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ScenarioCommentUser
Abrams' Charge toffee
¡Vìva La Repùblica!Tough game with low factor squads trying to pry better squads out of Stone Buildings. Not one of my favorite kind of games. My Republicans couldn't get the rolls to do anything and were cut down by the two guns and the HMG. Not a fan. grumblejones
¡Vìva La Repùblica! Danno
Fitzgerald's Fire toffee
Sumatra SkirmishThe Marmon-Herrington armored cars moved forward and blocked the street preventing an easy walk to the other key buildings. Japanese troops were still able to progress but the Dutch got time to reinforce the buildings. Eventually, the armored cars were destroyed but the Dutch were able to eliminate several Japanese units. A lucky Japanese shot broke Van de Ploege and a few squads forcing him to rout out of the buildings. Last turn and the Japanese were able to enter HtH CC with the remaining Dutch units. In one CC, everyone was killed. But in the other a few Dutches managed to survive and kill their enemy. A Dutch victory. lt_steiner
Orange Blossom DisasterFirst to play and post. Danno
Orange Blossom DisasterThe first two scenarios out of this pack seem to be tough on the Canadians. The Germans have a lot of fortifications and even though Dan avoided most of the mines, wire and the German MTRs were able to pin and break several of the Canadian troops. Some poor Rally Phases in turn 5 and 6 for the Canadians made exiting enough CVP impossible. dmareske
Coal in Their StockingsGreat scenario. I nearly failed my personal morale check after nearly all AFV, halftracks and vehicles were destroyed after 2 turns, but the game came down to the wire. Americans could have won if I played the turn 5 MPh better. Would definitely like to play again. dsoukup
Bowden's Wood Bongiovanni
A Meeting of PatrolsFun game and the first draw I ever played.

I really like the concept in this scenario. I would however probably lower the EVP needed for victory, maybe to 9 or 8. I think that would help keep the game more dynamic.
ASLSKGwahlur
Surrender Or Die Danno
Surrender Or DieAmerican 8-0 knocked out both MKIV's with a Bazooka. The Germans continued to attack aggressively and the game ended with three final CC's. The Americans would win all three for the scenario win. grumblejones
Red StormWent to the last turn. Russians had OBA the whole game. wwillow
One-Man Wrecking Machine AlexB
The Hawk toffee
Debacle at Yeang Dang wwillow
War of the RatsThe German set up a kill stack to help cover the advance across the main street, as well as a second to put pressure on the right flank. The Germans ground away at the Russian defenses, breaking units to limit FGs and using the higher smoke exponent to keep pushing the roads to put pressure on the Russians. The constant pressure forced the Russians back across the map in a shrinking pocket that collapsed in on the O6 building, where they were eventually eliminated. Turuk
Raff's DilemmaCame down to the last turn, but the Americans rolled over the Germans. RJenulis
Initial SkirmishNice little scenario with some options for both players. cosarara
Second CristotSome good SMK placement by the British, though they MALFed two guns in trying, others were turned into burning wrecks by the PSK. Still, the infantry made good progress and were able to capture the Victory locations in plenty of time. dmareske
Bloody Bois JacquesGerman OBA worked really well on the center and their two MG nest defense was effective. Still, The Americans almost managed to slip through a 2 x MMC + Leader stack on the western flank, stopped only in the nick of time by MG fire. I would describe it as a close run thing.

