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Strayer's Strays WTO (id:#62793)
(ASL 3a - Yanks (2nd Edition) ID: 182)   [next]   [previous]
See Also: Strayer's Strays by Avalon Hill
Hiesville, France 1944-06-06 (287 others)
13: Le Manoir (ASL 2 - Paratrooper (2nd Edition))
14: Silence that Gun (ASL 2 - Paratrooper (2nd Edition))
17: Lost Opportunities (ASL 2 - Paratrooper (2nd Edition))
18: The Roadblock (ASL 2 - Paratrooper (2nd Edition))
19: Backs to the Sea (ASL 3 - Yanks)
29: The Globus Raid (ASL 4 - Partisan!)
101: Throwing Down the Gauntlet (ASL 5a - For King and Country)
102: Point of the Sword (ASL 5a - For King and Country)
PB 1: Ham and Bloody Jam (HASL 4 - Pegasus Bridge)
PB 2: Howard's Men (HASL 4 - Pegasus Bridge)
PB 3: Piecemeal (HASL 4 - Pegasus Bridge)
PB 4: Killean's Red (HASL 4 - Pegasus Bridge)
PB 5: Taylor Made Defense (HASL 4 - Pegasus Bridge)
PB 6: It's About Time (HASL 4 - Pegasus Bridge)
PB CG 1: Coup de Main (HASL 4 - Pegasus Bridge)
PB CG 2: Hold Until Relieved (HASL 4 - Pegasus Bridge)
AD 9: Royal Marines (AH:ASL Annual `92)
A 76: Night Drop (AH:ASL Annual `95 Winter)
A 79: Mike Red (AH:ASL Annual `95 Winter)
BB2: Throwing Down the Gauntlet (Backblast # 1)
BB3: Point of the Sword (Backblast # 1)
J 31: Lovat First Sight (ASL Journal # 2)
PB 6a: It's About Time - Historical Variant (ASL Journal # 2)
Mission JM2: Bloody Omaha (ASL Journal # 4)
T 1: Gavin Take (Classic ASL)
T 5: The Pouppeville Exit (Classic ASL)
G11: Pegasus Bridge (AH:The General # 26.5)
G31: Point of the Sword (AH:The General # 30.6)
T 1: Gavin Take (AH:The General # 24.2)
T 5: The Pouppeville Exit (AH:The General # 27.2)
T16: Strayer's Strays (AH:The General # 29.1)
S5: Clearing Colleville (ASL Starter Kit #1)
S8: Ad Hoc at Chef-Du-Pont (Operations #47)
NEWS 1: The Cauquigny Bridgehead (ASL News # 1)
NEWS49: Assault on Pointe du Hoc (ASL News # 26)
NEWS63: DC Party (ASL News # 30)
SPB1: Breakfast at the Café Gondree (The Boardgamer # 8.1)
JA 2: Le Pleine: The Other Side of Pegasus (Internet)
BP 3: Deja Vu? (Internet)
HV 1: Brecourt Manor version 1.2 (Internet)
SFS11: Dropping into Hell (Internet)
AaC2: The Cabbage Patch (Action At Carentan)
ABS-1: Advance to Contact (Airborne Stand!)
ABS-2: "Hold The Bridge" (Airborne Stand!)
ABS-3: Heim's Causeway Bound (Airborne Stand!)
ABS-11: North To Timmes (Airborne Stand!)
ABS-12: All American (Airborne Stand!)
AA 1: The Milling Crowd (All American I: Kellam's Bridge)
AA 2: Ambush at Cauquigny (All American I: Kellam's Bridge)
AA 3: To the Manor Drawn (All American I: Kellam's Bridge)
AA 11: Absent Friends (All American II: Timmes' Orchard)
AA 12: Westward Ho! (All American II: Timmes' Orchard)
AA 13: South Rampart - Fire! (All American II: Timmes' Orchard)
