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ScenarioCommentUser
Death Solves All Problems rangercote
Tretten in FlamesGermans played against the set-up found in the British defense found in the log file below. The Belgian set-up was spread somewhat evenly over the village. The Germans attacked each piece in turn, concentrating much of their force against 2 or 3 British squads at a time. Guru Bob
Abrams' ChargeVery interesting scenario, but the CVP cap and large German guns makes this tough on the Americans.
American's pushed center-right, with a covering force to the left.

Early German MG fire from the steeple and then accurate OBA really hampered the American infantry. But progress was being made and by roughly the half-way point, it looked like either side could win.

On the American left, however, a Panther and JgPz IV moved to engage two Shermans. Between US OBA and Gyrostabilizers, this ended up being a two-player-turn crap shoot, and the German AFVs got the better dice. (Basically, both sides needed 4 or less on some shots.) At that point, the CVP damage was done, and the AFV advantage had swung to the Germans.

I think this might be a test for "Expert US Tanker" badge.
ubertripp
Debacle at KorostenThe Russians dismounted to early and the Germans kept pulling away preventing the Russians from getting enough CVPs slunts
Resistance at Paderborn Danno
Resistance at PaderbornThe kind of scenario we designed back in the Squad Leader days to use all the toys. It's a bit of a mess as a scenario. The historical part is not all detailed and likely lacking to a large extent. If you like fielding a Jagdtiger, Elefant and Brumbar in the same scenario, then you will love it. Otherwise it's a very busy scenario to play. My Americans managed to get the win by overwhelming the German infantry. My armor knocked out the STUG, both Pumas, and got a crit hit that destroyed the Elefant. The Brumbar and Jagdtiger took out my Chaffee, both Jacksons, my 105 Sherman, and my 75 Sherman. Enjoyable scenario, but again, it can be overwhelming to play with so much going on. grumblejones
Action at BalberkampPlayed against Allied strategy found on internet. The Norwegians defended the forest road spread across board 5. Germans flanked both ends with a small force. The west side was held up by the HMG, but the main force and the flankers on the right broke through eventually. Three squads were able to fall back to the village. The British did not show up until turn 8, and the German flanking force arrived the next turn. The Germans and British arrived at the board 2 bottleneck at the same time, and the Germans came through on top due to better leadership, force and hilltop positioning. The INF gun but the cherry on top by pulling up on the eastern board 2 hill and got off a couple of shots. Two German berserkers sealed the deal; one in the chateau and the other at the crossroads. Guru Bob
Pössl’s Posse Fiedler
Hungarian Hammerhead Danno
Hungarian HammerheadInteresting situation, but very tough on the Russians. Dan's Hungarians ran over me for the win. grumblejones
Storming KutrikAxis defenders on bd 85 withdrew to the 2x5 VP bldg areas with limited losses on either side. Seeing the Russian hordes, focused on taking out T34s to deny safe exit VC of one T34. 1 each by: THH / mtr immob. / DC / CC / CCRF immob., for a total of 5 of 7. The two remaining tanks failed their 6ML radioless TC (inexp. crew) in turn 5. This would allow the 3xPzIIIs turn 5 reinforcements w/ 2x(-1) ALs (and w/ A6) to cover the VC exit areas with side shots on the T34s (6AF) and the 150ART still concealed. Chuck had an absolute awful turn 5 when the 2 crews did not pass radioless TC and infantry prep fire couldn’t get a decent result. The failed TCs really hurt. Russians called off the attack. It was an interesting challenge for both sides, but the inexp. crews, once no longer in platoon, really hurt Russian chances. Houlie
Second Wind wwillow
Exceeding ExpectationsDan's Russians broke the MMG and that allowed the Romanians to swarm him. Near the end, the Romanians had taken a bunch of prisoners and only a 4-4-7 with the mortar. This dude had 7 shot rate of fire that KIA'd the 10-3 and 1-1/2 4-4-7's. It very nearly undid the Romanian attack at the very end. Game ended with a single 4-4-7 reduced to a 2-4-7 in the CC and held in MELEE and therefore not good order for a Romanian win. grumblejones
Exceeding Expectations Danno
Through the Dragon's TeethTough game for the Americans. The AA Guns were just devastating at point blank range. Hand to Hand combats were bloody with everyone dying. Snipers took out the 9-2 and a Japanese 9-1. Japanese managed to hang on for the win. grumblejones
Through the Dragon's Teeth Danno
The Bridge of VerdalsöraThe Norwegians put 4 squads on the board edge to block the reinforcements. FFE and Mortar smoke obscured the bridge crossing. Despite this the RFP from a MMG broke a couple of squads and pinned enough to hold up the advance. Despite this the Germans got across the next turn thanks to more smoke. In the end the entire Norwegian force was destroyed or broken and the Germans walked off the board on turn 6. The British reclaimed their prisoners in a CC on their last player turn, but they were out of position in the middle of the board at that point. Guru Bob
Last Drop wwillow
Mageret Mixer Bongiovanni
Fresh Grist wwillow
Poteau Party Danno
Poteau PartyHard fought game until the final turn. Dan's SS came on hard, but the final fire of the Americans held them off for the win. Dan had one Panther recalled due to MA, another Panther crew bailed on an immobilization and were KIA'd in the 50 CAL fire lane when they bailed out. A Bazooka took out another Panther and immobilized a STUG. And the last Panther was knocked out by a M-36. The other M-36 was knocked out early in the game. The Americans would create 2 Heroes and an 8-0. The Heroes were instrumental in holding the buildings at the end. grumblejones
Show a Little Guts! asloser
Retaking ViervilleHis first ASL match. Mentored game, and he had a blast! von Garvin
Göring's Men Danno
Mageret MixerThe Americans were able to find smoke at will and this enabled them to close quickly with the German defenders. Eric conceded at the end of turn three with the Germans down to two unbroken squads and only one US tank destroyed. This one is fun to play but feels pro-American, as the recorded results tend to suggest. (VASL Log) Dougban
For Pride's Sake Danno
Gunner! Armor Piercing!The French got to move first and, with plenty of confidence, approached the stone wall to try and make of it a defensive structure. Trying to emulate the blitzkrieg practices, the Germans opted to drive right up to the walls and attack the French tanks in their side from point-blank range, while a 3rd tank divided their attention and approached from the upper-left corner of the map and strike at the rear of the tanks.

