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ScenarioCommentUser
Greyhounds! Dispang12
Damnation Game RJenulis
Grasp the WindAmericans attacked through the eastern woods, while MMG's and IG strafed the village. Both platoon level flanking maneuvers, west and center, went nowhere except to hold in place troops needed in the east. The game ended after the Americans finally overwhelmed the defenders holed up in the fortified building T6 and the split level V3. and swept into the fortified factory. Having lost 11 CVP. it could have gone the other way, but the Americans stayed spread out the entire battle. Guru Bob
The Puma ProwlsWe chose this scenario as a learning scenario to help me with the armour rules.
The victory conditions make for an interesting dynamic.
Martin lost a tank early on which meant he had to now attack the Germans. In the ensuing combat I fired first in a gun duel and rolled a critical hit knocking out his tank and his -2 leader.
Martin conceded at the end of turn 3 with all 5 of his tanks either destroyed or immobilised.
It was a fun scenario but a bit dicey, Great in learning armour TH and TK principles.
alexashton@vinecc.org
To Have and To HoldCame in with the Americans, Houlie blew up one of the 3 Armored Cars using an ATMM, but that was about the extent of his luck. After that, the Americans had almost all of the hexes leading to the bridge covered with MG / Guns. Still, the Germans could have won if they'd passed a PTC / MC or two, but ultimately they did not. Houlie threw in the towel on turn 5. I would have done the same.

Fun but dicey scenario. I would play it again, but not in a tournament (precisely because it's so dicey).
Chuck
Apples to Oranges Germans are Lax against Stealthy Russians and the Germans are forced to set up in the grain. Dan's Russians got a -3 on the Ambush roll vs. my +1 in every CC...which are all hand to hand. Germans died and died often in a frustrating scenario that for me was absolutely no fun. grumblejones
Apples to OrangesFirst to play and post. Danno
Not Apt to Drag FeetThe second scenario in the pack that I have played where manoeuvre is the key to an
American victory.

The first giveaway is the length, 7.5 turns, the second is squad/leader ratio for the US,
3:1. The third is the lack of a CVP cap for the US, with the exception of the 12 EVP, every
single other unit is disposable.

The US need to control a few hexes of buildings AND exit 12 EVP. The EVP are easy, the
top most group can enter and be off in three turns. Or 12 EVP of the initial para group can
get off the bottom edge in 6 turns.

Either way it’s probably best to pick one of the groups
to commit to getting off, don’t get greedy.

The Shermans present the most efficient exit VP but also the most vulnerable, whilst not
road bound the network of fields and paths on each side of the road mean that once off
the road they’ll be risking bog checks to get back onto the road.

Speaking of the road, it’s a trap, a single Marder can effectively block it. In a stationary
duel the Marder at 23 hexes will be ROF 2 hitting a Sherman on a 9, the Sherman hits
back on a ROF 1, 6.

The initial risky entry of the Shermans can be mitigated - there are flanking positions to
each side of the road where sM can be used and the 747s can litter the roads with
smoke grenades. Once the Shermans are past the chokepoint in OO14 they can get of
the road and go to work.

The resting German force should not be disturbed. If you’re the kind of guy to
accidentally give all of the Germans freedom of movement in VOtG then best take the
German side here. Remember they’re released from NM upon seeing a known enemy
unit, so run around on the other side of the bocage if you need to, just don’t get shot and
be careful with the Shermans.
If the US alert the resting nazis too early they’re going to lose. I think the crux of the
scenario is keeping those guys in place as long as possible and then preventing them
getting back to the VC hexes.

The Germans can be trapped and bottled up around the X hexrow, from 12 to 15. If the
Germans can prevent the US from getting fire on those hexes they can get back to the
village in force and win.

As in “Seldom Practical” the Germans are in a heavy bocage zone whilst the US can flow
faster around the flanks (remember the 3:1 squad to leader ratio?). The Shermans are
not stellar smokers but CE they put out a lot of FP even when the bmg is negated.

I really enjoyed this, it’s large in terms of map to encourage/necessitate some movement
and it really rewards the side that can envisage how the battle will develop and how slow the bocage can be.

9/10 recommend.

