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Deadeye SmoyerBackground:


This scenario is an old chestnut of the early days of Schwerpunkt and has seen considerable play in past years albeit not so much any more in recent times. The ROAR rating being (as of June 2025) 62 American wins vs. 45 German wins and a respectable Excitement Rating of 6.57. It has been popular at tournaments with its short 4.5 Turns.

Part of its popularity might also stem from the fact, that it reflects one of the historically most spectacular and best documented tank vs. tank battles of WW2: The battle historically happened in the immediate vincinity of the world famous Cologne Cathedral and was captured live on film as it happened. There are tons of youtube clips on this action ranging in between 2 minutes and 1.5 hours, which is the reason why I am not going to provide a specific link. For those interested, if you enter "tank battle cologne cathedral" as a search query in YouTube, you'll be served.


For some reason, I had never played this one before - at least it does not show in my records. On the other hand, I could swear that I either gave or learned a hard ASL-lesson: The Americans fired an AP round on a seemingly empty hex using the Vehicle Target Type which smelled of "the German Panther is hidden HERE". The shot hit and killed the Panther and that was that...



Objective:

The Americans have to capture a building from the Germans while preventing the Panther, which may set up HIP within certain conditions, to have LOS at least one of two particular hexes disregarding SMOKE at game end.


To do so, they have 7.5 Elite squads with an MMG and two Leaders supported by a Sherman tank and a M3A1 halftrack, which enter on Turn 1 while they are reinforced by the big badass M-26 Pershing, which is Gyrostabilized and commanded by a 9-1 Armor Leader.

The Germans have 6 squad equivalents equally consisting of Conscripts and 2nd Line troops with an MMG, LMG, and a Panzerscheck led by two leaders and obscured by 6 extra Concealment counters. And there's the HIP Panther, of course...



Considerations:

The German force is very brittle, but likely in the cover of Stone Buildings. If German units break, they will unlikely have the chance to rally. The US force is solid, but lacks time. It can be said, that both the US Pershing tank and the German Panther tank are the "wildcards" in this one.



How the Game Played Out:

I had the defending Germans in this one.


As the scenario is short and the best protection for the brittle Germans is Stone Buildings, I unsurprisingly set up strongly in and close to the Victory building. But not being sure of what the Pershing tank would do, I assigned a small part of the German force to "the backdoor". Where the Panther was hidden, will remain a secret. I expected the Americans to enter from the East (bottom), but they came in from the West (top).


This caught me off balance, but in his first turn, the Americans maybe took less advantage of this than they could have by moving for position and not aggressively assaulting. So it comes as no surprise that I could not do much damage.

The German first turn I used to redeploy my forces to face the attack from the unexpected side and to skulk, again unsurprisingly not doing much damage.


In US Turn 2, my opponent realized that this scenario did not allow any time for fancy maneuvering, so he moved aggressively. But able to redeploy in my German Turn 1, I was now better prepared to counter the onslaught. I have to add, that luck was on my side as well. The Americans mainly came via the central plaza trying to get their forces ADJACENT to the victory building and the one next to it in order to advance into their protective cover. I carefully considered the few attacks I could make in order to optimize Defensive First Fire and Defensive Subsequent First Fire and the placement of Residual FP. This worked out very well: The Americans lost the Sherman to the Panzerschreck which merely Pinned its operator. Then I was able to break around four US squad equivalents with the effect that no US units were able to enter the VC building. During the RtPh, one US squad died after I declared No Quarter, another halfsquad was eliminated for double break. The US brokies for forced to rout back quite a stretch. At this time, the Pershing had entered from the East (bottom), but my Panther remained HIP.

Realizing, that the US brokies would need at least US Turn 3 to rally, than US Turn 4 to move up again for a second attempt of the assault, my opponent concluded that the last US Turn 5 would not leave enough time to capture the building, my opponent conceded at the end of the US Turn 2 APh. On top of that, my Panther had not made its appearance yet.


German win.



von Marwitz
von Marwitz
Uncles and Pups jgarlic79@gmail.com
GhostbustersGermans push up board 42 road. Motorcyclists leverage mobility to hook around behind three 457s in board 42 woods. The French lost a Laffley and Germans 2 x PzIVs. Turn 3, 2 x PSW reinforcements entered down board 62 road to the VC area. The French Panhard AC, which intended to challenge the PSWs, failed its TC which was huge. With this, and the attacker’s infantry near the VC area in the woods, the French called it. Challenges for both sides: French have a wide front to defend; Germans AFV vulnerable to good TK/high-ROF French ordnance. Fun scenario. Challenge for both sides: French have a wide front to defend; Germans face good TK/high-ROF tubes. Houlie
A Quick Strike wwillow
The Roadblock cscottk
Flea CircusWe had some questions about SSR 3 at the start. "Is a unit that passes the TC free to fire thereafter, or does it need to pass a TC each time it fires?" "Is the TC a concealment loss activity?" "If a unit fails a TC in one phase, is it free to take another in a different phases (i.e. fail Prep Fire, is it free to attempt in Advancing Fire)?" "Does a unit need to pass a TC to fire a RoF shot?" etc. Once we got past that, the scenario was enjoyable and came down to the end game. RJenulis
Campoleone SalientAs the "Quick 6" series implies in its name, this is a fast-playing scenario of 5.5 Turns setting half a dozen German squads supported by a PaK40 and a 81mm MTR against 9 British squads with light SW supported by three Sherman tanks. Set in Italy in January 1944, the British have to secure the salient, which they do by getting a certain number of squad-equivalent and/or vehicles onto a hill.

