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ScenarioCommentUser
Benedello toffee
Death BoxThis game was virtually over on turn one when the German mortar had seemingly endless ROF at the end of which my mortar crew was gone together with a squad and my best leader. My initial defensive set up was probably not ideal and was too spread out which became particularly problematic when the defenders were reduced to one leader. The results to date suggest that the scenario is slightly pro-Russian but it certainly didn't feel that way to me! Dougban
One Story TownFinns were in the lead until the Russian reinforcements arrived, at which point the Finnish casualties and broken equipment (including the FT tank that gacked it's first shot) meant the Finns couldn't resist the Russian tide. aiabx
The Cost of Non-ComplianceVery nice scenario, if perhaps a little pro-German. I tried the "left hook" strategy, coming over the hill to take the shortest route to the Board 76 buildings. Sure enough, his HIP guns were there, so I took casualties in securing the hill, and didn't then have enough troops left to complete the task. I had also sent my two T-26 M31 tanks towards the centre of the map in an attempt to delay the Germans shifting from East to West - a tactic which succeeded at first but failed later when both these tanks were lost. By the end on my turn 5 I still had numerical superiority in AFV, but only one victory building and no chance of securing another four, so I resigned. Andy_Bagley
Death Rattle AlexB
Ripe PickingsFirst to play and post. Danno
Ripe PickingsUgh...my Americans knocked out one MKIV and then disaster from there as the Germans annihilated me. I didn't make it past two turns. Seriously...ya'll actually play test this one. ROAR says that you didn't. grumblejones
"À Moi la Légion!" Dispang12
Stand FastVery dicey in that one attack can make or break the game, which is exactly what happened. A Melee fight took out the American leader and the following advance was stopped as Americans broke to German fire. Germany was able to eliminate all American units by game end. feralhuntsman
Turned AwayFun scenario. I don't think either side fired until turn 3 as each side tried to preserve their concealment. The Germans then eliminated 2 of the 3 possible HQ locations leading to a showdown for the real HQ which was the stone building. The Germans spent a turn and a half blasting away at the HQ, including a 30+4 shot. The Russian defenders ate a lot of lead and only pinned. On the final turn the Germans rushed the building with the DC but broke before it could be placed, ending any hope for the Germans. Everything came down to the last few dice rolls! cgregg
The Overlook johan.vrijdaghs@gmail.com
Independence Delayed Bongiovanni
A Frosty Morning jgarlic79@gmail.com
Broken ColumnVery frustrating for me as the British. The Germans were able to fall back and still cover the central road. By turn 5, my British infantry were stuck on board 42 west of the A5-P3 road. My Jeeps were hanging back on board 38 with no safe path to the exit hexes. I resigned after a Sniper killed my 9-2 leader. Peter still had half his units HIP including the AT Gun.

If someone wins this scenario as the Brits, can you please post an AAR?
etopp
Sabres, Boots & SaddlesVery interesting engagement scenario, though I think the advantage might go to the side that moves first. Both sides met in the village and were reluctant to move into LOS of opposing guns...if they did, they were quickly eliminated. A large Melee loomed for several turns in the village which the Americans won partially. This exceeded the CVP cap for the Germans at the end of Turn 5, with the Americans sitting at 18 CVP lost. Close game. Be careful not to loose too many halftracks as they add up. dmareske
Independence DelayedFun scenario with an unusual Axis OB comprising partisans backed up by Japanese SW and leaders. Eric dug himself in to a VP hole early on when he stopped an unsupported carrier too close to a Burmese held building and it was duly despatched by a MOL attack. Two more vehicles went down to ATR fire and the Commonwealth troops were now toiling. On the plus side from their point of view, they generated seemingly unlimited quantities of smoke The downside was that the mortars couldn't put smoke everywhere and the Burmese fire was deadly as I seemed to be rolling threes and snake eyes at will. This proved to be too much for the attackers to cope with and Eric conceded on turn 4. Dougban
Blazin' Chariots von Garvin
Death Solves All ProblemsDouble envelopment. RJenulis
Spoiled AfternoonThe restricted Polish setup really emphasizes a turn 2 ambush, and being on a hope and a prayer that you can nail to TH and TK rolls. The Ammo Truck is neat, but feels like a waste of an SSR when the Germans can simply pick the rear-most truck and not really have to worry about its loss/effect. Give the Poles the balance, it feels like they need it.

