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ScenarioCommentUser
88s at Zon NicolasLL
A Bloody Waste antro
To the SeineFirst to play and post. Danno
To the SeineTough scenario for the Germans defending the Bridge. My Canadians went up the middle and the 9-1 and group flanked on the left to head to the River Bank. The Germans had very poor dice rolls, but the German 8-0 held out in the P2 building until Turn 5. The 9-1 LMG's decimated the oncoming German 9-1 and two squads. All would be KIA'd when the 9-1 died. The Remaining German 4-6-7 would break after a PIAT knocked out the MKIV. Both sides need some luck in this one. grumblejones
Death BoxThe game was over rather quickly for my Axis forces. I didn't press too hard. I only had a couple of conscript disruptions, but no ELR breaks. However, most of my units did break when shot at leaving me with little left to screen my broken squads. The final straw was when I missed with 16+1 AFPh shot vs an anchoring strongpoint, failed to rally all four of my broken squads in the subsequent RPh (with the obligatory 12 on one of them), and then had the units making the 16 FP shot break on a 12+1 return shot. At that point, there was nothing to prevent the Russians from running up and keep my guys in perpetual DM at best and FtR at worst. I don't think I did anything wrong, but it just seemed to end suddenly and decisively. The good thing was that after playing scenarios 193 and 194 back-to-back there weren't any overlays in this one! Jude
Light 'em UpHMG went on a tear and nearly won the game for me but last turn the Ami's were able to surround and lock down the buildings. Good intro to the Manila pack for sure - feels slightly pro-American. nebel
Costly Baptism Cpl Wright
Swatting at Tigers Rich Weiley
60 Seconds Of SacrificeOne of the most rollercoaster finishes I have ever experienced. VP centre around 1 hex, and the 6 surrounding hexes. End game is occupuing those 7 hexes. Commies moved first and occupied the objective first, and controll 5 of 7 at the end of their last turn.

Nationalists sweep the hill with MMG fire breaking everything in 2 hexes except a leader, and rush forwards to grab 4 hexes. They get 2, but are either broken or pinned except 1 squad. CCP mortar fires on a stack, and the pinned 5-3-7 battle hardens, losing the pin. He can advance, my hopes soar, then a 4fp +1 shot gets a 1MC, and the Fanatic 5-3-7 breaks.. hopes crash. Finally, the 4-4-7 advances into the ldr hex, eliminates the leader on a 4-1 CC attack, but the leader rolls a 12.. so the 4-4-7 can infiltrate into the 4th hex, joining the Nationalist Fanatic Conmmissar on the top of Yellow Cliff mountain. Crazy ending.
Minedog
Priority TargetI was convinced that the scenario was quite easy for the Germans, but perhaps the placement counts more than anything else.
The AA placed in the central grain field, supported by the squads in the surrounding woods proved to be a tough nut for the Germans. When the game ends there are still unresolved melees in the hexes of two AA guns, so victory goes to the Allies.
Amerigus Crux
A Mass for Humanity Dispang12
It's a BattlefieldThis is a really good game to practise combined arms
Teh CW setup with tricky 17 pounder in town setup but always feared discovery - that happend with one but not the other
The firefly should get hull down behind a wall and wait to duke it out with panthers - remember the victory is Germans taking buildings so have lots of CW halflings re-taking things that have been taken and you can un do his timetable
For the Germans The MK4s lay down smoke to any overwatch posns then teh infantry drive forward with pamthers being careful to show frontal armour untill posns are cleared of ATGs in hiding - Cromwells are easy to swat - no so the firefly but you have to gang up
Basically JAson had both bad luck and a few simple mistakes at the start - lost momentum and struggled to get it back so was unable to take buildings
macrobosanta
It's a BattlefieldThis is a really good game to practise combined arms
Teh CW setup with tricky 17 pounder in town setup but always feared discovery - that happend with one but not the other
The firefly should get hull down behind a wall and wait to duke it out with panthers - remember the victory is Germans taking buildings so have lots of CW halflings re-taking things that have been taken and you can un do his timetable
For the Germans The MK4s lay down smoke to any overwatch posns then teh infantry drive forward with pamthers being careful to show frontal armour untill posns are cleared of ATGs in hiding - Cromwells are easy to swat - no so the firefly but you have to gang up
Basically JAson had both bad luck and a few simple mistakes at the start - lost momentum and struggled to get it back so was unable to take buildings
macrobosanta
Mutilation StationA tough Russian victory was achieved due to a lot of luck at the end coupled with great CC die rolls. The early turns were rather frustrating as the Russians failed just about every morale check they came up against, spending multiple turns trying to recover and push forward. The Poles, occupying the best defensive ground, had but to wait for the advancing invaders and pick the best moment to strike. Units from the AA group also made decisive attempts to get to the houses. Lady luck turned her back on the Poles at the halfway point, preventing the Polish AA troopers from reaching the buildings while only a handful of hexes away, and their fortified strongpoint was hit with a devastating snake eyes that broke the best leader and shattered the defenders with their HMG. The following turns were a slow, risky set of assault moves and advances which paid off when they kept successfully ambushing in CC and scoring kills to seal the deal.

A good scenario, and the designers give you a FT to deal with a +3 building, what a breath of fresh air!
Jobbo_Fett
Empire Strikes Back Danno
Empire Strikes BackVery tough game for the Japanese. My 57L AT Gun would knock out 6 of the Japanese Tanks with another being knocked out by a bazooka before the end Turn 4. My MG's and Mortar hurt the approaching Japanese as they tried to cover the ground in front of the hill. By the end of 3, the Japanese were nearly out of enough available EVP to win the game and with that gave the concession. grumblejones
Hammer to the Teeth NicolasLL
The Driven Draw Blood Bongiovanni
Prelim to Death Night Danno
Prelim to Death NightTough fight for both sides. Some good and bad luck affected both sides equally. The Germans managed to get into the first three hex building and then moved ahead from there and ended the game with 14 VP for the win. grumblejones
One More Hedgerow grumblejones
One More Hedgerow Danno
Radio X-MAS wwillow
Mopping Up Kobayashi toffee
Advance to Kakas wwillow
Welcome Back cub99
Devil's HillWhat a great and bloody affair. I lost my 9-2 US Leader to a CC vs a pinned German HS, but I did force his AA truck to recall by sniper attack. Really a ton of fun! von Garvin
Hot Tigers igycrctl
Crown of Thorns wwillow
No Man, No ProblemFirst of all - almost the same opening comments I wrote about ASL 193 Death Solves All Problems except this one has WAY WAY too many overlays! Thirteen of them! Probably a record for me. Some are even stacked on top of each other due to the way overlays are cut out. Since the exact same overlay configuration on board 19a is used in at least two scenarios, and given the price of the module, I think the board 19 overlays should have been one giant one. It is interesting how the board 18b overlays connect the two boards, but the board 18b ones don't really affect gameplay except for preventing a hard initial AFV push on the east side of the playing area. Poster putty and plexiglass are a must if playing face-to-face!

