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ScenarioCommentUser
Loser Takes All dsoukup
Danish CrossroadsThe German main force attempted to attack the Danish right while a smaller force approached from the left. With so much open ground, the Danish -2 shots took their toll. As time ticked away, the Germans became more brash with the armored cars which eventually fell victim to the Danish guns or small arms. All was not lost. On the final turn the German AFV took position on one of the crossroads in motion hoping to survive any CC on the Danish final turn. But there was no need for CC. While one Gun was captured and the other malf'd, a LMG was able to immobilize the AFV on the final Danish Prep Fire, giving them the win. Heloanjin
Block to Bataan Bongiovanni
Bridge Over the River Queen usmcwo1
The Little Can OpenerFinns set up along tree line covering open ground... russians tanks advanced down road splitting west and east... AT gun popped out of HIP and took shot at russians under 6 away...Malf in turn 1! russians then broke the crew wih MG fire.... tanks continued to drive down road while finns took up position on rear f woods covering boh roads and mols either werent ready of missed so tanks drove of and won in turn 4... chubooga
Penny Packets igycrctl
A Vast Hellish Ruin jwert02
Never On TimeSeems tough on the Germans mainly due to terrain. Probably need to pull out all the tricks in addition to being aggressive with everything. Still an interesting scenario. LtDan
Point 171 asloser
Priests at St. CloudVichy accurate fire (avg IFT 6.19) and stellar MCs (avg 6.5) were able to thwart the American attack. Despite the low IFT rolls from the defenders, the Americans passed a vast majority of their MCs. The Americans struggled in CC, despite heavy odds. The American OBA was used as harassing fire with WP, stripping concealment, removing a number of dummies, and minimizing the Vichy Def Fire. But time ran out for the Americans to be able to break the mostly intact Vichy force. Heloanjin
Delaying Action at KylänmäkiQuite tough on the Russian. The Finnish infantry dominates the battlefield and the Russian armor is quite cumbersome. In retrospect, I should have blasted the Finnish center with all my forces instead of getting bogged down in the woods in the west. Djord
Duropa PlantationFriday Night Fight - A close run thing Jonas where as he just managed to get the 7VP of imfantry of together with 2 Stuarts in turn 4. There were no more GO infantry left behind. One of the Stuarts survived a 1,1 CC RF as I rolled a 5 on the subsequent die roll. Paul Legg
The OverlookAt the end of the game my opponent admitted that he has miss read my setup area. My Germans pretty much steam rolled over the charred bodies of the victims of the Flame throwers. I sent One Bis around the far side with 3 squads to mop up any body trying to route.With the requirement to remove any 1 squad GO or not I took all everyone prisons to prevent the British from LCing away slunts
Audacity of Innocence Danno
Audacity of InnocenceWell...play testing is often something we take for granted and assume has been done to a good extent. ROAR has this one with 10 German and Zero Wins. Kinda tells the story. My Americans got hammered early by good German dice that chewed me up. The fight for the pillbox took too much time and resources. I succeeded in taking it...but had no way of getting the two stone buildings. If I could change the scenario it would be to allow the Americans to attack on the north edge. The balance options wouldn't change this game in any meaningful way. This is a tough ask for the Americans and doubly so if the Germans are throwing down 2's and 3's, which is what I was hit with. I finally conceded on Turn 4, when it was clear that I had no path to victory. grumblejones
Express for Leningrad wwillow
Sylvan Death asloser
By Dawn's Early Light asloser
Paratrooper's Hell strategos
Duropa PlantationAs part of FNF club. The oddest thing happened. I declared a banzai with a striped squad and leader. DFF reduced the squad to a HS. Further fire broke the hs. Even more fire caused the HS to roll a MC. Naturally I rolled 1, 1. Result? Berserk! So, the Banzai moved in, followed by the Berserker (that's how we played it). The defender failed his FPF MC and that pretty much reduced his available EVP to just above the 7 required to exit. Also, the trench line was pretty much intact, so we called it after 3.
Thank you for the game!