With the balance, I'd be willing to replay it - it might drastically improve the rating.
Jobbo_Fett
Black Day in Hatten lokatt
Airborne Samurai Danno
Airborne SamuraiTough scenario for both sides. My Japanese had one stick land on the runway, but they all survived and took on the defenders as the other sticks assembled and moved into assault positions. The Japanese dominated in close combat and by Turn 6 had cleared the runway and stopped the final counterattack for the win. grumblejones
Saluting a GeneralThe russian stuarts kept getting shocked but bounced back the next turn. The russian Lees were near impenetrable and made up the main fortress slowing down any german advance. Russian sniper activations took out half the german leaders. In the end the germans couldnt make it to any of the VPs before seeing their forces begin to evaporate. feralhuntsman
Last Ally, Last Victory NicolasLL
Strangers in a Strange LandFun scenario, but I ran into a buzz saw of 2s, 3s and 4s. Lost my 9-2 on the first turn. I got into the building, but was not able to break a cagey defender. cinnabar
Room ServiceThe Russians had to throw in the towel after losing far too many units to be able to continue the defense. Both sides lost their artillery early, both due to rolling boxcars on their Radio/Phone, respectively. The starting position for the Finns is rather strong, and I'd make some changes to that in particular to help the balance out. Otherwise, the Finns had a tough time with morale checks, oddly enough, and the Russian tanks couldn't quite shift control of the battlefield in their favor. Jobbo_Fett
Take The CrossroadsCharged right flank and avoided the German defense. Got 1 good shot with the FT and used a BAZ to crack a fortified stone building at close range. NorthTexTourney24 nebel
An Orchard of RunesSolo play with Baz45 instead of Baz44. US Victory at game turn 5 with the loss of 3 squads and all AFV but 2TD (1 Recall and 4 Burning Wreck, it helps). The Germans loose all their OB. Short and brutal. I like it. Bongiovanni
High Ambition Bongiovanni
Hit It & Quit ItVery quick game. Partisans came on slowly. With a couple early breaks the Partisans were put on their heels. The Germans pounded any of the partisans that came out into the street. (VASL Log) slunts
Priority TargetOne of the AAs jammed first turn and then destroyed on the repair. I suffered several other box car rolls resulting in a few casualty reductions and both LMGs jamming. Germans came from 3 points to eventually close into melee with the last remaining gun with overwhelming odds to take the win. feralhuntsman
Tirailleurs and Antiques Tough one for the French. strategos
A Polish Requiem Danno
A Polish RequiemGood fight between the tanks with 5 Polish and 4 German tanks knocked out. Poles managed to hold the Germans back for the win. grumblejones
Panzers Forward!French were crushed by Turn 4. Immobilized one Bi-bis on first Mechanical Reliability DR. Canon AC did get one easy kill then the Germans swept the defenders into perpetual rout. Kydder
To The RescuePlayed this as a three player game - 2 german players (trapped units and rescue company) and one Russian.

Russian reinforcements arrived on Turn 4 which helped greatly. Having two German players created some interesting dynamics and meant that the Germans weren't as coordinated as they would otherwise be under a single player. Listening to the stranded German player trying to convince his teammate to throw caution to the wind and ignore losses was entertaining.

The Germans threw the towel in at the end of Turn 6, as they were highly unlikely to be able to get the 5 VP needed. They had 1, and would probably get another 3 but the 5th point would be be the 7-0 leader who was being hunted by two stacks of Russians (with leaders so they had freedom of movement).

