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ScenarioCommentUser
Ambitious Assault cub99
Kwajalein Crush asloser
Death at the Cement PlantRussians opted for the sardine can defence packed in the victory building, except the MMG covering the southern flank.

German StuG split up and attacked from north and south with the Landsers, whilst the Engineers came up the middle. StuGs failed to have smoke rounds and the Engineers couldn't cross the street, but the real issue was the attrition of German leaders from wounds and sniper.

Germans surrendered Turn 4
Minedog
Euphrates Iron BridgeFirst to play and post. Danno
Euphrates Iron BridgeDan's Iraqis put up a stiff fight. The LMG knocked out two Armored Cars and the Iraqis knocked the British back across the bridge on Turn 2. The British got back across and ran out of time to get any further for an Iraqi victory. grumblejones
Carrier HillSimple scenario which drew me into lots of analysis. Seems the Brits should use Vehicle Dust to shield the infantry advance. Last minute, stop the Vehicles to provide rout cover for any broken infantry and let the dust clear. Freeze the guns with same hex visitation since you have plenty vehicles to spare. Only 6 turns to take the guns and hillocks isn't much time. Italians have Sanger nightmares. Broken Italians will probably die routing regardless so maybe stay in a Sanger. Guns should leave Sanger deathtraps? The likelyhood of an OVR KIA isn't very high. Killing a Matilda is not likely and those moving Carriers are hard to hit. The Italians do melt away quickly. nekengren
Stand For New ZealandNew Zealand units set up with a forward defense on board v to slow the Germans as much as possible and force them into the CAs of the HIP artillery. This worked well, with the Germans struggling to gain momentum until both guns malf'd and then one broke on the repair attempt. The second never repaired before the crew was killed and this let the German wave sweep over the NZ line. NZ MG nests still managed to slow the German advance, but the Germans dashed through the open field to the south to start infiltrating the village. The Germans in the village had already reduced the NZ presence so that the Germans were able to get a toehold before the NZ reinforcements entered. I felt this was key; if the reinforcements are able to set up throughout the village, it would have been much harder for the Germans to dig them out. One MkVIB was taken out by HMG on entry (critical hit) but the other moved in to stall the Germans, holding the uJ boulevard. In the end, the Germans captured all of the stone buildings except I4, and it came down to the last CC roll of the game. Turuk
Wooden HellI think this one is tough on the Germans, they don't have much time and they have no great superiority.
I opted for deception on the French side and loaded up on HiP, Dummies and added Foxholes.
I made sure to protect my left flank and open ground as well as the road. Setup to make sure the Germans can't AM next to you concealed. I played to fall back but keep the option of running for the exit with HiP units if it was possible.
Overall, i had really good dice and beat up on the Germans who had to take too many 8 FP shots and i laid down lots of resid using the lmg and ifp of units to make sure nobody got be easily.
Ultimately, too many German units were lost or broke and the French had a solid defensive line without any lost units and Dave conceded.
sdedier
Bidermann's Escape feralhuntsman
Sting of the Italian HornetNice scenario. The Canadians are really short on time, but the Italian ELR has them melting away faster than snow in hell. My opponent got two Shermans through the village to cover the entry of the reinforcements (one through the woods). My reinforcements entered in armored assault to try to reach the southernmost row house, at which point one of the Shermans hit the MR/35(f) with a +9 shot, burning it, and at the next movement factor for the infantry breaking the entire stack with the 12 flat shot. They were all captured by a Canadian HS, but refused to speak even one intelligible word. oybj
Gabriel's HornIt is challenge for the Germans to make sure they have enough units to take the village, but making sure they can clean out the Level three hills
The Germans had sent 4 1/2 squad to the town to sweep up what the could. Hills were cleared by the need of turn 4. The Germans were able to pull a lot of troops from the hill to the town but they only thing they we able to do if prevent the loss. They had no effect on the town other than that. Game almost came down to 2 key rolls. A Broken DM 8-1 leader rallied and then survived a 1MC to maintain control of the building at game end.
slunts
With Flame and Shell Gamer72
Airborne SamuraiWhat a great game to play on Canadian Thanksgiving. What's better than a Japanese parachute landing on the Dutch in 1942?
This game saw it all: Banzai attacks, a broken Dutch 1st Line HS suffering Heat of Battle, and ending up battle hardening *and* creating a hero! And later, in close combat, same HS creates a leader! 2 x SMC from 1 HS!

