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ScenarioCommentUser
Dubrovka toffee
Shoot-N-Scoot toffee
Sternebeck's Sortie toffee
The Meat GrinderIt came down to a Russian Win +6VP Blaze
Brush OffJapanese inflicted 6 CVP and then exited off the south edge with 7 EVP. This seems hard on the Americans. Danno
Ciao Gurkha Ciao! Bongiovanni
Bridge Over the River Queen Bongiovanni
Brush OffI was the Japanese attacker vs US Marine Defender. Small game size and board. As Japanese attacker I concentrated on gaining/occupying the path hexes and trying to eliminate as many US MMCs as possible in CC. Marine player keep majority of his forces out of reach and I wasted quite a bit of fire on Dummy stacks. He used SSR2 and brought on reinforcements turn 3 on the south side to counterattack and block any potential south exits by the Japanese. This came close to working for him but I was able to rush a Leader and Squad back along the path. The Marines withdrew an opted to just block my potential exit to the south. Japanese won last turn by having exacting 10 VPs, 3 by CVP of Marines, and 7 by occupying the path victory hexes. Robert7721
Bread Factory #2 usmcwo1
Hill 253.5Germans were just devastated by mines and wire. Probably should have set back and let OBA soften up the positions for a few turns. Viking_CTO
San Manuel MeleeMy friend and I played this one like rookies. We made lots of simple mistakes that we never make. We called it mid turn 3 when I started my PFPh. My friend suddenly realized he forgot to bring on his tank reinforcements at the top of the turn (I forgot about them as well or I would have reminded him). I told him to just bring them on next turn, but coupled with all our other flubs, we decided to end it. Maybe the Americans were winning at that point. The Japanese have to get good fire production those first few turns or they will get swarmed. My shots were below average, and I was on my way to falling back when we called it. Not good in a 10 turn scenario. We called it a draw and moved on. Jude
Simple Equation AlexB
Lagus Assault Gunswith a Russian balance with one 7-0 one 458 and one SU152 more. Bongiovanni
Having a Go igycrctl
Loser Takes AllKC March Madness 2024 Round 3. grumblejones
Brush OffUSMC rolled three 2s in the first turn, reducing the Japanese force in half. Pick up game at the March Madness Tournament dmareske
The Commissar's HouseMM2024 All Day Mini Danno
The Road to JunivilleRushed for exit but French ATGs got 5 kills in 5 shots each with TH#s less than 5. MM2024 nebel
Worker's Settlement No. 8A conservative attack did not have enough time to clear the village
MM2024
nebel
Showdown At The CrossroadsWent to last turn. Lost by one CVP. Great game with Rick. March Madness. wwillow
Break For HungaryRussian MMG on hill taking long range shots in conjunction with MTR kept the Croatian attack in check for far too long. Final push in Turn 6 to get within distance of the west edge for the exit cost the Croatians 8 CVP vs 5 CVP total for Partisans, effectively destroying their will to continue the mission. Kydder
DASL Series #3: Special DeliveryFast, fun, the Polish sniper decided he didn't want to participate this scenario despite the many chances to activate. The Germans were hit pretty hard early on and I was starting to think they might lose on CVP, until they managed to rally a number of units (and No Quarter prevented easy surrenders). CC's never went Poland's way and the game was over with a turn of movement left. Great scenario to learn the intricacies of large buildings and "isolated" stairwells. Jobbo_Fett
Silver & Bronze Heloanjin
A Day At The MuseumI was the German SS attacker vs British Para defender. Deluxe game board I with some new rules for me. I was very lucky with a STUG Critical hit on turn 1 that eliminated his 9-2 leader and a squad in the victory building early. I was able to advance my SS squads up with some morale breaks but not many CVP losses. I was able to get some significant Victory points eliminating his squads as I progressed towards the center victory building. Turn 5 I was able to capture the victory building while taking some prisoners. British defender conceded on turn 5 after I had taken the building and had majority of my force west of row H for additional VPs. My dice roles were pretty good, defender often missed his CC roll or Piat show by 1. Robert7721
Silver & Bronze2024 eASL Chicago Open (round 1)

