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ScenarioCommentUser
The Guards Counterattack Heloanjin
Patton's GhostThis was my first foray into the Korean War on ASL. I was the NKA which have the task of preventing the Americans from amassing VCs by way of capturing buildings, destroying tanks and exiting units. US casualties don't matter. It should be noted that the Americans can win if they can successfully exit their three AFVS, which is obviously problematic for the defenders who plenty of other things to worry about. I found set up to be quite difficult here. There are a lot of things to cover and the NKA defenders can end up being spread mighty thin. My main worry was a flank attack, so I set up the tank hunter heroes on the flanks. The ART gun also covered the NKA right flank. Needless to say, Marc came right up the middle so a good chunk of my AT defences were essentially useless. The defence started fairly well and a T34 managed to take out a tank with a rear shot after entering a building to get the shot. At this point things were looking good but things went awry when Marc waltzed a tank into the hex occupied by the T34 and survived CC despite bogging in the hex. That froze defensive fire and turned the tide in favour of the Americans who simply drove through the centre of the map to exit. Dougban
Cpl. AnzacA very unusual scenario with interesting SSRs: the Japanese are defending one or two "hidden" clearings in the jungle, which the New Zealanders must find and capture whilst also trying to prevent the Japanese retreating off-board. Our game felt a bit pro-NZ, as I moved fairly easily round the East and West flanks (fortunately avoiding straying), and the Japanese - who defended two close-together clearings - were surrounded and wiped out by the end of turn 5. But this may be about more subtle placement of the PFZs and making the most of Japanese HIP and CC advantages - plus getting a few good DRs which the Japanese didn't here. Certainly a scenario I'd play again. Andy_Bagley
Short-Lived Offensive johan.vrijdaghs@gmail.com
One Down, Two To GoThings were complicated at first for the Germans with a broken OBA radio and heavy casualties suffered in their approach to the Barrikady. With the support of Stukas and Panzers, they managed to progress into Hall 6a (Manufacturing hall) and Hall 4 while capturing the two workshop/warehouses. However, on the last turn a violent Russian counterattack pushed back the Germans from one of the warehouse and the factories. The Germans achieved a control of 19 locations on the 20 needed. A final Russian victory with heavy casualties from both sides (68 and 60 CVP). lt_steiner
In Time, All Will FailVery pro japanese scenario. Bongiovanni
The Abbeville BridgeheadThe French decided to attack along the southern edge, using Armored assault and numerical superiority to overwhelm the German defenses. The plan was the capture the first VC building quickly, regroup there and mount an attack against the other board 4 VC building by turn 7. The plan went mostly as laid out with a lot of French forces swarming the final VC building by turn 6. The big move was bogging my Bis next to the steeple in the graveyard and getting a couple point blank shots with the armor leader on the Germans holding down the building. I overwhelmed the building, eliminated the squad upstairs for FTR and got the leader in the steeple in CC. Chris played a good game as the Germans, he won't complain but his dice bailed on him at the end. tatumjonj
Damnation GameFun mini-Stalingrad. Russians have to take those Factories before the German late game reinforcements arrive. Probably not much chance anyone takes that Hungarian defended building behind the train tracks so get Factories and don't lose your Armor seems the best win method. Russian armor will be quite limited in this street fighting against deadly panzerfausts. Russian OBA can smoke it up to get the assault started. nekengren
The FactoryThe German's north flank must present such a wall of firepower that the Americans are forced away from the gullies and enter from the east. Nope, nice try: my separated German squads defending the north each cowered immediately with no effect, no fire lanes, nothing. I also made two, what was I thinkin'? bad mistakes.

