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ScenarioCommentUser
Death Solves All Problems rangercote
The Party Ends at NeunenTough on the Germans but Martin made a good go at it. The OBA is the element that will win for the Germans if they can bring it to bear but there are tough lines of sights to make it happen. I thought this would be trivial for the Americans but it turned out closer than I thought. Dave
Requiem for a DreadnaughtThe German attack penetrated and supressed the big tanks - they fell easiyl really!
macrobosanta
Death Roamed Freely toffee
Having a GoFriday Night Fight (VASL Log) Bongiovanni
Aces Over EightsGood fun. Got a couple of Tigers hull down to hold of the Sherman wave.
MM2026
nebel
The OverlookRound 3 of 2026 March Madness Tournament. grumblejones
The OverlookRound 3 MM 2026 wwillow
Clearing the Heights Serge
Not Much of a SoldierMy masterful attack was thwarted by poor scenario design and my opponents hot dice. jrwusmc
Armored Car Savikurki strategos
Crossing ChaosMM 2026 wwillow
Having a GoFNF game. This is a quick firefight between a lightly armed elite company of British paratroopers and a decidedly average German defending force. I set up a HS on the opposite side of the bridge while the rest of the defenders took up position with three squads watching the stream on the German left flank and covering the bridge. The British assault was mostly concentrated on the German left with a couple of squads pushing up the middle under cover of smoke. The foxhole SSR allowed placement of fire lanes down both streets running through the village and the Germans also benefited from the change to the foxhole rule allowing skulking. On the the final turn, the Germans were still solidly in control of three buildings. The British don't have much time to achieve their objective and the defence can make life difficult by deploying and occupying multi-level buildings with HS. Even broken units can play a part in denying the British control of two level hexes. It also didn't hurt when the British failed to win a crucial CC at odds of two to one on the penultimate turn. Nice scenario if you are looking for something that isn't too rules intensive and it can be played easily in less than three hours.
Dougban
Having a GoFriday Night Fight - My Brits were able to power through with the help of some low rolls. (VASL Log) Paul Legg
Yankee PrideRound 1 March Madness 2026 Tournament. grumblejones
Harckocsi AssaultRound 2 of March Madness 2026 Tournament. grumblejones
Crossing ChaosMarch Madness jrwusmc
End Station Budapest Dispang12
End Station Budapest Dispang12
Yankee PrideUp to defender if they want to win or not. Difficult for US against a good setup. My setup wasn’t ideal but it did allow me to eliminate 3 US squads for FTR. This and some poor rolling in prep fire left the US mostly stuck at the start line without sufficient time to achieve the objectives. MM2026 nebel
Crossing ChaosThis scenario is all about ROF of the French ATG. In this game the ATG were out of tanks to kill in 2.5 turns and had already pinned and or broken at least 3 infantry targets (1 on the IFT). In short his dice were hot and mine were not. Opponent also successfully blew the bridge in T3 to end game. MM2026 nebel
First DanceAn enjoyable encounter scenario which is great for honing your armour skills. The Germans look outmatched by the Somua’s but somehow all 3 were KO for the loss of only 1 38(t) Immobilised. I certainly had the better of the DRs there including an IF CH vs a HD S-35. The battle for the central building took the whole scenario to resolve, with the Germans just edging it. They also had enough armour left to secure the 3VP double hex control victory locations in the final turn and thus secure the win Simonstan
The Mad MinuteThis revised version seems very hard for the Germans. Lots of open ground to cover, and tough American forces. ubertripp
The Lawless RoadsBritish attack was based on a Youtube let's play and the German initial deployment was taken from a AAR. The tentative initial British advance allowed the Germans to fall back across the row T road and defend the town center. The German ATG's were both hidden in the rear of the town. One was able to burn a carrier that was attempting to swing around the rear of the village. Guru Bob
Shanghai In FlamesA great scenario. I couldn't break the finally Chinese stack in the fortified building. Down to the final die roll. Would recommend. kweltner
Cold Crocodiles Bongiovanni
Out of LuckExited 24 VP. including two hetzers. One hetzer got immobilized and all four panthers knocked out. Then 10 VP of infantry made it through the residual firepower for the exit. Danno
Udarnik BridgeheadThis is a fine scenario that can be skewed by off the chart results. That happened here. Boyce had a good attack, but fell just short of getting the win. First IFT shot by me was a natural 3. That wounded his 9-2 and that guy never got back into the fight. But would play again, either side! von Garvin
Guerra Relámpago usmcwo1
A Polish Battlefield Pantera
