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ScenarioCommentUser
Shoot-N-Scoot toffee
Tasimboko RaidA very bloody battle that went to the last CCPh. I probably lost too much time in getting to the objective and had to rush on the last turn. Good defense by my Japanese opponent, especially the use of intersecting Fire Lanes. ASLSKGwahlur
Kampfgruppe LangVery interesting situation, the british defend at a bottom of a valley while german attack with infantry on both crest and with armor at the valley proper, the Germans have a lot of road to make since they must control all building in the british set up area, but they have the toys to do the job. Brith must be acutely aware that each position can be encircled and its defenders captured, Keep those GUN HIP as long as possible and make him guess. Don't forget that +1 CCV for british AE. Make him bleed. In our game the armor was in good shape (he lost just 1 AFV) it was the infatry that had suffered badly and he simply had not enough bodies to take the required building even if they were empty.
Very good scenario reccomended.
cosarara
Having a Go johan.vrijdaghs@gmail.com
Battlin' BuckeyesMy friend set up really aggressively with a strong forward defense. Instead of running into concealments during my turn 1 Banzai as I expected, I ran into mostly HS and even one full squad. Luck was with me, and most of Americans died outright or mutually died with my lesser quality troops (2nd line HS and full squads). Having swamped his forward defenses and flanking and freezing a bunch of them in the forward section of the village with the generous supply of six tanks, my forces made short work of the Americans. I think a less aggressive American set-up that allows for them to adjust to the main Japanese thrust might serve the US better.

On a side note, the US M7 was well positioned in V5 with walls giving it hull down from several angles. My friend tried for HEAT, but found none. He tried HE, but had no effect with the To Kill roll. During the top of his PFPh, he rolled a 12. I lucked out and took it out during my PFPh (hull down turned sure hits into misses during the preceding DFPh). Anyway, when his reinforcements rolled in, he moved the new M7 into the exact same spot - and promptly rolled another 12 on the To Hit roll! Gotta love ASL!
Jude
Khamsin jesuspiebatlle
GambitI suspect the winning bid might be NZ feinting to the middle and east while hustling squads around the east side of the map. The pass in the middle of the map looks like the fastest route, but it's a trap if German units take the high ground. tpdorsey
Bazooka ButtsWe had a wild game. One tank had MA malf early. The other tank had MA malf late. The hero+Baz eliminated one tank late. The remaining tank repaired its MA on the last player turn, after the Germans had their 6 CVP. Americans tried to CC that tank, but missed. mtrodgers99
Breakthrough Bongiovanni
Twilight of the ReichShort and quite dicey scenario but good fun. Unusual terrain (sand in Europe) and unusual SSRs which we kept forgetting but probably didn't affect the result. The Russians got two of my JgPzVs and almost all my infantry, but lost most of their tanks including both ISU-152s in the process. On my last turn, my remaining JgPz rushed into the victory area, then remained in motion and successfully put down smoke with his sN. The remaining Russians swarmed it, but couldn't get it either with firepower or in CC, so i scraped a win. Andy_Bagley
Into the TrapGreat little scenario that can easily be played solo, lots of back of forth drama between constantly missing when shooting at vehicles behind walls, malfunctions, and desperate attempts to blow eachother up. The Poles won by 1 CVP thanks to an amazingly lucky MG shot/TK against the last German AC. Easy to recommend and great to learn vehicles with. Jobbo_Fett
Urdaneta AmbushRunning the gauntlet never seems to pay off with out huge amount of luck. Not enough time to silence the blocking units & reach the exit. Kydder
Village of the DamnedThe Russian attack quickly attrited hobbled Axis forces, ably used T-60 to OVR/FTR, and secured victory on their Player Turn 5. Due to WARR tournament rules, Russians received balance (extending game one full turn to 5 1/2 turns). This IMHO makes the game (short of ridiculous DR/luck) unwinable for the Axis. Note too that this version (AP18) gives only the Germans Winter Camo whereas the updated version A275 in Hollow Legions gives it to both the Italians and Germans. Latter is probably the better and more interesting version to play, as this gives the Italian units more mobility/survivability and therefore a bit more options to what in essence is a sit there and take it game for the Axis. Thompsonmg(MGT)
Anchoring the Line grumblejones
Bumps Along the Tiddim RoadA tense scenario until the next to last British MPh when 2 out of 3 Japanese MMG malfunctioned and 2 failed TH-h checks failed. Brits easily overran the hill. SGT Mac
Derrick's ShowThe Australians have good morale and seem to have overwhelming fire power.
After 3 turns I was considering resigning and the scenario felt unbalanced.
However the victory conditions are extremely tough for the Australians and by slowly retreating I was able to slow his progress.
The game was won on the last turn where Martin needed to win two close combats. He failed to eliminate the Japanese and consequently lost the game.
alexashton@vinecc.org
Merzenhausen ZooA very stiff fight. His southern force was struck hard by my 50L AT, losing two American tanks and having a Crocodile immobilised. I was able to pick off at least one tank a turn : by the Allied turn 8, there was just a Croc and a Sherman left. His infantry force was still strong at the end of the game, but their indifferent morale enabled me to break just enough to pull out the win. Gamer72
Aussie SpiritLots of carnage. RJenulis
Poteau PartyAmericans were able to slow the SS down enough to keep them away from the RR. RJenulis
Sternebeck's Sortie toffee
Escape from Komsomol ParkRussians managed to exit 3 EVP, but a 6-2-8 pinned and was then eliminated for a German victory. grumblejones
Death Solves All Problems Bongiovanni
First Love GOUREAU
Anchoring the Line Danno
Costly BaptismQuite a tricky scenario for the defenders as it is devilishly hard to pick out a defensive line that will prevent a breakthrough, yet allow a withdrawal to useful secondary positions. I was a little ambitious with the Poles, but they failed all their attempts at stunning/shocking the Kubelwagen crews with small arms fire and the Polish Ursus' were picked off a lot faster than I'd anticipated. Germans won handily with 5 buildings, despite the Poles having an almost scenario-long Melee where they claimed far more CVP than they should have! Would recommend. Jobbo_Fett
Block to BataanWe are looking at an 1941 setting in the Philippines just after the landing of the Japanese. The US and Philippine Army desparately attempt to delay the Japanese onslaught to enable other troops to withdraw to the peninsula of Bataan. This scenario reflects the action around one of the roadblocks to hold back the Japanese to buy some time.

