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ScenarioCommentUser
Commandos at KaiapitGame 2 of the Tulsa Grumbler. grumblejones
Thai Hot CWO_19
Courage of CowanRound 1 of the Tulsa Grumbler. grumblejones
It's a Battlefield Danno
Quickly Toward the Bridge! Augie
Commandos at Kaiapit Danno
Hard ROK Bongiovanni
Death at Carentan jesuspiebatlle
Born Again Cpl Wright
About His Shadowy Sides Rich Weiley
Factory in FlixThis scenario is tough for the attacker but Laurent succeeded to take the 2 victory buildings before the last turn. There was only one Nationalist MMC remaining on the board... Well played Laurent ! lechiquier94
All Down the Line Bongiovanni
Vichy Strikes Back Lionelc62
Yet the Bite Remains Bongiovanni
Over Open Sights NicolasLL
Not Out of the Woods YetCame to the end, and wow, what a close one! von Garvin
Tabacchificio Fiocche manzoliandrea72
Last Train to LeningradFirst scenario played from the TOTR module and it pitted my NKVD units complete with a morale level of 8 and and ELR of 2 (!) against Marc's Germans.
I made my first mistake before the sides even set up by giving insufficient consideration to the best spots to place the railcars that are granted to the Russian player by SSR. What I should have done was put at least some of them to the North side of the map so that there was cover to approach the H2 wooded area behind the level crossing in 18aG2. Marc defended this area in strength by placing a roadblock in I2/H2 and sending most of the reinforcements to positions where they could hide out of sight and dare the Russians to advance into ADJACENT woods hexes to get blasted. Basically, the Russians were able to clear the rail cars and the rowhouses to the south but never manged to muster a force that could threaten the German stronghold behind the woods to the north
and I conceded with two turns remaining when my CE KV tank tried to reach the area but got stunned by a 2+2 attack.
The Russians have a powerful force here but they have a lot to do and my impression after playing the game was that I felt it was slightly pro-German (a view which seems to be borne out by results posted on ROAR (16-8 pro-German at the last count). I underestimated the need to commit a large enough force to clear the northern woods but, having said this, it wasn't as if I didn't need to have all hands to the pumps to clear the rail cars etc to the south. Lessons learned are that rail cars really constrict AFV movement and that rowhouses in the south are brutally difficult to clear when hand to hand combat is in effect. Stacking squads to create a fire base becomes very risky when an enemy unit can enter CC from behind the dividing wall.
Dougban
Retaking Vierville cub99
Bridge Over the River QueenRussian's won by having four Good Order MMC on RR hexes south of the gully. RJenulis
Battle for Babau Dispang12
Sparrow Force (SP) CG Dispang12
A Few RoundsGame went down to the AFPh of the last turn, so it was all to play for and could have gone either way. The game fortune swung both ways, although in the last turn the Canadian couldn't seem to pass any MC nor pass any Rally attempt, which sealed their fate. Ultimately it came down to one last encircled HS breaking on a German AFPh shot.
Key Canadian mistakes: not setting up the PIATs in the front line (an unforgivable oversight) with the retreating troops, allowing the Beasts to go amok among the Canadians, fortunately to little effect; forgetting where the 76LL boresighted hex was (because there was a pile of German troops on top of the marker!).
Canadian highlights: setting up the 76LL on their right flank was very successful, it was away from the main German line of advance, and yet covered the entire Canadian flank through to the end game, nailing two Beasts and whacking a couple of squads with a pinch of luck.
Most unlucky moment: a 248+PIAT in K8 had a CX 9-1 and 467+LMG advance into K7, it looked bad; in its PFPh the 248 had a stroke of fortune in scoring a hit with the PIAT and breaking the 467, which in the RtPh was eliminated when claiming NQ; now the CX 9-1 was alone and the 248 advanced in for the kill: it didn't get the Ambush, it failed to scratch the leader with an 8 or less, and the 9-1 then proceeded to mow down the HS. It's a cruel game sometimes! (VASL Log)
iperboreano
Pössl’s Posse CWO_19
Milling AboutReplayed again with Dennis taking the Japanese. The British managed an effective fighting withdrawal using the dense jungle and keeping concealment. A couple CCs went the British way which both sealed the deal and prevented the Japanese from exiting any squads. The British went first. I think this is pretty hard if the Japanese don't go first, having only 5 turns. dmareske
The Lion, DrivenCommonwealth preserved 2 Guns, cleared the roadblock and exited 1 AFV by turn 5 but could not clear all of the Japanese from the road. A real chess match. johnl
Former FoesAllies won a bloody battle. grumblejones
Former Foes Danno
Death Solves All ProblemsFirst of all - WAY too many overlays! Some are even stacked on top of each other due to the way overlays are cut out. Since this exact configuration is used in at least two scenarios, and given the price of the module, I think this mass of overlays should have been one giant overlay. Poster putty and plexiglass are a must if playing face-to-face!

