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Former FoesThe Viet Minh were eventually crushed between a vice of Japanese and British forces. The Japanese created the initial pressure with a quick rush from the north, but eventually stopped to become the blocking force against isolated VM units remaining north of the church. The British started a little slower due to the need to close for CC against numerous concealed units. Their advance was delayed by longer than expected melee combats, but once they defeat the handful of squad to the east of the church, they were able to close with two platoons of infantry and clear the building with one turn remaining. Eaglewso
Confusion ReignsAfter a good couple first turns of American progress, the Americans hit a wall with some good active sniper hits and IFT results by the Germans made it a much closer game. The Germans made a break with some of their squads but they ended up broken and the squads in the building V3 finally broke and we finally called it in Turn 6. The Americans put their 9-2 and both MMGs on level 2 on board 1...a risk that paid off as they go a fair amount of ROF. Great game, ready to play again. dmareske
Rearguard ActionThe German panzer rushed forward and met few resistance. An AT gun destroyed a Panzer before being destroyed and another was burned as a result of a failed overrun. The German decided to pay back, but most of the German vehicular guns malfed. Furthermore, the few broken Belgian turned Berserk and threatened a German crew that did abandoned his panzer. After the death of an entire assault engineer squad and the activity of the Belgian sniper, the German decided to stop the fight and exit the area for victory. Seven panzers exited but 4 of them with malfed guns. A strange victory with a bitter taste of defeat with too much casualties, giving away one VP. lt_steiner
Food FightI agree this started off ok, perhaps even skewed a bit unfairly to my side after I outright killed two squads during the opening moves. Despite a comfortable lead in VPs, by Turn 2 I was already feeling very overwhelmed, and was thankful to receive my substantial reinforcements. At our breaking point halfway through I was still feeling pretty good, but after looking things over before going into our culminating session that feeling had pretty well dissipated. I figured Scott already had enough buildings where he could sit back and search for food, while I was stuck across the western road unable to pose much of a threat. The SSRs basically force stacking to muster any sort of firepower, and facing a commissar and a 9-2 across the way I knew that was battle I did not like my odds in. Then the hot/cold dice kicked in and this this dicey little affair got blown all apart. buser333
Belgian TigersLots of wild swings in dice. Went to the last turn. wwillow
PursuitGerman vs Polish. Oct 1939 feralhuntsman
Wildcat Strike etopp
Defenders of StalingradGerman need a lot of luck and rate for the mg's... and that's no the case in this game. Don played very well and I had no chance jesuspiebatlle
Asking for Trouble igycrctl
Pocket Panzers B-E Karlsson
Merzenhausen ZooCombined arms mayhem with high velocity guns, thick armor, flamethrowers, and infantry armed to the teeth, highly recommended. My defending Germans counterattacked John Stadick’s Americans on the last turn to squeak out victory by a margin of a few building locations. Since both sides have lots of good units, time is the real key to victory here. The Anglo-Americans need to gobble up ground quickly, even if it’s expensive while the Germans want to hold them back, even if it’s expensive. If the Allies can’t wedge into the board ten village by turn four, they are in real trouble.

My Germans placed key units as follows: Nashorn in woods at 10R9 with a southwestern covered arc, JgdPzIV beside the wall in 10Q5 facing west, 9-1 directing HMG on the upper floor of 43N9 in the central compound, the Stug IIIs in 43L9 and G9 with a cross fire on the southern field, both Panzerschrecks hidden in the eastern brush field on board 43. I wanted to set back far enough to prevent the fiery Crocodiles from
just rolling on and torching good units in the southern end of the central compound. I deliberately placed armor in brush and woods for concealment to keep the American guessing about the exact location of my Nashorn (lethal) versus Stugs (dangerous, but manageable).

The Allied southern force, 10 squads and nine tanks, entered via the southern brush field (43N3 area) in the blind spot of my armor deployment. They rolled ahead cautiously making smoke and using vehicles as cover for infantry. My 9-1 HMG combo nailed an American lieutenant and squad in their bore sighted hex at 43O3, where the brush field begins. The Allied eastern force, eight squads and three tanks, also proceeded with caution along the wood roads in the 10F4 area. They were clearly trying to discern where I had placed my Nashorn and JgdPzIV BEFORE making a risky rush.

So, John’s Americans put on a masterclass in advancing via cover for minimal loss by patiently overrunning the central compound and lining up their flame-throwing crocodiles around 10K3 for a blitz against the JgdPzIV position on my western perimeter. Around turn three, a spunky M5A1 popped out of the smoky compound to blitz the Nashorn (10R9). The HIP German 50L in 43O10 fired and missed, the Nashorn fired and missed, then the M5A1 crashed into the woods with the Nashorn, made its bog check, came out the other end and fired to kill the beast! A 5-4-8 advanced into close combat with that M5A1 and rolled boxcars to cut itself in half and then die when the M5A1 rolled 4 in CC. The M5A1 then rushed the JgdPzIV (10Q5) and got into its hex before a nearby Stug III killed it. Smoke from that wreck combined with ordnance smoke from Allied prep fire cluttered up the battlefield enabling the Americans and their Churchills to close in from the west, but also screened the JgdPzIV retreat from flamethrower shots. Meanwhile, a Panzershreck knocked out an Easy 8 (Sherman) by board 43’s eastern brush field and a Stug III clocked the other M5A1 before stunning a CE Sherman Jumbo with an HE hit.

By turn five the Allies had lined up mid-board for the assault on the board 10 village. My JgdPzIV was repositioned to 10V4 among friendly infantry with a Stug at 10U7. East of that, I had a German HMG with 5-4-8 and 7-0 in the 10V7 building and a host of German infantry in the 10Z6 building. The Allies tried and failed a bunch of smoke and white phosphorous shots before following up with equally bad prep fire by those disappointing tanks. Allied infantry closed in on the 10U5/U6 building. The crocodiles steered clear of the JgdPzIV preferring instead to scorch German infantry one-squad-per-turn. Fortunately, one of those monsters broke its nozzle to afford the Germans some relief. The JgdPzIV pivoted southward to kill two Shermans closing in from the central compound via column U and later used its sN to reduce an American squad in close combat before suffering immobilization from enemy fire. German small arms kept the American infantry at bay. The King Tigers and their infantry entered along the north edge and quickly deployed one big cat to the circular wall at 10Y5 and another behind the wall at 10Z2.