In Pursuit of the FrenchA bit crazy. Panzers were pursuing the Somuas and, after eliminating them, they went for the French infantry. The French could have won with a bit of luck (well, more than a bit) but the German armor had a last round of incredible Defensive fire shots and the French were doomed at the end of their 5th turn. I’ve enjoyed the experience, but it was quite chaotic. perdut
Men of MontenegroChicago Open (round 2). I agree with Peter Palmer's comments. Tough scenario for the Italians. RJenulis
Wounded Three Times in One Day Danno
Wounded Three Times in One DayTerrain makes this one tough on the Germans...slows movement and then the HIP Russians add to the misery. In our game, the Germans were struggling with breaks and 12's. The Heroic Leader rolled a 12 on an MC and died. One tank was knocked out by a DC. The game ended on Turn 6 with the Germans not having enough movement to exit the required VP. grumblejones
Unlucky ThirteenthI used a British defense from an AAR, which defended the east bridge with the tank and dummies, and the west bridge with wire and the ATG. The Germans placed the MMG at the east bridge and tried to cross with a pair of hs against the tank. The hs failed, but eventually the leader and squad made it across to destroy the tank in CC. Both German tanks set up behind the hedge in the west and eventually one tank won the dual with the ATG. That lone tank, with malf'd MA succeeded in driving around to sit adjacent to building 33P9 to blast out the final defenders from the last victory building with 8FP MG fire. The Carriers came in, before the tank was anywhere in sight, to dismount the hs behind the row of woods around 33O10. One carrier with leader was held back in the orchard for fire support and a final turn push to retake or defend a building, but a German 7-0 leader, created in CC against a stunned carrier a turn earlier, ran into the orchard and was able to advance and hold down the carrier in melee for the last turn. Guru Bob
Oriola Force slunts
Massacre au ParadisThe Germans never managed to grab a single stone location - that about sums up one of the worst runs of luck I've ever managed to roll in VASL. The British sniper was on a roll and broke the 81mm Mortar before they ever got a chance to shoot smoke (I was waiting for Turn 2 to take advantage of the movement), and the crew was eliminated shortly thereafter. The MMGs never managed to break any Brits hiding in the stone buildings, and out of dozens of Morale Checks, the Germans only passed a handful, at most. On the plus side, when they did pass, they would generally spawn a Hero and go Fanatic, which could never be put to use as they would be broken/eliminated within a turn or two. The British, immune to cowering, simply sprayed and prayed, and were answered with righteous fury. Also, lest I forget, the British were the victims of 3 critical hits from mortar fire, and passed all 3 without ever breaking. A night of play that would drive any to drink. Jobbo_Fett
Road to Prome jwert02
Elephants UnleashedASL Open 2026 - Round 2 Bongiovanni
Kicked to the Curb strategos
Carrier HillAustralian bum rush supported by rof SMOKE from light mortar swarmed objective. jgarlic79@gmail.com
First DanceTotally misplayed it. wwillow
Having a GoHeroes 2026 - Round 4
Despite generating 3 heroes and a fanatic squad the Brits were unable to win this one due in part to an illegal setup. My opponent set up a 537 on the first level of what I assumed was multilevel single hex building. It finally fell to a 24 +2 shot having already survived two 24 +3 shots. The resulting delay made it near impossible to attack the remaining few buildings.
Paul Legg
3rd RTR in the Rain Guru Bob
A Wave Breaking with the Tide jwert02
One Miserable Night asloser
End Station BudapestThis one is tough on the Romanian. The Romanians came on on the bottom board and basically ran out of time and movement to make it to the factory slunts
Galician PersuasionPaddington Bearz March meeting. Got a critical hit on a T34 with the 120mm mortar. First time I can recall using the heavy payload rules to resolve a critical hit. Rich Weiley
Dean's Defiance Danno
Dean's DefianceRead the VC very carefully. It's a shame that you need to...but do it. The ability to enter Boards i, j, or k on Turn 3 with a substantial force really messes with this game. As the Americans I just set up completely in the back. And sure enough on Turn 3 all two tanks and 13 squads entered on the west edge right on top of me and a hex away from exiting the south edge. This is not fun ASL. Dan and I played this one all the way to the end...and can't say we enjoyed the five hours involved with playing a DASL scenario...good grief. All ASL is of course fun ASL...but this one did feel like a grind to play. My Americans inflicted enough casualties and destroyed three T-34/85's...with the fourth Recalled due MALF'd MA. grumblejones
Mga StationThe Russians have a very powerful force in this scenario. They were able to take two buildings west of the train station and push into the train station in the first two turns. The Germans abandoned the train station, voluntarily breaking and routing out the last of their forces in the Russian's third turn in order to get the German reinforcements into the fight as early as possible.