I found the scenario quite enjoyable. SSR4 really transforms the battlefield in a novel way, allowing some interesting gameplay possibilities. Thumbs up from me!
ASLSKGwahlur
Brush OffThis is as much a puzzle as it is a scenario; lots of choices for both sides despite its tiny size. My plan as the Japanese was to approach the USMC forces using concealment, and then attack in CC to cause casualties. However, this quickly unravelled when the dice had their say: first USMC defensive shot rolled snakeyes and my 9-1 leader promptly failed a 1MC and died of wounds. Things then went from bad to worse - not even my 10-0 leader could pass a MC, and my squads were quickly losing strength. By the end of my third turn, I had virtually nothing left and had killed just a single USMC squad, so I conceded. Don't agree with other AAR's that say this is hard for the Americans! Andy_Bagley
Panzer GraveyardThe German infantry progressed through the buildings with the help of smoke cover from the Panzer. But the German lost 4 panzers too easily hunting British tanks instead of providing support to the infantry. The British sniper won the day breaking and killing various German MMC and leaders at key moments, freeing a prisoner that rearmed in their back. It forced the Germans to split and get him.. Nevertheless, the German was still gaining ground. By dusk, the British were able to force their way and capture back some buildings. Despite a tense game until the end, I did not particularly enjoyed this scenario contained in a very small area which emphasizes the micro-management style of play. lt_steiner
Jakacking AssThe scenario objective clashes with the convoy restriction in a bad way, leading to a potentially devastating loss as soon as the Germans line all their ducks in a row for the Polish AT gun and supporting cast and crew to deal so much damage in their first attack or two as to make any attempt at victory by the Germans a fool's errand. If there were an exit VP condition instead, I could see this scenario being vastly improved. As it stands, it could only be used as a teaching moment for someone wanting to practice their PRC elimination/bail out rules. Jobbo_Fett
Espirito InaspettatoMy Greeks were slaughtered moving up the hill. A combination of good play by my opponent and unkind dice sealed the Greek fate. I think the game could go either way and this scenario is worth the play. RJenulis
Taking Tailleville manzoliandrea72
First ContactGreat first CG SASL mission. I managed to flip four additional boards. I am playing this SASL CG slightly modified, I added in a AC platoon (2x PSW 231 rad 6 and 4x PSW 222) and am using parts of the TSASL (Tank SASL) rules for these units. dlazov
Shoot or ShovelPlayed in the VASL league. This was a fun scenario with all kinds of crazy moments as my Japanese charged the US defenders. Lowlights for me included two elite squads suffering casualty MCs just before they could create a DC hero. Despite this, my troops managed to capture all three victory locations but the game came down to the last CC DR when a USMC squad counter advanced into CC against striped Japanese berserk squad. Both survived CC in the US final turn the Japanese position was reinforced in the final turn leaving 10 FP factors against 6 in their favour. To win, they just needed to roll an 8 in CC to eliminate the US squad or alternatively dodge a DR of 5 or less if the the marines survived. DRs of 12 and 4 gave the win to Kris. Dougban
Blood Amongst The PinesMy Finns sucked life. 1st roll for the MMG was an 11...that was game. I had to concede on Turn 3 as my lousy dice rolls allowed the Russians to just walk all over me. So much fun. grumblejones
The T-Patchers Bongiovanni
Vogt's Ritterkreuz Bongiovanni
All Down the LineGreat little scenario. My plan to concentrate my attack on the northern flank quickly unravelled when the German sniper took out my 9-2 leader. Fortunately, a successful CC on the southern side gave me the initiative there, and I got my revenge later when my sniper broke a German 548 holding a critical defensive position, which then failed two rally attempts. Approaching the last turn, I had just enough units to give me the 13 VPs I needed, so the Germans mounted a last-ditch attempt to stop me. This time the dice didn't fail me, so my opponent conceded on his Turn 5. Andy_Bagley
Raid at Cerreto AltoAt first, I couldn't hit anything. Then the odds changed and I was able to keep my AFVs mobile enough to survive. I ended up snapping quite a few PW and then was able to exit with them, securing the win. von Garvin
Breakin' Into the SlammerDecent scenario. Don't bother defending 4G49 and 4G54 if playing as the Japanese. Just pack most of your forces into the Police Station. That's what I did, and it was very difficult for the Americans to make any headway. I picked some likely canister locations to put the AT Mines, and lucked out (needed a 1) and immobilized a priest and the MTR halftrack. The smoke Fire Mission helped me more than the Americans since they got shrouded in the resulting smoke. A BUNCH of skulking kept my forces concealed most of the game. Sound strategy, but not very exciting. In the end, the Americans got close to the building, but couldn't get a coordinated attack going to gain a foothold.

