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The Niscemi-Biscari HighwayGOTM for the ASL RECON Group! Discussion.
With no knowledge of Kevin's Experience, I just defaulted that he would take the woods approach as it "appears" to have the best cover. So, my AT gun's BS hexes were on the roads on the woods side AND most importantly POINTing that way. The Right half of the map (bottom half on the ASL ARchive image) had NOTHING but dummies.

Where did Kevin come in ....Yep, The dummies.
I was scrounging on how to setup a defense to salvage what was left of my game.
I had setup Paskevich (9-1) in the Grain with the 2 minefields at the bottom of the map...(left side from the ARCHIVE) Plan was to TORCH the grainfield to leave nothing but OG to get to the bottom buildings...the mines covered the 2 hexes he could traverse...WELL< someone forgot the matches!!! 2 turns I tried...Nothing with 3 rolls, I abandoned that plan...and had to duke it out with the Germans...

Crazy fights and skirmishes all game... Germans were ADJ to my last hidden gun in the 3 hex Grain next to the gully...Again, pointing the wrong direction...His AC comes behind the gun....well. it's captured and if he's moving and I have to turn....I can't hit him.

Firefights ensued with some Tricky LOS shots led to an American Victory on Turn 8...the LAST turn!!
Great opponent in Kevin!

(VASL Log)
Beachhead at Ozereyka BayAxis set up was flawed but the dice were against them as well. I set up my 82 mtr where I could see both guns at start. My first shot with the mortar said I had no smoke. So the second shot at the gun was HE and snake eyes - 1 gun destroyed . The first return shot malfed the 105. It recovered and malfed again. Recovered again and on its first intensive fire shot disabled. Axis rolled at least 6 box cars for the game - 3 for the 105. (it did also get 2 CH - one vs the mtr that got the first gun) Romanians also malfed both MMG. Axis conceded turn 6 with both tanks mobile north of any defenders and 10 VP of infantry at the edge of town. Pte Parts
First Matanikau atomic
Elephants Unleashed atomic
Dying for DanzigAu départ on voyait pas comment les allemands allaient pouvoir résister, PF inefficace, AT 88 mal placé, Mais malgré des lourdes pertes allemandes et une fin inéluctable, 3 squads étaient encore en good order à ls fin du 5e tour (dont 2 avaient survécu en éliminant à 1/3 odds les squads allemands dans la mélée finale). Les allemands s'étaient trop dispersés dans les recoins pour que les russes les rattrapent partout. Mais un tour de plus et pas un allemand ne serait resté sur la carte. gruhl
The Triangle jwert02
From Matilda with Love Paul Legg
Taking a Different RouteSimply the Log file for the game between Stephen and Mark D (VASL Log) Stewart
Zon with the WindA really entertaining scenario. I managed to place half of the American troops near the exit hexes but the 88s were on fire from the beginning to the end game. They performed outstandingly inflicting many kills in the American side while maintaining ROF...Tony's last moves finally ruined my last hopes. It was a very nice game ! lechiquier94
Foreign LegionsVery interesting defense options as the Nationalists had to retreat and defend several positions early in the game in an attempt to slow down the Republicans. Dennis' Russian tanks made short work of my tanks with some CHs in advancing fire. However, the Republicans ran out of time and were unable to take the victory building and only 7 of the 11 other buildings. dmareske
Prize For A Panther Danno
Prize For A PantherVery hard fought battle. The Germans managed to flank from the north. All four MKIV's were destroyed by the 57L's. Dan's SS Grenadiers took the advantage in the infantry fight, but couldn't take out the fortified location as a single 4-4-7 with an LMG held out for the duration. At game end, Dan had 39 points and the British had 44 points for the win. grumblejones
Lehr SanctionCame down to the last DR. The first two turn looked like a German blowout. Then the British defense tightened up. Lots of carnage. RJenulis
Dutch Trucks (VASL Log) borodont
Gloster Hill Danno
Gloster HillDan's Chinese came at me hard and fast from the north, east and west. The east group got mowed down, which allowed the British to focus on the north and west. It also opened a safe passage to the exit. At the end of Turn 5, the British exited 11 VP while the 9-2 and a 4-5-7 were locked in Melee with a CX Chinese 3-2-7. At the end the Chinese only had 7 half-squads left on the board. The British lost the 1-2-7, and 2-1/2 squads. Brutal Korean War action. grumblejones
ANZAC BoysNice game. Lots of smoke and banzai charge get the advantage for the Anzac at the start, but then losing smoke on all mortars before turn 4 stopped their progression and they took a heavy hit trying to assault with no smoke protection. A sniper hit on turn 5 against the lone german inside the southern walled farm was the decisive event to allow the ANZAC to get control of the 10th building at the last minute. Lots of fun for a narrow defeat. gruhl
Insufficient ResolveWe changed the sides with Fedor. This time Russians prepared the ambush in the woods on both flanks, meeting incoming Germans in the open. Ambush bogged down German advance for the couple of turns, but the panzers took solid positions near the village, breaking the defenders out of reach of immobilized tank (AT Gun malfunctioned instantly and never repaired). But on the last turn of the game German infantry barely reached outskirts of the village. MoriQuessir
Three Bars of ChocolateThis is a great scenario, highly replayable, great tournament value, so many choices for both sides.
The chit pull system for residual is a game within the game, and I love totally HIP set ups.
Situation seemed totally lost for Germans, then during last american turn the german berserked a leader and HS with MMG into the heart of american lines, situation looked grim for American, then a Sherman evoided one PF and SMed the MG nest and bypass freezed the other german building.
American squad stormed the buildings and couple of CC ensued, 4:1 -1 and 3:1 + 1:2 , One german HS survived and Fred won the scenario.

