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Scotch on the RocksAn interesting scenario with confusing victory conditions. Basically need to inflict more damage than you take. Brits are disadvantaged with their mortars because the minimum range restricts options for their setup. Nevertheless the Brits (Scots) were able to inflict a lot of damage on the Krauts resulting in a six-turn resignation. Nicho11
Grebbe End Cuddles McDeath
Grappling GlowaczowLost by the Polish on the last CC on the last building I9 Bongiovanni
20 Ans Apres strategos
Checking Out Ric of The LBC
Hucisko AmbushFirst to play and post. Danno
Hucisko AmbushFun scenario that can be mentally taxing for both sides. The Poles have to keep the Germans out of any buildings as they win immediately with control of any building. And despite a very stout and strong defense, a single German 8-1 and 2-3-7 managed to get into the rear and take a building for the immediate win. grumblejones
Hassle at HasselteASL Open Round 1 A15.4er
Green DevilsClose Assault/Snake Eyes Tourney 2025 jwert02
Polka's DanceVery good scenario . End of GT6 : 15 CVP for the French and 7VP for the Germans. Bongiovanni
Danish CrossroadsDespite inflicting serious losses on the German infantry, the Germans still had a chance to win during the last two turns with their remaining two AFVs (Pz IIF and PSW 222); however, the Danes were able to prevent them from remaining Mobile (D.7) during turns 4 and 5. (VASL Log) BravoCo
Gallant Attack Bongiovanni
Badanov's BoysI got a open map as the Russian and Germans were in a nice village.
I decided to put on the map only some guns and buy a big armored force to enter from off map with elite riders.
The German was very frightened by the possible 100L gun and was passive in the first and second turn.
We both had FB and I shocked a Tiger tank, that later recovered and won after some turns the dogfight.
My big tank force entered on the side of the map and thanks to many hindrances and some poor rolling by the german was able to establish a big presence in his map with only 1 tank lost.
After losing a critical gun to intensive fire and with me commander of the sky my opponent conceded.
fdapra
Point 247 asloser
Danish CrossroadsThe Germans attacked in two groups, initially moving forward quickly with help from good sD rolls. But the open ground required the Germans to frequently take -2 attacks from the Dutch. Losses slowly mounted while time quickly passed. The Germans took progressively riskier moves with the expected increased losses. Frustrated by the failure to break Dutch units (26 IFT rolls, with only 8 MCs and only 1 of those failed), the German reinforcement charged one of the Dutch AT guns located in a building covering the crossroads. The AFV was only able to pin the crew while the AT gun immobilized the AFV. This left only one German AC to position itself in the crossroads. The AC car suffered Shock on Turn 5 leaving the win for the Dutch. Heloanjin
Sheep in Wolf's Clothingthe Germans has split into two groups one on each side of the middle road. The British were able to have numerical superiority on each side and got some lucky shots. The Germans started to disrupt and could not stop the British from running over them. It came down to German turn 5 but with on 1 one Germans not dead and in melee the Germans conceded.
I think that this game felt skrewd in favour of the British with their 8 moral and the 2 elr for the Germans that start with almost half of their force as conscripts.
slunts
Securing Cider CrossroadsNice scen with a german win at the very last turn and an overrun. (VASL Log) prevot
Sand and Blood jgarlic79@gmail.com
Chateau GandeluGerman 9-1 kill stack situated on the northern level 2 hill ousted some dummies, and the 9-2 and HMG blasted to bits a German HS. Not knowing where either gun was, the 9-2 decided to stick around and weaken the Germans at the bottom of the turn, breaking two HS and generating a German hero. Breaking SS with plentiful rout paths wasn't going to amount to much in the long run. Turn 2 saw the mortar come onboard and drop some covering smoke, and the Germans were already setting foot in the church (as I felt this was an undefendable position). AFPh saw the 9-2 pin and squad break, and the HMG fell into enemy hands after the French were forced to rout. Having been held up the first turn by what were most certainly dummies in the east. two guarding French squads made for the hill. Turn 3 saw more smoke being dropped by the mortar, while the INF came onboard to effectively keep the 9-2 and company trapped on the lower levels. The Germans moved further up onto the hill, and the first of many melees ensued. The French were able to sneak in a concealed HS to bolster it and tie up a key approach hex, while the 9-2 and friends eliminated a German HS in CC and tied one up in another melee. The Germans moved into two additional melees, and the French that remained relevant were now entirely within only the G4 building, trying to cling to precious concealment. The bottom of Turn 4 saw a lot of mutual destruction, as 3/4 of the melees were finalized to the tune of two dead squads apiece. By this time it was apparent that the upper level of G4 was a fairly safe spot, and it would take the Germans a fair bit of searching to reveal the units therein. But the only hex capable of inflicting any damage on it was E4, so the Germans were forced to pile the best they had into it and hope to survive. After DFPh all they had left was a lousy 2+2, and when this failed to do the job the French walked away with a victory. Not a very good or exciting scenario if you ask me, and I would want to be the Germans every time. buser333
Late for Chow Dispang12
Panther CullWell, I'm an idiot. Panthers count as 3VPs, not 1VP as do the other AFVs---read the VCs every turn! Apart from one good PSK shot against an uncareful British AFV, my troops couldn't do squat---not one sniper, pinned on every PF attempt, K'd on my MC's, etc. And he ran around with ease. He had some bad luck too, but it didn't harm him. My tactics were sound. If I had not duffed reading the VCs, and had my bad luck and his good luck been less extreme, it woulda come down to a last CC. I kept a HIP'd half squad near the southern factory, but there's nothing to do when one fails to remember the VCs. Rookie move. Fun scenario, fun opponent. EJ1
Return To NovilleFirst to play and post. Danno
Siesta Time A15.4er
Return To NovilleReally tough and ultimately fun scenario. The Americans have to move aggressively, while conserving their force for the final fight that will occur in the village victory location. I would move cautiously on Turns 1-3. By turn 4, I was in a position to begin driving on the village from two angles of attack. A HIP Panzerschreck would know out a 75 Sherman and the Panther would knock out my 76L Sherman. The Panther would slip around behind me and threaten my rear. I quick screen of Bazookas and the then captured Panzerschreck caused the Panther to hit back to the village. The MKIV would also come forward and be knocked out by my remaining two Shermans. A rear shot on the Panther with a BAZ 45 would knock out the Panther. On the final turn of the game, the Shermans would attempt VBM freeze on a single 4-4-7 at the longest distance away. The 4-4-7 successfully faust the tank, but cowered and my last Sherman would freeze them. My squads would converge on the two remaining German held buildings. One group would break under Advancing Fire and be eliminated. The final German unit was the 4-4-7 in VBM freeze with my last Sherman. My 9-2, the crew from the earlier knocked out Sherman and a 6-6-7 would also enter this final CC. Dan would go after my Sherman with ATMM and knock it out. My 9-2 would roll a freaking 11 with 2-1 / -2 odds. But since, the German squad was not Good Order by being held in Melee, my Americans would get the win. grumblejones
Quinauan Point Bongiovanni
UnhorsedAs part of Friday Night Fights. I fought off the US attack well at first, but Martin's move up on me was skillful and avoided any egregious errors. In the end, a few key failed Morale Checks (hard to withstand an IFT 30 shot, irrespective of TEM). I did nail a tank with a sniper (recalled) and one in CC.

