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ScenarioCommentUser
Death Solves All Problems rangercote
Requiem for a DreadnaughtThe German attack penetrated and supressed the big tanks - they fell easiyl really!
macrobosanta
West of the MerderetA good well-balanced scenario. Ultimately, there are two battles which take place. 1) is for Hill 30 which can increase the number of American CVP which need to cross the river, and then 2) crossing the river. I had a fortunate Zerker who tied up some paratroopers on top of Hill 30 which eventually caused the death of a squad or two and a key leader... Additionally, my I had Germans with SW in DD12 and FF13 who never broke and adequately covered the terrain necessary to cross one of the two bridges over the Merderet.

While the scenario ended with a Melee in progress (which was in progress for several turns) the Germans did enough damage on the left side and took enough hexes to make the last charge for the Americans to be extremely low percentage. I think there's a lot of balance with this scenario and could see this being close to even after 100 plays of equally skilled players. Log is from the last turn and half. (VASL Log)
CWO_19
Dream Team Bongiovanni
Road to Prome (VASL Log) Bongiovanni
Road to PromeFriday Night Fight - conceded by British on Japanese turn 4 before advancing fire. (VASL Log) Paul Legg
First DanceWith 26 vehicles plus motorcycles this was the biggest armour scenario I had tackled to date.
As the French I attempted to amass the 19 CVPs more than the Germans and amassed 17 to 0 before the German tanks arrived on turn 2. The arrival of these tanks resulted in all my on board armour being destroyed and ending any hope of the French fulfilling the automatic victory condition.
The game was close Martin eventually winning 12-8.
alexashton@vinecc.org
Road to PromeClassic PTO fare. As the Allied side, I opted to pull back rather than risk being overrun by a Japanese banzai charge on turn two. I don't know if this was the best plan but it worked out in the end a Japanese banzai on turn four near the exits failed to make much of a dent on the defenders aided in no small way by my opponent rolling three boxcars and an eleven in CC which led to a concession on turn four. (VASL Log) Dougban
Husum Hotfoot Danno
Husum HotfootExcellent scenario...and a ton of fun! grumblejones
Lost Opportunities Bongiovanni
Show a Little Guts! Danno
Show a Little Guts!One of the most fun scenarios I have played this year. Multiple Banzai's kept my Japanese moving forward and by the final turn would have 13 locations for the win...but a heavy price. Only 1 wounded leader left alive and only one full squad with three half-squads left. Bloody and fun scenario. Recommend it!! grumblejones
Not Much of a SoldierI entered my entire force on the southern board, as this looked the most lightly defended. His PSK squad guarding the road there gacked when he cowered, allowing one of my Shermans to roll through and behind him. When he broke and was eliminated for FTR it was the highlight of my turn, though my tank broke 2/3 of its MGs doing so. Unfortunately the rest of my plan went to shit when I pressed into the woods and stumbled upon some mines and the bore sighted mortar hex. Thankfully the mines were sniffed out by searchers before they could do any damage, but the mortar caught me in a stack move. A lost squad, two broken, a wounded 8-1, and a generated hero was the price. Needless to say I was a bit more cautious on Turn 2, and it was of little surprise when my other Sherman exposed more mines in 55AA1. Unfortunately it was via bypass, so no TB was laid. My men in the south, vanguard by the hero, were able to follow a clear trail presented to them by a retreating German, the crippled Sherman joining them. Turn 3 saw my central tank bog in the woods (despite using all its MPs), while the mortar severely limited my mobility in the area. Turn 4 saw my bogged tank immobilize and my other bog crossing some bocage. And when my play to take out the mortar saw only a HS survive while three squads and a 9-1 broke I had enough of this nonsense. Bocage is the best friend a competent defender can have. Paired with my poor dice, there just wasn't anywhere near enough time to recover. Not my favorite scenario. buser333
The Devil's Free to Have a TryHungarians folded under extreme Russian pressure. jgarlic79@gmail.com
Disaster at YpenburgGood scenario, I misplayed reinforcements and got bogged down 'bug' hunting instead of rushing forward. jgarlic79@gmail.com
With Tigers on Their Tail jgarlic79@gmail.com
A Long Way To Gogreat first vasl game sparkyxc9
And the Walls Come A-Tumblin' DownI see I was beat to the punch in being the first to play and post, though when we had started I was shocked to see zero plays to date. I figured the bottom part of the map was included for a reason, and that reason was the basis for my dastardly defense. 100% of my force was set up south of the Intramuros. The bulk being as far west as I could muster, though my HIP units were set up further east as a sacrificial line of defense. During the RPh of Ami Turn 1 I broke almost all my infantry and routed back to the warehouse and woods, in preparation of rallying them and setting fire to them. When 100% of my force rallied, and three fires were lit, I couldn't have been happier. We did quickly realize that due to SF SSR only one kindle attempt was allowed and adjusted it. Either way, the bulk of my men were quickly ensconcing themselves in the Manila Hotel, while more than half the Ami force in the east were licking their wounds from the pasting my HIP boys dished out to them. Meanwhile it would take the other half of the Ami force 4 turns just to get into any type of threatening position. This scenario was looking to be a complete bust, and I wouldn't have blamed Scott one bit if he threw in the towel. But