Be prepared for toppling stacks when playing this one. Cellar, Fortified, Fanatic Strongpoint, 1st level, and Rooftop counters, PLUS, concealed units with leaders and weapons stacked like a Dagwood sandwich in a small confined place makes moving pieces extremely difficult. Once one stack falls from the constant shuffling, it's like a domino effect. Kind of a pain to play face-to-face because of it.
Jude
Bridge Over the River Queen Lorenzoknight
Bridge Over the River Queen Dispang12
Acts of Defiance dsoukup
Blood Amongst The Pines Danno
Scouts Out Ric of The LBC
Texas FloodRight off the bat we both made two big mistakes. I tried to ram my way to the 44X1 building by charging straight ahead like a bull and paid the price badly to the tune of 3.5 lost squads, a Panther, two burned DCs, two stunned HTs, and a broken MA. I lost a further 2 squads during his part of the turn. I would've been much better off making directly for the grainfields to the north and/or the buildings to the south and consolidating for a future attack. For his part, John let me on almost completely unopposed in the west, allowing my motorcade of HTs to reach the safety of the wooded road en route to their mission of grabbing the SW village. Turn 2 saw one of my precious ACs recalled from a sniper hit, the only consolation being he had already busted his MA. The Americans lost two mortars to permanent malfs. My second motorcade also made for the SW village, but I sent a rogue Panther to try and glean out the OBA observer. When a BAZ shot dudded against him John got desperate and dropped the boom not only on it, but also himself. And so ended that threat, to my great joy. John will be the first to admit his phone was very poorly placed to begin with. Turn 3 saw my men who had been wading through the shallows across the island be joined by some of my second motorcade to entirely secure the HQ outpost, grabbing the first of what would be a plethora of POWs (the only chance the Germans have to win this). I lost my second HT to a big stun, and another to a MG shot (a constant nuisance throughout the game), but he lost another mortar and two BAZ. In the east my men were lining the hedgerow, waiting for their brethren in the west to get in position to begin the encirclement process, and I had almost entirely secured the SW village. Things were looking up, but he of course got his reinforcements; and thus would begin the 3-board LOS headache of constantly watching my flank. Turn 4 saw more Amis rounded up and me lose another two HTs (one to stun and one to knockout), but was otherwise fairly quiet as I prepared my forces for full-on assault. Turn 5 saw two Ami AT guns go down, another lost mortar, and the first German infantry casualty in three turns when a berserk HS was shot down by the sniper before he could even cause havoc. 44X1 finally fell, and the pincers were beginning to close on Board 16. Turn 6 saw another German HS lost, more Ami POWs rounded up, and Board 16 and 44 begin to be assailed in erneast. Turn 7 saw a gaggle of POWs taken as Board 16 was secured and the 44M3 area just about. Next was R7-S7-S8, which was now enshrouded in smoke and feeling some OBA love. Turn 8 was yet another beatdown for the Amis, but R7-S7-S8 was still holding tight, and the last house on the left was going to be a tough nut to crack in only one turn. One big complaint I have about this scenario is that, by the end, just about every single German infantry unit will be toting POWs, and they simply cannot spare a single one (let alone 5-6) to run them off the board. If just one of these manages to escape and re-arm they could grab a bunch of unprotected buildings. Anyway, I digress. Turn 9 saw me secure R7-S7-S8, but John had wisely been able to ring 40R1 with a wall of bodies. None of my options were good. If I smoked him in I'd have to drive through Ami defenders and face CC with two Ami squads and a 8-1; if I dropped OBA I'd not only have to hope it did the job, but also quite possibly have to weather it myself. After much consideration I decided for the latter, thinking if I got lucky enough to clear even a one hex path I might have enough to throw at it and have somebody survive. When OBA did almost nothing I threw in the towel. A bit of an anticlimactic finish since I foresaw this seven turns before when the Ami reinforcements hit the map. It was a fun experience, but neither of us would be in any hurry to play this one again. For John's part it just couldn't have been very fun being a pincushion for 8/10 turns; for my part it made my head hurt pushing around the scads of vehicles all game long (and then having to watch their backs). We played it in 32 hours, just slightly under the estimated play time. Not an exact count, but VP were roughly Ami=100 (about half south of the river), Ger=140 (about 100 POW). buser333
The Coconut PlantationJim drew the defending Aussies in this late-war PTO scrap. My plan was simple: close in and Banzai! My first two charges broke four Aussie squads but they routed away and avoided elimination. My third and fourth banzai charges took out two Aussie squads, and my fifth banzai charge took AA7 and drove the broken Aussies out of AA6. The Aussie 9-2 directed MMG and OBA mowed down MMC especially Conscripts until turn 6 when the second radio malf'd and the 9-2 and 8-0 broke. I had all the hexes around the pond that turn but the Aussies took back AA6 and Y5 in CC. Then they took back Z5 in turn 7 to seal the win. Final CVP count: Aussies 56, Japanese 12. Great game that looked like a blow out early but became a nail-biter! Jim: My plan was to weaken Vic's force enough for my 9-1 and 457 w/LMG to hold bamboo hex AA7. Turn one started ominously when Hero Pearson broke Radio A then disabled it in the next RPh. The next turn 8-0 Griffith dropped Battery B on top of Vic's Japanese but their first banzai charge drove the 447s out of all my front positions. His force swept around the pond on both sides, but by Turn 4 it was melting like a carnival ice cream cone (34 CVP to 1 in my favor). Incredibly, the Japanese reached hexrow AA in turn 5. The HS manning the MMG broke and the Heroic 9-2 was killed in HtH CC. In turn 6, the 8-0 and two MMC rallied then took back two hexes for the win. Very close! dieneuner25
Fire from the HoleVASL jrwusmc
Silesian InterludeSome interesting dice rolls:
Russian 2-2-8 manning the AT gun survived the advance of 3 squads into his hex by ambushing/withdrawing, then DMed all 3 of them in PrepPH with a 4+1 shot, and no quartered them!
In the meantime, russian sniper killed two of the 3 German leaders and the German sniper.
strategos
Konrad ThreeTough battle. Russians could hit the broadside of a barn and only knocked out the halftrack and a Panther. In the final CC, a single 4-5-8 in VBM CC with a MKIV snaked the CC roll for the win. grumblejones
Konrad Three Danno