AA 18: A Bridge So Far. . . (All American II: Timmes' Orchard)
AA Mission 1: The Gathering (All American II: Timmes' Orchard)
AA Mission 2: Luftlande! (All American II: Timmes' Orchard)
AA 19: Gavin's Train (All American III: Shanley's Hill)
AA 20: You've Killed Us! (All American III: Shanley's Hill)
AA 21: Maloney's Turn (All American III: Shanley's Hill)
AA 22: A Long Way to Berlin (All American III: Shanley's Hill)
AA Mission 3: Group Able => South! (All American: Gamers Guide)
AAGG2: Historical Gavin Take (All American: Gamers Guide)
AA CG 1: Night Drop (All American: Gamers Guide)
Bocage 1: First Objective (Busting the Bocage)
Bocage 2: Advance to the Blacktop (Busting the Bocage)
Bocage 3: Wintz's Flank (Busting the Bocage)
Bocage 4: 1600 Hours - Stein's Flank (Busting the Bocage)
Bocage 5: Rudder's Line (Busting the Bocage)
Bocage 6: Omaha Lifeline (Busting the Bocage)
CH 4: Steutzpunkt Vierville (Critical Hit # 1)
CH 4a: Dog Green (Critical Hit Online # 2)
CH 24: Those Normandy Nights (Critical Hit # 2)
CH 96: DC Party (Critical Hit # 5.2)
CH102: The Cauquigny Bridgehead (Critical Hit # 6.1)
CH 24a: Those Normandy Nights (Critical Hit # 7.2)
PdH 1: Praise the Lord (Pointe Du Hoc)
PdH 2: Road Warriors (Pointe Du Hoc)
PdH 3: Nowhere to Run, Nowhere to Hide (Pointe Du Hoc)
PdH 4: The Longest Night (Pointe Du Hoc)
PdH CG 1: Pointe Du Hoc (Pointe Du Hoc)
PdH 6: Lang's Group (Pointe Du Hoc)
FE37: The Merville Battery (Fanatic Enterprises: Internet)
BTB1: Taking Tailleville (Beyond the Beachhead)
FT39: Stutzpünkt Riva Bella (Franc-Tireur #8)
MP8: Crater Lake (Melee Pack II)
VV 5: Le Jeux Sont Faits (Vae Victis # 10)
VV22: Coeur de Lion (Vae Victis # 27)
V05: No Easy Victories (View From the Trenches # 8)
V09: Jig Green East: Storming Le Hamel (View From the Trenches # 21)
V16: Commandos Eat Quiche (View From the Trenches # 24)
1003: Gold Beach! (Monster Pack # 1.1)
1003.1: Gold Beach!: Jig Green West (Monster Pack # 1.1)
1003.2: Gold Beach!: Jig Green East (Monster Pack # 1.1)
1003.3: Gold Beach!: Jig Red West (Monster Pack # 1.1)
1003.4: Gold Beach!: Jig Red East (Monster Pack # 1.1)
1003.5: Gold Beach!: King Green West (Monster Pack # 1.1)
1003.6: Gold Beach!: King Green East (Monster Pack # 1.1)
1003.7: Gold Beach!: King Red West (Monster Pack # 1.1)
1003.8: Gold Beach!: King Red East (Monster Pack # 1.1)
SK 2: Laying Down the Gauntlet (ASL Digest # 3.10)
PB CG 3: Seizing the Bridge (Rate of Fire #14)
BtB #1: No Need For Orders (Critical Hit # 7.3)
BtB #2: Shrapnel Motivation (Critical Hit # 7.3)
BtB #3: A Futile Hour (Critical Hit # 7.3)
BtB #4: Rout the Kraut (Critical Hit # 7.3)
BtB #5: Walking Wounded (Critical Hit # 7.3)
SFS 1: Fire From The Sky (Unknown)
Mission 1: Follow Me! (Band Of Brothers)
