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ScenarioCommentUser
Sweeping North Cpl Wright
Kampfgruppe LangFascinating scenario, which at first sight looks really tough for the British, because the Germans start on hills on both sides of the valley, and can easily surround and encircle the British defenders. Moreover, the Brits have little defence against the German tanks other than their two 25-pounders, which can't scratch the Tiger (except from side/rear) and aren't a guaranteed kill against the PzkwIV and PzkwIIIs either. However, to win the Germans not only need to capture all buildings, they also have to accumulate at least 12 CVPs more than the British - with no bonus for prisoners.
In our game I tried to create a stronghold around the E8 and F8 buildings, protected by wire and mines. This held off the German attack from the north, but in the south they broke through with ease and by turn 3 I thought I was doomed. However, helped by some fortunate DRs, I managed to destroy 3 tanks and accumulate enough CVPs that the Germans needed to completely wipe me out to achieve the 12 CVP advantage, and this they just failed to do. A win by the narrowest of margins
Andy_Bagley
UnhorsedPoor choices for vehicle movement cost the Americans 2 AFVs early on. When the German AT crew broke, there was a brief opportunity for the Americans to make up lost time. But the Germans failed to break while the Americans failed to rally. On Turn 6, the Americans attempted a final push on the north side, but the German 6.4 average IFT roll ended all hope. Heloanjin
The Tiger Of Toungoo GOUREAU
Battle of the BarricadesChicago Open (Round 3). The Americans cleared one roadblock and suffered 25 CVP. But... I illegally set up a roadblock. Read setup instructions more carefully. :( RJenulis
Corridor To Extinction Bongiovanni
Monty's Gamble AlexB
Rabka-Mszana RoadNeeds some SSRs to reduce the amount of movement the Germans can do on Turn 1. The failure of the Polish AT rifles meant that the Germans easily ran some units across the board and out of harm's way. The loss of the TKS (and further breakdown of the MG TKS) meant the game was over before it had even really started. I can see what they were going for, but it needs a revision. Jobbo_Fett
Fortress VercorsPartisans can't fight & they cannot hide for long ... Kydder
Absolut Märkäjärvi von Garvin
No Post Here!Fast, fun beer and pretzels ASL. I'd play it again. RJenulis
The First ApproachFirst try at an ORS scenario using the historical map, and very much a learning exercise for both of us as lots of new rules to learn, particularly with the village in play. We both thought the "feel" of the game was excellent, certainly showed the historical difficulties involved in fighting in terrain like this. The New Zealanders gradually dropped back, avoiding significant losses whilst inflicting casualties on the Germans (lucky OBA shot helped!), and by German turn 7 it was evident that they were not going to clear the village in time - and they were close to their CVP cap anyway - so my opponent conceded. Our initial impression was that the scenario is tough for the Germans, although after the game we thought of several ways they could have approached the attack differently, so no real verdict on play balance. Very enjoyable scenario anyway. Andy_Bagley
Back To SchoolWe actually used BOTH balance provisions (German and Russian). This is a great scenario for teaching/refreshing a newbie on basic Chapter A and B rules. ASListheBomb
Dernier Baroud Serge
De Zwarte Duivels Danno
End Station Budapest A15.4er
Dropping Like FliesAs the Japanese, I didn't set up many units up front due to the serious firepower and ROF weapons the Americans have. However, those that did quickly were stripped of concealment and striped. Through the first turn and a half my rolls were ugly while my friend's were red hot. On one occasion one squad did roll snakes, it went berserk and ran into a -2 40+ PBF shot with predictable results. I had to take a PMC mid turn 2. Then, my dice heated up and my friend's went cold. Eventually, those six MC Americans couldn't keep moving forward and their momentum was stopped well short of achieving the VC's.

The Japanese should not set up anywhere close to the Americans at start. Choose a "line in the sand" point and hold on. Defending the church is pointless. I did put two 2nd line troops in there just to maybe hold up several of the American troops for at least two turns. They lasted half a turn. I set the trench line where Board 22 and 45 met and defended the four hex building in front of it as well. The AT Mines extended the irrigation ditch to prevent an AFV end around. With luck, the lousy American morale will come into play and they will have too many broken troops and not enough leaders to bring them back.