thankfully he pressed on, as it ended up being a fairly entertaining game when we played it to completion. Turn 2 saw the eastern Amis whittled down a squad as the Japs picked on their brokies, but they lost a MMG crew in return to some withering 0.50 HMG fire. A THH bungled a silver platter attack on a Sherman sitting next to them. Turn 3 saw the Amis in the north double-timing their way into position, the Amis in the east lose another HS, while the Japs there continued to get attrited, with three crews striping. Turn 4 saw the Amis lose another HS, while the Japs lost the other MMG crew and an AA gun blown to bits with a CH, but not before it knocked the treads off a Sherman. With the path looking relatively clear, Turn 5 saw the Shermans leave their fellow troops behind and move to the front. But the Japs still had a couple tricks up their sleeve in the form an LMG-toting HS and the other AA gun. The LMG promptly broke, but the well-positioned AA would not be so easily dealt with. Meanwhile the attack finally got underway in the west, with the Amis losing a squad to the Japs' HS. Turn 6 was quiet on the casualty count, with only an Ami HS lost; Turn 7 a bit more costly: 1.5 Ami/0.5 Jap. And so the last turn saw the full-on assault of the hotel with everything the Amis had left, which frankly wasn't a lot. As expected, it didn't go the Ami way, losing a squad to a HS for the Japs. And of course any Japs remaining at arms' length from any Amis broke and routed to avoid any further CC losses. Thus the final CVP count was 12-12, a much closer and entertaining game than I ever would've expected, but still probably a somewhat broken scenario. buser333
Red Churchills Dougban
French Civil War in Gabon asloser
Gravy For the GanderThe scenario seemed to favour the Americans... The .50 HMG/9-2 leader combo cleared the hills and the quantity of other American squads pushed forward quickly.... Not sure what the Japanese can do to slow them down... Lots of American firepower, not much for total Japanese squads to repel them. Einer
Nor Will Deep Hell Receive ThemDefenders were quickly overwhelmed and Encircled. All PF checks resulted in Pinned units and only PSK shot was dud ... brutal loss. Kydder
The Front in Flames strategos
The 138 of the 138thGermans force concentrated the northwest corner. A russian fortified building placed right in the northwest corner proved challenging to approach as a placed DC couldn't do much. Luckily though, the russians feared the worst and called for OBA on the corner including their own building. Their blasts wrecked their own units as germans skirted around the blast area. A southern push up the middle quickly took out russians there with no german losses. AT gun jammed before landing a solid hit. At this point the germans could play the slow game having control of several buildings with only 1 HS loss. feralhuntsman
Pride and Joy Guru Bob
Slava! asloser
Over the ProsnaAT gun caught one of the AC's on the far side of the stream and the 81 mortar knocked a couple squads off the motor bikes. Put the Germans a bit behind schedule. Opponent went for the exit with a few squads so the reinforcing cavalry had to take posiition on the hill. Opponent resigned when my LMG took out his second AC. Fun scenario. nebel
Kachin Rangers asloser
Road to Buin Danno
Road to Buin grumblejones
The Streets of StalingradThe opening shot of the game let to a fanatic and heroic 10-3 German leader and shortly after another fanatic assault engineer with him. German advances into the Tractor Works happened quickly, securing the factory fast enough to setup a defensive line within. Meanwhile in the west Russian assault squads struggled with their approach as they got peppered with sniper attacks and other fire crossing the road. Gradually the Russians began taking the other buildings in the west just in time for T34s to lend support. As German positions in the west began to collapse, Russia mounted a counterattack on the northern end of the Tractor Works and southern choke point. The northern push faltered and the southern one turned into a massive meat grinder, mostly due to supporting StuGs and a lone HS with a flamethrower torching the advancing Russians from an upstairs window. The Russians eased up on the northern push until reinforcements arrived from the fully secured west. Nearing game end and with only a 2-1 squad ratio, the Russians were looking at a possible loss as the Germans still very securely held the entire Tractor Works. A massive Human wave with supporting T-34s turned the tide as the Russians were able to overwhelm German defenses and led to securing all but one location in the Tractor Works by the final Russian turn. The German counter-attack only earned them 2 locations and another 2 locked in melee, not enough for victory. feralhuntsman
Melting Pot Dispang12
Gavin Take NoTwo
The WhirlwindAmericans gambled on a forward BAZ Ambush that paid off when the Germans stacked all units aggressively forward on setup. Turn 1 saw the BAZ take out the FlaKPz and a sniper activation from the small arms broke another German squad. The BAZ squad found itself quickly overrun and ended up captured and interrogated by the FlakPz crew, revealing the HIP of a nearby squad. The Germans then tried a northern approach and some intense street fighting began. One by one the American units were getting eliminated as Germans gained ground. It came down to an Alamo defense of the last remaining building in which the American squad was pinned and encircled. Close game considering the FlaKPz loss on turn one felt weighted towards Germans. feralhuntsman
Beyond the Pakfronts jwert02
Brush at TilburgPoor scenario design. (VASL Log) Bongiovanni
Carrier Hill Pantera
Blood on Hill 192 galletto
Defending the Twin VillagesExcellent scenario. My Americans were able to attrit Germans and maintain cohesion falling back.


