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ScenarioCommentUser
Death Solves All Problems rangercote
Requiem for a DreadnaughtThe German attack penetrated and supressed the big tanks - they fell easiyl really!
macrobosanta
A Long Way To Go Osiris09
Buckley's Block asloser
Day at NightThe Axis opted for four 1-factor A-T mines distributed along the exit edge; only one eventually came into play, in the East front which was not guarded by ordnance and after the Sturmis had been taken care of. A dud from the Finnish PSK led to a third Russian tank exiting and sealing the early victory in turn 3. Granted, there were other chances for a third tank exiting, but harder. All in all, even with the big gap in experience between the players, it felt a bit unbalanced in Russian favor. mestravis
Over the Prosna FMFCB
The Marketplace at WormhoudtRound 5 of eOpen 2026 slunts
Viking SurpriseDown to the wire jgarlic79@gmail.com
Leningrad RedsThe Finns attacked South through the woods and captured 4 VC road-hexes. A small group attacked North towards the 2 remaining VC-hexes. The Russians withdraw slowly to elaborate a strong defense and protect the remaining VC road-hexes. The Finns began to run out of time and attacked with boldness but were stopped short facing destructive fire. Several Finn heroes rised and attempted hand-to-hand CC but failed. A last rush from a Finn squad ended one hex short from the objective. A final Russian victory. The uncertainty of the VC hexes position and difficult terrain is a huge advantage for the defenders. The Finns have high morale and self-rally capability that can help. lt_steiner
Prelude to Festung BrestSecond game of ASL for Steven. The Americans had some trouble coordinating the attack. Club day for Kansas City ASL. dmareske
The Grain of SandNot sure if it's because I was having an off night but this scenario just didn't work for me. I had so many units roll for their Command Control only to beef it and be stuck doing nothing, regardless of if it was MPh or PFPh. The lack of tactical options with your vehicles just acted as a wormhole where the fun should be. If you want to try a Command and Control functionality where you attempt to "activate" units sans leaders, you can get a similar experience with the abandoned unaffiliated WW1 scenarios (but not the CH ones). Not a fan of the mechanics in this one. Jobbo_Fett
Wons Enough Pantera
Hunters from the SkyI really enjoyed this scenario. It's a small OB, but 10 full turns, so a lot happens but the turns go quickly.
One of my two American wings ended up on Board 5, and got pretty shot up on landing. The other got down in reasonable order on Board 2. Luckily, that was near my assigned Assembly point.
The Board 5 wing captured one potential Assembly Area to keep the Germans guessing. It spent the next 7 turns trying to take another, but a 4-6-7, LMG and 8-1 along with a 4 IFE AA Gun held them off. Eventually this entire wing was destroyed except for one broken wounded leader. But their sacrifice kept some Germans from going to the victory area.

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

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

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

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

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

In our opinion, not allowing prisoners or at least no extra points would have made the scenario better.
mharviala
Wet Feet Danno
Wet Feet grumblejones
Out Of Their Element (VASL Log) Bongiovanni
Hill 253.5eASL Open 2026 Round 5 (VASL Log) Bongiovanni
Blood on Hill 192150mm and 100mm OBA were ineffective, the Americans were able to reach the hill with several units anyway - clever use of smoke by my opponent. Really enjoyable scenario, potentially too bounded to OBA effectiveness galletto
St. Kilian's Bloody Sword Danno
Carstens' LamentA solid German force supported by no less than 6x JgPz V, 2x PSW 232, and 2x SPW250/1 need to capture buildings in a village in which the British are holed up.
The British have 3x DD-Shermans and two Carriers. Two HIP Heroes with PIATs, a HIP 76LL ATG, and a 7-0 with special capabilites help to fend off the German onslaught together with infantry - and 100mm OBA HE/Smoke.

Needless to say, OBA is important. The JgPz V's can effortlessly hole the Shermans and the Carriers (if they hit those very small dastardly things). But they have limited HE.

I played the defending British. I brought down the OBA Spotting round perfectly on target on a great blob of Germans during their approach, 10-2, half a dozen squads, two halftracks, and all. When it came to conversion, I needed to correct 1 hex to "optimize". Alas, this correction went to the worst possible direction, hitting merely 3 squads and a 9-1 leader. The effect was a battle hardened heroic 9-2 and one Pinned German squad. But the FFE was "in the way".

In general, the German was doing quite well on his MCs, rolling plenty of 4s, triggering my Sniper, which came down at least four times with a 1 and killed 3.5 squad equivalents. This was partly, because my opponent elected to roll doubles for Random Selection, which also cost him another squad plus Leader when being hit from a long range squad+LMG shot. When I felt I was going to be overrun by the German 10-2 plus 2 squads with HMG, MMG, I contrived to Pin his 10-2, which left the squads out of MF. Immediately thereafter, his newly minted Heroic 9-2 plus company said: "F*** it! Reckon we gots to do this ourselves.". They got wiped out by a 1 Residual FP K/1 mortally wounding the Heroic 9-2 and the rest due to LLMC.

My AT-Gun was a story of its own: It got a rear shot vs. one of the JgPz V's but missed - before it could scurry away with my Gun now revealed, I decided to Intensive-Fire it to malf it. Next turn, the AT-Gun was repaired and blew up one of the PSWs. This prompted another JgPz V to pull up ADJACENT to the AT-Gun in the Woods from the rear, stopping to go CE thereafter. I turned around the AT-Gun three spines in Woods missing the JgPz V of course. But as I reckoned I the Gun would be very dead soon, I Intensive Fired again but was not able to kill the beast. Nor was the JgPz V able to take out the Gun in the AFPh. In my next turn, I needed a 14 or less to hit the JgPz, but even at double Point Blank Range, I had a 24TK vs. his frontal armor of 18. I rolled Boxcars to malf the AT-Gun again - but it was still enough to hit the JgPz V. The result was a Possible Shock, which the JgPz shrugged off. A valiant Sherman pulled up from the rear and won a Gun Duel to get off a shot before the JgPz V could turn - this AP-round blew up the beast. In the next Rally Phase, the AT-Gun repaired again... Crazy stuff!