Soon after, the Allies dashed forward along the north board edge, around the 10W2. A comedy of German errors set the stage for Allied success. Two panzerfaust checks failed with 6 to pin the wanna-be tank hunters. Another squad fired its faust, but missed, got cut in half by back blast, and then rolled box cars on the 1MC for total destruction. A Panzerschreck carefully placed at 10Z0 fired and missed a fast-approaching Sherman Jumbo, as did a Stug, so the Jumbo overran a 5-4-8 with the Stug in 10Y1. The 5-4-8 survived and would later finally succeed in panzerfausting the in-motion Jumbo. American infantry swarmed the western half of the village; they were pressing up against that King Tiger in the 10Y5 stone circle.

On the last turn, the Allies rushed building 10Z6 from the south for a crack at victory. Their 9-2 and some machine guns provided devastating covering fire from the west (10U5/U8) enabling them to break and route all but one of the German occupants. A lone 2-2-8 with Panzerschreck denied the Allies building control, so they would have to measure progress one location at a time.

All German survivors, then about five squads huddled in the northeastern buildings, followed their King Tigers into the 10Z6 building. One big cat failed ESB and so broke down at the front door. That was good enough, he turned his turret to kill a Crocodile along the north edge at 10X1. Another big cat crashed into the foyer and blasted an adjacent 6-6-6 with a 3 to hit, thanks to the armor leader! A Stug came around the back to fire on 10Z7. German infantry funneled in via smoke left behind by the Stug in 10BB6. The Germans took half the ground floor back and their 2-2-8 persisted in melee against an American 3-4-7 to deliver the win by limiting the Allies to 33 of the 38 required building locations.
Food FightStarted off as a fun little scenario with Russian partisans grabbing some buildings (and a couple of food bundles) and hunkering down to wait for the Ukrainian reinforcements. However, it went south quickly because of my continued hot streak on the dice. (Four snakes on a single turn? Jeff rolling multiple 12's on MC/Rallies to CR away his forces?) A small scenario like this can't stand up to such a run of luck, and it quickly became a walk-off for the Russians. Would be an interesting scenario to play at FtF get-togethers or tournaments as it has some interesting decisions for both sides. sherersc
The Road to WarsawPoles passed a lot of morale checks and took out two armored cars while the the third one bogged in a semi useful spot. Ended up being a CC fest and it was over in German five. Poles need the balance. wwillow
Ratushniak's SacrificeA fun and interesting game against David who is a fantastic opponent. A lucky placement of the russian Guns turned out to be key. Most of the lighter, german AFVs got punched out early and the german smoke laying capability along with them. Mid game all the lighter AFVs were gone and the infantry were advancing slower. Then, both Tigers came driving and parked right in front of a HiPed Gun and managed to halt one of them be deliberate immobilisation. in the penultimate turn the last russian gun unconcealed, turned three hexspines and fired into a moving Tigers behind. The rolled snakes bit the butt of that Tiger and the germans had no chance of getting their VPs. It was time to call it. DrDryg
A Day By the Shore Danno
A Day By the ShoreRecommend using the German balance. The Brits put up a screening force on the east while making a grab for all the buildings and eliminating the Pillbox and western trenches. The German reinforcements met with stiff fire and only half of their troops made it on, and some of those were broken. British morale won the day and were extra effective in Close Combat. dmareske
To The RescueThis is an interesting game. The Russians have to prevent the surrounded Germans from escaping while also stopping the German relief force. Being my first time playing a RB scenario, the terrain took some getting used to. John played pretty conservatively as the attacking Germans, letting his kill stacks do their work. Turns out I didn't have the LOS I thought I did and my setup was sub-optimal. Believing he'd try an end run I had garrisoned my flanks too strongly and instead he came right through the center (similar to the mistake Matias made, below). The SSR preventing freedom of movement for the Russians hobbled my response, my reinforcements came on too late to make much of a difference, and it was basically over by the end of Turn 5. My analysis of it is the Russians have to set up basically on a north-south line and hope it holds as their setup restrictions prevent a defense in depth, while the German has only enough time for an up-the-middle attack. Agoldin
The Bitche SalientA great classic scenario with lots of possible maneuvers and high replayability. The scattered 3rd US Battalion suffered from the German OBA and ended quite slaughtered by the flanking elements of the Gebirgsjäger. When US reinforcements from 2nd and 1st Battalion arrived, they still had to wipe out the German troops from the higher grounds and free the rest of the road to the West. Unfortunately for them, they were unable to properly access their OBA and both M7 HMC were short on ammunition. The US succeeded in capturing the hills but failed to liberate the western road. Furthermore, VP casualties were too high for the 29th ID which suffered 54 CVP, whereas the Germans only lost 29 CVP. lt_steiner
Early Battles MoriQuessir
The FortressGerman vs Polish. September 1939 feralhuntsman
Ratushniak's SacrificeYikes. My support tanks all got blasted. This listing is a duplicate :)

von Garvin
Kampfgruppe at Karachev Danno
Kampfgruppe at KarachevLots of chess moves until Turn 3, when all hell broke loose and Dan's German let loose on my advancing Russians. Daisy chain immobilized one T-34, the 75L took down another and the Stug MALF'd it gun in intensive fire and was immobilized by the immobilized T-34. Dan and I traded bad rolls until Turn 5 when Dan got rate with nearly every weapon and destroyed my personal ELR. Dan would finished with 20 CVP and my Russians finished with 18 CVP. Good win for the Germans. grumblejones
The MartinofenDamn close for the Russians. In fact a lucky/not so lucky result (German 150 INF gun nuked the building - roles snakes twice in 3 rolls) rubbles the main stairway hex make access to needed German VP locations impossible killing both Russian HMGs in the process. May more close combats, flames attacks and other Stalingradish actions...could have went either way. Fun Boogaboo
Sunday of the DeadMoist conditions so no dust. Strong winds so no smoke. South Africans began well picking off my armour at long range. However, casualties don't count against me and Germans have so much that the tide slowly turned and the game was over on turn 7. Pte Parts
Red Horse ReconA spread out defence in depth made the advance just slow enough for the americans not to reach the buildings at the far right side. Also one heroic german squad managed to kill americans in CC and then dodge a persuing AFV, rushing back to the road on the left side to prevent the open road victory condition. DrDryg
Red Horse ReconI played this scenario twice, both times as American. Both times I lost (hard). Although I rolled not very well both imes I dont see how the Americans can win this scenario. Anyway it was fun to play and bocage makes this scenario very interesting. Stone
Going PostalPoles conceded at the bottom of Turn 4, after the flood of SS troops successfully opened the Post Office for German access. This scenario certainly captures the spirit of the actual event, but it ends up not making for a particularly interesting fight. Once the German descend on the Post Office, which isn't much of a problem given their overwhelming superiority in numbers and firepower, even the +5 TEM doesn't seem to be enough to keep the Polish last stand from collapsing. We played without the balance, but in retrospect absolutely should have given the Poles the balance. rosssssss
Going PostalPoles conceded at the bottom of Turn 4, after the flood of SS troops successfully opened the Post Office for German access. This scenario certainly captures the spirit of the actual event, but it ends up not making for a particularly interesting fight. Once the German descend on the Post Office, which isn't much of a problem given their overwhelming superiority in numbers and firepower, even the +5 TEM doesn't seem to be enough to keep the Polish last stand from collapsing. We played without the balance, but in retrospect absolutely should have given the Poles the balance. rosssssss
Recruiting TacticsRed army set up HIP defence in the central grain area... MG covering the centre road with 9-1 ldr and a squad ldr squad and other MG on right of grain... another squad covering road against the hedge and the lst hip squad was out on the left flank in the woods...

