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ScenarioCommentUser
Luodian Lament Guru Bob
Kenny's AttackGermans managed to conduct a falling back defense, which was aided by a Turn 1 Panzerfaust kill on the Sherman. The 9-2 kill stack was slowed by the HMG, but generally devastated its targets. So, my Germans skulked away from him and held out for the win at the end of 5-1/2. grumblejones
Priority Target Eduardordz
Panzerpioniere! igycrctl
Kenny's Attack Danno
Let'er Buck! Dispang12
Khopka's Crossing A15.4er
A Stiff FightFriday Night Fight (VASL Log) Bongiovanni
Eight Million Bayonets atomic
Released from the East Eduardordz
Bridge Over the River QueenWent to last turn wwillow
Gavin TakeUS Victory in Turn 6. Esquire
Hammer to the Teeth Eduardordz
La Guerre Finie!! Danno
La Guerre Finie!!Very fun scenario. My Germans worked hard to get across both bridges. By Turn 4 I was over the south bridge and trying to grind my way north. In the North, the French wrecked havoc on me by killing my 9-1 officer and a full squad, while breaking MMC's a total of 6 times. It was tough on my personal ELR, but my 37L AT Gun would get a CRIT hit on the fortified French location, which broke and wounded the French 9-1 and Pinned the squad with the MMG. My 10-2 would take the location in CC. The Germans successfully won all the CC's to taken control of the bridge zones for the win at the end of Turn 8. grumblejones
Why at Erp RJenulis
Why at ErpSwitched sides RJenulis
Fang and Claw Bill A W
Taming Tulagi Danno
Taming TulagiVery tough scenario on the Americans. Japanese were able to stagger the Marine assaults at the cave mouths and prevented any incursion into the caves themselves. Japanese emerged at key moments to engage in Hand to Hand, which also kept the Marine assault off balance. Americans called in on Turn 7 as there was no path to victory. grumblejones
East Wind Bill A W
Jungle RatsThis one was incredibly close. The early going for my limeys was very fortunate. It was looking like I would get an early concession. Toddball decided to play one more turn and what a turn it was. He came back with a vengeance, and it was game on! This was maybe the most fun I've had with and ASL scenario, ever. It could be the swings in action and the incredible acts of cardboard heroism we experienced over that comeback turn, but the scenario was a blast.
I eventually pull my chestnuts from the fire and won by the skin of my British teeth.
Bill A W
First AllySlovakian squad and leader survived two rounds of 3-2 CC to eke out a win. wwillow
Gavin Take grumblejones
Gavin Take Danno
The Marco Polo Bridge Incident Guru Bob
Gavin TakeFirst full ASL scenario for the Defender. We played with SAN 2 for both sides to add a little fun. Actually the American sniper was activated twice and caused considerable damage. Up till midgame, the Germans were controlling the American advance, with a lot of fire from both sides. But the American leaders are extremely hard to break, and with smart movement they managed to break all but two German units, eliminating many after first invoking No Quarter and then for failure to rout. The victory was conceded when it was clear that they would easily exit on their next MPh. mestravis
Mussolini's SoldiersGood luck and a poor Republican set-up, provided by another gamer, led to every Republican squad being broken by turn 2. The Republican units set up in front of the woods line in entrenchments. When they tried to pull back, they were mowed down moving in the open in the entrenchment hexes. Guru Bob
Rough Recess Bongiovanni
Rally PointUS victory strategos
Cream of the CropAn excellent scenario and a lot of fun.
I made good progress with my German squads getting to a victorious position but in the end was undone by Martin’s clever use of his AFVs.
On the last turn he needed to gain 5 victory hexs which he did easily.
