Scenario Archive Video

Most recent games played

Filter with log files:
ScenarioCommentUser
Gotta Get OutThe Americans pushed about a company of infantry 1 tank and the halftrack with squad down West side of the board
The American infantry were having a bit of at tough time and then the German 75L appeared. Killed the Tank, Critical hit a squad in the fox hole
The German sniper woke up and Stunned the Halftrack. With only 3 turns left the American felt that they could not get to the last victory hex and Conceded.
slunts
Silesian Interlude Bongiovanni
Muscled Out of Town JimT1277
The ClearingThe Americans got their two MMGs set up to fire on the Pillbox and went on a ROF attack breaking and then killing everyone inside. The Germans had a chance as they rolled two 2s in the last Rally Phase creating a berserk unit, but the 9-2 was able to gun them down. A close game with lots of back and forth. dmareske
Kempf at Melikhovo atomic
Coke HillCalled it on Japanese turn 5, when a third MG malfunctioned - can't fight the dicebot. Very enjoyable up to then, though. Gamer72
Kids These Days wwillow
Tumult from the CloudsA decent air drop with few losses allowed for the Germans to apply pressure quickly on the spread out defenses the Norwegians had set up. The need to run around to recover weapons, and a high number of poor landings forcing the paratroopers to split into half-squads made things a little tough for the aggressors, but nonetheless they fought their way onto both pillboxes and a lucky berserk roll (and an MMG-toting Norwegian squad cowering) allowed entry into the bigger of the buildings adjacent to the runway.

The Air Support failed to make a dent until a lucky shot forced a leader to go berserk, and subsequently berserking the squad he was paired with. Despite the loss of control of these units (and their eventual extermination), the Norwegians were able to hold on to the very last, surviving a 3-1 odds CC roll to retain control of the last building.

I think this scenario is rather fun and simple enough for most people to wrap their heads around the paratrooper landings without frustration. Balance wise, the German option should probably be to remove the need to get ALL buildings, or perhaps get an alternative win condition based on the map no longer having any good order Norwegian MMC, to prevent a melee cheese.
Jobbo_Fett
Extracurricular ActivityGood short scenario.
My Russians set up too far forward without a good covered retreat option, leaving them exposed and running out of places to hide. This left the Hungarians enough room to do an end run around the northern edge and gain control of the VC building. I conceded on Turn 5 as I did not have enough GO MMC to match what the Hungarians had at hand.

I was also extremely lucky with some early die rolls that slowed the Russian assault somewhat, before Steve regrouped and continued. (VASL Log)
Ahriman667
Continue the Attack at OnceDespite my opponent really rolling great early, his forces were spread out too wide. This allowed the Americans to use their firepower to gain an advantage on the left side of the board and by turn 4 I had enough units close to the victory area. The German player conceded when I advanced a leader and 2 MMGs onto the level 1 hill next to the road. He didn't think he'd be able to get enough units over to that side of the board. I agreed. tatumjonj
Kordiyak's WoodsThe Americans set up with a kill stack at level 2 with all the German units set up in foxholes concealed at the edge of the woods. The Germans survived prep and held their fire through the American mph. They eliminated two real units and two dummy stacks on turn 2. I hipped the mortar in R6 and the plan was to keep it quiet as long as possible maybe not allowing the Americans enough time to deal with it. The Americans made a huge push into the woods while the Germans kept creeping back and retaining concealment, trying to stretch out the game. Finally in turn 4, I caught his kill stack running down the road and got a break and a pin with the mortar. In the German half of the 4th turn, i dropped concealment and absolutely pummeled five adjacent stacks with point blank fire and rate, eventually breaking every squad next to me. A quick run around behind by a German unit facing down 2 fire in 3 hexes was preparing to move into position to get three hexes worth of Americans for FTR when the Americans conceded. This is a great, tense scenario. Once the Americans get in you, there's very little space to operate. tatumjonj
Devil's Hill johan.vrijdaghs@gmail.com
Another Bloody MorningVASL jrwusmc
Criniti's Escape asloser
Kicked to the Curb jwert02
Hot Toddy asloser
Hill 424 usmcwo1
Cornered BeastsVASL jrwusmc
A Polish Requiem Serge
Drava EpicThough it was a solo game, I really enjoyed this scenario which had some wild swings of luck. The wildest moment was when the Panzer IV fired on half squad with its machineguns which created a hero. The Panzer fired its MA and this led, again, to the creation of a hero. Finally, the Panzer intensive fired its MA and killed the half squad via failed morale / casualty reduction. During the following defensive fire phase, one the newly created heroes destroyed the Panzer with a Panzer Faust shot. Djord
Mountain MarinesThe Vasl League Round 1 2025 slunts
Released from the East strategos
Totensonntag jwert02
Kordiyak's Woods Danno
Kordiyak's WoodsGerman half-squads fought it out up front to slow the Americans moving into the first of the bocage. Held the Americans for two turns and lost of the 2-4-7's with 2 more escaping to the woods. The Americans attempted to turn the German right, but were broken up. Dan's 9-1 went Heroic, but his kill stack was hit by a 12 shot rate of fire from the German 81 MTR, which stalled them until they KIA'd the crew with a 13 factor snakes. But by turn 5, the Germans retreated to deeper into the woods. The Americans were shattered and out of enough movement to win the game. grumblejones
Forging Spetsnaz Berthémy
A Wave Breaking with the TidePolish troops eliminated four squads and three more were under DM in the first two turns. 3/5 German leaders lost by SAN1, CC and capture. Polish OBA was accurate on the church/steeple trapping about three squads. It ended early due to their loses. Houlie
Marechal's Mill atomic
Tavronitis BridgeSome unique ASL happened here. Great match. The NZ Sniper was effective in pinning a squad that was subsequently jumped in CC. My German sniper broke a squad, routing him out of the Victory Area, but my German Paratroopers fell just short of the objective. A fun game I'd play any time, either side. von Garvin
Hunting Hotchkiss wwillow
Highland Frank wwillow
Great Vengeance Serge
Roads to Perdition Danno
Roads to PerditionGermans managed to secure the necessary locations. Not a fan of variable OB and variable reinforcements. grumblejones
Tumult From the CloudsA decent air drop with few losses allowed for the Germans to apply pressure quickly on the spread out defenses the Norwegians had set up. The need to run around to recover weapons, and a high number of poor landings forcing the paratroopers to split into half-squads made things a little tough for the aggressors, but nonetheless they fought their way onto both pillboxes and a lucky berserk roll (and an MMG-toting Norwegian squad cowering) allowed entry into the bigger of the buildings adjacent to the runway.

The Air Support failed to make a dent until a lucky shot forced a leader to go berserk, and subsequently berserking the squad he was paired with. Despite the loss of control of these units (and their eventual extermination), the Norwegians were able to hold on to the very last, surviving a 3-1 odds CC roll to retain control of the last building.

