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Most recent games played

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Kock StrongI almost got there with a hard push up the centre - but failed at the last to get to VC buildings macrobosanta
The ChocosReally no mistakes from Matias and the japanese. The crucial rolls where on the aussie side though. Good japanese progress in the first turn and the second was a banzai. Some casualties for the japanese but things looked really bleak for the commonwealth troops. The next two turns where retreat in an orderly fasion. Gathering troops up at the hill and then came the second banzai against the huts. This time the fire ate away japanese soldiers but a few got the whole way and defeat seemed sure for the aussies but a heroic squad managed to kill a stack of japanese and the chances to get that last hut in the final japanese turn withered away. Awesome game, even and exciting but the dice where from down under. DrDryg
Patrol41-10 win in 10 turns (20.5 - 10 with 1/2 FRIENDLY CVP.) Ground and Falling Snow, March 1945, FRIENDLY side Free French. Barking Monkey
Hill 150Interesting VPs,. I think it is very very difficult for the Germans to Control the whole hill so they are really mandated to go for a CVP win. Because there must be 6 American squads per board they could be destroyed piecemeal... Rosebluepaint
War of the RatsSK game played at the Spreading Blaze ASL Tourney in Atlanta this week! Had the great opportunity sit down across the table from the same great player/teacher/mentor/Tournament Director I played my very first ASLSK game with 18 months ago! Many thanks for the match Gary! Jplott94
No Monumental AcclaimGermans setup HMG in P2, which almost single-handedly won the game for the Germans in the end. The Americans quickly pushed the Germans back into the last multi-hex building of P2, then the squads making approach from west got mowed down by the multiple ROF from the HMG. The MMG covering the east approach kept the American DC and platoon back on that front. In the end, a lost melee in P2 right before game end finalized the match. Very close game. feralhuntsman
Joseph 351SSR #1 dr=2 => 16 VP (VASL Log) LastViking
Over Open SightsThings were looking good until turn 3. I had eliminated the german mortar section and my guns were hurting the enemy bad. Then a german fire base broke the 155 crew, and a lucky pot-shot took care of one of the 105 guys. I tried to fire back but the last gun malfunctioned. My reinforcement came when I most needed them. From that point on, german had to decide whether they wanted to shoot my broken guys to keep them from rallying or to maneuver towards the gun. When they fired, they were not lucky. When they maneuvered, my defensive fire was devastating. So still one turn to go when the german mission was canceled and they conceded. PezBailarin
Rage Against the MachineA cautious advance by the Russians enabled the Germans to fall back in good order with a few delay tactics. None of the PF ever hit (it is one of my curses!), but my SP and AT guns were able to secure many hits and few kills on the superior armored Russian tanks. dmareske
When I Call Roll manzoliandrea72
The Streets of StalingradThe right combination of splitting the 5-2-7 force taking the Guards side fairly quickly and holding out on the Tractor Works getting several squads into the factory without letting the Germans in. The AFVs exchanged shots ending up with three German AFV's eliminated or recalled and only loosing one Russian tank. The Russians got to go first in this one, which I think makes it hard on the Germans. dmareske
Huns of SteelThis is a good scenario, but the Axis player needs to take time advancing across the open terrain. A couple of blazing wrecks in the grain made things interesting as the Axis made their approach to the pontoon bridge by the village. The first wave of Russian tanks made it across the bridges successfully and were able to slow the advance. After loosing several AFVs and having three marked with unconfirmed kills, Dan called the game in my favor. dmareske
Race for the WolfhezeThis was a playtest for Kansas City ASL pack honoring the contributions of Grumble Jones. This was a classic ASL game thinking I was on the loosing end of things until the last turn where I was able to grab the majority of the victory locations. dmareske
Broken Bamboo dmareske
Göring's Men PezBailarin
Patton's Prayers Danno
Prelim to Death NightAmerican win. Never took a single building as I couldn't overcome the US firepower to secure the final bocage row. SGT Mac
The CitadelMy setup was very bad with not enough weight on the Eastern side, which the Germans took advantage by crossing the canal in force and reaching the Citadel in turn 3. The Russians were already inside fighting, but it was hopeless to hold the German units while also fighting inside so I conceded. esparver73
Patton's PrayersI managed to take the Americans to the last turn creating an Alamo around the crossroads by Q1, but failed all my MCs in the end sealing the American victory. dmareske
Commander for a DayDicey but ultimately fun venture into Korea. Make sure you read up on the BAZ 45 rules for the US, that saved the game for my KPA. (VASL Log) Dave
Race for the Wolfheze Danno
A Wave Breaking with the Tide ChuckD
Broken BambooSteady advance by the Gurkhas closed on the victory locations. The final CC action went in favor of the Gurkhas. Fun infantry battle. Danno
Hammer to the TeethMy mortar broke with the first shot and never was repaired. So I had to rely on bold maneuvering without the cover of smoke. It paid off. A couple of lucky shots and a succesful CC made my opponent resign before his reinforcements arrive. PezBailarin
Mountain HuntersI was a bit wary of this scenario to begin with as I thought it could be very one-sided if one side got lucky early on. In the event that wasn't an issue; the luck swung back and forth but pretty much evened out in the end. As the Russians I defended the fanatic strongholds only lightly, and they fell quickly. I put all of my guns and MGs on the hills, firing down on the Axis forces as they moved towards the village. A combination of counter-fire, smoke and breakdowns rendered some of thisgunnery ineffective, but never all of it, so the Axis took losses, augmented by my very effective sniper (SAN of 5 and a lot of DRs meant he was busy!). The Axis forces reached the gully but couldn't get their infantry beyond it in sufficient numbers, so in the end I was able to hold the village as well as the hilltops to give me the win. Andy_Bagley
The Streets of Stalingrad Danno
Huns of Steel Danno
Contested SettlementPolish went all in for the closest building with a pinzer movement. Best Slovakian units were there, and when they fired FPF they rolled a 12. With Polish surrounding them, they had nowhere to rout to.
A lucky shot broke the 81* Minometz mortar crew (they accomplished absolutely nothing during the game, even if they had some great opportunities agains the careless polish).
Slovakian tried to recover the building but Lady Luck favored the now-defending Polish and by turn 4 my opponent conceded.
The Tanks of WarsawThis scenario is a long grinding barroom brawl. The Poles set up an upfront defense and lost most of their equipment when the line broke. The Polish armor did a good job slowing the German advance and protecting the final two victory building. In the end there were too many Germans for the Poles to stop. RJenulis
Stand For New ZealandFun scenario. Interesting map and situation. Outcome was in doubt until the last two turns when things started to crumble. KG Ramcke was a thorn in my side the entire game and ended up finishing me at the end. (VASL Log) BravoCo