The gulf in experience between us highlighted as he coasted to victory.
alexashton@vinecc.org
The Devil's Descendants wwillow
Pössl’s Posse fdapra
Trap by MishapA very amusing scenario, in which both players need to attack and defend. Lluison
Going To ChurchThis game was mostly based on a lot of unlucky rolls from Brett (and lucky from my side). Probably from around 30 attack rolls (with a lot of ROFs) from his HMG had produced absolutely 0 results. Small scenario great to learn but where dice luck can be very affecting given the few unit involved. fefa
Shklov's Labors Lost strategos
11th Company CounterattackInteresting scenario, decided in the last DFph. Lluison
Going to New York!Italians won with 12 squads adjacent to the railroad. Danno
Blue Hell at P.A. Abries jgarlic79@gmail.com
Playtesting ETO 001Jebsheim BF3 Vampire Raptors v13 jrwusmc
Blue Hell at P.A. Abries A15.4er
L'Inferno FascistaKey for the Italians is to have the FT Tankette moving every turn and attacking in stopped BFF. The Italians entered down the woods road towards clearing the east side of the map. They lost a tank after meeting the Republican tanks hiding in the buildings behind the 7 row road. This actually increased the mobility of the platoon. A MMG set up in G1 to lay down a firelane, splitting the board in half. The FT set a house on fire before the Italians could occupy it, so now had to occupy all but one building. Typical ASL crazyiness ensued as the Italians cleared the last building with a 16fp FT attack on the last concealed squad on the last player turn. Guru Bob
Gavin TakeSolo. German victory strategos
The FugitivesPlaying solo with PBS rules. Completly forgot to apply SSR4, which definitly made it easier for the russian to win fefa
From America, Tanks Danno
From America, TanksMy dice have been pretty awful the last three games and did my no favors in this one. Dan sent three Stuarts at my 8-1/LMG group. They would snake a close combat attack and get my only knocked out tank of the scenario. My guns either missed, MALF'd or failed to penetrate. I did immobilize one Stuart. On Turn 2, the Stuarts made a run for the exit. My ATR took a rear shot and missed and that was game. This scenario depends on the Romanian Player to roll well and get Rate of Fire...it he doesn't...he loses...strategy plays no part in this one. grumblejones
Kordiyak's WoodsThe Germans set up in the front Bocage. and back in the trees. The first shoot by the Americans broke the German squad and leader in the bunker with the HMG (it only ended up with 1 shot the whole game. With this success the American walked in to OG in front of a Hidden Squad and LMG . 1 leader , 2 squads and 1 half squad broke. The americans attack on the right side was going well. Then the American sniper came out to play. killing 1 leader and the equivalent of 1 squad. Once the Americans made it through the Valley there was no stopping them The game ended in the Turn 6 American turn when a German half squad FPF and broken slunts
Kordiyak's Woods The Hermit IX
Hammer to the TeethAmerican setup close to the VC area. Both ATs on the 3-hex small hill lose HE and malfunction. After the German mortar malfunctions, the Germans take some very risky moves in smoke-free roads while the American defense does not give up. Eventually time runs out before the Germans can secure the VC area. mestravis
Fangs of the Tiger (VASL Log) Bongiovanni
Maggot HillExcellent scenario. Extremely bloody. atomic
The Playing Field Rich Weiley
The Outskirts Of ConsthumI doubt you'll see many German victories here. Against two FLs. a mortar, an AA gun, and all kinds of stone building protection, the Germans will have to cross a lot of open ground before they see much protection of their own. If the mist was designed to help protect them it was a flaw, as it serves the Ami purpose much greater. I approached with a mass of singular HS, with a brokie crossing the dangerous V7-I1 road my only casualty. I lost a HS pushing forward on Turn 2 and exposed a dummy stack in the south. Thankfully the mortar continued to be ineffective, while the rest of the Amis rather wisely kept concealment. Turn 3 saw me make what I thought would be a game-ending blunder, when I wasted my kill stack on what proved to be dummies in the middle set of buildings, a mistake I could've probably avoided had I done a little counter counting. But I did get my men to some stone cover at least. But with two columns of open ground in between me and massive Ami firepower it was not looking easy. Americans saw their first casualty when a HS in this area was captured. Rather than foolishly move PB against the Amis and hope for the best, I decided on some low odds prep, which of course amounted to zilch. And so Turn 4 went by in the blink of an eye, with me ending it by advancing some HS into the open and moving up a couple kill stacks. From here on out it would just be a matter of who had better dice, and my opponent's dice were abysmal. Turn 5 saw me bust his crew with one of my big stacks, only to pay the price of seeing 9-1 brained and take 2/3 of the units with him down. But the rest of the turn was all good fortune for me, as he had a couple big cowers and a boxcar FPF with his mortar HS. By the end I was able to sneak off 6VP of units, but only by risking a 1-2 resid shot. I closed out his half of the turn by busting one of his MMG squads, and he was down to only 3 units capable of generating any shots on me. With me as spread out as I was it was just a matter of making him pick his spots and run the others around them, and thus I was able to complete the exit victory. A very lucky win, and there are certainly much better small scenarios out there. buser333
Gavin TakeSolo.
