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ScenarioCommentUser
A Simple SolutionDown to the wire where the Germans were able to pin two US squads so they could not take the last building. The Germans overall had poor dice. The US drove up the middle of the boards with a couple flanking attacks. The HMG prevented the crossing of a street on board 76, but otherwise was fairly ineffective. The one German sniper was critical as it killed a leader, broke and pinned the squads with him. All and all a fun game that came down to the last turn. Could have been anyone's game. dmareske
Courage of Cowan lokatt
Pukhov's PushVASL jrwusmc
Beyond the PakfrontsI won by massing my tanks close to the victory hex and invited Martin to attack me.
He was unlucky on two counts.
Firstly one of his AFVs was immobilised after he rolled 12 for extra MP and was unable to join the tank battle.
Secondly none of his OBA affected my tanks when he brought it down on them.
At the end I won by having 4 tanks within sight and range of the victory hex.
Lots of fun and good have gone either way.
alexashton@vinecc.org
Storm Group Sedelnikov Serge
Task Force SparksThe German gun malfunctioned after just one Player Turn, opening the way for both American tanks to go cross all board x in their entry turn and create havoc among the Germans. The tanks also got CHs twice and Multiple Hits once. Great job for them! After resisting as well as they could, the German infantry was numerically not enough to potentially protect any road hex, and victory was conceded on German Turn 4. mestravis
Grebbeberg Heights rangercote
Corridor To Extinction (VASL Log) Bongiovanni
Circle the Wagons!Somewhat funny scenario. Cool idea but could be tighter desing. asloser
Guards Artillery asloser
Bread Factory #2 igycrctl
First DancePaddington Bearz - December 2026. Wild brawl of a scenario. Action all over the map. Rich Weiley
Ride Gurkha RideThis is a bit of a puzzle. Probably leans to the Germans without a good plan for the attack. Opponent attacked the middle and the German defense just traded space for time until the game was over. BUCKET LIST: Got a kill on an overstacked vehicle via the overstack penalty. nebel
No AnswerDIdnt care for this one. Fell back and broke US squads until he ran out of time. nebel
All Available WeaponaryTook the front stone building and kept the T34s out of sight as much as possible to swing around behind. Had all 4 of them in position but the 88 tagged one on an IF shot and a DC got another last 1/2 turn. Great game. nebel
The Guns of Naro GeneralFG
Ridgway's MissionVASL jrwusmc
Sheep in Wolf's ClothingCame down to that last CC All the British had to do was keep them in melee. Fortunately for the British they one the Melee and the game ended slunts
Riding with the KingGreat scenario, with interesting Victory Conditions...and a lot of tanks!!. Lluison
Melting PotA seesaw battle that went down to the last turn. Excellent scenario vs an excellent opponent. SGT Mac
Poteau PartyGot to the beginning of turn 6 and called it for the SS, even though I think it was still an open game. The Germans had only lost one Panther and a squad, while the American tank destroyers and a Sherman were burned and two bazookas were taken out of the fight (one was used by the SS to kill a Sherman). I do think this is a tough scenario for the Germans, especially with the Americans getting a last half-turn to re-take the victory buildings, but an interesting tactical challenge. Really pushes the SS to be aggressive and push forward every turn, which is probably what they need to do in any scenario they're in... LtDan
Matsumoto's ChargeWon on final turn when American leader and 3 squads all failed a 1MC. Of course the turn before 2 of those squads rallied even though under DM status...so it kind of balanced out. Will definitely play it agin. I took out the American hero very early which helped avoid any forced Banzai Charges. mdhs2k
Lost OpportunitiesAmerican won on T3 after breaking many german squads.

A tough one that can be oddly dicey. If the American gets a rate on the MG or MTR it can be over very very quickly.