Friends No MoreFor a while now, Scott and I have been randomly determining games. Starting with this one, we pretty much used the whole ASL universe to determine them. Scott got the short end of the straw with this tough bridge crossing assignment. Neither of us liked the fact we had to play with the incomplete instructions to accommodate what we thought was the intent (an unfortunately not uncommon problem in many TPP). This is a meeting engagement, both sides entering as riders/passengers, with the Germans coming onboard first with limited movement. Scott provided me an immediate opening to be ultra-aggressive in my defense by leaving all his vehicles loaded and in motion. Now I know I probably shouldn't have taken the bait and stuck to a sound circle-the-wagons strategy, but I just couldn't help myself and came across the bridge and took to the offensive with all but a couple FL-ready troops on my side of the bridge. His force consisted entirely of HTs, and I was all too aware of the risk I took presenting him with decent FG shots at my CE tanks, but I figured I needed every pip I could get trying to hit his small/motion vehicles. I paid the price on my opening moves with a stunned tank. No surprise, I forced his units to split and take cover , managing to knock out an empty HT in the west before the rest survived to reposition themselves in the walled compound, and getting lucky in the east by flaming a HT laden with 1.5 squads and a leader. But there was still a lot of time in this one, and all it would take would be one small crack for the mice to sneak through. He managed to take a little revenge by burning one of my trucks and popping one of my precious MG-toting HS in the middle of the street with a sneaky LOS. I returned the favor next turn by knocking out another HT trying to move up unobserved, and eliminated 1.5 more squads with NQ. The next turn I beat up on his infantry attempting to get into close range to try some PFs on my tanks, and Scott threw in the towel at that point as we were more than halfway done with my tanks still in dominating position. buser333
Tettau's AttackVery tough. A wall of british fire. Unbreakable troops despite a few 16 and 24 FP shots to try to punch a hole. In the second half of the game a window opened up and the germans rushed the northern flank with what little forces were left. A few troops were left behind to try to prevent the british to come after but they were quickly shattered and in the end a brave leader and a created hero were on the brink of getting out when another snake from the brits killed the leader and the game was lost. DrDryg
Lenin's Sons Serge
Not So DisposedEnded up being a close game despite a bad start. Needed to break two more squads to win. Even though the game was close, I still think it's a tough scenario for the Americans. (VASL Log) BravoCo
Night of NightsAs the defender, I was a bit surprised just how quickly the Americans were able to force some action, but thankfully the majority of their force took some time to close in. I had placed my FlaK38 quad on the top, and it almost single-handedly kept the northern bank secure. One of my guns overheated early and was soon lost for good. Other than that the first casualties didn't appear until Turn 3. He wisely avoided giving my convoy any opportunity to break up until late in the game, preventing any realistic chance of the trucks being able to exit, but wasn't able to really start making a push against the buildings until Turn 5. Considering there were also some outlying guns to be dealt with, this was just too late. Besides the fact that he needed almost all he had during his assault, exiting units was never much of an option for him. And once he hit the town his shots were surprisingly quite ineffective. In the end he was at least a Turn short on time, and never accomplished even one of the VCs. A bit of a boringly static defense, but overall a decent night scenario, though the way the night routing rules work, building control is an extremely tough VC. buser333
Strayer's Strays wwillow
Zon with the Wind wwillow
The Head of the MaceGerman attack was all on their left with panthers supporting from level one. Polish had hot dice. Germans had cold dice. Germans conceded after two turns. mtrodgers99
The GovernorAussie fell short of the nine building VC ChuckD
Dash for the BridgeGave the Soviets the balance. German win. Loic exited his forces and rolled 3. I had 2 squads off so I was able to have my squads in place along the potential entry routes and my Panzerfausts made short work of his tanks.
Notable was his path that he took ended up about to plow into a HIP AT Gun. I was able to pivot, find an APCR round and made short work of him. My plan was if I missed to try for the Stielgrenate, and if that, then just AP. The old sleaze of three rolls. But I got him on my first attempt. Also, last Panzerfaust shot was from a building (ate the back blast). Blew him up but also took a K/1. My leader rolled HOB and battle hardened. Poor squad was cut in half, however.
von Garvin
Lenin's SonsTraining and learning scenario for my opponent. The germans went a bit spread out in the woods without a real schwerpunkt. Despite their enormous morale that tactic along with poor MCs took it´s toll and by the end of turn four it looked really hard and the assault had ground to a stop in the central woods. When the rally phase of turn five was over and a large stack of broken germans couldn´t muster the guts to assault Lenins sons, they gave up. DrDryg
Retaking ViervilleTight game became a runaway success for the Germans in Turn 4. The German's early deployment of a number of squads to the north cause the follow-on American forces attempting to reinforce the town to fight their way in, and those same northern squads really complicated the American's choice of rout paths. A solid win for my very able opponent...congratulations Cena! (VASL Log) Jplott94
Return to SenderUsed German balance. Both German 88L Guns Malfunctioned early and never Repaired but that did not help the Bulgarian cause much since the 20Ls setup in excellent position took a terrible toll against the attackers. Trucks turned into death traps at every turn, ELR losses crippled the advance once it started Raining immediately on Turn 5. The Bulgarian's impotent rage carried them to Turn 9 with only one Hill hex Controlled ... pretty humiliating loss that should have been called by Turn 7. Kydder
Return to Sender 7-0 duval
Obian Highwayanother classic German Sledgehammer destroys village from this pack - he just went up the road and dispatched all in his wake macrobosanta
Lenin's SonsMy first full ALS scenario for learning the game. I chosed to go in the woods to consentrate my forces. The 2 first rounds where good and I took som ground and my tactic where to try to go around the russians in the open areas in the woods.
But in turn 3 my luck with the MC was bad and with bad tactic the russians made a wall that I couldnt forced. I made a broken engeneer go througt, but he died soon when a hidden halfsquad turned up.
Fun scenario and I learned a lot!
11th Company CounterattackA fast playing scenario. The Russians managed to destroy one BT42 and to hold up the Finns but were eventually surrounded and all squads were broken on last turn. Nicho11
Counterattack at Sidi Bou ZidI played poorly - no doubt about it, and still won with decent dice against the Americans who absolutely have their work cut out for them. This is well suited to a tank & desert training scenario and is probably a scenario that one could "solve" with some analysis. Could be an interesting analysis. Dave
Shouting Into The StormThe german assault was heavy in the southern part and a bit weaker in the center. Nothing came in at the north to begin with. The russians tried desperately to kindle parts of the wooden buildings in the south to hamper the german advance but 4 tries gave nothing. First shot with the flamethrower broke it as per usual. Things looked very bleak. Despite that, the german had to commit much infantry in the south and as the game neared the end he could not get enough troops up to the north and in the penultimate turn he saw that the war was lost anyway and gave up. DrDryg
Workers Unite!Some pesky factory workers stubborn held on to the two front factories, delaying the German advance. Only the miraculous shot by the "Jager squad" that broke three squads in the third factory, combined with concentrated fire from two from two German platoons allowed my Germans to bum rush the last factory and get inside as the game ended. Victory was elusive, and the final push was just a bit too late for a win. Great game, top notch opponent sgibson260
Bad LuckAmerican had a upfront defense with two ADVs hulldown on either flank on the hills, in reverse and CE. The 60mm mortar far back on the central 2 level hill.

