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No VacancyThis is a great scenario. Lots of options for the Russian in the setup. i voncetrated my defence aroind the building. Finns cleared the bridgr and crags, managed to breach the fortified locations but succubed in HtH melees in the ground floor of the hotel for a russian win, asloser
Pukhov's Push46VP for the Russians at the end of Russian Game Turn 7. Bongiovanni
Forest Gumm Bongiovanni
For the Motherland Bongiovanni
Gift of Time asloser
Flight of the Intruders asloser
Then Came the InfernoChicago Open round 6. The Germans had a good turn two and the Americans conceded. RJenulis
300 asloser
The Sangshak RedemptionAs part of FNF. My Japanese pressed hard to get the church and whatever else they could to start. In the end, it was enough. Barely. Final CC roll needed 6 or fewer for me to win, otherwise, he wins. My roll? 1, 1! This game was a razor's edge of fun! von Garvin
Morning Glory Serge
A Job for Commandos strategos
Mongols in ManchukuoFirst to play and post. Danno
Mongols in ManchukuoOur game went three full turns. The Manchus flanked the Mongolians with an LMG on the north and south, while the remainder moved towards the center pocket. The Mongols attempted to exit and a couple squads were busted up. Both the 7-0 and 8-0 were KIA'd. Three Mongols squads managed to exit, 1-1/2 were captured and the rest eliminated. Very tough to see how the Mongols need to play this one in order to win it. grumblejones
Then Came the Inferno jwert02
The Cactus FarmTrue to form, broke my AT on its first TH attempt, and firing at its BS'd hex to boot; broke my second 228 on a MC after only one TH attempt; suffered four CHs/aces (one of which destroyed my AA gun); his smoke was successful in 9 out of 12 attempts; and I never rallied a squad (one was my fault). By the end of turn two of seven, there was nothing of significance I could do: he still had four turns in which he could surround me with all nine of his tanks and pound away.

I should have placed my AT gun more out of the way, but having a easy shot on my BS'd hex sitting on top of an anti-tank-mine trail-break hex was too good a shot, until I broke my gun. Ha.

Be aware, cactus hedges are mean things!
EJ1
They Fired on Odessa...Poor initial setup along with poor rolling lead to a quick Romanian concession. (VASL Log) BravoCo
For the MotherlandIvan smashed Gerry in a fast fun play of SaP4, For the Motherland. White hot dice skewed our game in my favor, but one can still draw lessons from the match.

For the most part, the Germans set up in a 10-hex-long, north-to-south line centered on the water tower with a firm grip on the train station. Two 75mm Stugs, however, were in the rear watching the southern board edge while the 105mm Stuh joined the front line.

The onboard Russians – with the MMG and mortar on overwatch – closed from the northeast under cover of the storage yards to quickly reach the blind behind the rail cars. The offboard Russians and KVs entered along the south edge east of the wall, so all of my Russians were on the same side of the railyard. There’s the first lesson. One need not use those southern Russians for an immediate and separate flank attack on the Germans. That’s possible, even tempting, but with little cover and nearby Stugs it could prove costly.

As feared, a German MMG aloft in the rail station K-slashed a southern Russian squad in the open. In a portent of things to come, my MC generated heat of battle to harden the surviving half squad and add a hero! The other Germans maintained concealment.

By turn two, the southern Russians (8.5 squads and two KVs) had gelled into a formidable fire group behind the wall and only four hexes (normal range) away from those Germans (5 squads) defending the railcars by the wooden buildings. A few Russian squads stood overwatch as the others rushed across the rail yard. German shots missed. Russian train OBA found its mark just west of the rail cars before Russian small arms fire finished the job. Half the southern Germans broke and fled. Lesson two, the simplicity of the train OBA – no muss and fuss over radio contact or battery access – makes it stable and therefore useful.

Ivan was lucky up north too. The 105mm Stuh busted its MA on the first shot. Lesson three, do come up with a plan for that Stuh. I was lucky, it could easily have broken one squad per turn. Perhaps one should hunt it with a KV to protect the Russian infantry? Anyway, a MMG aloft in the train station fired, missed, and lost rate. The Russian Mortar peppered those 2nd level Germans with 2+2 shots that wounded an 8-0 and forced a PTC that triggered a booby trap to shut down a German MMG. So, Ivan leap frogged ever closer to the train station.