I think this scenario is rather fun and simple enough for most people to wrap their heads around the paratrooper landings without frustration. Balance wise, the German option should probably be to remove the need to get ALL buildings, or perhaps get an alternative win condition based on the map no longer having any good order Norwegian MMC, to prevent a melee cheese.
Jobbo_Fett
Tumult From The CloudsA decent air drop with few losses allowed for the Germans to apply pressure quickly on the spread out defenses the Norwegians had set up. The need to run around to recover weapons, and a high number of poor landings forcing the paratroopers to split into half-squads made things a little tough for the aggressors, but nonetheless they fought their way onto both pillboxes and a lucky berserk roll (and an MMG-toting Norwegian squad cowering) allowed entry into the bigger of the buildings adjacent to the runway.

The Air Support failed to make a dent until a lucky shot forced a leader to go berserk, and subsequently berserking the squad he was paired with. Despite the loss of control of these units (and their eventual extermination), the Norwegians were able to hold on to the very last, surviving a 3-1 odds CC roll to retain control of the last building.

I think this scenario is rather fun and simple enough for most people to wrap their heads around the paratrooper landings without frustration. Balance wise, the German option should probably be to remove the need to get ALL buildings, or perhaps get an alternative win condition based on the map no longer having any good order Norwegian MMC, to prevent a melee cheese.
Jobbo_Fett
Tumult From The CloudsA decent air drop with few losses allowed for the Germans to apply pressure quickly on the spread out defenses the Norwegians had set up. The need to run around to recover weapons, and a high number of poor landings forcing the paratroopers to split into half-squads made things a little tough for the aggressors, but nonetheless they fought their way onto both pillboxes and a lucky berserk roll (and an MMG-toting Norwegian squad cowering) allowed entry into the bigger of the buildings adjacent to the runway.

The Air Support failed to make a dent until a lucky shot forced a leader to go berserk, and subsequently berserking the squad he was paired with. Despite the loss of control of these units (and their eventual extermination), the Norwegians were able to hold on to the very last, surviving a 3-1 odds CC roll to retain control of the last building.

I think this scenario is rather fun and simple enough for most people to wrap their heads around the paratrooper landings without frustration. Balance wise, the German option should probably be to remove the need to get ALL buildings, or perhaps get an alternative win condition based on the map no longer having any good order Norwegian MMC, to prevent a melee cheese.
Jobbo_Fett
Tumult From The CloudsA decent air drop with few losses allowed for the Germans to apply pressure quickly on the spread out defenses the Norwegians had set up. The need to run around to recover weapons, and a high number of poor landings forcing the paratroopers to split into half-squads made things a little tough for the aggressors, but nonetheless they fought their way onto both pillboxes and a lucky berserk roll (and an MMG-toting Norwegian squad cowering) allowed entry into the bigger of the buildings adjacent to the runway.

The Air Support failed to make a dent until a lucky shot forced a leader to go berserk, and subsequently berserking the squad he was paired with. Despite the loss of control of these units (and their eventual extermination), the Norwegians were able to hold on to the very last, surviving a 3-1 odds CC roll to retain control of the last building.

I think this scenario is rather fun and simple enough for most people to wrap their heads around the paratrooper landings without frustration. Balance wise, the German option should probably be to remove the need to get ALL buildings, or perhaps get an alternative win condition based on the map no longer having any good order Norwegian MMC, to prevent a melee cheese.
Jobbo_Fett
Point of the Sword A_Lost_Canadian
Costly BaptismIn our continuing effort to get through the PiF pack, we just completed the third scenario in the pack. My attacking Germans ran roughshod over the Poles, a combination of a decent plan to attack hard from the northwest edge which provided a fair amount of cover and I just absolutely diced my poor opponent in this one. I'm big enough to admit when I've rolled my fair share of 3s, 4s and 5s. I killed all the Polish AFVs in two turns, even managing to burn one with an ATR. I had the 3 buildings necessary very quickly and once I got a foothold established in the west, I just ran amok and literally wiped every counter off the board by turn 4. I'm surprised this one wasn't more pro German. The Poles should definitely get the balance. tatumjonj
Shadows of Death galletto
Breaking the Ishun LineRussians went with a reverse slop defense on the large eastern hill. The Russians did not defend the small hill. Dan's Germans quickly gobbled up the 6 hexes of the small hill, but took some hard hits from the Russian 50 MTR. Dan's 9-2 went around and attacked from the east and was KIA'd along with a squad. The loss of the 9-2 sapped the strength out of the eastern side attack. The Germans continued to assault from the north and west, but were knocked back by heavy Russian fire. The Germans would continue the attack to the final turn and end the game with control of 10 hexes for a Russian win. grumblejones
Breaking the Ishun Line Danno
Buckley's BlockFriday Night Fights Game 4
This was very enjoyable. we took it easy pace wise but still got through it in a single session. Mud is the great leveller for the Japanese love of manoeuvre and the first two turns were trying to get into position for the mid game.
Unfortunately I completely muffed my positioning of my leaders and had units out of position and couldn't buy a deploy roll to save myself . Dan was mounting a great fall back defense and I just couldn't get momentum. Rain went heavy on Turn 2 and I was able to get into a pivotal yet inconclusive HTH CC - and then the US HMG malfing allowed me to start threatening the southern route.
The game really turned on Turn 4 when my CCs went in my favour apart from one. The ATG Canister only got one shot before I CCed the crew and that was only versus an adjacent unit so much less effective than normal. I really started to put some hurt on the US with casualty CVP, and then I captured the gun, blew it it up firing it, and was able to force a late redeployment from the TD.

Mistakes were made by both sides, I forgot to attempt two TH heroes in the movement phase and so DFF pinned both units. Dan was in a way too disciplined D1F wise and missed an great opportunity to lay a firelane down the exit hexrow. I did manage to keep some squads intact for the late game which mean striping finally helped. while I accumulated 22 VP, it was very tight right up until that last turn, especially with both Halftrack hunting half squads getting pinned right next to the M3 GMC in DFF (see missed TH opportunities.)