The German has to take his time I think by moving in AFVs and 81mm mortar to provide smoke cover for T2 infantry push. The Panther should also be very aggressive.

(VASL Log)
Second Hand NewsExciting championship game for StLouis 2021! Bid the Italians in this. Set fire to the rear grain to help channel the attack. Opponent obliged by ripping dow the street blasting me out of the way. Looked grim but I caught a couple SS squads in the open, breaking and capturing them. A Stg drove adjacent to my 7-0 who found a MOL to take him out. Opponent still had enough left to exit and win but the baby mortar hit the other Stg3 in the engine deck and immobilised it injuring the commander. That 45MRT saved the game for me. nebel
Ride of the 200thThe Chinese come easily onto the high ground and try and push into the village - the lack of effective anti-tank capability means a hard game which I lost to the Chinese - did not see a dare death macrobosanta
Severnaya SerenadeEverything went right for the Germans in the first 3 turns which set me up to go for the victory. The bulk of the attackers crossed the river between hexrows N and G on board 40 and the two lightly defended VP locations on board 40 fell rapidly. The game turned on the battle over the last three turns to take the final victory location in 9H5. This turned into as back and forth slugfest as the Germans struggled up the hill in the face of enfilading fire from Hill 733 from the artillery piece and a Commissar directed firegroup and a reverse slope defence on Hill 654 itself. German casualties mounted rapidly. Just in time the Gun was neutralised and the Commissar fell to the sniper, relieving enough pressure for the Germans to secure the last needed victory location.

