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ScenarioCommentUser
Battle for the Warta LineThe Germans attacked in force on the south side of the battlefield with a small force moving through the woods in the center. The Poles placed a majority of the wire in the woods which severely slowed the German advance. However, the major thrust on the South moved quickly while the Poles struggled to shift their forces from the North and center to the South. The Poles were able to break a number of German squads on turns 2 and 3. But the 9 broken morale allowed the German units to rally quickly. By the end of Turn 4 the Germans were on Hill 547 in force with two MMGs and the 9-2 leader. This position blocked the Poles from being able to reinforce the south side leaving the door open for the Germans to exit. The German gun was never unhooked and OBA played no roll. Heloanjin
What Doesn’t Kill You Bongiovanni
Panzer Graveyard Bongiovanni
The Fifth's Rearguard Danno
The Fifth's RearguardMy Russians couldn't get across the fortified MLR. My reinforcements got clobbered by the HIP 75 with both SU-76's knocked out and two squads and the 8-1 broken. Unable to get through the mines and wire, I was forced to give it up and concede. My PREP Fire and D-Fire rolls with 12 and 16 factor shots were not landing. Gotta get some results or you ain't going anywhere...movement only gets you so far... grumblejones
Used and AbusedMy GI's started out hot and really put it to the attacking Japaneese however, after malfing a Baz and 50 cal which, disabled on the next turn. They fought on bravely but by turn 5 were surrounded. Roar currently has this at 17 to 4 in favor of the japaneese. Suggestions after 2 playing to even that up would to be have the Japaneese enter from off board and allow bore sighting SGT Mac
In the Vanguard Bongiovanni
Race for the BerezinaTigers knocked out 5 Shermans and then MALF'd one in Intensive Fire and then it was RECALLED. Another Tiger would be knocked out in a Bounding Fire Rear Shot. The remaining Tiger moved to cut off the exit and then Boxcar'd the First Fire Roll and the Russians exited off for the win. Bad dice afflicted the Germans. With decent dice, the Russians would probably not stand a chance in this one. grumblejones
Race for the BerezinaFirst to play and post. Danno
Light 'em UpAnother static Manila defensive scenario for my Japanese. The low American morale isn't much of a problem with good cover. With US HS's the same strength as a 2nd line Japanese squad, most CC's - and there were a lot - went to the Americans. The Japanese don't have much incentive to fire as retaining concealment and skulking might buy enough time for the them.

In my game it almost worked, but the sheer amount of firepower the Americans have was too much. My friend's slow and steady pressure melted my forces before him. The game was effectively over with one turn to go, but I decided to see if some miracle would happen with my last leader, squad, and crew on the first level of the last building that hadn't fallen. The US flamethrower sealed their fate, and I lost every single unit in my OB.

Having played the first four M:S&F scenarios as the Japanese has not been exciting so far. They are put in pretty static positions and have to hope for the best. Not the most exciting way to play.
Jude
Kampfgruppe at KarachevIt took me 3 turns to get into the right position, On the forth turn I let loose the dogs of war. My tanks freezed german stacks (3 of them) his GUN did nothing, then the infantry pushed, 1 DC placed and I was able to send I squad in his backyard. He quickly lost 3,5 squads to Failure to rout. On his 4th turn he broke the GUN while the Stug try to get into position. Unfortunately for him on my 5th turn I CH his GUN and vaporizede it getting to 19 CVP while one of mine T34 got into the back of his TD and dispatched it with a CH.
The scenario ended here but the situation was not so bright at the beginning of my 4th turn, mine was a desperate move because if I had played it safely he would have put into better position his infantry and the reinforcement would have closed any possible exit strategy. VC are very hard on Russian that cannot risk his precious tanks (he need them to exit) but the terrain is horrible and the exit area easily defended. Basically you cannot plan to win on CVP if the German doesn't stand and fight because you basically need to wipe our almost his entire OOB. So you need to exit those points but it's really hard. Plan accordingly.
Remember that ground and level -1 hex adjacent to a marsh are BOG hexes for AFVs.

This is a classic on forest warfare and it's highly advised to be played.
cosarara
Defiance on Hill 30came to the last round, German HS in one building location broke and American could advance and prevent German win SimonPz
Uncles and Pups johan.vrijdaghs@gmail.com
Friday the 13th Bongiovanni
Bridge at Remagen Lorenzoknight
Shouting Into The StormWent down to the last CC when the russian where not able to snatch one building hex from my Germans.
One Tiger rolled 12 on the start and another broke MA on its second shot. Those IS survived 2 frontal PFs and 2 88LL shots. In the end they all went down.
The Russian FT had a field day, killed 2 AFVs and vaporized many MMCs stayed in the game till the very end. Those 122 hit everything they shot at. It was a wild scenario. Highly reccomended.
cosarara
Hot TigersOn setup, the Russians failed to consider Deliberate Immobilization resulting in poor placement for most of the guns. The Russians did get a couple good opportunities to wreck or immobilize the advancing German Tigers, but the TH rolls for the first two turns were well above average and, despite ROF of 3 on the guns, rate was seldom rolled. At turn 4, 3 Tigers and 1 Stug were wrecked/immobilized. But with only 1 gun, 2 squads and no leaders remaining, the Russians conceded. Heloanjin
Bridge at Remagen Dispang12
HKL 259 A15.4er
HedgehogFun scenario ! The Russian attackers were able to gather their forces and mauled the German defenders with kill stacks and hot dices. The German gave ground but began to cause heavy casualties on the Russian attackers. However, they were not able to withstand the Russian firepower who ended with 16 CVP on the last turn. lt_steiner
Hot Tigers A15.4er
Renewed PressureCrossing the open ground did not go well, though by turn 3 they did have a foothold in the village with the help of three Berserk squads (2 were created in the rally phase). With the level of casualties and the German AE coming on, the game was called with the commitment to try again. The Russian reinforcements came on the south on board 44 under cover, but late getting into the fight. dmareske
Aiding the Local Constabulary (2 player)Interesting scenario with a simultaneous setup. ASLSKGwahlur
Rise of the Viet Minh Danno
Rise of the Viet MinhGame ended very prematurely when a Viet Minh LMG hit the three Pack Mules with a snakes. Game over before it began. grumblejones
PascuccioOur second go at an Orsogna scenario, and one that to begin with I didn't enjoy. The Maoris have a tough time making progress in mud against a German force which, though small, has mines, trenches, wire, PFZs, a HMG and a 50mm AT Gun, all in potentially dominating positions. Rain starting immediately and poor MC rolls from the Maoris made my job even harder. However, things improved when the German AT Gun malf'ed and I started breaking a few of his units, so that by the start of my final turn I controlled two buildings and had a chance (albeit a remote one) of clearing the Germans from the other three. At this point though the dice failed me, and I conceded when it became clear I couldn't clear the first of these buildings.
Like other Orsogna scenarios, this felt different from the usual ASL, undoubtedly reflecting the realities of this battle. I ended up liking it, though I suspect Orsogna scenarios in general will get a "Marmite" reaction from people.
Andy_Bagley
Between The Devil And The Deep Blue Sea TiltingAtCthulhu
Magnificent Beasts of PreyOne of the Russian ISU 152's got several critical hits which tipped the scales for a Russian victory. Lorenzoknight
The Grim Reaper's LairAs the Japanese, I decided to put everything in the cemetery and totally forfeit the two buildings. I figured I should be able to inflict some casualties at some point to make the doubling of the Japanese CVP tough. Plus, I just wanted to see if it could be done. The major drawback to my strategy was that if the Americans inflicted even one CVP before I did any damage, the game was lost because they could just pull out of LOS and tear up any Japanese units that exited the cemetery.

