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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
Turning the Tables Bongiovanni
Geki CactiTough on the Americans. wwillow
The Paw of the Tiger bleyaert62
Fighting at World's EdgeGerman set-up was based on an AAR with ATG on the hill in F7. Allied attack was based on an analysis let's play video. The French got both tanks and pushed them up the hill. The HMG in J4 commanded the battlefield, but eventually the squad broke, but rallied and reclaimed the hilltop, only to break again. In the end the Norwegians exited 3 squads and the French 2. The leaders added 4 more VP. A French squad and wounded leader Prep fired on turn 9 at an adjacent squad and leader directly between them and the board-edge. The result pinned the squad. The defensive fire broke the wounded leader, and encircled the squad. The squad advanced into a woods hex, two hexes from the edge instead of into CC. It broke in the German prep phase to leave only 14 VP exited for an exciting ending. Guru Bob
Turning the TablesInteresting desert battle. For the British, the puzzle lies in constructing a strong defensive position utilising three known minefields and lots of wire. For the Germans, the puzzle lies in trying to clear a path through the fortifications to allow them to reach the exit.
The best weapons for the British are the ATG, HMG and AA Gun. None of them did anything. For the Germans, the Stukas are key. Both of them were gone by the end of turn 3 due to malfunctioned MGs. This allowed me to hide broken units behind sand dunes and maintain a defence. The Germans simply couldn't clear a route through the minefields under fire from British defences and Eric conceded at the end of German turn six
Dougban
Villy Muss Fallen! East Danno
Guerra Relámpago Lorenzoknight
The TrialWent down to the last CC DR with the Russians needing to win a 1:1, but the Germans held fast to the last hex of the factory. bleyaert62
Esprit CombatifWilliam and I played at our monthly Conscripts game day, with me defending as the French. As it turns out, my setup was not bad but I needed to use my obstacles more effectively to keep his armored cars out of the center of the town. I used the prepared fire zones to cut down the orchards so they were open ground which got me some nice -2 shots on his advancing infantry, and wire to keep his infantry from gaining access to one of the buildings but it was his armored cars running around all over the place which disrupted my rout paths that was a serious problem.

Highlight was my 65* gun going on a rate tear which shredded his MMG kill stack. Lowlights were many and tough to choose from. By the end of Turn 3 I had malf'd all three of my LMGs and my 65* Infantry gun. Both attempts to throw MOLs resulted in me breaking my squads and leaving a flame behind (6 on the colored die both times). And then there was my nerf-gun equipped squads which were totally ineffective at streetfighting against his vehicles. By Turn 4 I had done as much damage to myself with my dice as he had done to me and it was pretty much over.

Overall, this is probably one of the better scenarios of this Action Pack since there aren't a whole lot of SSRs and the OB for both sides is pretty reasonable. I'd play this again with a revised setup and hopefully better dice.
Agoldin
A Breezeless Day wwillow
Viking Surprise igycrctl
Gallic Counterpunch fdapra
Point D'Appui Danno
Point D'Appui grumblejones
No Japanese Within 100 MilesGreat scenario - came down to final banzai charge to clear the hill of only GO Australian unit. The off-board artillery seems like a help but needing to roll a 1 or 2 proved to be impossible to overcome. The additional rate of fire from the Australian MMG's had an impact and multiple banzai charges were needed to clear a path to the hill. barracuda
Cutler's Cross (VASL Log) Bongiovanni
Independence DayVery fun and fun scenario, played as usual with my "Play Both Sides" rules. Scenario comes down to the last turn where two final CC rolls decide who is the winner. The German take advantage of upper levels, and during the last turn they deploy so as to have one HS on the ground level, and one HS on the first level of a couple of buildings. During the final turn the Czech have to break units on the upper levels and engage in CC those at ground level.
All goes pretty well, but an Ambush dr is won by the German who retreats from ground to 1st Level, making a win for the Czech impossible.
The attacker is strong, but must run fast and take some risks with the Cromwells (which are a very good source of Smoke too). In this playing one Cromwell was taken out by a PF. The Germans must skulk as much as they can, and use the upper levels to make things difficult for the attacker.
