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ScenarioCommentUser
Road CrewNot a fan of this scenario, which seems tough for the Germans. Or at least, it needs careful planning as well as understanding of the SSRs as well as wire clearance rules - which I didn't manage in the time we had available. I also put both of my armoured cars in harm's way close to a HIP Russian squad with an ATR. So a couple of good shots and it was all over by Turn 2 when my Germans exceeded their CVP cap.
Placement of the wire counters seems obvious, and their position can be well defended despite the Russians' scattered starting positions.
Andy_Bagley
Spring CleaningNice (very) small scenario. Lionelc62
Monty's GambleThe HIP for the British makes all the difference, and taking out the AFVs is key to stopping the Germans getting the CVP off the board. I covered the north and the south with one of the 57Ls, but my opponent only really approached the north with his vehicles. An early shot got 1 out, then my gun was tied up in melee for several turns. As he was exiting my South gun managed to turn and fire taking out a second AFV, but it was a very slim line of sight that was only just successful. With 2 tanks out of the game, his chances to get infantry off board slowly whittled down to nothing. CategorySolo
Goodbye, GeishasLow Ammo killed the Americans. Both tanks MA malfunctioned on first shot. Over top of turn 6. RJenulis
Getting Your Bell Rung igycrctl
Foxtail Lorenzoknight
Foxtail Dispang12
Cutting Off the TailKMT cavalry make a rapid 3 prong attack. Red Army slows advance and pass MC. Red Army holds left but gets bypassed. Red Centre begins to fold due to overwhelming and meticulous advance. KMT wins by taking building and routing remaining Red Army. Slugfest at the end as Red Army do not go quietly. Too many horsemen. BobMcKenna1966
Panzerpioniere! Bongiovanni
Shoulder to Shoulder Bongiovanni
Courage of Cowan Bongiovanni
Factory Fodder Bongiovanni
Unhorsed Bongiovanni
Monty's Mess Bongiovanni
Farmyard Affray Serge
Cutting Off the Tail igycrctl
Cpl. AnzacFirst to play and post. Danno
Cpl. AnzacJapanese got early successes against the east edge New Zealand Schwerpunkt. By Turn 6, the Kiwis had lost 5 squads and taken 2 of the PFZ's. But the Japanese still controlled the other two for the win. grumblejones
Deliver Us from EvilAs per most night scenarios, as the attacker, it is usually best to pick a side so the defender can't move all their forces and then methodically roll them up. As the Japanese, I didn't even bother to defend the Pharmacy School since as a whole, it is worth less points than the Science Building. Plus, that entire section is lit up by blazes. My friend must have realized this as well as he only sent a small force over there and slowly started taking building Locations.

His tanks swooped in from the front (the Priests) and rear (Hellcats) - 24 MF makes the playing area easy to traverse quickly(!) - and had the front and back of the buildings surrounded. The four hex visibility against the moving tanks didn't really come into play because he unloaded his infantry out of range and sight before moving them further up. By then, the main American attack had already gotten a foothold in the science building.

The main American infantry force hit the Science Building on the SE corner. They had some breaks, but too many squads with serious firepower overwhelmed my forces over there. With most of my forces stuck on No Move counters, there wasn't much I could do to try and stem the tide. Clear, clockwork victory for the Americans. I rated this one very low for the Japanese because they really can't do anything. They have some tricks, but if you can't move, there's not much you can do.
Jude
Unhorsed fdapra
Deadeye SmoyerMopped up the building on the final turn but with the Panther only just revealing itself to BU and go into motion I had my work cut out in trying to take it out. Smoyer was taken out by the PSK hs defending the Panther and an PF took out the sherman. The HT scooted around to attempt to hit with its BAZ but broke it, in doing so - which left 2.5 squads and the 9-1 to get the win.

The first attack immobilised the panther, who then sN'd the location for a 3MC which all but one HS pinned on. This left the final pinned squad needing a three to win, and proptly rolled it. A lucky win for the US.
Dave
Failure to Communicate dsoukup
Deadeye SmoyerThe Americans started well, advancing from the east edge into building 45P4 with little trouble thanks to some poor shooting by the Panther, which revealed itself in 45P2 (no surprise there). I also raced my halftrack round the back of building J3, unloaded a HS with its bazooka, and then abandoned it with the crew taking its HMG. All good so far, but then my opponent did an excellent job of avoiding infantry combat in the building, whilst also running his Panther all round the board, keep it always in motion and covered by smoke from its sN. All my shots at it missed, including malf'ing the MA of my M4 tank.
I also made the mistake of failing to seal off all three building levels, so that when I approached his last infantry stack from ground and second level, he simply ran away through first level. I might still have got them, but the elusive Panther escaped my advancing fire shots on my last turn, so the Germans won anyway.
Andy_Bagley
An Estonian InterludeDouble One 2024. I didn’t interdict the bridge on the first turn which allowed all the Estonians to form a ring of steel around the victory building. Andy defended perfectly and I couldn’t make any headway at all. Dave
Penny PacketsThis is a complex scenario with a plethora of AFVs that generate regular dives into Chapter H to check out which way their MGs are pointing. My Germans got the better of the AFV battle and Marc conceded on turn 5 with both of his Shermans gone and the Americans in a VP hole that he felt was to big too overcome. Dougban
Morning GloryCanadians came up the middle avoiding the wire on the board edge and the Germans were ready for them. AT guns took out four tanks and the MMG had some impressive ROF which kept the Canadians broken. When the fifth tank immobilized in some mines Dan conceded not having enough points to exit. The Creeping Barrage was interesting but had little effect. dmareske
Morning GloryFirst to play and post. Danno
Mac Wants the Flamethrower Lorenzoknight
TrappolaFirst to play and post. Danno
TrappolaPartisan ambush was a flop with only a single squad broken and a single squad broken. My dice were awful much of the game. Dan's dice were hot and a on Turn 7, the Italians had to exit one final squad for the win. I shot and got a +1 MC and Dan snaked it for the win. Fun scenario, but could be much tougher on the Italians with a better ambush. grumblejones
Gardens of the CitadelIntense Polish resistance from the leader saw an early death of the good German leader and the squad he was with. German tanks managed to miss quite a few times, and the PzIB/150mm broke its gun immediately, never to be repaired.
Polish tanks weren't much better, but it was almost a done deal when, on the final turn, a self-rally brought back a half-squad, and two vital moves, surviving defensive fire, allowed the Germans to capture the final 2 buildings they needed in the APh. Exciting scenario, surprised it hasn't been played more often!
Jobbo_Fett
Second Crack at Caumont fdapra
Factory Fodder fdapra
A Quick StrikeOverview:
This PTO action set in July 1943 pits the Americans vs. the Japanese in a battle of an Allied advance through very difficult terrain against a prepared Axis defence. It is an Infantry-only scenario that is even devoid of Light MTRs with the exception of one single Japanese "knee-mortar". The number of Support Weapons available to both sides is overseeable with 2x MMG, 2x LMG, 1x LtMTR for the Japanese and 2x MMG, 2x BAZ43, and 2x DC for the US. The Japanese have only two Leaders (9-1 and 8-0), the Americans three (9-1, 8-1, and 8-0). This is just the minimum necessary to lead the Infantry which consists of 7x447, 2x228, and 7xConcealment Counter for the Japanese, while the Americans get 2x 667, 1x347 and 11x666.

The objective for the US is to capture Japanese Pillboxes (Bunkers) and to exit a number of EVP.