As far as the scenario itself, it was fun. As the Germans, I felt like I was going to be overrun every turn. My pickets did a fair job of slowing the Russian horde, but eventually my forces were lined up in the two victory hexrows (basically, the two rows with all the buildings). Good use of mines - I suggest buying the max - and some decent rolls helped blunt the Russian momentum. With fortified buildings behind them, the Russians were running out of time. After the Russian turn 5 player turn and the silly "mad dash and hope for the best" strategy, there wasn't a realistic chance of them taking the required number of building locations with only half a turn left. If the scenario were a turn or two longer so the Russians could regroup after finding the fortifications, I think the Germans would have no chance. I'd say the game designers got the scenario length just right.
Jude
Lenin's SonsSS advanced steadily, using flanks. Russians should have set up.MG on the left to cover open field. Russians should have hidden in tje woods off the road and path to delay. SS were relentless and flanked from.right and took the buildings in last half turn. Russians were spread thin. Well played by Bill and the SS. BobMcKenna1966
Melee Near the Coast Dispang12
Another Frustrating Day JHaughey
Summer Duty Danno
Summer DutyGermans manage to get 10 VP worth of buildings and 26 VP to 24 Russian CVP. It was a very near thing for a German victory. grumblejones
Skiing in Lapland A15.4er
Slicing the ThroatThe Japanese certainly had the dice in this playing passing most of the MCs as the British fired and fired in an attempt to inflict losses. In return the Japanese inflicted regular casualties / breaks and Smoke enabled them to get round both flanks of the defence. Called in T3 by concession as the British just didn’t have the forces left to stop the Japanese sweeping through the city and picking up most of the building VPs Simonstan
Slicing the ThroatThis is a tough fight for a the British force, half of which is made up of Green troops and that ELR of 2 sees a fair bit of Disruption, Units which are then captured and significantly boost the Japanese CVP. Defending, I fell back in reasonable order and inflicted plenty of casualties on the Japanese but CVP wise it was pretty even when I conceded before Japanese T7. They were just ahead on Location Control VP and I wouldn’t be able to stop them picking up a few more. Simonstan
Leaving ChangshaAn absolutely disgusting showing from the dice led to a blowout for the Chinese. Not a single IFT roll was above 8, and the Japanese couldn't mirror that for their MCs. I felt I had to leave the rating at 5/Average because after Japanese Turn 3 they'd lost ao many troops that it didn't feel like any further progress could be made. I still like the concept of the scenario and the mechanics it has, but it was a frustrating thing to see the dice go one way and one way only. Jobbo_Fett
Yet the Bite RemainsI wanted to set up a strong upfront defense, but the pre-game OBA scared me away from stacking or situating in jungle. Instead I used my HIPs to place two HS flanking the road, my gun next door, and the mortar on overwatch. As often happens, the threat of danger is often scarier than reality, and the OBA only hit one occupied hex, rolling an 11 in the process. The front line caused very little damage, but they clogged the works with their bodies and slowed the Commonwealth advance just enough. And thus would commence the PTO body block game, with the Japs deploying as much as possible, breaking and routing back to leaders to rally, rinse, and repeat. It was a rather pedestrian scenario, with the Commonwealth coming up just a turn short, but was certainly a highly enjoyable day as I got to spend it in the company again of a great group of FTF guys, this time playing my PBEM buddy Steve. buser333
A Quick StrikeJapanese setup with PB in bunker configurations in the middle and off the left flank. I tried to keep forces near the middle more or less to allow redeployment depending on the attack.

Mike came up the middle with most of his forces with only a feint to the Japanese right flank. It turned into a bit of a slug fest but the Americans couldn't shoot and the Japanese had excellent IFT result. The Americans beat down the Japanese to the point where they had captured 2xPB and Japanese only had 1 FS, 3x HS, 1 striped crew and the 8-0 leader but were effectively blocking the exit points generating a concession on turn 6.

A typical bloody PTO scenario with many options for play.
sdedier
The Driven Draw Blood igycrctl
The Lock of Colmar Danno
The Lock of ColmarI enjoyed this scenario and it is challenging for both sides. But it's definitely a bit pro-Allied. My Germans managed to knock out all the Shermans and I still had to concede after I was reduced to 3 unbroken squads in play. This is an infantry fight...and I lost that and thus the scenario. Still enjoyed this one and recommend it. grumblejones
Assaulting TesThe Germans had secured 20 buildings by T6 but with the last half turn the Russians had just enough left to take back a couple of them to secure the win. HTs proved vulnerable to the Russian ATRs / LMGs as they swarmed round the Russian defence. SU-100 only got one shot away (a miss) before the gun malfed but compensated for by one of the SU-76Ms knocking out a Jagdpanther from the rear and then a second one with a CH. A really close game, great fun Simonstan
Dubrovka usmcwo1
Flying TurretsA tough ask but I was really enjoting death by numbers macrobosanta
The Lion, Driven Bongiovanni
Five-Oh-SinkClose game eventually decided by the Americans running out of time.
Martin needed to take risks moving double time in the open and was punished with a leader killed, a leader wounded and three squads breaking. He resigned at the end of the movement phase of the 4th turn.
Excellent scenario that could of gone either way.
alexashton@vinecc.org
The Crown of Thorn Danno
The Crown of ThornGerman minefields bedeviled the American infantry and then the 75 gun went on a HEAT rate tear and destroyed the two Stuarts and the Greyhound. The Hetzer took out a Sherman and was lined up to take out the second one. Americans gave the concession after 3. grumblejones
Le ManoirI was too aggressive and also should’ve “hidden” my mortars. And possibly only deployed one squad and. Not 2 of them.

Again, this guy can roll low!
Itinerant
One Miserable NightFun lesson in night fighting, but I’m not sure this one was properly vetted as the USMC can avail a gamey setup that shuts down the IJN shot at victory.

The defending US has more squad equivalents with 18 to 14 Japanese, more small arms/MG firepower with 148 factors to 54, more MGs with 3 US HMG and 5 US MMG against 2 IJN LMG, more leaders 7 versus 3, more tanks 2 to 0, each side gets 2 DC. The Japanese do get a spotty inaccurate pre-game bombardment, but the Marines can set up in fox holes with plenty of cover. This all might make sense if SSR forced the Marines to disperse, but they don’t. To the contrary, SSR give the Marines automatic freedom of movement for two leaders vice dicing for just one as usual (E1.21) thereby taking a bite out of Japan’s night advantage.

Of crucial importance, the night time jungle battlefield is bisected by a road/trail network shaped like an inverted Y with a kunai field on either side of the Y’s stem. The Japanese approach from the south (opening of the Y) and must cross a muddy stream. The Marines have pickets along that stream with 80 FP and a rear area defense force with 68 FP factors (not including the Shermans and DC); note that each half of the US OB has more FP than the entire Japanese OB at 54! Again, if the Americans had to spread thin and were slow to react (as usual at night) that might make sense. But SSR allow them to react quickly and they can concentrate.

