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ScenarioCommentUser
Broken Column asloser
Misty MorningGermans won by 1 Victory Point, so a very close battle. ASLSKGwahlur
Kicked to the Curb igycrctl
Hill 311 Michel Bongiovanni
Monty's Mountain GoatsPlaying Monty's Mountain Goats tonight (scenario by George Kelln), and the hilarity happened! Nick was defending, so I went and found his AT gun (a PAK 40) and decided to face him off with 5 tanks.
I fired and I fired (got 2 ATT hits: no effect, no loss of concealment), and he then shot at me in his Prep Fire phase.
Just before he shot, I joked that he'd get rate and annihilate all my tanks.
Not only did he do that very thing, but he got not one, but TWO critical hits. Only rolled over 2 on his colored die roll once. On his 6th shot, when he tried to finish off the tank he shocked.
Also of note: his sniper broke 2 squads in one attack (I yahtzeed the Random Selection dr, followed by him rolling "1" on the subsequent SAN). They boys routed with the unhurt 9-1 and promptly rallied. Next turn? SAN again, and RS took out my 9-1, followed by a squad failing the LLMC.
He did hit my sniper, but it failed to take out his AT gun (narrowly!). All this after Nick pulled 2 subsequent red chits on his Battalion Mortar, giving me a bit of false hope to start the game.
In short, this was hilarity in action!
von Garvin
Foiled at FrénouvilleChicago Open round 7:
A very fun scenario. It ended with 3 CC, I had to win 2 of them and fell short. I believe it slightly favors the Germans, but defiantly has replay value.
RJenulis
Meet Me at the StationTexas Team Tournament dmareske
The End of Their RopeTexas Team Tournament dmareske
Adolf's AmateursTexas Team Tournament Semi Final dmareske
Debacle at KorostenThe initial cavalry attack suffered some losses. But then having dismounted, the Russians were able to cause heavy casualties on the German defenders. They were starting to withdraw when the German reinforcements appear. The halftrack pursued the Russian cavalry but they too suffered losses and were unable to prevent the exit of the Russian marauders. A decisive Russian victory with 45 inflicted CVP (1 AC and 2 HT among them) to 17 CVP suffered and 28 EVP. lt_steiner
Death at the Cement PlantPacked the building and spread out at the end as the Russians. Germans have to be aggressive but the VC give them options so might get a little easier if kept in mind. Dave
Rough RecessGerman setup was a minimal defence in the school house and spread out down the 13 wooden house victory locations. Russians set up in the northeast and approached from that direction and began to sweep north to south, slowly taking houses.

Both Marders were easily dealt with however one of the KV-1s was immobilized necessitating capturing 8 of the 13 houses, which was achieved by the Russian turn 6 when they broke the last German holdouts in the 8th building, as the German 10-2 failed his MC, taking the squads there with him.
Ahriman667
Loss Of HopeTexas ASL Tournament 2025. Danno
Stand Fast the GuardsWent to last turn. wwillow
A Sideshow AffairTexas ASL Tournament 2025. Danno
Highland FrankTexas ASL Tournament 2025. Danno
Chaos in the Coconut Grove GeneralFG
The Hatefulness of War GeneralFG
Adolf's Amateurs Cuddles McDeath
Lost Opportunities cscottk
Better Late Than NeverChose this scenario to commemorate the D Day landings. My Germans set up heavy to the front in order to bring the US relief force under fire as they entered the board. Things got off to a bad start when two squads cowered in the act of placing fire lanes which allowed the attackers to reach the bocage line. After that, the Americans started to toil. My sniper took out the US 9-2 leader and then nailed a CE tank commander. With another tank already under recall due to disabling its MA, Marc decided to call it a day. Dougban
Ad Hoc at Chef-Du-PontUS victory: 1 squad and 1 leader exited, close game strategos
A Frosty MorningTexas ASL Tournament 2025. Danno
Failure to CommunicateTexas ASL Tournament 2025. Danno
Turning the TablesOver in 7 turns. Bad setup and excellent opponent made this a short one. wwillow
Kangaroo HopMisplayed this one. Didn't put the AVREs to good use. wwillow
City on the EdgeTexas ASL Tournament 2025. Danno
Ozarks' TanksgivingTexas Team Tournament dmareske
Kangaroo Hop dmareske
The T-PatchersTexas Team Tournament dmareske
Up the Liri ValleyA full AAR for my playing as the Free French can be found at Gamesquad Forums under the following link.