FT74: Freeing the Roadway (From The Cellar Pack #2)
23: Gak Gak The Ack Ack (Dezign Pak 3)
AP29: Raff's Dilemma (ASL Action Pack # 4 Normandy 1944)
BM1: So Full of Fire (Hürtgen Surprise)
BM2: Brecourt Mop Up (Hürtgen Surprise)
BM3: Normandy Nights (Hürtgen Surprise)
BM4: Advance on Beach Exit 2 (Hürtgen Surprise)
DB066: WN63 (Dispatches from the Bunker #27)
46: "Mad Mike's" Finest Hour (Dezign Pak 4)
TAP #14: Crosshair Alley (Total Axis Pack II: A World Aflame)
FF12: Easy Out (FireFights! #2)
FF16: Goodbye Marie (FireFights: internet releases)
BtB 1: Taking Tailleville (Beyond the Beachhead 2)
#1: Plan Two (First Wave at Omaha)
#2: Buying the Farm (First Wave at Omaha)
#3: Ace (First Wave at Omaha)
#5: Texas Tea (First Wave at Omaha)
#7: Off the Beach! (First Wave at Omaha)
#8: Lesson One (First Wave at Omaha)
#9: Frontal at St. Laurent (First Wave at Omaha)
#11: Three Story House (First Wave at Omaha)
#13: Smashing a Breach (First Wave at Omaha)
#4: Trapped Like Rats (First Wave at Omaha)
#6: Sergeants Lead the Way (First Wave at Omaha)
#10: A Brutal Task (First Wave at Omaha)
#12: Rocket Men (First Wave at Omaha)
#14: No Footprints (First Wave at Omaha)
#15: Blood in the Water (First Wave at Omaha)
#16: Black Day for the 116 (First Wave at Omaha)
PdH #7: Beyond the D514 (Pointe Du Hoc Gamers Guide)
PdH #8: No Bars To Be Had (Pointe Du Hoc Gamers Guide)
BOB # 1: On To La Barquette (BoB - Normandy)
BOB # 2: Strayer Forward (BoB - Normandy)
BOB # 3: On To Pouppeville (BoB - Normandy)
BOB # 4: First To Close (BoB - Normandy)
BOB # 5: Three Patrol Action (BoB - Normandy)
AaC # 2: The Cabbage Patch (BoB - Normandy)
BOB Bonus # 2: Those Normandy Nights (BoB - Normandy)
BV3: Playtest (Generic Playtesting Log)
ESG100: Hollis of the Howards (Dezign Pak 8)
WO10: All Along the Merderet (Winter Offensive Bonus Pack 2013)
OE1: No Way Forward (Omaha East)
OE2: Fox Green Stalemate (Omaha East)
OE3: Seasick, Undaunted (Omaha East)
OE4: Company F Scattered (Omaha East)
OE5: On to Le Garde Hameau (Omaha East)
OE6: A Tough Nut to Crack (Omaha East)
OE7: Stalled at the E-3 Draw (Omaha East)
OE8: Breakthrough Alley (Omaha East)
OE9: "Gap Cleared!" (Omaha East)
OE10: "...The Dead and Those That Are Going to Die" (Omaha East)
OE11: Action Between the Draws (Omaha East)
OE12: Halted at Cabourg (Omaha East)
OE13: Colleville Strike I (Omaha East)
OE14: Colleville Strike II (Omaha East)
OE15: South Before Dark (Omaha East)
OE16: Historic Day for the 16th RCT (Omaha East)
#2: Cabbage Patch Stand (Action at Carentan II)
KB II 1: The Milling Crowd (All American I: Kellam’s Bridge (2nd Ed.))
KB II 2: Ambush at Cauquigny (All American I: Kellam’s Bridge (2nd Ed.))
KB II 3: To the Manor Drawn (All American I: Kellam’s Bridge (2nd Ed.))