The German reinforcements counter-attacked on the west flank and were able to push the Russians back. The Russians were able to take an additional building east of the train station, but in the end the Germans were able to take all of the buildings west of the train station back giving the Germans the victory.

The German flame thrower was an absolute beast rolling a two and two threes on its attacks KIA'ing two and half Russian squads and lighting three building locations on fire!
acfe
The Butcher's BillThe Germans nabbed a victory thanks more to good luck on a few specific rolls, while all the rest were simply terrible for both sides. The SS never managed to survive Morale Check rolls whenever the British managed to inflict them, but a Red card for the brits and a defensive setup that is hard to shift made the defense all the harder when artillery managed to break a few critical squads.

I'm sure this one is more fun than our experience would lead us to believe, but it is odd to have a scenario that is 8 turns and doesn't discourage attacking on the left flank of the river and grabbing 80% of the required objectives by turn 2.
Jobbo_Fett
The Butcher's BillThe Germans nabbed a victory thanks more to good luck on a few specific rolls, while all the rest were simply terrible for both sides. The SS never managed to survive Morale Check rolls whenever the British managed to inflict them, but a Red card for the brits and a defensive setup that is hard to shift made the defense all the harder when artillery managed to break a few critical squads.

I'm sure this one is more fun than our experience would lead us to believe, but it is odd to have a scenario that is 8 turns and doesn't discourage attacking on the left flank of the river and grabbing 80% of the required objectives by turn 2.
Jobbo_Fett
Obstructed at OstrogA tough ask for the Germans I found. I had 4 buildings with GO Russian squads (a couple with the 10-2 leader) to “clear” in the final half turn and came up well short against a well played defence. Simonstan
Priests at St. CloudHeroes 2026 - Round 2 Having learnt some good lessons from the earlier friendly playing, I was confident I could do better. My OBA was a lot better, I got the priests into good positions for smoke placement and the infantry were more active with their smoke grenades. Things took a turn for the worse when two priests suffered big stun results in the same turn, one to a '1' sniper and the other to a low rolled IFT shot. The priest hit by the sniper was already suffering from an earlier small stun and got hit by the sniper again as it was leaving. Paul Legg
Last OrdersHeroes 2026 - Round 3
Unusual game in that neither player knows the victory conditions until after they setup. The tactic for the German player is to try and keep the Russian player unsure of the VC for as long as possible. I drew what seems like the most difficult in having to gain 26 CVP which means taking out at least three of the four enemy AFVs without making that the obvious goal. Pete still wasn't sure what my VC were and therefore chased hard after what looked like a PzJg Tiger making a dash for the exit VC. I was able to swing round and take out the two pursuing afvs whilst another had already fallen to a PF. Another PF did for the final afv.
Paul Legg
Stymied At IsneauvilleNote that horrible mistakes were made in our playing, so the feedback it likely not representative for this scenario!!

