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ScenarioCommentUser
Green DevilsClose Assault/Snake Eyes Tourney 2025 jwert02
Quinauan Point Bongiovanni
UnhorsedAs part of Friday Night Fights. I fought off the US attack well at first, but Martin's move up on me was skillful and avoided any egregious errors. In the end, a few key failed Morale Checks (hard to withstand an IFT 30 shot, irrespective of TEM). I did nail a tank with a sniper (recalled) and one in CC.

Great fun!
von Garvin
Harckocsi AssaultFirst to play and post. Danno
Harckocsi AssaultHungarians took a beating early with the loss of 4 tanks and one of those to a Russian LMG. At the end of Turn 3, the Russians mangled a stack of 3 squads in the building by the bridge. With their loss, the Hungarians conceded as there was no way to recover after that. grumblejones
Hickory Lickin'American win in the last turn. There were several broken stacks of germans that had to route out of the victory area, all on the last route phase. Just prior to that rout, the sole remaining good order German unit in the victory area got broken by a sniper attack, and eliminated due to failure to rout. Viking_CTO
Mao's Fifth ColumnChoice of two Victory conditions, but I suspect the Communists need to pick one from the outset.
I chose the Y7 building, because of the Special turncoats rule. I set up with the mortar and both artillery to cover the bridges with smoke. There is a special rule that limits smoke to 4 rounds, with s9 availability. I regard this as the most unnecessary special rule ever.. I got off one round..
4 bridges, 3 roadblocks, the tanks head for the one covered by wire and a pillbox. One tank immobilises on the wire, and the other bogs in a trench and immobilises in close combat. The third is destroyed by the 20mm AA gun. The wire proceeded to hold up my infantry to turns.
The upshot is despite getting into the building, with just 2 flights of stairs, the Nationalists could clog the stairs with brokies and that was enough.
Minedog
New Boy PeterA
A Limited OffensiveFirst to play and post. Danno
A Limited OffensiveTough scenario for both sides. Dan's Russians held hard in the center as my Germans flanked on their left. By game end, the Germans managed to exit enough and got the final 14 CVP in the final turn by capturing one more 4-4-7. Remember to take prisoners as the Germans. grumblejones
Strangers in a Strange LandThe French made a concentrated push along the side with the factory, arriving to the wall line without incident. The opening attacks broke a platoon's worth of French troops, but the MMD with leader went berserk in front of several French. Low rolls on the next few attacks led to KIAs on the German squads on the line. With so few forces left so early, Germans conceded. feralhuntsman
Quinauan Point Michel Bongiovanni
The Cabbage PatchClose Assault Mini Tourney 2025 Round2

I had played this one once before and realized that the 447's just get destroyed if they come out of their cubby hole "protection" of the orchards. ( I think the Americans can win easily if they just full on setup for an Assault at the German setup corner)
NOTE: both American leaders were downgraded 1 level. 10-3 just eviscerates everything.

Actually started to dig foxholes...got one...just in case he attacked...Setup a 16fp shot on the middle building vs his 9-1mmg337...and got a lucky break.
Then just had the 447's for the rest of the game harass the enemy across the road from their setup area...

Reinforcements (548's) came on turn 3 I think...check the log. And I just simply decided to go for the 2 hex building...either we take it and win or break and die.

10-2 was hanging around the area, but the 548's (2 HOB's fromt he assault) secured the building while the 447's finally get a break on the defenders at the crossroads.
Tanks had no effect...they came on Turn 5 and the game was over at the end of that turn.

Fun map Good maneuver options. Quick...
(VASL Log)
Stewart
Dutch Courage A_Lost_Canadian
Carnage in the Night galletto
Purple Heart AlleyI was German defender vs American attacker. This is definitely tough on the Americans. I was able to slow him down for a significant amount of game time. He was never able to get close to the final victory hex where I had a Squad with MG waiting. Great Germain morale and stone buildings vs weak American morale is a factor. Robert7721
The Puma ProwlsThe German armor leader in his immobilised puma destroyed the last three russian T70 as they were trying to exit. strategos
IvanovskiiAfter a fine advance that allowed them to quickly recapture the first group of buildings, the Germans came up against a strong defense from the Russians, who managed to retreat in good order. Thanks to their heavy firepower, the Germans managed to slowly advance through the Southern buildings. But, to the North, the dug-in T-34 was keeping watch, and the Russian sniper was actively shooting. For the final assault, the Germans rushed forwards. The defensive fire eliminated a few squads, but the Germans managed to enter CC on the last two target building hexes. The close combat was deadly to the Russian defenders in both cases. A very tense game that could have gone either way. The scenario is pleasant and fairly balanced. lt_steiner
Alles Hat Ein Ende wwillow
The Beasts Have ArrivedRussians defended mostly from level 1. German attack went mostly up German left and middle, protected by some smoke. Germans took too many casualties during first three turns. Gave early concession. mtrodgers99
Tretten in FlamesThe Germans aggressively pursued a line of attack into the town while the ski troops used their mobility to head around the southern end of the hill. Some careful defence by Rob meant that the Brits always had concealment and some potentially nasty shots to dole out - but I was mostly bailed out by lucky morale rolls when things got dicey. The Artillery on the hill didn't provide much of anything, despite some great rolls, due to distance + concealment bonus.