2026 eASL Open Round 5
jgarlic79@gmail.com
One Smart Bastard Danno
One Smart Bastard grumblejones
Obstructed at OstrogLots for the German to do in this scenario. We had a I had 4 buildings to clear on the last turn and did not have enough infantry left. Fun OOB and felt winnable for both sides earlier in the game but in the end there are too many Russian tanks and getting 458s out of stone buildings was too hard. nebel
Dracula's FangsThis turned out to be a lot of fun. One of my little mortars crit hit two squads and a 8-1 leader in T1 and killed them all. This was a pretty big swing for the Brits to overcome. Hedgehog defense held for several turns breaking the 8 morale gurkha's and slowing them down. I had 3 guns still occupied at the end of the game. Brit had trouble passing MC consistently and just ran out of time. Both of us enjoyed this one and thought it was worth a play. nebel
The Citadel NoTwo
No AnswerRob capitulated at DFPh of German T2 due to malfunctioning the MA on one of his tanks. His infantry had taken a beating during the first and second DFPh's resulting in multiple breaks. He also found the minefields resulting in multiple casualties. The German 81mm mortar was able to suppress his kill stacks and a sniper attack killed the leader and broke the crew servicing his 60mm mortar. All-in-all a solid defence from the Germans, aided by good dice rolls. Nicho11
The Legrew Maneuver galletto
Brush at TilburgFNF game. The Germans drew group 2 while the French got the AT guns . Jonas opted to hold back and let the Germans come to him. Basically, he couldn't get a kill on a German vehicle and conceded on turn three with two AMRs down and one ATG taken out. Tough scenario to balance with three possible groups for each side and an even chance of moving first. I wouldn't fancy the French chances with group three but the combo that we got made for an interesting armour battle. (VASL Log) Dougban
Raiders Along the WallI lost as the Germans. Solid German advance on both flanks for two turns, but Yankee rallies while under DM prevented a clean breakthrough. Multiple times the Germans moved adjacent en masse, ready to CC for the breakthrough, but an insane number of PIN results drastically changed the CC calculus and the Germans demurred. By the time Building I7 fell, there was no path to victory once the Sherman and the 9th ID "kitchen personnel" joined the battle. I conceded end of Turn 5. Esquire
Shanley's HillInteresting game. The paras has a difficult task in front of the big numbers of germans squads, and the little defensives possibility of the Hill. Lluison
Brush at TilburgFriday Night Fight - Conceded on turn 3 despite getting to move first. I received the Group 2 tanks which went through the centre to influent both boards an split the infantry and armoured cars between both boards. On reflection I think a better option is to concentrate the infantry on the southern board and AC on the north. With me having the tanks I would send to the north group and the other two to the south to support the infantry. Because I split my forces, the ACs in the north hung back to support the infantry, instead of pushing for the bridge. This allowed the Germans to cross the stream in force and swamp my forces, so I would be unable to stop the exit points. (VASL Log) Paul Legg
Hill 424 Dispang12
A Long Way To Go Osiris09
Buckley's Block asloser
Day at NightThe Axis opted for four 1-factor A-T mines distributed along the exit edge; only one eventually came into play, in the East front which was not guarded by ordnance and after the Sturmis had been taken care of. A dud from the Finnish PSK led to a third Russian tank exiting and sealing the early victory in turn 3. Granted, there were other chances for a third tank exiting, but harder. All in all, even with the big gap in experience between the players, it felt a bit unbalanced in Russian favor. mestravis
The Marketplace at WormhoudtSmoke shielded the turn 1 rush and I got the tree line secured. The SS more or less just bullied into the village. I lost a Pz4 to CC early which kept it close but I was able to shootup his infantry before he pulled back into the key VC buildings. Fun game I was able to keep a couple of tanks alive and capture the big buildings except the church to win. 2026 ASL eOpen nebel
Over the Prosna FMFCB
The Marketplace at WormhoudtRound 5 of eOpen 2026 slunts
Viking SurpriseDown to the wire jgarlic79@gmail.com
Leningrad RedsThe Finns attacked South through the woods and captured 4 VC road-hexes. A small group attacked North towards the 2 remaining VC-hexes. The Russians withdraw slowly to elaborate a strong defense and protect the remaining VC road-hexes. The Finns began to run out of time and attacked with boldness but were stopped short facing destructive fire. Several Finn heroes rised and attempted hand-to-hand CC but failed. A last rush from a Finn squad ended one hex short from the objective. A final Russian victory. The uncertainty of the VC hexes position and difficult terrain is a huge advantage for the defenders. The Finns have high morale and self-rally capability that can help. lt_steiner
Prelude to Festung BrestSecond game of ASL for Steven. The Americans had some trouble coordinating the attack. Club day for Kansas City ASL. dmareske
The Grain of SandNot sure if it's because I was having an off night but this scenario just didn't work for me. I had so many units roll for their Command Control only to beef it and be stuck doing nothing, regardless of if it was MPh or PFPh. The lack of tactical options with your vehicles just acted as a wormhole where the fun should be. If you want to try a Command and Control functionality where you attempt to "activate" units sans leaders, you can get a similar experience with the abandoned unaffiliated WW1 scenarios (but not the CH ones). Not a fan of the mechanics in this one. Jobbo_Fett
Wons Enough Pantera
Belgians and CenturionsI wonder if everyone playing notices that the Chicomm must exit from the same side as they enter. I thought by covering their victory hexes with my UN forces I could prevent a Chicomm victory, but once they are in, they can break and run towards the exit. I think that I needed to move the tanks behind the Chicomms as fast as possible. mtrodgers99
Hunters from the SkyI really enjoyed this scenario. It's a small OB, but 10 full turns, so a lot happens but the turns go quickly.
One of my two American wings ended up on Board 5, and got pretty shot up on landing. The other got down in reasonable order on Board 2. Luckily, that was near my assigned Assembly point.
The Board 5 wing captured one potential Assembly Area to keep the Germans guessing. It spent the next 7 turns trying to take another, but a 4-6-7, LMG and 8-1 along with a 4 IFE AA Gun held them off. Eventually this entire wing was destroyed except for one broken wounded leader. But their sacrifice kept some Germans from going to the victory area.

