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ScenarioCommentUser
Tavronitis BridgeThe New Zealanders were concentrated on the middle of the west side of the battlefield with a small force on the east side. The German gliders entered in three groups - 1 on the east side of the valley, one on the northwest and the largest on the southwest. Allied AA fire damaged one glider which crashed in woods eliminating one squad. The remainder landed and exited in good order. The initial German assault progressed well. A key NZ strong point in the west was eliminated early. However, failed TCs slowed the German advance. And then a number of failed MCs, some with box cars, weakened the assault, particularly with the force on the east side. In the final turns, the NZ eastern force consisted of 2 squads, one of which was broken. The broken NZ squad rallied. The Germans were down to 2 GO squads and a leader. One was ELR'd, CR'd in AFPh with fire from the revived NZ squad. The other GO NZ squad brashly entered CC at even odds and reduced the 2nd German squad. The Germans successfully neutralized all NZ forces on the west side, but there was nothing left of the attackers on the east. Heloanjin
A Frosty Morning johan.vrijdaghs@gmail.com
The Last Knight Bongiovanni
Gavin TakeThe germans held well until T4. Alex chose to forfeit concealment for a few shots that exposed his troops to devastating power combined with excellent leadership.

By the end of T5, there was only one German squad left (and broken)
strategos
The TrialThe Russians attacked frontally with the support of a platoon of tanks that includes a FT-T34. With help of successful VBM sleaze and FT support, they quickly got control of the first factory. The tanks continued to wreak havoc among the German defenders and their hidden guns failed to cause any damage. Russians were also very successful in CC and the Russian sniper was very effective. In such conditions, the Russians achieved victory by the end of turn 4. Quite a pocket-sized scenario. lt_steiner
Mortal WoundingWent to last turn and could not get the broken Germans out of one last location. wwillow
Didn't Have to Be There johan.vrijdaghs@gmail.com
Crickets in SpringGermans able to infiltrate Russian positions and fight through piecemeal. jgarlic79@gmail.com
Sweeping West Cpl Wright
Gallabat Grab Dispang12
Legio Patria NostraI attacked from all sides and rolled well out of the box. I left my mortar in the set up area and decided to use the MMC to attack. My units in the fortified building did some damage and kept movement to a minimum for the Germans. I was slowed down trying to take the building on the hill on the north flank but once it fell if started to fall apart for the Germans. The last hope was his guns but when the North gun malfunctioned, the game was lost. cub99
Not Much of a Soldier wwillow
Ambitious Assault andersb80
Angry BeesAmericans won by amassing 51 CVP on their Turn 6, thereby denying the Germans a victory. Completely forgot about the pre-game Bombardment the Germans get. After the fact ran a quick simulation and it really would not have done much to affect the game I played.

Battle was swinging back and forth and the American OBA did destroy a Mark IV and a StuG G (this last with a CH securing the victory). Also, the initial German thrust from the SE was held up by an initial accurate OBA that decimated the Mark IV and broke many squads and HS. German Tigers and Panthers were able to destroy all the American armor less a single Sherman with a Disabled Gun, at the loss of one Panther. The German assault on the village was able to secure 10 buildings before the CVP was reached, falling nine buildings short.

Nice scenario. Two part Log file(s). (VASL Log)
Ahriman667
Breaching the Devil's PlaygroundEntered about half of my force on turn 2. Should have been more aggressive. Lost a T-34 to an ATG and 8-1 KIA to a shrek. But my luck turned and I got 2 heroes and a CH on the other ATG and Cc’d his Pz4. All in all a lot of firepower for the Hungarians to stop. Fun playing the Russians. nebel
The Puma ProwlsAs the Russians, my plan was to send 3 AFVs off to the board edge exit and setup the two Armor Leaders near the southern exit point to try and kill one Puma and then run away. While a great plan in theory, my plan didn't include malfing both MAs, one on an ACQ shot to acquire the exit hex and the other on an IF shot. Three shots total, 2 MALFS. One managed to get his MA back and take out a Puma, but the other permanently broke the MA and spent the next two turns playing a game of cat and mouse with the Pumas that I eventually lost. Final tally, Anthony's Germans 8, My Russians 7. Fun scenario but I told him before we started it could be dicey. The Germans, on the other hand, took like 25 MA shots without breaking an MA. tatumjonj
Cold Crocodiles antro
Angry BeesAnother win for the Americans due to destroying so many German tanks (3 from Baz shots, and the other four from the TDs, a 57L AT, and a Sherman). American win by amassing 50 CVP thereby denying the German VC.