A_Lost_Canadian
Gasoline Alley (Kerosene and Kiedrzyn) igycrctl
A Ridge Too FarGerman win. Brit’s got 8vp strategos
Exit No.1German victory strategos
Corridor To ExtinctionFriday Night Fight

Initial die rolls in mine and Dan's 1st turn threw Dan a bit on to his back foot. I of course kept the pressure up to stop him regaining equilibrium. I elected to put the wrecks in 2aN11 and 5aE15 to prevent or mitigate any possible fire-lanes and covering MA shots. Dan set up fairly dispersed with most units not seemingly supported by other units. I decided to split into 3 attack routes; through the centre and flanking to the west and east, one of the SC went on hill 523 to initially deny some ? gains and interdict back field movements. The eastern force, of 3 T34s 2 squads and 7-0, moved through the small valley to get to 2aN5,N6 and O5, threatening 5aB7. To the west 2 T34's and 2 squads with 8-1 moved onto hill 491 to threaten 2aO19. Finally the centre group split to attack through the gully to take the bridge and 2aK14-15 building. The SS seemed to not be in the fight failing many MC and almost ELRing a couple of times, my Russians did better, bouncing back if they did break. By Russian turn 3 the Germans were reduced to 1.5 GO squads a PzIV and JgdTiger wherein Dan conceded. (VASL Log)
Paul Legg
Corridor To ExtinctionHad a great evening playing David Blackwood on Friday Fight Night. The early going was hard for the defenders as they were driven back with early casualties. I set up as far back as possible with AFVs in rear buildings. Fighting was fierce as the Russians closed in on the German defenders who managed to take down three T-34s while losing both PzIVs. With one turn remaining, the JgdPz left the protection of its building and moved into a hex containing a burning wreck while remaining in motion. David managed to advance two squads with leaders into the hex and ambush it. He just needed to roll a 5 from two attempts to get the win but missed with both attempts to allow me to squeak hone for the victory. Great game against a great opponent.. Dougban
Land LeviathansA rollercoaster of a scenario. When I saw the scenario card I thought there's no way that the Germans win. But considering that all Russian vehicles except one are radioless, one of them is not tracked, and the terrain, I was up for the challenge. All sorts of exciting things happened, including a CH, multiple hits by the 37L German tank, a successful street fighting ambush in the village, and plenty of intensive fire from both sides with only one (Russian) MA succumbing. The ATRs and MMG were not protagonists but did keep the Russian tanks in veil. In the end, the Russians were capable of exiting 3 AFVs in their turn 4, with only one more (probably doomed) remaining in board. Very fun scenario to practice plenty of vehicle types and rules, most notably platoon movement. mestravis
One Last Mighty Hew (DTF)Had my MLR in the center of the board with the KV up front to make the Germans work at the first stone building. It fell but he couldnt clear the area and I retook the stone building in turn 3 as he pushed around to reach the rear. It fell again to the 9-2 platoon in T6. Ultimately it came down to a CC where I had 2 conscripts and he had one squad 1:2 and he rolled snakes to clear me out and my return attack failed. Great game - several options for both players. nebel
Death on the Albert CanalWe had wind changes twice which hurt my defense and the second one caught me in the open. Opponent could not pass morale checks and I had 2 heros generated. Still it is difficult to stop an 8 morale attack and he pushed to get ready to exit. Last turn I rolled hot and he did not. I tagged both JPz and 4 squads which stopped him cold. nebel
Mayhem in ManilaAmericans conceded early because of too many casualties. mtrodgers99
Pesky Pachyderms mtrodgers99
Everything Is LostGerman AA Gun Malfunctioned first shot & eliminated on first repair attempt, then things worsened with Beserkers entering the VC building to tie down all defenders with rest of the attackers swarming in on Turn3! Kydder
Breaching the Devil's PlaygroundGood scenario. Dennis did a good job with his fortifications to funnel me into kill zones. In the end, I had 9 points but only 1 GO squad in the victory area. One squad went Berserk, a couple others broke with low odd fire attacks. Close game. RJenulis
Acts of DefianceWow, I see why this is a classic. I thought the Germans would roll over me in 3 turns, but the OBA came down and crushed them on the west side.
The Germans thought they were cooked, but they started to break lots of Russians and cleared out the east side of the map.