KB II 11: North to Timmes (All American I: Kellam’s Bridge (2nd Ed.))
KB II 12: All American (All American I: Kellam’s Bridge (2nd Ed.))
CH 4 (ver. 1.1): Stutzpunkt Vierville (Critical Hit Retro Magazine 1)
CH 24: Those Normandy Nights (Critical Hit Retro Magazine 2)
FT198: Full of Fire (Deluxe Pack #1)
FrF73: Sledgehammers (Friendly Fire Pack 9)
AP-101: When I Call Roll (ASL Action Pack #11 29 Let's Go!)
S58: Exit No.1 (Special Ops # 6)
S59: Mopping Up (Special Ops # 6)
SS-95: Mass Confusion (SS-BAR Enterprises)
13: Le Manoir (ASL 3a - Yanks (2nd Edition))
14: Silence That Gun (ASL 3a - Yanks (2nd Edition))
17: Lost Opportunities (ASL 3a - Yanks (2nd Edition))
18: The Roadblock (ASL 3a - Yanks (2nd Edition))
19: Backs to the Sea (ASL 3a - Yanks (2nd Edition))
181: Gavin Take (ASL 3a - Yanks (2nd Edition))
183: The Pouppeville Exit (ASL 3a - Yanks (2nd Edition))
ASL181: Gavin Take (ASL Journal #12)
MM 39: Bicycle Race (March Madness 2017 Hollis Partisans Pack)
Scen2: Commandos Eat Quiche (CanCon 1995)
BMW 3.4: Fire on Top Bastion (Single Man Publishing)
29: The Globus Raid (ASL 12 - Armies of Oblivion (2nd Edition))
KR #1: WN 33 (King Red + Operation Deadstick)
KR #2: Posted The Letter (King Red + Operation Deadstick)
KR #3: "C" Company's Turn (King Red + Operation Deadstick)
OD #1: Landing Zone 'X' (King Red + Operation Deadstick)
OD #2: Landing Zone 'Y' (King Red + Operation Deadstick)
OD #3: Howard's Bridgehead (King Red + Operation Deadstick)
OD #4: Pine-Coffin's Stand (King Red + Operation Deadstick)
OD #5: On The West Bank (King Red + Operation Deadstick)
OD #6: Are They Panzers? (King Red + Operation Deadstick)
OD #7: Piper's Arrival (King Red + Operation Deadstick)
OD #8: March of the Warwicks (King Red + Operation Deadstick)
WO30: As Luck Would Have It (Winter Offensive Bonus Pack 2019)
#1: Strange Looking Tanks (Gold Beach)
#2: Get Up Them Beaches (Gold Beach)
#3: Fire and Water (Gold Beach)
#4: Angry Bees (Gold Beach)
#5: Through The Tracers (Gold Beach)
#6: To The Sea (Gold Beach)
#7: Resistance To The Last (Gold Beach)
#8: A Magnificent Day's Work (Gold Beach)
#9: 124 Shell Cases (Gold Beach)
#1: The Game's Afoot (Sword Beach)
#2: On, On You Noblest English (Sword Beach)
#3: Close Up To The Seawall (Sword Beach)
#4: Stiffen The Sinews (Sword Beach)
#5: Gentlemen Of England (Sword Beach)
#6: Imitate The Action Of The Tiger (Sword Beach)
#7: War Proof (Sword Beach)
#8: Teach Them War (Sword Beach)
#9: Men of Grosser Blood (Sword Beach)
#10: Cry God, For Harry, England and Saint George (Sword Beach)
#11: Like So Many Alexanders (Sword Beach)
#12: The Blast of War (Sword Beach)
#13: Surprise Thrust (Sword Beach)
#14: Blue Bonnets (Sword Beach)
#1: Will Ye No Come Back Again (Juno Beach)