Red army stacked everything and used road movement to get the bait units into the defensive line... the KMT moved on a in a wider front mainly into the hedged grain fields... first red army shots at a squad on the road box cars and broke the MG.. returing KMT assault fire broke the squad in the middle and ther ed army fell back to the central woods... KMT created fire groups and eventually broken the last MG rushing a squad to claim it... last turn for the red army saw several squads run at the KMT with captured MG... KMT chose to vol break and the gun was retaken but not possessed....

KMT last turn saw a large fire group fail to break the key MG squad and a difficult charge by the last freee KMT squad was gunned down as he ran across the road...

Overall... a very cagey scenario, only 2cvp per side...with little incentive for the red army to stand, and a lots of HIP units it feels a hard one for the KMT unless the red army overcommits or shows the HIP units too early...

Turned Back at TyliczI played the Slovaks. I managed to take two VC buildings by the end of turn 5 and calculated that victory was unattainable by that point so conceded the game. Polish sniper rolls did contribute to their victory, taking out one of the Slovak leaders and wounding another, but the main reason was for sure my planning which wasn't the best this time.

As a scenario it's an interesting situation concerning an attack on a village surrounded by hills - these offer good LOS coverage and thus make this a good scenario to practice the variable-level LOS rules. Also, you get to brush up your cavalry skills as the Slovaks.
In Front of the StormQuick and sharp fight. The French were able to close with the Germans early in the game and take many prisoners. The 9-2 was killed by a critical hit and the gun crew was broken by the French MMG's. After that, the French had a clear path to take the bridge. grumblejones
In Front of the Storm Danno
War of the RatsGood game, very tense for the Germans attacking into the Russian line. Germans quickly captured the one building to the west, before stalling against the two eastern buildings. Ended with troops in both eastern buildings, but locked in melee and unable to gain control. Eaglewso
Pentecost Sunday Meeting The French strongly defended the two stone buildings adjacent to the east-west road on board 11a. Only the HIP AMD 35 with armor leader protected the southern approach, assisted by a 7-0, squad, and LMG. The Germans swarmed the southern approach, lost the PzIIa, but eliminated the French defenders in that area during the AFPh and subsequent RPh. A centrally located AMD 35 disabled it’s MA and the remaining one failed to pass a non-platoon movement DR. This gave the Germans a clear route to exit much more than the required 14 EVP. The French deployment could have been better. This is a fast playing scenario that has potential to be a nail biter. Tomkrny
Absolut Märkäjärvi Rindis
Ozerekya Breakout Tactical MissionThree-turn blowout win on the first scenario, when opponent realised the paucity of Tac Locs would isolate his entire surviving force. Presumably both sides must dig lots of foxholes ? CG appears broken. Gamer72
The Cross RoadsI slept on this one awhile b/c HASL solitaire missions using geoboards seemed a little bland. I was VERY WRONG. This is among the best HASL/SASL missions I've played. It's likely to be very swingy, but that's the nature of SASL. I actually prefer this to the historical map mission OtO-S1 in the module (though that is also quite a good mission.)

I ended up losing by a slim margin when the game ended exactly on the scheduled turn. Had it extended one more I very well might have pulled it out, and if it had extended two turns it would have taken very bad luck to have lost.