American Spotter was KIA when his Steeple location rubbled due to the Bombardment, which was only marginally effective...though a 57L AT gun was also destroyed. Initial German assault came from the SE, while the SS engaged from the NE, trying to close the noose on the Americans. Unfortunately they came up short.
Ahriman667
Hoppers and Hardy wwillow
Lost Opportunities jwert02
The Last Fifteen Cuddles McDeath
The Almost MenNot a beginners scenario. With Night, HASL rules, OBA, and chrome, there is a lot of rule dives. The Convoy rules on the narrow roads is cool, but tedious. Bad luck with the American OBA resulted in nothing more than a SR on board (malfunction, red card, broken observer). Skorzeny's SS took out a Firefly and made it into the Notre Dame De Dinant. Turn 7 the Germans mopped up the church and flooded the building with troops. The Americans did not have enough to evict the Germans and called the game on the bottom of turn 7. Defiantly worth playing.
RJenulis
Into the FrayBadly misplayed by the Germans, was able to dislodge the Poles and push them back, but not before taking too many casualties to achieve victory. cupcakus
The Story of Easy Company: Frères d’arme – 4 jacelm
Bridge of the Seven PlanetsNot a lot of options for the French. Got one shot off with the MG in the chateau before both crews broke, never to rally. One shot from the 155mm before it was over-run. Was lucky with a shot from the 25mm that destroyed the Pz II but worked out that 25mm is pretty useless against infantry. Made a dash over the bridge with a leader to bolster the HMG in line with the bridge. Rob's use of smoke to blind the French on the southern bank allowed him to position his kill stacks that then broke my defenders. My last surprise of the hidden 25mm in the wheat field was not sufficient to prevent his from taking his objective. Nicho11
Tigers of Pantang asloser
A Cross in GoldThe Germans set up in strength to delay in the woods on right with JgPzVI on hills in center left able to assist defense. Americans tried to punch through woods road with combined arms assault, but Germans were able to knock out three AFVs with Panxerschreck, Panzerfaust, and JgdPz VI during first turn which really set Americans back. The hits were all very fortuitous. Americans continued to push, but Germans were able to swarm another two AFvs which broke the American assault.

VASL League
jgarlic79@gmail.com
Ambush on South Knob jgarlic79@gmail.com
Take The Crossroads Serge
Hoepner's Edict Dispang12
Ivanovskii Lorenzoknight
Frank's Tanks Danno
Frank's TanksI personally hate the "advance across open ground" scenarios. Never much fun for the attacker. My attack managed to break through the K15-K16 Russian MLR. But then the 57LL AT Gun knocked out a STUG and then CRIT Hit a Panther and knocked it out. Pretty much game over that point since I then had to take 13 buildings...but wait the Russians would attack with their T-34's and knock out another STUG...so I need an impossible 14 buildings to win. Stupid if you want my opinion. At Game end the T-34's were gone and the Germans had taken 10 buildings with 2 more in Close Combat, both of which ended in Melee. Even if I had won the Close Combats i would still be two buildings short of victory. grumblejones
Going in LightI setup the Germans in the compound with one HS way outside to prevent a run-around. The Americans setup two forces, one on each side. Turn 1, the German HMG took out the American 9-2 kill stack--that took out one flanks of the American force. Three American MTRs in the back, behind hedgerows, pounded with a 9-ROF tear to no avail. The MTRs were punished as a few successful sniper attacks took out the other two the American MTRs. The big German MTR was in the center OG hex in the compound using a spotter on the 2nd floor. The German MTR only got off two shots, both missed. The German HMG kept the second American force at bay. By American turn three the Americans only had two GO squads and it was called.

In short, the German HMG is critical to defense and the American 9-2 kill stack is critical to break the Germans and allow for an assault. The German MTR can only do so much with reduced ROF with a spotter, which I think is necessary in this setup as the spotter can remain concealed for shots against it.

