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For the MotherlandThe least favorite of the 3 scenarios I played this past weekend but it came down to the very end none the less. Back to back boxcars on two rallies completely eliminated my flanking force and that allowed the Russians to roll up that flank and get into the train station, SGT Mac
Scouts OutAmerican's didn't have smoke or HEAT on any tanks. .50cals dominated from the hill on the north side, but the Turn 4 movement phase to get more forces across the river and into position was shot to hell by German HMG. It shot 3 times in Defensive Fire, K/2 on the .50cals, and 5 times in Prep of German Turn 4, stunning/pinning two Greyhounds.
Germans parked the PzIII on the road leading from the bridge and there was no way to move it.
Cool scenario, I would play again and hope for less vicious dice.
ubertripp
Confusion Reigns A_Lost_Canadian
Frank's Tanks johan.vrijdaghs@gmail.com
A Good PartyA nice night desert scenario which provides good learning opportunities in both areas. British got lucky with creeping barrage preceding their advance and providing cover as they infiltrated the minefields. I had barrage continue until T7, mainly to hinder fire while British advanced. Between mopping up and creeping barrage, British were able to push Germans over the CVP cap. jgarlic79@gmail.com
Probing the VillasReally interesting scenario and my first foray into KGP. We both misunderstood the terrain on setup - turns out it's really restrictive for the US player!

The Americans have a large advantage in firepower and number of AFVs, but need to get to the VC locations through this restrictive terrain. They are also facing Morale 8 troops in Stone Buildings, a Panzer VIB and CVP cap of 30. Tough job!
ASLSKGwahlur
Fused At ZeroVery tough for Germans. Their two INF guns are almost useless. I forgot that the Canadian could win by simply keeping two guns HIP. The Canadians didn't need them in our game. mtrodgers99
Durs A CuireThe German AT Guns with 3 ROF where too hot for the French to handle. Fun game though, but only one AT malf'd in T5 after it had caused damage. Tigernaut
Great VengeanceLost armor early. wwillow
Aufklärungs AttackExcellent scenario with plenty to challenge both opponents. I lost my Wirblewind on T1 and was behind the 8-ball for remainder of the scenario. Luckily I was able to close and take out Russian SU-85s with my infantry. Nonetheless, it still came down to the final turn. Pucker factor was high! jgarlic79@gmail.com
Beachhead at Ozereyka Bay Cpl Wright
Buchholz StationAs the German, I attacked in the middle of Board 3 towards the village. The US gathered all its forces there, lightly protecting its flanks and managed to delay and inflict a few losses. On turn 6, I suddenly switched my axis of progression westward so as to benefit from the protection of the ridge shielding my troops from US troops in the village. The US halftrack was quickly sent to reinforce the crumbling US defense west of the ridge and managed to survive an incredible number of MG TK. In the end, the Germans could not exit any troops and did not manage to inflict sufficient casualties on the US forces so lost the game. Even if the game was long, it remained exciting until the last turn. I really liked it. Djord
Recruiting TacticsThe game turned in my favour on two dice rolls.
The first was a double one from my HIP machine gun which killed two squads (CVP 4j. Then in a close combat Martin had a 2-1, won the ambush roll but failed with a capture attempt. I then rolled a double one against one of his squads killing it (CVP 2) and then withdrew from the CC.

Martin still had a chance to win at the end with my force encircled, however he was relying on rolling low and failed to do so.