Since the starting force is company sized you might be tempted to use this as a substitute mission for your campaign company. I'd advice against this - you're going to have to spend the lives of your squads recklessly if you want to get a win. The force conservation mentality that goes along with SASL campaign games is incompatible with this mission.
Barking Monkey
Stand For New Zealand Rosebluepaint
Last Ally, Last VictoryDespite knocking out most of the Russian tanks the Germans lost through just not quite having enough time.
It just goes to show that the harrassing action of the Russian tanks, despite resulting in great losses to themselves, was a very useful tactic in that the German tanks could not all concentrate on infantry support.
The Guns of NaroMy Italians went for the upfront defense and I rolled terribly on my D-Fire and Dann was able to get onto the board and hit me hard in Advancing Fire. In two full turns, I would roll 5 boxcars and MALF one of the guns twice and eliminate another in Intensive Fire. Dan would take out two with direct hits. I did destroy both jeeps with my machine guns on Turn 1 and then managed to eliminate both half-tracks and Stuarts. Dan then boxcar'd a MC on the 9-2 and wounded him. I then managed to capture and eliminate a US squad which put Dan over the 32 CVP and gave the Italians a very improbable victory. grumblejones
The Guns of Naro Danno
The Road to WiltzDespite the Board 2 setup limitations (and believe me I stretched it to the absolute limit), things started off well for my Americans, with my MMG nest making the job of the Germans getting on board using the road difficult, and my TD cold clocking the first Panzer. By the end of the turn two German squads were dead, with three more broken. If Turn 1 went well, Turn 2 went very poorly, with an AT gun demolished with a CH, my MMG nest busted up with another, and my TD being knocked out with (I believe) yet another. The good news was that I eliminated the German sniper, so all those CE tanks of mine could breathe a sigh of relief. All my thinly-skinned HTs had been scuttled and stripped to add more infantry support. Turn 3 was relatively quiet, but still very disheartening. His 10-3 MG nest blew apart the remainder of my own MMG nest, but worst of all was him locating and dismantling my roadblock like it was a pile of matchsticks. Thankfully my much-needed armor arrived to bolster the scene. Turn 4 saw us trade a few more blows, while Turn 5 went my way again - knocking out a couple more HTs, 1.5 squads, and a leader. His radio operator had got into position though, and the next turn was able to bring down some dreaded smoke. Turn 6 was a mixed bag, with me knocking out two more tanks/two more squads, but he smashed up both my wire and trapped and eliminated my 9-2 and gang (there must have been another CH or KIA somewhere here because I lost an unplaced DC and a BAZ). I was really starting to be stretched thin by Turn 7, but still was doing a decent job of keeping him at bay. The majority of his troops were still only halfway across the first board, but Scott rightly realized that the totally cleared roads meant he didn't need to push the attack, and I could not afford to keep trading casualties in a 1:1 ratio. Eventually he would have his breakthrough, and this would happen on Turn 9. Normally I'd say my ML=10, but Scott made me feel like a 6+1 by the end of that turn. While I may have still had a theoretical chance of holding him off, he just had too many tanks and loaded up vehicles to start racing for the exit and I conceded on Turn 10. I think there could be some further improvements to this monster old-school scenario, but overall it was still a very fun play. buser333
Heroes at Leros ppalma
Defenders of StalingradReally hard for the Germans to mount any defense. Maybe a lone squad or two try to run and flank to drag Russians or have an off chance for a VP location steal? Boogaboo
A Bloody WasteNWASL Championship 2021 RJenulis
Tettau's AttackGreat scenario ..resolved at last turn..simply rules but strategic moves manzoliandrea72
Audacity! ColinJ
The Road to WiltzOld-school ASL...never played the original but this brought back memories of looking through the SL scenarios back in the 1970's! Absolutely diced Jeff...his mortars were nearly ineffective and I think I had at least 7 CH's to sweep the Americans off the hill. We quit around Turn 10 when nearly all American resistance was eliminated and the road to Wiltz lay open to the German panzers. sherersc
Totensonntag MoriQuessir
Objective: MouenThe German attack began very well and I was confident that it would be an easy victory. Then, a PIAT scored a turret hit on a hull down MkIV and another MkIV fell victim to close combat reaction fire during an overrun. All of a sudden the game was in the balance. If it weren't for some late game expert marksmanship the game would have been lost. This scenario turned out to be much more fun than originally anticipated. Though the Germans outclass their opponents in every category the victory conditions are very tough. Tomkrny
Ten-Ton Tank etopp
The Guards CounterattackMy 4th game. Went down to the last half-turn, but the Russians were in a strong position from, really, turn 1, and definitely turn 3. Their first big Human Wave (of the Guards) swept the 1F5 building, and then on turns 2 and 3 the Soviets mopped up some broken Germans and then Human Waved again. The central building was the ultimate victory building, whilst German pressure on the southernmost building was stymied by very poor rallying. In the last turn they finally made a couple of breaks for it, as they'd finally broken the Soviets inside, but their Prep Fire hadn't broken enough overwatching Soviets in the central building, and it wasn't enough.

The key stat is shown in losses, though: with no extra losses in Turn 5 on either side, the Germans had lost 7.5 squads, 2 x LMG, and 3 Leader, to 5.5 squads and the Commissar for the Soviets. The Germans couldn't buy a final K, even with big FGs. Not that the rolls were wildly divergent - but it was definitely a factor with all the stone buildings.
Totensonntag MoriQuessir
Prelude to Festung Brest TigerAce
Silence That Gun jacelm
Purple Heart DrawVery good campaign game, but was unbalanced by Martin rolling a 1 to finish the second and third scenarios on turn 5. Gamer72
Ten-Ton TankA good, fast-playing game that presents both sides with a number of options. As the Russians I decided to try to move my tanks along the top edge of the board but managed to get one bogged. This was then abandoned by its crew when the German 'door knocker' started pinging it. Eric made good use of his OBA and this caused a number of Russian casualties. In the end a good roll for his FFE placement resulted in my Russkies having to run through a hail of artillery to win. Sadly they didn't make it. An enjoyable game, I didn't even think of the possibility of using a human wave until Eric mentioned it afterwards. Nicho11
LinkupVery interesting scenario, however it is very difficult for the American to advance avoiding losses and 25 CVP can be reached quite quickly with Jeeps and AFVs. The OBA (no smoke) was basically useless but for the hindrance. I would replay it as American. Maybe the balance for the American would help? Maurizio.Grassi
Audacity!Very tight scenario, and the French took brutal casualties in the first few turns, as the Germans executed an expert fighting withdrawal from initial positions.

Massive deployment and an armored push over Hill 534 took pressure off the center and allowed the French to close.