A fun little scenario. Highly recommended.
Darren
Red Tears Shed on GraySetup relatively balanced with some farmboys pretending to have a the MMG at the end of the long street. My farmboys on my left took the whole attack. One stayed behind in the first factory and got a tank and two squads in CC before succumbing. Second factory fell when my armoured trucks rocked up and promptly got destroyed by a critical hit from a tank and a DC. That was enough of a delay to hold out and win by one hex. NrthTexTourney24 nebel
RagnarökCrazy dicy game. Entertaining and close but not really a good tournament choice. I huddled in the middle to swarm the german attack lane of choice. Moved to react and got 2 squads cut down which made it very tough. Unfortunately for my opponent he then struggled get his kill stack off the board and was forced to rout to the board edge. A rally of one of 3 SS squads would allow him to move the leader and squad off. No luck to rally so I squeezed out a win. NrthTexTourney 24 nebel
Quickly Toward the Bridge!Too cautious a German approach. RJenulis
Released from the EastThe initial Russian force split in two and went for the two westernmost buildings. This pulled the Germans away from the eastern building enough for the Russians to seize it easily with their reserve force. The Germans managed to sneak a couple of squads back over to tie up the reserves in melee and prevent them from helping assault the remaining victory buildings. Crossing the road to take the SW building looked too daunting, so the Russians forces closed in on the central building in a three-pronged pincer movement. Snake eyes on the demo charge placement rubbled the NE corner of the building, wiping out the SS 8-1 leader and a squad, but in the end the 9-2 leader, a squad, and a half squad managed to hold on in melee versus 3 Russian squads and the commissar. The Russians needed a 5 on their final CC roll to win. They rolled a 6. As close as it gets! ifoxen
Ratushniak's SacrificeAll over in two turns, as my AT ambush destroyed or immobilised five out of seven tanks. Gamer72
Ratushniak's SacrificeTalked into a late game - never good for my concentration. Used the same defence as against Neil, but Mark kept his tanks right back for a couple of turns while he used his infantry to find the guns - dashed unsporting, I say. He suffered numerous infantry casualties and lost at least one tank immobilised/destroyed, but just got enough stuff off to win when added to his CVP score. Had his CE Tiger failed a MC from a pointblank shot, he would have lost. Kudos to Mark for a skillful attack. Gamer72
Better Than NothingA fall back defence, I set the trench line up near the gully and sacrificed some troops to allow others to fall back. I went for the ATG which got one of the Shermans T1 but then malfed out. Used a lot of Fire Lanes on the defence. Russians nailed the StuG(L) with the armour leader pretty quickly but they lacked the strength to force the trench line (aided by good dice in defensive fire) or exit sufficient troops for the win Simonstan
Factory FodderAmerican set up a squad and two HS forward to disrupt initial stream crossing and kept ATG in 66H4 in case reinforcements tried to speed around flank. Remainder of forces deployed to push forward into lead factories and then delay back. Plan went well, but German concentration all on board 10 overran us very quickly. They made good use of SMOKE and quickly gained edge of village. Americans were able to delay German attack there and fall back slowly. Meanwhile reinforcements came around on board 66 and were taken in flank by ATG. A Panther and loaded HT went down. Other Panther was delayed long enough for reinforcements to arrive. Was enough of a delay to allow Americans to hold victory areas. (North Texas Shoot-Out 2024) jgarlic79@gmail.com
Tolstoy WoodsVery good scenario, and something of a classic. As the Russians, I concentrated my attack through the woods in the north, and wasn't surprised to take casualties from his HIP units. However, I still made good progress and was able to penetrate with my tanks so that they formed a "reception committee" by the time his arrived on Turn 4. So I won the armour battle and by my last turn had almost secured the five victory buildings I needed (one still in melee) and, with my tanks in support, was fairly confident of holding them against the last German turn.
However, the dice had other ideas! He rolled snakeyes in a CC two hexes away from one of my buildings, not only winning the melee but allowing him to infiltrate next to it. With PBF, he then broke my defenders in his final PFPh; I'm then forced to rout and he advances into this building to deny a Russian victory. Aaarrgghhh!!
Andy_Bagley
Hetzer HuntersSwept past and captured the forward defenders and the right hill in my turn 2. Last German turn I was in a good position having all 6 locations but had lost enough squads that I was thin. US 9-2 led a nice rate tear and broke my defenders in 2 buildings allowing him to sweep them back. Last turn i retook 1 but came up short. Good game. NorthTexTourney 24 nebel
La Riposte VaineFrench tanks took out both speed bumps in prep fire. Opponent misread VC and did not move aggressively in Turns 2 and 3 which let my reinforcements into the village where I took out 3 tanks in CC. Those rolls allowed me to hold (barely) 3 buildings despite a way of Frenchmen in the last movement phase. NorthTexTourney24 nebel
Before the BlunderBoth of us wanted the Germans, I lost the die roll, so got the balance - an improved leader. I set up an MMG on the left to cover the open ground, another in the centre, and two half-squads with two HMG and the 9-1 leader in a hidden pillbox on the hill edge, connected by trenches to the other pillbox in the woods hex between hill and village. among the dummies up front, I had a couple of real squads. Alex came on strong on his right and right-centre, but moved two squads and a leader on his left into my boresighted hex behind the hedge, where a 12-3 shot scored a 2KIA, killing everybody when his broken squad rolled a 12 on the LLMC. In my turn, I used the trenches to relocate the HMGs into the rear building hex. His right flank had suffered some brokies, which routed to his 9-1. He came in for CC on what he thought were dummies, only for my squad to ambush and exfiltrate to put me in position to CC the brokies, which I ambushed but gacked the roll, with Alex's 9-1 scoring snakes to reduce my squad. Hey-ho, best-laid plans, etc... Alex continued to work the right flank and centre, but at the end of the game only a 2-4-7 could reach the rear building for a possible 1:4 CC, and was smeared by a 24-3 shot before being able to. Gamer72