Of the Pillboxes there are 4x1-3-5 supported by 2xTrench. The Japanese are looking at some serious firepower to hold two halfboards against. Both sides set up onboard, so there is no Bore Sighting for the Japanese. The Japanese may set up Concealed if in Concealment Terrain and Entrenched if in suitable Terrain. But they cannot just "build a castle" and wait for the attackers attempting to crack that hard nut. Instead, they have to cover all the possible approaches to the exit board edge all the while being able to shift their defence to whatever area the Americans elect to put their Schwerpunkt. This looks like a very tough job for the eight Japanese squad evquivalents in a 6.5 turn scenario in which the US only have a distance of 14 hexes to the board edge...

But this is, where the terrain kicks in. It was the first time I have played on board 74 which has quite a unique feel with PTO Dense Jungle in effect. There are ubiquitous patches of Swamp, Marsh along with three ponds and Bamboo. This means that the possible movement will be channeled and the attackers either have to push through choke points or to move through Swamp, Marsh, or Bamboo with all that entails. In other words, the terrain is to be considered part of the Japanese OoB. The defender has to draw every benefit from it that he can in order to stand a chance.

As of 22. June 2024, ROAR has this scenario at American 28 / Japanese 23 with an Excitement Rating of 6.35 (out of 9).

I played the defending Japanese in this one.


Japanese Analysis:
When preparing my defensive setup on VASL, the first thing I noted is that VASL takes care of the differentiation between Swamp and Marsh by assigning them a different hue of green color. I seem to recall, that this has not always been this way, so kudos go out to the VASL crew for this one.

Looking at the map, the Japanese do have the option to set up right in front of the US attackers. The most difficult terrain channeling movement is, however, not located on board 75 but on board 74 further back. With a length of 6.5 Turns and the Americans moving last with only a distance of 14 hexes to cover, clearly the Japanese have to delay the onslaught as best as they can.

If the Japanese set up to the front, this will - of course - buy time. However, the defenders also have to keep in mind that with the few squads they have, they will need to fall back. This can be a challenge against the light of superior US numbers, some open areas that the defenders would need to cross and by the limitations presented by Swamp and Marsh. In case that the Japanese want to take advantage of HIP setup within Pillboxes, this could also be a consideration.

As Dense Jungle provides +2TEM and the US don't have any MTRs which could provide Air Bursts, in most cases there is not much point in setting up Foxholes in the Jungle. It is not even necessary to use them as "quasi-Concealment counters" up to the start of play, as the Japanese may set up Concealed in Concealment Terrain. Theoretically, the Japanese could use them to create Rout Paths or to create the occasional position in Open Ground or Palm Trees. But the truth is that there is mainly enough Dense Jungle around for equivalent TEM with less additional Movement inhibitions.

Since the Pillboxes are worth a significant amout of the VP required, the defender will not want to bunch them up in a single "castle". This would allow the US to bypass the "castle" and/or to concentrate on it and to eventually capture all Pillboxes in one single area. Should the Pillboxes set up too far up front, they can be captured/destroyed and the US could still form a Schwerpunkt of the attack afterwards. Because the US will need to create some form of focus to his attack, the Pillboxes might be better placed spread out and further to the back. Don't forget, that a Tunnel comes with each Pillbox. Some piece of advice: Understand, where Tunnels may run and where not. And where Tunnel Exits may be located. For the Japanese, the use of Tunnels may even be quicker than aboveground-movement in some cases. And it allows them to avoid the crossing of dangerous Open Ground.

And then, there is board 74... Boy, passing through this will be either a PITA or painfully slow - or both. The Japanese must understand that the terrain is the equivalent of the squads "missing" from their OoB. As the defender, one has to locate the choke points. The terrain will funnel movement and the defenders will have to lay in wait at the end of that funnel with the resources they have. Furthermore, the Japanese must make the best use of the few open areas that the field of battle provides. The US is - characteristically - burdened by the low morale of 6 (and some few 7). While in +2TEM of Dense Jungle, the weak Japanese firepower will have trouble affecting even 6 Morale troops, things are all different if these have to temporarily leave cover. At the same time, the +2TEM of Dense Jungle does help the Japanese a lot. Since the attackers are limited in Stacking and creating Fire Groups in this terrain, this helps the Japanese not to be evaporated by concentrated enemy firepower. Eventually, the US will come close to the board edge. But again, there are not that many viable areas. The Japanese should take into account shifting whatever survivors into the area to which the bulk of the US force is heading for the exit. Even a broken HS blocking a hex or a small amount of Residual FP can ruin the American's day...

American Analysis:
Now WHAT is going on?! You've got 13.5 squad equivalents. And all you get from this here US Army is 2xMMG, and 2x DC? The 9-1 "90 day wonder" 2nd Louie is stalking around towards "North" in various directions through the camp, his gaze fixed to the new shiny compass. The 8-1 and 8-0 sergeants mumbling to each other with grave looks have been overheard that the logistics folk have screwed up big time by sending one Liberty Ship loaded entirely with bibles to increase morale. And a second one with gear boxes for bulldozers and engines for medium B-25 Mitchell bombers. On the bright side, a sailor has dumped 2x BAZ43 on you that were clogging his crate and getting in the way of his little side-line business with booze. If this weren't enough, the 9-2 1st Lieutenant is away sorting this awful mess out, while the news broke that your outfit is earmarked for a "quick strike" through some vicious swamps and jungle, which stands as solid as your grandmother's belief in the blessed virgin Mary. Judging to be "tank country" by a look at the Bazookas. After finally having found his spectacles, the 2nd Louie has read his prepared speech to you, that he will lead you to glory like a soaring eagle by capturing the not too far Munda airfield after a hike just a few miles over yonder - pointing straight out to the deep blue sea...

SNAFU!

In other words: In the absence of generous Leadership and the usual lavish supply of SW, its down to (merely) carrying the can for this screw-up by the grunts.

So what do you have? Great Inherent FP, importantly including Assault Fire. Then there is that fine Infantry Smoke Exponent of 3 (or 2 for Infantry WP). In case the sneaky Japanese gack their Ambush rolls in CC, you might even get out alive - and an enemy Halfsquad dead - by the odds if you initiate the exchange of civilities. Then, of course, you have that splendid Broken Morale of 8 - which of course means that you first need to break before being able to take advantage of it... While your DCs are fine for being a "threat in being", they are even better to blow some Japanese to Kingdom Come if you can contrive to Place them. The Bazookas can only be useful against Pillbox occupants with some luck; the chances to actually destroy a Pillbox with them are neglible. That said, capturing Pillboxes generally appears better than trying to destroy them.

Talking about Leadership. Inevitably, some Infantry will break. But you need Good Order Infantry in numbers for getting the lead out and to exit the board. So you need to think on how you can get as much Infantry as quickly as possible back to Good Order with the few Leaders you have. Of course, you will also want the Leaders for extra MF and that -1 DRM. You cannot afford to lose Leaders...

The good thing for the Americans is that they can decide where to put the Schwerpunkt of their attack. An attack on a broad front will likely not work as the terrain does not allow for it - so some decisions have to be made. At the same time, the Japanese will have troubles to defend the whole width of the board with what they have. Maybe it can pay off to pin one of the Japanese halfsquads and to prevent it from reinforcing other areas by despatching one or two of your own halfsquads. If there is no one there to defend chokepoints, then very quick movement is possible. Later in the game, the Japanese will likely have difficulties plugging all the gaps. That said, still I believe that the US has to form some Schwerpunkt.

Another consideration is how many units to exit and how many Pillboxes to capture or to destroy. Depending on how the Pillboxes are placed, getting all of them might be very difficult. On the other hand, if the Japanese leave a Pillbox unguarded, there might be a good chance to grab it with one of your halfsquads for cheap. Try to find the sweet spot between grabbing Pillboxes and exiting units.