AndreaF
Deep Into the French FrontThe armored trucks took some shots at the French truck, with one exiting on Turn 1. The French had some decent tries at street fighting but failed each time. Eventually, all the French broke in the village and the Germans were able to mop up. dmareske
It's a Battlefield slunts
Vichy Vengence Danno
Deep Into the French Front Danno
Vichy Vengence grumblejones
Light 'em Up JimT1277
The Meat Grinder usmcwo1
Crossing Chaos Bongiovanni
Taking TaillevilleVASL Lg RD2. Canadians took some lumps on the first turn then just grinded it out leaning on the armor. Some crazy CC rolls made it interesting. wwillow
Cutler's CrossFNF game Dougban
Over Open Sights Osiris09
Cutler's CrossFriday Night Fight

This was a fun game with some crazy dice rolls and came done to the closest win for the French, 8VP to 7VP. (VASL Log)
Paul Legg
One-Eyed Jacques Danno
One-Eyed Jacques grumblejones
Danish Crossroads Dispang12
Danish Crossroads Dispang12
Paper ArmyWe may have messed up the SSRs, but it was a fun game. von Garvin
The Fond Dagot Drag-Out jwert02
Halha River Bridge Danno
Halha River Bridge grumblejones
First DanceVery interesting scenario played for FNF. Within the first three turns, two French ACs and three German tanks (!) malfunctioned their MAs. One French AC was recalled but while the other didn't attempt to repair. Two German AFVs managed to repair their guns, so my good luck in that regard retrieved the position. The critical moment occurred as early as turn two when the French were attempting to retain control of the vital three hex building in the centre of the board. A favourable CC result at superior odds would probably have done for the Germans but I rolled a 2 that allowed my units to infiltrate and surround the French defenders. The Germans then rolled forward to wipe out the French infantry in the south and Gregg conceded on the penultimate turn. Lots of interesting decisions for both sides here and highly recommend. Dougban
Hunters from the SkyFun scenario. Gakked my drop points and my boys got shredded pretty good. Still made it to turn 9. Would play again. wwillow
Crossing Chaos Michel Bongiovanni
The Drive for TaierzhuangChinese set up deep. Japanese attacked hard on the left. It was going well but then the 37L went on a rate run and eliminated 4 Japanese vechicles in a turn. The Japanese no longer had enough VP left on the board. A_Lost_Canadian
Suxy Beasts jgarlic79@gmail.com
Hammer TimePro German. Balance suggestion : the Belgian AT Gun setup emplaced and HIP (delete SSR2) Bongiovanni
A Long Way To Go Osiris09
Ad Hoc at Chef-Du-PontThe Germans set up with platoons on the flanks guarding the entry avenues and the MMG set up at the head of the exit road. The GIs approached using the woods as cover on both flanks. By turn 3 they had set up two fire groups thanks to the strong leaders being able to regularly rally DM squads. From there they inexorably broke down the German defence, keeping broken squads under DM until the Germans had a lone out of position squad to try and stop the Americans from exiting. Result was a decisive American victory with 6 squads and 2 leaders making it onto the bridge. ifoxen
The Last RoadblockUsed set-ups from two different AAR. It was a disaster for the allies. It was almost over by turn 2 and I called it. Guru Bob
The Hegyfarok Hayfork In our game my opponent tried a central attack up the board seams. It quickly turned into a valley of death. My MMG and HMG both got KIA results in the first turn (HMG took out a 9-2 and 2 airborne squads). Both ATG got a Sherman and 2 PSK got a kill each by turn 3. Russians tried to proceed more cautiously and ran out of time. Good OOB and fun to play but I think the attacker has a tough challenge. 2026 ASL eOpen nebel
Sweeping East Pantera
Gallant MogilevThe Russians setup about 1/3 or his forces West of the river. On Row G they set up 2 wire and two 6 mine fields to prevent a mad rush at the game end. The Germans were not aggressive enough and ran out of time and steam to take the bridge hexes. slunts
A Good PartyMy minefields were most effective. German fire consistently broke the Brits. A dicing it could be called. wwillow
Kicked to the Curb Dispang12
Philippine Firemen grumblejones
Audacity!Germans set up on level two of the hill and raked the road squads, breaking two. The French set up in the northern buildings and pushed into the buildings through concealed advances and won in ambush. They were pushed back out when the Germans reinforced the large building. The French reinforcements pushed over the hill. It was slow going for the French, but the tanks "charged" up from the road over the flank of the hill and overran the German leader-led lmg squad. The other had moved south to defend the building. I think the Germans should have pulled these units back to the village, as when the French finally got there, the defense was too thin to cover all the axis of advance. The ATG in O5 immobilized a tank on the hill and forced the crew to bail out, but the crew was able to crawl back in and exact their revenge. Defensive fire on turn 5 broke almost the entire German force, despite several sniper attacks, and the French waltzed in for the victory on turn 6. Guru Bob
Philippine Firemen Danno
Bamboo Spear BanzaiJapanese tried cat-&-mouse game which seemed to be working until Turn 5 when they were finally cornered and over-whelmed on all sides by US attackers. Kydder
Priests at St. CloudIt is tough for me to see how the Americans can win against a competent Vichy player with average luck that remembers to deploy a few squads. I attacked from two sides because of the Vichy OBA. One side lost half of its squads on the way in. My priests were not lucky with SMOKE, although they had some. I could rarely get enough firepower together to break the Vichy troops in stone buildings. mtrodgers99
The Wounded Beast dmareske
Gasoline Alley bleyaert62
Crossing ChaosPlayed using the swimming rules (E6.2). The Germans spread out across the board and jumped in on turn 4 and was able to get multiple squads across in his turn 5. The French was not able to stop him or throw them back in (the AC reeked havoc as the French ATG got multiple hits but could not take them out. bleyaert62
The Fond Dagot Drag-OuteASL Open 2026 Round 3 Bongiovanni
Paper Army Osiris09
Backs to the Wall Danno
Backs to the Wall grumblejones
Iwabuchi's SarcophagusJapanese lost CVP cap with the American Flamethrowers dealing out death. Kydder
La Mort de CharlemagneBoth sides setup very aggressively, ending up with 4 hexes starting in CC, inflicting great CVP losses for both sides prior to Turn 3. All movement from the start was fatal ... quickly reached CVP cap for Russian win.