That very situation happened when I rolled a 12 on a MC on turn three giving the Americans one point to my none. Fortunately for me, there were units in my narrow LOS, and I was able to get one CVP for myself in the DFPh. After that, the Americans had a very difficult time storming the cemetery gates and the casualties piled up. My friend called it down eight CVP on the bottom of turn six.

Neither of us had fun with this scenario as we played it. My forces just sat in the cemetery waiting for the Americans to try and storm the gates. I rolled pretty terribly and broke way more weapons than I should have. My friend was frustrated with the half FP vs my defenders and a +3 DRM. All the adjacent locations next to the gates are open ground (except for one with shellholes - which I of course put wire on it) so that made it even tougher. He used smoke, but with a six ML, the Americans are just too brittle. Other than the unique cemetery terrain to try out, this scenario wasn't very fun.
Jude
Torment at TormuaThe Finns tried an "in out" defence with one ATG near the village and the other further up the road. I sent a platoon from the Western group towards the road to cut off any
HIP Finnish units on the road and to harass any attempt to move the ATGs back into the village. This proved successful and every Finnish unit guarding the road ended up being eliminated while both ATGs were captured. This put the Finns into a CVP hole from which it proved impossible to recover. At game end, the Russians controlled seven out of twelve buildings and had a substantial edge in casualty points.
Dougban
Anhalt Pandemonium Blaze
The Daring OnesFirst to play and post. Danno
The Daring OnesVery...very tough on the Italian infantry. ELR of 2 is devastating with no Rally bonus terrain and moving in the open. By Turn 3, 5 Italian squads were KIA'd along with the 8-1. The 9-1 had ELR'd and only two 4-4-7's were not ELR'd. Every Italian was broken at the end of Turn 3. Only the Italian tanks were still in play as the Italians conceded. Italians need a decent MG or a MTR. Greeks need an ATR at the very minimum. Scenario is dicey and will likely produce a blowout for either side. grumblejones
Magnificent Beasts of Prey Dispang12
Death to FascismI bought the .50 HMG and placed in the obvious lvl 1, it rarely did anything but at least my opponent was scared for some time to stay on his lvl 1.
I was able attacking in the center en masse to get to the hill and run down the road with the help of some smoke.
The Rumanians were a tough nut to crack, passing multiple 1MC end even a couple of 3MC.
My tanks went mainly to the hill, to help get into the main village.
The gun was behind the village to guard it from encirclement.
Little by little i crept forward and neutralized most fire points with mass and tank fire.
on turn 5 I got into 5-6 houses and manages to destroy one of the stugs by flanking it, and the other one broke the main armament.
My tank also suffered terrible 3 MA break but with no stug functioning left and his desperate attempt to destroy one of my tanks failed my opponent conceded.
It is a fun scenario for the Russian, but a static defence for the Rumanian.
fdapra
Balkan-Kessel Danno
Balkan-KesselWay tough on the Partisans. My Germans held the line and broke up all the assaults and lost only one of the victory buildings before the Partisans had to concede. Partisan balance should be used. grumblejones
Stuka Wave - The Second DayThe Stukas mostly failed to deliver their payloads on target, although the massive number of attacks, especially point attacks, caused me no end of worry. We played it where neither side was allowed to move or shoot. Three of the 10 Stukas performed mistaken attacks. Ultimately, even with the CVP requirements halved, the Germans just couldnt get the kills they needed. Jobbo_Fett
Hell's Bells - The Third DayThe Poles conceded to cut down on the movement the Germans could still make. A decidedly harsh day for anyone coming under fire from mortars or heavy machine guns, with critical hits affecting both sides. The Germans have been holding back in order to gather their troops on the hill south of the old barracks. As well as having to defend from marines landing in the west, the Poles have an extended line that is only being pressured harder and harder. Special shout out to the 3 boxcars rolled on rallies, and 25+ sniper checks and never rolling a 1. Jobbo_Fett
Smashing the HookThis one saw the Brits haul butt, pay along the way, kill the 1st roadblock (set demo charge), and then run tight on time reaching the 2nd road block on the last turn. Action broke down to a lot of CC with the Brits winning all but a heavily wieght ambush CC vs. the concealed defender. Tight one down to the last die roll. Brits really need to move quick to have a chance. Boogaboo
20 Years Later Danno
20 Years LaterMy French went with two squads and both LMG's setup as a blocking force. The 7-0 and 8-0 each took 3 squads and made a run for it. Good use of bypass movement has my two escape stacks well on their way. The Germans suffered from terrible MC rolls with a squad KIA'd and another captured. On Turn 2, the German 8-1 would break and two more 4-4-7s's would break and ELR. At the end of two, the Germans conceded as the French were going to exit 14 points and the Germans has been broken in the center. grumblejones
Counterattack at Carentan Bongiovanni
Debacle At Sung KiangA very interesting scenario. The Japanese failed almost everything (banzai charge, smoke attempt and even CC) whereas the smart defense orchestrated by Laurent was very efficient. Therefore it ended well for the Chinese and very badly for the Japanese ! lechiquier94
Stonewalling the FührerLille 2024 Bongiovanni
Taking Some FlakLille 2024 Bongiovanni
Down by the RiverLille 2024 Bongiovanni
Corridor To ExtinctionLille 2024 Bongiovanni
Shanghai in FlamesChinese fire was deadly accurate while the Japanese troops advanced. By end of turn 2, six Japanese squads had been eliminated (!) while several others reduced to striped status. Blaze counters split the Japanese advance to both flanks, but they persisted - and by turn 5 were in place to begin fire on the factory. Meanwhile, the Chinese played a typical fall-back game, skulking to slow the Japanese as they drew back towards the factory. The Chinese lost all their MG's through malfunction or in CC, but they firmly defended the factory with multiple intact squads. By turn 7, the Japanese did not have enough troops left to storm the factory, let alone take control. Good scenario - the spreading blaze counters make things unpredictable. George T
Order 831Interesting and enjoyable scenario. As the Russians, I concentrated my attack on the southern flank, and as expected the Germans executed a controlled fighting withdrawal - though they were unlucky to lose a couple of squads in the process. I captured the required buildings without too much trouble, but the bridge was a tougher proposition. On the final turn, I smoked the victory hexes as much as I could, then risked a couple of AFVs (successfully) to overrun key defensive positions; I then had a fanatic squad that was able to withstand the remaining German firepower to take the bridge hexes. So I probably had the better of the luck in what I rate as a well-balanced scenario. Andy_Bagley
Raid on MoerdijkAt first, the Germans inflicted major casualties to the Frenchs by destroying all 5 AMD-35. The german panzer reinforcements were delayed and the Allied began to cause damage to the german infantry. The Germans still held the bridge with a furious resistance to the last man. At last, the German panzer appeared and secured the bridge but very accurate shots from MGs and H35 were able to destroy the last German resistance and open the way to the other side of the bridge. The Allied secured victory on the last turn. lt_steiner
Funnel of DeathVASL jrwusmc
Commander for a Day Danno
Commander for a DayHard fought game that came down to the final close combat with the North Koreans prevailing. grumblejones
Stop, Turn, FightBoth of the reinforcement groups that must be rolled for rolled exceptionally well and everyone came piling in on turn 1. The Polish attempted to force their way to the area where German vehicles would arrive but came up short. German snipers were active everywhere, and both sides suffered their fair share of broken vehicle weapons. Ultimately, the Germans managed to luck their way into more vehicle kills, which caused a ripple effect and led to them gaining numerical superiority - eventually pushing up to one of the required buildings and capturing the Polish units inside. A tough loss for the Poles. Jobbo_Fett
To the Last ShellThe Germans over-powering force went hard at the village and the majority of buildings. They took some tank casualties from the AT guns, but generally made good progress taking out enough Russian AFVs where they only needed to exit 3-4 tanks for the victory. This is a great bigger scenario. dmareske
Smashing the HookTough nut for the Brits to get into position quick enough to have a win chance. Fun scenario with the roadblocks doing what they are intended to do. Enjoyed this on. Brits gave after stalling at the 1st roadblock and a rather lucky snake eye result on an attacking stack. Boogaboo
Going PostalThe Germans didn't set aside enough troops to deal with the partisans and were hung up on that objective for a long time which divided their troops. This caused them not to be able to crush the Polish forces which were almost all held up in the post office, with most of the Polish decoys in the other buildings between the post office and the german start position which slowed the cautious german player's advance. He was also very unlucky that he rolled a 12 on his first flamer roll and his second flamer was broken before he could fire. Overall, if the german player had focused all his attention on the partisans, then the post office, then he might have been able to crush the Poles easier. allegedlycaleb
Tasimboko Raid johan.vrijdaghs@gmail.com
Taking Heads von Garvin
For an Army RoutedUnclear how the Germans could hold off an aggressive Canadian assault. Got behind Germans on T1 and destroyed them in T2. nebel
Power Struggle on ProvisorEven though the scenario is unbalanced, I had fun playing as the Japanese. My enjoyment was helped by the fact that my friend misinterpreted the American set up instructions and put all his forces in the beached boat board hexes and not some in the buildings to act as a fire base. I ripped up the 9-2 and four squads on turn one because he chose to opportunity fire them in the open ground on the shore.