In the west the assault engineers served mainly as a threat to pin down the defenders in the castle. They did launch a forlorn hope assault in the last couple of turns to threaten the 9Y6 victory location but this met a predictable end in the "Valley of Death " around EE7/DD6.
Rich Weiley
"Hunt The Hun"The British troops decided to attack from the northwest. The first three turns were undecided but since most of the losses were in the German side, the British troops progressed unmolested. The reinforcements rushed for occupying the buildings in the southeast. However, the British awaiting them from advantageous positions and the German fresh troops were scattered. Nevertheless, the issue of the game was decided at the end of the last German turn ! lechiquier94
The Weigh In Danno
The Weigh InDan's German vehicles came at the Poles hard and paid the price. CVP cap was met at by the end of turn three making the game unwinnable for the Germans. The Germans need to take their time, use their smoke and try to break the Poles with their superior Fire Power. dmareske
Last Of Their Strength Danno
Last Of Their StrengthDan and I traded blows and bad rolls for the first 6 turns. Our combined 12's were killing us worse than we did to each other..but in the final turn, I launched a massive banzai charge which took back 5 of Dan's captured 7 buildings for the Japanese win. grumblejones
Bridgehead Over The VentaLost during close combat phase of last turn. BravoCo
Saluting a GeneralI Bid Russians as they have a bit of an advantage. Less than ideal squad placement cost me a couple squads earlier than appropriate but the delays they caused allowed my Tanks to save the day. Came down to a last turn push for the victory area where my last squad and two Lee’s held off the remaining German rush. StL2021 nebel
The Beasts Have ArrivedHook attack around my right flank with the Tigers and 2/3 of the squads. Pushed aggressively and was able to reach the hill in turn 2. The Panthers and remaining squads struggled but in turn 3 I rushed the IS2 on my left flank which isolated much of his infantry defending the forward building. One Tiger got ROF breaking the defenders in the town center which allowed my LH flank to advance risk free. Rolled a couple critical hits with PF/PSK that wiped out the two big pigs and sealed my victory. StL2021 nebel
Going Against the GrainWent for the exit VC early on., "It's a trap!" Should have gone with the first plan and left hooked into the larger village. Probably pretty difficult on the Germans IMHO SGT Mac
Göring's Men Lehr
By Ourselves rangercote
Commando Raid at DieppeDodgy victory conditions and some poor rolls sapped all enthusiasm by the end of turn 3. Cpt Murell (10-2) was captured - he broke on a NMC! Sylvester and 6 other commando squads were broken and the Germans in the strongpoint were untouched. I managed to kill the German sniper (instead of touching anything in the strongpoint) and caught a few of the reinforcements as they entered. Tally at the end of Turn 3 was 5 to 38 VP with Germans set to increase this by 6 every player turn and no one even close to slow this down. The 12 VP per turn for the German guns really put the pressure on the commandos (I did pin a gun crew for 1 turn). Pte Parts
Commando Raid at DieppeAfter my previous rapid capitulation, I tried again but had the same result. Conceded turn 8 with 36 VP to 70. I may have been able to destroy the remaining 4 guns but would not be able to exit the necessary 14+ VP. I think the scenario would be more even if the complicated victory conditions were dumped in favour of British victory with the destruction of all guns.
As it is, this will not go into my list of Favourites.
Pte Parts
The Liberation of TulleThe partisan attack was a two pronged assault along both flanks after securing the middle building which was done in a turn. The german conscripts broke and couldn´t get back into action and were made prisoners quickly. By turn four, four buildings were captured and there weren´t many german units left. Some tough rolls on the german side when it mattered made the mass of partisans too much. DrDryg
Over Open SightsAmerican reinforcements arrived in turn 3 (as per balance)
German south group was promptly eliminated. But both west and east groups eliminated american defenses, captured an american mortar an got close to the big guns. When one of them malfunctioned, germans drop their mortars and run for close assault. Every american unit was eliminated but one leader. By turn 7, the 155 AT gun was captured.
Lagus Assault GunsRussians got the balance. wwillow
Anhalt PandemoniumRussians pushed hard up the left flank but I was able to knock out 2 tanks w/PF when he swarmed my Kubelwagen thinking it was a STG3. The lack of cover on the canal side cost the Russian just enough infantry and a third tank (to a Stg3) to swing the game my way. StL2021 nebel
Dingoes At DamourSmoked out the forward Vichy defense and my armour swirled around causing havoc. My dice were hot and opponents were not which made the outcome ugly. StL2021 nebel
Released from the East TigerAce
Mexico and MoroccoThis scenario is conceivably winnable by the Russians but not when your commissar kills off three squad equivalents for failure to rally. The Swedish defender can set up basically two defensive lines, both of which must be penetrated by the attacking Russians. The Russian attacker must also retain a sufficient force to make for the exit. Like all the three other scenarios I've played in this pack, it plays quickly, and the attack and defense are pretty scripted. Also like the other scenarios there is probably only one way to win. Since I've lost all the scenarios I have played from this pack I obviously haven't figured it out yet. Agoldin
They Fired on Odessa...No balance used. The Russians failed to kill the last crew in their last CCPh, preventing them from capturing the Gun on the Romanians final RPh. 7-0 duval
They Fired on Odessa...Romanians did an excellent job of wasting Russian movement. Was looking good for Russians near the last two Turns since they had many units charging the Guns. In the end however Russians were forced to commit everything to get into CC with last two Guns but even with 4to1 odds failed with a 10 DR in CC. Kydder
Help Our Troops Out grumblejones
Never On TimeVery interesting and well-balanced scenario, IMHO. As expected the Germans swept forward in the first 2-3 turns, capturing the stone buildings and most of the others in the victory area. The British counterattack then arrived, and could have succeeded had I executed it better. Stupidly though, instead of firing AFV smoke to cover my advance towards the stone buildings, I used infantry smoke, so my opponent got a decent shot in the DFPh. My 10-2 leader then promptly failed a 1MC, and everything fell apart from there. Good scenario though - recommended. Andy_Bagley
The Mad MinuteGermans went on their left. Took too many casualties on the way in to town. Conceded after six turns. mtrodgers99
Hill of Death 7-0 duval
The Penetration of RostovRussians did not have much luck. Pz IV entered turn 3. Their MGs kept jamming, About the only thing their 6 SAN sniper achieved was killing my sniper. Russians conceded turn 8 with only 1 squad, 1 LMG and 1 building left. Pte Parts
Operation NIWIWe used balance condition so German played with one less squad and no LMG. First mortar shot, boxcars. Repair attempt: a 6. So I fought without weapons.

Belgian advance was timid and too cautious. I was not specially lucky with my IFT rolls, but my opponent was sure next roll would be very low so he didn't came close. He advanced mostly on the flanks, specially the west one.

At the end won 5 VP with german eliminated units and 8 more because 3 squads and a leader exit the map. Not enough!
First Contact, First Defeat ppalma
Defiant Confrontation mcgallons
Trap by MishapAn excellent, close scenario. Rob held back two tanks and the HMG to thwart
my backdoor reinforcements.

This one came down to the last movement phase, Rob was able to get exactly
the number of units off that he needed.

I would gladly play this again as either side.
Indy Lagu
Indirect PantherThe luck went back and forth in this one, first Russian, then Germans, then Russians and finally some key German shots to seal the win. I think the scenario probably favours the Germans though, as they have plenty of time, powerful OBA and several MGs to form kill stacks. Not to mention the OP tank which can fire with significant advantages as well as direct the OBA (see scenario errata). I used this plus the kill-stacks to basically blast the Russians off the hilltops, while the infantry came round in a pincer movement and managed to control three of the victory hill hexes fairly comfortably. Andy_Bagley
War of the RatsSolo Playthrough riotinferno
Dying for Danzig igycrctl
Through Mud and BloodWe are playing through the pack and got to Mud and Blood. It looked just like a slog and i wasn't expecting much but it turned into one of them most fun scenarios we have played from the pack.
Swede/Finns pushed up and knocked the Russians off the both hills. Artillery scattered them but didn't do a significant amount of damage. However, it did do enough in the big hill area to weaken the defenses for a counterattack. Russians managed a human wave on turn 6 which overran all of the finn/swedes. Russians suffered badly but crushed the resistance. Finns managed to w/d 2 different times from CC helping their cause. I had traded for a commisar expecting losses and he was at the back to rally troops. Unfortunately for me he wound up executing 2.5 or 3.5 squads before it was over. Low morale on these boys.
After the Russians took the big hill they had just enough to throw what was left at the small hill and managed to get into CC in both hexes. One hex Finn's couldn't get them. The last hex the Finn's managed an ambush even though the Russians were concealed and with the down 2 got the Russian squad to hold the hex for the win.
Lots of destruction and fun. The SSR on morale and Ammo Shortage really mix it up toward the end of this one. I would recommend it.
Swede Revenge2.5 Swedish squads attack 3 Russian squads (all elite) in an attempt to take two of three hills.