https://www.gamesquad.com/forums/index.php?threads/aar-ft213-up-the-liri-valley.205037/

It is an interesting scenario, but it was a frustrating game for the French Foreign Legion.

von Marwitz
von Marwitz
As Luck Would Have It GeneralFG
First Timers GeneralFG
Harckocsi AssaultWas lucky early when the Soviet gun malfunctioned which allowed me to tie the Soviet infantry down. I was then able to move the Hungarian infantry in close and to take out some of the defenders in close combat. Was able to break the Commissar and eliminate a stack for failure to rout. The gun came back on line and took out most of the tanks however the infantry was able to push forward and threaten the summit leading to the Soviet surrender. Nicho11
A Sideshow AffairPretty exciting game and good introduction to caves. We included some full ASL rules, but otherwise left it in the starter kit style. The Americans made a push right at the first cave trying to eliminate it quickly, but it took longer than I thought. Dan was going for CVP shooting broken half squads when better targets were available. Both tanks got immobilized and one crew died. Dan got to 13 points and I was down to 1 FT in the end to collapse the last cave. Lucky I did not roll a 10! dmareske
Farmyard AffrayFriday Night Fight :-

Despite breaking the light mortar on its first shot and permanently malfunctioning it in my following rally phase the canadians made good progress. The 9-2 together with 2 and a half squads sprinted through the woods via path and road to gain the rear most building. two squads moved through the grain in a direct assault on the farmyard.
Paul Legg
De Veer's CounterattackThis scenario is set in March 1942 in Java, when the Japanese juggernaut was still going strong.

It is an interesting situation, as both sides get to attack and defend. Initially, the Japanese can force an instant win if they succeed in controlling a certain number of buildings. During the first turns they have the numbers to do it, but the attempt will come at a price that might cost them dearly if they don't succeed.

This is because then Dutch reinforcements arrive, led by the vaunted 10-2 De Veer, to push back the Japanese. If the Dutch succeed in controlling another set of buildings, they will defeat the Japanese.

If the Japanese have tried to force an early win and failed, they will likely be weakened by the attempt, giving them a harder time to stand up to "De Veer's Counterattack", the name of the scenario. The Japanese could choose not to go "all out" in the beginning. If they elect for that, they need to carefully consider how far to go and how to deploy their forces to blunt the Dutch counterattack.

I had the Dutch in our playing. Our game was quite dramatic, with my initial two Dutch leader being killed by the Japanese Sniper. The Japanese conducted canny opening moves which partly surprised me. But I was able to whittle down the Japanese force somewhat in their onslaught.

My reinforcements arrived in the nick of time and their initial moves could luckily not be interfered with by the Japanese, which allowed the Dutch to cover some ground to reach the action. Still, I was not even sure if the reinforcements could prevent the insta-win of the Japanese.

It appeared, that my opponent switched to the defense, though, which left my Dutch with the requirement to recapture at least two buildings. When trying to rush towards on, relying on the inspiring morale of 10-2 De Veer, he and his stack of three squads were it by a mortar shell, which caused a 1MC. Uh-oh...

De Veer shrugged it off, but two of the three squads broke. Well, De Veer shrugged it off with an attitude and had gone Berserk. A dive into the rules showed that he would try to inspire even broken units to join him in his Berserk charge. And inspire he did: All three squads went Berserk with him and were hellbent to charge a Japanese 9-1 Leader directing a 228+MMG across an open road...

For good measure, my Sniper killed the Japanese 9-0 Leader, while the sons of Nippon braced themselves for the counterattack now being exposed to a mounting volume of defensive Dutch fire. When it was De Veer's time to charge, he and his posse survided a deadly 8 @-3 attack due to the Japanese MMG malfing and then sought CC with the enemy 9-1, 228+MMG(now malfed). The Japanese fought with any blade and bayonet they could muster but went down to the 4:1 odds against them - not without wounding De Veer, though. In one of the buildings, a lone 237 Japanese HS stood its ground against 3x457 Dutch squads remaining in Melee.

