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ScenarioCommentUser
For the MotherlandThe least favorite of the 3 scenarios I played this past weekend but it came down to the very end none the less. Back to back boxcars on two rallies completely eliminated my flanking force and that allowed the Russians to roll up that flank and get into the train station, SGT Mac
Death BoxFinished this scenario up with another Axis win. The MMG and AA gun set up fairly forward and were overrun by the Axis forces. dmareske
Schmidt’s RoadblockVASL League 2025 Round 1 atomic
The Winter City galletto
Sbeitla ProbeEpic disater RJenulis
Death BoxThe Axis made a fairly balanced push through the board, lost two tanks to Melee and the Russian AA gun did very little before it broke. Mutual exchanges in CC whittled the Russian force down to only a few squads which made hard work for the reinforcements. dmareske
Squeezing Peiper's BulgeGerman holds at Stoumont, but collapses at Chenoux and was about to be overruled at La Gleize. Then surrendered. Funny, but need some balance. jesuspiebatlle
Along the VistulaGerman attack was not co-ordinated enough. Polish managed to pick out German assets one by one, and by turn 5 it became obviuos there was nowhere near eough points for exit left when PzI was killed by ART and a HMG rate tear killer two squands and the 9-2.

Challenge for the Germans but in my opinion not undoable with careful attack plan.

Neither side got any any OBA down- Germans boxcarred the radio on turn 1 and rolled a repair 6 couple of turns later, Polish got their radio contact working but drew two red cards to start with.
asloser
Haunted Zoo igycrctl
Hold Your Horses Dispang12
Aufklärungs AttackFriday Night Fight

This was another tight fight going to the last turn. I had 2 SU-85's in victory locations, however one was in melee and the other had a malf'd MA (its second time), if I could repair it it was a likely Russian win. No such luck. Okay I could possibly recapture one of the victory buildings as it was lightly defended by a half squad with a full squad behind it. I approach, hs fires -PTC my 8 morale guys should pass easily, they roll snake-eyes, a pass but possible sniper. It comes up 2, where is it going, yep, pins the guy who triggered it. Okay I have a second squad whose best route is to risk the 2 resid , another ptc which is failed. The SU-85 in melee dies to a single hero. Can my MA repair in the following RPh - No, game over.
Paul Legg
A Greek Tragedy mtrodgers99
Siesta TimeVASL jrwusmc
They Fired on Odessa...My Russian marines managed to take over all their objectives in the village but failed to destroy the guns. This is really a race against time and the Russian must take many risks to get to the guns in time. Even if their morale is high initially, the relatively low ELR decreases the effectiveness of the Russians as the game progresses. Djord
Motoring to MogilevVASL jrwusmc
The FugitivesKC ASL Club game day. Danno
Pomeranian FuryAl started out with some bad luck, malfing a stug on its first smoke attempt and malfing both MMG stacked with the 9-2. After that, his dice settled down and he attacked down the middle. He succeeded in infiltrating and evicting the Russians in the center building after my series of terrible DR but some hangers on in the the northern most building kept the Russians in it. I choose infantry for my final two reinforcements and they secured the southern most buiding in depth. I placed all the wire and mines around the school house and kept a token force there. After loosing to CC at the bottom of T5 all conceeded feeling he didn't have the time to secure one of the two remaining VC buildings. He had 4-points.