Highly recommended.
Not So Disposed Lehr
L'Abbaye BlancheIn the end a relatively comfortable win for the Germans with all the onboard US forces eliminated or broken by T4. Germans pushed hard along the Eastern edge finding a Gun, MMG etc. and whilst lost HSs to initial shots the main bulk of the force was able to stay in tact and retain enough EVP to achieve victory. Had to risk a few 6FP minefield attacks with mixed results but crucially one squad got through to the Gun in that area and was able to take the crew out in CC thus opening up an avenue for exit. Simonstan
Taking a Different RouteAnother strange scenario dominated by Open Ground, a need for the KMT to Human Wave, and terrible amounts of Conscripts that are meant to break and die. I struggle to understand what the designer was thinking regarding the structure of this scenario. How is the KMT expected to attack? Is there something regarding HWs I'm just not grokking? In any case, this scenario felt like a real stinker; one I would never play again. Jobbo_Fett
Adolf's AmateursGreat scenario, really challenging for both sides. For the Germans, moving Green squads through streams and woods is a nightmare, plus the danger of a -1 capture attempt against them in CC. And only two leaders slows things even more. The Russians on the other hand need to slow the German advance whilst not losing casualties, in order to keep under the VP level.
The Russians started well, with an upfront defence that retreated as soon as German units entered the stream, and the minefield placed just across the bridge on the main road. However, I eventually managed to take two bridges and the northern building whilst keeping both my tanks alive, so just needed to eliminate three Russian squads to win. This I did during turn 5, kindly helped by the Russian commissar (perhaps a mistake converting the 8-1 leader) who repeatedly failed to rally broken Russian squads/HSs. One Russian tank made a last dash to try to eliminate one of my tanks, but failed when a fanatic HS and hero caught it with CC Reaction Fire.
Skiing in LaplandNot one of my favorites.
7-0 duval
Szacked mannyuk99
Kangaroo HopAn interesting scenario with lots of things to consider...more so from the Canadian perspective with all of the AFV capabilities they possess. My general strategy was to avoid the direct frontal attack and try to encircle the hill by sending most of the 'Roos with infantry around the right (southern) flank and send a mobile force of AFV's up the valley road between the two hill masses to flank from the other side. Only the AVRE's (without fascine) would come up the middle, probing the hill directly and hopefully getting close enough to the summit to get the Petard in action and maybe provide some DC's via the crew to assault any pillboxes there. One AFV with the AL went to the northern hill mass to provide some scouting and direct fire/smoke support, which turned out to be very fortunate as the Germans had a pillbox with an AT gun in CC8 so it was brought on board fairly quickly. The infantry made reasonable progress in the south until the German artillery came into play, with a harassing fire FFE1 that broke I think five 8ML half-squads on 6(0) attacks. Meanwhile one tank was knocked out around the east side of the hill by the aforementioned AT gun in CC8 and my Croc was making very slow progress up the hill trying to get into position to use its feared FT. The SW FT was able to get safely into the CA of a pillbox in J4 thanks to cover provided by a Kangaroo and flame it to allow supporting infantry to capture those two Level 3 hexes. However, things weren't going well for the Canadians and it appeared they wouldn't have enough push to take the summit. However, the AFV on the northern hill mass was able to put some smoke into CC8 which limited the effectiveness of the AT gun there (until it eventually malfed and rolled a 6 on its repair attempt) and two straight poor rolls on radio contact prevented any additional OBA from slowing down the Canucks. The Kangaroos were able to carry the summit, supported by just enough infantry to control the pillboxes. This one seemed to be more fun from the Canadian perspective with lots of unique AFV's with interesting capabilities. The Germans get to set up a static defense of wire, mines and AT ditches but then just hang out and watch to see if the Canadian player can overcome the obstacles. Jeff did a masterful job making use of the wire and AT ditches in conjunction with the cliff hexsides to really limit the maneuverability of the Canadians, but luck deserted him in the end. I ended up winning without the Croc getting off a single shot... sherersc
Cat's Cradle Fiedler
Cat's Cradle Fiedler
Raff's RuffiansMy Germans were able to get good breaks on the attacking Americans as they neared the chateau. By Turn 5, the Germans looked to be in charge, but then Dan's 8-1 with 2 x MMG"s went on rate of fire tear that killed the German 8-1, 4-4-7 with an LMG and the 88 Gun Crew all of whom had been concealed. On the final turn, Dan managed to break everyone in the chateau, but broken German squads in the lower level kept him gaining control, so a German win. grumblejones
Hard ROKVASL. Had to run the gauntlet on the last turn and couldn't do it. wwillow
Released from the East BravoCo
Kempf at MelikhovoMy third playing of this one somehow always as the Russians. As usual hectic action in the village with in this playing my ATG and KV both popping up with APCR to nail the German AFVs before they could do serious damage in the end game. Left to the 9-2, 8-1 and supported squads / HS to assault the final victory building but they just came up short getting broken adjacent. Always a fun game Simonstan
Aachen's Pall krutkowski
A Lion in the FieldJason had poor luck with his MC. By turn 3, the Germans had taken many prisoners without losing much in return so he conceded. etopp
Slamming of the DoorRussians started by assaulting all across the line with infantry and without AFV backup which proved costly. Then, luck decided that german AFVs come in turn 2. All Russian AFVs came in along the western side and so did the german AFVs knocking out one right away, immobilising a second. Then hunting down the remaining russian AFVs managing to knock out one more and immobilising another. Russians had run out of infantry and couldn´t push it any further. DrDryg
A Lion in the FieldSetup wasn't optimal and I failed to use my OBA on the opening turn which was a mistake. Poor LOS from the steeple and the fact Eric's panzers were able to keep it covered in smoke didn't help. My ATG missed an opportunity to take a shot at a MkIV and Eric was able to infiltrate with half-squads around the British positions. Fragile morale meant my broken squads were quickly captured and I lacked the strength to hold on to the village. Would probably make a better fist of things if was re-played. Nicho11
Torment at TormuaWe goofed the board set up. Finns still managed a win. Danno
The Guns of Naro von Garvin
Raff's Ruffians Danno
Welcome Back borodont
Raff's RuffiansI think the key to the game is the German 88L. It's not expendable (lost it and lose the game). So I
set mine up behind the chateau.

