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“We Will Hold”Best Fox Hill Scenario so far. USMC was almost done for but OBA had caused massive Chinese caualties. On US turn 5 marines abushed 3 Chinese CX squads and killed them all and that was enough to put Chinese over the CVP cap. asloser
Out Of Their Element Rich Weiley
Block at Ville-Sur-IllonWell, this one requires a careful Frre Franch setup - my oppone t set up too foraward and half of the Free French OB was dead and most of the rest broken byt turn 3.... German lost 2 squads and one HT was bogged in exchage.

Free French need to conserve his forces the VC will force Germans go a long way.
asloser
The Erft EffortASL E-Open 2025. Outstanding game and very tense scenario. jwert02
Purple Heart LaneEasy US victory strategos
HühnersuppeThings looked dire for the Russians during the first 2.5 player turns with their mortar, an LMG, and one SU-76 malf’d, and the other taken out by a StuG. One bright spot that proved decisive: residual and a fire-lane put down by 3 squads(before their demise) and the MMG from the forward victory buildings prevented German infantry from turning the Russian left flank and breaking into the village. With VPs tied at the start of Russian turn 3, their infantry reinforcements safely reached the rear and two-hex victory buildings and their tanks decided to stay and fight it out (one stupidly attempting an OVR and being flammed by a PF - yes, Mark, the Germans have these deadly LATW called PF!). Faced with taking one hex in either the Church, two-hex, or rear victory building in their 5th player turn, the Germans concentrated on the Church with a secondary attack on the two-hex building. Here, Russian fortune turned, with Ground Level and Level One units in each laying down withering first and final fire (with many 3 & 4 DR on flat, -1, and -2 shots) that broke all adjacent German units save for a 7-0 and conscript squad incapable of wresting control of either hex in the two-hex building occupied at both levels. Tough one for the Germans IMHO unless they break into the village before reinforcements arrive. Must be aggressive while blocking the North woods rout exit to stop Russian AFV EVP. Thompsonmg(MGT)
Germans in GhermanAs the Germans, I couldn't do anything and was soundly thrashed by the Russians. grumblejones
Germans in Gherman Danno
Aufklärungs AttackThe game ended with the Russian vehicles at each end of the road with the Germans with to few resources to reach all of the vehicle slunts
Cocktails for MolotovA strong push by the Russians on the right flank, coupled with tanks locking down threats wherever possible started off well enough until the Russian assault attempting to cross an open street only for several Green squads to far outperform their qualities, breaking and killing several squads, threatening an early end to the scenario. Thankfully, the pressure from the tanks was enough to force the Poles back. The Commissar did his job admirably, and an eventual push into the eastern victory building, while extremely lucky, was not able to prevent getting locked into Melee on the last Polish turn, sealing their fate.

A close scenario; the Russians seem to need the balance.
Jobbo_Fett
Cocktails for MolotovA strong push by the Russians on the right flank, coupled with tanks locking down threats wherever possible started off well enough until the Russian assault attempting to cross an open street only for several Green squads to far outperform their qualities, breaking and killing several squads, threatening an early end to the scenario. Thankfully, the pressure from the tanks was enough to force the Poles back. The Commissar did his job admirably, and an eventual push into the eastern victory building, while extremely lucky, was not able to prevent getting locked into Melee on the last Polish turn, sealing their fate.

