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ScenarioCommentUser
For the FatherlandA game that came down to the last CC is always a great game. The Russians managed a good withdrawal through the train station, but the German FT never ran out of fuel and was able to make some effective shots even on the last turn. dmareske
Get Them Out!A close game. The Germans had to watch their movement so as not to get eliminated instantly, although the French had something to say about it all. Some bad luck hurt the Germans with a few breaks, but the French tanks tbat acted as reinforced suffered an early loss thanks to snake eyes from the AT gun on the TK table!

Some back and forth in the turns saw the French suffer a decent VP deficit and I tried being aggressive as the Germans to balance things out. Some CC's broke out but they lost by 2 VP by the end of the scenario. I think the French should try to escape immediately, I stayed in the town to try for aome CVP but came up short.
Jobbo_Fett
Playtesting PTO 001AF1 Altered Plans 1.07 jrwusmc
Kraut Corner manzoliandrea72
First Dance igycrctl
Kraut Corner galletto
Guryev's HeadquartersGerman tower of power in Level 2 of B4 kept the Russians under intense fire as the other squads ground forward. By the end of Turn 5, it was over and the Germans controlled the building. grumblejones
Guryev's Headquarters Danno
The Niscemi-Biscari HighwayTook X1 first without much damage but then things went bad. Lost AC to an AT crit. Then overattacked with 9-2 leader toward 2nd Bldg CC6. Ended up losing that entire force allowing Germans to eventually retake 1st bldg from those left to guard it. Meanwhile, rest of forces went through grain field to take out 2nd gun - finally did so in CC but not without more losses. Remaining forces broke before getting to last bldg so called it. Fun, but disappointed in my play. asevenson
Forest Fighting in Latvia toffee
Absorbing The ThrustFNF (VASL Log) Bongiovanni
A Limited Offensive Danno
Backstabbing Paratroopers strategos
Action at BalberkampThe game started well for the Allies and Tim rolled snake eyes on his reinforcement roll allow them to enter on turn 2. The German grinded forward breaking or kill a lot of Norwegians. The German reinforcements finally came on turn 8. Coming on the East side of Board 2. The Allies we caught in the narrows of board 2 as the German forced the road and through the town. The Allies conceded at the beginning of thier turn 9 as they realized that they would have to come back and try to take cross road at the top of board 2 Good game thanks Tim for indulging me as I had wanted to play this one for a while slunts
Royal MarinesGerman minefield played havoc on the Turn 2 British reinforcement group and the 10-2 would be KIA'd and the British effort on the German left was stopped cold. With that the British gave the concession. grumblejones
Teaching SupermanNeither of us could hit much with our toys. Attack was steady and pushed quickly through my picket. Unfortunately the wall of MGs broke or was ineffective. HIP gun also broke on first shot. Too much time too many attackers. nebel
The Little Can OpenerI won so I had fun but not sure I recommend. A patient Russian that uses mass of troops at the right time should be able to push through. nebel
Royal Marines Danno
The Legion RoadblockA tough one on the Germans with the AT Guns covering the open ground. The French got some lucky rolls and were able to slow the Germans on the forest road. The GER infantry did make it to the doorstep of the village but by then four AFVs were destroyed and one recalled. dmareske
Texas FloodThis is supposed to be a slaughter of the Americans and they try to hang on for dear life. And it was. Joe brought his forces in with a fury and overwhelmed several American positions with firepower. But my plucky Americans fought hard and around turn 7 it became pretty apparent that the Germans, for all their FP, couldn't win this one. When my opponent conceded, we had just completed Am turn 6 and another 16 CVP turn for the Americans. A rough calculation was 85 CVP for the Americans, 71 CVP for the Germans and the Americans had another 32 point south of the river. The Germans were in no position to get any points across the river, hadn't cleared all the building north of the river and the Americans were in the process of setting up strongholds in several buildings near the river that frankly the Germans simply didn't have enough turns to get to before game end. The Germans spent 3 turns playing hanky panky with that lone level 1 2 hex building in the middle of the map, having still not cleared it from all Americans. Pro tip, don't smoke out a building you need to shoot at to clear. tatumjonj
Panzerpioniere!Very close game against one of the best UK players. Mark came on strong on his left, holding his AFVs back until he had a better idea of where and what my troops were, and so was never in much danger of triggering the CVP cap, but fell just short of taking the necessary VP : had he taken the scenario balance, he would have won. ASL moment of the day : his Motion Pz IV taking out my Motion Gyrostabilised Sherman with a Critical Hit ! Gamer72
An Uncommon Occurrence Guru Bob
StuG of WarTough for the Russians, even without increased AP depletion number. It ends at the end of turn 2 with 4 Russian tanks out, and only one stug in flame. Played with 5 stugs (seen the errata too late), but even with 4 stugs it would not have changed much. The Russian must be much more cautious. Two Russian tanks were out just before their entry on board. lt_steiner
Polka's DanceBrute force push up the middle cracked the line on turn 1. Fun scenario. nebel
Absorbing The ThrustFriday Night Fight