Another JgPz V was so unfortunate to drive next to one of my HIP Heroes with PIAT and was unlucky to be killed even after it had popped Smoke. I tried some shenanigans with the Carriers, partly successful, partly not.

Due to the OBA the Germans had to cirumvent and the bad luck of his 10-2 pinning and the Heroic 9-2 dying, it took the Germans longer than anticipated to get into the first victory stone building, from which a British squad + LMG was being a PITA. A JgPz V put an end to this with a Critical Hit by a HE round dealing 28FP @ -3 reversed TEM. Another JgPz V had broken another important British squad +LMG, but spent its last HE round in the process. Yet another JgPz V tried to put an end to one of the Carriers speeding around, malfing its MA.
With the Jagd Panzers occupied elsewhere, one Sherman, which I had hidden somewhere in the backfield, dared to sally forth and put itself into a good postion together with one of the PIAT Heroes to take it out in the next German turn. The third Sherman had been blazed early by one of the Jg Pz V's at 14 hex range despite some Grain Hindrance, being located in a Stone Building and successfully having popped Smoke while trying to escape.

As it was getting late and my opponent felt that his main attack by his best Leaders had been seriously unhinged and delayed, we called it a day, leaving the British in possession of enough buildings for the win.
von Marwitz
A Blow Too Late Danno
A Blow Too Late grumblejones
The Cloak of DisorderA fund scenario, my dice were hot early and, a stubborn upfront defense put Anthony off his time table. The momentum swung for a bit, but a mutual annihilation result in HtH Melee put his resurgence at an end and we called it. SGT Mac
War of the RatsFirst game of a new player to our club. Never got the Russian reinforcements so the Germans won. Otherwise, he played a good game as the defense. dmareske
Mussolini's LaughterI got cocky as the Italians and attacked over a wide front, but when the dice went in favor of the Albanians (especially with their HMGs), it simply meant there was nothing to back up the invaders and press on any gains made. If I were to play it again, I'd likely send the Italians in as one large blob, spread out to avoid mass casualties, but able to reinforce necessary hexes. Jobbo_Fett
The Citadel CWO_19
Cibik's RidgeJapanese attacked in 2 columns; N9 and N5; managed to push back HMG in T6; flanked the whole hill and won by J5. A_Lost_Canadian
Paper Army Osiris09
Claws of the SparrowEasing my way back into ASL after a 3-month holiday. Rusty, so a fairly easy win for my opponent, who played well. Gamer72
The Time of Humiliations Guru Bob
Sweeping NorthLike all British scenarios if the British get smoke they win. I did not get smoke. The optional SSR and dm SW are cruel designer tricks. I really wish designers would grow up and stop designing scenarios with dm SWs. Also stop designing scenarios where smoke is needed to win. I hate scenarios where depletion numbers determine who wins. Don't bother playing this scenario, just roll the depletion number of 7 twice for each MTR to determine the winner. Danno
Sweeping North grumblejones
Rails to PerditionAllies manage to capture one Gun and control two VC hexes. Allied Guns were never able to get into position to use them. Kydder
Out Of Their ElementFriday Night Fight - played with the new VASL 6.7.2 on 3.7.20 and had some problems which seemed linked to the 5/8 counters. Have included vlog but there were issues.

I had low rolls in the early game and it looked like it might be a roll-over for the Germans. This meant I was able to interdict all the entry points for the Russian reinforcements. Things swung back around turn 4 or 5 which made it much harder but one of the bisons managed to get in two good hits and when it got a crit on the last turn which RS chose for both units Chip conceded. (VASL Log)
Paul Legg
Sudden Death GarrettW
A Bloody Waste jwert02
Tempete Sur Mariupol (Storm Over Mariupol)Very nice scenario with a lot of maneuver by both sides. In my (solo, with PBS rules) playing the German concede on Turn 5 as they are still a bit far from the objectives. My feeling is the German Balance might be indeed needed. However, I have to say that the Russian was very hot here, with the 76 Gun keeping ROF three times with HEAT ammo (and dispatching the German StuG early in the game), as well as a lucky 8FP +3 against a German stack of three squads with 9-2 Leader that broke everyone (yes, I know, stacking is not a good thing to do!). The T26 was hot too, with multiple ROF and a CH against infantry (Wounding the German 9-2). German was not so lucky, with the StuG exhausting Smoke on its first attempt... and the only one Assault Engineer Squad rolling a 6 on its first Smoke Grenade placement attempt... I also think I was a bit slow with the German, loosing to much time in dealing with Russian squads... This surely needs more playing before understanding it it is really pro Russian. Great fun anyway! AndreaF
Valiant Sacrifice Danno
Valiant Sacrifice grumblejones
The Meat Grinder usmcwo1
Struggle Without EndAmerican forces setup directly on Japanese defensive line causing immediate and devastating losses. Japanese gave up during their reinforcement entry ...
Kydder
Welcome Back sparkyxc9
Stand For New Zealand Danno
A Bloody WasteVery exciting scenario!