I played the Germans. First thing I got wrong was the exit area specified in the VC. A15 to J15 ONLY, i.e. West of the Pond ONLY. I believed that P15 & Q15 would also be an option, which was wrong. Next mistake: I set up the German tanks on board instead of having them enter in Turn 1. Misled by my original VASL file (I have corrected the version available here in the Scenario Archive by now.), my opponent believed in the exit possibility of P15 and Q15 as well.

Due to these blunders, I set up entirely in the eastern half aiming at exit via P15 & Q15. We only noticed the tank setup error after a short while into the game.

Because we did not want to start over, and my tanks had all moved into the K11-Q7 treeline, we decided to "counterbalance" the delay that this would impose on my moving to the other side against setting up the tanks onboard.

I was able to overcome 1.5 squad equvalents, an MMG, the ATR, and one British Leader at the cost of one PzII, a German HS and some time. The German infantry shifted from the east to the center, where most of the British forces were deployed. The British ATG was lurking in H13, which was bad for me as I had sent the remaining PzII into the central Stream passing three bog checks altogether. The PzI reversed out of Q7 Woods to move to H7. The area around the bridge had been poisoned with AT mines (which we also botched by only placing them onboard after game start).

Improbably, I was able to pick up the AT mines in two hexes with infantry, surviving low PF @ -2 shots. Then the PzI charged through the third AT minefield along the Woods Road and broke thorough, gacking an OVR en route. The attempt to foil the mine clearing and stopping the tank allowed my infantry to gain a foothold west of the stream. Some melees in the center neutralized some of his and my units for a while, which hurt the British more than the Germans.

In the end, it came down to whether a few British HS in the F14 Stone Building would be able to stop my Germans, mostly hunkered down in the D13 stone building to exit. The PzI had already escaped by the time. My opponent was very unlucky not to his the remaining PzII when it emerged from the Stream to rush for the exit, though the accompanying armored assaulting infantry was stopped. So two tanks (with AL) were out for 12VP. I needed to exit only 3VP of infantry now. Once more, bad luck for my opponent when he malfed his remaining MMG. After that, I could exhaust the firing options and impose target selection limits which guaranteed that I could exit the remaining 3VP.

Still fun scenario despite having gacked so many things. But our playing is ill suited to learn anything from it for a "normal" playing. By gut feeling, both of us believe that the Germans will have an edge in this one.
von Marwitz
Crossing ChaosLady Luck was French in this one, as those two AT Guns had ROF enough times to make me think they were HMG. Got one round of Smoke off from one Pz IV before depletion, the other was Destroyed by an AT Gun miracle shot.
I did manage to get one Assault Squad across the bridge before it fell, but they broke, just, to some desperate DF in French T5, otherwise it might have gone to a last gasp Melee with the French Squad having to withdraw. Would play again.
Tigernaut
A Wedge in the IceFirst to play and post. Danno
A Wedge in the IceTough game for the Finns. My Russians suffered some hard hits moving to contact with the Finnish trench line. 6 squads broken or KIA's by Turn 2. My OBA smoke blocked up the center pillbox and my boys managed to into the trenches and slowly overwhelmed the Finns with a couple good close combat wins, including an exchange which killed both sides. My armor was able to break part of the trench line with direct fire and they move to the exit. grumblejones
Fateful MiscalculationsFrench OBA fortuitously started fires on the German side of the Meuse which spread into a massive conflagration over the course of the CG. A French armored counterattack into German assault flank disrupted Germans and helped destroy tanks and bridging equipment before it was slowly worn down. jgarlic79@gmail.com
Frontiers and Pioneers2026 eASL Open Round 2 jgarlic79@gmail.com
No DubnoA good fun scenario with the usual interesting armour match up for Russia 1941. The Germans didn’t set up too far forward and tried to keep their infantry alive for the final Russian push, deploying a number of their squads. Proved to be just enough, despite the AL being recalled by the Sniper in the best Panzer III towards the end Simonstan
First DanceHeroes 2026 - Round 1 Paul Legg
Red ComradesRussian win despite malfunctioning the AT Gun first shot, and immediately eliminating it, and then the ATR on about the 3rd shot. OBA was the main saviour of the Russians, who otherwise sit and do little. Very static for the Russians, and unreasonably rushed for the Germans. Minedog
Venture Into CarnageAs the Americans I was much too aggressive too early with my AFV and three burning wrecks attest to that result! 26 CVP lost by end of Turn 3!
Kydder
Crossing ChaosSmooth win for the German. In turn 1 I positioned the 2 tanks that could fire smoke behind a wall, next to the river. I bypass froze the French and either killed them ot locked them in melee.
In turn 2 I cleared the German side of the river and covered the French in smoke.
In Turn 3, under the cover of smoke I crossed the bridge and destroyed a squad and an AT by cc.
At that point my opponent gave up.