Even so, the US firepower eventually took its toll, and my forces withered away. I almost made it, but lost the last squad necessary for a US win in the American turn 8 CCPh. Despite the fact that my entire force was pretty much wiped out, I inflicted enough pain on the Americans to make it fun.

I would only recommend this scenario as a river crossing training scenario with the new player as the Americans. Had my friend not messed up his set up, I doubt I would have been able to make such a close game of it.
Jude
One Story TownASL Ring 2024.
Great scenario.
Played for 8 hours before I conceded.
Russian Flame Thrower never ran out of fire, which did not help my Russians. Also my best leader got killed by a sniper in the 4th victory building as the Finns were approaching,
strategos
Taking Some FlakASL ring 2024.
Great set up and great play by Philippe.
strategos
Released from the EastHonour to an heroic german MMC, barely invincible (or only very lucky). Reduced after two melee rounds against a russian MMC, then survived two more melee rounds against 3 russian MMC, fallen on the last turn melee. Amerigus Crux
Hungarian HetzersMay 2024 KC ASL Club game day. Danno
The Liberation of Tulle GOUREAU
Breda BashThe French formed quite a defense line and the German attacked in a spearhead manner. However, the French 25mm guns from AT guns and AMD alike contribute to the crushing of the German attack. The French rolled low and the Germans malfed various time. A massive defeat for the Germans with 77 CVP suffered to barely 25 CVP inflicted. lt_steiner
Soldiers of Destruction Danno
Soldiers of DestructionI've played this one often over the years and even its first iteration as a Cross of Iron scenario from one of the Generals. Word to the wise...dont play this one expecting a competitive game. It's not. It's all about the German dice. If they roll poorly, you might...I stress might manage to exit enough stuff to win...but with a 9-2 interdicting the ground and the 2 x 88LL's covering every approach...you ain't going to make it. It's an unbalanced dog of a scenario. The ROAR Stats make that abundantly clear, But it's a great scenario to let a new player learn the game as the Germans and shoot the hell out of the Russians. So there's that. Otherwise...this scenario is generally a hard pass. grumblejones
Pipkorn's Attemptgood scenario - multiple attacker and defender options. Germans have to pick their way through plowed fields with little cover. but once they are in the buildings it's an even match. very nice mix of units and chances to use them all. nebel
Half a ChanceA grind. The British did not have the dice in their favor and the Italians were rolling out of their minds. badger317
Stonewalling the FührerASL ring 2024.
Nice little scenario.
Horrible rolls made my few americans break easily. And I got victim of a hyperactive sniper. In spite of SAN2, it got triggered 3 times on my 3 DR2 rolls (1,2 and 1). It broke the squad that was holding my left side and caused the recall of an AFV.
strategos
For A Few Rounds MoreASL ring 2024
A balanced game. These sturmtigers are scary, at least until they have fired.
I made two mistakes. The first one cost me two squad and my best leader. The second one was a missed LOS that caused 3 squads moving in the woods to turn into just one broken HS thanks to 3 consecutive ROFs and not a single successful MC.
I took 2 of the 3 victory buildings but my forces were not strong enough in the final cc in the last victory building.
strategos
On the WaterfrontA confusing "night but without most night rules" scenario where the Germans took advantage of their numbers and dug in wherever they could. What little fighting that did occur went entirely the way of the Germans, much to my dismay. I do not look forward to the approaching Stukas... Jobbo_Fett
The Winter CitySlovaks attacked on the West side, breaking some of the Polish defenders with machinegun fire in the first few turns. Many Slovaks broke while trying to cross, but more were able to hug the west edge of the map, eventually appearing behind the Polish positions. On the east side, the Slokaks set up in the woods and waited for the West side attack to develop. By turn 5, the Slovaks completely overwhelmed the West hill, and pushed onto the East hill with the two groups. The Poles had revealed too many of their units and the Slovaks were able to bat aside most of the decoys, which made the East hill look a lot more defended than it really was. It came down to the last turn, but the Slovaks were able to end the game with 13 building and area VC and all Poles either broken or in cc. allegedlycaleb
DASL Series #3: Special Delivery Danno
DASL Series #3: Special DeliveryOne word...Molotovs... grumblejones
Death Boxslaughtered. too much axis firepower no room to hide nebel
Red Hot Hannibaldown to last turn too much american firepower to stop. nebel
For an Army Routed Bongiovanni
Burn Gurkha Burn!An excellent game that came down to a close combat on the last turn which the Japanese won.
Martin defended hills 507 and 502 in depth whilst lightly defending hill 526. As the Japanese closed in he fell back towards 502. By the end of the game he had lost a significant amount of his strength whilst the Japanese were able to mass their fire power just around the level two hexs of 502.
Nothing was settled until the last close combat which the Japanese won to take the game.