A brave Stug swung round the Russian southern flank for a shot at one KV near the rail cars. The buttoned up (+1) KV’s turret turned (+2) to fire at the just moved (+2) Stug which was small (+1). Since I needed a 4 to hit, I expected a miss and chose regular AP just to get acquisition so as not to waste my APCR of 6. But I rolled a 4 to hit and a 3 to kill that bold Stug which also held the now dead German 9-2.

Around turn three, a multi-hex Russian fire group northeast of the train station pinned one hex of Germans there in, including the 45mm ATG, and so advanced into close combat. Russian train OBA swept the yard west of the train station to impede entry by Germans coming up from the south. Meanwhile, the southern Russian swarm enveloped the trains and wooden buildings.

On turn 4, the Germans tried again to reinforce the train station melee but succumb to Russian defensive fire which broke the German player’s personal morale, so he conceded. I apologized for my rolls, but the dice were his.
gorkowskij
One More HedgerowThe Americans attacked through the grain fields on the German left flank. Two German HS's were HIP'd along that axis were able to slow the attack but succumbed to CC. The German HMG was able to cause great havoc keeping rate during Turn 3 breaking two squads and a leader. The Americans were briefly down to 3 GO squads. But during the American DFPh a German leader and two HS's with a MMG in a stone building were eliminated while the Americans simultaneously passed numerous MCs. On the following turn the German squad with HMG broke while two American MMCs rallied, giving the Americans an opportunity. Came down to the last CC roll. This is a tough one for the Americans. I was extremely lucky with my MCs, passing more than I failed, which is unusual for a 6 morale unit. The German HMG can wreak havoc when keeping ROF with the 9-1 leader. Heloanjin
Cornwalls' Rum Ration asloser
Gallant AttackSeems hard for the Japanese. I set up and up-front defence and the Allies tried a frontal assault, but effective fire from my HMG and mortars brought them to a halt before they could cross the road. By the time my reinforcements arrived the Allies were outnumbered so my opponent conceded.
It feels like there should be another way rather than direct frontal assault, where there is little cover anyway. But even trying to outflank the defenders seems hard, so I'm not sure what the answer is.
Andy_Bagley
Play Ball asloser
The Winter City manzoliandrea72
Elephants Unleashed dsoukup
Silence That GunGerman set up the gun by the march and fortified the N2 building. American divided his forces with the 9-2, hero, and 2 MMG in the woods across from the gun on board 2. The american took some big blows T1 but then recovered. By T5 the American had pushed the Germans way from the gun and rushed with the Hero and the DC, a 747 and a 9-1. The DC didn't do much, and the American whiffed the CC roll. German T5 the American managed not to break in melee, one the fight and thus the scenario. A_Lost_Canadian
Cradle to Grave asloser
Bloody Red BeachNick and I chose to play this to jump into the deep end. We got through this in about 3 or 4 VASL sessions. In the end, my USMC forces survived too many attacks and in spit of suffering about 50 CVP, I was able to take Hill 621. von Garvin
Purple Heart LaneDan was pretty successful in taking over the first set of buildings. My reinforcements came in to defend the second set and I placed two squads, lmg and a 9-1 in the P1 building with very good line of sights. My hope was that they could exit if needed, but instead, they were extremely deadly for the Americans trying to get to the second set of buildings in open ground. Dan was extremely unlucky with MC dice and he broke and Casualty Reduced many times. Not great rally terrain for him also hurt and he conceded on turn 5. Not sure if I would have won if he had rolled just a bit better though. cub99
Shenam Pass wwillow
Vatutin's Right Hook fdapra
Delaying Action at KylänmäkiEnded in Finn turn 3 after the OT37 stun+recalled in prep fire. This after tough sledding for Russians with breaks, CRs and FTRs bogging down the attack due to some hot dice. By this time, only two buildings had been captured, and the defenders situated well. With the Finn’s ability to deploy squads and a shrinking defensive perimeter, the Russians called it a day and headed to the sauna. Houlie
Melee For Hill 700 johan.vrijdaghs@gmail.com
Hornet SwarmVASL jrwusmc
The Gin Drinker's Line Miksonek
Absorbing The Thrust Bongiovanni
Brotell: The Finnish AceFinns left one squad and couple of Half squads into the buildings. All Stugs, Gun two HIP PSKs made a killing ground on middle of the board. Russian did not get anywhere and gave up on turn 4 when all but one of the tanks were killed. Fin had lost 50L gun crew o MC boxcars, othervise all heavy weapons and Sturmi were intact asloser
Bridge Over the River Queen asloser
Crucifix Hill Danno
Crucifix HillCould be a fun scenario, except for the German reinforcements that retake the village, when the Americans have few enough squads to take the hill. It's just unnecessary. And it was the difference in our game. Americans had 15 points to 20 for the Germans and 6 of those...you guessed it were two of the buildings in the rear. After 6-1/2 turns of busting my backside to execute an attack up that hill only to lose it, because I couldn't stop a 2-3-7 and 4-4-7 from taking away buildings. I'll be honest...not my idea of fun ASL. grumblejones
End of CommandQuick, brutal, I think this tiny scenario is top 2 of the pack, with the Belgians having an interesting choice of locations to choose from for their setup, and the Germans with a very short timer and an incentive to not throw away units willy-nilly. Unfortunately for me, an unlucky series of CC rolls, a Fate result on a Rally attempt, and being on the receiving end of constant 6's or less made it hard to push forward, much less preventing casualties! Jobbo_Fett
End of CommandQuick, brutal, I think this tiny scenario is top 2 of the pack, with the Belgians having an interesting choice of locations to choose from for their setup, and the Germans with a very short timer and an incentive to not throw away units willy-nilly. Unfortunately for me, an unlucky series of CC rolls, a Fate result on a Rally attempt, and being on the receiving end of constant 6's or less made it hard to push forward, much less preventing casualties! Jobbo_Fett
End of CommandQuick, brutal, I think this tiny scenario is top 2 of the pack, with the Belgians having an interesting choice of locations to choose from for their setup, and the Germans with a very short timer and an incentive to not throw away units willy-nilly. Unfortunately for me, an unlucky series of CC rolls, a Fate result on a Rally attempt, and being on the receiving end of constant 6's or less made it hard to push forward, much less preventing casualties! Jobbo_Fett
TentativeCompared to the last scenario, this one seems far too steep a hill to climb for the Belgians, all entering from off-board into open ground, with little to no cover as they must assault a pair of stone buildings that the Germans initially occupy. The AFV provided was sniped on the first turn thanks to a very lucky LMG shot and the scenario was soon after declared a loss for the Belgians as casualties quickly mounted. Not fun - desperately needs an OOB makeover. Jobbo_Fett
TentativeCompared to the last scenario, this one seems far too steep a hill to climb for the Belgians, all entering from off-board into open ground, with little to no cover as they must assault a pair of stone buildings that the Germans initially occupy. The AFV provided was sniped on the first turn thanks to a very lucky LMG shot and the scenario was soon after declared a loss for the Belgians as casualties quickly mounted. Not fun - desperately needs an OOB makeover. Jobbo_Fett
TentativeCompared to the last scenario, this one seems far too steep a hill to climb for the Belgians, all entering from off-board into open ground, with little to no cover as they must assault a pair of stone buildings that the Germans initially occupy. The AFV provided was sniped on the first turn thanks to a very lucky LMG shot and the scenario was soon after declared a loss for the Belgians as casualties quickly mounted. Not fun - desperately needs an OOB makeover. Jobbo_Fett
For the MotherlandThe least favorite of the 3 scenarios I played this past weekend but it came down to the very end none the less. Back to back boxcars on two rallies completely eliminated my flanking force and that allowed the Russians to roll up that flank and get into the train station, SGT Mac
Failure to CommunicateI had difficulty putting together a good defense due to sub-optimal lines of sight for the defending French. Turns out I over-weighted the defense of the lone stone building on Board 42, which meant I didn't have enough AT defense to keep John's Germans at bay. I chose the Mine and ATR option and converted all my mines to AT. While that seemed like a good idea at the time, it would have worked better had I placed the mines somewhere John actually went (Board 59) vs Board 42. Once he got close, John sleeze-freezed my key defensive positions (such as my 10-2/MMG stack) to allow his infantry to close mostly unmolested. I did have some good results with my tankettes which gave his infantry a hard time but it was not enough. I got at least a few good hits with my ATR (including a CH) but couldn't score a single kill due to the low odds and above-average dice roll results.

