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ScenarioCommentUser
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
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
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
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
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
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
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
11th Company CounterattackFinns had last Russian squad & leader surrounded in Turn 6, a desperate FPF broke the remaining defenders. Kydder
Too Little, Too SoonThe VC encourage the Germans to run away if they are ahead in the CVP count. Better VC would be: 20 building hexes required, but add one for each French CVP suffered. mtrodgers99
11th Company Counterattack 7-0 duval
No Brothers, No Friends GOUREAU
Frank's Tanks Rich Weiley
Clay Pigeons of St. LôDue to a poor defensive setup, Americans were able to progress fast towards the village and left no chance to the remaining Germans to rally. Hard for the Germans if they to manage to delay the american east group. Prairial
Tale of the Comet atomic
Kempf at Melikhovo Bongiovanni
Oh Joy! von Garvin
A Stiff FightMost dicey scenario. It went in the last CC, Great for fun, very bad for a tournament. Don´t waste your wire on road hexes. As Gurkha you have to know how to walk away w/o taking any shots, as a failed MC or two means that your very small force is almost broken. Don´t risk even a HS. Its a toss up in ambush rolls, and that added to that just one or two bad/good rolls can give the game. Reread ambush and CC rules (there are tanks) Look for a Q&A in "A12.33, B26.42, B26.43, B26.44, B27.55, B27.56, G9.4, G9.422, G9.46 & G9.53", WP, banzai, bog rules... I think that the Japanese has the tools to do this, and the tanks can be good enough to deny rout paths and concealment gain, just enter the Jungle. No Gurkha player can risk a long running melee with a tank, (at best you will have a 6 to immobilize) and can create a bottleneck in the jungle. Of course, a point blank twice acquired shot of a non BU tank on the road can give you sometimes a CH, and for sure will make a Gurkha sweat, but a more aggressive stance can yield big profits. Juan Santax
TotensonntagThe Polish side had a disastrous start with none of their initial shots seeing any success. I opted for a spread out attack, and perhaps that was the issue, where I should've focused on one entire flank. As it stood, the first turn only saw the Poles taking losses from assault moves and poor MC rolling.

The Germans took the lead early and never let go, as any attempts to dislodge them from their starting woods met with failure, and the rallies were never able to bring enough men back into the fight. Some tenacious attacking from the Polish side did, eventually, claim 3 squads, but it was still 3 short of the victory condition.

An interesting scenario, though the setup makes it tough to appreciate the breadth of the map available.
Jobbo_Fett
TotensonntagThe Polish side had a disastrous start with none of their initial shots seeing any success. I opted for a spread out attack, and perhaps that was the issue, where I should've focused on one entire flank. As it stood, the first turn only saw the Poles taking losses from assault moves and poor MC rolling.

The Germans took the lead early and never let go, as any attempts to dislodge them from their starting woods met with failure, and the rallies were never able to bring enough men back into the fight. Some tenacious attacking from the Polish side did, eventually, claim 3 squads, but it was still 3 short of the victory condition.

An interesting scenario, though the setup makes it tough to appreciate the breadth of the map available.
Jobbo_Fett
Purple Heart Lane NicolasLL
Tir Au Pigeon (Shooting at Pigeons)This is a puzzle for the Germans to get all the guns and tanks in the right position to engage the KV. Mud and bog-check make some problems for the Germans, and the don't have a lot of stuff to kill the KV - but in this game the very 1'st shot from a 50L AT was crit, and the KV was burning. Surprise in turn 5.