I think he could have won, though it would have been hard, he had 100% armor superiority. Lots of playing left to go before we know the true balance of this however, at first blush I think both sides will be equally challanged.
SGT Mac
Failure to Communicate (VASL Log) BravoCo
Short-Lived Offensive Danno
Short-Lived OffensiveHard fought scenario. The Hungarians knocked out the armored cars by Turn 2 and stalled the Slovakian infantry until Turn 5, when they finally got into the houses along the road. Notably, a Berserk squad managed to get into the Hungarian backfield and sowed confusion. Dan and I both broke machine guns left and right. Dan's Slovakians ELR'd to the point of absurdity and then finally caused Dan to throw in the towel on Turn 6. His Slovakians were just being whittled down and the majority of his remaining squads were Conscripts. 2 ELR is tough to deal with sometimes. grumblejones
The Hatefulness of WarDespite taking some losses, my British were able to clear one of the victory areas and set up a strong enough position to prevent it from being retaken. The plane killed the Panther—this SSR seems a very generous and effective air support method. A bit dicey like most small scenarios, with different die rolls it could be possible to hold out as the Germans. Interesting tactical puzzle to find the best position for the 88s and how to use the Panther. LtDan
Smiling Albert rangercote
Aufklärungs Attack rangercote
Jungle Rats mtrodgers99
Death Box mtrodgers99
East FortRussians executed a very good fall back defense with the 10-2 and MMG getting some good shots on the approaching Germans. The Germans never got a toe hold in the building. dmareske
East FortWe flipped the sides to try this one again. The Germans got a lucky PrepFire shot with their 9-2 to start the game which collapsed one side of the defense. Although the Germans made good progress it took the last Russian CC phase for the Germans to get all the factory hexes. A great game! dmareske
Currie's Favor jwert02
Shoot or Shovel Bongiovanni
"Lightfoot" galletto
Wasp StingFor round 1 CASLO von Garvin
Behind in the Count Danno
Behind in the CountTough game for my Germans due to poor rolls. Americans ruled the infantry fight from the get go. But, the Germans knocked out all three Shermans, while losing the STUG to a Bazooka shot. I gave the concession after 4, once Dan had secured all three building locations. grumblejones
Feast Day rangercote
Absorbing The Thrust rangercote
Wasp Sting mtrodgers99
Absorbing The Thrust mtrodgers99
Maximum AggressionMy smoke disappeared during the end game. Rolled two six's, so wasn't able to muster the manpower to advance into CC. usmcwo1
Cooperation ReignsGermans won on CVP by wrecking 2 American AFVs. Heloanjin
Le Manoir A_Lost_Canadian
It's Not Over Bongiovanni
Down by the RiverInteresting tactical situation beginning with two separate battles that can turn into one influencing the other.
I played the Russian defenders.

In the east (=bd32) I managed to bog down the hard-ass German SS long enough so that they did not reach the river.

In the west (=bd62), the Germans tried a two-pronged attack. I was able to check the push along the southern edge. The assault along the northern edge, supported by the two StuGs was more difficult. Basically, I think that good dice allowed me to break quite a number of Germans there repeatedly, which was just enough to prevent him maitaining the overwhelming pressure he had on that flank to force a breakthrough. That my Russians managed to defeat one of the StuGs with their bare fists did not help the German cause either.

