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ScenarioCommentUser
Bite of the Bassotto Bongiovanni
A Quick StrikeSt. Louis ASL Tournament 2025 - round 1. Danno
One Last AttemptAs part of Friday Night Fights. My SS lads ended up losing only a HS along the way. I played aggressive and ran the Jagd IV off the board early to get some precious EVP. After that, a methodical approach ended up taking out the initial Americans, and I learned to keep less than 2 hexes from his mortars, which were relatively ineffective on his part. Noteworthy: though we both his SAN often, no sniper attacks at all.

Great fun scenario.
von Garvin
The Roadblock Serge
Courland CutoffST Louis RD 1 wwillow
Riding the CoattailsST. Louis RD2. Poles need the balance. My dice were too hot. wwillow
Red Tears Shed on GraySt. Louis ASL Tournament - round 2. Danno
Operation NatzmerEasy German victory : not a single Russian left on the board at the end of T5 strategos
Backstabbing Paratroopers Bongiovanni
Purple Heart Hill Danno
Ridgeline Rendez-Vous asloser
Better Fields Of Fire asloser
Across the IsselGermans won by 1 VP Heloanjin
Don't EconomizeGermans managed to prevent any significant Russian gains into VC area. Attack collapsed in Turn 4. Kydder
The Taking of Object 59Russians took Control of the 3 out-buildings without ever needing to call in OBA. Kydder
Stalingrad ReduxSteady, careful, unified frontal attack won the day for Russians. Kydder
Enlarging The BridgeheadStuck with two crews wielding mortars that can't see anyone or shoot the enemy when they DO see them due to the range limits, and having a mixed force that can't compare to the ubermen they face, the Belgians are facing an uphill battle with a forced, limited setup and the automatic arrival of air support to soften them up prior to the German sledgehammer parking up somewhere and blasting away. 6.5 turns gives the germans about 3 turns too many to sit back and shoot with +24fp stacks and it is only a matter of time when a -2 DRM leader is assisting. Probably the worst scenario of the bunch, but it's like trying to judge who had it worst on the Titan Submersible after so many unpleasant ends to scenarios in this pack. Jobbo_Fett
For the Fatherland grumblejones
For the Fatherland Danno
Latecomers A15.4er
Audacity! Cuddles McDeath
3rd RTR in the Rain Cuddles McDeath
Recovery Day Danno
Recovery DayRussians assaulted on the west side. Two squads of 4-4-7's went on the east and were eliminated. The Germans then shifted those forces to hit the Russian flank. The Russians managed to take 3 buildings and destroy both Ferdinands for a total of 9 points. The German counter-attack hit the Russians hard on the west side as the other Germans from the east caught them in a vice. By turn 6 it was over and a Russian concession as they were losing buildings and didn't have the movements to get additional buildings. grumblejones
Block Busting in Bokruisk slunts
Go Big or Go HomeEasy French win when the Germans could not buy a morale check for free.
Andruz61
Inferno of SteelThe worst of the worst - this scenario lives and dies with how well the Germans can manage to get across one hex, R11 - a hex letter and number combination that will haunt me 'til the end of my days.

I don't know what sin the people of Earth had to commit for Critical Hit to take it upon themselves to punish us for it, but such spiteful nature is not becoming of any mortal being. There is nothing that the Germans can do on the opening day of this campaign but attempt to mount an offensive into adjacent higher-level hexes full of angry Frenchmen occupying stone buildings with a +2 LV Hindrance. With no DCs or FTs, you will also come to learn that giving up can be a recommendation given by your doctor to lower your blood pressure. Should hiking up the hills to the village of Stonne not seem all that appealing, feel free to try your hand at skeedaddlin' up with a multitude of vehicles, none of which have a ghost of a chance at escaping into the open air of R11 without having at least 7 separate French Guns and Vehicles pointed directly at your soon-to-be metal hulks.

Before this campaign, I had wondered just what a scenario would look like with 5 different vehicles wrecked in the same location and, reader, I can finally but that to rest. It sucks, the campaign sucks, and nothing on this planet should compel you to play this Campaign. It is an affront to any goodwill you could charitably assign to Critical Hit, it is an affront to game designs the world over, and most of all it leaves you with a hole in your pocket where your hard-earned money used to be.

Absolutely trash. Play anything else.
Jobbo_Fett
Order 831 dmareske
Venturi EffectItalians sent infanty onto the hill top, yanks used loaded half tracks to rush the left flank woods but the attack was brushed aside with MG fire taking the crews and some MMC out..... Yanks changed tack and when the italians reinforced the right lank woods they shermans grouped up and went wide down the left, with the 75mm not having HEAT available it was down to some HE shots, a sherman was shocked with a turret hit, but 2 other shermans, a half track and a leader with a squad all ran the A line to exit the board in the corner turn 4....with the yank radio sitting in rear on top of hill he called in HE to clear the italians MG teams of the centre hill. Zero Italian losses, Yanks lost 1MMC. IMHO scenario needs adjusting to encourage Yanks to exit using the road on edge rather than any point... or it just comes down to a turkey shoot do the guns take enough shermans out or not chubooga
Frontiers and PioneersRussian spread out forward and centre, which invited a split into two groups to bypass left and right. T1 swept the BTs away but the KV proceeded to knock out a German tank nearly every turn until a Shock in T5 brought the gorilla down; not my best tank tactics, but hard to nail with German tin cans and no opportunity for infantry FT/CC. End T2 saw left hook in the rear VC area, meaning Russian had to counterattack. Right hook joined later having taken the scenic route. KV and 9-2 threatened to destroy all before them, but Pz IV Smoke kept 9-2 out until KV dealt with, then the Russian infantry got hammered. T-35 remained a threat but wasn't aggressive. AA could have been disastrous, but was somewhat outflanked. Game crystallised in T6 with German luck carrying the day. (VASL Log) iperboreano
Sting 'em at ZingemFriday Night Fight