I played the defending Germans in this one.

My hope was, of course, that I would get the opportunity to deal some hard blows vs. the attacking British while they approach the hill in order to weaken them sufficiently to have my Germans stand a chance. I did have the opportunity to take some high value pot shots, but gacked them: For example I missed an 8TH with my AT-Gun on a Sherman when he exposed himself. My 81mm MTR took a juicy shot at an Armored Assault consisting of one tank with 3 squads plus Leader only to roll boxcars on its first shot and then X-out on the first repair dr.

On the other hand, I could coldly exploit some mistakes my opponent made, which led to the killing of his 7-0, 457+PIAT and was given some respite because his third tank was delayed by terrain.

Nevertheless, my precious AT-Gun soon found itself acquired by two Shermans and in the beads of an enemy stack of infantry, on which I had previously missed a Defensive IF shot requiring a 6TH. So in my Turn 2 I was forced to take risks in the hope of somehow saving the Gun.

Hitting the first enemy tank was easy, since I needed a 12TH. That tank went down. To get at the 2nd tank, I had to pivot the Gun and IF again neeing a 6TH. I tried to find APCR, of which there was no supply. So next shot with normal AP: Got snakes which blew up the 2nd tank! Because my opponent had miscalculated LOS, I also hat the chace for an 11FP flat shot at his 9-1, 457+LMG in a Gully. Rolled snakes AGAIN, which despite cowering was enough for a 1 KIA which killed the squad, destroyed the LMG and broke the 9-1.

This was, of course, as lucky for me as it was devastating on my opponent. All the more so, as his two tanks could no longer be used to fire SMOKE to create cover for his assault of the hill. Thus my opponent conceded at the end of German PFPh of Turn 2.

German win.


von Marwitz
von Marwitz
White Beach 1 wwillow
Transylvania 6-5000 Bongiovanni
The Vital HoursBritish player was not able to press the attack in time to clear the buildings and get enough VPs off the board. Art gun did not affect the game in any manner. Lost smoke almost immediately. Robert7721
Go Big or Go Home Bongiovanni
The Cauquigny BridgeheadGermans got into the village and needed one more building, but the 9-1, half-squad and MMG held their ground pinning everyone so they could not get into CC. Dramatic finish. dmareske
Clash At Ponyri Lorenzo26
Aussie Spirit oybj
The ClogThe Belgian defense can't cover everything, and the Germans took advantage of that fact, pushing through the blind area to reach the hill while supporting elements set up on their hill and pushed on the right to prevent sneaky actions by the Belgians. An absurd number of snake eyes and boxcars were rolled (something along the lines of 8 and 12), with many of the positives happening for the Germans (who also converted on SAN 4 times) that ultimately led to a final turn blowout where the Belgians couldnt retreat anywhere and were eliminated through FtR and No Quarter.

