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ScenarioCommentUser
Death Solves All Problems rangercote
Requiem for a DreadnaughtThe German attack penetrated and supressed the big tanks - they fell easiyl really!
macrobosanta
Military "Intelligence" jgarlic79@gmail.com
Clearing the BadlandsMassive back and forth jgarlic79@gmail.com
Dawn Assault at Mednoye Danno
Dawn Assault at MednoyeThe Russian tanks wiggled through the defenses with only one being lost to the 37Ls. The Russians were able to converge on the last victory building and win the day in CC. dmareske
Tavronitis Bridge jgarlic79@gmail.com
Assaulting TésGermans lost a ton of halftracks...but all the Soviet tanks were knocked out with all four Jagdpanthers roaming the battlefield. German 9-2 eliminated the Soviet 9-1, 4-5-8 w/50 CAL and after that the buildings began falling. grumblejones
Sting 'em at ZingemLooks of options for the Germans to enter. Germans had 2 Squads, MMG, LMG and 9-1 on the bridge side. The reinforcements split and came in as a quazi pincer attack. slunts
Currie's FavorMy 10-2 went berserk on the second turn and of course took a squad with him. I managed to lay smoke in front of their 88 before the berserkers had to charge across the road to take their 81 MTR, but the mortar crew reduced the squad as they attacked. They eliminated the crew in CC, but then the 10-2 and HS were out of position. They did manage to get as couple shots off with the MTR, but captured use and inexperienced crew made the DRMs too much to stay there.

It all came down to the final turn. I needed all 6 VC locations and took 5 easily, but needed to push him back out out of one without losing anyone myself as I was 1 away from the CVP cap. I assault moved a leader and squad next to the location where he just had a HS. If I make it into CC, I have a great chance at winning. But he manages to get an NMC on me and my squad rolls boxcars, casualty reducing and giving up the final CVP. Very fun finish to a fun game.
sushidog
Assaulting Tés Danno
West of the MerderetA good well-balanced scenario. Ultimately, there are two battles which take place. 1) is for Hill 30 which can increase the number of American CVP which need to cross the river, and then 2) crossing the river. I had a fortunate Zerker who tied up some paratroopers on top of Hill 30 which eventually caused the death of a squad or two and a key leader... Additionally, my I had Germans with SW in DD12 and FF13 who never broke and adequately covered the terrain necessary to cross one of the two bridges over the Merderet.

While the scenario ended with a Melee in progress (which was in progress for several turns) the Germans did enough damage on the left side and took enough hexes to make the last charge for the Americans to be extremely low percentage. I think there's a lot of balance with this scenario and could see this being close to even after 100 plays of equally skilled players. Log is from the last turn and half. (VASL Log)
CWO_19
Fangs of the Tiger Danno
Fangs of the TigerFun scenario. My Russian T-43's went for Deliberate Immobilizations and got one. The other three Tigers proceeded to knock out 4 of my T-43's with little effort. Another Tiger would be immobilized by a side shot...but then two Tigers knocked out my last T-43. After four turns of pretty bad dice rolls on my side and 4 snakes and multiple threes by the Germans...I conceded. My chances of winning next to zero...especially as I got diced. grumblejones
Hoppers and Hardy Dispang12
Where Iron Crosses GrowVery tight scenario. A fight just to get onboard.