In the end, Andrew masterfully maneuvered his way up (all without the help of his Fighter Bomber: they never showed up!). In the end, a few key Banzai assaults took me down. I started off strong, though, my AA fire took out one of his leaders, a 9-1.

Great fun, and we used the LFT maps: No more trying to remember what was what.
von Garvin
Winter WonderlandA terribly-restricted scenario that forces the Finns to only set up on one specific hexrow and only on land. Set up incorrectly and the Russians can simply run to the board edge and exit the required VP. Now, granted, they MAY get shot at once while doing so, but importantly, you simply need to pass a few MCs at that point. You have enough leaders to help run squad across the river and anything else can be held back to defend points on the map to prevent the Finns from reacting. Learning that this scenario was reprinted several times and never truly fixed, with regards to initial setup, was sad to learn as well. Avoid this one and all Pajari's Prides. Not really worth it. Jobbo_Fett
Pajari's PrideA terribly-restricted scenario that forces the Finns to only set up on one specific hexrow and only on land. Set up incorrectly and the Russians can simply run to the board edge and exit the required VP. Now, granted, they MAY get shot at once while doing so, but importantly, you simply need to pass a few MCs at that point. You have enough leaders to help run squad across the river and anything else can be held back to defend points on the map to prevent the Finns from reacting. Learning that this scenario was reprinted several times and never truly fixed, with regards to initial setup, was sad to learn as well. Not really worth it. Jobbo_Fett
Pajari's PrideA terribly-restricted scenario that forces the Finns to only set up on one specific hexrow and only on land. Set up incorrectly and the Russians can simply run to the board edge and exit the required VP. Now, granted, they MAY get shot at once while doing so, but importantly, you simply need to pass a few MCs at that point. You have enough leaders to help run squad across the river and anything else can be held back to defend points on the map to prevent the Finns from reacting. Learning that this scenario was reprinted several times and never truly fixed, with regards to initial setup, was sad to learn as well. Not really worth it. Jobbo_Fett
Pajari's PrideA terribly-restricted scenario that forces the Finns to only set up on one specific hexrow and only on land. Set up incorrectly and the Russians can simply run to the board edge and exit the required VP. Now, granted, they MAY get shot at once while doing so, but importantly, you simply need to pass a few MCs at that point. You have enough leaders to help run squad across the river and anything else can be held back to defend points on the map to prevent the Finns from reacting. Learning that this scenario was reprinted several times and never truly fixed, with regards to initial setup, was sad to learn as well. Not really worth it. Jobbo_Fett
Chateau of DeathThe German setup area is very close to the objectives. The British defense was mostly in the buildings with some units spread to avoid flanking maneuvers. The German initial assault was very successful in breaking several British units with some lucky DR. Quickly, the first building was captured. And at this point before the arrival of the first AFV reinforcements, only one good order British squad was available and the German force remained quite unmolested. With so little infantry left (and only AFV available as reinforcements), the British decided to give up. A strange scenario, where the British felt they could do nothing but suffer German might. lt_steiner
A Polish RequiemGermans have a lot of stuff! LtDan
Sheep in Wolf's ClothingVery goood scenario that went in the advancing fire phase of the last turn. The Germans are very brittle, but the British have to kill every single MMC. It´s very important to figure which side the German reinforcements will come, and that means that the British has to spread a lot; if the German can find a safe place to enter his heavy weapons, its going to be impossible for the British (David did it, but only got one rate with his MGs before breaking on a lucky shot). The initial British forces have to secure the entry hexes on l map, while hitting hard the on-board Germans and making difficult for the Germans to spread. Then the British reinforcements must do the hard work, but keeping an eye on the German reinforcements. Quite unusual scenario. Recommended. Juan Santax
Sheep in Wolf's ClothingOpps, I was the British, and won. The previous report does not make sense otherwise. Juan Santax
Frank's Tanks igycrctl
Mountain MarinesMy Americans managed to get 3 buildings by Turn 4, but by Turn 5, I was breaking left and right and the writing was on the wall. So I gave the concession and went to watch some football. Glad the Roma pack is done. grumblejones
Mountain Marines Danno
Joseph 351 NicolasLL
Last Train to LeningradRussians went strong along north side and rolled down the flank but ran out of time in the end. I pushed a platoon of AFV into the center which cost me when the time came to try and extricate them from the restricting terrain using reverse in bypass ... still, fun!
Kydder
Commandos at Kaiapit sushidog
Their First and LastASLOK jrwusmc
Commandos at Kaiapit atomic
Storming The Factory Gamer72
The Krinkelterwald Lorenzoknight
The Block on the Trail to Hell Dispang12
Salarola JunctionA somewhat gamey scenario with a lot of over design that restricts the players to a somewhat specific scripting. The Village fight plays second fiddle to the Set DC attempt. Dark and mud and too many overlays...just gum up the works. In our game, the British got armor to the T6 location and managed to break the German 3-3-8 as it attempted to place the DC in T6. The Carrier then moved into the T6 hex for the win. grumblejones
Salarola JunctionThis scenario is over designed. Too many overlays. Dismantled support weapons and the dumbest set up instructions. All this combines to make this scenario a series of stupid movement and bad shooting. Do not play this scenario there is nothing fun and everything annoying about scenario design in it. Danno
The Bridge at Cheneux feralhuntsman
Arctic CrossroadsThe night rules (and their exceptions) really makes this a weird scenario, ignoring many positives that the defenders should receive. Early movement was not punished, either because the Finns couldn't, or because good morale checks allowed the attackers to get in close and threaten an entire flank. By Turn 3, the Russians were in a decisive position to hold the upper left corner and reap all the benefits of the (light) woods facing open ground. The subsequent discussion we had really killed our enthusiasm to keep playing. The scenario hurts itself with its restrictions, and its sad to see two unique counters (all the Guns, essentially) used in a way that you could largely ignore them, and never see them in a scenario afterwards. Were they a waste of cardboard?