The Finnish Cavalry arrives on turn 3 in the form of 4.5 of the excellent 6-4-8 squads, then the
Russians get 11(!) squads in a human-wave like fashion on turn 4 (of 5).

There is an interesting SSR that gives the Russian on free 70mm OBA HE mission (with no need for
pesky radios, or chit draws, or LOS).

This ended up being a close scenario. A bit dicey, to be sure, since the initial forces are rather small.
Steve's 11 squad human wave was cut to pieces by some accurate Axis fire.

I would certainly play this again as either side.
Indy Lagu
Last Defense LineLots of things working against the Germans here. The no-DT rule and prevalence of grain will make moving infantry individually extremely difficult. I succumbed to the lure of stack moving and paid a heavy price. Considering my opponent went on rate tear after rate tear with four ROF=2 weapons, one ROF=3 weapon, two -1 leaders, and much open ground to cross the bloody mess that ensued wasn't really surprising. You may look at the old scenario and see an even win/loss ratio. It is blatantly apparent that this is predicated on the Germans getting smoke. When my radio operator was KIA (taking his radio with him to the grave) that sort of threw that plan out the window. buser333
Stand For New ZealandGreat scenario! The little bit of luck also makes the game very memorable... (VASL Log) StolIB
Used and AbusedA sever push down one side was hard to respond to due to the tanks blocking the move
US then could not deal with the sleaze tanks and the banzai combo
Cole's ChargeA typical delaying defence where the VC buildings require a long haul to get to! macrobosanta
The Czerniakow BridgeheadI gambled on a forward defense and it paid off this time - managed to contain the German attack for 8 turns for victory. My opponent did have some terrible luck during his PFPh phases, rolling 10s and 11s for his key high-FP shots.

It was an interesting experience to play an "old school" type ASL scenario. Lots of time to develop an attack, with plentiful use of Prep fire.
Turned Back at Tylicz RJenulis
An Uncommon OccurrenceArmour only so very dependent on good dice rolls. My opponent retired German turn 2 when I rolled snakes to hit a tank in the AFPh after his DF shots had all missed. Nicho11
In Front of the StormUsed French balance. Tough German defense kept the French from capturing even one VC hex. French AFV got split up and could not make NTCs for non-Platoon movement which ultimately cost the French the game. Kydder
In Front of the StormUsed French balance. The French assault made early progress but the separated radioless AFV cost them two turns where both AFV could not move up to support the infantry, allowing the Germans to keep possession of the bridge for the win. 7-0 duval
The Czerniakow BridgeheadFailure of getting reasonable rolls for my 24 +1, 20 +1 and 16 +1 IFT attacks, hindering my original breakthrough plans on south flank. Surprisingly my best shots were my feeble 6 + 3 shots, which enabled a weak German force on the north flank to cross the bridge there and advance to big stone building. However, even there the advance was halted due the inability of Germans to break the single Russian squad left there (couple of good MC rolls by the Russians and one boxcar CC roll by the Germans). All this resulted the advance the Germans to be reduced to a crawl causing the Germans to concede after their turn 8, when it become evident (after a lucky snake eyes by Russians on 2-2 IFT against a last resort run by a leader + crew + HMG) they can't get enough firepower to the board 8. TLE68

Latest News

March Madness 2021 Three Player pack available!
The great chaps over at the Kansas City ASL club have made their 3 player scenario pack available for sale.

The pack features 6 scenarios, with Germans, Partisans, Russians, Belgians, Italians and Americans in the mix.

The pack is available for $15, from the publication page.
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.