Westerplatte 1939 Campaign GameStarted in mid-April over VASSAL and ended in late June with some breaks in between. This campaign is... interesting, to say the least. It occupies a critical point in time and feels particularly hard on the Poles, with seemingly extraordinary requirements to get the historical outcome. It should be stressed that the Polish side needs to do everything they can to not lose their Machine Guns and make the most of their mortars, otherwise they will see their hopes at a campaign victory dashed rather quickly. Jobbo_Fett
The Heat is OnWe rolled for sides and I got the attacking Russians. Once we noticed that the scenario seemed heavily in favor of the Russians, Scott offered to find something else, but I took the challenge as playing better players in lopsided scenarios can only help me hone my game. After viewing Scott's setup, I decided to disregard trying to capture the building and instead worked on getting off the board. I setup nearly my entire force on the opposite side of the board and entered from offboard. Scott got a nice long range -3 shot from said building which put a few of my units in immediate trouble. After a few turns I was making decent progress up the board edge, eliminating 6 of his 8 dummies, but unfortunately found all his wire and his 88L gun. Luckily, I eliminated his 88L with a crit before he did major damage, only burning one of my AFVs. One of Stugs got a nice DI shot on another one of my AFVs and I lost another to a Stug. I was able to exit one off the board in turn 4 and another in turn 5. My last hope was handful of infantry that I had assembled near the level 1 hill, but Scott pretty much ended the game on turn 6 with a couple of First Fire shots that knocked enough of my infantry down to where I figured I just didn't have enough to get 10 more VP off the board against a force that was effectively blocking the exit hex now. I conceded in turn 6 and we discussed what the Russians could have done differently but with no smoke available, very little cover and Scott covering the approach from level 1 stone buildings it was determined that the Russians would have needed a bit more good fortune on their side to win this one. All in all, pretty fun, a lot of action. A good time was had by all. tatumjonj
The Hedgehog of Piepsk tpdorsey
Silver & BronzeI set up a fairly even defense, with a few more infantry up north, and a few more tanks down south. I quite strongly contested the northern entry, though conceding most of the buildings on the north side of the road. I knew the two hills would be important, but chose to protect them with defensive smoke rather than units. In the south I set up mostly north of the road, with only a token defender in the big building and a couple tanks in two of the others. I mostly relied on my HMG to do the initial protecting. I placed more tanks in the south, thinking I'd have a better chance of squaring off against his StuGs, while both BAZ went up north to try and protect against deep pushes by the Hetzers. I forget when we had heavy snow start, but it was very early, and it lasted the entire game. I cursed it on many shots, and thanked it on others; it was obviously to the non-shooter's favor. The Germans lost a couple HS on Turn 2, but most of my defenders managed to maintain concealment. Turn 3 saw the first tanks lost, when a StuG moved up to challenge one of my TDs and one of my Shermans was fried exposing itself in the northern streets. But other than that the turns were still fairly quiet. The Germans had a very rough time crossing the southern road, and would barely crack it even late in the game. Meanwhile up north the Germans were grabbing real estate, but my defense was holding quite well. Especially in the west, where I all but evicted him. Turn 4 was rough for both sides, with each losing 1.5 squads, the Germans losing an 8-1, and both sides breaking a MA. But the Germans would get the worse of it when a Hetzer was taken out in CC by an AE HS. If it sounds like the Germans were coming up short in the CVP battle it's because they were (10-20), and they can ill-afford this with a very tough VC to begin with. I really think this game is way too short; certainly 7 or even 8 turns would seem more reasonable. As it is the Germans had to push the attack on Turn 5, and lost another 2 squads, a 7-0, and a StuG to 1 captured HS for the Amis on their half of the turn. Then, with most being hung out to dry having to push the advance without infantry support, a Hetzer and StuG were lost compared to a M4105 during the Ami portion of the turn. Down to two tanks (one coming off a stun) compared to six for the Amis (one with a broken MA), and the Amis actually retaking buildings in the NW, the Germans threw in the towel with the VP score 64-45. It certainly didn't suffer from lack of action, and was a refreshingly fluid defense, but overall I didn't find anything too special about this. buser333
Fighting Withdrawal Goraph
Mila 18 Goraph
The Czerniakow Bridgehead Goraph
The Commissar's House Goraph
Commando Schenke Goraph
Commando Schenke Goraph
The Guards Counterattack Goraph
The Guards Counterattack Goraph
The Tractor Works Goraph
Too Rapid An Advance Danno
Too Rapid An AdvanceTough fight with too many freakin boxcars and Russian 11's, which honestly stripped the fun from the scenario. One SS 4-6-8 reached the opposite board edge with the relief force on Turn 5 for an SS win. Victory conditions should require an SS squad to remain on a hill hex. Might be too hard for Russians to win this thing. grumblejones
Nor Will Deep Hell Receive ThemAllied Victory with option 1 : 24CVP Bongiovanni
Deadly AssumptionGermans failed to get any tanks in the initial ambush, after which the Americans methodically chewed up the Germans. The survivors conceded on turn 4. aiabx
Sumatra SkirmishThe Marmon-Herrington armored cars got quickly destroyed by accurate Japanese MG fire. First banzai charges ran well and put the Japanese troops quickly in the victory buildings. However, the Dutch formed a kill stack of 3 squads with the 9-2 leader and began to cut the adjacent Japanese. Reckless, the stack attacked successfully in CC but lost their leader. Banzai charges and a last HtH CC provided Victory for the Japanese. lt_steiner
A Fluid Situation Danno
A Fluid SituationFun scenario but tough for the Germans. My Germans did pretty well but didn't capture any of the large buildings. I ended the game with 20 points vs. about 27 for the Russians. grumblejones
Iron Grave AlexB
Retaking Vierville antro
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
Deadeye SmoyerMy opponent has already written this one up - little to add. The Panther had remained HIP until the final German turn but it was obviously only in one of a few hexes and with the building having fallen it was going to be swarmed by infantry so unHIPing and going into Motion seemed the best plan. I had a HS in the same hex but that went down to Advancing Fire and if a sN 3MC can’t break the American squads then maybe it just isn’t going to be your day…. An enjoyable close game decided on the last CC roll Simonstan
The KrinkelterwaldDouble One 2024 Main Round 3