The Americans seemed to pass each MC and score each shot and TK by one pip while the Germans just missed theirs by a single pip.
RJenulis
Dingoes At DamourMarch Madness wwillow
SteamrollerThis was a re-match of my first round game in the previous year's Illuminating Rounds Tournament against Tom Repetti and, for the second time, I was the defender. The Russians get to buy fortifications and the choice of these will clearly be important to the outcome of the game. I decided to concentrate these around the M3 "Alamo" building. A mixture AT ditches and 2 factors of AT mines in O4 and P3 made it impossible for German AFVs to reach M3 without risk of bog and immobilisation. Wire in the surrounding wood locations made it difficult for German infantry to make headway and the four woods locations to the west of M3 also had six factors of AP mines to stiffen the defences in that area. I used the full allowed allocation of dummy counters which set up in the western buildings to force the Germans to waste time by sending more than a token force to clear the area. Real units set up in the central buildings who were under orders to sacrifice their lives to delay the onslaught on M3. They were covered by the dug in Churchill, an AA gun and one 75L ART piece. Back at the Alamo, the second 75L gun and two 152mm guns covered the approaches to M3 to take out any German AFVs who were firing on M3 or attempted to cross the wire and AT mines. Two anti-tank crews set up adjacent to O4/P3 with orders to attack any bogged vehicles with MOLs. The defence went as well as I could have hoped. By the start of Turn 5 the Germans only had one mobile AFV left and Tom decided to concede with the German infantry still facing the need to cross the Russian fortifications while under fire from the heavily defended Russian defensive positions around M3. This is a fun scenario with a lot of replay value. The Germans have a lot of objectives to achieve and have to worry about HIP AT crews emerging from the plentiful concealment terrain to snatch buildings at the end. There is also no SSR to prevent the Russians driving both reinforcing tanks adjacen to victory buildings, abandoning them and advancing into victory buildings in the final turn. The need to guard against such chicanery makes it tough for the Germans to amass sufficient force to overwhelm a strongly defended Alamo building, so I think that I got my defence right for this one. This proves the adage that even a broken clock gets the time right twice a day... (VASL Log) Dougban
Hurricane BiakMarch Madness. Went to the last turn. 3 boxcars on MC. wwillow
Operation Blackwater2024 March Madness Round 1. grumblejones
The Sangshak RedemptionMarch Madness 2024 Round 2. grumblejones
Death RattleMarch Madness 2024 Pick up game between Rounds 1 and 2. grumblejones
Engineering DefeatThis is a really fun and meaty infantry only scenario... with flamethrowers and dc's to add spice and very well designed OBsand victory conditions. Played John Lehman first round of the eVASL tournament 2024 and it was a tight match to the very end. We felt we were losing much of the time which imo is the mark of well made scenario. As other reporters have commented... careful of the hidden squads... and the German needs to be . Mopping up is NA when No Quarter is declared.
The scenario features a strong German infantry assult with plenty of leaders advancing on weak poorly led inexperienced polish troops in a small village of mixed wooden and stone buildigns. But the Germans have no time to waste -- Quality Polish reinforcements arrive at mid-game. The Germans need to beat the initial Polish defenders enough to claim buildings be able to hold off the counter attack from the reinforcing veteran Poles. It's a simple scenario concept and what makes it special is how well timed the turn and reinforcement structure is and how problematic building control can be when trying to hold multi level multi-hex buildings. If your attacking technique is really sharp and you know how to coordinate assault engineers (with 4 smoke exponent) with flamethrowers to assault stone buildings the Germans have everything they need to get the initial assault done. But if you attack too cautiously or too haphazardly the initial poles will cause trouble and bog the assauilt and the reinforcement will be too strong. I got the initial assault done but not really satisfactorily and and lost both my flame throwers in the initial attack. John had a sneaky hip'd guy in an upper level of a Victory Condition building who did his job and ultimately held building control to the end. The reinforcements were strong enough and got onboard and into the buildings well enough that my Germans had little chance. This would have and should have given John the win but a disastrous DC throw, and a simple oversight (skulking out of a Victory Condition building accidentlally ceding control to me for an instant) Gave me cause to fight on. Because of the buidling control fiasco it was his turn to throw everything at my guys in the cructial middle stone building and the dice and my boys hung on, barely. It came down to the last cc phase of the game, last squad. A fun game, with beserkers and leader creation CC's and general ASL mayhem. many good and very bad dice, lessons learned. above all a real pleasure to play against a gentleman like John. John was extremely gracious and a very good sport regarding my returning-to-play trangressions and rules ignorance. If he'd played tournament hardball with me and held my feet to the fire I think this game would have had a different result. I'm sure of it. But I think we both had fun and I certainly appreciate the good sportsmanship shown. -- Doug