Russian win.
Great recommendable scenario.
von Marwitz
Hell for the HolidaysThe Germans moved quickly covering a fair amount of ground on turn one and isolating the US MMG and leader. The US armor made a push to try and cut off some routes, but first one and then a second armor were taken out. The German Panzers were a bit unlucky as the one ran into the HIP AT gun and another fell to a lucky BAZ shot. Two Melees could have gone either way, but they went in favor of the Germans. In the end the Germans broke enough infantry that they were about to taken the required building and stay under the CVP cap (33/40). dmareske
Few and Far BetweenThe Dutch set up in the treeline in order to decimate the Germans as they entered the board. The plan was solid but the Germans passed every single MC to pressure the Dutch. AdFire broke some of the Dutch, and they ended up on the back foot by Turn 2, particularly when the German AFV circled around into the village and caused from failure to rout. The Germans controlled the remainder of the scenario,; the Dutch reinforcements almost grabbed a building on their last turn, but a snake eyes wiped them out. Fun, quick scenario. Turuk
Tropic Lightning GOUREAU
Hell for the Holidays Heloanjin
Blick's Balk Bongiovanni
Motoring to MogilevThe German defence rises and falls on the success of panzerfaust rolls. The Russian armour needs to get past them and that means taking risks. The SU-76's are the best weapon in the Russian arsenal but their crews are exposed. I was lucky and only lost one vehicle to German PF's and made up the deficit with infantry struggling through the river. aiabx
For the Fatherland Bongiovanni
Horror Show Danno
Horror ShowScenario title says it all. What an awful game. My Japanese got completely decimated as I rolled terrible and Dan's British just steamrolled me and then exited for the immediate win. Playtesting...just say'n. grumblejones
Engineering Defeat manzoliandrea72
Schoolhouse Rock Bongiovanni
Close QuartersVASL jrwusmc
No Better Spot to DieGermans used armoured assault on north flank with 3 tanks each with 3 sqauds.... the AT gun maintined ROF and took 3 tanks out.. leaving the inf in the open where the 2 mortars whittled them down till there was only 3 squads left... Game turned when the last tank scored a critical hit destroying a mortar and crew, and a german squad went beserk charging in to melee in the gully... but not in time to save the game.... hitting the half strength germans were forced to ask for a truce... which the americans accepted! chubooga
Hollis of the Howards Danno
Hollis of the HowardsVery fun scenario. My Germans got in some good licks on Turn 1 as the British came in from the north, but the Centaur devastated my MMG positions. By Turn 6, I gave the concession as the British were in the village and I was down to three squads trying to hang on with no leadership. Again, very fun game. Recommend it!
grumblejones
Defence of St. Oedenrode Ric of The LBC
Kenny's Attack RJenulis
The Niscemi-Biscari Highway igycrctl
Summajarvi 5 (Sj5)This was my intro to MC Fortified Pillboxes FPB. Easy rules and a nice addition to regular Pillboxes. The Finns will certainly create a fortified complex on the hill. The Russians will have to strip the Finnish defenses before making the kill assault on the FPB complex. The FT tank and 2 DC are your only good bunker busters so only go in for the attempt when safe. Lots of Russian smoke should make this assault very doable. nekengren
Checking out of Gran Sasso strategos
Maczek Fire BrigadeFriday Night Fight Club Paul Legg
East Fort Danno
East FortGerman assault went up the left side after the AA Gun on that side MALF'd. The German Schwerpunkt managed to sweep aside the 4-2-6's which kept breaking and ELR'ing. The flamethrowers busted up the fortified location with the 9-0 Commissar and then heavy German fire broke up the 10-2 stack in the other fortified location. At that end of four turns, the Russians had to concede as the Germans were surging all around and inside the factory and the Russians were nearly all broken. Good rolls for the Germans coupled with bad Russian dice unbalanced the game. grumblejones
Grab and GoMy first playing of this classic scenario started badly for the Russians with well-placed German fire-lanes disrupting my initial assault. Still, I pressed forward steadily despite some losses, and by turn 4 had managed to take three multi-hex buildings. The German forces were still largely intact, although I had broken his 81mm mortar crew, making it very difficult for him to evacuate this gun.
Things started to turn as the Germans attempted to withdraw however: a critical fine lane failed when the firing unit cowered, and another 'rearguard' broke, meaning my units could run through the centre unopposed. The decisive moment was when his SPW251/sMG, complete with HMG and crew trying to exit, was knocked out by a fortunate ATR shot, at which point my opponent conceded. Great scenario though (rare example of a rearguard action) with lots to do for both sides.
Andy_Bagley
The Zebra MissionFriday Night Fights. In the initial turns, the Nashorn flamed a Sherman but fell prey to the Pershing, which subsequently malf'd its MA. With the other Sherman and M3 held at a distance by the PSK and PF threat, the WW devastated American attempts to enter the victory enclave. When it finally went down, the Americans did not have enough men or time to clean it out. A tough one for the Americans IMHO with the multi-hex building being "a bridge too far" to clear out if the Germans concentrate their forces. Thompsonmg(MGT)
Scouts OutAmerican's didn't have smoke or HEAT on any tanks. .50cals dominated from the hill on the north side, but the Turn 4 movement phase to get more forces across the river and into position was shot to hell by German HMG. It shot 3 times in Defensive Fire, K/2 on the .50cals, and 5 times in Prep of German Turn 4, stunning/pinning two Greyhounds.
Germans parked the PzIII on the road leading from the bridge and there was no way to move it.
Cool scenario, I would play again and hope for less vicious dice.
ubertripp
HKL 259VASL jrwusmc
Polka's DanceNice scenario. Germans deployed heavily and were able to move quickly to infiltrate French positions. I got a couple lucky breaks and took out the tanks from up close and was able to get amongst French before village defense could solidify. The hill was lightly defend, and was able to overrun it to achieve VC. jgarlic79@gmail.com
The Closer PeterA
Farmer's MarketBriefly in the balance, but just too much American firepower for my Germans to hold the captured stone buildings in the village. Simonstan
Confusion Reigns A_Lost_Canadian
Frank's Tanks johan.vrijdaghs@gmail.com
A Good PartyA nice night desert scenario which provides good learning opportunities in both areas. British got lucky with creeping barrage preceding their advance and providing cover as they infiltrated the minefields. I had barrage continue until T7, mainly to hinder fire while British advanced. Between mopping up and creeping barrage, British were able to push Germans over the CVP cap. jgarlic79@gmail.com
Probing the VillasReally interesting scenario and my first foray into KGP. We both misunderstood the terrain on setup - turns out it's really restrictive for the US player!