Bob's approach was cautious in this one which, when the low morale of the Americans came into play, didn't leave him enough time to exploit the breaches.
Paul Legg
First CristotI drew the attacking British in this rainy bocage fight. Turn 1 ended on a low note when Jim successfully used ESB for both Panthers, passed two bocage crossing bog checks and brewed up a Sherman V(a) with a TH DR3 75LL AFPh shot! Turn 1 wasn't too bad. My infantry found the hidden 50L, but the Firefly broke its MA on its first shot at a HD Panther behind bocage! I decided to move the tanks in Turn 3, but the HD Firefly was brewed up by Jim's sharp-shooting Panther when it started up. I broke the 50L crew. The rain wasn't a factor as very little firing occurred at >7-hex range. The Panthers slaughtered my Shermans, but my infantry held up and reached the L6 and F2 hills. I threw two MMC at L6 to occupy Jim's infantry (they were both broken and routed away), and three 457s, the 9-1 and the Hero at E2-F2. I advanced wounded Hero Hollis into CC with the Panther C to prevent it from firing at the 457 w/PIAT in F2. It came down to that 457 surviving an OVR which it did for a squeaker of a win. Jim: Bocage fights are always tense and the difficulty moving any distance is frustrating but they're also generally great games as this one was. I should have been move aggressive with the second Panther in the last two turns and closed on the 457s approaching hill E2. That and a broken CMG cost me. Well played and as close as a game could get! dieneuner25
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