Pyth
Fuller's Folly igycrctl
The Sangshak RedemptionMarch Madness Round 2 dmareske
Stymied At IsneauvilleMM2024 round 1 Danno
Hurricane BiakMM2024 round 2 Danno
Operation BlackwaterHid Tigers in village. Defended the hill with most of the infantry.
Attack fizzled with a couple of malf’d Shermans and some resolute Krauts passing MC’s. MM2024
nebel
Last Of Their StrengthInteresting premise and good SSR. Things went poorly as the rain poured in T1 and 10-2 passed out recovering in time to get hit by a sniper and die. Without him the Americans cleared the village but the monsoon and lack of 10-2 meant the Japanese banzais were unstoppable. nebel
Hetzer HuntersThe Americans elected to defend only the Western 5-building hill and deployed forces accordingly, with the Sherman in reserve on the hill/out of LOS. The German Schwerpunkt came from the Southwest, with a flanking force in the East. The Americans severely attritted the latter with the 60 mortar as they moved as a stack thinking they were out of LOS (a blunder repeated on both sides less accustomed to the wide LOS lanes of SK boards). The Schwerpunkt largely reached its objective in the buildings immediately to the west of the hill, but lost two Hetzers in VBM attempts - one to a BAZ, the other to Street Fighting. This changed the dynamic of the game, with the Americans (who had been nicked up along the way) now targeting the last Hetzer. The Germans were faced with crossing OG interdicted by the Sherman/MMGs to reach the hill. While attempting to provide cover for the crossing, the last Hetzer fell to a 3-hex range BAZ side hit (snakes) - lucky shot. Might have gone either way. Always fun to play Peter. The Hetzers present on interesting problem to GROK for the Germans with HE7 depletion and abundant American opportunities for Street Fighting and side BAZ shots. Thompsonmg(MGT)
Hetzer HuntersChallenging scenario for both sides. Tony defended both hills with his forces deployed expecting my main assault to come from the south. I choose to come in from the southeast and take the eastern hill first before pushing on to the final hill and the three VC buildings needed for the win. My overall plan was a good idea, but my execution was hamfisted. I stumbled into two -2 shots by not paying attention to the infamous SK board LOSs. Then, not having learned my lesson, I stumbled into a -4 shot from his concealed squad, MMG, and 9-2 leader. This was followed by foolishly giving up a side shot from a BAZ needlessly burning one of my Hetzers. (Slightly balanced by my having taken out his Sherman with a lucky PF shot earlier). Needless to say, I lost a lot of guys for no good reason that could have come in handy at the final hill. Nevertheless, I was within striking distance of the final three buildings. Unfortunately, my final turn tactics were less than stellar, and I missed an obvious path to a much higher odds victory. Instead, I counted on winning 2/3 CC, but only got a win in one. Tony played an excellent game of rope-a-dope and made tremendous use of his three BAZ to keep my Hetzers on their toes. Jwil2020
Seldom PracticalVASL jrwusmc
The SlaughterhouseI reckon this is a tough one for the Russians unless they can get their artillery to land. Unfortunately they couldn't in this game, through a combination of difficult LOSs (it's hard for the leader with the radio to get a good position) and unlucky chit draws. My German sniper also had a really good game, killing one Russian leader, wounding another and breaking several squads. I also packed the smaller factor with dummies and lower-strength units, leaving my elite to guard the larger factory, surrounded by mines and wire. Sure enough, the Russians took the smaller factory, but with insufficient time to move some of their best units across to the other factory. In the end, with most of their tanks falling to panzerfaust shots, they were left with insufficient forces to take the larger factory. Andy_Bagley
Fighting WithdrawalThose fires sure did spread! von Garvin
Welcome BackWent through the woods and poured on the FP on my way out. Also send a group to the North to interdict anyone coming from that way. Paid off with a serious kill. It did not hurt his 50 cal malfunction! (VASL Log) ctcharger
Sylvan Death igycrctl
Reckless Raid rangercote
Seldom PracticalThe Americans started off very aggressively with two elements approaching from the far northwest corner. My initial strategy was to use Lt. Col. Krause and his company minus to establish a base of fire on the village while Capt. Swingler and his troopers would envelop the Germans and end up on the hill in the end.