First Fire lockouts meant that the ski force was able to swing behind the defenders and secure 4 separate building hexes in a powerful coup that upset the balance of the forces remaining on board. Couple with my 50mm mortar getting a critical hit on a wooden building, and a subsequent original 3... Disaster struck on the stack of 2 squads + the hero, and the game was called there. This scenario feels like it requires the Brits to be aggressive and risk being shelled by the INF gun once or twice. The Blaze can swing things if the wind picks up or gust breaks down a building. Care should be taken so that the Blazes don't take away too many building victory points away from the Germans.
Jobbo_Fett
Bedburg BiteVery close to a Canadian win. One German half squad in 67L5. Wasted the German mortar and the jagdpanther never got a hit. 1.5 German squads left unbroken at end. Viking_CTO
Seoul Searchingcame down to final CC versus last NK squad.
The 45LL was the star, killing 2 squads and break 2 more, before being killed in CC.
darryllundy
Kordiyak's Woods Bongiovanni
Muscled Out of TownDog of a scenario. Chance of Free French winning are slim to none. MACHETE
Counterstroke at Stonne galletto
Golden PheasantsAmericans overwhelmed German left, gather strength with AFV. Held off right and moved toward VC buildong. Mafe quick work of German conscripts. American lost a few tanks but.manovered well BobMcKenna1966
Counterstroke at Stonne manzoliandrea72
RagnarökI've managed to lose this one twice, first with the Germans againt Rob, and then with the Russians against Vlad. Both games were hella fun though. BlitzkriegBeast
Coke HillCame down to the very end. We both had a lot of plans go wrong and very few go right. In the end I came up 2 CVP short and the final CC ended in a melee. Highly recommend! SGT Mac
The Tsar's Infernal Machines waaayback
Kicked to the Curb13 VP at the last CC. Bongiovanni
Death Takes a TollGreat bocage fall back scenario which transforms into all- out city fight for the end game. asloser
Muscled Out of Town jwert02
Norway in HalfAnd absolute stinker of a scenario where the Norwegians have too few troops for the type of mission they need to achieve, especially when they don't have an advantage in support weapons. This scenario needs something like Smoke-only OBA, or one fewer German squads, or another modification (on top of the first two) in order to truly balance it. Jobbo_Fett
Kicked to the CurbIt’s always a good game when it comes down to the last CC and the Poles had 3 of them to take a final VC building which they duly did. I just hadn’t inflicted enough damage on them through the game so they had plenty of options with squads and half squads for that final turn rush. Feels well balanced and would happily play again as either side Simonstan
The Czerniakow BridgeheadRussians took the early lead in CVP and then decided to retreat to hold it, giving up the viccory territory of the board. A self inflicted tactical mistake in the final turn led to the Germans just making it over the hump for the win, cupcakus
The GauntletSurprised to see all the Norwegian wins on this one, 6 Morale with 3 range and they just could not put up a fight against the superior German numbers. German player left the trucks behind and by turn 5 there were only a few squads left that weren't disrupted. Maybe it was just bad rolls, opp was hot and I had bad bad morale checks, but I could not grok a good plan to hold anything. cupcakus
In Min's Gang RumbleThis is a brilliant scenario. With two turns remaining, my USMC were three victory locations short of victory and within 5 CVPs of an instant win for the NKA. With great difficulty, they managed to take two of the locations with the third almost sure to follow. It all came down to the final NKA move in the final game turn. With the USMC all but guaranteed to have all the victory locations that they needed on the final turn, a 458 passed its PAATC to advance into a building hex containing a vehicle in bypass. Only a DR of 3 or less would destroy the tank and win the game. Needless to say, that is exactly what was rolled to snatch the victory. Shame about the result but this was a blast to play. Ten out of ten. Dougban
Feast DayFor FNF. My Canadians were able to break through and get enough buildings, along with the church, to seal the win. Great Fun! von Garvin
Initial SkirmishVery tight, lots of fun. I lost by 1 VP. Motorcycles! waaayback
Another Frustrating DayIt came down to the last turn with 2 very pro German CC rolls. The Germans created 2 hero's and this combined with the heavy German forepower was tough for the allies to combat.

I did my best to put all roadlocks in the way of the German advance and it cam down to the Germans having to pick up 2 of the last 3 victory buildings in their last turn. Despite 1FP firelanes and low RFP, the high morale of the attackers allowed them to make it into the buildings.

This is a tough one for the Allies I feel, and you need to be very disciplined with keeping your lines intact, falling back, and not getting surrounded.