By end of German Turn 5, it looked do-able, but the Russian 7-0 (after a second red card) rallied a DM 4-5-8 with LMG, who broke a German assault engineer stack. Germans conceded. Good game.
ubertripp
Stymied At IsneauvilleGood little scenario with plenty of options for both sides. As the Germans I chose to send my main attack on the West side with just a couple of units flanking on the East edge. The British chose to fall back from the woods line rather than face heavy fine, but couldn't quite put together a strong enough defence to hold back the German advance. In the end they weren't able to defend both sides of the board strongly enough, and the Germans achieved their 10 exit VPs (including one tank going off in reverse!) on their last turn. Andy_Bagley
Par For The Course mdhs2k
The Fire BrigadeRussian victory strategos
Hit It & Quit It igycrctl
Martinville Ridge galletto
Martinville Ridge manzoliandrea72
Rachi Ridge von Garvin
Second WindGermans conceded after their fifth turn, partly out of exhaustion after playing most of the day. mtrodgers99
Alsatian VerdunHaving played this with an early Allied victory the first time, we decided to swap sides and play this highly replayable scenario again. Whereas I went for swooping in from each side, Scott tried a NW approach, with his tanks spread equally across the front. We both learned from our first playing. I placed my wire, roadblock, and mines to prevent a quick strike on 10Z7. And, where Scott had left this building unprotected, I placed a stout defense around it. I also forgo fortified buildings to make use of quick-escape tunnels. I also heavily defended both the far north and far south to prevent exactly the type of approach I had used. He dropped a bit of WP to enshroud his approach, but it was a wide front, and much of my defense was predicated on FLs anyway. First turn saw a couple Ami casualties, in the form of an 8-0 and a berserk HS. We would have many HoBs, though most of them occurred later in the game. Turn 2 saw a HT knocked out, a Sherman immobilized by one of my AT guns, and a few Allied breaks; a few of my dummies were exposed, and my LMG that knocked out the HT broke. Scott lost access to his OBA after misjudging a LOS, and it would never return due to red-chitting out. Turn 3 was costly for the Allies, losing two Ami squads and a FrF HS, but he was starting to line a wide swath of men and tanks ready to commence the assault in earnest. His immobilized tank broke its MA, further proving it was not battle-ready. Turn 4 saw the first German casualties, in the form of a HS and broken LMG, but the Allies lost another Ami squad, and two Shermans (one being the immobilized one). The initiation of German OBA was appreciated, as the pressure on the center of town was intensifying. and they waved this threatening stick for a turn to dissuade a concentrated Ally amassing of troops. Turn 5 started to see the tide turn as the Allies grabbed their first building, though not without cost, as they lost two squads and a DC to do it. They attempted to swarm the bookended JgdPzs, and lost a Sherman in the process, but one of the German tanks was fried by the FT in revenge. The Germans dropped the OBA boom to slow down the assault on 21I5, but lost 1.5 squads, as well as their big mortar. They were also feeling the pressure, and shelled out for early reinforcing infantry. The bottom of the turn saw 3/4 hexes of the 10Z7 building locked in melee, and the sides swapped additional HS casualties. Turn 6 saw the holdout JgdPz easily fall to another swarm of Shermans, taking one down with it. The Amis lost another squad and used another DC, but the Germans lost a PSK and 2.5 squads, and saw the first of their many BHs around the 21D1 building. Most importantly though, the Allies were only able to capture one more building and thus would have to play the long game. Turn 7 finally saw the German 10-2 and his HMG nest fall, but two holdout HS still preserved the building. The Allies wrested control of the 21D1 building, but German bastions in 57Z0 and 21G2, as well as the outliers in the fields outside it continued to keep them at bay (the Germans BH yet another HS and generating a hero). Despite the bravery of his unit, the 9-2 proved a sniveling coward, broken and wounded. The 6+1's days of destruction were numbered as he was sent broken back to the upper reaches of 21K4, his future job to be maintaining control of the building. For the turn, besides the 10-2 and HMG, the Germans lost two more squads, compared to one HS and a DC for the Allies. Turn 8 finally saw the Allies gain control of 10Z7, and the press of Germans from the north forced them to guard it with a fair amount of force. Yet another German HS BH in the fields around 21D1, and the hero