This is also the first scenario where I gave the scenario ranking a different score from the enjoyment ranking. The scenario design is fine (7), but I had a horrible time playing it (3). My dice were awful playing as the Germans over a two-day period. My friend's dice were great. Weapons breaking down, bad ambush rolls, losing in CC when not ambushed and not having any effect in return, high IFT rolls, enduring low Russian IFT rolls and rate tears from their MTR's; it was awful. I even rolled a 12 on an overrun as my first official attack of the second day. The only thing that kept me in the game was that I won the tank battle and using VBM Freeze.

After nothing went my way, I resorted to using the halftracks, Panthers, and tank destroyers in an absolutely, totally ahistorical way. I started moving them up, freezing the forward guys, moving up my men, and breaking the enemy in the AFPh. I lost most of the halftracks this way, but they did their ahistorical role. Heck, I even rammed the JdgPz IV/70 into a fortified building containing an ART Gun just to counter it! Only late did my friend start trying some Street Fighting (he preferred to keep concealment), but the damage was done. The two FT's I had never outright killed any units, but they stayed in play (by some miracle) until near the end breaking and forcing back the Russians. It took the whole game, but I got the required building locations. I came out with a win, but I don't think I enjoyed a bit of it.
Jude
Retaking the VKT LineMy ISU 152 could not miss nor did it go to low ammo until much later in the game. It knocked out several of Nick's tanks, and withstood all hits against it until a brave Finn half-squad got close enough to take it out with a Panzerfaust. von Garvin
Pipkorn's AttemptI tried a concentrated defenders around the square with both Stamina dug-in in the square, and with just a few skirmishers in front. Tuomo crushed this defend with an attack on his left and in the centre. He got a nice Death Star into the two story house in the middle. He had a run of bad luck with one of his panthers which malfed his gun, repaired it again only to fall in a cellar. «Cellar Tuomo» took his revenge by critical hits on both Stalins, one with Bounding fire from a Panther and one with a shrek. I conceded in round 3. oybj
A Parting Blow Bongiovanni
Koniev's FinestGame 3 of the Tulsa Grumbler. grumblejones
Buckley's Chance2024 Grumbler round 3 Danno
Derrick's Show2024 Grumbler round 4 Danno
Derrick's ShowRound 4 of the Tulsa Grumbler. grumblejones
Priority Target NicolasLL
Strike Up the BandThis clever little scenario is a fun night rules tutorial. (VASL is THE way to play E1.) Note: We forgot E1.75 a few times. I drew the GIs and set up the ammo dumps as far south as possible in (hopefully) easily defended hexes. I got a break early when my 8-1 and 546 w/MMG killed Jim's 9-1 and 548 in the 6FF3 woods. Jim quickly found and destroyed one dump and both dummies. Then my two M5A1s arrived and bolstered my defense for three turns. In turn 5, I got only one starshell (I'd been getting 3+), and Jim took advantage. A 447 killed one M5A1 with a PF and other MMC destroyed the 3rd ammo dump. Worst of all, a 548 killed a 346 and both my broken, wounded leaders in CC! That left me two M5A1s, one 546 w/MMG and a 346 to last three turns, not promising. In turn 6, Jim blew up the 4th ammo dump for the immediate win. Next time, I'd ring 69K4 with ammo dumps. Jim: Good scenario but the GIs need the balance. Expect early losses but push forward. Starshells and DM loss DRs [E1.75] are the keys to this one. dieneuner25
Thai Hot CWO_19
Courage of CowanRound 1 of the Tulsa Grumbler. grumblejones
It's a Battlefield2024 Grumbler round 1 Danno
Quickly Toward the Bridge!The scenario has a nice map and forces for both sides. One of the SSRs has a modified falling snow rule that would naturally have a higher likelihood of falling or heavy falling snow around mid-game. I immediately commented that falling snow favors the attacker, and hoped that the Germans would not get it. Well, my wish came true - falling snow never happened. This gave my Russian plenty of -1/-2 shots through the rather large gaps between buildings. Toss in that the German smoke discharges never went off, and Germans attacking on a narrow front, and the game was essentially over at about turn 3. Wild desperate charging for the victory bridge the last 2 turns were unfruitful. Russians won handily. Augie
Commandos at Kaiapit2024 Grumbler round 2 Danno
Commandos at KaiapitGame 2 of the Tulsa Grumbler. grumblejones
La Drole de GuerreThe dice left me at the wrong times, letting the french tanks easily waltz in and force eliminations through failure to rout. This scenario feels pooely balanced and badly paced. I can only imagine how it was played back in the day, sitting around doing nothing for 2 turns while you wait for the tanks to arrive and do all the unfun stuff lile sleaze freeze or skulk.