Well, Capt. Swingler went berserk attempt to cross a critical road crossing through a fire lane and he died breaking some of the remaining troopers with him. My strategy then turned more conservative as I approached the hill.

A timely rally in the Top of the 6th allowed one lone Half Squad to avoid residual fire and advance ono the hill for an American victory. A good and very close game! (VASL Log)
CWO_19
Operation BlackwaterA nicely balanced scenario with combined arms. The final Tiger withstood over 9 AF shots against it's HD status, not able to secure a turret hit. The final CC proved unlucky as well as the squad and leader rolled an 8, the following sN shot broke or pinned the rest. A great game that came down to the final rolls. dmareske
Red Ruin RouletteThose pesky Germans! His mortar was the all-star, immobilizing my T 60s and then of course he knocked out my KV 1 in CC. I was able to get a foothold en route to the prison; however, I ended up not being able to reinforce it. His ELR of 2 only came into effect once; I wasn't causing enough MCs to make it matter. Great fun! von Garvin
Currie's FavorI was Canadian attacker vs German defender. Canadian attacks from the south and east to take 6 buildings around a town square. German has an 88mm gun and handful infantry defending against 5 Canadian tanks and infantry. I was able to keep my tanks out of the way of the AT gun for most of the game. Lost 1 Stuart to the gun. Another Sherman was lucky as it survived a couple shots by being hull down. I was able to get enough IFT checks on the crew manning the gun that it was finally reduced when he rolled a 12 one of his morale checks. I kept my tanks at a good enough distance from his infantry that he was not able to effective with Panzerfausts. He had a good successful counter attack turn 3, but I was able to recover and close in and take 5 buildings on turn 5. Robert7721
Saint-Médard After DarkNot much can be done ... get in, roll low. Kydder
Cooking Up a StormThe Australians flooded the board with HS. The Japanese got pasted. RJenulis
Last Train to Leningrad4 German squads equivalents Good Order Bongiovanni
The River DanceThe Germans were able to get up to the bridge, as well as have a flanking force approach with footbridges in an attempt to split the defenses. Fantastic shots kept breaking the Poles, but they, in turn, kept rallying and getting back to defensive ground. By the halfway point, I decided to throw Germans across the bridge, while a very unlucky critical hit from a Polish gun did bupkiss against a footbridge assault engineer who subsequently placed his gear to create a path across the river.

I do think that the bridge's increased movement costs are a bit too harsh. 2MF for Infantry per hex is far more than enough, instead of the 3 the scenario calls for. Repairing the bridge was next to impossible as the Poles always managed to break the squad(s) doing the work, or worse, the +3 DRM forced all 6 (or so) checks to fail. I thought the Germans would lose this one until I realised the exit VP is doubled. Run units off-board no matter what, they are worth their weight in gold!
Jobbo_Fett
First CrossingThe Germans were able to get up to the bridge, as well as have a flanking force approach with footbridges in an attempt to split the defenses. Fantastic shots kept breaking the Poles, but they, in turn, kept rallying and getting back to defensive ground. By the halfway point, I decided to throw Germans across the bridge, while a very unlucky critical hit from a Polish gun did bupkiss against a footbridge assault engineer who subsequently placed his gear to create a path across the river.

I do think that the bridge's increased movement costs are a bit too harsh. 2MF for Infantry per hex is far more than enough, instead of the 3 the scenario calls for. Repairing the bridge was next to impossible as the Poles always managed to break the squad(s) doing the work, or worse, the +3 DRM forced all 6 (or so) checks to fail. I thought the Germans would lose this one until I realised the exit VP is doubled. Run units off-board no matter what, they are worth their weight in gold!
Jobbo_Fett
Zon with the Wind BenB
Nord's EndSloppy play on both sides, the Germans managed to rack up their casualty points on American armour. The American artillery was brutal to the Germans, but a missed accuracy roll landed fire on an American open top vehicle for the last points. aiabx
Tiger Blood Bongiovanni
Bitter Defense at Otta Cuddles McDeath
Cibik's Ridge GOUREAU
Bridge To NowhereTo the last turn.
Bridge attack.
A goblin's battle. ELR 2 on both sides. A lot of conscripts at the end.
GOUREAU
St. Kilian's Bloody SwordGermans won. They took the factories early and held them. Germans almost took the church but lost control in the last turn to close combat. The street that acts as the prime objective was never really threatened though. Viking_CTO
Tropic LightningI really enjoyed this scenario. An interesting OB of desperate Japanese infantry trying to hold up and delay the Americans and their massive firepower coupled with a swirling tank battle made this scenario exciting from start to finish. It ended when the Americans made a last ditch effort to storm the two overlay buildings on turn 6. Out popped a full and two hidden HS to retake buildings in the mostly abandoned central village and my bloodied Japanese scraped out the victory.

This wasn't a sleaze victory by any means. Knowing that the Japanese can HIP some infantry makes it imperative that some American infantry needs to pull building guard duty. In addition, the remaining Americans pushing for the overlay buildings were still a full turn away and would have had to survive all defensive fire and win both CC's (if they made it that far) to win. A tough, but possible, chance to pull off. The battle was really cat and mouse throughout making it very challenging, and thus, enjoyable for both sides.
Jude
Lash Out mcgallons
Grant vs. StuartNeither Tom nor I knew what to expect from this scenario. Setting up first I decided not to waste the initiative and attacked aggressively down either side of the middile-board road. Tom set up so as not to give me a turn 1 banzai at my Japaneese infantry really did well pushing the British defenders back through the stone buildings. Both of us had hot dice at verying points in the game but, the japaneese were taking casulties the just coudnt recover. My armor made a dash for the instant win but fell just one tank short of achieving the auto victory and the Japaneese CVP count was to high.
This is an excellent scenario despite the Japaneese Automatic victory conditions which I suppose, make up the overwhelming number of Japaneese victorys, and I highly recommend it.
SGT Mac
Zon with the WindApparently a classic, though I had never played it before. For most of the game I thought I was doing fine, thanks to good placement of my AA guns and some really bad American DRs early on. Despite their loses the Americans pushed forward though, and a couple of good DRs towards the end gave them a chance of victory. Unfortunately we had to curtail the game due to time, at a point where the Germans were probably going to win but it wasn't certain; my opponent very graciously conceded however. Andy_Bagley
Batterie Du PortSecond go-round with this one, but as the Americans. Mark decided to put all his guns in a circle around the VC stone building, with all remaining units either in the +4 TEM Fortified building or sheltering in the trenches.