The aggressive posture paid off and the Germans scored an early pair of kills, trading for the flanking tank being Shocked on turn 1 and turning into an UK'ed vehicle (containing the 9-1). There's a fun dynamic of German tank losses (with Leaders) forcing the Germans to be aggressive in order to secure more CVP. Multiple Hits aplenty for the Germans, and the French only lost their AP capability on the last tank near the end. (The tank was knocked out, but the crew escaped and was forced to rout and, eventually, eliminated for failure to rout. Tricky!)
Jobbo_Fett
For Pride's SakeMy Japanese Schwerpunkt on the north side. Both of Dan's HIP Bazooka Half-Squads were revealed by jitter fire. Both would be eliminated in CC, but at the cost of two Japanese Tanks. By Turn 4, I had 4 tanks in range of exiting. I had eliminated 10 CVP of the Americans and so needed 15 points to exit. Three of the 4 would sneak past the Sherman. The 4th tank along with my 8-1 would killed in an Intensive Fire shot from the Sherman. But the 15 points gave me the immediate win. Keeping the Americans in No Move is essential to the Japanese victory. grumblejones
War Without MercyA scenario I want to replay as Attacker. Very interesting dynamics. I think it is slightly balanced towards the German, but very close. VCs: Russians need to either control a 7 hexes area or exiting, in any case without loosing too many units. The Germans need to cover a potential "sudden death" exit strategy from the Russian and the VC area. Russian set up one group relatively close to exit, but need part of the 2nd group (AFVs) to reach the necessary VPs. As German, there is a choice of two group of reinforcements. I picked the Inf+AA, and used to cover the victory locations (buildings in the village). The Russians decided to attack on two directions, first push on the north exit side, from east, and moved the reinforcements from south towards the center. I set up the 88L to cover the exit. The Russians could not use the FT or the DCs and were not able to break through the center. Despite having the smoke with the MTR, the 88L was able to KIAed the first Russian tank near the exit hex. At that point the Russians tried to redirect the 1st group to the center, avoiding the 88L position and looking to achieve the victory locations. As I said, nice game, I will play it again. Good choice on both sides in the planning phase. Maurizio.Grassi
The Swedish Voluntary CorpsRussians spread out and AM'd across the open ground. Every APh roll was 7 or higher, so there were still lots of Swedish squads by the end of the game. The Russians rushed the victory circle on turn 6 and took 5 of the hexes, after the Swedes rolled a 2 on CC and withdrew and won the other 2 CC. The Russians still could have won by breaking the squads in the last two hexes on the Swedish player turn. One hex was encircled, but only the leader broke. Swedish prep fire broke the stack in one victory hex and a Swedish demo charge from a leader outside the circle cleared out another. After advancing and CCing one more hex, the Swedes ended up with 5 hexes for the victory. Guru Bob
Ten-Ton Tank Guru Bob
Iron Fist strategos
Hatten in Flames GOUREAU
A Less Peaceful Christmas strategos
Missteps on the Voronezh FrontA human wave went unscathed rushing the left flank of the German hill. The 37L guns had no effect on the Russian tanks as they crawled up the hill. The Germans all set up on the hill choosing not to set up anyone on bd69 to slow the advance. dmareske
Kill 'EmFirst to play and post. Danno
Shaggy ShootoutFirst to play and post. Danno
Tommy TarzanFirst to play and post. Danno
Two Man FrontFirst to play and post. Danno
Sophoclean Tragedy Danno
A Bitter DayThe reinforcements received by the germans turn five, made the difference and enabled the germans to maintain control of a few buildings. Very fun scenario, even if it seems difficult for Polish forces to achieve overall victory in scenario. PeterA
A Sisyphean TaskThe Greek INF gun malfed on the first shot after turning around to shoot. The GDA overwhelmed two buildings on the hills with the help of the HIP units and then flooded toward the valley. Reinforcing Greeks from the fourth building were pinned down. Fun scenario with lots of options for attack and defense. Would play again dmareske
Sophoclean Tragedy dmareske
The Cloak of Disorder asloser
Highlander VictoryFirst to play and post. Danno
No Monumental Acclaim strategos
Like Spaniards, To The EndKCASL Winter Camp Game Days saw the Republicans run out of steam. They tried to push hard for two buildings but were delayed by a thrown DC and unlucky berserk unit which had to charge the wrong way. First to post. dmareske
Echoes of the VolturnoFirst to play and post. Danno
Put Up Your DukesFirst to play and post. British ELR of 2 is horrid. Hit the CVP cap at the end of turn 5. Danno