However, lots of fun, and the random local militia arrival is a nice touch.
comdotski
Factory Fodder Viking_CTO
Grebbe End BravoCo
Espirito InaspettatoGreeks used their 9-2 kill stack to obliterate 1.5 Italian squads while they split their force fairly evenly moving in from the east and west, with a couple squads sneaking up the middle through the gully. The guns were a major concern, so a fair bit of searching was carried out. The western force made enough headway on Turn 2 to force the Italian reinforcements to take the long way to the hill. The Italians pulled back their 9-2 kill stack from the southern edge of the hill, prematurely I believe, and I suspect this may have cost them the game. Turn 3 saw the Greeks mainly enter east central, with a stack making for the northern tip of the hill to interdict the reinforcing Italians. Turn 4 saw the Greeks take their first casualty when a HS was lost, but with the Italians now having lost 3.5 squads and an 8-0 they could afford the trade-off. The first Italian gun revealed itself shooting point blank at a full stack of Greeks that had crested the hill, only to whiff and lose concealment. It would amazingly survive DFPh, but not be so lucky during the following PFPh. But the rest of Turn 5 would not be so kind for the Greeks, with the inevitable 9-2 showdown going the Italians' way by pinning his counterpart and breaking two of the Greek MGers. Then a lucky 4+1 sent tumbling a whole stack of Greeks after their 8-1 leader mortally wounded. The ART made its first appearance and, much like the AT gun, failed to deliver. The Greeks then got some revenge on the bottom of the turn when they encircled, broke, and subsequently eliminated two Italian squads holding the south-central part of the hill. This would ensure the Greeks (at least temporarily) would be able to control the minimum 11 buildings. But they did better than that when some nice shooting softened up the north end of town, and were actually able to grab one building and tie up another in melee. Turn 6 saw the Italians lose their HMG for good (after having broken and repaired twice before) and, while they most likely would've been able to knock the Greeks back down to 10 buildings, with the Greeks getting last move and facing the prospect of surviving a fully restocked 9-2 kill stack they called it a day. Not a bad scenario, but I think the Greeks will typically face a tall order in being able to grab and hold the full complement of buildings. buser333
Good, Lucky, or BothThe scenario title is accurate: I think the British have to be good, lucky or both to win this one. There’s a lot of ground to cover and some tricky terrain. The Italians will melt away under fire, but there are so many of them it’s not hard to overwhelm positions. The grain makes it hard to shift the defense too. I would say this is a good advanced challenge to test and practice defensive skills in ASLSK. It would be a different game in full ASL with fire lanes, entrenchments, etc. LtDan
Turning the Tables toffee
I Don't Like Retreating Heloanjin
About His Shadowy SidesIn our continuing quest to play all the BoF, I took the defending Germans in this one. Chris got a little Frisky with his big war machines and parked them close enough to my entry area so that my reinforcements entered and got to PB range against them. PB rear shots versus a tank with no ROF and no IF are pretty much the best you're going to do, so I knocked those out early. Even still Chris made a good game of it, taking 7 of the 9 buildings and having a chance to get the win on the last turn but his attack came up a little short trying to get those last two and the Germans came away with the win. tatumjonj
The Tiger Of ToungooJapanese approach to crack the first fort with DC met with double disaster wiping the units right away. Another stack of banzai charges met the HIP HMG that also luckily wiped them all with KIAs. With so many early losses to the Japanese it was an easy win for the Chinese. feralhuntsman
Oh Joy! GOUREAU
The Blood of Lambs wwillow
Loosening the NooseVery nice scenario. Despite a good defense in order to slow the French, the Germans were finally overwhelmed in the last turn. The issue of the game was undecided until the two last CC. lechiquier94
By Ourselves manzoliandrea72
Backs to the SeaThe bulk of the German forces struck up the center while a small force advanced up the east side. Half of the center force was able to attain concealment behind the bocage and maintained it by AM and advance through the shellholes, The remaining unconcealed units struck forward mostly using the shellholes for some level of cover. As it turned out, the American setup was weakest on the east side of the battlefield. Most IFT rolls were ineffective for both sides, but that gave the Gerrmans the advantage of being able to advance mostly unscathed. Fearing the open ground, the American forces did not shift forces from the west side until late in the scenario. By this time, the Germans were within a few hexes of board 7. Despite that, the scenario came down to the last turn. Heloanjin
Commando SchenkeLearning game for Bob. Heloanjin
The Fangs of TransylvaniaA very massive, and challenging scenario. My initial Hungarians in village were overrun very quickly. They were able to strip off a few of HT and lighter armed vehicles. By turn 3, the Romanians had two recalls as well as two immobilized tanks. My Hungarians mostly stayed on North edge of battle area in amongst buildings and walls. We we able to pick of a couple Romanians and threaten the cap. In end combinations of losses, malfs, and recalls stalled Romanian attack.