Enjoyable game, awesome opponent, great ASL session.
CloseAssaultPete
Buckley's BlockAs part of FNF. I ended up only amassing 11 VP out of the required 20. That said, was a fun game and I'd play this one again. Either side! von Garvin
Spain's CrusadersI lost this one on my setup. RJenulis
Failure to CommunicateA failure to communicate the proper VC had the French conceding after they withdrew into the stone buildings leaving the Germans access to five multi hex buildings. dmareske
A Negative Object Bongiovanni
The Winter City PeterA
Bricks in FlamesNo skill required, no subtlety, just empty the tubes every fire phase. As the British player, know your APDS values at various ranges, and note the special ammo of your guns and mortar. Then watch the Volksgrenadiers melt away and the tanks burn. My esteemed opponent's view on the scenario - "it's bobbins". Gamer72
Hill 424 Danno
Hill 424Well, as others have pointed out...not a particularly fun scenario for the Americans. The Germans have a lot coming at them and the field of fire on top of the hill is a bit tricky. In our game, all three MKIV's were knocked out, but at game end, the Germans had 90+ points on top of the hill to the remaining 50+ of Americans. grumblejones
Two Long BarsThis scenario helped us learn the Air support and Light AA fire rules. The German won with the help of the air support from Rudel Ju-87 Stuka and an old HS-123 aircraft. To win the Russians needed to roll or walk over the airstrips, but with only six turns, it is more an all out rush run for the victory conditions. I wished the scenario would be a turn or two longer to allow the Russians to advance more cautiously. Lots of thing to take account of for the Russians. The three T-28 M34 have no radio so they must use platoon movement wich was another rule we need to learn. On the first turn, my air support killed 2 squads and reduced a third one while evading AA fire. On turn 2, Rudel Ju-87 Stuka missed killing the main tank (Russian T28E M40) with his bomb rolling boxcars. So, no more bomb to eliminate the 4 incoming Russians tanks. On the other hand, the strafing runs of both air support German planes did terrible damage on the Russian Infantry troops, killing two squads, their Leader and breaking a third one. Needless to say, that we learned that when playing against air support, the better tactics would be to disperse your troops and not aligned them on the same hexrows. Later on turn 2, The German ATR eliminated the first Russian T28 M34 with a critical hit side hull shot. But that squad was later broken and reduced by another T26 M34 during the Defensive Fire Phase. On Turn 3, the same Russian T28 M34 eliminated two squads manning a LMG and the other the ATR in the wooden building in 14W5, opening the way for the infantry. Later on the movement phase, the German Hero Langer 149 destroyed another T28 M34 with a successfully positionned Demolition Charge and the third T28 M34 rolled a boxcar on ther start mechanical reliability DR immobilizing it. This Immobilezd T28 M34 would later on the next turn eliminate my Hero with a Critical Hit from the MA HE 76 mm round. On turn 5 the German kept eliminating the Russians squads with two other strafing run and stunned the only remaining Russian T28E M40 tank with another MG critical Hit just at the edge of the airstrips. On turn 6, it was still possible for the Russian to meet the victory conditions but when they start to move, Hans-Ulrich Rudel made another strafing run with his JU-87 Stuka miraculously stunning a second time the T28E M40 tank ending all hopes for the Russians to win the game. Gray_fox
Danish Crossroads JimT1277
The Gin Drinker's LineJohn and I are fans of larger scenarios, but due to work we'll be playing some shorter ones for the next couple months. This one obviously has banzai written all over it, so I set up to at least deny him one to kick off the action., Some lucky long-range shooting on a stack move killed a precious Jap leader and HS, broke the remaining three HS, and busted one of his two mortars. My wire made him re-route his western attack. John got revenge the bottom of the turn when I tried a stack move of my own and his MMG had a deceptively clear shot to them. Three dead HS, one broken, and a HOB heroic 8-1 later things knocked me back down to size. Neither of us are prone to mistakes of this nature, but this scenario is so short on time we had to press. I had covered both areas of entry well I thought, but was relieved when he chose the Turn 2 entry area. Both because it allowed my western force a turn to reposition, and because I thought the terrain would be too restrictive for him to move very far each turn in the east. What I didn't count on was the nice overwatch position his MMG was allowed at the lip of the valley. Even though I knew PTO was not in effect, I had a hard time grasping the nature of the board's LOS over the valley woods. Thankfully for me my sniper brained another leader in the east (9-1), but he'd still have two there, and that'd be enough. Once again I did what I could to prohibit a banzai in the east, though I knew that'd be the last reprieve I'd have. Turn 3 was very good for him, as he busted up my wall of Brits in the west by catching me off guard with a DC Hero. The full squad target survived the DC pinned but was lost in CC, while a HS went down in an existing melee. In the west some strong AF busted up a squad and my 9-1. The routing options on this board were abysmal, many times only allowing a step back of one hex, or even away from the desired direction entirely. My Turn 3 saw my western boys regroup in the woods, while my eastern boys did their best to skulk and avoid too much fire. Turn 4 saw the first banzai of course, and he grabbed his first hut. The other hut stood tall however, when the squad defending it survived heavy fire. With nowhere to hide he proceeded to break 3/4 of the HS next door to him, who had nowhere good to rout, and then once again survived heavy fire. This would make for a difficult decision for John on his last turn. Did he sit and shoot? And if so with how much? He chose not to, and kicked things off with a DC delivery from his 8+1, but I of course ignored this as I knew the position was lost anyway. So then he launched the first banzai of the turn and tied me up that way. His next banzai made what I consider an error in target, limiting his access to one of the needed hut hexes. This allowed me to focus on the one stack of units that could reach it, and they were whittled down and eventually eliminated. A rather hollow feeling victory as this one felt way too predictable and scripted at the end, and started growing tedious around Turn 3. buser333
Broken ColumnI took the defending Germans and set up a forward defense. All German units set up hip which is great. I decided to set up in places with long Los and street fighting opportunities as the British need to exit 1 of 3 trucks towing an AT gun. Kill all three trucks and the scenario is over. The British have 9 turns and a lot of infantry firepower to move these trucks two board lengths. My opponent made the mistake of trying to move the trucks with the infantry, which gave me some nice 8fp shots on the star line. I didn't even need to kill as immobilization would have had the same effect. I ended the scenario in German turn 5 taking out the last truck with prep fire small arms fire. Fun scenario but I would have definitely held those trucks back until the 8fp stack had been completely neutralized. tatumjonj
The Clearing Heloanjin
Going to New York!This was a massacre by the Americans. As the Italians swarmed on the board, spread out between the north and west to keep the Americans split, every American IFT was at least an NMC and almost every MC by the Italians was a failure. By the bottom of turn 2, the Italians had 1 GO leader, 3 GO units, and no chance of achieving the VC. Turuk
The FugitivesMy units east of the river were set up to quickly retreat across the bridges, and they did so. This provided the Germans an uncontested approach to the northern bridge, and they had their first units at the entry of it at the end of Turn 2. Another decent-sized force moved up behind cover of the hedgerow toward the center bridge (this, and the one just south of it the only bridges clear of rubble), and another token force moved on the south. The last batch of reinforcements made it obvious that the strongest infantry push would be in the north. Turn 3 saw a HT race over the center bridge and off, but the AC and the Panzer were both stopped at the German-side entry of the bridge (the latter burning), providing some infantry cover at least. A Russian squad was taken captive in its attempt to block the north bridge. Turn 4 saw the hot AT gun smoked in by the StuG, allowing the other HT and two trucks to drive off, aided also by the ridiculously poorly constructed SSR4. Another Russian squad was lost in the north, and the Germans now had their bridgehead. The much-needed Russian reinforcements of course chose to enter up there, as half the current Russian force situated there were dummies. Turn 5 saw the StuG fall in the same hex as the AC, the Russian HMG overheat while rebuffing the central German force, and the Germans exploit their northern bridgehead. Had you asked me at this point what I thought the German's chances would be I would've guessed practically zero, but I was proven wrong on Turns 6-9 in what would be one of the most exciting sessions of ASL I've ever played. Andy pushed his troops hard, and was rewarding by averaging about 5 on his MCs. If his IFT rolls would've matched these the game would've been over quickly, but here he was about as cold as I've ever seen dice (averaging almost 9 at one point), with a fair bit of 12s in the mix to break some MGs and reduce his ammo-short men. By the end of Turn 6 my northern troops were almost hugging the border, staying out of LOS of his 9-2 kill stack. Turn 7 was a disaster for him in the middle though, with everybody being broken and rounded up as POWs. He did manage to eliminate my crew in CC, but these men were busted up trying to dash across the road on Turn 8. In the north things fared much better, with him storming up and catching some of my men in open ground, rounding up a squad and leader as further potential exit VPs. I was lucky enough to survive a 8+0 in the far north though after whiffing on my 16+0, allowing me to advance and tie him up in CC in the woods adjacent to the board edge. My tank survived a PF shot to back into bypass to cover one of the four hexes he could exit from, I moved men into the upper levels to cover another, and men up to the wall and in the woos to hopefully the other two. Had he connected on his only prep shot in Turn 9 I think he would've had a safe haven, but his 6+1 only managed to pin my HMG squad, disallowing a FL at least. 12 VP of infantry were guaranteed as they AM'd off, joining the 12VP of vehicles previously exited, seeing him only need 9VPmore to win, of which he had 15VP possible (2 of which would need to infiltrate out of CC). One squad AM to the edge - pass. Another squad same - pass. 8-0 leader guaranteed exit - 1VP. But disaster struck when his 9-2/squad walked into snake eyes resid, and then final final saw another snakes eliminate one of the squads. Game over. I give Andy a lot of credit for sticking with what I considered an impossible situation, as it made for one hell of an exciting ending. buser333
Bridge Over the River QueenExcellent design by Tom Morin.