The Board 2 attack progressed well, but by the time I had my actual Assembly Point captured, there wasn't any time to spread out and capture others to keep the Germans guessing. By then, their reinforcements had begun arriving and the Americans had to go over to defense.

There were still 5 turns to go, and my force was shrinking consistently. But so was the German's. It came down to a Turn 8 rush by the Germans, who VBM sleazed with the StugIII and got into melee in the Assembly Point hex, but had lost most of their good order troops. (If the stack using Armored Assault with the Stug had not failed NMCs, things would have been different.)

In my Turn 9, I shifted my last squads towards the victory location, got a lucky shot on the Stg with my BAZ 45, and reinforced the melee with a 747. I wiped out the Germans in CC for the win.

With the variable Air Drop results, the random VC location determination, and the random reinforcement entry, this will likely be a different scenario for everyone.

ubertripp
Continue the Attack at OnceFantastic Game with a unique situation - so close that it came down to the last advance
Neither of us landed any really game changing blows so it was a grind to continue to shoot and not dint but I got into the perfect position but Vic edged in
Great to play him and nearly win - 4 down and has not happened yet but that was the closest
macrobosanta
Across the Rio Grande igycrctl
Road to PromeWhile a nice scenario, in our scenario the Japanese was able to take some British as prisoner. Each prisoner squad exited from adjacent to Y1 gave the Japanese 8 VP, which made the scenario not even close. CVP tallies for both were running even through the entire game.