2025 eASL Open (VASL Log)
jgarlic79@gmail.com
On the Swedish BorderAn all-HIP defense with a 9-2 leader that can absolutely dissolve any advancing Germans on a -4 or -3 shot is just too strong when the Germans have little in the way of cover AND have to face check every nook and cranny. Sangars also being invisible until used makes circumventing buildings also a problem. Despite all my reinforcements, I simply could not survive enough shots to punish the Norwegians and hold ground. Needs work, but I can guarantee the balance for the Germans should be different. Jobbo_Fett
Yet the Bite RemainsI could not get agressive enough attack and conceded in turn 7 when ran out of troops. This on requires very precise and agressive play as the British. This scenario saw the creation of not one but two Japanese heroes for my opponent, can cross off thet from my bucket list. asloser
Let’s Shoot the S.O.B.’sAll 3 T34-85 destroyed - 2 by BAZ and one CC. darryllundy
ANZAC Boys jacelm
The Cabbage PatchThe German's sat back waiting for reinforcements that did not show up until Turns 6 and 7. With no time to maneuver, the German infantry entered on Turn 6, mostly as a stack, and ran straight into the HIP'd American MMC. The result was a pinned leader and a fanatic squad with a Hero followed by a broken American squad. Certainly could have been worse. But the stack was stuck 2 hexes from where they needed to be. One other MMC moved into the edge stone building which was unoccupied. On Turn 7, a broken German HS actually self rallied, providing a unit to take another unoccupied stone building. Everything else was thrown at a 3rd stone building, occupied by a single American MMC. The German infantry had to pass multiple American units laying down residual and fire lanes. Amazingly, many of the Germans successfully moved adjacent to the last building and advanced into CC. In the CCPh, the Germans got ambush and then eliminated the American MMC. However, the Americans had plenty of FP to advance on and take the edge side stone building, guarded by a single German HS. In hindsight, knowing that the dice would save the attacker, the Germans should have left another squad in that building as well as parked an AFV to protect that building. But the German player was simply too frustrated by the reinforcement die rolls. I don't recommend this scenario as it depends almost entirely on when the reinforcements arrive. Heloanjin
Leningrad RedsUnique VC by selection. Both chose VC on north side. Defense centered on walled orchard. Attacked thru woods but couldn’t pass MC for which there were many due to ROF. Full on slaughter of Finns. MM2025 nebel
Golden Pheasants igycrctl
Zboiska HeightsA very good scenario. Went down to stopping German counterattack on last turn. jgarlic79@gmail.com
Too Close For ComfortA very tough Scenario for the Japanese. I was able to slip around to the west end of factory under cover of LV and a little smoke. Once in the factory, was able to slowly slog forward. My Japanese were helped by some opportune ineffective fire led by 10-2. It still came down to final turn. Nail-biter! jgarlic79@gmail.com
The Ghosts From DasburgMarch Madness 2025 dmareske
Easy's Bridge toffee
The Tsar's Infernal MachinesI found this scenario quite fun, and very unique. Both sides get to Banzai charge with even fewer restrictions than the Japanese, although with only poor quality units. There are a few SSRs and odd vehicle characteristics that require ongoing attention during play. The Germans have to take stone building locations. Overall I think my dice were better when it counted, and I managed to get more than I needed, forcing the Russians to try to take some back. By then, several Russian units were Disrupted, and there were just not enough MMC willing to get back in the fight. The Germans have no SW, but the five ACs (trucks, really) can possibly be immobilized by small arms fire (SSR), and one is OT. Capturing one of the two Russian MMGs would be gold here (AF 0), but I don't see that happening very often. The ACs are radioless and bog very easily if moved off road, so not the threat they might be otherwise. A cool SSR affects German 4-3-6/2-3-6s (the entire OB) by potentially causing them to Battle Harden, pin, or break if an AC gets within three hexes of them. By the time the ACs entered, I had two squads already Battle Hardened from HOB rally attempts, so they were immune. It's better to be lucky than good. asl458
Tactical DoctrineThe German assault was surprisingly efficient and never let the Soviets a chance to regroup and counterattack. I was expecting the cellars to be to scene of some epic fights but the two German DCs quickly neutralized the soviet resistance there. Djord
To the SquareThis is your standard early ASL Scenario with many turns spent as the Russian move up the board to take the building or exit VP off the board. Game as a standard slog until the Russian were able to get into the building by Going Berserk. There was 2 CC in the building that ended int Mass destruction with the loss of only the weapons remaining in the hexes. The Germans were able to recover the dropped weapons and get more reinforcement into the build and hide on the first and second floor.. slunts
The Citadel Viking_CTO
The Bridge of VerdalsöraIt feels like the Norwegians must set up their defenses forward in order to prevent any movement across the bridge for as long as possible. This is hampered by the fact that the Germans get early reinforcements that get the circumvent the natural obstacle. Lucky smoke and cautious movement allowed me to cross with most of my force on turn one, which blew the floodgates open on gaining ground and pressuring the Norwegians. Norwegians probably deserve the balance on this one. Jobbo_Fett
Taking HeadsRound 3 of 2025 - KC March Madness Tournament. grumblejones
Tip Off at TauroggenFire base w 9-2 was solid but no ROF tears - pushed around both village edges steadily and was in decent position to take 8 buildings. The Russian tanks went halftrack hunting and bagged a bunch. Lost by CVP. Very fun for both sides. MM2025 nebel