The Americans made good progress even though they lost 2 HS from good German shooting. The Germans
withdrew to the chateau without so much as a broken HS. The Cavalry arrived just in time to shore up the
chateau defense. At the end, there were too many Germans in force in the chateau.

Well worth a playing. The most complicated rule is that the US gets two 57 RCL.
Indy Lagu
A Real Barn BurnerLe gun allemand positionné pour couvrir le flanc ouest, les francais essaient l'option est. Une opposition forcenée de deux squads allemand armés de l'ATR (1FP est utile parfois!) dans les bois et la maison I1 /J10 retardent suffisamment les français pour qu'ils soient obligés de se lancer tête baissée à travers le champs labourés pour rejoindre la ferme à temps et se fassent faucher un à un par les MG disposées le long des haies. Le MRT broken au premier tour n'a jamais été un facteur. gruhl
The BendClose but not close enough. The Germans couldn't push home a decent looking start. Full video replay on Illuminating Rounds 61. (VASL Log) Dave
Closing the NetAmericans opted to start with group B on board in the hope of approaching the HMG pillbox from the rear and taking it out. However, I have discovered previously how vulnerable a pillbox is to CC when approached from the rear so set a highly successful trap on the path for him. In the end the 10-2 and HMG did more damage from the front. I could not resist CC though and these usually went poorly - I did not achieve ambush once. My snipers also slept through most of the scenario. In the end I won by maintaining concealment and slowly backing away from the marines. At game end I had 50% more VP in the victory area and only 2 HS had exited the map. Pte Parts
CanicattiIt took me a while to figure out that Glen chose a 'reverse slope' defense. While that granted me (largely) freedom of movement to the hill, I ran into a buzzsaw once I got there. Cautious play resulted in the loss of only one tank but my infantry had a heck of a time dealing with his MG point blank fire. Glen's sniper KIA'd two of my leaders, making it tough for me to rally troops and send them back up the hill. I couldn't clear the bunker at 2-1 odds in CC, which left me vulnerable to his reserve hiding in the woods behind the crest. In the end, I got my tanks and some infantry to the hilltop but couldn't clear it in time. German win. Agoldin
In Front of the StormCame to the final turn. My tanks were able to be the key in this one, freezing his forces and sacrificing infantry in order to get the final road hexes. Still, came to the final DR in CC. I got exactly what I needed and eliminated his crew while surviving for the win.

As part of the 2022 virtual Winter Offensive
von Garvin
Aiding the Local Constabulary (3 player)Great 3-Player game, which came down to the last turn, but flames and SMOKE prevented the South Africans from getting into the needed buildings. The Italians were whittled down to a good order half squad which ended up holding onto a building. Dave won as the Mutineers, Paul lost as the South Africans, Dan lost as the Italians. dmareske
Aiding the Local Constabulary (2 player)Played 3 player style. With Paul Works as South African. Danno
Skiing in LaplandUsed Finn balance. Russians opted for Group A on board 4 & AFV managed to tie down Finns enough to link up the needed squads in the Woods west of the Hill. Kydder
Rommel at the MeuseLong scenario. RJenulis
Audacity on OmahaAmericans went hard at the instant win, and got caught out. Some luck with OBA helped the German cause as well. Boogaboo
Fuller's FollyIf all goes well the Germans should prevail. They have a decided advantage in ML and terrain. But the Americans have the numbers, and the Germans a large front to protect with limited troops. They are a turn away from an American breakthrough with either one bad round of shooting, one broken MG, or one unlucky sniper hit. Our game saw the Americans have an extremely tough time crossing the G3-R8 lane. Being caught broken out there led to 1.5 squads surrendering, on top of the 3.5 other squads eliminated by German fire (at least a couple by KIA). With the numbers evened up, and the Germans having a decisive advantage in defensive position, the Americans called it a day after Turn 3. Somewhat entertaining, but way too small and dicey to be taken too seriously. buser333
Venturi EffectDavid chose the Sernovente M41M as his variable OB choice and camped the exits with his AT guns. I chose the additional M4. In an interesting twist, he tried lighting the woods-road on the right side of the hill (50U7) on fire before I could pass through it and nearly succeeded. My radio broke and later repaired but that didn't give me enough time to get the observer in position, so my artillery fired zero rounds. That is not a winning formula. Although I had some good fire attacks with my MGs and took out one his 47L ATGs in an infantry assault, my troops had to run a gauntlet of direct and indirect fire to exit the board. Had my artillery been reachable, I could have broken up his troop concentrations, but... David's terrible dice rolls turned at the right time -- just as I was trying to exit. The gauntlet of fire through which I had to drive drove up the CVP, resulting in an Italian win.