An okay scenario, but one who's objective explains the somewhat absurd Win-Loss ratio.
Jobbo_Fett
Loser Takes All dsoukup
Danish CrossroadsThe German main force attempted to attack the Danish right while a smaller force approached from the left. With so much open ground, the Danish -2 shots took their toll. As time ticked away, the Germans became more brash with the armored cars which eventually fell victim to the Danish guns or small arms. All was not lost. On the final turn the German AFV took position on one of the crossroads in motion hoping to survive any CC on the Danish final turn. But there was no need for CC. While one Gun was captured and the other malf'd, a LMG was able to immobilize the AFV on the final Danish Prep Fire, giving them the win. Heloanjin
Block to Bataan Bongiovanni
Bridge Over the River Queen usmcwo1
The Little Can OpenerFinns set up along tree line covering open ground... russians tanks advanced down road splitting west and east... AT gun popped out of HIP and took shot at russians under 6 away...Malf in turn 1! russians then broke the crew wih MG fire.... tanks continued to drive down road while finns took up position on rear f woods covering boh roads and mols either werent ready of missed so tanks drove of and won in turn 4... chubooga
Penny Packets igycrctl
A Vast Hellish Ruin jwert02
Another Summer's Day Danno
Another Summer's DayWhat an awful scenario. Wow...I'm going question whether this was really play tested. Very tough on the Americans. On top of rolling badly, my Americans were just hit from three sides and annihilated. Germans are too powerful and the ability to attack from anywhere really makes a defensive effort tough. Did not enjoy this one and would not recommend. grumblejones
Sting 'em at ZingemThe Germans came in strong across the bridge and either broke or pinned though the vehicles were able to break the Belgium bridge defense. It took a turn or two to get all the infantry mustered and it became a tough fight for the last few victory hexes. It came down to control of the bridge hex and even though the Belgium forces eliminated the Germans in the hex they were unable to control it. Close game. dmareske
Sting 'em at Zingem Heloanjin
Never On TimeSeems tough on the Germans mainly due to terrain. Probably need to pull out all the tricks in addition to being aggressive with everything. Still an interesting scenario. LtDan
Point 171 asloser
Priests at St. CloudVichy accurate fire (avg IFT 6.19) and stellar MCs (avg 6.5) were able to thwart the American attack. Despite the low IFT rolls from the defenders, the Americans passed a vast majority of their MCs. The Americans struggled in CC, despite heavy odds. The American OBA was used as harassing fire with WP, stripping concealment, removing a number of dummies, and minimizing the Vichy Def Fire. But time ran out for the Americans to be able to break the mostly intact Vichy force. Heloanjin
Delaying Action at KylänmäkiQuite tough on the Russian. The Finnish infantry dominates the battlefield and the Russian armor is quite cumbersome. In retrospect, I should have blasted the Finnish center with all my forces instead of getting bogged down in the woods in the west. Djord
Duropa PlantationFriday Night Fight - A close run thing Jonas where as he just managed to get the 7VP of imfantry of together with 2 Stuarts in turn 4. There were no more GO infantry left behind. One of the Stuarts survived a 1,1 CC RF as I rolled a 5 on the subsequent die roll. Paul Legg
The OverlookAt the end of the game my opponent admitted that he has miss read my setup area. My Germans pretty much steam rolled over the charred bodies of the victims of the Flame throwers. I sent One Bis around the far side with 3 squads to mop up any body trying to route.With the requirement to remove any 1 squad GO or not I took all everyone prisons to prevent the British from LCing away slunts
Audacity of Innocence Danno
Audacity of InnocenceWell...play testing is often something we take for granted and assume has been done to a good extent. ROAR has this one with 10 German and Zero Wins. Kinda tells the story. My Americans got hammered early by good German dice that chewed me up. The fight for the pillbox took too much time and resources. I succeeded in taking it...but had no way of getting the two stone buildings. If I could change the scenario it would be to allow the Americans to attack on the north edge. The balance options wouldn't change this game in any meaningful way. This is a tough ask for the Americans and doubly so if the Germans are throwing down 2's and 3's, which is what I was hit with. I finally conceded on Turn 4, when it was clear that I had no path to victory. grumblejones
Express for Leningrad wwillow
Sylvan Death asloser
By Dawn's Early Light asloser
Paratrooper's Hell strategos
The Witch's CauldronThe Germans set up in Motion and the French moved aggressively in order to take positions that would directly hurt the starting units or hinder movement from the reinforcements. The Germans lost a halftrack quickly thanks to a wellplaced shot but the AT gun survived. Some exchanges of fire initially had no clear winner, but a French platoon of tanks moving up the left found good ground and great luck when two seperate tanks critical hit, first against the AT Gun that had malfed and repaired, immediately followed by a nearly cross-map snipe on a PzIV housing a -2 Armor Leader. With such losses and all French tanks still in good order, we called it early.

The setup could probably use a little tweaking, but its an interesting fight between weak-gunned but heavily armored tanks versus their opposite.
Jobbo_Fett
The Witch's CauldronThe Germans set up in Motion and the French moved aggressively in order to take positions that would directly hurt the starting units or hinder movement from the reinforcements. The Germans lost a halftrack quickly thanks to a wellplaced shot but the AT gun survived. Some exchanges of fire initially had no clear winner, but a French platoon of tanks moving up the left found good ground and great luck when two seperate tanks critical hit, first against the AT Gun that had malfed and repaired, immediately followed by a nearly cross-map snipe on a PzIV housing a -2 Armor Leader. With such losses and all French tanks still in good order, we called it early.

The setup could probably use a little tweaking, but its an interesting fight between weak-gunned but heavily armored tanks versus their opposite.
Jobbo_Fett
Duropa PlantationAs part of FNF club. The oddest thing happened. I declared a banzai with a striped squad and leader. DFF reduced the squad to a HS. Further fire broke the hs. Even more fire caused the HS to roll a MC. Naturally I rolled 1, 1. Result? Berserk! So, the Banzai moved in, followed by the Berserker (that's how we played it). The defender failed his FPF MC and that pretty much reduced his available EVP to just above the 7 required to exit. Also, the trench line was pretty much intact, so we called it after 3.
Thank you for the game!