If I played as the Americans, I would push hard on Board 22. Their firepower is awesome, and smoke makes their push forward easier. The Japanese should wither and die as long as you take it slow. Eight turns is a long time so don't be in a rush.
Jude
Too Little, My Friend ...I took the 7 buildings, but couldn't hold them. Tycho's defense was solid. RJenulis
Workers Unite! (VASL Log) MoriQuessir
East WindPoor setup - too many units committed to centre of the map where they were isolated by T34s on overwatch on the hill and unable to redeploy in time to counter the main assault down my left flank. Extreme winter was also a factor, both ATGs on my left flank malf'ed (both rolling '10s') on their first shots, as did one of the StuGs. And the only successful sniper attack of the game KIA'ed the German 9-2 and broke the accompanying squad manning the MMG. Rich Weiley
The Battle of AlgiersAs Craig mentioned, this was a tight one that came down to a MC DR. With one turn to go, the Americans were clinging to a couple of hexes in each VC building with 2.5 SE in both. If that French crew had not succumbed to double-breaking on the American turn 4 DFPh, I believe the French would have either pushed the Amis out of both buildings or eliminated enough SE to get the win. In the end, the dice were kind to the Americans. Jwil2020
ShumilinoVASL jrwusmc
The Rat HouseRussian reinforcements walked into a 16+0 and lost 7CVP to FTR killing their momentum. Game ended on Turn 5 with Russian conceding defeat but they were getting fairly close to hitting the CVP cap. Would play again, a nice scenario to get used to the TotR SSR. zgrose
Fighting Withdrawal Blaze
The Battle of AlgiersThe French started out strong when they broke a MMC with MMG on the opening Prep removing a critical Fire Lane. The French stormed around the American left flank. In the center and right, the French advanced slowly establishing blocking shots keeping the American forces divided. The French were able to push into the west VC building, but took casualties in the effort. On the right, the French HTs parked on the east side and began to shell the east VC building. Even though the American's were losing ground, they were able to steadily eliminate French units gaining CVPs. The French made a mistake and moved the HTs attempting VBM freezing an American unit. However, the HT was wrecked by a MMG, adding 2 more CVP. Finally, the French 2-2-8 broke twice under DFF for 2 more CVP and the American victory. Heloanjin
Guryev's Headquarters oybj
De Zwarte DuivelsMy Turn 1 Prep Rolls were trash. So not able to prepare the way. Dutch lost one AC and managed to get 11 CVP vs. German 13 CVP. German win. grumblejones
Feuer Frei!The Polish suffered few losses from the opening shots of the Schleswig-Holstein and the shots mainly missed their marks after the opening BB turns, much to my relief. The Germans were aggressive in there advance, with weapons and men only focusing on known units, rather than blasting away at potential locations of resistance. I rolled 10 times for the Polish sniper to activate with no joy. By the end of Turn 4 the Germans lost too many of their men and chose to end the day and with for reinforcements instead. I fear the coming of more ship-based aggression, and the sting of Stukas to come... Jobbo_Fett
Hell's HeadacheWe had to call it with time having run out and a couple of turns to go. As the Russians I had taken most of the hexrow L to R buildings but was weakened by losses and the German infantry counter attacking force was in good shape to push me out. We had exchanged most of the AFVs with only a single StuG remaining, the Russians had some prisoners, so it was shaping up to be a close finish on VP Simonstan
Meet The Old Boss Danno
Meet The Old BossRomanians got one shot with the 50 and broke it...one shot with the ATM and broke it. Broke the 76...Mortar was not able to see anything. German 9-2 death star did the rest for a commanding German win. Boxcars really did my Russians a bad turn. grumblejones
TotensonntagChip's excellent defense combined, with my lethargic attack plan, resulted in a Polish loss. Still, if just one of several squads had managed to survive the relatively low odds gauntlet run on the last turn, the Poles would have captured the final VC building for the win. Jwil2020
Left BehindTouch and go initially. The Russians were able to make great progress on the right. The Russian KVs ran into the roadblock in H9/I10, one being immobilized by a daisy chain. This slowed the progress and the vehicles were no longer able to make a difference. The infantry pressed the attack but ran out of steam climbing the hill. In the end. the Germans won with two hexes still in their control. Heloanjin
Left BehindClose scenario as the Russian made steady progress but ran out of gas at the end failing to get two hexes of the hill. Tanks were diverted from their main target by the roadblock and a successful Daisy Chain use. dmareske
Insurrection at Cividale toffee
Huns of SteelMarc wanted to try a meatier scenario, so I suggested this one. Given that it appears to be pro-Russian based on reported results, I agreed to give the balance to the attackers since it was my turn to defend. I set up with the conscripts in the victory hexes in the western grainfield with the Commissar to supervise foxhole digging. Both mortars set up here with bore sighted hexes in the woods in front of the grain. The ART gun set up in an overwatch position from the other side of the river. Some squads started in these woods to slow down the advancing Hungarians but they were destined to fall back into the grain when things got too hot for them. The rest of my force set up in the walled buildings with the heavy weapons and ATRs. Wire was set up to prevent bypass and movement through gaps in the woods and buildings.
The first three turns saw the Hungarians moving fairly cautiously and, by the time they were in a position to attack the western grainfields, I had Stuarts and Valentines waiting for them. Turn four saw the Hungarians charge the grain with their light and medium tanks and some infantry. This did not end well and the Hungarian armour took heavy casualties without inflicting any casualties. To the East, a lone MK IV got involved in a "dance of death" with a Stuart in the Russian MPh which ended with the Stuart putting an AP round through its turret. At this point, Marc had seen enough and conceded.
Dougban
St. Oedenrode Bridge Bongiovanni
The RoadblockVASL jrwusmc
Left BehindThe initial Russian attack was immediately stymied by accurate defensive fire. The Russian center struggled to recover. The Russian right made better progress, but were still help back by a stalwart German HS and another full squad. The AFVs flanked the German right, setting up to fire on the hill top. However, the Russian progress was so far behind, the Russians conceded by Turn 4. Heloanjin
West Front Series #6: Land SharkeyOur playing was not representative, imho.