PVeenstra
The Krutoy Log RollMy second playing of this scenario (see previous AAR), again as the Russians. A similar, slightly tweaked defence and this time a Russian win with the right hand hill and grain field holding out to achieve the required VC Simonstan
Kordiyak's Woods von Garvin
Priests at St. CloudHeroes 2026 - Friendly poor positioning of the Of board observer made the american OBA in effective coupled with poor use of the american smoke ability made it very difficult for my Amis. Paul Legg
Fire from the HoleGermans have very little to cover a broad front. The Russians can choose a breakthrough flank and power through it relatively easy I think. 6 Vehicles including ISU and Mineroller. Germans only have 3 PSK that can slow those down and only if in the right spot. Just getting these Vehicle exited will win it and that doesn't include 13 squads to help. nekengren
To Ashes jwert02
Prelude to Festung BrestThe Germans adopted a "bend but don't break" defence, slowly pulling back to stymie the American advance. However good use of smoke grenades allowed the GIs to eliminate the German 9-1 and a squad in CC, after that the writing was on the wall ... a string of poor MCs led to the German line collapsing and the Americans broke through to end the game on Turn 5 ifoxen
Suxy BeastsA German concession with a turn to go. I just hadn’t managed to cause enough French casualties to prevent them re-capturing buildings in the final half turn even if I took enough for the win. This looked unlikely as my attack bogged down in the face of an effective French defence Simonstan
Piatek PushA close run thing with the Poles doing much final turn running around the board to capture the required buildings. This seems the more difficult of the 2 VC with the VP condition relatively comfortably achieved given the ability to capture those Conscripts Simonstan
Panzer GraveyardUp and down, impossible shots on both sides made to look easy, and my Germans finally held enough buildings against the dwindling British troops. Great opponent, balanced DRs, and good fun. Don't forget that one entire row-house building counts as ONE VC. EJ1
Beyond the PakfrontsDerek used his mobility extremely well to knock out my Board 33 holding force, which had more than a little concerned, but I was able to set up a hedgehog on board 19 in LOS of the VC hex which was really hard to attack inside the very restrictive time window.