Ah, and the terrain... You will hate all the Swamp, Marsh and Bamboo because it funnels your movement just where the evil enemy is bound to lay in wait. But... maybe the occasional chance might arise to do the unexpected: A calculated move into Swamp, Marsh or Bamboo might pay off if it catches your opponent on the left foot. It does cost a full turn to enter these terrain types, though. One good thing, however: Since the Japanese don't have that much firepower to bring to bear, the Americans with their low morale will be helped a lot by the +2TEM of Dense Jungle.

As the Japanese eventually have not enough units to stop your hordes, Residual Firepower is your opponent's friend. So carefully consider how best to impose Target Selection Limits to minimize the impact.

Well, and beyond that: Do not lose time!


How It Played Out:
As aforementioned - I played the defending Japanese in this one.

I focussed my defence not up front but tried to delay there a bit. In a way, I misplayed my two HIP halfsquads somewhat: Sure enough, Americans ended up in their hexes so that I could emerge in the the CCPh. However, I should have placed the halfsquads in positions where the Americans would previously have lost Concealment. Due to this gross oversight, I did not manage to Ambush the Americans and lost one halfsquad outright. The other one survived the non-HtH first round of CC, so a Melee ensured which somewhat obstructed the path of advance of the Americans before failing to do any damage when the Melee turned HtH in the Japanese turn - and getting consequently killed for this lack of spirit.

My guess was that the Americans would attack through the center and on the northern flank, which basically was what happened. Alas, I missed numerous of the not so frequent occasions with decent chances to actually cause damage with Japanese due to repeated Cowering. I did lose three squad equivalents pretty early. Consequently, further developments appeared to be an uphill battle for me.

On the bright side, it became pretty obivious that my positions on the southern flank seemed not to be threatened. Therefore, I could afford to vacate those positions to shift the units there towards the center in a timely manner.

Around turn 3, the Americans had reached the area, where the terrain got ugly in earnest. Having focussed on the northern half of the battlefield, the attackers were mainly confined to the A, B, F, and G hexrows for their advance. I did my best to fall back dodging the worst of US firepower and could stop the advance cold for the time being along the northern board edge. Yet, the Japanese position felt precarious in the middle because the previous losses there were painfully felt.

In turns 4 and 5 I was able do deal some important Break results against a number of Americans which took some steam out of his push. Along the northern boardedge, however, my defensive position was overcome. By now, the Americans were concentrated in the 4 and 5 hexlines in the northern half of the playing area and the Japanese units from the southern flank had shifted accordingly. The chokepoint of 74H7 was under pretty firm Japanese control.

(Note: I realize that I am mixing up the order in the description a bit, but can't get it sorted correctly in detail. I should be enough for you to visualize the culmination of the scenario.

This meant that the Americans would have to focus on the A, B, and C hexrows to exit in turns 6 and 7. I had nothing to prevent them moving forward along these lines except for a pretty soon to be dead broken halfsquad that bought some moments of precious time. More importantly, I had contrived to move a Japanese 447+LMG from 74H7 to 74F6 which threatened all the Open Ground hexes the Americans had to cross with a Firelane. Two US stacks sat in 74C6 and 74A7. Alas, one stack of Americans reached 74C9, an Amercan 666 sat in 74B9 and a (previous "Leader Creation") 6+1 in 74E10. I had just managed to get a CX halfsquad to 74C10 and a CX 8-0, 228+MMG to 74E10 in a frantic effort to cover the exit line. The Japanese halfsquad was duly vaporized. But I could advance my 8-0, 228+MMG to D10 to cover the exit hex A10, and some surviving CX 447 to 74G10. With all the malice my Japanese 8-0 could muster, he advanced by himself into 74D9 for an Ambush to behead the lone 6+1 hapless Colonel and to infiltrate out to 74E10 out of LOS of the enemy.

In US turn 6, the 666 in 74B9 K/#'ed my MMG crew in 74D10. At that point I thought it was all but over. But the Japanese are tenacious, are they not?

If the planned Firelane and Inherent FP of the (meanwhile) 347+LMG in 74F6 could just break some Americans having to cross over in their last MPh of US turn 7 from 74C6 and 74A7, and a couple of more theoretical "ifs", I might just pull it off. My lone 8-0 malicious leader in 74E10 had just one more fiendish devilry up his sleeve: He advanced into 74D10 to pick up the MMG in the (last) US turn 7... He was helped by the CX 447 advancing to 74F10. So there was some dubious cover of the exit line.

In the final US turn 7, the Americans moved one squad and a leader from 74C9 to 74E10 apparently hoping to draw some fire and to impose Target selection limits. My opponent was surprised that this ploy did not work, so he moved off these units - who were the hell of a lot relieved not to be riddled by point blank bullets. Next, I let pass the 666 exiting via 74B10.

Now, the interesting part began: The remaining Americans would have to cross "Death Alley" ranging from 74E7 to 74A9 covered by my 347+LMG. The first US squad tried from 74C7. I managed to bring down the all-important Firelane with a sigh of relief - and to break the sucker. Next up was a 666 from 74C6 going CX for their lives.

It passed through the FL in 74C8 - which rolled: Boxcars!!! Oh my misery!

Realizing that 74C8 was a chokepoint and in normal range of my 347 I followed up with inherent FP to no effect, but leaving 1 Residual FP. The US squad hastened away until 74C10 where it was broken by a shot of my CX 447 in 74F10. Well done - and if any follow up Americans would try to pass through 74E10, I would still have a Final Fire option by that squad. More importantly, I needed my 8-0+MMG to be free to cover 74A10, B10 or C10. However, with the all important Firelane gone, the path along 74A8, B8, B9 was now open.

Rather than to put all eggs in one basket, the next 666 in 74C6 moved separately from a CX8-1 in the same hex. The one RFP in 74C8 broke first the squad and then the Leader. Sometimes it is the little things that matter - or not.

There was nothing now I could do to prevent the rest of the Americans from safely crossing "Death Alley". My 8-0+MMG was the only thing I had left to cover no less than three exit hexes in 74A10, B10, and C10. Unless that Leader kept ROF (not even sure if a non-fully manned MMG can keep ROF at all), there was no way to do it. And that Leader would be bound by Target Selection Limits by the US ADJACENT brokie in 74C10.

It was over. I reached over to congratulate my opponent for the win.

He said: "No mate, I congratulate you to your win."

Looking at him puzzled, he stated: "Even if your accursed 8-0+MMG does not do any damage, I am just one point short of units to exit to meet the VP requirement."

Doh!

What a game! I felt that I was losing this one from the beginning after having lost three Squad Equivalents early and looking at a 3:1 disadvantage of squads (much less firepower). Later I thought I had lost because I had it in my mind that Japanese CVP mattered which I had exceeded - they didn't, only the Pillboxes and US exit VP. Then I was sure that the K/2'ing of my MMG crew on the exit line would do me in except in case of the most absurd chances. With my all-important FL boxcar'ing out and "Death Alley" open, I was convinced that even the remotest chances were dashed. It turned out, they weren't - just...

Bottom line:
Fight to the end!