Important safety tip: the SSR which prohibits the Italian player from Emplacing guns also prohibits them from setting up HIP. Had we checked that rule before playing, it would have had a big impact on the game. Not sure this playing should count for the win/loss tally in light of that.
Show of ForceA slight delay in the german offensive when the AFVs waited for infantry running to the village may have swayed the balance to the russians. the hideous rolling on the russian side swayed it back. Malfed the Gun on the second shot, malfed a tank MA, hit with a 76L into a building and then dudded the shot and so on. It came down to the last turn where a close combat against a pinned russian squad didn´t succeed and the russians won this time. Taxing on morale and several personal moralechecks resulted in pin for the german player who was ready to throw in the towel at least five times during the game but stood as the victor in the end. DrDryg
Red DonSet up as the Italians rather far back with only a few units overlooking the river. Once the Russians had crossed the rivers the Italians has a magnificent bashing hitting the Russians hard. OBA was tough. After finally gaining radio contact the access chit was red and the next turn the second red chit was drawn. The leader got mad and threw the radio at the Russians.
Quite a few weather changes came about with snow increasing twice after which it disappeared. The Italians has some good luck not only with rate on the mortars but also with IFT rolls and although rolling the Russian SAN quite a few times, the Russians did not get payback through effective snipers.
In the final turns the Russian 9-2 rolled for HoB and became berserk.
All in all a very nice scenario.
Boxcloth dmareske
BoxclothAmericans came from both island crossings. The HMG killed two squads with snakes, one on each crossing. The south group was then wiped out in CC. The north group was pinned before it could get adjacent to the building in the last turn. Japanese win! Danno
Might Makes RightVASL WO rd3 wwillow
The Queen's PrequelPretty dominant German win...dice heavily favored the Germans and the Brits did not get close to capturing the VC building. Quick-playing scenario good for a short FtF session. Played at January CAASL meeting. sherersc
Gavin TakeI played American Attacker. Defender set up a multilevel defense in center to cover as much in LOS entry as possible. German fire Broke several paratrooper squads on entry turn. But they rallied quickly with 10-3 leader influence. German player did not roll well when his broke squads tried to rally and had trouble recovering from it. I had a HOB Hero creation, I was able to effectively use him to get close and DM his broken squads by moving adjacent. I was able to charge the Entrenched squad at the exit point on Turn 5 with a HS and 2 Squads - he broke his squad due to a FPF MC miss. One squad in the charge survived and took the entrenchment. Enough paratrooper good order squads/leaders were in reach to exit on turn 6 so he conceded last part of turn 5. Robert7721
The Niscemi-Biscari HighwayThe Americans held off the German advance, taking out the armored car as it came up out of the gully. Keeping concealment and limiting the German fire is key. The mines ended up being well-placed slowing the advance even further. dmareske
Ace in the Hole Danno
11th Company CounterattackI set up a fairly up-front defence, with just the 9-1 leader, 6-2-8 squad + DC back in CC8. The Finns attacked this aggressively, taking some casualties but catching two of my squads in CC and making it hard for others to retreat. So the Russian "withdrawal" was quite shambolic (I should probably have avoided setting up in foxholes), with voluntary breaks and units enduring interdiction, but somehow I managed to get a few units back to defend the eastern buildings. It wasn't enough though, and the Finns sealed it with a 114mm shot into a melee, which broke my last units and gave them the win.
This looks a dicey scenario, with SANs of 5 and 6 respectively, but neither of us got a successful sniper shot in the entire game! A couple of other DRs could have been game-changers had they gone the other way though. Despite losing, I still rate this a fun little scenario.
ANZAC BoysAs the data suggests, this one probably favours the Germans slightly. I was happy with my plan as the ANZACs though, sending a couple of squads to take and hold the southern buildings while my main attack approached the main village area from the north and east. The dice gods didn't agree with me though; I couldn't get an ambush, lost two CCs where the odds were in my favour, and repeatedly failed MCs with my 8-morale squads. I also couldn't try the Banzai option because all my leaders were scurrying round trying to rally brokies! In the end the Germans outnumbered me and were counterattacking, so I threw in the towel at the start of Allied turn 4. Andy_Bagley
The Bridge of Verdalsöra von Garvin
Ace in the HoleHarsh game for both sides. The Pershing went down to a long range panzerfaust shot and then the tank battle went to the Germans with all of the American tanks ultimately destroyed. The Germans then still had the Tiger and the MKIV beside the center building on Board 4. The American mortar then went on a rate tear with criticals that wiped out the defending German 9-1 and MMG at that location. From that point, Dan's dice were blessed by the dice gods. He would roll so many snake eyes that I lost count. The effect was devastating as my tanks were eliminated and all of my squads, except for 2 in the J7 building on board 46. But with 9 squads and a now Heroic 9-2, Dan easily broke the and eliminated the squads for the win in the top of Turn 8. The momentum shift at the end of Turn 4 resulted in a strong win for the Americans. OOPS...Dan and I forgot about the 44 CVP Cap for the Americans. When all the US tanks went down it took the CVP Cap to 46 and a German win...quite the shocker. grumblejones
Cream of the CropThe Germans advanced covering all the perimeter, forcing the Russians to slowly concede ground and killing some defenders, but good Russian defensive shots broke some attackers, slowing them. Then the German conceded in Turn 3 after my KV wrecked one of the StuG and the T-60 were about to overrun some German squads ill-positioned, and we did not have much time to play so we called it a day. esparver73
Villy Muss Fallen! EastA v close game coming down to 2x CC in the final turn. French moral proved resilient against the OBA so they retained control of the village into the final turn and the German moral waivered just when they needed to get more squads and leaders adjacent for the final CCs. A good close fun game Simonstan
BridgeheadPlaying Hans Mielants SASL HC Barbarossa campaign, which uses this mission. Hans' MSR stipulates that the EN gets three Artillery Strikes upon the first GE unit that lands on the enemy side of the river. If RNG goes against you, you will likely lose this mission before you even get started. (VASL Log) Ahriman667
