98
ASL Journal #10 196.98
HASL 1 - Red Barricades 106.95
Battles of Carpiquet 136.92
BFP 2: Operation Cobra 126.92
ASL Action Pack #13 Oktoberfest XXXII 116.92
ASL Action Pack # 6 A Decade of War 106.92
From The Cellar Pack #3 106.92
Operations Special Issue #3 76.92
Best of Friends 126.92
ASL Action Pack #10 86.91
Dezign Pak 9 106.91
Paddington Bears '96 Pack 106.90
ASL Journal #11 286.89
AH:ASL Annual `90 166.89
Friendly Fire Pack 6 86.88
Grossdeutschland Pack 1 - The Early Years 86.87
ASL 1 - Beyond Valor (3rd Edition) 246.86
Generic Playtesting Log 396.85
Schwerpunkt #14 126.85
Schwerpunkt # 9 126.84
Quick 6 Scenario Pack II 66.84
Schwerpunkt #17 126.84
Into The Rubble 86.84
Turning the Tide 206.83
From The Cellar Pack #2 106.82
Friendly Fire Pack 4 106.81
Friendly Fire Pack 11 86.81
Friendly Fire Pack 3 86.81
Classic ASL 166.79
Schwerpunkt #22 126.79
BFP 4: Crucible of Steel 326.79
Schwerpunkt # 4 126.78
ASL Action Pack # 3 Few Returned 126.78
Death to Fascism 86.77
ASL 12 - Armies of Oblivion (2nd Edition) 326.77
BFP 3: Blood and Jungle 476.76
Rally Point # 3 106.76
Race For The Meuse 66.76
Ost Front Pack 66.75
Schwerpunkt #10 126.74
AH:ASL Annual `96 146.74
Critical Hit # 2 156.74
Corregidor: The Rock 216.74
Aussie `98 Pack 106.74
ASL 10 - Croix de Guerre 86.74
Beyond the Beachhead 86.74
From The Cellar Pack #9 176.74
Hero PAX 4: Mediterranean Theater of Operations 126.73
AH:ASL Annual `97 166.72
Friendly Fire Pack 7 86.72
ASL Journal # 1 176.72
Schwerpunkt #13 126.71
Friendly Fire Pack 10 86.71
HASL 4 - Pegasus Bridge 86.71
ASL 13 - Rising Sun 336.71
AH:ASL Annual `92 156.71
AH:ASL Annual `95 Winter 246.70
ASL Starter Kit #3 86.70
Break Contact #1 76.70
Schwerpunkt # 8 126.69
ASL Action Pack # 4 Normandy 1944 126.69
HASL 2 - Kampfgruppe Peiper I 66.69
ASL Journal # 8 166.69
ASL 3a Yanks (2nd Edition) 416.69
HSASL 2 - Operation Veritable 176.68
Schwerpunkt #20 126.68
Winter Offensive Bonus Pack 2018 66.67
HASL 9 - Hatten in Flames 106.66
Dezign Pak 5 186.66
HASL 7 - Valor of the Guards 216.66
ASL Action Pack #16 From The Land Down Under 156.65
From The Cellar Pack #5 146.64
ASL 10a Croix de Guerre 426.63
HASL 8 - Festung Budapest 206.61
Franc-Tireur #10 116.61
Schwerpunkt #23 126.61
ASL Journal # 2 246.60
ASL Journal # 3 336.60
ASL Action Pack # 8 Roads Through Rome 106.60
Blood & Iron 106.59
Internet 1596.59
ASL Open `96 Scenario Pack 106.58
High Ground 2 166.58
DASL 1 - Streets of Fire 106.57
Rally Point # 2 106.56
ASL Starter Kit #1 66.56
Schwerpunkt # 6: Victoria's Cross 126.56
ASL 7 - Hollow Legions (2nd Edition) 86.55
Leibstandarte Pack 1 - Blitzkrieg! 86.55
ASL Action Pack # 5 East Front 126.55
Nor'easter XX 136.55
Critical Hit # 3.1 126.55
Critical Hit # 6.4 246.54
ASL 11 - Doomed Battalions (3rd Edition) 246.54
BFP 5: Poland in Flames 456.54
ASL 3 - Yanks 86.54
Dos Equis Scenarios Especial 106.54
Hero PAX 1: Hurtgen Hell to Bulge Nightmare 86.54
Blitzkrieg in the West - Central Campaign 66.53
ASL Journal # 5 136.52
Schwerpunkt #16 126.52
Rally Point #14 106.51
Schwerpunkt #11 126.51
Kampfgruppe Scherer: The Shield of Cholm 176.51
Friendly Fire Pack 8 86.51
Rally Point # 1 106.50