The Americans have a large advantage in firepower and number of AFVs, but need to get to the VC locations through this restrictive terrain. They are also facing Morale 8 troops in Stone Buildings, a Panzer VIB and CVP cap of 30. Tough job!
ASLSKGwahlur
Fused At ZeroVery tough for Germans. Their two INF guns are almost useless. I forgot that the Canadian could win by simply keeping two guns HIP. The Canadians didn't need them in our game. mtrodgers99
Durs A CuireThe German AT Guns with 3 ROF where too hot for the French to handle. Fun game though, but only one AT malf'd in T5 after it had caused damage. Tigernaut
Great VengeanceLost armor early. wwillow
Aufklärungs AttackExcellent scenario with plenty to challenge both opponents. I lost my Wirblewind on T1 and was behind the 8-ball for remainder of the scenario. Luckily I was able to close and take out Russian SU-85s with my infantry. Nonetheless, it still came down to the final turn. Pucker factor was high! jgarlic79@gmail.com
Beachhead at Ozereyka Bay Cpl Wright
Buchholz StationAs the German, I attacked in the middle of Board 3 towards the village. The US gathered all its forces there, lightly protecting its flanks and managed to delay and inflict a few losses. On turn 6, I suddenly switched my axis of progression westward so as to benefit from the protection of the ridge shielding my troops from US troops in the village. The US halftrack was quickly sent to reinforce the crumbling US defense west of the ridge and managed to survive an incredible number of MG TK. In the end, the Germans could not exit any troops and did not manage to inflict sufficient casualties on the US forces so lost the game. Even if the game was long, it remained exciting until the last turn. I really liked it. Djord
Recruiting TacticsThe game turned in my favour on two dice rolls.
The first was a double one from my HIP machine gun which killed two squads (CVP 4j. Then in a close combat Martin had a 2-1, won the ambush roll but failed with a capture attempt. I then rolled a double one against one of his squads killing it (CVP 2) and then withdrew from the CC.

Martin still had a chance to win at the end with my force encircled, however he was relying on rolling low and failed to do so.

This is a tough scenario for the KMT.
alexashton@vinecc.org
Cold Crocodiles igycrctl
The Heights of Hubris A15.4er
Slamming of the Door (VASL Log) BravoCo
The OverlookSorry, don't rate this one. Unless I'm missing something, I can't see how the Germans can defeat a competent defence without an extraordinary amount of luck. My opponents defence was certainly competent: he sat back one hex from the hilltop, which meant that I couldn't see anything from lower levels and got blasted at point-blank range as soon as I moved up to level 2. He also covered my attempt to outflank him by sending units round to the west side of the hill.
I managed to flame a couple of British squads but then it just took two PIAT shots to wreck both of my tanks (hero firing a PIAT at a large-target tank can hardly miss). The Brits also have higher morale, are stealthy, and can win by having a MMC (doesn't even have to be good order) on any hill hex on/south of row N, not just level 2.
I eventually managed to reach the hilltop in the south, but then lost two CCs where the odds were slightly in my favour, at which point the defenders considerably outnumbered my forces, so I conceded. Not a scenario I can recommend.
Andy_Bagley
Firefight On Weinbourg RidgeGermans could not break out from American defense. Kydder
Best One Out of Three Dispang12
Reaction Bongiovanni
The Bitwoded Gamble asloser
The Montiguidi Mambo asloser
Karelian SculptorsFinns will have to split their forces to take their 2 hill objectives. Russian Turn 4 reinforcements can then be dedicated to one of these for a win. The Russian 152 with Canister can be deadly but deciding how to place such minimal forces is going to be tough. nekengren
The Gin Drinker's Line wwillow
Plum Pudding HillNot much to say about this one. I broke a couple British units during Turn 1. Scott aggressively came in on the east and tried to attack from the top of the hill. In my Turn 1 prep fire I went on a prolific ROF tear and broke every unit, broke his best leader and wounded the other. Scott called it a game due to every unit in his OOB being broken. He figured it would be turn 3 before he even got to start moving again. tatumjonj
Grab and GoInteresting scenario. Derek hadn't played in a while, and the deployment in this scenario for the Germans is extremely odd. Lots of considerations that need to go into how you can set up to block the Russians from swarming, while also giving yourself a way to pull back. I took full advantage of my deploy capability and jammed half squads as aggressively as I could to try and break up my opponent's flanks, and around turn 3 I got a couple good results to unseat a lot of Derek's strong points. Derek couldn't make a rally to safe his life, and I started FTRing a bunch of his troops. At end of T4 I got 3 multi-hex buildings, and by the time we were going into German Turn 5, I had enough points about to exit that it wasn't mathematically possible for him to catch up.