The game was a blast and it became very tense during the last couple of turns.
alexashton@vinecc.org
Clearing with a BayonetAn interesting scenario with a wild ending.

I would agree that this can be tough on the
CPVA, but they are tough to dislodge. It's
perhaps typical of a scenario with so few
defenders that, once the shell cracks, the
roof can cave in.

That didn't happen when we played: the
shell stayed mostly in tact, but the British
weight was too much for the CPVA to bear.

We misplayed a few CPVA rules, but none of
the mistakes were fatal, imho.

With one turn to go, I thought my Brits were in
dire straits. Fortunately, Rob's defenses were
strained and I managed to maneuver and force
him into some tough FPF shots. He botched two
crucial ones: both MC failures including a 12.

I ended with the minimum 12 hexes for a very
close win.

BTW, I forgot to even try a bayonet charge with
the Brits.

I think the Chinese need a bit of help. The balance
(a crew with an MMG) might be a bit too much.

Great fun...highly recommended.


Indy Lagu
Dutch Courage Heloanjin
Panzerpioniere!Lost on the CVP cap. Enjoyable scenario for both sides. Gamer72
Strayer's Strays igycrctl
Shoot-N-ScootGreat scenario if, as the American defender, you can consistently roll "5" or less on your APCR checks, otherwise it's going to be very challenging.

Jason attacked across both boards. In the south, he ran into my infantry and AT mine ambushes, where, over a few turns, I knocked out all of his halftracks. In the center and north of the map, where Jason made his armor attack, my M10s got exactly one APCR round off, destroying a JgPz, while my hidden ATG got a flank shot on a Panther, knocking it out as well. This made the exit victory condition impossible, so Jason had to take the village.

The effective strategy for me was to use my OBA to destroy his infantry as they moved across the open area and woods to get to the village. By the beginning of Turn 6 I had eliminated over half his infantry (thanks to my artillerymen and effective small arms fire), at which point Jason believed he no longer had sufficient infantry to take and hold the victory buildings, so he conceded.

Even so, Americans suffered substantial losses, losing all of the M10s and the M8. The Shermans stayed alive only by moving around alot ('scooting') and a suicidal sacrifice play by the reinforcing halftrack. I thought it important to keep them alive to retain the threat of eliminating another Panther.

This scenario easily could have gone either way, as at that time he conceded, Jason had plenty of tanks remaining to shoot up and eliminate my infantry in buildings due to failure to rout. Timely and (mostly) accurate artillery fire was essential in scoring this as a 'win'.


Agoldin
Bridge Over the River QueenThis was a flukey one - on the north front, the Russian attack was hammered, and the commissar finished the job by killing 2 squads worth of brokies. On the south, however, the Russians withstood the fire and smashed the German infantry. At this point fate intervened with flames spreading into the cars on the railroad bridge, breaking the Germans trying to reinforce the failing side and closing the bridge for the rest of the game. The Germans conceded at this point. aiabx
All The King's EnemiesAussies couldn’t pass a MC, opponent conceded. Not one of the great scenarios we thought, if Japanese can hold onto their Concealment, then it becomes very tough to wrinkle them out. Gamer72
Brush at TilburgBoth French and German split their force to get to the two bridges over the flooded stream. French with additional AMRs moved first waiting for the Panzers on the other side of the bridges. The Panzers crossed the northern stream but were eventually quite all destroyed by the AMD 35s or recalled by a sniper shot. On the southern bridge, the Panzers were more lucky and destroyed the AMRs. Still, one panzer was burnt on CC by French infantry. Two Panzers managed to exit but not enough to win. The Germans suffered 34 CVP and inflicted 26 CVP. A major French victory. lt_steiner
An Arm and a LegFirst to play and post.
Danno
An Arm and a Leg grumblejones
The Streets of StalingradOverall a very fun scenario! The gritty street fighting devolved into absolute chaos. The Germans quickly lost the West and a misguided charge at the Tractor Works lead to the decimation of the remaining German squads. 12/10, would play again (as the Russians next time...). badger317
Khamsin oybj
Engineering DefeatAn aggressive Polish defense (in part due to the ambiguity of "south of XXX road" as a setup condition) and a lot of good, early rolls for the Germans allowed them to punch through the defensive line and try to outflank the weaker Polish force. Despite the early advantage, the Poles did everything they could to stop fritz and their plans. Tense fighting in the center eventually led to a collapse pocket and the Turn 4 reinforcements had that much higher of a hill to climb. Ultimately, they were unsuccessful due to the Germans still have so many units that they couldn't move/advance into the required building to re-secure it and clinch a victory. Fun and engaging, it felt very well balanced. Another great scenario in a great module. Jobbo_Fett
High Tide at HeiligenbeilWow. This was back-and-forth the whole game. I made a couple of tactical mistakes, and I learned about upper-floor encirclement (when all the downstairs are blocked).

