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ScenarioCommentUser
Pocket PanzersARNHEM 2024 Bongiovanni
No. 8 Platoon OverrunARNHEM 2024 Bongiovanni
Making a Break for ItARNHEM 2024 Bongiovanni
Tale of the CometARNHEM 2024 Bongiovanni
The Vital HoursARNHEM 2024 Bongiovanni
Bricks in FlamesSurprise Round of Arnhem 2024.
More than a dog, a joke.
Bongiovanni
Four Stars of Valor Rich Weiley
Late for MassArnhem 2024 Rd 6. Updated Version wwillow
Sting 'em at Zingem igycrctl
Arrivederci NemboWe played it as a Starter Kit scenario. My Italians set up to race around the Canadians and did so successfully with the 8-1 and 3 squads exiting on Turn 3 for the win. Scenario is too scripted as other posters noted. Might be more fun to play as a full ASL Scenario. grumblejones
Arrivederci Nembo Danno
Defeat in JavaVery intense and rough game for both sides. Dan's tanks came in hard and fast. The Japanese would destroy 5 of them and the last one would exit with a MALF'd MA. Horribly bad dice on both sides sapped a lot of the fun for this game. Dan would inflict 18 CVP on the Japanese and only need to exit 22 EVP for the win. By game end, he had managed only 20. So a Japanese win. grumblejones
Defeat in JavaFirst to play and post. Danno
Fighting Withdrawalvery good MC by the Finns, Russians lines thinned very quickly and had no GO units to stop finnish movement. Russian conceded on turn 5 SimonPz
Landstorm Over ArnhemArnhem 2024 Rd4. wwillow
Winter War (Talvisota)The Finnish supermen were on great display in our game, never having to worry about cowering, and frequently rolling low on opportune shots. The Russians were able to get on the hill, but not after significant losses were taken, either through attrition or outright elimination on -2 shots. The various tanks attempted to make themselves useful, but all managed to bog down or become immobilized (if not simply eliminated via Molotov). A disappointing day for the tank corps. The artillery, on the other hand, kept up a good pace and forced the Finns to hunker down for a long time... The Air Support wasn't quite productive, but at least they were unopposed.

Heavily depends on Russians making the most of their OBA/Air Support. The tanks need to also not simply blow up...
Jobbo_Fett
Will To Fight...EradicatedFirst to play and post. Danno
Will To Fight...EradicatedMy Poles couldn't get good to hit rolls and were unable to clear out the Germans in the village. My boys took plenty of building, but when 8 more SS squads arrived it was game over. With an ELR of 1, I was not well at all. I conceded a the end of 5...because I was tired of watching my boys crumble under the heavy fire from the SS. The Poles have to secure the village quickly which is tough to do and the Germans get their reinforcements way too quickly. Just my thoughts. grumblejones
Among the BravestArnhem 2024 Rd2 Updated version wwillow
A Day At The MuseumArnhem 2024 Rd3. wwillow
Prelude to Festung Brest cub99
Riding the CoattailsFirst to play and post. Danno
Riding the CoattailsPoles did very good on Turns 1 and 2 and broke up the Slovaks in the woods. But their superior numbers allowed them to get a squad in the Polish rear and then win a few of the close combats. Slovaks ended the game with 10 VP vs. 7 for the Poles. grumblejones
Hey, That Ain’t A ROK!As featured on IR107 - be careful with flames being set by the Americans. That very dry EC modifier will channel the NK forces extremely well. (VASL Log) Dave
I Don't Like RetreatingArnhem 2024 Rd1 wwillow
Howard's MenThis was a fun scenario. It begins mid ambush. The Germans, in French tanks, attack the British who have seized Pegasus Bridge. Germans had advantage early, countering and seperating the British. From turns 3 to 7 was a slug fest. Germands had ti repeatly assualt Britsh positions. The mire tje Germans fired the more the British held, battke hardened to fanatic and made hero. After losing BOTH tanjs, German finally infantry assualt across the bridge inti British gun pits drove the Brits back, in the final turn. What started out as a cake walk, turned epic. Great time. BobMcKenna1966
Four Stars of ValorThe Allies attacked on a broad front with the British on the right and Americans on the left. The Allies attacked cautiously, but in the end too slowly. This was a surprisingly low carnage scenario. The Allies suffered one American squad KIA from a critical hit by the 88, a heroic British 9-2 leader who failed a wound check, and an immobilized Sherman. The only German casualty was a captured (in CC) conscript HS. By turn 4 the Allies had made such little progress that they called off the attack. This scenario is worth a replay. RJenulis
88s at Zon NicolasLL
Tropic LightningVery exciting scenario featuring a full pitch tank battle which is very rare in the PTO. The terrain is ideal for the Japanese with plenty of places to set up HIP units and hidden THH heroes. My attack got off to a less than auspicious start when the forces on my right flank pitched mass firepower including a 9-2 leader, a FT, and an OT tank with 24 FP canister against six Japanese concealment counters. This resulted in a dead 9-2, two broken squads and an malfunctioned MA! The Japanese sniper tormented my right flank for the whole game but the problem with this was that it was being activated by DRs of four, of which I rolled many. The Japanese armour didn't fare well against my Stuarts and Shermans and was wiped out with only one dead Stuart to show for it. This allowed the Americans to VBM freeze the defenders to death with virtual impunity. Tony's dice were terrible and he eventually conceded on turn five with his starting force almost wiped out and unopposed US armour roaming the map board. Dougban
20 Years LaterThe French got off to an early start by having a squad break, but rescuing the rest of their forces through schemery, bypass, and lack of LOS from the initial German positions. The longer range of the French really helped out when taking potshots, of which the French typically had the better luck, and the Germans were unable to match that with their own morale checks.