Echoes of the VolturnoWe felt this favors the Americans but the German balance does not add a lot. The Americans concentrated on clearing the main village and too many of my Germans coward so they could not final fire at approaching infantry. The Germans did manage to eliminate all the US tanks, but had one of their STUGs recalled. Turn 5 saw all the Germans break and the last STUG break its gun on an IF shot...called it there. dmareske
Highlander Victorystraightforward small scenario - in our playing passing morale checks was difficult for the highlanders.
nebel
Skiing in LaplandRussians came in on turn 2 on board 19. The Finns were defending the board edge. The HMG and ATG were on the other board, but the lone Russian tank was destroyed by the MMG set-up in the center of the board. The ski troops AM'd onto the board, but were wiped out down to 1.5 squads by turn 3. Based Russian strategy from an AAR on internet. It seems they should wait to enter until the relief troops get close enough to clear a way. Guru Bob
A Negative ObjectI had the chance to replay the game with Chuck, and see whether my first impression was correct. The game ended at last CC, with one armor being able to exit. The Romanian got 5,5VP so short of 0,5. This despite very bad rolls for the Hungarian. I still believe the scenario needs to be played at least with the balance for the Romanian, maybe reducing the VP to 5 or 5,5. However, it was much more fun the previous game. Two big points: building have ONLY ground floor (a big mistake on previous game), roadblock can be cleared in DFPh as well. I might probably replay in some time, with balance, to try again. Maurizio.Grassi
Blood Amongst The PinesRussians attacked down the north road and pushed the Finns back into the buildings, but never was able to eliminate any squads. All three CC's either resulted in Finn victories or the Finns were able to retreat out of CC. Two squads tried to slip around to the south road, but the one Finn squad on that flank was able to slip out of encirclement to sit on the wooded road. Guru Bob
Hakkaa PaalleWhat a unique scenario. Both sides are so elite, they take a beating and keep coming back. Both sides made for the central woods mass. I was following a Russian plan found on the internet and was surprised when they did not head for the boardedge as I expected. For eight turns the battle swayed back and forth, both sides hanging onto their edge of the woods. Two platoons of Russians headed for the U row woods, but were leaderless. The Finns kept breaking but were able to rout across open ground to the south, to eventually rally. The Russians did the same within the woods mass. Except for the leaderless squads to the west. Eventually the 8-0 leader made his way to this flank, but the Finns kept the stack under DM from long range. The Finns frequently volunarily broke to rout away, rather than face overwhelming CC odds. The Russians were down by about 15 CVP, but seemed primed to finally to drive the Finns from the woods, when a Finn shot triggered the 10-2 Russian leader to become berserk. He caused both squads with him to also go berserk, so they couidn't advance and he lost his leaderhsip modifier. The Finns abandoned the woods to force the berserkers to change in the open. Even if those units broke they would be able to rout away to safety once in the open. The Russian turn 8 charge faced down a firegroup of 24fp, which generated a 2KIA, taking down the leader and 1.5 squads. The final hs faced a follow-up 24fp attack and alos KIA'd. the victory total was now 25-3 and the Russians conceded. Guru Bob
The Forester's Lodge Danno
The Forester's LodgeThe 37Ls served well as they took out two tanks with HEAT and got a CH on a building with their HEAT rounds. AP shots from them in buildings were effective as well with multiple ROF. The Russians got held up in Melee and were down a couple of squads for the game which got called at the end of Turn 3. dmareske
Dawn Assault at Mednoye jgarlic79@gmail.com
Earned, Not GivenI entered my U.S. forces along the left flank; the IJA was spread across the map. My tactics were good and my actions reasonable. All was looking up for the Americans, but I could not hit a thing, pass a MC, rally, throw smoke, or survive sniper checks. After my turn 6 AFPh, I sounded an orderly retreat. Fun scenario and opponent. EJ1
Raiders Along the WallSolo.
Germans captured the 2nd objective in the last cc
strategos
Lingèvres - AftermathInitially the Germans could not by a moral check even for the 4-6-8 squads. Slowing around turn 3 the dice started to even out. at the CC of turn 5 the germans Killed 3 1/2 squads. The then moved into the buildings and it was over for the British. The Briish had both the Scenario balance as will as the Campaign balance. German won the sceario and the Campaign date Thanks for a exciting game Pete (VASL Log) slunts