On Board 59 I had initially managed to trade ground for time, withdrawing in good order, but once John fully committed his Panzers I lost my freedom to maneuver and got ground up by his combined arms assaults. By the beginning of Turn 5 I had lost nearly all of my defenders on Board 59 and, having little other than some concealment markers and an 8-1 with a malf'd LMG, conceded. Next time I'll try the option to buy the second ATG to see how that works.
Agoldin
The Waterhole asloser
Matsumoto's Charge asloser
The Rat House usmcwo1
Bailey's Demise Danno
Bailey's DemiseIt's scenarios like this that test your faith in MMP playtesting. My Japanese were shredded by Dan's Marines. I got in some licks killing 5-1/2 squads...but by Turn 5 my Japanese were completely annihilated. I rolled on the poor side, which was further offset by Dan's awesome dice rolls. Dan would create two Heroes, which naturally helped the Marines to victory. Not much else to say. This is a tough game for the Japanese as the ROAR stats clearly show. grumblejones
Armored SamuraiJapanese were able to infiltrate Chinese front and push deep. OBA dropped on key Chinese MG nest to help rapid advance. jgarlic79@gmail.com
Retaking KharkovThe Tigers proved all powerful, they don’t need special ammo but they had plenty, knocking out all four KVs with APCR. The Germans recovered from some early infantry losses and took a relatively comfortable win Simonstan
The Muzsla Noose jwert02
Huns of SteelThe Hungarians came on in force but dismounted from his motorcycles and horses on turn 1.
This did not give him enough time to move up to get to the hexes.
There were 3 major grain fires.
slunts
Brotell: The Finnish AceRussian attack into the village was largely successful and by Turn 4 all the building were taken. Brotell was KIA'd when his STUG moved up into a woods location to control the center. He bogged and a T-34/85 got a lucky hit and kill. The Russians would lose 6 of the 8 tanks. But at the end, the other 2 STUGs were CE and using their AA machine guns. The Russian infantry rolled a bund of snakes, which pinned one STUG and then the other STUG rolled boxcars and was recalled. That was game and a Russian victory. grumblejones
Brotell: The Finnish Ace Danno
Farmer's MarketGood game. Went back and forth. Dispang12
Poteau Party dsoukup
Last Train to LeningradThe Germans setup too far back and the NKVD was able to drive them out and take up secure positions to hold off the Germans trying to counterattack. Lots of rubble made LOS very difficult on the Germans and allowed multiple approaches albeit slowly. dmareske
Death's Head DebutHeld out on the Level 3 hill VC area until the last turn, just about enough German FP to seal the win. Good, close game Simonstan
FrühjahrsbestellungAn interesting scenario that can end quickly if the Germans are not aggressive enough to prevent a potential Set DC. The German ACs suffered from stuns and recalls almost immediately, and it was only luck that allowed for a singular German squad, under the protection of the remaining AC (8-rad) to cross the bridge and prevent the defenders from doing the same. Jobbo_Fett
Cooperation Reigns jwert02
Drava Epic Bongiovanni
Sheep in Wolf's ClothingGermans gathered in the Polder and bulidings, Brits moved on board units at them and brought on reinforcement turn 1 ..they CX using bypass and began encircling the germans in polder.