#2: Charlie One (Juno Beach)
#3: Little Black Devils (Juno Beach)
#4: Code Word: Brandy (Juno Beach)
#5: Je Parle Francais (Juno Beach)
#6: Hello BBC (Juno Beach)
#7: Take No Prisoners (Juno Beach)
#8: Now We Find Out (Juno Beach)
#9: By Sea, By Land (Juno Beach)
#10: Have A Go (Juno Beach)
O17: White Russians (Special Ops # 9)
AP132: Night of Nights (ASL Action Pack #14 Oktoberfest XXXIV)
DASL 27: Royal Marines (Deluxe Advanced Squad Leader)
#1: Plan Two (Omaha West)
#2: Buying the Farm (Omaha West)
#3: Ace (Omaha West)
#4: Trapped Like Rats (Omaha West)
#5: Texas Tea (Omaha West)
#6: Sergeants Lead The Way (Omaha West)
#7: Off The Beach! (Omaha West)
#8: Lesson One (Omaha West)
#9: Frontal at St. Laurent (Omaha West)
#10: A Brutal Task (Omaha West)
#11: Three Story House (Omaha West)
#12: Rocket Men (Omaha West)
#13: Smashing a Breach (Omaha West)
#14: No Footprints (Omaha West)
#15: Blood In The Water (Omaha West)
#16: Black Day for The 116 (Omaha West)
PdH #1: Praise The Lord (Pointe Du Hoc: Retro Bar Gunner Edition)
PdH #2: Road Warriors (Pointe Du Hoc: Retro Bar Gunner Edition)
PdH #3: Nowhere to Run, Nowhere to Hide (Pointe Du Hoc: Retro Bar Gunner Edition)
PdH #4: The Longest Night (Pointe Du Hoc: Retro Bar Gunner Edition)
PdH #6: Lang's Group (Pointe Du Hoc: Retro Bar Gunner Edition)
PdH #7: Beyond The D514 (Pointe Du Hoc: Retro Bar Gunner Edition)
PdH #8: No Bars To Be Had (Pointe Du Hoc: Retro Bar Gunner Edition)
RM01: Chef-du-Pont (Internet: Rudy Marmaro)
RM03: La Fiere Bridge (Internet: Rudy Marmaro)
MMP03: Lovat First Sight (MMP News)
S59: Mopping Up (ASL Starter Kit Expansion Pack #1 2nd Edition)
#1: Parlez with a French Mademoiselle (Utah Beach)
#2: Position WXYZ (Utah Beach)
#3: Winter's Tanks (Utah Beach)
#4: Cole's Causeway (Utah Beach)
#5: Pouppeville Pause (Utah Beach)
#6: South of Paydirt (Utah Beach)
#7: Roosevelt's Beach (Utah Beach)
#9: MacNeely's Push (Utah Beach)
#10: March Inland (Utah Beach)
#11: No Cake Walk For The Dying (Utah Beach)
CH 4 (ver. 1.1): Stutzpunkt Vierville (Critical Hit #1 2022 Reprint)
CH 24: Those Normandy Nights (Critical Hit #2 2022 reprint)
ecz4: Flash and Thunder (ECZ Tournament Director's Pack)
CH Bonus: Dog Green (Critical Hit SE 96 2022 Reprint)
SM1: Lost Opportunities (HASL 12 - Drop Zone: Sainte-Mère-Église)
SM2: Seldom Practical (HASL 12 - Drop Zone: Sainte-Mère-Église)
SM3: The Roadblock (HASL 12 - Drop Zone: Sainte-Mère-Église)
SM4: Raff's Dilemma (HASL 12 - Drop Zone: Sainte-Mère-Église)
SM5: Raff's Distress (HASL 12 - Drop Zone: Sainte-Mère-Église)
SM6: Sound and Fury (HASL 12 - Drop Zone: Sainte-Mère-Église)
SM11: Ridgway's Mission (HASL 12 - Drop Zone: Sainte-Mère-Église)
Designer: Unknown
Starter kit scenario?:    Deluxe scenario?:
 