Taking HeadsHMG and 9-1 anchored the center and was able to thin the Jap forces before they reached the woods line. The M3 SPG got some nice hits and the Japanese attack did not quite have enough left to get enough buildings. . nebel
Taking HeadsRound 3 of 2025 - KC March Madness Tournament. Very enjoyable game. I was Japanese attacker vs Philippine army defender. I was able to methodically work my way into the center of town and the victory location hexes, but taking causalities along the way. His MMG and HMG in multistory stone buildings were brutal on my advancing Japanese. I was able to eliminate one halftrack with the ATR and another by double stun to force a recall. I had 6 of the 13 victory locations at the end. I did not have enough troops left to press any further in Turn 7. Once done counting the CVPs at the end of the game, the Philippine army had just a couple more than the Japanese. Robert7721
Taking HeadsMarch Madness 2025 dmareske
Commando SchenkeMarch Madness 2025 dmareske
Melting Pot Bongiovanni
The Deadly LineFor Friday Night Fight Club von Garvin
The End of Their Rope strategos
Farmyard AffrayRound Two - 2025 KC March Madness Tournament. grumblejones
Danish CrossroadsRound One - 2025 KC March Madness Tournament. grumblejones
Farmyard Affray. I was British attacker. Difficult conditions to meet. Needed to run across a grain field to take a couple building hexes from minimal German forces (but with 1 MMG, 1HMG) in 3 turns before his reinforcements arrive. Then return to a Victory control hex to defend it. My die were terrible, his were hot. My mortar got 1 smoke off and then broke on 2nd shot. His unsmoked MMG hit my infantry crossing the grain field and lit them up. My 1st morale check on the 9-2 leader was boxcars, and the entire kill stack broke in the middle of the grain field. Didn’t get much better. Never got close to the Building I needed to take. Conceded Turn 3. Robert7721
Fused At ZeroNo smoke to cover the assault no place to hide from either the guns or the 10-2 and MG. Raked everywhere and all the Germans broke and ELR’d. Pointless gun pushing and meatwaves. No fun at all as attacker. MM2025 nebel
Supply DetailFun as the French to rake the Germans as they tried to reinforce the village. 2 50cal and 10-2 tore things up throughout the game. No fun for German player. MM2025 nebel
Danish CrossroadsRound One - 2025 KC March Madness Tournament. I was Danish Defender. Danish did well up to the very last turn. I slowed his infantry assault, and he kept his 4 AFVs out of range until the his last turn. I had an MMG covering the right flank and AT gun still working on the left. He was able to successfully run an AFV down the right flank and multiple shots for Infantry and MMG did not stop him. He eventually overran my last AT Gun which missed with both regular and Intensity fires. I did not have sufficient forces left to counter attack in last half of the turn and conceded. Robert7721
Fused At ZeroMarch Madness 2025 dmareske
La Guerre Finie!!March Madness 2025 dmareske
The Niscemi-Biscari HighwayAnthony is really coming along quite nicely with his understanding of the rules and tactics. He played a great game on the way to a win. The Germans were looking great after 3 turns and I thought I had it, but he sprung out one of the captured guns, blasted my lone AFV and then that thing just kept hitting and getting rate. The real turning point of the game was when during my movement phase late in the game, I had a unit that had AMd next to a victory hex go berserk and another stack AMing the leader went berserk and took the squad with him. So I now have two units running around in the open getting blasted and losing me the game. That's ASL. tatumjonj
The Deadly Line Thompsonmg(MGT)
Buckley's Block rangercote
Encircle This!Germans lost a squad in their initial probing of the Russian line, though they also had the 7-0 turn heroic, and forced the AT gun into action. Russians abandoned it and fled to safety in the factories. German infantry moved to the doorstep of the first factory, which was stacked to the gills. In fact, all but one Russian squad was firmly ensconced in one of the factories, and they were in an adjacent building. This certainly didn't make for the most exciting defense. Tigers were busy escorting their laden HTs through the east end of town en route to the exit. Turn 3 saw the Germans get a toehold in the first factory, while the convoy moved north and west. I made what I consider to be an exceptionally stupid tactical error by ignoring the convoy and bringing my tanks in from the south. This was exacerbated by unnecessarily leaving one of them CE to get stunned. Sloppy. This of course allowed the Tigers to break off from the convoy (who easily made it offboard with the required VPs) and concentrate on applying pressure to my men from the north. Thankfully for me one of them broke its MA and they kept their distance from me wary of MOLs, or things could've been much worse. Germans now controlled half the first factory, and their 9-2 kill stack (joined by the heroic 7-0) ruled the roost. But I could still block the way with bodies, which I did. I lost my stunned tank driving into a cellar. With three turns left things were looking grim. Turn 5 saw the Germans inch forward Stalingrad style, but I was able to tie up T2 and T3 with bodies to avoid a turn of relentless shooting. My remaining tank successfully entered S4 to help bolster the line. Turn 6 saw me bleed a few bodies and lose the first factory, but I was able to safely skulk away the rest and weather the fire. I was able to ring R3 with bodies and, without enough enemy firepower in T3 to do the deed, survive the assault. Blocking the way with bodies is never the most satisfying way to win, but we do what we can to survive. Not a very fun scenario if you ask me. buser333
A Polish BattlefieldPlayed as part of VASLeague 2025, effective OBA and superior AFV's gave the German's the win, but it did come down to the final die roll, of the final phase, of the final turn.