Ultimately, not a fun scenario, and surprised to see one that seemingly wasn't workshopped into a better overall product.
Jobbo_Fett
Brandenburger BlitzThe fog will prevent a quick German walkover. Remember fog +1 is like a Smoke +1 counter in EVERY hex, which affect FIRE and MOVEMENT. We had to restart after one turn because we forgot the movement part. The Allied setup is very restrictive. Once they can move, they need only to form up and defend the bridge. mtrodgers99
Attaque à l'aube (tr: Dawn Attack)Fun game but the scenario can be easily broken. A correction can be to allow to enter / exit on/adjacent to the hexes specified and to disallow putting mines in the roadblocks hexes. Lionelc62
Birds of Prey PatSaj
Birds of Prey PatSaj
At the ApexASLOK jrwusmc
Bloody Gulch Bongiovanni
42nd StreetASLOK jrwusmc
Early Morning Action feralhuntsman
Eight Million Bayonets Danno
Eight Million BayonetsMy Greeks failed to knock out any tanks and then 2 of them were MALF'd and removed. So the Italian armor massed on my boys in the village and the flame tank cooked everyone. Honestly, did not enjoy this scenario. The Italians are away over powered with tanks that are very difficult to hit and equally hard to knock out with the poor Greek guns. The ROAR record is a good indicator that the Greeks are overmatched. Throw in the Greek Kabob maker and it's really the Italian players game all the way. grumblejones
Let's Dance manzoliandrea72
By Dawn's Early LightThis is the meatiest four turn scenario I have ever seen. I had better than average dice to help me win. Can you believe 3 canister shots from the two guns (having a C4) before they had none? mtrodgers99
For Hitler, For AllahI selected the east side for the German reinforcements. My opponent guessed that would, probably because the distance to reach the village is shorter. He had only a token force on the west side, with the gun to shoot at the reinforcements. mtrodgers99
First TimersOnce again the game was decided in the last CCPh, but this time the surviving crew of a Pz IV withstood a 4-1 attack by a HS and a leader, avoiding the capture of the building that had given victory to the Americans. We have played three Hatten scenarios and all three have been very balanced and fun. Don is a great rival!
jesuspiebatlle
Second Hand News GOUREAU
Crater LakeOpponent forgot the VC; defended the wrong board edge. mtrodgers99
Hell's HeadacheASLOK 2024. Very intense game with crazy dice on both sides. I moved through the town pretty aggressively, getting halfway through it before his reinforcements arrived.
Dice highlights (or lowlights) include a 2+2 FP shot on his gun crew, causing an NMC on which Jim rolled boxcars. Later a couple of rate tears with my Russian 50mm mortar killed a squad and drove the rest bezerk. My remaining light tank then rolled a “2” on the TK on Jims Mk3, making it burn. Jim then disabled the MA on one of his Stugs, at which time he conceded. Tough game!
Agoldin
Orphans of Saturn Bongiovanni
Satisfaction and Confidence feralhuntsman
Acorns in the Fire Dispang12
Hassle at Hasselt atomic
The Venetian FortASLOK jrwusmc
The Olive Oil FactoryASLOK jrwusmc
Second Hand News Danno
Second Hand NewsMy Italians and Partisans held on until Turn 4, when the Germans exited the STUG's and some squads for a total of 18 EVP. I had no answer for the tanks and only got 1 Molotov the entire game. My dice blew hard as usual and with crap troops, it didn't go good for me. I captured two German squads and managed to end the game with 10 CVP. German win. grumblejones