This went to the last turn. I was lucky enough to get the full allotment of ? and so was able to get three stacks to obscure my mg and mtr placements. One ATG covered the length of the main road but would wait for a possible deliberate immobilization attempt. The other was in the northern brush just across the stream to get a rear shot as the H35s passed. Paul used platoon movement for the first turn, split off one tank in his second and thereafter all operated independently with only one if I recall correctly failing to move. When it became clear the attack was switching to the north edge I was able to easily relocate the ATG in W8 to X5 where it could cover the exit hexes. The other ATG had fallen in cc after a french hs advanced into its hidden location. In the end Paul got a tank and enough infantry off to seal the victory. (VASL Log)
Paul Legg
For the Fatherland johan.vrijdaghs@gmail.com
Forest GummI played the American defenders in this one.

My opponent decided not to attempt to capture the outlying multi-hex building in earnest, despatching only a token force to tie down American troops there. Instead, he pushed with all tanks through the village. This thrust was extremely powerful and unstoppable. All I could do was try my best to somehow delay the juggernaut.

In this, I was successful in the end. Maybe my opponent could have pushed a bit harder in the beginning. That he was unfortunate to lose his 9-2 Leader early in the game surely had a significant impact in favor of my Americans as well.

During German Turn 5, my opponent conceded because by the end of the turn he would have reached the wall dividing the village at best. This would have left him only one more MPh to capture the two remaining multi-hex stone buildings which were still sufficiently garrisoned and also still had the support of all the four Sherman tanks.
von Marwitz
Maczek Fire BrigadeI played against a defense from a VASL log file. Both Polish MG were placed on 1st level buildings. AFV were able to deal with them, though most AFV attacks vs infantry were ineffective. The infantry swept in and mopped up. Three Polish tanks were stunned in the end-game, and an armored car skirted around to destroy the 47 mm armed tank in the rear point blank. Guru Bob
Ranger StrongholdPlayed solo, both sides. I tested an aggressive German strategy to see how much their numerical superiority could manage. Exciting game with a lot of sniper action (including the elimination of the 10-3 American leader), several failures to rout, and unexpected CC results. All four American BAZs failed on their first shot (damn!). Complicated board for a beginner like me, with dozens and dozens of LOS checks. The Americans ended with one HS and one SMC in Good Order on the victory area. mestravis
Friday the 13thGermans quickly broke through forward defenses to surround & overwhelm remaining defenders in the VC buildings. Kydder
Retaking ViervilleUnfinished Magstar
Sealing Their Fate Heloanjin
DestinationThe Japanese held the US Marines at bay during a few turns. But the Marines managed to push forward on the Japanese left flank. HIP Japanese units slowed the Americans a bit but they eventually reached the hill. On the right flank, the US Marines moved to the hill but were driven back by a ferocious banzai charge and vicious fire. The US Marines main force on the left resisted desperate Japanese counter-attacks for the win. lt_steiner
Came Tumbling After A15.4er
The Hawk usmcwo1
Gardens Of Heaven sjl
Ex Cathedra Bongiovanni
Sacrifice of Polish ArmorGermans attacked up the middle of board 2, with support from both flanks. After stiff initial resistance the careful, but inevitable German advance won out. Hill 538 needed more to stop the motorcycle platoon flanking its way, despite a nearly successful fighting withdrawal. Guru Bob
Aerosleds to the RescueWhat a game! According to both the ROAR and ASL Scenario Archive, this was the first playing. We both needed to have a better understanding of the drifts, but in the end, I as Soviet won by 1 VP. Great fun and we both highly recommend playing this one!
von Garvin
Indeed!An aggressive setup was met with a massed stack of angry Germans that, initially, met with great success, knocking out a 9-2 + Hero stack in Z0, only for the survivors, crucially the 9-2 to self-rally and immediately break the Germans in turn. While both sides traded blows, the Brits quickly got the upper-hand and, from there, it was an uphill battle for the Germans. Having to get off the pier each turn was met with aggressive defenders occupying the adjacent hexes, where possible, and denying the Germans any movement without the possibility of massive losses.