I feel as though I totally diced Rob. Rob never claims
he was diced, but conceded that it felt that way.

This is a good scenario, and we would happily play it again.
As with any small scenario, there's a possibility that the
dice play an oversized role (or roll?).
Indy Lagu
Bitter Defense at Otta 7-0 duval
Sand and BloodThe Japanese set up as best they could between the two islands.

AP1:
A very accurate NOBA smoked out the INF gun placed on top of the hill on Gavutu. Once the smoke was present, the Marines quickly took the beaches. Poor rolls from the Japanese led to Gavutu falling in the first Assault Period, but not without the Marine 10-2 leader losing his life while taking out the Japanese bunker containing the .50 cal HMG.

AP2:
Tanambogo was much less defended and the Americans were able to get a foothold on the north side of the island. Mortar crews from the Marines holding Gavutu shelled Japanese positions until there was no hope for a come back.

American victory in turn 3 of Assault Period 2.
badger317
Bitter Defense at OttaOnce the majority of attackers made it past the defenders setup in mid hill it all began failing miserably ... even before the Boats made to the opposite shore, the only AFV left made a daring OVR into Woods which broke British stack leaving too few units to muster a final defense. Turn 10 defeat. Kydder
Cohort and the PhalanxRound 3 of eASL open. The Greeks were able to catch the retreating Italians in open ground and wipe them out. A15.4er
The Battle of AlgiersThe Americans elected to defend only the North Victory Building (surrounded mostly by OG), placing the bulk of their forces there, with a 7-0/MMG/667/3-4-6 stack in G5 and a spotted mortar in the street, and only dummies in the South Victory Building (with a covered approach through the cemetery). The ruse worked, with the Vichy Schwerpunkt concentrating on the South Building, with an approach through the cemetery. However, they were decimated crossing the street by a Fire Lane from the MMG in G5, and reached their CVP cap in Turn 2. G5 IMHO is the key to game, and the French must place Prep or Op Fire on this hex to clear out the South Building. Thompsonmg(MGT)
It Ain't EasyA tough setup for the Polish to work around, they simply couldn't cover everywhere with the much-needed AT guns to punch through the German armor and stall the advance. With the tanks wreaking havoc on Polish infantry moving to consolidate the line, the German infantry were able to gain ground consistently. The Polish sniper was very active, but only ever managed to pin squads rather than kill SMCs (or even wound them!) Not a bad scenario, but it is definitely lacking a je ne sais quoi with regards to its design. The Poles defend too much, the Germans get a lot of units, there's no OBA. Just... a tiny thing missing somewhere. Jobbo_Fett
Sore Thumbs johan.vrijdaghs@gmail.com
Adolf's Amateurs igycrctl
Before the Blunder von Garvin
StuG of WarPlayed with the designer's errata (4 StuG IIIB). RJenulis
Cloak and DaggerAn excellent attack by my opponent as one would expect.. Despite a fair amount of ROF, the 37s were unable to get any serious effect on the Shermans or Scotts which were therefore able to move and fire with relative impunity. They did though take out the 2 Greyhounds. Similarly the defence just couldn’t seem to get any hurt on the attacking Free French (losing the German 81mm MTR for the game on its first shot didn’t help) who swept through the outer defences taking pretty much every Unit prisoner. A smokescreen from the AFVs / OBA then enabled the FF to move in with their DCs and CC Stealthy advantages and it was all over with a couple of turns to go Simonstan
Hatten in Flames Lluison
Rails to PerditionRomanians lose at 15VP on the last CC. A war of the poor.
Just what to do with the guns when Smoke and targets are exhausted except pushing them ?
Bongiovanni