ObliterationA very tight scenario. I defended deep in jungle on reverse slope to avoid initial OBA. I then resumed my planned defense with a smaller group defending on left and heavier armed (MMG/.50 cal) overlooking open ground rout for Japanese. Japanese attacked through slow go center jungle and split to attack me defenses. Despite heavy casualties, they were able to over run both my groups. Japanese were very effective at infiltrating and attacking my heavy MMG position from 3 directions. (North Texas Shoot-Out 2024) jgarlic79@gmail.com
Guryev's HeadquartersGermans estdual MG nests as base of fire on level 2 in bB4 and bC4 to suppress Guryev's HQ while attack attempted to push in theough dM1. Meanwhile a couple squads with LMG penetrated to dG2 to delay reinforcements. Russians were able to disrupt American firebase and assault force never got into factory. Looking back, probably should've moved MG firebase further forward to better concentrate fires. (North Texas ASL Shoot-Out 2024) jgarlic79@gmail.com
Last Train to Leningrad jgarlic79@gmail.com
88s at ZonDan set up with his hidden 88s in the last tree line south and I just couldn't get by them. I thought I had a chance when he moved his forces to the village and I cut back across the hill but his 88s just got rate after rate and my good rolling early went dry in the end. cub99
Before the BlunderGood shooting from the Poles left the Germans with not enough for the final push against the buildings. Dave
The ClearingFor FNF von Garvin
The Doomed and the Damned Rich Weiley
The Last KnightI thought I was going to win: with 6vp already within the key building and 4 rally rolls needing less than 10 each to succeed, I was pretty confident that I will be able to reach 9vp of GO units in that building . But I rolled 10,10,9 and 11… strategos
Panzer GraveyardEasy German win. RJenulis
Vogt's RitterkreuzGermans went up through the woods and managed to get the win on Turn 5. grumblejones
Vogt's RitterkreuzFirst to play and post. Danno
The French Decide to FightIt was end of Turn 8 when the Americans had eliminated all French forces but they still had 1 HIP Gun for the Americans to find & eliminate. Luckily for me my second SMC running around uncovered the Gun & I had enough units close by to swarm the position!
Kydder
Fighting WithdrawalIt was great to play my usual VASL opponent, Craig, FTF. The Russians mounted a stiff upfront defense which combined with Finnish breaks and pins slowed the advance down. However, one flank broke first and the Finns were able to advance quickly along their left side. The Russians started breaking and then it was a race to the board edge. The wind shifted three times, gusted once, so there were lots of fires (actually ran out of Flame and Smoke counters). The Finns had just enough movement to get off two more squads than the Russians could manage. Great game. dmareske
Priority TargetSet up in the middle grain against my better judgement, but it worked out well. I rolled very well and Dan did not and it's very tough to cross that open ground or grain against the AA guns acting like machine guns. cub99
Iron Grave AlexB
Sting 'em at Zingem Danno
Sting 'em at ZingemBelgians managed the win. Germans have too much open ground to get shot up crossing. ROAR stats tell the tale. grumblejones
Probing Korsus Dispang12
Cpl. Anzac feralhuntsman
Initial SkirmishThe French armoured cars sat in the middle of the town and held off the German tanks which when killed left too many CVP to chase. Dave
Farmyard AffrayLost everything before the reinforcements had a chance to come on board! Dave
Farmyard AffrayI set up on the ground floor of the farmhouse, to avoid giving Matt free shots with his 9-2 and to gain concealment. I put the two MMGs manned by two half-squads directed by the leader behind the central wall. Matt got a single Smoke round out of his mortar to block the MMG LOS across the grain, and sent everyone else down his left. I couldn't stop him occupying two hexes of the farmhouse by turn 3, but he wasn't in a position to interdict my reinforcements, which CX'ed along the roads while the MMGs manoeuvred around the orchard overlay to put fire on the grain which he must re-cross. The Pz IV with riding squad and LMG moved up behind the central wall where the squad successfully bailed out. On turn 4, my Pz IV moved across the grain and stopped beyond the Canadian position, DMing Matt's brokies on the way. With very little left to achieve the VC, Matt conceded when a 6-4-8 pinned trying to run the gauntlet of three MGs and the tank. An enjoyable game, and plays very quickly - a little gem. Gamer72
Initial SkirmishI managed to get up to the village without much harm, just a broken squad, and two Malf'ed Pz IBs on back-to-back rolls of 11 for bounding fire - both repaired in the French rally phase. Everybody was dismounted, the motorbikes played no further part. I kept the panzers in motion throughout the game - Neil rarely hit them, and all survived. Neil drove his armoured cars into the centre of the village, where eventually I was able to knock one out. Having got into his rear and with little left to stop me, Neil conceded. Gamer72
Strongpoint 11Note to self : read the whole of the SSR. I didn't, and set up on the various level 2 hills, not realising that all but one were actually level 0 palm trees. D'oh ! Martin had taken most of the actual victory hill by the time he realised my mistake and pointed it out, at which point I conceded. Poor effort from me. Gamer72
Fear NaughtWe ran out of time to complete the game and it was too even to call a winner T5. Creeping Barrages (the first time either of us had played them) not as deadly as we thought they would be. I struggled to get the Panthers in the game early and whilst they were just starting to make an impact when we had to call it, the CVP cap was still a long way off. Would have been very close Simonstan
Probe on the Trail to HellBounding Fire Tournament - Mini PTO.