Death BoxWith such a large area to defend with such a meager force, and the Axis right on the doorstep with multiple vehicles, I didn't feel I held much of a chance here. The great balancer could be the Axis ELR of 1 however so let's see how it went. First of all, let me say I like the fact that this product stole almost all DTF's good grudge SSRs. Despite being a great game, many things in ASL need improving, and DTF got a lot of those right. What I really didn't like in this scenario however was the abundance of concealment granted the Attacker. Anyway...onward. Magnus decided to thrust most of his attack in the middle. Unfortunately for him this was where my gun was situated, so it was a bit blunted. He had also decided to setup a MG nest in the upper reaches of O13, so my crew would be quick to abandon their gun and hide in the safety of the woods. The important thing for me was I delayed him a turn, and that is really all the Russians are hoping to do. They didn't last long however as, with the woods being so small, they were unable to hold off the Axis mob the following turn. And the Axis grabbed their first VC area. Repositioning would prove difficult with the MG nest on overwatch, and I allowed him a few sneaky LOS shots, which thankfully proved mostly ineffective. With that in mind I was mostly content to hide in the woods, clinging to my concealment, hoping to give a smack in the nose to any Axis that showed their faces. Thus it wasn't until Turn 4 that the Axis grabbed two more areas. But this was also when my substantial reinforcements arrived, and I sent about half of them to reclaim the eastern woods, and the other half up the middle to shore up the defense there. Thankfully for me he lost a tank to recall for a failed MA repair and another immobilized in CC after being stunned by a MG, or I really wouldn't have had much hope against all those vehicles. I mean, even with a fair amount of ATRs and MGs, they only hit those tiny motion tanks on a 6. And there was no answer whatsoever for the Panther. Also luckily for me his two studly 548s broke when attempting to retake the eastern woods, and with a lot of broken Axis bodies littering the battlefield, he called it a day after his Turn 5. Not a very enjoyable scenario to play as the Russians, as I feel they need a lot of luck to hold off the Axis mob. buser333
Collect CallThis scenario reminded me of trying to play 3 dimensional chess. We never used the "fire through the ceiling" SSR. All the partisan units were in the victory building. mtrodgers99
Operation BlackwaterIt was too easy for the 2 Tigers to set up adjacent and HD in the village. More than half of the German infantry was protecting them. The remaining Germans held the hill until the end of the last turn. mtrodgers99
Gun & Run GOUREAU
Deadly Dexter GOUREAU
Cooking Up a Storm GOUREAU
Mounted Extraction Serge
Rushing Hill AASLOk jrwusmc
Ready or Not feralhuntsman
Nord's EndA combination of poor DRs by me and very clever play by my opponent meant I was comprehensively dismantled in this one. I chose to set up around the VC buildings with just some dummies an my HIP squad with PSK further forward (otherwise the Americans could just bypass the front line and just head for the buildings).
Matt had the idea of turning his AFV turrets on turn 1, causing riders to bail out (SSR doesn't say you can't). Many of them broke, but had rallied by turn 2 so were available for action. Shots from my HIP squad and distant MGs completely failed, so by turn 3 he was close to the VC buildings and I had scored precisely 0 CVP towards his cap of 29. This meant he could risk getting his AFVs in close and using their full capabilities, so lashings of WP, sM and grenade smoke, a bit of VBM freeze, and surrounding me to prevent concealment gain. Oh, and his OBA was effective too. By turn 5 my reinforcements were blocked from coming to the rescue, so I conceded.
Difficult to see how the Germans can resist if the Americans use these tactics.
Andy_Bagley
Quickly Toward the Bridge! GOUREAU
Last Assault on the SteelworksASLOK Mini 2024.
I set up two fortified locations and my AA gun in the northern factory, MMG in a fortified location in the center factory, and surrounded the southern factory with wire. I mined the nearby woods and placed my 50L ATG in the rear, with a clear field of fire along the southern road. By SSR, every orchard is a shellhole hex. The better fields of fire this enabled is reduced somewhat by the +1 LV on Game Turns 1&2.