Death to Putin.
Ibncalb
Broken BambooBritish pushed hard and won most CC thanks to Gurkha skill. In the end Japanese could only capture back one building due to losses. Gurkhas had the 5 needed for victory. Danno
For the Motherland Danno
For the MotherlandAnother tough Ponyri slugfest. The German machine guns hammered the Russians crossing the railroad tracks with many breaks and ELR's. By the end of 4, the Russian infantry were out of gas and called it. One complaint would be the difficulty in reading the hex numbers in the rail hexes. This is tough when you are playing over Teams. grumblejones
War of the RatsThe Germans exploited a gap on the Russian left, only to be pushed back, while on the right they got a good foothold and took the two buildings by midgame. The Russians got their shock troops and it turned into a pitched battle for the final building on the left. In the end German firepower won out, ending with a 5KIA on the last of the Russian units. ifoxen
DopplegangerI believe this scenario actually favors the Ukrainians, despite my losing with them. RJenulis
Red Star ExpressAmericans were locked in melee in the Valley, so leader could stroll past and place a DC on the bridge. He rolled a 3 and KABOOM! Americans couldn't get close enough to the valley after to clear out Partisans without further losses. Guru Bob
Raff's Dilemma Serge
Raff's DilemmaLuck was on my side from the beginning to the end. Nothing worked for the Americans (2 AFV recalled, one wrecked and one immobilized) excepted some CC. Therefore, it was impossible to dislodge the Germans from the hill.. Thanks to Serge for staying cool against bad luck ! lechiquier94
Engineering Defeat A15.4er
Baw Drop jgarlic79@gmail.com
Rough Recess igycrctl
No Brothers, No Friends dmareske
Kenny's Attack GOUREAU
Mountain Boys Danno
Mountain BoysOk...I hate moving in the open vs. two HMG's. Just not my thing. My mortars were not able to smoke anything, because I had in the wrong place and they couldn't reach the hill. Then the HMG's broke the 8-0, a 4-5-8 and then KIA'd my 9-1 and 1-1/2 squads. With that flank attack destroyed and Dan still having rate of fire and it being Sunday and not needing this kind of despair...I conceded and Dan had the victory. FYI - Where is the HERO for the Canadians...?? Just asking for a friend. grumblejones
The RoadblockYikes, remember that leaderless German MMCs are subject to secret dr move restrictions and that riders can't cross bocage. (In review, I didn't find a reference to riders in the "Bocage Play Aid: Based on BFP 2 . . . Article by Chas Smith.)

I quickly dropped my Germans out of column and split them east and west. Guy advocated my Germans going right up the middle. My dice were scorching hot in our last two half-turns.

Great game, and Guy taught me lots. Cheers
EJ1
Calmness Under FireMagyar made the mistake of trying to flank the hill to the east. Not sure if trying to take the hill in two turns is advised. Probably should have pushed down from the west, then flanked the hill in a pincer move with the reinforcements. Guru Bob
Shattering the Line Bongiovanni
Climax at Nijmegen Bridge jgarlic79@gmail.com
No Brothers, No FriendsDave Mareske as the Ukrainian. Danno
First Matanikau jrwusmc
Mannerheim's ParadeFinns attacked from the north, setting up in large kill stacks that broke several defenders. The Germans attacked from the southwest and pushed across southern road on turn one. Russians continued to be pushed back and conscripts struggled to stay good order. Guru Bob
King and Love Rich Weiley
Food For An Army Danno
Food For An ArmyFun scenario that is super challenging for both attacker and defender. It has lots of moving pieces and is very replayable. Dan's Russians attacked all three factory locations. Two of the assaults were successful and the O2 and U3 buildings would be captured, but not before 7 trucks successfully exited form the U3 building. The German reinforcements went to defend the D2 location, which is where the initial Russian attack had been successfully blunted. On Turn 5, the Germans rolled a 1 for the D2 location and then 6 for the number of trucks. They would all exit for a total of 16 trucks exited and a German win. Very fun and interesting scenario! grumblejones
Geki CactiI pushed ahead very carefully with the elite American infantry, maintaining concealment in the dense terrain for many stacks over many turns, but arriving at the end zone in time to seemingly take victory by force from the few Japanese stragglers remaining in the back corner of the VP zone. But it was not to be! There were two CCs at the end, with the Americans winning the first one and clearing the hex. In the second one, where a stack of 6-6-7 and an 8-1 advanced out of the stream into the final Japanese jungle hex, the Japanese achieved the dreaded ambush, and "withdrew" one half squad forward into the VC hex just vacated by the Americans, leaving my dreams of victory over the IJA unfulfilled. This was a great scenario, and like many of the greats, it literally came down to the last CC. GG John! BlitzkriegBeast
Quickly Toward the Bridge!Easy Russian win. The 76L was on fire and kept on rolling 2s and 3s (destroyed a Stug, a panther, 2 squads and a leader). strategos
Opening FireWell, that was a total waste of time. Germans took control of the bridge, but couldn't break the 4-3-7 in the Custom House. So on Polish Turn 1 - Dan picked up the detonator, pushed down the plunger and won the game. grumblejones
Opening Fire Danno
Ratushniak's Sacrifice A15.4er
A Kick in the TeethFun situation. As others have noted, however, it’s very tough on the Brits. One more British squad, or one Japanese squad less, might make it more balanced. Houtje
Showtime Kydder
The Wrong Choice Kydder
Kenny's Attack CWO_19
Lousy CrossroadsFriday Night Fight (VASL Log) Paul Legg
Haunted ZooI thought going into this scenario it would be difficult for the Russian. That was an understatement. To be sure Anthony's defense was class A but, this is really hard on Ivan. Would play it again as either side and, I'm especially keen to see if I learned anything that might help the Russians. SGT Mac
The Art of Dying Fiedler
Extracurricular Activity asloser
Shielding Moscow Danno
First Sting Guru Bob
First StingGerman MMG guarded the flanks, while small up-front defense fell back to the road. The British created a hole in the German defense turn 4, allowing them to cross the road and lock two buildings in Melee, but the MG persevered and cut down the last turn attempt to get to the last 3 buildings needed for victory. Guru Bob
Costly BaptismUrsus were able to cut some important roads of access - even if 2 were eliminated by ATR fire. Polish were able to resist the german attacks from south and east. Conceded last turn. anoiawargames
Gusville Danno
GusvilleTough scenario for the Americans. Dan's 6-6-8's couldn't pass morale checks and the German HMG rate of fire took its toll on the attackers. By Turn 6, it was all over for the Americans. grumblejones
Shielding MoscowThe Russians did a human wave on turn 1 which got cut down and a lot of infantry remained broken and disrupted for much of the game. The tanks were effective getting into the factory and disrupting the Germans, but they needed some infantry support. Germans failed all their PTCs and barely hung on to control of one of the factories. dmareske
Costly Baptism manzoliandrea72
Stumbling ColossusLost this as the Russians, but it was pretty close - on the very last turn, I managed to send a tank to grab a 15-VC hex that would have won me the game, had it or its crew survived. It was killed by a 18-hex shot from a 88L gun, but didn't burn, and I failed the Crew Survival.