Under the Noel TreesI managed to pull out a win in a 'squeaker' of a game against George as the defending Americans. Based on my read of the terrain and his setup, I came in on the center and right (north) of the map, with the idea being the woods and hedge would mask my movement. Instead, George chose to position both of his Tank Destroyers forward, knocking out one of my STUGs on Turn 1 and immobilizing a Mk4. It could have been much worse had he made rate. Luckily his dice didn't help him and I was able to move most of my vehicles out of his line of fire, leaving only the immobilized Mk4 and his wingman moving far behind. Since my AFVs had to be mobile to exit, he chose to engage the moving Mk4 and... missed. My immobilized Mk4 which had range by that point then hit and turned the TD into a burning wreck.
George then sortied his remaining TD to get a rear shot on one of my other Mk4s. Although he missed, my tank gunner did not and by the end of Turn 3 George was out of TDs. What could have been an easy exit was stymied by aggressive play with is three Bazooka-toting squads which defended the eastern treeline and a fourth in the center. George's Americans managed to kill a Mk4 in CC (which didn't have enough points to exit). Another of my Mk4s got attacked on the woods road on its way off the board and, by firing with every weapon on board, managed to pin a BAZ team that came up the woods-road (which then missed), break another BAZ team and kill a squad and leader in CC. At that point I had 3 AFVs off the board and a lead in CVP. George failed his Personal Morale Check and conceded. That was a very close game!
March on MarcheVery exciting, with the Germans taking the final victory building on their last turn to win it. The Germans are mobile, but have a huge distance to cover so have to keep moving - one of my motorcyclists didn't dismount until turn 7! On the other hand, there's no CVP cap and the French tanks are not much of a threat - poorly armed, platoon movement and can't control buildings if the Germans occupy. Even so I thought around turn 5 that I would probably lose, because the last two (westernmost) victory buildings are on the southern side of the village and most of my forces were towards the north.. But I threw everything at the defenders on my last two turns, aided by a VBM freeze and successful CC; the French couldn't shoot everyone so I was able to get people where I needed to. Last defenders broke in my final PFPh, allowing me to move in. Good game. Andy_Bagley
Faugh A Ballagh!The Irish attack made good use of smoke during the initial assault, maneuvering a heavy force on the German right with a flanking force sprinting to the left. However, an early mistake placed an AFV within striking distance of a German HS with PSK. The Germans did not let the opportunity pass leaving the Churchill a burning wreck. The Irish pressed on making good progress. The Irish suffered steady casualties without inflicting any in kind on the Germans. The German HS with PSK, now with a Hero due to HOB, took out another Churchill before finally succumbing to superior forces. The Germans carefully fell back while the Irish were regularly Pinned, slowing the advance while the Jagdpanzer IV wrecked the last Churchill. The outcome seemed certain when the Germans made an error skulking out of a VC building relinquishing control to the Irish. With few forces remaining on Turn 7, the Irish captured the final required buildings for victory, but needed to hold them to the end of the Game Turn. The Germans counter attacked, retaking an undefended building while smashing the Jagdpanzer IV into a building with an Irish MMC and leader, followed by a German MMC and leader. The CCPh ended in Melee. The Irish made a last desperate charge, surviving DefF, and entered into CC in an attempt to again take control of the 6th building. At the end of the Allied Turn 8, there were two Melees which would determine the victor. The Germans had the upper hand, only needing to win one. But the CC odds were slightly in the Irish favor. The Germans tried and failed to reinforce a Melee. In the final CCPh, the Germans rolled low, regaining control of the mistakenly lost building. The Irish won the other CC, but it was no matter. The Germans secured the Victory. (VASL Log) Heloanjin
A Less Peaceful ChristmasThe Filipino's built up a healthy VC lead with building control , but suffered heavy losses to the Japanese Banzai charges, but a KIA result on the last Banzai sealed the deal and gave the Filipinos the win. grumblejones
Private Venture Boogaboo
Armored Probe at Sidi-NsirWent to the last turn. VASL WO RD1. wwillow
Over Open Sights angelito
Trapped!Fun, 2-phase game. Read and track those VCs---carefully! EJ1
Insufficient ResolveGreat combined arms SK scenario! MoriQuessir
In Sight of the VolgaNorth was too lightly defended so the Germans attacked hard here, with enough units in the south to prevent mass Russian repositioning. Two German kill stacks softened up the Russian middle, while the rest of their force made a strong sweep around the top. By the end of Turn 2 all but one Russian unit on Board 1 was eliminated (and this squad was broken). Russians lucked out and got one reinforcing squad on Turn 2, but he would be unaided the following turn and hard pressed to keep the German horde at bay. The INF gun HIP in the factory made its presence known eviscerating a HS, but these two units were easily overrun by the Germans, and the factory was secured by the end of Turn 4. The only high point for the Russians was their sniper. I must have rolled at least a dozen 7s on Turns 3/4 alone. buser333
Strangers in a Strange LandThis was for the 2nd round of the virtual Winter Offensive. My first shot of the game was an IFT 2 DRM -5 shot and the target was the French's best leader and 3 squads. It was a tricky LOS, but as Scenario Defender, I was of course sited into it as a bore sighted hex. Unfortunately (for me), all I did was break a single squad. Shortly after that, I did KIA a squad, but in so doing, I hit his SAN. He rolled hot and of course the sniper took out my 9-1 leader. I thought I was doomed. I then un-HIP'd my 468s that were off to flanks and started filling the building, holding out for reinforcements.
I knew things were going my way when one of his 458s jumped into CC with my mortar HS. No ambush, he gacked his roll as did I. I was happy with the melee.
Of course, I fired into the hex, k/2. Random Selection was the French squad, who was pinned due to the MC. I rolled 1,1 and generated a hero. The melee survived all fire at it and of course this opened up his flank.
My reinforcements came in and I added 3 more squads to the objective building. The kicker was when he got into the building with 2 squads. This was after his 9-2 rolled 6, 6 on a 1MC. He survived the wound check, but it was all over in the subsequent CC phase. No ambush, he rolled a 5 to KIA my squad. I shot back at one of his squads, getting a 4. By now I outnumbered him and I held the objective building with 5 squads, 2 LMGs, 1 MMG and a DC.
The dice just got hot for me at the right time.
von Garvin
BoxclothA tricky scenario for the Japanese: they only have 2 1/2 squads to hold off the USMC.