The Germans lack the manpower and the firepower to take on a town full of stone buildings, and I am absolutely tired of designers thinking that approaching stone/fortified locations with no cover, no smoke, no flamethrower, no DC, and no base of firepower is fun in any way.
Jobbo_Fett
Hard ROK Bongiovanni
Death at Carentan jesuspiebatlle
Born Again Cpl Wright
Key to the RescueA fun scenario on a great HASL map that, along with the variable OB really gives this scenario that HASL feel. The VC are difficult for the German and even with the balance and it being Al's second playing he failed. SGT Mac
Ripples on the Pond Gravy_Bread
About His Shadowy Sides Rich Weiley
Factory in FlixThis scenario is tough for the attacker but Laurent succeeded to take the 2 victory buildings before the last turn. There was only one Nationalist MMC remaining on the board... Well played Laurent ! lechiquier94
All Down the Line Bongiovanni
Vichy Strikes Back Lionelc62
Yet the Bite Remains Bongiovanni
Over Open Sights NicolasLL
Not Out of the Woods YetCame to the end, and wow, what a close one! von Garvin
Tabacchificio Fiocche manzoliandrea72
ShumilinoA tough fight for both sides. As the Germans you have to spread your assets - Entrenchments, Wire, Mines - around somewhat as the Russians have variable entry conditions meaning they can effectively attack the village from all directions. Similarly with the Guns so I kept those hidden until T3 when my reinforcing infantry and StuGs got onto the board. A tense fight thereafter, the Russians got a total of 18 buildings but the Germans had just enough strength - and some good dice in Prep Fire - to take back the 3 needed for a win in the final half turn. Simonstan
Last Train to LeningradFirst scenario played from the TOTR module and it pitted my NKVD units complete with a morale level of 8 and and ELR of 2 (!) against Marc's Germans.
I made my first mistake before the sides even set up by giving insufficient consideration to the best spots to place the railcars that are granted to the Russian player by SSR. What I should have done was put at least some of them to the North side of the map so that there was cover to approach the H2 wooded area behind the level crossing in 18aG2. Marc defended this area in strength by placing a roadblock in I2/H2 and sending most of the reinforcements to positions where they could hide out of sight and dare the Russians to advance into ADJACENT woods hexes to get blasted. Basically, the Russians were able to clear the rail cars and the rowhouses to the south but never manged to muster a force that could threaten the German stronghold behind the woods to the north
and I conceded with two turns remaining when my CE KV tank tried to reach the area but got stunned by a 2+2 attack.
The Russians have a powerful force here but they have a lot to do and my impression after playing the game was that I felt it was slightly pro-German (a view which seems to be borne out by results posted on ROAR (16-8 pro-German at the last count). I underestimated the need to commit a large enough force to clear the northern woods but, having said this, it wasn't as if I didn't need to have all hands to the pumps to clear the rail cars etc to the south. Lessons learned are that rail cars really constrict AFV movement and that rowhouses in the south are brutally difficult to clear when hand to hand combat is in effect. Stacking squads to create a fire base becomes very risky when an enemy unit can enter CC from behind the dividing wall.
Dougban
Retaking Vierville cub99
Bridge Over the River QueenRussian's won by having four Good Order MMC on RR hexes south of the gully. RJenulis
Battle for Babau Dispang12
Sparrow Force (SP) CG Dispang12
A Few RoundsGame went down to the AFPh of the last turn, so it was all to play for and could have gone either way. The game fortune swung both ways, although in the last turn the Canadian couldn't seem to pass any MC nor pass any Rally attempt, which sealed their fate. Ultimately it came down to one last encircled HS breaking on a German AFPh shot.
Key Canadian mistakes: not setting up the PIATs in the front line (an unforgivable oversight) with the retreating troops, allowing the Beasts to go amok among the Canadians, fortunately to little effect; forgetting where the 76LL boresighted hex was (because there was a pile of German troops on top of the marker!).
Canadian highlights: setting up the 76LL on their right flank was very successful, it was away from the main German line of advance, and yet covered the entire Canadian flank through to the end game, nailing two Beasts and whacking a couple of squads with a pinch of luck.
Most unlucky moment: a 248+PIAT in K8 had a CX 9-1 and 467+LMG advance into K7, it looked bad; in its PFPh the 248 had a stroke of fortune in scoring a hit with the PIAT and breaking the 467, which in the RtPh was eliminated when claiming NQ; now the CX 9-1 was alone and the 248 advanced in for the kill: it didn't get the Ambush, it failed to scratch the leader with an 8 or less, and the 9-1 then proceeded to mow down the HS. It's a cruel game sometimes! (VASL Log)
iperboreano
Pössl’s Posse CWO_19
Milling AboutReplayed again with Dennis taking the Japanese. The British managed an effective fighting withdrawal using the dense jungle and keeping concealment. A couple CCs went the British way which both sealed the deal and prevented the Japanese from exiting any squads. The British went first. I think this is pretty hard if the Japanese don't go first, having only 5 turns. dmareske
The Lion, DrivenCommonwealth preserved 2 Guns, cleared the roadblock and exited 1 AFV by turn 5 but could not clear all of the Japanese from the road. A real chess match. johnl
Former FoesAllies won a bloody battle. grumblejones
Former Foes Danno
Death Solves All ProblemsFirst of all - WAY too many overlays! Some are even stacked on top of each other due to the way overlays are cut out. Since this exact configuration is used in at least two scenarios, and given the price of the module, I think this mass of overlays should have been one giant overlay. Poster putty and plexiglass are a must if playing face-to-face!