A steady retreat and some choice sacrifices meant the Germans could never catch up to the French to put any large amount of pressure. By the end, French losses equaled 6 CVP and they were able to exit 14 to secure the victory. I appreciated the SSR to restrict No Quarter, which makes understanding the prisoner rules that much more important when choosing to move as the Germans. Worth a 2nd play, short and sweet.
Jobbo_Fett
20 Ans ApresThe French got off to an early start by having a squad break, but rescuing the rest of their forces through schemery, bypass, and lack of LOS from the initial German positions. The longer range of the French really helped out when taking potshots, of which the French typically had the better luck, and the Germans were unable to match that with their own morale checks.

A steady retreat and some choice sacrifices meant the Germans could never catch up to the French to put any large amount of pressure. By the end, French losses equaled 6 CVP and they were able to exit 14 to secure the victory. I appreciated the SSR to restrict No Quarter, which makes understanding the prisoner rules that much more important when choosing to move as the Germans. Worth a 2nd play, short and sweet.
Jobbo_Fett
Independence DelayedAfter intense fighting for the first four turns the Commonwealth finally got close and either broke or killed in Melee the remaining partisans. Good game, the attacker needed all 6 turns eliminating the final holdout in the Rout Phase. dmareske
Independence Delayed worksp2018
A Bloody Waste antro
To the SeineFirst to play and post. Danno
To the SeineTough scenario for the Germans defending the Bridge. My Canadians went up the middle and the 9-1 and group flanked on the left to head to the River Bank. The Germans had very poor dice rolls, but the German 8-0 held out in the P2 building until Turn 5. The 9-1 LMG's decimated the oncoming German 9-1 and two squads. All would be KIA'd when the 9-1 died. The Remaining German 4-6-7 would break after a PIAT knocked out the MKIV. Both sides need some luck in this one. grumblejones
Death BoxThe game was over rather quickly for my Axis forces. I didn't press too hard. I only had a couple of conscript disruptions, but no ELR breaks. However, most of my units did break when shot at leaving me with little left to screen my broken squads. The final straw was when I missed with 16+1 AFPh shot vs an anchoring strongpoint, failed to rally all four of my broken squads in the subsequent RPh (with the obligatory 12 on one of them), and then had the units making the 16 FP shot break on a 12+1 return shot. At that point, there was nothing to prevent the Russians from running up and keep my guys in perpetual DM at best and FtR at worst. I don't think I did anything wrong, but it just seemed to end suddenly and decisively. The good thing was that after playing scenarios 193 and 194 back-to-back there weren't any overlays in this one! Jude
Light 'em UpHMG went on a tear and nearly won the game for me but last turn the Ami's were able to surround and lock down the buildings. Good intro to the Manila pack for sure - feels slightly pro-American. nebel
Costly Baptism Cpl Wright
Swatting at Tigers Rich Weiley
60 Seconds Of SacrificeOne of the most rollercoaster finishes I have ever experienced. VP centre around 1 hex, and the 6 surrounding hexes. End game is occupuing those 7 hexes. Commies moved first and occupied the objective first, and controll 5 of 7 at the end of their last turn.