Took the required hexes but lost too many CVP.
Paul Legg
Before the BlunderBounding Fire Tournament - Main Round 1 Paul Legg
Fear NaughtThe creeping barrages are the most notable feature of this scenario. For both of us it was our first time using this, and with hindsight I could have done it better - as it was the Germans could see them coming and largely move to dodge them. Even so, the British made reasonable progress attacking on the left, whilst the Germans put up stiff resistance in the centre. We had to call it at the end of Turn 5 due to time, and agreed it a draw, although the Germans probably had the advantage at that point. Andy_Bagley
Before the BlunderApparently I'd played this before a long time back, but must confess to having no recollection of this.
I set my pillboxes with HMGs in M13 (obvious) and O19, the idea being to funnel his attack into the centre, where I thought I could hold him. However, I gave my guys in O19 an escape route with a trench in P19, and this was a mistake - one that might have cost me the game (it should have been in P20) - because he hit O19 when I skulked there with a LOS I hadn't seen and broke my units. This allowed the Germans to advanced virtually unopposed and swarm my left flank. The result was never really in doubt after that, although it still took them until the last turn to capture the victory buildings.
Andy_Bagley
One-Eyed JacquesSet up the Guns on my left and the Roadblocks on my right and hoped for the best. Got the Harassing OBA down in the centre thanks to seeing a parked German tank, which made Ian's central push very difficult. Most of the tanks came in on my left, and duly got shot to pieces. Ian finally got into the factory, but couldn't clear me out of it. The rearmost victory building was undisturbed. Gamer72
Not Fade AwayAnother close game. Martin only took one building, but ensured he took a lot of prisoners, and squeaked a win by one or two VP. Gamer72
Roff RidersGreat scenario and a very exciting game. The Aussies concentrated their attack on the village, approaching from the West and South and ignoring the two eastern buildings which I had rushed to defend. Their steady progress was made rather easier by a lone Aussie HS which took the Mill and Police Station almost single-handed, brushing off a hail of defensive fire and overwhelming the numerically superior defenders in CC. The game then came down to the inevitable CC in the market building, and the Aussies only needed to capture one of these locations to win, which they did with a turn to spare. Andy_Bagley
Failure to CommunicateNeed the German balance. Bongiovanni
Milling About GOUREAU
Bare Foot BeatingAs part of the Friday Night Fight Club. A great scenario with plenty of ASL goodness. Banzai charge, two of my guys went Berserk! Plenty of fun! von Garvin
Under the Noel TreesRich spread out his defense and I took advantage and rushed forward on the far left side. He took out 3 tanks in one Phase on turn 2 after getting rate 4 times!
I got 4 tanks off on turn 4
Itinerant
Real SteelTurn one found all Polish anti-tank ineffective after half of them malf on first roll or German fire broke them. German armor rushed around Polish positions so quickly it was clear the match was over. feralhuntsman
Vasil'evka, 11 JulyVASL jrwusmc
The ClearingThe Germans took a big risk in placing the AT Gun up front in J4, but it survived the American kill stack shot in the first PfPh and then wreaked havoc on the American attack in combination with an LMG placed in K5. Unfortunately, the DRs heavily skewed the game in the German's favor. Nonetheless, a lone 666 did reach a VC hex in the last American Player Turn, only to break under a 8+2 PfPh shot in the last German Player Turn. A good scenario and sound tactics on both sides marred by the dicebot. Thompsonmg(MGT)
Bricks in Flames[Imported from ROAR] cgregg
The Valley of DeathAn ill advised T1 move saw the Italian 9-2 and two of the Elite squads eliminated. I was then delayed by just one or two Conscripts squads in foxholes defending the outlying hills so never had enough strength to contest the main hill mass. A solid defence well played, I would like to give it another go sometime Simonstan
Norman "D"Tough scenario for the attacker. A lot of houses that needs occupying, and so little time. lokatt
Released from the East andersb80
Transylvania 6-5000 worksp2018
Cendriere’s Farm Rich Weiley
Unsung HeroesVASL jrwusmc
Hill 27 johan.vrijdaghs@gmail.com
Legio Patria Nostra Danno
An Orchard of RunesFun scenario. A bit tough on the Americans. German Panzerfausts scored two critical hits and after both Halftracks and 3 of the M10s were burning, the Americans called it. We will make some changes to strengthen the Americans. grumblejones
An Orchard of RunesFirst to play and post. Danno
General FleigAmericans setup dispersed across the map anticipating strong OBA, but perhaps too dispersed to be effective defenders. German panzers dominated from the hilltop taking out all the Shermans by second turn and cracking a few defenders trying to shuffle the line. Game ended early after German OBA locked down the hill approach and a swift German advance to the trench line captured enough VPs for a game end win. feralhuntsman
Pipkorn's Attempt wwillow