Great fun!
von Garvin
Harckocsi AssaultFirst to play and post. Danno
Harckocsi AssaultHungarians took a beating early with the loss of 4 tanks and one of those to a Russian LMG. At the end of Turn 3, the Russians mangled a stack of 3 squads in the building by the bridge. With their loss, the Hungarians conceded as there was no way to recover after that. grumblejones
Clash at BorisovkaInteresting all-vehicle scenario. Seemed a good intro to the SK vehicle rules. Seems like it would be very different with full ASL rules for burning wrecks, hull down maneuvers and reverse movement. LtDan
Hickory Lickin'American win in the last turn. There were several broken stacks of germans that had to route out of the victory area, all on the last route phase. Just prior to that rout, the sole remaining good order German unit in the victory area got broken by a sniper attack, and eliminated due to failure to rout. Viking_CTO
Mao's Fifth ColumnChoice of two Victory conditions, but I suspect the Communists need to pick one from the outset.
I chose the Y7 building, because of the Special turncoats rule. I set up with the mortar and both artillery to cover the bridges with smoke. There is a special rule that limits smoke to 4 rounds, with s9 availability. I regard this as the most unnecessary special rule ever.. I got off one round..
4 bridges, 3 roadblocks, the tanks head for the one covered by wire and a pillbox. One tank immobilises on the wire, and the other bogs in a trench and immobilises in close combat. The third is destroyed by the 20mm AA gun. The wire proceeded to hold up my infantry to turns.
The upshot is despite getting into the building, with just 2 flights of stairs, the Nationalists could clog the stairs with brokies and that was enough.
Minedog
New Boy PeterA
A Limited OffensiveFirst to play and post. Danno
A Limited OffensiveTough scenario for both sides. Dan's Russians held hard in the center as my Germans flanked on their left. By game end, the Germans managed to exit enough and got the final 14 CVP in the final turn by capturing one more 4-4-7. Remember to take prisoners as the Germans. grumblejones
Strangers in a Strange LandThe French made a concentrated push along the side with the factory, arriving to the wall line without incident. The opening attacks broke a platoon's worth of French troops, but the MMD with leader went berserk in front of several French. Low rolls on the next few attacks led to KIAs on the German squads on the line. With so few forces left so early, Germans conceded. feralhuntsman
Quinauan Point Michel Bongiovanni
The Cabbage PatchClose Assault Mini Tourney 2025 Round2

I had played this one once before and realized that the 447's just get destroyed if they come out of their cubby hole "protection" of the orchards. ( I think the Americans can win easily if they just full on setup for an Assault at the German setup corner)
NOTE: both American leaders were downgraded 1 level. 10-3 just eviscerates everything.

Actually started to dig foxholes...got one...just in case he attacked...Setup a 16fp shot on the middle building vs his 9-1mmg337...and got a lucky break.
Then just had the 447's for the rest of the game harass the enemy across the road from their setup area...

Reinforcements (548's) came on turn 3 I think...check the log. And I just simply decided to go for the 2 hex building...either we take it and win or break and die.

10-2 was hanging around the area, but the 548's (2 HOB's fromt he assault) secured the building while the 447's finally get a break on the defenders at the crossroads.
Tanks had no effect...they came on Turn 5 and the game was over at the end of that turn.

Fun map Good maneuver options. Quick...
(VASL Log)
Stewart
Dutch Courage A_Lost_Canadian
Lenin's Sons manzoliandrea72
Carnage in the Night galletto
Purple Heart AlleyI was German defender vs American attacker. This is definitely tough on the Americans. I was able to slow him down for a significant amount of game time. He was never able to get close to the final victory hex where I had a Squad with MG waiting. Great Germain morale and stone buildings vs weak American morale is a factor. Robert7721
The Puma ProwlsThe German armor leader in his immobilised puma destroyed the last three russian T70 as they were trying to exit. strategos
IvanovskiiAfter a fine advance that allowed them to quickly recapture the first group of buildings, the Germans came up against a strong defense from the Russians, who managed to retreat in good order. Thanks to their heavy firepower, the Germans managed to slowly advance through the Southern buildings. But, to the North, the dug-in T-34 was keeping watch, and the Russian sniper was actively shooting. For the final assault, the Germans rushed forwards. The defensive fire eliminated a few squads, but the Germans managed to enter CC on the last two target building hexes. The close combat was deadly to the Russian defenders in both cases. A very tense game that could have gone either way. The scenario is pleasant and fairly balanced. lt_steiner
Alles Hat Ein Ende wwillow
The Beasts Have ArrivedRussians defended mostly from level 1. German attack went mostly up German left and middle, protected by some smoke. Germans took too many casualties during first three turns. Gave early concession. mtrodgers99
Tretten in FlamesThe Germans aggressively pursued a line of attack into the town while the ski troops used their mobility to head around the southern end of the hill. Some careful defence by Rob meant that the Brits always had concealment and some potentially nasty shots to dole out - but I was mostly bailed out by lucky morale rolls when things got dicey. The Artillery on the hill didn't provide much of anything, despite some great rolls, due to distance + concealment bonus.