I chose to attack from all three directions with the armoured force crossing the bridge accompanied with 4 squads of which 1 and a half were passengers. 3 squads entered with a -1 leader on the north and south entry areas on turn two. The southern force failed to gain any headway but did bring the mortar in the hilltop VP location under control but not before it got 2 crits. One squad went berserk as it assaulted on, dying to boxcars just as it was about to enter its tormentors hex. The northern force was successful in taking the 2 VP buildings and assisting in the taking of a third. In the centre the SPW251/10 was taken out by a machinegun, the SPW251/1 was forced offboard by a 1 sniper which had already eliminated my sniper in the first turn. My sniper might have otherwise been active thanks to the enemies 8 snakeeyes. Half the infantry in the bridge attack were eliminated or neutalised but the remaining two managed to force their way to the central vp buildings assisted by the PSW armoured car. The Germans then survived a weak counterattack to hold out for the win on the final turn.

Paul Legg
Schoolhouse Rock Danno
Schoolhouse RockGerman attack came directly from the west. The initial Russian Defensive Fire was awful and did virtually nothing. But in Turn 2, the Russian OBA devastated the entire German assault. The Germans had managed to get a breach with a DC, but all the assaulting troops were either broken or KIA. The ARTY also knocked out the STUG. The Russian ATR at Level One, got a Rear Shot on the MKIII and knocked it out. By the end of Turn 4, the German force was too degraded to continue the fight and gave the concession for a Russian win. The Russian sniper had also KIA'd the German 9-2, which prevented the Germans from rallying all their brokies. grumblejones
Priests at St. CloudBack and forth looked grim for both of us at least once during the game. My opponent’s dice pulled it out for me in the last half turn. Fired WP and broke a full squad. Forced him to FPF and broke another squad. His Last HS w HMG stopped 3 of my units but I was able to get 1.5 squads into CC w him. Down to last CC and I had him. nebel
By OurselvesFrom the start of the scenario I was convinced I was probably going to lose as the Norwegians due to my MMGs breaking and my inability to actually break any Germans early on. However this scenario ended up being decided quite literally in the last CCPh of the game with the Norwegians controlling enough building locations and losing 9 CVP. Cuddles McDeath
Massif ResistanceIt was a slaughter. Best played on VASL. The simultaneous set up does not work face-to-face and the potentially entire HIP Allied setup would work better on VASL. After the Allies units are placed onboard at the end of turn 2, the Germans can commit their reinforcements and keep a half-track BU and out of harms way. I was able to Immobilize both the Puma and the FlaK IV early, but still was wiped off the board by the German firepower and leadership. RJenulis
Balck By ExampleSeemed tough on the Germans, as featured on IR118, but we didn't help ourselves with a missing AFV. Germans have to be really aggressive on this one. (VASL Log) Dave
SochaczewExcellent scenario. My fall back defense got fixed and overrun. Demise of observer clinched the deal for the Germans. jgarlic79@gmail.com
Order 831Several CCs went long and delayed the Russians long enough. Last turn a broken squad routed upstairs for the win. Sleaze wins. Danno
The 11th Hour Danno
The 11th HourTough game for my Germans. Dan's Russian had some hot dice early with 3 snakes that took out 2-1/2 squads right off the bat. My Germans did manage to take two buildings after the German sniper KIA'd the Russian 9-2. But the early losses and my inability to pass morale checks left the Germans too degraded to take the final building. so I conceded at the end of turn 5. grumblejones
Raff's DilemmaI poorly landed my Americans too far south and put myself into a bind that I might have avoided, but I did not. And early die-rolls did not go my way. Lost one CC with 2 squads vs. a German HS conscript, that lost me two squads very unexpectedly. Poorly played US is the real key though to my loss. cscottk
Fuchin FortifiedHad a hard stop today so, we had to call it at the end of turn four. Recommended if you have the time, it will really test both attacker and defender. SGT Mac
Italian Behemoth jwert02
Charge You Bastards! jgarlic79@gmail.com
Patton's Prayers von Garvin
Clearing A FlankThe Germans get to exploit an SSR where the Belgians can't shoot through a hex containing only the at-start prisoners. This lets the Germans stack up and easily form multiple +16fp fire groups with negative DRM leaders. I got shot up pretty bad and eventually had nowhere to rout or survive. Similar to the first scenario, low unit count, fast, but not particularly fun. Jobbo_Fett
Snafu!A weird scenario when looking at the SSRs involved, the Belgians form a convoy and walk towards their doom as all the Germans are HIP from the get-go. My luck held out and I was able to break enough Germans to collapse the defensive line and make it to the exit. (Prisoners got me over the required limit)

Again, slightly interesting, but its like junk food, you're not truly satisfied.
Jobbo_Fett
Firemen vs. IcemenLarge scenario. An excellent introduction to night and the CPVA. The Chinese really have the time and space to play to their strengths. The US defence may *seem* static and pre ordained but it is only so if you leave it thus.

A good US player will move out of and around his initial positions as soon as he can. He'll cover the roads that lead to the heart of the VC hexes and realise that Love Company needs some love.

It highlights what a boon IPM is to the Chinese.

The forces are polar opposites, the US poor quality but SW/Gun rich, the CPVA have nothing heavier than LMGs.