von Garvin
The Akrotiri Peninsula asloser
The Driven Draw BloodIndians attack with 10 squads and 4 vehicles against a meager 6 squads of Japanese/Burmese. Take those building by Turn 4 because the Japanese arrive with 10 more squads and 2 vehicles. Pretty standard attack and defense choices but the starting imbalances and Turn 4 turnaround will make this different outcomes every time I think. Very playable. nekengren
Smiling Albert Danno
Smiling AlbertMy Americans were thrashed on Turn 4 as the momentum of luck swung hard in their favor. Bazookas never got a shot. Rolled a DUD shell with my first M-10 shot and then Tiger knocked it out in Advancing Fire. Second M-10 got a turret hit and a 3 result which only shocked the Tiger. The 3 activated the German sniper who then stunned my last M-10 and the remaining 4 Tigers just eased on down the road to knock it out and win the game. I conceded at that point. grumblejones
Goats to Lure the TigerThe Axis attacked along the French right. I was able to take all the board 15 VP buildings. The game went down to several last turn CC. RJenulis
Fang and ClawEasy little night scenario. Japanese have 5 turns to cross the board and take at least 2 of the 4 buildings. If you get lucky with guessing dummies and not getting illuminated and not seeing British Freedom of Movement you might make it. Not going to be much actual fighting if the Japanese hope to win. nekengren
Jungle Rats johan.vrijdaghs@gmail.com
L'Abbaye BlancheThe mines immobilized one halftrack and hung up some SS for a couple of turns. One gun got a critical hit on one of its BS locations and killed 3 CVP. The US laid a couple 2 -2 traps, but to no avail. The SS were not able to get enough CVP off. dmareske
Der Letzte Geburtstag Danno
L'Abbaye Blanche Danno
Der Letzte GeburtstagRussians managed to knock out a Panther and the Half-track. Second Panther attempted an ESB and immobilized with no LOS. One IS-2 was knocked out. The remaining IS-2's exited, but Germans still had two good order MMC's adjacent to the road. Dan and I could not come to an agreement on the Victory conditions. The Germans win with the good order squads adjacent, but only if <3 IS-2's exit. I exited 2 through Q1 and believed that I had secured the win. Dan read the VC's requiring me to exit all 3 IS-2's. We determined to call this one a DRAW and see what the community says regarding the VC's, which seems a bit confusing to us. grumblejones
Barbarossa D-DayAs the Geman I was very aggressive. Sent my bikes right up the road. Had him on the run into the T-26 came in. Was too aggressive with my tanks and lost them all by T4. A_Lost_Canadian
Seldom Practical cscottk
Hell Frozen OverA fun scenario. Very tough for the Finns to attack and drive deep enough to capture all of VC buildings. jgarlic79@gmail.com
Night Battle at Noromaryevka dmareske
Cassel DefenseBritish AT Gun went on an early murder spree by eliminating all but one attacking AFV. However, once the outer defenses began to give-way it ended with a swarm of Germans taking all the stone buildings on final turn. Kydder
Night Battle at NoromaryevkaClose game that came down to the last turn. Heloanjin
Broken Column asloser
Misty MorningGermans won by 1 Victory Point, so a very close battle. ASLSKGwahlur
Kicked to the Curb igycrctl
Hill 311 Michel Bongiovanni
Fighting Withdrawal usmcwo1
Monty's Mountain GoatsPlaying Monty's Mountain Goats tonight (scenario by George Kelln), and the hilarity happened! Nick was defending, so I went and found his AT gun (a PAK 40) and decided to face him off with 5 tanks.
I fired and I fired (got 2 ATT hits: no effect, no loss of concealment), and he then shot at me in his Prep Fire phase.
Just before he shot, I joked that he'd get rate and annihilate all my tanks.
Not only did he do that very thing, but he got not one, but TWO critical hits. Only rolled over 2 on his colored die roll once. On his 6th shot, when he tried to finish off the tank he shocked.
Also of note: his sniper broke 2 squads in one attack (I yahtzeed the Random Selection dr, followed by him rolling "1" on the subsequent SAN). They boys routed with the unhurt 9-1 and promptly rallied. Next turn? SAN again, and RS took out my 9-1, followed by a squad failing the LLMC.
He did hit my sniper, but it failed to take out his AT gun (narrowly!). All this after Nick pulled 2 subsequent red chits on his Battalion Mortar, giving me a bit of false hope to start the game.
In short, this was hilarity in action!
von Garvin
Foiled at FrénouvilleChicago Open round 7:
A very fun scenario. It ended with 3 CC, I had to win 2 of them and fell short. I believe it slightly favors the Germans, but defiantly has replay value.
RJenulis
Dying for DanzigNice and close. The FT tanks got the job done but it was a nailbiting finish with the game coming down to a CC that required a 5 to win for the Germans, but they rolled a 6. Dave
Meet Me at the StationTexas Team Tournament dmareske
The End of Their RopeTexas Team Tournament dmareske
Adolf's AmateursTexas Team Tournament Semi Final dmareske
Debacle at KorostenThe initial cavalry attack suffered some losses. But then having dismounted, the Russians were able to cause heavy casualties on the German defenders. They were starting to withdraw when the German reinforcements appear. The halftrack pursued the Russian cavalry but they too suffered losses and were unable to prevent the exit of the Russian marauders. A decisive Russian victory with 45 inflicted CVP (1 AC and 2 HT among them) to 17 CVP suffered and 28 EVP. lt_steiner
One Story Town Rich Weiley
Death at the Cement PlantPacked the building and spread out at the end as the Russians. Germans have to be aggressive but the VC give them options so might get a little easier if kept in mind. Dave
Rough RecessGerman setup was a minimal defence in the school house and spread out down the 13 wooden house victory locations. Russians set up in the northeast and approached from that direction and began to sweep north to south, slowly taking houses.

Both Marders were easily dealt with however one of the KV-1s was immobilized necessitating capturing 8 of the 13 houses, which was achieved by the Russian turn 6 when they broke the last German holdouts in the 8th building, as the German 10-2 failed his MC, taking the squads there with him.
Ahriman667
Loss Of HopeTexas ASL Tournament 2025. Danno
Stand Fast the GuardsWent to last turn. wwillow
A Sideshow AffairTexas ASL Tournament 2025. Danno
Highland FrankTexas ASL Tournament 2025. Danno
Chaos in the Coconut Grove GeneralFG
The Hatefulness of War GeneralFG
Adolf's Amateurs Cuddles McDeath
The Factory2025 - Austin Team Tournament jgarlic79@gmail.com
The Front in Flames2025 - Austin Team Tournament jgarlic79@gmail.com
Super Bazooka2025 - Austin Team Tournament jgarlic79@gmail.com
Lost Opportunities cscottk
Better Late Than NeverChose this scenario to commemorate the D Day landings. My Germans set up heavy to the front in order to bring the US relief force under fire as they entered the board. Things got off to a bad start when two squads cowered in the act of placing fire lanes which allowed the attackers to reach the bocage line. After that, the Americans started to toil. My sniper took out the US 9-2 leader and then nailed a CE tank commander. With another tank already under recall due to disabling its MA, Marc decided to call it a day. Dougban
Ad Hoc at Chef-Du-PontUS victory: 1 squad and 1 leader exited, close game strategos
A Frosty MorningTexas ASL Tournament 2025. Danno
Failure to CommunicateTexas ASL Tournament 2025. Danno
Turning the TablesOver in 7 turns. Bad setup and excellent opponent made this a short one. wwillow
Kangaroo HopMisplayed this one. Didn't put the AVREs to good use. wwillow
City on the EdgeTexas ASL Tournament 2025. Danno
Ozarks' TanksgivingTexas Team Tournament dmareske
Kangaroo Hop dmareske
The T-PatchersTexas Team Tournament dmareske
Up the Liri ValleyA full AAR for my playing as the Free French can be found at Gamesquad Forums under the following link.