First Fire lockouts meant that the ski force was able to swing behind the defenders and secure 4 separate building hexes in a powerful coup that upset the balance of the forces remaining on board. Couple with my 50mm mortar getting a critical hit on a wooden building, and a subsequent original 3... Disaster struck on the stack of 2 squads + the hero, and the game was called there. This scenario feels like it requires the Brits to be aggressive and risk being shelled by the INF gun once or twice. The Blaze can swing things if the wind picks up or gust breaks down a building. Care should be taken so that the Blazes don't take away too many building victory points away from the Germans.
Jobbo_Fett
Bedburg BiteVery close to a Canadian win. One German half squad in 67L5. Wasted the German mortar and the jagdpanther never got a hit. 1.5 German squads left unbroken at end. Viking_CTO
Seoul Searchingcame down to final CC versus last NK squad.
The 45LL was the star, killing 2 squads and break 2 more, before being killed in CC.
darryllundy
Kordiyak's Woods Bongiovanni
Muscled Out of TownDog of a scenario. Chance of Free French winning are slim to none. MACHETE
Counterstroke at Stonne galletto
Golden PheasantsAmericans overwhelmed German left, gather strength with AFV. Held off right and moved toward VC buildong. Mafe quick work of German conscripts. American lost a few tanks but.manovered well BobMcKenna1966
Counterstroke at Stonne manzoliandrea72
RagnarökI've managed to lose this one twice, first with the Germans againt Rob, and then with the Russians against Vlad. Both games were hella fun though. BlitzkriegBeast
Coke HillCame down to the very end. We both had a lot of plans go wrong and very few go right. In the end I came up 2 CVP short and the final CC ended in a melee. Highly recommend! SGT Mac
The Tsar's Infernal Machines waaayback
Kicked to the Curb13 VP at the last CC. Bongiovanni
Death Takes a TollGreat bocage fall back scenario which transforms into all- out city fight for the end game. asloser
Muscled Out of Town jwert02
Norway in HalfAnd absolute stinker of a scenario where the Norwegians have too few troops for the type of mission they need to achieve, especially when they don't have an advantage in support weapons. This scenario needs something like Smoke-only OBA, or one fewer German squads, or another modification (on top of the first two) in order to truly balance it. Jobbo_Fett
Kicked to the CurbIt’s always a good game when it comes down to the last CC and the Poles had 3 of them to take a final VC building which they duly did. I just hadn’t inflicted enough damage on them through the game so they had plenty of options with squads and half squads for that final turn rush. Feels well balanced and would happily play again as either side Simonstan
The Czerniakow BridgeheadRussians took the early lead in CVP and then decided to retreat to hold it, giving up the viccory territory of the board. A self inflicted tactical mistake in the final turn led to the Germans just making it over the hump for the win, cupcakus
The GauntletSurprised to see all the Norwegian wins on this one, 6 Morale with 3 range and they just could not put up a fight against the superior German numbers. German player left the trucks behind and by turn 5 there were only a few squads left that weren't disrupted. Maybe it was just bad rolls, opp was hot and I had bad bad morale checks, but I could not grok a good plan to hold anything. cupcakus
In Min's Gang RumbleThis is a brilliant scenario. With two turns remaining, my USMC were three victory locations short of victory and within 5 CVPs of an instant win for the NKA. With great difficulty, they managed to take two of the locations with the third almost sure to follow. It all came down to the final NKA move in the final game turn. With the USMC all but guaranteed to have all the victory locations that they needed on the final turn, a 458 passed its PAATC to advance into a building hex containing a vehicle in bypass. Only a DR of 3 or less would destroy the tank and win the game. Needless to say, that is exactly what was rolled to snatch the victory. Shame about the result but this was a blast to play. Ten out of ten. Dougban
Feast DayFor FNF. My Canadians were able to break through and get enough buildings, along with the church, to seal the win. Great Fun! von Garvin
Initial SkirmishVery tight, lots of fun. I lost by 1 VP. Motorcycles! waaayback
Another Frustrating DayIt came down to the last turn with 2 very pro German CC rolls. The Germans created 2 hero's and this combined with the heavy German forepower was tough for the allies to combat.

I did my best to put all roadlocks in the way of the German advance and it cam down to the Germans having to pick up 2 of the last 3 victory buildings in their last turn. Despite 1FP firelanes and low RFP, the high morale of the attackers allowed them to make it into the buildings.

This is a tough one for the Allies I feel, and you need to be very disciplined with keeping your lines intact, falling back, and not getting surrounded.