The scenario can be very swingy, and while I'm happy I managed a Norwegian/British victory, it doesn't feel like a scenario I'd like to play more than once.
Jobbo_Fett
Lenin's SonsGame was decided by final CC DR! Kydder
Trial of the Infantry dmareske
The Guards Counterattack chasncinti
Fighting Withdrawal chasncinti
Extra-Muros Bongiovanni
A Greek Tragedy asloser
Manu Militari Bongiovanni
Released from the East Eduardordz
Clash of Cans Danno
Clash of CansShort and easy scenario to play if time is short. Weather is a pain and reduces the fun factor. Our game was a head to head meeting with all the Nationalist tanks knocked out and one Republican tank knocked out for the Republican win. Great scenario to teach new players tanks and weather. Otherwise...not all that and a bag of chips. grumblejones
Last Assault on the SteelworksCanadians weren't aggressive enough with their tanks, and took too many casualties in CC and in trying to run through minefields. aiabx
Wons EnoughASLOK 25: First time playing Joe and I hope it's not my last! Outsanding opponent and we had a tense fight with this one, which I think is one of Fort's best. Highly Recommended! SGT Mac
Foreshadowing Silvertop (VASL Log) Bongiovanni
Massacre au ParadisMortar ran out of smoke first shot but did end up with a few good shots. I did not pull back well an ended up trapped. Still fairly close but ran out troops to hold off the onslsaught. Fun tight game - Brits needed at least a MMG. asevenson
Astride Hell's Highway Danno
Astride Hell's HighwayGood hard scenario for both sides. German attack progressed into the village and eventually took the church and mopped up the brokies in the Steeple. Then disaster as the Americans got a crit hit on the Germans in the church resulted in a rubbled building, which killed everyone. One of the American 9-2's managed to eliminate the Germans in the other victory location. The Americans successfully retook that location and the Germans called it, as they had no tanks and all the British Shermans were still in action. grumblejones
Balikpapan!ASLOK 2025. Went to the last turn. wwillow
Express for LeningradASLOK25: This scenario went down to the wire with a lot of drama. In the end Jack bogged his last mobile AFV on wire attempting to cross the bridge. A ton of fun. SGT Mac
To AshesASLOK 25: No a scenario I really enjoyed playing. However, would like to give it a second go. SGT Mac
Suxy BeastsASLOK 25: Jay and I enjoyed getting to know each other but neither of us was particularly enamored with this scenario. Will play it again to figure out if I missed something with the French. SGT Mac
No AnswerASLOK 25: Al and I were out of everying so, figured we spend the last afternoon playing this new Shelling design on the new board 98. The board is awesome and I look forward to fighting on it again. This seems difficulet for the the US given the narrow board and the absolute requirement to turn a flank. I succeeded in turning the German left and getting a few building locations but ultimately ran out of time. SGT Mac