Round 2 2026 VASLeague
jgarlic79@gmail.com
Conference Approved Danno
Conference Approved grumblejones
Highlander VictoryGerman at start forces were decimated, but the reinforcements almost snatched the bridge back. The Hermit IX
Rebels Without A Pause jgarlic79@gmail.com
Closing the NetCyberVASL XXIV jgarlic79@gmail.com
Close Encounter of the Bad KindI was hoping this one would be similar to TOUCHDOWN! by Critical Hit but the lack of infantry and the No Move special rule mars this scenario. Taking advantage of the firepower and mobility for one turn only works if the Germans are spread out enough and unable to cover each other. The Germans got the upper hand and never let the French regain the initiative. Although the Germans did get a lot of rate of fire and Turret hits at times when they needed them against vehicles behind walls. Jobbo_Fett
Brush FireFirst to play and post. dmareske
Over the ProsnaGreat game that came down to the last few dice rolls for the Germans to get off, which they did, the Polish troops who dug some foxholes in the woods next to the exit points. dmareske
Jungle RatsDraw, as ran out of time. Enjoyable return to ASL. Gamer72
Across the WireTense moments throughout the entire scenario, but the British eventually lost out thanks to never making their rate of fire and having as tough a time getting their TK rolls to be low enough to get kills. The vast number of Trucks is certainly an odd choice as, unless I played incorrectly, they don't have much difficulty piling up and leaving the board unaffected by it all. Nonetheless, its a small, short, fun scenario for those looking to wet their whistle with some desert action! Jobbo_Fett
Across the WireTense moments throughout the entire scenario, but the British eventually lost out thanks to never making their rate of fire and having as tough a time getting their TK rolls to be low enough to get kills. The vast number of Trucks is certainly an odd choice as, unless I played incorrectly, they don't have much difficulty piling up and leaving the board unaffected by it all. Nonetheless, its a small, short, fun scenario for those looking to wet their whistle with some desert action! Jobbo_Fett
Across the WireTense moments throughout the entire scenario, but the British eventually lost out thanks to never making their rate of fire and having as tough a time getting their TK rolls to be low enough to get kills. The vast number of Trucks is certainly an odd choice as, unless I played incorrectly, they don't have much difficulty piling up and leaving the board unaffected by it all. Nonetheless, its a small, short, fun scenario for those looking to wet their whistle with some desert action! Jobbo_Fett
Across the WireTense moments throughout the entire scenario, but the British eventually lost out thanks to never making their rate of fire and having as tough a time getting their TK rolls to be low enough to get kills. The vast number of Trucks is certainly an odd choice as, unless I played incorrectly, they don't have much difficulty piling up and leaving the board unaffected by it all. Nonetheless, its a small, short, fun scenario for those looking to wet their whistle with some desert action! Jobbo_Fett
'Swanning About'Tense moments throughout the entire scenario, but the British eventually lost out thanks to never making their rate of fire and having as tough a time getting their TK rolls to be low enough to get kills. The vast number of Trucks is certainly an odd choice as, unless I played incorrectly, they don't have much difficulty piling up and leaving the board unaffected by it all. Nonetheless, its a small, short, fun scenario for those looking to wet their whistle with some desert action!