von Garvin
The Akrotiri Peninsula asloser
The Driven Draw BloodIndians attack with 10 squads and 4 vehicles against a meager 6 squads of Japanese/Burmese. Take those building by Turn 4 because the Japanese arrive with 10 more squads and 2 vehicles. Pretty standard attack and defense choices but the starting imbalances and Turn 4 turnaround will make this different outcomes every time I think. Very playable. nekengren
Smiling Albert Danno
Smiling AlbertMy Americans were thrashed on Turn 4 as the momentum of luck swung hard in their favor. Bazookas never got a shot. Rolled a DUD shell with my first M-10 shot and then Tiger knocked it out in Advancing Fire. Second M-10 got a turret hit and a 3 result which only shocked the Tiger. The 3 activated the German sniper who then stunned my last M-10 and the remaining 4 Tigers just eased on down the road to knock it out and win the game. I conceded at that point. grumblejones
Goats to Lure the TigerThe Axis attacked along the French right. I was able to take all the board 15 VP buildings. The game went down to several last turn CC. RJenulis
Fang and ClawEasy little night scenario. Japanese have 5 turns to cross the board and take at least 2 of the 4 buildings. If you get lucky with guessing dummies and not getting illuminated and not seeing British Freedom of Movement you might make it. Not going to be much actual fighting if the Japanese hope to win. nekengren
Jungle Rats johan.vrijdaghs@gmail.com
L'Abbaye BlancheThe mines immobilized one halftrack and hung up some SS for a couple of turns. One gun got a critical hit on one of its BS locations and killed 3 CVP. The US laid a couple 2 -2 traps, but to no avail. The SS were not able to get enough CVP off. dmareske
Der Letzte Geburtstag Danno
L'Abbaye Blanche Danno
Der Letzte GeburtstagRussians managed to knock out a Panther and the Half-track. Second Panther attempted an ESB and immobilized with no LOS. One IS-2 was knocked out. The remaining IS-2's exited, but Germans still had two good order MMC's adjacent to the road. Dan and I could not come to an agreement on the Victory conditions. The Germans win with the good order squads adjacent, but only if <3 IS-2's exit. I exited 2 through Q1 and believed that I had secured the win. Dan read the VC's requiring me to exit all 3 IS-2's. We determined to call this one a DRAW and see what the community says regarding the VC's, which seems a bit confusing to us. grumblejones
Barbarossa D-DayAs the Geman I was very aggressive. Sent my bikes right up the road. Had him on the run into the T-26 came in. Was too aggressive with my tanks and lost them all by T4. A_Lost_Canadian
Seldom Practical cscottk
Point of the Sword toffee
Hell Frozen OverA fun scenario. Very tough for the Finns to attack and drive deep enough to capture all of VC buildings. jgarlic79@gmail.com
Night Battle at Noromaryevka dmareske
Cassel DefenseBritish AT Gun went on an early murder spree by eliminating all but one attacking AFV. However, once the outer defenses began to give-way it ended with a swarm of Germans taking all the stone buildings on final turn. Kydder
Night Battle at NoromaryevkaClose game that came down to the last turn. Heloanjin
Broken Column asloser
Misty MorningGermans won by 1 Victory Point, so a very close battle. ASLSKGwahlur
Kicked to the Curb igycrctl
Hill 311 Michel Bongiovanni
Fighting Withdrawal usmcwo1
Monty's Mountain GoatsPlaying Monty's Mountain Goats tonight (scenario by George Kelln), and the hilarity happened! Nick was defending, so I went and found his AT gun (a PAK 40) and decided to face him off with 5 tanks.
I fired and I fired (got 2 ATT hits: no effect, no loss of concealment), and he then shot at me in his Prep Fire phase.
Just before he shot, I joked that he'd get rate and annihilate all my tanks.
Not only did he do that very thing, but he got not one, but TWO critical hits. Only rolled over 2 on his colored die roll once. On his 6th shot, when he tried to finish off the tank he shocked.
Also of note: his sniper broke 2 squads in one attack (I yahtzeed the Random Selection dr, followed by him rolling "1" on the subsequent SAN). They boys routed with the unhurt 9-1 and promptly rallied. Next turn? SAN again, and RS took out my 9-1, followed by a squad failing the LLMC.
He did hit my sniper, but it failed to take out his AT gun (narrowly!). All this after Nick pulled 2 subsequent red chits on his Battalion Mortar, giving me a bit of false hope to start the game.
In short, this was hilarity in action!
von Garvin
Foiled at FrénouvilleChicago Open round 7:
A very fun scenario. It ended with 3 CC, I had to win 2 of them and fell short. I believe it slightly favors the Germans, but defiantly has replay value.
RJenulis
Dying for DanzigNice and close. The FT tanks got the job done but it was a nailbiting finish with the game coming down to a CC that required a 5 to win for the Germans, but they rolled a 6. Dave
Meet Me at the StationTexas Team Tournament dmareske
The End of Their RopeTexas Team Tournament dmareske
Adolf's AmateursTexas Team Tournament Semi Final dmareske
Debacle at KorostenThe initial cavalry attack suffered some losses. But then having dismounted, the Russians were able to cause heavy casualties on the German defenders. They were starting to withdraw when the German reinforcements appear. The halftrack pursued the Russian cavalry but they too suffered losses and were unable to prevent the exit of the Russian marauders. A decisive Russian victory with 45 inflicted CVP (1 AC and 2 HT among them) to 17 CVP suffered and 28 EVP. lt_steiner
One Story Town Rich Weiley
Death at the Cement PlantPacked the building and spread out at the end as the Russians. Germans have to be aggressive but the VC give them options so might get a little easier if kept in mind. Dave
Rough RecessGerman setup was a minimal defence in the school house and spread out down the 13 wooden house victory locations. Russians set up in the northeast and approached from that direction and began to sweep north to south, slowly taking houses.