Like I said, interesting scenario. German deployment asks a lot of questions, and it feels like there's a good layout there if you can find it. Finding it is the tricky part though! Going to give it another try in the future as the Germans to test that out.
Allister01
Göring's Men NicolasLL
Express for LeningradSteve was under the assumption his units would gain concealment at setup, forgetting that I started with a few units onboard. And I positioned one HS in such a way that he denied everyone. I had considered blasting W1 with y big stack of units next door in V10, but reconsidered, thinking I'd need my concealment once I entered the factory. So I spread them out a bit and one AE broke like a baby, but not before discovering a couple wire and a trench. Extremely good fortune was on my side when my AL tank managed an ATT CH on Y2. The CH hit the commissar, who was obliterated, and his 8-1 failed the subsequent LLMC. His MMG squad shrugged it off. I followed this up with a long-range AF shot from my 9-2 kill stack, which mortally wounded the 8-1. The squad once again shrugged everything off. So already both Russian leaders were dead, and routing was going to be a problem with the stupid light woods. Honestly, had he lost his MMG I wouldn't have blamed him if he threw in the towel at that point. I ambushed and eliminated a 628 with my concealed 9-1/AE stack. Russians safely skulked during their half of the turn. Turn 2 saw me creep my way forward in the eastern factory, only managing to CR another 628 in CC. Again, the Russians safely skulked, but I cleaned up the melee and broke and CR'd another squad who had exited the PB. Turn 3 saw me sleaze freeze the remaining units in the eastern factory, but they both survived a DC and some withering fire. The west wasn't so lucky, as some fortuitous bounding MG fire broke the remaining units there that hadn't already succumbed to my 9-2 kill stack. His AA gun popped up to shoot some infantry point blank, only to whiff and go down to AF. I was able to ambush and eliminate another 628, despite my tank being in bypass. So going into his turn he had one good order squad left, and he was stuck with a VBM tank. He was busted trying to leave. Despite all this good fortune he was safely able to situate his tanks across the river, as I only had one stopped tank able to pressure them. I picked the wrong tank to shock with my ATR, as the one I should've shot got lucky and knocked out my stopped tank. For the next two turns I used my 5 MGs (one being Russian), my ATR, and his captured AA gun to try and knock out his tanks. I managed a few shots with the AA gun before it broke down (even managed RoF), without hitting once. I was able to knock out a tank with one of my LMGs. The rest of my infantry made their way across the bridge to try and take out his tanks the hard way. I drove one of my tanks into the western factory to exchange low-odds shots with one of his, neither of us seeing success. Turn 5 saw my infantry pour over the bridge in force, and I managed to place a DC on the rear facing of one tank, and get into CC range of the other with my 9-1 and an AE. The DC blew his tank to bits, and my AE and leader knocked out the other. A rather strange scenario, which had to be an extremely boring defense for the Russians. Still, I would want them every time, as without all the good luck I had (as well as his poor luck) I really don't see the Germans having much of a chance. buser333
Continue the Attack at OnceThe Germans have a LOT of HIP in this one.

I concentrated my defenders on the US left. Luckily
for me, that's where Jody piled his troops.

The Germans are in a precarious position. It feels
like they have an initially strongish crust, but once
that crust cracks, Gang Green can march through.

As such, the German has to be a bit careful about
not delaying his retreat.

I did get quite luck in that Jody walked into the
teeth of my defence. Not his fault at all, as my
guys were mostly HIP.

I'm not sure I love this one, as both the US and
Germans have to guess what the other side will
do. I happened to guess correctly. If the German
guesses incorrectly, it could be lopsided for the
US. Your guess is as good as mine.
Indy Lagu
Roads to PerditionLate war. Interesting OB and VCs on urban boards. Super-fun scenario! We really enjoyed it. Houlie