Nationalists sweep the hill with MMG fire breaking everything in 2 hexes except a leader, and rush forwards to grab 4 hexes. They get 2, but are either broken or pinned except 1 squad. CCP mortar fires on a stack, and the pinned 5-3-7 battle hardens, losing the pin. He can advance, my hopes soar, then a 4fp +1 shot gets a 1MC, and the Fanatic 5-3-7 breaks.. hopes crash. Finally, the 4-4-7 advances into the ldr hex, eliminates the leader on a 4-1 CC attack, but the leader rolls a 12.. so the 4-4-7 can infiltrate into the 4th hex, joining the Nationalist Fanatic Conmmissar on the top of Yellow Cliff mountain. Crazy ending.
Minedog
Priority TargetI was convinced that the scenario was quite easy for the Germans, but perhaps the placement counts more than anything else.
The AA placed in the central grain field, supported by the squads in the surrounding woods proved to be a tough nut for the Germans. When the game ends there are still unresolved melees in the hexes of two AA guns, so victory goes to the Allies.
Amerigus Crux
A Mass for Humanity Dispang12
It's a BattlefieldThis is a really good game to practise combined arms
Teh CW setup with tricky 17 pounder in town setup but always feared discovery - that happend with one but not the other
The firefly should get hull down behind a wall and wait to duke it out with panthers - remember the victory is Germans taking buildings so have lots of CW halflings re-taking things that have been taken and you can un do his timetable
For the Germans The MK4s lay down smoke to any overwatch posns then teh infantry drive forward with pamthers being careful to show frontal armour untill posns are cleared of ATGs in hiding - Cromwells are easy to swat - no so the firefly but you have to gang up
Basically JAson had both bad luck and a few simple mistakes at the start - lost momentum and struggled to get it back so was unable to take buildings
macrobosanta
It's a BattlefieldThis is a really good game to practise combined arms
Teh CW setup with tricky 17 pounder in town setup but always feared discovery - that happend with one but not the other
The firefly should get hull down behind a wall and wait to duke it out with panthers - remember the victory is Germans taking buildings so have lots of CW halflings re-taking things that have been taken and you can un do his timetable
For the Germans The MK4s lay down smoke to any overwatch posns then teh infantry drive forward with pamthers being careful to show frontal armour untill posns are cleared of ATGs in hiding - Cromwells are easy to swat - no so the firefly but you have to gang up
Basically JAson had both bad luck and a few simple mistakes at the start - lost momentum and struggled to get it back so was unable to take buildings
macrobosanta
Mutilation StationA tough Russian victory was achieved due to a lot of luck at the end coupled with great CC die rolls. The early turns were rather frustrating as the Russians failed just about every morale check they came up against, spending multiple turns trying to recover and push forward. The Poles, occupying the best defensive ground, had but to wait for the advancing invaders and pick the best moment to strike. Units from the AA group also made decisive attempts to get to the houses. Lady luck turned her back on the Poles at the halfway point, preventing the Polish AA troopers from reaching the buildings while only a handful of hexes away, and their fortified strongpoint was hit with a devastating snake eyes that broke the best leader and shattered the defenders with their HMG. The following turns were a slow, risky set of assault moves and advances which paid off when they kept successfully ambushing in CC and scoring kills to seal the deal.

A good scenario, and the designers give you a FT to deal with a +3 building, what a breath of fresh air!
Jobbo_Fett
Empire Strikes Back Danno
Empire Strikes BackVery tough game for the Japanese. My 57L AT Gun would knock out 6 of the Japanese Tanks with another being knocked out by a bazooka before the end Turn 4. My MG's and Mortar hurt the approaching Japanese as they tried to cover the ground in front of the hill. By the end of 3, the Japanese were nearly out of enough available EVP to win the game and with that gave the concession. grumblejones
Hammer to the Teeth NicolasLL
The Driven Draw Blood Bongiovanni
Prelim to Death Night Danno
Prelim to Death NightTough fight for both sides. Some good and bad luck affected both sides equally. The Germans managed to get into the first three hex building and then moved ahead from there and ended the game with 14 VP for the win. grumblejones
One More Hedgerow grumblejones
One More Hedgerow Danno
Radio X-MAS wwillow
Mopping Up Kobayashi toffee
Advance to Kakas wwillow
Welcome Back cub99
Devil's HillWhat a great and bloody affair. I lost my 9-2 US Leader to a CC vs a pinned German HS, but I did force his AA truck to recall by sniper attack. Really a ton of fun! von Garvin
Hot Tigers igycrctl
Crown of Thorns wwillow
No Man, No ProblemFirst of all - almost the same opening comments I wrote about ASL 193 Death Solves All Problems except this one has WAY WAY too many overlays! Thirteen of them! Probably a record for me. Some are even stacked on top of each other due to the way overlays are cut out. Since the exact same overlay configuration on board 19a is used in at least two scenarios, and given the price of the module, I think the board 19 overlays should have been one giant one. It is interesting how the board 18b overlays connect the two boards, but the board 18b ones don't really affect gameplay except for preventing a hard initial AFV push on the east side of the playing area. Poster putty and plexiglass are a must if playing face-to-face!

This is also the first scenario where I gave the scenario ranking a different score from the enjoyment ranking. The scenario design is fine (7), but I had a horrible time playing it (3). My dice were awful playing as the Germans over a two-day period. My friend's dice were great. Weapons breaking down, bad ambush rolls, losing in CC when not ambushed and not having any effect in return, high IFT rolls, enduring low Russian IFT rolls and rate tears from their MTR's; it was awful. I even rolled a 12 on an overrun as my first official attack of the second day. The only thing that kept me in the game was that I won the tank battle and using VBM Freeze.