We certainly had fun, but the VC giving the Defender *double* VP for mobile Vehicles really made it difficult for the German Attacker to win, esp. when the StuGs don't enter until turn 3 and he has only turns to cover a great deal of distance.
Chuck
The BrickworksThis one went down to the wire! StuGs went up the middle with the intent of smoking the factories once the infantry caught up. My opponent got diced bad during my advance and the majority of my force was intact as I closed on the factories. The Russian conceded the W9 factory, had a rearguard at S9, and defended O9 with the remaining 3 squads and both leaders. Lost both StuGs in the approach but was able to strip concealment off one squad and break/pin the other two squad/leader stacks with some very fortunate dice rolls. End of German Turn 5, I had 4 squads/2leaders in O9, facing only one good order Russian squad with a broken leader. 2 different dice rolls and this is easily a Russian victory. Great fun and a great opponent...Thanks Steve! Jplott94
Confusion ReignsAs the Germans I realized too late that probably the best chance for a win would have been to setup adjacent to Level 1 hill along north edge and rout broken units off-board to try and keep the CVP advantage I amassed early on ... no next times! Kydder
Kleisoura PassThe defending Greek’s managed 4x “Snake Eyes” KIA shots which saw the end of the 10-2, 9-1 and various supporting squads. 88 only got one shot away before breaking. Managed to capture all except the central hill but this was well defended with the HMG and 2 of the MMGs so I had to concede in the penultimate turn with insufficient strength remaining to make an effective assault Simonstan
Feast DayTest game for fun Dave
Résiste et MordsASO2026 Friendly Game Bongiovanni
Pössl’s PosseASO 2026 Bongiovanni
Ride Gurkha RideASO 2026 Bongiovanni
Gallic Counterpunch Guru Bob
Bring Up the BoysA decisive victory for the British as the Germans tanks missed over 95% of their shots, and had their numbers reduced by 2 from a single ATR and its manning squad. A daring dash by a carrier trapped a group of Germans who were eliminated for failure to rout, and many other mishaps meant that the Germans never posed a threat to the objective after Game Turn 2. Hard to judge based on the results I had, although I'd appreciate the Germans getting a DC or something to tackle all the Stone buildings and rowhouses they need to capture. Jobbo_Fett
Starlight, StarbrightThe terrible no-good unfun Critical Hit scenario strikes again. The Italians have no incentive to do anything aside from scatter once they start getting shot at, and the British have to hope they don't miss on the regular. The Italian player might as well be a bowl of oatmeal as they follow a strict entrance and movement procedure and will never have the ability to retaliate against the British forces. Jobbo_Fett
Prince Albert's OwnThe terrible no-good unfun Critical Hit scenario strikes again. The Italians have no incentive to do anything aside from scatter once they start getting shot at, and the British have to hope they don't miss on the regular. The Italian player might as well be a bowl of oatmeal as they follow a strict entrance and movement procedure and will never have the ability to retaliate against the British forces. Jobbo_Fett
No Greater LoveThis turned out to be a very exciting see-saw battle, both sides looking like they had the upper hand on multiple occasions, cautious not to make the first blunder! Ended after last turn with American 45 CVP vs Japanese 33. Kydder
Stone Age Caves jgarlic79@gmail.com
Bunker BurningGermans will probably setup as a fortified complex in OG here. Russians can smoke the attack point but those A-P/A-T mines, Wire, Trench, Pillbox are going to make this assault very tough. My Russians failed badly against the OBA and Firelanes. nekengren
Totsugeki!ASO 2026 wwillow
Three Bars of ChocolateThe Americans suffered some losses in the first turns while the Residual Fire chitting rule was in play. Only one German squad with a LMG was guarding the AT-ditch; the rest of the meager at-start German setup was waiting in the buildings. Rain started, followed by Heavy Rain, which on top of the Mud complicated movement and added LV at all ranges. Luckily for them, the American tanks entered on Turn 4 rather than 5, and thus could "sit and wait" for the German tanks to enter through I20. Both German tanks were blazed and the infantry reinforcements were quickly taken care of as soon as they entered. mestravis
Rally PointA great game but I agree with a previous comment about it being dicey. Tom had terrible luck with the 10-2 early that allowed the Germans to gain momentum and I was lucky enough to keep it. SGT Mac
Mius MischiefFirst to play and post. Danno
Mius Mischief grumblejones
The Cloak of Disorder Michel Bongiovanni
Independence DayThe Czechs don't have to move very far, but shrinking the German perimeter takes time. The Germans have to skulk and survive. This one is nice and simple, and plays quickly. This was a close game, and came down to CC on the last turn. The Czechs had a pretty big CC odds advantage, but victory was not guaranteed until the final DRs. With fairly high SANs on both sides, we thought those would play a role, but not this time. Although there were several activations, only one hit, and just pinned the Czech sniper. Major weapons were unreliable for both sides. The first shot with the German MMG was a 12 and a second repair attempt was a 6. One of the Czech tanks had its MA break on its second shot, and by the end of the game, both AFVs had malfunctioned MA. asl458
Silence that GunI haven't had this much VASL fun in a long time! I fortified 3N1 (multi-hex) and placed the AT gun in 3N4. Early on, the Germans aced all the MC but couldn't do much on the IFT. Later their marksmanship improved and broke several American attacks into the fortified building. The Amis took hex N1 first, then M2. Just in time, I sent the 8-0 upstairs so Steve's boys would have to take the 1st level as well.
Later in the game I managed to get a stack in N2 that could lay 36FP on the two adjacent fortified Ami held hexes. A 1MC on 3 * 7-4-7's in M2 produced TWO berserk Ami squads which were forced to advance up the stairway to CC the lone German 8-0. These 2 7-4-7 then could see the gun crew over the wall in N4 and sent them routing. Steve ran out of time to clear out N2 and the Germans were victorious by the skin of their bratwurst.
Allied CVP 14
German CVP 5
Jeff107
Independence DayThe Germans managed to keep concealment and skulk away from DF which made it difficult to advance without Prep Fire. The tanks were a good source of smoke but the Czechs couldn't pass their MC's when taking fire. Ran out of time and capitulated at end of turn 5. Nicho11