As always the turn length is indicative of strategy. 11 turns does not take as long as one would imagine. The Chinese do very little firing and the US are spread out and LOS/Night/Errant illumination cuts down their opportunity.

The Chinese have the time to penetrate deeply quickly, whilst making more cautious attacks on the flanks.

I marked this as a CPVA win but this is disingenuous to my opponent. We played this to giver him night and CPVA experience.

Fantastic scenario.

Ibncalb
The Dead of Winter A15.4er
Seldom PracticalFun scenario. The bocage adds to the LOS challenge. Americans won easily despite one turn where German machine gun rolled three 3’s in a row keeping ROF going. Yanks grabbed the hill and lost only 8 VPs. vetsurg
TotensonntagTough scenario on the Germans. My Germans managed to break contact despite MALF'ing the MMG. My 8-1 was cornered and his squad went Berserk and of course was eliminated. But the Germans got 5 squads and the 8-0 back to the village. Game went down to the final movement phase and Close Combats. The Germans would eliminate 4-1/2 Polish squads and lose 2 squads and both officers. Game would end with 4 buildings and the 2 squads for a Polish victory. grumblejones
The R.C.R. Redemption Serge
Totensonntag Danno
The R.C.R. RedemptionI was wrongly optimistic with my possibilities on this third scenario. It was the usual meat grinder for the Canadians again and a TM major victory for the Germans since I've decided to give up before the last scenario. lechiquier94
Failure to CommunicateHuman Wave 2025.
I managed to sufficiently delay Paul’s attack on the southern board but the decisive move for him was an attack on the northern multi hex building where I had only a token force. Because of this he didn’t have to attempt to take my redoubt in the south and I instead had to try to take back a building and had insufficient force and time to do so. Altogether I knocked out two tanks and killed a couple squads, earning not nearly enough CVP. Clear German win.
Agoldin
Ejected From Éloi Bongiovanni
The Darkest DayOh boy I did screw up my setup as the Russian. The I watched my brother to execute a well tought out attack for 5 turns and Gave up when ran out of Russians. asloser
Unexpected FireFirst to play and post. Danno
Will To Fight...EradicatedWill to play this scenario…Eradicated A15.4er
Operation SchneesturmHard for the yugoslavs, they need to move fast, stay in the plain and take some risks. prevot
Unexpected FireInitial British attack was slowed by HIP units, and the SS were able to do an orderly withdrawal except for 2 missed CC attempts. The SS reinforcements sent one Panther to counterattack behind the British lines while the other eliminated two tanks before getting eliminated by a PIAT after a failed overrun attempt (rolled a 12 malfing the MA and the CMG). Despite not finding PFs (and pinning most of the time), the SS were able to prevent enough British from getting on the hill. Tight game with lots of momentum swings. dmareske
Schoolhouse RockA rollercoaster of a game.
The 45LL hit my tank three times for not effect then broke down. It got repaired, broke down then got eliminated on a 6.
The russian 9-2 got killed by a sniper.
I created a breached in the fortified part of the school with a tank, then placed a DC … and rolled 12. Later I fired at 34FP … and rolled 12 again.
The German 9-2 broke twice and HoBed to become a 10-2.
Then on T6 the Katyushas left the germans unharmed thanks to the 10-2 but broke all the russians in the schoolhouse except one squad. He got attacked for the win in CC. I needed to roll not more than 9 … and rolled 10.
A difficult scenario for the Germans but nevertheless it was fun
strategos
Riding to the Rescue A15.4er
Road to Rome Danno
Road to RomeTough scenario for the Germans. Italians managed to knock out all the German half-tracks for the loss of one SMV 47. German 5-4-8's kept breaking and casualty reducing due to very good Italian dice. Germans gave the concession going into turn 4. grumblejones
Will To Fight...EradicatedEd's Poles moved aggressively on the first couple of turns and fell victim to my hot dice. By the time my reinforcements entered in force, he was already on the defense. Despite losing some bloody H-t-H fights I managed to corral the remaining Poles in a corner of the map. The end came when my Prep Fire broke his remaining good order units and I managed to bag the whole bunch by Failure to Rout. Good thing too, because I didn't think to search the buildings I thought I controlled and would have been denied the points. Luckily I earned enough VPs from driving out his first line and elite units for the win. Agoldin
FrankforceHuman Wave 2025. Varick massed his force on the left (west?) side of the board and attempted to use the grain, hedge and woods to screen his movement. I managed to get some shots nonetheless, breaking the occasional infantry squad.
He led with his light tank, which I allowed to exit the board, not wanting to give away my 88 positions. Once his main effort crossed the "Z" hexrow, I fired everything I had -- both 88s and the ATG which my crew had been pushing from the chateau area (43M7 to be specific). The 88s knocked out two of his tanks, allowing another one to exit with accompanying infantry. At that time I had three acquisition markers on his desired exit hex (43Y1) along with my MGs and squads I had repositioned, and it was pretty clear no one else was going to make it through and at which point Varick conceded.
Under the heading of 'style points', my HS firing the 50mm mtr went on an incredible rate tear, getting no less than 14 shots on his infantry, and killing 1 1/2 squad equivalents. The other stroke of luck in my favor was a 'snake eyes' on a CC attack vs one of his tanks attempting to sleeze-freeze a squad. In addition to knocking out the tank I also earned a 7-0, who took a "K" result by random selection the next turn. Incredible!
Agoldin
A Ridge Too FarNothing went right for the Germans this Day - couldn't pass a MC, couldn't shoot, couldn't rally - while Brits played and rolled well. Did my best but couldn't stop the Brits from easily taking the victory. asevenson
Kicked to the CurbDC Conscripts' Human Wave 2025 - Round 2 BravoCo
Riding to the RescueDC Conscripts' Human Wave 2025 - Round 3 BravoCo
"They're Here! Reverse!"British gunners were at peak performance, inflicting multiple CHs with incredible ROFs, turning the Italian attack into a burning wreck. Kydder
By OurselvesNorwegians swept all initial defenders from the battlefield by Turn 2, giving them free range for two Turns to capture most buildings ... Germans decided to call it quits before reinforcements arrived.
Kydder
Unlucky ThirteenthFun scenario. The British start between the hammer and anvil. When the British reinforcements arrive the roles switch. Both side do some attacking and defending. There is also a lot of resource management as neither side has an abundance of troops. This is a good scenario to learn Carriers. The Germans had a disastrous first turn trying to bum rush the bridges, but recovered enough to keep it challenging. I would play again. RJenulis
The Doomed and the Damned asloser
St. Kilian's Bloody SwordInteresting scenario featuring lots of AFVs in just about the worst tank terrain imaginable. The Germans have their usual plethora of panzerfausts and panzerschrecks but the US Baz 45s aren't too shabby either. As the US player, I bought plenty of those.
The German attack against the main American defences in the West made little headway but the factories to the east were quickly captured. Where the Germans went wrong was to leave AFVs without infantry to protect them and three of them were taken out by US bazookas. With the Americans still having all of their tanks intact and the Germans in the West surrounded, my opponent conceded on turn four.
Dougban
Forest DevilGermans managed some good infantry kills early, but then the 8-0 went Berserk and took a squad with LMG with him. They held up the Bulgarians for a turn before falling in CC. The 50L AT Gun never got a hit, then the crew broke and rolled boxcars in Rally to die. German 4-6-7 took out two tanks with Panzerfausts. The last MKIV went around the horn and broke the reinforcing 8-1 and 8-3-8, who were taken prisoner by a 3-4-7. The Bulgarians ground forward and managed to get the win. grumblejones
Lorraine Series #1: Avril ActionFriday Night Fight