To win, the Japanese have to score 19 CVP, tabulated normally, with 5 CVP for capturing an ammo dump which set up HIP on or adjacent to the Kunai.

On defense, the Marines can “game” the scenario by defending only half of the battlefield, leaving one flank mostly open, but for dummies and a handful of real half squads to strip cloaking, inviting Japanese infiltration there. Once the Japanese lose cloaking, their movement through the dense jungle slows dramatically; they end up fighting the terrain. So, the US laughs while the Japanese either: 1) run into overwhelming firepower by attacking the defended half, or 2) waste a lot of time (half the scenario) trudging through dense jungle to discover a forest of dummy counters with no ammo dump! Although the rear has two kunai fields – one on the left half and one on the right half – the rear area Marines are not required to defend both. Therefore, they can put both supply dumps in one field along with most of their rear area OB including multiple HMG/MMG while staffing the other Kunai field with dummies and perhaps a few half squads to enhance the illusion.

Given their inferiority in number and FP, the Japanese basically have to choose one of three options as their main focus with a possible half-try at one of the others: 1) attack toward the right-side kunai to kill an ammo dump there, 2) attack toward the left side kunai to kill an ammo dump there, or 3) go up the middle in search of tanks to kill for CVP! Along the way, the Japanese hope to trounce enough USMC picket squads to up their CVP total. The tanks do afford CVP rich targets. The problem there is that they can just set up on the far board edge in line on the road with one half squad each as escort and get in motion ASAP, again an SSR allows them to move more easily than normal at night. Therefore, any tank hunter hero rushing those tanks (way late in the game given the distance to travel) would – at the very least - have to face point blank tank MGs, same hex half-squad FP, and only then get a crack at a moving target. That says nothing of the infantry platoon the Marines might start there or send that way to bolster the tanks given their automatic freedom of movement for two leaders.

Anyway, in our playing, the IJN started well. They concentrated on the American left (Japanese right) or east side of the map. The bombardment broke one USMC squad and one leader. The IJN crossed the stream on the first turn and killed one USMC squad in hand-to-hand combat, but not ambush so the USMC automatic freedom of movement kicked in. One of those USMC auto-move leaders ran afield to help other squads off their NO MOVE counters while some USMC stream pickets pulled back from the melee they witnessed. But, some swift IJN caught up to them, placed a DC to score a 2KIA and thereby kill two USMC squads and break their best leader (9-2). So, by the end of turn three, the IJN had killed three and a half USMC squads at the cost of only one IJN squad, overrun an HMG, and stood concealed on the edge of the right-side kunai field.

Then the concentrated US firepower took its toll. Since about 75% of the US OB had set up in the Japanese path, including 3 HMGs and 4 MMGs, they just started blasting away. For example, one US HMG directed by the now recovered 9-2 went on a rate tear to strip concealment, triple break two IJN squads, and kill their leader. There were multiple entrenched US stacks in the kunai field with 16+ FP. The IJN could not see the two HIP ammo dumps out there somewhere. So, the IJN nibbled away at the USMC in the kunai and took some down in hand-to-hand combat, but ultimately withered under massive US firepower. Given the dense jungle and US “check point” on the path the Shermans were too far away to reach in time. A smaller IJN force of four 3-4-7 squads did bleed its way up the middle, but the three US half squads sent to slow/whittle it down succeeded and kept the tanks out of reach.

Note, had the Japanese instead attacked on their left it would have taken three or four turns to discover a forest of fakes, not enough time left to slog across a board full of dense jungle in search of faraway CVP.

By turn 7, the Japanese had lost about 80% of their force (one intact 2nd line and a few broken half squads left) and accumulated 14 CVP, five short of the 19 required. Killing an ammo dump or tank would have put them over the top, but as noted those were at a distance behind a wall of US firepower. To balance this scenario, one might delete a USMC squad, MMG, or automatic freedom of movement, or not allow dummies to set up along the stream bank.

gorkowskij
Death Box johan.vrijdaghs@gmail.com
A Long Way To Go NicolasLL
Jungle Rats Bongiovanni
Panzerpioniere!The Attacking Germans have very good troop quality but in our playing you never felt they had the necessary quantity as they are outnumbered by the defending American squads 11-9.5. Hence the German AFVs have to make the difference but this exposes them to fire and in the final push for victory tank KOs and loses in CC led to an American win on the CVP cap Simonstan
Paper Army NicolasLL
Gun & RunRight down to the wire, the Japanese were able to exit 1 tank and 2.5 squads - If I had won a board edge CC, I'd have won. If the other remaining tank had moved independently, I could have abandoned the tank and walked out the crew. That's how close it was. Great fun. aiabx
Siam Sambala real see saw battle with the french tin cans taking an early loss but the larger reo force of french easily swayed the balance of buildings taken macrobosanta
Cobra's VenomReally just an Americans pushing very hard and killing all in their path
small things like teh VC being every building needed and teh randomness of the German defence does make it unique
macrobosanta
The Vital HoursReally the Brits just grind forward slolwy and eliminate any defence
some good ambushes fizzed so did mke the Germans life hard
would not play again
macrobosanta
Men of the Mountains ggggggg
Ambitious Assault NicolasLL
The Commissar's House Benassen
A Bit of Colored RibbonThe French tank got immobilized on a lucky mortar shot and the crew bailed. The mortar was able to harass broken units and so progress was slow for the Vichy. Fun, tight scenario. dmareske
Drava EpicThe Germans progressed quickly pushing back the Bulgarians. However, the Bulgarian panzer stopped the advance on their right wing. The Germans entered the village and captured two key buildings. They failed to get the last in close combat and Russian took back another one. A very good and tense scenario with a balanced situation until the last turn. lt_steiner
Assault on Fort IXA poorly designed scenario rears its ugly head; beware to those who attempt to play this clunker.

To start, the Germans are loaded to the gills with gear, machine guns and a flamethrower, and all AE and Sappers, making them formidable foes sporting deadly Assault Fire capabilities. The Poles split half their force into Green troops that will never recover in the Rally phase. The Germans have 3 leaders with Negative modifiers.