A good time and an enjoyable opponent---first time I played a scenario speaking French about half the time.
EJ1
Into the FrayLots of good rolls for the Polish. Viking_CTO
A Stiff Fight Bongiovanni
The Vienna BypassFun scenario. My Russians could not get past the SS Ordnance setup all in the town center. Most of the Russian Infantry and Armor advanced around the town center to the left and made great progress. Russian Human Wave turn 2 to clear out the whole left. Turn 3 and 4 coordinated assaults on the center failed in all attempts. A few Russians managed to get into the backfield but not enough manpower left to take the building objectives. This seems fairly balanced but an inexperienced Russian will certainly fail. nekengren
The Muzsla NooseFun Take the Building Scenario that came down to the last turn with few Hungarians remaining. Hungarians have to hold the Buildings on the hill with a combined force. Russians have plenty of a significant manpower advantage. Lots of manuever in the tight town spaces. This one could go either way. nekengren
The Fond Dagot Drag-Out igycrctl
Shadows of Death galletto
Melting PotSlow progress across the open ground by the Allies kept them out of enough victory buildings. The Germans had some upfront defenses along with the AT gun on Bd 4, which ended up destroying two tanks before it broke. The Brits also were pinning a fair amount which prevented some complete moves in the middle turns. dmareske
Takin' EibertingenVery close and exciting game, decided on the last turn. Things started badly for me as the Americans; I correctly guessed where his HIP StuGIII was and took steps to avoid it by taking the northern route under cover of smoke mortars, but it smashed my kill stack in the lone building in my setup area. And the HS that I positioned to kill it failed with many bazooka shots, until the StuGIII finally malf'ed its MA trying intensive fire.
Even so, I made good progress in the north, including successfully driving a tank through the woods, and the American firepower finally began to tell. Just made it to clear the remaining German units with a LOS to hex O5 on the last CC phase. Good fun!
Andy_Bagley
Loser Takes AllThis looked really tough for the Germans, but I got a few lucky breaks: a misplaced SU100 got shot on my first PFPh, and a second fell to a lucky AFPh PSK shot. One of the Russian AT Guns, positioned well forward in brush, did better however, and took out two of my AFVs before I was finally able to break the crew. My JgPzV also stepped on AT-mines and was immobilised.
Things turned round on turn 3 however, when the last SU100 fell to another PSK, and the second Russian AT Gun was overwhelmed without firing a shot. With the powerful German infantry all intact, and Russian defences on the eastern side of the village collapsing, my opponent conceded.
Andy_Bagley
Deadly DexterFast playing PTO scrap that can go either way. The two VC hexes on the smaller hills fell quickly. The big hill VC hex foxholes/trenches made it a challenge. Eventually, it fell under the weight of the remaining Japanese attackers. Houlie
No Monumental Acclaim andersb80
King and Love oybj
Raff's Army jgarlic79@gmail.com
Finnish BlitzkriegGorgeous map, implacable Finns reclaiming a part of their homeland, and hapless Stalinist stooges trying to hold off the Finns with an Infantry Gun and an 82mm Mortar. What more do you want? Oh, very well: let's throw in a captured French SOMUA S35 and a couple of Hotchkiss tanks added to the Finnish OOB. Fun fun fun. To be honest, I had more fun as the Finns than my opponent, for whom things generally went wrong. BlitzkriegBeast
Genghis Khan Lives!Long, involved scenario. The White Russian player has to balance the CVP, a lot of ground to cover and occupy and mainatin a cohesive plan of attack throughout. In a scenario such as this, it is quite easy to lose focus from session to session as happened in this playing but I enjoyed the narrative of the scenario. I'm actually a huge fan of LFT's RCW scenarios so this was very enjoyable to play but it is an intense amount of mental work at times. I'm not sure that any delay in the reinforcements can be sustained but it is fun. CloseAssaultPete
Frank's TanksThe two German Stugs were destroyed quite quickly but the three Panthers managed to destroy the 57LL and T34 quite quickly giving them the ability to roam the battlefield and reduce Russian's strongpoints. However, it took an incredible (and quite lucky) last turn for the Germans to secure the 13 buildings they needed. A very enjoyable game that could have gone very differently of luck had less favored the German side. Djord
SparkplugVASL jrwusmc
Forest GummThe most brutal dicing of the Germans I have seen in my career. The result was not representative of the skill of either player, and I can't give the scenario a fair rating because we have no idea how it was supposed to play out. aiabx
Four Stars of ValorGame was pretty well over when the allies had secured board 19a by end of turn 6, with only three GO German SS squads left on board 18a to deny the first VC choice (on/adjacent-to a RR hex(es)), but they could not get close enough with the last squad attempting such pinning. Very enjoyable scenario, with only one Sherman V and one Jagdpanzer IV left unscathed. The 88 setup on board 18, with excellent fields of fire and destroyed the Firefly and another Sherman before turning to a British leader and accompanying squad, while a Jagdpanzer took out another Sherman. The other German guns were largely ineffective, as were the American bazooka attempts. The Germans retained possession of all three X33 factory locations throughout the scenario, but had no units left alive aside from a lone SPW 251/1 on board 19a. (VASL Log) Ahriman667
Monty's MessGave up on British turn 2, turned over by the dicebot again. Gamer72
Ambush at Johannahoeve Farm grumblejones
A Cab for Ste. AnneThe defensive-minded initial Free French setup allowed the Germans to quickly move into positions that offered MG fire lanes along the boulevards through Toulon that needed to be traversed by the approaching Senegalese trucks and taxis. Initial small successes of those fire lanes discouraged the Free French from moving forward aggressively enough. By scenario's end the two forces were fully engaged, but the Germans were successful in a few close combats, and still retained more buildings than they'd started with. A2ASLer
Hein Olshana Cpl Wright
Maranzani’s MissionI was very aggressive with my tanks on my opening moves to make way for my infantry, either smashing into the woods or VBM freezing the Russians that stood before me. But it was very costly; to the tune of one lost tank in CC, one HS to resid, two squads of broken men, and my FT-toting 7-0. The Russians weren't without losses, with my 9-2 kill stack sending a squad to their maker, and another one busted. One of my cyclists made it to the farm compound to grab a building. Meanwhile in the east I sent six squads against five on a mission to capture the stone building there. I had planted a HS up in the hills to deny conceal growth as well I could. The Russians repositioned to meet my men at the woods' fringe, but off the edge as my Semoventes had that covered. The Lees raced on. One to scare my 9-2 stack off the woods' edge, the other to guard the road leading into town. My remaining L6/40 was caught in the woods that had burst into flame after my FT had rained destruction on my half of the turn. I thought I had lost him, only to discover he could escape during my MPh. Next turn saw me take total control of the woods, killing two squads and taking a HS prisoner (a boon to the non-deploying Italians). None to soon either, as the flames were rapidly spreading through the woods and brush and had my back completely closed off. The Russians used a Lee to lay some defensive smoke to try and hold the two buildings on the edge of the woods, while the other Lee repositioned to join him. The Semo I had sent on a flanking mission to the west promptly broke its gun. He was the reassigned to VBM freeze the HMG squad/9-1 holding fort in the second stone building. His demise was certain, but it cleared the way for my FT to move up, who had been devastating all day long. The Russians shrugged this off, but I managed to tie them up in CC and move a bunch of units to hopefully give them some whoop ass during Russian T3. One of the Lees moved west to try and head off the men I was sending around that way, but he missed a LOS from my remaining Semo, who managed to fry him to a crisp on a side shot. The rest of the Russians huddled in a hedgehog position in town. The Russian squad in CC was dispatched, but the 9-1 was still holding strong. My T4 PFPh saw the 9-2 knock out another squad, my L6/40 paved the way with a freeze, and my men made their move on the town. My FT finally ran out of juice, but I knocked off the 9-1 and was able to grab the Russian HMG just before flames overtook