This is a tough scenario for the KMT.
alexashton@vinecc.org
Cold Crocodiles igycrctl
The Heights of Hubris A15.4er
Slamming of the Door (VASL Log) BravoCo
The OverlookSorry, don't rate this one. Unless I'm missing something, I can't see how the Germans can defeat a competent defence without an extraordinary amount of luck. My opponents defence was certainly competent: he sat back one hex from the hilltop, which meant that I couldn't see anything from lower levels and got blasted at point-blank range as soon as I moved up to level 2. He also covered my attempt to outflank him by sending units round to the west side of the hill.
I managed to flame a couple of British squads but then it just took two PIAT shots to wreck both of my tanks (hero firing a PIAT at a large-target tank can hardly miss). The Brits also have higher morale, are stealthy, and can win by having a MMC (doesn't even have to be good order) on any hill hex on/south of row N, not just level 2.
I eventually managed to reach the hilltop in the south, but then lost two CCs where the odds were slightly in my favour, at which point the defenders considerably outnumbered my forces, so I conceded. Not a scenario I can recommend.
Andy_Bagley
Best One Out of Three Dispang12
Reaction Bongiovanni
The Bitwoded Gamble asloser
The Montiguidi Mambo asloser
Karelian SculptorsFinns will have to split their forces to take their 2 hill objectives. Russian Turn 4 reinforcements can then be dedicated to one of these for a win. The Russian 152 with Canister can be deadly but deciding how to place such minimal forces is going to be tough. nekengren
The Gin Drinker's Line wwillow
Plum Pudding HillNot much to say about this one. I broke a couple British units during Turn 1. Scott aggressively came in on the east and tried to attack from the top of the hill. In my Turn 1 prep fire I went on a prolific ROF tear and broke every unit, broke his best leader and wounded the other. Scott called it a game due to every unit in his OOB being broken. He figured it would be turn 3 before he even got to start moving again. tatumjonj
Grab and GoInteresting scenario. Derek hadn't played in a while, and the deployment in this scenario for the Germans is extremely odd. Lots of considerations that need to go into how you can set up to block the Russians from swarming, while also giving yourself a way to pull back. I took full advantage of my deploy capability and jammed half squads as aggressively as I could to try and break up my opponent's flanks, and around turn 3 I got a couple good results to unseat a lot of Derek's strong points. Derek couldn't make a rally to safe his life, and I started FTRing a bunch of his troops. At end of T4 I got 3 multi-hex buildings, and by the time we were going into German Turn 5, I had enough points about to exit that it wasn't mathematically possible for him to catch up.

Like I said, interesting scenario. German deployment asks a lot of questions, and it feels like there's a good layout there if you can find it. Finding it is the tricky part though! Going to give it another try in the future as the Germans to test that out.
Allister01
Göring's Men NicolasLL
Express for LeningradSteve was under the assumption his units would gain concealment at setup, forgetting that I started with a few units onboard. And I positioned one HS in such a way that he denied everyone. I had considered blasting W1 with y big stack of units next door in V10, but reconsidered, thinking I'd need my concealment once I entered the factory. So I spread them out a bit and one AE broke like a baby, but not before discovering a couple wire and a trench. Extremely good fortune was on my side when my AL tank managed an ATT CH on Y2. The CH hit the commissar, who was obliterated, and his 8-1 failed the subsequent LLMC. His MMG squad shrugged it off. I followed this up with a long-range AF shot from my 9-2 kill stack, which mortally wounded the 8-1. The squad once again shrugged everything off. So already both Russian leaders were dead, and routing was going to be a problem with the stupid light woods. Honestly, had he lost his MMG I wouldn't have blamed him if he threw in the towel at that point. I ambushed and eliminated a 628 with my concealed 9-1/AE stack. Russians safely skulked during their half of the turn. Turn 2 saw me creep my way forward in the eastern factory, only managing to CR another 628 in CC. Again, the Russians safely skulked, but I cleaned up the melee and broke and CR'd another squad who had exited the PB. Turn 3 saw me sleaze freeze the remaining units in the eastern factory, but they both survived a DC and some withering fire. The west wasn't so lucky, as some fortuitous bounding MG fire broke the remaining units there that hadn't already succumbed to my 9-2 kill stack. His AA gun popped up to shoot some infantry point blank, only to whiff and go down to AF. I was able to ambush and eliminate another 628, despite my tank being in bypass. So going into his turn he had one good order squad left, and he was stuck with a VBM tank. He was busted trying to leave. Despite all this good fortune he was safely able to situate his tanks across the river, as I only had one stopped tank able to pressure them. I picked the wrong tank to shock with my ATR, as the one I should've shot got lucky and knocked out my stopped tank. For the next two turns I used my 5 MGs (one being Russian), my ATR, and his captured AA gun to try and knock out his tanks. I managed a few shots with the AA gun before it broke down (even managed RoF), without hitting once. I was able to knock out a tank with one of my LMGs. The rest of my infantry made their way across the bridge to try and take out his tanks the hard way. I drove one of my tanks into the western factory to exchange low-odds shots with one of his, neither of us seeing success. Turn 5 saw my infantry pour over the bridge in force, and I managed to place a DC on the rear facing of one tank, and get into CC range of the other with my 9-1 and an AE. The DC blew his tank to bits, and my AE and leader knocked out the other. A rather strange scenario, which had to be an extremely boring defense for the Russians. Still, I would want them every time, as without all the good luck I had (as well as his poor luck) I really don't see the Germans having much of a chance. buser333
Continue the Attack at OnceThe Germans have a LOT of HIP in this one.