The forces for both sides are recorded in the Scenario Archive's data.
The attacking Japanese force is solid and has very good armored support in the form of five tanks and an Armor Leader. The tanks are radioless.
The US/Philippine defenders seem to have decent firepower and some fortifications to stem the tide. Any 37LL Gun lacks HE and uses Red TH#s by SSR, and there is no Canister available yet. The provided fortifications are helpful and necessary for the defenders, albeit not significant enough to build real "castles".

With 4.5 Turns, this is a typical short tournament style scenario with all the advantages and drawbacks these entail.
The objective of the Japanese is to clear a stretch of the road from GO enemy MMC & vehicles by game end.

I played the defending US/Philippine Army in this one (which are not the Scenario Defender as both sides set up onboard).


US/Philippine Defence Analysis:

The area in which the defenders may set up is pretty limited. This will make it nigh impossible to avoid Japanese Banzai Charges right from the start should these be planned. Mines and Wire should be considered to surprise the Japanese and to possibly disrupt such charges. The Japanese approach is helped by the terrain being full of Hindrances (PTO Light Jungle in effect, but Brush remains Brush). Due to this fact, the impact of the US firepower will be much reduced during the enemy approach, but Fire Lanes can be helpful. There are precious little sensible locations to set up the Roadblock, which is "open" to one flank. Therefore, it will most likely see use to provide a HD position for the single US tank and to block some LOS to the backfield.
As the Japanese have no less than five tanks entering in Turn 1 in the form of two Platoons with half MP remaining, the defenders will find it difficult to safely seal off all approaches with the anti-tank assets at hand. First and foremost, these are the 37LL ATG and the 37LL MA of the tank, which are both deadly to any Japanese armor fielded. Red TH#s for these tubes have hardly any impact, as the playing area is small and the numerous Hindrances will discourage most shots beyond the six hex range. While the two CHI-HAs are rather safe from US MGs, the three HA-GOs are vulnerable to MG and ATR fire. The US should strive to take out some of the enemy armor during the approach or else face the consequences...
With regard to the US/Philippine Infantry force, there is not much room and opportunity for maneuver. It has to sit more or less tight, allowing for minor tactical shifts, and hope for the best. There will hardly be any 'save havens' around for Rallying, so broken units will have difficulties to come back.
Only one MMC or Vehicle has to survive GO on/next to the stretch of road at game end on the 'bright side' of it (You explain this to the defending grunts to raise their morale...).


Japanese Attack Analysis:

4.5 Turns, no time to lose. The defenders move last in their Turn 4, which is to the attacker's benefit. You have two 50mm MTRs which are very important to create Smoke/WP cover for the approach. Much hinges on whether you can bring down this Smoke or not. Wire and Mines are out there, but there's no time for caution. Due to the Striping capability of the Japanese, they might just walk through Minefields without getting "stuck" in them broken. The Wire with its potential high MF cost to get beneath, however, could severely mess up Japanese Banzai Charges which is subject to Impulse Movement. Still, better to find Mines and Wire early to be able to subsequently move around.
The Japanese armor is a great asset despite the HA-GO's Gun having only doubtful punch vs. the enemy M3 LT. You will and can afford to lose tanks if the price is right. That said, you better take out that enemy M3 LT because it might otherwise screw you up in the end-game racing around to snatch away your victory. As Japanese tanks are radioless, they are subject to Platoon Movement. But checking with a Morale of 8, chances are pretty decent for successful solitary ventures. The US will not have many "kill stacks" around and freezing one of them might make all the difference to a Banzai Charge racing in for to the rescue.
The Japanese Infantry is powerfully led with two 9-1 Leaders. An effective squad morale of 9 or 10 is very hard to stop. The possibility of Deployment paired with a skillful setup of Banzai Charges will prove a daunting threat to the enemy. HtH combat by the Japanese can often kill superior numbers of the enemy. And if the Melee continues, the enemy is not Good Order. Still, HtH can play both ways, so near game-end, there is the risk that the US might win one returning to Good Order at the most inconvenient time.


How it played out:

I set up my defence in a way that the anti-tank assets could cover more than one enemy approach. Some posing and delaying forces were placed in the attempt to buy some time for the end-game. The Japanese attacked along both flanks with the Schwerpunkt on the US left flank (2 CHI-HA's, roughly 2/3 of the Infantry). The two other HA-GO's entered by the road to veer off towards the US right flank, one of them being picked off in the process.

Initially, Japanese Smoke was lacking, but later on it fell right where it was needed, seriously hampering defensive fire. One - somewhat charmed - HA-GO managed to reach the US back via the right flank to be finally taken out by MG fire. My opponent did not use large-scale Banzai Charges, but nevertheless, I was under serious pressure. This was because I rolled my shares of 11s and other crap (and I reckon someone else's to boot...). The most damage to the attackers was initially done by the Japanese himself which contrieved to roll boxcars on a MC for two 447s. I had lost my ATR, finally broken a LMG, and malfed the ATG which never came back with three enemy tanks still rampant.

Seriously hindered by Smoke I could not prevent the Japanese from closing in and swarming my precious M3 LT. It was taken out in CC along with an escorting Philippine squad, however, the latter improbably managed to take out the attacking 9-1, 448+LMG, and 347. For a brief time, the defence seemed to crystallize, when one of the CHI-HA's went down and the other immobilized on Wire, but then one of the key defending units broke and I missed three Rallies by one.

By the last Japanese half-turn, the Smoke had cleared and I had only just one Green Philippine squad left laying low in a Foxhole saying its prayers. Sure enough, any hopes were dashed as it went down thus bringing about the Japanese win.