fried a Sherman, but for the turn the Germans paid a heavy toll as Ally muscle was too great, losing 4.5 squads, the hero, an 8-0, and two MMGs. The Allies burnt out a FT and a BAZ. Despite all these sacrifices, the game was pretty well a foregone conclusion at this point, but Scott wanted to see how far he could get and we played it out. Turn 9 was the Ami's turn to BH and generate a hero in the bloody fields around 21C2, but a brave 9-1 fried another Sherman, and one of the TDs was recalled by a sniper hit. Somehow the holdouts in 57Z0 managed to weather yet another blistering blast of Ami firepower. By the end of the turn the Allies lost 1.5 squads and a crew, to the Germans' 1.5 squads and an LMG. Turn 10 saw the Allies hellbent on taking as much more real estate as they could, but in the end they fell short of adding anything, still holding only the four hard-fought buildings they had grabbed. They lost another squad and DC, to the Germans' two squads and crew. We both expected the Allies to have exceeded their casualty cap, but their final tally was 64, with plenty of room to spare. Another very enjoyable playing of this fine scenario. Scott and I both enjoy scenarios that have multiple side battles away from the main action, and this one certainly delivers on that. Looking forward to see how the upcoming Jebsheim pack compares in recreating this part of the war. buser333
Too Little, My Friend ...I played this with my son alongside (he made some decisions for the Germans) and we had a great time. The French initially struggled to break into the village due to the strong forward positions of the Germans, with machine guns in the multi-hex and the rowhouses at the bottom end of the village and the two Panzers comfortably beating off the French tincans. However, with the forward positions taken and the Panzers just held off, the French got up to the church, and though the Germans did manage to cause casualties with their reinforcements, they were operating at a disadvantage within the village. Losing their reinforcing Pz38 to the French armoured cars on the flank was also unfortunate! Germans are just a little outnumbered here I think. owenedwards
Elephants Unleashed Bongiovanni
Death on the French CoastBit of a frustrating game for me as the attacking Germans. The French have a 75mm AA gun sitting offboard at level 3 which can only be silenced by exiting units off a part of the board that it is very difficult to reach and which a competent opponent will have well covered with AT guns. This gun hit its target every time and kept
ROF, despite every shot being at 13+ hex range. Half tracks, armoured cars and infantry were just blown off the board by a unit that I couldn't shoot back at. It inflicted more casualties than the rest of the French defence could manage put together. I conceded on turn 5 and never felt that the Germans were even close to winning.
Dougban
Bloody Burgberg rangercote
Before the Blunder manzoliandrea72
The Old Town Dispang12
One Last Mighty Hew (DTF)Exciting, fast paced game. The Germans had one turn where the Russians couldn't buy a dice roll, followed by a turn where 3 German tanks bogged or were killed by ATR fire. In the end, there were more Germans in the Russian end zone than the surviving Russians could stop. aiabx
Pipkorn's AttemptSlow start for the German side because of bog terrain and good Russian level 1 positions. Russian helped the German by being timid with the reinforcements. mtrodgers99
Pomeranian Fury johan.vrijdaghs@gmail.com
Elephants UnleashedFun scenario. My Germans quickly blasted the Russian defenders out of the forward buildings but lost an Elephant to an immobilization result from an AT minefield. Since it was pointing nowhere useful, I was effectively one down in the armour battle to come. I decided to throw the AFVs forward and turn three couldn't have gone much better for the attackers. By the end of Russian Turn three, they only had one T34 with functioning MA remaining and Eric decided to concede. Dougban
Pentecost Sunday Meeting A lot of good French rolls took away the German tank advantage early on, compounded by several MA malfunctions by the German tankers making a blitz attack less viable. Coupled with inopportune MC rolls that went poorly and a French sniper that wouldn't stop activating on 2's, pinning units and killing at least 1 officer, it depleted the German OOB enough that it came down to some risky movement, which the French continued their streak and broke or killed enough units to make the subsequent rally and movement/exit impossible to overcome.

An interesting scenario, so long as the German tanks aren't complete pushovers. N4 is a great hex for the French HIP AC to be parked in, able to watch entire hexrows with impunity.