2026 CyberLeague XXV
jgarlic79@gmail.com
Combe ForceWith no pre-requisite as to where the Italians must face in their setup, the initial turn can be summed up as mind games to see if you can trick your opponent into driving face first into your powerful artillery pieces. By the end of the Italian Turn 1, the British had lost 5 or so vehicles, with no real hope of achieving their goal of 4 destroyed/malfunctioned Guns. I'm sure that, with worse rolls on my part, the British thrust may have had more success, but honestly this scenario just feels at odds with itself, wanting the British to act quickly but not necessarily having any means to do so when faced with the Italian Guns and Vehicles, while the Italians simply need to survive and run away. Not worth playing, in my opinion. Jobbo_Fett
Dream Team Bongiovanni
Road to Prome (VASL Log) Bongiovanni
Road to PromeFriday Night Fight - conceded by British on Japanese turn 4 before advancing fire. (VASL Log) Paul Legg
First DanceWith 26 vehicles plus motorcycles this was the biggest armour scenario I had tackled to date.
As the French I attempted to amass the 19 CVPs more than the Germans and amassed 17 to 0 before the German tanks arrived on turn 2. The arrival of these tanks resulted in all my on board armour being destroyed and ending any hope of the French fulfilling the automatic victory condition.
The game was close Martin eventually winning 12-8.
alexashton@vinecc.org
Road to PromeClassic PTO fare. As the Allied side, I opted to pull back rather than risk being overrun by a Japanese banzai charge on turn two. I don't know if this was the best plan but it worked out in the end a Japanese banzai on turn four near the exits failed to make much of a dent on the defenders aided in no small way by my opponent rolling three boxcars and an eleven in CC which led to a concession on turn four. (VASL Log) Dougban
Husum Hotfoot Danno
Husum HotfootExcellent scenario...and a ton of fun! grumblejones
West of the MerderetVASL jrwusmc
Lost Opportunities Bongiovanni
Show a Little Guts! Danno
Show a Little Guts!One of the most fun scenarios I have played this year. Multiple Banzai's kept my Japanese moving forward and by the final turn would have 13 locations for the win...but a heavy price. Only 1 wounded leader left alive and only one full squad with three half-squads left. Bloody and fun scenario. Recommend it!! grumblejones
Not Much of a SoldierI entered my entire force on the southern board, as this looked the most lightly defended. His PSK squad guarding the road there gacked when he cowered, allowing one of my Shermans to roll through and behind him. When he broke and was eliminated for FTR it was the highlight of my turn, though my tank broke 2/3 of its MGs doing so. Unfortunately the rest of my plan went to shit when I pressed into the woods and stumbled upon some mines and the bore sighted mortar hex. Thankfully the mines were sniffed out by searchers before they could do any damage, but the mortar caught me in a stack move. A lost squad, two broken, a wounded 8-1, and a generated hero was the price. Needless to say I was a bit more cautious on Turn 2, and it was of little surprise when my other Sherman exposed more mines in 55AA1. Unfortunately it was via bypass, so no TB was laid. My men in the south, vanguard by the hero, were able to follow a clear trail presented to them by a retreating German, the crippled Sherman joining them. Turn 3 saw my central tank bog in the woods (despite using all its MPs), while the mortar severely limited my mobility in the area. Turn 4 saw my bogged tank immobilize and my other bog crossing some bocage. And when my play to take out the mortar saw only a HS survive while three squads and a 9-1 broke I had enough of this nonsense. Bocage is the best friend a competent defender can have. Paired with my poor dice, there just wasn't anywhere near enough time to recover. Not my favorite scenario. buser333
Independence Day PeterA
Brush Fire NoTwo
The Devil's Free to Have a TryHungarians folded under extreme Russian pressure. jgarlic79@gmail.com
Disaster at YpenburgGood scenario, I misplayed reinforcements and got bogged down 'bug' hunting instead of rushing forward. jgarlic79@gmail.com
With Tigers on Their Tail jgarlic79@gmail.com
A Long Way To Gogreat first vasl game sparkyxc9
And the Walls Come A-Tumblin' DownI see I was beat to the punch in being the first to play and post, though when we had started I was shocked to see zero plays to date. I figured the bottom part of the map was included for a reason, and that reason was the basis for my dastardly defense. 100% of my force was set up south of the Intramuros. The bulk being as far west as I could muster, though my HIP units were set up further east as a sacrificial line of defense. During the RPh of Ami Turn 1 I broke almost all my infantry and routed back to the warehouse and woods, in preparation of rallying them and setting fire to them. When 100% of my force rallied, and three fires were lit, I couldn't have been happier. We did quickly realize that due to SF SSR only one kindle attempt was allowed and adjusted it. Either way, the bulk of my men were quickly ensconcing themselves in the Manila Hotel, while more than half the Ami force in the east were licking their wounds from the pasting my HIP boys dished out to them. Meanwhile it would take the other half of the Ami force 4 turns just to get into any type of threatening position. This scenario was looking to be a complete bust, and I wouldn't have blamed Scott one bit if he threw in the towel. But thankfully he pressed on, as it ended up being a fairly entertaining game when we played it to completion. Turn 2 saw the eastern Amis whittled down a squad as the Japs picked on their brokies, but they lost a MMG crew in return to some withering 0.50 HMG fire. A THH bungled a silver platter attack on a Sherman sitting next to them. Turn 3 saw the Amis in the north double-timing their way into position, the Amis in the east lose another HS, while the Japs there continued to get attrited, with three crews striping. Turn 4 saw the Amis lose another HS, while the