As far as the scenario itself, it was fun. As the Germans, I felt like I was going to be overrun every turn. My pickets did a fair job of slowing the Russian horde, but eventually my forces were lined up in the two victory hexrows (basically, the two rows with all the buildings). Good use of mines - I suggest buying the max - and some decent rolls helped blunt the Russian momentum. With fortified buildings behind them, the Russians were running out of time. After the Russian turn 5 player turn and the silly "mad dash and hope for the best" strategy, there wasn't a realistic chance of them taking the required number of building locations with only half a turn left. If the scenario were a turn or two longer so the Russians could regroup after finding the fortifications, I think the Germans would have no chance. I'd say the game designers got the scenario length just right.
Jude
Lenin's SonsSS advanced steadily, using flanks. Russians should have set up.MG on the left to cover open field. Russians should have hidden in tje woods off the road and path to delay. SS were relentless and flanked from.right and took the buildings in last half turn. Russians were spread thin. Well played by Bill and the SS. BobMcKenna1966
Cherry RipeThis intense infantry battle is a good fresher for the climbing rules. I drew the British and all three groups got to the cliffs with only a few broken MMC, but Jim bottled up both flanking groups forcing a 4-turn fight for buildings AA3 and I6. Every CC in this game became a melee! 548s are tough to push out of stone buildings. My LMORs ran out of SMOKE early, and I couldn't rally MMC left on Levels 0/1 once my SMCs were on Level 2. On the upside, I only hit one minefield. I should have sent a platoon to take the oP5 church and get into the center of town early. At the end of GT4, I thought my force was shot. You have to grind it out. J6 fell and my left flank force broke out. They took the ground floor of the L6 church but lost it in CC to a German counterattack. Jim: My Achilles heel was just 10 MMC. Hold key buildings to restrict British movement. I picked I6, K5, L6, U6 and W4 and covered the back three roads (N3, Q5 and T3) with dummies. In this war of attrition, I lost 4.5 squads in 5 turns, and at the end of turn 6, Vic had 23 L1 building hexes and 14 L2s. Then the PzIIIL fell to a rear PIAT shot and my 9-2 and two HS were trapped and captured in building V3, leaving me 3 MMC to retake 4 L2 buildings hexes. It was a great, hard-fought game. Vic passed some personal MCs to get this win! dieneuner25
Melee Near the Coast Dispang12
Another Frustrating Day JHaughey
Summer Duty Danno
Summer DutyGermans manage to get 10 VP worth of buildings and 26 VP to 24 Russian CVP. It was a very near thing for a German victory. grumblejones
Skiing in Lapland A15.4er
Slicing the ThroatThe Japanese certainly had the dice in this playing passing most of the MCs as the British fired and fired in an attempt to inflict losses. In return the Japanese inflicted regular casualties / breaks and Smoke enabled them to get round both flanks of the defence. Called in T3 by concession as the British just didn’t have the forces left to stop the Japanese sweeping through the city and picking up most of the building VPs Simonstan
Slicing the ThroatThis is a tough fight for a the British force, half of which is made up of Green troops and that ELR of 2 sees a fair bit of Disruption, Units which are then captured and significantly boost the Japanese CVP. Defending, I fell back in reasonable order and inflicted plenty of casualties on the Japanese but CVP wise it was pretty even when I conceded before Japanese T7. They were just ahead on Location Control VP and I wouldn’t be able to stop them picking up a few more. Simonstan
Leaving ChangshaAn absolutely disgusting showing from the dice led to a blowout for the Chinese. Not a single IFT roll was above 8, and the Japanese couldn't mirror that for their MCs. I felt I had to leave the rating at 5/Average because after Japanese Turn 3 they'd lost ao many troops that it didn't feel like any further progress could be made. I still like the concept of the scenario and the mechanics it has, but it was a frustrating thing to see the dice go one way and one way only. Jobbo_Fett
Yet the Bite RemainsI wanted to set up a strong upfront defense, but the pre-game OBA scared me away from stacking or situating in jungle. Instead I used my HIPs to place two HS flanking the road, my gun next door, and the mortar on overwatch. As often happens, the threat of danger is often scarier than reality, and the OBA only hit one occupied hex, rolling an 11 in the process. The front line caused very little damage, but they clogged the works with their bodies and slowed the Commonwealth advance just enough. And thus would commence the PTO body block game, with the Japs deploying as much as possible, breaking and routing back to leaders to rally, rinse, and repeat. It was a rather pedestrian scenario, with the Commonwealth coming up just a turn short, but was certainly a highly enjoyable day as I got to spend it in the company again of a great group of FTF guys, this time playing my PBEM buddy Steve. buser333
A Quick StrikeJapanese setup with PB in bunker configurations in the middle and off the left flank. I tried to keep forces near the middle more or less to allow redeployment depending on the attack.

Mike came up the middle with most of his forces with only a feint to the Japanese right flank. It turned into a bit of a slug fest but the Americans couldn't shoot and the Japanese had excellent IFT result. The Americans beat down the Japanese to the point where they had captured 2xPB and Japanese only had 1 FS, 3x HS, 1 striped crew and the 8-0 leader but were effectively blocking the exit points generating a concession on turn 6.

A typical bloody PTO scenario with many options for play.
sdedier
The Driven Draw Blood igycrctl
The Lock of Colmar Danno
The Lock of ColmarI enjoyed this scenario and it is challenging for both sides. But it's definitely a bit pro-Allied. My Germans managed to knock out all the Shermans and I still had to concede after I was reduced to 3 unbroken squads in play. This is an infantry fight...and I lost that and thus the scenario. Still enjoyed this one and recommend it. grumblejones
Assaulting TesThe Germans had secured 20 buildings by T6 but with the last half turn the Russians had just enough left to take back a couple of them to secure the win. HTs proved vulnerable to the Russian ATRs / LMGs as they swarmed round the Russian defence. SU-100 only got one shot away (a miss) before the gun malfed but compensated for by one of the SU-76Ms knocking out a Jagdpanther from the rear and then a second one with a CH. A really close game, great fun Simonstan
Dubrovka usmcwo1
Flying TurretsA tough ask but I was really enjoting death by numbers macrobosanta
The Lion, Driven Bongiovanni
Five-Oh-SinkClose game eventually decided by the Americans running out of time.
Martin needed to take risks moving double time in the open and was punished with a leader killed, a leader wounded and three squads breaking. He resigned at the end of the movement phase of the 4th turn.
Excellent scenario that could of gone either way.
alexashton@vinecc.org
The Crown of Thorn Danno
The Crown of ThornGerman minefields bedeviled the American infantry and then the 75 gun went on a HEAT rate tear and destroyed the two Stuarts and the Greyhound. The Hetzer took out a Sherman and was lined up to take out the second one. Americans gave the concession after 3. grumblejones
Le ManoirI was too aggressive and also should’ve “hidden” my mortars. And possibly only deployed one squad and. Not 2 of them.

Again, this guy can roll low!
Itinerant
One Miserable NightFun lesson in night fighting, but I’m not sure this one was properly vetted as the USMC can avail a gamey setup that shuts down the IJN shot at victory.

The defending US has more squad equivalents with 18 to 14 Japanese, more small arms/MG firepower with 148 factors to 54, more MGs with 3 US HMG and 5 US MMG against 2 IJN LMG, more leaders 7 versus 3, more tanks 2 to 0, each side gets 2 DC. The Japanese do get a spotty inaccurate pre-game bombardment, but the Marines can set up in fox holes with plenty of cover. This all might make sense if SSR forced the Marines to disperse, but they don’t. To the contrary, SSR give the Marines automatic freedom of movement for two leaders vice dicing for just one as usual (E1.21) thereby taking a bite out of Japan’s night advantage.

Of crucial importance, the night time jungle battlefield is bisected by a road/trail network shaped like an inverted Y with a kunai field on either side of the Y’s stem. The Japanese approach from the south (opening of the Y) and must cross a muddy stream. The Marines have pickets along that stream with 80 FP and a rear area defense force with 68 FP factors (not including the Shermans and DC); note that each half of the US OB has more FP than the entire Japanese OB at 54! Again, if the Americans had to spread thin and were slow to react (as usual at night) that might make sense. But SSR allow them to react quickly and they can concentrate.

To win, the Japanese have to score 19 CVP, tabulated normally, with 5 CVP for capturing an ammo dump which set up HIP on or adjacent to the Kunai.