Kydder
Melting PotI believe that I bid for the defending Germans and Peter bid for the attacking Allies. I set up dummies in a woods line at the back of the entry board, including one dummy tank on my left. The real tank was on the right, but behind the woods line that the dummies shared. I decided to use the AT gun to fight infantry in the town center. I bore sighted one multi-hex building across the street from it. I had the MMG in the steeple and a unit on level one to see over some center hedges. There was only one good spot I could find for the German light mortar. There is a few hexes of road on the German right with woods in sight at both ends.

I had forgotten that the Allies received four smoke counters on turn one that they could put anywhere. Two went on dummy stacks and two went on my level one and level two units. Peter took advantage of the smoke to move big stacks with armoured assault. He even moved one TD in front of the dummy tank. In the AFPh, however, disaster struck. He rolled the German sniper which recalled one TD. During the German turns, I deployed often. The Allied thrust on the German right had problems with the German light mortar. Its TD moved into the one hex where the mortar could see it. I sighed to myself when I realized I forgot to bore sight it. By luck I hit the TD and shocked it. The shock went to UK and later to eliminated. That mortar also later rolled a CH against a squad that ran in front of it. The other two Allied thrusts had more average success. They worked their way into the town and the German units pulled back. Some of the HS survived longer than expected, so the British were running out of time when Peter decided to concede.
mtrodgers99
The Paw of the Tiger NAvalanche
First DanceFNF - Sudden Death on game turn 3 - Use the German balance for a longer and tense game (VASL Log) Bongiovanni
French Fries strategos
Ambitious Assault Osiris09
Fighting WithdrawalThe first assault wave was pushed back by Russian fire. The defenders were able to make any Finnish progress as costly as possible. The Finns got some successes in close combat, only to find the Russian still defending farther South. Self-rally was not always successful, putting the Finns behind schedule. The Russians were eventually able to exit 3 squads, a leader and a commissar. The Finns were one or two turns short to exit anyone. Fun scenario. lt_steiner
Sheep in Wolf's ClothingChicago Open 2026 (round 3) RJenulis
A Vast Hellish RuinPlayed three player with Dave Mareske as the South attacking Group of Americans. The Americans hit the CVP cap in turn 6. Danno
Hill 621 ubertripp
The Price of PostageAmericans made it into the post office in force but the Japanese clogged access to upper levels with broken men & bodies to hold onto the majority of Locations. Kydder
Audacity!Some dismal early shooting meant I couldn't prevent the French snowball from gathering steam and blasting through my defensive line. I was glad that my AT Mines finally got a hit on something, and a sneakily placed AT Gun did manage to score a couple of kills on trucks, but by the time those things happened, the vast majority of my forces were incapacitated or locked down in some bad spots where the end was just a matter of time. Not a bad scenario, but probably not one I would replay. Jobbo_Fett
Audacity!Some dismal early shooting meant I couldn't prevent the French snowball from gathering steam and blasting through my defensive line. I was glad that my AT Mines finally got a hit on something, and a sneakily placed AT Gun did manage to score a couple of kills on trucks, but by the time those things happened, the vast majority of my forces were incapacitated or locked down in some bad spots where the end was just a matter of time. Not a bad scenario, but probably not one I would replay. Jobbo_Fett
Distinguished Service mtrodgers99
Legio Patria NostraThe German 75 malfunctioned in turn 2 leaving the West flank exposed and letting the bulk of the French forces through, while the rest held the fortified building and captured the large building East of the hill. The 20mm AA kept peppering the fortified position, but was often pinned by the mortar, and the crew eventually broke from long-range rifle fire. Fantastic scenario. Doolan
Arctic AmbushFirst to play and post. Danno
Arctic Ambush grumblejones
Ancient Feud Dispang12
Tavronitis Bridge perdut
A Mass for HumanityMy overlapping Japanese defensive fire caused visible wavering in the personal morale of my opponent as he watched his stacks getting slapped around. Fun for me, not so much for him ;( Kydder
French SpiritNor'Easter 2026. Charlie's French started breaking Germans early and never let up., taking the village early at almost no cost. I tried to retake a couple of VC buildings, but my counter-attack was shattered. Not enough troops left to do the job. Well-played by Charlie. ubertripp
Loser Takes AllInteresting scenario. Russians are surrounded and have to pull off collapsing defense, as the Germans have the speed and firepower to surround and crush. But the VC are tough...Russians only need one MMC left in the set-up area.