Russians Bayonet Charged a northern German position and were able to eliminate it easily, and followed on to another location before being broken. In the south, the Russians were in H-t-H on their turn 1, and pushed the Germans back towards the railcars, with a lone, PINNED, 447 securing the Russian VC. Only a concealed German HS remained in the North. (VASL Log)
Ahriman667
Cole's ChargeClose Assault Round 1 vs Neal
Started off badly for Neal as my first few shots were 3s and 4s. It didn't get better apart from one HOB roll that sent his 10-2 Heroic, a double -edged sword in the end as the game ended after his heroic 10-2 broke and wounded, while his 9 ML leader boxcarred at the same time.

This was played with part of the German OB reinforcements delayed until turn 2, but Neal was basically shot off the map. An Unsatisfying game because of the way it unfolded but as always Neal's a great guy to play.
I've played this scenario a few times over the years because it's fast, simple and brutal, and my enjoyment rating is for the scenario not the way the game played out.

It's by no means a classic but it's a serviceable scenario and best played as part of the entire Action at Carentan series.
CloseAssaultPete
Ham and Bloody JamBritish glider landing went well and quickly overwhelmed German defenders around the PB. British crossed bridge and when they tried to clear bridge, German HIP opened up and took out clearing stack (bad MC rolls). This allowed Germans to hold out. jgarlic79@gmail.com
The Guards Counterattack Bootydancechamp
No Man, No ProblemGermans did not take any buildings. RJenulis
L'Union Fait la Force manzoliandrea72
Going PostalI played the defending Poles in this one as we work our way through the entire PiF pack. I set up heavy in or near the Post Office. The Partisans set up where they had to but I immediately abandoned that building to try and protect the PO. My first bit of luck came when he big moving stack came adjacent to my HIP -1 ldr -1 hero and squad with LMG. I hit him with a little 12 -4 and broke everybody. I was then able to take out both trucks towing the AT guns so those never got into play. The last bit of luck was that due to some bad luck, he opponent never got a single shot out of the flamethrower until finally getting one with the game all but decided. I think the FTers are the key to victory as you'll bang away all day at Fanatics in +5 terrain and not get any results. Throw a stun on or a CX and now you're +6. Even DM those squads rally in the PO with the 10 -1 leader with a 6. This scenario is not highly rated, I would imagine getting a lot of mediocre votes from the Poles taking a beating if they didn't play defense properly, but I thought it was a lot of fun. Very tense and a lot of decisions to make whether to stand and fight or skulk away and let the Germans remains unmolested in close proximity. For the most part, I chose to avoid his FP and fight when I had to. tatumjonj
Belgian BottleneckThe Belgian forces put up a stiff defense but eventually broke under the GER 5-4-8 group, DCs and FT (which miraculously did not run out of fuel!) and tanks that were fairly effective with the smoke dispensers. The level two hill and the stone buildings are key to slowing the Germans down. dmareske
"Drive The Canadians On Hard" von Garvin
Paper ArmyItalians managed to score 9 VP. It was down to the last turn when the Greeks broke the three remaining Italians units that could have scored the last VP: andersb80
Assault on FornebuDespite catching the fact that the bpards are cropped A-P, the much more restricted playing field was not enough of a change to guarantee the win for the Germans, who had to do everything in their control to usurp power from the Norwegians.

The landings went as well as one could expect, with no losses on turn 1, but this quickly led to aggressive moves and quick close combat phases. Both sides were rollong rather well, but the defenders edged them out on a few occasions. Bloody fighting and tense fighting back and forth for the objectives.

Would be rated higher if the SSRs were pared down and if the Gliders didn't have the AAMG. Otherwise, worth playing.
Jobbo_Fett
Hart AttackThe second time I have played this scenario as the British and the second time I have lost. Nicho11
Trust UsThe Mosque and its Minaret were my strongpoint - I think John just didn't send enough to take it, relying too much on the 9-2 and that allowed me to do one of my patented encircling jukes which if John rolled bad MCs, it was all over - and sure enough, John broke and I was able to get the necessary CVP. John just couldn't buy a decent result out of 9-2, but I had already delayed his main force in the village and cause enough casualties that I was able to redeploy a fair amount of my defenders just to prevent moves towards the mosque. It then just became a numbers game in terms of what CVP I could get. CloseAssaultPete
The Arab Legion Rich Weiley
Courland CutoffHuman waves got chewed up by accurate mg fire. Ran out of time.
nebel
No Country for Old Men jwert02
Red Hot HannibalMy Americans set up a couple M4A1s on the level 2 hills and got immediate results on some concealed German units freeing up the Americans to start their assault on the village in turn 1. I found the 90L Italian afv right away as he got one of my tanks but I took care of him in turn 2 prep. After getting rid of the pak crew, the American firepower was just too much for the Germans and low elr Italians. My opponent conceded on turn 6 rally phase when it became obvious he wouldn't be able to retake any buildinds in the victory area. Good scenario you've just got to get moving early and take your lumps. tatumjonj
Courland CutoffEverything that i like : two HW at start and and close end on the last CC. Bongiovanni
Night TerrorNice night scenrio. We had a lot of fun and it is well balanced. prevot
Not Much of a SoldierNot much of a battle. Got a few key rolls and it was over quick. Not much there to stop the Americans. nebel
Sheep in Wolf's ClothingGermans started with his forces up front. To add to that he roiled terrible in the first 2 turns. the British were have some trouble on the South board l. He brought his men on the North side of board board 62
On the turn 3 the Germans came in on the South side and were able to prevent the British from coming back and forcing the Germans east of the road There are a lot of possibilities for Replay
slunts
Contested Settlement NicolasLL
Mila 18With the comically low ELR for the SS Germans, and a fortified building for the ZOB, the CVP route to victory did not seem super viable, so I did try to just take buildings. Mopping up is slow and tedious, but i did manage to capture 24 buildings by the end. A little luck, and a firmer grasp on the rules (We made some rules errors that greatly benefitted ZOB) victory was well within grasp.