However, lots of fun, and the random local militia arrival is a nice touch.
comdotski
Factory Fodder Viking_CTO
Espirito InaspettatoGreeks used their 9-2 kill stack to obliterate 1.5 Italian squads while they split their force fairly evenly moving in from the east and west, with a couple squads sneaking up the middle through the gully. The guns were a major concern, so a fair bit of searching was carried out. The western force made enough headway on Turn 2 to force the Italian reinforcements to take the long way to the hill. The Italians pulled back their 9-2 kill stack from the southern edge of the hill, prematurely I believe, and I suspect this may have cost them the game. Turn 3 saw the Greeks mainly enter east central, with a stack making for the northern tip of the hill to interdict the reinforcing Italians. Turn 4 saw the Greeks take their first casualty when a HS was lost, but with the Italians now having lost 3.5 squads and an 8-0 they could afford the trade-off. The first Italian gun revealed itself shooting point blank at a full stack of Greeks that had crested the hill, only to whiff and lose concealment. It would amazingly survive DFPh, but not be so lucky during the following PFPh. But the rest of Turn 5 would not be so kind for the Greeks, with the inevitable 9-2 showdown going the Italians' way by pinning his counterpart and breaking two of the Greek MGers. Then a lucky 4+1 sent tumbling a whole stack of Greeks after their 8-1 leader mortally wounded. The ART made its first appearance and, much like the AT gun, failed to deliver. The Greeks then got some revenge on the bottom of the turn when they encircled, broke, and subsequently eliminated two Italian squads holding the south-central part of the hill. This would ensure the Greeks (at least temporarily) would be able to control the minimum 11 buildings. But they did better than that when some nice shooting softened up the north end of town, and were actually able to grab one building and tie up another in melee. Turn 6 saw the Italians lose their HMG for good (after having broken and repaired twice before) and, while they most likely would've been able to knock the Greeks back down to 10 buildings, with the Greeks getting last move and facing the prospect of surviving a fully restocked 9-2 kill stack they called it a day. Not a bad scenario, but I think the Greeks will typically face a tall order in being able to grab and hold the full complement of buildings. buser333
Good, Lucky, or BothThe scenario title is accurate: I think the British have to be good, lucky or both to win this one. There’s a lot of ground to cover and some tricky terrain. The Italians will melt away under fire, but there are so many of them it’s not hard to overwhelm positions. The grain makes it hard to shift the defense too. I would say this is a good advanced challenge to test and practice defensive skills in ASLSK. It would be a different game in full ASL with fire lanes, entrenchments, etc. LtDan
Grebbe EndDanes did not get much from their HMG. Germans used fire and maneuver effectively and sacrificed their ACs to sleaze freeze the Danes. Danes setup poorly in bottom woods and lost several precious squads to surrender. Once the bottom woods were lost, the Danes had nowhere to go and nowhere to hide. (VASL Log) BravoCo
Turning the Tables toffee
I Don't Like Retreating Heloanjin
About His Shadowy SidesIn our continuing quest to play all the BoF, I took the defending Germans in this one. Chris got a little Frisky with his big war machines and parked them close enough to my entry area so that my reinforcements entered and got to PB range against them. PB rear shots versus a tank with no ROF and no IF are pretty much the best you're going to do, so I knocked those out early. Even still Chris made a good game of it, taking 7 of the 9 buildings and having a chance to get the win on the last turn but his attack came up a little short trying to get those last two and the Germans came away with the win. tatumjonj
The Tiger Of ToungooJapanese approach to crack the first fort with DC met with double disaster wiping the units right away. Another stack of banzai charges met the HIP HMG that also luckily wiped them all with KIAs. With so many early losses to the Japanese it was an easy win for the Chinese. feralhuntsman
Oh Joy! GOUREAU
The Blood of Lambs wwillow
Loosening the NooseVery nice scenario. Despite a good defense in order to slow the French, the Germans were finally overwhelmed in the last turn. The issue of the game was undecided until the two last CC. lechiquier94
By Ourselves manzoliandrea72
Backs to the SeaThe bulk of the German forces struck up the center while a small force advanced up the east side. Half of the center force was able to attain concealment behind the bocage and maintained it by AM and advance through the shellholes, The remaining unconcealed units struck forward mostly using the shellholes for some level of cover. As it turned out, the American setup was weakest on the east side of the battlefield. Most IFT rolls were ineffective for both sides, but that gave the Gerrmans the advantage of being able to advance mostly unscathed. Fearing the open ground, the American forces did not shift forces from the west side until late in the scenario. By this time, the Germans were within a few hexes of board 7. Despite that, the scenario came down to the last turn. Heloanjin
Commando SchenkeLearning game for Bob. Heloanjin
The Fangs of TransylvaniaA very massive, and challenging scenario. My initial Hungarians in village were overrun very quickly. They were able to strip off a few of HT and lighter armed vehicles. By turn 3, the Romanians had two recalls as well as two immobilized tanks. My Hungarians mostly stayed on North edge of battle area in amongst buildings and walls. We we able to pick of a couple Romanians and threaten the cap. In end combinations of losses, malfs, and recalls stalled Romanian attack.