In our opinion, not allowing prisoners or at least no extra points would have made the scenario better.
mharviala
Wet Feet Danno
Wet Feet grumblejones
Out Of Their Element (VASL Log) Bongiovanni
Hill 253.5eASL Open 2026 Round 5 (VASL Log) Bongiovanni
Blood on Hill 192150mm and 100mm OBA were ineffective, the Americans were able to reach the hill with several units anyway - clever use of smoke by my opponent. Really enjoyable scenario, potentially too bounded to OBA effectiveness galletto
St. Kilian's Bloody Sword Danno
Carstens' LamentA solid German force supported by no less than 6x JgPz V, 2x PSW 232, and 2x SPW250/1 need to capture buildings in a village in which the British are holed up.
The British have 3x DD-Shermans and two Carriers. Two HIP Heroes with PIATs, a HIP 76LL ATG, and a 7-0 with special capabilites help to fend off the German onslaught together with infantry - and 100mm OBA HE/Smoke.

Needless to say, OBA is important. The JgPz V's can effortlessly hole the Shermans and the Carriers (if they hit those very small dastardly things). But they have limited HE.

I played the defending British. I brought down the OBA Spotting round perfectly on target on a great blob of Germans during their approach, 10-2, half a dozen squads, two halftracks, and all. When it came to conversion, I needed to correct 1 hex to "optimize". Alas, this correction went to the worst possible direction, hitting merely 3 squads and a 9-1 leader. The effect was a battle hardened heroic 9-2 and one Pinned German squad. But the FFE was "in the way".

In general, the German was doing quite well on his MCs, rolling plenty of 4s, triggering my Sniper, which came down at least four times with a 1 and killed 3.5 squad equivalents. This was partly, because my opponent elected to roll doubles for Random Selection, which also cost him another squad plus Leader when being hit from a long range squad+LMG shot. When I felt I was going to be overrun by the German 10-2 plus 2 squads with HMG, MMG, I contrived to Pin his 10-2, which left the squads out of MF. Immediately thereafter, his newly minted Heroic 9-2 plus company said: "F*** it! Reckon we gots to do this ourselves.". They got wiped out by a 1 Residual FP K/1 mortally wounding the Heroic 9-2 and the rest due to LLMC.

My AT-Gun was a story of its own: It got a rear shot vs. one of the JgPz V's but missed - before it could scurry away with my Gun now revealed, I decided to Intensive-Fire it to malf it. Next turn, the AT-Gun was repaired and blew up one of the PSWs. This prompted another JgPz V to pull up ADJACENT to the AT-Gun in the Woods from the rear, stopping to go CE thereafter. I turned around the AT-Gun three spines in Woods missing the JgPz V of course. But as I reckoned I the Gun would be very dead soon, I Intensive Fired again but was not able to kill the beast. Nor was the JgPz V able to take out the Gun in the AFPh. In my next turn, I needed a 14 or less to hit the JgPz, but even at double Point Blank Range, I had a 24TK vs. his frontal armor of 18. I rolled Boxcars to malf the AT-Gun again - but it was still enough to hit the JgPz V. The result was a Possible Shock, which the JgPz shrugged off. A valiant Sherman pulled up from the rear and won a Gun Duel to get off a shot before the JgPz V could turn - this AP-round blew up the beast. In the next Rally Phase, the AT-Gun repaired again... Crazy stuff!

Another JgPz V was so unfortunate to drive next to one of my HIP Heroes with PIAT and was unlucky to be killed even after it had popped Smoke. I tried some shenanigans with the Carriers, partly successful, partly not.

Due to the OBA the Germans had to cirumvent and the bad luck of his 10-2 pinning and the Heroic 9-2 dying, it took the Germans longer than anticipated to get into the first victory stone building, from which a British squad + LMG was being a PITA. A JgPz V put an end to this with a Critical Hit by a HE round dealing 28FP @ -3 reversed TEM. Another JgPz V had broken another important British squad +LMG, but spent its last HE round in the process. Yet another JgPz V tried to put an end to one of the Carriers speeding around, malfing its MA.
With the Jagd Panzers occupied elsewhere, one Sherman, which I had hidden somewhere in the backfield, dared to sally forth and put itself into a good postion together with one of the PIAT Heroes to take it out in the next German turn. The third Sherman had been blazed early by one of the Jg Pz V's at 14 hex range despite some Grain Hindrance, being located in a Stone Building and successfully having popped Smoke while trying to escape.

As it was getting late and my opponent felt that his main attack by his best Leaders had been seriously unhinged and delayed, we called it a day, leaving the British in possession of enough buildings for the win.
von Marwitz
A Blow Too Late Danno
A Blow Too Late grumblejones
The Cloak of DisorderA fund scenario, my dice were hot early and, a stubborn upfront defense put Anthony off his time table. The momentum swung for a bit, but a mutual annihilation result in HtH Melee put his resurgence at an end and we called it. SGT Mac
War of the RatsFirst game of a new player to our club. Never got the Russian reinforcements so the Germans won. Otherwise, he played a good game as the defense. dmareske
Mussolini's LaughterI got cocky as the Italians and attacked over a wide front, but when the dice went in favor of the Albanians (especially with their HMGs), it simply meant there was nothing to back up the invaders and press on any gains made. If I were to play it again, I'd likely send the Italians in as one large blob, spread out to avoid mass casualties, but able to reinforce necessary hexes. Jobbo_Fett
The Citadel CWO_19
Defending the Twin VillagesChicago Open (round 5)
Dave played near flawlessly for a tight last turn victory. Fun game.
RJenulis
Cibik's RidgeJapanese attacked in 2 columns; N9 and N5; managed to push back HMG in T6; flanked the whole hill and won by J5. A_Lost_Canadian
Paper Army Osiris09
Claws of the SparrowEasing my way back into ASL after a 3-month holiday. Rusty, so a fairly easy win for my opponent, who played well. Gamer72
The Time of Humiliations Guru Bob
Sweeping NorthLike all British scenarios if the British get smoke they win. I did not get smoke. The optional SSR and dm SW are cruel designer tricks. I really wish designers would grow up and stop designing scenarios with dm SWs. Also stop designing scenarios where smoke is needed to win. I hate scenarios where depletion numbers determine who wins. Don't bother playing this scenario, just roll the depletion number of 7 twice for each MTR to determine the winner. Danno
Sweeping North grumblejones
Rails to PerditionAllies manage to capture one Gun and control two VC hexes. Allied Guns were never able to get into position to use them. Kydder
Out Of Their ElementFriday Night Fight - played with the new VASL 6.7.2 on 3.7.20 and had some problems which seemed linked to the 5/8 counters. Have included vlog but there were issues.