Japs lost the other MMG crew and an AA gun blown to bits with a CH, but not before it knocked the treads off a Sherman. With the path looking relatively clear, Turn 5 saw the Shermans leave their fellow troops behind and move to the front. But the Japs still had a couple tricks up their sleeve in the form an LMG-toting HS and the other AA gun. The LMG promptly broke, but the well-positioned AA would not be so easily dealt with. Meanwhile the attack finally got underway in the west, with the Amis losing a squad to the Japs' HS. Turn 6 was quiet on the casualty count, with only an Ami HS lost; Turn 7 a bit more costly: 1.5 Ami/0.5 Jap. And so the last turn saw the full-on assault of the hotel with everything the Amis had left, which frankly wasn't a lot. As expected, it didn't go the Ami way, losing a squad to a HS for the Japs. And of course any Japs remaining at arms' length from any Amis broke and routed to avoid any further CC losses. Thus the final CVP count was 12-12, a much closer and entertaining game than I ever would've expected, but still probably a somewhat broken scenario. buser333
Red Churchills Dougban
French Civil War in Gabon asloser
Gravy For the GanderThe scenario seemed to favour the Americans... The .50 HMG/9-2 leader combo cleared the hills and the quantity of other American squads pushed forward quickly.... Not sure what the Japanese can do to slow them down... Lots of American firepower, not much for total Japanese squads to repel them. Einer
Nor Will Deep Hell Receive ThemDefenders were quickly overwhelmed and Encircled. All PF checks resulted in Pinned units and only PSK shot was dud ... brutal loss. Kydder
The Front in Flames strategos
The 138 of the 138thGermans force concentrated the northwest corner. A russian fortified building placed right in the northwest corner proved challenging to approach as a placed DC couldn't do much. Luckily though, the russians feared the worst and called for OBA on the corner including their own building. Their blasts wrecked their own units as germans skirted around the blast area. A southern push up the middle quickly took out russians there with no german losses. AT gun jammed before landing a solid hit. At this point the germans could play the slow game having control of several buildings with only 1 HS loss. feralhuntsman
In Pursuit of the FrenchI set up with the French in a way that wouldn't be game-y and ultimately paid the price. The French simply didn't have the ability to move fast enough through stone buildings and down roads in order to escape the closing grasp of the Germans who managed to take out several of the French tanks before they could get off-board. The French started off with some successful CC rolls but when a pair of them dragged on for several turns... Jobbo_Fett
"...Things Are Hot!"Looked decent for German's in first two turns. However, lost 2 x Panthers (one hull-down) in a single DFire phase to two APCR (TK22) turret hit shots (M4 had ROF) to take 16 CVP on top of ~8 already lost. Conceded in turn 4 after Germans missed again in CCs that would have given them 2/4 of the buildings needed. Houlie
Pride and Joy Guru Bob
Slava! asloser
Over the ProsnaAT gun caught one of the AC's on the far side of the stream and the 81 mortar knocked a couple squads off the motor bikes. Put the Germans a bit behind schedule. Opponent went for the exit with a few squads so the reinforcing cavalry had to take posiition on the hill. Opponent resigned when my LMG took out his second AC. Fun scenario. nebel
Kachin Rangers asloser
Road to Buin Danno
Road to Buin grumblejones
The Streets of StalingradThe opening shot of the game let to a fanatic and heroic 10-3 German leader and shortly after another fanatic assault engineer with him. German advances into the Tractor Works happened quickly, securing the factory fast enough to setup a defensive line within. Meanwhile in the west Russian assault squads struggled with their approach as they got peppered with sniper attacks and other fire crossing the road. Gradually the Russians began taking the other buildings in the west just in time for T34s to lend support. As German positions in the west began to collapse, Russia mounted a counterattack on the northern end of the Tractor Works and southern choke point. The northern push faltered and the southern one turned into a massive meat grinder, mostly due to supporting StuGs and a lone HS with a flamethrower torching the advancing Russians from an upstairs window. The Russians eased up on the northern push until reinforcements arrived from the fully secured west. Nearing game end and with only a 2-1 squad ratio, the Russians were looking at a possible loss as the Germans still very securely held the entire Tractor Works. A massive Human wave with supporting T-34s turned the tide as the Russians were able to overwhelm German defenses and led to securing all but one location in the Tractor Works by the final Russian turn. The German counter-attack only earned them 2 locations and another 2 locked in melee, not enough for victory. feralhuntsman
Melting Pot Dispang12
Gavin Take NoTwo
The WhirlwindAmericans gambled on a forward BAZ Ambush that paid off when the Germans stacked all units aggressively forward on setup. Turn 1 saw the BAZ take out the FlaKPz and a sniper activation from the small arms broke another German squad. The BAZ squad found itself quickly overrun and ended up captured and interrogated by the FlakPz crew, revealing the HIP of a nearby squad. The Germans then tried a northern approach and some intense street fighting began. One by one the American units were getting eliminated as Germans gained ground. It came down to an Alamo defense of the last remaining building in which the American squad was pinned and encircled. Close game considering the FlaKPz loss on turn one felt weighted towards Germans. feralhuntsman
Beyond the Pakfronts jwert02
Brush at TilburgPoor scenario design. (VASL Log) Bongiovanni
Carrier Hill Pantera
Blood on Hill 192 galletto
Defending the Twin VillagesExcellent scenario. My Americans were able to attrit Germans and maintain cohesion falling back.