https://www.gamesquad.com/forums/index.php?threads/aar-ft213-up-the-liri-valley.205037/

It is an interesting scenario, but it was a frustrating game for the French Foreign Legion.

von Marwitz
von Marwitz
As Luck Would Have It GeneralFG
First Timers GeneralFG
Harckocsi AssaultWas lucky early when the Soviet gun malfunctioned which allowed me to tie the Soviet infantry down. I was then able to move the Hungarian infantry in close and to take out some of the defenders in close combat. Was able to break the Commissar and eliminate a stack for failure to rout. The gun came back on line and took out most of the tanks however the infantry was able to push forward and threaten the summit leading to the Soviet surrender. Nicho11
A Sideshow AffairPretty exciting game and good introduction to caves. We included some full ASL rules, but otherwise left it in the starter kit style. The Americans made a push right at the first cave trying to eliminate it quickly, but it took longer than I thought. Dan was going for CVP shooting broken half squads when better targets were available. Both tanks got immobilized and one crew died. Dan got to 13 points and I was down to 1 FT in the end to collapse the last cave. Lucky I did not roll a 10! dmareske
Farmyard AffrayFriday Night Fight :-

Despite breaking the light mortar on its first shot and permanently malfunctioning it in my following rally phase the canadians made good progress. The 9-2 together with 2 and a half squads sprinted through the woods via path and road to gain the rear most building. two squads moved through the grain in a direct assault on the farmyard.
Paul Legg
Turning the TablesGood desert fight. Dust and sun blindness really help Germans breach obstacle belt.

2025 - Austin Team Tournament
jgarlic79@gmail.com
Gut PunchExcellent scenario with lotsa options. Very replayable.

2025 - Austin Team Tournament
jgarlic79@gmail.com
Death BoxELR is very challenging for Axis, but Russians really have a large area to defend with minimal options.

2025 - Austin Team Tournament
jgarlic79@gmail.com
De Veer's CounterattackThis scenario is set in March 1942 in Java, when the Japanese juggernaut was still going strong.

It is an interesting situation, as both sides get to attack and defend. Initially, the Japanese can force an instant win if they succeed in controlling a certain number of buildings. During the first turns they have the numbers to do it, but the attempt will come at a price that might cost them dearly if they don't succeed.

This is because then Dutch reinforcements arrive, led by the vaunted 10-2 De Veer, to push back the Japanese. If the Dutch succeed in controlling another set of buildings, they will defeat the Japanese.

If the Japanese have tried to force an early win and failed, they will likely be weakened by the attempt, giving them a harder time to stand up to "De Veer's Counterattack", the name of the scenario. The Japanese could choose not to go "all out" in the beginning. If they elect for that, they need to carefully consider how far to go and how to deploy their forces to blunt the Dutch counterattack.

I had the Dutch in our playing. Our game was quite dramatic, with my initial two Dutch leader being killed by the Japanese Sniper. The Japanese conducted canny opening moves which partly surprised me. But I was able to whittle down the Japanese force somewhat in their onslaught.

My reinforcements arrived in the nick of time and their initial moves could luckily not be interfered with by the Japanese, which allowed the Dutch to cover some ground to reach the action. Still, I was not even sure if the reinforcements could prevent the insta-win of the Japanese.

It appeared, that my opponent switched to the defense, though, which left my Dutch with the requirement to recapture at least two buildings. When trying to rush towards on, relying on the inspiring morale of 10-2 De Veer, he and his stack of three squads were it by a mortar shell, which caused a 1MC. Uh-oh...

De Veer shrugged it off, but two of the three squads broke. Well, De Veer shrugged it off with an attitude and had gone Berserk. A dive into the rules showed that he would try to inspire even broken units to join him in his Berserk charge. And inspire he did: All three squads went Berserk with him and were hellbent to charge a Japanese 9-1 Leader directing a 228+MMG across an open road...

For good measure, my Sniper killed the Japanese 9-0 Leader, while the sons of Nippon braced themselves for the counterattack now being exposed to a mounting volume of defensive Dutch fire. When it was De Veer's time to charge, he and his posse survided a deadly 8 @-3 attack due to the Japanese MMG malfing and then sought CC with the enemy 9-1, 228+MMG(now malfed). The Japanese fought with any blade and bayonet they could muster but went down to the 4:1 odds against them - not without wounding De Veer, though. In one of the buildings, a lone 237 Japanese HS stood its ground against 3x457 Dutch squads remaining in Melee.

By now, the Japanese where quite whittled down and the substantial Dutch reinforcements had closed in within the village. Thus the Japanese had to husband their forces, which they partly did by clevery recombining to full squads to prevent themselves from breaking. But the Japanese got a break (of the positive sort) by some high rolls of the Dutch during Prep fire despite some Point Blank positions. I made some rather risky moves to yet more ramp up the pressure and was duly punished for this, having one squad killed by a combination of K/1 and Fate and two others broken. However, these reckless moves had not been entirely without plan: They also exhausted the Japanese fire options. Then came De Veer's hour. Insisting to continue to lead the attack from the front in spite of his wounds, he ordered himself being carried forward on a stretcher by his troops. I CX'ed one squad "portaging" De Veer at 5PP, which still had 5MF remaining because even a wounded portaged Leader is able to convey his Leader Movement Bonus. So again, De Veer charged forward with three squads in a stack across Open Ground free of enemy fire to arrive in Palm Trees adjacent to a building I needed to retake which was held by a Japanese 137+LMG which was already marked by Final Fire.