A nice game and good for learning about MUD and moving guns if you are German player, a bit boring for the Russian player.
Miller
Blooded! toffee
Extracurricular ActivityResigned as the Hungarian player after turn 3 after half my force was broken trying to cross row I. There didn’t seem an effective way back and from turn 2 time pressure had begun to build.
The Hungarian tanks are poor and the squads were brittle. I am probably just not a good enough player to apply the order of battle effectively.
One of my first attempts at an Urban Scenario setting and Martin schooled me in the use of his squads.
alexashton@vinecc.org
Shklov's Labors Lost igycrctl
Raff's DilemmaAmericans lost two AFV and the half-track early on but still managed to break the German defenses by end of Turn 5. Kydder
Retaking Vierville cub99
One Smart BastardPlenty of firepower against a lot of fortified Japanese. My defenders held out although it should be noted that the US lost the FT tank on its first shot and the 10-2 went down in glory in CC. 7-6-8's are scary on the attack, so the Japanese have to use tunnels provided through SSRs as one of their most important movement options.

Plenty of ways to be sneaky as the defender, but potentially a lot of HIP to track if you're playing ftf.
Dave

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
Hill 253.5Hutch Modified the misc. rules8h 18m 26s ago
Hill 253.5Hutch Modified the unit counts8h 20m 59s ago
Hill 253.5Hutch Modified the misc. rules8h 21m 19s ago
Hill 253.5Hutch Modified the unit counts8h 21m 59s ago
Hill 253.5Hutch Modified the misc. rules8h 22m 48s ago
No Name Russia/FinlandHutch Modified the misc. rules8h 27m 39s ago
No Name Russia/FinlandHutch Modified the unit counts8h 30m 28s ago
No Name Russia/FinlandHutch Modified the Attacker's Guns8h 30m 28s ago
No Name Russia/FinlandHutch Modified the unit counts9h 6m 13s ago
No Name Russia/FinlandHutch Modified the Attacker's Guns9h 6m 13s ago
No Name Russia/FinlandHutch Modified the Defender's Guns9h 6m 13s ago
The Outskirts of Lembergaokigaryou Linked the scenario to ROAR9h 38m 31s ago
The Outskirts of Lembergaokigaryou Modified the unit counts9h 50m 14s ago
White DeathHutch Modified the gps location11h 34m 14s ago
White DeathHutch Modified the misc. rules11h 36m 22s ago
White DeathHutch Modified the Unit Elements11h 37m 53s ago
White DeathHutch Modified the unit counts11h 38m 25s ago
White DeathHutch Modified the Attacker's AFVs11h 38m 25s ago
Tin SoldiersHutch Modified the overlays11h 56m 45s ago
Tin SoldiersHutch Modified the overview12h 1m 23s ago
Tin SoldiersHutch Modified the misc. rules12h 2m 20s ago
Tin SoldiersHutch Modified the location12h 4m ago
Tin SoldiersHutch Modified the gps location12h 4m 48s ago
Tin SoldiersHutch Modified the Attacker's AFVs12h 6m 3s ago
Tin SoldiersHutch Modified the Attacker's Guns12h 6m 3s ago
Tin SoldiersHutch Modified the unit counts12h 7m 3s ago
Tin SoldiersHutch Modified the Attacker's Guns12h 7m 3s ago
Tin SoldiersHutch Modified the Defender's Guns12h 7m 3s ago
Tin SoldiersHutch Modified the Attacker's AFVs12h 8m 55s ago
Tin SoldiersHutch Modified the unit counts12h 9m 28s ago
Tin SoldiersHutch Modified the Attacker's AFVs12h 9m 28s ago
Tin SoldiersHutch Modified the Attacker's AFVs12h 10m 25s ago
Tin SoldiersHutch Modified the unit counts12h 12m 43s ago
Tin SoldiersHutch Modified the Attacker's AFVs12h 12m 43s ago
Tempete Sur Mariupol (Storm Over Mariupol)Hutch Modified the misc. rules12h 20m 27s ago
Tempete Sur Mariupol (Storm Over Mariupol)Hutch Modified the Unit Elements12h 22m 22s ago
Tempete Sur Mariupol (Storm Over Mariupol)Hutch Modified the gps location12h 22m 45s ago
Tempete Sur Mariupol (Storm Over Mariupol)Hutch Modified the unit counts12h 23m 54s ago
Tempete Sur Mariupol (Storm Over Mariupol)Hutch Modified the Defender's AFVs12h 23m 54s ago
Tempete Sur Mariupol (Storm Over Mariupol)Hutch Modified the overview12h 25m 13s ago