the building. The whole center of the woods was on fire by this point. T5 was a great one for me. My men in the east, who had spent all game long cautiously moving in like a jaguar stalking its prey, finally had closed in with a Russian conscript in CC at the edge o the stone building. While on the other side of it four Italian squads converged on the 447 holding flank. He shrugged off some strong advance fire, but was soon tied up in melee. My 9-2 swept the east edge of town, helped along by a fortuitous sniper hit on the squad guarding the north side, but I could not crack a conscript holding tight on the south side, who was at least constantly distracted by my L6/40. My first foray into the stone building on the west side of town left me a broken 7-0, but cleared the way for my 8-1/HMG squad to move in. The sniper break of the squad holding the north allowed two of my squads to close in on the Lee holding down the middle of the town. I lost my L6/40 to an ATR shot, but the CCs all went in my favor. The bottom half of the turn is where everything really came together, with the Russians whiffing on shots on me in the west building. My return fire busted his squad, guaranteeing me another building hex to add to my existing five. A CH from my Semo knocked off the concealed conscript holding the church, promising me seven buildings, and the final straw was me busting his man in the east held in melee with me, giving me at least eight. My two molotovs attempts yielded nothing, but I'd still have my T6 to try again, and by this time he only had his commissar left in the west, and one 447 left in the east. A really challenging game for me, aided along by some atrocious shooting from the Russians, and a fair bit of luck on my part. All dice being equal I'd take the Russians in this every time, but quite a fun scenario. buser333
Silver & BronzeEpic game. Defenders did not set up anything on Bd92. Falling snow stopped on turn 2 only to reappear in final turn at double intensity. Excellent Ami defense and Germans lost two tanks after both malfed MA. Germans able to KO two Shermans in return to even AFV score and then KOed an M10 in the final turn to put the Germans ahead on VPs for an exhausting win. A swirling duel the entire game. Both sides attack/defend. A real ”thinking man’s” scenario. Plays long and careful VP tracking required. Highly Recommended. Houlie
A Great Deal Of BloodThe US mobility and firepower simply overwhelmed the German defenders. Tomkrny
Forging SpetsnazNeither of us really thought the Japanese had a chance in the middle game after the entire town garrison was killed or routed, but towards the end game... they suddenly had chances, and then suddenly almost won. The Russians survived a final AFPh attack from a stack of Japanese in the one required stone building they still held, to seal the victory for the Russians. A highlight was my Japanese leader throwing a DC against his Russian leader that was attempting to place a DC against him and his stack in the aforementioned building. The Russians somehow took the worst of it. BlitzkriegBeast
Cole's ChargeClose Assault Round 1 jwert02
Blockbusters asloser
Beacon of Hope asloser
Death Ride Bongiovanni
Emulate the BraveFirst to play and post. Danno
Emulate the BraveMy Russians attacked on the wrong flank and got savaged by German MMG fire. Dan counter-attacked with Oberleutnant Sacha's MKIV's and knocked out my T-70's and two of my KV-1's. My Russians managed to knock out a MKII and MKIII and also Sacha's MKIV. But after 4 it was clear that my Russians couldn't achieve the objectives. Fun scenario and a good win for Dan!! grumblejones
Hühnersuppe wwillow
Then Came the Inferno Fiedler
The RoadblockMy first play in bocage with a strange scenario introducing column movement in bocage terrain with SSR limiting German moves. The German column turn right following the dirt road. The first Americans seen tried to destroy a StugIII with a bazooka but failed. The Germans were able to progress through inefficient shots from the paratroopers. The AT gun revealed itself but missed the shot before being turned silent by small arms fire. A lucky shot on a building broke the hidden 9-2 and a MMC with the MMG. With various American units eliminated or routed, the movement constraints became useless and the Germans were in positioned to overwhelm the village center before the reinforcements. The Americans resigned at that moment. lt_steiner
Cole's ChargeThe bulk of the American force advanced on the west side of the board with a small flanking force on the east. Progress for the first 3 turns continued essentially unhindered. The German mortar was able to break a squad on turn 1. That squad rallied immediately and the mortar had no more effect for the remainder of the game. The Americans positioned two MMG on Level 1 of the north building keeping the Germans off the hill and complicating German movement. At the end of Turn 3, the German position was very weak. The west side was greatly weakened when a German 9-1 was eliminated and two squads broken. On the east side two American HS's were threatening to completely flank the German position putting them in position to capture the south east building. This would have been devastating for the German position. Fortunately, as the American paratroopers advanced down the western road, German defensive fire was able to pin and break a number of squads. In the mean time, a number of paratroopers attempted to cross the center ground but got caught up in MG fire. Smoke was plentiful for the first 3 turns but seemed to dry up as the game progressed. The American MMGs on Level 1 in the building ended up being less useful than hoped due to difficult LOS around the woods and buildings. By Turn 7, the Germans were able to push back the east flanking units. As the Americans tried to dash across the southern road to the grain field, the German MMG cut down the leader and squads with him. With insufficient force remaining, the Americans conceded. Heloanjin
Riposte Bongiovanni
Going to New York!Third time was the charm; no extremes and it went to the top of the last turn. The Italians sent a handful of squads from the north to ensure the Americans had keep back a part of their force to block the path to EE7. Most of the Italian squads put pressure on the column x tree line, methodically moving forward and pressuring the Americans. After a number of breaks and rallies, it came down to an unexpected Italian conscript rally that dashed for the embankment along the east edge to obtain the necessary FP. Turuk
Sheep in Wolf's ClothingMy British set up heavy in the north and bum rushed into the middle of the board, spreading out and eliminating nearly the entire German force before their reinforcements arrived. The Germans held only building F5 and D5. The German reinforcements all entered in the south east corner of the map and set up in the woods trying to interdict my British assault on the last two buildings. It was a hard fought battle, but in the end the British mortar ended up getting two smokes down with rate and completely blocked the HMG and seriously hindered the MMG. Some seriously bad dice for the Germans doomed him as he hit me with two 24 fp shots and a 12 fp shot over two fire phases and got nearly zero results out of it. The British ended up breaking or pinning every remaining German unit on the board in their turn 6 and the Germans called it a day. tatumjonj
Pipkorn's Attempt PeterA
Into the FrayGermans conceded when it became clear they couldn’t achieve the Exit VC (one tank KO and another under Recall) and CVP were even. Given the SANs of 2, a lot of Sniper action in this game. Is there anything more ASL than seeing your 2 down 2 shot from a Green HS roll “snakes” to cower off the IFT only for the subsequent Sniper to take out your 9-2 leader… Simonstan
Men of the Mountains rangercote
Fox HuntFirst to play and post. Danno
Fox HuntMy Partisans crept into the German compound, but struggled to win Close Combats even with ambush. Losses started to mount and I couldn't rally my broken Partisans. Dan immobilized both Panthers on the repair rolls, but both used their turrets effectively. Rommel was in the G13 house and well defended. My Partisans failed to take out the Germans defending Rommel and after 5 turns, I conceded as my force was too degraded to win the game. Enjoyable scenario overall. grumblejones
Trial of the Infantry A15.4er
Down on the FarmMy dice sucked from get go, rolled 10 on first Weather change DR so rain starts, meaning no Smoke from my mortars. Got worse from there as every time I moved onto ridge Bryan shot me to pieces. Conceded at end of German turn 4 as no way to recover and press on to building objectives over Open Ground in Heavy rain vs fully intact defense. Good game by Bryan. thedrake70458
Not Fade AwayA very detailed AAR for my playing can be found at Gamesquad forum under the following link (if you're logged in there...):