Some great british shooting and poor german shooting gradually wore the germans down, and with the ELR being so low they didnt hang around long. German reinforcements came on up north and the mortar was doing great work... but too late to get the infantry into the victory area without taking risks which didnt come off.
chubooga
Tali WhackerWell...another loss as the attacking Russians. 15 squads against 15 squads. Yeah...doesn't work for me. The Russians have to take and hold buildings. The additional 3 x Finnish 5-4-8's are too much and basically ensure a Finnish win. My tanks performed horribly with three Recalled for broken MA's. I would finish with 16 buildings after losing 3 back to the reinforcing Finns. Very tough game on the Russians and then having to deal with the reinforcing Finns makes it pretty much not worthwhile. Fun game otherwise and better without the three extra Finnish squads...in my opinion only of course. grumblejones
Yankee Pride galletto
Tali WhackerFirst to play and post. Danno
The Muzsla Noose A15.4er
Continue the Attack at OnceClose game, down to the last turn. RJenulis
Gruppo Tattico RoncoChicago Open 2025 round 5. A Fanatic Italian HS and Hero. Fun game. Maurizio played the Italians very well. His one legged Hero made a difference. RJenulis
Baking BreadDan placed his AT gun back in the second row of buildings. My Germans got nowhere up North, but I was able to easily get into the middle/south buildings. His gun was good, but after a few turns, I was able to overwhelm it and cut off his reinforcements. After that, my firepower was enough to break the Bread Factory and he conceded. cub99
Vous descendez a Maleme?Fun scenario, challenging for the Germans given the randomness inherent to the paradrop. German has air support Stukas which can even up things if they are effective. Consider balancing with the one turn of additional air support. GarrettW
Blick's Balk Danno
Blick's BalkFun scenario. My Russians managed to take 3 buildings, but I gave the concession on Turn 5. I had lost three close combats to Snake Eyes and my force was too degraded to take another 3 buildings with only a single movement phase left. grumblejones
Fuller's Folly manzoliandrea72
Cooperation Reigns BravoCo
Melting Pot atomic
Grebbe End Ric of The LBC
White Russians Danno
White RussiansAmericans successfully destroyed the White Russian charge with only 3-1/2 broken White Russians left. Then the Americans went after the Germans in the village and managed to take 3-1/2 POW's and by Turn 6 had the victory. Hard on the Germans. grumblejones
Death BoxFinished this scenario up with another Axis win. The MMG and AA gun set up fairly forward and were overrun by the Axis forces. dmareske
Melting PotVery tight game that was decided on the last shots of the game, and perhaps could have been closer based on the German's last turn where they were a little too bold. Nice scenario, but always scary to have to capture multiple multi-level buildings. (VASL Log) Dave
Transylvania 6-5000Interesting little scenario in which a strong Hungarion force supported by for StuGs assaults a Russian position. The Russians need to carefully figure out how they want to defend two areas. They don't have many troops to do so, but the good thing is, that the Hungarians MUST clear both, leaving the Russians leeway to select their Schwerpunkt. That said, the Russians also need to play some "maskirovka" to keep the Hungarians guessing, and forcing them to divide their order of battle. Another question for the Russians is how much they want to expose themselves at start in order to slow down the Hungarian approach.