2026 eASL Open Round 5
jgarlic79@gmail.com
One Smart Bastard Danno
One Smart Bastard grumblejones
Obstructed at OstrogLots for the German to do in this scenario. We had a I had 4 buildings to clear on the last turn and did not have enough infantry left. Fun OOB and felt winnable for both sides earlier in the game but in the end there are too many Russian tanks and getting 458s out of stone buildings was too hard. nebel
Dracula's FangsThis turned out to be a lot of fun. One of my little mortars crit hit two squads and a 8-1 leader in T1 and killed them all. This was a pretty big swing for the Brits to overcome. Hedgehog defense held for several turns breaking the 8 morale gurkha's and slowing them down. I had 3 guns still occupied at the end of the game. Brit had trouble passing MC consistently and just ran out of time. Both of us enjoyed this one and thought it was worth a play. nebel
The Citadel NoTwo
Frontier SurpriseSome truly bad luck by the British meant that a lot of their trucks immobilized when moving adjacent to Hammada, and the Italians weren't fairing any better with a split defensive position that lacked the stopping power to kill the British vehicles that survived the 20L AA's initial onslaught. When it and the crew broke, and I had no incentive to run back-and-forth throughout the desert to kill the odd Italian squad here and there, we decided on a draw - both of us being mentally worn down by Critical Hit's scenario design. Jobbo_Fett
Frontier RaidersSome truly bad luck by the British meant that a lot of their trucks immobilized when moving adjacent to Hammada, and the Italians weren't fairing any better with a split defensive position that lacked the stopping power to kill the British vehicles that survived the 20L AA's initial onslaught. When it and the crew broke, and I had no incentive to run back-and-forth throughout the desert to kill the odd Italian squad here and there, we decided on a draw - both of us being mentally worn down by Critical Hit's scenario design. Jobbo_Fett
Frontier RaidSome truly bad luck by the British meant that a lot of their trucks immobilized when moving adjacent to Hammada, and the Italians weren't fairing any better with a split defensive position that lacked the stopping power to kill the British vehicles that survived the 20L AA's initial onslaught. When it and the crew broke, and I had no incentive to run back-and-forth throughout the desert to kill the odd Italian squad here and there, we decided on a draw - both of us being mentally worn down by Critical Hit's scenario design. Jobbo_Fett
HühnersuppeI started off my attack by losing smoke on the 105, then malfing (subsequent recall) on a Stug III trying for smoke. Then lost 2 squads on rally CR and CC.