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

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

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

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

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

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

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

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

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

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

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

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

Latest Content Additions

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ScenarioActionWhen
Orange Blossom Disasterbuser333 Added a playing3h 24m 14s ago
Lenin's SonsHutch Modified the gps location3h 34m 48s ago
Lenin's Sonsbuser333 Added a playing3h 45m 37s ago
Ozarks' TanksgivingBongiovanni Uploaded a VASL file4h 14m 51s ago
Death BoxBongiovanni Linked the scenario to ROAR4h 48m 7s ago
Fear NaughtHutch Modified the gps location4h 54m 27s ago
Tolstoy WoodsHutch Modified the gps location4h 57m 19s ago
Tolstoy WoodsAndy_Bagley Added a playing5h 49m 49s ago
Before the BlunderAndy_Bagley Added a playing6h 2m 3s ago
Fear NaughtAndy_Bagley Added a playing6h 15m 49s ago
One Story Townaiabx Added a playing6h 19m 28s ago
Roff RidersAndy_Bagley Added a playing6h 24m 11s ago
BreakthroughHutch Modified the Defender's Guns7h 21m 40s ago
BreakthroughHutch Modified the Attacker's Guns7h 21m 47s ago
BreakthroughHutch Modified the Attacker's AFVs7h 21m 54s ago
BreakthroughHutch Modified the unit counts7h 22m 1s ago
A Great Deal Of BloodHutch Modified the Unit Elements7h 36m 19s ago
The Good Old DaysHutch Modified the misc. rules7h 36m 38s ago
A Great Deal Of BloodHutch Modified the misc. rules7h 37m 3s ago
Death BoxDougban Added a playing8h 2m 1s ago
Benedellotoffee Added a playing9h 22m 25s ago
"À Moi la Légion!"Hutch Modified the gps location10h 39m 32s ago
RetributionPierreAixEnProvence Added a playing10h 49m 7s ago
By OurselvesPierreAixEnProvence Added a playing10h 50m 41s ago
Stand FastHutch Modified the gps location11h 44m 15s ago
After the Disasteraokigaryou Linked the scenario to ROAR15h 35m 55s ago
"Send in the Sand Rabbits"aokigaryou Modified the unit counts16h 2m 2s ago
Counterattack on the Vistulaaokigaryou Linked the scenario to ROAR16h 8m 42s ago
Counterattack on the Vistulaaokigaryou Linked the scenario to ROAR16h 9m 26s ago
Stand Fastferalhuntsman Added a playing18h 50m 44s ago
"À Moi la Légion!"Dispang12 Added a playing21h 7m 31s ago
"À Moi la Légion!"Dispang12 Rated the scenario21h 8m 12s ago
Turned Awaycgregg Added a playing22h 27m 44s ago
Montgomery Attackshoxson1 Modified the overlays23h 18m 12s ago
Montgomery Attackshoxson1 Modified the misc. rules23h 18m 30s ago
Montgomery Attackshoxson1 Uploaded the Board image23h 19m 12s ago
Ripe Pickingsgrumblejones Added a playing23h 40m 12s ago
Ripe PickingsDanno Added a playing23h 40m 27s ago
The Good Old Dayshoxson1 Modified the misc. rulesYesterday
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Popular Publications