2025 eASL Open (VASL Log)
jgarlic79@gmail.com
On the Swedish BorderAn all-HIP defense with a 9-2 leader that can absolutely dissolve any advancing Germans on a -4 or -3 shot is just too strong when the Germans have little in the way of cover AND have to face check every nook and cranny. Sangars also being invisible until used makes circumventing buildings also a problem. Despite all my reinforcements, I simply could not survive enough shots to punish the Norwegians and hold ground. Needs work, but I can guarantee the balance for the Germans should be different. Jobbo_Fett
Yet the Bite RemainsI could not get agressive enough attack and conceded in turn 7 when ran out of troops. This on requires very precise and agressive play as the British. This scenario saw the creation of not one but two Japanese heroes for my opponent, can cross off thet from my bucket list. asloser
Let’s Shoot the S.O.B.’sAll 3 T34-85 destroyed - 2 by BAZ and one CC. darryllundy
ANZAC Boys jacelm
The Cabbage PatchThe German's sat back waiting for reinforcements that did not show up until Turns 6 and 7. With no time to maneuver, the German infantry entered on Turn 6, mostly as a stack, and ran straight into the HIP'd American MMC. The result was a pinned leader and a fanatic squad with a Hero followed by a broken American squad. Certainly could have been worse. But the stack was stuck 2 hexes from where they needed to be. One other MMC moved into the edge stone building which was unoccupied. On Turn 7, a broken German HS actually self rallied, providing a unit to take another unoccupied stone building. Everything else was thrown at a 3rd stone building, occupied by a single American MMC. The German infantry had to pass multiple American units laying down residual and fire lanes. Amazingly, many of the Germans successfully moved adjacent to the last building and advanced into CC. In the CCPh, the Germans got ambush and then eliminated the American MMC. However, the Americans had plenty of FP to advance on and take the edge side stone building, guarded by a single German HS. In hindsight, knowing that the dice would save the attacker, the Germans should have left another squad in that building as well as parked an AFV to protect that building. But the German player was simply too frustrated by the reinforcement die rolls. I don't recommend this scenario as it depends almost entirely on when the reinforcements arrive. Heloanjin
Leningrad RedsUnique VC by selection. Both chose VC on north side. Defense centered on walled orchard. Attacked thru woods but couldn’t pass MC for which there were many due to ROF. Full on slaughter of Finns. MM2025 nebel
Golden Pheasants igycrctl
Zboiska HeightsA very good scenario. Went down to stopping German counterattack on last turn. jgarlic79@gmail.com
Too Close For ComfortA very tough Scenario for the Japanese. I was able to slip around to the west end of factory under cover of LV and a little smoke. Once in the factory, was able to slowly slog forward. My Japanese were helped by some opportune ineffective fire led by 10-2. It still came down to final turn. Nail-biter! jgarlic79@gmail.com
The Ghosts From DasburgMarch Madness 2025 dmareske
Easy's Bridge toffee
The Tsar's Infernal MachinesI found this scenario quite fun, and very unique. Both sides get to Banzai charge with even fewer restrictions than the Japanese, although with only poor quality units. There are a few SSRs and odd vehicle characteristics that require ongoing attention during play. The Germans have to take stone building locations. Overall I think my dice were better when it counted, and I managed to get more than I needed, forcing the Russians to try to take some back. By then, several Russian units were Disrupted, and there were just not enough MMC willing to get back in the fight. The Germans have no SW, but the five ACs (trucks, really) can possibly be immobilized by small arms fire (SSR), and one is OT. Capturing one of the two Russian MMGs would be gold here (AF 0), but I don't see that happening very often. The ACs are radioless and bog very easily if moved off road, so not the threat they might be otherwise. A cool SSR affects German 4-3-6/2-3-6s (the entire OB) by potentially causing them to Battle Harden, pin, or break if an AC gets within three hexes of them. By the time the ACs entered, I had two squads already Battle Hardened from HOB rally attempts, so they were immune. It's better to be lucky than good. asl458
Tactical DoctrineThe German assault was surprisingly efficient and never let the Soviets a chance to regroup and counterattack. I was expecting the cellars to be to scene of some epic fights but the two German DCs quickly neutralized the soviet resistance there. Djord
To the SquareThis is your standard early ASL Scenario with many turns spent as the Russian move up the board to take the building or exit VP off the board. Game as a standard slog until the Russian were able to get into the building by Going Berserk. There was 2 CC in the building that ended int Mass destruction with the loss of only the weapons remaining in the hexes. The Germans were able to recover the dropped weapons and get more reinforcement into the build and hide on the first and second floor.. slunts
The Citadel Viking_CTO
The Bridge of VerdalsöraIt feels like the Norwegians must set up their defenses forward in order to prevent any movement across the bridge for as long as possible. This is hampered by the fact that the Germans get early reinforcements that get the circumvent the natural obstacle. Lucky smoke and cautious movement allowed me to cross with most of my force on turn one, which blew the floodgates open on gaining ground and pressuring the Norwegians. Norwegians probably deserve the balance on this one. Jobbo_Fett
Taking HeadsRound 3 of 2025 - KC March Madness Tournament. grumblejones
Tip Off at TauroggenFire base w 9-2 was solid but no ROF tears - pushed around both village edges steadily and was in decent position to take 8 buildings. The Russian tanks went halftrack hunting and bagged a bunch. Lost by CVP. Very fun for both sides. MM2025 nebel