Lash OutThe initial attack got off really well but my advance stalled a bit mid-game. In the end the game was decided only on the last Turn, with a really good PFPh Phase paving the way for victory. My opponent did very well, managing to stay in the game and contest it right to the end despite rolling quite a few boxcars along the way. ASLSKGwahlur
Nor Will Deep Hell Receive ThemThe variant of OB and purchasing of reinforcements makes this a fun scenario, my first out the of the new module. I think the Allies need to go slow until their reinforcements arrive and begin to flank the Germans. It is hard on the Germans as they seemed to be shooting in every direction towards the end. The Germans made some critical shots with their Marders that gave hope to the German defense bringing the game down to the last turn. dmareske
Liberation DayNote to self : stop Throwing DC ! Gamer72
The Art of WarWhat a fantastic game! von Garvin
Liberation DayA good test, as the Germans you have to decide how much to commit to holding the Railroad Station (both initially and what proportion of your reinforcements) - ideally just enough to keep the Partisans from overrunning your defence for the immediate win. Leaving the balance of your force to defend (and initially likely lose) the village which the counter attack then hopefully retakes. I was able to KO 3 of the Russian AFV for no losses (MG shot, PSK, CC) and the 4-6-8s well led by the 9-1 did enough to secure enough VC Locations. An enjoyable game Simonstan
Tiger 222This scenario feels pretty unbalanced towards the Americans. Unless the Germans send infantry ahead to search through all of the concealment terrain around the road entry hexes, Americans can ambush the German tanks as soon as they enter the board (which is how I won this game). HIP HSs with BAZ44s took two of the German tanks out and the AT gun popped the third. My opponent conceded shortly after we realized how unlikely it was for him to get his infantry across the river. BenB
The Dead of WinterI felt like I was losing this entire game as the German defenders. I managed to eliminate one T34 and break a bunch of Russian infantry but lost my dug in tank and the AT gun couldn’t get anything but AP ammo which made it difficult to affect the remaining T34s. They both managed to exit the map but I had enough firepower to keep the Russian infantry to having things so easy and the Russians ran out of time before they could get enough units exited to clear the VP threshold. BenB
Arctic Crossroads veitikka
Adolf's Amateurs Blaze
At the Gates of ViipuriFirst turn Human wave caught my opponent off guard and gave me the first two building. The Russian were able to take the a flanking move around the south side.
The Russians squad were able to capture the German AT 50L gun. Proceeded to CH a Finish tank, causing a burning wreck, the in the next shot CH a squad in a building.
slunts
Shenam PassAn Ass wooping of the first degree. I drew red on my first battery access and never got a second chance as, Tom managed to kill my observer and it was brutal after that. With little fire support to cover the rush up the hill to the main objective the first Banzai though successful in gaining a foothold on the hill cost to much in blood and the follow on forces were to little to take the crest and hold against the counter attacking Gurkhas. A fun scenario that is just hard for the japaneese. If I had the Japaneese again I would ask for HIP observer as balance. SGT Mac
Silence That GunA real brawl scenario. Everyone is very close, and the Germans have both little capacity to defend in depth and absolute garbage infantry. The fun thing in my play through was the sheer ASLness of various results - the most striking was the American flanking column rolling three straight 12s on MCs, their prisoners escaping and then capturing the routed Paras. Paras did get a foothold in the fortified building, and there was a last turn desperation charge on the AT Gun which nearly worked, but it was all just a little too much to ask on the day. owenedwards
Shoot-N-Scoot toffee
La Mort de CharlemagneSudden death German 28CVP vs Russian 23CVP on Game Turn 3. High replayability. A future classic tournament scenario. Bongiovanni