The key was to remember that I should never give up until there's no mathematical hope. Case in point: In our first game turn, his sniper killed both of my leaders and broke the units they were with. Tough. Yet, with delaying, careful moving, and uncharacteristically favorable rolls for me (DR averages of 6.85 vs. 7.45, respectively), I ran out the clock and won the scenario.

Fun round and a fun, patient, helpful opponent. Cheers
EJ1
Not Fade AwaySecond time playing this scenario, no American balance this time and a fairly comfortable German win. All credit to my opponent for a very good setup with both Guns on the hilltop, and falling back very slowly giving my infantry very little opportunity for advancing fire. I also had no luck with Smoke or WP from my tanks, and very few successful MCs. By turn 5 the Americans found themselves outnumbered by the remaining German defenders and with no chance of achieving victory, so I conceded. Andy_Bagley
Unhorsed Bongiovanni
Fill 'er up, Mac?Strange scenario based on the write-up of the battle. It makes it seem that the initial American forces should be beyond the Japanese 1st Naval Battalion with the 1st NB in position to interdict the American boat reinforcements. However, the set up has the US forces on one side and the Japanese on the other. Thus, the US amphibious assault can land unmolested - with one exception.

I picked a preregistered spot right on a possible road hex where the American amphibious forces would be if they used max movement on turn one. This took out two vehicles and their passengers. That was my one shining moment for my OBA as I only got one more fire mission the rest of the game (Pleva variant used).

Because of the way the Japanese set up, being able to use the half hexes for both forces, I set up my units so all the good weapons (except the MTR's which were placed on rooftops) and leaders from the Board 45 group were stacked with forces from board 21. I transferred the weapons and moved the majority to locations with great firelane opportunities on board 21. About half of the 10 2nd line squads stayed behind to slow down the US advance and conduct a fighting withdrawal.

The Americans struggled to make headway because of their low morale. They'd make a push forward, break, regroup, and be pushed back again. By the end of turn 7, the Americans had yet to take a single building so we called it. Fun for both of us, but frustrating for my friend playing the Americans. I can see why there have been no American wins. The Japanese can pack the buildings and have serious support weapons to make getting to them very difficult.
Jude
North Bank toffee

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As always, a big thanks to those who help populate this data!
Map data update
The way maps are stored under-the-hood has been changed. Previously maps were simply strings of text that were split into map_strings and added to the scenario. They weren't really unique map rows, which meant that there could be duplicates with similar names, and it wasn't really feasible to do nicer things with them, like attach images to them, or work out which publications they were from.

This has changed now, and the data has been ported across to the new map objects. All that's missing is the publication->map data, ie, which publications have which maps!

For those that like to edit and update these things, it's now possible to enter the maps for each publication (by logging in and editing the publication page and adding the maps). If we can get a good set of this data we can do things like "show me scenarios that I own the maps for" and other module dependencies for scenarios.

I've not done the same for overlays, because it seems a bit more of an overhead, but in theory it would be possible, but maybe a bit too much effort.

Finally - you can now hover over the map values within the scenarios and publication pages (if the maps have been added to them yet) to see a map preview. If the map image isn't there yet, it might need updating, but the standard ones should all work - I think!
Advanced Search tidy up
Thanks to JP whose eagle-eyes spotted a couple of small issues, the advanced search is now correctly handling third party/official searches and remembering your selection of starter kit preference during a search.
March Madness 2023: 10th Mountain Division pack - now available for download
Thanks to the guys over in Kansas, and Encircled productions, the archive is now hosting the 2023 10th Mountain Division pack.

Price is $15 and the pack features 9 scenarios and a 4 scenario campaign which can be played as individual scenarios or as the connected mini-campaign.

Balance reporting
You can now add balance to reported games and view a balance report for scenarios. The balance range comes from assistance of Indy and is an implementation of the Wald Interval algorithm.