The last two turns were characterized by a flurry of Melees. Though initially inconclusive, enough ended in French victories to give them 10 building hexes, and a win.
Ten-Ton TankThis one looks like it has a lot of replay value.
The Swedes need some luck other than bad to win i think.
I had my defense with 2 squads and the MMG in the North and 2 squads in the South.
AT guns were back defending the road exit and the South side.
Jim did a Human Wave + Armored assault in the North
My MMG squad cowered on their first roll with a NE. The other squad with the 8-1 managed to break one Russian squad. So, i had all 8 Russian squads on my doorstep at the end of the first half turn and they FG broke the MMG squad (I actually can't remember 1 MC that i passed).
I got my artillery moved to the North with a 1 roll on the accuracy.
Swede turn harassing fire didn't cause a single result even though it affected 4 squads and both tanks.
Turn 2 Russian the artillery immobilizes one of the 2 tanks but all the infancy is now CX and well through the woods.
I catch the other tank PB with one of my AT guns but even with 2 hits only immobilize (he will later spin the turret and break the gun crew)
I fail to move the other AT gun
I manage to move the ART into the path and even with a full power (12FB) affecting 4 squads and harassing fire affecting 6 i only manage to get another hit on the immobilized tank and cause the crew to bail out so they can advance into my AT gun.
Final insult is that i have 2 squads and the 8-1 leader positioned to at least hit the squads trying to run from the woods and one 4-4-7 moves into CC. Swedes get the ambush and then ... roll a 12.
This one was over by turn 3
If the Swedish ART is ineffective, it is really tough on them.
March on Marche ppalma
Grab and GoNWASL Championship 2021. The Russian went all out on their right flank. They took 6 VP of buildings for the turn four contition. The Germans did not have enough EVP on turn 7 to equal or better the Russians. IMO the Russians can win without the ability to deploy. RJenulis
Agony at ArnautovoA close one. Russians swarmed in and took nearly all the buildings south of the stream, routing the thing Italian defenders. The reinforcements came on, with a fearless 10-2 who later battle hardened to a 10-3 and recaptured 12 buildings. They only needed on more. The 10-3 and two squads made a mad dash for a strategic building on the hill overlooking the crossroads, dodging small arms fire the entire way, and T34 HE. The made it adjacent to the objective only to have every unit get pinned, negating any chance to advance into the 13th building. Argh!! Great scenario. Thradar
A Breezeless DayThis is a very interesting scenario with toys and tricks for both sides. Americans have a 9-2, 50-cal, A-T Mines, and the 90L GMC TDs. The Germans have lots of Stugs, a FT Hetzer, and 2 awesome JgdPz VI. These latter vehicles are almost immune to American fire and so can move with relative impunity. This is rare on the ASL battlefield.
And with 9 turns, the Germans have time to press steadily, bringing the right tool to bear for the problem they're trying to solve: JgdPz VIs for the TDs and tanks, FT Hetzer for the MG and Bazooka nests, a swarm of infantry mounted in armored HT for overwhelm a position
In fact, the Americans would be hard pressed to win the scenario at all if it weren't for the brutal VCs faced by the Germans: 10 of the 12 buildings in the SE quadrant of the board AND >= 70 CVP exited, not including prisoners. That means they need to almost completely wipe out the Americans while keeping their force intact and still exiting. (And you can be sure at least a few factors of A-T Mines will be waiting on the road near the exit.

Phil deployed his infantry forward and his tanks back, only lightly covering the hills on the west (his left flank), but strong in the eastern woods and the main road from north-to-south which is the easiest line for the Germans.

I had my Jadg Tigers and two Stugs clear the hills while two platoons of infantry mounted in the HTs made their way on board. Everything else started working both sides of the major North-South road on board 42, advancing cautiously and looking for mines.
Turns 2-5 went brilliantly for me as everything I tried worked, and Phil's excellent defense rolled poorly.
I swarmed the board 43 building compound with mounted infantry, risking HTs to save my other AFVs. All fell before me!
On board 42, the advance was more difficult, but aggressive maneuver was rewarded, and I could always shift forces to bring the right tool to bear.

By turn 6, I had my force in relatively good order to sweep the last parts of the building VCs. Only a few American strong points remained, and all their tanks and TDs were dead. However, a Deliberate Immobilization had blown a track off a Jagd Tiger, meaning its 10 CVP would not be gained. Ouch.
While it still would have been hard to finish taking all the buildings in 3 turns while also exiting so many CVP, we called it after German Turn 6. The American likely would have been mopped up, and the VC fulfilled. But one or two HTs could have been the difference.
I would recommend this scenario, but the American player has got to realize that they are going to be getting crushed the whole time. That doesn't mean you're not winning! The German VCs are really hard.
Futile Bravery ppalma
Objective: MouenWould never have picked this as SotM as it has nothing interesting to offer. Pretty blase if you ask me. But Tom and I agreed to play. Difficult for both players but the Brit is going to need some luck and will find it much harder to recover from mistakes. Took a pasting early on but managed to make a game of it for awhile with two really big DR but in the end the Germans got the win. I doubt I'll play it again as either side. SGT Mac
Between The Devil And The Deep Blue SeaDue to the ROAR/Sceanrio Archive record, we gave the Germans the balance. I set up heavy around the hill-area VC location and just a couple squads in the other building location. I should have place at least one unit to cover the open ground on the south-west. Because I did not, Nathan ran his troops quickly over that terrain to pressure the west VC building and interdict my reinforcements. the latter's only impact was to divert some of his forces; I never got them in the western VC building... As usual, Nathan played his AFVs well. His two nasty JgPz Vs pushed forward and took out one of my SUs on Turn 2. He did run out of HE quickly which did help. My two remaining SUs also ran out of HE (crazy with the SSR giving us both HE9). His near-invulnerable armor moved up adjacent to one of my SUs and I took a desperate APCR shot. I hit, then rolled a "2" TK, resulting in a burning JgPz. On my turn 4, my two remaining SUs bracketed his remaining JgPz; the SU with my AL rolled a "2" on the bounding fire shot and that burned the other JgPz. He pressed forward with a large infantry force into the western VC building, but I KIA'd one leader and a squad and broke two other squads on the assault; I then I rolled a "2" in CC to kill a squad and HS. At that point, I would have been able to get two more squads and a leader into the building in preparation for the last turn. We called it at that point as a Russian victory. The record is certainly pro-Russian, but as the Russian player, it really seemed like I was barely able to hold on. A series of '2" DRs decided the victory. The combination of PFs and the JgPz Vs are just tough. Nathan had a great attack. Always fun and a challenging game with him! worksp2018
From Matilda with LoveThe German radio broke on the first radio contact roll and was eliminated on the repair. The falling snow turned to heavy falling snow on turn one and lasted until turn 5. RJenulis
Between The Devil And The Deep Blue SeaLot's of board area for the Russians to cover. I pushed across a broad front but with only a squad in the back building it was tempting target. Fate with me early game and I pushed up to the edge of victory building compound when the SU85s came on. I knocked out one with a JPz and the game looked within my grasp. However a snakes on a TK at point blank took out a JPz and a bounding fire snakes at a moving JPz took it out. I still had enough infantry in the area to make it interesting but a third snakes on an 8-1 and squad took it out crossing the road and the coup d'etat was a snakes in CC by his 6-2-8 vs 1.5 squads of mine.
Ouch 4 snakes in 2 player turns that totally decimated me...
Silence That GunCraig and I switched sides and went at this one again. The Americans made a good attempt at the fortified building as I skulked away the AT gun, it never fired once! It came down to the last turn but the Americans were not able to break the full squad holding the fortification. Some good rolls on both sides, though the Germans did not get one Sniper Activation, despite plenty of opportunity. dmareske
Duropa PlantationVery short scenario. It seems to be a run toward the exit. Could be dicy (in our game the ROF of the HMG made the win for the Japanese breaking a leader and three MMC with a 6FP +2 / +3 shots. Maurizio.Grassi
Simple EquationWe forgot the rules for Inexperience (ie. 3MF and double cowering), but still the Americans must really push forward to win this. Rosebluepaint
End of the Beginning etopp
Clash at Borisovka JavierRB
Audacity!Germans reached the French CVP cap slunts
Cautious AdvanceJune 1944. US Friendly vs Germany Enemy. feralhuntsman
Forest BastionAs the Finns, I made some poor early moves and suffered accordingly, but then my ARTY managed to fix Dan's Russians in place as I moved from one end to the other to take out the pill boxes. I managed to secure the final pill box in my Turn 8 Close Combat. Dan's final counter-attack to retake a pill box failed and the Finns had the win. grumblejones
Forest Bastion Danno
Russian StyleAnother Chas Smith & George Kellin collaboration, which means the attacker (Americans in this case) basically has to blast down the road to reach the objective on time. The plethora of Culin hedgerow device equipped Shermans gives the attacker some flexibility in creating a bypass around knots of German resistance, at the cost of time. The Americans have plenty of fun toys (rocket launching fighter-bombers, a flamethrower tank, gyro-stabilized tanks and two armor leaders) against a brittle German defense. The American player needs to make maximum effective use of ALL his capabilities to meet the challenging victory conditions. Even with all that, a shrewd defender (such as Jim) is going to make the attacker pay for each intersection, usually with a knocked-out Sherman (or two)!