Killer Carp rosssssss
The Closer jwert02
Howard's Men Danno
Howard's MenGerman attack went in hard and poor British dice allowed them to advance within 3 hexes of the victory hex for the win. grumblejones
CanicattiThe Germans ran a Trench line on the South edge of Hill 783, anchored on the left in J4 by an ATG/MMG and right in N5 by an ATG/HMG/9-1, with two sets of 467s/LMGs interspersed in-between. The right anchor doubled as a Bunker, with the CA facing M6/M5 to stave off the expected late game final assault. Fire from these positions eliminated 1/4 of the American infantry and 4 tanks by German Turn 3, with another Shocked. More than a bit of an embarrassment of DR riches for the Germans, who had only 2 fire attacks with the ATGs and MGs that DID NOT obtain ROF. Further, even without APCR, the ATG managed Turret hits at tanks behind the F7-I9 wall and low enough TK DRs. One ATG crew broke, but bounced right back with its Fanatic status…. In short, the DRs were King (and Kong) for the Germans, but IMHO this is a tough one for the Americans, even in the face of average German DRs. Might be better as a meeting engagement, with most of the German infantry (and MGs) having an initial set-up on the North slope of the hill complex. Thompsonmg(MGT)
Showdown At The Crossroads Danno
Showdown At The CrossroadsFun scenario, but certainly tough for both sides as most Bocage based scenarios are. My Americans advanced well on Turn 1 and by Turn 2 were hitting the German MLR. Dan's Germans suffered from a lot of bad rolls. This allowed the Americans to get to the victory location road hexes by Turn 3. It wasn't a picnic though as my Americans broke early and often. I had difficulty rallying which hurt my ability to exploit opportunities as Dan's broken. I would lose a Sherman to a faust and another was recalled and then hit by the 50L and knocked out. By Turn 6, I had hit 17 CVP. But I was able to break up Dan's last two assaults for the win. grumblejones
Easy Riders toffee
Not Fade AwayHero creation, snakes on a 1-6 CC, successful PF check followed by a hit, were just a few of the German positive outcomes leaving the Americans with heavy losses vs no losses for the Germans. Heloanjin
Taking Some Flak Bongiovanni
Gavin Take igycrctl
Saint-GeorgesFrench set up forward, near the canal. He was able to delay the German assault across the canal, but did suffer substantial casualties. One fanatic, 2-4-8 French HS with a mortar delayed the advance of seven German squads along the north edge, but was eventually KIA'd in CC. Both French AA trucks died - one burned by a fun 50mm mortar 2DR. Germans were not able to get to the VC buildings due to the French resistance (pun intended), but did get a robust defense in place - in the very north-west corner on the east side of the railroad, near the hill - as the French reinforcements arrived. One StuG held off all five French tanks by being in a nice hull down position; the StuG immobilized two of the H35s and another H35 immobilized attempting ESB... The Stuka hit another H35, but the bomb had no effect. In the end, the French simply did not have enough FP or troops to push the Germans off to the west of the railroad. Fun scenario with lots of interesting options. worksp2018
For an Army RoutedUnusual scenario, with VCs based on whether the Germans can successfully withdraw their army units while their SS colleagues try to cover their retreat. In our game, they failed to stop the Canadian armour getting round to intercept retreat paths (not helped by rolling boxcars on a critical Psk shot) and just couldn't get enough units back.
This is very tricky for the defender, who I think needs to sacrifice some units to delay the Canadians whilst retreating others and using the SS to prevent them being surrounded - a tough balance to strike.
Andy_Bagley
Between The Devil And The Deep Blue Sea GOUREAU
A Long Way To GoAmerican mortar covered the east of the map, with heavier forces on the west.