Both Marders were easily dealt with however one of the KV-1s was immobilized necessitating capturing 8 of the 13 houses, which was achieved by the Russian turn 6 when they broke the last German holdouts in the 8th building, as the German 10-2 failed his MC, taking the squads there with him.
Ahriman667
Loss Of HopeTexas ASL Tournament 2025. Danno
Stand Fast the GuardsWent to last turn. wwillow
A Sideshow AffairTexas ASL Tournament 2025. Danno
Highland FrankTexas ASL Tournament 2025. Danno
Chaos in the Coconut Grove GeneralFG
The Hatefulness of War GeneralFG
Adolf's Amateurs Cuddles McDeath
The Factory2025 - Austin Team Tournament jgarlic79@gmail.com
The Front in Flames2025 - Austin Team Tournament jgarlic79@gmail.com
Super Bazooka2025 - Austin Team Tournament jgarlic79@gmail.com
Bocage BlockageI drew the US in this small Normandy clash and turn 1 went well. I eliminated a 467 and HS and took building R1. Turn 2 put Jim into a full retreat. I pressed hard on turns 3 and 4 and found all the minefields but took building P8. I held off attacking H5 to avoid Jim's HMG getting the winning KIA. Jim rallied 3 of his 5 remaining MMC in building J3. WP shots broke the 81 MTR crew and the MMCs (and 7-0) in J3 giving me the building and the win (per A4.31 and A26.11). Very close game, and SSR 2 was critical (only crews count as CVP). Jim: In Turn 1, US fire killed a HS then I lost a 467 in CC (R1). In Turn 2, a hit from the M3 HT AAMG got a NMC which caused my 8-1 and 467 in P8 to go berserk. I lost both in a poor trade for the US M3 HT and crew (a 347 routed away avoiding CC). I fell back fast and tried to hang onto building J3 for 4 turns and play for the US CVP cap. The M4's spoiled my plan with WP hits, and I fell two short of the cap (9 CVP). Excellent scenario that shows how the bocage allows a few MGs to hold up a superior force. dieneuner25
Lost Opportunities cscottk
Better Late Than NeverChose this scenario to commemorate the D Day landings. My Germans set up heavy to the front in order to bring the US relief force under fire as they entered the board. Things got off to a bad start when two squads cowered in the act of placing fire lanes which allowed the attackers to reach the bocage line. After that, the Americans started to toil. My sniper took out the US 9-2 leader and then nailed a CE tank commander. With another tank already under recall due to disabling its MA, Marc decided to call it a day. Dougban
Ad Hoc at Chef-Du-PontUS victory: 1 squad and 1 leader exited, close game strategos
A Frosty MorningTexas ASL Tournament 2025. Danno
Failure to CommunicateTexas ASL Tournament 2025. Danno
Turning the TablesOver in 7 turns. Bad setup and excellent opponent made this a short one. wwillow
Kangaroo HopMisplayed this one. Didn't put the AVREs to good use. wwillow
City on the EdgeTexas ASL Tournament 2025. Danno
Ozarks' TanksgivingTexas Team Tournament dmareske
Kangaroo Hop dmareske
The T-PatchersTexas Team Tournament dmareske
Up the Liri ValleyA full AAR for my playing as the Free French can be found at Gamesquad Forums under the following link.

https://www.gamesquad.com/forums/index.php?threads/aar-ft213-up-the-liri-valley.205037/

It is an interesting scenario, but it was a frustrating game for the French Foreign Legion.

von Marwitz
von Marwitz
As Luck Would Have It GeneralFG
First Timers GeneralFG
Harckocsi AssaultWas lucky early when the Soviet gun malfunctioned which allowed me to tie the Soviet infantry down. I was then able to move the Hungarian infantry in close and to take out some of the defenders in close combat. Was able to break the Commissar and eliminate a stack for failure to rout. The gun came back on line and took out most of the tanks however the infantry was able to push forward and threaten the summit leading to the Soviet surrender. Nicho11