Latest Content Additions

Updated daily. Refresh
ScenarioActionWhen
Show of ForceIreneusz Rated the scenario2h 3m 45s ago
Battle for the Warta LineHeloanjin Added a playing2h 5m 57s ago
Bite of the BassottoA15.4er Added a playing3h 34m 30s ago
RetributionA15.4er Added a playing3h 38m 23s ago
First Day of DiademA15.4er Added a playing3h 41m 6s ago
All Down the LineA15.4er Added a playing3h 43m 14s ago
Panzer GraveyardA15.4er Added a playing3h 45m 18s ago
Going To ChurchA15.4er Added a playing3h 47m 9s ago
Urban NightmareA15.4er Added a playing3h 50m 9s ago
KhamsinA15.4er Added a playing3h 52m 44s ago
A Desperate AffairA15.4er Added a playing3h 55m 12s ago
The Tractor WorksA15.4er Added a playing5h 59m 7s ago
Frontiers and PioneersSonBae Uploaded a VASL file10h 54m 22s ago
Red DonDispang12 Added a playing18h 18m 52s ago
Red DonDispang12 Rated the scenario18h 19m 27s ago
All Down the LineDispang12 Added a playing18h 20m 10s ago
All Down the LineDispang12 Rated the scenario18h 20m 51s ago
Behind in the CountDispang12 Added a playing18h 21m 33s ago
Behind in the CountDispang12 Rated the scenario18h 22m 15s ago
The Fields of Black GoldCpl Wright Added a playing20h 3m 33s ago
Dingoes At DamourCpl Wright Added a playing20h 4m 16s ago
Grab and GoCpl Wright Added a playing20h 5m 4s ago
The Umbrella MenCpl Wright Added a playing20h 5m 39s ago
Bad OnnenCpl Wright Added a playing20h 6m 22s ago
Commando HuntCpl Wright Added a playing20h 7m 20s ago
Cocktails for MolotovCpl Wright Added a playing20h 8m 17s ago
AnabasisCpl Wright Added a playing20h 9m 13s ago
Crickets in SpringCpl Wright Added a playing20h 10m 2s ago
One-Man Wrecking MachineCpl Wright Added a playing20h 11m 22s ago
Hell's PointCpl Wright Added a playing20h 12m 7s ago
Morgan's StandCpl Wright Added a playing20h 12m 54s ago
No Rest For The WearyCpl Wright Added a playing20h 13m 39s ago
Getting Your Bell RungCpl Wright Added a playing20h 14m 24s ago
Beacon of HopeCpl Wright Added a playing20h 15m 18s ago
Dying for DanzigCpl Wright Added a playing20h 16m 16s ago
Autumn ApproachCpl Wright Added a playing20h 17m 21s ago
The First VirtueCpl Wright Added a playing20h 20m 2s ago
Bloody BanzaiCpl Wright Added a playing20h 23m 15s ago
Liehr Launches FirstCpl Wright Added a playing20h 24m 29s ago
Grave SituationCpl Wright Added a playing20h 25m 26s ago
Breakout From PrääzäCpl Wright Added a playing20h 26m 9s ago
Point of the SwordCpl Wright Added a playing20h 26m 59s ago
Cellar DwellersCpl Wright Added a playing20h 28m 5s ago
Silent Night, Deadly NightCpl Wright Added a playing20h 30m 15s ago
Going To ChurchCpl Wright Added a playing20h 31m 39s ago
Commando SchenkeCpl Wright Added a playing20h 32m 50s ago
TotensonntagCpl Wright Added a playing20h 33m 38s ago
Escape from Velikiye LukiCpl Wright Added a playing20h 34m 40s ago
Taking the Left TitCpl Wright Added a playing20h 37m 10s ago
Panthers in the MistCpl Wright Added a playing20h 37m 59s ago
By Dawn's Early LightCpl Wright Added a playing20h 38m 50s ago
Yugo CityCpl Wright Added a playing20h 40m 53s ago
For Hitler, For AllahCpl Wright Added a playing21h 3m 17s ago
Devil's HillCpl Wright Added a playing21h 4m 17s ago
Zwarts' MadhouseCpl Wright Added a playing21h 5m 13s ago
The Revenge of the GreysCpl Wright Added a playing21h 5m 58s ago
Bite of the BassottoCpl Wright Added a playing21h 7m 1s ago
The Queen's PrequelCpl Wright Added a playing21h 8m 6s ago
The Marco Polo Bridge IncidentCpl Wright Added a playing21h 9m 15s ago
The Globus RaidCpl Wright Added a playing21h 10m 57s ago
Perún's ThunderCpl Wright Added a playing21h 12m 37s ago
Grebbe EndCpl Wright Added a playing21h 13m 40s ago
Devils PlayCpl Wright Added a playing21h 14m 34s ago
The Sangshak RedemptionCpl Wright Added a playing21h 16m 49s ago
Last Charge at UmbregaCpl Wright Added a playing21h 18m 14s ago
Eye of the TigerCpl Wright Added a playing21h 19m 32s ago
Vossenack ChurchCpl Wright Added a playing21h 20m 34s ago
Bring up the GunsCpl Wright Added a playing21h 21m 28s ago
The CloserCpl Wright Added a playing21h 22m 28s ago
Flanking HattenCpl Wright Added a playing21h 23m 26s ago
Making a Break for ItCpl Wright Added a playing21h 24m 34s ago
Chances Are SlimCpl Wright Added a playing21h 25m 38s ago
Broe Bay BrouhahaCpl Wright Added a playing21h 26m 33s ago
Hart AttackCpl Wright Added a playing21h 27m 38s ago
Indirect PantherCpl Wright Added a playing21h 28m 38s ago
A Real Barn BurnerCpl Wright Added a playing21h 29m 37s ago
WintergewitterCpl Wright Added a playing21h 34m 27s ago
Dash for Mt. CroceCpl Wright Added a playing21h 36m 42s ago
The HawkCpl Wright Added a playing21h 38m 4s ago
Take The CrossroadsCpl Wright Added a playing21h 39m 32s ago
Urban GuerillasCpl Wright Added a playing21h 41m 15s ago
Eviction NoticeDispang12 Added a playing22h 52m 57s ago
Eviction NoticeDispang12 Rated the scenario22h 53m 38s ago
The Chivres ShivareeDispang12 Added a playing22h 54m 55s ago
The Chivres ShivareeDispang12 Rated the scenario22h 55m 38s ago
First Bayonet ChargeDispang12 Added a playing22h 56m 35s ago
First Bayonet ChargeDispang12 Rated the scenario22h 57m 32s ago
The Fifth's RearguardDanno Added a playing23h 24m 34s ago
The Fifth's Rearguardgrumblejones Added a playing23h 24m 34s ago
For Honor AloneDispang12 Added a playingYesterday
For Honor AloneDispang12 Rated the scenarioYesterday
Hill 731Dispang12 Added a playingYesterday
Hill 731Dispang12 Rated the scenarioYesterday
Retaking ViervilleDispang12 Added a playingYesterday
Retaking ViervilleDispang12 Rated the scenarioYesterday
The Streets of StalingradDispang12 Added a playingYesterday
The Streets of StalingradDispang12 Rated the scenarioYesterday
Hard ROKDispang12 Added a playingYesterday
Hard ROKDispang12 Rated the scenarioYesterday
They Stop Here!Dispang12 Added a playingYesterday