In our game, I was dismayed to learn that units in rafts can't be targeted, only their rafts (they dont take MC/TC) and rafts are attacked at half FP. Because of this (and usual LOS shenanigans) you either won't see the rafts or won't have the FP necessary to eliminate the Germans in the water. There's no exciting alternative setup option for the Poles that isn't "dont do anything for 3 turns and watch the Germans do a river crossing unopposed."

And, if you hated your opponent, or decided that having friends is a thing only kids can enjoy, you could set up your troops in a corner of the map and force extremely tedious +7 TEM shots to try for the win.

I would avoid this one unless a solid rework changes things up. There must be better river crossing scenarios out there!
Jobbo_Fett
Saint-Médard After DarkAs with the other comments, it is a CC heavy game. The Germans had trouble with their reinforcements straying and the French sniper had a key shot. It is a bit dicey, but a fun short game. bleyaert62
ANZAC BoysThe final ANZAC banzai charge came up just short. A very exciting game that went down to the wire. bleyaert62
War of the Rats NicolasLL
Ad Hoc at Chef-Du-Pont NicolasLL
A Vast Hellish RuinThis is an OK take the buildings scenario. However..............VC makes it almost impossible for USA. They have to basically wipe out all the germans to control an area inside a road boundary without losing 24 CVP. That is quite a task given 7 turns and lots of real estate and lots of Germans. nekengren
Piece of CakeThis scenario really can go either way. Horrible luck by my Hungarians early (12 with a HIP HMG on a -4 shot, 10-2 wounding on a 12 MC roll, HIP MMG being smoked wasting another six Fortification Purchase Points) and the Russians were in good shape by midgame. The Russians pushed hard towards the middle of the playing area. I diverted most of my forces to protect Building 20D8. That left only a squad and the nearby hidden AT Gun to protect 20H3. My friend sensed this, and after torching two(!) of my Hetzers with back-to-back fours, he set himself up for a Human Wave. For that one half turn my luck changed. All nine Russian squads rushed forward and with some great rolls (and some bad by my friend) every single Russian squad was broken or dead - including the 9-2 and 9-1 leaders. That was turn six and with only that FT toting 8-0 leader left in good order, he resigned. I don't think I've ever broken/KIA'ed nine squads in a half turn (plus breaking my own 8-0 leader and the squad with it when I had it throw its DC). With a 9 ML due to the Human Wave, something should have made it through. It certainly was a memorable ending. Jude
3rd RTR in the Rain Bongiovanni
88s at Zon Amerigus Crux
Clearing Colleville A15.4er
DubrovkaDecisive Russian win, but with a major boost from the dice bot. Russian average roll was 6 versus Spanish average roll of 7.1. More telling was the Russian average MC roll of 4.9. A Russian MMC survived multiple encircled attacks, eventually battle hardened and then created a 8-1 SMC in CC. Having made no progress, the Spanish conceded after Turn 2 when it was apparent the attack could not succeed, even if the dice bot changed sides. Heloanjin
Last Hurra!This scenario forced us to learn a lot of new rules, largely due to the use of White Wagon counters without having crews, and the subsequent question of control and movement. As it turns out, you'll want to brush up on INHERENT DRIVERS, Capturing a Vehicle in CC, the various modifiers to the rolls therein, and how capturing such units affects the unit making the attempt.

Ultimately, the Germans put up a strong defense that nearly killed everyone and, truth be told, we'd played this with a few omissions due to not knowing the rules and the result was a German victory after breaking/killing nearly all the Poles, and simply needing to (reclaim a wagon and) move offboard. The scenario is particularly tight in that regard, making the Wagons uninteresting to use. The Poles should probably Charge or Cavalry Wave if they can against any vulnerable Germans. Either way, I marked this as a win for the Poles as they did manage to enter CC with one of the Wagons and a hypothetical roll we did after the fact would've killed it.

In the end, this could've been more fun, but the scenario needs a bit more work to achieve such a result.
Jobbo_Fett
Ridgway's Failed PincerModerately fun scenario. I pushed to the outskirts of the village but couldn't dislodge a determined defender. Balance toward defender, especially after StuG's come on with elite Fallschirmjaegers. cinnabar
St. Kilian's Bloody SwordI like this one. VC keeps both sides guessing what to pursue or defend. Yes, Germans will take most of the Factories first 3 turns. USA turn 3 can focus on retaking and/or beefing up the Church defense. Lots of choices for both sides. One German strategy could be focused on Factories and minimizing casualties to win. The street control VC will probably not be possible for the Germans but it is there and USA has to defend against it. nekengren
Sherman Marches WestKC HistoriCon 2024. Danno
Oliwa's EscapeJames won as the Russians. Matt V. was the Germans. KS HistoriCon 2024. Danno
Kick in the Teeth Bongiovanni
Having a Go igycrctl
Sound and FuryVASL jrwusmc
Castles on the Horizon Cuddles McDeath
Point of the SwordA very close and interesting game until we reach a point around turn 6 when we realised that my opponent had misread SSR2 and put all three fortified locations in the same rowhouse building, at which point he conceded. Had any been in buildings further north it could have been a very tight finish, because the German fighting withdrawal up to that point had been very well executed. Andy_Bagley
Hunters from the Sky ggggggg
Clearing Colleville NicolasLL
Langoan AirfieldDrops were too scattered. wwillow
It's Not Over cosarara
Defeat at SeroczynPoles made it across the river, but ran out of troops. Only captured one building. RJenulis
Melee For Hill 700 toffee
Gavin's Gamble wwillow
LatecomersThe French had the balance in this game, but not the luck as their 37mm Inf gun broke down on its first shot then rolled 6 for repair, and my sniper took out their 9-1 leader early. I concentrated my attack on the eastern flank, with a smaller force causing a distraction from the west. The French were never able to silence the kill stack with my 9-2 leader and HMG, so steady progress captured all the victory building south of the road by my turn 6, and with a couple of tanks already existed, that gave me sufficient VPs for the win. Still a very good scenario though. Andy_Bagley
Task Force to CotignacAs the American, I took the board 10 partisan force. This kept the Germans busy for a while. Only 1 squad survived, but with prisoners. After 5.5 turns, the Americans had 17 locations, 30 CVP and 2.5 SE of prisoners. The Germans had 29 locations and 15 CVP, so they conceded. mtrodgers99
Quinauan Point10 VP for the US/Philippines ! Lionelc62
Back in ForceAmericans played aggressive and took 7 of the VP buildings early. But when they hit the teeth of the German defense, lost two shermans. Game over by end of turn 4. RJenulis
The Bloody SaberInstant charges, no way to really defend yourself, Guns that will never unlimber and fire... those are just some of the trials the Germans face in this scenario! Now, I rate this scenario poorly, but I want to preface that with the fact that this scenario IS a good primer for cavalry and cavalry charges. It can be a very useful tool for someone to grasp that aspect of ASL and also play it solo, as the Germans lack options and the setup is fixed. Rob was starting to fear the worst when a pair of opening charges didn't have the desired effect, but by the end of the MPh, most Germans were taken out and the Rout Phase became disastrous. With a few changes, this scenario could be way more fun, for both sides! As it stands, I think this is an oddity that people should take a glance at, but perhaps avoid any dedicated play. Jobbo_Fett
Factory Fodder ggggggg