https://www.gamesquad.com/forums/index.php?threads/ap194-not-fade-away-aar.202661/

Played this as the Americans and managed a win.
von Marwitz
Gotta Get OutThe Americans pushed about a company of infantry 1 tank and the halftrack with squad down West side of the board
The American infantry were having a bit of at tough time and then the German 75L appeared. Killed the Tank, Critical hit a squad in the fox hole
The German sniper woke up and Stunned the Halftrack. With only 3 turns left the American felt that they could not get to the last victory hex and Conceded.
slunts
Silesian Interlude Bongiovanni
L'Union Fait la Force manzoliandrea72
Side by SideWent all the way to last MPh ... Germans finally broke the lone unit left defending approaches to the bridge then sent Fanatic across under light fire for the win. Kydder
Purple Heart LaneAmericans Controlled 6 buildings but failed to prevent German units from moving off board to steal the victory. Kydder
Retaking the VKT LineRussian OBA played a big part in securing the win once the Finns reached boards 17/42, with help from the reinforcement AFVs making lucky (and spectacular) Wreckage of the Finnish group. Kydder
"À Moi la Légion!"Interesting victory conditions - lotsa time pressure. jgarlic79@gmail.com
Death's Head DenouementI prevented Maurizio's German from exiting the map. Interesting scenario with many options for both parts. cosarara
Muscled Out of Town JimT1277
The ClearingThe Americans got their two MMGs set up to fire on the Pillbox and went on a ROF attack breaking and then killing everyone inside. The Germans had a chance as they rolled two 2s in the last Rally Phase creating a berserk unit, but the 9-2 was able to gun them down. A close game with lots of back and forth. dmareske
Kempf at Melikhovo atomic
Coke HillCalled it on Japanese turn 5, when a third MG malfunctioned - can't fight the dicebot. Very enjoyable up to then, though. Gamer72
Kids These Days wwillow
Norman "D" toffee
Tumult from the CloudsA decent air drop with few losses allowed for the Germans to apply pressure quickly on the spread out defenses the Norwegians had set up. The need to run around to recover weapons, and a high number of poor landings forcing the paratroopers to split into half-squads made things a little tough for the aggressors, but nonetheless they fought their way onto both pillboxes and a lucky berserk roll (and an MMG-toting Norwegian squad cowering) allowed entry into the bigger of the buildings adjacent to the runway.

The Air Support failed to make a dent until a lucky shot forced a leader to go berserk, and subsequently berserking the squad he was paired with. Despite the loss of control of these units (and their eventual extermination), the Norwegians were able to hold on to the very last, surviving a 3-1 odds CC roll to retain control of the last building.

I think this scenario is rather fun and simple enough for most people to wrap their heads around the paratrooper landings without frustration. Balance wise, the German option should probably be to remove the need to get ALL buildings, or perhaps get an alternative win condition based on the map no longer having any good order Norwegian MMC, to prevent a melee cheese.
Jobbo_Fett
Extracurricular ActivityGood short scenario.
My Russians set up too far forward without a good covered retreat option, leaving them exposed and running out of places to hide. This left the Hungarians enough room to do an end run around the northern edge and gain control of the VC building. I conceded on Turn 5 as I did not have enough GO MMC to match what the Hungarians had at hand.

I was also extremely lucky with some early die rolls that slowed the Russian assault somewhat, before Steve regrouped and continued. (VASL Log)
Ahriman667
Continue the Attack at OnceDespite my opponent really rolling great early, his forces were spread out too wide. This allowed the Americans to use their firepower to gain an advantage on the left side of the board and by turn 4 I had enough units close to the victory area. The German player conceded when I advanced a leader and 2 MMGs onto the level 1 hill next to the road. He didn't think he'd be able to get enough units over to that side of the board. I agreed. tatumjonj
Kordiyak's WoodsThe Americans set up with a kill stack at level 2 with all the German units set up in foxholes concealed at the edge of the woods. The Germans survived prep and held their fire through the American mph. They eliminated two real units and two dummy stacks on turn 2. I hipped the mortar in R6 and the plan was to keep it quiet as long as possible maybe not allowing the Americans enough time to deal with it. The Americans made a huge push into the woods while the Germans kept creeping back and retaining concealment, trying to stretch out the game. Finally in turn 4, I caught his kill stack running down the road and got a break and a pin with the mortar. In the German half of the 4th turn, i dropped concealment and absolutely pummeled five adjacent stacks with point blank fire and rate, eventually breaking every squad next to me. A quick run around behind by a German unit facing down 2 fire in 3 hexes was preparing to move into position to get three hexes worth of Americans for FTR when the Americans conceded. This is a great, tense scenario. Once the Americans get in you, there's very little space to operate. tatumjonj
Devil's Hill johan.vrijdaghs@gmail.com
Another Bloody MorningVASL jrwusmc
Criniti's Escape asloser
Kicked to the Curb jwert02
Hot Toddy asloser
Hill 424 usmcwo1
Cornered BeastsVASL jrwusmc
A Polish Requiem Serge
Drava EpicThough it was a solo game, I really enjoyed this scenario which had some wild swings of luck. The wildest moment was when the Panzer IV fired on half squad with its machineguns which created a hero. The Panzer fired its MA and this led, again, to the creation of a hero. Finally, the Panzer intensive fired its MA and killed the half squad via failed morale / casualty reduction. During the following defensive fire phase, one the newly created heroes destroyed the Panzer with a Panzer Faust shot. Djord
Mountain MarinesThe Vasl League Round 1 2025 slunts
Released from the East strategos
Totensonntag jwert02
Kordiyak's Woods Danno
Kordiyak's WoodsGerman half-squads fought it out up front to slow the Americans moving into the first of the bocage. Held the Americans for two turns and lost of the 2-4-7's with 2 more escaping to the woods. The Americans attempted to turn the German right, but were broken up. Dan's 9-1 went Heroic, but his kill stack was hit by a 12 shot rate of fire from the German 81 MTR, which stalled them until they KIA'd the crew with a 13 factor snakes. But by turn 5, the Germans retreated to deeper into the woods. The Americans were shattered and out of enough movement to win the game. grumblejones
Forging Spetsnaz Berthémy
Feast Day rangercote
RagnarökFun scenario, with the randomly appearing and random strength Russian reinforcements represented by ? counters that start off in buildings adding some real uncertainty to the situation. This mechanism pretty much guarantees no two playings are going to be the same. Rob's skillful play held off my desperate SS, who found they couldn't escape the hell storm they had helped to create in their capital. They reaped the whirlwind. BlitzkriegBeast
A Wave Breaking with the TidePolish troops eliminated four squads and three more were under DM in the first two turns. 3/5 German leaders lost by SAN1, CC and capture. Polish OBA was accurate on the church/steeple trapping about three squads. It ended early due to their loses. Houlie
Marechal's Mill atomic
Tavronitis BridgeSome unique ASL happened here. Great match. The NZ Sniper was effective in pinning a squad that was subsequently jumped in CC. My German sniper broke a squad, routing him out of the Victory Area, but my German Paratroopers fell just short of the objective. A fun game I'd play any time, either side. von Garvin
Hunting Hotchkiss wwillow
Highland Frank wwillow
Great Vengeance Serge
Roads to Perdition Danno
Roads to PerditionGermans managed to secure the necessary locations. Not a fan of variable OB and variable reinforcements. grumblejones