Chad ‘flooded the zone’ with half squads against which I held my fire initially, preferring to shoot at squads only. That meant Chad could use his HS to start to get around my defenses. Although my defending Germans shot up everything they could, it wasn’t enough.

A couple incidents stand out. First, I had forgotten that you need a squad equivalent to keep an adversary out of a Fortified Building hex, so I didn’t think to reinforce my AA gun crew which had been keeping the Canadians out of two factories. Chad Advanced one of his many HS into the gun’s location, ambushed the crew, killing it, and then destroyed the gun in the next Rally Phase. This meant my center factory was no longer tenable and I had to rout my broken units out as best I could. Second, Chad was wary of my 50L ATG, and rightly so. I went on at least a few rate tears and really needed them to break Chad’s elite Canadians.

My reinforcements entered but by that point were confined to the southernmost portion of the board since he had now occupied the rearmost factory. My ATG and reinforcements held the line but had no chance of pushing Chad out of his two (and soon to be three) factories so I conceded on Turn 6.
Agoldin
Addio ArrieteThe scenario could use a "recall the trucks when empty" SSR. I used the to overrun more than once. Our game went to the last British turn. mtrodgers99
Duel in the DesertASLOK desert mini mtrodgers99
Frank's Tanks GOUREAU
Courland Cutoff GOUREAU
Infatuate IICommandos powered through the German front defences in 3 turns, eliminating all Germans. Despite the crews scattering to the rear, Dave perceived no chance and surrendered on German Turn 3. Commandos lost 2 HS, Germans lost 2 crews, 3-4 squads and several leaders. A turkey shoot. AVRE only useful for Smoke Mortar. Minedog
Bridge Over the River Queen Bongiovanni
Going Commando feralhuntsman
Raff's OrdersI bought the East entry area option along with the 50 cal, DCs and extra bazookas. My main effort was on the Turn 3 VCs with a supporting attack on the chateau itself. Although supported by both mortars and the WP mission, my main attack was brutalized by Mike’s HMG, AA gun and 75mm, all of which were positioned to defeat the attack. I found I could cross only at the bridge itself as the stream crossing was an Omaha beach like bloodbath.
My supporting attack made some headway but wasn’t big enough to do the job by itself.
In hindsight, probably would have been better to make the eastern attack my main effort and drive for the chateau instead, as a frontal attack was just too costly.
ASLOK 2024
Agoldin
Stentzler's Wary ReconnoitreASLOK jrwusmc
Waltzing the MatildasASLOK jrwusmc
Opening Probe GOUREAU
Spartan Style mtrodgers99
The Umbrella MenASLOK jrwusmc
Bridge Over the River QueenHad a blast playing this as the defending Germans. The LV hindrance makes it very difficult to break opposing units, particularly if they are in stone buildings so Eric and I both maxed out on DCs. The fighting was brief and bloody. South of the bridge the Russians seemed to be making decent progress but were stopped by a DC toting 468 which turned the attack back. The fighting to the north of the bridge was brutal and the Russians cleared the bridge perimeter of all but one and a half squads and an 8-1 leader by the CCPh of Turn 2. The Russians had taken heavy casualties themselves and only had two unbroken squads. I decided to advance everything I had left there into CC with a LMG toting 628, got lucky with the ambush dr and took it out in hand to hand fighting. At this point, Eric conceded. With such difficult visibility, CC was the key here and the Germans had the luck of the dice when it mattered. Dougban
Fresh GristWho needs an AT Gun with some pretty good ATR shots? :)