This scenario is just a slightly modified "Across the Wire"
Jobbo_Fett
Across The WireTense moments throughout the entire scenario, but the British eventually lost out thanks to never making their rate of fire and having as tough a time getting their TK rolls to be low enough to get kills. The vast number of Trucks is certainly an odd choice as, unless I played incorrectly, they don't have much difficulty piling up and leaving the board unaffected by it all. Nonetheless, its a small, short, fun scenario for those looking to wet their whistle with some desert action! Jobbo_Fett
Barrow's Dike jwert02
The Road To St. LôGerman kept the pressure on for the win. cinnabar
Second Wind wwillow
Defiance Before Hill 30A disaster for the All Americans. Rolled 4x boxcars in the first 2 turns, and never passed a MC with a MMC on the first attempt until Turn 4, and my shooting was even worse. Tom was in position for the final assult by Turn 4. As the AA simply could not buy a DR. I called it on Turn 6. How bad was it?? The US scored 1 CP against the Germans and that was the Sniper taking out an 8-0. SGT Mac
Two Kinds of PeopleFirst to play and post. Danno
Two Kinds of People grumblejones
Kangaroos in LouisendorfCanadians went for the village VC. Sent the Churchills up first to lay down smoke for the Kangaroo rush. German OBA was brutal but direct fire Germans did not roll the dice they needed. One Kanga carrying a broken HS in the backfield cut a lot of rout paths. Germans tried a desperate move and called in OBA on their own heads to get rid of Canadians at 1 hex distance and ended up breaking their own guys without getting enough Canadians to stop a quick mop up of the village. aiabx
Revenges at Saint-JulienVery pro Partisan
Very hard to prevent the exit of Partisan force with a so brittle German force. (VASL Log)
Bongiovanni
Kicked to the CurbThe poles could not even scratch the Russians. Only casualty was the commissar. But the Russians HoB’ed 2 squads and got one hero, finishing the scenario with a better OB than their starting OB… strategos
Latecomers Guru Bob
First Dance2026 eASL Open Round 4 jgarlic79@gmail.com
Schloss Bübingen jwert02
Itson Danno
Itson grumblejones
Revenges at Saint-JulienFNF Game. The Partisans headed East but then doubled back and set up a defensive fortress in the woods at the south edge. The Germans didn't have enough time to rack up the victory points that were required. (VASL Log) Dougban
French Toast and BaconThe plan was going well. The Germans managed to get to the centre woods using the hedges as cover.
The Hellcat couldn't get off a decent shot, withdrew at the earlies opportunity. And I took the shot at it to kill it as it left.
Mainly to create a bit of smoke for cover
Then it all went wrong. 2 Panthers killed to an ATG on the left flank to a 3 TK and a CH in three shots. The other Panther attempted to flank this gun only to find the other one. This wasnt a CH, but the resolution was snakes.
With the 3 IVs left and the infantry intact it was still ok
In a US turn, a Baz at 3 hexes range nailed one of the IVs with some more low DRs. At least my infantry got revenge on baz team, the 8-1 and one of the gun crews. They ran away
So in my turn I used both the IVs to get smoke for cover I would need. A bit of a risk, but it would work out with 2 nice bits of fluffy cover.
Well thats what I thought. The ATG fired at a Squad through the smoke. Not only a hit, but another snakes on resolution. Red Mist
Then a HS broke to a 346 that even though cowered it rolled a 4, and that was enough for the MC that the HS would fail.
Down to another HS, a full sqd and the leader. There were only 2 US units left that could fire at me, one of them clouded with smoke. Oh, but Rhys neednot have worried 346 point blank with +4 all up, He rolled another 3 which meant another MC which I of course I failed. At least this choak point had any resid thanks to the smoke. Now the 9-1 and his mate could run past pretty unscathed by this one and aim for the VC hexes
1 HS at LR was all in needed to deal with
No Problem, another 3 later and a 1KIA it was all over
Well done Rhys
Andruz61
Revenges at Saint-JulienFriday Night Fight - Conceded by John at the start of the German turn 4 as his forces were too far behind the partisans legging it to the east. (VASL Log) Paul Legg
Heroes' Day Danno
Heroes' Day grumblejones
For Honor AloneUsed a French defense from an AAR online. I based my German attack on the strategy article on CDG scenarios in the 97 Annual. The French defense had a trench line running 2 hexes behind the two hex building and through the woods to the west. The French drove their tanks up to form a line behind the stone wall in front of the other victory building. The German mortars went mad with smoke, and the infantry moved up through/behind the eastern grain. The Germans were able to able to get into the two-hex building and the end of the trench-line through the smoke. They captured the French HMG, as it was unable to lay down firelanes due to the smoke and grain hindrances denying LOS to a target. The Germans were able to rush an hs with a ATR into16B4, which failed to stop any tanks, but wreaked havoc upon the French infantry reinforcements, along with two lt mortars firing from the flaming grain to the west. The Germans rolled up the trench-line from both ends and destroyed two tanks in CC through the smoke. The French tried one final push to get back to the victory buildings, but the German MG's went on a ROF tear and broke or eliminated all but one squad. Guru Bob
Ultimate Treachery strategos
Ambitious Assault Osiris09
Bagging the Bago BridgeFirst to play and post. Danno
Bagging the Bago BridgeScenario has a lot of issues. My Americans rolled poorly against the reinforcing Japanese...who killed 2 squads and an 8-0 in Banzai charges. Dan simply entered...stopped the wagon and unloaded. Suddenly the Americans are being attacked from the rear against 3 squads and an 8+1. Dan won both Close Combats with a snakes on the second one...so I conceded. It was going into Turn 6 and there was no way I could get to the other side of the bridge with a fox hole directly on the victory location with an HMG. And the Hero..has no purpose...he can't destroy the bridge. The approach to the bridge is too limiting for the Americans to just walk into a kill zone. Then the wagon can't be ambushed because...they know the Americans are there. An SSR forcing the wagon to move should have been included. Disappointing design. grumblejones
Melting PotJohn made good use of his three smokes and, once again, I was a bit shellshocked by the rapidity of his assault. I defended most heavily for an eastern attack, and my key AT units were caught out of position - though I certainly didn't let him know that, keeping my gun hidden the entire game, and moving dummy tanks as well as my real one. Turn 2 saw him bully me out of the first line of buildings and fall back to the second. Turn 3 saw him grab his first building, as he pushed me back yet another row. I lost a squad. Turn 4 saw him grab the second building. My men retreated across the street, though an unfortunate HOB berserk result prevented one HS from breaking and routing before the British mass overwhelmed them. I lost two dummy tanks, one to a sneaky LOS, another to RBF. Turn 5 saw him expose yet another dummy tank, which emboldened his TDs to swing around from the NW. Turn 6 saw the Brits' first casualty when we swapped HS. And on the bottom of the turn he took control of his third building when a lucky shot from his bypassing motion TD managed to hit and break my HS holding it. I bungled a 32+2 shot, and paid the price when his return 8+3 shot broke my MMG squad. But he chose to break the squad that did the honors and rout upstairs to prevent me from routing a HS into the steeple. Neither of us is a fan of the endgame shenanigans of upper-level building control and, when I managed to stock both buildings capable of being taken with units able to break and rout upstairs, he was unable to take either. buser333
The Grim Reaper's LairAmerican fire power and a berserk half-squad won the day by rushing the Japanese ART. Panicked shuffling of Japanese stack got caught in the OG with 3 KIA... Kydder
Wisembach RoadblockGermans sent a couple half squads down the railroad tracks to try to get behind the Belgian defense while most of their force attacked the town directly. Due to the unique victory conditions of this one where both sides gain VP only by exiting from the same space behind the Belgian force, the Belgians chose to retreat almost more quickly than the Germans could catch up and put them under fire.