IMO, I thought it was a brilliant defensive tactic, and I frankly thought my chances to win were slim to none. However, right off the bat, fortune smiled on the Amis when he malf'd one of his HMGs on T1 (later rolling a 6 repair dr). More unkind DRs kept him from taking out any of my tanks with his 105s. To rub salt in the wound, I got some friendly DRs, and by the start of T3, he had no more manned/functioning guns. And then when his last HMG malf'd Les puavre Francais were almost defenseless.

The game ended on a failed MC with his last MMC. I think the outcome was much more in doubt than it appeared. Mark is a great opponent, and the game was very fun and well-played.
Jwil2020
Operation Scipio grumblejones
Hornet’s NestVASL jrwusmc
First MatanikauThe Japanese set up in the Jungle spread out with 2 hexes between any two units
The Americans came in split to attack two of the Japanese groups. The Japanese move up and away or down and away I was at the start of the American turn 3 that the Americans realized my plan was to make them come to me. At the start of Japanese turn 5 that the Americans realize they could not get the 16 points they needed
slunts
Cautious AdvanceJune 1942 - Friendlies (USMC) struggled early against the enemy (Japanese), but were saved by a group of three USMC medium mortars. From there, the Marines were able to take the objective points with the help of WP and smokes from the medium mortars. Despite heavy losses, the Marines won the day 12-10. badger317
Operation Scipio Danno
About His Shadowy Sides Ric of The LBC
The Penetration of Rostov atomic
The Weigh InI set up with the majority of my guns and fortifications all guarding the last two wooden buildings in the southeast corner. I had wire cutting off most of the way in, and then planned to stir up some fire in the wooden building near the grain field in the southeast. My thinking was that if I could hold Lee's troops back with the bare minimum for at least 4-5 turns, then the fire would make it to hard for him to come in. I biffed my first Kindling roll with my 9-1 with boxcars, but on Turn 2 I started the fires going, and it spread quickly. Unfortunately, the wind changed, which resulted in one of my guns being completely cut out of usefulness by smoke billowing over it. Meanwhile, Lee made a huge swing through the central mass of buildings, with me leaving the far Northwest stone buildings mostly unoccupied and giving him a jumping off point. By turn 5, Lee had cleared most of the other buildings, and the fire wasn't entirely spread through the field. However, his CVPs were already at 44, and he needed to make a push through some fire zones to sneak into my backfield. We talked it out, and both of us felt confident we could still win, so we called it a draw as we had run out of time.