So it comes down to the German HMG vs American 9-2 kill stack. First one to go helps the other side tremendously--though not a guarantee.
Kijug
Blood and BrineBoth players bid 7VP. Steve got the Germans. Brits were able to pull back into the hotel in good order. acfe
Mortal WoundingGermans misplaced the big thumper and was not able to get an effective hit on anyone. the Germans slowly whittled away and the Americans got the last building on the last turn. dmareske
City on the Edge Bongiovanni
Counterattack at CarentanMarder and 2 StuG successfully exploited trail-break on American right flank by German Turn 2 (accompanied by 6-5-8s/swarm of 3-4-8 HS) and LMG-toting 5-4-8s and StuH moved up middle to interdict re-positioning enemy forces. By German Turn 3, DC-toting 7-0 eliminated 57AT which sealed the game. Tough one for Americans IMHO if German tanks avoid BoGs and screen exit run with MA and SD SMOKE. Thompsonmg(MGT)
Quickly Toward the Bridge! Danno
Quickly Toward the Bridge!Tough battle for both sides. Early German breaks kept three German squads out of the game for the duration. Meanwhile the Russians were beat down to a single squad, MMG and 8-1 leader holding the village. Both Russian tanks were knocked. On Turn 5, the German infantry were mission killed, so a Panther made a run at the bridge. I had four chances to pass my Task Check...I rolled an 11, a 9, and a 10 before finally making my lost chance. I then rolled snakes for a game winning 7 KIA and no more bridge. grumblejones
Osasto Björkman RJenulis
Gavin Take manzoliandrea72
Konrad ThreeNice scenario.
We played 2 vs 1, each German player targeting one bridge.
strategos
Flanked AgainTough one for the Americans. I couldn't hold back the flank attack from the NK hordes - I suppose the name gives it away!

As featured on IR111
Dave
Death of the PorcupineChallenging for the Free French but a very tense scenario Bongiovanni
Brasche EncounterFrench Sniper was hot in this one, taking out the German 9-2 Heroic Ldr before his HOB upgrade had any effect, and subsequently taking out the German Hero too. French had some bad luck with equipment, losing one AC to a Recall, and losing another LMG. Germans were able to chase off the French pickets and grab a FH early on, destroying the remaining AC with a CH. French tried to regain the Bridge but the MC's proved too tough from the German Defensive fire in the last turn. Tigernaut
First Timers lokatt
Bridge to Nowhere rangercote
Drava Epic Danno
Drava EpicNot sure that I liked or greatly disliked this scenario. I found it hard as the Germans. I made a little progress on Turn 1, but suffered for it with a broken 8-0 and 4 x broken squads. I moved forward into the village in time for Dan's MKIV to put a serious hurt on me The MKIV would break nearly all my attackers trying to get into position for a 1 Hex range Panzerfaust shot. I made a Hero and sent him after the tank, but Dan got a Crit hit and wasted him along with a squad. On Turn 3, Dan tried to move the MKIV and I got him with a faust. But his Russians came on just as I was taking the church victory location. The game would end in CC in the L6 building. I would lose and that was game. A Panzerschreck would have been nice...just say'n. Dan and I missed the errata that is should have been 1945...what a difference that would have made for my Panzerfausting...I was robbed!!! :) grumblejones
Bridge Over the River QueenRussians did not implement the Bayonet Charge but still managed to MOL their way to victory. Kydder
The Marco Polo Bridge Incident cupcakus
The Clearing cupcakus
Executed Now Serge
Taking the Left Tit galletto
The Doomed and the Damned wwillow
Finale: OnhayeIt was a bit of a slog to get the win ... came all the way down to last CCPh. The only way I managed the win was by making an enemy Leader in upper level go Berserk and then charge my GL units on final French turn ... otherwise he could have simply sat put and held the building for the win. Good luck alone wins again! Kydder
An Uncommon Occurrence GOUREAU
Hill 424Looks tough on the Americans. wwillow
Road Kill toffee
Last Desperate GambleEnjoyable scenario with the Americans attempting to hold mid-field and the main village. The Rocket OBA was harsh and usual ASL enjoyment of falling rubble and DC's made for a tough fight there. German attack was steady and the US just slowly folded under the fire ending in Turn 9. jwert02
Damnation Game asloser
Return of the Black Company Cpl Wright
Long Range ReconRussians had the 31 VP needed for the win but the German counter attack brought their VP to 32+ to deny the Russian win. Kydder
Vogt's RitterkreuzDutch drew two red chits & lost OBA straight away. Vulnerable AC kept defenders occupied with 2/3 loses while the Infantry steadily crept forward. Slow & steady brought the Germans to victory. Kydder
The Marco Polo Bridge IncidentI started the game with two banzai charges which immediately captured a couple buildings. I made slow progress for the first couple turns but once I broke his MMG stack I was able to run wild and capture the requisite number of buildings plus captured a few prisoners and keep my armor out of harms way. The last couple turns I really diced Chris to the point where I was apologizing for my rolls. I'm not an experienced Japanese player so this was a great starting point to learn the mechanics of that nationality but in an urban setting instead of jungle. Pretty fun scenario another great product from our friends from the North. tatumjonj
Real Men Stay in SchoolHighly unbalanced. Ireneusz
The Pillbox Ireneusz
The Last Day of the CuneenseThe Italians tried a central approach, but was stopped by the partisans in the central building which battle hardened and generator a hero. After the substantial cavalry reinforcement arrived, the scenario was as good as over. Very unbalanced dice made this playing even harder on the Italians than the card would suggest. oybj
Second Hand NewsVery interesting scenario, we really liked it. The Germans took the win, but it was close - one successful Molotov roll against a StuG could have changed the game. Recommended! ASLSKGwahlur
A New Kind of CavalryThe Polish tanks trundled along and would eventually succeed in getting two examples off-board thanks to some lucky shots, but they left a trail of dead FT-17 carcasses in the streets of the village, harassed and decimated by many a successful (1)PAATC checks and subsequent great CC rolls (with the Street Fighting bonus).