I played the Russians in this one. My "maskirovka" part went quite well, but the Hungarians came on strong. When time came for the Hungarians to move up close, the Russians stabilized and were in the end able to hold enough of what was required.

Recommendable scenario.
von Marwitz
Left Behind wwillow
The Muzsla NooseExcellent scenario. Lotsa options. The Russians attacked from all four directions to try to pin down Hungarians, but the Hungarians were able to shift forces along internal lines. Hungarians got a couple breaks killing Russian armor which allowed an armor counterattack to break up threatening Russian assault on the right. jgarlic79@gmail.com
Schmidt’s RoadblockVASL League 2025 Round 1 atomic
The Winter City galletto
Sbeitla ProbeEpic disater RJenulis
Death BoxThe Axis made a fairly balanced push through the board, lost two tanks to Melee and the Russian AA gun did very little before it broke. Mutual exchanges in CC whittled the Russian force down to only a few squads which made hard work for the reinforcements. dmareske
The Yelnya Bridge dsoukup
A Matter of CoordinationThe German defense was split between a watching the flanks with machine guns and a strong central force to blunt any attacks. The Belgians took their time to advance, making slow gains, but losses and breaks eventually diminished the fighting force to the point where accomplishing the objectives became next to impossible to achieve. Special shout out to Rob's dice where he rolled BOTH reinforcement groups on turn 1 to really put on the pressure! Hard to truly have a positive opinion about this one, as the Belgian setup was quite reserved - it would be interesting to see this one with an aggressive Belgian attack from the get-go. Jobbo_Fett
A Matter of CoordinationThe German defense was split between a watching the flanks with machine guns and a strong central force to blunt any attacks. The Belgians took their time to advance, making slow gains, but losses and breaks eventually diminished the fighting force to the point where accomplishing the objectives became next to impossible to achieve. Special shout out to Rob's dice where he rolled BOTH reinforcement groups on turn 1 to really put on the pressure! Hard to truly have a positive opinion about this one, as the Belgian setup was quite reserved - it would be interesting to see this one with an aggressive Belgian attack from the get-go. Jobbo_Fett
A Matter of CoordinationThe German defense was split between a watching the flanks with machine guns and a strong central force to blunt any attacks. The Belgians took their time to advance, making slow gains, but losses and breaks eventually diminished the fighting force to the point where accomplishing the objectives became next to impossible to achieve. Special shout out to Rob's dice where he rolled BOTH reinforcement groups on turn 1 to really put on the pressure! Hard to truly have a positive opinion about this one, as the Belgian setup was quite reserved - it would be interesting to see this one with an aggressive Belgian attack from the get-go. Jobbo_Fett
Squeezing Peiper's BulgeGerman holds at Stoumont, but collapses at Chenoux and was about to be overruled at La Gleize. Then surrendered. Funny, but need some balance. jesuspiebatlle
Along the VistulaGerman attack was not co-ordinated enough. Polish managed to pick out German assets one by one, and by turn 5 it became obviuos there was nowhere near eough points for exit left when PzI was killed by ART and a HMG rate tear killer two squands and the 9-2.

Challenge for the Germans but in my opinion not undoable with careful attack plan.