PublicationScenariosRating
March Madness 2009 Partisan Pack 88.00
March Madness 2022 Grumble Jones Pack 88.00
March Madness 2023 10th Mountain Division Pack 97.95
March Madness 2017 Hollis Partisans Pack 107.83
March Madness 2018 Players Pack 107.70
March Madness 2013 Commissar Pack 87.68
Grumble Jones 1567.60
ASL Starter Kit Expansion Pack #2 87.48
Time on Target # 3 147.34
ASL Starter Kit Expansion Pack #1 2nd Edition 127.26
ASL Starter Kit #4 87.23
Schwerpunkt # 9 127.22
ASL Starter Kit Bonus Pack #2 87.20
ASL 9 - Gung Ho! 87.14
Friendly Fire Pack 12 87.14
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The Green Hell of Inor 197.10
Quick 6 Scenario Pack IV 67.10
Fistful of Scenarios 67.08
Friendly Fire Pack 1 87.07
Battle of the Hedgerows - The Storm Broke 67.07
HASL 1 - Red Barricades 107.06
Friendly Fire Pack 2 87.05
Dezign Pak 9 107.05
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March Madness 2020 Full Rulebook ASL Pack 87.02
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Ost Front Pack 67.00
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Critical Hit # 2 156.98
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Battles of Carpiquet 136.96
Friendly Fire Pack 9 86.96
Race For The Meuse 66.96
ASL Journal #12 146.95
ASL Action Pack #17 Oktoberfest XXXV 166.95
ASL 1 - Beyond Valor (3rd Edition) 246.94
HazMo Scenario Pack 2: The Un-Civil Wars 106.94
ASL Journal #10 196.93
ASL Action Pack #19 Roads to Rangoon 106.93
From The Cellar Pack #3 106.91
ASL Journal #11 286.91
Schwerpunkt # 4 126.90
Friendly Fire Pack 4 106.90
Friendly Fire Pack 6 86.90
Generic Playtesting Log 376.90
AH:ASL Annual `93a 116.89
Hero PAX 4: Mediterranean Theater of Operations 126.89
Into The Rubble 86.89
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Friendly Fire Pack 3 86.87
Operations Special Issue #3 76.87
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Grossdeutschland Pack 1 - The Early Years 86.86
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ASL 13 - Rising Sun (2021) 386.86
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Not One Step Back 86.85
ASL 16 - Twilight of the Reich 176.84
Classic ASL 166.83
China-Burma-India: The Lost Theater Part 1 156.83
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Deluxe Advanced Squad Leader 386.83
ASL Journal #14 256.83
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ASL Action Pack #16 From The Land Down Under 156.82
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Best of Friends 2 126.80
Paddington Bears '96 Pack 106.79
AH:ASL Annual `93b 126.78
Aussie '98 Pack 106.78
Aussie Tournament Pack 76.78
ASL Journal # 5 136.77
ECZ Tournament Director's Pack 166.77
ASL Action Pack #13 Oktoberfest XXXII 116.76
Melee Pack III 76.75
BFP 3: Blood and Jungle 476.75
HASL 4 - Pegasus Bridge 86.74
AH:ASL Annual `90 166.74
Fanatic Pack 2 126.74
ASL Action Pack # 3 Few Returned 126.74
ASL Action Pack # 4 Normandy 1944 126.74
ASL Journal # 8 166.74
ASL 13 - Rising Sun 336.74
ASL 3a - Yanks (2nd Edition) 416.74
Schwerpunkt #23 126.74
HazMo Scenario Pack 3: City of Steel 106.74
ASL Starter Kit #3 86.73
Friendly Fire Pack 7 86.73
ASL Journal #13 336.73
DASL 1 - Streets of Fire 106.71
Dezign Pak 5 186.71
ASL Journal # 4 136.70
Schwerpunkt # 5: Medal of Honor 126.70
From The Cellar Pack #2 106.70
Hazmo Scenario Pack 4: Making the Grade 106.70
Schwerpunkt #13 126.69
ASL 10 - Croix de Guerre 86.68
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AH:ASL Annual `95 Winter 246.68
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Tactiques # 4 86.67
BFP 4: Crucible of Steel 326.67
ASL Journal # 1 176.66
HASL 7 - Valor of the Guards 216.66
Operations Special Issue #1 66.66
Quick 6 Scenario Pack III 66.66
Quick 6 Scenario Pack V 66.66
Provence Pack (MMP Download) 106.65
ASL Starter Kit #1 66.64
Schwerpunkt #10 126.64
BFP 2: Operation Cobra 126.64
Dezign Pak 10 156.64
Rally Point #11 106.64
Quick 6 Scenario Pack 66.64
HazMo Scenario Pack 1: A World at War 106.64
ASL Open `96 Scenario Pack 106.63
BFP 5: Poland in Flames 456.63
Rally Point #14 106.63
March Madness 2019 Close Combat Pack 86.63
AH:ASL Annual `96 146.62
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Rally Point #15 106.60
Rally Point #17 106.60
Blood & Iron 106.59
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AH:ASL Annual `92 156.58
Leibstandarte Pack 1 - Blitzkrieg! 86.58
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ASL 3 - Yanks 86.57
ASL Starter Kit #2 86.57
Coastal Fortress 556.57
ASL Action Pack # 1 86.56
ASL Action Pack # 2 86.56
ASL Action Pack # 5 East Front 126.56
Dezign Pak 1 106.55