My AT-mines took out two tanks, and my ART guns helped too. I had one SU-100 left for the end-game, and I had set up an Alamo in a multi-level building. Germans ran out of time.
ubertripp
Together We Will Raise This FlagInteresting campaign but to keep the road open is very difficult for the american player. Lluison
Bottcher's CornerI won with the Americans, which the dice gave to me. Japanese set up first, but the Americans move first. The Japanese needed to set up away from the victory area. The 10-2 led stack got to the victory area during their turn one. The approaches to the area were covered enough that the Japanese had no easy fast approach. The American reinforcements split; one group headed for the victory area and the other moved to interfere with the Japanese reinforcements. A few Japanese units reached the victory area, but not enough to push out the Americans. mtrodgers99
Sugar Cane ShuffleI set up strong on the Japanese left to move through a big kunai field. I had about a platoon in the center to interdict American lateral moves. Contrary to common practice, I was moving stacks of two squads to have decent fire groups in the kunai. I also deployed three or four squads because you can rally them when they fail a MC. My Japanese leaders eliminated four or more of them. Eventually I needed to banzai to get through the kunai to the Americans. Seth had four firelanes going, two from LMG, two from MMG. He had some good DR so I took some casualties. They reached the Americans and found three wire at the end of the kunai. The two SPA were parked adjacent to the kunai. Lucky for me, the Japanese sniper removed one of them. The remaining SPA was doing point blank damage, but I managed to eliminate it with a mortar that I carried up there. I had my only smoke of the game to help a lot of units head toward the exit. In the penultimate turn, Seth and I counted up the CVP the Japanese had inflicted and the probable exit VP. Seth decided to concede. mtrodgers99
Simple EquationA well-placed German MG gave the Americans a bit of a headache, but in the end their overwhelming firepower and some lucky rolls won the day. A fun scenario that highlights the differences between both sides' infantry and equipment. Doolan
Late for ChowFirst scenario with bocage for the defender. The Germans entered through the middle corridor, and struggled to get halfway, but once they were in board 54, the American fallback defense couldn't keep up. The reinforcements were a breath of fresh air, and around Turns 4-5, it could have gone both ways. But the Americans took risks that they shouldn't have, and victory was conceded in German Turn 6. mestravis
From Desert to Jungle Danno
From Desert to JungleHard fought game. Japanese failed too many morale checks, which allowed the ANZACS to take the location and then exit 6 points. A Hero was created and the ANZAC hero held the line to allow the ANZAC 9-1 to exit and achieve the victory locations. grumblejones
One-Man Wrecking Machine JimT1277
Jungle CitadelI attacked mostly up the Chinese right. I was too cautious with my Chinese troops at the beginning because of hidden panjis, mines and pillboxes.. In turn six of twelve around 9 PM in the evening, I suffered several severe setbacks; combined with the time of day, I decided to concede. The main Japanese defene on the Chinese right was close to the early victory building. mtrodgers99
End of the BeginningMy setup was apparently flawed, as I too heavily defended the northern village. In retrospect, I should've ignored this area, other than a token force in the lone 6a building, and setup more centrally to react to whatever plan the Japs may take. I just figured the exit route was too hard to complete, or perhaps I just didn't give it enough mind. As it was my opponent proved that, against my setup anyway, it was more than viable. This, coupled with the very restrictive Brit setup area, allowed him to reach the edge of 5b with at least some of his troops by the end of Turn 1. Again I made another mistake, sending too many Brits searching for hidden Japs to implement the other VC, when all but