On this large a scenario, lots of strange things are bound to happen, of course. Both sides had several times when they believed all was lost.

Anyway - win or lose, this is a very fun to play scenario. Highly recommended.
Duduche
Yamki to Sovkhoz StalinskVASL jrwusmc
A Legend is Born GOUREAU
The Chocos jwert02
Lack of DiscernmentThe Red chi nese needs to protect the front factory and prepare a retreat over the river. That or make a massive stand. Fiedler
Attacking the GiantThis is a big scenario that can define your ability as a player who likes difficult defence setups, followed by having plenty of tools at your disposal to fend off a scary looking force.

Pillbox networks, the usual assortment of wire, mines, AT trenches and a line of boulders, with an interesting rule about eliminating some of these from the get-go make this one seem interesting, but playing ftf is difficult due to the counter-density, should the finns setup in a concentrated manner (why wouldn't they) - and ultimately it was too tough for me.

This isn't a slur on the scenario. It has interesting vehicles, every Finnish HMG available to them and minefields galore, but it is a little soul-destroying to attack up hill, across some open ground in the face of such firepower.

Ultimately I'm not a good enough attacker to win in this one - and I conceded after a snake-eyes destroyed my T-100, the one tank that if I could avoid the mines, stood a chance of helping to clear the infantry by simply surviving (the FT tanks are amazing but very vulnerable).

This scenario is for those that love heavy defences and big hammers to go at them with, but you'll have to get your hands dirty!
Dave
The Five Pound PrizeThe Germans never really got going in this one, from their first tentative assault moves onto the board, the PzIV's couldn't hurt the Brits who in truth were set up too far forward, but actually the initial force slowed the SS down enough to cause an early resignation on turn 3. Dave
The Argun Knot Guru Bob
Kiss of FurySt Louis Round 5 Heloanjin
Fighting Withdrawal A15.4er
Over the Hills oybj
Brigade HillAustralians made a tactical mistake in not realizing the IJA reinforcements could enter anywhere along the western edge. I entered well to his rear and was able to take and hold his original victory hex. It was a great scenario with lots of ups and downs, but his oversight probably cost the Australians a win. To compound things, we might also have forgotten the ANZAC's were stealthy. EJ1
Men of Steel jgarlic79@gmail.com
De Veer's Counterattack Bongiovanni
Kicked to the CurbST. Louis. RD 5 wwillow
Death's Head DenouementSt Louis Round 4 Heloanjin
Meet the Madsens Guru Bob
Norman "D"2025 Cyber VASL League jgarlic79@gmail.com
Emperor of Shozu HillAt no point and time did I think I stood a chance as the Japaneese in this scenario and at no point did Tom think he would win lol. I choose a hybrid defense with much of my OB set up in reverse slope but a bit on the military crest as well. Tom chose his Pre-reg hex well and wrecked my Hippies. He also attacked heavy on the Russian right with a supporting attack on the board 25 flank, The flanking force was pretty much stopped cold by the Jap 81mm which immobilized the two supporting T34 and kept the infantry out of the fight until it was two late to make a difference. The Russian right made great early progress but the terrain really slowed them down and they simply could not roll up that flank to secure the Japaneese center. A barn burner for sure and great fun for both sides. SGT Mac
Kicked to the CurbSt Louis Tournament dmareske
Bite of the Bassotto Bongiovanni
Continue the Attack at OnceSt. Louis ASL Tournament - round 3. Danno
Danish CrossroadsSt Louis RD 3 wwillow
Wildcat StrikeSt. Louis ASL Tournament - round 4. Danno
Wildcat StrikeGround thru the Japanese defense. Too much firepower to stop. Helped by some key rolls nebel
The Muzsla NooseLong scenario - fun for both sides. gave romanian extra squad.
Lots of options. StL2025