The Fool and the HeroHutch Modified the misc. rules12h 27m 57s ago
The Fool and the HeroHutch Modified the gps location12h 29m 58s ago
Road WarriorsHutch Modified the misc. rules12h 36m 25s ago
Road WarriorsHutch Modified the overlays12h 37m 7s ago
Road WarriorsHutch Modified the gps location12h 37m 55s ago
Road WarriorsHutch Modified the unit counts12h 38m 40s ago
Road WarriorsHutch Modified the Defender's Guns12h 38m 40s ago
Road WarriorsHutch Modified the overview12h 40m 37s ago
Road WarriorsHutch Modified the overview12h 42m 59s ago
Road WarriorsHutch Modified the overlays12h 44m 19s ago
Road WarriorsHutch Modified the unit counts12h 44m 31s ago
Road WarriorsHutch Modified the Attacker's Guns12h 44m 31s ago
Road WarriorsHutch Modified the misc. rules12h 45m 45s ago
Road WarriorsHutch Updated the Victory Conditions12h 47m 59s ago
Road WarriorsHutch Modified the Unit Elements12h 49m 3s ago
Makela's EndHutch Modified the gps location12h 54m 2s ago
Tanks But No TanksHutch Modified the gps location12h 57m 26s ago
Jura JuggernautHutch Modified the gps location13h 1m 8s ago
Jura JuggernautHutch Modified the unit counts13h 5m 29s ago
Jura JuggernautHutch Modified the Defender's AFVs13h 5m 29s ago
Gabriel's HornHutch Modified the misc. rules13h 25m 13s ago
Chateau of DeathPrairial Rated the scenario15h 27m 6s ago
Morning Glorybuser333 Added a playing21h 25m 6s ago
Pajari's PrideJobbo_Fett Added a playing21h 28m 54s ago
Pajari's PrideJobbo_Fett Added a playing21h 29m 50s ago
Pajari's PrideJobbo_Fett Added a playing21h 31m 3s ago
Winter WonderlandJobbo_Fett Added a playing21h 31m 38s ago
Death Boxbuser333 Added a playing22h 8m 33s ago
Airborne Samuraivon Garvin Added a playing22h 32m 27s ago
The Bunkered Villagebuser333 Added a playing22h 36m 57s ago
Avanti Savoia!Hutch Modified the unit counts22h 37m 58s ago
Avanti Savoia!Hutch Modified the Attacker's Guns22h 37m 58s ago
A Room With a ViewHutch Modified the misc. rules22h 47m 57s ago
A Room With a ViewHutch Modified the Unit Elements22h 49m 58s ago
A Room With a ViewHutch Modified the gps location22h 50m 14s ago
A Civil War, Not a Gentleman's WarHutch Modified the unit counts22h 55m 52s ago
A Civil War, Not a Gentleman's WarHutch Modified the Attacker's AFVs22h 55m 52s ago
A Civil War, Not a Gentleman's WarHutch Modified the gps location22h 58m 25s ago
A Civil War, Not a Gentleman's WarHutch Modified the misc. rules22h 59m 44s ago
A Civil War, Not a Gentleman's WarHutch Modified the misc. rules23h 1m 4s ago
A Civil War, Not a Gentleman's WarHutch Modified the misc. rules23h 1m 57s ago
21 Nations at La CañadaHutch Modified the misc. rules23h 6m 21s ago
21 Nations at La CañadaHutch Modified the Unit Elements23h 7m 53s ago
Hunters from the Skybuser333 Added a playing23h 14m 51s ago
Winter War (Talvisota)Hutch Modified the unit counts23h 19m 35s ago
Winter War (Talvisota)Hutch Modified the Attacker's AFVs23h 19m 35s ago
Unternehmen WintergewitterHutch Modified the Defender's AFVs23h 21m 5s ago
Unternehmen WintergewitterHutch Modified the unit counts23h 21m 6s ago
Surprise At HonkaniemiHutch Modified the unit counts23h 22m 25s ago
Surprise At HonkaniemiHutch Modified the Defender's AFVs23h 22m 25s ago
Stumbling ColossusHutch Modified the unit counts23h 24m 21s ago
Stumbling ColossusHutch Modified the Attacker's AFVs23h 24m 21s ago
Operation MünchenHutch Modified the unit counts23h 25m 40s ago
Operation MünchenHutch Modified the Defender's AFVs23h 25m 40s ago
Mannerheim's CrossHutch Modified the unit counts23h 26m 58s ago
Mannerheim's CrossHutch Modified the Defender's AFVs23h 26m 58s ago
Land LeviathansHutch Modified the unit counts23h 28m 18s ago
Land LeviathansHutch Modified the Attacker's AFVs23h 28m 18s ago
Land LeviathansHutch Modified the unit counts23h 29m 12s ago
Land LeviathansHutch Modified the Attacker's AFVs23h 29m 12s ago