A close scenario; the Russians seem to need the balance.
Jobbo_Fett
Kicked to the Curb johan.vrijdaghs@gmail.com
A Limited Offensive Bongiovanni
Costly Baptism Serge
War Without Mercy cupcakus
Villa Des VergesFirst to play and post. Danno
Villa Des VergesFun scenario...but very tough. Germans have to play a flawless game. I did not do so. My dice as usual were terrible. Broke my MMG on first shot and 6'd it on the Repair roll. My squads broke or pinned every time. I just could not pass a MC or a TC. I still got in my licks and knocked out all three Churchills. My AT Gun held back the Canadian infantry until I broke that gun as well. British have too many squads 12 to 5. Germans are stretched to the max and can't cluster too near the villa on the hill because of the smoke OBA the Canadians get to start the game. By Turn 5, my Germans were down to a 4-4-7 and the Tiger trying to remove a CX 2-4-8 with a LMG from the victory villa. In Prep Fire my Tiger fired adjacent and did nothing with its machine guns and missed two HE shots. My CX 4-4-7 did nothing. Then Dan rolled a 4 on a 4+2 shot. I rolled my normal MC and of course it was a 12. That was game. Dice were too much of a factor in this game. I rolled too many boxcars and missed too many morale checks. Dan, on the other hand would win every one of our five close combats and create two Heroic Leaders and a Hero. The Germans have a tough enough challenge in this one, but if your opponent is snaking their morale checks and in CC (as Dan did also...and created an 8-1 leader) well just kiss your butt goodbye and go play some Call of Duty. grumblejones
Melting Pot Bongiovanni
Delaying Action at Kylänmäki18 Buildings on turn 6 for the Russians Bongiovanni
Makin CrossfireFirst to play and post. Danno
Makin CrossfireDan's Americans schwerpunkt up the middle and had their way with my ineffective Japanese. Conceded after turn 4. grumblejones
Not Men but Demons! jgarlic79@gmail.com
Adolf's AmateursMy attacking Germans devoted most of their assets to attacking thru the woods in the south. I immediately found the ap mines with a full stack of troops but was able to clear them in my turn 2. Once I realized there were no AT mines I brought my afvs up to support the infantry and cut rout paths. I ended up capturing the bridges, the building, and two full squads plus my afvs were fully functional. On the Russian turn 4, he challenged my afvs with his and a rate of fire tear reduced both Russian afvs to wrecks. More than enough vp for an immediate German win. Fun scenario. My opponent didn't fall back quickly enough and that ended up hurting his chances. tatumjonj
Pain In The NeckWild movement in the scenario. I simply diced my opponent. I'd rather be lucky thn good. asloser
Bloody Disaster galletto
Belgian Tigers igycrctl
Aufklärungs Attack Bongiovanni
Danish CrossroadsFelt tough on the Germans but a lack of coordination on my side didn't help! Dave
Rolling StonesThe Norwegians start exposed and end exposed. There's no real way for them to set up with an eye on defending the approach and safely escaping to protect the objective, and the nature of the hills gives better LOS to the German mortars at the end of the day.