A great scenario. If I were doing it again, I would have put another leader into the field itself in a fox hole to try and get another fire going earlier. I got pretty lucky on the dice to keep things spreading after my first missed Kindling TC, but it could easily have gone the other way. There was also a lot of fun occurrences, with Polish half squads CCing a recon vehicle, and Panzers driving into woods to overrun AT guns. Would definitely play again.
Allister01
Wild, Irregular GunfightI definitely think I set up the Poles too far forward. They missed out on getting some crucial reinforcements early on, paired with breaking early and being unable to recover afterwards. Fast scenario, enjoyable. Nice gimmick. Jobbo_Fett
Silesian InterludeUnfortunately the Germans never really got going in this one. They chose a southern flank attack and fell victim to my tanks on the hill and the hidden AT gun firing into sides and rear, By the end of turn 2 the Germans had lost all four tanks for the loss of just the Russian T34/85, and their infantry had stalled, so an early concession. Andy_Bagley
Cream of the CropReally tough game, and couldn't have been closer. The first couple of turns were "shadow boxing", with both sides manoeuvring for position and little shooting as I attempted to surround the village. Things heated up when the Russian tanks arrived and I tried to force my way into the village from all side, and it became a case of last man standing. In the end, the Russians just lacked enough troops to stop me doing a final grab of buildings on the last turn, and I held just enough for the win. Andy_Bagley
The First VirtueFree French took 3 squad equivalent casualties during the 1-2 Turns, but the flamethrowers said their word, clearing the important strong points, opening the way for the deep penetration and capturing the Gun. The diversionary platoon that had a mission to cut-off the "VP Hill" from the rest of the board was even able to climb to the objective hexes and secure them. MoriQuessir
No Fortress Is Impregnable toffee
Lorraine Series #2: Block at Ville-Sur-Illon toffee
East Wind wwillow
Loser Takes AllNice scenario - German AFVs have work to do but I managed to get enough lucky shots to break enough Russians to force a concession a turn early. Dave
Catcher Caught Danno
Catcher CaughtGood scenario and a load of fun. Dan's Germans made a good sweeping attack. The Partisans crumbled towards the end, but took out 6 German squads and managed to exit a single squad. Dan would win with 27 CVP inflicted on my Partisans. This scenario has a lot of replayability. grumblejones
Cold CrocodilesThis time played "for real" against a very skilled opponent, and a really tough - and very enjoyable - game. I managed to take out a couple of the British tanks but couldn't touch his crocodiles, and my losses began to mount when accurate OBA fire concentrated on and around my AT gun positions. The British never managed to cross the bridge, but I ran out of defenders to stop him sweeping round to the north and grabbing victory buildings in the German rear to seal the win. Andy_Bagley
Having a Go toffee
A Long Way To Go Mad_Anthony77
Koniev's FinestVery nice AFV scenario, the wide fields of fire and the different AFV need to be understand and properly used, different AFV have different roles. I was able to sneak 3 AFV out and destroy 8 german ones in the 4th turn, use of SMOKE, overwatching fire was critical in getting the job done. IS are powerful but lacking IF need to word in team in order to be fully effective.
this scenario makes you think differently from the usual ones.
Reccomended. Played in 3 and half hours.
cosarara
88s at ZonA little too conservative on the attack in the first few turns, put pressure on to move to the exit hexes in the last turn. The 88s had little effect - Germans set them both up HIP, and the first malfunctioned early (followed by a DM crew) and the second was placed right on the Southern edge so only had viable targets for a turn or two - and those targets were effectively trapped in a building. CategorySolo
Totenkopf Boundary DefenseCompletely miss timed my attack and left my guys exposed to withering fire in the open. I should have waited and spent more time suppressing his infantry.

Conceded on turn 4. (VASL Log)
ctcharger
Fighting WithdrawalThis was a learning game for both my opponent and I. I severely underestimated how devastating the -2 modifier for moving in the open in los of the enemy would be to my forces and suffered severe losses early on. By the time I started making progress closer to the southern edge of the map, we realized that I was too late and couldn't make it all the way in the time remaining. We played through the remainder of the turns just to familiarize ourselves with the other rules (like the blazes that ended up consuming half of the southern part of the map). BenB
UnhorsedSecond playing of this scenario - although I only realised this once we'd set up! This time I concentrated my attack on the south side, supported by my M5 tank crashing (successfully) through the bocage. The Germans fell back skilfully and mostly in good order, forcing me to charge his positions on the penultimate turn. At this point, the dice - which had been indifferent early on - suddenly turned favourable, with some very lucky results allowing me to exit just enough VPs to win. Andy_Bagley
Barbarossa D-DayFun scenario where German and Russian tanks chase each other round while the Russian infantry tries to hold out in a small cluster of buildings. Despite having to use platoon movement, my Russian tanks came off better thanks to some fortunate shooting, and although the Germans almost surrounded my infantry, they couldn't quite break in for the win. Andy_Bagley
Death on the French CoastVery exciting game. The big turning point came when the Germans did an overrun of a foxhole of a concealed French half squad with a DC. The Overrun failed but the DC turned the Panzer into a smoking wreck With that gone he had to go for the buildings and came up short with 4 building points. slunts
Silver & Bronze Heloanjin
Unlucky Thirteenth Ric of The LBC
Silver & Bronze dmareske
Kwajalein CrushThinking it would be too obvious to attack up the road, and that the I5-P5 road would be well-defended, I chose to bring all my units in heavy NW. It would take a bit longer to get the tanks in position, but my plan was to create TBs through the thin jungle and have my infantry clear the way for them. I was very wary of all the tricks the Jap defenders could have up their sleeves, and was pleasantly surprised when this approach seemed to be very lightly defended. I was even more surprised when my men broke clear of the jungle and pushed more toward the center of the board, still running into nothing scary. Let's be fair, the Japs have a pretty weak force compared to the Amis, with half of it composed of 2nd liners and conscripts, and the Amis have a lot of toys and their massive firepower. It is a tough VC though in the time allotted, and any hiccup could be enough to slow me down just enough. I was happy to see the sole Jap mortar fall to pieces on Turn 3, and a bit relieved when Scott revealed the first gun (the 75mm AA). I saw my first casualty on Turn 4, in the form of one of the FT tanks charging the gun, while an M4 stumbled upon one of the PBs while scouting ahead, but I continued to swat the Jap defenders like mosquitos. I grabbed my first two buildings. The PB occupant became a bit of a nuisance when he took his tunnel to reposition behind my rear. I diverted a tank and some troops to make sure they were dealt with on Turn 5, and the losses mounted on both sides (4 Jap SE and a leader to 1.5 Ami squads), including a boxcar MC on the AA gun crew. I claimed the entire NW side of the street and another building in the south, but the reinforcing Jap tanks knocked out my last FT tank. Other than this, Scott's luck was fairly atrocious all game, and the Japs cannot afford that with all the muscle they face. Turn 6 saw him blow up a tank with a DC hero, but his 10-1 was lost to a mortal wound. I claimed five more buildings, leaving the only one uncaptured the one in the far south. He could've taken a few more American lives, but with the writing on the wall called it day there. A nice and fairly simple scenario. buser333
Cold Crocodiles"Rehearsal" for tournament playing of this scenario. And needed, as we both forgot that German AT Guns are too big to set up in buildings. By the time we were reminded, the British attack had made good progress anyway, so my opponent conceded. Andy_Bagley