Aftermath:
Splendid scenario design by Bill Sisler. The board74 terrain makes this one special despite being Infantry only. It turned out that throughout the game both my opponent continuously believed we would not win this. Both of us came incredibly close. In the end the "little thing" - that 1 Residual FP in 74C8 did matter!
von Marwitz
Second Crack at Caumont cosarara
A Stiff Fight cosarara
Unhorsed cosarara
An Estonian InterludeUnusual scenario in that the defender moves first, and the obvious strategy is to run away as fast as possible to the victory building. The Russian setup might have been better; as it was I managed to retreat my units largely unhindered and - with a couple of fortunate DRs - got all of them back to building Y7 without taking any losses. It was then just a question of covering all the approaches and rotating my squads to maximise concealment, and the Russians just couldn't get in. A brave last rush across open ground with a commissar and 628 squad was hit with a DR or 3 on IFT2 -3 for a 2KIA, and it was all over. Never even managed the overrun with a TKS that I had been hoping for! Andy_Bagley
Death From AboveEven having played (and won) this scenario, I'm not sure if I like it or not. Very unusual in that the Russian attackers - mainly a cavalry force - are try to destroy German aircraft either on the ground or as they take off (SSRs cover). I tried to threaten the flanks by keeping a couple of cavalry in reserve, but my main attack was through the centre. More by luck than judgement, this turned out to be the right approach, as I was able to position my guns to fire at the German aircraft from long range (even with their short barrels), and even get some infantry close enough for IFT shots. Needed some low rolls, but I had enough of them.
One German plane got off the ground but had limited success with its subsequent air attacks. Two more were shot down as they took off, and a third was destroyed on the ground by a 75* Infantry Gun at long range - sufficient to give me the win. Not easy to see how the Germans could prevent this, although a more up-front defence to hold the centre might have been a better try.
Andy_Bagley
Death From AboveThe “mystery” scenario at Double One tournament 2024. My opponent has already written this one up. I agree, I was so concerned about the Cavalry sweeping round the flanks to get to the airfield that I failed to sufficiently cover the centre (particularly with the AA Guns) from where he was able to destroy the aircraft taking off (HMG / mortar / squads all having shots) and ultimately knock out the third for victory with long range artillery fire. Simonstan
Reckless Raid Rich Weiley
Course d'Obstacles Sous un Ciel de PlombFirst to play and post. Updated version from LFT webpage.
Danno
Course d'Obstacles Sous un Ciel de PlombHard fought game. The Germans quickly gobbled up 12 buildings and then the French took 12. The French managed to retake the church for 13 and that was game and a French victory. grumblejones
Mayhem in ManilaReally fast playing scenario. I kind of diced my friends American forces after an initial round of cold dice during the first turn. My MTR went on a pretty decent rate tear and shredded the 10-2 kill stack which luckily for me, decided to stop in a woods hex. I nailed the Sherman with an IED and got the Priest with a T-H Hero. After that, the Americans tried to rush across the streets, but nothing good came from it. At best they pinned, and at worst received a CR. After the bottom of turn 3, the Americans were so badly roughed up that they didn't have enough manpower to meet the victory point requirements, so we called it. You'd think on a deluxe board 5.5 turns is plenty of time, but it wasn't. The Americans have to push hard and take some risks. With average luck for both sides, I could see this one going either way. Worth a play. Jude
Feast DayVery nice scenario. Grab buildings and don’t lose the church.

Andy had the advantage throughout but a snake-eyes in a close combat against my 9-2 on the last player turn was the nail in my Canadian coffin.
Dave
Fish in a BarrelMy fish were shot in the barrel. Couldn’t squeeze past the nashorns. Dave
Panzerpioniere!We used a 10VP Balance for the German fdapra
Shoulder to Shoulder fdapra
Panzerpioniere! cosarara
Shoulder to Shoulder cosarara
Fish in a BarrelI never stood much chance in this one after sending two of my T34s through the woods in H19 and H20, only to have both of them bog and subsequently immobilise - even the one with my armour leader! A third tank tried to run past the Nashorns on the hill and got shot, leaving me with a lone functioning tank. My infantry tried to push up the hill on the west side against stiff German opposition and I couldn't make sufficient progress to reach the victory area. I managed to get one of the Nashorns, but conceded when his Psk took out my last tank.

Andy_Bagley
Feast DayAs Dave says, great scenario, although I thought it was pretty close and could have gone either way until that last turn snakeyes. We were both running out of troops by that stage and my task would have been very tricky had he won that CC. Andy_Bagley
Death BoxAs the Axis, the at start forces look comparatively strong but with the Hungarians only being ELR 1, they can quickly dissolve if too aggressive. I was careful with the Italian tanks, my opponent as expected stocking up on ATRs. A steady attack supported by a German firebase on Level 2 seemed the way to go and I had I think 6 victory areas secured when the Russian reinforcements arrived. Despite heroic efforts on their part in the end game, they were unable to wrestle any of these back. Simonstan
Toridasu!Very exotic scenario that seems hard for the Japanese. Lionelc62
Early BattlesThe Germans started out strong, one PzIV moving to lay smoke to cover the advancing infantry while the other AFVs break into two flanking movements. The Russian turn was hugely impactful as INF gun went on a rate tear with HEAT, taking out both PzIVs and impacting the German’s ability to handle the KV. Bad luck went both ways, as the INF gun malf’d on turn 2 and the crew would not be able to repair it before being driven off. The German infantry managed to take out the squads with the ATRs as well, moving towards the top of board u by the start of turn 4 to be able to head to the objectives. At this point, their attack staggered – the KV moved forward to threaten the two remaining German AFVs, sending them retreating out of sight, but the German infantry immobilized the KV and prospects were looking up… Except a Pz35t stopped next to a Russian squad that then routed to a building with a dropped ATR, rallied, recovered the ATR, and rolled snake eyes to destroy the AFV in Prep Fire. Turuk
Faugh A Ballagh!Definitive German win. The Brits made a bit of progress through Turn 2, despite have one leader wound on a rally attempt and one MA malf on a smoke attempt. But, on Turn 3, the German MMG went on a rate tear taking 9 consecutive shots leaving 2 1/2 broken squads after 5 failed MCs. This was followed by a German sniper killing the Brit 9-1 leader. By the end of the RtPh, the broken Brits were eliminated for FTR. With the Germans still solidly placed in the first line of buildings, no losses and little threat from the Brits, the Brits conceded. Heloanjin
Patrol Danno
PatrolFrench successfully found everything, but took some losses in the process. Then the Germans would counterattack and successfully eliminate all of the French for the win. grumblejones
Death Box AlexB
Defiance on Hill 30Germans double timed to engage picket squads. US broke mortar and MMG on hill. German middle was slowed by bazooka hits and blaze breaking out. US defense falls back and held unti turn 4 and started to fold. Re inforcements arrive and hold the base of the hill and buildings. German begin to take casualities 1/2 squad at a time. US hold and win. BobMcKenna1966
BreakthroughThis felt tough for the Russians, though partly because of my opponent's skilful defence. The ground snow proved more of a problem than I expected; that extra MF uphill/downhill made quite a difference to my exit attempts. And the 45L AT Guns' relatively low TK number was offset by their high RoF, meaning several chances to get the low-ish rolls they needed. Even so, it went down to the final turn, but I conceded when it was evident that the Germans could not exit sufficient units to win. Andy_Bagley
BreakthroughMy opponents has already written this one up. I was lucky to get one of the tanks with an IF CH and took another out in CC. A few breaks at the wrong time for the Germans and there were insufficient numbers in the Exit area to achieve the required VP Simonstan
Road CrewMy opponents has already written this one up - nothing to add to his comprehensive comments Simonstan
Battle for the Warta Line usmcwo1
Danger ForwardFederico got too greedy in its initial move, sent two CX squads too near my italians and left only 2 HS to control the 3hex building on his right. I proptly conterattacked withthe AC freezing the CX squad and not less then 9 italian squad getting near the exposed americans, he voluntary routed but his time was broken and I was able to take the big building. He was not able to take it back.
i think that this scenario definitely favours the americans.
cosarara
Drive to IoanninaA surprisingly good experience for such a short and fixed scenario.
Pillbox and guns set up is challenging and attacking with italians over this terrain and under such murderous fire is a feat you won't try very often. played it in 2 hours.
cosarara
They Shall Not Pass toffee
Valour at Casa Berardi toffee
Pipkorn's AttemptThe Germans attacked along the south side of the battlefield initially making good progress. The Russian IS-2s were able to slip away from Pf and AFV shots while the infantry withdrew slowly in good order. The Germans got bogged down in the center, stuck in a multiple turn melee, unable to break the Russian defenders while simultaneously breaking themselves while the Russian sniper wreaked havoc. In the final turns, few attacks worked for the Germans while the Russians were generally successful. It came down to the final turn when the Russians had to regain 3 VPs. Successful Prep Fire followed by missed Pf gave the Russian the win. Heloanjin
Pipkorn's Attempt dmareske
Retaking ViervilleAfter a bit more time and experience with the system, I ran this one again in VASL. The Germans moved in to put pressure on the Americans while sending most of the initial eastern force to hold the northern edge of the village, forcing the American reinforcements to brave crossing open ground. This stymied the Americans until Turn 3, when enough forces were on the board to push the advance and start to pressure the Germans in the village, breaking and eliminating a number for failure to rout. It all came down to the final CC phase, when a stack of 9-2, 8-1, and 3x 7-4-7s only had to wipe out a single 5-4-8 and failed, resulting in a German win. Turuk
The Warlord's EstateIt was a close game that could have gone either way. mtrodgers99
No Safe RefugeThis was one of those scenarios that when I laid it out, I thought there is no way I was going to win as the Japanese. I was right. There is just too much to defend and not enough to defend it with. I even basically gave up three buildings, and I still was swarmed. With no real AT assets (one 47L AT Gun, a Buried Bomb, and 6 AT mines) to defend vs 10 tanks and three HT's, the Americans can move around at will (T-H Heroes are very luck dependent). I was also a bit overwhelmed by the amount of hidden stuff I had to keep track of. I've never played using VASL, but I have read that it is good for that sort of thing. Perhaps that's the way to play this scenario. Anyway, we ended this one early. Jude
A Bloody HarvestThe Germans managed to win, mostly because the squad (and leader) with the Polish MMG went berserk and abandoned their excellent post to get murdered in close quarters. The Poles were massive leaders in the head-to-head knife fights by comparison, and it wasn't until the last (extra) turn where the Germans rushed the last Polish MMC and successfully eliminated them thanks to the -2 Leader in particular. A good scenario, but definitely needs German balance, and maybe something better than just an extra turn. Jobbo_Fett
Defiance on Hill 30 tpdorsey
Making a Break for It Bongiovanni
Operation KutuzovGreat scenario with a lot of action. The German 50L AT gun tore up my Russian armored assault on board 70, destroying 3 SU-122s and a Matilda II by the end of turn 3. I would definitely like to play this one again. dsoukup
The Only Safe Place toffee
Death Solves All ProblemsTexas Team Tournament 2024 Danno
Under FireA very aggressive German setup saw quite a few breaks (and ELRs), but they managed to constantly rally broken troops. The Poles, on the other hand, could never get back to the fight after being taken out, and the artillery missed any devastating hits (on top of drawing a Red card on its second draw.)