A Royal PainAnother tough one for the Canadians. 88L went on a rate tear with snake eyes on TH and IFT table. Panther took out the Firefly. wwillow
Dew of DeathThis one is hard on the Chinese especially when the Japanese stripe and they also won the close combats. The Chinese spread out on the opening setup to avoid the poison gas. Steady progress from the Japanese made life difficult and became a win for the Imperial Army. dmareske
Bloody Bois Jacques GeneralFG
Devil's Hill jgarlic79@gmail.com
Torment at Tormua Guru Bob
Second Hand News Pantera
Whence Right And Glory LeadFirst to play and post. Played three player with Paul as Australian and Dave Mareske as Japanese larger set up group. Danno
Few and Far BetweenThe Germans were forced to take their time thanks to a spread out but low-rolling defense, with the Germans opting to sprint into the woods at the south edge of the map, then work their way up to the buildings - while a LMG group held the north and put pressure on a secondary flank. The fighting was rough for both sides, with breaks, rallies, and more breaks, that only the Germans managed to continuously recover from. Despite that, a Dutch squad managed to hold off a Squad and 9-1 leader in melee and win, but was killed in subsequent fights. It came down to the final CC phase, but the Dutch were outnumbered almost 3 to 1 by then. Fun, and probably worthwhile to give the Germans the balance so that they don't lost the tank instantly. Jobbo_Fett
Whence Right And Glory LeadLots of bloody CC that swung the game in the favor of the Japanese. dmareske
Loosening the Noose Dispang12
Danica Air Lorenzoknight
The 11th HourVASL jrwusmc
Boys TownWent to last turn when Germans pushed the Canadians over the CVP cap. The Canadians would have had the buildings needed for the win. wwillow
Insufficient ResolveThe western HIP units were quickly unveiled by the Germans, and they had barely any effect in the game. One of the ATRs, however, managed to escape eastward and wreck a tank from behind. The Russian AT gun did a great job wrecking three tanks. The situation looked balanced, slightly in Russian favor, until the last 1.5 turns, where both the AT gun and the KV-1 MA malfunctioned, together with key shots from the German infantry to the Russian counterpart. Eventually, the Germans won by the slightest difference (9 vs. 8 victory points, with the KV-1 tank in game). mestravis
Battle at Borodino Danno
Battle at BorodinoMy Russians were effectively wiped out by Turn 4. Not a fun scenario for the Russians. grumblejones
Grappling GlowaczowAs part of FNF. This was a great match and lots of fun to play. Great win by Gregg! von Garvin
Grappling Glowaczow (VASL Log) Bongiovanni
Grappling GlowaczowFriday Night Fight: Very fun scenario. My Polish entered strongly on the southern third of the board edge with a small screening force in the middle. Only one platoon came in on the north, into the building cluster D17.
Only one Polish tank was immobilized by the PzII and the ATR hit several times but never killed. And while I had a few breaks, I was able to get forces onto the hill by Turn 3.
My aggressive advance lead to a lot of CC Reaction Fire, and then Close Combat Phase activity. In these I was generally lucky, and the Germans were not...especially in his CC vs. my tanks. Had these gone differently, I think things would have been very different.
By the end of German 4 (when I had to leave) Laurent felt he couldn't win. I felt it might of been possible, but the German losses would have made it difficult.
A very enjoyable scenario made more so by great play and good fun with Laurent. (VASL Log)
ubertripp
Swallowed Whole Danno
Swallowed WholeBroke the 88LL on Turn 1 and then 6'd the Repair dr. So I was in trouble from the get go. By game end, the Germans had lost 2-1/2 squads KIA'd and all of their armor. The Russians lost 3 squads and four tanks. My Germans conceded on Turn4 as we were surrounded and in a bad way. I would roll a bunch of 12's which really hurt me. MALF'd a Marder, the Panzerjaeger IV and my 88LL. Can't win in ASL when the boxcar Gods claim their due. grumblejones
Apples to Oranges jrwusmc
Sabres, Boots & SaddlesThis is a fun scenario, but it seems the Americans have an edge due to superior AFVs and squad FP.
That being said, it is a cool meeting engagement that builds over the first three turns as each side can only enter 3 AFVs per turn (for a total 9 AFVs each). (I think the first 3 turns took maybe 30 minutes to play.)
What develops is a tense firefight in the middle of the village with opposing AFVs maneuvering to take the first shots and infantry hopping house to house. There is a sudden death CVP cap in place for both sides, and victory is by VPs scored for the central square and some buildings nearby.