The dice turned somewhat and the Germans were able to proceed into the town destroying the SUs and needed 2 more building hexes. One was in CC with a German advantage, but the 2nd was heavily occupied with Russian reinforcements. When the Germans were down to 2 Stug, one Russian KV made a break for the exit and i had to chase with one of the Stug to prevent exit.

The last German attempt to reach a building hex was cut down giving the Russians a win.
sdedier
No AnswerRob capitulated at DFPh of German T2 due to malfunctioning the MA on one of his tanks. His infantry had taken a beating during the first and second DFPh's resulting in multiple breaks. He also found the minefields resulting in multiple casualties. The German 81mm mortar was able to suppress his kill stacks and a sniper attack killed the leader and broke the crew servicing his 60mm mortar. All-in-all a solid defence from the Germans, aided by good dice rolls. Nicho11
The Legrew Maneuver galletto
Brush at TilburgFNF game. The Germans drew group 2 while the French got the AT guns . Jonas opted to hold back and let the Germans come to him. Basically, he couldn't get a kill on a German vehicle and conceded on turn three with two AMRs down and one ATG taken out. Tough scenario to balance with three possible groups for each side and an even chance of moving first. I wouldn't fancy the French chances with group three but the combo that we got made for an interesting armour battle. (VASL Log) Dougban
Raiders Along the WallI lost as the Germans. Solid German advance on both flanks for two turns, but Yankee rallies while under DM prevented a clean breakthrough. Multiple times the Germans moved adjacent en masse, ready to CC for the breakthrough, but an insane number of PIN results drastically changed the CC calculus and the Germans demurred. By the time Building I7 fell, there was no path to victory once the Sherman and the 9th ID "kitchen personnel" joined the battle. I conceded end of Turn 5. Esquire
Shanley's HillInteresting game. The paras has a difficult task in front of the big numbers of germans squads, and the little defensives possibility of the Hill. Lluison
Brush at TilburgFriday Night Fight - Conceded on turn 3 despite getting to move first. I received the Group 2 tanks which went through the centre to influent both boards an split the infantry and armoured cars between both boards. On reflection I think a better option is to concentrate the infantry on the southern board and AC on the north. With me having the tanks I would send to the north group and the other two to the south to support the infantry. Because I split my forces, the ACs in the north hung back to support the infantry, instead of pushing for the bridge. This allowed the Germans to cross the stream in force and swamp my forces, so I would be unable to stop the exit points. (VASL Log) Paul Legg
Commando SchenkePlayed this classic with my new friend Gabe at Bitter Ender in Raleigh earlier this year. Gabe mounted a great defense that successfully kept me out of the VC building. Great game Gabe! Jplott94
Hill 424 Dispang12
Hickory Lickin'Played this (along with Steve B) the first night of Bitter Ender this year in Raleigh. Turned it into an ersatz 3-player game, with Steve and I playing the Americans and Dave handling the Germans. Great game with great friends! Jplott94
Schoolhouse RockI attacked in 3 groups but all on the debris side of the target building. I managed to overwhelm the screening infantry but lost my Pz IV on a CH from the AT which was on the other side of the building but got in a shot on me coming into the battle.
I managed to get a DC on a fortified hex causing the loss of a unit/leader and breaking other. My 105 got in a couple more hits which really hurt the Russians. Opponent resigned with the significant casualties and reinforcements turns away.
sdedier
Drama, The Park, and Deadly ThingsI pushed up the middle using the Stug to try for smoke and support on the sides. The Germans were unable to break through the fortified buildings despite having multiple good shots and 1MC results.
Too much Russian firepower for the DC teams in the end.
sdedier
A Long Way To Go Osiris09
Buckley's Block asloser
Day at NightThe Axis opted for four 1-factor A-T mines distributed along the exit edge; only one eventually came into play, in the East front which was not guarded by ordnance and after the Sturmis had been taken care of. A dud from the Finnish PSK led to a third Russian tank exiting and sealing the early victory in turn 3. Granted, there were other chances for a third tank exiting, but harder. All in all, even with the big gap in experience between the players, it felt a bit unbalanced in Russian favor. mestravis
The Marketplace at WormhoudtSmoke shielded the turn 1 rush and I got the tree line secured. The SS more or less just bullied into the village. I lost a Pz4 to CC early which kept it close but I was able to shootup his infantry before he pulled back into the key VC buildings. Fun game I was able to keep a couple of tanks alive and capture the big buildings except the church to win. 2026 ASL eOpen nebel
Over the Prosna FMFCB
The Marketplace at WormhoudtRound 5 of eOpen 2026 slunts
Viking SurpriseDown to the wire jgarlic79@gmail.com
Leningrad RedsThe Finns attacked South through the woods and captured 4 VC road-hexes. A small group attacked North towards the 2 remaining VC-hexes. The Russians withdraw slowly to elaborate a strong defense and protect the remaining VC road-hexes. The Finns began to run out of time and attacked with boldness but were stopped short facing destructive fire. Several Finn heroes rised and attempted hand-to-hand CC but failed. A last rush from a Finn squad ended one hex short from the objective. A final Russian victory. The uncertainty of the VC hexes position and difficult terrain is a huge advantage for the defenders. The Finns have high morale and self-rally capability that can help. lt_steiner
Prelude to Festung BrestSecond game of ASL for Steven. The Americans had some trouble coordinating the attack. Club day for Kansas City ASL. dmareske
The Grain of SandNot sure if it's because I was having an off night but this scenario just didn't work for me. I had so many units roll for their Command Control only to beef it and be stuck doing nothing, regardless of if it was MPh or PFPh. The lack of tactical options with your vehicles just acted as a wormhole where the fun should be. If you want to try a Command and Control functionality where you attempt to "activate" units sans leaders, you can get a similar experience with the abandoned unaffiliated WW1 scenarios (but not the CH ones). Not a fan of the mechanics in this one. Jobbo_Fett
Wons Enough Pantera
Belgians and CenturionsI wonder if everyone playing notices that the Chicomm must exit from the same side as they enter. I thought by covering their victory hexes with my UN forces I could prevent a Chicomm victory, but once they are in, they can break and run towards the exit. I think that I needed to move the tanks behind the Chicomms as fast as possible. mtrodgers99
Hunters from the SkyI really enjoyed this scenario. It's a small OB, but 10 full turns, so a lot happens but the turns go quickly.
One of my two American wings ended up on Board 5, and got pretty shot up on landing. The other got down in reasonable order on Board 2. Luckily, that was near my assigned Assembly point.
The Board 5 wing captured one potential Assembly Area to keep the Germans guessing. It spent the next 7 turns trying to take another, but a 4-6-7, LMG and 8-1 along with a 4 IFE AA Gun held them off. Eventually this entire wing was destroyed except for one broken wounded leader. But their sacrifice kept some Germans from going to the victory area.