Conclusion:

A good small scenario. The options for the defenders are somewhat limited. Due to having only 4.5 Turns, a lot can hinge on how the Japanese Smoke plays out or on how many of their tanks they might lose early or not. Overall, the scenario balance is all right with a small pro-Japanese tilt at 26 to 20 and a pretty good Excitement Rating of 6.65 by 40 players per ROAR as of March 2024.

von Marwitz
von Marwitz
Commando Schenke Klaudio
Hetzer HuntersI defended both hills, Alberto choose to attack in force from the south the one with 5 building, for switching later to get one building on the eastern hill. It was not a bad plan unfortunately it was executed in too shy a faschion. Alberto was so worried to lose his tank hunters that not used them at all. Game started well for him when he stunned my Sherman that was trying to help steam the tide going CE in order to gain those precius 4 AAMG FP. After that a combination of cautious moves and bad rolls kept his germans at bay. He rightly throwed the towel and the end of 4th game turn when he hadn't conquered not a single building. Nice opponent and interesting scenario. cosarara
Flanking FlamethrowersAlberto defended up front with too many forces. with the help of my AFV at the end of my 3rd turn my germans had captured 6 squad of prisoners. Nice scenario but a real puzzle for the defender. cosarara
Lenin's SonsThis is a classic scenario that I always like to play in order to show to newbies how to conduct a fighting retreat. cosarara
Counterstroke at StonneI was an incredible scenario, where we both rolled an incredible number of snakes.

Right away from the first turn it was maddness, I killed one of the french leader with the HMG and manage to break another with 2 squads, the broken leader and squads went into a house where another leader and a squad were waiting to rally them, but in my prep the HMG managed to break 2 squads and the broken leader rolled a snake on the NMC and went berserk bringing with him the other leader and 3 squads.
One of the 37L halftrack entering the map and going on an hill managed a crit on a Bis thank confirming it.
The French fired on my 9-2 with the HMG (in stone house) with the 75 of a bis tank and rolled a critical hit that killed my leader and halfsquad.
In the French secondo round the berserk stack with 2 leaders and 3 squads charged forward and on a 2-2 I rolled a snake, 2KIA, my opponent rolled for random selection and rolled a 4 on a leader and 1 1 1 1 on the others, all dead.
So on turn 2 the French was down to 2 leaders.
I went on like this for another 3 turns, with him burning one of my stugs with 9-2 on a bounding fire, anche me rolling another 2 snakes on his tanks burning another B1bis and 2 other tanks.
It was crazy, when I broke another French leader my opponent conceded.
He had lost 5 tanks, 1 immobilized, probably around 10 squads and 4 out of 5 leaders.

I lost on turn 1 the HMG, MMG (broken) and the 9-2.
On turn 2 another leader and a Stug.
fdapra
Second Hand NewsVASL LG RD 2. German conceded after 3 turns. wwillow
Acts of Defiance cosarara
The Clearing jesuspiebatlle
Escape from Komsomol Park Danno
The ChocosThe Japanese Schwerpunkt focused on the Northern approach and reached the outskirts of the village relatively unscathed, aided by one successful Banzai charge.. The flanking force, including mortars, made middling progress in the center, biding their time to charge in combination with the Northern force. The Japanese reinforcements entered from the North and reached the Western outskirts of the village intact. A combination of successful Banzai's and Advancing Fire then gave the Japanese possession of most of the village and they captured the remainder in their last turn. The game did come down to the last CC roles, but the scenario seems a bit tilted toward the Japanese with the inability of the Australians to set-up in the village and the Japanese reinforcements (a fairly strong force) having a wide range of entry options that place them near the village in one MPh. Nonetheless, good fun. Thompsonmg(MGT)
Fighting WithdrawalRussians kept hold Finns down. Russians held both flanks, but the centre gave out in Turn 3. Still falling back to the row houses. Delayed the Finns more. The Finn skirted the graveyard to the walled road side,. Russians had taken heavy casualties but fell back again ti the giant mortuary and took up position on the second floor and STILL harassed the Finns. Finns got through too late just running out of time. Russian tactical win by Lou. BobMcKenna1966
LatecomersThe French took this one square on the jaw and couldn't hang with the elite Italian quads, HMG, and good leadership (9-2). I kept my Italian tanks mostly out of it after firing one and breaking it's MA pretty early, thus making it worthless for VP and succeptible to recall if I permanently disabled it. But I actually repaired its CMG, but I think I only fired a tank one more time the entire game. They kept out of LOS of the single exit hex where I knew the INF gun was set up adjacent to. As soon as I had a chance I drove three AFVs off the map after already capturing 4 buildings (18 VP of the 16 needed). All Scott had left were 2 GO squads, a wounded leader, and a couple 8-0 leader cowering deep in the woods. He tossed in the towel at that point knowing he couldn't recapture any of the buildings with all my remaining MMCs and leader counters protecting them (I had 18 VP and hadn't exited any MMC off the board yet).

Feels like the French have to play a perfect game to win this one, but the record to the right says otherwise, sooooo...I dunno, felt kind of one sided to us. Not my favorite scenario ever.
Neal Ulen
Valiant SacrificeQuick playing 3.5 turn scenario. Most of the battle takes place in a 19-hex radius. Not much replay value but an easy way to test out the Night Rules for newbies. Jwil2020
Parting ShotsThis is a Taxing scenario.
Japanese ALMOST want the Ghurkas to engage them into CC...as if the Japanese start losing more CC than winning is dangerous.

Conducted a few Banzai charges, every one turned South. The Right side I could've tried to bypass the units in the building but decided to move into them...came out ahead in points.
Its a MAJOR ATTRITION battle.
Once the enemy leaders get taken out of the game (for both sides) it gets REALLY Sticky.
This is where the Japanese can take the advantage as they will just step reduce. But beware, too many Steps and you start Sloughing off points to the British

Smoke is HUGE in this one...IF you can pressure the deep buildings, then it can unbalance the enemy defense. Be cognizant of the chance to Capture, as the British will not surrender.
Vehicles are worth more than any building...a good source for those TH-Heroes to garner.
Took 2 !! to take down one AFV...