Hard to recommend, but unique enough to pique your interest.
Jobbo_Fett
The Dead and the DyingFun scenario. atomic
Retaking ViervilleEasy American win strategos
Led to the Slaughter asloser
Ready or Not A scenario where the real objective is to prevent the North Koreans to achieve automatic victory by turn 4 if they gain control of 4 or more multihex buildings else the Americans need to escape the city and exit at least 6 VP. This provides a lot of opportunities for both sides. The NK pushed to control a maximum of multihex buildings but they only get 2 by the end of turn 4. The US troops began to retreat but this proved difficult as they were scattered and pursued by the enemy. They tried to rush for exit but failed as the NK were able to close every way out. A good replayable scenario. lt_steiner
The Last Fire Mission jwert02
Not Much of a Soldier igycrctl
Lightning JoeGame came down to the very end, with a single American Crew dying to a failed MC (rolled a 12), putting the German CVP at 43, 1 more than required to deny the Americans. Very good scenario I found, though the American OBA proved completely useless, despite the Pleva OBA rule. In addition both German Panthers Immobilized when they attempted to start, so it could have been much worse for the Americans. (VASL Log) Ahriman667
Melting Pottight game down to last CC ambush roll. Single German leader escaped CC via ambush to maintain control of the 4th building. Interesting game as the TDs are powerful but vulnerable. Once the Brits have a good foothold in the village it is tough to stop them had just enough good rolls early to slow him down. nebel
Asia's Stalingrad A15.4er
Desperate Try wwillow
Priests at St. Cloud wwillow
Infantry Probe at Argentan RJenulis
Out of CowardiceSeems pretty tough on Hungarians given time limits and forces. Yugoslavian ELR rough, but in this case immobilized Afvs skewed the fight. jgarlic79@gmail.com
Courland CutoffMy Russians struggled throughout this scenario to do much of anything. My dice were very bad most of the night. I did manage to knock out a Hetzer and both halftracks, but lost an IS-2 and 2 of my T-34's. One of my few snakes rubbled a victory location and thus it was no longer a victory location. I would ELR 5 squads with 2 of those disrupted. I would end the game with only 3 locations, since I rubbled one of them. grumblejones
Courland Cutoff Danno
Aussie Spirit PeterA
Elephants UnleashedGreat scenario. However I ignore the left flank at a certain dgree. It caused Soviet's tanks can successfully Interspersed and surrounded my Ferdinands. Four of my vehicles destroyed makes decide to throw in the towel so that Soviet Red Army won this game. Gabriel2025
Ten-Ton TankRootin got far too lucky with his rallies and morale checks! I shake my fist at thee!