Jobbo_Fett
Lions and Tin MenThe German mortar set up in F2, so it had some good LOS, including a successful Smoke shot at the upper level in M4 where the Swedish MMG was, but could not see anything beyond the central woods patch. Reinforcement group 2 didn't make it, while in the first turn the bicycles did an armored assault together with the tank but couldn't make it far. Eventually the tank reached the exit area, where the idea was that the crew would abandon it and exit, but a Berserk enemy squad charged at it and eventually wrecked the tank in CC. All in all, the Germans moved awkwardly and the solid Allied defense was impassable. mestravis
Seoul SavingSetup Brit stacks in I5,O7,X3,W5. 10 Trip Flares left and 10 Trip Flares right. Now..........All your guys can now move at first illumination from Trip Flares or Leaders in the center with Starshells. Now you have a least a chance because otherwise the Chinese will simply walk around your NoMove defenses and walk off for a win. Now move out of those Fortifications and attack one of those 3 enemy groups. With enough inflicted pain on the Chinese you can walk off and perhaps be able to win this. Not liking this scenario much but it is a novel setup. Sitting back in the Setup Fortifications seems a sure loser. nekengren
One Story Town lokatt
Liberation Road Serge
They Fired on Odessa...Great game. Come down to the last turn. Dispang12
Clearing Carentan NicolasLL
Messervy's MenVery amusing scenario, decided at the last turn. Lluison
Ptichin' InPartisans quickly over-ran the defenders & crossed the bridge on Turn 3. No German units were left at end of Turn 4 giving Partisans a turn to prepare for reinforcements which were also easily dispatched with MOLs. Kydder
Task Force SparksAfter having failed horribly in many scenarios as the attacker by rushing a lot, I tried to be more cautious and got the opposite problem: the Americans Prep Fired a lot, trying to clean everything in their path and thus delaying their march. One of the tanks was shocked (although miraculously survived!) next to the buildings in the upper board, but the other could make it to the very bottom by turn 4. The Americans managed to control the road in board x, but several German infantry under cover still guarded the road hex yC8 from several angles. In the end, also hexes yI1 and yH1 were protected by German squads and leaders. Very enjoyable scenario. mestravis
Liberation RoadA nice CG. The second date was not played according to the choice of the American player. This was probably a dubious gamble because the Americans were only short of 1 turn to reach the required Exit VP for winning at the end game. lechiquier94
The Cost of Non-ComplianceThe Russians sped up the right flank catching most of the Germans on their left. They were able to get a couple of squads on board 76 by turn 2 plus the BT tanks. This was enough to give the Germans some headaches getting back to protect the buildings. Tank destruction was pretty even, but the Russians ended up with more buildings than it needed for the win. Some notable events were one of the KV-1 tanks broke every weapon it had, including its RMG, it was eventually recalled. The other KV-1 died to a CH from the 105. The Germans defense was set for a left flank attack and then had trouble shifting the defense. One of their 37L AT guns broke and then rolled a 6 on repair. It was a fun scenario with definite replay ability. dmareske
The Agony of Doom slunts
Wilia River Showdown wwillow
Pulling Out jwert02
Operation SchwarzCame down to the last close combat for the win. Dispang12
Death Solves All ProblemsVery good, very fun ... ran right up to last Allied Turn. Axis were sure of their "secured" win until the Russians double-checked Stone/GL Locations still available ... both missed one Location on SSW edge (easily gained by Rusian MPh) which threw the last Turn into total chaos, which is FUN in reality and emotionally realistic .. ! ...
Kydder
Beyond the Pakfronts Bongiovanni
Tin Men In TianmenMy Nationalist lost initiative but that did not matter too much. There were a couple quick CCs that seemed to push the direction in the Communists favor, but the west buildings fell in turn 4 and my tanks went to support the East side. Eventually the East side came down to no Communists left as well as they tried to make a final push. CC, especially when we went HtH was very brutal, racking up lots of losses on both sides. dmareske
This Is Where We StandChinese highly favored here. Swarms moving up hill at night and just too many to stop since they all stripe. This is fun if you look at USA trying to stop this assault in any manner. Very high rules overhead with NIGHT and CVPA with EARLY WAR Bugle stuff. Don't try it unless you are familiar with NIGHT. nekengren
Breakthrough in the ArcticI sent my 4-5-8s through the brush on board 6b towards FF12 and west side of 3a village.
6-2-8s and 9-2 came up K and N hexrows, with tanks at E and L to suppress the Steeple.
Luck was very swingy for both sides, with the Russians breaking every MG in the OB, and losing a KV to Malf Recall.
But the Germans had a Fanatic 4-6-8 go Berserk in DFPh of German Turn 5, and thus was unable to advance into M8 and prevent the Russian "at the end of any Game Turn" sudden death win.
Seems a tiny bit slightly pro-Russian as the Reds have time, morale and FP.