The Germans ran up the hill to the surrounding hexes of X5 and the Poles simply couldn't stop their movements. I chose to Final Protective Fire instead of waiting for the CC Phase, but the IFT rolls were pitiful and high. An early Turn 3 victory awaited.

Definitely feels like the Poles should have gotten an extra squad...
Jobbo_Fett
Under FireA very aggressive German setup saw quite a few breaks (and ELRs), but they managed to constantly rally broken troops. The Poles, on the other hand, could never get back to the fight after being taken out, and the artillery missed any devastating hits (on top of drawing a Red card on its second draw.)

The Germans ran up the hill to the surrounding hexes of X5 and the Poles simply couldn't stop their movements. I chose to Final Protective Fire instead of waiting for the CC Phase, but the IFT rolls were pitiful and high. An early Turn 3 victory awaited.

Definitely feels like the Poles should have gotten an extra squad...
Jobbo_Fett
Under FireA very aggressive German setup saw quite a few breaks (and ELRs), but they managed to constantly rally broken troops. The Poles, on the other hand, could never get back to the fight after being taken out, and the artillery missed any devastating hits (on top of drawing a Red card on its second draw.)

The Germans ran up the hill to the surrounding hexes of X5 and the Poles simply couldn't stop their movements. I chose to Final Protective Fire instead of waiting for the CC Phase, but the IFT rolls were pitiful and high. An early Turn 3 victory awaited.

Definitely feels like the Poles should have gotten an extra squad...
Jobbo_Fett
Under FireA very aggressive German setup saw quite a few breaks (and ELRs), but they managed to constantly rally broken troops. The Poles, on the other hand, could never get back to the fight after being taken out, and the artillery missed any devastating hits (on top of drawing a Red card on its second draw.)

The Germans ran up the hill to the surrounding hexes of X5 and the Poles simply couldn't stop their movements. I chose to Final Protective Fire instead of waiting for the CC Phase, but the IFT rolls were pitiful and high. An early Turn 3 victory awaited.

Definitely feels like the Poles should have gotten an extra squad...
Jobbo_Fett
Under FireA very aggressive German setup saw quite a few breaks (and ELRs), but they managed to constantly rally broken troops. The Poles, on the other hand, could never get back to the fight after being taken out, and the artillery missed any devastating hits (on top of drawing a Red card on its second draw.)

The Germans ran up the hill to the surrounding hexes of X5 and the Poles simply couldn't stop their movements. I chose to Final Protective Fire instead of waiting for the CC Phase, but the IFT rolls were pitiful and high. An early Turn 3 victory awaited.

Definitely feels like the Poles should have gotten an extra squad...
Jobbo_Fett
Gunning For Gas2024 Texas Team Tournament. grumblejones
The Golden Arrow2024 Texas Team Tournament. grumblejones
The Cannes StrongpointTexas Team Tournament 2024 Danno
Hitdorf on the RhineTeam Texas wwillow
Oliwa's EscapeTeam Texas. 3 player scenario. My Polish partisans were gone after turn four. PJ Norton's Russians were a weak second because he let Dave's Germans play him like a fiddle. wwillow
Rampage at RitpongTexas Team Tournament dmareske
The Three CompaniesTexas Team Tournament dmareske
Mount BelvedereTexas Team Tournament 2024 Danno
Point of the SwordTeam Texas wwillow
The Five Pound PrizeSave for three forward squads in victory buildings P9 and X8, the British favored rearward defense, positioning the AT Guns in J2 and L3. The German plan - which envisioned entering from the South, seizing and holding the Southern 8 Buildings (P9, N8, P7, X8, W9, V6, U7, and U6), and forcing the British to counteract - worked seamlessly due to VERY opportune DRs. Thompsonmg(MGT)
Mius Mischief2024 Texas Team Tournament. grumblejones
One-Eyed Jacques2024 Texas Team Tournament. grumblejones
Four Stars of ValorTexas Team Tournament 2024 Danno
The Fraternal Grave2024 Texas Team Tournament. grumblejones
Trial RunThis is a good scenario, but the German defense was too far forward and revealed itself too readily to put up a significant front. I liked the idea of the random residual FP placement to represent arcing fire, but I made no impact at all on our game. dsoukup
How It Will EndTexas Team Tournament dmareske

Latest News

Map page and new search options
The Maps link on the left hand nav bar takes you to a maps page that provides the opportunity to search the maps via names and tags. The maps that don't have images will slowly get updated, and those who have admin rights can add tags to help scenario designers and players filter maps by a set of tags, such as Rural, City, Stream, etc.

You can update your map collection, in order to search by maps owned on the advanced search, by ticking the boxes on this page which should automatically update your map collection. The button that is on this page takes all publications that you own and adds the maps that are listed on those into your collection.

As always, a big thanks to those who help populate this data!
Map data update
The way maps are stored under-the-hood has been changed. Previously maps were simply strings of text that were split into map_strings and added to the scenario. They weren't really unique map rows, which meant that there could be duplicates with similar names, and it wasn't really feasible to do nicer things with them, like attach images to them, or work out which publications they were from.