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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!
Scenario cards
Just to be clear - any scenario cards that are uploaded to the user file sections of scenario pages must not contain copyrighted material (graphics, artwork, etc). I'll try to get in touch with the designers/uploaders to notify them but when these files are found I have to remove them.

Latest Content Additions

Updated daily. Refresh
ScenarioActionWhen
GeneralBenassen updated collection12h 4m 17s ago
Hetzer HuntersJwil2020 Added a playing13h 53m 9s ago
Brush OffDanno Added a playing14h 27m 25s ago
Soldiers of JerusalemHutch Updated the Victory Conditions16h 46m 36s ago
Soldiers of JerusalemHutch Uploaded an Image16h 47m 14s ago
Soldiers of JerusalemHutch Modified the Unit Elements16h 49m 46s ago
AntiquityHutch Modified the unit counts17h 43m 35s ago
AntiquityHutch Modified the Attacker's AFVs17h 43m 35s ago
AntiquityHutch Modified the Defender's Guns17h 43m 35s ago
AntiquityHutch Modified the unit counts17h 44m 10s ago
AntiquityHutch Modified the Defender's Guns17h 44m 10s ago
AntiquityHutch Modified the unit counts17h 47m 3s ago
AntiquityHutch Modified the Defender's Guns17h 47m 3s ago
AntiquityHutch Modified the unit counts17h 51m 40s ago
AntiquityHutch Modified the Defender's Guns17h 51m 40s ago
AntiquityHutch Modified the Attacker's AFVs17h 52m 13s ago
AntiquityHutch Modified the Defender's Guns17h 52m 13s ago
AntiquityHutch Modified the unit counts17h 52m 14s ago
AntiquityHutch Modified the unit counts17h 55m 34s ago
AntiquityHutch Modified the Defender's Guns17h 55m 34s ago
AntiquityHutch Modified the Attacker's Guns17h 57m 12s ago
AntiquityHutch Modified the unit counts17h 58m 4s ago
AntiquityHutch Modified the Defender's Guns17h 58m 4s ago
Hetzer HuntersThompsonmg(MGT) Added a playing18h 35m 15s ago
Batterie Du PortThompsonmg(MGT) Added a playing18h 59m 24s ago
Simple EquationAlexB Added a playingYesterday
Confusion Reignsmanzoliandrea72 Added a playingYesterday
Contre-Attaque à Villers-Bocageaokigaryou Modified the unit countsYesterday
The Meat GrinderBlaze Added a playingYesterday
The Meat GrinderBlaze Rated the scenarioYesterday
San Manuel MeleeJude Added a playingYesterday
San Manuel MeleeJude Rated the scenarioYesterday
Generalgrumblejones updated collectionYesterday
Hill 253.5Viking_CTO Added a playingYesterday
Shoot or Shovelusmcwo1 Added a playingYesterday
Bread Factory #2usmcwo1 Added a playingYesterday
Silver & BronzeRJenulis Added a playingYesterday
Brush OffRobert7721 Added a playingYesterday
A Day At The MuseumRobert7721 Added a playingYesterday
Bridge Over the River QueenBongiovanni Added a playingYesterday
RagnarökDougban Uploaded a VASL fileYesterday
Ciao Gurkha Ciao!Bongiovanni Added a playingYesterday
DASL Series #3: Special DeliveryJobbo_Fett Added a playing2 days ago
Break For HungaryKydder Added a playing2 days ago
Break For HungaryKydder Rated the scenario2 days ago
Showdown At The Crossroadswwillow Added a playing2 days ago
Worker's Settlement No. 8nebel Added a playing2 days ago
The Road to Junivillenebel Rated the scenario2 days ago
The Road to Junivillenebel Added a playing2 days ago
Last Of Their Strengthnebel Added a playing2 days ago
Operation Blackwaternebel Added a playing2 days ago
The Commissar's HouseDanno Added a playing2 days ago
Hurricane BiakDanno Added a playing2 days ago
Stymied At IsneauvilleDanno Added a playing2 days ago