ASL Action Pack # 2 86.50
Quick 6 Scenario Pack 66.50
Rally Point #11 106.50
Friendly Fire Pack 5 106.49
Franc-Tireur #11 226.49
ASL Action Pack #15 Swedish Volunteers 166.49
AH:ASL Annual `89 156.48
HSASL 1 - Operation Watchtower 176.47
ASL Action Pack # 9 To the Bridge! 106.47
ASL Action Pack # 1 86.46
Swedish Volunteers 146.45
ASL Journal # 4 136.45
ASL Starter Kit #2 86.45
Schwerpunkt # 7 126.45
ASL 5a - For King and Country 206.45
ASL 5 - West of Alamein 86.44
Onslaught to Orsha 256.43
ASL Journal # 9 256.43
Recon by Fire! #3 206.42
Leibstandarte Pack 2 - Barbarossa 86.42
Coastal Fortress 536.41
Beyond the Beachhead 2 166.41
Tactiques # 7 86.40
Out of the Attic #2 166.40
Waffen-SS II: The Fuhrer's Fireman 86.40
HASL10a - Red Factories 186.39
AH:ASL Annual `91 166.39
Dezign Pak 1 106.38
ASL Action Pack #11 29 Let's Go! 106.38
ASL Starter Kit Expansion Pack #1 86.37
ASL 12 - Armies of Oblivion 116.36
Witches Cauldron: Oosterbeek Perimeter 166.36
ASL Journal # 6 156.36
Gembloux: The Feint 96.36
Operations Special Issue #1 66.36
ASL Journal # 7 126.36
Franc-Tireur #12 126.36
Franc-Tireur #14 326.34
Critical Hit # 4 106.34
ASL 14 - Hakkaa Päälle! 176.33
Tactiques # 1 106.33
G.I.'s Dozen 136.31
Schwerpunkt #19 126.31
Out of the Bunker 146.30
Elite Canadians 96.29
Dezign Pak 7 126.29
Rally Point # 8 106.29
Tropic Thunder 126.28
Onslaught To Orsha 2 326.25
Rally Point # 9 106.25
Berlin: Red Vengeance 116.24
ASL Action Pack #12 Oktoberfest XXX 106.23
ASL Action Pack # 7 106.23
Schwerpunkt #15 126.23
Franc-Tireur #13 176.22
Schwerpunkt #21 126.22
Dezign Pak 8 106.22
ASL 4 - Partisan! 86.21
Schwerpunkt #12 126.21
Dezign Pak 2 126.20
From The Cellar Pack #6 106.18
Tactiques # 6 86.18
Paddington Bears '97 Pack 86.18
High Ground! 86.18
ASL 2 - Paratrooper (2nd Edition) 86.17
HASL10b - Red October 116.17
Franc-Tireur #8 106.17
SASL 1 - Solitaire ASL (2nd Edition) 216.17
Schwerpunkt #18 126.16
Franc-Tireur #7 116.14
Dezign Pak 4 156.13
Out of the Attic 166.13
Schwerpunkt # 5: Medal of Honor 126.13
Critical Hit # 3 186.08
From The Cellar Pack #7 106.08
ASL 11 - Doomed Battalions (2nd Edition) 86.06
Rivers to the Reich 156.00
Rally Point # 6 106.00
Tactiques # 2 106.00
Objective: Schmidt 176.00
Leibstandarte Pack 4 - Turning of the Tide! 86.00
HASL 6 - A Bridge Too Far 125.99
ASL 15 - Forgotten War 165.99
ASL 6 - The Last Hurrah (2nd Edition) 85.98
ASL 8 - Code of Bushido 85.97
March Madness `97 Pack 125.97
Into The Rubble 2 125.96
Hero PAX 2: Eastern Front Hero Fest 85.96
Deluxe Pack #1 125.95
Backblast # 2 85.94
Waffen-SS I: No Quarter No Glory! 65.93
Schwerpunkt # 3 125.90
The Canadians In Italy 2: The Spaghetti League 125.85
Schwerpunkt # 1 125.84
Southern Cross Scenario Pack `96 65.83
Blitzkrieg in the West - Northern Campaign 65.82
Schwerpunkt # 2 125.81
Wacht Am Rhein 165.80
ASL For Fun 315.79
HASL 3 - Kampfgruppe Peiper II 85.78
HASL 5 - Blood Reef: Tarawa 105.78
Dezign Pak 3 155.74
ASLOK 2005 - 20th Anniversary Scenario Pack 105.64
Melee Pack I 65.62
Hell's Highway 65.59
DASL 2 - Hedgerow Hell 85.58
All American I: Kellam's Bridge 105.52
Leibstandarte Pack 3 - Clash at Kharkov! 85.40
The Long March 175.31
Firefights! 65.23