I wanted to give up super early with Botched assaults, but just stick it out....NO QUITTING on this ONE.
Do NOT got Squad v HS into CC...you will lose overall. The Ghurkas have a -1 DRM in CC...you WILL LOSE.
(VASL Log)
Stewart
Cadets and CadreA tight game, with one Hungarian tank burned out, a second destroyed, and a third immobilised, but the sacrifice of armour and the sheer amount of firepower available eventually knocked out the Romanian guns and MMG, and closing turn Melees killed off or non-GOed the remaining defenders. Imbalanced but fun. owenedwards
First LoveA US win with a slow and careful slog across the creek. Diligent use of the OBA helps keep the IJA away from the creek bank. Finally, keeping track of the IJA units (HiP, dummies, concealed, pillboxes, cellars, etc.) helps one's confidence when moving against them in the dense jungle. Don't forget the mud. EJ1
Four Stars of ValorGerman victory on game turn 4 with 26 CVP Cap. I would retry it. Many tactical issues. Bongiovanni
Shaken Not Stirred johan.vrijdaghs@gmail.com
Coal in Their Stockings oybj
Red PacketsFun and short.
Motorcycles are in fact easy to play.
GOUREAU
Parting ShotsThe Gurkhas had a decent CVP/Building VP lead going into Turn 5 then showed what NOT to do with OT AFVs (IP Carriers) against the Japanese - both going down to TH Heroes or CC skillfully handled by Stew. Next time, park them in safe area and abandon with 248 crew/LMG. Fun game - lot's of seesaw action. Thompsonmg(MGT)
Tavronitis BridgeI played this scenario as the German attackers and this was my first experience using gliders and mortars. I was successful at dislodging the defending Kiwis on the west side of the bridge but the R9,S9,S10 building was too tough a nut for my attacking squads to crack. If I'd had another turn, I may have been able to push them out but due to time constraints and limited options, my German squads were cut down in their assault.

BenB
The Meat GrinderIt came down to a Russian Win +6VP Blaze
Brush OffJapanese inflicted 6 CVP and then exited off the south edge with 7 EVP. This seems hard on the Americans. Danno
Schreiber's SuccessA great game that remained close with the Russian (at one point) having all their main armaments broken. The German FT never got into the fight which hurt the German advance. Still, the SS were able to rush the final Russian positions only to come up short. dmareske
Schreiber's Success Heloanjin
Ciao Gurkha Ciao! Bongiovanni
Bridge Over the River Queen Bongiovanni
Brush OffI was the Japanese attacker vs US Marine Defender. Small game size and board. As Japanese attacker I concentrated on gaining/occupying the path hexes and trying to eliminate as many US MMCs as possible in CC. Marine player keep majority of his forces out of reach and I wasted quite a bit of fire on Dummy stacks. He used SSR2 and brought on reinforcements turn 3 on the south side to counterattack and block any potential south exits by the Japanese. This came close to working for him but I was able to rush a Leader and Squad back along the path. The Marines withdrew an opted to just block my potential exit to the south. Japanese won last turn by having exacting 10 VPs, 3 by CVP of Marines, and 7 by occupying the path victory hexes. Robert7721
Bread Factory #2 usmcwo1
Hill 253.5Germans were just devastated by mines and wire. Probably should have set back and let OBA soften up the positions for a few turns. Viking_CTO
San Manuel MeleeMy friend and I played this one like rookies. We made lots of simple mistakes that we never make. We called it mid turn 3 when I started my PFPh. My friend suddenly realized he forgot to bring on his tank reinforcements at the top of the turn (I forgot about them as well or I would have reminded him). I told him to just bring them on next turn, but coupled with all our other flubs, we decided to end it. Maybe the Americans were winning at that point. The Japanese have to get good fire production those first few turns or they will get swarmed. My shots were below average, and I was on my way to falling back when we called it. Not good in a 10 turn scenario. We called it a draw and moved on. Jude
Simple Equation AlexB
Lagus Assault Gunswith a Russian balance with one 7-0 one 458 and one SU152 more. Bongiovanni
Having a Go igycrctl
Loser Takes AllKC March Madness 2024 Round 3. grumblejones
Brush OffUSMC rolled three 2s in the first turn, reducing the Japanese force in half. Pick up game at the March Madness Tournament dmareske
The Commissar's HouseMM2024 All Day Mini Danno
The Road to JunivilleRushed for exit but French ATGs got 5 kills in 5 shots each with TH#s less than 5. MM2024 nebel
Worker's Settlement No. 8A conservative attack did not have enough time to clear the village
MM2024
nebel
Showdown At The CrossroadsWent to last turn. Lost by one CVP. Great game with Rick. March Madness. wwillow
Break For HungaryRussian MMG on hill taking long range shots in conjunction with MTR kept the Croatian attack in check for far too long. Final push in Turn 6 to get within distance of the west edge for the exit cost the Croatians 8 CVP vs 5 CVP total for Partisans, effectively destroying their will to continue the mission. Kydder
DASL Series #3: Special DeliveryFast, fun, the Polish sniper decided he didn't want to participate this scenario despite the many chances to activate. The Germans were hit pretty hard early on and I was starting to think they might lose on CVP, until they managed to rally a number of units (and No Quarter prevented easy surrenders). CC's never went Poland's way and the game was over with a turn of movement left. Great scenario to learn the intricacies of large buildings and "isolated" stairwells. Jobbo_Fett
Silver & Bronze Heloanjin
A Day At The MuseumI was the German SS attacker vs British Para defender. Deluxe game board I with some new rules for me. I was very lucky with a STUG Critical hit on turn 1 that eliminated his 9-2 leader and a squad in the victory building early. I was able to advance my SS squads up with some morale breaks but not many CVP losses. I was able to get some significant Victory points eliminating his squads as I progressed towards the center victory building. Turn 5 I was able to capture the victory building while taking some prisoners. British defender conceded on turn 5 after I had taken the building and had majority of my force west of row H for additional VPs. My dice roles were pretty good, defender often missed his CC roll or Piat show by 1. Robert7721
Silver & Bronze2024 eASL Chicago Open (round 1)