A poor setup for the Japanese can lead to their losing this scenario. Rob and I agreed
that Rob's setup was less than optimal. A couple of luck rolls for the USMC (including
creating an 8-1 in CC) certainly helped.

I would have given it a 4 or 5, Rob said 5, so that's what we gave it. Perhaps after
multiple playings, I will change my view on this one.
Indy Lagu
The Culling at Xiang RiverIt has the setup for a good scenario, but I would honestly cut out the provision for HIP and give the Red Army concealment and plenty of dummy counters, otherwise the Red Army player may have a boring first few turns.

Special mention goes out to our cursed dice, breaking all our Machine Guns in near as many rolls!
Bridge of the Seven PlanetsWent to the last turn and the French melted away in the VC hex. Germans never got their OBA and suffered only 16CVP. The tank was immobilized early and in a spot that precluded it from being effective for the end game. The French just didn't shoot well enough. wwillow
Soldiers of DestructionSmall, fun scenario. The German 88LLs dominated the game. oybj
Clearing Colleville BravoCo
Soldiers of DestructionSmall, fun scenario. The German 88LLs dominated the game. oybj
Here We StandSome rate rolls by mortars early paved the way. Left side rush and a middle hold won the game pretty easily for the Germans. Boogaboo
Cendriere’s FarmWe both reckoned this is tough for the Germans. Assuming we understood SSR3 correctly, the German smoke disappears at the start of their turn 2, when they still have a lot of ground - most of it open - still to cover to reach the victory buildings. In our game the German Assault Engineers and 9-2 leader set up close to building xP7 and captured it very easily. Other German troops entering from the north however were raked by IFE from the HIP AA gun in xH2 and look heavy losses. Other German troops approaching from the East also found the going tough, but eventually took building 72S2 after a series of failed French MCs. By turn 5 it looked as thought they had a chance to capture two more buildings as well, but some good French shooting (plus a deadly sniper shot that killed the leader accompanying the German turn 4 reinforcements) tipped the Germans over the CVP cap during the last French turn. We were left wondering if there is a better German attacking strategy that we failed to find. Andy_Bagley
The Niscemi-Biscari HighwayThe Americans were fully expecting a German attack through the woods rather than up the gully. That left a majority of the defenders out of position for the initial turns, especially one gun which was well out of the fight. A quick shift helped stem the tide, but when the armored car got an open ground overrun eliminating a squad and leader, the American fate was sealed. (VASL Log) Heloanjin
Dutch TrucksAmazing and fun scenario! (VASL Log) LastViking
BridgeheadRetry of Mission: Bridgehead from the SASL HC Barbarossa campaign by Hans Mielants. His MSR (not in original mission) has the EN receiving three artillery strikes on the turn that the first GE unit lands on the EN side of the river. My luck, I rolled 3 x 120+ OBA (24 FP column), and all three were target rounds effectively and decimated my company. Final mission tally was 30 CVP for the EN, 0 for the FR, and the bridgehead recaptured by the Russians. (VASL Log) Ahriman667
The Dead of WinterLast die roll gave the Russians the victory
A Promising StartWell kinda as expected. The 2 TDs never stood a chance. The infantry got some ok results and the AA guns rolled poor or the loss would have been far greater. Used the No of the map to avoid open ground and ran. Got 17 pnts off (lots of luck in that). Any moderate US set up and luck will equal a German loss. Boogaboo
Task Force Faith BreakoutThe Americans were able to break the forward defenders by turn 6 carefully advancing the convoy each turn. Even so, the Americans lost 4 trucks and both armored vehicles to MTR fire. The airpower proved to be able to pin down the defenders and the Americans were able to drop one Napalm bomb with the help of the forward observer. Great scenario to learn some new rules. dmareske
Unfamiliar LandGermans made a run along the north edge and managed to slip past a single 4-4-7 with an LMG. The Russian reinforcements came in on top of my escaping Luftwaffe boys. I managed to break 2 squads and then one last squad entered into CC with my pinned 9-1 and got stuck in Melee when they just wounded the 9-1. My boys made a final run for the exit and got 14 off for the win. grumblejones
Unfamiliar Land Danno
Strayer's StraysGermans deployed dummies as Level 2 overwatch in Chateau and as blockers to attack in center, and dispersed remaining units throughout board. Americans made consolidated attacked through grain in West defended by 1 4-4-7 and 1 4-6-7 and were able to reach woods, but 4-4-7 broke 1 HS and with risky FPF broke a squad and eliminated 8-1 leader. Most of the German OOB never made it into the fight, but a CX'ing 8-0 with 2 4-3-6s and 1 4-6-7 reached a good firing position on the Southern edge and prevented the exit of a HS, squad, and Hero with snake eyes on a 12 FP shot, KIA'ing the HS, breaking the squad, and wounding the hero. The die rolls were very unkind to the American smoke attempts, which may have been the difference in the game. Thompsonmg(MGT)
Under the Noel Trees manzoliandrea72
A Greek TragedyThis was a fun scenario. Both sides were rolling low on the IFT and not on the MC.
Italians brutalized the initial Greek attack. 2 units KIA and 4 more broken along with a leader in the initial assault. The Greek attack formed into an attack from both flanks on the Italians who lost 1 building on each side to continually breaking units.
It developed into a fight for the 2nd building of the pair in the middle and the Italians just ran out of units. Even with successful bypass freeze the Italians were blown out of the building (leaving only 2.5 Greek units in the defense but the 1.5 Italians couldn't take the building back.
The mud slows the attack but also keeps the Italians from having too mobile a defense since the buildings are spread out so far.