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First DanceSimonstan Added a playing6h 57m 11s ago
Crossing Chaosnebel Added a playing8h 12m 24s ago
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Sting 'em at Zingemstrategos Added Errata8h 35m 41s ago
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Riding the Coattailsstrategos Added Errata8h 39m 42s ago
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Defeat in Javastrategos Added Errata8h 47m 49s ago
Will To Fight...Eradicatedstrategos Added Errata8h 51m 49s ago
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Hammer TimeBongiovanni Uploaded a VASL file11h 33m 39s ago
Having a GoBongiovanni Added a playing14h 40m 51s ago
End Station BudapestDispang12 Added a playing18h 2m 16s ago
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Crossing Chaosjrwusmc Added a playing20h 22m 26s ago
Harckocsi Assaultgrumblejones Added a playing20h 50m 54s ago
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Having a GoPaul Legg Added a playing22h 19m 55s ago
Having a GoDougban Uploaded a VASL Log file22h 22m 1s ago
Last OrdersPaul Legg Added a playing22h 33m 13s ago
First DancePaul Legg Added a playing22h 53m 59s ago
Having a GoDougban Added a playing22h 55m 41s ago
Crossing Chaoswwillow Added a playing23h 6m 16s ago
Priests at St. CloudPaul Legg Added a playing23h 14m 58s ago
The Legrew ManeuverPaul Legg Added a playing23h 25m 13s ago
The Legrew ManeuverPaul Legg Linked the scenario to ROAR23h 28m 45s ago
Armored Car Savikurkistrategos Added a playingYesterday
Not Much of a Soldierjrwusmc Added a playingYesterday
Guerra Relámpagousmcwo1 Added a playingYesterday
Didn't Have to Be Thereusmcwo1 Added a playingYesterday
Inferno at Ihantalastrategos Modified the unit counts2 days ago
The Anzio of East Kareliastrategos Modified the unit counts2 days ago
Karelian Infernostrategos Modified the unit counts2 days ago
Hand Delivered Sausagestrategos Modified the unit counts2 days ago
Stig's StuGstrategos Modified the unit counts2 days ago
Beauty Ruinedstrategos Modified the unit counts2 days ago
The Lawless RoadsGuru Bob Added a playing2 days ago
The Lawless RoadsGuru Bob Rated the scenario2 days ago
Operation WindsorIbncalb Added Errata2 days ago
The Mad Minuteubertripp Added a playing2 days ago
Kordiyak's Woodsvon Garvin Added a playing2 days ago
Udarnik Bridgeheadvon Garvin Added a playing2 days ago
Out of LuckDanno Added a playing3 days ago
Cold CrocodilesBongiovanni Added a playing3 days ago
Obstructed at OstrogSimonstan Added a playing3 days ago
No DubnoSimonstan Added a playing3 days ago
The Krutoy Log RollSimonstan Added a playing3 days ago
Piatek PushSimonstan Added a playing3 days ago
Suxy BeastsSimonstan Added a playing3 days ago
Kleisoura PassSimonstan Added a playing3 days ago
The Crux of CalaisGuru Bob Added a playing3 days ago
Shanghai In Flameskweltner Added a playing3 days ago
Massacre au ParadisJobbo_Fett Added a playing3 days ago
The Butcher's BillJobbo_Fett Added a playing3 days ago
The Butcher's BillJobbo_Fett Added a playing3 days ago
Wounded Three Times in One Daygrumblejones Added a playing3 days ago
Wounded Three Times in One DayDanno Added a playing3 days ago
Men of MontenegroRJenulis Added a playing3 days ago
In Pursuit of the Frenchperdut Added a playing3 days ago
In Pursuit of the Frenchperdut Rated the scenario3 days ago
A Polish BattlefieldPantera Added a playing4 days ago
Lion's Shareaokigaryou Modified the Theatre4 days ago
Contest in the Cloudsaokigaryou Modified the Theatre4 days ago
Factory Fodderaokigaryou Modified the Theatre4 days ago
Bowden's Woodaokigaryou Modified the Theatre4 days ago
Sore Thumbsaokigaryou Modified the Theatre4 days ago
Courage of Cowanaokigaryou Modified the Theatre4 days ago
The Cloak of DisorderRichard Webb Rated the scenario4 days ago
It's a Battlefieldaokigaryou Modified the Theatre4 days ago
Clay Pigeons of St. LôBugbear501 Uploaded a VASL file4 days ago
Oriola Forceslunts Added a playing4 days ago
Factory Fodderaokigaryou Modified the Theatre4 days ago
Bowden's Woodaokigaryou Modified the Theatre4 days ago
Sore Thumbsaokigaryou Modified the Theatre4 days ago
Courage of Cowanaokigaryou Modified the Theatre4 days ago
It's a Battlefieldaokigaryou Modified the Theatre4 days ago
It's a Battlefieldaokigaryou Modified the Theatre4 days ago
First Dancewwillow Added a playing5 days ago
Unlucky ThirteenthGuru Bob Added a playing5 days ago
Unlucky ThirteenthGuru Bob Rated the scenario5 days ago
Balkan Dawnslantoine Added a playing5 days ago
Released from the Eastslantoine Added a playing5 days ago
The Only Way Outslantoine Added a playing5 days ago
Bridge To Nowhereslantoine Added a playing5 days ago