Special mention to the beyond heroic Polish AT Gun that held the hill effectively on it's own and never rolled more than a 7 the entire game.
cupcakus
A Ridge Too FarClose game. Brits had exceptional luck with smoke and WP while the Germans kept failing MCs and ELR to include the squad with the MMG. Germans used broken units to restrict the British advance. British had exactly 9 VPs. The Germans tried Prep on the last turn in an attempt to break one MMC without luck. The better action probably would have been to attempt to get into CC against a HS, but that required crossing open ground. Heloanjin
Bricks in FlamesMarch Madness 2025 dmareske
Dash For Saint PoucinThe Frenchies held tough. One French squad managed multiple kills in CC against the odds. Tomkrny
Delaying ActionMy Russian opponent when straight for the objective to run across the battlefield, but whit HIP German handling Panzerfaust it proved to be a deadly run for the Russians. I chose to hide my German Units early between row R and row X, this would allow early contact to surprise the Russian four T-34/85 and three ISU-122 coming my way. By the ned of turn 2 The German had already eliminated two T-34/85 and one ISU-122 and only suffered a Casualty elimination upon a Boxcar Rallying DR. On turn 3 another T-34/85 lost it's Main Gun to breakdown, and one of the two remaining got stun and recalled by a nice Sniper headshot. Russian were already taking a heavy toll while a German half-squad became fanatic. On Turn 4 this German Fanatic HS received a Critical HE hit with 34 FP from a T-34/85 in the Prep Fire phase and resisted a 4MC to only get pinned. The T-34/85 ROF 3 additional times only to get nothing out of it. I love those Fanatice high morale units. On the same turn the Only Remaining ISU-122 breaks it's Main Armement. On turn 5, My hero team with the 9-2 Leader destroyed another T-34/85 with a front hull hit creating a fourth Burning wreck on the battlefield. Later on turn 5 The recalled ISU-122 left the battlefield leaving only another ISU-122 with disabled Main Armement and one T-34/85 to go for the remaining Goog Order German unit scaterred arond the battlefield. On turn 6 the Russian exited their first AFV and it was still possile to tie the game with elimination of 5 other German units , but turn 6 was theswan song for the Russian as a Leader creation from field promotion DR added another German leader. Final score Germany 5 Russia 2 Gray_fox
No Time to BleedI used a defense where most of my units were back near the exit area, but I placed my Guns very far forward with the 85L protecting the rear of the 76L. I had their covered arcs pointed towards the exit area hoping for some rear or side shots. I got one with the 76L on turn 1, burning a tank. Then he tried to circle around behind the 76L and I got another one with the 85L. My opponent kind of lost the plot, deciding to try and throw a lot of FP at the guns instead of avoiding them and getting off the board. He lost the MA on another AFV and while running a Tiger CE at my 76L, I hit him with a hail mary 6 +3 on the CE crew and forced a NMC which he boxed. Recalled, now he has a malfed MA Tiger on board and the Pz IVH. At this point, my AFVs were kind of free to run wild and clean up the infantry. My opponent conceded when I got his last AFV with an immobilized SU85 in advancing fire. Pretty fun, I think he would have had a decent chance if he ignored the guns and simply drove around them. tatumjonj