Latest Content Additions

Joseph 351LastViking Added a playing6h 56m 14s ago
Joseph 351LastViking Rated the scenario7h 34s ago
PatrolBarking Monkey Added a playing7h 25m 40s ago
A Misstep in Lorrainehoxson1 Uploaded the Board image8h 36m 42s ago
Getting Your Bell Runghoxson1 Uploaded the Board image8h 44m 43s ago
Alsatian Verdunhoxson1 Linked the scenario to ROAR8h 53m 10s ago
Koniev's Finesthoxson1 Linked the scenario to ROAR8h 55m 30s ago
Cavalry Delaying Actionhoxson1 Uploaded the Board image8h 58m 40s ago
Back in Forcehoxson1 Linked the scenario to ROAR9h 9m 51s ago
Back in Forcehoxson1 Uploaded the Board image9h 10m 40s ago
Ghostly Attackhoxson1 Linked the scenario to ROAR9h 14m 28s ago
Ghostly Attackhoxson1 Modified the overlays9h 14m 53s ago
A Grain of Sandhoxson1 Linked the scenario to ROAR9h 15m 58s ago
Hetzer Butcherhoxson1 Modified the Unit Elements9h 29m 56s ago
Hetzer Butcherhoxson1 Modified the Defender's AFVs9h 37m 56s ago
Hetzer Butcherhoxson1 Modified the unit counts9h 38m 23s ago
Hetzer Butcherhoxson1 Modified the Defender's AFVs9h 38m 23s ago
The ChocosDrDryg Added a playing9h 38m 59s ago
Hetzer Butcherhoxson1 Modified the unit counts9h 41m 46s ago
Hetzer Butcherhoxson1 Modified the Attacker's AFVs9h 41m 46s ago
Hetzer Butcherhoxson1 Uploaded an Image9h 43m 23s ago
GeneralDanno updated collection9h 51m 45s ago
Generalhoxson1 Updated the From The Cellar Pack #10 intro text9h 54m 57s ago
Broken BambooDanno Added a playing10h 12m 12s ago
Generalhoxson1 Deleted the cover image.10h 13m 21s ago
Death of a Companyhoxson1 Modified the overview16h 8m 16s ago
Preludehoxson1 Updated the Victory Conditions16h 14m 33s ago
Closing the Pincerhoxson1 Updated the Victory Conditions16h 15m 8s ago
Closing the Pincerhoxson1 Modified the overlays16h 15m 34s ago
Hill 285 Chateauhoxson1 Uploaded an Image16h 18m 26s ago
Hill 285 Chateauhoxson1 Modified the overview16h 21m 34s ago
War of the RatsJplott94 Added a playing19h 37m 4s ago
Hill 311hoxson1 Modified the location20h 17m 4s ago
Cendriere’s Farmhoxson1 Uploaded the Board image20h 17m 39s ago
Cendriere’s Farmhoxson1 Modified the misc. rules20h 33m 5s ago
Cendriere’s Farmhoxson1 Modified the unit counts20h 33m 41s ago
Cendriere’s Farmhoxson1 Set the designer field20h 36m 34s ago
Cendriere’s Farmhoxson1 Modified the location20h 37m 2s ago
Night Patrolhoxson1 Updated the Victory Conditions20h 38m 12s ago
Night Patrolhoxson1 Modified the misc. rules20h 38m 39s ago
Night Patrolhoxson1 Modified the unit counts20h 39m 16s ago
Night Patrolhoxson1 Modified the turn count20h 40m 9s ago
Night Patrolhoxson1 Set the designer field20h 40m 27s ago
Night Patrolhoxson1 Uploaded the Board image20h 41m 4s ago
Night Patrolhoxson1 Modified the location20h 43m 1s ago
Reactionhoxson1 Modified the Scenario OBA details20h 43m 56s ago
Reactionhoxson1 Modified the location20h 44m 35s ago
Reactionhoxson1 Set the designer field20h 44m 55s ago
Reactionhoxson1 Modified the turn count20h 45m 15s ago
Reactionhoxson1 Modified the unit counts20h 45m 35s ago
Reactionhoxson1 Modified the Defender's Guns20h 46m 25s ago
Reactionhoxson1 Modified the unit counts20h 46m 26s ago
Reactionhoxson1 Modified the Attacker's Guns20h 46m 26s ago
Reactionhoxson1 Modified the unit counts20h 47m 18s ago
Reactionhoxson1 Modified the Attacker's AFVs20h 47m 18s ago
Reactionhoxson1 Modified the Defender's Guns20h 49m 20s ago
Reactionhoxson1 Modified the unit counts20h 49m 21s ago
Reactionhoxson1 Uploaded the Board image20h 50m 18s ago
Bois de la Hachehoxson1 Modified the location20h 54m 31s ago
First Counterattackhoxson1 Modified the location20h 55m 7s ago
Roucaud’s Blowhoxson1 Modified the location20h 55m 39s ago
Hill 311hoxson1 Modified the location20h 56m 28s ago
Deep Into the French Fronthoxson1 Modified the location20h 58m 34s ago
Night Terrorhoxson1 Modified the location20h 59m 28s ago
Sauerei Waldhoxson1 Modified the location21h 2m ago
Villy Muss Fallen! Westhoxson1 Modified the location21h 2m 40s ago
Wooden Hellhoxson1 Modified the Attacker's Guns21h 3m 59s ago
Wooden Hellhoxson1 Modified the unit counts21h 4m ago
Bois de la Hachehoxson1 Modified the unit counts21h 4m 39s ago
Bois de la Hachehoxson1 Modified the Defender's Guns21h 4m 39s ago
Woods Asheshoxson1 Modified the Attacker's Guns21h 6m ago
Woods Asheshoxson1 Modified the Defender's Guns21h 6m ago
Woods Asheshoxson1 Modified the unit counts21h 6m 1s ago
Sauerei Waldhoxson1 Modified the unit counts21h 7m 28s ago
Sauerei Waldhoxson1 Modified the Defender's Guns21h 7m 28s ago
Bois de la Hachehoxson1 Modified the unit counts21h 8m 17s ago
Bois de la Hachehoxson1 Modified the Attacker's Guns21h 8m 17s ago
Woods Asheshoxson1 Uploaded the Board image21h 10m 2s ago
Villy Muss Fallen! Westhoxson1 Updated the Victory Conditions21h 12m 33s ago
Villy Muss Fallen! Westhoxson1 Modified the overlays21h 12m 53s ago
Villy Muss Fallen! Westhoxson1 Uploaded the Board image21h 13m 49s ago
Villy Muss Fallen! Westhoxson1 Modified the misc. rules21h 16m 35s ago
Villy Muss Fallen! Westhoxson1 Modified the maps21h 16m 52s ago
Villy Muss Fallen! Westhoxson1 Modified the Scenario OBA details21h 17m 10s ago
Villy Muss Fallen! Westhoxson1 Modified the unit counts21h 18m 26s ago
Villy Muss Fallen! Westhoxson1 Modified the Defender's Guns21h 18m 26s ago
Night Terrorhoxson1 Set the designer field21h 19m 44s ago
Night Terrorhoxson1 Updated the Victory Conditions21h 20m 11s ago
Night Terrorhoxson1 Uploaded an Image21h 21m 17s ago
Night Terrorhoxson1 Modified the overlays21h 21m 44s ago
Night Terrorhoxson1 Modified the misc. rules21h 22m 2s ago
Night Terrorhoxson1 Modified the unit counts21h 22m 50s ago
Night Terrorhoxson1 Modified the turn count21h 23m 42s ago
Night Terrorhoxson1 switched the sides21h 24m 2s ago
Night Terrorhoxson1 Uploaded the Board image21h 24m 19s ago
Hill 311hoxson1 Modified the Defender's Guns21h 27m 49s ago
Hill 311hoxson1 Modified the unit counts21h 27m 50s ago
Hill 311hoxson1 Uploaded the Board image21h 28m 46s ago
Hill 311hoxson1 Modified the maps21h 30m 2s ago
Hill 311hoxson1 Modified the misc. rules21h 30m 25s ago