Top rated players

As of May 9, 2021. Grey players are inactive. Filter Active: View all
1Dmitry Klyuykov981414
2Steven Linton491396
3Aaron Cleavin561386
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6jon smith551342
7JP Laurio1621329
8Stefan Fiedler181327
9patrick palma4431319
10fabrizio da pra1341317
11Paul Messina581311
12Dave Mareske
13Philippe Briaux211296
14randy shurtz231293
15David Stoffey401290
16Carl Nogueira141278
17Aaron Sibley2751269
18Paul Sidhu121261
19David Reenstra191259
20Curtis Brooks251253
21Derek Ritter191253
22Tom Kearney4851253
23Paolo Cariolato7231250
24Simon Staniforth
25Lionel Colin551246
26Michael Focht771241
27O Ramaille2341234
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29Gordon Jupp4171226
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31Michael Augustine161221
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33david ginnard261217
34Scott Fischbein951216
35Steven Pleva101214
36Alessandro Demichelis201208
37Stephen Stewart111207
38Robert Wolkey191205
39Miguel Guerrero81202
40Björn Lorenzen131200
41Enrico Catanzaro221199
42Sean Mitchell251198
43Darren Kovacs111197
44Vilis Pavulans1031195
45Ed Bonilla101195
46Jeff B5821191
47Martin Vicca161190
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57Federico Corso1051173
58Juhani Bonsdorff111172
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60Jim Thompson101170
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63Are Erlandsen221166
64Louis Langdeau431165
65Don Lazov861164
66Rami Saarinen821160
67Ian Daglish91158
68Igor Luckyanov241158
69Spencer Armstrong561157
70Anthony Flanagan161154
71Mark McG81153
72Michael Faulkner111152
73derek pulhamus151152
74Joe Steadman91150
75Glen Taylor701150
76Paul Works2321150
77Fabian Balkwitz171148
78Sebastia Hummel151146
79Damon Norko251146
80Steve Bowen441145
81J. R. Tracy111144
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83Macari Samuel601142
84Raoul Duke991142
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100Nigel Ashcroft61124

Newest players - welcome!

mdaley99nzMark Daley2021-05-07 22:32:58
malorumHoward Jones2021-05-06 08:00:01
brigtenBrigt Nersveen2021-04-30 17:49:13

On this day...

LASSH 3 FrühjahrsbestellungWest of Bornebroek, The Netherlands1940
LASSH 4 By the End of a Rifle!Zutphen, The Netherlands1940
RPT21 Gotterdammerung!Waidhoffen, Germany1945

Top monthly contributors

von Marwitz396

All-time top contributors

Firstly, just visiting and using the site is great - thanks for being here. You can contribute in many ways, from simply entering data like logging your plays, or your collection - through to rating scenarios or writing reviews. The site does cost me about $100/month to host, which I've been happy to do for a number of years now, and will continue to do so. Don't worry - we're not going away! However, if you'd like to support further donations are welcome (and all donations go towards the costs of running the site) or you could become a Patreon supporter for all sorts of funky benefits! (More details on the Patreon page.)

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