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PublicationScenariosRating
March Madness 2009 Partisan Pack 88.00
March Madness 2022 Grumble Jones Pack 87.96
March Madness 2023 10th Mountain Division Pack 97.95
March Madness 2017 Hollis Partisans Pack 107.77
Grumble Jones 1627.69
ASL Starter Kit Expansion Pack #2 87.44
March Madness 2018 Players Pack 107.36
March Madness 2013 Commissar Pack 87.34
Time on Target # 3 147.33
ASL Starter Kit Expansion Pack #1 2nd Edition 127.26
ASL Starter Kit #4 87.23
Schwerpunkt # 9 127.19
Schwerpunkt #24 127.19
Schwerpunkt #14 127.15
ASL Starter Kit Bonus Pack #2 87.15
Franc-Tireur #16 157.15
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
Race For The Meuse 67.08
Fistful of Scenarios 67.08
The Green Hell of Inor 197.08
ASL 9 - Gung Ho! 87.07
Battle of the Hedgerows - The Storm Broke 67.07
HASL 1 - Red Barricades 107.06
Friendly Fire Pack 1 87.06
ASL Action Pack #14 Oktoberfest XXXIV 127.06
From The Cellar Pack # 8 167.05
From The Cellar Pack #11 107.05
Friendly Fire Pack 2 87.03
Beyond the Beachhead 87.02
Leibstandarte Pack 5 - Scorched Earth 87.00
Critical Hit # 2 156.98
Best of Friends 126.98
ASL Journal #12 146.97
Quick 6 Scenario Pack VI 66.97
Recon by Fire! #2 106.96
Battles of Carpiquet 136.96
ASL Journal #10 196.96
Friendly Fire Pack 9 86.96
ASL Action Pack #10 86.96
ASL 1 - Beyond Valor (3rd Edition) 246.95
Schwerpunkt # 4 126.93
ASL Action Pack #17 Oktoberfest XXXV 166.93
ASL Journal #11 286.92
Grossdeutschland Pack 1 - The Early Years 86.91
From The Cellar Pack # 3 106.91
ASL 13 - Rising Sun (2021) 386.91
Into The Rubble 86.90
Generic Playtesting Log 376.90
AH:ASL Annual `93a 116.89
Hero PAX 4: Mediterranean Theater of Operations 126.89
Operations Special Issue #3 76.89
Friendly Fire Pack 6 86.89
Friendly Fire Pack 3 86.88
Friendly Fire Pack 4 106.88
ASL 12 - Armies of Oblivion (2nd Edition) 326.88
March Madness 2020 Full Rulebook ASL Pack 86.88
Not One Step Back 86.88
Kreta - Operation Merkur 186.87
China-Burma-India: The Lost Theater Part 1 156.87
HazMo Scenario Pack 3: City of Steel 106.87
Friendly Fire Pack 11 86.86
Dezign Pak 6 126.85
Dezign Pak 9 106.85
ASL Action Pack # 6 A Decade of War 106.84
Death to Fascism 86.84
ASL Action Pack #16 From The Land Down Under 156.84
Classic ASL 166.83
HASL 9 - Hatten in Flames 106.83
Best of Friends 2 126.83
ASL Journal #14 256.82
ASL 16 - Twilight of the Reich 176.82
Schwerpunkt #22 126.81
Special Ops #12 66.81
Schwerpunkt # 8 126.80
Turning the Tide 206.80
AH:ASL Annual `93b 126.79
Aussie Tournament Pack 76.78
ASL Action Pack #13 Oktoberfest XXXII 116.78
ECZ Tournament Director's Pack 166.78
Deluxe Advanced Squad Leader 386.77
ASL Journal # 5 136.76
Aussie '98 Pack 106.75
Melee Pack III 76.75
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
From The Cellar Pack # 2 106.74
ASL Action Pack # 4 Normandy 1944 126.74
BFP 3: Blood and Jungle 476.74
ASL 13 - Rising Sun 336.74
ASL 3a - Yanks (2nd Edition) 416.74
Quick 6 Scenario Pack VII 66.74
Schwerpunkt #23 126.73
HazMo Scenario Pack 4: Making the Grade 106.73
HASL 4 - Pegasus Bridge 86.72
ASL Journal # 8 166.72
Friendly Fire Pack 7 86.72
DASL 1 - Streets of Fire 106.71
AH:ASL Annual `90 166.71
HazMo Scenario Pack 1: A World at War 106.71
Schwerpunkt # 5: Medal of Honor 126.70
Dezign Pak 5 186.69
ASL Journal # 3 336.68