Popular Publications

March Madness 2019 Close Combat Pack 88.59
March Madness 2017 Hollis Partisans Pack 108.14
March Madness 2013 Commissar Pack 88.10
March Madness 2018 Players Pack 107.90
March Madness 2009 Partisan Pack 87.81
Time on Target # 3 147.45
From The Cellar Pack #4 207.24
From The Cellar Pack #8 167.21
ASL Starter Kit #4 87.21
Grumble Jones 1127.19
Friendly Fire Pack 12 87.18
ASL 9 - Gung Ho! 87.16
AH:ASL Annual `93b 127.16
Deluxe Advanced Squad Leader 387.14
ASL Starter Kit Expansion Pack #2 87.12
ASL Action Pack #14 Oktoberfest XXXIV 127.11
ASL Journal #12 147.09
Friendly Fire Pack 1 87.07
Battle of the Hedgerows - The Storm Broke 67.07
Best of Friends 2 127.06
Friendly Fire Pack 2 87.05
Dezign Pak 9 107.03
Leibstandarte Pack 5 - Scorched Earth 87.00
Kreta - Operation Merkur 186.99
Friendly Fire Pack 9 86.99
AH:ASL Annual `93a 116.98
ASL Journal #10 196.98
China-Burma-India: The Lost Theater Part 1 156.98
HASL 1 - Red Barricades 106.95
Generic Playtesting Log 376.93
From The Cellar Pack #3 106.92
Battles of Carpiquet 136.92
Operations Special Issue #3 76.92
ASL Action Pack #10 86.92
ASL Action Pack #13 Oktoberfest XXXII 116.92
Best of Friends 126.91
Paddington Bears '96 Pack 106.90
ASL Action Pack # 6 A Decade of War 106.89
BFP 2: Operation Cobra 126.88
Friendly Fire Pack 6 86.88
ASL Journal #11 286.88
AH:ASL Annual `90 166.87
From The Cellar Pack #2 106.86
Into The Rubble 86.86
Friendly Fire Pack 11 86.86
ASL 12 - Armies of Oblivion (2nd Edition) 326.86
Quick 6 Scenario Pack III 66.86
ASL 1 - Beyond Valor (3rd Edition) 246.85
Schwerpunkt #14 126.85
Grossdeutschland Pack 1 - The Early Years 86.84
Schwerpunkt # 9 126.84
Turning the Tide 206.83
Friendly Fire Pack 3 86.81
Friendly Fire Pack 4 106.81
BFP 4: Crucible of Steel 326.81
Quick 6 Scenario Pack II 66.81
Schwerpunkt #17 126.80
From The Cellar Pack #9 176.80
Classic ASL 166.79
ASL Action Pack # 3 Few Returned 126.79
Schwerpunkt #22 126.79
Schwerpunkt # 4 126.78
Death to Fascism 86.77
Rally Point # 3 106.76
Race For The Meuse 66.76
Ost Front Pack 66.75
HASL 4 - Pegasus Bridge 86.74
AH:ASL Annual `96 146.74
Critical Hit # 2 156.74
Aussie `98 Pack 106.74
Beyond the Beachhead 86.74
Schwerpunkt #10 126.74
ASL Starter Kit #3 86.74
BFP 3: Blood and Jungle 476.74
ASL 10 - Croix de Guerre 86.73
Hero PAX 4: Mediterranean Theater of Operations 126.73
Schwerpunkt #13 126.73
ASL 13 - Rising Sun 336.73
Schwerpunkt # 8 126.72
AH:ASL Annual `92 156.71
AH:ASL Annual `95 Winter 246.71
ASL Journal # 1 176.71
ASL Journal # 8 166.71
Friendly Fire Pack 10 86.71
ASL 3a Yanks (2nd Edition) 416.71
AH:ASL Annual `97 166.70
Break Contact #1 76.70
Friendly Fire Pack 7 86.70
HASL 2 - Kampfgruppe Peiper I 66.69
ASL Action Pack # 4 Normandy 1944 126.69
HSASL 2 - Operation Veritable 176.68
Schwerpunkt #20 126.68
HASL 9 - Hatten in Flames 106.68
Winter Offensive Bonus Pack 2018 66.67
HASL 7 - Valor of the Guards 216.66
Dezign Pak 5 186.66
From The Cellar Pack #5 146.64
ASL 10a Croix de Guerre 426.63
Melee Pack II 66.62
ASL Journal # 2 246.61
Franc-Tireur #10 116.61
ASL Action Pack #16 From The Land Down Under 156.61
ASL Action Pack # 8 Roads Through Rome 106.60
HASL 8 - Festung Budapest 206.60
ASL Journal # 3 336.59
Internet 1596.59
Blood & Iron 106.59
ASL Open `96 Scenario Pack 106.58
High Ground 2 166.58
Schwerpunkt #23 126.58
DASL 1 - Streets of Fire 106.57
ASL Starter Kit #1 66.57
Critical Hit # 6.4 246.57
Rally Point # 2 106.57
ASL Action Pack # 5 East Front 126.57
ASL 7 - Hollow Legions (2nd Edition) 86.56
Schwerpunkt # 6: Victoria's Cross 126.56
BFP 5: Poland in Flames 456.56
Nor'easter XX 136.55
Corregidor: The Rock 216.55
ASL 3 - Yanks 86.54
Hero PAX 1: Hurtgen Hell to Bulge Nightmare 86.54
Dos Equis Scenarios Especial 106.54
Quick 6 Scenario Pack 66.53
ASL Journal # 5 136.52
Critical Hit # 3.1 126.52
Leibstandarte Pack 1 - Blitzkrieg! 86.52
Schwerpunkt #11 126.51