Despite the especially grim subject matter of this scenario, as a game, it was a lot of fun and plays very fast for a 9 turn scenario due to ZOB being completely hidden and limited in actions for the first half as a result.
cupcakus
Thai Beaches jwert02
Frank's TanksNot able to kill or immobilise any tanks. Heavy snow protection from turn 1 on. Down to the last turn nebel
Going to New York!The Italians sent in most of their force from the west, with a handful of units approaching from the northeast to put pressure on the American MMG in the stone building, as well as keep them from moving west. The Italians had great success with their MCs, usually suffering no more than a Pin and quickly putting heavy pressure on the American forces in the wood line. One conscript unit made a run along the southern edge, over the embankment and darted for the VC building. The Americans miscalculated MFs and the Italians were able to seize the building and the win by Turn 3. Definitely worth a replay. Turuk
Totensonntag strategos
Taking UmbrageWell, let me say that I took a good deal of umbrage to this scenario. As the Japanese, I really had no chance of winning. The British are way too powerful with 4 mortars, 2 flamethrowers, hero and 10-2. The Japanese have to try and hide and with 10 turns...forget that...you will be found and eliminated. Too many unnecessary overlays the map orientation is completely jacked up on the scenario card that we had. It's needs more time in the lab. British won this one handily. grumblejones
Taking UmbrageFirst to play and post. Danno
King's GambitThe Danes get all of the advantages and few, if any, downsides. My Germans did whatever they could to approach the objective, but had limited to no cover until they were fired upon. The lacklustre support weapons for the Germans meant that it was a tough ask to break any Danish troops holed up in +3 stond buildings.

As luck would have it, many losses occurred too early and with no response to show for it and a dwindling timeframe to achieve things with. I could technically have played the long game and waited until the last turn and simply advance into the applicable hexes, but thats silly when viewed against the spirit of the game.

A scenario where the attacker should have a flamethrower or DC to attack with.
Jobbo_Fett
Thai HotMisread the victory conditions thinking JP had only one turn to take the beach buildings, not three, and the Thai troops retreated after turn 1. cupcakus
Elephants UnleashedThis ought to be a really good scenario with exciting AFV combat. But this game wasn't, because by turn 2 FOUR of my six AFVs had malf'ed their MA, and the one that tried to repair rolled a six to break it. The few shots I did get off all missed, so with just two functioning tanks against seven Russian AFVs, there was no point in playing on, and I conceded. My unluckiest game ever? Andy_Bagley
Maximum AggressionThe aggression should come from the British in the last couple of turns. Move quickly to get close, but not too close, survive, and then assault and hope. EJ1
Zwarts' Madhouse Rich Weiley
The Vienna BypassWhacked the 9-2 and 1.5 sq on turn 1. Russians ran out of troops. nebel
An Even ChanceSurvived early onslaught and FT burned squad and leader to allow me to retake the 3rd building nebel
Takin' EibertingenAs part of FNF. Germans got a quick start to the CVP (cap of 20), but they only made it to 15. A great Advancing Fire shot took out my MMG nest, cementing the win for the US. Great fun with plenty of ASL-drama von Garvin
Charge You Bastards!First to play and post. Danno
Charge You Bastards!Well this scenario can be fun I think, but the dice were skewed. The British dice were very hot and the Japanese dice ended up being stone cold at the end. The Japanese banzai charged Hill 507 and managed to take it and capture the British MMG, but lost 6 squad for the effort. British reinforcements came on and charged and the Japanese rolled three 11's, broke all the machine guns and did nothing as the British walked up and annihilated them. The 10-3 with 3 x 4-5-8's was an unstoppable unit. I've never encountered before in ASL, but with 11 Morale for the 10-3, there were impervious to anything less than a 2 MC check. And I course didn't roll such a thing. Honestly, the 10-3 is too much and the 9 x Ghurka squads at the end is also too much. Otherwise a fun scenario. grumblejones
Hill 424Didn’t get anything from the AT guns. Not a fun scenario for American nebel
Takin' EibertingenFNF game 3 for 2025 - just couldn't make effective attacks - I also set up the immobilised StuG in a location that was only useful in the early game. The fact that I did nothing with a 2-2 vs his 9-2 and 3 squads moving in the open as well as complete miss on 5 hex shot vs a Sherman - needed a 9 rolled a 10. Well lets just say my setup was flawed, my dice were cold and my 8ML guys boxcarred almost immediately. Ugly game for me but a great opponent. I like the scenario but the US FP just wipes away the German units too fast. CloseAssaultPete

Latest News

March Madness Korean War pack updated
The Encircled Productions guys have updated their pack to include errata to fix some issues with some scenarios (most of the errata is already on the site but I'm told there's a couple of small extra bits that are fixed, too).

Existing purchasers can simply re-download their pack to receive the updated version at no extra cost.
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!