Fun little scenario: I need to learn how to fight Japanese better. I did do one Banzai Charge that was moderately successful.
von Garvin
Riding the CoattailsA methodical approach to the village ended with numerous failed shots by the Poles, culminating in a large number of Close Combat actions, which I suddenly realised I frontloaded the Polish defense with some Green troops, who immediately got ambushed and captured in various ways and combats. It was rather fun to see that interaction, as well as remembering that Interrogation was a thing. By Turn 4, the Slovaks had amassed enough Prisoner CVP that they simply needed to hold a building or two and be guaranteed a victory. The Polish forces were diminished to the point that achieving such success would be next to impossible. Jobbo_Fett
Riding the CoattailsA methodical approach to the village ended with numerous failed shots by the Poles, culminating in a large number of Close Combat actions, which I suddenly realised I frontloaded the Polish defense with some Green troops, who immediately got ambushed and captured in various ways and combats. It was rather fun to see that interaction, as well as remembering that Interrogation was a thing. By Turn 4, the Slovaks had amassed enough Prisoner CVP that they simply needed to hold a building or two and be guaranteed a victory. The Polish forces were diminished to the point that achieving such success would be next to impossible. Jobbo_Fett
Riding the CoattailsA methodical approach to the village ended with numerous failed shots by the Poles, culminating in a large number of Close Combat actions, which I suddenly realised I frontloaded the Polish defense with some Green troops, who immediately got ambushed and captured in various ways and combats. It was rather fun to see that interaction, as well as remembering that Interrogation was a thing. By Turn 4, the Slovaks had amassed enough Prisoner CVP that they simply needed to hold a building or two and be guaranteed a victory. The Polish forces were diminished to the point that achieving such success would be next to impossible. Jobbo_Fett
Aussie SpiritInteresting scenario and fun to use the SF map, although I'm not sure how much variety you'd get from different playings of this scenario. The approach we chose seems pretty obvious for both sides: the Aussies advance as fast as they dare through the palm trees, whilst the Japanese fall back slowly with plenty of skulking until they reach the wooden buildings. I managed to get my mortars into position for some useful smoke shots, and it then came down to the inevitable close combats, when the predictable mayhem ensued. My Aussies were doing pretty well until a single Japanese 347 squad wiped out two 458s and a 9-1 leader in HtH CC, at which point I simply didn't have enough troops left south of the road to take the buildings I needed to win. Close, and could have gone the other way with different DRs, but I enjoyed the scenario anyway. Andy_Bagley
The T-Patchers GOUREAU
Where the Winter LingersAttacker gave up on turn 5. andersb80
Better Than Nothing mtrodgers99
Raff's OrdersASLOK mtrodgers99
Armageddon BeginsThe Germans launched a main frontal assault along the southern road while a flanking group consisting of 4 squads a leader and a tank tried to turn the Polish defense by moving north along the border a the large wheatfield. Lots of German tanks were destroyed very quickly by both guns and ATR. But the German infantry was still pushing forward. The Poles defended quite well, specifically in close combat. Still, the Germans were able to gain control of 8 buildings and resist two Polish counterattacks for victory. A very fun scenario. lt_steiner
Hill 107ASLOK jrwusmc
Villy Muss Fallen! WestOur long awaited rematch!