Popular Publications

PublicationScenariosRating
March Madness 2022 Grumble Jones Pack 88.14
March Madness 2009 Partisan Pack 88.00
March Madness 2023 10th Mountain Division Pack 97.86
March Madness 2017 Hollis Partisans Pack 107.83
March Madness 2018 Players Pack 107.74
March Madness 2013 Commissar Pack 87.68
Grumble Jones 1507.64
Time on Target # 3 147.58
ASL Starter Kit Expansion Pack #2 87.47
ASL Starter Kit Expansion Pack #1 2nd Edition 127.31
ASL Starter Kit #4 87.23
ASL Starter Kit Bonus Pack #2 87.23
Schwerpunkt # 9 127.18
Friendly Fire Pack 12 87.16
The Green Hell of Inor 197.16
Schwerpunkt #14 127.14
ASL 9 - Gung Ho! 87.13
From The Cellar Pack #4 207.12
Friendly Fire Pack 1 87.11
ASL 16 - Twilight of the Reich 177.11
Quick 6 Scenario Pack IV 67.10
March Madness 2020 Full Rulebook ASL Pack 87.09
Battle of the Hedgerows - The Storm Broke 67.07
HASL 1 - Red Barricades 107.06
From The Cellar Pack #8 167.06
Friendly Fire Pack 2 87.05
Dezign Pak 9 107.05
HazMo Scenario Pack 3: City of Steel 107.05
Deluxe Advanced Squad Leader 387.03
Best of Friends 127.02
Friendly Fire Pack 9 87.01
Leibstandarte Pack 5 - Scorched Earth 87.00
ASL Action Pack #14 Oktoberfest XXXIV 126.99
Ost Front Pack 66.97
Kreta - Operation Merkur 186.97
ASL Action Pack #17 Oktoberfest XXXV 166.97
Battles of Carpiquet 136.96
Operations Special Issue #3 76.96
Critical Hit # 2 156.95
ASL Action Pack #10 86.95
ASL Journal #12 146.94
HazMo Scenario Pack 2: The Un-Civil Wars 106.94
From The Cellar Pack#11 106.94
ASL Journal #10 196.93
ASL 1 - Beyond Valor (3rd Edition) 246.92
Beyond the Beachhead 86.91
From The Cellar Pack #3 106.91
Fanatic Pack 2 126.90
Generic Playtesting Log 376.90
AH:ASL Annual `93a 116.89
Hero PAX 4: Mediterranean Theater of Operations 126.89
ASL 12 - Armies of Oblivion (2nd Edition) 326.89
ASL Journal #11 286.88
HASL 9 - Hatten in Flames 106.88
Fistful of Scenarios 66.88
Grossdeutschland Pack 1 - The Early Years 86.87
Friendly Fire Pack 3 86.87
Into The Rubble 86.87
Schwerpunkt # 4 126.86
Friendly Fire Pack 6 86.86
Death to Fascism 86.86
Friendly Fire Pack 4 106.85
Best of Friends 2 126.85
Turning the Tide 206.83
BFP 2: Operation Cobra 126.83
ASL Action Pack # 6 A Decade of War 106.83
China-Burma-India: The Lost Theater Part 1 156.83
Friendly Fire Pack 11 86.83
Race For The Meuse 66.83
Classic ASL 166.82
Schwerpunkt # 8 126.80
Dezign Pak 6 126.80
ASL Action Pack #16 From The Land Down Under 156.80
Not One Step Back 86.80
ECZ Tournament Director's Pack 166.80
HASL 11 - Sword & Fire: Manila 306.79
ASL Journal # 5 136.78
Paddington Bears '96 Pack 106.78
Aussie Tournament Pack 76.78
ASL 3a - Yanks (2nd Edition) 416.76
Schwerpunkt #22 126.76
ASL 13 - Rising Sun (2021) 386.76
AH:ASL Annual `93b 126.75
Recon by Fire! #2 106.75
Schwerpunkt # 5: Medal of Honor 126.75
Melee Pack III 76.75
BFP 3: Blood and Jungle 476.75
ASL Action Pack # 3 Few Returned 126.74
HazMo Scenario Pack 1: A World at War 106.74
HASL 4 - Pegasus Bridge 86.73
Provence Pack (MMP Download) 106.73
ASL Action Pack # 4 Normandy 1944 126.73
Quick 6 Scenario Pack VI 66.73
ASL Journal # 8 166.72
ASL 13 - Rising Sun 336.72
ASL Starter Kit #3 86.71
Dezign Pak 5 186.71
ASL Journal #13 336.71
DASL 1 - Streets of Fire 106.70
AH:ASL Annual `90 166.70
ASL Action Pack #13 Oktoberfest XXXII 116.70
ASL Journal # 4 136.69
Friendly Fire Pack 7 86.69
Schwerpunkt #23 126.69
ASL 10 - Croix de Guerre 86.68
HSASL 2 - Operation Veritable 176.68
Aussie '98 Pack 106.68
BFP 4: Crucible of Steel 326.68
ASL Journal #14 256.68
HASL 7 - Valor of the Guards 216.67
Coastal Fortress 536.67
ASL Journal # 3 336.66
Schwerpunkt #13 126.66
Operations Special Issue #1 66.66
March Madness 2019 Close Combat Pack 86.66
Quick 6 Scenario Pack III 66.66
Quick 6 Scenario Pack V 66.66
ASL Journal # 1 176.65
Critical Hit # 6.4 246.65
ASL Open `96 Scenario Pack 106.65
Rally Point #15 106.65
AH:ASL Annual `95 Winter 246.64
ASL Starter Kit #1 66.64
Schwerpunkt #10 126.64
From The Cellar Pack #2 106.64
Friendly Fire Pack 10 86.64
Schwerpunkt # 7 126.63
Franc-Tireur#10 116.63
Quick 6 Scenario Pack 66.63
AH:ASL Annual `96 146.61
BFP 5: Poland in Flames 456.61
From The Cellar Pack #9 176.61
ASL Action Pack #15 Swedish Volunteers 166.61
Rally Point # 1 106.60
Franc-Tireur#11 226.60
Rally Point # 3 106.60
Rally Point #17 106.60
ASL 12 - Armies of Oblivion 116.59
Blood & Iron 106.59
Schwerpunkt # 6: Victoria Cross 126.59
Rally Point # 2 106.59
ASL Starter Kit #2 86.58
Rally Point #11 106.58
ASL Action Pack # 2 86.57
Kampfgruppe Scherer: The Shield of Cholm 176.57
Rally Point #14 106.57
ASL 3 - Yanks 86.56
Schwerpunkt #11 126.56
Schwerpunkt #20 126.56
HASL 2 - Kampfgruppe Peiper I 66.55
AH:ASL Annual `92 156.55
Leibstandarte Pack 1 - Blitzkrieg! 86.55
ASL Action Pack # 5 East Front 126.55
HASL 12 - Drop Zone: Sainte-Mère-Église 146.55
ASL Journal # 2 246.54
ASL Action Pack # 1 86.53
Tactiques # 7 86.53
Schwerpunkt #12 126.53
Elite Canadians 96.53
Critical Hit # 3.1 126.52
Gembloux: The Feint 96.52
Melee Pack II 66.52
Swedish Volunteers 146.52
ASL 5a - For King and Country 206.51
HSASL 1 - Operation Watchtower 176.51
Dezign Pak 1 106.51
ASL 10a - Croix de Guerre 426.51
Hero PAX 3: Jungle Heroes 106.50
Onslaught to Orsha 256.50
Beyond the Beachhead 2 166.50
From The Cellar Pack #5 146.50
Dos Equis Scenarios Especial 106.50
Recon by Fire! #3 206.49
ASL Journal # 9 256.49
HASL 8 - Festung Budapest 206.49
HASL 10a - Red Factories 186.49
Waffen-SS II: The Fuhrer's Fireman 86.48
Leibstandarte Pack 2 - Barbarossa 86.48
ASL Starter Kit Expansion Pack #1 1st Edition 86.48
AH:ASL Annual `97 166.47
ASL Journal # 7 126.47
ASL Action Pack # 8 Roads Through Rome 106.47
BFP: Operation Neptune 106.47
ASL 5 - West of Alamein 86.46
Friendly Fire Pack 8 86.46
Hazmo Scenario Pack 4: Making the Grade 106.46
Friendly Fire Pack 5 106.45
Blitzkrieg in the West - Central Campaign 66.45
ASL Action Pack # 9 To the Bridge! 106.44
Rally Point #13 106.44
Schwerpunkt #17 126.43
Rally Point # 7 106.43
Nor'easter XX 136.43
Into The Rubble 2 126.43
Winter Offensive Bonus Pack 2018 66.42
ASL 7 - Hollow Legions (2nd Edition) 86.41
AH:ASL Annual `91 166.41
High Ground 2 166.41
Tactiques # 8 106.40
Schwerpunkt #16 126.40
Internet 1606.39
Out of the Attic #2 166.39
ASL Journal # 6 156.38
G.I.'s Dozen 136.37
Rivers to the Reich 156.37
ASL 7a - Hollow Legions (3rd Edition) 546.37
Critical Hit # 4 106.36
Tactiques # 1 106.36
Witches Cauldron: Oosterbeek Perimeter 166.36
AH:ASL Annual `89 156.35
Recon by Fire! #4 146.32
Franc-Tireur#12 126.32
Onslaught To Orsha 2 326.32
Tropic Thunder! 126.31
Tactiques # 6 86.31
Quick 6 Scenario Pack II 66.31
Nor'easter Scenario Pack II 156.31
Out of the Attic 166.30
Blitzkrieg Pack 186.30
High Ground! 86.30
Tactiques # 4 86.30
ASL Action Pack #12 Oktoberfest XXX 106.30
ASL Action Pack #18 Oktoberfest XXXVII 146.30
Critical Hit # 3 186.28
Tactiques # 9 106.28
ASL Action Pack # 7 106.28
From The Cellar Pack #6 106.28
Corregidor: The Rock 216.27
Franc-Tireur #7 116.26
ASL 11 - Doomed Battalions (3rd Edition) 246.26
HASL 10b - Red October 116.26
Fanatic Pack 1 126.25
Franc-Tireur#13 176.25
ASL Action Pack #11 29 Let's Go! 106.25
Rally Point #16 106.25
Rally Point #18 106.25
ASL 2 - Paratrooper (2nd Edition) 86.24
Berlin: Red Vengeance 116.23
March Madness `97 Pack 126.23
Hero PAX 1: Hurtgen Hell to Bulge Nightmare 86.22
Armoured Aussie Pack 76.22
Rally Point # 6 106.22
Dezign Pak 7 126.22
ASL 14 - Hakkaa Päälle! 176.22
Schwerpunkt #21 126.22
Tactiques # 2 106.21
Rally Point # 8 106.21
Dezign Pak 2 126.20
Dezign Pak 4 156.20
Schwerpunkt #15 126.20
Covered 136.20
ASL 4 - Partisan! 86.19
Internet: MMP 66.19
ASL 15 - Forgotten War 166.19
The Canadians In Italy 1: The Red Patch Devils in Sunny Sicily 86.17
Out of the Bunker 146.17
ASL 11 - Doomed Battalions (2nd Edition) 86.16
Schwerpunkt #19 126.16
Franc-Tireur #8 106.15
Winpak #1 106.14
Franc-Tireur#15 226.14
Rally Point # 9 106.13
The Canadians In Italy 2: The Spaghetti League 126.09
Schwerpunkt # 3 126.09
From The Cellar Pack #7 106.08
Franc-Tireur#14 326.08
HASL 3 - Kampfgruppe Peiper II 86.07
Buckeyes! 106.07
ASL 8 - Code of Bushido 86.05
Time on Target # 1 136.05
Leibstandarte Pack 4 - Turning of the Tide! 86.04
Schwerpunkt # 2 126.04
ASL 6 - The Last Hurrah (2nd Edition) 86.03
Backblast # 2 86.03
Schwerpunkt #18 126.03
SASL 1 - Solitaire ASL (2nd Edition) 216.00
Recon by Fire! #1 86.00
Waffen-SS I: No Quarter No Glory! 66.00
ASL 1 - Beyond Valor (1st Edition) 106.00
Dezign Pak 8 105.98
Objective: Schmidt 175.97
Schwerpunkt # 1 125.93
The Canadians In Italy 3: D-Day Dodgers 105.91
Paddington Bears '97 Pack 85.90
Blitzkrieg in the West - Northern Campaign 65.90
Dezign Pak 3 155.89
Southern Cross Scenario Pack `96 65.88
Time on Target # 2 215.87
Deluxe Pack #1 125.87
HASL 6 - A Bridge Too Far 125.86
Hero PAX 2: Eastern Front Hero Fest 85.83
From the Cellar Pack#12 115.82
HASL 5 - Blood Reef: Tarawa 105.81
ASLOK 2005 - 20th Anniversary Scenario Pack 105.81
Wacht Am Rhein 165.71
Winpak #2 65.68
ASL For Fun-LCP 325.68
DASL 2 - Hedgerow Hell 85.63
Melee Pack I 65.63
All American I: Kellam's Bridge 105.52
Leibstandarte Pack 3 - Clash at Kharkov! 85.48
Panzer Aces 65.43
Shingle's List 85.42
Hell's Highway 65.37
Guerra Civil: The Spanish Civil War 125.20
Firefights! 65.19
The Long March 175.11
Soldiers of the Negus 84.93