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March Madness 2013 Commissar Pack 87.31
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Backblast # 1 86.80
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Friendly Fire Pack 11 86.79
Deluxe Advanced Squad Leader 386.79
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March Madness 2019 Close Combat Pack 86.64
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Quick 6 Scenario Pack V 66.51
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Melee Pack II 66.50
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ASL Action Pack # 7 106.32
Dezign Pak 2 126.31
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ASL 2 - Paratrooper (2nd Edition) 86.30
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Onslaught To Orsha 2 326.27
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Critical Hit # 4.2 86.25
Armoured Aussie Pack 76.25
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Hero PAX 1: Hurtgen Hell to Bulge Nightmare 86.21
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Internet: MMP 66.18
Tactiques # 2 106.17
Covered 136.17
Franc-Tireur #15 226.16
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March Madness `97 Pack 126.12
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Dezign Pak 3 155.90
Blitzkrieg in the West - Northern Campaign 65.90
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Schwerpunkt # 1 125.88
March Madness `99 Pack 105.86
Deluxe Pack #1 125.82
Time on Target # 1 135.81
Time on Target # 2 215.81
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ASL 1 - Beyond Valor (1st Edition) 105.80
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Melee Pack I 65.77
Southern Cross Scenario Pack `96 65.75
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On this day...

ScenarioLocationDate
BB12 The Awakening of SpringLake Balaton, Hungary1945
G33 The Awakening of SpringSouth of Lake Balaton, Hungary1945
ATP09 The PursuitBtn Bir El Tengeder and Bir El Harmani apx 100 km west of Bir Hakeim, Libya1942
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