Popular Publications

PublicationScenariosRating
March Madness 2009 Partisan Pack 88.00
March Madness 2022 Grumble Jones Pack 88.00
March Madness 2023 10th Mountain Division Pack 97.95
March Madness 2017 Hollis Partisans Pack 107.83
March Madness 2018 Players Pack 107.70
March Madness 2013 Commissar Pack 87.68
ASL Starter Kit Expansion Pack #2 87.48
Grumble Jones 1557.46
Time on Target # 3 147.34
ASL Starter Kit Expansion Pack #1 2nd Edition 127.26
ASL Starter Kit #4 87.23
Schwerpunkt # 9 127.22
ASL Starter Kit Bonus Pack #2 87.20
The Green Hell of Inor 197.17
ASL 9 - Gung Ho! 87.14
Friendly Fire Pack 12 87.14
Schwerpunkt #14 127.12
From The Cellar Pack #4 207.12
Quick 6 Scenario Pack IV 67.10
March Madness 2020 Full Rulebook ASL Pack 87.09
Fistful of Scenarios 67.08
Friendly Fire Pack 1 87.07
Battle of the Hedgerows - The Storm Broke 67.07
HASL 1 - Red Barricades 107.05
Friendly Fire Pack 2 87.05
Dezign Pak 9 107.05
From The Cellar Pack #8 167.05
Beyond the Beachhead 87.02
ASL Action Pack #14 Oktoberfest XXXIV 127.02
Ost Front Pack 67.00
Leibstandarte Pack 5 - Scorched Earth 87.00
From The Cellar Pack#11 107.00
Best of Friends 126.99
Critical Hit # 2 156.98
ASL Action Pack #10 86.97
Battles of Carpiquet 136.96
Friendly Fire Pack 9 86.96
Race For The Meuse 66.96
ASL Journal #12 146.95
ASL Action Pack #17 Oktoberfest XXXV 166.95
ASL 1 - Beyond Valor (3rd Edition) 246.94
HazMo Scenario Pack 2: The Un-Civil Wars 106.94
ASL Journal #10 196.93
From The Cellar Pack #3 106.91
ASL Journal #11 286.91
Friendly Fire Pack 11 86.91
Schwerpunkt # 4 126.90
Kreta - Operation Merkur 186.90
Friendly Fire Pack 4 106.90
Friendly Fire Pack 6 86.90
Generic Playtesting Log 376.90
AH:ASL Annual `93a 116.89
Hero PAX 4: Mediterranean Theater of Operations 126.89
Deluxe Advanced Squad Leader 386.89
HASL 9 - Hatten in Flames 106.88
Death to Fascism 86.88
Friendly Fire Pack 3 86.87
Into The Rubble 86.87
Operations Special Issue #3 76.87
ASL 12 - Armies of Oblivion (2nd Edition) 326.87
Grossdeutschland Pack 1 - The Early Years 86.86
ASL 16 - Twilight of the Reich 176.86
Not One Step Back 86.85
China-Burma-India: The Lost Theater Part 1 156.83
Schwerpunkt #22 126.83
Best of Friends 2 126.83
ASL 13 - Rising Sun (2021) 386.83
Classic ASL 166.82
Turning the Tide 206.82
ASL Action Pack #16 From The Land Down Under 156.82
ASL Journal #14 256.82
Recon by Fire! #2 106.81
Schwerpunkt # 8 126.81
ASL Action Pack # 6 A Decade of War 106.81
AH:ASL Annual `93b 126.80