Latest News

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!
ROAR record importer
After too many requests from players, I've now added a way for you to import your playings from ROAR into the archive. The instructions can be found at the bottom of your My Page, but essentially requires you to copy and paste your playing records from your account page in ROAR into a spreadsheet, then from there into the input box.

Games aren't removed from your account but duplicates won't be added (duplicates check player name, scenario and dates).

Please do carry on using ROAR if you choose to do so, but this is being offered to players who'd like to consolidate their records here.
Reports and statistics
I've added a replica of the roar balance report (based on archive plays) underneath reports -> balance, on the left hand menu and some statistics charts, too.

Want to see how many games have been logged and when? Are we playing more now than we did 3 years ago? What about the year when the most scenarios were published? Or are games played with vasl more regularly than ftf?

All this and a little bit more on the statistics page (found on the left hand side under reports).
Map page and new search options
The Maps link on the left hand nav bar takes you to a maps page that provides the opportunity to search the maps via names and tags. The maps that don't have images will slowly get updated, and those who have admin rights can add tags to help scenario designers and players filter maps by a set of tags, such as Rural, City, Stream, etc.

You can update your map collection, in order to search by maps owned on the advanced search, by ticking the boxes on this page which should automatically update your map collection. The button that is on this page takes all publications that you own and adds the maps that are listed on those into your collection.

As always, a big thanks to those who help populate this data!