Latest Content Additions

Updated daily. Refresh
ScenarioActionWhen
Deliver Us from EvilHutch Modified the gps location11m 42s ago
No Safe RefugeHutch Modified the gps location12m 16s ago
Light 'em UpHutch Modified the gps location12m 56s ago
Race to the RiverHutch Modified the gps location14m 48s ago
First DefeatHutch Modified the gps location2h 10m 38s ago
First DefeatHutch Modified the misc. rules2h 22m 33s ago
First DefeatHutch Modified the Unit Elements2h 23m 30s ago
The Cat Has JumpedHutch Modified the misc. rules2h 24m 12s ago
And Then They LandedHutch Modified the Unit Elements3h 22m 53s ago
And Then They LandedHutch Modified the gps location3h 29m 6s ago
Shanghai by SeaHutch Modified the gps location3h 37m ago
Shanghai by SeaHutch Modified the misc. rules3h 38m 53s ago
Shanghai by SeaHutch Modified the Unit Elements3h 40m 1s ago
Singapore by MoonlightHutch Modified the misc. rules3h 41m 18s ago
Singapore by MoonlightHutch Modified the gps location3h 45m 51s ago
The Bitwoded GambleHutch Modified the Unit Elements3h 52m 7s ago
The Bitwoded GambleHutch Modified the gps location3h 53m 1s ago
Double or Nothing!Hutch Modified the Defender's AFVs3h 55m 22s ago
Double or Nothing!Hutch Modified the unit counts3h 55m 47s ago
Double or Nothing!Hutch Modified the Attacker's AFVs3h 55m 47s ago
Double or Nothing!Hutch Modified the Defender's AFVs3h 55m 47s ago
Double or Nothing!Hutch Modified the unit counts3h 56m 46s ago
Double or Nothing!Hutch Modified the Defender's AFVs3h 56m 46s ago
Double or Nothing!Hutch Modified the gps location3h 57m 52s ago
Double or Nothing!Hutch Modified the gps location3h 58m 35s ago
Double or Nothing!Hutch Modified the gps location3h 59m 39s ago
Double or Nothing!Hutch Modified the Unit Elements4h 36m 14s ago
Intimate WarHutch Modified the gps location4h 39m 23s ago
Intimate WarHutch Modified the gps location4h 40m 30s ago
Intimate WarHutch Modified the misc. rules4h 46m 58s ago
Kids These Dayswwillow Added a playing5h 41m 23s ago
Singapore by MoonlightCloseAssaultPete is looking to play this scenario8h 2m 20s ago
Thai BeachesCloseAssaultPete is looking to play this scenario8h 3m 8s ago
Shanghai by SeaCloseAssaultPete is looking to play this scenario8h 3m 54s ago
And Then They LandedCloseAssaultPete is looking to play this scenario8h 4m 19s ago
Thai HotCloseAssaultPete is looking to play this scenario8h 4m 55s ago
The Cat Has JumpedCloseAssaultPete is looking to play this scenario8h 5m 25s ago
First DefeatCloseAssaultPete is looking to play this scenario8h 6m 28s ago
Melee Near the CoastCloseAssaultPete is looking to play this scenario8h 8m 18s ago
Melee Near the CoastCloseAssaultPete is not looking to play this any more8h 8m 45s ago
Melee Near the CoastCloseAssaultPete is looking to play this scenario8h 8m 51s ago
Forging SpetsnazBerthémy Added a playing10h 16m 5s ago
Silesian InterludeBongiovanni Added a playing11h 26m 33s ago
Gotta Get Outslunts Added a playing14h 20m 9s ago
Hart AttackNicho11 Added a playing17h 50m 22s ago
Coke HillGamer72 Added a playing19h 15m 46s ago
Kempf at Melikhovoatomic Added a playing20h 33m 45s ago
Kempf at Melikhovoatomic Rated the scenario20h 34m 57s ago
The Clearingdmareske Added a playing21h 59m 58s ago
Muscled Out of TownJimT1277 Added a playing22h 4m 27s ago
Purple Heart LaneHutch Modified the misc. rulesYesterday
Purple Heart LaneGrenzer Added a VASL Template fileYesterday
Cpl. AnzacHutch Modified the Unit ElementsYesterday
Cpl. AnzacHutch Modified the unit countsYesterday
Cpl. AnzacHutch Modified the turn countYesterday
Infuriatingly InvisibleHutch Updated the Victory ConditionsYesterday
Infuriatingly InvisibleHutch Modified the overviewYesterday
Infuriatingly InvisibleHutch Modified the overlaysYesterday
Infuriatingly InvisibleHutch Modified the Defender's GunsYesterday
Infuriatingly InvisibleHutch Modified the unit countsYesterday
Infuriatingly InvisibleHutch Modified the Attacker's AFVsYesterday
Infuriatingly InvisibleHutch Modified the Defender's GunsYesterday
Infuriatingly InvisibleHutch Modified the Unit ElementsYesterday
Thai BeachesHutch Modified the unit countsYesterday
Thai BeachesCloseAssaultPete Modified the unit countsYesterday
Thai BeachesCloseAssaultPete Modified the Attacker's AFVsYesterday
Thai BeachesCloseAssaultPete Modified the Defender's AFVsYesterday
Thai BeachesCloseAssaultPete Modified the Defender's GunsYesterday
The Slaughter at KrutikHutch Modified the gps locationYesterday
Tiger, TigerHutch Modified the misc. rulesYesterday
Tiger, TigerHutch Modified the gps locationYesterday
The FactoryHutch Modified the gps locationYesterday
The FactoryHutch Modified the misc. rulesYesterday
Married UpHutch Modified the gps locationYesterday
Married UpHutch Modified the misc. rulesYesterday
Cole's ChargeHutch Modified the gps locationYesterday
Cole's ChargeHutch Modified the Unit ElementsYesterday
Cole's ChargeHutch Modified the Unit ElementsYesterday
Baking BreadHutch Modified the misc. rulesYesterday
Blitzkrieg!Hutch Modified the misc. rulesYesterday
Baking BreadGrenzer Added a VASL Template fileYesterday
Cole's ChargeCloseAssaultPete Added a playingYesterday
Race to the Meuse Tactical MissionA_Lost_Canadian Rated the scenarioYesterday
Blitzkrieg!A_Lost_Canadian Rated the scenarioYesterday
Roads to PerditionHutch Modified the Defender's AFVsYesterday
Roads to PerditionHutch Modified the unit countsYesterday
Roads to PerditionHutch Modified the Defender's AFVsYesterday
Roads to PerditionHutch Modified the Defender's AFVsYesterday
Roads to PerditionHutch Modified the unit countsYesterday
Roads to PerditionHutch Modified the Defender's AFVsYesterday
Roads to PerditionHutch Modified the unit countsYesterday
Roads to PerditionHutch Modified the Defender's GunsYesterday
Roads to PerditionHutch Modified the Defender's GunsYesterday
Roads to PerditionHutch Modified the unit countsYesterday
A Ridge Too FarGrenzer Added a VASL Template fileYesterday
The Czerniakow BridgeheadSimonPz Added a playingYesterday
The Czerniakow BridgeheadSimonPz Rated the scenarioYesterday
Among the RuinsSimonPz Added a playingYesterday
Among the RuinsSimonPz Rated the scenarioYesterday
Devil's HillHutch Modified the gps locationYesterday