a token force should've taken off with all speed to the west and south. But I will admit to being shellshocked by the rapidity of his attack. Turn 2 was quieter, with him amassing more than half his force literally along the 5b border. Meanwhile I continued to scramble to reposition. On Turn 3, under smoke cover, he began his assault into the hills. My main defense at this point was staying out of sight of a banzai. I suffered a big loss when my 9-1, two squads, an MMG, and LMG were captured while making a stand. All but a few reinforcement-guarding Brits were now off of Board 3a, with many making for the small palmed hill, or moving up the road to sneak around his rear. My vehicles were all situated on 5b, though their inability to BU left them very vulnerable to Jap snipers, a real problem, as one was recalled Turn 4 and another Turn 5. I thought about abandoning them, but they were not quite in a position to provide me more cover than him. Turn 6 was when the real showdown would begin, as the Japs on the western edge of the hill would take on the reinforcing Brits ringing the VC area. Having only lost a HS so far, I knew it was only a matter of time before the Japs just overran me with sheer numbers. I would've thrown in the towel then if not for pure obstinance. Other than a couple stacks making their way through the gully, he swung most of his attack to the SW corner. I attempted my futile assault of his southern hill Level 3 position, but his reinforcing MG crew were just arriving to provide support. Turn 7 was very costly for the Brits. His big mortars had rather underperformed, but his knee mortars more than carried their weight as they enshrouded the approach with smoke. I perhaps made a mistake not laying a FL during the onslaught, but was concerned about a banzai nullifying this. And so, rather safely, he swarm in en masse. Turn 8 saw more smoke mask his approach, and he made great use of DC heroes to clear out resistance and draw off fire. By Turn 9 I was now relegated to the small woods patch north of the VC area, and when he was able to overwhelm them with banzai on the last turn it freed the way for an easy exit. Though surely fluid, my inability to grok this one led to a rather predictable and unenjoyable game, though I credit my opponent with a very well-executed plan. buser333
Massacre au ParadisBritish defense based on Let'sPlay video. The 81mm mortar fired smoke turn one in front of the British positions in V4 and then managed more on turn 2 and a double on turn 3. This allowed pretty free movement for the Germans, focusing on Q7 and P3. German squads broke, but the attack was spread out with large mult-ihex firegroups. The British didn't really fall back and eventually too many of them broke in place and surrendered. Two turns of bloody CC in R5 and R6 ended with the Germans in control of the center. The two surviving British squads could not prevent the Germans from swinging around the flanks to take the victory buildings needed. Guru Bob
One Down, Two to Go Pantera

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The Trialbleyaert62 Added a playing1h 14m 52s ago
Gasoline Alleybleyaert62 Added a playing1h 19m ago
Ein Ritterkreuz und Kühegrumblejones Modified the Title1h 57m 6s ago
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Turning the TablesBongiovanni Added a playing5h 28m 12s ago
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Morning Trafficaokigaryou switched the sides18h 18m 2s ago
Villy Muss Fallen! EastDanno Added a playing19h 35m 1s ago
Villians at Ville-sur-Illonhoxson1 Uploaded an Image22h 8m 50s ago
The Army Had Ithoxson1 Modified the Defender22h 12m ago
Turning the TablesDougban Added a playingYesterday
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No Japanese Within 100 Milesbarracuda Added a playingYesterday
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Champs ElyseesHutch Modified the Attacker's GunsYesterday
Champs ElyseesHutch Modified the unit countsYesterday
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Light 'em UpJimT1277 Added a playingYesterday