After nothing went my way, I resorted to using the halftracks, Panthers, and tank destroyers in an absolutely, totally ahistorical way. I started moving them up, freezing the forward guys, moving up my men, and breaking the enemy in the AFPh. I lost most of the halftracks this way, but they did their ahistorical role. Heck, I even rammed the JdgPz IV/70 into a fortified building containing an ART Gun just to counter it! Only late did my friend start trying some Street Fighting (he preferred to keep concealment), but the damage was done. The two FT's I had never outright killed any units, but they stayed in play (by some miracle) until near the end breaking and forcing back the Russians. It took the whole game, but I got the required building locations. I came out with a win, but I don't think I enjoyed a bit of it.
Jude
Retaking the VKT LineMy ISU 152 could not miss nor did it go to low ammo until much later in the game. It knocked out several of Nick's tanks, and withstood all hits against it until a brave Finn half-squad got close enough to take it out with a Panzerfaust. von Garvin
Pipkorn's AttemptI tried a concentrated defenders around the square with both Stamina dug-in in the square, and with just a few skirmishers in front. Tuomo crushed this defend with an attack on his left and in the centre. He got a nice Death Star into the two story house in the middle. He had a run of bad luck with one of his panthers which malfed his gun, repaired it again only to fall in a cellar. «Cellar Tuomo» took his revenge by critical hits on both Stalins, one with Bounding fire from a Panther and one with a shrek. I conceded in round 3. oybj
A Parting Blow Bongiovanni
Koniev's FinestGame 3 of the Tulsa Grumbler. grumblejones
Buckley's Chance2024 Grumbler round 3 Danno
Derrick's Show2024 Grumbler round 4 Danno
Derrick's ShowRound 4 of the Tulsa Grumbler. grumblejones
Priority Target NicolasLL
Strike Up the BandThis clever little scenario is a fun night rules tutorial. (VASL is THE way to play E1.) Note: We forgot E1.75 a few times. I drew the GIs and set up the ammo dumps as far south as possible in (hopefully) easily defended hexes. I got a break early when my 8-1 and 546 w/MMG killed Jim's 9-1 and 548 in the 6FF3 woods. Jim quickly found and destroyed one dump and both dummies. Then my two M5A1s arrived and bolstered my defense for three turns. In turn 5, I got only one starshell (I'd been getting 3+), and Jim took advantage. A 447 killed one M5A1 with a PF and other MMC destroyed the 3rd ammo dump. Worst of all, a 548 killed a 346 and both my broken, wounded leaders in CC! That left me two M5A1s, one 546 w/MMG and a 346 to last three turns, not promising. In turn 6, Jim blew up the 4th ammo dump for the immediate win. Next time, I'd ring 69K4 with ammo dumps. Jim: Good scenario but the GIs need the balance. Expect early losses but push forward. Starshells and DM loss DRs [E1.75] are the keys to this one. dieneuner25
Koniev's FinestA wild tank battle that proved some long range shots against heavy armor does not always protect. The Russians were able to disable all the German big Tigers and destroying most other AFVs to reduce their exit number to 3. We had a PF shot against an IS-2 that did not penetrate...when does that happen, when you have 26 armor! The Germans needed some PFs on the last turn and missed every chance. Fun game with big guns! dmareske
Loosening the NooseA well timed withdrawal from the initial positions gave the Germans the win. The French tanks bogged once and failed to move a couple of times. There was one Melee that lasted six game turns. Slowing down the French attack is key. The French made a dash for the last two buildings needed, but were denied with defensive fire. dmareske
Buckley's Chance worksp2018
Loosening the Noose worksp2018
Thai Hot CWO_19
Courage of CowanRound 1 of the Tulsa Grumbler. grumblejones
It's a Battlefield2024 Grumbler round 1 Danno
Quickly Toward the Bridge!The scenario has a nice map and forces for both sides. One of the SSRs has a modified falling snow rule that would naturally have a higher likelihood of falling or heavy falling snow around mid-game. I immediately commented that falling snow favors the attacker, and hoped that the Germans would not get it. Well, my wish came true - falling snow never happened. This gave my Russian plenty of -1/-2 shots through the rather large gaps between buildings. Toss in that the German smoke discharges never went off, and Germans attacking on a narrow front, and the game was essentially over at about turn 3. Wild desperate charging for the victory bridge the last 2 turns were unfruitful. Russians won handily. Augie
Commandos at Kaiapit2024 Grumbler round 2 Danno
Commandos at KaiapitGame 2 of the Tulsa Grumbler. grumblejones
La Drole de GuerreThe dice left me at the wrong times, letting the french tanks easily waltz in and force eliminations through failure to rout. This scenario feels pooely balanced and badly paced. I can only imagine how it was played back in the day, sitting around doing nothing for 2 turns while you wait for the tanks to arrive and do all the unfun stuff lile sleaze freeze or skulk.