It's hard to appreciate a scenario when it locks in a lot of pivotal decisions, especially ones that then allow for the attacker to plan around any contingencies. Having an AT gun and your artillery forcibly looking at a bad hex is a hard sell on enjoying the scenario, and its worse when you realize that the AT Guns need to be protected at all cost unless you want to reduce the victory conditions (of 4 squads on/west of hexrow X) by 2 for each destroyed Gun. And that's before any tanks get off-board, further reducing that requirement.

Essentially, through bad luck or good planning, you could simply avoid the victory condition entirely, blow up 2 AT guns and viola, game over. Play it once on each side, if you have to, then forget about it.
Jobbo_Fett
Jungle RatsVery enjoyable scenario. I played as the British and selected the group with the hero and the DC. The attack went well but the Japanese put up a good fight and, though surrounded on 3 sides, ended up in control of building J6. Will definitely play again. Djord
Then Came the Inferno Bongiovanni
Panther CullFor FNF. Quite fun and a challenge for the Allies. von Garvin
Tracing GiantsFirst to play and post. Danno
Tracing GiantsFun scenario. Germans had early success and knocked out four of the SU-152's early. But then one Tiger malf'd its MA and then was recalled. The MKIV's held their own, but on Turn 3, the Russians counter-attacked and knocked out both MKIV's and a Tiger. That left only the Tiger with the 9-1. He managed to get a final kill for the win with 5 x SU-152's knocked out. Dan and I reviewed potential changes and felt the German infantry platoon should probably have an MMG instead of an LMG, so that they could potentially paint more targets. They assisted in two tank kills by painting two of the SU-152's. grumblejones
Out of Cowardice A15.4er
The Five Pound PrizeGood scenario, but like a lot of smaller ones, a minor mistake in set-up can really affect the whole game. Because the British set up is pretty restricted, you have to really be careful about holding key positions, but be flexible enough to react to the German attack, either to retreat or counter-attack. The obvious place for the Germans to attack is from the south-west of the stream. They have high morale and firepower, so they are going to be able to concentrate their attack and push back the British no matter what you do. The most important thing is to not allow them to flank your forces on the west side of the stream (it happened to me and I got wiped out). Therefore, a key location is 22J2. Be sure to station a PIAT or LMG there to guard against tanks with riders. Obvious places for the guns are 22L3 (or 22K3) and in one of the orchard hexes by the river. Don't forget the Carrier can fire a PIAT. Keep calm and carry on, as no matter what happens the British will probably have to counter-attack to retake some buildings from the Germans at the end. Overall a good scenario without crazy SSRs and a pretty good board with some tricky LOS. LtDan
No Monumental AcclaimThe Germans spread out across the board to cover all avenues of the American approach, choosing buildings with long sight lines to make it hard for the Americans to advance and delay the attack on building P2 as long as possible. A few key events made their defenses collapse sooner than expected; the German MMG malf'd on the first time firing and broke on repair and the Americans passed MCs at an above average rate. The Americans advanced across the board with a stronger force on the left flank, breaking and eliminating Germans to avoid any late rallies that may have let the Germans take back buildings to the rear. By the bottom of turn 5, the Americans had met the VC. Turuk
Guerra RelámpagoWasn't aggressive enough with the armor. Didn't use the trucks effectively. Opponent focused on eliminating my infantry. Nice little scenario. wwillow
Geronimo!Called the game on Turn 5 as the Americans only had 30 CVP on the board plus an MA malf'ed M36. Everything else was KIA which meant that it was likely that they could not meet the >=30 Exit VP unless they started taking prisoners, which they were in no position to do. The King Tiger actually was CR'd from a 2MC and Recalled, however it rolled a 12 on start up becoming immobilized, and was thus able to take out the last fully functioning M36.

I think the American should probably prioritise the infantry as targets for the 90L M36 (16 IFT) rather than the King Tiger if possible. Even a lucky APCR shot against the HD King Tiger failed to pen with an 11 TK DR (needed a 9 or less). I think this scenario will be difficult for the Americans. (VASL Log)
Ahriman667
Bad Luck Bongiovanni

Latest News

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!