Operations Special Issue #1 66.51
Kampfgruppe Scherer: The Shield of Cholm 176.51
Friendly Fire Pack 8 86.51
ASL Action Pack #15 Swedish Volunteers 166.51
ASL Action Pack # 2 86.50
Friendly Fire Pack 5 106.50
Rally Point #11 106.50
Rally Point # 1 106.49
Franc-Tireur #11 226.49
ASL Journal # 4 136.48
ASL Action Pack # 9 To the Bridge! 106.48
ASL 12 - Armies of Oblivion 116.47
HSASL 1 - Operation Watchtower 176.47
ASL 11 - Doomed Battalions (3rd Edition) 246.47
ASL 5 - West of Alamein 86.46
Schwerpunkt #16 126.46
ASL 5a - For King and Country 206.45
ASL Starter Kit #2 86.45
Swedish Volunteers 146.45
Onslaught to Orsha 256.44
Schwerpunkt # 7 126.44
ASL Journal # 9 256.44
AH:ASL Annual `89 156.43
Beyond the Beachhead 2 166.43
Rally Point #14 106.43
Recon by Fire! #3 206.42
Leibstandarte Pack 2 - Barbarossa 86.42
ASL Action Pack # 1 86.41
Out of the Attic #2 166.41
Coastal Fortress 536.41
ASL Action Pack #11 29 Let's Go! 106.41
Blitzkrieg in the West - Central Campaign 66.41
Waffen-SS II: The Fuhrer's Fireman 86.40
Tactiques # 7 86.40
ASL Starter Kit Expansion Pack #1 86.40
HASL10a - Red Factories 186.40
AH:ASL Annual `91 166.39
ASL Journal # 7 126.39
Dezign Pak 1 106.38
Franc-Tireur #14 326.37
Gembloux: The Feint 96.36
Witches Cauldron: Oosterbeek Perimeter 166.36
ASL Journal # 6 156.35
Critical Hit # 4 106.34
ASL 14 - Hakkaa Päälle! 176.34
Tactiques # 1 106.33
Out of the Bunker 146.32
G.I.'s Dozen 136.31
Schwerpunkt #19 126.31
Franc-Tireur #12 126.30
Dezign Pak 7 126.29
Elite Canadians 96.29
Rally Point # 8 106.29
Tropic Thunder 126.28
Franc-Tireur #13 176.27
Rally Point # 9 106.25
Berlin: Red Vengeance 116.24
ASL Action Pack #12 Oktoberfest XXX 106.24
Schwerpunkt #15 126.23
ASL 4 - Partisan! 86.22
ASL Action Pack # 7 106.22
Dezign Pak 8 106.22
Schwerpunkt #21 126.22
Schwerpunkt #12 126.21
Dezign Pak 2 126.20
HASL10b - Red October 116.20
High Ground! 86.18
Tactiques # 6 86.18
From The Cellar Pack #6 106.18
ASL 2 - Paratrooper (2nd Edition) 86.17
Franc-Tireur #8 106.17
Nor'easter Scenario Pack II 156.17
Schwerpunkt #18 126.16
Franc-Tireur #7 116.14
SASL 1 - Solitaire ASL (2nd Edition) 216.13
Out of the Attic 166.13
Paddington Bears '97 Pack 86.13
Schwerpunkt # 5: Medal of Honor 126.13
Dezign Pak 4 156.13
From The Cellar Pack #7 106.11
Critical Hit # 3 186.08
ASL 11 - Doomed Battalions (2nd Edition) 86.05
Leibstandarte Pack 4 - Turning of the Tide! 86.00
Tactiques # 2 106.00
Rally Point # 6 106.00
Rivers to the Reich 156.00
Objective: Schmidt 176.00
Onslaught To Orsha 2 326.00
HASL 6 - A Bridge Too Far 125.99
ASL 6 - The Last Hurrah (2nd Edition) 85.98
ASL 8 - Code of Bushido 85.97
March Madness `97 Pack 125.97
Hero PAX 2: Eastern Front Hero Fest 85.96
Into The Rubble 2 125.96
Deluxe Pack #1 125.95
Waffen-SS I: No Quarter No Glory! 65.93
ASL 15 - Forgotten War 165.93
Backblast # 2 85.91
Recon by Fire! #1 85.90
Schwerpunkt # 3 125.90
The Canadians In Italy 2: The Spaghetti League 125.85
Schwerpunkt # 1 125.83
Southern Cross Scenario Pack `96 65.83
Blitzkrieg in the West - Northern Campaign 65.82
Wacht Am Rhein 165.81
Schwerpunkt # 2 125.81
HASL 3 - Kampfgruppe Peiper II 85.78
HASL 5 - Blood Reef: Tarawa 105.78
Dezign Pak 3 155.74
ASLOK 2005 - 20th Anniversary Scenario Pack 105.64
Melee Pack I 65.62
Hell's Highway 65.59
ASL For Fun 315.59
DASL 2 - Hedgerow Hell 85.58
All American I: Kellam's Bridge 105.52
Panzer Aces 65.45
The Long March 175.43
Leibstandarte Pack 3 - Clash at Kharkov! 85.40
Firefights! 65.23

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Newest players - welcome!

Goin_CommandoRobert Hale2021-08-05 15:50:46
Sgt_SteinerPhil Tinsman2021-08-05 01:45:09
NeilAndyNeil Andrews2021-08-04 21:39:37

On this day...

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FF11 Tough LuckWola, Warsaw, Poland1944
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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