Really struggled with this. Trend was set by failing an ESB for 0.5 MP to stop on my first move. Suffered a crit from the ATG on one squad, an ELR with CR on another and a couple of outright KIA results when moving. Meanwhile only getting a CR in cc, eliminating the ATG crew in cc. The Americans also gained an 8-1 leader in cc and used my own dc to take out a halftrack.
Paul Legg
Lorraine Series #1: Avril ActionClose one, came to the final turn, but he ended up giving me a DC as a treat and then that was that. I got 20 CVP on him, but that wasn't enough. Fun game for FNF! von Garvin
Freeing the RoadwayVery enjoyable scenario, decided at the last CC roll. The British prepared a compact and strong advance south but weren't able to eliminate the last German MMC, while the north road was held by an HS and a crew which were eliminated during the very last turn. The Germans were able to collect 10 CVP, one less to obtain an immediate victory! galletto
Forest Devil Danno
Failure to Communicate A15.4er
Danish CrossroadsDC Conscripts' Human Wave 2025 - Round 1 BravoCo
The Gateway Bongiovanni
Shielding Moscow Bongiovanni
Panther Cull Danno
Panther CullDifficult game to grok. My Germans were able to delay the British/American attack as they came up from the south and took the first victory building. An 8-0 and 4-4-7 were captured. But then things turned towards the Germans as the American 9-2 broke along with his squad. The Armored Car was stunned and taken out in CC. Then three tanks were knocked out and on Turn 4, the British conceded as they had lost too much armor and still had to face two Panthers and a Schreck. Tough scenario that requires a lot of thinking. grumblejones
Raff's DilemmaThe Americans just couldn't get anything going. Germans setup tight on the Hill, and with the bocage and panzerfausts, the American could just never punch in. cscottk
No Sights for Sore EyesOriginal scenario. prevot
Independence DelayedSikhs decided to enter almost entirely from the north, with just a couple vehicles coming in from the west. This took me by surprise, as I was expecting a hard entry from the west under cover of the palms, and being that this is the shortest route of attack. I do think they need to keep their vehicles safe, at least early on, as that CVP cap could easily get away from them. So the first two turns were rather quiet, with the Sikhs just closing in on the village. So first real contact was made on Turn 3, with the Burmese losing a HS for FTR. Due to all the huts and the enveloping nature of the attack, this would be an increasing problem for the defenders. But with the buildings mostly at their backs, complete with upper levels and two Jap leaders, the name of the game was holding tight as long as possible, and even self-breaking if possible. But Turn 4 saw the Burmese losses creep up, losing 1.5 squads to 0.5 for the Sikhs. And the body conly rose from there, losing 3.5 and a 7-0 to 1.5 for the Sikhs on Turn 5, and 2.5 squads//9-1(J) to 0.5 and an 8-0 for the Sikhs at the top of Turn 6. But with six units remaining concealed, and still in control of all but one building going into their half of the turn, it would take a herculean fire effort from the Sikhs to dislodge them. When not even one shot connected it was game. Quite a boringly static defense for the Burmese. buser333
The 11th Hour Bongiovanni
Liehr Launches First jesuspiebatlle
Slamming of the DoorThe Russians failed most MCs and Rally attempts. Two AFVs were immobilized by the German OBA. Another AFV malf'd a MA. A poor attack plan was crushed by the German dice. In Turn 4, the Russians had attained only 6 VPs of 26 required. With only 4 squads, 3 HSs, and 3 AFVs, the Russians conceded. Heloanjin
A Real Barn Burner Bongiovanni
The End of Their RopeThis scenario is super tough for the Americans. The onslaught of reinforcements led to a Banzai wipeout of US troops that made the task of taking buildings near impossible.