Neither side got any any OBA down- Germans boxcarred the radio on turn 1 and rolled a repair 6 couple of turns later, Polish got their radio contact working but drew two red cards to start with.
asloser
Haunted Zoo igycrctl
Hold Your Horses Dispang12
Aufklärungs AttackFriday Night Fight

This was another tight fight going to the last turn. I had 2 SU-85's in victory locations, however one was in melee and the other had a malf'd MA (its second time), if I could repair it it was a likely Russian win. No such luck. Okay I could possibly recapture one of the victory buildings as it was lightly defended by a half squad with a full squad behind it. I approach, hs fires -PTC my 8 morale guys should pass easily, they roll snake-eyes, a pass but possible sniper. It comes up 2, where is it going, yep, pins the guy who triggered it. Okay I have a second squad whose best route is to risk the 2 resid , another ptc which is failed. The SU-85 in melee dies to a single hero. Can my MA repair in the following RPh - No, game over.
Paul Legg
A Greek Tragedy mtrodgers99

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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 1627.69
ASL Starter Kit Expansion Pack #2 87.44
March Madness 2018 Players Pack 107.36
March Madness 2013 Commissar Pack 87.34
Time on Target # 3 147.33
ASL Starter Kit Expansion Pack #1 2nd Edition 127.25
Schwerpunkt #24 127.25
ASL Starter Kit #4 87.23
Schwerpunkt # 9 127.19
Schwerpunkt #14 127.15
ASL Starter Kit Bonus Pack #2 87.15
Franc-Tireur #16 157.15
Friendly Fire Pack 12 87.13
From The Cellar Pack # 4 207.12
Quick 6 Scenario Pack IV 67.10
Ost Front Pack 67.09
Race For The Meuse 67.08
Fistful of Scenarios 67.08
The Green Hell of Inor 197.08
ASL 9 - Gung Ho! 87.07
Battle of the Hedgerows - The Storm Broke 67.07
HASL 1 - Red Barricades 107.06
Friendly Fire Pack 1 87.06
ASL Action Pack #14 Oktoberfest XXXIV 127.06
From The Cellar Pack # 8 167.05
From The Cellar Pack #11 107.05
Friendly Fire Pack 2 87.03
Beyond the Beachhead 87.02
Leibstandarte Pack 5 - Scorched Earth 87.00
Quick 6 Scenario Pack VI 67.00
Critical Hit # 2 156.98
Best of Friends 126.98
ASL Journal #12 146.97
Recon by Fire! #2 106.96
Battles of Carpiquet 136.96
ASL Journal #10 196.96
Friendly Fire Pack 9 86.96
ASL Action Pack #10 86.96
ASL 1 - Beyond Valor (3rd Edition) 246.95
Schwerpunkt # 4 126.93
ASL Action Pack #17 Oktoberfest XXXV 166.93
ASL Journal #11 286.92
Grossdeutschland Pack 1 - The Early Years 86.91
From The Cellar Pack # 3 106.91
ASL 13 - Rising Sun (2021) 386.91
Into The Rubble 86.90
Generic Playtesting Log 376.90
AH:ASL Annual `93a 116.89
Hero PAX 4: Mediterranean Theater of Operations 126.89
Operations Special Issue #3 76.89
Friendly Fire Pack 6 86.89
BFP 6: Mannerheim Cross 446.89
Friendly Fire Pack 3 86.88
Friendly Fire Pack 4 106.88
ASL 12 - Armies of Oblivion (2nd Edition) 326.88
March Madness 2020 Full Rulebook ASL Pack 86.88
Not One Step Back 86.88
Kreta - Operation Merkur 186.87
China-Burma-India: The Lost Theater Part 1 156.87
HazMo Scenario Pack 3: City of Steel 106.87
Friendly Fire Pack 11 86.86
Dezign Pak 6 126.85
Dezign Pak 9 106.85
ASL Action Pack #16 From The Land Down Under 156.85
ASL Action Pack # 6 A Decade of War 106.84
HASL 9 - Hatten in Flames 106.84
Death to Fascism 86.84
Special Ops #12 66.84
Classic ASL 166.83
Best of Friends 2 126.83
ASL Journal #14 256.82
Schwerpunkt #22 126.81
ASL 16 - Twilight of the Reich 176.81