I concentrated my defenders on the US left. Luckily
for me, that's where Jody piled his troops.

The Germans are in a precarious position. It feels
like they have an initially strongish crust, but once
that crust cracks, Gang Green can march through.

As such, the German has to be a bit careful about
not delaying his retreat.

I did get quite luck in that Jody walked into the
teeth of my defence. Not his fault at all, as my
guys were mostly HIP.

I'm not sure I love this one, as both the US and
Germans have to guess what the other side will
do. I happened to guess correctly. If the German
guesses incorrectly, it could be lopsided for the
US. Your guess is as good as mine.
Indy Lagu
Roads to PerditionLate war. Interesting OB and VCs on urban boards. Super-fun scenario! We really enjoyed it. Houlie
Schreiber's SuccessVery good setup by my opponent. Got hafway through the Village but ran out of steam. asloser
Mutka Strikes AgainSimple take the crossroads scenario. Russians can run straight down the road gauntlet against the guns and this could be dicey. Do the Finns wait at crossroads to jump the Vehicles or do they setup forward to stop the Russian infantry? Definitely different defense setup choices. nekengren
On To KleisouraFirst to play and post. Danno
On To KleisouraGreeks managed to hold on to the hill and break up the Italian assaults. The low Italian ELR came in play and a few conscript squads made their appearance. At then end of turn 4, the Italians gave the concession as their force was too degraded to continue the uphill grind. grumblejones
For the Motherland Rich Weiley
Kakazu RidgeI really like scenarios with a simultaneous attack, or an attack into a counterattack, and this one is no exception! Great way to get started with PTO, and a lot of fun decisions for both sides.

My artillery was reasonably effective, but Garrett's setup was very solid on his hill. I didn't make a ton of progress until I took the right flank peak, and then Banzaied down the hill at a couple squads. I managed to wrap that up (though with some rough casualties). Meanwhile, Garrett's reinforcements made a beeline for the valley in the middle, but the troops he had on his right ended up collapsing a bit and getting FTRed, slowing him down as I pushed off my hill to threaten his rear. At the end of the second last American turn Garrett had enough troops to contest the win if he managed to kill a few more of my wounded squads. I managed to bust up a good portion of them in my shooting and pushed forward to send a bunch of the brokies running. We ended up calling it on the last turn when he didn't rally anything back.

Very solid scenario, and would definitely play again!
Allister01
Kenny's AttackJody and I ended up playing this one twice at our club's
monthly meeting. I'll put comments on both in this
report.

I defended in the first game. Jody found Americans on
the attack a bit frustrating (ML 6), and he didn't really
use a lot of smoke, and spread his forces a bit too much,
imho.

In the rematch, I was the US and was a bit luck with my
infantry smoke. The Germans have a hard time standing
up to the US firepower if (and that's a big if), the US can
get into position.