The Americans seemed to pass each MC and score each shot and TK by one pip while the Germans just missed theirs by a single pip.
RJenulis
Real Steel fdapra
Dingoes At DamourMarch Madness wwillow
SteamrollerThis was a re-match of my first round game in the previous year's Illuminating Rounds Tournament against Tom Repetti and, for the second time, I was the defender. The Russians get to buy fortifications and the choice of these will clearly be important to the outcome of the game. I decided to concentrate these around the M3 "Alamo" building. A mixture AT ditches and 2 factors of AT mines in O4 and P3 made it impossible for German AFVs to reach M3 without risk of bog and immobilisation. Wire in the surrounding wood locations made it difficult for German infantry to make headway and the four woods locations to the west of M3 also had six factors of AP mines to stiffen the defences in that area. I used the full allowed allocation of dummy counters which set up in the western buildings to force the Germans to waste time by sending more than a token force to clear the area. Real units set up in the central buildings who were under orders to sacrifice their lives to delay the onslaught on M3. They were covered by the dug in Churchill, an AA gun and one 75L ART piece. Back at the Alamo, the second 75L gun and two 152mm guns covered the approaches to M3 to take out any German AFVs who were firing on M3 or attempted to cross the wire and AT mines. Two anti-tank crews set up adjacent to O4/P3 with orders to attack any bogged vehicles with MOLs. The defence went as well as I could have hoped. By the start of Turn 5 the Germans only had one mobile AFV left and Tom decided to concede with the German infantry still facing the need to cross the Russian fortifications while under fire from the heavily defended Russian defensive positions around M3. This is a fun scenario with a lot of replay value. The Germans have a lot of objectives to achieve and have to worry about HIP AT crews emerging from the plentiful concealment terrain to snatch buildings at the end. There is also no SSR to prevent the Russians driving both reinforcing tanks adjacen to victory buildings, abandoning them and advancing into victory buildings in the final turn. The need to guard against such chicanery makes it tough for the Germans to amass sufficient force to overwhelm a strongly defended Alamo building, so I think that I got my defence right for this one. This proves the adage that even a broken clock gets the time right twice a day... (VASL Log) Dougban
Hurricane BiakMarch Madness. Went to the last turn. 3 boxcars on MC. wwillow
Operation Blackwater2024 March Madness Round 1. grumblejones
The Sangshak RedemptionMarch Madness 2024 Round 2. grumblejones
Death RattleMarch Madness 2024 Pick up game between Rounds 1 and 2. grumblejones
Engineering DefeatThis is a really fun and meaty infantry only scenario... with flamethrowers and dc's to add spice and very well designed OBsand victory conditions. Played John Lehman first round of the eVASL tournament 2024 and it was a tight match to the very end. We felt we were losing much of the time which imo is the mark of well made scenario. As other reporters have commented... careful of the hidden squads... and the German needs to be . Mopping up is NA when No Quarter is declared.
The scenario features a strong German infantry assult with plenty of leaders advancing on weak poorly led inexperienced polish troops in a small village of mixed wooden and stone buildigns. But the Germans have no time to waste -- Quality Polish reinforcements arrive at mid-game. The Germans need to beat the initial Polish defenders enough to claim buildings be able to hold off the counter attack from the reinforcing veteran Poles. It's a simple scenario concept and what makes it special is how well timed the turn and reinforcement structure is and how problematic building control can be when trying to hold multi level multi-hex buildings. If your attacking technique is really sharp and you know how to coordinate assault engineers (with 4 smoke exponent) with flamethrowers to assault stone buildings the Germans have everything they need to get the initial assault done. But if you attack too cautiously or too haphazardly the initial poles will cause trouble and bog the assauilt and the reinforcement will be too strong. I got the initial assault done but not really satisfactorily and and lost both my flame throwers in the initial attack. John had a sneaky hip'd guy in an upper level of a Victory Condition building who did his job and ultimately held building control to the end. The reinforcements were strong enough and got onboard and into the buildings well enough that my Germans had little chance. This would have and should have given John the win but a disastrous DC throw, and a simple oversight (skulking out of a Victory Condition building accidentlally ceding control to me for an instant) Gave me cause to fight on. Because of the buidling control fiasco it was his turn to throw everything at my guys in the cructial middle stone building and the dice and my boys hung on, barely. It came down to the last cc phase of the game, last squad. A fun game, with beserkers and leader creation CC's and general ASL mayhem. many good and very bad dice, lessons learned. above all a real pleasure to play against a gentleman like John. John was extremely gracious and a very good sport regarding my returning-to-play trangressions and rules ignorance. If he'd played tournament hardball with me and held my feet to the fire I think this game would have had a different result. I'm sure of it. But I think we both had fun and I certainly appreciate the good sportsmanship shown. -- Doug
Pyth
Fuller's Folly igycrctl
The Sangshak RedemptionMarch Madness Round 2 dmareske
Stymied At IsneauvilleMM2024 round 1 Danno
Hurricane BiakMM2024 round 2 Danno
Operation BlackwaterHid Tigers in village. Defended the hill with most of the infantry.
Attack fizzled with a couple of malf’d Shermans and some resolute Krauts passing MC’s. MM2024
nebel
Last Of Their StrengthInteresting premise and good SSR. Things went poorly as the rain poured in T1 and 10-2 passed out recovering in time to get hit by a sniper and die. Without him the Americans cleared the village but the monsoon and lack of 10-2 meant the Japanese banzais were unstoppable. nebel
Hetzer HuntersThe Americans elected to defend only the Western 5-building hill and deployed forces accordingly, with the Sherman in reserve on the hill/out of LOS. The German Schwerpunkt came from the Southwest, with a flanking force in the East. The Americans severely attritted the latter with the 60 mortar as they moved as a stack thinking they were out of LOS (a blunder repeated on both sides less accustomed to the wide LOS lanes of SK boards). The Schwerpunkt largely reached its objective in the buildings immediately to the west of the hill, but lost two Hetzers in VBM attempts - one to a BAZ, the other to Street Fighting. This changed the dynamic of the game, with the Americans (who had been nicked up along the way) now targeting the last Hetzer. The Germans were faced with crossing OG interdicted by the Sherman/MMGs to reach the hill. While attempting to provide cover for the crossing, the last Hetzer fell to a 3-hex range BAZ side hit (snakes) - lucky shot. Might have gone either way. Always fun to play Peter. The Hetzers present on interesting problem to GROK for the Germans with HE7 depletion and abundant American opportunities for Street Fighting and side BAZ shots. Thompsonmg(MGT)
Hetzer HuntersChallenging scenario for both sides. Tony defended both hills with his forces deployed expecting my main assault to come from the south. I choose to come in from the southeast and take the eastern hill first before pushing on to the final hill and the three VC buildings needed for the win. My overall plan was a good idea, but my execution was hamfisted. I stumbled into two -2 shots by not paying attention to the infamous SK board LOSs. Then, not having learned my lesson, I stumbled into a -4 shot from his concealed squad, MMG, and 9-2 leader. This was followed by foolishly giving up a side shot from a BAZ needlessly burning one of my Hetzers. (Slightly balanced by my having taken out his Sherman with a lucky PF shot earlier). Needless to say, I lost a lot of guys for no good reason that could have come in handy at the final hill. Nevertheless, I was within striking distance of the final three buildings. Unfortunately, my final turn tactics were less than stellar, and I missed an obvious path to a much higher odds victory. Instead, I counted on winning 2/3 CC, but only got a win in one. Tony played an excellent game of rope-a-dope and made tremendous use of his three BAZ to keep my Hetzers on their toes. Jwil2020
Seldom PracticalVASL jrwusmc
The SlaughterhouseI reckon this is a tough one for the Russians unless they can get their artillery to land. Unfortunately they couldn't in this game, through a combination of difficult LOSs (it's hard for the leader with the radio to get a good position) and unlucky chit draws. My German sniper also had a really good game, killing one Russian leader, wounding another and breaking several squads. I also packed the smaller factor with dummies and lower-strength units, leaving my elite to guard the larger factory, surrounded by mines and wire. Sure enough, the Russians took the smaller factory, but with insufficient time to move some of their best units across to the other factory. In the end, with most of their tanks falling to panzerfaust shots, they were left with insufficient forces to take the larger factory. Andy_Bagley
Fighting WithdrawalThose fires sure did spread! von Garvin
Welcome BackWent through the woods and poured on the FP on my way out. Also send a group to the North to interdict anyone coming from that way. Paid off with a serious kill. It did not hurt his 50 cal malfunction! (VASL Log) ctcharger
Sylvan Death igycrctl
Reckless Raid rangercote
Seldom PracticalThe Americans started off very aggressively with two elements approaching from the far northwest corner. My initial strategy was to use Lt. Col. Krause and his company minus to establish a base of fire on the village while Capt. Swingler and his troopers would envelop the Germans and end up on the hill in the end.