I had low rolls in the early game and it looked like it might be a roll-over for the Germans. This meant I was able to interdict all the entry points for the Russian reinforcements. Things swung back around turn 4 or 5 which made it much harder but one of the bisons managed to get in two good hits and when it got a crit on the last turn which RS chose for both units Chip conceded. (VASL Log)
Paul Legg
Sudden Death GarrettW
Tempete Sur Mariupol (Storm Over Mariupol)Very nice scenario with a lot of maneuver by both sides. In my (solo, with PBS rules) playing the German concede on Turn 5 as they are still a bit far from the objectives. My feeling is the German Balance might be indeed needed. However, I have to say that the Russian was very hot here, with the 76 Gun keeping ROF three times with HEAT ammo (and dispatching the German StuG early in the game), as well as a lucky 8FP +3 against a German stack of three squads with 9-2 Leader that broke everyone (yes, I know, stacking is not a good thing to do!). The T26 was hot too, with multiple ROF and a CH against infantry (Wounding the German 9-2). German was not so lucky, with the StuG exhausting Smoke on its first attempt... and the only one Assault Engineer Squad rolling a 6 on its first Smoke Grenade placement attempt... I also think I was a bit slow with the German, loosing to much time in dealing with Russian squads... This surely needs more playing before understanding it it is really pro Russian. Great fun anyway! AndreaF
Valiant Sacrifice Danno
Valiant Sacrifice grumblejones
The Meat Grinder usmcwo1
Struggle Without EndAmerican forces setup directly on Japanese defensive line causing immediate and devastating losses. Japanese gave up during their reinforcement entry ...
Kydder
Welcome Back sparkyxc9
Stand For New Zealand Danno
A Bloody WasteVery exciting scenario!

Round 2 2026 VASLeague
jgarlic79@gmail.com
Conference Approved Danno

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Brush at TilburgPaul Legg Added a playing15h 23m 15s ago
Road to PromeBongiovanni Added a playing15h 32m 20s ago
Four Days to NaplesHutch Modified the Attacker's AFVs19h 35m 50s ago
Four Days to NaplesHutch Modified the unit counts19h 36m 51s ago
Four Days to NaplesHutch Modified the Attacker's AFVs19h 36m 51s ago
Four Days to NaplesHutch Modified the Attacker's AFVs19h 37m 4s ago
Four Days to NaplesHutch Modified the unit counts19h 37m 5s ago
Four Days to NaplesHutch Modified the Attacker's AFVs19h 37m 22s ago
Four Days to NaplesHutch Modified the unit counts19h 38m 48s ago
Four Days to NaplesHutch Modified the Attacker's AFVs19h 38m 48s ago
Four Days to NaplesHutch Modified the Attacker's AFVs19h 39m 7s ago
Four Days to NaplesHutch Modified the unit counts19h 39m 33s ago
Four Days to NaplesHutch Modified the Attacker's AFVs19h 39m 33s ago
Four Days to NaplesHutch Modified the Attacker's AFVs19h 42m 53s ago
Four Days to NaplesHutch Modified the unit counts19h 42m 54s ago
Water FoulHutch Modified the Attacker's AFVs19h 48m 8s ago
Water FoulHutch Modified the unit counts19h 48m 41s ago
Water FoulHutch Modified the Attacker's AFVs19h 48m 41s ago
Water FoulHutch Modified the unit counts19h 49m 6s ago
Water FoulHutch Modified the Attacker's AFVs19h 49m 6s ago
Assault on Pointe-du-HocHutch Set the designer field20h 10m 36s ago
Assault On Pointe-Du-HocHutch Modified the misc. rules20h 10m 56s ago
Assault on Pointe-du-HocHutch Modified the misc. rules20h 11m 26s ago
Assault On Pointe-Du-HocHutch Modified the unit counts20h 13m ago
Assault On Pointe-Du-HocHutch Modified the Attacker's AFVs20h 13m ago
Assault on Pointe-du-HocHutch Modified the gps location20h 13m 44s ago
Assault on Pointe-du-HocHutch Modified the unit counts20h 14m 42s ago
Assault on Pointe-du-HocHutch Modified the Attacker's AFVs20h 14m 42s ago
The PocketHutch Modified the unit counts20h 18m 36s ago
The PocketHutch Modified the Attacker's AFVs20h 18m 36s ago
Didn't Have to Be ThereHutch Modified the unit counts20h 37m 46s ago
Didn't Have to Be ThereHutch Modified the Attacker's AFVs20h 37m 46s ago
Buckley's BlockHutch Modified the unit counts20h 40m 12s ago
Buckley's BlockHutch Modified the Defender's AFVs20h 40m 12s ago
The Last PillboxHutch Modified the unit counts20h 56m 22s ago
The Last PillboxHutch Modified the Attacker's AFVs20h 56m 22s ago
Suffer the ConsequencesHutch Modified the unit counts20h 59m 18s ago
Suffer the ConsequencesHutch Modified the Attacker's AFVs20h 59m 18s ago
Suffer the ConsequencesHutch Modified the unit counts20h 59m 44s ago
Suffer the ConsequencesHutch Modified the Attacker's AFVs20h 59m 44s ago
The Tigers of WinterHutch Updated the Scenario Publication/ID21h 14m 31s ago
Te' Kiwi SunriseHutch Updated the Scenario Publication/ID21h 15m 28s ago
Tare RedHutch Updated the Scenario Publication/ID21h 16m 20s ago
Schwerpunkt!Hutch Updated the Scenario Publication/ID21h 16m 52s ago
Nimm Das Jetzt!Hutch Updated the Scenario Publication/ID21h 17m 45s ago
Checkout TimeHutch Updated the Scenario Publication/ID21h 18m 26s ago
Gator TracksHutch Updated the Scenario Publication/ID21h 20m 52s ago
Gator TracksHutch Linked the scenario to ROAR21h 27m 23s ago
Gator TracksHutch Linked the scenario to ROAR21h 28m 5s ago
Gator TracksHutch Modified the unit counts21h 30m 43s ago
Gator TracksHutch Modified the unit counts21h 31m 37s ago
Gator TracksHutch Modified the Attacker's AFVs21h 31m 37s ago
Gator TracksHutch Modified the Attacker's AFVs21h 32m 7s ago
Gator TracksHutch Modified the unit counts21h 32m 30s ago
Gator TracksHutch Modified the Attacker's AFVs21h 32m 30s ago
Gator TracksHutch Modified the unit counts21h 34m 33s ago
Gator TracksHutch Modified the Attacker's AFVs21h 34m 33s ago
Gator TracksHutch Modified the gps location21h 39m 3s ago
Gator TracksHutch Modified the misc. rules21h 39m 48s ago
Gator TracksHutch Modified the misc. rules21h 41m 30s ago
Gator TracksHutch Modified the Unit Elements21h 44m 36s ago
Gator TracksHutch Modified the unit counts21h 45m 8s ago
Gator TracksHutch Modified the Attacker's AFVs21h 45m 8s ago
Gator TracksHutch Modified the Attacker's AFVs21h 45m 34s ago
Gator TracksHutch Modified the unit counts21h 45m 35s ago
Gator TracksHutch Modified the unit counts21h 46m 14s ago
Gator TracksHutch Modified the Attacker's AFVs21h 46m 14s ago
Flame Tree HillHutch Modified the unit counts21h 50m 3s ago
Flame Tree HillHutch Modified the Attacker's AFVs21h 50m 3s ago
Down Radio RoadHutch Modified the unit counts21h 50m 59s ago
Down Radio RoadHutch Modified the Defender's AFVs21h 50m 59s ago
Scots at a StandstillHutch Modified the Unit Elements21h 53m 52s ago
Muddy MayhemHutch Modified the unit counts22h 11m 41s ago
Muddy MayhemHutch Modified the Attacker's AFVs22h 11m 41s ago
Show a Little Guts!Hutch Modified the Defender's AFVs22h 16m 44s ago
Show a Little Guts!Hutch Modified the unit counts22h 16m 46s ago
Show a Little Guts!Hutch Modified the misc. rules23h 1m 28s ago
Dream TeamBongiovanni Added a playing23h 2m 27s ago
Show a Little Guts!Hutch Modified the unit counts23h 3m 13s ago
Dream TeamBongiovanni Linked the scenario to ROAR23h 3m 22s ago