Top rated players

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1Dmitry Klyuykov1501431
2fabrizio da pra1611366
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5Stefan Fiedler351292
6Steven Linton501285
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13Craig Benn461227
14Gordon Jupp4281225
15Justin DiSabatino
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17randy shurtz391209
18nathan wegener6421208
19David Stoffey401208
20Michael Focht771207
21Tom Kearney5291204
22Sam Tyson261193
23Carl Nogueira181189
24Curtis Brooks251184
25Seumas Hoskins631182
26Lionel Colin641180
27Eric Topp
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28Dave Mareske
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30Douglas Leslie
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33M T891168
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36Brian Wiersma191159
37B-E Karlsson1251158
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39Scott Fischbein1061157
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64David Douglas71123
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67Miguel Guerrero91118
68Darren Kovacs111118
69Martin Vicca241117
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71Björn Lorenzen151116
72Jeff Waldon6301116
73Enrico Catanzaro221115
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75Rami Saarinen831115
76Greg Barsness551115
77Chuck Hammond131114
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80Chris Mazzei171110
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88Jeffrey wasserman921104
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91Jim Thompson101100
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94Fred Ingram8171097
95Bruno NITROSSO121097
96Sebastia Hummel151096
97Alan Peterson641096
98Tom Mueller171096
99Peter Dunn191096
100Jesus Pie1751096

Newest players - welcome!

UsernamePlayerRegistered
mawismematt winter2024-06-01 08:27:44
Dispang12Diane Spangler2024-05-30 21:18:27
thorkriThor Walter Kristensen2024-05-29 13:46:07

On this day...

ScenarioLocationDate
CH 19 Into the ValleyRussia1944
CH161 Tanned HidesCastelmaine, County Kerry, Ireland1921
FE46 Old Fashioned ValorKameing, Burma1944
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