Schwerpunkt # 8 126.80
Turning the Tide 206.80
AH:ASL Annual `93b 126.79
Aussie Tournament Pack 76.78
ASL Action Pack #13 Oktoberfest XXXII 116.78
ECZ Tournament Director's Pack 166.78
Deluxe Advanced Squad Leader 386.77
ASL Journal # 5 136.76
Aussie '98 Pack 106.75
Melee Pack III 76.75
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
From The Cellar Pack # 2 106.74
ASL Action Pack # 4 Normandy 1944 126.74
ASL 13 - Rising Sun 336.74
ASL 3a - Yanks (2nd Edition) 416.74
Quick 6 Scenario Pack VII 66.74
BFP 3: Blood and Jungle 476.73
ASL Journal # 8 166.73
Schwerpunkt #23 126.73
HazMo Scenario Pack 4: Making the Grade 106.73
HASL 4 - Pegasus Bridge 86.72
Friendly Fire Pack 7 86.72
DASL 1 - Streets of Fire 106.71
AH:ASL Annual `90 166.71
Schwerpunkt # 5: Medal of Honor 126.70
HazMo Scenario Pack 1: A World at War 106.70
Dezign Pak 5 186.69
ASL Journal # 3 336.68
ASL Journal # 4 136.68
Rally Point # 1 106.68
Schwerpunkt #13 126.68
BFP 4: Crucible of Steel 326.68
AH:ASL Annual `95 Winter 246.67
ASL Journal # 1 176.67
Tactiques # 4 86.67
Operations Special Issue #1 66.67
Battle for France 106.67
Quick 6 Scenario Pack V 66.67
BFP 2: Operation Cobra 126.66
ASL Journal #13 336.66
ASL 10 - Croix de Guerre 86.65
Internet 1306.65
Critical Hit # 3.1 126.65
Schwerpunkt #12 126.65
From The Cellar Pack # 9 176.65
HazMo Scenario Pack 2: The Un-Civil Wars 106.65
ASL Action Pack #19 Roads to Rangoon 106.65
ASL 12 - Armies of Oblivion 116.64
HSASL 2 - Operation Veritable 176.64
ASL Starter Kit #1 66.64
Schwerpunkt #10 126.64
HASL 7 - Valor of the Guards 216.64
Rally Point #11 106.64
Schwerpunkt # 7 126.63
March Madness 2019 Close Combat Pack 86.63
BFP 5: Poland in Flames 456.62
AH:ASL Annual `96 146.61
Rally Point # 2 106.61
Friendly Fire Pack 10 86.61
Quick 6 Scenario Pack 66.61
Schwerpunkt #11 126.60
ASL Open `96 Scenario Pack 106.60
Blood & Iron 106.59
Schwerpunkt # 6: Victoria Cross 126.59
Coastal Fortress 556.59
Schwerpunkt #20 126.59
ASL Action Pack #15 Swedish Volunteers 166.59
ASL Action Pack # 2 86.58
AH:ASL Annual `92 156.58
Dezign Pak 10 156.58
Rally Point #14 106.58
Quick 6 Scenario Pack III 66.58
ASL Starter Kit #2 86.57
Recon by Fire! #3 206.57
Franc-Tireur #11 226.57
Petsamo-Kirkenes Operation: Monkeys with Typewriters Vol.III 186.57
ASL Starter Kit Expansion Pack #3 86.57
ASL 3 - Yanks 86.56
Leibstandarte Pack 1 - Blitzkrieg! 86.56
Franc-Tireur #10 116.56
HASL 8 - Festung Budapest 206.56
ASL Action Pack # 1 86.55
ASL Action Pack # 5 East Front 126.55
Kampfgruppe Scherer: The Shield of Cholm 176.55
HASL 10a - Red Factories 186.54
ASL Journal # 2 246.53
Elite Canadians 96.53
Rally Point #15 106.53
ASL 5a - For King and Country 206.52
HSASL 1 - Operation Watchtower 176.52
Gembloux: The Feint 96.52
ASL Journal # 9 256.52
Dezign Pak 1 106.51
From The Cellar Pack # 5 146.51
AH:ASL Annual `97 166.50
Hero PAX 3: Jungle Heroes 106.50
Melee Pack II 66.50
Dos Equis Scenarios Especial 106.50
Nor'easter XX 136.49
Winter Offensive Bonus Pack 2018 66.49
ASL Journal # 7 126.48
Critical Hit # 6.4 246.48
Onslaught to Orsha 256.48
Leibstandarte Pack 2 - Barbarossa 86.48
Rally Point # 3 106.48
ASL 10a - Croix de Guerre 426.48
ASL Starter Kit Expansion Pack #1 1st Edition 86.47
HASL 12 - Drop Zone: Sainte-Mère-Église 146.47
G.I.'s Dozen 136.45
Provence Pack (MMP Download) 106.45
Friendly Fire Pack 5 106.45
Blitzkrieg in the West - Central Campaign 66.45