At the end of turn 2, things were looking bad for the Germans.
No smoke yet, and we had a lot of open ground to cross.
Two squads coming on the south edge were both broken
in precarious positions.

Everything changed on turn 3. The smoke came down exactly
where I wanted it and I was able to rush ahead. Still the game
hung in the balance. I got luck and got another smoke FFE, and
the sheer weight of numbers of the Germans was enough to
carry the day.

Jody curiously gave his MTR to full squads, and the 9-2 was with
an LMG, not the HMG.

I would certainly play this again.

Indy Lagu
Taking HeadsThe Americans set up a min board set up. The Japanese entered heavily on the on East side. The Japanese were able to Banzai on turn two.
The Americans conceded at the point they only have 1 hip'd squad left.
slunts

Latest News

March Madness Korean War pack available for download
The March Madness Korean War pack is available for download at a cost of $20 from the shop.

8 scenarios, ranging from small to large all featuring the KW. Look out for an episode of IR focusing on this pack, shortly!
ROAR record importer
After too many requests from players, I've now added a way for you to import your playings from ROAR into the archive. The instructions can be found at the bottom of your My Page, but essentially requires you to copy and paste your playing records from your account page in ROAR into a spreadsheet, then from there into the input box.

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

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

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

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

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

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

Latest Content Additions

Updated daily. Refresh
ScenarioActionWhen
Carrier Hillnekengren Added a playing1h 36m 43s ago
Ambitious Assaultcub99 Added a playing1h 38m 43s ago
Carrier Hillnekengren Rated the scenario1h 47m 10s ago
Euphrates Iron Bridgegrumblejones Added a playing1h 47m 37s ago
Euphrates Iron BridgeDanno Added a playing1h 48m 56s ago
Death at the Cement PlantMinedog Added a playing5h 26m 45s ago
Kwajalein Crushasloser Added a playing5h 59m 25s ago
The Borders are BurningHutch Modified the unit counts6h 26m 6s ago
The Borders are BurningHutch Modified the Attacker's AFVs6h 26m 6s ago
The Borders are BurningHutch Modified the Attacker's AFVs6h 26m 41s ago
The Borders are BurningHutch Modified the unit counts6h 26m 42s ago
The Borders are BurningHutch Modified the Attacker's AFVs6h 27m 13s ago
The Borders are BurningHutch Modified the unit counts6h 27m 43s ago
The Borders are BurningHutch Modified the Attacker's AFVs6h 27m 43s ago
The Borders are BurningHutch Modified the Attacker's AFVs6h 28m 45s ago
The Borders are BurningHutch Modified the unit counts6h 29m 20s ago
The Borders are BurningHutch Modified the Attacker's AFVs6h 29m 20s ago
The Borders are BurningHutch Modified the Attacker's AFVs6h 29m 47s ago
The Borders are BurningHutch Modified the unit counts6h 30m 25s ago
The Borders are BurningHutch Modified the Attacker's AFVs6h 30m 25s ago
The RoadblockHutch Modified the unit counts6h 37m 22s ago
The RoadblockHutch Modified the Defender's AFVs6h 37m 22s ago
La Neige et le SangHutch Modified the gps location8h 57m 30s ago
La Neige et le SangHutch Modified the Attacker's AFVs8h 59m 22s ago