The Board 2 attack progressed well, but by the time I had my actual Assembly Point captured, there wasn't any time to spread out and capture others to keep the Germans guessing. By then, their reinforcements had begun arriving and the Americans had to go over to defense.

There were still 5 turns to go, and my force was shrinking consistently. But so was the German's. It came down to a Turn 8 rush by the Germans, who VBM sleazed with the StugIII and got into melee in the Assembly Point hex, but had lost most of their good order troops. (If the stack using Armored Assault with the Stug had not failed NMCs, things would have been different.)

In my Turn 9, I shifted my last squads towards the victory location, got a lucky shot on the Stg with my BAZ 45, and reinforced the melee with a 747. I wiped out the Germans in CC for the win.

With the variable Air Drop results, the random VC location determination, and the random reinforcement entry, this will likely be a different scenario for everyone.

ubertripp
Continue the Attack at OnceFantastic Game with a unique situation - so close that it came down to the last advance
Neither of us landed any really game changing blows so it was a grind to continue to shoot and not dint but I got into the perfect position but Vic edged in
Great to play him and nearly win - 4 down and has not happened yet but that was the closest
macrobosanta
Across the Rio Grande igycrctl
Road to PromeWhile a nice scenario, in our scenario the Japanese was able to take some British as prisoner. Each prisoner squad exited from adjacent to Y1 gave the Japanese 8 VP, which made the scenario not even close. CVP tallies for both were running even through the entire game.

In our opinion, not allowing prisoners or at least no extra points would have made the scenario better.
mharviala
Wet Feet Danno
Wet Feet grumblejones
Out Of Their Element (VASL Log) Bongiovanni
Hill 253.5eASL Open 2026 Round 5 (VASL Log) Bongiovanni
Blood on Hill 192150mm and 100mm OBA were ineffective, the Americans were able to reach the hill with several units anyway - clever use of smoke by my opponent. Really enjoyable scenario, potentially too bounded to OBA effectiveness galletto