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ScenarioActionWhen
Maggot HillHutch Modified the gps location1h 37m 24s ago
Sparrow Force (SP) CGHutch Modified the Attacker's Guns1h 45m 29s ago
Sparrow Force (SP) CGHutch Modified the Defender's Guns1h 45m 29s ago
Sparrow Force (SP) CGHutch Modified the unit counts1h 45m 30s ago
Sparrow Force (SP) CGHutch Modified the Unit Elements1h 50m 43s ago
Sparrow Force (SP) CGHutch Modified the misc. rules1h 55m 15s ago
Sparrow Force (SP) CGHutch Modified the overview1h 57m 12s ago
Hassle at HasseltA15.4er Added a playing5h 36m 36s ago
Clash at BorisovkaLtDan Added a playing6h 25m 44s ago
Hucisko Ambushgrumblejones Added a playing6h 35m 8s ago
Hucisko AmbushDanno Added a playing7h 46m 33s ago
Checking OutRic of The LBC Added a playing8h 9m 21s ago
Checking OutRic of The LBC Rated the scenario10h 39m 24s ago
A Timetable DisruptedHutch Modified the turn count10h 58m 50s ago
A Timetable DisruptedHutch Modified the unit counts11h 3m 5s ago
20 Ans Apresstrategos Added a playing12h 5s ago
20 Ans Apresstrategos Rated the scenario12h 32s ago
Return To Novillegrumblejones Added a playing12h 57m 35s ago
Grappling GlowaczowBongiovanni Added a playing15h 13m 33s ago
Grebbe EndCuddles McDeath Added a playing17h 41m 58s ago
Champs ElyseesHutch Modified the overview19h 43m 42s ago
Hassle at Hasseltdieneuner25 Uploaded an Image20h 6m 28s ago
Hassle at Hasseltdieneuner25 Added a playing20h 7m 14s ago
Five-Oh-SinkLe Prezac Added a playing20h 9m 55s ago
Full Moon Madnessdieneuner25 Uploaded an Image20h 10m 50s ago
Full Moon Madnessdieneuner25 Added a playing20h 11m 57s ago
Five-Oh-SinkLe Prezac Rated the scenario20h 15m 43s ago
Champs ElyseesHutch Modified the maps20h 53m 35s ago
Champs ElyseesHutch Modified the overlays20h 53m 56s ago
Champs ElyseesHutch Modified the unit counts20h 54m 50s ago
Champs ElyseesHutch Modified the Attacker's Guns20h 54m 50s ago
Champs ElyseesHutch Modified the Attacker's Guns20h 56m 18s ago
Champs ElyseesHutch Modified the unit counts20h 56m 19s ago
Champs ElyseesHutch Modified the Attacker's Guns20h 58m 4s ago
Champs ElyseesHutch Modified the unit counts20h 58m 35s ago
Champs ElyseesHutch Modified the Attacker's Guns21h 1m 37s ago
Champs ElyseesHutch Modified the unit counts21h 1m 38s ago
Champs ElyseesHutch Modified the misc. rules21h 15m 19s ago
Champs ElyseesHutch Updated the Victory Conditions21h 17m 38s ago
Champs ElyseesHutch Modified the Unit Elements21h 19m 6s ago
Champs ElyseesHutch Modified the overview21h 20m 19s ago
Champs ElyseesHutch Modified the gps location21h 24m 3s ago
Champs ElyseesHutch Modified the overview21h 25m 14s ago
Death by Pale MoonlightHutch Modified the unit counts21h 30m 48s ago
Death by Pale MoonlightHutch Modified the Attacker's AFVs21h 30m 48s ago
Death by Pale MoonlightHutch Modified the Unit Elements21h 36m 47s ago
Death by Pale MoonlightHutch Modified the misc. rules21h 39m 15s ago
Death by Pale MoonlightHutch Modified the unit counts21h 40m 55s ago
Death by Pale MoonlightHutch Modified the Defender's Guns21h 40m 55s ago
Death by Pale MoonlightHutch Modified the misc. rules21h 46m 20s ago
For A Few Rounds MoreHutch Modified the location21h 48m 14s ago
For A Few Rounds MoreHutch Modified the misc. rules21h 49m 23s ago
Leningrad RedsBongiovanni Uploaded a VASL file22h 28m 12s ago
Scotch on the RocksNicho11 Added a playing22h 33m 27s ago
Hana-Sakuasloser Added a playing23h 12m 4s ago
Siesta TimeA15.4er Added a playingYesterday
Return To NovilleDanno Added a playingYesterday
Panther CullEJ1 Added a playingYesterday
Panther CullEJ1 Rated the scenarioYesterday
Late for ChowDispang12 Added a playingYesterday
Chateau Gandelubuser333 Added a playingYesterday
Sand and Bloodjgarlic79@gmail.com Added a playingYesterday
Securing Cider Crossroadsprevot Uploaded an AARYesterday
Securing Cider Crossroadsprevot Uploaded an ImageYesterday
Securing Cider Crossroadsprevot Added a playingYesterday
Sheep in Wolf's Clothingslunts Added a playingYesterday
Danish CrossroadsHeloanjin Added a playingYesterday
Point 247asloser Linked the scenario to ROARYesterday
Point 247asloser Added a playingYesterday
Badanov's Boysfdapra Added a playingYesterday
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Lenin's Sonsmanzoliandrea72 Added a playingYesterday
Gallant AttackBongiovanni Added a playingYesterday
Grebbe EndBravoCo Added a playingYesterday
Grebbe EndBravoCo Uploaded a VASL Log fileYesterday
Danish CrossroadsBravoCo Added a playingYesterday
Shoot or ShovelBongiovanni Linked the scenario to ROARYesterday
Broken BambooHutch Modified the gps locationYesterday
Broken BambooHutch Modified the gps locationYesterday
Broken BambooHutch Modified the gps locationYesterday
Broken BambooHutch Modified the locationYesterday
Broken BambooHutch Modified the gps locationYesterday
Broken BambooHutch Modified the locationYesterday
Today We AttackHutch Modified the Unit ElementsYesterday
Today We AttackHutch Modified the gps locationYesterday
Today We AttackHutch Modified the Unit ElementsYesterday
Today We AttackHutch Modified the Unit ElementsYesterday
Today We AttackHutch Modified the gps locationYesterday
Today We AttackHutch Modified the gps locationYesterday
Today We AttackHutch Modified the misc. rulesYesterday
Today We AttackHutch Modified the misc. rulesYesterday
Today We AttackHutch Modified the misc. rulesYesterday
Ambush!Hutch Modified the misc. rulesYesterday
Ambush!Hutch Modified the gps locationYesterday
Ambush!Hutch Modified the gps locationYesterday
Ambush!Hutch Modified the misc. rulesYesterday
Polka's DanceBongiovanni Added a playingYesterday
Muhlenkamp's MiracleDispang12 Added a playing2 days ago
Muhlenkamp's MiracleDispang12 Rated the scenario2 days ago
Another Frustrating Daycomdotski Added a playing2 days ago