Outside of setting up in a very unfun manner, this one is straightforward enough for the Germans, who get too many support weapons. They can simply sit back, inhabit some strong defensive terrain, and plink away at the defenders with their multiple machine guns and mortars until the defense cracks. In this case, it helped that the Germans rolled an excessive number of snake eyes, absolutely shredding anyone within sight of the HMG...
Jobbo_Fett
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
Four Stars of ValorAllies captured the need VC buildings but German counter attacks took the CVP cap over the top. Kydder
Take That HillAustralians held out in the end. Kydder
Konev CrossRussians got bogged down in a viscous fight in the center which eventually destroyed the German units but then it was too late to exit the needed VP. Kydder
Gallant Mogilev Russians made excellent use of of Fortifications. Stalling the Germans on Wire & causing casualties with Mines all the while raking the stranded attackers with heavy fire. Kydder
Having a GoNor'ester 2025 Fifth Round. British left and right flanks made quick progress and center group advanced through smoke to seize near buildings. By German Turn 4, two German squads guarding the last un-captured building in the Northeast assault moved out of the building to a woods foxhole with the hope of advancing back but succumbed to withering fire. In short, massive British firepower and excellent morale simply overwhelmed the defenders. Thompsonmg(MGT)
For A Few Rounds MoreJim wanted the Sturmtigers, so I got the elite US combined arms attacking force. This late war scrap on Board 3 played like a golden oldie (with Sturmtigers). It's a gem. I drove hard for the M9 woods to get around behind building 3N1. The HMG in 3M2L2 was big trouble until I hit it with WP, and Jim's 447s made a good showing early but wore down because of 2 ELR. Jim fired lots of PFs but hit only 1 Sherman, so I avoided the US CVP cap (final CVP US 34, Germans 13). Once I took building L4, I kept pressure on building N1 while I went for (and took) R5 and U6. Jim: This one was a blast, literally. I lobbed 380* HE rounds all over. One hit Vic's 10-2 and two 667s but incredibly all three passed a 4MC! My left flank defense depended on a fire lane from the 8-1 and 447 w/LMG in building Q7. When they pinned, GIs poured across the road and took Q7. I had to move the Sturmtigers and a SPW 251/21 up to protect buildings R5 and U6. The 76L Shermans killed all three AFVs and secured a US win. This was a great game with lots of twists, but US firepower carried the day. dieneuner25
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
Desant on GorbachiNor'ester Round Three - Russian amoeba attack taking advantage of LV/camo easily reached near buildings but quickly fell apart made-game with loss of 9-1 and 2 628s representing backbone of left wing. Well-played German defense and probably a bridge too far for Russians under those circumstances. Thompsonmg(MGT)
Ninth TanksNor'ester Round Four - Japanese up-front defense destroyed two Stuarts attempting to force the sunken road and held up American attack for a few turns, but ultimate was decimated by US firepower, leaving little doubt as to end-result. Japanese conceded mid-game. Interesting scenario - probably rear defense with Pillboxes in victory area required to survive as Japanese and make it close Thompsonmg(MGT)
PT: Cry God for Harry, England and St. GeorgeA scenario that dares the Germans to take risks and can end up punishing them severely, while also making movement towards the objective enough of an issue as to seem too difficult for the Attacker in this outing. While luck on my side allowed me to claim a tank instantly with the British ATR, the constant movement through woods with snow and alpine hills makes it relatively easy for the defenders to scamper away unimpeded, only to turn around immediately and turn open ground hexes into deadly zones of flying lead. And the defenders can boresight.

Could use some refining.
Jobbo_Fett
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
Death on the Eismeer StrasseNor'ester 2025 Round One. Fun scenario with great opponent. Somewhat close early on - Germans cleared roadblock area and were in position to destroy it - but failed to keep sufficient blocking force to prevent Russian win by EVPs. Thompsonmg(MGT)
Breakthrough in the ArcticNor'ester 2025 Round Two - Russian two flank amoeba attack amply aided by DRs brought early victory despite loss of one KV mid-game. Thompsonmg(MGT)
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
Forcing The SûreGerman assault successfully crossed the Sure but crumbled with the loss of 8-1/4-5-8 (w/DC) to mine attack and 9-1/4-5-8 (with other DC), to 6+2 shot, the former part of the flanking force and latter ready to advance on the Pillbox in CC. Enjoyed game and like the looks of this HASL, which might be better in the CG than individual scenarios which fairly significantly constrict freedom of movement. Thompsonmg(MGT)
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
Yet the Bite RemainsChi-Open (round 1) British Balance.
This is a fun scenario, but even with the balance this is very difficult for the British. The Japanese pulled back from one strong defensive line to the next each turn leaving on average only one defensive fire shot per turn. The pre game artillery did nothing and of course, the British did not bring any Smoke rounds with them. A competent Japanese player should win this scenario most every time.
RJenulis
Ceramic CityI took the defending polish in our push to play thru Poland in flames. I set up very spread out to make sure my opponent could load up one end of the map. Some fortunate early shots and oba left the German attack stalled. My opponent got a little overzealous in the north and left some squad unprotected against my reinforcements. I was able to come in and surround them and just a handful of troops was able to almost completely stop his attack while allowing me to keep several stacks of broken units DM for the rest of the game. My opponent really never made a big push anywhere on the board. I thought he should have used that oba to drop smoke and then overwhelm me in the center of the board. tatumjonj
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
Hold Your HorsesBased on how much fun AP88 was, Jim took the attacking Japanese in this island night fight. I opted for defense in depth, planning to concede the northernmost 6 revetments and hold the other 11. That worked because the defenders have tons of firepower. The attackers melted away and my only losses were in HtH CC. No Japanese got south of the runways. We each ended with 2 buildings, but revetment count was 10 to 7 in my favor, and CVP 36 to 23. Jim: Starting the last US turn, I could gain 1 building and 1 revetment in CC. That left me 9 VP short without any more CVP losses. The automatic IR (SSR 3) basically makes it daytime. Rushing 747s and US guns was bad, and the HMG iced it. The Japanese balance should delete SSR 3; adding one 447 doesn't help. My attack caused Vic a few tense moments, but this one wasn't much fun for me. dieneuner25
The Tsar's Infernal Machines waaayback