The battle turned mid-game when the sole Belgian leader was lost to a casualty MC roll (box cars!), the Germans captured one of the Belgian MGs, and one squad got behind the Belgian strong point. With the Belgian troops unable either to rally or to retreat, their defense was short-lived thereafter. Nonetheless, this proved to be a quickly play-able scenario that both players enjoyed. Thumbs up!
A2ASLer
Shoot or Shovel jwert02
Mageret Morning GOUREAU
The Woods South of ZámolyVASL jrwusmc
Ace in the HoleA very fun scenario. The Germans only need to have 1 GO MMC in one of many buildings at the end, so everything else is expendable. I set up the Tiger on the hill, to move into a covering position for the right flank, with some infantry and a PzIV as protection. He did a marvelous job (as the Pershing was elsewhere), and basically crushed the infantry on that side of the board single-handedly.
In the village, the Americans were cautious crossing board 4 open ground, but they got into the village in decent order by mid-game. But then the wheels came off for them, with good German IFT and TH rolls breaking squads and wounding leaders. By turn 6 a PMC was failed and I took the win. (VASL Log)
ubertripp
Norwegian Edelweiss von Garvin
Breaching the Devil's PlaygroundRussians kept pressure along the line with steady progress for final victory in Turn 6. Captured both Axis Guns, but lost 2 AFV in exchange. Kydder
Kenny's Attack Bongiovanni
Simple MissionBritish broke AT gun on first shot and ATR on second shot. Then both 2-2-8 broke.
Germans did not miss much rolls.
Easy German win
strategos
Desperate Try Dispang12
Bowden's Wood GOUREAU
Ambitious AssaultGave the Allied forces the balance given the scenario play history, but the result was still total and complete Italian dominance. The MG crews were legendary; the HMG decimated the American advance with a long string of 3's and 4's, breaking more than half the forces, wounding the 9-2 leader multiple times and keeping his group under perpetual DM. It wasn't much better on the British side as the MMG wreaked similar havoc. As time ran down and the Allies took risks, there were several KIAs, only slightly balanced by CC victories over the Italians. The Allies conceded with 10 unbroken Italian MMC in the town versus 2(!) unbroken Allied MMC ifoxen

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Aachen's PallFMFCB Added a playing1h 29m 13s ago
The Akrotiri PeninsulaFMFCB Added a playing1h 31m 10s ago
GambitFMFCB Added a playing1h 34m 32s ago
Merzenhausen ZooFMFCB Added a playing1h 38m 34s ago
InhumaineFMFCB Added a playing1h 40m 32s ago
Siam SambalFMFCB Added a playing1h 41m 32s ago
Lovat First SightFMFCB Added a playing1h 43m 6s ago
The GauntletFMFCB Added a playing1h 44m 43s ago
Men of the MountainsFMFCB Added a playing1h 46m 8s ago
Hill 621FMFCB Added a playing1h 47m 12s ago
Merzenhausen ZooFMFCB Added a playing1h 48m 28s ago
Engagement Pour Une TourFMFCB Added a playing1h 50m 10s ago
Hill 621FMFCB Added a playing1h 51m 21s ago
Marine AmbushFMFCB Added a playing1h 52m 29s ago
Kampfgruppe at KarachevFMFCB Added a playing1h 54m 40s ago
Buchholz StationFMFCB Added a playing1h 55m 43s ago
A High Price To PayFMFCB Added a playing1h 56m 55s ago
Storm of SteelFMFCB Added a playing1h 58m 3s ago
Last Act in LorraineFMFCB Added a playing2h 37s ago
The Dogs of WarFMFCB Added a playing2h 2m 4s ago
Last Stand at WestenFMFCB Added a playing2h 3m 36s ago
Rocket's Red GlareFMFCB Added a playing2h 7m 43s ago
In the BagFMFCB Added a playing2h 9m 43s ago
Shklov's Labors LostFMFCB Added a playing2h 11m 14s ago
The Dead of WinterFMFCB Added a playing2h 12m 18s ago
Red PacketsFMFCB Added a playing2h 14m 15s ago
Bone of ContentionFMFCB Added a playing2h 17m 30s ago
Danger ForwardFMFCB Added a playing2h 18m 54s ago
Hana-SakuFMFCB Added a playing2h 20m 43s ago
Pride and JoyFMFCB Added a playing2h 22m 43s ago
Oy VeghelFMFCB Added a playing3h 32m 55s ago
Morgan's StandFMFCB Added a playing3h 35m 12s ago
Acts of DefianceFMFCB Added a playing3h 36m 32s ago
Good Night, Sweet PrinceFMFCB Added a playing3h 38m 1s ago
Silesian InterludeFMFCB Added a playing3h 39m 31s ago
Audacity!FMFCB Added a playing3h 40m 37s ago
The CitadelFMFCB Added a playing3h 41m 50s ago
"Just in Time"FMFCB Added a playing3h 43m 17s ago
Ultimate TreacheryFMFCB Added a playing3h 49m 42s ago
My Lonely ValentineFMFCB Added a playing3h 50m 29s ago
War of the RatsFMFCB Added a playing3h 54m 4s ago
Retaking ViervilleFMFCB Added a playing3h 58m 33s ago
Le HérissonFMFCB Added a playing3h 59m 50s ago
Traverse Right ... Fire!FMFCB Added a playing4h 1m 15s ago
The ProfessionalsFMFCB Added a playing4h 13m 5s ago
The Front in FlamesFMFCB Added a playing4h 14m 46s ago
Grebbe EndFMFCB Added a playing4h 16m 12s ago
The Red WaveFMFCB Added a playing4h 18m 5s ago
Kurhaus ClashFMFCB Added a playing4h 23m 1s ago
Escape At DawnFMFCB Added a playing4h 24m 24s ago
The Precious Price of TimeFMFCB Added a playing4h 25m 26s ago
The Front in FlamesFMFCB Added a playing4h 27m 42s ago
Out of CowardiceFMFCB Added a playing4h 29m 18s ago
Liberating BessarabiaFMFCB Added a playing4h 30m 58s ago
The Globus RaidFMFCB Added a playing4h 32m 4s ago
Tettau's AttackFMFCB Added a playing4h 33m 18s ago
Delaying ActionFMFCB Added a playing4h 34m 19s ago
Ranger StrongholdFMFCB Added a playing4h 35m 47s ago
Under the Noel TreesFMFCB Added a playing4h 37m 52s ago
Prussian PanicFMFCB Added a playing4h 39m 9s ago
War of the RatsFMFCB Added a playing4h 40m 26s ago
Dreil TeamFMFCB Added a playing4h 43m 53s ago
Kempf at MelikhovoFMFCB Added a playing4h 46m 24s ago
Where the Bullet Meets the BoneFMFCB Added a playing4h 48m 58s ago