Well, Capt. Swingler went berserk attempt to cross a critical road crossing through a fire lane and he died breaking some of the remaining troopers with him. My strategy then turned more conservative as I approached the hill.

A timely rally in the Top of the 6th allowed one lone Half Squad to avoid residual fire and advance ono the hill for an American victory. A good and very close game! (VASL Log)
CWO_19
Operation BlackwaterA nicely balanced scenario with combined arms. The final Tiger withstood over 9 AF shots against it's HD status, not able to secure a turret hit. The final CC proved unlucky as well as the squad and leader rolled an 8, the following sN shot broke or pinned the rest. A great game that came down to the final rolls. dmareske
Red Ruin RouletteThose pesky Germans! His mortar was the all-star, immobilizing my T 60s and then of course he knocked out my KV 1 in CC. I was able to get a foothold en route to the prison; however, I ended up not being able to reinforce it. His ELR of 2 only came into effect once; I wasn't causing enough MCs to make it matter. Great fun! von Garvin
Currie's FavorI was Canadian attacker vs German defender. Canadian attacks from the south and east to take 6 buildings around a town square. German has an 88mm gun and handful infantry defending against 5 Canadian tanks and infantry. I was able to keep my tanks out of the way of the AT gun for most of the game. Lost 1 Stuart to the gun. Another Sherman was lucky as it survived a couple shots by being hull down. I was able to get enough IFT checks on the crew manning the gun that it was finally reduced when he rolled a 12 one of his morale checks. I kept my tanks at a good enough distance from his infantry that he was not able to effective with Panzerfausts. He had a good successful counter attack turn 3, but I was able to recover and close in and take 5 buildings on turn 5. Robert7721
Saint-Médard After DarkNot much can be done ... get in, roll low. Kydder
Cooking Up a StormThe Australians flooded the board with HS. The Japanese got pasted. RJenulis

Most played scenarios

Latest News

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.

Balance reporting
You can now add balance to reported games and view a balance report for scenarios. The balance range comes from assistance of Indy and is an implementation of the Wald Interval algorithm.
Quickly see the games you've played
On each scenario page where you've played a scenario, there's now a small "show" button that will list all of the games you've played that scenario - this one will stop me having to find my name in the "view all" section of the games played list!