Germans rolled 12 for each MMG on their first attempt to use them on T1, then rolled twice 6 when trying to repair!
In spite of playing the whole scenario without MMGs, the Germans entrenched in the creamery and managed to prevent the Americans from getting anywhere near the bridge.
strategos
Escape to WiltzThe German forces had to chase the American to the board edge. Fortunately the German turn 2 reinforcents set up a solid blockig force around the trees at the exit hexes. On the last German turn a cx squad was able to get in to CC with the open topped armoured car - find an ATTM in his back pack and take the vehicle out.. This left the American just a couple points shy of the needed EVP
Good close game as it came now to the last turn.
slunts
One-Man Wrecking Machine Serge
One-Man Wrecking MachineThe American occupied almost all the exit hexes in their last turn. Therefore it was hopeless for the Germans in their last turn. Despite the ROAR ratio and the seemingly advantageous VC, it's not so easy for the German player. lechiquier94
Hell at Kiernozia jgarlic79@gmail.com
Counterattack at Carentan GeneralFG
Jackboot to the Rear Danno
Savannah Rain Danno
Jackboot to the RearOur game had Heavy Snow which jacked things up and then my Romanians drew two RED Cards and so no OBA. From that point, I knew I was doomed. I struggled as the Romanians as Dan landed his shots and knocked me around to the point that I finally conceded on Turn 5. grumblejones
Savannah RainSuccessful radio contact to the ship in the bay allowed for repeated attacks with the 150 OBA slowed the Italians down, two Tigers were immobilized and one panzer fell to a BZK. The Axis infantry ran out of gas as the Americans held on to more buildings. Fun game that gives some options to both sides, but for an American win you need a couple OBA missions. dmareske
Retreat From Bairak toffee
The Doomed and the DamnedThe Chinese armor was nasty in this. Bill A W
Sheep in Wolf's ClothingOut played by Hugh. The Brits couldn't win a trick though. Nicho11
Foreign LegionsThe Nationalists set-up an up front defense with the Moroccans in the town and a tank on each flank in the woods. The Republicans attacked in the south, but swung around to the middle and north as that way was blocked. The Nationalists channeled their German allies to fall back in a mobile defense, mostly avoiding prep firing each turn. All panzers were gone by around turn 5 and the final two T-26's were brewed up as they entered the village on turn 7 due to street fighting. The Nationalists fell back to form a ring around the church for the final turn. As the final hs entered the lone chink in the ring, back to back 2's were rolled to trigger a HOB roll of 12. The hs became berserk due to no quarter and charged into the church. The penultimate DR of the game occurred when the hs failed it's morale check from the final fire shot from two adjacent squads. The final DR was the sniper direction DR triggered by the last attack, breaking one of the squads adjacent to the church. Also fire lanes made a huge difference on defense, with all of the hindrances/wrecks on the board. Guru Bob
Far From Home Guru Bob
3rd RTR in the RainAs the Brits, I literally couldn't get past hexrow Q the entire game. My opponent played a great defense, and I know I spent too much time trying to break his guys with Prep Fire. Having two of my tanks break down due to failed mechanical reliability DRs was the icing on the cake.

That all being said, I could see playing this one again.