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Prothero's HookHutch Modified the Defender's GunsYesterday
Prothero's HookHutch Modified the unit countsYesterday
Prothero's HookHutch Modified the Attacker's GunsYesterday
Prothero's HookHutch Modified the overlaysYesterday
Prothero's HookHutch Modified the Unit ElementsYesterday
Prothero's HookHutch Modified the Unit ElementsYesterday
Prothero's HookHutch Modified the Unit ElementsYesterday
Prothero's HookHutch Modified the Unit ElementsYesterday
Prothero's HookHutch Modified the overviewYesterday
Prothero's HookHutch Modified the misc. rulesYesterday
Prothero's HookHutch Modified the misc. rulesYesterday
Drame Libanaisaokigaryou Linked the scenario to ROARYesterday

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 1587.64
ASL Starter Kit Expansion Pack #2 87.44
Time on Target # 3 147.34
ASL Starter Kit Expansion Pack #1 2nd Edition 127.26
Schwerpunkt # 9 127.22
ASL Starter Kit #4 87.20
ASL Starter Kit Bonus Pack #2 87.20
Friendly Fire Pack 12 87.14
Schwerpunkt #14 127.12
From The Cellar Pack # 4 207.12
Quick 6 Scenario Pack IV 67.10
ASL 9 - Gung Ho! 87.08
Fistful of Scenarios 67.08
The Green Hell of Inor 197.08
Friendly Fire Pack 1 87.07
Battle of the Hedgerows - The Storm Broke 67.07
HASL 1 - Red Barricades 107.06
Friendly Fire Pack 2 87.05
Dezign Pak 9 107.05
From The Cellar Pack # 8 167.05
Beyond the Beachhead 87.02
ASL Action Pack #14 Oktoberfest XXXIV 127.02
March Madness 2020 Full Rulebook ASL Pack 87.02
Ost Front Pack 67.00
Leibstandarte Pack 5 - Scorched Earth 87.00
HazMo Scenario Pack 2: The Un-Civil Wars 107.00
From The Cellar Pack #11 107.00
Quick 6 Scenario Pack VI 67.00
Critical Hit # 2 156.98
Best of Friends 126.98
ASL Action Pack #10 86.97
Battles of Carpiquet 136.96
Friendly Fire Pack 9 86.96
ASL Journal #12 146.96
Race For The Meuse 66.96
ASL 1 - Beyond Valor (3rd Edition) 246.94
ASL Action Pack #17 Oktoberfest XXXV 166.94
Schwerpunkt # 4 126.93
ASL Journal #10 196.93
From The Cellar Pack # 3 106.91
ASL Journal #11 286.91
Friendly Fire Pack 4 106.90
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
Friendly Fire Pack 11 86.89
ASL 12 - Armies of Oblivion (2nd Edition) 326.89
Friendly Fire Pack 3 86.88
Kreta - Operation Merkur 186.88
ASL Action Pack #19 Roads to Rangoon 106.88
Operations Special Issue #3 76.87
China-Burma-India: The Lost Theater Part 1 156.87
Not One Step Back 86.87
Grossdeutschland Pack 1 - The Early Years 86.86
HASL 9 - Hatten in Flames 106.86
Death to Fascism 86.86
ASL 13 - Rising Sun (2021) 386.86
Dezign Pak 6 126.85
Classic ASL 166.83
ASL Action Pack # 6 A Decade of War 106.83
Schwerpunkt #22 126.83
ASL Action Pack #16 From The Land Down Under 156.83
ASL 16 - Twilight of the Reich 176.83
Recon by Fire! #2 106.81
Schwerpunkt # 8 126.81
Turning the Tide 206.81
ASL Journal #14 256.81
Best of Friends 2 126.80
Paddington Bears '96 Pack 106.79
Deluxe Advanced Squad Leader 386.79
AH:ASL Annual `93b 126.78
Aussie '98 Pack 106.78
Aussie Tournament Pack 76.78
ECZ Tournament Director's Pack 166.78
ASL Action Pack #13 Oktoberfest XXXII 116.76
ASL Journal # 5 136.75
ASL Action Pack # 4 Normandy 1944 126.75
Melee Pack III 76.75