This has changed now, and the data has been ported across to the new map objects. All that's missing is the publication->map data, ie, which publications have which maps!

For those that like to edit and update these things, it's now possible to enter the maps for each publication (by logging in and editing the publication page and adding the maps). If we can get a good set of this data we can do things like "show me scenarios that I own the maps for" and other module dependencies for scenarios.

I've not done the same for overlays, because it seems a bit more of an overhead, but in theory it would be possible, but maybe a bit too much effort.

Finally - you can now hover over the map values within the scenarios and publication pages (if the maps have been added to them yet) to see a map preview. If the map image isn't there yet, it might need updating, but the standard ones should all work - I think!
Advanced Search tidy up
Thanks to JP whose eagle-eyes spotted a couple of small issues, the advanced search is now correctly handling third party/official searches and remembering your selection of starter kit preference during a search.
March Madness 2023: 10th Mountain Division pack - now available for download
Thanks to the guys over in Kansas, and Encircled productions, the archive is now hosting the 2023 10th Mountain Division pack.

Price is $15 and the pack features 9 scenarios and a 4 scenario campaign which can be played as individual scenarios or as the connected mini-campaign.

Balance reporting
You can now add balance to reported games and view a balance report for scenarios. The balance range comes from assistance of Indy and is an implementation of the Wald Interval algorithm.

Latest Content Additions

Updated daily. Refresh
ScenarioActionWhen
Hurricane Biakpeacmyer Rated the scenario3h 32m 1s ago
Forth BridgeTuruk Uploaded a VASL file12h 48m 29s ago
Shootout at SinglingTuruk Uploaded a VASL file13h 10m 14s ago
Come Seven Come ElevenTuruk Uploaded a VASL file13h 12m 45s ago
Spring CleaningLionelc62 Added a playing13h 50m 5s ago
Retaking ViervilleTuruk Uploaded a VASL file14h 16m 55s ago
Crisis at KasserineTuruk Uploaded a VASL file14h 18m 38s ago
Brasche EncounterTuruk Uploaded a VASL file14h 19m 1s ago
Death BoxSimonstan Added a playing14h 59m 34s ago
Death From AboveSimonstan Added a playing15h 7m 16s ago
Tougher Than it LooksHutch Modified the gps location15h 7m 20s ago
Road CrewSimonstan Added a playing15h 14m 25s ago
BreakthroughSimonstan Added a playing15h 17m 7s ago
Reckless RaidTuruk Uploaded a VASL file16h 56m 13s ago
Raff's RulesTuruk Uploaded a VASL file16h 56m 40s ago
Rebels Without A PauseTuruk Uploaded a VASL file16h 56m 59s ago
Retrieving Lost ItemsHutch Modified the overview17h 11m 38s ago
Deadeye SmoyerAndy_Bagley Added a playing17h 25m 33s ago
Retrieving Lost ItemsHutch Modified the misc. rules17h 56m 24s ago
Aborted ReliefHutch Modified the overview18h 2s ago
Aborted ReliefHutch Modified the Attacker's Guns18h 8m 57s ago
Aborted ReliefHutch Modified the Defender's Guns18h 8m 57s ago
Aborted ReliefHutch Modified the unit counts18h 8m 58s ago
Aborted ReliefHutch Modified the overlays18h 9m 40s ago
Aborted ReliefHutch Modified the misc. rules18h 10m 8s ago
Aborted ReliefHutch Uploaded an Image18h 10m 37s ago
Retrieving Lost ItemsHutch Uploaded an Image18h 11m 27s ago
Retrieving Lost ItemsHutch Modified the Attacker18h 12m 10s ago
A Different Type of SoldierHutch Modified the Defender18h 12m 46s ago
Aborted ReliefHutch Modified the Attacker18h 13m 18s ago
A Different Type of SoldierHutch Modified the overview18h 57m 42s ago
Death From AboveAndy_Bagley Added a playing18h 57m 59s ago
A Different Type of SoldierHutch Uploaded an Image19h 51s ago
A Different Type of SoldierHutch Modified the overview19h 3m 41s ago
A Different Type of SoldierHutch Modified the misc. rules19h 14m 8s ago
A Different Type of SoldierHutch Modified the Defender's Guns19h 15m 36s ago
A Different Type of SoldierHutch Modified the unit counts19h 15m 37s ago
A Different Type of SoldierHutch Modified the Defender's Guns19h 16m 11s ago
A Different Type of SoldierHutch Modified the unit counts19h 16m 12s ago
A Different Type of SoldierHutch Modified the Attacker's Guns19h 16m 12s ago
An Estonian InterludeAndy_Bagley Added a playing19h 22m 18s ago
The "Wehr"aokigaryou Modified the unit counts19h 35m 46s ago
Retrieving Lost ItemsHutch Added the scenario19h 49m 41s ago
Aborted ReliefHutch Added the scenario19h 53m 58s ago
A Different Type of SoldierHutch Added the scenario19h 57m 50s ago
Feast DayAndy_Bagley Added a playing20h 1m 17s ago
Fish in a BarrelAndy_Bagley Added a playing20h 31m 2s ago
Road CrewAndy_Bagley Added a playing20h 57m 10s ago
BreakthroughAndy_Bagley Added a playing21h 26m 2s ago
FoxtailDispang12 Added a playingYesterday
FoxtailDispang12 Rated the scenarioYesterday
FoxtailLorenzoknight Added a playingYesterday
FoxtailLorenzoknight Rated the scenarioYesterday
Groves of DamourHutch Modified the misc. rulesYesterday
Groves of DamourHutch Modified the overviewYesterday
Groves of DamourHutch Uploaded an ImageYesterday
Groves of DamourHutch Modified the DefenderYesterday
Groves of DamourHutch Modified the misc. rulesYesterday
Groves of DamourHutch Modified the unit countsYesterday
Groves of DamourHutch Modified the Attacker's GunsYesterday
Groves of DamourHutch Modified the Defender's GunsYesterday
Groves of DamourHutch Added the scenarioYesterday
Getting Your Bell Rungigycrctl Added a playingYesterday
Tougher Than it LooksHutch Modified the Attacker's AFVsYesterday
Tougher Than it LooksHutch Modified the Attacker's GunsYesterday
Tougher Than it LooksHutch Modified the unit countsYesterday
Tougher Than it LooksHutch Modified the Attacker's GunsYesterday
Tougher Than it LooksHutch Modified the unit countsYesterday
Tougher Than it LooksHutch Modified the Attacker's AFVsYesterday
Tougher Than it LooksHutch Modified the overviewYesterday
Tougher Than it LooksHutch Modified the unit countsYesterday
Tougher Than it LooksHutch Uploaded an ImageYesterday
Tougher Than it LooksHutch Modified the misc. rulesYesterday
Goodbye, GeishasRJenulis Added a playingYesterday
Tougher Than it LooksHutch Modified the Unit ElementsYesterday
Tougher Than it LooksHutch Added the scenarioYesterday
Grappling GlowaczowHutch Modified the overviewYesterday
Invisible Foeshoxson1 Modified the unit countsYesterday
Invisible Foeshoxson1 Modified the Defender's GunsYesterday
Grappling Glowaczowhoxson1 Uploaded an ImageYesterday
Invisible FoesKydder Added a playingYesterday
Invisible FoesKydder Rated the scenarioYesterday
Grappling GlowaczowHutch Modified the unit countsYesterday
Grappling GlowaczowHutch Modified the Attacker's GunsYesterday
Grappling GlowaczowHutch Modified the Defender's GunsYesterday
Grappling GlowaczowHutch Modified the Defender's AFVsYesterday
Grappling GlowaczowHutch Modified the unit countsYesterday
Grappling GlowaczowHutch Modified the Defender's AFVsYesterday
Grappling GlowaczowHutch Modified the Attacker's GunsYesterday
Grappling GlowaczowHutch Modified the Defender's GunsYesterday
Grappling GlowaczowHutch Modified the unit countsYesterday
Grappling GlowaczowHutch Modified the Attacker's AFVsYesterday
Grappling GlowaczowHutch Modified the Defender's AFVsYesterday
Grappling GlowaczowHutch Modified the overlaysYesterday
Grappling GlowaczowHutch Modified the misc. rulesYesterday
Grappling GlowaczowHutch Modified the unit countsYesterday
Grappling GlowaczowHutch Modified the Unit ElementsYesterday
Grappling GlowaczowHutch Set the designer fieldYesterday
Grappling GlowaczowHutch Added the scenarioYesterday
Airstrip No. 3Hutch Uploaded an ImageYesterday