Cuddles McDeath
Rough Recess oybj
Fangs of the TigerFriday Night Fight

Ended as it started, with a crit. In the first turn my russians took out a Tiger with a crit during the germand MPh and Eric took out the last russian tank in his turn 6 AFPh. (VASL Log)
Paul Legg
By Fire and FlameThings went poorly for the Romanians early as Dan's AT Gun knocked out both Marders on Turn 1. His MMG was upfront, and would be captured, but the 9-1 and 4-5-8 would escape and rally. Romanians made slow progress and on Turn 4, I threw in the towel after being rate of fired to death by both the Russian mortar and 45L AT Gun. I'm not a fan of Rate of Fire and when it just goes and goes and goes...it unbalances the game. So, I walked away and the Russians had the win! grumblejones
Porytowe HillEarly use of MOL caused Fire that quickly Spread and caused German attack to be concentrated/funneled into narrow line of advance. German Radio was ineffective then neutralized. Kydder
Vines of Red Marines Danno
Vines of Red MarinesThe Romanians successfully crossed the bridge as the Russians malf'd the first mortar shot. By turn 4 all of the mortars were malf'd and the Romanians were surging into the village. The Romanian mortar cleared the stone building with a CRIT hit. My boys took prisoners until the final turn and then went no quarter and hand to hand in the final CC for the win. grumblejones
Matsumoto's ChargeForward defense prevented Japanese breakthrough. Kydder
By Fire and Flame Danno
Clearing Colleville Eduardordz
Alsatian VerdunAmericans hit heavy from the far south, while Free French approached hard through the SE (supported by all flexible armor). I blasted a MMG HS with my kill stack, and busted another frontline squad with my big mortar. Two small mortars busted. I rooted out a dummy tank, and lost an 8-0 either to aggressive scouting or a sniper hit (I forget). The Free French claimed the northernmost building against minor resistance. More bullets flew on the bottom of the turn, with an AT gun crew eliminated, a 8-0 mortally wounded, and a squad lost. The Americans for their part saw one of the broken mortar HS turned berserk (with a long way to run). Turn 2 saw the Germans get the worse for wear in the casualty exchange again, losing two squads to one HS for the Amis. The Amis seemingly claimed the SW most building, though making sure would be tedious with it being a large rowhouse. Turn 3 saw the Germans bag a flanking Sherman when the other AT gun sprung its trap. This same gun then about faced and blasted to bits a BAZ-toting HS and his commanding 9-1. The Germans lost another 8-0, as well as two more squads. Turn 4 was a disaster for the Germans, losing the net building in line for the Free French to a DC placement, one of the JagdPz to a bounding fire shot, a 548 to a mortar CH, but most importantly their field phone rolled boxcars. It certainly didn't help matters that the Allies started the turn red hot, averaging about 4.15(!) on their first ten shots. They would finish the turn averaging around 6.15 on twenty shots. The next building in line for the Amis was just guarded by dummies, and even the hotly contested 21P7 rowhouse fell. This made five buildings for the Allies and when, on the bottom half of the turn, the Germans lost 3.5 squads, and with no chance to fix their phone they called it a day. Certainly a highly replayable scenario, which we plan to do swapping sides. I liked it. buser333
Aufklärungs Attack jwert02
Stackin' 'Em HighNationalist AFV's: 1 wreck, 3 Immobilized, 1 recall. The infantry barely got a toehold into one hex of the University, but the Republicans were already there in force and were not to be dislodged.. Guru Bob
Only the Beginning jwert02
For the Fatherland jwert02
Daring ParafroggersThe Germans deployed a lot but with their poor ELR, they were unable to withstand any fire against them, failing quite any MC. They tried to react by looking for PF, but not one appeared in the game. I still wondered how the Germans can win that one against stealthy commandos. The game was even over before the AC reinforcements. lt_steiner
Swede RevengeA game unbalanced toward to the Russian, it's very difficult for the finnish to score a win result Lluison
The Wrong ChoiceNeat scenario with lotsa toys. Americans elected to hold the village and pick off as many vehicles as possible. Focused on German infantry early on to get advantage for the village fight. jgarlic79@gmail.com
A Kick in the TeethMy retired opponent and I just bought a bunch of Action Packs and are working through them to get ready for our first Octoberfest. We just need to get the boss to give us some time off. Bill A W
Red DonMy intuitive sense of how good shots were going to be kept being thrown off by the LV hindrances.

Italians deployed all along the river's edge across the frontage, I picked the left flank as offering slightly better terrain for the attacker. Initial MG prep-fire was ineffective, but other than a fluke KIA the Russians got most of the way across the river on turn 1. Turn 2 a large brown amoeba prep fired and broke half the Italians in front of them on the riverbank, while the MG supports broke the others. Italian left flank started to redeploy in the backfield. The Italian sniper was ultra active and got 3 "1" results against the Russian 9-2 kill stack, with the final one finally wounding him. Thankfully by turn 3 their firepower wasn't as needed and the Russians started scaling the banks of the river. As the Italians were redeploying, some of the excess Russian squads broke for the middle of the board, and by turn 5 the Soviets were threatening both the 18V2 and 18P1 hill masses. End of turn 6 saw an Italian concession as the Russians had 13 VP on the hills with only a few Italian squads left in good order and more Russians pouring on behind.