Popular Publications

PublicationScenariosRating
March Madness 2023 10th Mountain Division Pack 98.37
March Madness 2009 Partisan Pack 88.00
March Madness 2022 Grumble Jones Pack 87.96
March Madness 2025 Tournament Pack 1 67.78
March Madness 2017 Hollis Partisans Pack 107.77
Grumble Jones 1767.63
Time on Target # 3 147.48
ASL Starter Kit Expansion Pack #2 87.43
HazMo Scenario Pack 5: Firestarter 107.32
HASL 12b - Drop Zone: Chef-du-Pont 77.30
March Madness 2018 Players Pack 107.28
March Madness 2013 Commissar Pack 87.26
ASL Starter Kit #4 87.22
ASL Starter Kit Bonus Pack #2 87.18
ASL Starter Kit Expansion Pack #1 2nd Edition 127.14
Friendly Fire Pack 12 87.13
Schwerpunkt #14 127.12
From The Cellar Pack # 8 167.11
HASL 1 - Red Barricades 107.10
From The Cellar Pack # 4 207.08
Fistful of Scenarios 67.08
Battle of the Hedgerows - The Storm Broke 67.07
ASL 9 - Gung Ho! 87.06
ASL 13 - Rising Sun (2021) 387.05
ASL Action Pack #14 Oktoberfest XXXIV 127.04
Race For The Meuse 67.03
ASL 12 - Armies of Oblivion (2nd Edition) 327.02
From The Cellar Pack #11 107.02
ASL Action Pack #19 Roads to Rangoon 107.02
Franc-Tireur # 9 117.00
Leibstandarte Pack 5 - Scorched Earth 87.00
HazMo Scenario Pack 3: City of Steel 107.00
Schwerpunkt #25 127.00
Schwerpunkt #24 126.99
Grossdeutschland Pack 1 - The Early Years 86.98
HASL 13 - Slaughter at Ponyri 136.98
Internet 1156.96
Ost Front Pack 66.96
Battles of Carpiquet 136.96
ASL Journal #12 146.96
Franc-Tireur #16 156.96
ASL Action Pack #10 86.95
The Green Hell of Inor 196.95
ASL Action Pack #17 Oktoberfest XXXV 166.95
Friendly Fire Pack 1 86.94
Friendly Fire Pack 9 86.94
ASL 1 - Beyond Valor (3rd Edition) 246.93
Beyond the Beachhead 86.92
Friendly Fire Pack 2 86.92
ASL Journal #10 196.92
China-Burma-India: The Lost Theater Part 1 156.92
ASL Journal #11 286.92
Backblast # 1 86.90
Schwerpunkt # 9 126.90
Best of Friends 126.90
Rally Point #13 106.90
From The Cellar Pack # 3 106.89
March Madness 2020 Full Rulebook ASL Pack 86.88
Classic ASL 166.87
Not One Step Back 86.87
Kreta - Operation Merkur 186.86
Operations Special Issue #3 76.86
ASL 5 - West of Alamein 86.85
Friendly Fire Pack 6 86.84
Generic Playtesting Log 376.84
ASL Action Pack #16 From The Land Down Under 156.84
Special Ops #12 66.84
Recon by Fire! #2 106.83
Schwerpunkt # 4 126.83
HASL 9 - Hatten in Flames 106.83
Quick 6 Scenario Pack VI 66.83
BFP 6: Mannerheim Cross 446.83
AH:ASL Annual `93a 116.82
Schwerpunkt # 8 126.82
Turning the Tide 206.82
ASL Action Pack # 6 A Decade of War 106.82
HazMo Scenario Pack 2: The Un-Civil Wars 106.82
Dezign Pak 9 106.81
Friendly Fire Pack 4 106.80
Friendly Fire Pack 11 86.80
Death to Fascism 86.80
Best of Friends 2 126.80
Quick 6 Scenario Pack IV 66.80
DASL 1 - Streets of Fire 106.79
Into The Rubble 86.79
Deluxe Advanced Squad Leader 386.79
ASL Journal #14 256.79
Friendly Fire Pack 7 86.78
ASL 16 - Twilight of the Reich 176.78
AH:ASL Annual `93b 126.77
Hero PAX 4: Mediterranean Theater of Operations 126.77
ASL 13 - Rising Sun 336.77
Schwerpunkt #22 126.77
Friendly Fire Pack 3 86.76
From The Cellar Pack # 2 106.75
ASL Action Pack #13 Oktoberfest XXXII 116.75
BFP 3: Blood and Jungle 476.74
Dezign Pak 6 126.74
Rally Point #11 106.74
ASL Action Pack # 4 Normandy 1944 126.73
ASL 3a - Yanks (2nd Edition) 416.73
Critical Hit # 2 156.72
Schwerpunkt #23 126.72
Quick 6 Scenario Pack VII 66.72
ASL Starter Kit #3 86.71
AH:ASL Annual `95 Winter 246.70
ASL Action Pack # 3 Few Returned 126.70
ASL Journal # 8 166.69
HazMo Scenario Pack 1: A World at War 106.68
ASL 10 - Croix de Guerre 86.67
AH:ASL Annual `90 166.67
Fanatic Pack 2 126.67
ASL Journal # 1 176.66
BFP 4: Crucible of Steel 326.66
HazMo Scenario Pack 4: Making the Grade 106.66
HASL 4 - Pegasus Bridge 86.65
ASL Journal # 4 136.65
ASL Journal # 5 136.65
Dezign Pak 5 186.65
ASL Starter Kit #1 66.64
Rally Point # 1 106.64
Schwerpunkt #13 126.64
Operations Special Issue #1 66.64
March Madness 2019 Close Combat Pack 86.64
Aussie Tournament Pack 76.63
Schwerpunkt #20 126.63
BFP 5: Poland in Flames 456.63
Aussie '98 Pack 106.62
HASL 7 - Valor of the Guards 216.62
ASL Journal #13 336.62
ASL Open `96 Scenario Pack 106.61
Coastal Fortress 556.61
Dezign Pak 10 156.61
From The Cellar Pack # 9 176.61
ASL Starter Kit Expansion Pack #3 86.61
ASL Action Pack #21 Blitzkrieg to Paris 106.61
ASL Journal # 3 336.60
Blood & Iron 106.59
Tactiques # 4 86.59
Friendly Fire Pack 10 86.59
HASL 12a - Drop Zone: Sainte-Mère-Église 146.59
AH:ASL Annual `96 146.58
Rally Point # 2 106.58
BFP 2: Operation Cobra 126.58
ASL Action Pack # 2 86.57
ASL Starter Kit #2 86.57
Schwerpunkt # 6: Victoria Cross 126.57
Petsamo-Kirkenes Operation: Monkeys with Typewriters Vol.III 186.57
HASL 10a - Red Factories 186.57
Quick 6 Scenario Pack III 66.57
HSASL 2 - Operation Veritable 176.56
Schwerpunkt #11 126.56
ASL Action Pack #15 Swedish Volunteers 166.56
ASL 12 - Armies of Oblivion 116.55
HSASL 1 - Operation Watchtower 176.55
Franc-Tireur #10 116.55
Kampfgruppe Scherer: The Shield of Cholm 176.55
HASL 8 - Festung Budapest 206.55
Quick 6 Scenario Pack 66.55
ASL Action Pack # 1 86.54
AH:ASL Annual `92 156.54
ASL Journal # 7 126.54
Gembloux: The Feint 96.54
Schwerpunkt # 5: Medal of Honor 126.54
ASL 3 - Yanks 86.53
Critical Hit # 3.1 126.53
ASL Journal # 9 256.53
Rally Point #14 106.53
ASL Action Pack # 5 East Front 126.52
ASL Action Pack # 9 To the Bridge! 106.52
Battle for France 106.52
ASL Journal # 2 246.51
ASL Action Pack # 8 Roads Through Rome 106.51
Melee Pack II 66.50
Schwerpunkt #12 126.50
Quick 6 Scenario Pack V 66.50