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Gallic Counterpunchfdapra Added a playing2 days ago
Viking Surpriseigycrctl Added a playing2 days ago
A Breezeless Daywwillow Added a playing2 days ago
Conference ApprovedBongiovanni Uploaded a VASL file2 days ago
Ace in the Holeubertripp Uploaded a VASL file2 days ago
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Today We AttackHutch Modified the Defender's Guns2 days ago
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Today We AttackHutch Modified the Defender's Guns2 days ago
Today We AttackHutch Modified the Defender's Guns2 days ago
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All That GlittersBongiovanni Uploaded a VASL file2 days ago
Two Kinds of PeopleBongiovanni Linked the scenario to ROAR2 days ago
Two Kinds of PeopleBongiovanni Uploaded a VASL file2 days ago
Swan SongGuru Bob Added a playing2 days ago
Esprit CombatifAgoldin Rated the scenario2 days ago
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Vichy Vengencegrumblejones Added a playing2 days ago
Deep Into the French FrontDanno Added a playing2 days ago
Vichy VengenceDanno Added a playing2 days ago
Paper Armyvon Garvin Added a playing2 days ago
It's a Battlefieldslunts Added a playing3 days ago
Deep Into the French Frontdmareske Added a playing3 days ago
The Wounded Beastdmareske Added a playing3 days ago
A Limited Offensivedmareske Added a playing3 days ago
All That Glittersdmareske Added a playing3 days ago
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Crossing Chaosdmareske Added a playing3 days ago
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Latecomersaokigaryou Modified the unit counts3 days ago

Popular Publications

PublicationScenariosRating
March Madness 2023 10th Mountain Division Pack 98.37
March Madness 2009 Partisan Pack 88.00
March Madness 2022 Grumble Jones Pack 87.96
March Madness 2025 Tournament Pack 1 67.78
March Madness 2017 Hollis Partisans Pack 107.77
Grumble Jones 1767.63
Time on Target # 3 147.50
ASL Starter Kit Expansion Pack #2 87.43
HazMo Scenario Pack 5: Firestarter 107.40
HASL 12b - Drop Zone: Chef-du-Pont 77.30
March Madness 2018 Players Pack 107.28
March Madness 2013 Commissar Pack 87.26
ASL Starter Kit #4 87.22
ASL Starter Kit Bonus Pack #2 87.18
ASL Starter Kit Expansion Pack #1 2nd Edition 127.14
Friendly Fire Pack 12 87.13
Schwerpunkt #14 127.12
From The Cellar Pack # 8 167.11
Race For The Meuse 67.11
HASL 1 - Red Barricades 107.10
From The Cellar Pack # 4 207.08
Fistful of Scenarios 67.08
Battle of the Hedgerows - The Storm Broke 67.07
ASL 9 - Gung Ho! 87.06
ASL Action Pack #14 Oktoberfest XXXIV 127.06
Schwerpunkt #25 127.04
ASL 12 - Armies of Oblivion (2nd Edition) 327.02
From The Cellar Pack #11 107.02
ASL Action Pack #19 Roads to Rangoon 107.02
Ost Front Pack 67.00
Franc-Tireur # 9 117.00
Leibstandarte Pack 5 - Scorched Earth 87.00
ASL 13 - Rising Sun (2021) 387.00
Schwerpunkt #24 126.99
Grossdeutschland Pack 1 - The Early Years 86.98
Friendly Fire Pack 1 86.97
ASL Journal #12 146.97
HASL 13 - Slaughter at Ponyri 136.97
Internet 1226.96
Battles of Carpiquet 136.96
Franc-Tireur #16 156.96
ASL Action Pack #10 86.95
The Green Hell of Inor 196.95
ASL Action Pack #17 Oktoberfest XXXV 166.95
ASL 1 - Beyond Valor (3rd Edition) 246.94
Friendly Fire Pack 9 86.94
HazMo Scenario Pack 3: City of Steel 106.94
Beyond the Beachhead 86.93
Friendly Fire Pack 2 86.93
ASL Journal #10 196.93
Best of Friends 126.93
China-Burma-India: The Lost Theater Part 1 156.92
ASL Journal #11 286.92
Schwerpunkt # 9 126.90
Operations Special Issue #3 76.90
Rally Point #13 106.90
From The Cellar Pack # 3 106.88
March Madness 2020 Full Rulebook ASL Pack 86.88
Classic ASL 166.87
Schwerpunkt # 4 126.87
Not One Step Back 86.87
ASL 5 - West of Alamein 86.86
Kreta - Operation Merkur 186.86
ASL 16 - Twilight of the Reich 176.86
Special Ops #12 66.86
Turning the Tide 206.85
Friendly Fire Pack 6 86.85
ASL Action Pack #16 From The Land Down Under 156.85
BFP 6: Mannerheim Cross 446.85
Generic Playtesting Log 376.84
AH:ASL Annual `93a 116.83
Recon by Fire! #2 106.83
ASL Action Pack # 6 A Decade of War 106.83
HASL 9 - Hatten in Flames 106.83