I would recommend this scenario. Be aware that there
are a couple of obvious places for the German HIP units.
As such, the replay value may suffer a bit.
Indy Lagu
Kenny's AttackSee my comments in the other report. Indy Lagu
Kids These Days Serge
The Zebra Mission[Imported from ROAR] Bifi
Patton's PrayersWent to last turn. VASL Lg Rd 2 wwillow
Belgian Bottleneck Danno
Belgian BottleneckFun scenario, but very hard on Dan's Germans. My Belgians held an upfront MLR on Hill 520 and chewed up the Germans in fierce upfront fighting. Dan's 9-1 would go Heroic, but then die along with a squad ad my HMG went on an epic rate of fire tear. My gun would Shock then knock out 1 tank, while my sniper broke both mortar halfsquads, wounded the 8-1 and killed a half-squad. 21 CVP cap was hit on Turn 3 for a Belgian win. grumblejones
Kids These Days lechiquier94
Exploiting The Gap toffee
The Zebra MissionFriday Night Fight Club Paul Legg
The Winter City manzoliandrea72
The Police Station jgarlic79@gmail.com
Baking Bread strategos
Balkan Betrayal Danno
Balkan BetrayalFun scenario. Germans schwerpunkt'd the western bridge and managed to cross with the loss of 2 x squads, the 8-1 and a STUG. But once they got through, they succeeded in gaining the necessary buildings by Turn 5 for a German victory. grumblejones
Satisfaction and Confidence NicolasLL
Polka's DanceNice scenario. I think the Germans have to move quickly and take a few risks, as they have a lot of ground to cover to reach their victory objectives. A slower attack in this game meant that I was able to pull my defenders back to the village almost intact, and it was then too big a task for the Germans to achieve what they needed. Andy_Bagley
Kicked to the CurbTough loss for me as the Russians. I managed to keep the Poles out of most of the buildings for the first half of the game but got hung-up in a key CC (I had 4-1 odds and rolled an 11, while Michael rolled a 3, resulting in a CR for one of my squads) on Turn 4. Turn 5 I had some good fire attacks, scoring 1MCs but Michael's Poles held firm, easily passing their MCs. In contrast my Russians failed every check so that by the end of Turn 5 I was left with 1 1/2 good order squads and a tank with a malf'd MA. I was unable to bring anyone back from their DM status in my Rally Phase and conceded in a decisive Polish win. Agoldin
Going to New York! strategos
L'Inferno FascistaOne of the few scenarios I've ever seen where the Victory Conditions are made harder by random adversity results.
10 Buildings from 13 is a pretty high ask to start with, and having an extra building for each Italian AFV eliminated, immobilised or recalled simply makes a a hard task harder. Seems perverse to have a Victory condition that encourages you NOT to use AFV assets.
In my case, the FT tank as destroyed by a double 1 TK on a FT tank MA, and both L3 MAs rolled 11s on attacks, all on Turn 1. Bad luck.. and attempted to repair once, and rolled a 6. Recall.

Not helped by the Italian infantry attacks consistently missing on 12fp +0 attacks.