nebel
Faugh A Ballagh!ST. Louis. RD 4 wwillow
King and LoveSt Louis Round 2 Heloanjin
Continue the Attack at OnceSt Louis Round 3 Heloanjin
Continue the Attack at OnceSt Louis Tournament dmareske
Wildcat StrikeSt Louis Tournament dmareske
A Quick StrikeSt. Louis ASL Tournament 2025 - round 1. Danno
One Last AttemptAs part of Friday Night Fights. My SS lads ended up losing only a HS along the way. I played aggressive and ran the Jagd IV off the board early to get some precious EVP. After that, a methodical approach ended up taking out the initial Americans, and I learned to keep less than 2 hexes from his mortars, which were relatively ineffective on his part. Noteworthy: though we both his SAN often, no sniper attacks at all.

Great fun scenario.
von Garvin
The Roadblock Serge
Courland CutoffST Louis RD 1 wwillow
Riding the CoattailsST. Louis RD2. Poles need the balance. My dice were too hot. wwillow
Red Tears Shed on GraySt. Louis ASL Tournament - round 2. Danno
Operation NatzmerEasy German victory : not a single Russian left on the board at the end of T5 strategos
Destined to DefeatThe Errata is confusing. The counter o the scenario card is a M3A1 Light (American vehicle note 3). The Errata from hazardousmevent.com reads "Replace the M3A1 Stuart tank with an M3 Stuart tank." The scenario notes also refers to the Stuart. The M3 Stuart I is British vehicle note 3. American vehicle note 2 is the M3 Light tank. We played with American vehicle note 2 (M3 Light Tank). The 4 fire power BMG proved to be a powerful asset to the Filipinos, especially when paired with the HMG and 9-1 leader in the Fortified building. Luck was also on the Filipinos side. They battle harden 5 units, generated 3 heroes and created an 8-1 leader. They also had 7 sniper attacks, 5x(dr1) and 2x(dr2). The Japanese suffered 6 casualty reductions due to DR12. RJenulis
Red Tears Shed on GrayOverpowered by well executed attack. Nothing had an effect on Romanian onslaught. StL25 nebel
Melting PotToo aggressive w TDs and lost one to CC and then parked in the HIP ATG LOS. Hard to win w/o armour support. StL25 nebel
Courland CutoffSt Louis Round 1 Heloanjin
One Last AttemptFriday Night Fight

As the victory conditions allow an instant win I went aggressively to try and exit by turn 3 before the american reinforcements arrive. Relying on the mist and morale to get me through. Chip had maxed out on the variable ? provision which alowed him to have three dummy stacks of 3. I was faced with a frontal defence of 2 stacks on each board edge and three in the centre with a back guard centrally at the back of the woods. As I only needed to exit 7VP to win I elected to split my force in two. 3 squads, 1 of which was split into halfsquads, and the 8-1 leader along the east flank, the other 3 squads and 9-1 leader armour assaulted with the JgdPz (only the crew and armour leader count for exit points) along the road.
two squads in the centre attack pinned next to the isolated building but the remaining squad and leader made it to H5 where they would advance into I6 and remove a dummy stack. To the east one half squad cx'd to f10 drawing some fire and the remaining stack cx'd through F9 where one pinned and on into G9. Despite losses the germans looked to have just enough in position to get the early win at the start of turn 3. A squad and leader cx'd to q10 ready to advance off. The JgdPz was stopped in N7, where it had stopped after overrunning a mtr hsquad in the same hex, to provide cover for a following squad which broke before getting there. It starts and the atg in O7 opens up taking it out with a D57 round. Now I have to contend with the Ami reinforcements, the remaing germans try but have to concede at the end of their turn 4. (VASL Log)
Paul Legg
Courland Cutoff dmareske
King and LoveSt Louis Tournament dmareske
Backstabbing Paratroopers Bongiovanni

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MM 2025 pack
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Latest Content Additions