Latest News

Reports and statistics
I've added a replica of the roar balance report (based on archive plays) underneath reports -> balance, on the left hand menu and some statistics charts, too.

Want to see how many games have been logged and when? Are we playing more now than we did 3 years ago? What about the year when the most scenarios were published? Or are games played with vasl more regularly than ftf?

All this and a little bit more on the statistics page (found on the left hand side under reports).
Map page and new search options
The Maps link on the left hand nav bar takes you to a maps page that provides the opportunity to search the maps via names and tags. The maps that don't have images will slowly get updated, and those who have admin rights can add tags to help scenario designers and players filter maps by a set of tags, such as Rural, City, Stream, etc.

You can update your map collection, in order to search by maps owned on the advanced search, by ticking the boxes on this page which should automatically update your map collection. The button that is on this page takes all publications that you own and adds the maps that are listed on those into your collection.

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

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

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

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

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

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

*wipe*

Latest Content Additions

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ScenarioActionWhen
Across the Aisne and Into FreineuxHutch Modified the gps location3h 38m 51s ago
Across the Aisne and Into FreineuxHutch Modified the misc. rules3h 42m 28s ago
Across the Aisne and Into FreineuxHutch Modified the unit counts3h 45m 9s ago
Across the Aisne and Into FreineuxHutch Modified the Defender's AFVs3h 45m 9s ago
Across the Aisne and Into FreineuxHutch Modified the Defender's AFVs3h 45m 37s ago
Across the Aisne and Into FreineuxHutch Modified the unit counts3h 46m 27s ago
Across the Aisne and Into FreineuxHutch Modified the Defender's AFVs3h 46m 27s ago
Across the Aisne and Into FreineuxHutch Modified the Defender's AFVs3h 47m 10s ago
Across the Aisne and Into FreineuxHutch Modified the unit counts3h 47m 35s ago
Across the Aisne and Into FreineuxHutch Modified the Defender's AFVs3h 47m 35s ago
Across the Aisne and Into FreineuxHutch Modified the unit counts3h 48m 4s ago
Across the Aisne and Into FreineuxHutch Modified the Defender's AFVs3h 48m 4s ago
Across the Aisne and Into FreineuxHutch Modified the Unit Elements3h 53m 4s ago
Across the Aisne and Into FreineuxHutch Modified the overview3h 54m ago
Cold ReceptionHutch Modified the gps location4h 7m 4s ago
Cold ReceptionHutch Modified the misc. rules4h 8m 9s ago
Cold ReceptionHutch Updated the Victory Conditions4h 10m 28s ago
Cold ReceptionHutch Modified the Attacker's AFVs4h 11m 9s ago
Cold ReceptionHutch Modified the unit counts4h 11m 10s ago
Cold ReceptionHutch Modified the Attacker's AFVs4h 11m 46s ago
Cold ReceptionHutch Modified the Attacker's Guns4h 11m 46s ago
Cold ReceptionHutch Modified the unit counts4h 13m 35s ago
Cold ReceptionHutch Modified the Defender's AFVs4h 13m 35s ago
Cold ReceptionHutch Modified the Unit Elements4h 17m 14s ago
Cold ReceptionHutch Modified the overview4h 19m 1s ago
Baraque de FraitureHutch Modified the Unit Elements4h 26m 28s ago
Baraque de FraitureHutch Modified the unit counts4h 30m 10s ago
Baraque de FraitureHutch Modified the Defender's AFVs4h 31m 26s ago
Baraque de FraitureHutch Modified the unit counts4h 33m 42s ago
Baraque de FraitureHutch Modified the Defender's AFVs4h 33m 42s ago
Baraque de FraitureHutch Modified the Defender's AFVs4h 34m 15s ago
Baraque de FraitureHutch Modified the unit counts4h 34m 16s ago
Baraque de FraitureHutch Modified the Attacker's AFVs4h 34m 16s ago
Baraque de FraitureHutch Modified the Attacker's AFVs4h 36m 40s ago
Baraque de FraitureHutch Modified the Defender's AFVs4h 36m 40s ago
Baraque de FraitureHutch Modified the unit counts4h 38m 42s ago
Baraque de FraitureHutch Modified the Attacker's AFVs4h 38m 42s ago