ASL 10a - Croix de Guerre 426.55
ASL 11a - Doomed Battalions (4th Edition) 326.55
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HASL 2 - Kampfgruppe Peiper I 66.52
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Kampfgruppe Scherer: The Shield of Cholm 176.52
ASL 5a - For King and Country 206.51
From The Cellar Pack #5 146.51
Hero PAX 3: Jungle Heroes 106.50
Melee Pack II 66.50
Dos Equis Scenarios Especial 106.50
HSASL 1 - Operation Watchtower 176.49
AH:ASL Annual `97 166.49
Recon by Fire! #3 206.49
Tactiques # 7 86.49
Nor'easter XX 136.49
Winter Offensive Bonus Pack 2018 66.49
Critical Hit # 6.4 246.48
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ASL Journal # 9 256.48
ASL Starter Kit Expansion Pack #1 1st Edition 86.48
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Critical Hit # 3.1 126.46
Beyond the Beachhead 2 166.46
Friendly Fire Pack 5 106.46
HASL 11 - Sword & Fire: Manila 306.46
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Waffen-SS II: The Fuhrer's Fireman 86.45
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Blitzkrieg in the West - Central Campaign 66.45
AH:ASL Annual `91 166.44
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AH:ASL Annual `89 156.35
Tropic Thunder! 126.34
Franc-Tireur#12 126.34
Nor'easter Scenario Pack II 156.33
Covered 136.33
Franc-Tireur #7 116.32
Recon by Fire! #4 146.32
Onslaught To Orsha 2 326.32
ASL 2 - Paratrooper (2nd Edition) 86.31
Tactiques # 6 86.31
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Quick 6 Scenario Pack II 66.31
High Ground! 86.30
Franc-Tireur #8 106.30
Winpak #1 106.30
ASL Action Pack #18 Oktoberfest XXXVII 146.30
ASL Action Pack # 7 106.29
ASL Action Pack #12 Oktoberfest XXX 106.29
Critical Hit # 3 186.28
Dezign Pak 2 126.28
ASL Action Pack #11 29 Let's Go! 106.28
BFP: Operation Neptune 106.28
Schwerpunkt #21 126.27
Corregidor: The Rock 216.27
ASL 11 - Doomed Battalions (3rd Edition) 246.26
Rally Point #18 106.26
Out of the Attic 166.25
Fanatic Pack 1 126.25
Berlin: Red Vengeance 116.25
From The Cellar Pack #6 106.25
Dezign Pak 7 126.25
Rally Point #16 106.25
ASL 15 - Forgotten War 166.24
HASL 10b - Red October 116.24
March Madness `97 Pack 126.23
Tactiques # 9 106.23
Hero PAX 1: Hurtgen Hell to Bulge Nightmare 86.22
Blitzkrieg Pack 186.22
Armoured Aussie Pack 76.22
Tactiques # 2 106.21
ASL 14 - Hakkaa Päälle! 176.21
ASL 4 - Partisan! 86.20
ASL 11 - Doomed Battalions (2nd Edition) 86.20
Dezign Pak 4 156.20
Schwerpunkt #15 126.20
Out of the Bunker 146.20
Internet: MMP 66.19
Rally Point # 8 106.18
The Canadians In Italy 1: The Red Patch Devils in Sunny Sicily 86.17
Schwerpunkt #19 126.17
Rally Point # 6 106.16
Franc-Tireur#15 226.14
Rally Point # 9 106.13
SASL 1 - Solitaire ASL (2nd Edition) 216.11
The Canadians In Italy 2: The Spaghetti League 126.09
Schwerpunkt # 3 126.08
Buckeyes! 106.07
From The Cellar Pack #7 106.07
Schwerpunkt # 2 126.06
ASL 8 - Code of Bushido 86.05
Leibstandarte Pack 4 - Turning of the Tide! 86.04
Schwerpunkt #18 126.04
ASL 6 - The Last Hurrah (2nd Edition) 86.03
HASL 3 - Kampfgruppe Peiper II 86.03
Waffen-SS I: No Quarter No Glory! 66.02
Franc-Tireur#14 326.02
Backblast # 2 86.00
Recon by Fire! #1 86.00
Objective: Schmidt 176.00
ASL 1 - Beyond Valor (1st Edition) 106.00
Dezign Pak 8 105.98
Schwerpunkt # 1 125.93
The Canadians In Italy 3: D-Day Dodgers 105.91
Dezign Pak 3 155.90
Blitzkrieg in the West - Northern Campaign 65.90
HASL 6 - A Bridge Too Far 125.88
Paddington Bears '97 Pack 85.87
Time on Target # 2 215.87
HASL 5 - Blood Reef: Tarawa 105.86
Time on Target # 1 135.86
Hero PAX 2: Eastern Front Hero Fest 85.83
Deluxe Pack #1 125.82
Southern Cross Scenario Pack `96 65.80
Wacht Am Rhein 165.73
From the Cellar Pack#12 115.73
ASLOK 2005 - 20th Anniversary Scenario Pack 105.71
Winpak #2 65.68
ASL For Fun-LCP 325.68
DASL 2 - Hedgerow Hell 85.67
Melee Pack I 65.63
All American I: Kellam's Bridge 105.52
Leibstandarte Pack 3 - Clash at Kharkov! 85.48
Panzer Aces 65.43
Shingle's List 85.42
Hell's Highway 65.35
Firefights! 65.24
Guerra Civil: The Spanish Civil War 125.20
The Long March 175.16
Soldiers of the Negus 84.93

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Newest players - welcome!

UsernamePlayerRegistered
BestraChristopher Westra2024-11-22 12:00:25
jfred1Josh Fred2024-11-22 00:02:23
OlixOliwier Meller2024-11-20 12:53:37

On this day...

ScenarioLocationDate
42 Point of No Return6½ miles east of Sidi Rezneg, Libya1941
BRT04 RikusentaiThe Pocket, Betio Island, Tarawa Atoll, Gilbert Islands1943
G09 Sunday of the Dead7 miles south of Sidi Rezegh, Libya1941
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