LatecomersI took the defending French vs Scott's Italians. I had a good set up but made a couple mistakes. First I never really committed to either defending the building or trying to kill the afvs before they exited. Second I set up the inf gun in a spot where it was not very effective and then didn't get a lot of shots with it. Couple those mistakes with some terrible early rolls and I never stood a chance. Last mistake not realizing that the game was over if I didn't do something drastic. Fun game. Better rolls maybe I have a chance. tatumjonj
The Volga is Reached!The Germans had a rough start, attempting to drive a wedge from the I1 road into the buildings, but a number of low Russian rolls broke up the attack. The flanking force to the north had greater success, but also at a slower rate due to the emplaced T-34 and INF gun. It all came down to momentum, the Germans were able to fold the Russians defenses in up north and were closing the pincer, but the pace was not fast enough. By the top of turn 6, the Germans still had two buildings to take for control and not enough force to carry the day, so conceded to a Russian win. Turuk
Mokra MeleeGermans failed to defend the flanks [German defense was found on-line], Poles attacked on their won left flank through the wheat fields. The Germans attempted to counterattack, but the Poles destroyed 4 German AFV's and exited enough CVP to claim the victory. Guru Bob
Unholy TrinityASLOK jrwusmc
Graveyard Shift Danno
Graveyard ShiftTough scenario for the Germans. The Germans would knock out one tank and immobilize another before the 75L crew was broken and the American firepower began to dominate the battlefield for the victory. grumblejones
Foreshadowing SilvertopFriday Night Fight (VASL Log) Paul Legg
Totsugeki! (VASL Log) Bongiovanni
Recovery DayASLOK jrwusmc
Rough RecessASLOK jrwusmc
Tiger 222 Danno
Tiger 222Americans went with an upfront defense, which savaged the SS Grenadiers as they moved to contact. Dan's dice were stone cold and his boys broke and were eliminated for failure to route. None of the Schwimmwagens survived Turn 1. A Bazooka knocked out one MKIV and the King Tiger was eliminated by street fighting. Germans forced to concede at the end of two turns as they were down to a broken crew, a MKIV, 9-1 and 8-0 with a 6-5-8. Rough game for the Germans. grumblejones
Hill 621 von Garvin
Pukhov's Push Michel Bongiovanni
Courage of Cowan Cpl Wright
ConsolidationNice little hill assault. Plays quick. Germans need to assault through Bocage and take the hill promptly. USA reinforcement turn 3 do they get there to help? The Germans have to judge how much of their precious manpower they will setup in the north to create road bumps for those reinforcements. You will need to know UpSlope/DownSlope rules for this one. nekengren
For the MotherlandASLOK jrwusmc
Dawn of a New Age Guru Bob
The TriangleAs the Americans, and typical for me, our DRs destroyed me. My 7.6 average DR vs. his 5.7 hurt as did that I also permanently broke half of my kit, I lost half my leaders to freaky bad luck (of the two remaining, one was wounded to an 8-0), and I could not rally anyone. By the bottom of the fifth of nine turns, 66% of my MMCs were broken.