Baraque de FraitureHutch Modified the Defender's AFVs4h 38m 42s ago
Baraque de FraitureHutch Modified the Attacker's AFVs4h 39m 51s ago
Baraque de FraitureHutch Modified the Defender's AFVs4h 39m 51s ago
Baraque de FraitureHutch Modified the unit counts4h 41m 29s ago
Baraque de FraitureHutch Modified the Attacker's AFVs4h 41m 29s ago
Baraque de FraitureHutch Modified the Defender's AFVs4h 41m 29s ago
Baraque de FraitureHutch Modified the Attacker's AFVs4h 42m 33s ago
Baraque de FraitureHutch Modified the unit counts4h 42m 34s ago
Baraque de FraitureHutch Modified the Attacker's AFVs4h 43m 16s ago
Baraque de FraitureHutch Modified the Defender's AFVs4h 43m 16s ago
Baraque de FraitureHutch Modified the unit counts4h 45m 30s ago
Baraque de FraitureHutch Modified the Attacker's AFVs4h 45m 30s ago
Commandos at Kaiapitgrumblejones Added a playing5h 28m 4s ago
Commandos at KaiapitDanno Added a playing5h 30m 22s ago
Baraque de FraitureHutch Modified the unit counts5h 48m 29s ago
Baraque de FraitureHutch Modified the Attacker's AFVs5h 48m 29s ago
Baraque de FraitureHutch Modified the Defender's AFVs5h 48m 29s ago
Baraque de FraitureHutch Modified the Attacker's Guns5h 49m 53s ago
Baraque de FraitureHutch Modified the unit counts5h 49m 54s ago
Baraque de FraitureHutch Modified the Attacker's AFVs5h 49m 54s ago
Baraque de FraitureHutch Modified the Defender's AFVs5h 49m 54s ago
Baraque de FraitureHutch Modified the Defender's AFVs5h 51m 10s ago
Baraque de FraitureHutch Modified the Attacker's Guns5h 51m 10s ago
Baraque de FraitureHutch Modified the Defender's Guns5h 51m 10s ago
Baraque de FraitureHutch Modified the unit counts5h 51m 11s ago
Baraque de FraitureHutch Modified the Attacker's AFVs5h 51m 11s ago
Baraque de FraitureHutch Rated the scenario5h 53m 6s ago
Baraque de FraitureHutch Modified the unit counts5h 54m 59s ago
Baraque de FraitureHutch Modified the Attacker's AFVs5h 54m 59s ago
Baraque de FraitureHutch Modified the Defender's AFVs5h 54m 59s ago
Baraque de FraitureHutch Modified the Attacker's Guns5h 54m 59s ago
Baraque de FraitureHutch Modified the Defender's Guns5h 54m 59s ago
Baraque de FraitureHutch Modified the misc. rules5h 57m 53s ago
Baraque de FraitureHutch Modified the overlays6h 10s ago
Baraque de FraitureHutch Modified the Unit Elements6h 1m 24s ago
Baraque de FraitureHutch Modified the overview6h 12m 46s ago
Baraque de FraitureHutch Modified the gps location6h 19m 46s ago
The Gingerbread MenHutch Modified the Unit Elements6h 20m 55s ago
The Gingerbread MenHutch Modified the misc. rules6h 22m 38s ago
The Gingerbread MenHutch Modified the overview6h 23m 59s ago
The Gingerbread MenHutch Modified the gps location6h 25m 32s ago
Frozen EarthHutch Modified the Defender's AFVs6h 26m 27s ago
Frozen EarthHutch Modified the unit counts6h 27m ago
Frozen EarthHutch Modified the Defender's AFVs6h 27m ago
Frozen EarthHutch Modified the unit counts6h 27m 25s ago
Frozen EarthHutch Modified the Defender's AFVs6h 27m 25s ago
Frozen EarthHutch Modified the misc. rules6h 29m 42s ago
Frozen EarthHutch Modified the Unit Elements6h 33m 5s ago
Frozen EarthHutch Modified the gps location6h 34m 37s ago
Brief BreakfastHutch Modified the misc. rules6h 37m 24s ago
Brief BreakfastHutch Modified the overview6h 39m 29s ago
The Volksgrenadiers Try AgainHutch Modified the Defender's AFVs6h 43m 26s ago
The Volksgrenadiers Try AgainHutch Modified the unit counts6h 43m 56s ago
The Volksgrenadiers Try AgainHutch Modified the Defender's AFVs6h 43m 56s ago
The Volksgrenadiers Try AgainHutch Modified the Defender's AFVs6h 44m 39s ago
The Volksgrenadiers Try AgainHutch Modified the unit counts6h 45m 16s ago
The Volksgrenadiers Try AgainHutch Modified the Defender's AFVs6h 45m 16s ago
The Volksgrenadiers Try AgainHutch Modified the Defender's AFVs6h 45m 57s ago
The Volksgrenadiers Try AgainHutch Modified the Attacker's Guns6h 45m 57s ago
The Volksgrenadiers Try AgainHutch Modified the unit counts6h 47m 22s ago
The Volksgrenadiers Try AgainHutch Modified the Attacker's AFVs6h 47m 22s ago
The Volksgrenadiers Try AgainHutch Modified the Defender's AFVs6h 47m 22s ago
The Volksgrenadiers Try AgainHutch Modified the Attacker's Guns6h 47m 22s ago