Popular Publications

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March Madness 2022 Grumble Jones Pack 88.14
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March Madness 2023 10th Mountain Division Pack 97.95
March Madness 2017 Hollis Partisans Pack 107.83
March Madness 2018 Players Pack 107.70
March Madness 2013 Commissar Pack 87.68
Time on Target # 3 147.53
Grumble Jones 1507.51
ASL Starter Kit Expansion Pack #2 87.47
ASL Starter Kit Expansion Pack #1 2nd Edition 127.32
ASL Starter Kit #4 87.23
ASL Starter Kit Bonus Pack #2 87.23
Schwerpunkt # 9 127.21
The Green Hell of Inor 197.16
Schwerpunkt #14 127.14
Friendly Fire Pack 12 87.14
ASL 9 - Gung Ho! 87.13
From The Cellar Pack #4 207.12
Quick 6 Scenario Pack IV 67.10
Friendly Fire Pack 1 87.09
March Madness 2020 Full Rulebook ASL Pack 87.09
ASL 16 - Twilight of the Reich 177.09
Battle of the Hedgerows - The Storm Broke 67.07
HASL 1 - Red Barricades 107.05
Friendly Fire Pack 2 87.05
Dezign Pak 9 107.05
From The Cellar Pack #8 167.05
HazMo Scenario Pack 3: City of Steel 107.05
Ost Front Pack 67.00
Leibstandarte Pack 5 - Scorched Earth 87.00
ASL Action Pack #14 Oktoberfest XXXIV 126.99
Best of Friends 126.98
Friendly Fire Pack 9 86.98
Kreta - Operation Merkur 186.97
ASL Action Pack #17 Oktoberfest XXXV 166.97
Beyond the Beachhead 86.96
Battles of Carpiquet 136.96
Operations Special Issue #3 76.96
ASL Action Pack #10 86.96
ASL Journal #12 146.96
Race For The Meuse 66.96
Critical Hit # 2 156.95
ASL 1 - Beyond Valor (3rd Edition) 246.94
HazMo Scenario Pack 2: The Un-Civil Wars 106.94
From The Cellar Pack#11 106.94
ASL Journal #10 196.92
From The Cellar Pack #3 106.91
ASL Journal #11 286.91
Friendly Fire Pack 11 86.91
AH:ASL Annual `93a 116.90
Generic Playtesting Log 376.90
Hero PAX 4: Mediterranean Theater of Operations 126.89
Friendly Fire Pack 6 86.89
Schwerpunkt # 4 126.88
Friendly Fire Pack 4 106.88
HASL 9 - Hatten in Flames 106.88
ASL 12 - Armies of Oblivion (2nd Edition) 326.88
Fistful of Scenarios 66.88
Deluxe Advanced Squad Leader 386.88
Grossdeutschland Pack 1 - The Early Years 86.87
Friendly Fire Pack 3 86.87
Into The Rubble 86.87
Death to Fascism 86.86
Schwerpunkt #22 126.85
Best of Friends 2 126.84
BFP 2: Operation Cobra 126.83
ASL Action Pack # 6 A Decade of War 106.83
China-Burma-India: The Lost Theater Part 1 156.83
Classic ASL 166.82
Turning the Tide 206.82
Fanatic Pack 2 126.81
AH:ASL Annual `93b 126.80
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Dezign Pak 6 126.80
ASL Action Pack #16 From The Land Down Under 156.80
Not One Step Back 86.80
ECZ Tournament Director's Pack 166.80
ASL Journal # 5 136.78
Paddington Bears '96 Pack 106.78
Aussie Tournament Pack 76.78
Dezign Pak 10 156.78
BFP 3: Blood and Jungle 476.77
ASL Action Pack #13 Oktoberfest XXXII 116.76
ASL 13 - Rising Sun (2021) 386.76
Recon by Fire! #2 106.75
Melee Pack III 76.75
Friendly Fire Pack 7 86.75
ASL 3a - Yanks (2nd Edition) 416.75
Quick 6 Scenario Pack VI 66.75
AH:ASL Annual `90 166.74
Schwerpunkt # 5: Medal of Honor 126.74
ASL Action Pack # 3 Few Returned 126.74
ASL Action Pack # 4 Normandy 1944 126.74
Schwerpunkt #23 126.74
ASL Journal #13 336.73
HASL 4 - Pegasus Bridge 86.72
ASL Starter Kit #3 86.72
ASL 13 - Rising Sun 336.72
ASL Journal # 4 136.71
Dezign Pak 5 186.71
ASL Journal # 8 166.71
HazMo Scenario Pack 1: A World at War 106.71
ASL Journal #14 256.71
DASL 1 - Streets of Fire 106.70
ASL 10 - Croix de Guerre 86.69
HSASL 2 - Operation Veritable 176.68
AH:ASL Annual `95 Winter 246.68
Aussie '98 Pack 106.68
BFP 4: Crucible of Steel 326.68
Rally Point #14 106.68
ASL Journal # 3 336.67
Coastal Fortress 536.67
Schwerpunkt #13 126.66
HASL 7 - Valor of the Guards 216.66
Operations Special Issue #1 66.66
March Madness 2019 Close Combat Pack 86.66
Quick 6 Scenario Pack III 66.66
Quick 6 Scenario Pack V 66.66
ASL Journal # 1 176.65
Provence Pack (MMP Download) 106.65
Critical Hit # 6.4 246.65
Schwerpunkt # 7 126.65
Schwerpunkt #10 126.65
ASL Open `96 Scenario Pack 106.65
Rally Point #15 106.65
ASL 12 - Armies of Oblivion 116.64
ASL Starter Kit #1 66.64
From The Cellar Pack #2 106.64
Friendly Fire Pack 10 86.64
Rally Point #11 106.64
Quick 6 Scenario Pack 66.64
Franc-Tireur#10 116.63
AH:ASL Annual `96 146.62
BFP 5: Poland in Flames 456.62
Rally Point # 3 106.61
From The Cellar Pack #9 176.61
ASL Action Pack #15 Swedish Volunteers 166.61
Rally Point # 1 106.60
Franc-Tireur#11 226.60
Rally Point #17 106.60
ASL Action Pack # 2 86.59
Blood & Iron 106.59
Schwerpunkt # 6: Victoria Cross 126.59
Rally Point # 2 106.59
ASL 3 - Yanks 86.58
ASL Starter Kit #2 86.58
Schwerpunkt #11 126.56
ASL Action Pack # 5 East Front 126.56
Schwerpunkt #20 126.56
HASL 12 - Drop Zone: Sainte-Mère-Église 146.56
HASL 2 - Kampfgruppe Peiper I 66.55
ASL Action Pack # 1 86.55
AH:ASL Annual `92 156.55
Leibstandarte Pack 1 - Blitzkrieg! 86.55
HSASL 1 - Operation Watchtower 176.53
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Schwerpunkt #12 126.53
Elite Canadians 96.53
ASL Journal # 2 246.52
Critical Hit # 3.1 126.52
Gembloux: The Feint 96.52
Melee Pack II 66.52
Swedish Volunteers 146.52
Kampfgruppe Scherer: The Shield of Cholm 176.52
ASL 5a - For King and Country 206.51
Dezign Pak 1 106.51
Winter Offensive Bonus Pack 2018 66.51
Hero PAX 3: Jungle Heroes 106.50
Beyond the Beachhead 2 166.50
From The Cellar Pack #5 146.50
Dos Equis Scenarios Especial 106.50
ASL 10a - Croix de Guerre 426.50
Hazmo Scenario Pack 4: Making the Grade 106.50
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ASL Journal # 9 256.49
ASL Starter Kit Expansion Pack #1 1st Edition 86.49
HASL 8 - Festung Budapest 206.49
HASL 10a - Red Factories 186.49
AH:ASL Annual `97 166.48
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Onslaught to Orsha 256.47
BFP: Operation Neptune 106.47
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ASL Journal # 7 126.46
ASL Action Pack # 8 Roads Through Rome 106.46
Friendly Fire Pack 8 86.46
Friendly Fire Pack 5 106.45
Blitzkrieg in the West - Central Campaign 66.45
Tactiques # 4 86.44
ASL Action Pack # 9 To the Bridge! 106.44
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Franc-Tireur#12 126.32
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Tactiques # 6 86.31
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Quick 6 Scenario Pack II 66.31
Nor'easter Scenario Pack II 156.31
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Blitzkrieg Pack 186.30
High Ground! 86.30
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Schwerpunkt #21 126.27
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Fanatic Pack 1 126.25
Rally Point #16 106.25
HASL 10b - Red October 116.25
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Berlin: Red Vengeance 116.23
March Madness `97 Pack 126.23
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ASL 15 - Forgotten War 166.23
Hero PAX 1: Hurtgen Hell to Bulge Nightmare 86.22
Armoured Aussie Pack 76.22
Rally Point # 6 106.22
Dezign Pak 7 126.22
Tactiques # 2 106.21
Rally Point # 8 106.21
Dezign Pak 4 156.20
Schwerpunkt #15 126.20
Covered 136.20
ASL 4 - Partisan! 86.19
ASL 11 - Doomed Battalions (2nd Edition) 86.19
Internet: MMP 66.19
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Franc-Tireur #8 106.15
Rally Point # 9 106.13
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Schwerpunkt # 3 126.09
Schwerpunkt #18 126.08
Buckeyes! 106.07
From The Cellar Pack #7 106.07
Franc-Tireur#14 326.07
ASL 6 - The Last Hurrah (2nd Edition) 86.05
ASL 8 - Code of Bushido 86.05
HASL 3 - Kampfgruppe Peiper II 86.05
Time on Target # 1 136.05
Leibstandarte Pack 4 - Turning of the Tide! 86.04
Schwerpunkt # 2 126.04
Backblast # 2 86.03
SASL 1 - Solitaire ASL (2nd Edition) 216.00
Recon by Fire! #1 86.00
Waffen-SS I: No Quarter No Glory! 66.00
Objective: Schmidt 176.00
ASL 1 - Beyond Valor (1st Edition) 106.00
Dezign Pak 8 105.98
Schwerpunkt # 1 125.93
HASL 6 - A Bridge Too Far 125.91
The Canadians In Italy 3: D-Day Dodgers 105.91
Paddington Bears '97 Pack 85.90
Blitzkrieg in the West - Northern Campaign 65.90
Dezign Pak 3 155.89
Southern Cross Scenario Pack `96 65.88
Time on Target # 2 215.87
Deluxe Pack #1 125.87
HASL 5 - Blood Reef: Tarawa 105.85
Hero PAX 2: Eastern Front Hero Fest 85.83
From the Cellar Pack#12 115.82
ASLOK 2005 - 20th Anniversary Scenario Pack 105.81
Wacht Am Rhein 165.73
Winpak #2 65.68
ASL For Fun-LCP 325.68
Melee Pack I 65.63
DASL 2 - Hedgerow Hell 85.60
All American I: Kellam's Bridge 105.52
Leibstandarte Pack 3 - Clash at Kharkov! 85.48
Panzer Aces 65.43
Shingle's List 85.42
Hell's Highway 65.35
Guerra Civil: The Spanish Civil War 125.20
Firefights! 65.19
The Long March 175.16
Soldiers of the Negus 84.93