Latest News

Reports and statistics
I've added a replica of the roar balance report (based on archive plays) underneath reports -> balance, on the left hand menu and some statistics charts, too.

Want to see how many games have been logged and when? Are we playing more now than we did 3 years ago? What about the year when the most scenarios were published? Or are games played with vasl more regularly than ftf?

All this and a little bit more on the statistics page (found on the left hand side under reports).
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.

Latest Content Additions

Updated daily. Refresh
ScenarioActionWhen
Suffering at SamreeHutch Modified the misc. rules4h 34m 26s ago
Suffering at SamreeHutch Modified the Defender's Guns4h 40m 7s ago
Suffering at SamreeHutch Modified the Attacker's AFVs4h 40m 8s ago
Suffering at SamreeHutch Modified the unit counts4h 40m 9s ago
Suffering at SamreeHutch Modified the Defender's Guns4h 41m 17s ago
Suffering at SamreeHutch Modified the Attacker's AFVs4h 41m 18s ago
Suffering at SamreeHutch Modified the unit counts4h 41m 19s ago
Suffering at SamreeHutch Modified the Defender's Guns4h 42m 18s ago
Suffering at SamreeHutch Modified the Attacker's AFVs4h 42m 19s ago
Suffering at SamreeHutch Modified the unit counts4h 42m 20s ago
Suffering at SamreeHutch Modified the Defender's Guns4h 44m 45s ago
Suffering at SamreeHutch Modified the unit counts4h 44m 46s ago
Suffering at SamreeHutch Modified the Attacker's AFVs4h 50m ago
Suffering at SamreeHutch Modified the unit counts4h 50m 1s ago
Suffering at SamreeHutch Modified the Defender's Guns4h 52m 51s ago
Suffering at SamreeHutch Modified the Attacker's AFVs4h 52m 52s ago
Suffering at SamreeHutch Modified the unit counts4h 55m 52s ago
Suffering at SamreeHutch Modified the Attacker's AFVs4h 55m 52s ago
Suffering at SamreeHutch Modified the Defender's AFVs4h 55m 52s ago
Suffering at SamreeHutch Modified the Defender's Guns4h 55m 52s ago
Suffering at SamreeHutch Modified the Defender's Guns4h 59m 33s ago
Suffering at SamreeHutch Modified the Attacker's Guns4h 59m 34s ago
Suffering at SamreeHutch Modified the Defender's AFVs4h 59m 35s ago
Suffering at SamreeHutch Modified the Attacker's AFVs4h 59m 36s ago
Suffering at SamreeHutch Modified the unit counts4h 59m 37s ago
Suffering at SamreeHutch Modified the overview5h 3m 56s ago
"Badmash" in OyinHutch Modified the Attacker's Guns5h 8m 27s ago
"Badmash" in OyinHutch Modified the unit counts5h 10m 39s ago
"Badmash" in OyinHutch Modified the Attacker's Guns5h 10m 39s ago
"Badmash" in OyinHutch Modified the unit counts5h 12m 42s ago
"Badmash" in OyinHutch Modified the Attacker's Guns5h 12m 42s ago
"Badmash" in OyinHutch Modified the Defender's Guns5h 12m 42s ago
The Fast, the Slow and the DoomedHutch Modified the unit counts5h 17m 19s ago
The Fast, the Slow and the DoomedHutch Modified the Attacker's Guns5h 17m 19s ago
MauledHutch Modified the Defender's Guns5h 20m 44s ago
MauledHutch Modified the unit counts5h 21m 36s ago
MauledHutch Modified the Defender's Guns5h 21m 36s ago
No Beast So FierceHutch Modified the unit counts5h 25m 49s ago
No Beast So FierceHutch Modified the Defender's Guns5h 25m 49s ago
Horror ShowHutch Modified the Attacker's Guns5h 27m 23s ago
Horror ShowHutch Modified the unit counts5h 27m 24s ago
Backs to the WallHutch Modified the Defender's Guns5h 29m 6s ago
Backs to the WallHutch Modified the unit counts5h 29m 7s ago