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March Madness Tournament Pack 2025 Fixed
All sorted now - apologies for any inconvenience - the pack scaling has now been corrected. You can buy the pack from the MM Tournament 2025 publication page.
MM 2025 pack
Please hold off buying the pack until this message is replaced. I’m away at the moment but the scaling is incorrect as part of the email-stamping process so some of the pages will be cut-off.

I’ll get this sorted by Sunday/monday - sorry!
March Madness Tournament Pack 2025
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March Madness Korean War pack updated
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Matsumoto's ChargeHutch Modified the misc. rules3h 56m 16s ago
Return To NovilleBongiovanni Uploaded a VASL file5h 10m 57s ago
Cocktails for MolotovJobbo_Fett Added a playing11h 36m 1s ago
Cocktails for MolotovJobbo_Fett Added a playing11h 36m 40s ago
Rolling StonesJobbo_Fett Added a playing13h 32m 2s ago
PT: Cry God for Harry, England and St. GeorgeJobbo_Fett Added a playing13h 39m 17s ago
Aufklärungs Attackslunts Added a playing14h 18m 6s ago
Germans in GhermanDanno Added a playing15h 53m 5s ago
Germans in Ghermangrumblejones Added a playing15h 53m 6s ago
Cocktails for MolotovJobbo_Fett Linked the scenario to ROAR16h 36m 37s ago
HühnersuppeThompsonmg(MGT) Added a playing18h 14m ago
Purple Heart Lanestrategos Added a playing18h 22m 16s ago
Go Down FightingHutch Modified the Unit Elements22h 7m 25s ago
Highway to HellHutch Modified the misc. rules22h 9m 39s ago
Sting of the CactusHutch Modified the misc. rules22h 10m 16s ago
Sting of the CactusHutch Modified the gps location22h 11m 35s ago
Highway to HellHutch Modified the gps location22h 17m 41s ago
Highway to HellHutch Modified the misc. rules22h 26m 49s ago
Highway to HellHutch Modified the Unit Elements22h 28m 37s ago
Not Men but Demons!jgarlic79@gmail.com Added a playing22h 32m 12s ago
The Erft Effortjwert02 Added a playingYesterday
Forest GummBongiovanni Uploaded a VASL fileYesterday
Not Much of a SoldierHutch Modified the misc. rulesYesterday
Not Much of a SoldierHutch Modified the unit countsYesterday
Not Much of a SoldierHutch Modified the Defender's AFVsYesterday
Not Much of a SoldierHutch Modified the misc. rulesYesterday
Not Much of a SoldierHutch Modified the unit countsYesterday
Not Much of a SoldierHutch Modified the Defender's AFVsYesterday
Block at Ville-Sur-Illonasloser Added a playingYesterday
Block at Ville-Sur-Illonasloser Linked the scenario to ROARYesterday
Out Of Their ElementRich Weiley Added a playingYesterday
Villa Des Vergesgrumblejones Added a playingYesterday
Villa Des VergesDanno Added a playingYesterday
War Without Mercycupcakus Added a playingYesterday