Updated daily. Refresh
ScenarioActionWhen
Damnation GameRJenulis Added a playing1h 27m 16s ago
Latecomersgekko_66 Linked the scenario to ROAR1h 54m 27s ago
Satisfaction and ConfidenceBugbear501 Uploaded a VASL file2h 18m 28s ago
Apples to OrangesDanno Added a playing3h 21m 3s ago
Apples to Orangesgrumblejones Added a playing3h 21m 13s ago
French SpiritHoulie Added a playing4h 41m 32s ago
French SpiritHoulie Rated the scenario4h 46m 29s ago
To Have and To HoldChuck Added a playing6h 33m 45s ago
The Volga is Reached!Bugbear501 Uploaded a VASL file7h 5m 30s ago
Twilight at BaerendorfBugbear501 Uploaded a VASL file7h 26m 54s ago
Defiance Before Hill 30Hutch Modified the gps location8h 36m 31s ago
DopplegangerRJenulis Added a playing9h 33m 26s ago
Un Pont Sur l’AmblèveHutch Modified the overview10h 39m 54s ago
Un Pont Sur l’AmblèveHutch Modified the unit counts11h 2m 23s ago
Un Pont Sur l’AmblèveHutch Modified the Defender's Guns11h 2m 23s ago
Un Pont Sur l’AmblèveHutch Modified the unit counts11h 4m 7s ago
Un Pont Sur l’AmblèveHutch Modified the Defender's Guns11h 4m 7s ago
Un Pont Sur l’AmblèveHutch Modified the Defender's Guns11h 5m 16s ago
Un Pont Sur l’AmblèveHutch Modified the Defender's AFVs11h 5m 17s ago
Un Pont Sur l’AmblèveHutch Modified the unit counts11h 6m 45s ago
Un Pont Sur l’AmblèveHutch Modified the Attacker's AFVs11h 6m 45s ago
Un Pont Sur l’AmblèveHutch Modified the Defender's AFVs11h 6m 45s ago
Un Pont Sur l’AmblèveHutch Modified the Unit Elements11h 8m 37s ago
It Ain't EasyHutch Modified the unit counts11h 11m 48s ago
It Ain't EasyHutch Modified the Defender's Guns11h 11m 48s ago
It Ain't EasyHutch Modified the Defender's Guns11h 13m 21s ago
It Ain't EasyHutch Modified the unit counts11h 13m 22s ago
It Ain't EasyHutch Modified the Attacker's AFVs11h 13m 22s ago
It Ain't EasyHutch Modified the Attacker's Guns11h 13m 22s ago
It Ain't EasyHutch Modified the misc. rules11h 17m 27s ago
It Ain't EasyHutch Modified the Unit Elements11h 18m 53s ago
Shanley's HillHutch Modified the turn count11h 45m 26s ago
Göring's MenBugbear501 Uploaded a VASL file12h 39m 52s ago
Going to New York!Bugbear501 Uploaded a VASL file12h 42m 43s ago
ConsolidationHutch Uploaded the Board image12h 46m 15s ago
Desperate DefenseHutch Uploaded the Board image12h 46m 51s ago
Defiance Before Hill 30Hutch Uploaded the Board image12h 47m 36s ago
Rally PointHutch Uploaded the Board image12h 48m 7s ago
Gavin TakeHutch Uploaded the Board image12h 48m 54s ago
Taming TulagiHutch Modified the misc. rules13h 29m 16s ago
Taming TulagiHutch Modified the Unit Elements13h 30m 46s ago
Take TwoHutch Modified the misc. rules13h 32m 19s ago
Take TwoHutch Modified the misc. rules13h 32m 40s ago
Take TwoHutch Modified the misc. rules13h 33m 10s ago
ConsolidationHutch Modified the gps location13h 51m 33s ago
Desperate DefenseHutch Modified the gps location13h 52m 20s ago
Defiance Before Hill 30Hutch Modified the gps location13h 53m 45s ago
West of the MerderetHutch Modified the gps location14h 28m 49s ago