Quick 6 Scenario Pack IV 66.83
Quick 6 Scenario Pack VI 66.83
AH:ASL Annual `93b 126.82
Best of Friends 2 126.82
HazMo Scenario Pack 2: The Un-Civil Wars 106.82
Dezign Pak 9 106.81
Backblast # 1 86.80
Death to Fascism 86.80
ASL Journal #14 256.80
DASL 1 - Streets of Fire 106.79
Schwerpunkt # 8 126.79
Into The Rubble 86.79
Friendly Fire Pack 4 106.79
Friendly Fire Pack 11 86.79
Deluxe Advanced Squad Leader 386.79
Friendly Fire Pack 7 86.78
Schwerpunkt #22 126.78
Friendly Fire Pack 3 86.77
From The Cellar Pack # 2 106.77
ASL 13 - Rising Sun 336.77
Critical Hit # 2 156.76
ASL Action Pack #13 Oktoberfest XXXII 116.76
Hero PAX 4: Mediterranean Theater of Operations 126.75
ASL Action Pack # 4 Normandy 1944 126.75
Fanatic Pack 2 126.74
BFP 3: Blood and Jungle 476.74
Dezign Pak 6 126.74
Rally Point #11 106.74
AH:ASL Annual `95 Winter 246.72
ASL 3a - Yanks (2nd Edition) 416.72
Schwerpunkt #23 126.72
Quick 6 Scenario Pack VII 66.72
Aussie '98 Pack 106.71
ASL Starter Kit #3 86.71
ASL Journal # 4 136.70
HASL 4 - Pegasus Bridge 86.69
ASL Action Pack # 3 Few Returned 126.69
ASL Journal # 8 166.69
ASL Journal # 1 176.68
Rally Point # 1 106.68
HazMo Scenario Pack 1: A World at War 106.68
BFP 4: Crucible of Steel 326.67
ASL 10 - Croix de Guerre 86.66
AH:ASL Annual `90 166.66
ASL Journal # 5 136.66
Dezign Pak 5 186.65
ASL Journal # 3 336.64
ASL Starter Kit #1 66.64
Schwerpunkt #13 126.64
Operations Special Issue #1 66.64
March Madness 2019 Close Combat Pack 86.64
From The Cellar Pack # 9 176.64
ASL Action Pack #15 Swedish Volunteers 166.64
Critical Hit # 3.1 126.63
Aussie Tournament Pack 76.63
Schwerpunkt #20 126.63
Dezign Pak 10 156.63
BFP 5: Poland in Flames 456.63
HASL 7 - Valor of the Guards 216.62
ASL Journal #13 336.62
ASL Action Pack # 2 86.61
Coastal Fortress 556.61
Friendly Fire Pack 10 86.61
Quick 6 Scenario Pack 66.61
ASL Starter Kit Expansion Pack #3 86.61
ASL Open `96 Scenario Pack 106.60
AH:ASL Annual `96 146.59
Blood & Iron 106.59
Tactiques # 4 86.59
HASL 12a - Drop Zone: Sainte-Mère-Église 146.59
Rally Point # 2 106.58
BFP 2: Operation Cobra 126.58
HASL 10a - Red Factories 186.58
ASL 12 - Armies of Oblivion 116.57
HSASL 2 - Operation Veritable 176.57
ASL Journal # 7 126.57
ASL Starter Kit #2 86.57
Schwerpunkt # 6: Victoria Cross 126.57
Petsamo-Kirkenes Operation: Monkeys with Typewriters Vol.III 186.57
Quick 6 Scenario Pack III 66.57
HazMo Scenario Pack 4: Making the Grade 106.57
HSASL 1 - Operation Watchtower 176.56
AH:ASL Annual `92 156.56
ASL Action Pack #21 Blitzkrieg to Paris 106.56
Franc-Tireur #10 116.55
Kampfgruppe Scherer: The Shield of Cholm 176.55
HASL 8 - Festung Budapest 206.55
ASL 3 - Yanks 86.54
ASL Action Pack # 1 86.54
Gembloux: The Feint 96.54
Schwerpunkt # 5: Medal of Honor 126.54
Schwerpunkt #11 126.54
Basic Training: Issue One 126.54
Schwerpunkt #10 126.53
ASL Action Pack # 5 East Front 126.53
ASL Journal # 9 256.53
Rally Point #14 106.53
ASL Journal # 2 246.52
Leibstandarte Pack 1 - Blitzkrieg! 86.52
Schwerpunkt #12 126.52
ASL Action Pack # 9 To the Bridge! 106.52
Battle for France 106.52
From The Cellar Pack # 5 146.51
Quick 6 Scenario Pack V 66.51
Recon by Fire! #3 206.50
Melee Pack II 66.50
Franc-Tireur #11 226.50
Schwerpunkt # 7 126.49
ASL 10a - Croix de Guerre 426.49
ASL 5a - For King and Country 206.48
Leibstandarte Pack 2 - Barbarossa 86.48
Beyond the Beachhead 2 166.48
ASL Starter Kit Expansion Pack #1 1st Edition 86.48
Rally Point #15 106.48
ECZ Tournament Director's Pack 166.48
Rally Point # 3 106.47
ASL Action Pack # 8 Roads Through Rome 106.47
Elite Canadians 96.47
Rivers to the Reich 156.47
ASL 11a - Doomed Battalions (4th Edition) 326.47
Into The Rubble 2 126.46
G.I.'s Dozen 136.45
Blitzkrieg in the West - Central Campaign 66.45
ASL 7 - Hollow Legions (2nd Edition) 86.44
Critical Hit # 4 106.44
Paddington Bears '96 Pack 106.44
Dos Equis Scenarios Especial 106.44
Nor'easter XX 136.44
AH:ASL Annual `91 166.43
AH:ASL Annual `97 166.43
Critical Hit # 6.4 246.42
Melee Pack III 76.42
Swedish Volunteers 146.42
ASL Journal # 6 156.41
Waffen-SS II: The Fuhrer's Fireman 86.41
Friendly Fire Pack 5 106.41
Schwerpunkt #16 126.41