By now, the Japanese where quite whittled down and the substantial Dutch reinforcements had closed in within the village. Thus the Japanese had to husband their forces, which they partly did by clevery recombining to full squads to prevent themselves from breaking. But the Japanese got a break (of the positive sort) by some high rolls of the Dutch during Prep fire despite some Point Blank positions. I made some rather risky moves to yet more ramp up the pressure and was duly punished for this, having one squad killed by a combination of K/1 and Fate and two others broken. However, these reckless moves had not been entirely without plan: They also exhausted the Japanese fire options. Then came De Veer's hour. Insisting to continue to lead the attack from the front in spite of his wounds, he ordered himself being carried forward on a stretcher by his troops. I CX'ed one squad "portaging" De Veer at 5PP, which still had 5MF remaining because even a wounded portaged Leader is able to convey his Leader Movement Bonus. So again, De Veer charged forward with three squads in a stack across Open Ground free of enemy fire to arrive in Palm Trees adjacent to a building I needed to retake which was held by a Japanese 137+LMG which was already marked by Final Fire.

But ours was a dramatic game: The said 137+LMG decided to go fo Final Protective Fire and rolled a 3 for a K/1 against De Veer's stack! Random selection hit two squads which were Casualty reduced. The ensuing morale checks broke everyone but De Veer and a CX halfsquad. Still, a 457 which I had sent before De Veer to draw fire but survived, was able to go into CC with the 137+LMG to obliterate it and to retake the victory building. Instead of De Veer and his platoon, the only support it had to hold that building against the Japanese counterattack in his next upcoming last turn was a CX HS. Meanwhile in the village, the Japanese 237 went down in HtH Melee against 3x457s without causing further losses.

The „village building“ was firmly in Dutch hands and in their last turn, the Japanese did not attempt to retake it but rather moved into a position from where it would be able to interdict the reinforcements of my scant Dutch force on the far side of the bridge. Over there, the Japanese had two 1st Line 247s and a Conscript 126 halfsquad which would theoretically be able to evict my 457 with its captured Japanese LMG from the victory building. Since the Japanese 247s were Stealthy and would immediately to into H-t-H CC, it was a very real chance for them to Ambush my 457 and to kill them, which would have left me only with a single CX 237 halfsquad next to that building in case it survived until next turn. However, one of the Japanese 247s was double-acquired by the Gun and could not afford to just wait out on the street. Thus it assault moved off, which exposed it to Point Blank Fire from by 457+captured LMG. I took this fire opportunity, also trying to lay down a Fire Lane which would force the second 247 either to move through it or to circumvent it at the cost of becoming CX. Ah, yes, more drama: I rolled a 10, which x'ed the captured LMG, did away with the plan for the Fire Lane and did not break the Japanese HS. But it caused a PTC. And, drama, the Japanese HS Pinned and would not be able to advance into CC to retake the building. This left the Japanese with two halfsquads for the job. First, he sent in the 126 Conscripts, but these were killed by a 4 @ -2 shot for FFNAM/FFMO by my Dutch MMG which had just been waiting for them. Things were now looking very grim for the Japanese: My opponent moved his last 247 1st Line halfsquad ADJACENT to the victory building. There it was attacked by 4 Residual FP, flat and had to take a PTC – passing it. Then they took a 4FP flat Final Fire from my 457 in the victory building resulting in a – drama – PTC, which they passed. In a last attempt to prevent the Japanese HS to be able to advance into H-t-H CC, I fired my CX 237 halfsquad for a 2FP +1 shot, causing a PTC. The Japanese – drama – passed their third PTC! So, my opponent was able to advance his 1st Line 247 into CC with my 457 in the victory building. Ambush – drama – did not occur. He attacked me at 1:2 and – drama – killed my 457. I attacked back and – drama – killed the Japanese halfsquad.