Gave this one up on Turn 4, needs a re-balance of the VC.
Minedog
A Ridge Too FarBoy I was smoked on this one. Had to concede in Turn 6. British did not break much and I broke like crazy. No place to rally and Dan did a great job keeping my guys DM. My setup probably was the problem but it was such a bloodbath, I'm not sure much would have changed if I had set up differently. cub99
Priests on the LineTotally screwed up the setup. Over in 3 turns. asloser
Melting Pot igycrctl
Sorve PointRussian OBA failed to materialize. Once Germans pushed through the Wire and Minefields the Russian ELR ensured a short resistance. Kydder
The Heat is OnThe Germans mistakenly set up only on board 57 so the defense was not as robust as it could have been. The German 88L was extremely successful in wrecking most of the Russian armor. The HMG had little effect. Wire slowed the Russian advance on the right holding back attempts to take the Victory building. On the final turns, 3 Russian units went Berserk allowing the attackers to make it to the building doorstep, but the scenario was lopsided enough to still give the Germans the win. Heloanjin
The Heat is OnThe German AT gun over performed and left the Russians with only infantry to assault the building. A few berserk units made things interesting in the end, but the Russians had little left. They were in the building by the end turn, but unable to control it. The Russians tried a wide front attack which proved troublesome for the Germans, but they were able to pick apart the attack bit by bit. Better to concentrate the attack to either go for the exit or the building. dmareske
Point of No Return toffee
Village of the Damned JimT1277
Baw DropMADASL X 2025 Madrid Bongiovanni
The Sangshak RedemptionMADASL X 2025 Madrid Bongiovanni
Maximum AggressionMADASL X 2025 Madrid Bongiovanni
Milling AboutMADASL X 2025 Madrid Bongiovanni
Göring's MenAn interesting scenario mechanic with the "ambush" at the onset, but the Germans withstood the Russians and made good progress initially. Once the Guns were revealed as they attempted to push across open ground to the buildings, only a few German units made it and were slaughtered. Over the next few turns, the Germans could not gain traction and their reinforcements caught a bad IFT result, taking them out of commission for two turns. At this point, it was called for the Germans as they would not have been able to conceivably meet the VC. Turuk
Green DevilsTrying to be clever, the designer came up with a unique set up/start sequence which is simply all together too random. In addition, the majority of the German firepower is in the AFVs. Before Turn 2 had ended, I had lost 75% of that firepower with a malf'd gun, wrecked AFV, and depleted ammo. Facing them the Americans have overwhelming inherent firepower. Despite that, the Germans were able to take it to the final turn, but only because the German average DR was 6.5 vs the American 7.3. For the second half, the disparity was significantly greater - approx 6.0 vs 8.0. I not only couldn't recommend this scenario, I would try to dissuade anyone from playing it. Heloanjin
The Second BeltExcellent scenario. Germans quickly overran the hill, but fight went down to last turn in the village. jgarlic79@gmail.com
Going Commando strategos
Hoppers and Hardy Viking_CTO
Winter ForestGerman attack came from the south and Partisans were heavily defended for it. 527s were setup outside the wire around the "camp" and this force drew some attackers away. Poor dice rolling from German player caused massive losses and failed to deliver the punches back when needed most. Demoralized, Germans gave up on Turn 5. Kydder
The Liberators GOUREAU
Only Half AliveThe Germans made pretty good progress against some high dice from the Americans. The US overwatch mortar broke on its first shot so it allowed some freedom of movement that was hard to overcome. In the end, it was too much when the Germans got in the buildings and the Americans had to counterattack trying to oust 8 morale troops. dmareske
The KrinkelterwaldVery good scenario and a close and exciting game, which went down to the last CCPh. The Americans set up their PFZs in the central woods area, rather that thinning out the orchards to create fire lanes, which surprised me but ended up working well. I sent my main attack down the north flank; this worked well and made good progress, swiftly capturing the three VC locations on that side. My smaller attack on the southern flank quickly ran into trouble however, which meant I had to bring troops across the map from north to south to help. Here they found their progress hampered by PFZs, so weren't able to get across in sufficient numbers to make the difference. Skilfully defended by the Americans. Andy_Bagley
Leningrad Reds3 VC hexes are assigned by each side in a very small play area. Russian defenders will most surely put theirs around the stone buildings. So likely this will be an intense fight for the road between those buildings. The supermen have to dig out the Russians in 6 turns of straight up infantry assault and need to be very aggressive to win. nekengren
BesiegedThis was a nail-biter, and one of the best ever ASLSK scenarios my buddy and I have ever played.

Americans pushed steadily forward, but the wily Japanese skulked and shot just enough to slow them down. The first turn saw the 8+1 leader set up on a flank to run behind the line and creep to the road get blasted into oblivion, completely changing the Japanese plan of attack.

After a back and forth that was exciting and had crazy moments for both sides, it came down to the final roll: an American 9-1 leader vs a crew and striped first line Japanese squad in hand to hand combat, no ambush. The Japanese rolled snake eyes, for a kill. Then the American rolled , but only a six was in the dice tower tray…the other die flew out an needed to be rolled over…which knocked the six and ended up with ANOTHER SNAKE EYES, which barely killed the the Japanese and prevented them from remaining by the road at the end of the game for the win!!!

This was one of the most fun and surprising scenarios of all time, super well balanced and fun up to the end despite early horrors.