Popular Publications

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March Madness 2022 Grumble Jones Pack 88.14
March Madness 2009 Partisan Pack 88.00
March Madness 2023 10th Mountain Division Pack 97.95
March Madness 2017 Hollis Partisans Pack 107.83
March Madness 2018 Players Pack 107.70
March Madness 2013 Commissar Pack 87.68
Time on Target # 3 147.53
Grumble Jones 1547.48
ASL Starter Kit Expansion Pack #2 87.48
ASL Starter Kit Expansion Pack #1 2nd Edition 127.32
ASL Starter Kit Bonus Pack #2 87.24
ASL Starter Kit #4 87.23
Schwerpunkt # 9 127.22
The Green Hell of Inor 197.17
ASL 9 - Gung Ho! 87.14
Friendly Fire Pack 12 87.14
Schwerpunkt #14 127.12
From The Cellar Pack #4 207.12
Quick 6 Scenario Pack IV 67.10
Friendly Fire Pack 1 87.09
March Madness 2020 Full Rulebook ASL Pack 87.09
Fistful of Scenarios 67.08
Battle of the Hedgerows - The Storm Broke 67.07
HASL 1 - Red Barricades 107.05
Friendly Fire Pack 2 87.05
Dezign Pak 9 107.05
From The Cellar Pack #8 167.05
Beyond the Beachhead 87.02
Ost Front Pack 67.00
Leibstandarte Pack 5 - Scorched Earth 87.00
ASL Action Pack #14 Oktoberfest XXXIV 126.99
Critical Hit # 2 156.98
Best of Friends 126.98
Kreta - Operation Merkur 186.97
ASL Action Pack #10 86.97
ASL Action Pack #17 Oktoberfest XXXV 166.97
Battles of Carpiquet 136.96
Operations Special Issue #3 76.96
Friendly Fire Pack 9 86.96
Race For The Meuse 66.96
From The Cellar Pack#11 106.96
ASL 1 - Beyond Valor (3rd Edition) 246.95
ASL Journal #12 146.95
HazMo Scenario Pack 2: The Un-Civil Wars 106.94
ASL Journal #10 196.93
ASL 16 - Twilight of the Reich 176.92
From The Cellar Pack #3 106.91
Friendly Fire Pack 11 86.91
AH:ASL Annual `93a 116.90
Friendly Fire Pack 6 86.90
Generic Playtesting Log 376.90
ASL Journal #11 286.90
Schwerpunkt # 4 126.89
Hero PAX 4: Mediterranean Theater of Operations 126.89
Friendly Fire Pack 4 106.88
ASL 12 - Armies of Oblivion (2nd Edition) 326.88
Friendly Fire Pack 3 86.87
Into The Rubble 86.87
HASL 9 - Hatten in Flames 106.87
Deluxe Advanced Squad Leader 386.87
Death to Fascism 86.86
HazMo Scenario Pack 3: City of Steel 106.86
Grossdeutschland Pack 1 - The Early Years 86.85
Schwerpunkt #22 126.85
ASL Action Pack # 6 A Decade of War 106.83
China-Burma-India: The Lost Theater Part 1 156.83
Best of Friends 2 126.83
Classic ASL 166.82
Fanatic Pack 2 126.82
Schwerpunkt # 8 126.81
Turning the Tide 206.81
ASL Journal #14 256.81
AH:ASL Annual `93b 126.80
Dezign Pak 6 126.80
ASL Action Pack #16 From The Land Down Under 156.80
Not One Step Back 86.80
Paddington Bears '96 Pack 106.79
ASL Journal # 5 136.78
Aussie '98 Pack 106.78
Aussie Tournament Pack 76.78
Dezign Pak 10 156.78
ECZ Tournament Director's Pack 166.77
ASL Action Pack # 4 Normandy 1944 126.76
ASL Action Pack #13 Oktoberfest XXXII 116.76
ASL 13 - Rising Sun (2021) 386.76
Quick 6 Scenario Pack VI 66.76
Recon by Fire! #2 106.75
Melee Pack III 76.75
BFP 3: Blood and Jungle 476.75
ASL 3a - Yanks (2nd Edition) 416.75
AH:ASL Annual `90 166.74
ASL Action Pack # 3 Few Returned 126.74
ASL Journal # 8 166.74
Schwerpunkt #23 126.74
HASL 4 - Pegasus Bridge 86.73
Friendly Fire Pack 7 86.73
ASL 13 - Rising Sun 336.73
ASL Starter Kit #3 86.72
ASL Journal #13 336.72
ASL Journal # 4 136.71
Schwerpunkt # 5: Medal of Honor 126.71
Dezign Pak 5 186.71
DASL 1 - Streets of Fire 106.70
HazMo Scenario Pack 1: A World at War 106.70
ASL 10 - Croix de Guerre 86.69
AH:ASL Annual `95 Winter 246.68
BFP 4: Crucible of Steel 326.68
Rally Point #14 106.68
ASL Journal # 3 336.67
Coastal Fortress 556.67
Hazmo Scenario Pack 4: Making the Grade 106.67
HSASL 2 - Operation Veritable 176.66
Schwerpunkt #13 126.66
HASL 7 - Valor of the Guards 216.66
Operations Special Issue #1 66.66
March Madness 2019 Close Combat Pack 86.66
Quick 6 Scenario Pack III 66.66
Quick 6 Scenario Pack V 66.66
ASL 12 - Armies of Oblivion 116.65
ASL Journal # 1 176.65
Provence Pack (MMP Download) 106.65
Critical Hit # 6.4 246.65
Schwerpunkt # 7 126.65
Rally Point #15 106.65
ASL Starter Kit #1 66.64
Schwerpunkt #10 126.64
From The Cellar Pack #2 106.64
BFP 2: Operation Cobra 126.64
Friendly Fire Pack 10 86.64
Rally Point #11 106.64
Quick 6 Scenario Pack 66.64
From The Cellar Pack #9 176.64
ASL Open `96 Scenario Pack 106.63
BFP 5: Poland in Flames 456.63
AH:ASL Annual `96 146.62
ASL Action Pack #15 Swedish Volunteers 166.62
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Rally Point # 3 106.61
Rally Point # 1 106.60
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ASL Starter Kit #2 86.59
Blood & Iron 106.59
Schwerpunkt #11 126.59
Rally Point # 2 106.59
ASL 3 - Yanks 86.58
ASL Action Pack # 2 86.58
Schwerpunkt #20 126.58
ASL Action Pack # 5 East Front 126.56
HASL 2 - Kampfgruppe Peiper I 66.55
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AH:ASL Annual `92 156.55
Leibstandarte Pack 1 - Blitzkrieg! 86.55