At this point, all what was left of the Japanese force was an 8-0 Leader with a 247 halfsquad, a Pinned 247, and another broken 247 halfsquad somewhere behind some hill. The Dutch had lost 8 squad equivalents, broken their HMG and a captured LMG, malfed two LMGs. Of the Dutch survivors, 3.5 squad equivalents were broken and De Veer wounded.

Dutch win as the Japanese had no more possibilty to move in a desperate attempt to retake two buildings.

This has been an extremely bloody and exciting affair.


von Marwitz
von Marwitz
Rough Recess johan.vrijdaghs@gmail.com
Kicked to the CurbInteresting little scenario which Tony and I chose for our VASleague game. Tony's Poles moved forwad confidently in the early going, while laughing in the face of morale checks. That said, my Russians were showing similar fortitude in the face of fire. Seldom have so many bullets been fired to so little effect. The final crunch came in turn three when the Poles advanced en masse to point blank range in face of the Russian defences. At this point I uncorked a series of low DRs which wreaked havoc on the Polish attackers. The mighty Russian tanks (not words often used in connection with T26 M33s) took advantage of a broken ATR squad to overrun the Polish stacks behind it and Tony conceded after the resultant carnage. Dougban
Good, Lucky, or BothItalians exited 7vp strategos
Mount Della TorracciaTexas ASL Tournament 2025 Danno
High Rent HooligansTexas ASL Tournament 2025 Danno
High Rent HooligansTexas Team Tournament dmareske
Roasting RossnerTexas Team Tournament dmareske
Drive to IoanninaTexas Team Tournament dmareske
East FortTexas Team Tournament dmareske
High Rent HooligansTeam Texas wwillow
Paratrooper's HellNorthern group aimed for U5. Most of the paratroopers ended close to the woods or the exit. Game was over by T2 as 10vp had been exited. strategos
An Even ChanceTexas ASL Tournament 2025. Danno
Hill 1088Texas ASL Tournament 2025. Danno
An Even ChanceSeveral CC early and eventually all went the Hungarian way. The Russians had to fight back as the Axis had four buildings at the end of turn 3. They did not. dmareske
Messenger Boys Bongiovanni
Up the Liri Valley Bongiovanni
Punjabi TenacityNot an easy one for the British (Punjabis) but the Japanese have a lot to do. The British was unable to slow the Japanese crossing of the stream. With plenty of mortars they covered their assault with smoke. Their infantry gun wroke havoc among the Punjabis. Slowly, the defenders were either routed or eliminated. The last hidden Sarawak ranger unit tried a final surprise for no effect. The British gun broke early and the 3" mortar had little effect. Mastering the hidden units may be the key to British victory... but not on this one. lt_steiner
Messenger BoysThe British have a lot to do but lots of tools to do it. In the end, they fell one building short of the total that they needed. Very enjoyable scenario. Dougban
A Breezeless Day Danno
The Dead of WinterGermans got super lucky with their dice rolls when it mattered. Killed and/or immobilized enough Russians early game where it became impossible for them to exit enough CVP. (VASL Log) BravoCo
The Terror of the CastleVASL jrwusmc
Yes Sir!Chose Force Package B and opted to have 3 squads, BAZ, and an 8-1 come in on the north edge as reinforcements on Turn 3. Great luck with the WP Smoke dice rolls on my Shermans as they covered the infantry advance towards the objective. With the entry of the Turn 3 units, was able to create a number of encirclement and FTR situations. Secured the VC buildings by the end of Turn 4, but held off a late counterattack that just about tipped the game. Called after German Turn 5. Fun scenario! Great game Bill!
Jplott94
A Breezeless Day dmareske
Wiped OutA scenario that incentivizes BM play with skulking, something nobody enjoys and that ruins scenarios. The objective that it is no GO Belgian UNIT, instead of MMC, means that even a 6+1 generated in the heat of combat can simply run to a corner as time is running out for the win. Germans should move last at the very least. Die favoring one side makes this scenario especially short. Jobbo_Fett
Wiped OutA scenario that incentivizes BM play with skulking, something nobody enjoys and that ruins scenarios. The objective that it is no GO Belgian UNIT, instead of MMC, means that even a 6+1 generated in the heat of combat can simply run to a corner as time is running out for the win. Germans should move last at the very least. Die favoring one side makes this scenario especially short. Jobbo_Fett