Latest News

MM 2025 pack
Please hold off buying the pack until this message is replaced. I’m away at the moment but the scaling is incorrect as part of the email-stamping process so some of the pages will be cut-off.

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

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

Existing purchasers can simply re-download their pack to receive the updated version at no extra cost.
March Madness Korean War pack available for download
The March Madness Korean War pack is available for download at a cost of $20 from the shop.

8 scenarios, ranging from small to large all featuring the KW. Look out for an episode of IR focusing on this pack, shortly!
*wipe*

Latest Content Additions

Updated daily. Refresh
ScenarioActionWhen
Muhlenkamp's MiracleDispang12 Added a playing33m 30s ago
Muhlenkamp's MiracleDispang12 Rated the scenario33m 58s ago
Another Frustrating Daycomdotski Added a playing40m 27s ago
Green Devilsjwert02 Added a playing2h 43m 11s ago
Harckocsi Assaultgrumblejones Added a playing6h 36m 24s ago
Harckocsi AssaultDanno Added a playing6h 49m 13s ago
Coke HillSGT Mac Added a playing7h 49m 33s ago
Unhorsedvon Garvin Added a playing11h 3m 31s ago
Quinauan PointBongiovanni Added a playing12h 17m 26s ago
Belgian BlitzkriegPaul Legg Added a playing13h 45m 5s ago
Brotell: The Finnish AcePaul Legg Added a playing14h 2m 32s ago
Machine Gun AlleyPaul Legg Added a playing14h 5m 28s ago
Mutka Strikes AgainPaul Legg Added a playing14h 9m 40s ago
Delaying Action at KylänmäkiPaul Legg Added a playing14h 41m 16s ago
Karelian SculptorsPaul Legg Added a playing14h 55m 4s ago
Taninmylly MottiPaul Legg Added a playing15h 2m 27s ago
Leningrad RedsPaul Legg Added a playing15h 20m 25s ago
Leningrad RedsPaul Legg Modified the unit counts15h 26m 33s ago
...a Dish Best Served Cold....Hutch Updated the Victory Conditions19h 24m 47s ago
...a Dish Best Served Cold....Hutch Modified the unit counts19h 26m 14s ago
...a Dish Best Served Cold....Hutch Modified the Attacker's AFVs19h 26m 14s ago
...a Dish Best Served Cold....Hutch Modified the Attacker's AFVs19h 26m 43s ago
...a Dish Best Served Cold....Hutch Modified the unit counts19h 27m 48s ago
...a Dish Best Served Cold....Hutch Modified the Attacker's AFVs19h 27m 48s ago
...a Dish Best Served Cold....Hutch Modified the Attacker's AFVs19h 28m 27s ago
...a Dish Best Served Cold....Hutch Modified the unit counts19h 28m 28s ago
...a Dish Best Served Cold....Hutch Modified the Attacker's AFVs19h 29m 40s ago
...a Dish Best Served Cold....Hutch Modified the unit counts19h 29m 41s ago
...a Dish Best Served Cold....Hutch Modified the Attacker's AFVs19h 30m 40s ago
...a Dish Best Served Cold....Hutch Modified the unit counts19h 32m 1s ago
...a Dish Best Served Cold....Hutch Modified the Attacker's AFVs19h 32m 1s ago
...a Dish Best Served Cold....Hutch Modified the Attacker's AFVs19h 33m 6s ago
...a Dish Best Served Cold....Hutch Modified the unit counts19h 33m 7s ago
...a Dish Best Served Cold....Hutch Modified the Attacker's AFVs19h 34m 4s ago
...a Dish Best Served Cold....Hutch Modified the unit counts19h 35m 18s ago
...a Dish Best Served Cold....Hutch Modified the Attacker's AFVs19h 35m 18s ago
...a Dish Best Served Cold....Hutch Modified the misc. rules19h 37m 19s ago
...a Dish Best Served Cold....Hutch Modified the Unit Elements19h 39m 38s ago
...a Dish Best Served Cold....Hutch Modified the Defender's AFVs19h 46m 52s ago
...a Dish Best Served Cold....Hutch Modified the unit counts19h 47m 26s ago
...a Dish Best Served Cold....Hutch Modified the Defender's AFVs19h 47m 26s ago
...a Dish Best Served Cold....Hutch Modified the Defender's AFVs19h 48m 8s ago
...a Dish Best Served Cold....Hutch Modified the unit counts19h 49m 42s ago
...a Dish Best Served Cold....Hutch Modified the Defender's AFVs19h 49m 42s ago
...a Dish Best Served Cold....Hutch Modified the Unit Elements19h 54m 35s ago
Bruno's Flak AttackHutch Modified the misc. rules19h 55m 46s ago
Bruno's Flak AttackHutch Modified the Unit Elements20h 50s ago
Tangled Up in BlueHutch Modified the misc. rules20h 6m 28s ago
Commando SchenkeGregoryfry Rated the scenario22h 29m 9s ago
Quinauan PointMichel Bongiovanni Added a playingYesterday
Strangers in a Strange Landferalhuntsman Added a playingYesterday
The Askim MaximJobbo_Fett Added a playingYesterday
On the Swedish BorderJobbo_Fett Added a playingYesterday
Tretten in FlamesJobbo_Fett Added a playingYesterday
A Limited Offensivegrumblejones Added a playingYesterday
A Limited OffensiveDanno Added a playingYesterday
The New BoyHutch Modified the misc. rulesYesterday
New BoyHutch Modified the misc. rulesYesterday
New BoyHutch Modified the gps locationYesterday
New BoyPeterA Added a playingYesterday
Chateau of Deathhoxson1 Modified the Attacker's AFVsYesterday
Chateau of Deathhoxson1 Modified the unit countsYesterday
Chateau of Deathhoxson1 Modified the Attacker's AFVsYesterday
Chateau of Deathhoxson1 Modified the unit countsYesterday
Chateau of Deathhoxson1 Modified the Attacker's AFVsYesterday
An Unexpected Complicationhoxson1 Modified the Attacker's GunsYesterday
An Unexpected Complicationhoxson1 Modified the Defender's GunsYesterday
An Unexpected Complicationhoxson1 Modified the unit countsYesterday
An Unexpected Complicationhoxson1 Modified the unit countsYesterday
An Unexpected Complicationhoxson1 Modified the Attacker's GunsYesterday
An Unexpected Complicationhoxson1 Modified the Attacker's GunsYesterday
An Unexpected Complicationhoxson1 Modified the unit countsYesterday
A Blow Too Latehoxson1 Modified the gps locationYesterday
A Blow Too Latehoxson1 Modified the Attacker's AFVsYesterday
A Blow Too Latehoxson1 Modified the unit countsYesterday
A Blow Too Latehoxson1 Modified the Attacker's AFVsYesterday
A Blow Too Latehoxson1 Modified the Attacker's AFVsYesterday
A Blow Too Latehoxson1 Modified the unit countsYesterday
A Blow Too Latehoxson1 Modified the Attacker's AFVsYesterday
A Blow Too Latehoxson1 Modified the unit countsYesterday
A Blow Too Latehoxson1 Modified the Attacker's GunsYesterday
Sweeping Northhoxson1 Linked the scenario to ROARYesterday
Sweeping Northhoxson1 Modified the gps locationYesterday
Sweeping Northhoxson1 Uploaded the Board imageYesterday
Wet Feethoxson1 Modified the Defender's GunsYesterday
Wet Feethoxson1 Modified the unit countsYesterday
Stuck Duckshoxson1 Modified the unit countsYesterday
Stuck Duckshoxson1 Modified the Defender's GunsYesterday
Sweeping Easthoxson1 Modified the unit countsYesterday
Sweeping Easthoxson1 Modified the Defender's GunsYesterday
Sweeping Easthoxson1 Modified the Defender's GunsYesterday
Sweeping Easthoxson1 Modified the unit countsYesterday
Sweeping Westhoxson1 Modified the Defender's GunsYesterday
Sweeping Westhoxson1 Modified the unit countsYesterday
Sweeping Westhoxson1 Modified the Defender's GunsYesterday
Sweeping Northhoxson1 Modified the unit countsYesterday
Sweeping Northhoxson1 Modified the Defender's GunsYesterday
Sweeping Northhoxson1 Modified the Defender's GunsYesterday
Sweeping Northhoxson1 Modified the unit countsYesterday
Sweeping Westhoxson1 Linked the scenario to ROARYesterday