Top rated players

As of June 27, 2024. Grey players are inactive. Filter Active: View all
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1Dmitry Klyuykov1501431
2fabrizio da pra1651395
3Paul Works3551350
4Paolo Cariolato8321309
5Stefan Fiedler351292
6Steven Linton501285
7patrick palma4871283
8Aaron Cleavin561273
9Philippe Briaux321265
10jon smith551242
11Indy Lagu
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12Justin DiSabatino
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13Aaron Sibley2751228
14Craig Benn461227
15Gordon Jupp4281225
16Paul Messina581216
17randy shurtz391209
18nathan wegener6421208
19David Stoffey401208
20Michael Focht771207
21Tom Kearney5291204
22Sam Tyson261193
23Jobbo Fett
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24Carl Nogueira181189
25Curtis Brooks251184
26Seumas Hoskins631182
27M T901175
28Eric Topp
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29John Garlic1041171
30Kevin Sanders1181170
31Douglas Leslie
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32Simon Staniforth
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33Tony Fermendzin351165
34Lionel Colin661164
35Vilis Pavulans1491160
36Brian Wiersma191159
37Steven Pleva121158
38B-E Karlsson1251158
39Scott Fischbein1061157
40Spencer Armstrong561153
41Will Fleming181149
42Robert Wolkey191149
43david ginnard271149
44Sean Mitchell251148
45Paul Sidhu161147
46César Moreno451143
47Mark Moore271143
48davide galloni1411142
49Igor Luckyanov371141
50Dave Mareske
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51Raoul Duke1011137
52Don Lazov861136
53Alessandro Demichelis291135
54Derek Ritter211135
55John O'Reilly171135
56Scott Hasson241135
57Gerard Burton1851131
58Andy Bagley
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59Andrew Young141126
60Steve Bowen441125
61John Boyle381124
62David Douglas71123
63Larry Rohlfing1711122
64Martin Mayers911119
65Melvin Falk91119
66Miguel Guerrero91118
67Darren Kovacs111118
68Martin Vicca241117
69S. Slunt621117
70Björn Lorenzen151116
71Martí Cabré3231115
72Rami Saarinen831115
73Greg Barsness551115
74Chuck Hammond131114
75P-J Palmer121114
76Enrico Catanzaro221114
77Michael Augustine171114
78JP Laurio2261113
79Chris Mazzei171110
80John Gorkowski461109
81Juhani Bonsdorff111108
82Louis Langdeau611108
83martin barker
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84Rick Reinesch151107
85Davide Bendazzi881105
86J. R. Tracy121104
87Jeffrey wasserman921104
88Brian Lazewski121103
89Rich Weiley
8721103
90Tom Weniger71101
91Jeff Waldon6321100
92Steve Bond661100
93Jim Thompson101100
94stan jackson321098
95Fred Ingram8171097
96Bruno NITROSSO121097
97David Reenstra351097
98Michael Rodgers
6531097
99Tom Mueller171096
100Peter Dunn191096

Newest players - welcome!

UsernamePlayerRegistered
KJ9991Josh Klein2024-06-25 16:19:13
Deathtouch101William Prucyk2024-06-22 04:04:07
GeneralFGArthur Gollwitzer2024-06-11 02:51:59

On this day...

ScenarioLocationDate
AP07 Directive Number ThreeNear Dubno, USSR1941
A 48 Best-Laid PlansLeskovic, Albania1943
J85 Ptichin' InGlusk, USSR1944
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