On defense, the Marines can “game” the scenario by defending only half of the battlefield, leaving one flank mostly open, but for dummies and a handful of real half squads to strip cloaking, inviting Japanese infiltration there. Once the Japanese lose cloaking, their movement through the dense jungle slows dramatically; they end up fighting the terrain. So, the US laughs while the Japanese either: 1) run into overwhelming firepower by attacking the defended half, or 2) waste a lot of time (half the scenario) trudging through dense jungle to discover a forest of dummy counters with no ammo dump! Although the rear has two kunai fields – one on the left half and one on the right half – the rear area Marines are not required to defend both. Therefore, they can put both supply dumps in one field along with most of their rear area OB including multiple HMG/MMG while staffing the other Kunai field with dummies and perhaps a few half squads to enhance the illusion.

Given their inferiority in number and FP, the Japanese basically have to choose one of three options as their main focus with a possible half-try at one of the others: 1) attack toward the right-side kunai to kill an ammo dump there, 2) attack toward the left side kunai to kill an ammo dump there, or 3) go up the middle in search of tanks to kill for CVP! Along the way, the Japanese hope to trounce enough USMC picket squads to up their CVP total. The tanks do afford CVP rich targets. The problem there is that they can just set up on the far board edge in line on the road with one half squad each as escort and get in motion ASAP, again an SSR allows them to move more easily than normal at night. Therefore, any tank hunter hero rushing those tanks (way late in the game given the distance to travel) would – at the very least - have to face point blank tank MGs, same hex half-squad FP, and only then get a crack at a moving target. That says nothing of the infantry platoon the Marines might start there or send that way to bolster the tanks given their automatic freedom of movement for two leaders.

Anyway, in our playing, the IJN started well. They concentrated on the American left (Japanese right) or east side of the map. The bombardment broke one USMC squad and one leader. The IJN crossed the stream on the first turn and killed one USMC squad in hand-to-hand combat, but not ambush so the USMC automatic freedom of movement kicked in. One of those USMC auto-move leaders ran afield to help other squads off their NO MOVE counters while some USMC stream pickets pulled back from the melee they witnessed. But, some swift IJN caught up to them, placed a DC to score a 2KIA and thereby kill two USMC squads and break their best leader (9-2). So, by the end of turn three, the IJN had killed three and a half USMC squads at the cost of only one IJN squad, overrun an HMG, and stood concealed on the edge of the right-side kunai field.

Then the concentrated US firepower took its toll. Since about 75% of the US OB had set up in the Japanese path, including 3 HMGs and 4 MMGs, they just started blasting away. For example, one US HMG directed by the now recovered 9-2 went on a rate tear to strip concealment, triple break two IJN squads, and kill their leader. There were multiple entrenched US stacks in the kunai field with 16+ FP. The IJN could not see the two HIP ammo dumps out there somewhere. So, the IJN nibbled away at the USMC in the kunai and took some down in hand-to-hand combat, but ultimately withered under massive US firepower. Given the dense jungle and US “check point” on the path the Shermans were too far away to reach in time. A smaller IJN force of four 3-4-7 squads did bleed its way up the middle, but the three US half squads sent to slow/whittle it down succeeded and kept the tanks out of reach.

Note, had the Japanese instead attacked on their left it would have taken three or four turns to discover a forest of fakes, not enough time left to slog across a board full of dense jungle in search of faraway CVP.

By turn 7, the Japanese had lost about 80% of their force (one intact 2nd line and a few broken half squads left) and accumulated 14 CVP, five short of the 19 required. Killing an ammo dump or tank would have put them over the top, but as noted those were at a distance behind a wall of US firepower. To balance this scenario, one might delete a USMC squad, MMG, or automatic freedom of movement, or not allow dummies to set up along the stream bank.

gorkowskij
Death Box johan.vrijdaghs@gmail.com
A Long Way To Go NicolasLL
Jungle Rats Bongiovanni
Panzerpioniere!The Attacking Germans have very good troop quality but in our playing you never felt they had the necessary quantity as they are outnumbered by the defending American squads 11-9.5. Hence the German AFVs have to make the difference but this exposes them to fire and in the final push for victory tank KOs and loses in CC led to an American win on the CVP cap Simonstan

Latest News

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!
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.