Wiped OutA scenario that incentivizes BM play with skulking, something nobody enjoys and that ruins scenarios. The objective that it is no GO Belgian UNIT, instead of MMC, means that even a 6+1 generated in the heat of combat can simply run to a corner as time is running out for the win. Germans should move last at the very least. Die favoring one side makes this scenario especially short. Jobbo_Fett
Battling for BelgiumThe Belgians set up conservatively and missed a few crucial shots, allowing the Germans to gain important ground to take the fight to the defenders, and locking some in Melee. Some risky plays went in the favour of the Germans, and the eventual Air Support for the Belgians didn't generate enough planes, and they didn't score the necessary results to make it possible for the defenders to win (they had too many units KIA'ed to meet to required minimum.) Jobbo_Fett
Battling for BelgiumThe Belgians set up conservatively and missed a few crucial shots, allowing the Germans to gain important ground to take the fight to the defenders, and locking some in Melee. Some risky plays went in the favour of the Germans, and the eventual Air Support for the Belgians didn't generate enough planes, and they didn't score the necessary results to make it possible for the defenders to win (they had too many units KIA'ed to meet to required minimum.) Jobbo_Fett
Battling for BelgiumThe Belgians set up conservatively and missed a few crucial shots, allowing the Germans to gain important ground to take the fight to the defenders, and locking some in Melee. Some risky plays went in the favour of the Germans, and the eventual Air Support for the Belgians didn't generate enough planes, and they didn't score the necessary results to make it possible for the defenders to win (they had too many units KIA'ed to meet to required minimum.) Jobbo_Fett
Transylvania 6-5000 Bongiovanni
Crossfire dsoukup
Infatuate II johnnebauer
Grebbe End9-2 Dutch SMC sat in Stone building & unleashed relentless, devastating HMG/LMG ROF upon the miserable Germans. Attackers never set foot in any of the buildings & were essentially crushed by the end of Turn 3. Kydder
Campoleone Salient Bongiovanni
Paratrooper's HellDespite slow rearmement and complete destruction of the northern group of paratroopers, the remaining Germans were able to regroup in olive groves and resist British attacks. A victory with 15 VPs (11 VPs for GO units in Z-GG rows and 4 VPS for British casualties). The various ways to gain VPs offer multiple strategies and certainly provide replayability. lt_steiner
The Art of WarTough game for both sides due to constant MALF's. So many MG's MALF'd that it took a lot of the fun out of the game. A Stuart Tank MALF'd its MA and was recalled...again reducing the game's fun factor significantly. Game ended with 5 buildings in ROC control and two in CC as well as the last Stuart. With no path to victory, the PLA got the win. grumblejones
Stand at Sterlin's CastleGermans pulled it out last CC of final turn. Captured the mortar and turned it somewhat effectively on the castle. Fun game - can't dally as the Germans and have to get some rolls. asevenson
The Art of War Danno
Storm of Steel Danno
Mortal WoundingPSASL game day RJenulis
Orange Blossom Disaster Serge
Orange Blossom DisasterI played the Canadians and they were smashed by the ROF 3 of 81mm MTR and HMG manned by fanatics (who didn't cower) and also the deadly German AT gun. In addition, I was not really lucky with the always inaccurate OBA. Finally, after loosing roughly half of my OB, I decided to concede at the end of turn 4. As announced in the title, it was really a disaster... lechiquier94
Battalion for Special MissionsA misunderstanding on my part led me to believe I had 2 wire counters instead of 2 roadblock counters. As such, a poorly defended flank that was originally meant to goad wheeled vehicles to bog became an open field for them to simply roll through. This scenario is also one of those famous ones where it only takes two shots to decide a winner (if an ATR manages to blow up one/both SPWs carrying leaders.) Additionally, the Germans can win by turn 2 if the Dutch roll poorly instead.