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Popular Publications

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March Madness 2023 10th Mountain Division Pack 98.19
HazMo Scenario Pack 5: Firestarter 108.05
March Madness 2009 Partisan Pack 88.00
March Madness 2022 Grumble Jones Pack 87.96
March Madness 2017 Hollis Partisans Pack 107.77
Grumble Jones 1647.69
ASL Starter Kit Expansion Pack #2 87.44
Time on Target # 3 147.33
March Madness 2013 Commissar Pack 87.31
March Madness 2018 Players Pack 107.31
ASL Starter Kit Expansion Pack #1 2nd Edition 127.25
ASL Starter Kit #4 87.24
Schwerpunkt # 9 127.19
Schwerpunkt #24 127.19
Schwerpunkt #14 127.15
ASL Starter Kit Bonus Pack #2 87.15
Friendly Fire Pack 12 87.13
From The Cellar Pack # 4 207.12
Race For The Meuse 67.11
Ost Front Pack 67.09
Friendly Fire Pack 1 87.08
Fistful of Scenarios 67.08
ASL 9 - Gung Ho! 87.07
Battle of the Hedgerows - The Storm Broke 67.07
HASL 1 - Red Barricades 107.06
From The Cellar Pack # 8 167.06
ASL Action Pack #14 Oktoberfest XXXIV 127.06
The Green Hell of Inor 197.06
From The Cellar Pack #11 107.05
Franc-Tireur #16 157.05
Friendly Fire Pack 2 87.03
Beyond the Beachhead 87.02
Leibstandarte Pack 5 - Scorched Earth 87.00
Quick 6 Scenario Pack IV 67.00
Quick 6 Scenario Pack VI 67.00
Best of Friends 126.99
Critical Hit # 2 156.98
ASL Journal #10 196.98
ASL Journal #12 146.97
Recon by Fire! #2 106.96
Battles of Carpiquet 136.96
Friendly Fire Pack 9 86.96
ASL Action Pack #10 86.96
ASL 1 - Beyond Valor (3rd Edition) 246.95
ASL Action Pack #17 Oktoberfest XXXV 166.93
BFP 6: Mannerheim Cross 446.93
ASL Journal #11 286.92
HASL 13 - Slaughter at Ponyri 136.92
Grossdeutschland Pack 1 - The Early Years 86.91
Schwerpunkt # 4 126.91
From The Cellar Pack # 3 106.91
ASL 13 - Rising Sun (2021) 386.91
Generic Playtesting Log 376.90
AH:ASL Annual `93a 116.89
Hero PAX 4: Mediterranean Theater of Operations 126.89
Operations Special Issue #3 76.89
Friendly Fire Pack 6 86.89
Friendly Fire Pack 3 86.88
Into The Rubble 86.88
ASL 12 - Armies of Oblivion (2nd Edition) 326.88
March Madness 2020 Full Rulebook ASL Pack 86.88
Not One Step Back 86.88
Kreta - Operation Merkur 186.87
Friendly Fire Pack 4 106.87
China-Burma-India: The Lost Theater Part 1 156.87
HazMo Scenario Pack 3: City of Steel 106.87
Special Ops #12 66.87
Friendly Fire Pack 11 86.86
Dezign Pak 6 126.85
Dezign Pak 9 106.85
ASL Action Pack #16 From The Land Down Under 156.85
ASL Action Pack # 6 A Decade of War 106.84
HASL 9 - Hatten in Flames 106.84
Classic ASL 166.83
Best of Friends 2 126.83
Schwerpunkt #22 126.82
ASL Journal #14 256.82
Turning the Tide 206.81
ASL 16 - Twilight of the Reich 176.81
Schwerpunkt # 8 126.80
Death to Fascism 86.80
AH:ASL Annual `93b 126.79
Quick 6 Scenario Pack VII 66.79
Aussie Tournament Pack 76.78
ASL Action Pack #13 Oktoberfest XXXII 116.78
ECZ Tournament Director's Pack 166.78
Deluxe Advanced Squad Leader 386.77
ASL Journal # 5 136.76
ASL Action Pack # 4 Normandy 1944 126.76
Aussie '98 Pack 106.75
Melee Pack III 76.75
Schwerpunkt #23 126.75
Paddington Bears '96 Pack 106.74
Fanatic Pack 2 126.74
ASL Action Pack # 3 Few Returned 126.74
From The Cellar Pack # 2 106.74
ASL 13 - Rising Sun 336.74
ASL 3a - Yanks (2nd Edition) 416.74
BFP 3: Blood and Jungle 476.73
ASL Journal # 8 166.73
HazMo Scenario Pack 4: Making the Grade 106.73
ASL Starter Kit #3 86.72
Friendly Fire Pack 7 86.72
HASL 4 - Pegasus Bridge 86.71
DASL 1 - Streets of Fire 106.71
AH:ASL Annual `90 166.71