The Italian FO missed their first radio contact DR and then got broken and then killed by a wound by subsequent Russian prep-fire.
pmartin
Last Hope at New FlowerEthiopians sent the bulk of their force over the south bridge, with only a holding force to threaten the north flank. The Armored trucks raced to the north reinforcement edge for the Italians, where they secured that zone, but had one truck immobilized. The Italians waged a successful delaying action on the south flank until the Ethiopians staged a human wave through the heavy rain, that wiped out all but one stack. Having been flanked, the commander resigned. Guru Bob
SchatzgraberGrumbler round 3. Wounded polar bear took down a 2-4-7 and 8-0 for the win. Danno
Warwickshire at WormhouldtDown to last DR. Got enough exit VP and had 9-1 w HMG sqd encircled but couldnt break him and rolled too high on 2:1 in CC. We played w German balance eliminating the second carrier which i think is necessary as the Brits just have to delay. Grumbler ‘25 nebel
Warwickshire at WormhouldtA tight game that went back and forth throughout. The Brits managed a controlled withdrawal the managed to force the Germans to rush off the board and try to hold onto one of the stone buildings. The Germans managed to get into the building and get to a 2-1 CC with a -1. Needed a 7 to win and rolled a 10. A great game to finish off The Grumbler Invitational Tournament. dmareske
Tirailleurs and Antiques Grumbler 2025 Round 3 match. First time playing Tom and we both enjoyed this scenario quite a bit. His excellent defense checked my flank attacks for the first two turns. But my 9-2 kill stack finally got some key breaks to open up the French MLR. On the left flank, my 8-1 got a successful hit on the CMG tank with an ATR. The hit knocked out the tank. Despite a strong defense, it began to domino on Turn 4 and at the end of the turn, the Germans had taken enough Wooden Building required for the immediate win. grumblejones
Police ActionTom and I completed our Blood and Jungle play through today. This was one of my least favorite playing of the entire series. Highlight, rubbling a building hex with the DC. SGT Mac
Victoire a la PyrrhusGame ended quickly after the Germans suffered a couple tanks lost and, assessing the disposition of the respective forces, determined it unlikely the attackers could prevail. Houlie
Ghost RidersI took the Soviet defenders in this winter East Front clash. Renato's right flank charge worked perfectly, and he took the "back" buildings from the two 436s I put in there, but his key move was covering the entry hex row for my T-34s with a 75* and a PzIV. Two of three 628s were hit and bailed out, denying me the force I needed to hold that last "clump" of buildings around yO6. It still came down to CC in the last turn - great game! dieneuner25
All Down the LineFriday Night Fight (VASL Log) Bongiovanni
Welcome Back Eduardordz
Twilight at BaerendorfThe Americans spread across the board to cover all avenues of approach, with a strong showing in the middle that could pivot/cover either side of the map. The Germans focused on the open fields, not wanting to risk the village with hidden bazookas, but sent a token force to pressure the Americans there to delay them changing positions.

The plan went well for the Germans as they managed to hold the Americans at bay in the middle while crushing the force in front of them. The American guns managed only a couple shots before one male’s and then both had their crews broken. One crew recovered to break their gun completely and the other was eliminated. The German AFVs moved with impunity to pressure the oncoming American AFVs, but then it all shifted. The Americans made numerous incredible long range infantry and AFV shots, wiping out a chunk of German infantry and two German AFVs. This tipped the points balance enough by turn 6 that the Germans could not win.