This was a fun one.
Emergency SurgeryHad the German defender in this one. Bought mines (all converted to AT mines), roadblocks and some wire to supplement the defence. Started off badly when the M8 manoeuvred around to 79W2 and broke the 8-0, LMG and squad in W4. The unarmed jeep with HS passenger then went on a recon and found the first of my AT mines in R1 Meanwhile most of the soft skin vehicles entered via Y10 and were able to drive through and laager in the central orchard.

This suited me as the infantry gun was set up in Q2. In defensive fire and the subsequent Prep fire phase it knocked out a half track and truck, eliminating the two squad passengers. I then got greedy and malf'ed the gun on an intensive fire shot at the M20 and promptly disabled it in the the next rally phase.

US turn 2 a Hellcat bogged trying to cross the bocage hexside at U2/T1 and the second Dodge tried to force the minefield and failed.

Whereas I'd been on the receiving end of a few snakes in my last game, I dealt a few out in this game, the first coming on a 4-1 when the 347 carrying the flamethrower attempted to dismount from the M20.

Turn 3 my opponent tried to go for broke to get across the river. The bogged Hellcat extricated itself and drove across the bridge and an empty half track managed to thread its way through the minefield in R1 and head for the bridge. It survived one shot from the MMG (in N1) when it reached Q1 but the MMG retained rate and fired again at it in Q2 for a hit and a snakes on the To Kill roll to leave it a burning wreck. When the M8 endeavoured to negotiate the minefield and was immobilised my opponent conceded.
Rich Weiley

Latest News

Article and Publication reviews are working again
I hadn't realised, but adding articles or publication reviews had been broken since the site upgrade. Thanks to Olivier who let me know, these have now been fixed. Review away!
March Madness 2021 Three Player pack available!
The great chaps over at the Kansas City ASL club have made their 3 player scenario pack available for sale.

The pack features 6 scenarios, with Germans, Partisans, Russians, Belgians, Italians and Americans in the mix.

The pack is available for $15, from the publication page.
Twitch Stream coming up!
On Thursday 18th Feb, at 2pm UK time (currently we're in GMT) Martin and I will be playing Black Day in Hatten. Martin's taking the defending Germans and I'm the one trying to capture a bunch of VC locations and not lose my tanks.

The archive will host the stream (but it's probably viewed best directly from Twitch. Hope to see you there!
Patreon recognition
As a little thank you to patrons and regular donors to the site, the archive will now begin to recognise patrons by adding a small checkmark next to their names on various panels.

I'm sure there are plenty of places where it would be useful that I haven't got around to yet (currently it's on the contributions table and the top rated players) - so if there's somewhere where you think it would be useful, just get in touch.

Thanks again for all your support!
Searching for specific scenarios
You can now search for scenarios that feature two particular maps. Want to know the only 2 scenarios that are played on boards 6 and 42? The advanced search can now tell you!