Nevertheless, I played a cautious game by flanking from the east and west, using cover well, etc., but the IJA could not miss, and I couldn't do myself any good. DRs aside, the IJA favored defending the east, and they built a trench line through 37O3, O4, and N4, with pillboxes in 37N1, M4, and M7.

Enjoyable game with a fun opponent. This one's worth playing again.
EJ1
Through the Dragon's Teeth Heloanjin
For the FatherlandASLOK jrwusmc
Continue the Attack at OnceAmericans took it on the chin at the start but pushed through the German line with heavy firepower. Very good luck with the dice stopped a last minute German rush for the victory zone. aiabx
Through the Dragon's TeethThe USMC made slow progress through the middle board, but caught enough of the defenders on that board to leave the village lightly defended. The attack made an effort to take out one of the coastal defense guns but two KIAs and failed CC later forced them to abandon that objective. A Japanese leader went berserk taking the squad with him which left the defense of the village down a squad and a leader. A close game that came down to the last Advancing Fire Phase. dmareske
Grebbe End fefa
Seldom Practical sjl
Revenge at KastelliIn the beginning, Greeks could maneuver on both fronts (from map 3 to maps 2 and 11) taking a lot of risks, but Germans were unlucky with the rolls. Eventually, some bad decisions were enough for the Germans to take the upper hand, surrounding Greek stacks, keeping them under DM and eventually eliminating them by failure to rout (having invoked No Quarter). At game end Greeks, had 16 out of 20 necessary CVPs, a mix of sniper casualties, normal elimination and prisoners. mestravis
Last Minute WarArtillery and the fighter took a big toll on the attackers, but the defenders didn't defend the open ground. The Slovakians reached the cover of the woods and rolled on in, with the half of their force remaining. Guru Bob
Pomeranian FuryASLOK jrwusmc
Battlin' Buckeyes hussar04
Continue the Attack at OnceCame down to the wire - Germans had CVP but neglected to block a HS from getting in the VC area denying the American victory. asevenson
Into the FrayPoles filled the woods along the center with Cavalry. The Germans attacked into the eastern orchard and 2 story building. They gained each but the 9-2 Cavalry leader co opted use of the MMG and went on a ROF tear, destroying the entire orchard force. Guru Bob
Armageddon BeginsFirst scenario playing with vehicles for both players, so probably doing lots of things wrong! The Poles managed to wreck five German tanks, while one was recalled and another with its only armament out of function. However, the Polish ART gun got stuck in the upper part of the board once the action concentrated in the village. Several squads were lost by both sides with failure to rout. The Germans won in the last turn by controlling exactly 8 buildings. Very exciting and teeth-grinding scenario! mestravis
Failure to AssimilateHot dice for Amercan over in 2 Turns asloser
Failure to AssimilateReplay switched sides, hot die for the German asloser
French Toast and BaconFirst time playing Tony and hopefully not the last
I ended up with US on this one, and I have to admit a big fat old gulp and tightening of the sphincter at the thought of holding up 6 bits of rolling metal including three Panthers. This was made worse with the fact that of my 3 main AT assets being 76L ATG and an M18 Hellcat, The Hellcat was likely to recall at any moment removing 33% of the stuff to stop them. That it assuming it survives long enough to recall in the first. The rest of the US side is a couple of leaders and 8x 346 HS with a MMG and 3x Baz who have the advantage of setting up HIP (well it is VASL so dont have to write it down) and a few foxholes to hide in

My M18 went in CC6, 1 ATG in FF4 facing due east which I had hopped would be a) unexpected b) get flank shots. and the second ATG was in the rear to cover the bum rush for the bridge in S8. The infantry mainly sat in the central woods, 2xHS with the 8-0 and 3xHS with the 8-1 (I had a plan), with two outlyers. A single HS with a Baz in 59U7 with one for the FH in front of it (again a plan). The odd man out was a HS again with Baz actually in a FH in the brush, 44EE8. The only unit entirely on Bd44.

Tony went for the GG5/6 Entry and overwhelmed the HS on Bd44 by the end of the first turn with the entire German army coming at them. But Tony offered me a flank shot with a Panther vs my M18. I had to take it knowing my TD would not be here for long. And the result was a burning Panther. The MkVIs hid behind some woods and the Panthers were busy killing a HS (as prev mentioned). Th cunning part of my plan was that I combined 4 of the HS into squads during the RPh with the leaders. Two extra hexes of range I think will be very useful.
My turn 1 was dominated by the M18 going Bye Bye at the earliest opportunity (of course!). And hiding as much as possible, which I successfully managed to do. My back line HS left its building and went and hid in its FH (so I can fire a Baz without backblast for a kick off). Oh, and the rest of the FH were setup around the woods so that units can rout away if I get the chance.
G T2 was a MK rush with the German infantry for the central woods, while the Panthers not having to worry bout the M18 went along the west flank. This sportingly put them in the LoS of the ATG in FF4. His infantry and the 4's were too much for my guys in the woods over the next two turns. In fact my DF ended up BH one of the G Squads and creating a Hero. Gee I though this would be a deathknell for the US. My Off board gun then helped by killing (by wound then a 6) the only German leader and the squad with him. I waited till my prep to let rip with the ATG and it took out one Panther. No RoF/IF on the other left it standing and it got its revenge by MG'ing the now exposed crew and breaking it.
I wasn't all that confident any more. 1/2 the German infantry was still standing along with all the 4s and 1 Panther. and were over the 1/2 way point, And a RPh roll created a new German 8-0 to replace the other
Gulp !