Dezign Pak 6 126.80
Paddington Bears '96 Pack 106.79
ASL Journal # 5 136.78
Aussie '98 Pack 106.78
Aussie Tournament Pack 76.78
Dezign Pak 10 156.78
ECZ Tournament Director's Pack 166.77
ASL Action Pack #13 Oktoberfest XXXII 116.76
Quick 6 Scenario Pack VI 66.76
Melee Pack III 76.75
BFP 3: Blood and Jungle 476.75
ASL 3a - Yanks (2nd Edition) 416.75
AH:ASL Annual `90 166.74
Fanatic Pack 2 126.74
ASL Action Pack # 3 Few Returned 126.74
ASL Action Pack # 4 Normandy 1944 126.74
ASL Journal # 8 166.74
Schwerpunkt #23 126.74
HazMo Scenario Pack 3: City of Steel 106.74
HASL 4 - Pegasus Bridge 86.73
Friendly Fire Pack 7 86.73
ASL 13 - Rising Sun 336.73
ASL Journal #13 336.73
ASL Starter Kit #3 86.72
Schwerpunkt # 5: Medal of Honor 126.71
Dezign Pak 5 186.71
DASL 1 - Streets of Fire 106.70
ASL Journal # 4 136.70
ASL 10 - Croix de Guerre 86.69
AH:ASL Annual `95 Winter 246.69
HSASL 2 - Operation Veritable 176.68
ASL Journal # 3 336.68
Schwerpunkt # 7 126.67
Tactiques # 4 86.67
BFP 4: Crucible of Steel 326.67
Hazmo Scenario Pack 4: Making the Grade 106.67
ASL Journal # 1 176.66
Schwerpunkt #13 126.66
Operations Special Issue #1 66.66
Rally Point #14 106.66
Quick 6 Scenario Pack III 66.66
Quick 6 Scenario Pack V 66.66
ASL 12 - Armies of Oblivion 116.65
Provence Pack (MMP Download) 106.65
HASL 7 - Valor of the Guards 216.65
HazMo Scenario Pack 1: A World at War 106.65
ASL Starter Kit #1 66.64
Schwerpunkt #10 126.64
From The Cellar Pack #2 106.64
BFP 2: Operation Cobra 126.64
Rally Point #11 106.64
Quick 6 Scenario Pack 66.64
BFP 5: Poland in Flames 456.63
March Madness 2019 Close Combat Pack 86.63
AH:ASL Annual `96 146.62
ASL Open `96 Scenario Pack 106.62
Franc-Tireur#10 116.62
From The Cellar Pack #9 176.62
ASL Action Pack #15 Swedish Volunteers 166.62
Rally Point # 3 106.61
Friendly Fire Pack 10 86.61
ASL Starter Kit #2 86.60
Schwerpunkt # 6: Victoria Cross 126.60
Schwerpunkt #11 126.60
Rally Point # 1 106.60
Franc-Tireur#11 226.60
Rally Point #15 106.60
Rally Point #17 106.60
Blood & Iron 106.59
Schwerpunkt #12 126.59
ASL 3 - Yanks 86.58
Leibstandarte Pack 1 - Blitzkrieg! 86.58
Rally Point # 2 106.58
Schwerpunkt #20 126.58
AH:ASL Annual `92 156.57
Coastal Fortress 556.57
ASL Action Pack # 1 86.56
ASL Action Pack # 2 86.56
ASL Action Pack # 5 East Front 126.56
HASL 2 - Kampfgruppe Peiper I 66.55
HASL 12 - Drop Zone: Sainte-Mère-Église 146.55
HASL 8 - Festung Budapest 206.54
ASL 10a - Croix de Guerre 426.54