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ScenarioActionWhen
"...Things Are Hot!"Houlie Added a playing9h 4m 59s ago
A Sisyphean TaskHoulie Added a playing9h 21m 3s ago
Dawn Assault at Mednoyedmareske Added a playing14h 52m 25s ago
Military "Intelligence"jgarlic79@gmail.com Added a playing14h 52m 57s ago
The Orsha PlainHutch Modified the Attacker's AFVs14h 58m 58s ago
The Orsha PlainHutch Modified the unit counts14h 58m 59s ago
The Orsha PlainHutch Modified the unit counts14h 59m 49s ago
The Orsha PlainHutch Modified the Attacker's AFVs14h 59m 49s ago
The Orsha PlainHutch Modified the Unit Elements17h 21m 54s ago
The Orsha PlainHutch Modified the Unit Elements17h 23m 18s ago
The Orsha PlainHutch Modified the gps location17h 23m 36s ago
Funnel of DeathHutch Modified the misc. rules17h 24m 32s ago
Funnel of DeathHutch Modified the gps location17h 26m 12s ago
Funnel of DeathHutch Modified the unit counts17h 27m 12s ago
Funnel of DeathHutch Modified the Attacker's Guns17h 27m 12s ago
DésespérésHutch Modified the misc. rules17h 30m 44s ago
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DésespérésHutch Modified the Attacker's AFVs17h 33m 6s ago
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Bunker BurningHutch Modified the Unit Elements17h 36m 2s ago
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Bunker BurningHutch Modified the gps location17h 37m 58s ago
Blocked EscapeHutch Modified the unit counts17h 43m 32s ago
Blocked EscapeHutch Modified the Attacker's Guns17h 43m 32s ago
Final DesperationHutch Modified the unit counts18h 11m 43s ago
Final DesperationHutch Modified the Defender's AFVs18h 11m 43s ago
Final DesperationHutch Modified the Defender's AFVs18h 12m 16s ago
Final DesperationHutch Modified the unit counts18h 12m 55s ago
Final DesperationHutch Modified the Defender's AFVs18h 12m 55s ago
Final DesperationHutch Modified the unit counts18h 13m 39s ago
Final DesperationHutch Modified the Attacker's AFVs18h 13m 39s ago
Final DesperationHutch Modified the Defender's AFVs18h 13m 39s ago
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Final DesperationHutch Modified the overlays18h 17m 34s ago
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Schwerpunkt!Hutch Modified the Unit Elements18h 23m 17s ago
Final DesperationHutch Modified the Unit Elements18h 24m 16s ago
Schwerpunkt!Hutch Modified the gps location18h 26m 34s ago
Nimm Das Jetzt!Hutch Modified the gps location18h 26m 51s ago
Ride of the ValkyriesHutch Modified the gps location18h 27m 4s ago
Final DesperationHutch Modified the gps location18h 27m 32s ago
Ride of the ValkyriesHutch Modified the gps location18h 28m 5s ago
Nimm Das Jetzt!Hutch Modified the gps location18h 28m 26s ago
Schwerpunkt!Hutch Modified the gps location18h 29m 15s ago
Final DesperationHutch Modified the overview18h 34m 29s ago
Ride of the ValkyriesHutch Modified the overview18h 35m 13s ago
Nimm Das Jetzt!Hutch Modified the overview18h 35m 41s ago
Schwerpunkt!Hutch Modified the overview18h 36m 32s ago
Final DesperationHutch Modified the overview18h 43m 6s ago
The Tigers of WinterHutch Modified the gps location18h 51m 47s ago
The Tigers of WinterHutch Modified the gps location18h 52m 35s ago
The Tigers of WinterHutch Modified the overview18h 54m 51s ago
The Tigers of WinterHutch Modified the misc. rules18h 55m 9s ago
The Tigers of WinterHutch Modified the overview18h 55m 59s ago
The Tigers of WinterHutch Modified the misc. rules18h 57m 43s ago
Gator TracksHutch Modified the unit counts19h 2s ago
Gator TracksHutch Modified the Attacker's AFVs19h 2s ago
Gator TracksHutch Modified the Attacker's AFVs19h 25s ago
Gator TracksHutch Modified the unit counts19h 26s ago
Gator TracksHutch Modified the Attacker's AFVs19h 57s ago
Gator TracksHutch Modified the unit counts19h 1m 37s ago
Gator TracksHutch Modified the Attacker's AFVs19h 1m 37s ago
Gator TracksHutch Modified the unit counts19h 2m 1s ago
Gator TracksHutch Modified the Attacker's AFVs19h 2m 1s ago
The Last WaveHutch Modified the gps location19h 7m 11s ago
Ride of the ValkyriesHutch Modified the Attacker's AFVs19h 18m 50s ago
Ride of the ValkyriesHutch Modified the unit counts19h 19m 37s ago
Ride of the ValkyriesHutch Modified the Attacker's AFVs19h 19m 37s ago
Ride of the ValkyriesHutch Modified the Defender's AFVs19h 19m 37s ago
Ride of the ValkyriesHutch Modified the Defender's AFVs19h 20m 29s ago
Ride of the ValkyriesHutch Modified the unit counts19h 20m 30s ago
Ride of the ValkyriesHutch Modified the Attacker's AFVs19h 20m 30s ago
Ride of the ValkyriesHutch Modified the unit counts19h 21m 59s ago
Ride of the ValkyriesHutch Modified the Attacker's AFVs19h 21m 59s ago
Ride of the ValkyriesHutch Modified the Defender's AFVs19h 21m 59s ago
Ride of the ValkyriesHutch Modified the misc. rules19h 23m 37s ago
Ride of the ValkyriesHutch Modified the Defender's AFVs19h 24m 12s ago
Ride of the ValkyriesHutch Modified the Defender's Guns19h 24m 12s ago
Ride of the ValkyriesHutch Modified the unit counts19h 24m 13s ago
Ride of the ValkyriesHutch Modified the Attacker's AFVs19h 24m 13s ago
Ride of the ValkyriesHutch Modified the overlays19h 26m 9s ago
Ride of the ValkyriesHutch Modified the overview19h 27m 23s ago
Ride of the ValkyriesHutch Modified the Unit Elements19h 30m 47s ago
Ride of the ValkyriesHutch Uploaded an Image19h 31m 54s ago
Ride of the ValkyriesHutch Modified the Attacker19h 34m 49s ago
Ride of the ValkyriesHutch Modified the Unit Elements19h 35m 7s ago
Ride of the ValkyriesHutch Linked the scenario to ROAR19h 38m 25s ago
Ride of the ValkyriesHutch Linked the scenario to ROAR19h 39m 15s ago
Saving MadagascarHutch Modified the misc. rules19h 42m 20s ago
Saving MadagascarHutch Modified the gps location19h 43m 30s ago
Saving MadagascarHutch Modified the unit counts19h 50m 30s ago
Saving MadagascarHutch Modified the Attacker's AFVs19h 50m 30s ago
Victoria Crossaokigaryou Uploaded the Board image20h 35m 41s ago
Dawn Assault at MednoyeDanno Added a playingYesterday
Clearing the Badlandsjgarlic79@gmail.com Added a playingYesterday
Ride of the ValkyriesHutch Uploaded a fileYesterday
The Tigers of WinterHutch Uploaded a fileYesterday
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Te' Kiwi SunriseHutch Uploaded a fileYesterday