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March Madness 2020 Full Rulebook ASL Pack 86.92
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ECZ Tournament Director's Pack 166.78
Deluxe Advanced Squad Leader 386.77
ASL Journal # 5 136.76
ASL 3a - Yanks (2nd Edition) 416.76
Aussie '98 Pack 106.75
Melee Pack III 76.75
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Paddington Bears '96 Pack 106.74
Fanatic Pack 2 126.74
ASL Starter Kit #3 86.74
ASL Action Pack # 3 Few Returned 126.74
ASL Action Pack # 4 Normandy 1944 126.74
ASL 13 - Rising Sun 336.74
Special Ops #12 66.74
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ASL Journal # 1 176.67
ASL Journal # 3 336.67
ASL Journal # 4 136.67
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Quick 6 Scenario Pack III 66.67
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ASL 12 - Armies of Oblivion 116.65
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ASL Starter Kit #1 66.64
Schwerpunkt #10 126.64
HASL 7 - Valor of the Guards 216.64
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Quick 6 Scenario Pack 66.64
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March Madness 2019 Close Combat Pack 86.63
From The Cellar Pack # 9 176.63
ASL Open `96 Scenario Pack 106.61
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ASL Action Pack # 2 86.58
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ASL 3 - Yanks 86.56
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ASL Action Pack # 1 86.55
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Newest players - welcome!

UsernamePlayerRegistered
MACHETERobert Arrieta2025-03-23 17:15:37
eespin77eduardo espino2025-03-21 05:51:07
bedouxeGorret Michael2025-03-18 16:23:58

On this day...

ScenarioLocationDate
28 Ambush!Thrace, Bulgarian-Occupied Greece1942
69 Today We Attack6 miles north of Toungoo, Burma1942
AP15 Broken BambooMaelu, Burma1944
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