Popular Publications

PublicationScenariosRating
March Madness 2023 10th Mountain Division Pack 98.37
March Madness 2009 Partisan Pack 88.00
March Madness 2022 Grumble Jones Pack 87.96
March Madness 2025 Tournament Pack 1 67.78
March Madness 2017 Hollis Partisans Pack 107.77
Grumble Jones 1767.63
Time on Target # 3 147.48
ASL Starter Kit Expansion Pack #2 87.43
HASL 12b - Drop Zone: Chef-du-Pont 77.33
HazMo Scenario Pack 5: Firestarter 107.32
March Madness 2018 Players Pack 107.28
March Madness 2013 Commissar Pack 87.26
ASL Starter Kit #4 87.22
ASL Starter Kit Bonus Pack #2 87.18
ASL Starter Kit Expansion Pack #1 2nd Edition 127.14
Friendly Fire Pack 12 87.13
Schwerpunkt #14 127.12
HASL 1 - Red Barricades 107.11
From The Cellar Pack # 8 167.11
From The Cellar Pack # 4 207.08
Fistful of Scenarios 67.08
Battle of the Hedgerows - The Storm Broke 67.07
ASL 9 - Gung Ho! 87.06
ASL 13 - Rising Sun (2021) 387.05
ASL Action Pack #14 Oktoberfest XXXIV 127.04
Schwerpunkt #25 127.04
Race For The Meuse 67.03
ASL 12 - Armies of Oblivion (2nd Edition) 327.02
From The Cellar Pack #11 107.02
ASL Action Pack #19 Roads to Rangoon 107.02
Franc-Tireur # 9 117.00
Leibstandarte Pack 5 - Scorched Earth 87.00
HazMo Scenario Pack 3: City of Steel 107.00
Schwerpunkt #24 126.99
Grossdeutschland Pack 1 - The Early Years 86.98
HASL 13 - Slaughter at Ponyri 136.98
Internet 1226.96
Ost Front Pack 66.96
Battles of Carpiquet 136.96
ASL Journal #12 146.96
Franc-Tireur #16 156.96
ASL Action Pack #10 86.95
The Green Hell of Inor 196.95
ASL Action Pack #17 Oktoberfest XXXV 166.95
ASL 1 - Beyond Valor (3rd Edition) 246.94
Friendly Fire Pack 1 86.94
Friendly Fire Pack 9 86.94
Beyond the Beachhead 86.92
Friendly Fire Pack 2 86.92
ASL Journal #10 196.92
China-Burma-India: The Lost Theater Part 1 156.92
ASL Journal #11 286.92
Backblast # 1 86.90
Schwerpunkt # 9 126.90
Best of Friends 126.90
Rally Point #13 106.90
From The Cellar Pack # 3 106.88
March Madness 2020 Full Rulebook ASL Pack 86.88
Classic ASL 166.87
Not One Step Back 86.87
Kreta - Operation Merkur 186.86
Operations Special Issue #3 76.86
ASL 5 - West of Alamein 86.85
ASL Action Pack #16 From The Land Down Under 156.85
Friendly Fire Pack 6 86.84
Generic Playtesting Log 376.84
Special Ops #12 66.84
AH:ASL Annual `93a 116.83
Recon by Fire! #2 106.83
Schwerpunkt # 4 126.83
HASL 9 - Hatten in Flames 106.83
Quick 6 Scenario Pack VI 66.83
BFP 6: Mannerheim Cross 446.83
Turning the Tide 206.82
ASL Action Pack # 6 A Decade of War 106.82
HazMo Scenario Pack 2: The Un-Civil Wars 106.82
Dezign Pak 9 106.81
Friendly Fire Pack 4 106.80
Friendly Fire Pack 11 86.80
Death to Fascism 86.80
Best of Friends 2 126.80
Quick 6 Scenario Pack IV 66.80
ASL 16 - Twilight of the Reich 176.80
DASL 1 - Streets of Fire 106.79
Into The Rubble 86.79
Deluxe Advanced Squad Leader 386.79
ASL Journal #14 256.79
Friendly Fire Pack 7 86.78
AH:ASL Annual `93b 126.77
Hero PAX 4: Mediterranean Theater of Operations 126.77
ASL 13 - Rising Sun 336.77
Schwerpunkt #22 126.77
Friendly Fire Pack 3 86.76
Schwerpunkt # 8 126.75
From The Cellar Pack # 2 106.75
ASL Action Pack #13 Oktoberfest XXXII 116.75
BFP 3: Blood and Jungle 476.74
Dezign Pak 6 126.74
Rally Point #11 106.74
ASL Action Pack # 4 Normandy 1944 126.73
Critical Hit # 2 156.72
ASL 3a - Yanks (2nd Edition) 416.72
Schwerpunkt #23 126.72
Quick 6 Scenario Pack VII 66.72
AH:ASL Annual `95 Winter 246.71
ASL Starter Kit #3 86.71
ASL Action Pack # 3 Few Returned 126.70
ASL Journal # 8 166.69
HazMo Scenario Pack 1: A World at War 106.68
ASL 10 - Croix de Guerre 86.67
AH:ASL Annual `90 166.67
Fanatic Pack 2 126.67
ASL Journal # 1 176.66
BFP 4: Crucible of Steel 326.66
HazMo Scenario Pack 4: Making the Grade 106.66
HASL 4 - Pegasus Bridge 86.65
ASL Journal # 4 136.65