ASL Journal # 4 136.68
Rally Point # 1 106.68
Schwerpunkt #13 126.68
BFP 4: Crucible of Steel 326.68
AH:ASL Annual `95 Winter 246.67
ASL Journal # 1 176.67
Tactiques # 4 86.67
Operations Special Issue #1 66.67
Battle for France 106.67
Quick 6 Scenario Pack V 66.67
BFP 2: Operation Cobra 126.66
ASL Journal #13 336.66
ASL 10 - Croix de Guerre 86.65
ASL 12 - Armies of Oblivion 116.65
Internet 1306.65
Critical Hit # 3.1 126.65
Schwerpunkt #12 126.65
From The Cellar Pack # 9 176.65
HazMo Scenario Pack 2: The Un-Civil Wars 106.65
ASL Action Pack #19 Roads to Rangoon 106.65
BFP 6: Mannerheim Cross 446.65
HSASL 2 - Operation Veritable 176.64
ASL Starter Kit #1 66.64
Schwerpunkt #10 126.64
HASL 7 - Valor of the Guards 216.64
Rally Point #11 106.64
Schwerpunkt # 7 126.63
March Madness 2019 Close Combat Pack 86.63
Quick 6 Scenario Pack III 66.63
BFP 5: Poland in Flames 456.62
AH:ASL Annual `96 146.61
Rally Point # 2 106.61
Friendly Fire Pack 10 86.61
Quick 6 Scenario Pack 66.61
Schwerpunkt #11 126.60
ASL Open `96 Scenario Pack 106.60
Blood & Iron 106.59
Schwerpunkt # 6: Victoria Cross 126.59
Coastal Fortress 556.59
Schwerpunkt #20 126.59
ASL Action Pack #15 Swedish Volunteers 166.59
ASL Action Pack # 2 86.58
AH:ASL Annual `92 156.58
Leibstandarte Pack 1 - Blitzkrieg! 86.58
Dezign Pak 10 156.58
Rally Point #14 106.58
ASL Starter Kit #2 86.57
Recon by Fire! #3 206.57
Franc-Tireur #11 226.57
Petsamo-Kirkenes Operation: Monkeys with Typewriters Vol.III 186.57
ASL Starter Kit Expansion Pack #3 86.57
ASL 3 - Yanks 86.56
Franc-Tireur #10 116.56
HASL 8 - Festung Budapest 206.56
ASL Action Pack # 1 86.55
ASL Action Pack # 5 East Front 126.55
Kampfgruppe Scherer: The Shield of Cholm 176.55
HASL 10a - Red Factories 186.54
ASL Journal # 2 246.53
Elite Canadians 96.53
Rally Point #15 106.53
ASL 5a - For King and Country 206.52
HSASL 1 - Operation Watchtower 176.52
Gembloux: The Feint 96.52
Rally Point # 3 106.52
ASL Journal # 9 256.52
AH:ASL Annual `97 166.51
Dezign Pak 1 106.51
Hero PAX 3: Jungle Heroes 106.50
Melee Pack II 66.50
Dos Equis Scenarios Especial 106.50
Nor'easter XX 136.49
Winter Offensive Bonus Pack 2018 66.49
ASL Journal # 7 126.48
Critical Hit # 6.4 246.48
Onslaught to Orsha 256.48
Leibstandarte Pack 2 - Barbarossa 86.48
From The Cellar Pack # 5 146.48
ASL 10a - Croix de Guerre 426.48
ASL Starter Kit Expansion Pack #1 1st Edition 86.47
HASL 12 - Drop Zone: Sainte-Mère-Église 146.47
G.I.'s Dozen 136.45
Provence Pack (MMP Download) 106.45
Friendly Fire Pack 5 106.45
Blitzkrieg in the West - Central Campaign 66.45
ASL 5 - West of Alamein 86.44
AH:ASL Annual `91 166.44
ASL Action Pack # 8 Roads Through Rome 106.44
Waffen-SS II: The Fuhrer's Fireman 86.43
Beyond the Beachhead 2 166.43
Rally Point # 7 106.43
Friendly Fire Pack 8 86.43
ASL Action Pack # 9 To the Bridge! 106.43
ASL 7 - Hollow Legions (2nd Edition) 86.42
ASL Journal # 6 156.42
Swedish Volunteers 146.41
Tactiques # 7 86.40
HASL 11 - Sword & Fire: Manila 306.40
Schwerpunkt #17 126.39
Rivers to the Reich 156.39
High Ground 2 166.38
Into The Rubble 2 126.38
Rally Point #18 106.38
Out of the Attic #2 166.37
ASL Action Pack #18 Oktoberfest XXXVII 146.37
Tactiques # 1 106.36
Tactiques # 8 106.36
Witches Cauldron: Oosterbeek Perimeter 166.36
Franc-Tireur #12 126.36
Schwerpunkt #16 126.35
Rally Point #20 106.35
AH:ASL Annual `89 156.34