This one felt like there may be only one strategy for the US to win, therefore less fun in terms of replay or unique approaches.

Recommend using balancing to make it more playable for the US.
mrptfb
A Real Barn BurnerAs the defending Germans, I decided against trying to clear the farm held by Lt Gehin’s platoon and, instead, to try to prevent any of the reinforcing units making it to their rescue. The game turned on the German turn 2 PFPh when my defensive line on the German left flank faced a line of mostly concealed French infantry emerging from the woods and opened fire. If they had gacked their shots, they would have been in trouble but they rolled low enough to force morale checks and two casualty MCs shattered the French attack. It would be fair to say that Eric must have offended the dice Gods before this game because they gave him a real kicking during it. This included his best leader going berserk and charging across open ground on his own to attack the German MMG in the stone building in front of the woods. Given the number of failed morale checks the French were experiencing, the last thing that they needed was for any of their leaders to go insane. Add in the fact that, unusually for me, my troops were winning their close combats and the French never got close to reaching the farm. Dougban
Twilight's Last Gleaming von Garvin
Invisible FoesPaul Works as Americans and Dave Mareske as the Partisans. Danno
Invisible FoesWe played this 3-Player. I took the Partisans and the US Reinforcements, Paul Works was the Americans and Dan was the Japanese. The Allies were significantly slowed down by a very good defense and some surprises by Dan, but the Allies slowly clawed their way back. There were some exciting Close Combats, Tank Hunters and DC action that swung the momentum back and forth, all coming down to a final CC roll for the Allies to win, which they made. Exciting game. The mid game had the allied players ready to throw in the towel, but the momentum swung back in our favor. dmareske
Bridge Blown!Ruled a draw after realizing that the Germans can simply hide in 1 building to prevent the game winning/losing (X)TC to blow up the bridge across the Kanal. Rob went for a split landing with all the gliders that, ultimately, allowed the Belgians to pick apart at groups under some lucky circumstances. Line of Sight was a pain in the ass for this scenario's location on the map. Jobbo_Fett

Latest News

March Madness Tournament Pack 2025 Fixed
All sorted now - apologies for any inconvenience - the pack scaling has now been corrected. You can buy the pack from the MM Tournament 2025 publication page.
MM 2025 pack
Please hold off buying the pack until this message is replaced. I’m away at the moment but the scaling is incorrect as part of the email-stamping process so some of the pages will be cut-off.

I’ll get this sorted by Sunday/monday - sorry!
March Madness Tournament Pack 2025
The March Madness 2025 pack is now available for sale on the Archive for $16. 6 scenarios bringing the March Madness packs up to 100 scenarios now - an amazing achievement!
Announcing the Scenario Archive tournaments
Check out the archive's tournament pages - which will be expanded in the coming months - in order to register for the upcoming tournaments!

Our usual patron only tournament is joined this year by a starter kit tournament (no patronage required).
March Madness Korean War pack updated
The Encircled Productions guys have updated their pack to include errata to fix some issues with some scenarios (most of the errata is already on the site but I'm told there's a couple of small extra bits that are fixed, too).

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

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ScenarioActionWhen
Operation Natzmerstrategos Added a playing4h 28m 10s ago
Red Tears Shed on GrayDanno Added a playing6h 12m 50s ago
The Capture of BaltaAndruz61 Added a playing10h 11m 29s ago
Meiktila Break-InAndruz61 Added a playing10h 12m 58s ago
Scouts OutAndruz61 Added a playing10h 13m 34s ago
Grabbing GavutuAndruz61 Added a playing10h 17m 21s ago
Airborne SamuraiAndruz61 Added a playing10h 18m 37s ago
Bad LuckAndruz61 Added a playing10h 25m 33s ago
Meiktila Break-InAndruz61 Added a playing10h 26m 29s ago
Fruit and NutsAndruz61 Added a playing10h 27m 34s ago
SteamrollersAndruz61 Added a playing10h 28m 59s ago
3rd RTR in the RainAndruz61 Added a playing10h 29m 58s ago
High DangerAndruz61 Added a playing10h 30m 53s ago
The SlaughterhouseAndruz61 Added a playing10h 31m 59s ago
Guards ArtilleryAndruz61 Added a playing10h 35m 9s ago
White TigersAndruz61 Added a playing10h 36m 16s ago
Cream of the CropAndruz61 Added a playing10h 37m 14s ago
The French Decide to FightAndruz61 Added a playing10h 38m 45s ago
The WaterholeAndruz61 Added a playing10h 40m 4s ago
Grebbe EndAndruz61 Added a playing10h 43m ago
Cattern's PositionAndruz61 Added a playing10h 45m 20s ago
Riding the Coattailswwillow Added a playing10h 47m 36s ago
Tretten in FlamesAndruz61 Added a playing10h 50m 26s ago
Zon with the WindAndruz61 Added a playing10h 53m 30s ago
Friday the 13thAndruz61 Added a playing10h 55m 29s ago
White TigersAndruz61 Added a playing11h 56s ago
Hunters from the SkyAndruz61 Added a playing11h 5m 50s ago
High Tide at HeiligenbeilAndruz61 Added a playing11h 6m 56s ago
Bungle in the JungleAndruz61 Added a playing11h 8m 37s ago
Bumps Along the Tiddim RoadAndruz61 Added a playing11h 9m 58s ago
Commando SchenkeAndruz61 Added a playing11h 10m 44s ago
Hill 621Andruz61 Added a playing11h 12m 59s ago
Bumps Along the Tiddim RoadAndruz61 Added a playing11h 19m 1s ago
The Guards CounterattackAndruz61 Added a playing11h 20m 3s ago
Ayo Gurkhali!Andruz61 Added a playing11h 24m 25s ago
Guryev's HeadquartersAndruz61 Added a playing11h 31m 49s ago
Recon in ForceAndruz61 Added a playing11h 32m 45s ago
Red StormAndruz61 Added a playing11h 42m 42s ago
Oh Joy!Andruz61 Added a playing11h 44m 14s ago
Gift of TimeAndruz61 Added a playing11h 47m 16s ago
This Close to the Sharp EndAndruz61 Added a playing11h 48m 35s ago
Armored FistAndruz61 Added a playing11h 51m 30s ago
Hamlet's DemiseAndruz61 Added a playing11h 53m 46s ago
WintergewitterAndruz61 Added a playing11h 56m 5s ago
Lee's ChargeAndruz61 Added a playing11h 57m 17s ago
L'Abbaye BlancheAndruz61 Added a playing11h 58m 37s ago
Han-Sur-NeidAndruz61 Added a playing12h 14s ago
WintergewitterAndruz61 Added a playing12h 2m 15s ago
BreakoutAndruz61 Added a playing12h 3m 39s ago
WintergewitterAndruz61 Added a playing12h 5m 32s ago
The Green HouseAndruz61 Added a playing12h 9m 2s ago
The Niscemi-Biscari HighwayAndruz61 Added a playing12h 13m 31s ago
Children of the KunaiAndruz61 Added a playing12h 14m 48s ago
Rocket's Red GlareAndruz61 Added a playing12h 16m 6s ago
Men of the MountainsAndruz61 Added a playing12h 17m 29s ago
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Popular Publications