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March Madness 2023 10th Mountain Division Pack 98.37
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March Madness 2018 Players Pack 107.28
March Madness 2013 Commissar Pack 87.26
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ASL Starter Kit #4 87.22
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The Green Hell of Inor 196.95
ASL Action Pack #17 Oktoberfest XXXV 166.95
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China-Burma-India: The Lost Theater Part 1 156.92
ASL Journal #11 286.92
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March Madness 2020 Full Rulebook ASL Pack 86.88
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Kreta - Operation Merkur 186.86
Operations Special Issue #3 76.86
ASL 5 - West of Alamein 86.85
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Friendly Fire Pack 4 106.80
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Quick 6 Scenario Pack IV 66.80
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Deluxe Advanced Squad Leader 386.79
ASL Journal #14 256.79
Friendly Fire Pack 7 86.78
HazMo Scenario Pack 2: The Un-Civil Wars 106.78
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ASL 13 - Rising Sun 336.77
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Friendly Fire Pack 3 86.76
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BFP 3: Blood and Jungle 476.74
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ASL 3a - Yanks (2nd Edition) 416.73
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AH:ASL Annual `95 Winter 246.70
ASL Action Pack # 3 Few Returned 126.70
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HazMo Scenario Pack 1: A World at War 106.68
ASL 10 - Croix de Guerre 86.67
AH:ASL Annual `90 166.67
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HASL 4 - Pegasus Bridge 86.65
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ASL Journal # 5 136.65
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Schwerpunkt #13 126.64
Operations Special Issue #1 66.64
March Madness 2019 Close Combat Pack 86.64
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Schwerpunkt #20 126.63
BFP 5: Poland in Flames 456.63
Aussie '98 Pack 106.62
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ASL Action Pack #20 Oktoberfest XXXIX 126.31
ASL 2 - Paratrooper (2nd Edition) 86.30
ASL Action Pack #12 Oktoberfest XXX 106.30
BFP: Operation Neptune 106.30
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Schwerpunkt #21 126.28
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Tactiques # 2 106.17
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Covered 136.17
HASL 3 - Kampfgruppe Peiper II 86.16
Armoured Aussie Pack 76.16
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March Madness `97 Pack 126.14
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Melee Pack I 65.77
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Winpak #2 65.75
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Newest players - welcome!

UsernamePlayerRegistered
kentreuberKent Reuber2026-05-05 15:34:49
c trapiertrapier seabrook2026-05-01 23:57:01
RknowlesRick Knowles2026-04-26 03:43:16

On this day...

ScenarioLocationDate
68 The RockCorregidor, Philippines1942
DBP13 In the Shadow of BazeillesDien Bien Phu, French Indochina1954
PA1 Battering RamsDanzig, Prussia1945
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