ASL Action Pack # 7 106.34
Rally Point #13 106.34
Quick 6 Scenario Pack II 66.34
Nor'easter Scenario Pack II 156.34
Critical Hit # 4 106.33
Tropic Thunder! 126.33
Franc-Tireur #13 176.33
ASL 7a - Hollow Legions (3rd Edition) 546.33
Franc-Tireur # 7 116.32
ASL 2 - Paratrooper (2nd Edition) 86.31
Tactiques # 6 86.31
Berlin: Red Vengeance 116.30
High Ground! 86.30
Winpak #1 106.30
The Canadians In Italy 1: The Red Patch Devils in Sunny Sicily 86.29
Onslaught To Orsha 2 326.29
Dezign Pak 2 126.28
Schwerpunkt #21 126.28
ASL Action Pack #11 29 Let's Go! 106.27
BFP: Operation Neptune 106.27
Out of the Attic 166.26
ASL Action Pack #12 Oktoberfest XXX 106.26
ASL 11a - Doomed Battalions (4th Edition) 326.26
Fanatic Pack 1 126.25
Dezign Pak 4 156.25
ASL 11 - Doomed Battalions (3rd Edition) 246.25
Dezign Pak 7 126.25
Rally Point #16 106.25
Hero PAX 1: Hurtgen Hell to Bulge Nightmare 86.24
Franc-Tireur # 8 106.24
From The Cellar Pack # 6 106.24
ASL 15 - Forgotten War 166.24
Rally Point #17 106.24
ASL 11 - Doomed Battalions (2nd Edition) 86.23
Critical Hit # 3 186.23
March Madness `97 Pack 126.23
Tactiques # 9 106.23
Schwerpunkt #19 126.23
Covered 136.23
Blitzkrieg Pack 186.22
Armoured Aussie Pack 76.22
Out of the Bunker 146.22
Tactiques # 2 106.21
ASL 14 - Hakkaa Päälle! 176.21
HASL 10b - Red October 116.21
ASL 4 - Partisan! 86.20
Corregidor: The Rock 216.20
Internet: MMP 66.19
Recon by Fire! #4 146.19
Rally Point # 8 106.19
Rally Point # 6 106.17
Schwerpunkt #15 126.16
Franc-Tireur #15 226.16
Rally Point # 9 106.13
ASL Journal #15 116.12
SASL 1 - Solitaire ASL (2nd Edition) 216.11
HASL 3 - Kampfgruppe Peiper II 86.10
The Canadians In Italy 2: The Spaghetti League 126.09
Franc-Tireur #14 326.09
Buckeyes! 106.07
From The Cellar Pack # 7 106.07
Schwerpunkt # 3 126.06
Schwerpunkt # 2 126.05
ASL 8 - Code of Bushido 86.04
Leibstandarte Pack 4 - Turning of the Tide! 86.04
ASL 1 - Beyond Valor (1st Edition) 106.04
Schwerpunkt #18 126.03
Waffen-SS I: No Quarter No Glory! 66.02
Backblast # 2 86.00
Recon by Fire! #1 86.00
Dezign Pak 8 106.00
Objective: Schmidt 176.00
ASL 6 - The Last Hurrah (2nd Edition) 85.99
HASL 5 - Blood Reef: Tarawa 105.95
The Canadians In Italy 3: D-Day Dodgers 105.91
Schwerpunkt # 1 125.91
Dezign Pak 3 155.90
Blitzkrieg in the West - Northern Campaign 65.90
Rally Point #21 105.89
Paddington Bears '97 Pack 85.88
HASL 6 - A Bridge Too Far 125.87
Time on Target # 1 135.86
From The Cellar Pack #12 115.86
Hero PAX 2: Eastern Front Hero Fest 85.83
Time on Target # 2 215.83
Deluxe Pack #1 125.82
Wacht Am Rhein 165.81
Southern Cross Scenario Pack `96 65.80
ASLOK 2005 - 20th Anniversary Scenario Pack 105.71
Rally Point # 5 105.71
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 65.42
Shingle's List 85.42
Hell's Highway 65.35
Firefights! 65.26
Guerra Civil: The Spanish Civil War 125.20
The Long March 175.18
Soldiers of the Negus 84.93

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Newest players - welcome!

UsernamePlayerRegistered
MichaelUMichael Urquhart2025-05-18 10:03:25
thegamer77Derek Rowe2025-05-15 16:44:56
zacchiomauro crestini2025-05-14 08:37:34

On this day...

ScenarioLocationDate
45 Revenge at KastelliKastelli, Crete1941
93 Tavronitis BridgeWest of Maleme, Crete1941
94 Bofors BashingMaleme Airfield, Crete1941
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