Schwerpunkt # 5: Medal of Honor 126.70
HazMo Scenario Pack 1: A World at War 106.70
Rally Point # 1 106.69
Dezign Pak 5 186.69
ASL Journal # 4 136.68
Schwerpunkt #13 126.68
AH:ASL Annual `95 Winter 246.67
ASL Journal # 1 176.67
ASL Journal # 3 336.67
Tactiques # 4 86.67
Operations Special Issue #1 66.67
BFP 4: Crucible of Steel 326.67
Rally Point #11 106.67
Battle for France 106.67
ASL Action Pack #19 Roads to Rangoon 106.67
BFP 2: Operation Cobra 126.66
ASL 10 - Croix de Guerre 86.65
Internet 1306.65
Critical Hit # 3.1 126.65
Schwerpunkt #12 126.65
From The Cellar Pack # 9 176.65
HazMo Scenario Pack 2: The Un-Civil Wars 106.65
ASL 12 - Armies of Oblivion 116.64
HSASL 2 - Operation Veritable 176.64
ASL Starter Kit #1 66.64
Schwerpunkt #10 126.64
HASL 7 - Valor of the Guards 216.64
ASL Journal #13 336.64
Schwerpunkt # 7 126.63
March Madness 2019 Close Combat Pack 86.63
Quick 6 Scenario Pack V 66.63
Friendly Fire Pack 10 86.62
BFP 5: Poland in Flames 456.62
AH:ASL Annual `96 146.61
Schwerpunkt #11 126.61
Rally Point # 2 106.61
Quick 6 Scenario Pack 66.61
ASL Action Pack #15 Swedish Volunteers 166.61
ASL Open `96 Scenario Pack 106.60
Blood & Iron 106.59
Schwerpunkt # 6: Victoria Cross 126.59
Coastal Fortress 556.59
Schwerpunkt #20 126.59
ASL Action Pack # 2 86.58
AH:ASL Annual `92 156.58
Dezign Pak 10 156.58
Rally Point #14 106.58
Quick 6 Scenario Pack III 66.58
ASL 3 - Yanks 86.57
ASL Starter Kit #2 86.57
Recon by Fire! #3 206.57
Petsamo-Kirkenes Operation: Monkeys with Typewriters Vol.III 186.57
ASL Action Pack # 1 86.56
Leibstandarte Pack 1 - Blitzkrieg! 86.56
Franc-Tireur #10 116.56
Franc-Tireur #11 226.56
ASL Action Pack # 5 East Front 126.55
Kampfgruppe Scherer: The Shield of Cholm 176.55
HASL 8 - Festung Budapest 206.55
HASL 10a - Red Factories 186.54
ASL Journal # 2 246.53
Elite Canadians 96.53
Rally Point #15 106.53
ASL 5a - For King and Country 206.52
HSASL 1 - Operation Watchtower 176.52
Gembloux: The Feint 96.52
ASL Journal # 9 256.52
Dezign Pak 1 106.51
From The Cellar Pack # 5 146.51
AH:ASL Annual `97 166.50
Hero PAX 3: Jungle Heroes 106.50
Melee Pack II 66.50
Dos Equis Scenarios Especial 106.50
Rally Point # 3 106.49
Nor'easter XX 136.49
Winter Offensive Bonus Pack 2018 66.49
ASL 10a - Croix de Guerre 426.49
ASL Journal # 7 126.48
Critical Hit # 6.4 246.48
Onslaught to Orsha 256.48
Leibstandarte Pack 2 - Barbarossa 86.48
HASL 12 - Drop Zone: Sainte-Mère-Église 146.48
ASL Starter Kit Expansion Pack #1 1st Edition 86.47
Friendly Fire Pack 5 106.46
ASL 5 - West of Alamein 86.45
G.I.'s Dozen 136.45
Provence Pack (MMP Download) 106.45
ASL Action Pack # 8 Roads Through Rome 106.45
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Blitzkrieg in the West - Central Campaign 66.45
AH:ASL Annual `91 166.44
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Rally Point # 7 106.43
Friendly Fire Pack 8 86.43
ASL Action Pack # 9 To the Bridge! 106.43
ASL 7 - Hollow Legions (2nd Edition) 86.42
ASL Journal # 6 156.42
Swedish Volunteers 146.41
HASL 11 - Sword & Fire: Manila 306.41
Schwerpunkt #17 126.39
High Ground 2 166.38
Into The Rubble 2 126.38
Rally Point #18 106.38
ASL Starter Kit Expansion Pack #3 86.38
Rally Point #20 106.38
Out of the Attic #2 166.37
ASL Action Pack #18 Oktoberfest XXXVII 146.37
Tactiques # 1 106.36
Tactiques # 8 106.36
Witches Cauldron: Oosterbeek Perimeter 166.36
Schwerpunkt #16 126.36
Tactiques # 7 86.35
AH:ASL Annual `89 156.34
ASL Action Pack # 7 106.34
Rally Point #13 106.34