But lots of fun, and Rich was both excellent and friendly.
ubertripp
Breakthrough in the ArcticPlayed in Friday Fight Night for my debut appearance. Lost both tanks in turn one (one to a panzerschrek and the other to recall after breaking its MA but managed to grab the necessary buildings with the surviving infantry to get the win for the Russians. One the 628s get into the buildings, they are tough to stop. Thanks to John for an enjoyable game played in a relaxed atmosphere. Dougban
Breakthrough in the ArcticFriday Night Fight

Laurent elected to split his force slightly favouring board 3a each supported by a KV. The western attack was stalled by my 468, mmg and 8-1 in 6bX15 and a squad in 6bEE13. Meanwhile the eastern attack made cautious progress against what was my weaker flank but suffering just enough breaks and pins to allow my forces to hang on.
Because his forces were widely dispersed Laurent conceded during my defensive fire in the Russian turn 5 DFPh feeling he did not have the necessary forces to take the three victory buildings. (VASL Log)
Paul Legg
Paole Zion Dispang12
Lingevres-ExecutionPart of the Campaign game German 4VP slunts
Earned, Not Given Bongiovanni
Hundred Regiments Offensive johan.vrijdaghs@gmail.com
Bloody BurgbergComing from the World Championship, I thought this might be a good scenario, but I was disappointed. I agree with Mike McGrath's view in Journal 16 that it is pro-American. The firepower and smoke capability of the Americans is just too great for poor-quality German troops.
I ignored the eastern level 4 hilltop and chose to set up my other pillboxes next to the 3+5+7 one, with PFZs in front, and wire to the south. The Americans attacked on a broad front, moving slowly but steadily forward, and I was simply unable to stop them anywhere (some poor DRs didn't help). I conceded at the start of Turn 6, with the Americans about to achieve all three of their VCs (where they only needed two of them).
Andy_Bagley
The First Approach galletto
Expelled!VASL jrwusmc
Rough Recess jgarlic79@gmail.com
Between The Devil And The Deep Blue Sea Michel Bongiovanni
Wons Enough rangercote
One-Man Wrecking MachineMy attack started off quite well, then a series of failed MC through off the time table and I was unable to recover. SGT Mac
Initial SkirmishSome smooth shooting by the 37mm INF gun led to an early lead by the French that they never let go of. They seemed to have the advantage on dice rolls, and the Germans simply lost too many units and were unable to rally units when they needed it most.

An interesting, fast scenario, but one plagued by the same issue as many other small scenarios - units dying too fast can close the door quickly on a hopeful player.
Jobbo_Fett
Sylvan Death Lorenzoknight
Bargaining Chip dmareske
Rally PointTight and dicey. The few MCs the Germans were able to get on the US resulted in Pins only and the one break the US rallied right away. It was a fun small engagement but we both agreed that a single successful sniper could change everything. Germans had four chances but did not get a one. dmareske
Shouting Into The Storm Bongiovanni
Gut Punch asloser
Bastion Bodange igycrctl
Matira's Secret NoTwo
Latecomers (VASL Log) Bongiovanni
Let's Dance asloser
Kenny's AttackThe American were able to sweep down the West side through the Bocage with minimal loses while on the East side of the road the American were continually whittled down. The American were able to encircle and break the last remaining American squad and leader on the Defensive fire phase of the American turn 5 slunts

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A Simple Solutiondmareske Added a playing19h 15m 6s ago
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The Guns of NaroGeneralFG Added a playing22h 47m 50s ago
Stopped Coldnebel Added a playing22h 59m 48s ago
All Available Weaponarynebel Added a playing23h 4m 15s ago
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No Answernebel Added a playingYesterday
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Ride Gurkha Ridenebel Added a playingYesterday