Latest Content Additions

Updated daily. Refresh
ScenarioActionWhen
Strike Up the Banddieneuner25 Uploaded an Image1h 25m 9s ago
Strike Up the Banddieneuner25 Added a playing1h 25m 48s ago
Cherry Ripedieneuner25 Uploaded an Image1h 28m 18s ago
Cherry Ripedieneuner25 Added a playing1h 28m 54s ago
The Golden Mountaindieneuner25 Uploaded an Image1h 32m 17s ago
The Golden Mountaindieneuner25 Added a playing1h 33m 31s ago
The Only Way OutKydder Added a playing1h 44m 11s ago
The Only Way OutKydder Rated the scenario1h 48m 24s ago
Showtimedieneuner25 Uploaded an Image1h 58m 18s ago
Showtimedieneuner25 Added a playing2h 4s ago
Hurricane Biakvon Marwitz Uploaded a VASL file4h 56m 30s ago
Hurricane Biakvon Marwitz Uploaded the Board image5h 41s ago
Hammer to the TeethNicolasLL Added a playing7h 20m 9s ago
88s at ZonNicolasLL Added a playing7h 22m 9s ago
Priority TargetNicolasLL Added a playing7h 23m 30s ago
Hurricane Biakvon Marwitz Uploaded an Image7h 29m 13s ago
Hurricane Biakvon Marwitz Uploaded a VASL file7h 31m 36s ago
Hurricane Biakvon Marwitz Uploaded the Board image7h 32m 7s ago
Costly BaptismCpl Wright Added a playing13h 37m 6s ago
Light 'em Upnebel Added a playing14h 5m 18s ago
Death BoxJude Added a playing14h 54m 17s ago
Death BoxJude Rated the scenario15h 10m 23s ago
To the Seinegrumblejones Added a playing16h 32m 38s ago
To the SeineDanno Added a playing16h 33m 42s ago
Mila 18buser333 Added a playing19h 53m 50s ago
Hurricane Biakvon Marwitz Uploaded an Image19h 55m 39s ago
A Bloody Wasteantro Added a playing21h 36m 20s ago
Across the Aisne and into Freineuxaokigaryou Linked the scenario to ROARYesterday
The Art of Dyingaokigaryou Linked the scenario to ROARYesterday
Night Fansbuser333 Added a playingYesterday
Tiger 222buser333 Added a playingYesterday
Empire Strikes Backgrumblejones Added a playingYesterday
Empire Strikes BackDanno Added a playingYesterday
Mutilation StationJobbo_Fett Added a playingYesterday
It's a Battlefieldmacrobosanta Added a playingYesterday
It's a Battlefieldmacrobosanta Added a playingYesterday
It's a Battlefieldmacrobosanta Rated the scenarioYesterday
Zon with the Windbuser333 Added a playingYesterday
Bosq Barbequebuser333 Added a playingYesterday
A Mass for HumanityDispang12 Added a playingYesterday
A Mass for HumanityDispang12 Rated the scenarioYesterday
A Polish RequiemHutch Modified the misc. rulesYesterday
Will To Fight...EradicatedHutch Modified the misc. rulesYesterday
Riding the CoattailsHutch Modified the misc. rulesYesterday
Maczek Fire BrigadeHutch Modified the misc. rulesYesterday
Round TwoHutch Modified the misc. rulesYesterday
The Weigh InHutch Modified the misc. rulesYesterday
Rattle of SabresHutch Modified the misc. rulesYesterday
Fighting BackHutch Modified the misc. rulesYesterday
Round OneHutch Modified the misc. rulesYesterday
No Way OutHutch Modified the misc. rulesYesterday
Airborne SamuraiHutch Modified the overviewYesterday
Defeat in JavaHutch Modified the misc. rulesYesterday
Defeat in JavaHutch Modified the misc. rulesYesterday
Defeat in JavaHutch Modified the Defender's GunsYesterday
Defeat in JavaHutch Modified the unit countsYesterday
Defeat in JavaHutch Modified the Attacker's AFVsYesterday
Defeat in JavaHutch Modified the Defender's AFVsYesterday
Defeat in JavaHutch Modified the Defender's GunsYesterday
Defeat in JavaHutch Modified the overviewYesterday
Airborne SamuraiHutch Modified the unit countsYesterday
Airborne SamuraiHutch Modified the Attacker's GunsYesterday
Airborne SamuraiHutch Modified the misc. rulesYesterday
Airborne SamuraiHutch Modified the misc. rulesYesterday
Airborne SamuraiHutch Modified the overviewYesterday
Sting 'em at ZingemHutch Modified the unit countsYesterday
Sting 'em at ZingemHutch Modified the Attacker's AFVsYesterday
Sting 'em at ZingemHutch Modified the Defender's AFVsYesterday
Sting 'em at ZingemHutch Modified the unit countsYesterday
Sting 'em at ZingemHutch Modified the Attacker's AFVsYesterday
Sting 'em at ZingemHutch Modified the Defender's GunsYesterday
Sting 'em at ZingemHutch Modified the unit countsYesterday
Sting 'em at ZingemHutch Modified the Attacker's AFVsYesterday
Sting 'em at ZingemHutch Modified the Defender's AFVsYesterday
Sting 'em at ZingemHutch Modified the misc. rulesYesterday
Sting 'em at ZingemHutch Modified the overviewYesterday
Vogt's RitterkreuzHutch Modified the unit countsYesterday
Vogt's RitterkreuzHutch Modified the Attacker's AFVsYesterday
Vogt's RitterkreuzHutch Modified the unit countsYesterday
Vogt's RitterkreuzHutch Modified the Attacker's AFVsYesterday
Vogt's RitterkreuzHutch Modified the unit countsYesterday
Vogt's RitterkreuzHutch Modified the unit countsYesterday
Vogt's RitterkreuzHutch Modified the Attacker's AFVsYesterday
Vogt's RitterkreuzHutch Modified the Defender's GunsYesterday
Vogt's RitterkreuzHutch Modified the misc. rulesYesterday
Vogt's RitterkreuzHutch Modified the overviewYesterday
Vogt's RitterkreuzHutch Modified the overviewYesterday
Vogt's RitterkreuzHutch Modified the overviewYesterday
A Polish RequiemHutch Modified the unit countsYesterday
A Polish RequiemHutch Modified the Attacker's AFVsYesterday
A Polish RequiemHutch Modified the Attacker's AFVsYesterday
A Polish RequiemHutch Modified the Defender's AFVsYesterday
A Polish RequiemHutch Modified the unit countsYesterday
A Polish RequiemHutch Modified the Defender's AFVsYesterday
A Polish RequiemHutch Modified the Attacker's GunsYesterday
A Polish RequiemHutch Modified the unit countsYesterday
A Polish RequiemHutch Modified the Attacker's AFVsYesterday
A Polish RequiemHutch Modified the misc. rulesYesterday
A Polish RequiemHutch Modified the overviewYesterday
Will To Fight...EradicatedHutch Modified the misc. rulesYesterday