Turuk
Steel GardenPolish defended back with armor and delayed back with infantry to hold out. jgarlic79@gmail.com

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Beyond the Beachhead 87.02
From The Cellar Pack #11 107.02
Leibstandarte Pack 5 - Scorched Earth 87.00
ASL Journal #10 196.98
Friendly Fire Pack 9 86.98
BFP 6: Mannerheim Cross 446.98
Recon by Fire! #2 106.96
Grossdeutschland Pack 1 - The Early Years 86.96
Battles of Carpiquet 136.96
ASL Action Pack #10 86.96
ASL Journal #12 146.96
ASL 13 - Rising Sun (2021) 386.96
Best of Friends 126.95
Quick 6 Scenario Pack IV 66.94
Quick 6 Scenario Pack VI 66.94
ASL 1 - Beyond Valor (3rd Edition) 246.93
ASL Action Pack #17 Oktoberfest XXXV 166.93
ASL Journal #11 286.92
Schwerpunkt # 4 126.91
From The Cellar Pack # 3 106.91
China-Burma-India: The Lost Theater Part 1 156.90
ASL 5 - West of Alamein 86.89
Critical Hit # 2 156.89
Schwerpunkt # 8 126.89
Hero PAX 4: Mediterranean Theater of Operations 126.89
Operations Special Issue #3 76.89
AH:ASL Annual `93a 116.88
Friendly Fire Pack 3 86.88
Friendly Fire Pack 6 86.88
ASL 12 - Armies of Oblivion (2nd Edition) 326.88
March Madness 2020 Full Rulebook ASL Pack 86.88
Classic ASL 166.87
HazMo Scenario Pack 3: City of Steel 106.87
Into The Rubble 86.86
Kreta - Operation Merkur 186.86
Generic Playtesting Log 376.86
Special Ops #12 66.86
Dezign Pak 6 126.85
Dezign Pak 9 106.85
HASL 9 - Hatten in Flames 106.85
ASL Action Pack #16 From The Land Down Under 156.85
Not One Step Back 86.85
ASL 16 - Twilight of the Reich 176.85
HASL 13 - Slaughter at Ponyri 136.85
AH:ASL Annual `93b 126.84
Aussie Tournament Pack 76.84
Friendly Fire Pack 4 106.84
ASL Action Pack # 6 A Decade of War 106.84
Friendly Fire Pack 11 86.84
Best of Friends 2 126.84
Schwerpunkt #22 126.83
Turning the Tide 206.82
ASL Journal #14 256.82
Backblast # 1 86.80
Death to Fascism 86.80
HazMo Scenario Pack 2: The Un-Civil Wars 106.79
Quick 6 Scenario Pack VII 66.79
DASL 1 - Streets of Fire 106.78
ASL Action Pack #13 Oktoberfest XXXII 116.78
ECZ Tournament Director's Pack 166.78
ASL Journal # 5 136.77
From The Cellar Pack # 2 106.77
ASL Action Pack # 3 Few Returned 126.75
BFP 3: Blood and Jungle 476.75
Friendly Fire Pack 7 86.75
Schwerpunkt #23 126.75
Deluxe Advanced Squad Leader 386.75
Aussie '98 Pack 106.74
Fanatic Pack 2 126.74
ASL Action Pack # 4 Normandy 1944 126.74
ASL 13 - Rising Sun 336.74
ASL 3a - Yanks (2nd Edition) 416.74
ASL Journal # 8 166.73
AH:ASL Annual `95 Winter 246.72
Internet 1306.72
ASL Journal # 1 176.71
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 `90 166.70
Rally Point # 1 106.69
ASL Journal # 4 136.68
Schwerpunkt #13 126.68
Rally Point #11 106.68
ASL Journal # 3 336.67
Tactiques # 4 86.67
Dezign Pak 5 186.67
BFP 4: Crucible of Steel 326.67
ASL 10 - Croix de Guerre 86.66
ASL Starter Kit #1 66.66
BFP 2: Operation Cobra 126.66
Schwerpunkt #12 126.65
Operations Special Issue #1 66.65
From The Cellar Pack # 9 176.65
ASL 12 - Armies of Oblivion 116.64
HSASL 2 - Operation Veritable 176.64
Schwerpunkt # 5: Medal of Honor 126.64