Rally PointHutch Modified the gps location14h 30m 56s ago
Gavin TakeHutch Modified the gps location14h 32m 52s ago
ConsolidationHutch Modified the overview14h 56m 25s ago
Desperate DefenseHutch Modified the overview15h 16m 4s ago
Defiance Before Hill 30Hutch Modified the overview15h 21m 6s ago
West of the MerderetHutch Modified the overview15h 27m 18s ago
The Puma Prowlsalexashton@vinecc.org Added a playing15h 44m 18s ago
Take TwoHutch Modified the misc. rules16h 27m 14s ago
Take TwoHutch Modified the misc. rules16h 27m 35s ago
Take TwoHutch Modified the gps location16h 28m 6s ago
Take TwoHutch Modified the gps location16h 28m 37s ago
Take TwoHutch Modified the gps location16h 33m 49s ago
Able at CesaroHutch Modified the gps location16h 35m 38s ago
Able at CesaroHutch Modified the misc. rules16h 40m 49s ago
Grasp the WindHutch Modified the Unit Elements16h 44m 2s ago
Prize For A Pantherpeacmyer Rated the scenario22h 8m 20s ago
War of the Ratsifoxen Added a playing23h 51m 32s ago
Grasp the WindGuru Bob Added a playingYesterday
Grasp the WindGuru Bob Rated the scenarioYesterday
For the Motherlandgrumblejones Added a playingYesterday
For the MotherlandDanno Added a playingYesterday
Ridgway's Missiongekko_66 Linked the scenario to ROARYesterday
Ripples on the PondBugbear501 Uploaded a VASL fileYesterday
Rally PointHutch Modified the overviewYesterday
Broken BambooDanno Added a playingYesterday
Defiance Before Hill 30Hutch Modified the Scenario dateYesterday
West of the MerderetHutch Modified the overviewYesterday
Gavin TakeHutch Modified the overviewYesterday
West of the MerderetHutch Modified the overviewYesterday
West of the MerderetHutch Added ErrataYesterday
Shanley's HillHutch Modified the misc. rulesYesterday
ConsolidationHutch Modified the locationYesterday
Rally PointHutch Modified the Unit ElementsYesterday
ConsolidationHutch Modified the misc. rulesYesterday
ConsolidationHutch Modified the Unit ElementsYesterday
ConsolidationHutch Set the designer fieldYesterday
Desperate DefenseHutch Modified the misc. rulesYesterday
Desperate DefenseHutch Updated the Victory ConditionsYesterday
Desperate DefenseHutch Modified the unit countsYesterday
Desperate DefenseHutch Modified the Attacker's AFVsYesterday
Desperate DefenseHutch Modified the Attacker's AFVsYesterday
Desperate DefenseHutch Modified the unit countsYesterday
Desperate DefenseHutch Modified the Attacker's AFVsYesterday
Desperate DefenseHutch Modified the unit countsYesterday
Desperate DefenseHutch Modified the Unit ElementsYesterday
Desperate DefenseHutch switched the sidesYesterday
Desperate DefenseHutch Set the designer fieldYesterday
Desperate DefenseHutch Modified the locationYesterday
Defiance Before Hill 30Hutch Modified the misc. rulesYesterday
Defiance Before Hill 30Hutch Updated the Victory ConditionsYesterday
Defiance Before Hill 30Hutch Modified the unit countsYesterday
Defiance Before Hill 30Hutch Modified the Attacker's GunsYesterday