But ours was a dramatic game: The said 137+LMG decided to go fo Final Protective Fire and rolled a 3 for a K/1 against De Veer's stack! Random selection hit two squads which were Casualty reduced. The ensuing morale checks broke everyone but De Veer and a CX halfsquad. Still, a 457 which I had sent before De Veer to draw fire but survived, was able to go into CC with the 137+LMG to obliterate it and to retake the victory building. Instead of De Veer and his platoon, the only support it had to hold that building against the Japanese counterattack in his next upcoming last turn was a CX HS. Meanwhile in the village, the Japanese 237 went down in HtH Melee against 3x457s without causing further losses.

The „village building“ was firmly in Dutch hands and in their last turn, the Japanese did not attempt to retake it but rather moved into a position from where it would be able to interdict the reinforcements of my scant Dutch force on the far side of the bridge. Over there, the Japanese had two 1st Line 247s and a Conscript 126 halfsquad which would theoretically be able to evict my 457 with its captured Japanese LMG from the victory building. Since the Japanese 247s were Stealthy and would immediately to into H-t-H CC, it was a very real chance for them to Ambush my 457 and to kill them, which would have left me only with a single CX 237 halfsquad next to that building in case it survived until next turn. However, one of the Japanese 247s was double-acquired by the Gun and could not afford to just wait out on the street. Thus it assault moved off, which exposed it to Point Blank Fire from by 457+captured LMG. I took this fire opportunity, also trying to lay down a Fire Lane which would force the second 247 either to move through it or to circumvent it at the cost of becoming CX. Ah, yes, more drama: I rolled a 10, which x'ed the captured LMG, did away with the plan for the Fire Lane and did not break the Japanese HS. But it caused a PTC. And, drama, the Japanese HS Pinned and would not be able to advance into CC to retake the building. This left the Japanese with two halfsquads for the job. First, he sent in the 126 Conscripts, but these were killed by a 4 @ -2 shot for FFNAM/FFMO by my Dutch MMG which had just been waiting for them. Things were now looking very grim for the Japanese: My opponent moved his last 247 1st Line halfsquad ADJACENT to the victory building. There it was attacked by 4 Residual FP, flat and had to take a PTC – passing it. Then they took a 4FP flat Final Fire from my 457 in the victory building resulting in a – drama – PTC, which they passed. In a last attempt to prevent the Japanese HS to be able to advance into H-t-H CC, I fired my CX 237 halfsquad for a 2FP +1 shot, causing a PTC. The Japanese – drama – passed their third PTC! So, my opponent was able to advance his 1st Line 247 into CC with my 457 in the victory building. Ambush – drama – did not occur. He attacked me at 1:2 and – drama – killed my 457. I attacked back and – drama – killed the Japanese halfsquad.

At this point, all what was left of the Japanese force was an 8-0 Leader with a 247 halfsquad, a Pinned 247, and another broken 247 halfsquad somewhere behind some hill. The Dutch had lost 8 squad equivalents, broken their HMG and a captured LMG, malfed two LMGs. Of the Dutch survivors, 3.5 squad equivalents were broken and De Veer wounded.

Dutch win as the Japanese had no more possibilty to move in a desperate attempt to retake two buildings.

This has been an extremely bloody and exciting affair.


von Marwitz
von Marwitz
Rough Recess johan.vrijdaghs@gmail.com
Kicked to the CurbInteresting little scenario which Tony and I chose for our VASleague game. Tony's Poles moved forwad confidently in the early going, while laughing in the face of morale checks. That said, my Russians were showing similar fortitude in the face of fire. Seldom have so many bullets been fired to so little effect. The final crunch came in turn three when the Poles advanced en masse to point blank range in face of the Russian defences. At this point I uncorked a series of low DRs which wreaked havoc on the Polish attackers. The mighty Russian tanks (not words often used in connection with T26 M33s) took advantage of a broken ATR squad to overrun the Polish stacks behind it and Tony conceded after the resultant carnage. Dougban
Good, Lucky, or BothItalians exited 7vp strategos
Mount Della TorracciaTexas ASL Tournament 2025 Danno
High Rent HooligansTexas ASL Tournament 2025 Danno
High Rent HooligansTexas Team Tournament dmareske
Roasting RossnerTexas Team Tournament dmareske
Drive to IoanninaTexas Team Tournament dmareske
East FortTexas Team Tournament dmareske
High Rent HooligansTeam Texas wwillow
Mount Della TorracciaDon't put mortar too far forward!