BFP 3: Blood and Jungle 476.75
ASL 3a - Yanks (2nd Edition) 416.75
AH:ASL Annual `90 166.74
Fanatic Pack 2 126.74
ASL Starter Kit #3 86.74
ASL Action Pack # 3 Few Returned 126.74
ASL Journal # 8 166.74
ASL 13 - Rising Sun 336.74
Schwerpunkt #23 126.74
HASL 4 - Pegasus Bridge 86.73
Friendly Fire Pack 7 86.73
HazMo Scenario Pack 3: City of Steel 106.73
DASL 1 - Streets of Fire 106.71
Dezign Pak 5 186.71
ASL Journal #13 336.71
HazMo Scenario Pack 4: Making the Grade 106.71
Special Ops #12 66.71
ASL Journal # 4 136.70
Schwerpunkt # 5: Medal of Honor 126.70
From The Cellar Pack # 2 106.70
AH:ASL Annual `95 Winter 246.68
Rally Point # 1 106.68
Schwerpunkt #13 126.68
BFP 4: Crucible of Steel 326.68
Quick 6 Scenario Pack III 66.68
ASL 10 - Croix de Guerre 86.67
HSASL 2 - Operation Veritable 176.67
ASL Journal # 3 336.67
Schwerpunkt # 7 126.67
Tactiques # 4 86.67
Operations Special Issue #1 66.67
Quick 6 Scenario Pack V 66.67
ASL Journal # 1 176.66
BFP 2: Operation Cobra 126.66
ASL 12 - Armies of Oblivion 116.65
Provence Pack (MMP Download) 106.65
Critical Hit # 3.1 126.65
HASL 7 - Valor of the Guards 216.65
ASL Starter Kit #1 66.64
Schwerpunkt #10 126.64
Dezign Pak 10 156.64
Rally Point #11 106.64
Quick 6 Scenario Pack 66.64
ASL Action Pack #15 Swedish Volunteers 166.64
Rally Point #14 106.63
March Madness 2019 Close Combat Pack 86.63
From The Cellar Pack # 9 176.63
AH:ASL Annual `96 146.62
ASL Open `96 Scenario Pack 106.62
BFP 5: Poland in Flames 456.62
HazMo Scenario Pack 1: A World at War 106.62
Rally Point # 3 106.61
Friendly Fire Pack 10 86.61
Schwerpunkt # 6: Victoria Cross 126.60
Schwerpunkt #11 126.60
Rally Point # 2 106.60
Rally Point #15 106.60
ASL Action Pack # 2 86.59
Blood & Iron 106.59
Schwerpunkt #12 126.59
Franc-Tireur #11 226.59
Leibstandarte Pack 1 - Blitzkrieg! 86.58
Schwerpunkt #20 126.58
ASL 3 - Yanks 86.57
AH:ASL Annual `92 156.57
ASL Starter Kit #2 86.56
Franc-Tireur #10 116.56
ASL Action Pack # 5 East Front 126.56
ASL 10a - Croix de Guerre 426.56
ASL Action Pack # 1 86.55
Dezign Pak 1 106.55
HASL 8 - Festung Budapest 206.54
Kampfgruppe Scherer: The Shield of Cholm 176.53
Elite Canadians 96.53
Coastal Fortress 556.53
HASL 10a - Red Factories 186.53
HASL 2 - Kampfgruppe Peiper I 66.52
HSASL 1 - Operation Watchtower 176.52
ASL Journal # 2 246.52
Gembloux: The Feint 96.52
ASL 5a - For King and Country 206.51
Recon by Fire! #3 206.51
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
AH:ASL Annual `97 166.49
Tactiques # 7 86.49
Nor'easter XX 136.49
Winter Offensive Bonus Pack 2018 66.49
HASL 12 - Drop Zone: Sainte-Mère-Église 146.49
Critical Hit # 6.4 246.48
Leibstandarte Pack 2 - Barbarossa 86.48
ASL Journal # 9 256.48
ASL 11a - Doomed Battalions (4th Edition) 326.48
ASL Journal # 7 126.47
Internet 1616.47
Onslaught to Orsha 256.47
ASL Starter Kit Expansion Pack #1 1st Edition 86.47
Beyond the Beachhead 2 166.46
Friendly Fire Pack 5 106.46
HASL 11 - Sword & Fire: Manila 306.46
ASL 5 - West of Alamein 86.45
Waffen-SS II: The Fuhrer's Fireman 86.45
ASL Action Pack # 8 Roads Through Rome 106.45
Blitzkrieg in the West - Central Campaign 66.45
AH:ASL Annual `91 166.44
Friendly Fire Pack 8 86.44
Tactiques # 8 106.43