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Friendly Fire Pack 3 86.88
ASL 12 - Armies of Oblivion (2nd Edition) 326.88
March Madness 2020 Full Rulebook ASL Pack 86.88
Schwerpunkt # 8 126.87
HazMo Scenario Pack 3: City of Steel 106.87
Into The Rubble 86.86
Kreta - Operation Merkur 186.86
Friendly Fire Pack 4 106.86
HASL 13 - Slaughter at Ponyri 136.86
Dezign Pak 6 126.85
Dezign Pak 9 106.85
HASL 9 - Hatten in Flames 106.85
Not One Step Back 86.85
ASL 16 - Twilight of the Reich 176.85
Special Ops #12 66.85
AH:ASL Annual `93b 126.84
Classic ASL 166.84
ASL Action Pack # 6 A Decade of War 106.84
Friendly Fire Pack 11 86.84
Best of Friends 2 126.84
ASL Action Pack #16 From The Land Down Under 156.84
Schwerpunkt #22 126.83
ASL Journal #14 256.82
Turning the Tide 206.81
Death to Fascism 86.80
Aussie Tournament Pack 76.79
Quick 6 Scenario Pack VII 66.79
ASL Action Pack #13 Oktoberfest XXXII 116.78
ECZ Tournament Director's Pack 166.78
DASL 1 - Streets of Fire 106.77
Deluxe Advanced Squad Leader 386.77
ASL Journal # 5 136.76
ASL Action Pack # 4 Normandy 1944 126.76
BFP 3: Blood and Jungle 476.76
Friendly Fire Pack 7 86.76
From The Cellar Pack # 2 106.75
Melee Pack III 76.75
Schwerpunkt #23 126.75
Aussie '98 Pack 106.74
Fanatic Pack 2 126.74
ASL Action Pack # 3 Few Returned 126.74
ASL Journal # 8 166.74
ASL 13 - Rising Sun 336.74
ASL 3a - Yanks (2nd Edition) 416.74
AH:ASL Annual `90 166.72
ASL Starter Kit #3 86.72
AH:ASL Annual `95 Winter 246.71
ASL Journal # 1 176.71
ASL 5 - West of Alamein 86.70
HASL 4 - Pegasus Bridge 86.70
HazMo Scenario Pack 1: A World at War 106.70
Rally Point # 1 106.69
Dezign Pak 5 186.69
ASL Journal # 4 136.68
Schwerpunkt #13 126.68
Schwerpunkt #10 126.67
Tactiques # 4 86.67
Operations Special Issue #1 66.67
BFP 4: Crucible of Steel 326.67
Battle for France 106.67
ASL 10 - Croix de Guerre 86.66
ASL Journal # 3 336.66
BFP 2: Operation Cobra 126.66
Rally Point #11 106.66
HazMo Scenario Pack 4: Making the Grade 106.66
ASL 12 - Armies of Oblivion 116.65
ASL Starter Kit #1 66.65
Schwerpunkt #12 126.65
From The Cellar Pack # 9 176.65
HazMo Scenario Pack 2: The Un-Civil Wars 106.65
Schwerpunkt # 5: Medal of Honor 126.64
HASL 7 - Valor of the Guards 216.64
ASL Journal #13 336.64
Internet 1306.63
March Madness 2019 Close Combat Pack 86.63
Quick 6 Scenario Pack V 66.63
HSASL 2 - Operation Veritable 176.62
Paddington Bears '96 Pack 106.62
Schwerpunkt #11 126.62
ASL Open `96 Scenario Pack 106.62
Friendly Fire Pack 10 86.62
BFP 5: Poland in Flames 456.62
Quick 6 Scenario Pack III 66.62
AH:ASL Annual `92 156.61
Rally Point # 2 106.61
Quick 6 Scenario Pack 66.61
ASL Action Pack #15 Swedish Volunteers 166.61
ASL Action Pack #19 Roads to Rangoon 106.61
ASL Action Pack # 2 86.60
AH:ASL Annual `96 146.60
Blood & Iron 106.59
Coastal Fortress 556.59
Schwerpunkt #20 126.59
Dezign Pak 10 156.58
Rally Point #14 106.58
Recon by Fire! #3 206.57
Schwerpunkt # 6: Victoria Cross 126.57
Petsamo-Kirkenes Operation: Monkeys with Typewriters Vol.III 186.57
ASL Starter Kit #2 86.56
Franc-Tireur #11 226.56
ASL 3 - Yanks 86.55
ASL Action Pack # 1 86.55
Schwerpunkt # 7 126.55
Franc-Tireur #10 116.55
ASL Action Pack # 5 East Front 126.55
Kampfgruppe Scherer: The Shield of Cholm 176.55
Critical Hit # 3.1 126.54
HASL 10a - Red Factories 186.54
ASL Journal # 9 256.53
HASL 8 - Festung Budapest 206.53
Rally Point #15 106.53
ASL 5a - For King and Country 206.52
ASL Journal # 2 246.52
Gembloux: The Feint 96.52
Leibstandarte Pack 1 - Blitzkrieg! 86.52
Elite Canadians 96.52
HSASL 1 - Operation Watchtower 176.51
From The Cellar Pack # 5 146.51
HASL 12a - Drop Zone: Sainte-Mère-Église 146.51
Melee Pack II 66.50
Dos Equis Scenarios Especial 106.50
ASL Journal # 7 126.49
Dezign Pak 1 106.49
Rally Point # 3 106.49
Nor'easter XX 136.49
Winter Offensive Bonus Pack 2018 66.49
Critical Hit # 6.4 246.48
Leibstandarte Pack 2 - Barbarossa 86.48
Friendly Fire Pack 5 106.48
ASL 10a - Croix de Guerre 426.48
Hero PAX 3: Jungle Heroes 106.47
ASL Starter Kit Expansion Pack #1 1st Edition 86.47
Onslaught to Orsha 256.46