HSASL 1 - Operation Watchtower 176.53
Dezign Pak 1 106.53
Elite Canadians 96.53
ASL Journal # 2 246.52
Gembloux: The Feint 96.52
Melee Pack II 66.52
Kampfgruppe Scherer: The Shield of Cholm 176.52
ASL 5a - For King and Country 206.51
From The Cellar Pack #5 146.51
Hero PAX 3: Jungle Heroes 106.50
Dos Equis Scenarios Especial 106.50
AH:ASL Annual `97 166.49
Recon by Fire! #3 206.49
Tactiques # 7 86.49
ASL Journal # 9 256.49
Winter Offensive Bonus Pack 2018 66.49
HASL 10a - Red Factories 186.49
Critical Hit # 6.4 246.48
Leibstandarte Pack 2 - Barbarossa 86.48
ASL Starter Kit Expansion Pack #1 1st Edition 86.48
Nor'easter XX 136.48
ASL 5 - West of Alamein 86.47
Internet 1616.47
Onslaught to Orsha 256.47
Beyond the Beachhead 2 166.47
Swedish Volunteers 146.47
ASL Journal # 7 126.46
Critical Hit # 3.1 126.46
Friendly Fire Pack 5 106.46
ASL Action Pack # 8 Roads Through Rome 106.46
Waffen-SS II: The Fuhrer's Fireman 86.45
Blitzkrieg in the West - Central Campaign 66.45
AH:ASL Annual `91 166.44
Friendly Fire Pack 8 86.44
HASL 11 - Sword & Fire: Manila 306.44
Tactiques # 8 106.43
Rally Point # 7 106.43
ASL Action Pack # 9 To the Bridge! 106.43
ASL 7 - Hollow Legions (2nd Edition) 86.41
ASL Journal # 6 156.40
G.I.'s Dozen 136.40
Schwerpunkt #16 126.40
Rally Point #13 106.40
Into The Rubble 2 126.40
High Ground 2 166.39
Schwerpunkt #17 126.39
Out of the Attic #2 166.38
ASL 7a - Hollow Legions (3rd Edition) 546.38
Critical Hit # 4 106.36
Tactiques # 1 106.36
Witches Cauldron: Oosterbeek Perimeter 166.36
AH:ASL Annual `89 156.35
Franc-Tireur#12 126.34
Rivers to the Reich 156.34
Nor'easter Scenario Pack II 156.33
Covered 136.33
Franc-Tireur #7 116.32
Recon by Fire! #4 146.32
Onslaught To Orsha 2 326.32
BFP: Operation Neptune 106.32
ASL Action Pack #18 Oktoberfest XXXVII 146.32
Tactiques # 6 86.31
Franc-Tireur#13 176.31
Quick 6 Scenario Pack II 66.31
ASL 2 - Paratrooper (2nd Edition) 86.30
High Ground! 86.30
Tropic Thunder! 126.30
Franc-Tireur #8 106.30
Winpak #1 106.30
From The Cellar Pack #6 106.30
ASL Action Pack # 7 106.29
ASL Action Pack #12 Oktoberfest XXX 106.29
Critical Hit # 3 186.28
Dezign Pak 2 126.28
ASL Action Pack #11 29 Let's Go! 106.28
Schwerpunkt #21 126.27
Corregidor: The Rock 216.27
ASL 11 - Doomed Battalions (3rd Edition) 246.26
Out of the Attic 166.25
Fanatic Pack 1 126.25
Berlin: Red Vengeance 116.25
Dezign Pak 7 126.25
Rally Point #16 106.25
Rally Point #18 106.25
ASL 15 - Forgotten War 166.24