In our game, Jim effectively used his HMG in the steeple to force my riders off their tanks, resulting in me having neither sufficient time nor infantry to clear the town, earning him the win. One thing we figured out was that FB's MGs are much more effective against tanks than rockets (or such is my understanding of BFP's rules for them). To pull off a win, I think the American player needs to attack down two axes of advance, know how to effectively use American armor (gyros, gun duels, the 75mm's multiple hit potential) and aircraft. The FT tank is most effectively used in the town. And stay out of the orchards with riders.

A very challenging scenario against a great opponent. I'd play it again!
Sherman Marches WestAnother in the Game of the Month Series sponsored by Tactical Tuesday, scenario balance given to the Russians. My first time playing this scenario and using a large(ish) Russian combined arms contingent to drive the Germans from the Motherland. My attempt to use the tanks to equally support the three axes of advance I was attempting led to the armor being picked off and the infantry attacks not getting where they needed to be before the heavy German reinforcements arrived. Conceded after 4 turns. Well played defense, Craig! Jplott94
Second Step Boogaboo
Simple EquationStill wasn't using using the Inexperienced rules, but the Americans can really afford to push forward: with their number of troops and high rally rating they can keep rolling forward whilst the rear rallies to take over from the next broken wave. Rosebluepaint
Prelude to Festung Brest TigerAce
Start Fall GelbThe Belgian AFVs died early (one was recalled due to a stun in the 1MT, the other got killed by a PzII), but the Germans had just too little time to clear the village and needed to win 3 melees in the last round, one of which was in the Steeple. Fun game! oybj
Start Fall GelbThe Belgian AFVs died early (one was recalled due to a stun in the 1MT, the other got killed by a PzII), but the Germans had just too little time to clear the village and needed to win 3 melees in the last round, one of which was in the Steeple. Fun game! oybj
Extraordinary BraveryHigh rolls kept the Axis forces from getting any results in the early turns against my Poles. By Turn 5, the Axis forces managed to get into the building, but could not take control from the Poles still holding out. Fun scenario and a good win for my Poles. grumblejones
The Milling Crowd ppalma
Morire in BellezaItalians decided to go for the center but the front was too small, it bogged down on wire and che jugos were able to beat it back quite easily.
This is a classic and well balanced scenario that every ASLer should play.
Morire in BellezaWe played another game back to back, this time the italian attack was better prepared and with the help of 3 SMOKE made a lot of road, unfortunately for my opponent a CH of his mortar on my MMG wasn't enough, his 10-2 leading the way was encircled and then smashed to pieces by jugos and a well placed GUN did the rest. By turn 3 there were more GO defender's squads than the attacker, and we called off this excellent scenario. cosarara
A Frosty MorningTalk about close! The Brits failed to exit, but could have won had they achieved 30 CVPs. They managed 29! I probably made a mistake in over-committing the Italians, who had little effect on slowing the British movement west, and simply gave them some easy CVPs. I also lost a halftrack to a freak shot, but otherwise was able to defend the hill successfully to prevent a British escape.
Great scenario with lots of movement and decisions for both sides. My only reservation is that I can think of a British strategy that I reckon would be very hard for the Germans to stop. I'll have to try it sometime.
Short-Lived OffensiveShould be a good scenario, but the Slovaks never really got going in this one. Two armoured cars tried to run the gauntlet by driving straight through the village; both were lost to MG shots into their rear. Then their Turn 2 reinforcements were sliced up by a well-positioned MMG. And when their main force finally reached the village outskirts, they were faced with a line of concealed units which they lacked the firepower to break. Their only option was to charge across open ground, and whilst one or two units reached the buildings, many more were lost. The Slovak player conceded at the end of turn four, at which point they were outnumbered by the Hungarian defenders. Andy_Bagley
The Lock of ColmarWow - just wow
Got all the toys and more
SO the Germans have to defend both sides of a town and an over watch position
US attack one edge
French the other (plus some US)
and Tank on the French side but easy to skirt the town and help the other attack
My Plan - that failed......
The over watch position must fall so I tasked a group from each side (encirclement was fun) and ground them down - the ldr even manned the MG for a while to stop me but I got that in the end)
The French had tank support - smoke and got into that edge of town well
The Panther was a threat on that side so I stalked it with two bazookas and two Sherman's after they did their job with smoke
The stug seems to be not really a problem till the end game and did little
The US tried to crack them with FP and with Sherman support crossed into that edge of town
Problems that occurred
Both sides of town had CCs that would not resolve quick or in my favour (my usual problem)
The Panther got out of jail so many times from shots - It survived to be a real pain in the end game

So then the Flank with US - ldr dies early from snipe - men collapsed and lost
French take forever to get thru CC - attack on the centre of town a disaster since a fortified building there - very evil plan!!! for an end game by Martin
I never gave up but my plan just fell apart little by little
Great game with a unique attack from two side
Sherman's are cool with toys
Hunting a lone Cat is always FUN!!