As the Germans, going second per the at-start die roll, I tried to get the 9-2 next to the VP locations and control the square with the Marder. That worked ok, but I decided to do an early push with the ACs on my Turn 4 as I thought I had the Chaffee a bit isolated. The Chaffee responded with ROF. I should have been more patient, and waited for the Amis to come to me. I ended up losing on CVP in second half of Turn 5.

I would play this again.
ubertripp
Swept CleanI decided to try and push across the bridge and into town hell be damned. I figured it would've taken three turns to try and coordinate an attack with proper smoke placement, and that would only allow the partisans time to reposition and possibly (probably if within LOS) take out some of my smoke makers. Well, it didn't work. I lost a sIG, three laden HTs, three squads, my 9-1, a FT, and a DC. In other words, 28 VP on my first turn. To Scott's credit he had a very good defense, with nice overlapping fields of fire. He also had extremely good luck with his MOLs and guns. He managed to push me over the CVP limit already at the end of the turn. But silly us didn't realize it until the middle of Turn 4! Which was too bad too, because by then it was actually becoming an interesting game, with both of his guns having broken down and me getting a toehold across the bridge. I think it would've turned into a halfway decent finish (at least until his armor arrived). I question how many people actually realize how terribly expensive it is to have vehicles cross a bridge with even one wreck on it, let alone a few. This includes the designer, as this is the second LCP scenario I've played where some well-placed knockouts ruined the game. Not my favorite type of scenario by any means. buser333
Swept CleanMy molotov rolls were "smoking" in this one (sorry, bad pun). I think I tried about 5 MOL rolls, got them all, and ended up blazing up AFV's on four of the attacks. As Jeff mentioned, we didn't process the CVP cap the Germans had to stay under (remember kids, read and then reread the VC's), so we ended up playing several turns after the scenario outcome was decided. With "only" having to capture 18 buildings (out of the low-30's that are on the map), if the SS can get any sort of reasonably sized force across the bridge and remain under the CVP cap, they probably have a good chance of winning. But that is going to be hard. sherersc
Dreil TeamThere are only 4 hexes the Brits can cross the flooded stream and the Germans can cover those hexes quite easily. With only one mortar and limited smoke the Brits have a tough go of it mgtaylor
Armored Car SavikurkiNorth board edge, with one flanker up the center. The flanker froze 2 Russian squads on the south side of the road. In the end they were the only good order Russians by turn 4. Guru Bob
Grappling GlowaczowFriday Fight Night game that went down to the last CC DR. The defence off to a great start when my HIP Pz II on the left flank took down two Polish tanks. Things started to go downhill from there though as Paul uncorked three snake eyes in quick succession to break down the defence on the right flank. By the final turn, only one building remained in German hands and the Poles managed to get enough units into it for a 1 to 1 CC which they needed to win for the victory. A DR of 5 wasn't quite enough and the Germans squeaked home by the skin of their teeth. Great fun. (VASL Log) Dougban
Grappling GlowaczowFriday Night Fight - Fun game that started poorly for me when my overly aggressive start was duly punished as I ran straight into both the HIP tank's and mmg bore-sighted hexes at the northend of the eastern flank. The southeastern attack fared better as they moved out of sight before advancing into position. The exception being the 458 forced to bail out and breaking which later suufered fate trying to rally and the remaining halfsquad only coming back on the last turn miles from the action. The southern half of my force pushed through and with some timely good shots took 3 of the 4 buildings with a last turn rush for the last building, one squad equivalent (out of 3) with a leader makes it in into cc, 1:1 odds need 4 to win roll 5. Paul Legg
The Clog Danno
The ClogFun scenario. The Belgians managed to hang on for the win. grumblejones
Out of Cowardice Dispang12
Roucaud’s Blow johan.vrijdaghs@gmail.com
Nor Will Deep Hell Receive ThemAllies were very aggressive in the east, taking out a HS and exposing a couple dummy stacks, with one of the SU-76Ms being stunned in the process. Without a lot of time, Turn 2's moves were just as pressing. A T34-85 was fried by the AT gun, but the crew was dispatched in CC. More importantly, two 468s, a 548, a 7-0, and an 8-1 were all rounded up as POWs. By the end of the game the Russians were running around with so many prisoners I declared a massacre, because I wouldn't have enough able bodies to conduct unhindered CC otherwise. The bottom of the turn saw the Germans lose their other 8-1, while the Russians lost a 7-0. Turn 3 saw the assault stalled as they reached the defenders in better TEM. The other T34-85 broke its gun, and the Russians burned out their FT. Turn 4 was another costly one for the Germans, losing a squad, a HT, and trading a Marder for an SU-76M. The reinforcing infantry on both sides duked it out in the eastern building/rubble. Despite generating two heroes, Turn 5 was tough again for the Germans as the Allies continued their inexorable push. Losing two squads to the one HS for the Russians, the Germans still had no clue which VC had been selected. Going into the bottom of Turn 5 they had nowhere to go, and luck got the worst of them they were down to one wounded hero in the selected VC3 buildings and they called it a day. buser333
Gut Check Danno
Gut CheckMy Canadians had a good Turn 1 movement, as Dan broke both mortars and one MMG. I would manage to take two foxholes, but poor PREP Fire rolls kept me from expanding my gains and the Italian reinforcements rocked me on my heels for the Italian win. grumblejones
Light 'em Up igycrctl
Hangers OnHangars On is tough on the Canadians wwillow