Quick 6 Scenario Pack II 66.34
Nor'easter Scenario Pack II 156.34
ASL 7a - Hollow Legions (3rd Edition) 546.34
Critical Hit # 4 106.33
Tropic Thunder! 126.33
Franc-Tireur #13 176.33
Franc-Tireur # 7 116.32
ASL 2 - Paratrooper (2nd Edition) 86.31
Tactiques # 6 86.31
Dezign Pak 7 126.31
Berlin: Red Vengeance 116.30
High Ground! 86.30
Winpak #1 106.30
ASL Action Pack #11 29 Let's Go! 106.30
The Canadians In Italy 1: The Red Patch Devils in Sunny Sicily 86.29
Onslaught To Orsha 2 326.29
Dezign Pak 2 126.28
Schwerpunkt #21 126.28
BFP: Operation Neptune 106.27
Out of the Attic 166.26
ASL Action Pack #12 Oktoberfest XXX 106.26
ASL 11a - Doomed Battalions (4th Edition) 326.26
Fanatic Pack 1 126.25
Dezign Pak 4 156.25
Franc-Tireur #12 126.25
Rally Point #16 106.25
Hero PAX 1: Hurtgen Hell to Bulge Nightmare 86.24
Franc-Tireur # 8 106.24
ASL 11 - Doomed Battalions (3rd Edition) 246.24
ASL 15 - Forgotten War 166.24
Rally Point #17 106.24
ASL 11 - Doomed Battalions (2nd Edition) 86.23
Critical Hit # 3 186.23
March Madness `97 Pack 126.23
Tactiques # 9 106.23
Schwerpunkt #19 126.23
Covered 136.23
Blitzkrieg Pack 186.22
Armoured Aussie Pack 76.22
Out of the Bunker 146.22
Tactiques # 2 106.21
From The Cellar Pack # 6 106.21
Rally Point # 8 106.21
ASL 14 - Hakkaa Päälle! 176.21
HASL 10b - Red October 116.21
Franc-Tireur #15 226.21
ASL 4 - Partisan! 86.20
Corregidor: The Rock 216.20
Internet: MMP 66.18
Rally Point # 6 106.17
Recon by Fire! #4 146.15
The Canadians In Italy 2: The Spaghetti League 126.14
ASL Journal #15 116.14
Schwerpunkt #15 126.13
Rally Point # 9 106.13
SASL 1 - Solitaire ASL (2nd Edition) 216.11
HASL 3 - Kampfgruppe Peiper II 86.10
Schwerpunkt #18 126.10
Franc-Tireur #14 326.09
Buckeyes! 106.07
From The Cellar Pack # 7 106.07
Schwerpunkt # 3 126.06
Schwerpunkt # 2 126.05
ASL 8 - Code of Bushido 86.04
Leibstandarte Pack 4 - Turning of the Tide! 86.04
Waffen-SS I: No Quarter No Glory! 66.02
Backblast # 2 86.00
Critical Hit # 7.1 186.00
Recon by Fire! #1 86.00
Dezign Pak 8 106.00
Objective: Schmidt 176.00
ASL 1 - Beyond Valor (1st Edition) 106.00
ASL 6 - The Last Hurrah (2nd Edition) 85.99
HASL 5 - Blood Reef: Tarawa 105.95
The Canadians In Italy 3: D-Day Dodgers 105.91
Schwerpunkt # 1 125.91
Dezign Pak 3 155.90
Blitzkrieg in the West - Northern Campaign 65.90
Rally Point #21 105.89
Paddington Bears '97 Pack 85.88
HASL 6 - A Bridge Too Far 125.87
Time on Target # 1 135.86
From The Cellar Pack #12 115.86
Hero PAX 2: Eastern Front Hero Fest 85.83
Time on Target # 2 215.83
Deluxe Pack #1 125.82
Wacht Am Rhein 165.80
Southern Cross Scenario Pack `96 65.80
ASLOK 2005 - 20th Anniversary Scenario Pack 105.71
Rally Point # 5 105.71
DASL 2 - Hedgerow Hell 85.70
Winpak #2 65.68
ASL For Fun-LCP 325.68
Melee Pack I 65.63
All American I: Kellam's Bridge 105.52
Leibstandarte Pack 3 - Clash at Kharkov! 85.48
Panzer Aces 65.42
Shingle's List 85.42
Hell's Highway 65.35
Firefights! 65.31
Guerra Civil: The Spanish Civil War 125.20
The Long March 175.18
Soldiers of the Negus 84.93

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Newest players - welcome!

UsernamePlayerRegistered
BarthArnaud BARTHELEMY2025-07-03 15:02:17
marginalJan Kärrö2025-06-23 13:06:33
SahlisMattias Sahlberg2025-06-08 15:47:04

On this day...

ScenarioLocationDate
CH144 Fort KassalaFort Kassala, Monte Mocram Pass, Sudan1940
EP91 A Taste of Things to ComeButovo, Russia1943
FE 110 Not So SupermenSalla, Russia1941
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