Backs to the WallHutch Modified the Attacker's Guns5h 29m 7s ago
Splatter SprayHutch Modified the Attacker's Guns5h 32m 49s ago
Splatter SprayHutch Modified the unit counts5h 32m 50s ago
Hunters ChaseHutch Modified the Attacker's Guns5h 35m 19s ago
Hunters ChaseHutch Modified the Defender's Guns5h 35m 19s ago
Hunters ChaseHutch Modified the unit counts5h 35m 20s ago
Hunters ChaseHutch Modified the misc. rules5h 37m 48s ago
Hunters ChaseHutch Modified the Defender's Guns5h 38m 41s ago
Hunters ChaseHutch Modified the unit counts5h 38m 42s ago
Hunters ChaseHutch Modified the Attacker's AFVs5h 38m 42s ago
Hunters ChaseHutch Modified the Attacker's Guns5h 38m 42s ago
PulverizedHutch Modified the Attacker's Guns5h 41m 31s ago
PulverizedHutch Modified the Defender's Guns5h 41m 31s ago
PulverizedHutch Modified the unit counts5h 41m 32s ago
Objective UmanHutch Modified the Defender's Guns5h 44m 42s ago
Objective UmanHutch Modified the unit counts5h 44m 43s ago
Objective UmanHutch Modified the Attacker's Guns5h 45m 39s ago
Objective UmanHutch Modified the unit counts5h 45m 40s ago
Objective UmanHutch Modified the Attacker's Guns5h 46m 17s ago
Objective UmanHutch Modified the unit counts5h 46m 18s ago
Objective UmanHutch Modified the unit counts5h 47m 29s ago
Objective UmanHutch Modified the Defender's Guns5h 47m 29s ago
ViertagiYarlis Uploaded the Board image5h 49m 14s ago
Put Out the SearchlightsHutch Modified the unit counts5h 49m 42s ago
Put Out the SearchlightsHutch Modified the Defender's Guns5h 49m 42s ago
Los Silos de StalingradYarlis Uploaded the Board image7h 12m 16s ago
Simple EquationTuruk Linked the scenario to ROAR14h 2m 5s ago
¡Vìva La Repùblica!Danno Added a playing14h 59m 57s ago
¡Vìva La Repùblica!grumblejones Added a playing15h 3m 35s ago
Coal in Their Stockingsdsoukup Added a playing19h 51m 1s ago
A High Price to PayTuruk Modified the gps location20h 15s ago
The Taking of TakrounaTuruk Modified the gps location20h 1m 21s ago
Toujours L'AudaceTuruk Modified the gps location20h 2m 19s ago
Backs to the WallTuruk Uploaded a VASL file23h 32m 5s ago
Put Out the SearchlightsTuruk Uploaded a VASL file23h 32m 28s ago
North BankTuruk Modified the gps locationYesterday
It's Not OverTuruk Uploaded a VASL fileYesterday
Dying to KillTuruk Uploaded a VASL fileYesterday
Tettau's AttackTuruk Modified the gps locationYesterday
Kangaroo HopTuruk Modified the gps locationYesterday
To the Bitter EndTuruk Uploaded a VASL fileYesterday
Abrams' Chargetoffee Added a playingYesterday
The Block on the Trail to HellTuruk Uploaded a VASL fileYesterday
Regalbuto RidgeTuruk Modified the gps locationYesterday
Probing LayforceTuruk Modified the gps locationYesterday
The Crux of CalaisTuruk Modified the gps locationYesterday
Orange Blossom Disasterdmareske Added a playingYesterday
Broich BashTuruk Modified the gps locationYesterday
Hitdorf on the RhineTuruk Modified the gps locationYesterday
Ace in the HoleTuruk Modified the gps locationYesterday
Retaking Viervilleantro Added a playingYesterday
Duel in the Desertasloser Added ErrataYesterday
The Fields of Black Goldaokigaryou Modified the unit countsYesterday
The Fields of Black Goldaokigaryou Linked the scenario to ROARYesterday
Into the Simmringen WoodsHutch Modified the overlaysYesterday
Into the Simmringen WoodsHutch Modified the misc. rulesYesterday
Into the Simmringen WoodsHutch Modified the overviewYesterday