Costly BaptismSerge Added a playingYesterday
A Limited OffensiveBongiovanni Added a playingYesterday
Panzers to the RescueHutch Modified the unit countsYesterday
Panzers to the RescueHutch Modified the Defender's AFVsYesterday
Disengagement Under FireHutch Modified the misc. rulesYesterday
Disengagement Under FireHutch Modified the gps locationYesterday
The Dreadnought of RasyeinyiaHutch Modified the misc. rulesYesterday
The Dreadnought of RasyeinyiaHutch Modified the gps location2 days ago
Lion's ShareHutch Modified the misc. rules2 days ago
The Valley of DeathHutch Rated the scenario2 days ago
Victory is LifeHutch Modified the misc. rules2 days ago
Danish CrossroadsDave Added a playing2 days ago
Get Going!Hutch Modified the misc. rules2 days ago
"Just in Time"Hutch Modified the gps location2 days ago
"Just in Time"Hutch Modified the Unit Elements2 days ago
"Just in Time"Hutch Modified the misc. rules2 days ago
Under Old BaldyHutch Modified the gps location2 days ago
Kicked to the Curbjohan.vrijdaghs@gmail.com Added a playing2 days ago
Victory is Lifeaokigaryou Linked the scenario to ROAR2 days ago
All Roads Lead to Romeaokigaryou Linked the scenario to ROAR2 days ago
The Hunters Become the Huntedaokigaryou Linked the scenario to ROAR2 days ago
Agony at Arnautovoaokigaryou Linked the scenario to ROAR2 days ago
Tridentina Avanti!aokigaryou Linked the scenario to ROAR2 days ago
Makin Crossfiregrumblejones Added a playing2 days ago
Makin CrossfireDanno Added a playing2 days ago
Gateway to Viipurihoxson1 Modified the location2 days ago
Attacking the Gianthoxson1 Modified the location2 days ago
Attacking the Gianthoxson1 Modified the Title2 days ago
Grenades, Knives, and Fistshoxson1 Modified the overview2 days ago
Grenades, Knives, and Fistshoxson1 Modified the location2 days ago
Grenades, Knives, and Fistshoxson1 Modified the gps location2 days ago
Grenades, Knives, and Fistshoxson1 Modified the location2 days ago
Kempf at MelikhovoThompsonmg(MGT) Added a playing2 days ago
Cole's ChargeThompsonmg(MGT) Added a playing2 days ago
Having a GoHutch Modified the misc. rules2 days ago
Delaying Action at KylänmäkiHutch Modified the misc. rules2 days ago
Having a GoThompsonmg(MGT) Added a playing2 days ago
Battle For BodangeHutch Modified the gps location2 days ago
Prelude to BodangeHutch Modified the gps location2 days ago
Ninth TanksThompsonmg(MGT) Added a playing2 days ago
Desant on GorbachiThompsonmg(MGT) Added a playing2 days ago
Delaying Action at KylänmäkiBongiovanni Added a playing2 days ago
Breakthrough in the ArcticThompsonmg(MGT) Added a playing2 days ago
Forcing The SûreHutch Modified the Title2 days ago
Forcing The SûreHutch Modified the gps location3 days ago
Death on the Eismeer StrasseThompsonmg(MGT) Added a playing3 days ago