2025 - Austin Team Tournament
jgarlic79@gmail.com
Walk in the Woods2025 - Austin Team Tournament jgarlic79@gmail.com
Stand at Festubert2025 - Austin Team Tournament jgarlic79@gmail.com
Fuchin FortifiedJohn and I both looked at this and thought the Japs stood little chance of winning. Outnumbered 2:1, with the Russians able to deploy, facing 9 tanks and OBA, it would be a tough ask. But if anyone could pull it off it'd be John, as he's one of the best defenders I've ever played. Not too surprisingly, roadblocks cut off the top two roads, and the south was heavily lined with AT ditches. This forced me to smash some tanks into buildings, and I lost my first of three tanks to this tactic (a heavy blow), and another bogged. I lost a couple HS to either booby traps while deploying, or the heavy amount of searching I did. Another tank was taken out by a THH on the Jap portion of the turn. John chose to hand over the Q16 building without any resistance, completely the opposite approach I would've taken. Turn 2 saw me lose another two HS to deploy/search, but my juggernaut's push forward was blunted by a well-placed fortified building (O12) supported by an AA gun (O13), both further protected my mines. HMGs guarded the southern and middle roads to make getting to the N14 building challenging. Perhaps I would've been wise to drop some smoke here as cover, but not knowing where most the fortified buildings were dissuaded me from doing so, as uprooting the defenders would be virtually impossible if they were shrouded. Turn 3 saw us swap two HS and a DC apiece as I ousted the defenders from O12, but O13 turned out to be fortified as well, with a HIP squad helping guard the gun. I made inroads into N14, and bypassed the mines in the northern rowhouse via the roof (a move that frustrated John to no end). Wire, HMGs, and lack of tanks stymied my progress in the south. One of the SU-85s was immobilized by the 75L AA gun from its nest in a fortified building (a trick John uses oh so well), but it would break for good on Turn 4. The turn also saw me oust him from O13 and the N14 building, and get my radioman in position in the south to call in some smoke. What I really needed was tank support in conjunction with my OBA, but due to the nature of his defense and my radioman's position this wasn't going to happen. I believe this cost me the game. It also didn't help that Turns 4 and 5 saw me lose two additional tanks to the cellars. And, even though I was starting to dish out more than I lost, John's excellent defense prevented me from getting any tanks in the rear to interdict his reinforcements. These would be crucial to his victory, as he sent all but his 10-0 with a FT to the beleaguered south. Turn 6 saw very little action, as I positioned myself both up top and in the south for human waves. Turn 7 saw me make strong inroads in the north, but my wave in the south was hampered by poorly located smoke. This progress was further dampened on Turn 8 by a fortified position in H18. So, while the south was almost unassailable, I figured I had a remote chance in the north. After a very bloody last turn, John managed to hold on to the victory. A very enjoyable game. The key for the Russians I think is to intercept those substantial Jap reinforcements, which will probably prove quite difficult without taking a preponderance of risks. buser333
Paratrooper's Hell strategos
An Even ChanceTexas ASL Tournament 2025. Danno
Hill 1088Texas ASL Tournament 2025. Danno

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March Madness Tournament Pack 2025 Fixed
All sorted now - apologies for any inconvenience - the pack scaling has now been corrected. You can buy the pack from the MM Tournament 2025 publication page.
MM 2025 pack
Please hold off buying the pack until this message is replaced. I’m away at the moment but the scaling is incorrect as part of the email-stamping process so some of the pages will be cut-off.

I’ll get this sorted by Sunday/monday - sorry!
March Madness Tournament Pack 2025
The March Madness 2025 pack is now available for sale on the Archive for $16. 6 scenarios bringing the March Madness packs up to 100 scenarios now - an amazing achievement!
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Our usual patron only tournament is joined this year by a starter kit tournament (no patronage required).
March Madness Korean War pack updated
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ScenarioActionWhen
Paratrooper's Hellstrategos Added a playing19m 14s ago
A Vast Hellish Ruinjwert02 Added a playing1h 52m 43s ago
Penny Packetsigycrctl Added a playing2h 31m 19s ago
Penny Packetsigycrctl Added a playing2h 32m 25s ago
The Little Can Openerchubooga Added a playing3h 12m 50s ago
By Dawn's Early Lightasloser Added a playing5h 7m 40s ago
Tisza TeaseDave Linked the scenario to ROAR5h 9m ago
Bridge Over the River Queenusmcwo1 Added a playing5h 18m 53s ago
Fighting Withdrawalusmcwo1 Added a playing5h 20m 14s ago