ASL Action Pack # 2 86.63
Critical Hit # 3.1 126.63
Schwerpunkt #10 126.63
HASL 7 - Valor of the Guards 216.63
Dezign Pak 10 156.63
March Madness 2019 Close Combat Pack 86.63
Quick 6 Scenario Pack V 66.63
ASL Journal #13 336.63
Rally Point # 2 106.62
Friendly Fire Pack 10 86.62
BFP 5: Poland in Flames 456.62
ASL Action Pack #15 Swedish Volunteers 166.62
Quick 6 Scenario Pack III 66.62
HazMo Scenario Pack 4: Making the Grade 106.62
AH:ASL Annual `92 156.61
AH:ASL Annual `96 146.61
Schwerpunkt #11 126.61
Quick 6 Scenario Pack 66.61
Paddington Bears '96 Pack 106.60
Schwerpunkt #20 126.60
Rally Point #13 106.60
Blood & Iron 106.59
ASL Open `96 Scenario Pack 106.59
Melee Pack III 76.59
Coastal Fortress 556.59
ASL Starter Kit #2 86.57
Recon by Fire! #3 206.57
Schwerpunkt # 6: Victoria Cross 126.57
Petsamo-Kirkenes Operation: Monkeys with Typewriters Vol.III 186.57
HASL 8 - Festung Budapest 206.56
ASL 3 - Yanks 86.55
ASL Action Pack # 1 86.55
Schwerpunkt # 7 126.55
ASL Action Pack # 5 East Front 126.55
Kampfgruppe Scherer: The Shield of Cholm 176.55
ASL Journal # 7 126.54
Franc-Tireur #11 226.54
ASL Journal # 9 256.54
HASL 10a - Red Factories 186.54
ASL Action Pack # 9 To the Bridge! 106.53
Rally Point #14 106.53
Rally Point #15 106.53
HSASL 1 - Operation Watchtower 176.52
ASL Journal # 2 246.52
Gembloux: The Feint 96.52
Leibstandarte Pack 1 - Blitzkrieg! 86.52
Battle for France 106.52
ASL 5a - For King and Country 206.51
Franc-Tireur #10 116.51
HASL 12a - Drop Zone: Sainte-Mère-Église 146.51
Dezign Pak 1 106.50
Melee Pack II 66.50
From The Cellar Pack # 5 146.50
Dos Equis Scenarios Especial 106.50
Nor'easter XX 136.49
Winter Offensive Bonus Pack 2018 66.49
ASL 10a - Croix de Guerre 426.49
Leibstandarte Pack 2 - Barbarossa 86.48
Rally Point # 3 106.48
Friendly Fire Pack 5 106.48
Hero PAX 3: Jungle Heroes 106.47
ASL Starter Kit Expansion Pack #1 1st Edition 86.47
Elite Canadians 96.47
Onslaught to Orsha 256.46
Beyond the Beachhead 2 166.46
ASL Action Pack # 8 Roads Through Rome 106.46
Rivers to the Reich 156.45
Blitzkrieg in the West - Central Campaign 66.45
ASL 7 - Hollow Legions (2nd Edition) 86.44
AH:ASL Annual `91 166.44
G.I.'s Dozen 136.44
Critical Hit # 4 106.44
Swedish Volunteers 146.44
AH:ASL Annual `97 166.43
Rally Point # 7 106.43
HASL 11 - Sword & Fire: Manila 306.43
ASL Journal # 6 156.42
Critical Hit # 6.4 246.42
Waffen-SS II: The Fuhrer's Fireman 86.42
ASL Starter Kit Expansion Pack #3 86.42
Schwerpunkt #16 126.41
Schwerpunkt #17 126.41
Friendly Fire Pack 8 86.41
Rally Point #18 106.41
Provence Pack (MMP Download) 106.40
Tactiques # 8 106.39
Out of the Attic #2 166.39
ASL Action Pack #18 Oktoberfest XXXVII 146.39
High Ground 2 166.38
Into The Rubble 2 126.38
Rally Point #20 106.38
Tactiques # 1 106.36
Witches Cauldron: Oosterbeek Perimeter 166.36
Nor'easter Scenario Pack II 156.35
ASL 7a - Hollow Legions (3rd Edition) 546.35
High Ground! 86.34
ASL Action Pack # 7 106.34
Franc-Tireur # 7 116.33
Quick 6 Scenario Pack II 66.32
Tactiques # 6 86.31
Dezign Pak 7 126.31
Franc-Tireur #13 176.31