Latest Content Additions

Updated daily. Refresh
ScenarioActionWhen
In Time, All Will FailBongiovanni Added a playing2h 9m 32s ago
Ceramic CityHutch Modified the Unit Elements2h 21m 9s ago
The RoadblockHutch Modified the misc. rules2h 22m 2s ago
The RoadblockHutch Modified the misc. rules2h 23m 3s ago
Ceramic CityBlitzkriegBeast Added a playing2h 33m 33s ago
Ceramic CityBlitzkriegBeast Rated the scenario2h 35m 9s ago
The Roadblocklt_steiner Added a playing3h 39m 44s ago
One Down, Two To Golt_steiner Added a playing4h 1m 24s ago
The Tractor WorksTuruk Modified the gps location4h 3m 49s ago
Short-Lived Offensivejohan.vrijdaghs@gmail.com Added a playing4h 35m 2s ago
Extracurricular ActivityBlitzkriegBeast Added a playing5h 49m 53s ago
Extracurricular ActivityBlitzkriegBeast Rated the scenario5h 53m 8s ago
Sting 'em at ZingemBlitzkriegBeast Added a playing6h 22m 14s ago
Sting 'em at ZingemBlitzkriegBeast Rated the scenario6h 26m 4s ago
Kurhaus ClashBlitzkriegBeast Added a playing6h 33m 12s ago
Kurhaus ClashBlitzkriegBeast Rated the scenario6h 35m 45s ago
Damnation GameHutch Modified the unit counts6h 49m 41s ago
Damnation GameHutch Modified the Defender's Guns6h 49m 41s ago
Patton's GhostHutch Modified the gps location6h 56m 16s ago
Cpl. AnzacAndy_Bagley Added a playing7h 1m 47s ago
The Grand Canalaokigaryou Modified the unit counts7h 25m 43s ago
Patton's GhostDougban Added a playing9h 18m 1s ago
The Guards CounterattackHeloanjin Added a playing16h 16m 45s ago
SOS Fantomes!hoxson1 Uploaded an Image18h 12m 1s ago
SOS Fantomes!hoxson1 Updated the Victory Conditions18h 13m 15s ago
SOS Fantomes!hoxson1 Modified the Attacker's AFVs18h 14m 2s ago
SOS Fantomes!hoxson1 Modified the unit counts18h 14m 23s ago
SOS Fantomes!hoxson1 Modified the Attacker's AFVs18h 14m 23s ago
SOS Fantomes!hoxson1 Modified the Attacker's AFVs18h 14m 46s ago
SOS Fantomes!hoxson1 Modified the unit counts18h 15m 7s ago
SOS Fantomes!hoxson1 Modified the Attacker's AFVs18h 15m 7s ago
SOS Fantomes!hoxson1 Modified the Defender's AFVs18h 15m 52s ago
SOS Fantomes!hoxson1 Modified the unit counts18h 15m 53s ago
SOS Fantomes!hoxson1 Modified the Defender's AFVs18h 16m 17s ago
SOS Fantomes!hoxson1 Modified the unit counts18h 17m 24s ago
SOS Fantomes!hoxson1 Modified the Defender's AFVs18h 17m 24s ago
SOS Fantomes!hoxson1 Modified the Defender's AFVs18h 17m 53s ago
SOS Fantomes!hoxson1 Modified the unit counts18h 18m 24s ago
SOS Fantomes!hoxson1 Modified the Defender's AFVs18h 18m 24s ago
SOS Fantomes!hoxson1 Modified the Defender's AFVs18h 18m 59s ago
SOS Fantomes!hoxson1 Modified the unit counts18h 19m 32s ago
SOS Fantomes!hoxson1 Modified the Defender's AFVs18h 19m 32s ago
SOS Fantomes!hoxson1 Modified the Defender's Guns18h 20m 42s ago
SOS Fantomes!hoxson1 Modified the unit counts18h 21m 4s ago
SOS Fantomes!hoxson1 Modified the Defender's Guns18h 21m 4s ago
SOS Fantomes!hoxson1 Modified the Defender's Guns18h 22m 17s ago
SOS Fantomes!hoxson1 Modified the unit counts18h 22m 18s ago
SOS Fantomes!hoxson1 Modified the Unit Elements18h 25m ago
SOS Fantomes!hoxson1 Uploaded an Image18h 26m 5s ago
SOS Fantomes!hoxson1 Added the scenario18h 26m 56s ago
Operation NatzmerGrenzer Added a VASL Template file20h 38m 45s ago
The FactoryEJ1 Added a playing20h 47m 7s ago
Not Fade Awayvon Marwitz Added a playing21h 46m 41s ago
Damnation Gamenekengren Added a playingYesterday
Damnation Gamenekengren Rated the scenarioYesterday
Penny PacketsHutch Modified the locationYesterday
Penny PacketsHutch Modified the gps locationYesterday
Penny PacketsHutch Modified the misc. rulesYesterday
Penny PacketsHutch Modified the misc. rulesYesterday
Penny PacketsHutch Modified the gps locationYesterday
Abandon Ship!BlitzkriegBeast Added a playingYesterday
Abandon Ship!BlitzkriegBeast Rated the scenarioYesterday
Into the FrayBlitzkriegBeast Added a playingYesterday
Into the FrayBlitzkriegBeast Rated the scenarioYesterday
Abandon Ship!BlitzkriegBeast Added a playingYesterday
Abandon Ship!BlitzkriegBeast Rated the scenarioYesterday
Penny PacketsBlitzkriegBeast Added a playingYesterday
Under the Noel TreesHutch Modified the misc. rulesYesterday
Under the Noel TreesHutch Modified the misc. rulesYesterday
Penny PacketsBlitzkriegBeast Rated the scenarioYesterday
Going To ChurchBlitzkriegBeast Added a playingYesterday
Under the Noel TreesBlitzkriegBeast Added a playingYesterday
Under the Noel TreesBlitzkriegBeast Rated the scenarioYesterday
The Abbeville BridgeheadHutch Modified the gps locationYesterday
The Abbeville BridgeheadHutch Modified the gps locationYesterday
The Abbeville Bridgeheadtatumjonj Added a playingYesterday
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Riley's Road CG Milk FactoryHutch Set the designer fieldYesterday
Married UpHutch Modified the AttackerYesterday
Married UpHutch Uploaded an ImageYesterday
Riley's Road CG Milk FactoryHutch Uploaded an ImageYesterday
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Riley's Road CG Milk FactoryHutch Modified the Scenario OBA detailsYesterday
Riley's Road CG Milk FactoryHutch Modified the turn countYesterday
Riley's Road CG Milk FactoryHutch Modified the unit countsYesterday
Riley's Road CG Milk FactoryHutch Modified the Attacker's AFVsYesterday
Riley's Road CG Milk FactoryHutch Modified the Attacker's AFVsYesterday
Riley's Road CG Milk FactoryHutch Modified the unit countsYesterday
Riley's Road CG Milk FactoryHutch Modified the Attacker's AFVsYesterday
Riley's Road CG Milk FactoryHutch Modified the Attacker's AFVsYesterday
Riley's Road CG Milk FactoryHutch Modified the unit countsYesterday
Riley's Road CG Milk FactoryHutch Modified the Attacker's AFVsYesterday
Riley's Road CG Milk FactoryHutch Modified the Attacker's AFVsYesterday
Riley's Road CG Milk FactoryHutch Modified the unit countsYesterday
Riley's Road CG Milk FactoryHutch Modified the Attacker's AFVsYesterday
Riley's Road CG Milk FactoryHutch Modified the unit countsYesterday
Riley's Road CG Milk FactoryHutch Modified the Attacker's AFVsYesterday
Riley's Road CG Milk FactoryHutch Modified the Attacker's AFVsYesterday
Riley's Road CG Milk FactoryHutch Modified the Defender's GunsYesterday