Popular Publications

PublicationScenariosRating
March Madness 2009 Partisan Pack 88.00
March Madness 2022 Grumble Jones Pack 87.96
March Madness 2023 10th Mountain Division Pack 97.95
March Madness 2017 Hollis Partisans Pack 107.77
Grumble Jones 1607.68
March Madness 2013 Commissar Pack 87.61
March Madness 2018 Players Pack 107.49
ASL Starter Kit Expansion Pack #2 87.44
Time on Target # 3 147.33
ASL Starter Kit Expansion Pack #1 2nd Edition 127.26
ASL Starter Kit #4 87.20
ASL Starter Kit Bonus Pack #2 87.20
Schwerpunkt # 9 127.19
Schwerpunkt #14 127.15
Friendly Fire Pack 12 87.14
From The Cellar Pack # 4 207.12
Schwerpunkt #24 127.12
Quick 6 Scenario Pack IV 67.10
Ost Front Pack 67.09
The Green Hell of Inor 197.09
Recon by Fire! #2 107.08
Race For The Meuse 67.08
Fistful of Scenarios 67.08
ASL 9 - Gung Ho! 87.07
Friendly Fire Pack 1 87.07
Battle of the Hedgerows - The Storm Broke 67.07
HASL 1 - Red Barricades 107.06
Friendly Fire Pack 2 87.05
Dezign Pak 9 107.05
From The Cellar Pack # 8 167.05
ASL Action Pack #14 Oktoberfest XXXIV 127.04
From The Cellar Pack #11 107.03
Beyond the Beachhead 87.02
Leibstandarte Pack 5 - Scorched Earth 87.00
Quick 6 Scenario Pack VI 67.00
Best of Friends 126.99
Critical Hit # 2 156.98
HazMo Scenario Pack 2: The Un-Civil Wars 106.97
Battles of Carpiquet 136.96
Friendly Fire Pack 9 86.96
ASL Action Pack #10 86.96
ASL Journal #12 146.96
ASL Action Pack #17 Oktoberfest XXXV 166.96
ASL Journal #10 196.95
ASL 1 - Beyond Valor (3rd Edition) 246.94
Schwerpunkt # 4 126.93
ASL Journal #11 286.92
March Madness 2020 Full Rulebook ASL Pack 86.92
Grossdeutschland Pack 1 - The Early Years 86.91
From The Cellar Pack # 3 106.91
ASL 13 - Rising Sun (2021) 386.91
Not One Step Back 86.91
Into The Rubble 86.90
Generic Playtesting Log 376.90
ASL 12 - Armies of Oblivion (2nd Edition) 326.90
Hero PAX 4: Mediterranean Theater of Operations 126.89
Friendly Fire Pack 4 106.89
Friendly Fire Pack 6 86.89
Friendly Fire Pack 11 86.89
HazMo Scenario Pack 3: City of Steel 106.89
AH:ASL Annual `93a 116.88
Friendly Fire Pack 3 86.88
Kreta - Operation Merkur 186.87
Operations Special Issue #3 76.87
China-Burma-India: The Lost Theater Part 1 156.87
Dezign Pak 6 126.85
ASL Action Pack # 6 A Decade of War 106.84
Death to Fascism 86.84
ASL Action Pack #16 From The Land Down Under 156.84
Classic ASL 166.83
Schwerpunkt #22 126.83
HASL 9 - Hatten in Flames 106.83
Best of Friends 2 126.82
Schwerpunkt # 8 126.81
Turning the Tide 206.81
ASL Journal #14 256.80
ASL 16 - Twilight of the Reich 176.80
AH:ASL Annual `93b 126.79
ASL Action Pack #13 Oktoberfest XXXII 116.79
Aussie Tournament Pack 76.78
ECZ Tournament Director's Pack 166.78
Deluxe Advanced Squad Leader 386.77
ASL Journal # 5 136.76
ASL 3a - Yanks (2nd Edition) 416.76
Aussie '98 Pack 106.75
Melee Pack III 76.75
BFP 3: Blood and Jungle 476.75
AH:ASL Annual `90 166.74
Paddington Bears '96 Pack 106.74
Fanatic Pack 2 126.74
ASL Starter Kit #3 86.74
ASL Action Pack # 3 Few Returned 126.74
ASL Action Pack # 4 Normandy 1944 126.74
ASL 13 - Rising Sun 336.74
Special Ops #12 66.74
Schwerpunkt #23 126.73
HazMo Scenario Pack 4: Making the Grade 106.73
HASL 4 - Pegasus Bridge 86.72
From The Cellar Pack # 2 106.72
ASL Journal # 8 166.72
Friendly Fire Pack 7 86.72
DASL 1 - Streets of Fire 106.71
Schwerpunkt # 5: Medal of Honor 126.70
Dezign Pak 5 186.69
Rally Point # 1 106.68
Schwerpunkt #13 126.68
BFP 4: Crucible of Steel 326.68
HazMo Scenario Pack 1: A World at War 106.68
ASL Journal #13 336.68
AH:ASL Annual `95 Winter 246.67
ASL Journal # 1 176.67
ASL Journal # 3 336.67
ASL Journal # 4 136.67
Tactiques # 4 86.67
Operations Special Issue #1 66.67
Quick 6 Scenario Pack III 66.67
Quick 6 Scenario Pack V 66.67
ASL Action Pack #19 Roads to Rangoon 106.67
BFP 2: Operation Cobra 126.66
ASL 10 - Croix de Guerre 86.65
ASL 12 - Armies of Oblivion 116.65
HSASL 2 - Operation Veritable 176.65
Critical Hit # 3.1 126.65
Schwerpunkt #12 126.65
ASL Starter Kit Expansion Pack #3 86.65
ASL Starter Kit #1 66.64
Schwerpunkt #10 126.64
HASL 7 - Valor of the Guards 216.64
Dezign Pak 10 156.64
Rally Point #11 106.64
Quick 6 Scenario Pack 66.64
Schwerpunkt # 7 126.63
March Madness 2019 Close Combat Pack 86.63
From The Cellar Pack # 9 176.63
Friendly Fire Pack 10 86.61
BFP 5: Poland in Flames 456.61
ASL Action Pack #15 Swedish Volunteers 166.61
AH:ASL Annual `96 146.60
Schwerpunkt #11 126.60
ASL Open `96 Scenario Pack 106.60
Rally Point # 2 106.60
Rally Point #15 106.60
Battle for France 106.60
Blood & Iron 106.59
Schwerpunkt # 6: Victoria Cross 126.59
Schwerpunkt #20 126.59
ASL Action Pack # 2 86.58
AH:ASL Annual `92 156.58
Internet 1616.58
Leibstandarte Pack 1 - Blitzkrieg! 86.58
Rally Point #14 106.58
ASL Starter Kit #2 86.57
Recon by Fire! #3 206.57
Franc-Tireur #11 226.57
ASL 3 - Yanks 86.56
Franc-Tireur #10 116.56
ASL Action Pack # 5 East Front 126.56
ASL Action Pack # 1 86.55
Dezign Pak 1 106.55
ASL Journal # 2 246.53
Kampfgruppe Scherer: The Shield of Cholm 176.53
HASL 8 - Festung Budapest 206.53
Elite Canadians 96.53
Coastal Fortress 556.53
HASL 10a - Red Factories 186.53