ASL 5 - West of Alamein 86.44
AH:ASL Annual `91 166.44
ASL Action Pack # 8 Roads Through Rome 106.44
Waffen-SS II: The Fuhrer's Fireman 86.43
Beyond the Beachhead 2 166.43
Rally Point # 7 106.43
Friendly Fire Pack 8 86.43
ASL Action Pack # 9 To the Bridge! 106.43
ASL 7 - Hollow Legions (2nd Edition) 86.42
ASL Journal # 6 156.42
Rivers to the Reich 156.42
Swedish Volunteers 146.41
Tactiques # 7 86.40
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
Rally Point #20 106.38
Out of the Attic #2 166.37
ASL Action Pack #18 Oktoberfest XXXVII 146.37
Tactiques # 1 106.36
Tactiques # 8 106.36
Witches Cauldron: Oosterbeek Perimeter 166.36
Schwerpunkt #16 126.35
AH:ASL Annual `89 156.34
ASL Action Pack # 7 106.34
Rally Point #13 106.34
Quick 6 Scenario Pack II 66.34
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
Franc-Tireur # 7 116.32
ASL 2 - Paratrooper (2nd Edition) 86.31
Tactiques # 6 86.31
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
Onslaught To Orsha 2 326.29
Dezign Pak 2 126.28
Schwerpunkt #21 126.28
ASL Action Pack #11 29 Let's Go! 106.27
BFP: Operation Neptune 106.27
Out of the Attic 166.26
ASL Action Pack #12 Oktoberfest XXX 106.26
ASL 11a - Doomed Battalions (4th Edition) 326.26
Fanatic Pack 1 126.25
Dezign Pak 4 156.25
Franc-Tireur #12 126.25
ASL 11 - Doomed Battalions (3rd Edition) 246.25
Dezign Pak 7 126.25
Rally Point #16 106.25
Hero PAX 1: Hurtgen Hell to Bulge Nightmare 86.24
Franc-Tireur # 8 106.24
From The Cellar Pack # 6 106.24
ASL 15 - Forgotten War 166.24
Rally Point #17 106.24
ASL 11 - Doomed Battalions (2nd Edition) 86.23
Critical Hit # 3 186.23
March Madness `97 Pack 126.23
Tactiques # 9 106.23
Schwerpunkt #19 126.23
Covered 136.23
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
Corregidor: The Rock 216.20
Internet: MMP 66.19
Rally Point # 8 106.19
Critical Hit # 7.1 186.17
Rally Point # 6 106.17
Schwerpunkt #15 126.16
Franc-Tireur #15 226.16
Recon by Fire! #4 146.15
ASL Journal #15 116.14
Rally Point # 9 106.13
SASL 1 - Solitaire ASL (2nd Edition) 216.11
HASL 3 - Kampfgruppe Peiper II 86.10
Schwerpunkt #18 126.10
The Canadians In Italy 2: The Spaghetti League 126.09
Franc-Tireur #14 326.09
Buckeyes! 106.07
From The Cellar Pack # 7 106.07
Schwerpunkt # 3 126.06
Schwerpunkt # 2 126.05
ASL 8 - Code of Bushido 86.04
Leibstandarte Pack 4 - Turning of the Tide! 86.04
ASL 1 - Beyond Valor (1st Edition) 106.04
Waffen-SS I: No Quarter No Glory! 66.02
Backblast # 2 86.00
Recon by Fire! #1 86.00
Dezign Pak 8 106.00
Objective: Schmidt 176.00
ASL 6 - The Last Hurrah (2nd Edition) 85.99
HASL 5 - Blood Reef: Tarawa 105.95
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
Rally Point #21 105.89
Paddington Bears '97 Pack 85.88
HASL 6 - A Bridge Too Far 125.87
Time on Target # 1 135.86
From The Cellar Pack #12 115.86
Hero PAX 2: Eastern Front Hero Fest 85.83
Time on Target # 2 215.83
Deluxe Pack #1 125.82
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 175.18
Soldiers of the Negus 84.93

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Newest players - welcome!

UsernamePlayerRegistered
LIBGFFWalter B2025-05-27 10:31:26
MiksonekMclowsky John2025-05-26 13:21:16
brn073Brian Bosman2025-05-23 19:45:56

On this day...

ScenarioLocationDate
CH131 Blood BrothersBurnes, France1940
CH131 Blood BrothersBurnes, France1940
J183 A Real Barn BurnerBois-Du-Seuil Farm near Amagne, France 1940
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