Latest News

March Madness Tournament Pack 2025 Fixed
All sorted now - apologies for any inconvenience - the pack scaling has now been corrected. You can buy the pack from the MM Tournament 2025 publication page.
MM 2025 pack
Please hold off buying the pack until this message is replaced. I’m away at the moment but the scaling is incorrect as part of the email-stamping process so some of the pages will be cut-off.

I’ll get this sorted by Sunday/monday - sorry!
March Madness Tournament Pack 2025
The March Madness 2025 pack is now available for sale on the Archive for $16. 6 scenarios bringing the March Madness packs up to 100 scenarios now - an amazing achievement!
Announcing the Scenario Archive tournaments
Check out the archive's tournament pages - which will be expanded in the coming months - in order to register for the upcoming tournaments!

Our usual patron only tournament is joined this year by a starter kit tournament (no patronage required).
March Madness Korean War pack updated
The Encircled Productions guys have updated their pack to include errata to fix some issues with some scenarios (most of the errata is already on the site but I'm told there's a couple of small extra bits that are fixed, too).

Existing purchasers can simply re-download their pack to receive the updated version at no extra cost.

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Politics, Logistics, and PrideBugbear501 Uploaded a VASL file3 days ago
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No Japanese Within 100 MilesBugbear501 Uploaded a VASL file3 days ago
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Retaking Viervillevon Garvin Added a playing3 days ago
Die Gurkha Die!Bongiovanni Uploaded a VASL file3 days ago
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Cold CrocodilesBongiovanni Uploaded a VASL file4 days ago
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The Doomed and the DamnedBongiovanni Linked the scenario to ROAR4 days ago
RagnarökBongiovanni Uploaded a VASL file4 days ago
Battle at BaliuagHutch Modified the misc. rules4 days ago
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In the Old TraditionHutch Modified the misc. rules4 days ago
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Highway 5Hutch Modified the misc. rules4 days ago
Tropic LightningHutch Modified the unit counts4 days ago
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Tropic LightningHutch Modified the unit counts4 days ago
Tropic LightningHutch Modified the Defender's AFVs4 days ago
Tropic LightningHutch Modified the Defender's AFVs4 days ago
Tropic LightningHutch Modified the unit counts4 days ago
Tropic LightningHutch Modified the Defender's AFVs4 days ago
Tropic LightningHutch Modified the unit counts4 days ago
Tropic LightningHutch Modified the Defender's AFVs4 days ago
Tropic LightningHutch Modified the unit counts4 days ago
Tropic LightningHutch Modified the Defender's AFVs4 days ago
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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 2017 Hollis Partisans Pack 107.77
Grumble Jones 1717.66
Time on Target # 3 147.45
ASL Starter Kit Expansion Pack #2 87.44
HazMo Scenario Pack 5: Firestarter 107.41
March Madness 2013 Commissar Pack 87.31
March Madness 2018 Players Pack 107.25
ASL Starter Kit Expansion Pack #1 2nd Edition 127.24
ASL Starter Kit #4 87.22
ASL Starter Kit Bonus Pack #2 87.16
Friendly Fire Pack 12 87.13
Schwerpunkt #14 127.11
From The Cellar Pack # 8 167.11
Race For The Meuse 67.11
HASL 1 - Red Barricades 107.10
ASL 9 - Gung Ho! 87.08
From The Cellar Pack # 4 207.08
Fistful of Scenarios 67.08
ASL Action Pack #19 Roads to Rangoon 107.08
Battle of the Hedgerows - The Storm Broke 67.07
ASL Action Pack #14 Oktoberfest XXXIV 127.07
From The Cellar Pack #11 107.01
Schwerpunkt #24 127.01
Ost Front Pack 67.00
Franc-Tireur # 9 117.00
Leibstandarte Pack 5 - Scorched Earth 87.00
The Green Hell of Inor 196.99
Friendly Fire Pack 1 86.98
ASL Journal #12 146.97
Internet 1226.96
Battles of Carpiquet 136.96
ASL 13 - Rising Sun (2021) 386.96
Franc-Tireur #16 156.96
HASL 13 - Slaughter at Ponyri 136.96
Grossdeutschland Pack 1 - The Early Years 86.95
Friendly Fire Pack 2 86.95
ASL Action Pack #10 86.95
ASL Action Pack #17 Oktoberfest XXXV 166.95
Friendly Fire Pack 9 86.94
ASL 1 - Beyond Valor (3rd Edition) 246.93
Beyond the Beachhead 86.93
Best of Friends 126.93
ASL Journal #10 196.92