Popular Publications

PublicationScenariosRating
March Madness 2022 Grumble Jones Pack 88.14
March Madness 2009 Partisan Pack 88.00
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 1517.51
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 # 9 127.22
ASL 16 - Twilight of the Reich 177.19
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
Battle of the Hedgerows - The Storm Broke 67.07
From The Cellar Pack #8 167.06
HASL 1 - Red Barricades 107.05
Friendly Fire Pack 2 87.05
Dezign Pak 9 107.05
HazMo Scenario Pack 3: City of Steel 107.05
Beyond the Beachhead 87.00
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 #10 86.97
ASL Action Pack #17 Oktoberfest XXXV 166.97
Battles of Carpiquet 136.96
Operations Special Issue #3 76.96
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
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
Best of Friends 2 126.83
Classic ASL 166.82
Turning the Tide 206.82
Fanatic Pack 2 126.81
AH:ASL Annual `93b 126.80
Schwerpunkt # 8 126.80
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
ASL Action Pack # 4 Normandy 1944 126.76
BFP 3: Blood and Jungle 476.76
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
Schwerpunkt #23 126.74
ASL Journal # 8 166.73
ASL Journal #13 336.73
ASL Journal #14 256.73
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
HazMo Scenario Pack 1: A World at War 106.71
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
Blood & Iron 106.59
Schwerpunkt # 6: Victoria Cross 126.59
Rally Point # 2 106.59
ASL 3 - Yanks 86.58
ASL Action Pack # 2 86.58
ASL Starter Kit #2 86.58
HASL 12 - Drop Zone: Sainte-Mère-Église 146.58
Schwerpunkt #11 126.56
ASL Action Pack # 5 East Front 126.56
Schwerpunkt #20 126.56
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
Tactiques # 7 86.53
Schwerpunkt #12 126.53
Elite Canadians 96.53
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
ASL Journal # 2 246.51
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
ASL Journal # 9 256.50
Dos Equis Scenarios Especial 106.50
ASL 10a - Croix de Guerre 426.50
Hazmo Scenario Pack 4: Making the Grade 106.50
Recon by Fire! #3 206.49
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
Waffen-SS II: The Fuhrer's Fireman 86.48
Leibstandarte Pack 2 - Barbarossa 86.48
Internet 1606.47
Onslaught to Orsha 256.47
ASL Action Pack # 8 Roads Through Rome 106.47
Nor'easter XX 136.47
BFP: Operation Neptune 106.47
ASL 5 - West of Alamein 86.46
ASL Journal # 7 126.46
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
AH:ASL Annual `91 166.43
High Ground 2 166.43
Rally Point # 7 106.43
Into The Rubble 2 126.43
Schwerpunkt #17 126.42
ASL 7 - Hollow Legions (2nd Edition) 86.41
Tactiques # 8 106.40
Schwerpunkt #16 126.40
Rally Point #13 106.40
HASL 11 - Sword & Fire: Manila 306.40
ASL Journal # 6 156.39
G.I.'s Dozen 136.39
Out of the Attic #2 166.38
Rivers to the Reich 156.37
ASL 7a - Hollow Legions (3rd Edition) 546.37
Critical Hit # 4 106.36
Tactiques # 1 106.36
Witches Cauldron: Oosterbeek Perimeter 166.36
AH:ASL Annual `89 156.35
Recon by Fire! #4 146.32
Franc-Tireur#12 126.32
Tropic Thunder! 126.31
Franc-Tireur #7 116.31
Tactiques # 6 86.31
Franc-Tireur#13 176.31
Quick 6 Scenario Pack II 66.31
Nor'easter Scenario Pack II 156.31
Blitzkrieg Pack 186.30
High Ground! 86.30
Winpak #1 106.30
ASL Action Pack #18 Oktoberfest XXXVII 146.30
ASL 2 - Paratrooper (2nd Edition) 86.29
ASL Action Pack #12 Oktoberfest XXX 106.29
Onslaught To Orsha 2 326.29
Critical Hit # 3 186.28
Tactiques # 9 106.28
Dezign Pak 2 126.28
ASL Action Pack # 7 106.28
From The Cellar Pack #6 106.28
Out of the Attic 166.27
ASL Action Pack #11 29 Let's Go! 106.27
Schwerpunkt #21 126.27
Corregidor: The Rock 216.27
ASL 11 - Doomed Battalions (3rd Edition) 246.26
Fanatic Pack 1 126.25
Rally Point #16 106.25
HASL 10b - Red October 116.25
Rally Point #18 106.25
Berlin: Red Vengeance 116.23
March Madness `97 Pack 126.23
ASL 14 - Hakkaa Päälle! 176.23
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
The Canadians In Italy 1: The Red Patch Devils in Sunny Sicily 86.17
Out of the Bunker 146.17
Schwerpunkt #19 126.16
Franc-Tireur#15 226.16
Franc-Tireur #8 106.15
Rally Point # 9 106.13
The Canadians In Italy 2: The Spaghetti League 126.09
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 105.86
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

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Newest players - welcome!

UsernamePlayerRegistered
TomaszBludnickiTomasz Bludnicki2024-07-06 08:34:43
daveinazDave Rohlf2024-07-05 21:13:13
JamesMarrinanJames Marrinan2024-07-04 22:55:24

On this day...

ScenarioLocationDate
J56 A Burnt Out CaseSouthwest of Smorgon, Byelorussia1944
GC10 Falangist PrideVillanueva de la Canada, near Brunete, Spain1937
PBP 11 A Civil War, Not a Gentleman's WarVillanueva de la Canada, Spain1937
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