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 107.77
March Madness 2013 Commissar Pack 87.64
Grumble Jones 1597.64
March Madness 2018 Players Pack 107.64
ASL Starter Kit Expansion Pack #2 87.44
Schwerpunkt #24 127.35
Time on Target # 3 147.33
ASL Starter Kit Expansion Pack #1 2nd Edition 127.26
Schwerpunkt # 9 127.22
ASL Starter Kit #4 87.20
ASL Starter Kit Bonus Pack #2 87.20
Friendly Fire Pack 12 87.14
Schwerpunkt #14 127.12
From The Cellar Pack # 4 207.12
Quick 6 Scenario Pack IV 67.10
Ost Front Pack 67.09
The Green Hell of Inor 197.09
ASL 9 - Gung Ho! 87.08
Race For The Meuse 67.08
Fistful of Scenarios 67.08
Friendly Fire Pack 1 87.07
Battle of the Hedgerows - The Storm Broke 67.07
HASL 1 - Red Barricades 107.06
Friendly Fire Pack 2 87.05
Dezign Pak 9 107.05
From The Cellar Pack # 8 167.05
Beyond the Beachhead 87.02
ASL Action Pack #14 Oktoberfest XXXIV 127.02
Leibstandarte Pack 5 - Scorched Earth 87.00
HazMo Scenario Pack 2: The Un-Civil Wars 107.00
From The Cellar Pack #11 107.00
Quick 6 Scenario Pack VI 67.00
Best of Friends 126.99
Critical Hit # 2 156.98
March Madness 2020 Full Rulebook ASL Pack 86.98
ASL Journal #12 146.97
Battles of Carpiquet 136.96
Friendly Fire Pack 9 86.96
ASL Action Pack #10 86.96
ASL 1 - Beyond Valor (3rd Edition) 246.94
ASL Action Pack #17 Oktoberfest XXXV 166.94
Grossdeutschland Pack 1 - The Early Years 86.93
Schwerpunkt # 4 126.93
ASL Journal #10 196.93
From The Cellar Pack # 3 106.91
ASL Journal #11 286.91
Friendly Fire Pack 4 106.90
Generic Playtesting Log 376.90
Friendly Fire Pack 11 86.90
Hero PAX 4: Mediterranean Theater of Operations 126.89
Into The Rubble 86.89
Friendly Fire Pack 6 86.89
ASL 12 - Armies of Oblivion (2nd Edition) 326.89
HazMo Scenario Pack 3: City of Steel 106.89
AH:ASL Annual `93a 116.88
Friendly Fire Pack 3 86.88
ASL 13 - Rising Sun (2021) 386.88
ASL Action Pack #19 Roads to Rangoon 106.88
Kreta - Operation Merkur 186.87
Operations Special Issue #3 76.87
China-Burma-India: The Lost Theater Part 1 156.87
Not One Step Back 86.87
Dezign Pak 6 126.85
Death to Fascism 86.84
Classic ASL 166.83
ASL Action Pack # 6 A Decade of War 106.83
Schwerpunkt #22 126.83
HASL 9 - Hatten in Flames 106.83
ASL Action Pack #16 From The Land Down Under 156.83
Recon by Fire! #2 106.82
Schwerpunkt # 8 126.81
Turning the Tide 206.81
Best of Friends 2 126.81
ASL Journal #14 256.81
Deluxe Advanced Squad Leader 386.79
AH:ASL Annual `93b 126.78
Aussie Tournament Pack 76.78
ECZ Tournament Director's Pack 166.78
ASL 16 - Twilight of the Reich 176.78
ASL Action Pack #13 Oktoberfest XXXII 116.76
ASL Journal # 5 136.75
Aussie '98 Pack 106.75
ASL Action Pack # 4 Normandy 1944 126.75
Melee Pack III 76.75
ASL 3a - Yanks (2nd Edition) 416.75
AH:ASL Annual `90 166.74
Paddington Bears '96 Pack 106.74
Fanatic Pack 2 126.74
ASL Starter Kit #3 86.74
ASL Action Pack # 3 Few Returned 126.74
BFP 3: Blood and Jungle 476.74
ASL 13 - Rising Sun 336.74
HASL 4 - Pegasus Bridge 86.73
Schwerpunkt #23 126.73
HazMo Scenario Pack 4: Making the Grade 106.73
From The Cellar Pack # 2 106.72
ASL Journal # 8 166.72
Friendly Fire Pack 7 86.72
DASL 1 - Streets of Fire 106.71
Schwerpunkt # 5: Medal of Honor 126.70
Dezign Pak 5 186.69
ASL Journal # 4 136.68
Rally Point # 1 106.68
Schwerpunkt #13 126.68
BFP 4: Crucible of Steel 326.68
Quick 6 Scenario Pack III 66.68
ASL Journal #13 336.68
AH:ASL Annual `95 Winter 246.67
ASL Journal # 1 176.67
ASL Journal # 3 336.67
Schwerpunkt # 7 126.67
Tactiques # 4 86.67
Operations Special Issue #1 66.67
Quick 6 Scenario Pack V 66.67
BFP 2: Operation Cobra 126.66
HazMo Scenario Pack 1: A World at War 106.66
ASL 10 - Croix de Guerre 86.65
ASL 12 - Armies of Oblivion 116.65
HSASL 2 - Operation Veritable 176.65
Critical Hit # 3.1 126.65
HASL 7 - Valor of the Guards 216.65
ASL Starter Kit #1 66.64
Schwerpunkt #10 126.64
Dezign Pak 10 156.64
Rally Point #11 106.64
Quick 6 Scenario Pack 66.64
ASL Action Pack #15 Swedish Volunteers 166.64
Rally Point #14 106.63
March Madness 2019 Close Combat Pack 86.63
From The Cellar Pack # 9 176.63
Special Ops #12 66.63
BFP 5: Poland in Flames 456.62
ASL Open `96 Scenario Pack 106.61
Rally Point # 3 106.61
Friendly Fire Pack 10 86.61
AH:ASL Annual `96 146.60
Schwerpunkt #11 126.60
Rally Point # 2 106.60
Rally Point #15 106.60
Blood & Iron 106.59
Schwerpunkt # 6: Victoria Cross 126.59
Schwerpunkt #12 126.59
ASL Action Pack # 2 86.58
Provence Pack (MMP Download) 106.58
Leibstandarte Pack 1 - Blitzkrieg! 86.58
Schwerpunkt #20 126.58
ASL 3 - Yanks 86.57
AH:ASL Annual `92 156.57
ASL Starter Kit #2 86.57
Franc-Tireur #11 226.57
Franc-Tireur #10 116.56
ASL Action Pack # 5 East Front 126.56
ASL Action Pack # 1 86.55
Dezign Pak 1 106.55
HASL 8 - Festung Budapest 206.54
ASL 10a - Croix de Guerre 426.54
Kampfgruppe Scherer: The Shield of Cholm 176.53
Elite Canadians 96.53
Coastal Fortress 556.53
HASL 10a - Red Factories 186.53
ASL 5a - For King and Country 206.52
HASL 2 - Kampfgruppe Peiper I 66.52
HSASL 1 - Operation Watchtower 176.52
ASL Journal # 2 246.52
Gembloux: The Feint 96.52
ASL 11a - Doomed Battalions (4th Edition) 326.52
Recon by Fire! #3 206.51
Hero PAX 3: Jungle Heroes 106.50
Melee Pack II 66.50
Dos Equis Scenarios Especial 106.50
AH:ASL Annual `97 166.49
Nor'easter XX 136.49
Winter Offensive Bonus Pack 2018 66.49
Critical Hit # 6.4 246.48
Leibstandarte Pack 2 - Barbarossa 86.48
From The Cellar Pack # 5 146.48
ASL Journal # 9 256.48
ASL Journal # 7 126.47
Internet 1616.47
Onslaught to Orsha 256.47
ASL Starter Kit Expansion Pack #1 1st Edition 86.47
Tactiques # 7 86.46
Friendly Fire Pack 5 106.46
HASL 11 - Sword & Fire: Manila 306.46
ASL 5 - West of Alamein 86.45
Waffen-SS II: The Fuhrer's Fireman 86.45
ASL Action Pack # 8 Roads Through Rome 106.45
Blitzkrieg in the West - Central Campaign 66.45
HASL 12 - Drop Zone: Sainte-Mère-Église 146.45
AH:ASL Annual `91 166.44
Beyond the Beachhead 2 166.44
Friendly Fire Pack 8 86.44
Rally Point # 7 106.43
ASL 7 - Hollow Legions (2nd Edition) 86.42
Swedish Volunteers 146.42
ASL Journal # 6 156.41
G.I.'s Dozen 136.41
ASL Action Pack # 9 To the Bridge! 106.41
Rally Point #13 106.40
Schwerpunkt #17 126.39
High Ground 2 166.38
Into The Rubble 2 126.38
Out of the Attic #2 166.37
Covered 136.37
Tactiques # 1 106.36
Tactiques # 8 106.36
Witches Cauldron: Oosterbeek Perimeter 166.36
Franc-Tireur #12 126.36
Onslaught To Orsha 2 326.36
Schwerpunkt #16 126.35
AH:ASL Annual `89 156.34
Nor'easter Scenario Pack II 156.34
ASL 7a - Hollow Legions (3rd Edition) 546.34
Critical Hit # 4 106.33
Tropic Thunder! 126.33
Franc-Tireur #13 176.33
Rally Point #18 106.33
Franc-Tireur # 7 116.32
Franc-Tireur # 8 106.32
Rally Point #17 106.32
ASL Action Pack #18 Oktoberfest XXXVII 146.32
ASL 2 - Paratrooper (2nd Edition) 86.31
Tactiques # 6 86.31
Rivers to the Reich 156.31
Corregidor: The Rock 216.31
Quick 6 Scenario Pack II 66.31
High Ground! 86.30
Winpak #1 106.30
The Canadians In Italy 1: The Red Patch Devils in Sunny Sicily 86.29
ASL Action Pack # 7 106.29
Dezign Pak 2 126.28
Schwerpunkt #21 126.28
ASL Action Pack #11 29 Let's Go! 106.27
BFP: Operation Neptune 106.27
ASL Action Pack #12 Oktoberfest XXX 106.26
Out of the Attic 166.25
Fanatic Pack 1 126.25
Berlin: Red Vengeance 116.25
Dezign Pak 4 156.25
Dezign Pak 7 126.25
Schwerpunkt #19 126.25
Rally Point #16 106.25
ASL 11 - Doomed Battalions (3rd Edition) 246.24
ASL 15 - Forgotten War 166.24
Critical Hit # 3 186.23
March Madness `97 Pack 126.23
Tactiques # 9 106.23
From The Cellar Pack # 6 106.23
Rally Point #21 106.23
Hero PAX 1: Hurtgen Hell to Bulge Nightmare 86.22
Blitzkrieg Pack 186.22
Armoured Aussie Pack 76.22
ASL 11 - Doomed Battalions (2nd Edition) 86.21
Tactiques # 2 106.21
Out of the Bunker 146.21
HASL 10b - Red October 116.21
ASL 4 - Partisan! 86.20
Schwerpunkt #15 126.20
Rally Point # 8 106.20
ASL 14 - Hakkaa Päälle! 176.20
Internet: MMP 66.19
Recon by Fire! #4 146.19
Rally Point # 6 106.17
Franc-Tireur #15 226.17
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
Franc-Tireur #14 326.06
ASL 8 - Code of Bushido 86.04
Leibstandarte Pack 4 - Turning of the Tide! 86.04
ASL 6 - The Last Hurrah (2nd Edition) 86.03
Schwerpunkt #18 126.03
HASL 3 - Kampfgruppe Peiper II 86.02
Waffen-SS I: No Quarter No Glory! 66.02
Backblast # 2 86.00
Recon by Fire! #1 86.00
Objective: Schmidt 176.00
ASL 1 - Beyond Valor (1st Edition) 106.00
Dezign Pak 8 105.98
HASL 5 - Blood Reef: Tarawa 105.93
The Canadians In Italy 3: D-Day Dodgers 105.91
Schwerpunkt # 1 125.91
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 85.88
Time on Target # 1 135.86
ASL Journal #15 115.84
Hero PAX 2: Eastern Front Hero Fest 85.83
Time on Target # 2 215.83
Deluxe Pack #1 125.82
From The Cellar Pack #12 115.82
Southern Cross Scenario Pack `96 65.80
Rally Point # 5 105.75
Wacht Am Rhein 165.73
ASLOK 2005 - 20th Anniversary Scenario Pack 105.71
DASL 2 - Hedgerow Hell 85.70
Winpak #2 65.68
ASL For Fun-LCP 325.68
Melee Pack I 65.63
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! 65.26
Guerra Civil: The Spanish Civil War 125.20
The Long March 175.16
Soldiers of the Negus 84.93