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Death on the Albert Canalnebel Added a playingYesterday
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Bread Factory #2igycrctl Added a playingYesterday
Guards Artilleryasloser Added a playingYesterday
Circle the Wagons!asloser Added a playingYesterday
Circle the Wagons!asloser Linked the scenario to ROARYesterday
Corridor To ExtinctionBongiovanni Added a playingYesterday
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A Blood Oathhoxson1 Added the scenario2 days ago
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March Madness 2023 10th Mountain Division Pack 98.37
March Madness 2009 Partisan Pack 88.00
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Time on Target # 3 147.45
ASL Starter Kit Expansion Pack #2 87.44
HazMo Scenario Pack 5: Firestarter 107.44
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 87.15
Friendly Fire Pack 12 87.13
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ASL 9 - Gung Ho! 87.08
From The Cellar Pack # 4 207.08
Fistful of Scenarios 67.08
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ASL Action Pack #14 Oktoberfest XXXIV 127.07
Ost Front Pack 67.04
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From The Cellar Pack #11 107.02
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Friendly Fire Pack 1 86.98
The Green Hell of Inor 196.98
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Internet 1226.96
Beyond the Beachhead 86.96
Battles of Carpiquet 136.96
ASL 13 - Rising Sun (2021) 386.96
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Grossdeutschland Pack 1 - The Early Years 86.95
Friendly Fire Pack 2 86.95
ASL Action Pack #10 86.95
Friendly Fire Pack 9 86.94
ASL Action Pack #17 Oktoberfest XXXV 166.94
ASL 1 - Beyond Valor (3rd Edition) 246.93
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ASL Journal #10 196.92
China-Burma-India: The Lost Theater Part 1 156.92
ASL Journal #11 286.92
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Critical Hit # 2 156.89
ASL 12 - Armies of Oblivion (2nd Edition) 326.89
BFP 6: Mannerheim Cross 446.89
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
ASL 16 - Twilight of the Reich 176.87
Kreta - Operation Merkur 186.86
Special Ops #12 66.86
AH:ASL Annual `93a 116.85
Dezign Pak 6 126.85
Friendly Fire Pack 6 86.85
Dezign Pak 9 106.85
ASL Action Pack #16 From The Land Down Under 156.85
Quick 6 Scenario Pack VI 66.85
Aussie Tournament Pack 76.84
Generic Playtesting Log 376.84
Turning the Tide 206.83
ASL Action Pack # 6 A Decade of War 106.83
HASL 9 - Hatten in Flames 106.82
Best of Friends 2 126.82
Quick 6 Scenario Pack IV 66.82
Friendly Fire Pack 11 86.81
ASL Journal #14 256.81
AH:ASL Annual `93b 126.80
Backblast # 1 86.80
HazMo Scenario Pack 2: The Un-Civil Wars 106.80
DASL 1 - Streets of Fire 106.79
Schwerpunkt # 8 126.79
Into The Rubble 86.79
Friendly Fire Pack 4 106.79
Friendly Fire Pack 3 86.78
Friendly Fire Pack 7 86.78
Schwerpunkt #22 126.78
Death to Fascism 86.78
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 386.77
BFP 3: Blood and Jungle 476.76
Hero PAX 4: Mediterranean Theater of Operations 126.75
ASL Action Pack # 4 Normandy 1944 126.75
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
Aussie '98 Pack 106.71
ASL Starter Kit #3 86.71
HazMo Scenario Pack 1: A World at War 106.71
AH:ASL Annual `95 Winter 246.70
ASL Journal # 5 136.70
ASL Journal # 8 166.70
HASL 4 - Pegasus Bridge 86.69
ASL Action Pack # 3 Few Returned 126.69
ASL Journal # 4 136.68
ASL Journal # 1 176.67
Tactiques # 4 86.67
Dezign Pak 5 186.67
BFP 4: Crucible of Steel 326.67
AH:ASL Annual `90 166.66
Rally Point # 1 106.66
ASL Journal # 3 336.65
ASL Starter Kit #1 66.65
ASL 10 - Croix de Guerre 86.64
Operations Special Issue #1 66.64
BFP 2: Operation Cobra 126.64
Schwerpunkt #20 126.64
March Madness 2019 Close Combat Pack 86.64
From The Cellar Pack # 9 176.64
Critical Hit # 3.1 126.63
Schwerpunkt #13 126.63
Dezign Pak 10 156.63
ASL Action Pack #15 Swedish Volunteers 166.63
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 5: Poland in Flames 456.62