ASL Journal # 5 136.65
Dezign Pak 5 186.65
ASL Starter Kit #1 66.64
Rally Point # 1 106.64
Operations Special Issue #1 66.64
March Madness 2019 Close Combat Pack 86.64
Aussie Tournament Pack 76.63
Schwerpunkt #13 126.63
Schwerpunkt #20 126.63
Dezign Pak 10 156.63
BFP 5: Poland in Flames 456.63
Aussie '98 Pack 106.62
HASL 7 - Valor of the Guards 216.62
ASL Journal #13 336.62
ASL Open `96 Scenario Pack 106.61
Coastal Fortress 556.61
From The Cellar Pack # 9 176.61
ASL Starter Kit Expansion Pack #3 86.61
ASL Journal # 3 336.60
Blood & Iron 106.59
Tactiques # 4 86.59
Friendly Fire Pack 10 86.59
HASL 12a - Drop Zone: Sainte-Mère-Église 146.59
ASL Action Pack #21 Blitzkrieg to Paris 106.59
AH:ASL Annual `96 146.58
Rally Point # 2 106.58
BFP 2: Operation Cobra 126.58
HASL 10a - Red Factories 186.58
ASL Action Pack # 2 86.57
ASL Starter Kit #2 86.57
Schwerpunkt # 6: Victoria Cross 126.57
Petsamo-Kirkenes Operation: Monkeys with Typewriters Vol.III 186.57
Quick 6 Scenario Pack III 66.57
HSASL 2 - Operation Veritable 176.56
Schwerpunkt #11 126.56
ASL Action Pack #15 Swedish Volunteers 166.56
ASL 12 - Armies of Oblivion 116.55
HSASL 1 - Operation Watchtower 176.55
Franc-Tireur #10 116.55
Kampfgruppe Scherer: The Shield of Cholm 176.55
HASL 8 - Festung Budapest 206.55
Quick 6 Scenario Pack 66.55
ASL Action Pack # 1 86.54
AH:ASL Annual `92 156.54
ASL Journal # 7 126.54
Gembloux: The Feint 96.54
Schwerpunkt # 5: Medal of Honor 126.54
ASL 3 - Yanks 86.53
Critical Hit # 3.1 126.53
ASL Journal # 9 256.53
Rally Point #14 106.53
ASL Action Pack # 5 East Front 126.52
ASL Action Pack # 9 To the Bridge! 106.52
Battle for France 106.52
ASL Journal # 2 246.51
ASL Action Pack # 8 Roads Through Rome 106.51
Melee Pack II 66.50
Schwerpunkt #12 126.50
Quick 6 Scenario Pack V 66.50
ECZ Tournament Director's Pack 166.50
Franc-Tireur #11 226.49
ASL 5a - For King and Country 206.48
Leibstandarte Pack 2 - Barbarossa 86.48
Schwerpunkt #10 126.48
Beyond the Beachhead 2 166.48
ASL Starter Kit Expansion Pack #1 1st Edition 86.48
Rally Point #15 106.48
ASL 10a - Croix de Guerre 426.48
Basic Training: Issue One 126.48
Schwerpunkt # 7 126.47
ASL 11a - Doomed Battalions (4th Edition) 326.47
Waffen-SS II: The Fuhrer's Fireman 86.46
Into The Rubble 2 126.46
From The Cellar Pack # 5 146.45
Rivers to the Reich 156.45
Blitzkrieg in the West - Central Campaign 66.45
ASL 7 - Hollow Legions (2nd Edition) 86.44
G.I.'s Dozen 136.44
Recon by Fire! #3 206.44
Rally Point # 3 106.44
Dos Equis Scenarios Especial 106.44
Melee Pack III 76.42
Swedish Volunteers 146.42
Elite Canadians 96.42
Nor'easter XX 136.42
ASL Journal #15 116.42
ASL Journal # 6 156.41
Paddington Bears '96 Pack 106.41
Friendly Fire Pack 5 106.41
AH:ASL Annual `97 166.40
Dezign Pak 1 106.40
Leibstandarte Pack 1 - Blitzkrieg! 86.40
Schwerpunkt #17 126.40
Rally Point # 7 106.40
Rally Point #18 106.40
Schwerpunkt #16 126.39
Friendly Fire Pack 8 86.39
AH:ASL Annual `91 166.38
Critical Hit # 6.4 246.38
Critical Hit # 4 106.38
High Ground 2 166.38
Nor'easter Scenario Pack II 156.38
Rally Point #20 106.38
Provence Pack (MMP Download) 106.37
Tactiques # 6 86.37
Out of the Attic #2 166.37
Winter Offensive Bonus Pack 2018 66.37
Franc-Tireur # 7 116.36
Winpak #1 106.36
Tactiques # 1 106.36
Witches Cauldron: Oosterbeek Perimeter 166.36
HASL 11 - Sword & Fire: Manila 306.36
Onslaught to Orsha 256.35
ASL 7a - Hollow Legions (3rd Edition) 546.35
High Ground! 86.34
ASL Action Pack #18 Oktoberfest XXXVII 146.34
Hero PAX 3: Jungle Heroes 106.33
Tactiques # 8 106.33
Franc-Tireur #13 176.33
ASL Action Pack # 7 106.32
Quick 6 Scenario Pack II 66.32
The Canadians In Italy 1: The Red Patch Devils in Sunny Sicily 86.31
Dezign Pak 2 126.31
ASL Action Pack #20 Oktoberfest XXXIX 126.31
ASL 2 - Paratrooper (2nd Edition) 86.30