T 4 would see the Panther swing right around the top of the play area and pull up where.... Well in front of the other still HIP ATG and threatened my HS in its little FH. He did a very god job of keeping its lid despite the Panthers best efforts. I waited for my turn to let rip with ATG and again no RoF but did enough to burn the last Panther. My off board gun again helped out by getting one of the 4’s finally after about 4 goes. Good news for me was Rallying the crew. WooHoo!

Turn 5 had the Germans with a 8-0, hero and 468 in one of my FH near the woods in the middle, a HS with LMG in the orchards 59W5 and an MkIV near there and the other immobilised (from the off board gun) in EE4. The Germans came out of the FH to rush the bridge and got hit from the off board gun which was about the only thing I could do to stop them. A K result picked the leader who was wounded. But worse for Tomy was a 12 for the Squad, the hero wounded as well. His last squad moved into a building overlooking the bridge. My HS with the Baz in the back stop FH (cx at the time) took a hail Mary and fired the Baz at it during DFPh. 2 4’s left it broken. With only a functional MkIV left and a few wounded SMC left, Tony conceded.

I was damned lucky in the end. A few good DR on the last turn, coupled with a few bad ones for MC on the German MMC gave me the win. But it was a close run thing.
Andruz61
Mussolini's Laughter36 VP for Italians (24 for buildings and 12 EVP) Bongiovanni
StuG’s Over the BugFirst to play and post. Danno
StuG’s Over the BugGerman 37L did great damage to the Russian armor on Turns 1 and 2, but then MALF'd. The STUG's got in their licks, but two of the three STUG's would be knocked out (one due to a CRIT Hit) by the T-26's. On Turn 4, the Russians had two mobile tanks left and two immobilized tanks with 3 of them having MALF'd guns. But the final STUG was swarmed by the Russian Commissar and a 4-4-7 and knocked in Close Combat for the immediate Russian victory. grumblejones
Expelled!ASLOK jrwusmc

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Piatek PushHutch Modified the Defender's Guns4h 44m 43s ago
Panzerpioniere!Gamer72 Rated the scenario4h 48m 58s ago
Panzerpioniere!Gamer72 Added a playing4h 49m 42s ago
Piatek PushHutch Modified the overview4h 58m 1s ago
Piatek PushHutch Added the scenario4h 59m 3s ago
Get Them Out!Jobbo_Fett Added a playing8h 42m 51s ago
Costly Baptismsjl Added a playing14h 47m 8s ago
Seldom Practicalsjl Added a playing14h 49m 2s ago
Gardens Of Heavensjl Added a playing14h 50m 22s ago
Feelin' FroggyHutch Modified the misc. rules17h 1m 28s ago
Feelin' FroggyHutch Modified the Unit Elements17h 6m 21s ago
Ride Gurkha RideHutch Modified the misc. rules17h 14m 33s ago
Ride Gurkha RideHutch Modified the unit counts17h 16m 1s ago
Ride Gurkha RideHutch Modified the Attacker's AFVs17h 16m 1s ago
Ride Gurkha RideHutch Modified the Attacker's Guns17h 16m 1s ago
Ride Gurkha RideHutch Modified the unit counts17h 16m 52s ago
Ride Gurkha RideHutch Modified the Attacker's AFVs17h 16m 52s ago
Ride Gurkha RideHutch Modified the Unit Elements17h 20m 17s ago