Popular Publications

PublicationScenariosRating
March Madness 2022 Grumble Jones Pack 88.14
March Madness 2009 Partisan Pack 88.00
March Madness 2023 10th Mountain Division Pack 97.90
March Madness 2017 Hollis Partisans Pack 107.83
March Madness 2018 Players Pack 107.74
March Madness 2013 Commissar Pack 87.68
Grumble Jones 1487.64
Time on Target # 3 147.58
ASL Starter Kit Expansion Pack #2 87.47
March Madness 2020 Full Rulebook ASL Pack 87.32
ASL Starter Kit Expansion Pack #1 2nd Edition 127.26
ASL Starter Kit Bonus Pack #2 87.26
ASL Starter Kit #4 87.22
The Green Hell of Inor 197.16
Schwerpunkt # 9 127.15
Schwerpunkt #14 127.14
Friendly Fire Pack 12 87.13
From The Cellar Pack #4 207.12
ASL 9 - Gung Ho! 87.11
Best of Friends 127.08
March Madness 2019 Close Combat Pack 87.08
Friendly Fire Pack 1 87.07
Battle of the Hedgerows - The Storm Broke 67.07
Dezign Pak 9 107.05
HASL 1 - Red Barricades 107.04
Friendly Fire Pack 2 87.04
From The Cellar Pack #8 167.04
Friendly Fire Pack 9 87.01
Deluxe Advanced Squad Leader 387.01
Leibstandarte Pack 5 - Scorched Earth 87.00
ASL Action Pack #14 Oktoberfest XXXIV 126.99
ASL Action Pack #17 Oktoberfest XXXV 166.98
Operations Special Issue #3 76.96
Critical Hit # 2 156.95
Kreta - Operation Merkur 186.95
ASL Action Pack #10 86.94
ASL Journal #12 146.94
Quick 6 Scenario Pack IV 66.94
Beyond the Beachhead 86.93
Friendly Fire Pack 4 106.93
ASL Journal #10 196.93
ASL 1 - Beyond Valor (3rd Edition) 246.92
Battles of Carpiquet 136.92
Best of Friends 2 126.92
From The Cellar Pack #3 106.91
Fanatic Pack 2 126.90
Generic Playtesting Log 376.90
HASL 11 - Sword & Fire: Manila 306.90
AH:ASL Annual `93a 116.89
Hero PAX 4: Mediterranean Theater of Operations 126.89
ASL 12 - Armies of Oblivion (2nd Edition) 326.89
ASL Journal #11 286.88
Fistful of Scenarios 66.88
From The Cellar Pack#11 106.88
Grossdeutschland Pack 1 - The Early Years 86.87
Friendly Fire Pack 3 86.87
Schwerpunkt # 4 126.86
HASL 9 - Hatten in Flames 106.86
Into The Rubble 86.85
BFP 2: Operation Cobra 126.85
ASL Action Pack # 6 A Decade of War 106.84
Friendly Fire Pack 6 86.84
Turning the Tide 206.83
China-Burma-India: The Lost Theater Part 1 156.83
Friendly Fire Pack 11 86.83
Race For The Meuse 66.83
HazMo Scenario Pack 2: The Un-Civil Wars 106.83
Classic ASL 166.82
ASL Action Pack #16 From The Land Down Under 156.82
Ost Front Pack 66.80
Dezign Pak 6 126.80
ECZ Tournament Director's Pack 166.80
Quick 6 Scenario Pack VI 66.80
Paddington Bears '96 Pack 106.78
Aussie Tournament Pack 76.78
ASL 3a - Yanks (2nd Edition) 416.77
Schwerpunkt # 8 126.76
ASL 13 - Rising Sun (2021) 386.76
BFP 3: Blood and Jungle 476.75
AH:ASL Annual `93b 126.74
ASL Journal # 5 136.74
Schwerpunkt #22 126.74
Death to Fascism 86.74
HASL 4 - Pegasus Bridge 86.73
ASL Action Pack # 3 Few Returned 126.73
ASL Starter Kit #3 86.72
ASL Action Pack # 4 Normandy 1944 126.72
ASL Journal # 8 166.72
ASL 13 - Rising Sun 336.72
AH:ASL Annual `90 166.71
Schwerpunkt # 5: Medal of Honor 126.71
ASL Action Pack #13 Oktoberfest XXXII 116.71
Schwerpunkt #23 126.70
Not One Step Back 86.70
HSASL 2 - Operation Veritable 176.69
Aussie '98 Pack 106.69
ASL Journal # 4 136.67
HASL 7 - Valor of the Guards 216.67
Quick 6 Scenario Pack III 66.67
ASL 10 - Croix de Guerre 86.66
ASL Journal # 3 336.66
Schwerpunkt #13 126.66
BFP 4: Crucible of Steel 326.66
Quick 6 Scenario Pack V 66.66
Critical Hit # 6.4 246.65
ASL Open `96 Scenario Pack 106.65
Franc-Tireur#10 116.65
Dezign Pak 5 186.65
Friendly Fire Pack 7 86.65
ASL Journal #13 336.65
ASL Journal #14 256.65
ASL Journal # 1 176.64
Schwerpunkt # 7 126.64
Schwerpunkt #10 126.64
From The Cellar Pack #2 106.64
Operations Special Issue #1 66.64
Friendly Fire Pack 10 86.64
From The Cellar Pack #9 176.64
ASL Starter Kit #1 66.63
AH:ASL Annual `95 Winter 246.62
From The Cellar Pack #5 146.62
Rally Point #11 106.62
ASL Action Pack #15 Swedish Volunteers 166.62
HazMo Scenario Pack 1: A World at War 106.62
DASL 1 - Streets of Fire 106.61
AH:ASL Annual `96 146.61
Rally Point #15 106.61
HASL 2 - Kampfgruppe Peiper I 66.60
ASL Action Pack # 2 86.60
Rally Point # 2 106.60
BFP 5: Poland in Flames 456.60
Rally Point #17 106.60
Provence Pack (MMP Download) 106.59
Blood & Iron 106.59
Schwerpunkt # 6: Victoria Cross 126.59
Melee Pack II 66.59
Rally Point # 3 106.59
ASL Starter Kit #2 86.58
Quick 6 Scenario Pack 66.58
Franc-Tireur#11 226.57
ASL Action Pack # 5 East Front 126.57
Schwerpunkt #20 126.57
HASL 12 - Drop Zone: Sainte-Mère-Église 146.57
ASL 3 - Yanks 86.56
Schwerpunkt #11 126.56
Coastal Fortress 536.56
Rally Point # 1 106.55
ASL 12 - Armies of Oblivion 116.54
Schwerpunkt #12 126.53
Elite Canadians 96.53
ASL 10a - Croix de Guerre 426.53
ASL Journal # 2 246.52
Critical Hit # 3.1 126.52
Gembloux: The Feint 96.52
Tactiques # 7 86.52