BreakoutHutch Modified the misc. rules8h 13m 10s ago
Block to BataanBongiovanni Added a playing8h 13m 30s ago
BreakoutHutch Modified the Unit Elements8h 18m 49s ago
BreakoutHutch Modified the gps location8h 26m 56s ago
Fool's ErrandHutch Modified the unit counts8h 37m 12s ago
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Fool's ErrandHutch Modified the misc. rules8h 38m 28s ago
Fool's ErrandHutch Modified the Unit Elements8h 44m 58s ago
A Man Called Hog JawHutch Modified the gps location8h 46m 58s ago
A Man Called Hog JawHutch Modified the Defender's Guns8h 52m 2s ago
A Man Called Hog JawHutch Modified the unit counts8h 53m 4s ago
A Man Called Hog JawHutch Modified the Defender's Guns8h 53m 4s ago
A Man Called Hog JawHutch Modified the unit counts8h 53m 51s ago
A Man Called Hog JawHutch Modified the Attacker's Guns8h 53m 51s ago
A Man Called Hog JawHutch Modified the Defender's Guns8h 53m 51s ago
A Man Called Hog JawHutch Modified the misc. rules8h 55m 26s ago
A Man Called Hog JawHutch Modified the overlays8h 56m 8s ago
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WhiteoutHutch Modified the misc. rules9h 12m 3s ago
WhiteoutHutch Modified the Unit Elements9h 13m 50s ago
Stein's StingerHutch Modified the misc. rules9h 16m 18s ago
The Flying ColumnHutch Modified the misc. rules9h 19m 28s ago
The Flying ColumnHutch Modified the Unit Elements9h 22m 21s ago
Bloody Christmas HillHutch Modified the unit counts9h 24m 34s ago
Bloody Christmas HillHutch Modified the Attacker's AFVs9h 24m 34s ago
Bloody Christmas HillHutch Uploaded an Image9h 25m 41s ago
Bloody Christmas HillHutch Modified the overlays9h 26m 9s ago
Bloody Christmas HillHutch Modified the misc. rules9h 26m 33s ago
Bloody Christmas HillHutch Modified the Unit Elements9h 28m 15s ago
Bloody Christmas HillHutch Modified the Defender9h 28m 56s ago
Where The Reindeer Dare Not GoHutch Modified the gps location9h 31m 12s ago
Where The Reindeer Dare Not GoHutch Modified the Unit Elements9h 38m 45s ago
A Matter of HonorHutch Modified the unit counts9h 41m 3s ago
A Matter of HonorHutch Modified the Defender's Guns9h 41m 3s ago
A Matter of HonorHutch Modified the Defender's Guns9h 42m 26s ago
A Matter of HonorHutch Modified the unit counts9h 45m 8s ago
A Matter of HonorHutch Modified the Attacker's AFVs9h 45m 8s ago
A Matter of HonorHutch Modified the Defender's Guns9h 45m 8s ago
A Matter of HonorHutch Updated the Victory Conditions9h 47m 55s ago
A Matter of HonorHutch Modified the unit counts9h 48m 10s ago
A Matter of HonorHutch Modified the Attacker's AFVs9h 48m 10s ago
A Matter of HonorHutch Modified the Defender's Guns9h 48m 10s ago
Sylvan Deathasloser Added a playing15h 37m 36s ago
Goats to Lure the TigerRJenulis Added a playing17h 5m 46s ago
Danish CrossroadsHeloanjin Added a playing17h 38m 17s ago
Loser Takes Alldsoukup Added a playing18h 31m 16s ago
Express for Leningradwwillow Added a playing20h 12m 8s ago
Audacity of Innocencegrumblejones Added a playing21h 15m 18s ago
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The Overlookslunts Added a playing23h 1m 25s ago
Duropa PlantationPaul Legg Added a playingYesterday
Night Battle at NoromaryevkaHeloanjin Added a playingYesterday
Delaying Action at KylänmäkiDjord Added a playingYesterday
Priests at St. CloudHeloanjin Added a playingYesterday
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Harckocsi AssaultJimT1277 Added a playingYesterday
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A Matter of HonorHutch Modified the Unit ElementsYesterday
A Matter of HonorHutch Modified the misc. rulesYesterday
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A Matter of HonorHutch Modified the misc. rulesYesterday
Broe Bay BrouhahaHutch Modified the misc. rulesYesterday
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Indirect PantherHutch Modified the misc. rulesYesterday
Indirect PantherHutch Modified the unit countsYesterday
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Hill 200 - Gateway to RzhevHutch Modified the misc. rulesYesterday
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Hill 200 - Gateway to RzhevHutch Modified the Defender's GunsYesterday
Hill 200 - Gateway to RzhevHutch Modified the Defender's GunsYesterday
Hill 200 - Gateway to RzhevHutch Modified the unit countsYesterday
Hill 200 - Gateway to RzhevHutch Modified the Defender's GunsYesterday
Hill 200 - Gateway to RzhevHutch Modified the Attacker's AFVsYesterday
Hill 200 - Gateway to RzhevHutch Modified the Defender's GunsYesterday
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Hill 200 - Gateway to RzhevHutch Modified the Attacker's AFVsYesterday
Hill 200 - Gateway to RzhevHutch Modified the Defender's AFVsYesterday
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Hill 200 - Gateway to RzhevHutch Modified the Defender's GunsYesterday
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Legion of DoomHutch Modified the misc. rulesYesterday