Popular Publications

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March Madness 2023 10th Mountain Division Pack 98.19
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
ASL Starter Kit Expansion Pack #1 2nd Edition 127.25
March Madness 2018 Players Pack 107.24
ASL Starter Kit #4 87.22
ASL Starter Kit Bonus Pack #2 87.15
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Race For The Meuse 67.11
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Fistful of Scenarios 67.08
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Friendly Fire Pack 1 86.98
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Grossdeutschland Pack 1 - The Early Years 86.96
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ASL 13 - Rising Sun (2021) 386.96
Friendly Fire Pack 2 86.95
Friendly Fire Pack 9 86.95
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Quick 6 Scenario Pack IV 66.94
BFP 6: Mannerheim Cross 446.94
ASL 1 - Beyond Valor (3rd Edition) 246.93
ASL Journal #10 196.93
ASL Action Pack #17 Oktoberfest XXXV 166.93
Best of Friends 126.92
ASL Journal #11 286.92
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China-Burma-India: The Lost Theater Part 1 156.90
Critical Hit # 2 156.89
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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
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Kreta - Operation Merkur 186.86
Friendly Fire Pack 6 86.86
HASL 9 - Hatten in Flames 106.86
ASL 16 - Twilight of the Reich 176.86
Special Ops #12 66.86
AH:ASL Annual `93a 116.85
Dezign Pak 6 126.85
Dezign Pak 9 106.85
Best of Friends 2 126.85
Aussie Tournament Pack 76.84
ASL Action Pack # 6 A Decade of War 106.84
Generic Playtesting Log 376.84
ASL Action Pack #16 From The Land Down Under 156.84
Quick 6 Scenario Pack VI 66.84
Rally Point #13 106.83
Turning the Tide 206.82
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Into The Rubble 86.81
Friendly Fire Pack 11 86.81
ASL Journal #14 256.81
Backblast # 1 86.80
DASL 1 - Streets of Fire 106.79
Schwerpunkt # 8 126.79
Friendly Fire Pack 4 106.79
HazMo Scenario Pack 2: The Un-Civil Wars 106.79
Quick 6 Scenario Pack VII 66.79
Friendly Fire Pack 3 86.78
Friendly Fire Pack 7 86.78
Death to Fascism 86.78
From The Cellar Pack # 2 106.77
Schwerpunkt #22 126.77
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
Schwerpunkt #23 126.75
Fanatic Pack 2 126.74
ASL 13 - Rising Sun 336.74
ASL Action Pack # 3 Few Returned 126.73
ASL 3a - Yanks (2nd Edition) 416.73
Internet 1306.72
ASL Journal # 8 166.72
ASL Journal # 5 136.71
Aussie '98 Pack 106.71
ASL Starter Kit #3 86.71
HazMo Scenario Pack 1: A World at War 106.71
HASL 4 - Pegasus Bridge 86.70
AH:ASL Annual `95 Winter 246.70
Rally Point #11 106.69
ASL Journal # 4 136.68
ASL Journal # 1 176.67
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Dezign Pak 5 186.67
BFP 4: Crucible of Steel 326.67
AH:ASL Annual `90 166.66
ASL Starter Kit #1 66.65
Operations Special Issue #1 66.65
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ASL 10 - Croix de Guerre 86.64
ASL Journal # 3 336.64
Rally Point # 1 106.64
BFP 2: Operation Cobra 126.64
Schwerpunkt #20 126.64
Quick 6 Scenario Pack III 66.64
Critical Hit # 3.1 126.63
Schwerpunkt #13 126.63
Dezign Pak 10 156.63
March Madness 2019 Close Combat Pack 86.63
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
ASL Action Pack #15 Swedish Volunteers 166.62
BFP 5: Poland in Flames 456.61
Quick 6 Scenario Pack 66.61
ASL Journal #13 336.61
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AH:ASL Annual `96 146.60
ASL Open `96 Scenario Pack 106.60
Blood & Iron 106.59
Schwerpunkt # 5: Medal of Honor 126.59
Friendly Fire Pack 10 86.59
ASL Starter Kit #2 86.58
Coastal Fortress 556.58
HASL 10a - Red Factories 186.58
Quick 6 Scenario Pack V 66.58
Petsamo-Kirkenes Operation: Monkeys with Typewriters Vol.III 186.57