Kampfgruppe Scherer: The Shield of Cholm 176.52
ASL 5a - For King and Country 206.51
ASL Action Pack # 1 86.51
AH:ASL Annual `92 156.51
Leibstandarte Pack 1 - Blitzkrieg! 86.50
Beyond the Beachhead 2 166.50
Dos Equis Scenarios Especial 106.50
Dezign Pak 1 106.49
Recon by Fire! #3 206.49
Waffen-SS II: The Fuhrer's Fireman 86.49
ASL Starter Kit Expansion Pack #1 1st Edition 86.49
HASL 10a - Red Factories 186.49
ASL 5 - West of Alamein 86.48
Leibstandarte Pack 2 - Barbarossa 86.48
ASL Journal # 9 256.48
Rally Point # 7 106.48
Rally Point #14 106.48
AH:ASL Annual `97 166.47
ASL Action Pack # 8 Roads Through Rome 106.47
ASL Journal # 7 126.46
Onslaught to Orsha 256.46
HASL 8 - Festung Budapest 206.46
Friendly Fire Pack 8 86.46
Friendly Fire Pack 5 106.45
ASL Action Pack # 9 To the Bridge! 106.45
Blitzkrieg in the West - Central Campaign 66.45
Swedish Volunteers 146.44
ASL 7 - Hollow Legions (2nd Edition) 86.43
High Ground 2 166.43
Schwerpunkt #17 126.43
Nor'easter XX 136.43
Winter Offensive Bonus Pack 2018 66.41
ASL Journal # 6 156.40
Out of the Attic #2 166.40
Schwerpunkt #16 126.40
HSASL 1 - Operation Watchtower 176.39
Internet 1606.39
Blitzkrieg Pack 186.39
BFP: Operation Neptune 106.39
AH:ASL Annual `91 166.38
G.I.'s Dozen 136.38
ASL 7a - Hollow Legions (3rd Edition) 546.37
Critical Hit # 4 106.36
Witches Cauldron: Oosterbeek Perimeter 166.36
AH:ASL Annual `89 156.35
High Ground! 86.35
Quick 6 Scenario Pack II 66.35
Rivers to the Reich 156.34
Tactiques # 1 106.33
Recon by Fire! #4 146.32
Tactiques # 6 86.31
Franc-Tireur#12 126.31
Tactiques # 4 86.30
ASL Action Pack #12 Oktoberfest XXX 106.30
Into The Rubble 2 126.30
Hero PAX 3: Jungle Heroes 106.29
Onslaught To Orsha 2 326.29
Critical Hit # 3 186.28
Franc-Tireur #7 116.28
Tactiques # 9 106.28
From The Cellar Pack #6 106.28
Franc-Tireur#13 176.27
Rally Point #13 106.27
Corregidor: The Rock 216.27
HASL 10b - Red October 116.27
Nor'easter Scenario Pack II 156.27
ASL 11 - Doomed Battalions (3rd Edition) 246.26
ASL 2 - Paratrooper (2nd Edition) 86.25
Out of the Attic 166.25
Hero PAX 1: Hurtgen Hell to Bulge Nightmare 86.25
ASL Action Pack # 7 106.25
Rally Point #18 106.25
ASL Action Pack #18 Oktoberfest XXXVII 146.25
ASL Action Pack #11 29 Let's Go! 106.24
Berlin: Red Vengeance 116.23
Out of the Bunker 146.23
Tropic Thunder! 126.22
Tactiques # 2 106.22
Armoured Aussie Pack 76.22
Dezign Pak 7 126.22
Schwerpunkt #21 126.22
Dezign Pak 2 126.21
Schwerpunkt #15 126.21
ASL 14 - Hakkaa Päälle! 176.21
Rally Point # 6 106.20
Covered 136.20
ASL 4 - Partisan! 86.18
The Canadians In Italy 1: The Red Patch Devils in Sunny Sicily 86.17
ASL 11 - Doomed Battalions (2nd Edition) 86.16
ASL 15 - Forgotten War 166.16
Franc-Tireur #8 106.15
Dezign Pak 4 156.15
Rally Point #16 106.14
Rally Point # 8 106.13
Schwerpunkt #19 126.12
Franc-Tireur#15 226.11
Internet: MMP 66.09
Schwerpunkt # 3 126.09
From The Cellar Pack #7 106.08
HASL 3 - Kampfgruppe Peiper II 86.07
Buckeyes! 106.07
Franc-Tireur#14 326.07
Backblast # 2 86.06
Rally Point # 9 106.06
Leibstandarte Pack 4 - Turning of the Tide! 86.05
Schwerpunkt # 2 126.05
The Canadians In Italy 2: The Spaghetti League 126.03
Schwerpunkt #18 126.03
ASL 8 - Code of Bushido 86.02
ASL 6 - The Last Hurrah (2nd Edition) 86.01
SASL 1 - Solitaire ASL (2nd Edition) 216.00
Recon by Fire! #1 86.00
Waffen-SS I: No Quarter No Glory! 66.00
March Madness `97 Pack 126.00
Objective: Schmidt 176.00
ASL 1 - Beyond Valor (1st Edition) 106.00
Dezign Pak 8 105.98
Winpak #2 65.96
Schwerpunkt # 1 125.94
The Canadians In Italy 3: D-Day Dodgers 105.91
Paddington Bears '97 Pack 85.90
Dezign Pak 3 155.89
HASL 6 - A Bridge Too Far 125.87
Deluxe Pack #1 125.86
Blitzkrieg in the West - Northern Campaign 65.85
Hero PAX 2: Eastern Front Hero Fest 85.83
ASLOK 2005 - 20th Anniversary Scenario Pack 105.81
HASL 5 - Blood Reef: Tarawa 105.79
Southern Cross Scenario Pack `96 65.75
Wacht Am Rhein 165.71
ASL For Fun-LCP 325.68
Time on Target # 2 215.67
DASL 2 - Hedgerow Hell 85.63
Melee Pack I 65.63
From the Cellar Pack#12 115.60
All American I: Kellam's Bridge 105.52
Leibstandarte Pack 3 - Clash at Kharkov! 85.48
Panzer Aces 65.45
Shingle's List 85.42
Hell's Highway 65.37
Firefights! 65.23
Guerra Civil: The Spanish Civil War 125.20
The Long March 175.11
Soldiers of the Negus 84.93

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Newest players - welcome!

UsernamePlayerRegistered
nkhalifMitchell Kelloff2024-03-21 15:07:21
Duke KahunaDavid Hassler2024-03-20 22:14:30
riz0240rizal ramli2024-03-16 21:14:25

On this day...

ScenarioLocationDate
A 116 Tangled Up in BlueNhpum Ga, Burma1944
DBP1 Bruno's Flak AttackDien Bien Phu, French Indochina1954
TOT 44 ...a Dish Best Served Cold....Zweckel, Germany1945
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