Swedish Volunteers 146.43
Rally Point # 7 106.43
ASL Action Pack # 9 To the Bridge! 106.43
ASL 7 - Hollow Legions (2nd Edition) 86.42
ASL Journal # 6 156.41
G.I.'s Dozen 136.41
Rally Point #13 106.40
Out of the Attic #2 166.39
Schwerpunkt #17 126.39
High Ground 2 166.38
Into The Rubble 2 126.38
Covered 136.37
Critical Hit # 4 106.36
Tactiques # 1 106.36
Witches Cauldron: Oosterbeek Perimeter 166.36
Franc-Tireur #12 126.36
ASL 7a - Hollow Legions (3rd Edition) 546.36
AH:ASL Annual `89 156.35
Schwerpunkt #16 126.35
Onslaught To Orsha 2 326.35
Tactiques # 6 86.34
Nor'easter Scenario Pack II 156.34
Tropic Thunder! 126.33
Franc-Tireur #13 176.33
Rally Point #18 106.33
Franc-Tireur # 7 116.32
Franc-Tireur # 8 106.32
Recon by Fire! #4 146.32
Rally Point #17 106.32
ASL Action Pack #18 Oktoberfest XXXVII 146.32
ASL 2 - Paratrooper (2nd Edition) 86.31
Corregidor: The Rock 216.31
Quick 6 Scenario Pack II 66.31
High Ground! 86.30
Winpak #1 106.30
ASL Action Pack # 7 106.29
Rivers to the Reich 156.29
Critical Hit # 3 186.28
Dezign Pak 2 126.28
ASL Action Pack #11 29 Let's Go! 106.28
Schwerpunkt #21 126.28
ASL Action Pack #12 Oktoberfest XXX 106.27
BFP: Operation Neptune 106.27
Schwerpunkt #19 126.26
Out of the Attic 166.25
Fanatic Pack 1 126.25
Berlin: Red Vengeance 116.25
Dezign Pak 4 156.25
From The Cellar Pack # 6 106.25
Dezign Pak 7 126.25
Rally Point #16 106.25
ASL 11 - Doomed Battalions (3rd Edition) 246.24
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
ASL 14 - Hakkaa Päälle! 176.22
ASL 11 - Doomed Battalions (2nd Edition) 86.21
Tactiques # 2 106.21
Out of the Bunker 146.21
ASL 4 - Partisan! 86.20
Schwerpunkt #15 126.20
Rally Point # 8 106.20
Internet: MMP 66.19
Rally Point #21 106.19
Franc-Tireur #15 226.18
The Canadians In Italy 1: The Red Patch Devils in Sunny Sicily 86.17
Rally Point # 6 106.17
Rally Point # 9 106.13
SASL 1 - Solitaire ASL (2nd Edition) 216.11
The Canadians In Italy 2: The Spaghetti League 126.09
Schwerpunkt # 3 126.08
Buckeyes! 106.07
From The Cellar Pack # 7 106.07
Schwerpunkt # 2 126.06
Franc-Tireur #14 326.06
ASL 8 - Code of Bushido 86.05
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
Backblast # 2 86.00
Recon by Fire! #1 86.00
Objective: Schmidt 176.00
ASL 1 - Beyond Valor (1st Edition) 106.00
Dezign Pak 8 105.98
HASL 5 - Blood Reef: Tarawa 105.93
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 85.88
Time on Target # 2 215.87
Time on Target # 1 135.86
Hero PAX 2: Eastern Front Hero Fest 85.83
Deluxe Pack #1 125.82
From The Cellar Pack #12 115.82
Southern Cross Scenario Pack `96 65.80
Rally Point # 5 105.75
Wacht Am Rhein 165.73
ASLOK 2005 - 20th Anniversary Scenario Pack 105.71
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! 65.26
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
brunoweBill Bruno2025-01-21 19:25:18
lsanchezsalaulluis sanchez2025-01-21 11:51:36
caiddadavid caidda2025-01-16 18:46:11

On this day...

ScenarioLocationDate
FE 28 Fidgety BridgetLongoskawayan Point, Bataan 1942
SFW 1 Bridge Number 8Anzio-Nettuno Beachhead, Italy1944
SP166 Blue Jacket AttackMt. Pucot, Bataan Peninsula, The Philippine Islands1942
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