HASL 10b - Red October 116.24
March Madness `97 Pack 126.23
Tactiques # 9 106.23
Hero PAX 1: Hurtgen Hell to Bulge Nightmare 86.22
Blitzkrieg Pack 186.22
Armoured Aussie Pack 76.22
Tactiques # 2 106.21
ASL 14 - Hakkaa Päälle! 176.21
ASL 11 - Doomed Battalions (2nd Edition) 86.20
Dezign Pak 4 156.20
Schwerpunkt #15 126.20
Out of the Bunker 146.20
Franc-Tireur#15 226.20
ASL 4 - Partisan! 86.19
Internet: MMP 66.19
Rally Point # 8 106.18
The Canadians In Italy 1: The Red Patch Devils in Sunny Sicily 86.17
Schwerpunkt #19 126.17
Rally Point # 6 106.15
Rally Point # 9 106.13
SASL 1 - Solitaire ASL (2nd Edition) 216.11
The Canadians In Italy 2: The Spaghetti League 126.09
Schwerpunkt # 3 126.08
Buckeyes! 106.07
From The Cellar Pack #7 106.07
Schwerpunkt # 2 126.06
ASL 8 - Code of Bushido 86.05
ASL 6 - The Last Hurrah (2nd Edition) 86.04
Leibstandarte Pack 4 - Turning of the Tide! 86.04
Schwerpunkt #18 126.04
HASL 3 - Kampfgruppe Peiper II 86.03
Franc-Tireur#14 326.02
Backblast # 2 86.00
Recon by Fire! #1 86.00
Waffen-SS I: No Quarter No Glory! 66.00
Objective: Schmidt 176.00
ASL 1 - Beyond Valor (1st Edition) 106.00
Dezign Pak 8 105.98
Schwerpunkt # 1 125.93
The Canadians In Italy 3: D-Day Dodgers 105.91
Dezign Pak 3 155.90
Blitzkrieg in the West - Northern Campaign 65.90
HASL 6 - A Bridge Too Far 125.88
Paddington Bears '97 Pack 85.87
Time on Target # 2 215.87
Deluxe Pack #1 125.87
HASL 5 - Blood Reef: Tarawa 105.86
Time on Target # 1 135.86
From the Cellar Pack#12 115.84
Hero PAX 2: Eastern Front Hero Fest 85.83
Southern Cross Scenario Pack `96 65.80
Wacht Am Rhein 165.73
ASLOK 2005 - 20th Anniversary Scenario Pack 105.71
Winpak #2 65.68
ASL For Fun-LCP 325.68
Melee Pack I 65.63
DASL 2 - Hedgerow Hell 85.60
All American I: Kellam's Bridge 105.52
Leibstandarte Pack 3 - Clash at Kharkov! 85.48
Panzer Aces 65.43
Shingle's List 85.42
Hell's Highway 65.35
Firefights! 65.27
Guerra Civil: The Spanish Civil War 125.20
The Long March 175.16
Soldiers of the Negus 84.93

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Newest players - welcome!

UsernamePlayerRegistered
dustyrd75Daniel Rhodes2024-10-15 19:52:22
david79David Karlberg2024-10-14 18:15:32
Herkytalon29Darin Giacalone2024-10-14 15:24:21

On this day...

ScenarioLocationDate
T08 Aachen's PallAachen, Germany1944
HoW 6 From Bad to WuerselenWuerselen, Germany1944
TW-B RattenkriegDzerhezinsky Tractor Works, Stalingrad, Russia1942
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