PublicationScenariosRating
March Madness 2023 10th Mountain Division Pack 98.19
March Madness 2009 Partisan Pack 88.00
March Madness 2022 Grumble Jones Pack 87.96
HazMo Scenario Pack 5: Firestarter 107.86
March Madness 2017 Hollis Partisans Pack 107.77
Grumble Jones 1647.69
ASL Starter Kit Expansion Pack #2 87.44
March Madness 2013 Commissar Pack 87.31
March Madness 2018 Players Pack 107.30
Time on Target # 3 147.27
ASL Starter Kit Expansion Pack #1 2nd Edition 127.25
ASL Starter Kit #4 87.23
Schwerpunkt #24 127.20
Schwerpunkt #14 127.15
ASL Starter Kit Bonus Pack #2 87.15
Friendly Fire Pack 12 87.13
From The Cellar Pack # 4 207.12
Schwerpunkt # 9 127.11
Race For The Meuse 67.11
HASL 1 - Red Barricades 107.09
Ost Front Pack 67.09
Friendly Fire Pack 1 87.08
Fistful of Scenarios 67.08
ASL 9 - Gung Ho! 87.07
Battle of the Hedgerows - The Storm Broke 67.07
From The Cellar Pack # 8 167.06
ASL Action Pack #14 Oktoberfest XXXIV 127.06
The Green Hell of Inor 197.06
Franc-Tireur #16 157.05
Friendly Fire Pack 2 87.03
Beyond the Beachhead 87.02
Leibstandarte Pack 5 - Scorched Earth 87.00
Quick 6 Scenario Pack IV 67.00
From The Cellar Pack #11 107.00
Quick 6 Scenario Pack VI 67.00
Best of Friends 126.99
ASL Journal #10 196.98
ASL Journal #12 146.97
HASL 13 - Slaughter at Ponyri 136.97
Recon by Fire! #2 106.96
Battles of Carpiquet 136.96
Friendly Fire Pack 9 86.96
ASL Action Pack #10 86.96
ASL 1 - Beyond Valor (3rd Edition) 246.94
ASL Action Pack #17 Oktoberfest XXXV 166.93
BFP 6: Mannerheim Cross 446.93
ASL Journal #11 286.92
Grossdeutschland Pack 1 - The Early Years 86.91
Schwerpunkt # 4 126.91
From The Cellar Pack # 3 106.91
ASL 13 - Rising Sun (2021) 386.91
AH:ASL Annual `93a 116.90
Friendly Fire Pack 6 86.90
Generic Playtesting Log 376.90
China-Burma-India: The Lost Theater Part 1 156.90
Critical Hit # 2 156.89
Hero PAX 4: Mediterranean Theater of Operations 126.89
Operations Special Issue #3 76.89
Friendly Fire Pack 3 86.88
Into The Rubble 86.88
ASL 12 - Armies of Oblivion (2nd Edition) 326.88
March Madness 2020 Full Rulebook ASL Pack 86.88
Kreta - Operation Merkur 186.87
Friendly Fire Pack 4 106.87
HazMo Scenario Pack 3: City of Steel 106.87
Special Ops #12 66.87
Friendly Fire Pack 11 86.86
Dezign Pak 6 126.85
Dezign Pak 9 106.85
HASL 9 - Hatten in Flames 106.85
Not One Step Back 86.85
Classic ASL 166.84
ASL Action Pack # 6 A Decade of War 106.84
Best of Friends 2 126.84
ASL Action Pack #16 From The Land Down Under 156.84
Schwerpunkt #22 126.82
ASL Journal #14 256.82
ASL 16 - Twilight of the Reich 176.82
Turning the Tide 206.81
AH:ASL Annual `93b 126.80
Schwerpunkt # 8 126.80
Death to Fascism 86.80
Quick 6 Scenario Pack VII 66.79
Aussie Tournament Pack 76.78
ASL Action Pack #13 Oktoberfest XXXII 116.78
ECZ Tournament Director's Pack 166.78
Deluxe Advanced Squad Leader 386.77
ASL Journal # 5 136.76
ASL Action Pack # 4 Normandy 1944 126.76
Friendly Fire Pack 7 86.76
From The Cellar Pack # 2 106.75
Melee Pack III 76.75
Schwerpunkt #23 126.75
Aussie '98 Pack 106.74
Fanatic Pack 2 126.74
ASL Action Pack # 3 Few Returned 126.74
BFP 3: Blood and Jungle 476.74
ASL 13 - Rising Sun 336.74
ASL 3a - Yanks (2nd Edition) 416.74
DASL 1 - Streets of Fire 106.73
ASL Journal # 8 166.73
HazMo Scenario Pack 4: Making the Grade 106.73
AH:ASL Annual `90 166.72
ASL Starter Kit #3 86.72
AH:ASL Annual `95 Winter 246.71
HASL 4 - Pegasus Bridge 86.70
HazMo Scenario Pack 1: A World at War 106.70