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 97.95
March Madness 2017 Hollis Partisans Pack 107.83
March Madness 2018 Players Pack 107.70
March Madness 2013 Commissar Pack 87.68
Time on Target # 3 147.53
Grumble Jones 1547.48
ASL Starter Kit Expansion Pack #2 87.48
ASL Starter Kit Expansion Pack #1 2nd Edition 127.32
ASL Starter Kit Bonus Pack #2 87.24
ASL Starter Kit #4 87.23
Schwerpunkt # 9 127.22
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
Friendly Fire Pack 1 87.09
March Madness 2020 Full Rulebook ASL Pack 87.09
Fistful of Scenarios 67.08
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
Ost Front Pack 67.00
Leibstandarte Pack 5 - Scorched Earth 87.00
ASL Action Pack #14 Oktoberfest XXXIV 126.99
Critical Hit # 2 156.98
Best of Friends 126.98
Kreta - Operation Merkur 186.97
ASL Action Pack #10 86.97
ASL Action Pack #17 Oktoberfest XXXV 166.97
Battles of Carpiquet 136.96
Operations Special Issue #3 76.96
Friendly Fire Pack 9 86.96
Race For The Meuse 66.96
From The Cellar Pack#11 106.96
ASL Journal #12 146.95
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
Friendly Fire Pack 11 86.91
AH:ASL Annual `93a 116.90
Friendly Fire Pack 6 86.90
Generic Playtesting Log 376.90
ASL Journal #11 286.90
Schwerpunkt # 4 126.89
Hero PAX 4: Mediterranean Theater of Operations 126.89
Friendly Fire Pack 4 106.88
ASL 12 - Armies of Oblivion (2nd Edition) 326.88
Friendly Fire Pack 3 86.87
Into The Rubble 86.87
HASL 9 - Hatten in Flames 106.87
Deluxe Advanced Squad Leader 386.87
Death to Fascism 86.86
HazMo Scenario Pack 3: City of Steel 106.86
Grossdeutschland Pack 1 - The Early Years 86.85
Schwerpunkt #22 126.85
ASL Action Pack # 6 A Decade of War 106.83
China-Burma-India: The Lost Theater Part 1 156.83
Best of Friends 2 126.83
ASL Journal #14 256.83
ASL 16 - Twilight of the Reich 176.83
Classic ASL 166.82
Fanatic Pack 2 126.82
Recon by Fire! #2 106.81
Schwerpunkt # 8 126.81
Turning the Tide 206.81
AH:ASL Annual `93b 126.80
Dezign Pak 6 126.80
ASL Action Pack #16 From The Land Down Under 156.80
Not One Step Back 86.80
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 # 4 Normandy 1944 126.76
ASL Action Pack #13 Oktoberfest XXXII 116.76
ASL 13 - Rising Sun (2021) 386.76
Quick 6 Scenario Pack VI 66.76
Melee Pack III 76.75
ASL 3a - Yanks (2nd Edition) 416.75
AH:ASL Annual `90 166.74
ASL Action Pack # 3 Few Returned 126.74
BFP 3: Blood and Jungle 476.74
ASL Journal # 8 166.74
Schwerpunkt #23 126.74
HASL 4 - Pegasus Bridge 86.73
Friendly Fire Pack 7 86.73
ASL 13 - Rising Sun 336.73
ASL Starter Kit #3 86.72
ASL Journal #13 336.72
ASL Journal # 4 136.71
Schwerpunkt # 5: Medal of Honor 126.71
Dezign Pak 5 186.71
DASL 1 - Streets of Fire 106.70
ASL 10 - Croix de Guerre 86.69
AH:ASL Annual `95 Winter 246.68
BFP 4: Crucible of Steel 326.68
Rally Point #14 106.68
HazMo Scenario Pack 1: A World at War 106.68
ASL Journal # 3 336.67
Coastal Fortress 556.67
Hazmo Scenario Pack 4: Making the Grade 106.67
HSASL 2 - Operation Veritable 176.66
Schwerpunkt #13 126.66
HASL 7 - Valor of the Guards 216.66
Operations Special Issue #1 66.66
March Madness 2019 Close Combat Pack 86.66
Quick 6 Scenario Pack III 66.66
Quick 6 Scenario Pack V 66.66
ASL 12 - Armies of Oblivion 116.65
ASL Journal # 1 176.65
Provence Pack (MMP Download) 106.65
Critical Hit # 6.4 246.65
Schwerpunkt # 7 126.65
Rally Point #15 106.65
ASL Starter Kit #1 66.64
Schwerpunkt #10 126.64
From The Cellar Pack #2 106.64
BFP 2: Operation Cobra 126.64
Friendly Fire Pack 10 86.64
Rally Point #11 106.64
Quick 6 Scenario Pack 66.64
From The Cellar Pack #9 176.64
BFP 5: Poland in Flames 456.63
AH:ASL Annual `96 146.62
ASL Open `96 Scenario Pack 106.62
ASL Action Pack #15 Swedish Volunteers 166.62
Schwerpunkt # 6: Victoria Cross 126.61
Rally Point # 3 106.61
Rally Point # 1 106.60
Franc-Tireur#10 116.60
Franc-Tireur#11 226.60
Rally Point #17 106.60
ASL Starter Kit #2 86.59
Blood & Iron 106.59
Schwerpunkt #11 126.59
Rally Point # 2 106.59
ASL 3 - Yanks 86.58
ASL Action Pack # 2 86.58
Schwerpunkt #20 126.58
ASL Action Pack # 5 East Front 126.56
HASL 2 - Kampfgruppe Peiper I 66.55
ASL Action Pack # 1 86.55
AH:ASL Annual `92 156.55
Leibstandarte Pack 1 - Blitzkrieg! 86.55
Tactiques # 7 86.54
ASL 10a - Croix de Guerre 426.54
HASL 12 - Drop Zone: Sainte-Mère-Église 146.54
HSASL 1 - Operation Watchtower 176.53
Dezign Pak 1 106.53
Schwerpunkt #12 126.53
Elite Canadians 96.53
Critical Hit # 3.1 126.52
Gembloux: The Feint 96.52
Melee Pack II 66.52
Swedish Volunteers 146.52
Kampfgruppe Scherer: The Shield of Cholm 176.52
ASL 5a - For King and Country 206.51
ASL Journal # 2 246.51
HASL 8 - Festung Budapest 206.51
Hero PAX 3: Jungle Heroes 106.50
From The Cellar Pack #5 146.50
Dos Equis Scenarios Especial 106.50
Recon by Fire! #3 206.49
ASL Journal # 9 256.49
Winter Offensive Bonus Pack 2018 66.49
HASL 10a - Red Factories 186.49
AH:ASL Annual `97 166.48
Waffen-SS II: The Fuhrer's Fireman 86.48
Leibstandarte Pack 2 - Barbarossa 86.48
ASL Starter Kit Expansion Pack #1 1st Edition 86.48
HASL 11 - Sword & Fire: Manila 306.48
Internet 1606.47
Onslaught to Orsha 256.47
Beyond the Beachhead 2 166.47
Nor'easter XX 136.47
BFP: Operation Neptune 106.47
ASL 5 - West of Alamein 86.46
ASL Journal # 7 126.46
Friendly Fire Pack 5 106.46
ASL Action Pack # 8 Roads Through Rome 106.46
Friendly Fire Pack 8 86.46
Blitzkrieg in the West - Central Campaign 66.45
AH:ASL Annual `91 166.44
Tactiques # 4 86.44
ASL Action Pack # 9 To the Bridge! 106.44
Rally Point # 7 106.43
ASL 7 - Hollow Legions (2nd Edition) 86.41
Tactiques # 8 106.40
Schwerpunkt #16 126.40
Rally Point #13 106.40
Into The Rubble 2 126.40
ASL Journal # 6 156.39
G.I.'s Dozen 136.39
High Ground 2 166.39
Schwerpunkt #17 126.39
Out of the Attic #2 166.38
Rivers to the Reich 156.37
ASL 7a - Hollow Legions (3rd Edition) 546.37
Critical Hit # 4 106.36
Tactiques # 1 106.36
Witches Cauldron: Oosterbeek Perimeter 166.36
AH:ASL Annual `89 156.35
Franc-Tireur #7 116.32
Recon by Fire! #4 146.32
Franc-Tireur#12 126.32
Onslaught To Orsha 2 326.32
Tactiques # 6 86.31
Franc-Tireur#13 176.31
Quick 6 Scenario Pack II 66.31
Nor'easter Scenario Pack II 156.31
High Ground! 86.30
Tropic Thunder! 126.30
Franc-Tireur #8 106.30
Winpak #1 106.30
ASL 2 - Paratrooper (2nd Edition) 86.29
ASL Action Pack # 7 106.29
ASL Action Pack #12 Oktoberfest XXX 106.29
Covered 136.29
Critical Hit # 3 186.28
Tactiques # 9 106.28
Dezign Pak 2 126.28
From The Cellar Pack #6 106.28
ASL Action Pack #11 29 Let's Go! 106.27
Schwerpunkt #21 126.27
Corregidor: The Rock 216.27
ASL Action Pack #18 Oktoberfest XXXVII 146.27
Blitzkrieg Pack 186.26
ASL 11 - Doomed Battalions (3rd Edition) 246.26
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
Out of the Attic 166.24
ASL 15 - Forgotten War 166.24
HASL 10b - Red October 116.24
March Madness `97 Pack 126.23
ASL 14 - Hakkaa Päälle! 176.23
Hero PAX 1: Hurtgen Hell to Bulge Nightmare 86.22
Armoured Aussie Pack 76.22
Rally Point # 6 106.22
Tactiques # 2 106.21
Rally Point # 8 106.21
ASL 11 - Doomed Battalions (2nd Edition) 86.20
Dezign Pak 4 156.20
Schwerpunkt #15 126.20
ASL 4 - Partisan! 86.19
Internet: MMP 66.19
The Canadians In Italy 1: The Red Patch Devils in Sunny Sicily 86.17
Out of the Bunker 146.17
Schwerpunkt #19 126.17
Franc-Tireur#15 226.16
Rally Point # 9 106.13
SASL 1 - Solitaire ASL (2nd Edition) 216.11
The Canadians In Italy 2: The Spaghetti League 126.09
Schwerpunkt # 3 126.09
Schwerpunkt #18 126.08
Buckeyes! 106.07
From The Cellar Pack #7 106.07
Schwerpunkt # 2 126.06
ASL 8 - Code of Bushido 86.05
HASL 3 - Kampfgruppe Peiper II 86.05
ASL 6 - The Last Hurrah (2nd Edition) 86.04
Leibstandarte Pack 4 - Turning of the Tide! 86.04
Backblast # 2 86.03
Franc-Tireur#14 326.03
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
HASL 6 - A Bridge Too Far 125.91
The Canadians In Italy 3: D-Day Dodgers 105.91
Time on Target # 1 135.90
Dezign Pak 3 155.90
Blitzkrieg in the West - Northern Campaign 65.90
Paddington Bears '97 Pack 85.87
Time on Target # 2 215.87
Deluxe Pack #1 125.87
HASL 5 - Blood Reef: Tarawa 105.86
Hero PAX 2: Eastern Front Hero Fest 85.83
Southern Cross Scenario Pack `96 65.80
From the Cellar Pack#12 115.79
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
Guerra Civil: The Spanish Civil War 125.20
Firefights! 65.19
The Long March 175.16
Soldiers of the Negus 84.93