Brush Offdmareske Added a playing2 days ago
Loser Takes Allgrumblejones Added a playing2 days ago
The Sangshak Redemptiondmareske Added a playing2 days ago
Having a Goigycrctl Added a playing2 days ago
Lagus Assault GunsBongiovanni Added a playing3 days ago
Fuller's Follyigycrctl Added a playing3 days ago
Engineering DefeatPyth Added a playing3 days ago
Death Rattlegrumblejones Added a playing3 days ago
Generalgrumblejones updated collection3 days ago
The Sangshak Redemptiongrumblejones Added a playing3 days ago
Operation Blackwatergrumblejones Added a playing3 days ago
Hurricane Biakwwillow Added a playing3 days ago
Generallt_steiner updated collection3 days ago
SteamrollerDougban Uploaded a VASL Log file3 days ago
SteamrollerDougban Added a playing3 days ago
SteamrollerDougban Uploaded an AAR3 days ago
SteamrollerDougban Added a playing3 days ago
Dingoes At Damourwwillow Added a playing3 days ago
Generaloybj updated collection3 days ago
Sylvan Deathigycrctl Added a playing4 days ago
Welcome Backctcharger Added a playing4 days ago
A Polish Battlefieldhoxson1 Linked the scenario to ROAR4 days ago
Flight of Fancyhoxson1 Linked the scenario to ROAR4 days ago
Tavronitis Bridgehoxson1 Modified the unit counts4 days ago
Fighting Withdrawalvon Garvin Added a playing4 days ago
Generalmtrodgers99 updated collection4 days ago
The SlaughterhouseAndy_Bagley Added a playing4 days ago
Broken Bambooaokigaryou Modified the gps location4 days ago
Seldom PracticalCWO_19 Added a playing5 days ago
Seldom Practicaljrwusmc Added a playing5 days ago
A War of Their Ownhoxson1 Modified the gps location5 days ago
Black and Blue Swarmshoxson1 Modified the unit counts5 days ago
Black and Blue Swarmshoxson1 Modified the Attacker's AFVs5 days ago
Emperor of Shozu Hillhoxson1 Modified the Defender's Guns5 days ago
Emperor of Shozu Hillhoxson1 Modified the unit counts5 days ago
Emperor of Shozu Hillhoxson1 Modified the Defender's Guns5 days ago
Smertniki a Motaoshihhoxson1 Uploaded an Image5 days ago
Smertniki a Motaoshihhoxson1 Modified the overview5 days ago
Smertniki a Motaoshihhoxson1 Updated the Victory Conditions5 days ago
Smertniki a Motaoshihhoxson1 Modified the overview5 days ago
Smertniki a Motaoshihhoxson1 Modified the misc. rules5 days ago
Smertniki a Motaoshihhoxson1 Uploaded the Board image5 days ago
Smertniki a Motaoshihhoxson1 Modified the misc. rules5 days ago
Smertniki a Motaoshihhoxson1 Modified the unit counts5 days ago
Smertniki a Motaoshihhoxson1 Modified the Defender's Guns5 days ago
Smertniki a Motaoshihhoxson1 Set the designer field5 days ago

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HASL 2 - Kampfgruppe Peiper I 66.60
ASL Action Pack # 2 86.60
AH:ASL Annual `96 146.60
Rally Point # 2 106.60
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Provence Pack (MMP Download) 106.59
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Deluxe Pack #1 125.86
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95Steve Bond661100
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100Peter Dunn191096

Newest players - welcome!

UsernamePlayerRegistered
riz0240rizal ramli2024-03-16 21:14:25
MartinPMPaul Trevor2024-03-12 11:27:46
AddyAddison Edgar2024-03-10 22:22:49

On this day...

ScenarioLocationDate
J63 Silesian InterludeSouth of Oppeln, Upper Silesia1945
CAC 4 Cavenish FilibusterAlbaneta Farm, near Cassino, Italy1944
Z22 Winter BluesNorth of Novgorod, Russia1942
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