Balance:
AmericanGerman
56.09756097561%

Overview:

By dawn of D-Day, Lt. Colonel Robert Strayer had pieced together a unit comprised of scattered men from three Parachute Regiments. Radio communication with HQ didn’t exist. All Strayer knew for certain was that his objective was to clear the southern causeway from Utah Beach. As the sun rose, he led his patchwork force toward the beach exits. Within minutes, the paratroopers encountered German resistance…
Attacker: American (502nd and 506th Parachute Infantry Regiment, 82nd Airborne Division and 508th Parachute Infantry Regiment, 101st Airborne Division)
Defender: German (Bataillon II, Grenadier-Regiment 919, Infanterie-Division 709)  
3.5 turns
    Players: 2     OBA: None     Night: No
Unit Counts:
Squads: A:8.0 D:12.0
AFVs: A:0
AFVs: D:0
Guns: A:0 D:0

Victory Conditions:

Exit VP: Building Control VC: Area Control VC:
Unit Based VC: LOS Style VC: CVP Cap:
Misc Rules: Americans are Stealthy; Germans are Lax.
Map Board(s): 6
Overlays: NONE
Errata (source)
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Scenario info

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Last Played:
DateReporterOpponentBal.ResultComments
2023-01-14(A) Jack Wilson vs Mark Oakley German winGame 4 at WO '23. I tried the student body right attack through the grain field. Mark was able to get enough FP on my path to victory to keep me from exiting the 10 VP needed.
2022-12-31(A) Jonathan Kapleau vs Cusick, John American win
2022-09-05(A) manzoli andrea vs Galletto German win
2022-08-07(D) Neal Ulen vs Scott American win
2022-07-28(D) Jack Wilson vs Ken Walsh German winFirst time playing this classic. A very interesting challenge for the Germans. He has to defend the entire length of the board with 12 SE (only 4 of which are 1st line), two mediocre leaders, and NO SWs! The Americans are given eight 7-4-7s, two leaders and a hero. They have to exit 10VP off the southern edge. The caveat is they only have four turns to do it, and it will take three turns just to cross the board even with no opposition.
So, it quickly becomes one of those low-prep-high-movement scenarios. The Germans have to hope to score hits with D1Fs and then clog the path with residual FP.

The terrain of this board (6) is very interesting. It is laced with walls and hedges that inhibit LOS as well as movement regardless of the direction. From the German standpoint, the map can be broken up into three sections: a wide middle (60%) and the two far flanks, about 20% each.

The flanks are the vulnerable areas. If the Americans attack in force on either one, the German squads at the other flank will never get to the battle before game's end. Attacking up the middle works to the German advantage. There is less favorable terrain to use as cover, and the squads defending the flanks will have time to high-tailed it to the middle to contest the exits.

As it turned out, Ken chose to overload the far western flank, using the extensive hindrances of the two grain fields over there to eat up my DFF shots. Except for his hero, which he sent on a scouting mission to draw fire, he brought his whole force down the edge of the board along a 2 1/2 hex path. My first DIFs were promising. I KIAd a HS, and broke his hero, who then failed his wound roll and was eliminated. But he obliterated my one squad holding that edge with his AFPh. So, at the end of his turn one, I only had 2 squads left on that side.

On my turn one, I started hustling another six squads to my left. But by the end of his second move, he had 18 VP within striking distance of the south edge. To stop his turn three dash, I could only call upon about five squads, almost all of which had to shoot long range (2nd line and conscripts) through grain which would neutralize FFMO/FFNAM prevent leaving RFP. I was certain he would win on his turn three move.

Sure enough, he was able to exit 8 VP on turn three, but by some miracle, I was able to pin or break enough to make him have to regroup and try again on turn four. That one half move allowed me to move my reinforcing squads closer to his exit path and avoid the grain hindrances.

To start his turn four movement, he had 5 VP lined up to run the gauntlet. A HS made it to give him 9VP- one shy. But the amount of fire I was able to bring to bear (now with deadly -2 FFMO/FFNAM) on the rest was just too much, and when I broke the last VP (his 8-0 leader) the game was over.

Another perfect example of why one should play to the end. By turn two, I was certain my position was hopeless. In retrospect, Ken took a path with a FS that gave me shot that I was not expecting. I broke that MMC, which in the end, was the margin of victory.
Apart from that one slip. Ken's attack was nearly flawless, and only some fortunate DRs saved me from disaster.

Although we enjoyed the scenario, we both agreed that the attack options for the Americans almost guarantee the battle will take place on one edge or the other, with 1/3 or more of the German force too far away to intervene.

Note to future German defender: Guard the grain field flank!
View all or balance report
ActionDate
Jwil2020 Added a playing2023-01-16 22:11:21
Jwil2020 Rated the scenario2023-01-16 22:08:44
igycrctl Added a playing2022-12-31 16:39:32
Neal Ulen Added a playing2022-12-22 16:36:39
manzoliandrea72 Added a playing2022-09-06 17:39:22
FileDescriptionUserViews
(!usa-germ.png)Imagehoxson1702
(us para.png)Imagehoxson1754
VASL Log file (ASL RECON 2 Strayers Strays.vlog)VASL Game LogStewart203
VASL Log file (182_Strayers_Strays_Dmitry_US_Alexey_G.vlog)VASL Game LogMoriQuessir152
(ASL182 stone buildings.png)Map Imagehoxson1733
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Statistics:
Avg Rating: 6.19Votes: 52
Views: 4911
To-Play list count: 5
Estimated Play time: 2.3 hours
Recorded Games: 37
Archive recorded plays:
American18
German19
Drawn:0

ROAR Data: (as of November 2021)
Strayer's Strays [Confirmed]
[A] American 28
[D] German 17
All Rights Reserved. (c)2022 Dave Ramsey.