Top rated players

As of February 12, 2025. Grey players are inactive. Filter Active: View all
RankPlayerGamesRating
1Dmitry Klyuykov1501431
2fabrizio da pra1671400
3Paul Works3941310
4Stefan Fiedler381304
5Paolo Cariolato8421296
6Philippe Briaux391279
7Justin DiSabatino
361265
8Steven Linton511259
9Aaron Cleavin791254
10Craig Benn481243
11jon smith551242
12Indy Lagu
1381233
13Aaron Sibley2751228
14Gordon Jupp4281223
15S. Slunt801221
16Tommi Kangasmaa481218
17patrick palma5351217
18Sam Tyson321217
19Paul Messina581216
20Eric Partizan Eric15841214
21David Stoffey401211
22Michael Focht771209
23M T981209
24Dave Mareske
7471209
25Steven Pleva191207
26Brian Wiersma281204
27Carl Nogueira231202
28nathan wegener6741190
29Simon Staniforth
6721181
30John Garlic1091181
31Will Fleming231175
32Martin Mayers981175
33Vilis Pavulans1491173
34L Mattila571168
35Spencer Armstrong571167
36randy shurtz601166
37Kevin Sanders1211163
38Mark McG211163
39Curtis Brooks251163
40B-E Karlsson1251158
41Jim Thompson251154
42Mark Moore291154
43Ben Jones201153
44Tom Kearney5381153
45Lionel Colin711152
46Andreas R691152
47Scott Fischbein1071150
48Robert Wolkey191149
49Paul Sidhu191149
50John Garlic12091148
51Michael Augustine201147
52Sean Mitchell251147
53Jeff Sewall291147
54Rich Domovic541146
55Martin Vicca271145
56César Moreno451144
57Xavier Vitry121144
58davide galloni1411142
59Igor Luckyanov371141
60X von Marwitz4191139
61Ron Duenskie171138
62Alessandro Demichelis321138
63Jeff B8371138
64Raoul Duke1011137
65Scott Hasson241135
66John O'Reilly171134
67John Boyle381133
68Derek Ritter241133
69Gerard Burton1851132
70Melvin Falk101131
71david ginnard281130
72Tony Fermendzin411130
73Rich Weiley
8901128
74Alex Koestler661127
75Seumas Hoskins911127
76stan jackson361126
77Eric Topp
1851126
78martin barker
3131126
79Tom Weniger91126
80Steve Bowen441125
81Gerry Proudfoot241125
82Don Lazov921125
83Jobbo Fett
2561124
84Andy Hershey6141120
85Eben Johnson301120
86Hugh Harvey481118
87Andrew Young161118
88Miguel Guerrero91117
89Gary Fortenberry151117
90P-J Palmer121116
91Björn Lorenzen151115
92Jon Jaramillo311114
93Enrico Catanzaro221113
94Bob Callen521113
95JP Laurio2261113
96Peter Dunn201112
97Chris Mazzei171110
98Bruno NITROSSO131110
99Juhani Bonsdorff111108
100Laurent Tinture261108

Newest players - welcome!

UsernamePlayerRegistered
tivowatcherDave Perk2025-02-07 04:03:55
ZillaBlitzMichael Smart2025-02-04 20:49:49
varanelloArtyom Voronkov2025-02-02 17:02:51

On this day...

ScenarioLocationDate
DASL A05 Intimate WarManila, Philippines1945
CH 48 Double or Nothing!Donets Basin, Ukraine, USSR1943
SoN 4 The Bitwoded GambleNear Amba Aradam, Ethiopia1936
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.)

Patreons and regular donators are signified with a checkmark
on some panels across the site.

Paypal donations:
All Rights Reserved. (c)2022 Dave Ramsey.