Also, there are loads of options for how to approach the VC. This is truly one of the best ASL scenarios ever. AWESOME!!!
mrptfb
Stumbling Colossus jwert02
Trust UsScrewed up the Mongolian setup, and my dice were super bad. So it was over in 4 turns. Should be an intrestinf scenario. Just needs more competent play. asloser
Forest BrothersOver in three turns. Partisans were crushed. asloser
Fighting WithdrawalExtremely close game. Both sides had lots of casualties, prisoners taken, and tough breaks.

At the end of Finnish Turn 6, the Finns could get a maximum 9 points off on Turn 7 (and the Russians couldn't really stop that). The Russian had 10pts (including prisoners) stacked with the 9-0 Commissar getting into position to exit after that on the last player turn, which would win the game.

However, when getting them in position, a 4+1 First Fire shot broke the entire stack, and the game was over in Russian movement phase of Turn 6.
(VASL Log)
ubertripp
Deadly Dexter jgarlic79@gmail.com
New and Untested mcgallons
Blick's BalkFun for both sides to manoeuvre attack and defend. We felt it was difficult to push past a stiff Finnish defense and then hold against the counter attack tough VC for Russian nebel
Seizing the Sittang BridgeMy opponent set his Chinese defenders up mostly in the middle of the board, but really favoring the south side of the map. I took the Japanese all in on the north side, using the wall to block LOS. With only two concealed defendering stacks on the board on the south edge, I conducted a banzai charge on turn 2 that got me safely into the middle of the board with no losses. By turn 5, I had established command of the walled off area near the bridge. I mantled both mortars in turn 5 Dfire and in turn 6 prep, I smoked X0, the hex before the bridge entry and another hex with an LMG all with one mortar only. My opponents conceded at that point as I would have simply walked onto the bridge nearly unopposed. tatumjonj
Gambit[Imported from ROAR] Bifi
Armored Probe comdotski
Sound RetreatI drew the defending British in this retreat from the Dyle River scenario. This one is easy to lose, so I was aggressive. Abandoned, scrounged carriers are only worth 2 CVP, so I got the HS, ATRs and LMGs out of four. Stopping the motorcyclists and the German ACs is tough. I couldn't kill an AC, just one Kfz 13 and four motorcycle MMC, not enough, but had a lot of fun. The final tally was my 9 CVP to Jim's 13 (and his 30 exit VP). Jim: I drove the motorcyclists as far as possible expecting to lose some (and did) but gambled that enough would pass MCs to exit on foot. That worked because the British don't have much firepower (except the MkVIB's). The 37L only got off a few shots through the big 16C2 grain field but knocked out a MkVIB. Two very mobile forces make this one fun to play despite being unbalanced. dieneuner25
Knock! Knock!FtF game at The Citadel. A Human Wave of conscripts met withering fire from its target in the gutted two-hex strategic location, with only the 7-0 making it inside. He fell in CC a turn later and a German squad and hero managed to destroy the Matilda in German Turn 2 CC. By Turn 4, with the streets littered with disrupted conscripts, the Russians did not have enough force to seize the block's strategic objectives and conceded. German MC DRs were superb - a bit too much so. Nonetheless, a fun scenario with unique features - would make a good tournament game. Thompsonmg(MGT)
Kenny's AttackThe American wins this by blasting his way through German lines with firepower and smoke from the tank or 1st line infantry to obscure his movement. The German wins by using hedgerows, foxholes, and the woods to avoid a stand-up fight, and trading ground for time by making the American setup his forces only to have to re-deploy at the next line of hedgerows. This is what Jim did.