Tactiques # 7 86.54
ASL 10a - Croix de Guerre 426.54
HASL 12 - Drop Zone: Sainte-Mère-Église 146.54
HSASL 1 - Operation Watchtower 176.53
Dezign Pak 1 106.53
Schwerpunkt #12 126.53
Elite Canadians 96.53
Critical Hit # 3.1 126.52
Gembloux: The Feint 96.52
Melee Pack II 66.52
Swedish Volunteers 146.52
Kampfgruppe Scherer: The Shield of Cholm 176.52
ASL 5a - For King and Country 206.51
ASL Journal # 2 246.51
HASL 8 - Festung Budapest 206.51
Hero PAX 3: Jungle Heroes 106.50
Beyond the Beachhead 2 166.50
From The Cellar Pack #5 146.50
Dos Equis Scenarios Especial 106.50
Recon by Fire! #3 206.49
ASL Journal # 9 256.49
Winter Offensive Bonus Pack 2018 66.49
HASL 10a - Red Factories 186.49
AH:ASL Annual `97 166.48
Waffen-SS II: The Fuhrer's Fireman 86.48
Leibstandarte Pack 2 - Barbarossa 86.48
ASL Starter Kit Expansion Pack #1 1st Edition 86.48
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Onslaught to Orsha 256.47
Nor'easter XX 136.47
BFP: Operation Neptune 106.47
ASL 5 - West of Alamein 86.46
ASL Journal # 7 126.46
Friendly Fire Pack 5 106.46
ASL Action Pack # 8 Roads Through Rome 106.46
Friendly Fire Pack 8 86.46
Blitzkrieg in the West - Central Campaign 66.45
AH:ASL Annual `91 166.44
Tactiques # 4 86.44
ASL Action Pack # 9 To the Bridge! 106.44
Rally Point # 7 106.43
HASL 11 - Sword & Fire: Manila 306.42
ASL 7 - Hollow Legions (2nd Edition) 86.41
Tactiques # 8 106.40
Schwerpunkt #16 126.40
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Schwerpunkt #17 126.39
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AH:ASL Annual `89 156.35
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Recon by Fire! #4 146.32
Franc-Tireur#12 126.32
Onslaught To Orsha 2 326.32
Tactiques # 6 86.31
Franc-Tireur#13 176.31
Quick 6 Scenario Pack II 66.31
Nor'easter Scenario Pack II 156.31
High Ground! 86.30
Tropic Thunder! 126.30
Franc-Tireur #8 106.30
Winpak #1 106.30
ASL 2 - Paratrooper (2nd Edition) 86.29
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Tactiques # 9 106.28
Dezign Pak 2 126.28
ASL Action Pack # 7 106.28
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Out of the Attic 166.27
ASL Action Pack #11 29 Let's Go! 106.27
Schwerpunkt #21 126.27
Corregidor: The Rock 216.27
ASL Action Pack #18 Oktoberfest XXXVII 146.27
Blitzkrieg Pack 186.26
ASL 11 - Doomed Battalions (3rd Edition) 246.26
Fanatic Pack 1 126.25
Berlin: Red Vengeance 116.25
Dezign Pak 7 126.25
Rally Point #16 106.25
Rally Point #18 106.25
ASL 15 - Forgotten War 166.24
HASL 10b - Red October 116.24
March Madness `97 Pack 126.23
ASL 14 - Hakkaa Päälle! 176.23
Hero PAX 1: Hurtgen Hell to Bulge Nightmare 86.22
Armoured Aussie Pack 76.22
Rally Point # 6 106.22
Tactiques # 2 106.21
Rally Point # 8 106.21
ASL 11 - Doomed Battalions (2nd Edition) 86.20
Dezign Pak 4 156.20
Schwerpunkt #15 126.20
ASL 4 - Partisan! 86.19
Internet: MMP 66.19
The Canadians In Italy 1: The Red Patch Devils in Sunny Sicily 86.17
Out of the Bunker 146.17
Schwerpunkt #19 126.17
Franc-Tireur#15 226.16
Rally Point # 9 106.13
SASL 1 - Solitaire ASL (2nd Edition) 216.11
The Canadians In Italy 2: The Spaghetti League 126.09
Schwerpunkt # 3 126.09
Schwerpunkt #18 126.08
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From The Cellar Pack #7 106.07
Schwerpunkt # 2 126.06
ASL 8 - Code of Bushido 86.05
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Time on Target # 1 136.05
ASL 6 - The Last Hurrah (2nd Edition) 86.04
Leibstandarte Pack 4 - Turning of the Tide! 86.04
Franc-Tireur#14 326.04
Backblast # 2 86.03
Recon by Fire! #1 86.00
Waffen-SS I: No Quarter No Glory! 66.00
Objective: Schmidt 176.00
ASL 1 - Beyond Valor (1st Edition) 106.00
Dezign Pak 8 105.98
Schwerpunkt # 1 125.93
HASL 6 - A Bridge Too Far 125.91
The Canadians In Italy 3: D-Day Dodgers 105.91
Paddington Bears '97 Pack 85.90
Blitzkrieg in the West - Northern Campaign 65.90
Dezign Pak 3 155.89
Southern Cross Scenario Pack `96 65.88
Time on Target # 2 215.87
Deluxe Pack #1 125.87
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Hero PAX 2: Eastern Front Hero Fest 85.83
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Wacht Am Rhein 165.73
ASLOK 2005 - 20th Anniversary Scenario Pack 105.71
Winpak #2 65.68
ASL For Fun-LCP 325.68
Melee Pack I 65.63
DASL 2 - Hedgerow Hell 85.60
All American I: Kellam's Bridge 105.52
Leibstandarte Pack 3 - Clash at Kharkov! 85.48
Panzer Aces 65.43
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Newest players - welcome!

UsernamePlayerRegistered
NicolasLLNicolas Leste-Lasserre2024-08-28 14:38:06
potatoman981Hoang Nguyen2024-08-23 12:46:54
GregoryfryGregory Fry2024-08-23 07:51:54

On this day...

ScenarioLocationDate
43 Into the FrayKrojanty, Poland1939
J81 Twisted KnickersPoint 102, Egypt1942
NEWS19 First Contact, First DefeatNorth of Mlawa, Poland1939
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