ASL Action Pack #12 Oktoberfest XXX 106.30
BFP: Operation Neptune 106.30
Dezign Pak 7 126.29
Berlin: Red Vengeance 116.28
Schwerpunkt #21 126.28
Rally Point #17 106.28
Franc-Tireur # 8 106.27
Onslaught To Orsha 2 326.27
AH:ASL Annual `89 156.26
ASL Action Pack #11 29 Let's Go! 106.26
Critical Hit # 4.2 86.25
Tactiques # 7 86.25
ASL 14 - Hakkaa Päälle! 176.25
Franc-Tireur #12 126.24
Schwerpunkt #19 126.24
Rally Point # 8 106.24
Rally Point #16 106.24
ASL 15 - Forgotten War 166.23
ASL 4 - Partisan! 86.22
Out of the Attic 166.22
Blitzkrieg Pack 186.22
ASL 11 - Doomed Battalions (3rd Edition) 246.22
HASL 10b - Red October 116.22
Critical Hit # 3 186.21
Hero PAX 1: Hurtgen Hell to Bulge Nightmare 86.21
Out of the Bunker 146.20
ASL 11 - Doomed Battalions (2nd Edition) 86.19
Fanatic Pack 1 126.19
Dezign Pak 4 156.19
HASL 3 - Kampfgruppe Peiper II 86.18
Internet: MMP 66.18
Tactiques # 2 106.17
Tactiques # 9 106.17
Rally Point # 9 106.17
Covered 136.17
Armoured Aussie Pack 76.16
Franc-Tireur #15 226.16
March Madness `97 Pack 126.14
Rally Point # 6 106.12
SASL 1 - Solitaire ASL (2nd Edition) 216.11
Corregidor: The Rock 216.11
From The Cellar Pack # 6 106.10
Schwerpunkt #18 126.09
Tropic Thunder! 126.08
Schwerpunkt #15 126.08
From The Cellar Pack # 7 106.07
Recon by Fire! #4 146.06
Franc-Tireur #14 326.06
From The Cellar Pack # 1 116.05
The Canadians In Italy 2: The Spaghetti League 126.05
Rally Point #21 106.05
Buckeyes! 106.04
Objective: Schmidt 176.02
Critical Hit # 7.1 186.00
ASL 8 - Code of Bushido 85.99
Schwerpunkt # 3 125.99
ASL 6 - The Last Hurrah (2nd Edition) 85.98
Waffen-SS I: No Quarter No Glory! 65.98
Dezign Pak 8 105.98
From The Cellar Pack #12 115.97
Recon by Fire! #1 85.96
Schwerpunkt # 2 125.96
HASL 5 - Blood Reef: Tarawa 105.93
The Canadians In Italy 3: D-Day Dodgers 105.91
Dezign Pak 3 155.90
Blitzkrieg in the West - Northern Campaign 65.90
HASL 6 - A Bridge Too Far 125.89
Backblast # 2 85.89
Schwerpunkt # 1 125.88
March Madness `99 Pack 105.86
ASL Journal #16 175.83
Deluxe Pack #1 125.82
Time on Target # 1 135.81
To Battle By Air 1 65.81
Wacht Am Rhein 165.79
ASLOK 2005 - 20th Anniversary Scenario Pack 105.77
Melee Pack I 65.77
Time on Target # 2 215.75
Winpak #2 65.75
Leibstandarte Pack 4 - Turning of the Tide! 85.73
Southern Cross Scenario Pack `96 65.73
ASL 1 - Beyond Valor (1st Edition) 105.73
DASL 2 - Hedgerow Hell 85.71
Rally Point # 5 105.71
Paddington Bears '97 Pack 85.69
ASL For Fun-LCP 325.69
Hero PAX 2: Eastern Front Hero Fest 85.64
All American I: Kellam's Bridge 105.52
Panzer Aces 65.50
Leibstandarte Pack 3 - Clash at Kharkov! 85.48
Shingle's List 85.42
Hell's Highway 65.35
Firefights! 65.30
The Long March 175.27
Guerra Civil: The Spanish Civil War 125.20
Ostfold: Monkeys with Typewriters Vol.II 135.05
Waffen-SS III: Neither Fear Nor Hope 145.00
Soldiers of the Negus 84.94

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1Dmitry Klyuykov1501431
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8Brian Wiersma411276
9Steven Linton581270
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12Paolo Cariolato8611234
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70Greg Barsness941143
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97Scott Romanowski331125
98Steve Bowen441125
99Tom Kearney5651123
100Sean Mitchell281122

Newest players - welcome!

UsernamePlayerRegistered
johnpbrabJohn Brabazon2026-04-21 21:53:07
LJanzenLonnie Janzen2026-04-19 18:10:30
PierrePierre Oliver2026-04-15 11:48:51

On this day...

ScenarioLocationDate
A 63 Action at BalberkampNear Balberkamp, Norway1940
CH 71 Bottom of the BarrelSoutheast of Zossen, Germany1945
PBP 24 Gurkhas and GrantsNingthoukhong, India1944
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