On the left (west) side of the map, Jim traded hedgerows for time while on the right (east) side he delayed briefly before withdrawing to the woods. Although I was able to clear the woods, I couldn't clear him out of the last block of hedgerows to clear the road for the win. The deliberate immobilization of my Sherman (and getting it on his second try) by the Flak gun was well done. Even so, the turning point was the US player turn where I fired my entire line at his defenders with negligible effect, costing me a whole turn and allowing him to pull back in good order. While my propensity to roll 'boxcars' was useful for the Germans, I ascribe my defeat primarily to Jim's good judgement on knowing when to 'hold' and when to 'fold'.
Agoldin
Then Came the InfernoAttack came down american left and I didn’t have enough over there. He made too much progress on turn one. Still a good battle down to last turn. nebel
Rough Recess PeterA
The 11th Hour PeterA
Frankforce BravoCo
Shock At KamenewoHad a great initial prep knocked out 3 tanks and immobilised 2 more. Flood of infantry up the middle. He pulled infantry back but this was over quick. Killed an immobilised tank with a captured Pz4 ! nebel
And Then There Was One NationFirst to play and post. Danno
And Then There Was One NationVery good and fun scenario. My Italians took this battle to the bitter end. I had taken two buildings by Turn 7 and went into CC with every unit in the third building needed for the win. I won 2 of the final 3 CC's. Then Dan's 9-1 and 4-5-7 with an MMG got the ambush and infiltrated to Level One. That was game and an Albanian win. Recommend this one! grumblejones
Buckley's Chance cinnabar
Armor at Kumch'on burniefox