ASL Journal #13 336.62
HASL 12a - Drop Zone: Sainte-Mère-Église 146.62
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
AH:ASL Annual `96 146.59
Blood & Iron 106.59
Schwerpunkt # 5: Medal of Honor 126.59
Friendly Fire Pack 10 86.59
Coastal Fortress 556.58
HASL 10a - Red Factories 186.58
AH:ASL Annual `92 156.57
ASL Starter Kit #2 86.57
Petsamo-Kirkenes Operation: Monkeys with Typewriters Vol.III 186.57
ASL Journal # 7 126.56
ASL 3 - Yanks 86.55
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
Schwerpunkt #11 126.54
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Basic Training: Issue One 126.54
Schwerpunkt # 6: Victoria Cross 126.53
Schwerpunkt #10 126.53
Rally Point #14 106.53
Winter Offensive Bonus Pack 2018 66.53
Quick 6 Scenario Pack V 66.53
Gembloux: The Feint 96.52
Leibstandarte Pack 1 - Blitzkrieg! 86.52
Schwerpunkt #12 126.52
ASL Action Pack # 9 To the Bridge! 106.52
Quick 6 Scenario Pack III 66.52
Battle for France 106.52
ASL Journal # 2 246.51
From The Cellar Pack # 5 146.51
HazMo Scenario Pack 4: Making the Grade 106.51
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
ASL 10a - Croix de Guerre 426.49
Leibstandarte Pack 2 - Barbarossa 86.48
Rally Point # 3 106.48
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
Dezign Pak 1 106.46
Franc-Tireur #10 116.46
Blitzkrieg in the West - Central Campaign 66.45
ASL 7 - Hollow Legions (2nd Edition) 86.44
AH:ASL Annual `91 166.44
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Critical Hit # 4 106.44
Hero PAX 3: Jungle Heroes 106.44
Paddington Bears '96 Pack 106.44
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Critical Hit # 6.4 246.42
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HASL 11 - Sword & Fire: Manila 306.42
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
Rally Point #18 106.41
Schwerpunkt #17 126.40
ASL Action Pack #20 Oktoberfest XXXIX 126.40
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
Tactiques # 8 106.33
ASL Action Pack # 7 106.33
Rally Point #17 106.33
Quick 6 Scenario Pack II 66.32
Tactiques # 7 86.31
Franc-Tireur #13 176.31
ASL 11a - Doomed Battalions (4th Edition) 326.31
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
Dezign Pak 2 126.28
Onslaught To Orsha 2 326.28
BFP: Operation Neptune 106.27
Out of the Attic 166.26
Franc-Tireur # 8 106.26
Tactiques # 9 106.26
ASL Action Pack #11 29 Let's Go! 106.26
Critical Hit # 3 186.25
Armoured Aussie Pack 76.25
Dezign Pak 4 156.25
Franc-Tireur #12 126.25
Schwerpunkt #19 126.25
Fanatic Pack 1 126.24
Blitzkrieg Pack 186.24
Out of the Bunker 146.24
Rally Point # 8 106.24
ASL 11 - Doomed Battalions (3rd Edition) 246.23
ASL 14 - Hakkaa Päälle! 176.23
ASL 15 - Forgotten War 166.23
Rally Point #16 106.23
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 Journal #15 116.21
ASL 4 - Partisan! 86.20
ASL 11 - Doomed Battalions (2nd Edition) 86.19
HASL 3 - Kampfgruppe Peiper II 86.19
Internet: MMP 66.18
Covered 136.17
Franc-Tireur #15 226.16
Rally Point # 9 106.13
March Madness `97 Pack 126.12
Schwerpunkt #15 126.12
From The Cellar Pack # 6 106.12
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
Leibstandarte Pack 4 - Turning of the Tide! 86.04
Objective: Schmidt 176.02
Backblast # 2 86.00
Critical Hit # 7.1 186.00
Waffen-SS I: No Quarter No Glory! 66.00
Dezign Pak 8 106.00
ASL 6 - The Last Hurrah (2nd Edition) 85.99
ASL 8 - Code of Bushido 85.99
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
Schwerpunkt # 1 125.88
March Madness `99 Pack 105.86
Deluxe Pack #1 125.82
Time on Target # 2 215.81
Time on Target # 1 135.80
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
DASL 2 - Hedgerow Hell 85.71
Rally Point # 5 105.71
ASL For Fun-LCP 325.69
Winpak #2 65.68
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
JAN4J Ann2025-12-04 02:24:38
JfourJ Four2025-12-04 02:18:19
Dr_JimJames England2025-11-30 22:10:50

On this day...

ScenarioLocationDate
GONA1 On the Right FlankGona Village, New Guinea1942
GONA5 Desperate EscapeGona Village, New Guinea1942
FE 129 Colonel Saeki's RaidSadao, Thailand1941
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