Dezign Pak 1 106.40
Rally Point # 7 106.40
Rally Point #18 106.40
HASL 11 - Sword & Fire: Manila 306.40
Tactiques # 6 86.39
Out of the Attic #2 166.38
High Ground 2 166.38
Schwerpunkt #17 126.38
Friendly Fire Pack 8 86.38
Rally Point #20 106.38
Provence Pack (MMP Download) 106.37
Winter Offensive Bonus Pack 2018 66.37
Franc-Tireur # 7 116.36
Winpak #1 106.36
Tactiques # 1 106.36
Witches Cauldron: Oosterbeek Perimeter 166.36
Onslaught to Orsha 256.35
Nor'easter Scenario Pack II 156.35
ASL 7a - Hollow Legions (3rd Edition) 546.35
High Ground! 86.34
Quick 6 Scenario Pack II 66.34
ASL Action Pack #18 Oktoberfest XXXVII 146.34
Hero PAX 3: Jungle Heroes 106.33
Tactiques # 8 106.33
ASL Action Pack #20 Oktoberfest XXXIX 126.33
ASL Action Pack # 7 106.32
Dezign Pak 2 126.31
Franc-Tireur #13 176.31
ASL Journal #15 116.31
ASL 2 - Paratrooper (2nd Edition) 86.30
ASL Action Pack #12 Oktoberfest XXX 106.30
Schwerpunkt #21 126.30
AH:ASL Annual `89 156.29
Dezign Pak 7 126.29
Berlin: Red Vengeance 116.28
Rally Point #17 106.28
Franc-Tireur # 8 106.27
Onslaught To Orsha 2 326.27
Out of the Attic 166.26
Tactiques # 9 106.26
ASL 14 - Hakkaa Päälle! 176.26
ASL Action Pack #11 29 Let's Go! 106.26
Critical Hit # 3 186.25
Critical Hit # 4.2 86.25
Tactiques # 7 86.25
Schwerpunkt #19 126.25
Fanatic Pack 1 126.24
Franc-Tireur #12 126.24
Out of the Bunker 146.24
Rally Point # 8 106.24
Rally Point #16 106.24
BFP: Operation Neptune 106.24
ASL 11 - Doomed Battalions (3rd Edition) 246.23
ASL 15 - Forgotten War 166.23
ASL 4 - Partisan! 86.22
Blitzkrieg Pack 186.22
The Canadians In Italy 1: The Red Patch Devils in Sunny Sicily 86.22
HASL 10b - Red October 116.22
Hero PAX 1: Hurtgen Hell to Bulge Nightmare 86.21
ASL 11 - Doomed Battalions (2nd Edition) 86.19
Dezign Pak 4 156.19
HASL 3 - Kampfgruppe Peiper II 86.18
Internet: MMP 66.18
Tactiques # 2 106.17
Armoured Aussie Pack 76.17
Covered 136.17
Franc-Tireur #15 226.16
From The Cellar Pack # 6 106.13
March Madness `97 Pack 126.12
Schwerpunkt #15 126.12
Rally Point # 6 106.12
Rally Point # 9 106.12
SASL 1 - Solitaire ASL (2nd Edition) 216.11
Corregidor: The Rock 216.11
The Canadians In Italy 2: The Spaghetti League 126.10
Recon by Fire! #4 146.10
Tropic Thunder! 126.08
Franc-Tireur #14 326.08
From The Cellar Pack # 7 106.07
Schwerpunkt #18 126.07
Rally Point #21 106.05
Buckeyes! 106.04
Objective: Schmidt 176.02
Backblast # 2 86.00
Critical Hit # 7.1 186.00
Waffen-SS I: No Quarter No Glory! 66.00
ASL 8 - Code of Bushido 85.99
Schwerpunkt # 3 125.99
ASL 6 - The Last Hurrah (2nd Edition) 85.98
Dezign Pak 8 105.98
From The Cellar Pack #12 115.97
Recon by Fire! #1 85.96
Schwerpunkt # 2 125.96
HASL 5 - Blood Reef: Tarawa 105.93
The Canadians In Italy 3: D-Day Dodgers 105.91
Dezign Pak 3 155.90
Blitzkrieg in the West - Northern Campaign 65.90
HASL 6 - A Bridge Too Far 125.89
Schwerpunkt # 1 125.88
March Madness `99 Pack 105.86
Deluxe Pack #1 125.82
Time on Target # 1 135.81
Time on Target # 2 215.81
Winpak #2 65.81
ASL 1 - Beyond Valor (1st Edition) 105.80
ASL Journal #16 175.80
Wacht Am Rhein 165.79
Hero PAX 2: Eastern Front Hero Fest 85.78
ASLOK 2005 - 20th Anniversary Scenario Pack 105.77
Melee Pack I 65.77
Southern Cross Scenario Pack `96 65.75
Paddington Bears '97 Pack 85.74
Leibstandarte Pack 4 - Turning of the Tide! 85.73
DASL 2 - Hedgerow Hell 85.71
Rally Point # 5 105.71
ASL For Fun-LCP 325.69
All American I: Kellam's Bridge 105.52
Panzer Aces 65.50
Leibstandarte Pack 3 - Clash at Kharkov! 85.48
Shingle's List 85.42
Hell's Highway 65.35
Firefights! 65.30
The Long March 175.27
Guerra Civil: The Spanish Civil War 125.20
Waffen-SS III: Neither Fear Nor Hope 145.00
Soldiers of the Negus 84.94

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Newest players - welcome!

UsernamePlayerRegistered
JohnOJohn Otrompke2026-03-30 11:47:15
wquosswilliam quoss2026-03-21 16:27:57
amusedlegMartin Wegner2026-03-18 11:48:26

On this day...

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39 Turning the TablesMersa el Brega, Libya1941
A 115 BlockbustersNhpum Ga, Burma1944
A 117 Maggot HillNhpum Ga, Burma1944
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