Popular Publications

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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 1617.68
March Madness 2013 Commissar Pack 87.49
ASL Starter Kit Expansion Pack #2 87.44
March Madness 2018 Players Pack 107.43
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
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Fistful of Scenarios 67.08
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ASL 9 - Gung Ho! 87.07
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Battle of the Hedgerows - The Storm Broke 67.07
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Dezign Pak 9 107.05
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From The Cellar Pack #11 107.05
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Beyond the Beachhead 87.02
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Quick 6 Scenario Pack VI 67.00
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Battles of Carpiquet 136.96
Friendly Fire Pack 9 86.96
ASL Action Pack #10 86.96
ASL Journal #12 146.96
ASL Journal #10 196.95
ASL 1 - Beyond Valor (3rd Edition) 246.94
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ASL Journal #11 286.92
Grossdeutschland Pack 1 - The Early Years 86.91
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ASL 13 - Rising Sun (2021) 386.91
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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
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Friendly Fire Pack 6 86.89
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AH:ASL Annual `93a 116.88
Friendly Fire Pack 3 86.88
March Madness 2020 Full Rulebook ASL Pack 86.88
Kreta - Operation Merkur 186.87
Operations Special Issue #3 76.87
China-Burma-India: The Lost Theater Part 1 156.87
Friendly Fire Pack 11 86.87
Dezign Pak 6 126.85
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Death to Fascism 86.84
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Classic ASL 166.83
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HASL 9 - Hatten in Flames 106.83
Best of Friends 2 126.83
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AH:ASL Annual `93b 126.79
ASL Action Pack #13 Oktoberfest XXXII 116.79
ASL 16 - Twilight of the Reich 176.79
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
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Dezign Pak 5 186.69
ASL Journal #13 336.69
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
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
BFP 2: Operation Cobra 126.66
ASL Action Pack #19 Roads to Rangoon 106.66
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
Schwerpunkt # 7 126.63
March Madness 2019 Close Combat Pack 86.63
From The Cellar Pack # 9 176.63
BFP 5: Poland in Flames 456.62
Rally Point # 2 106.61
Friendly Fire Pack 10 86.61
Quick 6 Scenario Pack 66.61
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AH:ASL Annual `96 146.60
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ASL Open `96 Scenario Pack 106.60
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Blood & Iron 106.59
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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
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Franc-Tireur #11 226.57
Petsamo-Kirkenes Operation: Monkeys with Typewriters Vol.III 186.57
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
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Kampfgruppe Scherer: The Shield of Cholm 176.53
HASL 8 - Festung Budapest 206.53
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ASL 5a - For King and Country 206.52
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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
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ASL Starter Kit Expansion Pack #1 1st Edition 86.47
HASL 12 - Drop Zone: Sainte-Mère-Église 146.47
Friendly Fire Pack 5 106.46
ASL 5 - West of Alamein 86.45
Provence Pack (MMP Download) 106.45
Blitzkrieg in the West - Central Campaign 66.45
AH:ASL Annual `91 166.44
G.I.'s Dozen 136.44
Beyond the Beachhead 2 166.44
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Rally Point # 7 106.43
Friendly Fire Pack 8 86.43
ASL 7 - Hollow Legions (2nd Edition) 86.42
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Tactiques # 8 106.36
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AH:ASL Annual `89 156.34
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ASL 7a - Hollow Legions (3rd Edition) 546.34
Critical Hit # 4 106.33
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Franc-Tireur #13 176.33
Rally Point #17 106.33
Quick 6 Scenario Pack II 66.33
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ASL Action Pack # 7 106.32
ASL 2 - Paratrooper (2nd Edition) 86.31
Tactiques # 6 86.31
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Berlin: Red Vengeance 116.30
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The Canadians In Italy 1: The Red Patch Devils in Sunny Sicily 86.29
Dezign Pak 2 126.28
Schwerpunkt #21 126.28
Corregidor: The Rock 216.28
ASL Action Pack #11 29 Let's Go! 106.27
ASL Action Pack #12 Oktoberfest XXX 106.27
BFP: Operation Neptune 106.27
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
Covered 136.23
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
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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
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Leibstandarte Pack 4 - Turning of the Tide! 86.04
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Waffen-SS I: No Quarter No Glory! 66.02
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Backblast # 2 86.00
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ASL 1 - Beyond Valor (1st Edition) 106.00
ASL 6 - The Last Hurrah (2nd Edition) 85.99
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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
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Newest players - welcome!

UsernamePlayerRegistered
ThiremacThierry Remacle2025-04-01 20:03:23
LcritserLilianna Critser2025-04-01 05:26:48
CDRGMichael Gallagher2025-03-29 21:49:27

On this day...

ScenarioLocationDate
J55 Matsumoto's ChargeNhpum Ga, Burma1944
G Hube's PocketNear Buchach, Russia1944
G Hube's PocketNear Buchach, Russia1944
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