Zwarts' MadhouseQuick and interesting scenario. Fire lines seems to be the only way to stop the Germans. Once the German went around the pillbox, the game was over. Maurizio.Grassi
Black Day in HattenWasn't my finest attack. The game is featured, in full, from our livestream on Episode 40 of illuminating rounds. Dave
L’embuscade du Geneste The French conducted a successful defense of the village. This one appears tough on the Germans; they must be ruthlessly aggressive. Tomkrny
Silence That Gun jacelm
Zon with the Wind algonra
The Fox's First BiteThe more complicated of the two scenarios available for "The Great War" module is definitely a harsh pill to swallow. There's very little that makes this scenario interesting, with the Germans facing dozens of Wire and Trench counters/hexes and an unclear objective that requires the Germans to capture 32 hexes in 6 turns, or 21 hexes, depending on your interpretation. The French are hampered by a poor reinforcement location as well.

By the last German turn, things had gotten close for either side, but the poor ruleset was the true victor, and we called it a draw to avoid having to spend an extra hour or two going through all the trenches and the sorting that ensues.

Avoid this scenario.
Ears for SouvenirsMy Japanese went down hard moving across the street and then went berserk and got mowed down trying to get into a fortified location. Bloody game, but the Chinese held out for the win. grumblejones

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.

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Food Fightbuser333 Added a playing29m 57s ago
White Beach Blood Redhoxson1 Modified the Attacker2h 8m 52s ago
Those Bloody Paraboyshoxson1 Modified the Theatre2h 9m 21s ago
The Amazing Tominachoxson1 Modified the Theatre2h 9m 52s ago
The Amazing Tominachoxson1 Modified the Theatre2h 10m 23s ago
Spitfire Threehoxson1 Modified the Attacker2h 10m 54s ago
Schloss Hemingsteinhoxson1 Modified the Theatre2h 11m 36s ago
Rue de 442ehoxson1 Modified the Theatre2h 12m 4s ago
No Surrenderhoxson1 Modified the Theatre2h 12m 56s ago
Morgan's Standhoxson1 Modified the Theatre2h 13m 50s ago
Morgan's Standhoxson1 Modified the Theatre2h 14m 18s ago
Midnight Massacrehoxson1 Modified the Theatre2h 14m 48s ago
Materialschlacht Enforcedhoxson1 Modified the Theatre2h 15m 19s ago
Lousy Crossroadshoxson1 Modified the Theatre2h 15m 55s ago
Lorraine Series #2: Block at Ville-Sur-Illonhoxson1 Modified the Theatre2h 16m 22s ago
Just Before Breakfasthoxson1 Modified the Theatre2h 17m ago
Just Before Breakfasthoxson1 Modified the Theatre2h 17m 26s ago
Ghosts of Luneville Campaignhoxson1 Modified the Theatre2h 18m 1s ago
Ghostly Attackhoxson1 Modified the Theatre2h 18m 31s ago
Firefight Before Breakfasthoxson1 Modified the Theatre2h 19m 5s ago
Facq McHughhoxson1 Modified the Theatre2h 19m 32s ago
Dieulouard Bridgeheadhoxson1 Modified the Theatre2h 20m 4s ago
Shellfire and Resolvehoxson1 Modified the Theatre2h 21m 5s ago
Snap Backhoxson1 Modified the Theatre2h 21m 34s ago
Gresham's Inspirationhoxson1 Modified the Theatre2h 22m ago
Peabody's Peakhoxson1 Modified the Theatre2h 22m 28s ago
First Counter-Attackhoxson1 Modified the Theatre2h 22m 56s ago
Rearguard Actionlt_steiner Added a playing2h 23m 12s ago
Hills of Confusionhoxson1 Modified the Theatre2h 23m 23s ago
Halted At The Outpost Linehoxson1 Modified the Theatre2h 23m 53s ago
Combat Schoolhoxson1 Modified the Theatre2h 24m 22s ago
Captain Harada's Counter-Attackhoxson1 Modified the maps2h 25m 13s ago
Captain Harada's Counter-Attackhoxson1 Modified the Defender2h 25m 44s ago
Block at Ville-Sur-Illonhoxson1 Modified the Theatre2h 26m 23s ago
Bats Outta Hellhoxson1 Uploaded an Image2h 27m 14s ago
Bats Outta Hellhoxson1 Modified the Defender2h 27m 40s ago
"Knock Out That Big Gun..."hoxson1 Modified the Attacker2h 28m 18s ago
"Here Come the Jap Tanks!"hoxson1 Modified the Defender2h 28m 53s ago
"Able Marines Fill the Gap..."hoxson1 Modified the Attacker2h 29m 24s ago
"...Get Off the Air!"hoxson1 Modified the Attacker2h 30m 9s ago
GeneralDanno updated collection2h 46m 49s ago
Damned at Demyanskhoxson1 Linked the scenario to ROAR4h 4m 37s ago
Tough 'ombreshoxson1 Modified the Theatre4h 9m 11s ago
Tigers on the Hillhoxson1 Modified the Theatre4h 9m 41s ago
Tigers on the Hillhoxson1 Modified the Theatre4h 12m 34s ago
The Dornot Watermarkhoxson1 Modified the Theatre4h 13m 5s ago
The Dornot Horseshoehoxson1 Modified the Theatre4h 13m 32s ago
Sausage Sizzlehoxson1 Modified the Theatre4h 14m ago
Road Killhoxson1 Modified the Theatre4h 14m 27s ago
Lorraine Series #1: Avril Actionhoxson1 Modified the Theatre4h 15m ago
Head in the Noosehoxson1 Modified the Theatre4h 15m 28s ago
Brittany Spearedhoxson1 Modified the Theatre4h 16m 2s ago
Brittany Spearedhoxson1 Modified the Theatre4h 16m 30s ago
Awaiting Ordershoxson1 Modified the Theatre4h 17m 11s ago
Avril Actionhoxson1 Modified the Theatre4h 17m 39s ago
Asking for Troublehoxson1 Modified the Theatre4h 18m 9s ago
Tracks Back to Cambraihoxson1 Modified the Theatre4h 18m 58s ago
To Have and To Holdhoxson1 Modified the Theatre4h 19m 34s ago
To Have and To Holdhoxson1 Modified the Theatre4h 20m 5s ago
The Perfect Crimehoxson1 Modified the Theatre4h 20m 37s ago
Rush Hourhoxson1 Modified the Theatre4h 21m 21s ago
Point To Makehoxson1 Modified the Theatre4h 21m 52s ago
Only the Enemy in Fronthoxson1 Modified the Theatre4h 22m 21s ago
Metal of Honorhoxson1 Modified the Theatre4h 22m 54s ago
Light Aid Detachedhoxson1 Modified the Defender4h 23m 30s ago
Light Aid Detachedhoxson1 Modified the Theatre4h 24m 10s ago
Debacle at Montrevelhoxson1 Modified the Theatre4h 24m 46s ago
Battle's Red Glarehoxson1 Modified the Theatre4h 25m 13s ago
Summer Stormshoxson1 Modified the Theatre4h 26m 9s ago
Meximeux Messhoxson1 Modified the Theatre4h 27m 39s ago
Meeting Engagementhoxson1 Modified the Theatre4h 28m 8s ago
Gothic Horrorhoxson1 Modified the Theatre4h 28m 58s ago
Ghosts at Meximieuxhoxson1 Modified the Theatre4h 29m 32s ago
Ghosts and Thunderbirdshoxson1 Modified the Theatre4h 30m 1s ago
Cradle to Gravehoxson1 Modified the Theatre4h 30m 47s ago
Bone of Contentionhoxson1 Modified the Theatre4h 49m 1s ago
Arracourt 1944hoxson1 Modified the overview4h 50m 43s ago
Arracourt 1944hoxson1 Modified the unit counts4h 52m 47s ago
Arracourt 1944hoxson1 Modified the Theatre4h 55m 52s ago
Riders on the Stormhoxson1 Modified the Theatre4h 56m 53s ago
Purple Heart Hillpybarrondo Linked the scenario to ROAR5h 1m 5s ago
Confusion Reignsdmareske Added a playing5h 4m 44s ago
Out of the Shadowshoxson1 Modified the Defender5h 12m 12s ago
Out of the Shadowshoxson1 Modified the Theatre5h 12m 33s ago
Morning Massacrehoxson1 Modified the Theatre5h 13m 26s ago
Bushwhacking the Ambushhoxson1 Modified the Theatre5h 14m 59s ago
The Road to Warsawwwillow Added a playing23h 24m 12s ago
Former FoesEaglewso Added a playing23h 45m 37s ago
Food Fightsherersc Rated the scenario23h 58m 53s ago
Food Fightsherersc Added a playing23h 58m 57s ago
Merzenhausen Zoogorkowskij Added a playingYesterday
Merzenhausen Zoogorkowskij Rated the scenarioYesterday
Pocket PanzersB-E Karlsson Added a playingYesterday
Asking for Troubleigycrctl Added a playingYesterday
Defenders of Stalingradjesuspiebatlle Added a playingYesterday
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Leibstandarte Pack 4 - Turning of the Tide! 86.00
ASL For Fun 316.00
March Madness `97 Pack 125.97
Rally Point # 6 105.97
Objective: Schmidt 175.97
ASL 6 - The Last Hurrah (2nd Edition) 85.97
Into The Rubble 2 125.96
Hero PAX 2: Eastern Front Hero Fest 85.96
ASL 8 - Code of Bushido 85.96
Deluxe Pack #1 125.95
Waffen-SS I: No Quarter No Glory! 65.95
Schwerpunkt # 3 125.90
Backblast # 2 85.90
Schwerpunkt # 1 125.84
Blitzkrieg in the West - Northern Campaign 65.82
Schwerpunkt # 2 125.81
Wacht Am Rhein 165.80
HASL 3 - Kampfgruppe Peiper II 85.78
HASL 5 - Blood Reef: Tarawa 105.78
Dezign Pak 3 155.74
The Canadians In Italy 2: The Spaghetti League 125.71
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! 65.25