German forces kept at bay for the first 3 turns, but rolled boxcars on the mortar - the minute that was put of action they swarmed across CX, easily getting enough off the board, while the forces on the west failed to do any real damage.
CategorySolo
CrossfireEnjoyable game against a skilled opponent, but I never felt that the Americans had much of a chance. Wild luck swings for both sides. Gamer72
St. Oedenrode Bridge"Julian, What's the best way to take a bridge?"

"Both ends at once."

I forgot that maxim. Rob set up a 537/LMG in P9. That was enough
for me to put everyone on the other side of the stream. And the bottleneck
that created meant that I really had no chance.

I wonder if the intent was that only half of board 66 be in play. Vic has
assured me that all of board 66 _is_ in play. I therefore think that a German
537/LMG in P9 makes the scenario quite tough on the Yanks.
Indy Lagu
Operation Schwarz 7-0 duval
Break for Hungary 7-0 duval
Showdown in Syria 7-0 duval
Death BoxHard for Axis. At least take the Hungarian balance.
Hungarians have a ELR 1 !
Bongiovanni
Legio Patria Nostra Mad_Anthony77
Ultimate Treachery 7-0 duval
Operation SchwarzCroatians managed to sneak off 3 AFV and still had plenty of infantry left if they had failed. Kydder
The 26th At TroinaUnfortunately, I improperly applied Airbursts on the defenders for 2 Turns before realizing Woods are considered Olive Groves. My opponent was gracious enough to take it on the chin ... live & learn / die and learn sooner. Kydder
Showdown in SyriaIt came down to Turn 8 for the Vichy to get the CVP requirement. Kydder
Autumn Approach johan.vrijdaghs@gmail.com
Costly Baptism von Garvin
Bypassed Lehr GOUREAU
Sole SuccessFilipinos went berserk and Japanese lost CC they should have won. RJenulis
Buckley's BlockGreat learning scenario for the Japanese.
Conducted my first ever Banzai which saw the Japanese decimated. However I had better luck with my DC Hero who DMed an American squad.
In the end I couldn’t break through Martin’s defences .
I resigned at the end of turn 4 as I has suffered too many casualties to fulfil victory conditions.
alexashton@vinecc.org
The Birth of BlitzkriegAn entirely too-difficult scenario for the Poles as there is simply too much ground to cover and not enough units to do it with. If there was a Polish CVP victory condition, this scenario would greatly improve. As it stands, the Germans have all of the initiative, and can easily skirt around the Polish defense for a win in 4 turns or less, guaranteed. Jobbo_Fett
Red PacketsThis was my first ASL scenario using AFVs. I played the Germans and tried to focus my defense on the choke points created by the bridges. Russians managed to destroy all 3 German AFVs by turn four with only 3 losses of their own. BenB

Latest News

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.
Quickly see the games you've played
On each scenario page where you've played a scenario, there's now a small "show" button that will list all of the games you've played that scenario - this one will stop me having to find my name in the "view all" section of the games played list!