Top rated players

As of September 9, 2024. Grey players are inactive. Filter Active: View all
RankPlayerGamesRating
1Dmitry Klyuykov1501431
2fabrizio da pra1661398
3Paul Works3591311
4Paolo Cariolato8381307
5Stefan Fiedler371296
6Steven Linton501285
7patrick palma4881284
8Aaron Cleavin561273
9Philippe Briaux321267
10Indy Lagu
1331252
11jon smith551242
12Justin DiSabatino
291237
13Aaron Sibley2751228
14Craig Benn461227
15Gordon Jupp4281225
16Dave Mareske
7111218
17Paul Messina581216
18randy shurtz391209
19David Stoffey401208
20Michael Focht771207
21Sam Tyson261194
22Seumas Hoskins641189
23Carl Nogueira181189
24Simon Staniforth
6611188
25Curtis Brooks251184
26M T931179
27Kevin Sanders1181170
28Andy Bagley
2841169
29Vilis Pavulans1491159
30B-E Karlsson1251158
31Steven Pleva121158
32Tony Fermendzin371158
33Scott Fischbein1061157
34John Garlic1061154
35Spencer Armstrong561153
36Brian Wiersma211150
37david ginnard271149
38Robert Wolkey191149
39Sean Mitchell251148
40Paul Sidhu161147
41Eric Topp
1801147
42Tom Kearney5331144
43S. Slunt661143
44César Moreno451143
45Mark Moore271143
46davide galloni1411142
47Igor Luckyanov371141
48Will Fleming201139
49Michael Rodgers
6591138
50Raoul Duke1011137
51Derek Ritter211135
52Scott Hasson241135
53Alessandro Demichelis291135
54John O'Reilly171135
55Ben Jones181134
56Douglas Leslie
441133
57Gerard Burton1851131
58Lionel Colin691128
59Michael Augustine181126
60John Boyle381125
61Andrew Young141125
62Steve Bowen441125
63Andreas R661125
64David Douglas71123
65nathan wegener6491123
66Larry Rohlfing1711122
67Martin Mayers911120
68Ron Duenskie171120
69Don Lazov911119
70Melvin Falk91119
71Miguel Guerrero91118
72Darren Kovacs111118
73Martin Vicca241117
74Mark McG171117
75Björn Lorenzen151116
76Rami Saarinen831115
77Greg Barsness551115
78P-J Palmer121114
79Enrico Catanzaro221114
80JP Laurio2261113
81Paul Schaeffer121112
82Jeff B8191111
83Chris Mazzei171110
84Louis Langdeau611108
85Juhani Bonsdorff111107
86Rick Reinesch151107
87Davide Bendazzi881105
88Jeffrey wasserman921105
89J. R. Tracy121104
90X von Marwitz4151103
91John Gorkowski481102
92Tom Weniger71101
93Steve Bond661100
94Jim Thompson101100
95stan jackson321098
96Tom Mueller171098
97Fred Ingram8171097
98Bruno NITROSSO121097
99David Reenstra351097
100Tuomo Lukkari191097

Newest players - welcome!

UsernamePlayerRegistered
Gravy_BreadPhil Kuchinsky2024-09-07 14:54:06
Janesays111Rob Gaynier2024-09-05 01:19:28
NicolasLLNicolas Leste-Lasserre2024-08-28 14:38:06

On this day...

ScenarioLocationDate
52 Too Little, Too LateParma, Italy1943
85 No Way OutPilatka, Poland1939
86 Fighting BackLeczyka, Poland1939
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