The Germans lack the manpower and the firepower to take on a town full of stone buildings, and I am absolutely tired of designers thinking that approaching stone/fortified locations with no cover, no smoke, no flamethrower, no DC, and no base of firepower is fun in any way.
Jobbo_Fett
It's a BattlefieldThis is a great game with the Brits taking back a few buildings and the Germans just not having enough guys to get to 16 buildings. Very close, with lots of tank action and close quarters fighting. dmareske
Wild Men From TexasWhile the Americans got some good smoke on turn one they lost one AFV from the AT gun as it started up. The other AFV was plagued by the AT gun even through smoke. Getting immobilized then abandoned! Eventually, the Americans were able to get onto the rubbled hillside, but it was too slow going and were literally broken all over the place. dmareske
Courage of Cowan worksp2018
Wild Men From Texas worksp2018
Hard ROK Bongiovanni
Death at Carentan jesuspiebatlle
Born Again Cpl Wright
Key to the RescueA fun scenario on a great HASL map that, along with the variable OB really gives this scenario that HASL feel. The VC are difficult for the German and even with the balance and it being Al's second playing he failed. SGT Mac
Ripples on the Pond Gravy_Bread
About His Shadowy Sides Rich Weiley
Factory in FlixThis scenario is tough for the attacker but Laurent succeeded to take the 2 victory buildings before the last turn. There was only one Nationalist MMC remaining on the board... Well played Laurent ! lechiquier94
All Down the Line Bongiovanni
Vichy Strikes Back Lionelc62
Yet the Bite Remains Bongiovanni
Over Open Sights NicolasLL
Not Out of the Woods YetCame to the end, and wow, what a close one! von Garvin
Tabacchificio Fiocche manzoliandrea72
ShumilinoA tough fight for both sides. As the Germans you have to spread your assets - Entrenchments, Wire, Mines - around somewhat as the Russians have variable entry conditions meaning they can effectively attack the village from all directions. Similarly with the Guns so I kept those hidden until T3 when my reinforcing infantry and StuGs got onto the board. A tense fight thereafter, the Russians got a total of 18 buildings but the Germans had just enough strength - and some good dice in Prep Fire - to take back the 3 needed for a win in the final half turn. Simonstan

Latest News

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!
Map data update
The way maps are stored under-the-hood has been changed. Previously maps were simply strings of text that were split into map_strings and added to the scenario. They weren't really unique map rows, which meant that there could be duplicates with similar names, and it wasn't really feasible to do nicer things with them, like attach images to them, or work out which publications they were from.

This has changed now, and the data has been ported across to the new map objects. All that's missing is the publication->map data, ie, which publications have which maps!

For those that like to edit and update these things, it's now possible to enter the maps for each publication (by logging in and editing the publication page and adding the maps). If we can get a good set of this data we can do things like "show me scenarios that I own the maps for" and other module dependencies for scenarios.

I've not done the same for overlays, because it seems a bit more of an overhead, but in theory it would be possible, but maybe a bit too much effort.

Finally - you can now hover over the map values within the scenarios and publication pages (if the maps have been added to them yet) to see a map preview. If the map image isn't there yet, it might need updating, but the standard ones should all work - I think!
Advanced Search tidy up
Thanks to JP whose eagle-eyes spotted a couple of small issues, the advanced search is now correctly handling third party/official searches and remembering your selection of starter kit preference during a search.
March Madness 2023: 10th Mountain Division pack - now available for download
Thanks to the guys over in Kansas, and Encircled productions, the archive is now hosting the 2023 10th Mountain Division pack.

Price is $15 and the pack features 9 scenarios and a 4 scenario campaign which can be played as individual scenarios or as the connected mini-campaign.

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ScenarioActionWhen
Bricks in FlamesBongiovanni Added a playing5h 15m 40s ago
The Vital HoursBongiovanni Added a playing5h 19m 6s ago
Tale of the CometBongiovanni Added a playing5h 20m 38s ago
Making a Break for ItBongiovanni Added a playing5h 22m 2s ago
No. 8 Platoon OverrunBongiovanni Added a playing5h 26m 48s ago
Pocket PanzersBongiovanni Added a playing5h 29m 37s ago
Arrivederci NemboDanno Added a playing14h 21m 11s ago
Winter War (Talvisota)Jobbo_Fett Added a playing14h 26m 41s ago
Arrivederci Nembogrumblejones Added a playing15h 19m 46s ago
Crown of ThornsDave Modified the unit counts17h 55m 35s ago
Crown of ThornsDave Added Errata17h 55m 54s ago
Sting 'em at Zingemigycrctl Added a playing18h 33m 52s ago
Late for Masswwillow Added a playing20h 29m 4s ago
Landstorm Over Arnhemwwillow Added a playing20h 31m 7s ago
A Day At The Museumwwillow Added a playing20h 34m 21s ago
Among the Bravestwwillow Added a playing20h 37m 14s ago
I Don't Like Retreatingwwillow Added a playing20h 42m 28s ago
Human WaveHutch Modified the misc. rules21h 31m 4s ago
Groossdeutschland Series #2: Clearing KamienkaHutch Modified the misc. rules21h 33m 42s ago
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Fortress at Bardia IIHutch Modified the misc. rules21h 45m 12s ago
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Double or Nothing!Hutch Modified the Attacker's AFVsYesterday
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Double or Nothing!Hutch Modified the unit countsYesterday
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Double or Nothing!Hutch Modified the Defender's AFVsYesterday
Double or Nothing!Hutch Modified the unit countsYesterday
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Double or Nothing!Hutch Modified the unit countsYesterday
Double or Nothing!Hutch Modified the Attacker's AFVsYesterday
Double or Nothing!Hutch Modified the Defender's AFVsYesterday
Double or Nothing!Hutch Modified the Attacker's GunsYesterday
Double or Nothing!Hutch Modified the Defender's AFVsYesterday
Double or Nothing!Hutch Modified the Defender's GunsYesterday
Double or Nothing!Hutch Modified the unit countsYesterday
Double or Nothing!Hutch Modified the Attacker's AFVsYesterday
Double or Nothing!Hutch Modified the unit countsYesterday
Double or Nothing!Hutch Modified the Attacker's AFVsYesterday
Double or Nothing!Hutch Modified the Defender's AFVsYesterday
Double or Nothing!Hutch Modified the Attacker's AFVsYesterday
Double or Nothing!Hutch Modified the Defender's AFVsYesterday