Popular Publications

PublicationScenariosRating
March Madness 2023 10th Mountain Division Pack 98.19
HazMo Scenario Pack 5: Firestarter 108.05
March Madness 2009 Partisan Pack 88.00
March Madness 2022 Grumble Jones Pack 87.96
March Madness 2017 Hollis Partisans Pack 107.77
Grumble Jones 1637.69
ASL Starter Kit Expansion Pack #2 87.44
Time on Target # 3 147.33
March Madness 2013 Commissar Pack 87.31
March Madness 2018 Players Pack 107.31
ASL Starter Kit Expansion Pack #1 2nd Edition 127.25
ASL Starter Kit #4 87.24
Schwerpunkt # 9 127.19
Schwerpunkt #24 127.19
Schwerpunkt #14 127.15
ASL Starter Kit Bonus Pack #2 87.15
Friendly Fire Pack 12 87.13
From The Cellar Pack # 4 207.12
Ost Front Pack 67.09
Friendly Fire Pack 1 87.08
Race For The Meuse 67.08
Fistful of Scenarios 67.08
ASL 9 - Gung Ho! 87.07
Battle of the Hedgerows - The Storm Broke 67.07
Quick 6 Scenario Pack IV 67.07
HASL 1 - Red Barricades 107.06
From The Cellar Pack # 8 167.06
ASL Action Pack #14 Oktoberfest XXXIV 127.06
The Green Hell of Inor 197.06
From The Cellar Pack #11 107.05
Franc-Tireur #16 157.05
Friendly Fire Pack 2 87.03
Beyond the Beachhead 87.02
Leibstandarte Pack 5 - Scorched Earth 87.00
Quick 6 Scenario Pack VI 67.00
Best of Friends 126.99
Critical Hit # 2 156.98
ASL Journal #10 196.98
ASL Journal #12 146.97
Recon by Fire! #2 106.96
Battles of Carpiquet 136.96
Friendly Fire Pack 9 86.96
ASL Action Pack #10 86.96
ASL 1 - Beyond Valor (3rd Edition) 246.95
Schwerpunkt # 4 126.93
ASL Action Pack #17 Oktoberfest XXXV 166.93
BFP 6: Mannerheim Cross 446.93
ASL Journal #11 286.92
HASL 13 - Slaughter at Ponyri 136.92
Grossdeutschland Pack 1 - The Early Years 86.91
From The Cellar Pack # 3 106.91
ASL 13 - Rising Sun (2021) 386.91
Into The Rubble 86.90
Generic Playtesting Log 376.90
AH:ASL Annual `93a 116.89
Hero PAX 4: Mediterranean Theater of Operations 126.89
Operations Special Issue #3 76.89
Friendly Fire Pack 6 86.89
Friendly Fire Pack 3 86.88
ASL 12 - Armies of Oblivion (2nd Edition) 326.88
March Madness 2020 Full Rulebook ASL Pack 86.88
Not One Step Back 86.88
Kreta - Operation Merkur 186.87
Friendly Fire Pack 4 106.87
China-Burma-India: The Lost Theater Part 1 156.87
HazMo Scenario Pack 3: City of Steel 106.87
Special Ops #12 66.87
Friendly Fire Pack 11 86.86
Dezign Pak 6 126.85
Dezign Pak 9 106.85
ASL Action Pack #16 From The Land Down Under 156.85
ASL Action Pack # 6 A Decade of War 106.84
HASL 9 - Hatten in Flames 106.84
Classic ASL 166.83
Best of Friends 2 126.83
Schwerpunkt #22 126.82
ASL Journal #14 256.82
Turning the Tide 206.81
ASL 16 - Twilight of the Reich 176.81
Schwerpunkt # 8 126.80
Death to Fascism 86.80
AH:ASL Annual `93b 126.79
Quick 6 Scenario Pack VII 66.79
Aussie Tournament Pack 76.78
ASL Action Pack #13 Oktoberfest XXXII 116.78
ECZ Tournament Director's Pack 166.78
Deluxe Advanced Squad Leader 386.77
ASL Journal # 5 136.76
Aussie '98 Pack 106.75
ASL Action Pack # 4 Normandy 1944 126.75
Melee Pack III 76.75
Schwerpunkt #23 126.75
Paddington Bears '96 Pack 106.74
Fanatic Pack 2 126.74
ASL Action Pack # 3 Few Returned 126.74
From The Cellar Pack # 2 106.74
BFP 3: Blood and Jungle 476.74
ASL 13 - Rising Sun 336.74
ASL 3a - Yanks (2nd Edition) 416.74
ASL Starter Kit #3 86.73
ASL Journal # 8 166.73
HazMo Scenario Pack 4: Making the Grade 106.73
Friendly Fire Pack 7 86.72
HASL 4 - Pegasus Bridge 86.71
DASL 1 - Streets of Fire 106.71
AH:ASL Annual `90 166.71
Schwerpunkt # 5: Medal of Honor 126.70
HazMo Scenario Pack 1: A World at War 106.70
Rally Point # 1 106.69
Dezign Pak 5 186.69
ASL Journal # 4 136.68
Schwerpunkt #13 126.68
AH:ASL Annual `95 Winter 246.67
ASL Journal # 1 176.67
ASL Journal # 3 336.67
Tactiques # 4 86.67
Operations Special Issue #1 66.67
BFP 4: Crucible of Steel 326.67
Rally Point #11 106.67
Battle for France 106.67
ASL Action Pack #19 Roads to Rangoon 106.67
BFP 2: Operation Cobra 126.66
ASL 10 - Croix de Guerre 86.65
Internet 1306.65
Critical Hit # 3.1 126.65
Schwerpunkt #12 126.65
From The Cellar Pack # 9 176.65
HazMo Scenario Pack 2: The Un-Civil Wars 106.65
ASL 12 - Armies of Oblivion 116.64
HSASL 2 - Operation Veritable 176.64
ASL Starter Kit #1 66.64
Schwerpunkt #10 126.64
HASL 7 - Valor of the Guards 216.64
ASL Journal #13 336.64
Schwerpunkt # 7 126.63
March Madness 2019 Close Combat Pack 86.63
Quick 6 Scenario Pack V 66.63
BFP 5: Poland in Flames 456.62
AH:ASL Annual `96 146.61
Schwerpunkt #11 126.61
Rally Point # 2 106.61
Friendly Fire Pack 10 86.61
Quick 6 Scenario Pack 66.61
ASL Action Pack #15 Swedish Volunteers 166.61
ASL Open `96 Scenario Pack 106.60
Blood & Iron 106.59
Schwerpunkt # 6: Victoria Cross 126.59
Coastal Fortress 556.59
Schwerpunkt #20 126.59
ASL Action Pack # 2 86.58
AH:ASL Annual `92 156.58
Dezign Pak 10 156.58
Rally Point #14 106.58
Quick 6 Scenario Pack III 66.58
ASL 3 - Yanks 86.57
ASL Starter Kit #2 86.57
Recon by Fire! #3 206.57
Petsamo-Kirkenes Operation: Monkeys with Typewriters Vol.III 186.57
ASL Action Pack # 1 86.56
Leibstandarte Pack 1 - Blitzkrieg! 86.56
Franc-Tireur #10 116.56
Franc-Tireur #11 226.56
ASL Action Pack # 5 East Front 126.55
Kampfgruppe Scherer: The Shield of Cholm 176.55
HASL 8 - Festung Budapest 206.55