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Dilemma On Ma Po BoulevardHutch Modified the misc. rules8h 52m ago
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Dilemma On Ma Po BoulevardHutch Modified the misc. rules9h 17m 4s ago
Dilemma On Ma Po BoulevardHutch Modified the Attacker's AFVs9h 18m 54s ago
Dilemma On Ma Po BoulevardHutch Modified the Attacker's Guns9h 18m 54s ago
Dilemma On Ma Po BoulevardHutch Modified the Defender's Guns9h 18m 54s ago
Dilemma On Ma Po BoulevardHutch Modified the unit counts9h 21m 29s ago
Dilemma On Ma Po BoulevardHutch Modified the Attacker's AFVs9h 21m 29s ago
Dilemma On Ma Po BoulevardHutch Modified the Defender's Guns9h 21m 29s ago
Dilemma On Ma Po BoulevardHutch Updated the Victory Conditions9h 23m 1s ago
Dilemma On Ma Po BoulevardHutch Modified the unit counts9h 24m 44s ago
Dilemma On Ma Po BoulevardHutch Modified the Attacker's AFVs9h 24m 44s ago
Dilemma On Ma Po BoulevardHutch Modified the Attacker's Guns9h 24m 44s ago
Dilemma On Ma Po BoulevardHutch Modified the Defender's Guns9h 24m 44s ago
Dilemma On Ma Po BoulevardHutch Modified the Unit Elements9h 31m 15s ago
Besting BasiloneHutch Modified the overview9h 45m 34s ago
Besting BasiloneHutch Modified the overlays9h 49m 23s ago
Last Stand On An-SanHutch Modified the misc. rules9h 50m 59s ago
Last Stand On An-SanHutch Modified the overview9h 52m 40s ago
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Battle of the Barricades CGHutch Updated the Scenario ID11h 37m 50s ago
Smith's Ridge CGHutch Updated the Scenario ID11h 38m 25s ago
Besting BasiloneHutch Modified the gps location11h 41m 44s ago
Sights On SeoulHutch Modified the gps location11h 42m 17s ago
Sights On SeoulHutch Modified the location11h 43m 8s ago
Sights On SeoulHutch Modified the Theatre11h 45m 24s ago
Besting BasiloneHutch Modified the misc. rules11h 47m 32s ago
Besting BasiloneHutch Modified the gps location11h 53m 1s ago
Besting BasiloneHutch Updated the Victory Conditions11h 55m 5s ago
Besting BasiloneHutch Modified the Scenario OBA details11h 55m 40s ago
Besting BasiloneHutch Modified the Attacker's AFVs11h 56m 33s ago
Besting BasiloneHutch Modified the unit counts11h 57m 19s ago
Besting BasiloneHutch Modified the Attacker's AFVs11h 57m 19s ago
Besting BasiloneHutch Modified the Attacker's Guns11h 57m 19s ago
Besting BasiloneHutch Modified the Unit Elements12h 1m 2s ago
Besting BasiloneHutch Modified the unit counts12h 5m 47s ago
Besting BasiloneHutch Modified the Defender's Guns12h 5m 47s ago
Besting BasiloneHutch Modified the Defender's Guns12h 6m 32s ago
Besting BasiloneHutch Modified the unit counts12h 7m 24s ago
Besting BasiloneHutch Modified the Defender's Guns12h 7m 24s ago
Besting BasiloneHutch Modified the Unit Elements12h 9m 26s ago
Kampfgruppe LangAndy_Bagley Added a playing13h 14m 35s ago
Sights On SeoulHutch Modified the Scenario OBA details19h 40m 17s ago
Sights On SeoulHutch Modified the Attacker's Guns19h 41m 18s ago
Sights On SeoulHutch Modified the unit counts19h 41m 19s ago
Sights On SeoulHutch Modified the Attacker's Guns19h 42m 35s ago
Sights On SeoulHutch Modified the Defender's Guns19h 42m 35s ago
Sights On SeoulHutch Modified the unit counts19h 45m 39s ago
Sights On SeoulHutch Modified the overview19h 47m 46s ago
Sights On SeoulHutch Modified the Unit Elements19h 50m 57s ago
Monty's GambleAlexB Added a playing20h 47s ago
Borodino Train StationA15.4er Added a playingYesterday
Into the Grinding MillA15.4er Added a playingYesterday
UnhorsedHeloanjin Added a playingYesterday

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Quick 6 Scenario Pack VI 66.73
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Deluxe Pack #1 125.86
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Newest players - welcome!

UsernamePlayerRegistered
SuperbuzoJuan Pardo2024-04-17 06:13:55
SoulzityrJason Shih2024-04-08 17:31:30
meaglynPhil Auld2024-04-08 14:19:24

On this day...

ScenarioLocationDate
136 The Agony of DoomMuncheberg, Germany1945
A 08 The Agony of DoomMuncheberg, Germany1945
HP 9 The MaelstromPritzhagen, Germany1945
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