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 107.83
March Madness 2018 Players Pack 107.70
March Madness 2013 Commissar Pack 87.68
Time on Target # 3 147.53
Grumble Jones 1547.48
ASL Starter Kit Expansion Pack #2 87.48
ASL Starter Kit Expansion Pack #1 2nd Edition 127.32
ASL Starter Kit Bonus Pack #2 87.24
ASL Starter Kit #4 87.23
Schwerpunkt # 9 127.22
The Green Hell of Inor 197.17
ASL 9 - Gung Ho! 87.14
Friendly Fire Pack 12 87.14
Schwerpunkt #14 127.12
From The Cellar Pack #4 207.12
Quick 6 Scenario Pack IV 67.10
Friendly Fire Pack 1 87.09
March Madness 2020 Full Rulebook ASL Pack 87.09
Fistful of Scenarios 67.08
Battle of the Hedgerows - The Storm Broke 67.07
From The Cellar Pack #8 167.06
HASL 1 - Red Barricades 107.05
Friendly Fire Pack 2 87.05
Dezign Pak 9 107.05
Beyond the Beachhead 87.02
Ost Front Pack 67.00
Leibstandarte Pack 5 - Scorched Earth 87.00
From The Cellar Pack#11 107.00
ASL Action Pack #14 Oktoberfest XXXIV 126.99
Critical Hit # 2 156.98
Best of Friends 126.98
Kreta - Operation Merkur 186.97
ASL Action Pack #10 86.97
ASL Action Pack #17 Oktoberfest XXXV 166.97
Battles of Carpiquet 136.96
Operations Special Issue #3 76.96
Friendly Fire Pack 9 86.96
Race For The Meuse 66.96
ASL Journal #12 146.95
ASL 1 - Beyond Valor (3rd Edition) 246.94
HazMo Scenario Pack 2: The Un-Civil Wars 106.94
ASL Journal #10 196.93
From The Cellar Pack #3 106.91
Friendly Fire Pack 11 86.91
AH:ASL Annual `93a 116.90
Friendly Fire Pack 6 86.90
Generic Playtesting Log 376.90
ASL Journal #11 286.90
Schwerpunkt # 4 126.89
Hero PAX 4: Mediterranean Theater of Operations 126.89
Friendly Fire Pack 4 106.88
ASL 12 - Armies of Oblivion (2nd Edition) 326.88
Friendly Fire Pack 3 86.87
Into The Rubble 86.87
HASL 9 - Hatten in Flames 106.87
Deluxe Advanced Squad Leader 386.87
Grossdeutschland Pack 1 - The Early Years 86.86
Death to Fascism 86.86
HazMo Scenario Pack 3: City of Steel 106.86
Schwerpunkt #22 126.85
ASL Journal #14 256.85
ASL 16 - Twilight of the Reich 176.85
ASL Action Pack # 6 A Decade of War 106.83
China-Burma-India: The Lost Theater Part 1 156.83
Best of Friends 2 126.83
Classic ASL 166.82
Fanatic Pack 2 126.82
Recon by Fire! #2 106.81
Schwerpunkt # 8 126.81
Turning the Tide 206.81
AH:ASL Annual `93b 126.80
Dezign Pak 6 126.80
ASL Action Pack #16 From The Land Down Under 156.80
Not One Step Back 86.80
Paddington Bears '96 Pack 106.79
ASL Journal # 5 136.78
Aussie '98 Pack 106.78
Aussie Tournament Pack 76.78
Dezign Pak 10 156.78
ECZ Tournament Director's Pack 166.77
ASL Action Pack # 4 Normandy 1944 126.76
ASL Action Pack #13 Oktoberfest XXXII 116.76
ASL 13 - Rising Sun (2021) 386.76
Quick 6 Scenario Pack VI 66.76
Melee Pack III 76.75
BFP 3: Blood and Jungle 476.75
ASL 3a - Yanks (2nd Edition) 416.75
AH:ASL Annual `90 166.74
ASL Action Pack # 3 Few Returned 126.74
ASL Journal # 8 166.74
Schwerpunkt #23 126.74
HASL 4 - Pegasus Bridge 86.73
Friendly Fire Pack 7 86.73
ASL 13 - Rising Sun 336.73
ASL Starter Kit #3 86.72
ASL Journal #13 336.72
ASL Journal # 4 136.71
Schwerpunkt # 5: Medal of Honor 126.71
Dezign Pak 5 186.71
DASL 1 - Streets of Fire 106.70
ASL 10 - Croix de Guerre 86.69
AH:ASL Annual `95 Winter 246.68