ASL Action Pack # 1 86.56
AH:ASL Annual `92 156.56
ASL 3 - Yanks 86.55
ASL Action Pack # 5 East Front 126.55
Kampfgruppe Scherer: The Shield of Cholm 176.55
HASL 8 - Festung Budapest 206.55
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HSASL 1 - Operation Watchtower 176.52
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Franc-Tireur #11 226.52
Melee Pack III 76.52
ASL Journal # 9 256.52
ASL Action Pack # 9 To the Bridge! 106.52
Battle for France 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
HASL 12a - Drop Zone: Sainte-Mère-Église 146.50
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Winter Offensive Bonus Pack 2018 66.49
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Leibstandarte Pack 2 - Barbarossa 86.48
Rally Point # 3 106.48
ASL Starter Kit Expansion Pack #3 86.48
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ASL Starter Kit Expansion Pack #1 1st Edition 86.47
ASL Action Pack # 8 Roads Through Rome 106.47
Elite Canadians 96.47
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Dezign Pak 1 106.46
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Out of the Attic #2 166.39
High Ground 2 166.38
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Provence Pack (MMP Download) 106.37
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Schwerpunkt #21 126.31
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AH:ASL Annual `89 156.29
Tactiques # 6 86.29
Dezign Pak 7 126.29
Berlin: Red Vengeance 116.28
Tactiques # 7 86.28
Dezign Pak 2 126.28
Onslaught To Orsha 2 326.28
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BFP: Operation Neptune 106.27
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Critical Hit # 3 186.25
Armoured Aussie Pack 76.25
Dezign Pak 4 156.25
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Fanatic Pack 1 126.24
Blitzkrieg Pack 186.24
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ASL 15 - Forgotten War 166.24
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Basic Training: Issue One 126.24
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ASL 4 - Partisan! 86.19
ASL 11 - Doomed Battalions (2nd Edition) 86.19
HASL 3 - Kampfgruppe Peiper II 86.19
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March Madness `97 Pack 126.15
ASL Journal #15 116.14
Rally Point # 9 106.13
Schwerpunkt #15 126.12
From The Cellar Pack # 6 106.12
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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
Franc-Tireur #14 326.09
Schwerpunkt #18 126.08
Recon by Fire! #4 146.07
From The Cellar Pack # 7 106.07
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Dezign Pak 8 106.00
ASL 6 - The Last Hurrah (2nd Edition) 85.99
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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
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
Hero PAX 2: Eastern Front Hero Fest 85.79
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ASLOK 2005 - 20th Anniversary Scenario Pack 105.77
Paddington Bears '97 Pack 85.76
Rally Point # 5 105.71
ASL For Fun-LCP 325.69
DASL 2 - Hedgerow Hell 85.68
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Melee Pack I 65.63
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Panzer Aces 65.50
Leibstandarte Pack 3 - Clash at Kharkov! 85.48
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Hell's Highway 65.35
Firefights! 65.30
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Newest players - welcome!

UsernamePlayerRegistered
Jeff HJeff Hollick2025-10-19 16:27:47
SergggeySergey partolin2025-10-17 19:33:35
kevinmdKevin-Michael Donaghy2025-10-16 15:04:39

On this day...

ScenarioLocationDate
RBMC4 La CadenaNorth of the Factory, Stalingrad, USSR1942
RBMC5 Planta De TempleWest of the Factory, Stalingrad, USSR1942
Mission 17 Stoï !Amvrosievka. Ukraine1941
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