Beyond the Beachhead 2 166.45
ASL Action Pack # 8 Roads Through Rome 106.45
Rivers to the Reich 156.45
Blitzkrieg in the West - Central Campaign 66.45
AH:ASL Annual `91 166.44
G.I.'s Dozen 136.44
Critical Hit # 4 106.44
Rally Point # 7 106.43
ASL Action Pack # 9 To the Bridge! 106.43
AH:ASL Annual `97 166.42
Waffen-SS II: The Fuhrer's Fireman 86.42
Friendly Fire Pack 8 86.42
ASL 7 - Hollow Legions (2nd Edition) 86.41
Swedish Volunteers 146.41
HASL 11 - Sword & Fire: Manila 306.41
ASL Journal # 6 156.40
Schwerpunkt #17 126.40
Tactiques # 8 106.39
Provence Pack (MMP Download) 106.38
High Ground 2 166.38
Into The Rubble 2 126.38
ASL Starter Kit Expansion Pack #3 86.38
Rally Point #20 106.38
Out of the Attic #2 166.37
ASL Action Pack #18 Oktoberfest XXXVII 146.37
Tactiques # 1 106.36
Witches Cauldron: Oosterbeek Perimeter 166.36
Schwerpunkt #16 126.36
Rally Point #18 106.36
High Ground! 86.34
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
ASL 7a - Hollow Legions (3rd Edition) 546.34
Franc-Tireur # 7 116.33
Franc-Tireur #13 176.33
ASL 2 - Paratrooper (2nd Edition) 86.31
Tactiques # 6 86.31
Tactiques # 7 86.31
Dezign Pak 7 126.31
AH:ASL Annual `89 156.30
Berlin: Red Vengeance 116.30
Tropic Thunder! 126.30
Winpak #1 106.30
Out of the Attic 166.28
Dezign Pak 2 126.28
Schwerpunkt #21 126.28
Onslaught To Orsha 2 326.28
The Canadians In Italy 1: The Red Patch Devils in Sunny Sicily 86.27
ASL Action Pack #11 29 Let's Go! 106.27
BFP: Operation Neptune 106.27
ASL Action Pack #12 Oktoberfest XXX 106.26
Armoured Aussie Pack 76.25
Dezign Pak 4 156.25
Franc-Tireur #12 126.25
Rally Point #16 106.25
Franc-Tireur # 8 106.24
ASL 11 - Doomed Battalions (3rd Edition) 246.24
Out of the Bunker 146.24
ASL 15 - Forgotten War 166.24
Rally Point #17 106.24
ASL 11 - Doomed Battalions (2nd Edition) 86.23
Critical Hit # 3 186.23
Hero PAX 1: Hurtgen Hell to Bulge Nightmare 86.23
Tactiques # 9 106.23
Schwerpunkt #19 126.23
HASL 10b - Red October 116.23
Covered 136.23
Blitzkrieg Pack 186.22
Tactiques # 2 106.21
From The Cellar Pack # 6 106.21
Rally Point # 8 106.21
ASL 14 - Hakkaa Päälle! 176.21
Franc-Tireur #15 226.21
ASL 11a - Doomed Battalions (4th Edition) 326.21
Corregidor: The Rock 216.20
ASL 4 - Partisan! 86.19
Fanatic Pack 1 126.19
Internet: MMP 66.18
Rally Point # 6 106.17
March Madness `97 Pack 126.15
Schwerpunkt #15 126.15
The Canadians In Italy 2: The Spaghetti League 126.14
Rally Point # 9 106.13
ASL Journal #15 116.13
SASL 1 - Solitaire ASL (2nd Edition) 216.11
Recon by Fire! #4 146.11
HASL 3 - Kampfgruppe Peiper II 86.10
Schwerpunkt #18 126.10
Franc-Tireur #14 326.09
Buckeyes! 106.07
From The Cellar Pack # 7 106.07
ASL 8 - Code of Bushido 86.06
Objective: Schmidt 176.05
Leibstandarte Pack 4 - Turning of the Tide! 86.04
Schwerpunkt # 2 126.03
Waffen-SS I: No Quarter No Glory! 66.02
Schwerpunkt # 3 126.01
Backblast # 2 86.00
Critical Hit # 7.1 186.00
Dezign Pak 8 106.00
Rally Point #21 106.00
ASL 6 - The Last Hurrah (2nd Edition) 85.98
From The Cellar Pack #12 115.97
Recon by Fire! #1 85.96
HASL 5 - Blood Reef: Tarawa 105.93
The Canadians In Italy 3: D-Day Dodgers 105.91
Schwerpunkt # 1 125.90
Dezign Pak 3 155.90
Blitzkrieg in the West - Northern Campaign 65.90
HASL 6 - A Bridge Too Far 125.87
Time on Target # 1 135.83
ASL 1 - Beyond Valor (1st Edition) 105.83
Deluxe Pack #1 125.82
Hero PAX 2: Eastern Front Hero Fest 85.81
Time on Target # 2 215.81
Wacht Am Rhein 165.80
Southern Cross Scenario Pack `96 65.80
Paddington Bears '97 Pack 85.78
ASLOK 2005 - 20th Anniversary Scenario Pack 105.71
Rally Point # 5 105.71
DASL 2 - Hedgerow Hell 85.70
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! 65.31
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
IHurtado99Ivan Hurtado2025-08-09 01:24:44
bnscott13Brian Scott2025-08-04 18:28:24
HubblebubKevin Beard2025-07-31 15:57:57

On this day...

ScenarioLocationDate
60 On the Kokoda TrailDeniki, Papua New Guinea1942
SC3 The Defense of Shanghai UniversityShanghai, China1937
FT157 The Lost ColumnNear Assy Montboint, France1944
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