ASL Journal # 3 336.68
BFP 4: Crucible of Steel 326.68
Rally Point #14 106.68
Coastal Fortress 556.67
Hazmo Scenario Pack 4: Making the Grade 106.67
HSASL 2 - Operation Veritable 176.66
Schwerpunkt #13 126.66
HASL 7 - Valor of the Guards 216.66
Operations Special Issue #1 66.66
March Madness 2019 Close Combat Pack 86.66
Quick 6 Scenario Pack III 66.66
Quick 6 Scenario Pack V 66.66
ASL 12 - Armies of Oblivion 116.65
ASL Journal # 1 176.65
Provence Pack (MMP Download) 106.65
Critical Hit # 6.4 246.65
Schwerpunkt # 7 126.65
Rally Point #15 106.65
From The Cellar Pack #9 176.65
HazMo Scenario Pack 1: A World at War 106.65
ASL Starter Kit #1 66.64
Schwerpunkt #10 126.64
From The Cellar Pack #2 106.64
BFP 2: Operation Cobra 126.64
Friendly Fire Pack 10 86.64
Rally Point #11 106.64
Quick 6 Scenario Pack 66.64
BFP 5: Poland in Flames 456.63
AH:ASL Annual `96 146.62
ASL Open `96 Scenario Pack 106.62
ASL Action Pack #15 Swedish Volunteers 166.62
Schwerpunkt # 6: Victoria Cross 126.61
Schwerpunkt #11 126.61
Rally Point # 3 106.61
Rally Point # 1 106.60
Franc-Tireur#10 116.60
Franc-Tireur#11 226.60
Rally Point #17 106.60
ASL Starter Kit #2 86.59
Blood & Iron 106.59
Rally Point # 2 106.59
ASL 3 - Yanks 86.58
ASL Action Pack # 2 86.58
Schwerpunkt #20 126.58
ASL Action Pack # 5 East Front 126.56
HASL 2 - Kampfgruppe Peiper I 66.55
ASL Action Pack # 1 86.55
AH:ASL Annual `92 156.55
Leibstandarte Pack 1 - Blitzkrieg! 86.55
Tactiques # 7 86.54
Schwerpunkt #12 126.54
ASL 10a - Croix de Guerre 426.54
HASL 12 - Drop Zone: Sainte-Mère-Église 146.54
HSASL 1 - Operation Watchtower 176.53
Dezign Pak 1 106.53
Elite Canadians 96.53
Critical Hit # 3.1 126.52
Gembloux: The Feint 96.52
Melee Pack II 66.52
Swedish Volunteers 146.52
Kampfgruppe Scherer: The Shield of Cholm 176.52
ASL 5a - For King and Country 206.51
ASL Journal # 2 246.51
HASL 8 - Festung Budapest 206.51
Hero PAX 3: Jungle Heroes 106.50
From The Cellar Pack #5 146.50
Dos Equis Scenarios Especial 106.50
Recon by Fire! #3 206.49
ASL Journal # 9 256.49
Winter Offensive Bonus Pack 2018 66.49
HASL 10a - Red Factories 186.49
AH:ASL Annual `97 166.48
Waffen-SS II: The Fuhrer's Fireman 86.48
Leibstandarte Pack 2 - Barbarossa 86.48
ASL Starter Kit Expansion Pack #1 1st Edition 86.48
Nor'easter XX 136.48
HASL 11 - Sword & Fire: Manila 306.48
Internet 1606.47
Onslaught to Orsha 256.47
Beyond the Beachhead 2 166.47
BFP: Operation Neptune 106.47
ASL 5 - West of Alamein 86.46
ASL Journal # 7 126.46
Friendly Fire Pack 5 106.46
ASL Action Pack # 8 Roads Through Rome 106.46
Friendly Fire Pack 8 86.46
Blitzkrieg in the West - Central Campaign 66.45
AH:ASL Annual `91 166.44
Tactiques # 4 86.44
ASL Action Pack # 9 To the Bridge! 106.44
Rally Point # 7 106.43
ASL 7 - Hollow Legions (2nd Edition) 86.41
Tactiques # 8 106.40
Schwerpunkt #16 126.40
Rally Point #13 106.40
Into The Rubble 2 126.40
ASL Journal # 6 156.39
G.I.'s Dozen 136.39
High Ground 2 166.39
Schwerpunkt #17 126.39
Out of the Attic #2 166.38
Rivers to the Reich 156.37
ASL 7a - Hollow Legions (3rd Edition) 546.37
Critical Hit # 4 106.36
Tactiques # 1 106.36
Witches Cauldron: Oosterbeek Perimeter 166.36
AH:ASL Annual `89 156.35
Covered 136.33
Franc-Tireur #7 116.32