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Popular Publications

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March Madness 2009 Partisan Pack 88.00
March Madness 2022 Grumble Jones Pack 87.96
March Madness 2023 10th Mountain Division Pack 97.95
March Madness 2017 Hollis Partisans Pack 107.77
Grumble Jones 1627.69
ASL Starter Kit Expansion Pack #2 87.44
March Madness 2018 Players Pack 107.43
March Madness 2013 Commissar Pack 87.34
Time on Target # 3 147.33
ASL Starter Kit Expansion Pack #1 2nd Edition 127.26
ASL Starter Kit #4 87.23
Schwerpunkt # 9 127.19
Schwerpunkt #24 127.18
Schwerpunkt #14 127.15
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Quick 6 Scenario Pack IV 67.10
Ost Front Pack 67.09
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Fistful of Scenarios 67.08
The Green Hell of Inor 197.08
ASL 9 - Gung Ho! 87.07
Battle of the Hedgerows - The Storm Broke 67.07
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From The Cellar Pack #11 107.05
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Friendly Fire Pack 2 87.03
Beyond the Beachhead 87.02
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Quick 6 Scenario Pack VI 66.97
Recon by Fire! #2 106.96
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ASL Journal #10 196.96
Friendly Fire Pack 9 86.96
ASL Action Pack #10 86.96
ASL Journal #12 146.96
ASL 1 - Beyond Valor (3rd Edition) 246.95
Schwerpunkt # 4 126.93
ASL Journal #11 286.93
Grossdeutschland Pack 1 - The Early Years 86.91
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ASL Action Pack #17 Oktoberfest XXXV 166.91
ASL 13 - Rising Sun (2021) 386.91
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March Madness 2020 Full Rulebook ASL Pack 86.88
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China-Burma-India: The Lost Theater Part 1 156.87
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Death to Fascism 86.84
ASL Action Pack #16 From The Land Down Under 156.84
Classic ASL 166.83
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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
Aussie '98 Pack 106.75
Melee Pack III 76.75
Paddington Bears '96 Pack 106.74
Fanatic Pack 2 126.74
ASL Starter Kit #3 86.74
ASL Action Pack # 3 Few Returned 126.74
From The Cellar Pack # 2 106.74
ASL Action Pack # 4 Normandy 1944 126.74
BFP 3: Blood and Jungle 476.74
ASL 13 - Rising Sun 336.74
ASL 3a - Yanks (2nd Edition) 416.74
AH:ASL Annual `90 166.73
Schwerpunkt #23 126.73
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HASL 4 - Pegasus Bridge 86.72
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Friendly Fire Pack 7 86.72
DASL 1 - Streets of Fire 106.71
HazMo Scenario Pack 1: A World at War 106.71
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ASL Journal # 4 136.68
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BFP 4: Crucible of Steel 326.68
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AH:ASL Annual `95 Winter 246.67
ASL Journal # 1 176.67
Tactiques # 4 86.67
Schwerpunkt #13 126.67
Operations Special Issue #1 66.67
Quick 6 Scenario Pack III 66.67
Battle for France 106.67
Quick 6 Scenario Pack V 66.67
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ASL Starter Kit #1 66.64
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HASL 7 - Valor of the Guards 216.64
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March Madness 2019 Close Combat Pack 86.63
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ASL Open `96 Scenario Pack 106.60
Blood & Iron 106.59
Schwerpunkt # 6: Victoria Cross 126.59
Coastal Fortress 556.59
Schwerpunkt #20 126.59
ASL Action Pack #15 Swedish Volunteers 166.59
ASL Action Pack # 2 86.58
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Melee Pack II 66.50
Dos Equis Scenarios Especial 106.50
Nor'easter XX 136.49
Winter Offensive Bonus Pack 2018 66.49
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Critical Hit # 6.4 246.48
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HASL 12 - Drop Zone: Sainte-Mère-Église 146.47
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Quick 6 Scenario Pack II 66.34
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Onslaught To Orsha 2 326.33
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Tactiques # 6 86.31
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The Canadians In Italy 1: The Red Patch Devils in Sunny Sicily 86.29
Dezign Pak 2 126.28
Schwerpunkt #21 126.28
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
ASL 11a - Doomed Battalions (4th Edition) 326.26
Fanatic Pack 1 126.25
Dezign Pak 4 156.25
ASL 11 - Doomed Battalions (3rd Edition) 246.25
Dezign Pak 7 126.25
Rally Point #16 106.25
Hero PAX 1: Hurtgen Hell to Bulge Nightmare 86.24
Franc-Tireur # 8 106.24
ASL 15 - Forgotten War 166.24
Rally Point #17 106.24
ASL 11 - Doomed Battalions (2nd Edition) 86.23
Critical Hit # 3 186.23
March Madness `97 Pack 126.23
Tactiques # 9 106.23
From The Cellar Pack # 6 106.23
Schwerpunkt #19 126.23
Covered 136.23
Blitzkrieg Pack 186.22
Armoured Aussie Pack 76.22
Out of the Bunker 146.22
Tactiques # 2 106.21
ASL 14 - Hakkaa Päälle! 176.21
HASL 10b - Red October 116.21
ASL 4 - Partisan! 86.20
Corregidor: The Rock 216.20
Internet: MMP 66.19
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Rally Point # 8 106.19
Rally Point # 6 106.17
Schwerpunkt #15 126.16
Franc-Tireur #15 226.16
Rally Point # 9 106.13
ASL Journal #15 116.12
SASL 1 - Solitaire ASL (2nd Edition) 216.11
HASL 3 - Kampfgruppe Peiper II 86.10
The Canadians In Italy 2: The Spaghetti League 126.09
Franc-Tireur #14 326.09
Buckeyes! 106.07
From The Cellar Pack # 7 106.07
Schwerpunkt # 3 126.06
Schwerpunkt # 2 126.05
ASL 8 - Code of Bushido 86.04
Leibstandarte Pack 4 - Turning of the Tide! 86.04
Schwerpunkt #18 126.04
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
ASL 6 - The Last Hurrah (2nd Edition) 85.99
HASL 5 - Blood Reef: Tarawa 105.95
Dezign Pak 8 105.94
The Canadians In Italy 3: D-Day Dodgers 105.91
Schwerpunkt # 1 125.91
Dezign Pak 3 155.90
Blitzkrieg in the West - Northern Campaign 65.90
Rally Point #21 105.89
Paddington Bears '97 Pack 85.88
HASL 6 - A Bridge Too Far 125.87
Time on Target # 1 135.86
From The Cellar Pack #12 115.86
Hero PAX 2: Eastern Front Hero Fest 85.83
Time on Target # 2 215.83
Deluxe Pack #1 125.82
Wacht Am Rhein 165.81
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! 65.26
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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kyleKyle W2025-05-07 02:50:42
KillerscottScott Cowie2025-04-30 20:19:04
OfeSergio Puebla2025-04-29 18:44:09

On this day...

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SC2.7 The Defiance of the Narvik Military AcademyOutskirts of Narvik, Norway1940
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