China-Burma-India: The Lost Theater Part 1 156.92
ASL Journal #11 286.92
Recon by Fire! #2 106.90
Schwerpunkt # 9 126.90
Operations Special Issue #3 76.90
Rally Point #13 106.90
ASL 12 - Armies of Oblivion (2nd Edition) 326.90
Critical Hit # 2 156.89
From The Cellar Pack # 3 106.88
March Madness 2020 Full Rulebook ASL Pack 86.88
ASL 5 - West of Alamein 86.87
Classic ASL 166.87
Schwerpunkt # 4 126.87
Not One Step Back 86.87
HazMo Scenario Pack 3: City of Steel 106.87
Kreta - Operation Merkur 186.86
ASL 16 - Twilight of the Reich 176.86
Special Ops #12 66.86
Dezign Pak 6 126.85
Friendly Fire Pack 6 86.85
ASL Action Pack #16 From The Land Down Under 156.85
Quick 6 Scenario Pack VI 66.85
AH:ASL Annual `93a 116.84
Aussie Tournament Pack 76.84
Turning the Tide 206.84
Generic Playtesting Log 376.84
BFP 6: Mannerheim Cross 446.84
ASL Action Pack # 6 A Decade of War 106.83
Dezign Pak 9 106.83
HASL 9 - Hatten in Flames 106.83
ASL Action Pack #21 Blitzkrieg to Paris 106.83
AH:ASL Annual `93b 126.82
Best of Friends 2 126.82
Quick 6 Scenario Pack IV 66.82
Friendly Fire Pack 11 86.81
ASL Journal #14 256.81
Backblast # 1 86.80
Death to Fascism 86.80
DASL 1 - Streets of Fire 106.79
Into The Rubble 86.79
Friendly Fire Pack 4 106.79
HazMo Scenario Pack 2: The Un-Civil Wars 106.79
Schwerpunkt # 8 126.78
Friendly Fire Pack 3 86.78
Friendly Fire Pack 7 86.78
Schwerpunkt #22 126.78
From The Cellar Pack # 2 106.77
ASL 13 - Rising Sun 336.77
ASL Action Pack #13 Oktoberfest XXXII 116.77
Deluxe Advanced Squad Leader 386.76
Hero PAX 4: Mediterranean Theater of Operations 126.75
ASL Action Pack # 4 Normandy 1944 126.75
BFP 3: Blood and Jungle 476.75
Fanatic Pack 2 126.74
Rally Point #11 106.73
ASL 3a - Yanks (2nd Edition) 416.73
Schwerpunkt #23 126.72
Quick 6 Scenario Pack VII 66.72
ASL Journal # 5 136.71
Aussie '98 Pack 106.71
ASL Starter Kit #3 86.71
AH:ASL Annual `95 Winter 246.70
ASL Journal # 8 166.70
HASL 4 - Pegasus Bridge 86.69
ASL Action Pack # 3 Few Returned 126.69
ASL Journal # 4 136.68
HazMo Scenario Pack 1: A World at War 106.68
ASL Journal # 1 176.67
Tactiques # 4 86.67
Rally Point # 1 106.67
Dezign Pak 5 186.67
BFP 4: Crucible of Steel 326.67
AH:ASL Annual `90 166.66
ASL Starter Kit #1 66.66
ASL Journal # 3 336.65
ASL 10 - Croix de Guerre 86.64
Operations Special Issue #1 66.64
Schwerpunkt #20 126.64
March Madness 2019 Close Combat Pack 86.64
From The Cellar Pack # 9 176.64
ASL Action Pack #15 Swedish Volunteers 166.64
HASL 12a - Drop Zone: Sainte-Mère-Église 146.64
Critical Hit # 3.1 126.63
Schwerpunkt #13 126.63
Dezign Pak 10 156.63
BFP 5: Poland in Flames 456.63
ECZ Tournament Director's Pack 166.63
ASL Action Pack # 2 86.62
Rally Point # 2 106.62
HASL 7 - Valor of the Guards 216.62
BFP 2: Operation Cobra 126.62
ASL Journal #13 336.62
Coastal Fortress 556.61
Quick 6 Scenario Pack 66.61
ASL Starter Kit Expansion Pack #3 86.61
HSASL 2 - Operation Veritable 176.60
ASL Open `96 Scenario Pack 106.60
Blood & Iron 106.59
Schwerpunkt # 5: Medal of Honor 126.59
Friendly Fire Pack 10 86.59
AH:ASL Annual `96 146.58
HASL 10a - Red Factories 186.58
AH:ASL Annual `92 156.57
ASL Journal # 7 126.57
ASL Starter Kit #2 86.57
Petsamo-Kirkenes Operation: Monkeys with Typewriters Vol.III 186.57
ASL 12 - Armies of Oblivion 116.55
HSASL 1 - Operation Watchtower 176.55
ASL Action Pack # 1 86.55
ASL Action Pack # 5 East Front 126.55
Kampfgruppe Scherer: The Shield of Cholm 176.55
HASL 8 - Festung Budapest 206.55
ASL 3 - Yanks 86.54
Gembloux: The Feint 96.54
Schwerpunkt #11 126.54
Basic Training: Issue One 126.54
Schwerpunkt # 6: Victoria Cross 126.53
Schwerpunkt #10 126.53
ASL Journal # 9 256.53
Rally Point #14 106.53
Quick 6 Scenario Pack V 66.53
Leibstandarte Pack 1 - Blitzkrieg! 86.52
Schwerpunkt #12 126.52
Franc-Tireur #11 226.52
ASL Action Pack # 9 To the Bridge! 106.52
Quick 6 Scenario Pack III 66.52
Battle for France 106.52
HazMo Scenario Pack 4: Making the Grade 106.52
ASL Journal # 2 246.51
From The Cellar Pack # 5 146.51
Recon by Fire! #3 206.50
Schwerpunkt # 7 126.50
Melee Pack II 66.50
Dos Equis Scenarios Especial 106.50
Rally Point #15 106.50
ASL 5a - For King and Country 206.49
Winter Offensive Bonus Pack 2018 66.49
Leibstandarte Pack 2 - Barbarossa 86.48
Rally Point # 3 106.48
ASL 10a - Croix de Guerre 426.48
Beyond the Beachhead 2 166.47
ASL Starter Kit Expansion Pack #1 1st Edition 86.47
ASL Action Pack # 8 Roads Through Rome 106.47
Elite Canadians 96.47