Recon by Fire! #4 146.32
Franc-Tireur#12 126.32
Onslaught To Orsha 2 326.32
Tactiques # 6 86.31
Franc-Tireur#13 176.31
Quick 6 Scenario Pack II 66.31
Nor'easter Scenario Pack II 156.31
High Ground! 86.30
Tropic Thunder! 126.30
Franc-Tireur #8 106.30
Winpak #1 106.30
ASL 2 - Paratrooper (2nd Edition) 86.29
ASL Action Pack # 7 106.29
ASL Action Pack #12 Oktoberfest XXX 106.29
Critical Hit # 3 186.28
Tactiques # 9 106.28
Dezign Pak 2 126.28
From The Cellar Pack #6 106.28
ASL Action Pack #11 29 Let's Go! 106.27
Schwerpunkt #21 126.27
Corregidor: The Rock 216.27
ASL Action Pack #18 Oktoberfest XXXVII 146.27
Blitzkrieg Pack 186.26
ASL 11 - Doomed Battalions (3rd Edition) 246.26
Franc-Tireur#15 226.26
Fanatic Pack 1 126.25
Berlin: Red Vengeance 116.25
Dezign Pak 7 126.25
ASL 15 - Forgotten War 166.25
Rally Point #16 106.25
Rally Point #18 106.25
Out of the Attic 166.24
HASL 10b - Red October 116.24
March Madness `97 Pack 126.23
ASL 14 - Hakkaa Päälle! 176.23
Hero PAX 1: Hurtgen Hell to Bulge Nightmare 86.22
Armoured Aussie Pack 76.22
Tactiques # 2 106.21
Rally Point # 8 106.21
ASL 11 - Doomed Battalions (2nd Edition) 86.20
Dezign Pak 4 156.20
Schwerpunkt #15 126.20
ASL 4 - Partisan! 86.19
Internet: MMP 66.19
Rally Point # 6 106.18
The Canadians In Italy 1: The Red Patch Devils in Sunny Sicily 86.17
Out of the Bunker 146.17
Schwerpunkt #19 126.17
Rally Point # 9 106.13
SASL 1 - Solitaire ASL (2nd Edition) 216.11
The Canadians In Italy 2: The Spaghetti League 126.09
Schwerpunkt # 3 126.09
Schwerpunkt #18 126.08
Buckeyes! 106.07
Schwerpunkt # 2 126.06
From The Cellar Pack #7 106.06
ASL 8 - Code of Bushido 86.05
HASL 3 - Kampfgruppe Peiper II 86.05
ASL 6 - The Last Hurrah (2nd Edition) 86.04
Leibstandarte Pack 4 - Turning of the Tide! 86.04
Backblast # 2 86.03
Franc-Tireur#14 326.03
Recon by Fire! #1 86.00
Waffen-SS I: No Quarter No Glory! 66.00
Objective: Schmidt 176.00
ASL 1 - Beyond Valor (1st Edition) 106.00
Dezign Pak 8 105.98
Schwerpunkt # 1 125.93
The Canadians In Italy 3: D-Day Dodgers 105.91
Time on Target # 1 135.90
Dezign Pak 3 155.90
Blitzkrieg in the West - Northern Campaign 65.90
HASL 6 - A Bridge Too Far 125.89
Paddington Bears '97 Pack 85.87
Time on Target # 2 215.87
Deluxe Pack #1 125.87
HASL 5 - Blood Reef: Tarawa 105.86
Hero PAX 2: Eastern Front Hero Fest 85.83
Southern Cross Scenario Pack `96 65.80
From the Cellar Pack#12 115.79
Wacht Am Rhein 165.73
ASLOK 2005 - 20th Anniversary Scenario Pack 105.71
Winpak #2 65.68
ASL For Fun-LCP 325.68
Melee Pack I 65.63
DASL 2 - Hedgerow Hell 85.60
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
Guerra Civil: The Spanish Civil War 125.20
Firefights! 65.19
The Long March 175.16
Soldiers of the Negus 84.93

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Newest players - welcome!

UsernamePlayerRegistered
Mick MoreauMick Moreau2024-09-16 02:20:47
TheDaveL93David Lally2024-09-12 23:31:39
IDrewThisAndrew Robinson2024-09-10 04:01:10

On this day...

ScenarioLocationDate
A 95 The Long RoadAnjiajia, Madagascar1942
CH 23 Suffer the Children...Grochow Suburb of Warsaw, Poland1939
GC2 Last Stand on Hill 197Asturias, Spain1937
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