ASL 5a - For King and Country 206.52
HSASL 1 - Operation Watchtower 176.52
Gembloux: The Feint 96.52
Rally Point # 3 106.52
ASL Journal # 9 256.52
HASL 2 - Kampfgruppe Peiper I 66.50
Hero PAX 3: Jungle Heroes 106.50
Melee Pack II 66.50
Dos Equis Scenarios Especial 106.50
AH:ASL Annual `97 166.49
Nor'easter XX 136.49
Winter Offensive Bonus Pack 2018 66.49
ASL 10a - Croix de Guerre 426.49
ASL Journal # 7 126.48
Critical Hit # 6.4 246.48
Leibstandarte Pack 2 - Barbarossa 86.48
From The Cellar Pack # 5 146.48
Onslaught to Orsha 256.47
ASL Starter Kit Expansion Pack #1 1st Edition 86.47
Friendly Fire Pack 5 106.46
ASL 5 - West of Alamein 86.45
Provence Pack (MMP Download) 106.45
Petsamo-Kirkenes Operation: Monkeys with Typewriters Vol.III 186.45
Blitzkrieg in the West - Central Campaign 66.45
HASL 12 - Drop Zone: Sainte-Mère-Église 146.45
AH:ASL Annual `91 166.44
G.I.'s Dozen 136.44
Beyond the Beachhead 2 166.44
ASL Action Pack # 8 Roads Through Rome 106.44
Waffen-SS II: The Fuhrer's Fireman 86.43
Rally Point # 7 106.43
Friendly Fire Pack 8 86.43
ASL 7 - Hollow Legions (2nd Edition) 86.42
ASL Journal # 6 156.42
ASL Action Pack # 9 To the Bridge! 106.42
Swedish Volunteers 146.41
Tactiques # 7 86.40
Rally Point #13 106.40
HASL 11 - Sword & Fire: Manila 306.40
Schwerpunkt #17 126.39
High Ground 2 166.38
Into The Rubble 2 126.38
Rally Point #18 106.38
Out of the Attic #2 166.37
Rivers to the Reich 156.37
Tactiques # 1 106.36
Tactiques # 8 106.36
Witches Cauldron: Oosterbeek Perimeter 166.36
Franc-Tireur #12 126.36
Schwerpunkt #16 126.35
Rally Point #20 106.35
ASL Action Pack #18 Oktoberfest XXXVII 146.35
AH:ASL Annual `89 156.34
Nor'easter Scenario Pack II 156.34
ASL 7a - Hollow Legions (3rd Edition) 546.34
Critical Hit # 4 106.33
Tropic Thunder! 126.33
Franc-Tireur #13 176.33
Rally Point #17 106.33
Quick 6 Scenario Pack II 66.33
Onslaught To Orsha 2 326.33
Franc-Tireur # 7 116.32
ASL Action Pack # 7 106.32
ASL 2 - Paratrooper (2nd Edition) 86.31
Tactiques # 6 86.31
ASL Journal #15 116.31
Berlin: Red Vengeance 116.30
High Ground! 86.30
Winpak #1 106.30
The Canadians In Italy 1: The Red Patch Devils in Sunny Sicily 86.29
Covered 136.29
Dezign Pak 2 126.28
Schwerpunkt #21 126.28
Corregidor: The Rock 216.28
ASL Action Pack #11 29 Let's Go! 106.27
BFP: Operation Neptune 106.27
ASL Action Pack #12 Oktoberfest XXX 106.26
ASL 11a - Doomed Battalions (4th Edition) 326.26
Out of the Attic 166.25
Fanatic Pack 1 126.25
Dezign Pak 4 156.25
Dezign Pak 7 126.25
Schwerpunkt #19 126.25
Rally Point #16 106.25
Franc-Tireur # 8 106.24
ASL 11 - Doomed Battalions (3rd Edition) 246.24
ASL 15 - Forgotten War 166.24
ASL 11 - Doomed Battalions (2nd Edition) 86.23
Critical Hit # 3 186.23
March Madness `97 Pack 126.23
Tactiques # 9 106.23
From The Cellar Pack # 6 106.23
Hero PAX 1: Hurtgen Hell to Bulge Nightmare 86.22
Blitzkrieg Pack 186.22
Armoured Aussie Pack 76.22
Out of the Bunker 146.22
Tactiques # 2 106.21
ASL 14 - Hakkaa Päälle! 176.21
HASL 10b - Red October 116.21
ASL 4 - Partisan! 86.20
Rally Point # 8 106.20
Internet: MMP 66.19
Recon by Fire! #4 146.19
Schwerpunkt #15 126.17
Rally Point # 6 106.17
Rally Point # 9 106.17
Franc-Tireur #15 226.14
SASL 1 - Solitaire ASL (2nd Edition) 216.11
The Canadians In Italy 2: The Spaghetti League 126.09
Franc-Tireur #14 326.09
Schwerpunkt # 3 126.08
Buckeyes! 106.07
From The Cellar Pack # 7 106.07
Schwerpunkt # 2 126.06
ASL 8 - Code of Bushido 86.04
Leibstandarte Pack 4 - Turning of the Tide! 86.04
Schwerpunkt #18 126.04
Waffen-SS I: No Quarter No Glory! 66.02
HASL 3 - Kampfgruppe Peiper II 86.00
Backblast # 2 86.00
Recon by Fire! #1 86.00
Objective: Schmidt 176.00
ASL 1 - Beyond Valor (1st Edition) 106.00
ASL 6 - The Last Hurrah (2nd Edition) 85.99
Rally Point #21 105.98
Dezign Pak 8 105.94
HASL 5 - Blood Reef: Tarawa 105.93
The Canadians In Italy 3: D-Day Dodgers 105.91
Schwerpunkt # 1 125.91
Dezign Pak 3 155.90
Blitzkrieg in the West - Northern Campaign 65.90
HASL 6 - A Bridge Too Far 125.88
Paddington Bears '97 Pack 85.88
Time on Target # 1 135.86
Hero PAX 2: Eastern Front Hero Fest 85.83
Time on Target # 2 215.83
Deluxe Pack #1 125.82
From The Cellar Pack #12 115.82
Wacht Am Rhein 165.81
Southern Cross Scenario Pack `96 65.80
ASLOK 2005 - 20th Anniversary Scenario Pack 105.71
Rally Point # 5 105.71
DASL 2 - Hedgerow Hell 85.70
Winpak #2 65.68
ASL For Fun-LCP 325.68
Melee Pack I 65.63
All American I: Kellam's Bridge 105.52
Leibstandarte Pack 3 - Clash at Kharkov! 85.48
Panzer Aces 65.42
Shingle's List 85.42
Hell's Highway 65.35
Firefights! 65.26
Guerra Civil: The Spanish Civil War 125.20
The Long March 175.16
Soldiers of the Negus 84.93

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Newest players - welcome!

UsernamePlayerRegistered
CDRGMichael Gallagher2025-03-29 21:49:27
MACHETERobert Arrieta2025-03-23 17:15:37
eespin77eduardo espino2025-03-21 05:51:07

On this day...

ScenarioLocationDate
39 Turning the TablesMersa el Brega, Libya1941
A 115 BlockbustersNhpum Ga, Burma1944
A 117 Maggot HillNhpum Ga, Burma1944
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