Franc-Tireur #10 116.46
Blitzkrieg in the West - Central Campaign 66.45
ASL 7 - Hollow Legions (2nd Edition) 86.44
AH:ASL Annual `97 166.44
Critical Hit # 4 106.44
Paddington Bears '96 Pack 106.44
Dezign Pak 1 106.44
Rivers to the Reich 156.44
Nor'easter XX 136.44
AH:ASL Annual `91 166.43
G.I.'s Dozen 136.43
Rally Point # 7 106.43
HASL 11 - Sword & Fire: Manila 306.43
Critical Hit # 6.4 246.42
Onslaught to Orsha 256.42
Melee Pack III 76.42
Into The Rubble 2 126.42
ASL Journal # 6 156.41
Waffen-SS II: The Fuhrer's Fireman 86.41
Swedish Volunteers 146.41
Friendly Fire Pack 5 106.41
Schwerpunkt #16 126.41
Schwerpunkt #17 126.40
Rally Point #18 106.40
Out of the Attic #2 166.39
Tactiques # 6 86.38
High Ground 2 166.38
Friendly Fire Pack 8 86.38
Rally Point #20 106.38
Provence Pack (MMP Download) 106.37
Franc-Tireur # 7 116.36
Winpak #1 106.36
Tactiques # 1 106.36
Witches Cauldron: Oosterbeek Perimeter 166.36
Nor'easter Scenario Pack II 156.35
High Ground! 86.34
ASL 7a - Hollow Legions (3rd Edition) 546.34
ASL Action Pack #18 Oktoberfest XXXVII 146.34
Hero PAX 3: Jungle Heroes 106.33
Tactiques # 8 106.33
ASL Action Pack # 7 106.33
Rally Point #17 106.33
ASL 11a - Doomed Battalions (4th Edition) 326.33
Quick 6 Scenario Pack II 66.32
Tactiques # 7 86.31
Dezign Pak 2 126.31
Franc-Tireur #13 176.31
ASL 2 - Paratrooper (2nd Edition) 86.30
Schwerpunkt #21 126.30
Dezign Pak 7 126.29
ASL Action Pack #12 Oktoberfest XXX 106.29
AH:ASL Annual `89 156.28
Berlin: Red Vengeance 116.28
Onslaught To Orsha 2 326.28
Franc-Tireur # 8 106.27
BFP: Operation Neptune 106.27
ASL Action Pack #20 Oktoberfest XXXIX 126.27
Out of the Attic 166.26
Tactiques # 9 106.26
ASL 14 - Hakkaa Päälle! 176.26
ASL Action Pack #11 29 Let's Go! 106.26
Critical Hit # 3 186.25
Armoured Aussie Pack 76.25
Franc-Tireur #12 126.25
Schwerpunkt #19 126.25
Fanatic Pack 1 126.24
Out of the Bunker 146.24
Rally Point # 8 106.24
Blitzkrieg Pack 186.23
ASL 11 - Doomed Battalions (3rd Edition) 246.23
ASL 15 - Forgotten War 166.23
Rally Point #16 106.23
ASL Journal #15 116.23
The Canadians In Italy 1: The Red Patch Devils in Sunny Sicily 86.22
Hero PAX 1: Hurtgen Hell to Bulge Nightmare 86.21
Tactiques # 2 106.21
HASL 10b - Red October 116.21
ASL 4 - Partisan! 86.20
ASL 11 - Doomed Battalions (2nd Edition) 86.19
Dezign Pak 4 156.19
HASL 3 - Kampfgruppe Peiper II 86.18
Internet: MMP 66.18
Covered 136.17
Franc-Tireur #15 226.16
From The Cellar Pack # 6 106.13
Rally Point # 9 106.13
March Madness `97 Pack 126.12
Schwerpunkt #15 126.12
Rally Point # 6 106.12
SASL 1 - Solitaire ASL (2nd Edition) 216.11
Corregidor: The Rock 216.11
Tropic Thunder! 126.10
The Canadians In Italy 2: The Spaghetti League 126.10
Recon by Fire! #4 146.10
Franc-Tireur #14 326.10
Schwerpunkt #18 126.08
From The Cellar Pack # 7 106.07
Schwerpunkt # 3 126.05
Rally Point #21 106.05
Buckeyes! 106.04
Objective: Schmidt 176.02
ASL 6 - The Last Hurrah (2nd Edition) 86.00
Backblast # 2 86.00
Critical Hit # 7.1 186.00
Waffen-SS I: No Quarter No Glory! 66.00
ASL 8 - Code of Bushido 85.99
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 105.94
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
ASL Journal #16 175.89
Schwerpunkt # 1 125.88
March Madness `99 Pack 105.86
Deluxe Pack #1 125.82
Time on Target # 1 135.81
Time on Target # 2 215.81
Winpak #2 65.81
Southern Cross Scenario Pack `96 65.80
ASL 1 - Beyond Valor (1st Edition) 105.80
Wacht Am Rhein 165.79
Hero PAX 2: Eastern Front Hero Fest 85.78
ASLOK 2005 - 20th Anniversary Scenario Pack 105.77
Melee Pack I 65.77
Paddington Bears '97 Pack 85.74
Leibstandarte Pack 4 - Turning of the Tide! 85.73
DASL 2 - Hedgerow Hell 85.71
Rally Point # 5 105.71
ASL For Fun-LCP 325.69
All American I: Kellam's Bridge 105.52
Panzer Aces 65.50
Leibstandarte Pack 3 - Clash at Kharkov! 85.48
Shingle's List 85.42
Hell's Highway 65.35
Firefights! 65.30
The Long March 175.27
Guerra Civil: The Spanish Civil War 125.20
Soldiers of the Negus 84.94

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Newest players - welcome!

UsernamePlayerRegistered
WWSBill Slunt2025-12-29 04:30:12
jshultisJesse Shultis2025-12-28 01:19:10
claudermilkChris Laudermilk2025-12-27 18:19:43

On this day...

ScenarioLocationDate
CH 98 Welcome to Sunny ItalyMount Porchia, Italy1944
CH123 The Bardia Waterworks16:00 hours, Bardia, Libya1941
CH166 Bicske BrawlWest of Bicske, Hungary1945
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