Latest Content Additions

Whiteouthoxson1 Linked the scenario to ROAR1h 35m 30s ago
Non-Stop Gurkhashoxson1 Linked the scenario to ROAR1h 38m 9s ago
Teltow Two-Stephoxson1 Linked the scenario to ROAR1h 39m 7s ago
Teltow Two-Stephoxson1 Modified the overview1h 40m 41s ago
The Trianglejwert02 Added a playing22h 18m 46s ago
Pastor's Surprisehoxson1 Modified the Attacker's AFVs23h 36m 21s ago
Pastor's Surprisehoxson1 Modified the unit counts23h 36m 32s ago
Pastor's Surprisehoxson1 Modified the Attacker's AFVs23h 36m 32s ago
Pastor's Surprisehoxson1 Modified the Attacker's AFVs23h 36m 58s ago
Pastor's Surprisehoxson1 Modified the unit counts23h 38m 14s ago
Pastor's Surprisehoxson1 Modified the Attacker's AFVs23h 38m 14s ago
Hafid Ridge Ridehoxson1 Linked the scenario to ROAR23h 43m ago
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Hafid Ridge Ridehoxson1 Modified the Attacker's AFVs23h 43m 50s ago
Dying for Danziggruhl Added a playing23h 45m 43s ago
Hafid Ridge Ridehoxson1 Modified the Unit Elements23h 50m 44s ago
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Hafid Ridge Ridehoxson1 Modified the unit counts23h 56m 52s ago
Hafid Ridge Ridehoxson1 Modified the Defender's Guns23h 56m 52s ago
Hafid Ridge Ridehoxson1 Modified the unit counts23h 57m 51s ago
Hafid Ridge Ridehoxson1 Modified the Defender's Guns23h 57m 51s ago
Hafid Ridge Ridehoxson1 Modified the Defender's Guns23h 58m 14s ago
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The Taking of Sallumhoxson1 Modified the unit countsYesterday
The Taking of Sallumhoxson1 Modified the Attacker's AFVsYesterday
The Taking of Sallumhoxson1 Modified the Defender's AFVsYesterday
The Taking of Sallumhoxson1 Modified the unit countsYesterday
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The Taking of Sallumhoxson1 Modified the Attacker's AFVsYesterday
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Elephants Unleashedatomic Added a playingYesterday
Elephants Unleashedatomic Rated the scenarioYesterday
Lehr SanctionRJenulis Added a playingYesterday
The BendDave Added a playingYesterday
First Matanikauatomic Added a playingYesterday
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Beachhead at Ozereyka BayPte Parts Added a playingYesterday
Beachhead at Ozereyka BayPte Parts Rated the scenarioYesterday
The Niscemi-Biscari HighwayStewart Added a playingYesterday
Prize For A Panthergrumblejones Added a playingYesterday
Prize For A PantherDanno Added a playingYesterday
From Matilda with LovePaul Legg Linked the scenario to ROARYesterday
Halfaya to the Seahoxson1 Modified the Defender's Guns2 days ago
Halfaya to the Seahoxson1 Modified the unit counts2 days ago
Halfaya to the Seahoxson1 Modified the Attacker's AFVs2 days ago
Halfaya to the Seahoxson1 Modified the Defender's Guns2 days ago
Halfaya to the Seahoxson1 Modified the unit counts2 days ago
Halfaya to the Seahoxson1 Modified the Attacker's AFVs2 days ago
Halfaya to the Seahoxson1 Modified the unit counts2 days ago
Halfaya to the Seahoxson1 Modified the Attacker's AFVs2 days ago
Halfaya to the Seahoxson1 Modified the unit counts2 days ago
Halfaya to the Seahoxson1 Modified the Attacker's AFVs2 days ago
Capuzzohoxson1 Linked the scenario to ROAR2 days ago
Capuzzohoxson1 Uploaded an Image2 days ago
Capuzzohoxson1 Modified the unit counts2 days ago
Capuzzohoxson1 Modified the Defender's Guns2 days ago
Capuzzohoxson1 Modified the Defender's Guns2 days ago
Capuzzohoxson1 Modified the unit counts2 days ago
Capuzzohoxson1 Modified the Defender's Guns2 days ago
Capuzzohoxson1 Modified the Defender's Guns2 days ago
Capuzzohoxson1 Modified the unit counts2 days ago
Capuzzohoxson1 Modified the Defender's Guns2 days ago
Capuzzohoxson1 Modified the unit counts2 days ago
Capuzzohoxson1 Modified the Attacker's AFVs2 days ago
Capuzzohoxson1 Modified the unit counts2 days ago
Capuzzohoxson1 Modified the Attacker's AFVs2 days ago
Capuzzohoxson1 Modified the Attacker's AFVs2 days ago
Capuzzohoxson1 Modified the unit counts2 days ago
Capuzzohoxson1 Modified the Attacker's AFVs2 days ago
Foreign Legionsdmareske Added a playing2 days ago
Good Morning at Halfayahoxson1 Modified the misc. rules2 days ago
Good Morning at Halfayahoxson1 Linked the scenario to ROAR2 days ago
Good Morning at Halfayahoxson1 Uploaded an Image2 days ago
Good Morning at Halfayahoxson1 Modified the Unit Elements2 days ago
Good Morning at Halfayahoxson1 Modified the Attacker's AFVs2 days ago
Good Morning at Halfayahoxson1 Modified the unit counts2 days ago
Good Morning at Halfayahoxson1 Modified the unit counts2 days ago
Good Morning at Halfayahoxson1 Modified the Attacker's AFVs2 days ago
Good Morning at Halfayahoxson1 Modified the Attacker's AFVs2 days ago
Good Morning at Halfayahoxson1 Modified the unit counts2 days ago
Good Morning at Halfayahoxson1 Modified the Attacker's AFVs2 days ago
Good Morning at Halfayahoxson1 Modified the unit counts2 days ago
Zon with the Windlechiquier94 Added a playing2 days ago
Gloster Hillgrumblejones Added a playing2 days ago
Gloster HillDanno Added a playing2 days ago
Taking a Different RouteStewart Added a playing2 days ago
Taking a Different RouteStewart Rated the scenario2 days ago
Taking a Different RouteStewart Uploaded an AAR2 days ago
L’embuscade du Geneste hoxson1 Uploaded an Image2 days ago
L’embuscade du Geneste hoxson1 Uploaded the Board image2 days ago
L’embuscade du Geneste hoxson1 Modified the overview2 days ago
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L’embuscade du Geneste hoxson1 Modified the misc. rules2 days ago
L’embuscade du Geneste hoxson1 Linked the scenario to ROAR2 days ago
Mauled at Merdorphoxson1 Linked the scenario to ROAR2 days ago
Take The Crossroadshoxson1 Set the designer field2 days ago
Take The Crossroadshoxson1 Uploaded an Image2 days ago
Great Vengeancehoxson1 Modified the misc. rules2 days ago

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97Tom Mueller171135
98Davide Bendazzi881134
99Rich Domovic331134
100Laurent Tinture71129

Newest players - welcome!

adolfingeradolfo scopece2022-01-24 17:22:37
viledaPablo Álvarez2022-01-23 07:24:01
dave21Dave Shrader2022-01-21 11:10:23

On this day...

CH 12 Snow GhostsKhristishche, Russia1942
CH126 Metal at Mechili07:00 hours, west of the Fort of El Mechili, Libya 1941
PL2#2 Armored StandSan Manuel, The Philippines1945
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