ECZ Tournament Director's Pack 166.50
Franc-Tireur #11 226.49
ASL 5a - For King and Country 206.48
Leibstandarte Pack 2 - Barbarossa 86.48
Schwerpunkt #10 126.48
Beyond the Beachhead 2 166.48
ASL Starter Kit Expansion Pack #1 1st Edition 86.48
Rally Point #15 106.48
ASL 10a - Croix de Guerre 426.48
Basic Training: Issue One 126.48
Schwerpunkt # 7 126.47
ASL 11a - Doomed Battalions (4th Edition) 326.47
Waffen-SS II: The Fuhrer's Fireman 86.46
Into The Rubble 2 126.46
From The Cellar Pack # 5 146.45
Rivers to the Reich 156.45
Blitzkrieg in the West - Central Campaign 66.45
ASL 7 - Hollow Legions (2nd Edition) 86.44
G.I.'s Dozen 136.44
Recon by Fire! #3 206.44
Rally Point # 3 106.44
Dos Equis Scenarios Especial 106.44
ASL Journal #15 116.43
Melee Pack III 76.42
Swedish Volunteers 146.42
Elite Canadians 96.42
Nor'easter XX 136.42
ASL Journal # 6 156.41
Paddington Bears '96 Pack 106.41
Friendly Fire Pack 5 106.41
AH:ASL Annual `97 166.40
Dezign Pak 1 106.40
Leibstandarte Pack 1 - Blitzkrieg! 86.40
Schwerpunkt #17 126.40
Rally Point # 7 106.40
Rally Point #18 106.40
Schwerpunkt #16 126.39
Friendly Fire Pack 8 86.39
AH:ASL Annual `91 166.38
Critical Hit # 6.4 246.38
Critical Hit # 4 106.38
High Ground 2 166.38
Nor'easter Scenario Pack II 156.38
Rally Point #20 106.38
Provence Pack (MMP Download) 106.37
Tactiques # 6 86.37
Out of the Attic #2 166.37
Winter Offensive Bonus Pack 2018 66.37
Franc-Tireur # 7 116.36
Winpak #1 106.36
Tactiques # 1 106.36
Witches Cauldron: Oosterbeek Perimeter 166.36
Onslaught to Orsha 256.35
ASL 7a - Hollow Legions (3rd Edition) 546.35
High Ground! 86.34
HASL 11 - Sword & Fire: Manila 306.34
ASL Action Pack #18 Oktoberfest XXXVII 146.34
Hero PAX 3: Jungle Heroes 106.33
Tactiques # 8 106.33
Franc-Tireur #13 176.33
Rally Point #17 106.33
ASL Action Pack # 7 106.32
Quick 6 Scenario Pack II 66.32
The Canadians In Italy 1: The Red Patch Devils in Sunny Sicily 86.31
Dezign Pak 2 126.31
ASL Action Pack #20 Oktoberfest XXXIX 126.31
ASL 2 - Paratrooper (2nd Edition) 86.30
ASL Action Pack #12 Oktoberfest XXX 106.30
BFP: Operation Neptune 106.30
Dezign Pak 7 126.29
Berlin: Red Vengeance 116.28
Schwerpunkt #21 126.28
Franc-Tireur # 8 106.27
Onslaught To Orsha 2 326.27
AH:ASL Annual `89 156.26
ASL Action Pack #11 29 Let's Go! 106.26
Critical Hit # 4.2 86.25
Tactiques # 7 86.25
ASL 14 - Hakkaa Päälle! 176.25
Franc-Tireur #12 126.24
Schwerpunkt #19 126.24
Rally Point # 8 106.24
Rally Point #16 106.24
ASL 15 - Forgotten War 166.23
ASL 4 - Partisan! 86.22
Out of the Attic 166.22
Blitzkrieg Pack 186.22
ASL 11 - Doomed Battalions (3rd Edition) 246.22
Hero PAX 1: Hurtgen Hell to Bulge Nightmare 86.21
HASL 10b - Red October 116.21
ASL 11 - Doomed Battalions (2nd Edition) 86.20
Out of the Bunker 146.20
Fanatic Pack 1 126.19
Dezign Pak 4 156.19
Internet: MMP 66.18
Critical Hit # 3 186.18
Tactiques # 2 106.17
Tactiques # 9 106.17
Rally Point # 9 106.17
Covered 136.17
HASL 3 - Kampfgruppe Peiper II 86.16
Armoured Aussie Pack 76.16
Franc-Tireur #15 226.16
March Madness `97 Pack 126.14
Rally Point # 6 106.12
SASL 1 - Solitaire ASL (2nd Edition) 216.11
Corregidor: The Rock 216.11
From The Cellar Pack # 6 106.10
Schwerpunkt #18 126.09
Tropic Thunder! 126.08
Schwerpunkt #15 126.08
From The Cellar Pack # 7 106.07
Recon by Fire! #4 146.06
Franc-Tireur #14 326.06
From The Cellar Pack # 1 116.05
The Canadians In Italy 2: The Spaghetti League 126.05
Rally Point #21 106.05
Buckeyes! 106.04
Objective: Schmidt 176.02
Critical Hit # 7.1 186.00
ASL 8 - Code of Bushido 85.99
Schwerpunkt # 3 125.99
ASL 6 - The Last Hurrah (2nd Edition) 85.98
Waffen-SS I: No Quarter No Glory! 65.98
Dezign Pak 8 105.98
From The Cellar Pack #12 115.97
Recon by Fire! #1 85.96
Schwerpunkt # 2 125.96
HASL 5 - Blood Reef: Tarawa 105.93
The Canadians In Italy 3: D-Day Dodgers 105.91
Dezign Pak 3 155.90
Backblast # 2 85.89
HASL 6 - A Bridge Too Far 125.88
Schwerpunkt # 1 125.88
Blitzkrieg in the West - Northern Campaign 65.87
March Madness `99 Pack 105.86
ASL Journal #16 175.86
Deluxe Pack #1 125.82
Time on Target # 1 135.81
To Battle By Air 1 65.81
Wacht Am Rhein 165.79
ASLOK 2005 - 20th Anniversary Scenario Pack 105.77
Melee Pack I 65.77
Time on Target # 2 215.75
Winpak #2 65.75
Leibstandarte Pack 4 - Turning of the Tide! 85.73
Southern Cross Scenario Pack `96 65.73
ASL 1 - Beyond Valor (1st Edition) 105.73
DASL 2 - Hedgerow Hell 85.71
Rally Point # 5 105.71
Paddington Bears '97 Pack 85.69
ASL For Fun-LCP 325.69
Hero PAX 2: Eastern Front Hero Fest 85.64
All American I: Kellam's Bridge 105.52
Panzer Aces 65.50
Leibstandarte Pack 3 - Clash at Kharkov! 85.48
Shingle's List 85.42
Hell's Highway 65.35
Firefights! 65.30
The Long March 175.27
Guerra Civil: The Spanish Civil War 125.20
Ostfold: Monkeys with Typewriters Vol.II 135.05
Waffen-SS III: Neither Fear Nor Hope 145.00
Soldiers of the Negus 84.94

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As of May 2, 2026. Grey players are inactive. Filter Active: View all
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98Steve Bowen441125
99Scott Romanowski331125
100Tom Kearney5651123

Newest players - welcome!

UsernamePlayerRegistered
c trapiertrapier seabrook2026-05-01 23:57:01
RknowlesRick Knowles2026-04-26 03:43:16
nhw000Niels Willumsen2026-04-25 06:32:51

On this day...

ScenarioLocationDate
CH 22 SchwerpunktTârgul Frumos, Romania1944
DBP3 Down and DirtyPositions at Strongpoint 'Wieme', Dien Bien Phu, French Indochina1954
Z19 The Trap at Targul FrumosTargul Frumos, Romania1944
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