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19Tom Kearney4851253
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21Curtis Brooks251253
22Vilis Pavulans941246
23David Reenstra181243
24Michael Focht771241
25Mark Moore271234
26Raoul Duke971233
27Rich Weiley
28Gordon Jupp4171226
29Tony Fermendzin141225
30Paul Works2241224
31Paolo Cariolato7211222
32Michael Augustine161221
33Dave Mareske
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35david ginnard261217
36Lionel Colin531216
37Scott Fischbein951216
38X von Marwitz3861214
39Alessandro Demichelis201208
40Robert Wolkey191205
41Miguel Guerrero81202
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43Enrico Catanzaro221199
44Kevin Duval
45Sean Mitchell251198
46Darren Kovacs111197
47Ed Bonilla101195
48Martin Vicca161190
49Scott Hasson241187
50Steven Pleva91187
51Rick White81185
52Stephen Stewart91184
53patrick palma4261182
54stan jackson291177
55Gerard Burton1781174
56Sam Tyson121173
57Federico Corso1051173
58Juhani Bonsdorff111172
59Kevin Sanders871172
60Jim Thompson101170
61Chris Mazzei161168
62Seumas Hoskins531167
63Are Erlandsen221166
64Louis Langdeau431165
65Don Lazov861164
66Rami Saarinen821160
67Martí Cabré2891160
68Andrew Young91159
69Jeff B5711159
70Ian Daglish91158
71Spencer Armstrong561157
72Simon Staniforth
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74Rick Reinesch101154
75Mark McG81153
76Michael Faulkner111152
77derek pulhamus151152
78John Boyle271151
79Joe Steadman91150
80Glen Taylor701150
81Fabian Balkwitz171148
82Damon Norko251146
83Sebastia Hummel151146
84Steve Bowen441145
85J. R. Tracy111144
86chris olden121143
87manzoli andrea401140
88M T451139
89Kenneth Graves91138
90Davide Bendazzi881134
91Tom Weniger51134
92Greg Barsness481133
93Robert Brown231132
94Tom Mueller171131
95cesar moreno71127
96Max Malm201126
97David Douglas41125
98Pete Roberts51125
99Nigel Ashcroft61124
100David Yllanes351124

Newest players - welcome!

balek33Balek Balek332021-03-01 18:15:49
PurserStephen Purser2021-02-28 02:38:45
IbncalbBen Jones2021-02-27 16:09:54

On this day...

HS32 A Few RoundsVilla Reichswald, Germany1945
A 30 Defeat in JavaSoebang, Java1942
A 69 Broich BashBroich, Germany1945

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Rich Weiley

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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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