ASL Journal # 4 136.69
Rally Point # 1 106.69
Dezign Pak 5 186.69
Schwerpunkt #13 126.68
Tactiques # 4 86.67
Operations Special Issue #1 66.67
BFP 4: Crucible of Steel 326.67
Battle for France 106.67
ASL 10 - Croix de Guerre 86.66
ASL Journal # 1 176.66
ASL Journal # 3 336.66
BFP 2: Operation Cobra 126.66
Rally Point #11 106.66
Internet 1306.65
Schwerpunkt #12 126.65
From The Cellar Pack # 9 176.65
HazMo Scenario Pack 2: The Un-Civil Wars 106.65
ASL 12 - Armies of Oblivion 116.64
ASL Starter Kit #1 66.64
Schwerpunkt # 5: Medal of Honor 126.64
Schwerpunkt #10 126.64
HASL 7 - Valor of the Guards 216.64
ASL Journal #13 336.64
Schwerpunkt # 7 126.63
March Madness 2019 Close Combat Pack 86.63
Quick 6 Scenario Pack V 66.63
HSASL 2 - Operation Veritable 176.62
Paddington Bears '96 Pack 106.62
Friendly Fire Pack 10 86.62
BFP 5: Poland in Flames 456.62
ASL Action Pack #19 Roads to Rangoon 106.62
AH:ASL Annual `92 156.61
AH:ASL Annual `96 146.61
Schwerpunkt #11 126.61
Rally Point # 2 106.61
Quick 6 Scenario Pack 66.61
ASL Action Pack #15 Swedish Volunteers 166.61
ASL Open `96 Scenario Pack 106.60
Quick 6 Scenario Pack III 66.60
Blood & Iron 106.59
Coastal Fortress 556.59
Schwerpunkt #20 126.59
Dezign Pak 10 156.58
Rally Point #14 106.58
ASL Action Pack # 2 86.57
ASL Starter Kit #2 86.57
Recon by Fire! #3 206.57
Schwerpunkt # 6: Victoria Cross 126.57
Petsamo-Kirkenes Operation: Monkeys with Typewriters Vol.III 186.57
ASL 3 - Yanks 86.56
Franc-Tireur #10 116.56
Franc-Tireur #11 226.56
ASL Action Pack # 5 East Front 126.55
Kampfgruppe Scherer: The Shield of Cholm 176.55
ASL Action Pack # 1 86.54
Critical Hit # 3.1 126.54
Leibstandarte Pack 1 - Blitzkrieg! 86.54
HASL 10a - Red Factories 186.54
HASL 8 - Festung Budapest 206.53
Elite Canadians 96.53
Rally Point #15 106.53
HSASL 1 - Operation Watchtower 176.52
ASL Journal # 2 246.52
Gembloux: The Feint 96.52
ASL Journal # 9 256.52
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
ASL 5 - West of Alamein 86.49
Dezign Pak 1 106.49
Rally Point # 3 106.49
Nor'easter XX 136.49
Winter Offensive Bonus Pack 2018 66.49
ASL Journal # 7 126.48
Critical Hit # 6.4 246.48
Leibstandarte Pack 2 - Barbarossa 86.48
Friendly Fire Pack 5 106.48
ASL 10a - Croix de Guerre 426.48
Onslaught to Orsha 256.47
ASL Starter Kit Expansion Pack #1 1st Edition 86.47
HASL 12 - Drop Zone: Sainte-Mère-Église 146.47
AH:ASL Annual `91 166.45
G.I.'s Dozen 136.45
Critical Hit # 4 106.45
ASL Action Pack # 8 Roads Through Rome 106.45
Rivers to the Reich 156.45
Blitzkrieg in the West - Central Campaign 66.45
AH:ASL Annual `97 166.43
Waffen-SS II: The Fuhrer's Fireman 86.43
Beyond the Beachhead 2 166.43
Rally Point # 7 106.43
ASL Action Pack # 9 To the Bridge! 106.43
ASL Journal # 6 156.42
Friendly Fire Pack 8 86.42
Swedish Volunteers 146.41
HASL 11 - Sword & Fire: Manila 306.41
ASL 7 - Hollow Legions (2nd Edition) 86.40
Provence Pack (MMP Download) 106.39
Schwerpunkt #17 126.39
High Ground 2 166.38
Into The Rubble 2 126.38
ASL Starter Kit Expansion Pack #3 86.38
Rally Point #20 106.38
Out of the Attic #2 166.37
ASL Action Pack #18 Oktoberfest XXXVII 146.37
Tactiques # 1 106.36
Tactiques # 8 106.36
Witches Cauldron: Oosterbeek Perimeter 166.36
Schwerpunkt #16 126.36
Rally Point #18 106.36
High Ground! 86.34
ASL Action Pack # 7 106.34
Rally Point #13 106.34
Quick 6 Scenario Pack II 66.34
Nor'easter Scenario Pack II 156.34
ASL 7a - Hollow Legions (3rd Edition) 546.34