ASL 2 - Paratrooper (2nd Edition) 86.30
AH:ASL Annual `89 156.30
Winpak #1 106.30
Schwerpunkt #21 126.29
Berlin: Red Vengeance 116.28
Tactiques # 7 86.28
Dezign Pak 2 126.28
ASL Action Pack #12 Oktoberfest XXX 106.28
Onslaught To Orsha 2 326.28
The Canadians In Italy 1: The Red Patch Devils in Sunny Sicily 86.27
ASL Action Pack #11 29 Let's Go! 106.27
BFP: Operation Neptune 106.27
ASL 11 - Doomed Battalions (2nd Edition) 86.26
Out of the Attic 166.26
Critical Hit # 3 186.25
Armoured Aussie Pack 76.25
Dezign Pak 4 156.25
Franc-Tireur #12 126.25
Fanatic Pack 1 126.24
Franc-Tireur # 8 106.24
Out of the Bunker 146.24
ASL 15 - Forgotten War 166.24
Rally Point #17 106.24
Basic Training: Issue One 126.24
Hero PAX 1: Hurtgen Hell to Bulge Nightmare 86.23
Tactiques # 9 106.23
ASL 11 - Doomed Battalions (3rd Edition) 246.23
Schwerpunkt #19 126.23
HASL 10b - Red October 116.23
Blitzkrieg Pack 186.22
ASL 14 - Hakkaa Päälle! 176.22
Rally Point #16 106.22
Tactiques # 2 106.21
Rally Point # 8 106.21
Franc-Tireur #15 226.21
ASL 11a - Doomed Battalions (4th Edition) 326.21
ASL 4 - Partisan! 86.19
HASL 3 - Kampfgruppe Peiper II 86.19
Internet: MMP 66.18
Rally Point # 6 106.17
Corregidor: The Rock 216.17
Covered 136.17
Tropic Thunder! 126.16
March Madness `97 Pack 126.15
Schwerpunkt #15 126.14
The Canadians In Italy 2: The Spaghetti League 126.13
Rally Point # 9 106.13
From The Cellar Pack # 6 106.12
SASL 1 - Solitaire ASL (2nd Edition) 216.11
Recon by Fire! #4 146.11
ASL Journal #15 116.11
Schwerpunkt #18 126.10
Franc-Tireur #14 326.09
Buckeyes! 106.07
From The Cellar Pack # 7 106.07
ASL 8 - Code of Bushido 86.06
Objective: Schmidt 176.05
Leibstandarte Pack 4 - Turning of the Tide! 86.04
Schwerpunkt # 3 126.04
Schwerpunkt # 2 126.03
Waffen-SS I: No Quarter No Glory! 66.02
Rally Point #21 106.02
ASL 6 - The Last Hurrah (2nd Edition) 86.00
Backblast # 2 86.00
Critical Hit # 7.1 186.00
Dezign Pak 8 106.00
From The Cellar Pack #12 115.97
Recon by Fire! #1 85.96
HASL 5 - Blood Reef: Tarawa 105.93
The Canadians In Italy 3: D-Day Dodgers 105.91
Schwerpunkt # 1 125.91
Dezign Pak 3 155.90
Blitzkrieg in the West - Northern Campaign 65.90
HASL 6 - A Bridge Too Far 125.87
Time on Target # 1 135.83
ASL 1 - Beyond Valor (1st Edition) 105.83
Hero PAX 2: Eastern Front Hero Fest 85.82
Deluxe Pack #1 125.82
Time on Target # 2 215.81
Wacht Am Rhein 165.80
Southern Cross Scenario Pack `96 65.80
Paddington Bears '97 Pack 85.78
ASLOK 2005 - 20th Anniversary Scenario Pack 105.71
Rally Point # 5 105.71
DASL 2 - Hedgerow Hell 85.70
ASL For Fun-LCP 325.69
Winpak #2 65.68
Melee Pack I 65.63
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! 65.31
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
ThidalASLSKStef BL2025-09-13 17:37:39
mestravisMaximiliano Estravis Barcala2025-09-12 10:44:57
Bill A WWilliam Waymont2025-09-11 11:57:17

On this day...

ScenarioLocationDate
A 09 Midnight MassacreUttfeld, Germany1944
CH 38 Orange Beach 3Peleliu, Palau Islands1944
LN2-1 Airfield FracasPeleliu, Palau Islands1944
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