Popular Publications

PublicationScenariosRating
March Madness 2009 Partisan Pack 88.00
March Madness 2022 Grumble Jones Pack 88.00
March Madness 2023 10th Mountain Division Pack 97.95
March Madness 2017 Hollis Partisans Pack 107.77
Grumble Jones 1597.66
March Madness 2013 Commissar Pack 87.64
March Madness 2018 Players Pack 107.64
ASL Starter Kit Expansion Pack #2 87.44
Time on Target # 3 147.33
ASL Starter Kit Expansion Pack #1 2nd Edition 127.26
Schwerpunkt # 9 127.22
Schwerpunkt #24 127.22
ASL Starter Kit #4 87.20
ASL Starter Kit Bonus Pack #2 87.20
Friendly Fire Pack 12 87.14
From The Cellar Pack # 4 207.12
Quick 6 Scenario Pack IV 67.10
Ost Front Pack 67.09
The Green Hell of Inor 197.09
ASL 9 - Gung Ho! 87.08
Schwerpunkt #14 127.08
Race For The Meuse 67.08
Fistful of Scenarios 67.08
Friendly Fire Pack 1 87.07
Battle of the Hedgerows - The Storm Broke 67.07
HASL 1 - Red Barricades 107.06
Friendly Fire Pack 2 87.05
Dezign Pak 9 107.05
From The Cellar Pack # 8 167.05
Beyond the Beachhead 87.02
ASL Action Pack #14 Oktoberfest XXXIV 127.02
Best of Friends 127.00
Leibstandarte Pack 5 - Scorched Earth 87.00
HazMo Scenario Pack 2: The Un-Civil Wars 107.00
From The Cellar Pack #11 107.00
Quick 6 Scenario Pack VI 67.00
Critical Hit # 2 156.98
March Madness 2020 Full Rulebook ASL Pack 86.98
ASL Journal #12 146.97
Battles of Carpiquet 136.96
Friendly Fire Pack 9 86.96
ASL Action Pack #10 86.96
ASL Action Pack #17 Oktoberfest XXXV 166.96
ASL 1 - Beyond Valor (3rd Edition) 246.94
Grossdeutschland Pack 1 - The Early Years 86.93
Schwerpunkt # 4 126.93
ASL Journal #10 196.92
From The Cellar Pack # 3 106.91
ASL Journal #11 286.91
ASL 13 - Rising Sun (2021) 386.91
Friendly Fire Pack 4 106.90
Generic Playtesting Log 376.90
Friendly Fire Pack 11 86.90
ASL 12 - Armies of Oblivion (2nd Edition) 326.90
Hero PAX 4: Mediterranean Theater of Operations 126.89
Into The Rubble 86.89
Friendly Fire Pack 6 86.89
HazMo Scenario Pack 3: City of Steel 106.89
AH:ASL Annual `93a 116.88
Friendly Fire Pack 3 86.88
Kreta - Operation Merkur 186.87
Operations Special Issue #3 76.87
China-Burma-India: The Lost Theater Part 1 156.87
Not One Step Back 86.87
Dezign Pak 6 126.85
Death to Fascism 86.84
Classic ASL 166.83
ASL Action Pack # 6 A Decade of War 106.83
Schwerpunkt #22 126.83
HASL 9 - Hatten in Flames 106.83
ASL Action Pack #16 From The Land Down Under 156.83
Recon by Fire! #2 106.82
ASL 16 - Twilight of the Reich 176.82
Schwerpunkt # 8 126.81
Turning the Tide 206.81
Best of Friends 2 126.81
ASL Journal #14 256.80
Deluxe Advanced Squad Leader 386.79
AH:ASL Annual `93b 126.78
Aussie Tournament Pack 76.78
ECZ Tournament Director's Pack 166.78
ASL Action Pack #19 Roads to Rangoon 106.78
ASL 3a - Yanks (2nd Edition) 416.76
ASL Action Pack #13 Oktoberfest XXXII 116.76
ASL Journal # 5 136.75
Aussie '98 Pack 106.75
ASL Action Pack # 4 Normandy 1944 126.75
Melee Pack III 76.75
AH:ASL Annual `90 166.74
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
BFP 3: Blood and Jungle 476.74
ASL 13 - Rising Sun 336.74
HASL 4 - Pegasus Bridge 86.73
Schwerpunkt #23 126.73
HazMo Scenario Pack 4: Making the Grade 106.73
From The Cellar Pack # 2 106.72
ASL Journal # 8 166.72
Friendly Fire Pack 7 86.72
DASL 1 - Streets of Fire 106.71
Schwerpunkt # 5: Medal of Honor 126.70
Dezign Pak 5 186.69
ASL Journal # 4 136.68
Rally Point # 1 106.68
Schwerpunkt #13 126.68
BFP 4: Crucible of Steel 326.68
ASL Journal #13 336.68
AH:ASL Annual `95 Winter 246.67
ASL Journal # 1 176.67
ASL Journal # 3 336.67
Schwerpunkt # 7 126.67
Tactiques # 4 86.67
Operations Special Issue #1 66.67
Quick 6 Scenario Pack III 66.67
Quick 6 Scenario Pack V 66.67
Special Ops #12 66.67
BFP 2: Operation Cobra 126.66
HazMo Scenario Pack 1: A World at War 106.66
ASL 10 - Croix de Guerre 86.65
ASL 12 - Armies of Oblivion 116.65
HSASL 2 - Operation Veritable 176.65
Critical Hit # 3.1 126.65
HASL 7 - Valor of the Guards 216.65
ASL Starter Kit #1 66.64
Schwerpunkt #10 126.64
Dezign Pak 10 156.64
Rally Point #11 106.64
Quick 6 Scenario Pack 66.64
Rally Point #14 106.63
March Madness 2019 Close Combat Pack 86.63
From The Cellar Pack # 9 176.63
BFP 5: Poland in Flames 456.62
ASL Action Pack #15 Swedish Volunteers 166.62
ASL Open `96 Scenario Pack 106.61
Rally Point # 3 106.61
Friendly Fire Pack 10 86.61
AH:ASL Annual `96 146.60
Provence Pack (MMP Download) 106.60
Schwerpunkt #11 126.60
Rally Point # 2 106.60
Rally Point #15 106.60
Blood & Iron 106.59
Schwerpunkt # 6: Victoria Cross 126.59
Schwerpunkt #12 126.59
ASL Action Pack # 2 86.58
Internet 1616.58
Leibstandarte Pack 1 - Blitzkrieg! 86.58
Schwerpunkt #20 126.58
AH:ASL Annual `92 156.57
ASL Starter Kit #2 86.57
Franc-Tireur #11 226.57
ASL 3 - Yanks 86.56
Franc-Tireur #10 116.56
ASL Action Pack # 5 East Front 126.56
ASL Action Pack # 1 86.55
Dezign Pak 1 106.55
HASL 8 - Festung Budapest 206.54
Kampfgruppe Scherer: The Shield of Cholm 176.53
Elite Canadians 96.53
Coastal Fortress 556.53
HASL 10a - Red Factories 186.53
ASL 5a - For King and Country 206.52