Tactiques # 7 86.33
Franc-Tireur #13 176.33
Franc-Tireur # 7 116.32
ASL 2 - Paratrooper (2nd Edition) 86.31
Tactiques # 6 86.31
Dezign Pak 7 126.31
AH:ASL Annual `89 156.30
Berlin: Red Vengeance 116.30
Tropic Thunder! 126.30
Winpak #1 106.30
The Canadians In Italy 1: The Red Patch Devils in Sunny Sicily 86.29
Dezign Pak 2 126.28
Schwerpunkt #21 126.28
Onslaught To Orsha 2 326.28
ASL Action Pack #11 29 Let's Go! 106.27
BFP: Operation Neptune 106.27
Out of the Attic 166.26
ASL Action Pack #12 Oktoberfest XXX 106.26
Dezign Pak 4 156.25
Franc-Tireur #12 126.25
Rally Point #16 106.25
Hero PAX 1: Hurtgen Hell to Bulge Nightmare 86.24
Franc-Tireur # 8 106.24
ASL 11 - Doomed Battalions (3rd Edition) 246.24
Out of the Bunker 146.24
ASL 15 - Forgotten War 166.24
Rally Point #17 106.24
ASL 11 - Doomed Battalions (2nd Edition) 86.23
Critical Hit # 3 186.23
Tactiques # 9 106.23
Schwerpunkt #19 126.23
Covered 136.23
Blitzkrieg Pack 186.22
Armoured Aussie Pack 76.22
HASL 10b - Red October 116.22
Tactiques # 2 106.21
From The Cellar Pack # 6 106.21
Rally Point # 8 106.21
ASL 14 - Hakkaa Päälle! 176.21
Franc-Tireur #15 226.21
ASL 11a - Doomed Battalions (4th Edition) 326.21
Corregidor: The Rock 216.20
Fanatic Pack 1 126.19
ASL 4 - Partisan! 86.18
Internet: MMP 66.18
Rally Point # 6 106.17
March Madness `97 Pack 126.15
Recon by Fire! #4 146.15
Schwerpunkt #15 126.15
The Canadians In Italy 2: The Spaghetti League 126.14
ASL Journal #15 116.14
Rally Point # 9 106.13
SASL 1 - Solitaire ASL (2nd Edition) 216.11
HASL 3 - Kampfgruppe Peiper II 86.10
Schwerpunkt #18 126.10
Franc-Tireur #14 326.09
Buckeyes! 106.07
From The Cellar Pack # 7 106.07
ASL 8 - Code of Bushido 86.06
Leibstandarte Pack 4 - Turning of the Tide! 86.04
Schwerpunkt # 2 126.03
Waffen-SS I: No Quarter No Glory! 66.02
Schwerpunkt # 3 126.01
Backblast # 2 86.00
Critical Hit # 7.1 186.00
Dezign Pak 8 106.00
Objective: Schmidt 176.00
ASL 1 - Beyond Valor (1st Edition) 106.00
ASL 6 - The Last Hurrah (2nd Edition) 85.98
Recon by Fire! #1 85.96
HASL 5 - Blood Reef: Tarawa 105.95
The Canadians In Italy 3: D-Day Dodgers 105.91
Schwerpunkt # 1 125.90
Dezign Pak 3 155.90
Blitzkrieg in the West - Northern Campaign 65.90
Rally Point #21 105.88
HASL 6 - A Bridge Too Far 125.87
From The Cellar Pack #12 115.86
Time on Target # 1 135.83
Deluxe Pack #1 125.82
Hero PAX 2: Eastern Front Hero Fest 85.81
Time on Target # 2 215.81
Paddington Bears '97 Pack 85.80
Wacht Am Rhein 165.80
Southern Cross Scenario Pack `96 65.80
ASLOK 2005 - 20th Anniversary Scenario Pack 105.71
Rally Point # 5 105.71
DASL 2 - Hedgerow Hell 85.70
Winpak #2 65.68
ASL For Fun-LCP 325.68
Melee Pack I 65.63
All American I: Kellam's Bridge 105.52
Leibstandarte Pack 3 - Clash at Kharkov! 85.48
Panzer Aces 65.42
Shingle's List 85.42
Hell's Highway 65.35
Firefights! 65.31
Guerra Civil: The Spanish Civil War 125.20
The Long March 175.18
Soldiers of the Negus 84.93

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Newest players - welcome!

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lip07livyo bingo2025-07-26 08:00:46
HellgieLaurent hellgie2025-07-22 14:45:11
fefaFrancesco Corsini2025-07-19 13:28:56

On this day...

ScenarioLocationDate
ASLUG17 Escape At Dawn18 miles southeast of Odessa, USSR1941
HoW 3 Redlegs as InfantryNear Pont Brocard, France1944
CH 7 Prelude to BreakthroughSaint Gilles, France1944
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