La Neige et le SangHutch Modified the unit counts8h 59m 55s ago
La Neige et le SangHutch Modified the Attacker's AFVs8h 59m 55s ago
Serving in HellHutch Posted a comment11h 49m 43s ago
Chateau of DeathHutch Modified the gps location11h 52m 43s ago
Chateau of Deathlt_steiner Added a playing13h 50m 18s ago
Wooden HellHutch Modified the gps location13h 59m 3s ago
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Just an IllusionBongiovanni Linked the scenario to ROARYesterday
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Fused At Zerohoxson1 Uploaded an ImageYesterday
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Assault on Wn60Hutch Modified the overviewYesterday
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Assault on Wn60Hutch Uploaded an ImageYesterday
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Assault on Wn60Hutch Modified the overviewYesterday
Death of the Porcupinehoxson1 Modified the locationYesterday
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Assault on Wn60Hutch Modified the Defender's GunsYesterday
Assault on Wn60Hutch Modified the Defender's GunsYesterday
Assault on Wn60Hutch Modified the unit countsYesterday
One Story TownEJ1 Added a playingYesterday
Assault on Wn60Hutch Modified the unit countsYesterday
Assault on Wn60Hutch Modified the Attacker's AFVsYesterday
Assault on Wn60Hutch Modified the Defender's GunsYesterday
Death of the Porcupinehoxson1 Linked the scenario to ROARYesterday
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Ozarks' Tanksgivinghoxson1 Linked the scenario to ROARYesterday
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Alles Hat Ein EndeAugie Modified the unit countsYesterday
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Alles Hat Ein EndeAugie Modified the Defender's AFVsYesterday
Alles Hat Ein EndeAugie Modified the Attacker's AFVsYesterday
Alles Hat Ein EndeAugie Modified the Defender's AFVsYesterday
Alles Hat Ein EndeAugie Modified the unit countsYesterday
Alles Hat Ein EndeAugie Modified the Attacker's AFVsYesterday
Alles Hat Ein EndeAugie Modified the Defender's AFVsYesterday
The Erft EffortAugie Modified the Attacker's AFVsYesterday
The Erft EffortAugie Modified the unit countsYesterday
The Erft EffortAugie Modified the Attacker's AFVsYesterday
The Erft EffortAugie Modified the Defender's AFVsYesterday
The Erft EffortAugie Modified the unit countsYesterday
The Erft EffortAugie Modified the Attacker's AFVsYesterday
The Erft EffortAugie Modified the Defender's AFVsYesterday
The Last KnightAugie Modified the unit countsYesterday
The Last KnightAugie Modified the Attacker's AFVsYesterday
Muscled Out of TownAugie Modified the Attacker's AFVsYesterday
Muscled Out of TownAugie Modified the unit countsYesterday
Muscled Out of TownAugie Modified the Attacker's AFVsYesterday
Muscled Out of TownAugie Modified the Attacker's AFVsYesterday

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Newest players - welcome!

UsernamePlayerRegistered
QarloMichael Cooney2024-10-17 16:07:02
LlairdJohn Doe2024-10-16 17:00:12
dustyrd75Daniel Rhodes2024-10-15 19:52:22

On this day...

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22 Kurhaus ClashAachen, Germany1944
RBMC2 La FundicionNorth of the Factory, Stalingrad, USSR1942
O47.1 Strike for TikhvinUdarnik, Russia1941
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