HSASL 1 - Operation Watchtower 176.52
ASL Journal # 2 246.52
Gembloux: The Feint 96.52
Recon by Fire! #3 206.51
ASL Journal # 9 256.51
Hero PAX 3: Jungle Heroes 106.50
Melee Pack II 66.50
Dos Equis Scenarios Especial 106.50
Nor'easter XX 136.50
ASL 10a - Croix de Guerre 426.50
HASL 2 - Kampfgruppe Peiper I 66.49
AH:ASL Annual `97 166.49
Winter Offensive Bonus Pack 2018 66.49
Critical Hit # 6.4 246.48
Leibstandarte Pack 2 - Barbarossa 86.48
From The Cellar Pack # 5 146.48
ASL Journal # 7 126.47
Onslaught to Orsha 256.47
ASL Starter Kit Expansion Pack #1 1st Edition 86.47
Friendly Fire Pack 5 106.46
ASL 5 - West of Alamein 86.45
ASL Action Pack # 8 Roads Through Rome 106.45
Blitzkrieg in the West - Central Campaign 66.45
AH:ASL Annual `91 166.44
G.I.'s Dozen 136.44
Beyond the Beachhead 2 166.44
Friendly Fire Pack 8 86.44
HASL 12 - Drop Zone: Sainte-Mère-Église 146.44
Waffen-SS II: The Fuhrer's Fireman 86.43
Rally Point # 7 106.43
ASL 7 - Hollow Legions (2nd Edition) 86.42
Swedish Volunteers 146.42
ASL Journal # 6 156.41
ASL Action Pack # 9 To the Bridge! 106.41
ASL 11a - Doomed Battalions (4th Edition) 326.41
Tactiques # 7 86.40
Rally Point #13 106.40
HASL 11 - Sword & Fire: Manila 306.40
Schwerpunkt #17 126.39
High Ground 2 166.38
Into The Rubble 2 126.38
Covered 136.37
Tactiques # 1 106.36
Tactiques # 8 106.36
Witches Cauldron: Oosterbeek Perimeter 166.36
Franc-Tireur #12 126.36
Out of the Attic #2 166.36
Schwerpunkt #16 126.35
ASL Action Pack #18 Oktoberfest XXXVII 146.35
AH:ASL Annual `89 156.34
Nor'easter Scenario Pack II 156.34
ASL 7a - Hollow Legions (3rd Edition) 546.34
Critical Hit # 4 106.33
Tropic Thunder! 126.33
Franc-Tireur #13 176.33
Onslaught To Orsha 2 326.33
Rally Point #18 106.33
Franc-Tireur # 7 116.32
Franc-Tireur # 8 106.32
Rally Point #17 106.32
ASL 2 - Paratrooper (2nd Edition) 86.31
Tactiques # 6 86.31
Rivers to the Reich 156.31
Corregidor: The Rock 216.31
Quick 6 Scenario Pack II 66.31
High Ground! 86.30
Winpak #1 106.30
The Canadians In Italy 1: The Red Patch Devils in Sunny Sicily 86.29
ASL Action Pack # 7 106.29
Dezign Pak 2 126.28
Schwerpunkt #21 126.28
Rally Point #21 106.28
ASL Action Pack #11 29 Let's Go! 106.27
BFP: Operation Neptune 106.27
ASL Action Pack #12 Oktoberfest XXX 106.26
Fanatic Pack 1 126.25
Berlin: Red Vengeance 116.25
Dezign Pak 4 156.25
Dezign Pak 7 126.25
Schwerpunkt #19 126.25
Rally Point #16 106.25
Out of the Attic 166.24
ASL 11 - Doomed Battalions (3rd Edition) 246.24
ASL 15 - Forgotten War 166.24
Critical Hit # 3 186.23
March Madness `97 Pack 126.23
Tactiques # 9 106.23
From The Cellar Pack # 6 106.23
Hero PAX 1: Hurtgen Hell to Bulge Nightmare 86.22
Blitzkrieg Pack 186.22
Armoured Aussie Pack 76.22
ASL 11 - Doomed Battalions (2nd Edition) 86.21
Tactiques # 2 106.21
Out of the Bunker 146.21
HASL 10b - Red October 116.21
ASL 4 - Partisan! 86.20
Schwerpunkt #15 126.20
Rally Point # 8 106.20
ASL 14 - Hakkaa Päälle! 176.20
Internet: MMP 66.19
Recon by Fire! #4 146.19
Franc-Tireur #15 226.19
Rally Point # 6 106.17
Rally Point # 9 106.13
SASL 1 - Solitaire ASL (2nd Edition) 216.11
The Canadians In Italy 2: The Spaghetti League 126.09
Schwerpunkt # 3 126.08
Buckeyes! 106.07
From The Cellar Pack # 7 106.07
Schwerpunkt # 2 126.06
Franc-Tireur #14 326.06
ASL 8 - Code of Bushido 86.04
Leibstandarte Pack 4 - Turning of the Tide! 86.04
Schwerpunkt #18 126.03
ASL 6 - The Last Hurrah (2nd Edition) 86.02
HASL 3 - Kampfgruppe Peiper II 86.02
Waffen-SS I: No Quarter No Glory! 66.02
Backblast # 2 86.00
Recon by Fire! #1 86.00
Objective: Schmidt 176.00
ASL 1 - Beyond Valor (1st Edition) 106.00
Dezign Pak 8 105.98
HASL 5 - Blood Reef: Tarawa 105.93
The Canadians In Italy 3: D-Day Dodgers 105.91
Schwerpunkt # 1 125.91
ASL Journal #15 115.91
Dezign Pak 3 155.90
Blitzkrieg in the West - Northern Campaign 65.90
HASL 6 - A Bridge Too Far 125.88
Paddington Bears '97 Pack 85.88
Time on Target # 1 135.86
Hero PAX 2: Eastern Front Hero Fest 85.83
Time on Target # 2 215.83
Deluxe Pack #1 125.82
From The Cellar Pack #12 115.82
Wacht Am Rhein 165.81
Southern Cross Scenario Pack `96 65.80
Rally Point # 5 105.75
ASLOK 2005 - 20th Anniversary Scenario Pack 105.71
DASL 2 - Hedgerow Hell 85.70
Winpak #2 65.68
ASL For Fun-LCP 325.68
Melee Pack I 65.63
All American I: Kellam's Bridge 105.52
Leibstandarte Pack 3 - Clash at Kharkov! 85.48
Panzer Aces 65.43
Shingle's List 85.42
Hell's Highway 65.35
Firefights! 65.26
Guerra Civil: The Spanish Civil War 125.20
The Long March 175.16
Soldiers of the Negus 84.93

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Newest players - welcome!

UsernamePlayerRegistered
dtariceDaniel Rice2025-02-19 17:48:36
Binkley13Graham Binkley2025-02-19 14:21:02
CyTaCyril TALBOT2025-02-18 17:23:52

On this day...

ScenarioLocationDate
HS27 Lawless WaysGoch-Kalkar Road, Germany1945
A 62 Paole ZionPontawki Street, Warsaw Ghetto, Poland1943
A 112 Gift of TimeKasserine Pass, Tunisia1943
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