HASL 10a - Red Factories 186.54
ASL Journal # 2 246.53
Elite Canadians 96.53
Rally Point #15 106.53
ASL 5a - For King and Country 206.52
HSASL 1 - Operation Watchtower 176.52
Gembloux: The Feint 96.52
ASL Journal # 9 256.52
Dezign Pak 1 106.51
From The Cellar Pack # 5 146.51
AH:ASL Annual `97 166.50
Hero PAX 3: Jungle Heroes 106.50
Melee Pack II 66.50
Dos Equis Scenarios Especial 106.50
Rally Point # 3 106.49
Nor'easter XX 136.49
Winter Offensive Bonus Pack 2018 66.49
ASL 10a - Croix de Guerre 426.49
HASL 12 - Drop Zone: Sainte-Mère-Église 146.49
ASL Journal # 7 126.48
Critical Hit # 6.4 246.48
Onslaught to Orsha 256.48
Leibstandarte Pack 2 - Barbarossa 86.48
ASL Starter Kit Expansion Pack #1 1st Edition 86.47
Friendly Fire Pack 5 106.46
ASL 5 - West of Alamein 86.45
G.I.'s Dozen 136.45
Provence Pack (MMP Download) 106.45
ASL Action Pack # 8 Roads Through Rome 106.45
Rivers to the Reich 156.45
Blitzkrieg in the West - Central Campaign 66.45
AH:ASL Annual `91 166.44
Waffen-SS II: The Fuhrer's Fireman 86.43
Beyond the Beachhead 2 166.43
Rally Point # 7 106.43
Friendly Fire Pack 8 86.43
ASL Action Pack # 9 To the Bridge! 106.43
ASL 7 - Hollow Legions (2nd Edition) 86.42
ASL Journal # 6 156.42
Swedish Volunteers 146.41
HASL 11 - Sword & Fire: Manila 306.41
Schwerpunkt #17 126.39
High Ground 2 166.38
Into The Rubble 2 126.38
Rally Point #18 106.38
ASL Starter Kit Expansion Pack #3 86.38
Rally Point #20 106.38
Out of the Attic #2 166.37
ASL Action Pack #18 Oktoberfest XXXVII 146.37
Tactiques # 1 106.36
Tactiques # 8 106.36
Witches Cauldron: Oosterbeek Perimeter 166.36
Schwerpunkt #16 126.36
Tactiques # 7 86.35
AH:ASL Annual `89 156.34
ASL Action Pack # 7 106.34
Rally Point #13 106.34
Quick 6 Scenario Pack II 66.34
Nor'easter Scenario Pack II 156.34
ASL 7a - Hollow Legions (3rd Edition) 546.34
Critical Hit # 4 106.33
Tropic Thunder! 126.33
Franc-Tireur #13 176.33
Franc-Tireur # 7 116.32
ASL 2 - Paratrooper (2nd Edition) 86.31
Tactiques # 6 86.31
Dezign Pak 7 126.31
Berlin: Red Vengeance 116.30
High Ground! 86.30
Winpak #1 106.30
ASL Action Pack #11 29 Let's Go! 106.30
The Canadians In Italy 1: The Red Patch Devils in Sunny Sicily 86.29
Onslaught To Orsha 2 326.29
Dezign Pak 2 126.28
Schwerpunkt #21 126.28
BFP: Operation Neptune 106.27
Out of the Attic 166.26
ASL Action Pack #12 Oktoberfest XXX 106.26
ASL 11a - Doomed Battalions (4th Edition) 326.26
Fanatic Pack 1 126.25
Dezign Pak 4 156.25
Franc-Tireur #12 126.25
Rally Point #16 106.25
Hero PAX 1: Hurtgen Hell to Bulge Nightmare 86.24
Franc-Tireur # 8 106.24
ASL 11 - Doomed Battalions (3rd Edition) 246.24
ASL 15 - Forgotten War 166.24
Rally Point #17 106.24
ASL 11 - Doomed Battalions (2nd Edition) 86.23
Critical Hit # 3 186.23
March Madness `97 Pack 126.23
Tactiques # 9 106.23
Schwerpunkt #19 126.23
Covered 136.23
Blitzkrieg Pack 186.22
Armoured Aussie Pack 76.22
Out of the Bunker 146.22
Tactiques # 2 106.21
From The Cellar Pack # 6 106.21
Rally Point # 8 106.21
ASL 14 - Hakkaa Päälle! 176.21
HASL 10b - Red October 116.21
ASL 4 - Partisan! 86.20
Corregidor: The Rock 216.20
Internet: MMP 66.18
Rally Point # 6 106.17
Franc-Tireur #15 226.17
Recon by Fire! #4 146.15
The Canadians In Italy 2: The Spaghetti League 126.14
ASL Journal #15 116.14
Schwerpunkt #15 126.13
Rally Point # 9 106.13
SASL 1 - Solitaire ASL (2nd Edition) 216.11
HASL 3 - Kampfgruppe Peiper II 86.10
Schwerpunkt #18 126.10
Franc-Tireur #14 326.09
Buckeyes! 106.07
From The Cellar Pack # 7 106.07
Schwerpunkt # 3 126.06
Schwerpunkt # 2 126.05
ASL 8 - Code of Bushido 86.04
Leibstandarte Pack 4 - Turning of the Tide! 86.04
Waffen-SS I: No Quarter No Glory! 66.02
Backblast # 2 86.00
Critical Hit # 7.1 186.00
Recon by Fire! #1 86.00
Dezign Pak 8 106.00
Objective: Schmidt 176.00
ASL 1 - Beyond Valor (1st Edition) 106.00
ASL 6 - The Last Hurrah (2nd Edition) 85.99
HASL 5 - Blood Reef: Tarawa 105.95
The Canadians In Italy 3: D-Day Dodgers 105.91
Schwerpunkt # 1 125.91
Dezign Pak 3 155.90
Blitzkrieg in the West - Northern Campaign 65.90
Rally Point #21 105.89
Paddington Bears '97 Pack 85.88
HASL 6 - A Bridge Too Far 125.87
Time on Target # 1 135.86
From The Cellar Pack #12 115.86
Hero PAX 2: Eastern Front Hero Fest 85.83
Time on Target # 2 215.83
Deluxe Pack #1 125.82
Wacht Am Rhein 165.80
Southern Cross Scenario Pack `96 65.80
ASLOK 2005 - 20th Anniversary Scenario Pack 105.71
Rally Point # 5 105.71
DASL 2 - Hedgerow Hell 85.70
Winpak #2 65.68
ASL For Fun-LCP 325.68
Melee Pack I 65.63
All American I: Kellam's Bridge 105.52
Leibstandarte Pack 3 - Clash at Kharkov! 85.48
Panzer Aces 65.42
Shingle's List 85.42
Hell's Highway 65.35
Firefights! 65.31
Guerra Civil: The Spanish Civil War 125.20
The Long March 175.18
Soldiers of the Negus 84.93

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Newest players - welcome!

UsernamePlayerRegistered
marginalJan Kärrö2025-06-23 13:06:33
SahlisMattias Sahlberg2025-06-08 15:47:04
LIBGFFWalter B2025-05-27 10:31:26

On this day...

ScenarioLocationDate
133 Block Busting in BokruiskBokruisk, USSR1944
DASL A06 BreakoutBobruisk, Russia1944
J08 Block Busting in BokruiskBokruisk, USSR1944
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