In any case, this scenario proved to be quite bad - the roadblocks make going through the town impossible or highly undesirable, and it incentivizes poor rules exploits (Sleeze Freeze) reducing this scenario to either: Boring, Frustrating, or Scummy.
Jobbo_Fett
Storm of SteelGreat game. I would play again. dmareske
Simple Equation marginal
Goats to Lure the Tiger A15.4er
Operation Wheatfield A15.4er
Few and Far Between strategos
Checking out of Gran SassoA glider with a 548 MMC and 9-1 leader crashed. They were immediately reduced by accurate Italian fire. German assault faced determined fire with pinned or broken units as a result. Italian resistance was too powerful. lt_steiner
Five-Oh-SinkFriday Night Fight.

I elected to come on from the east. splitting my forces 3 squads and the 9-1 to the north and the remainder to the south. The northern group pushed through what turned out to be the dummy group with very weak resistance as it was just a half squad with light mortar and the rest dummies. The southern group although removing the crew from the gun were held up significantly by a squad mmg 8-1 leader that refused to die despite 24 +2 shots raining in, being encircled and charged by a berserker, meanwhile my guys broke to 16 and 8 +1/2 shots. The delay proved costly so that even when I managed to pass by them there was no time to subdue the remaining group.
Paul Legg
Barbarossa D-Day Danno
Barbarossa D-DayVery fun scenario! My Germans struggled with dice rolls (as usual for me). I MALF'd both guns on the armored car on its first shot. Then I MALF'd a 50 MKIII and it was Recalled. Then I MALF'd the MA on the 37L MKIII. Despite this, the Germans knocked out 5 of the 6 Russian Tanks. But German infantry kept breaking and no rallies. At game end. Three broken German squads and only 3 in action. Russian victory as the Germans couldn't break the final two Russian squads in the village. grumblejones
Retaking Vierville marginal
"Ne Pas Subir" Bongiovanni
Quickly Toward the Bridge! johan.vrijdaghs@gmail.com
The Bend in the Road strategos
The Hellenic Expedition Danno
The Hellenic ExpeditionTough game for the British as the ROAR stats make pretty clear. Dan's infantry got stuck on the minefields and were practically mission killed as a result. The German 9-1 and HMG did what the German HMG does and shredded the British infantry upfront. The Nashhorn boxcar'd its first shot and was then knocked out by a Sherman. The 81 MTR malf'd and 6'd itself. The Panzerschreck never got off a shot. But the Pantherturm knocked out two tanks and broke a squad. The British were conceded on Turn 5 after MALF'ing the MA on one of the 2 remaining Shermans. With no path to victory, the British called off the attack. grumblejones
Strongpoint 11I setup all but one squad and MMG of my Belgians on Level 1 hills directly below the VC crests. Japanese HW got the enemy in close in Turn 3 with perhaps a few too many CR. Final counter attack at end against weak points to take back enough to deny Japanese victory. Kydder
Futile BraveryDisrupted Russians scattered everywhere on battlefield, but I managed to keep enough rallied to keep constant pressure from both sides of the bridge. At one point the Russians had 3 Berserkers charging the south side which eventually proved too much heat for the defenders. Kydder
Death on the French Coast usmcwo1
Shoot or ShovelASL Ring Lille 2025
Bongiovanni
It's Not OverASL Ring Lille 2025 Bongiovanni

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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
ASL Journal #13 336.64
Schwerpunkt # 7 126.63
March Madness 2019 Close Combat Pack 86.63
Quick 6 Scenario Pack V 66.63
BFP 5: Poland in Flames 456.62
AH:ASL Annual `96 146.61
Schwerpunkt #11 126.61
Rally Point # 2 106.61
Friendly Fire Pack 10 86.61
Quick 6 Scenario Pack 66.61
ASL Action Pack #15 Swedish Volunteers 166.61
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 # 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 3 - Yanks 86.57
ASL Action Pack # 1 86.57
ASL Starter Kit #2 86.57
Recon by Fire! #3 206.57
Petsamo-Kirkenes Operation: Monkeys with Typewriters Vol.III 186.57
Leibstandarte Pack 1 - Blitzkrieg! 86.56
Franc-Tireur #10 116.56
Franc-Tireur #11 226.56
ASL Action Pack # 5 East Front 126.55
Kampfgruppe Scherer: The Shield of Cholm 176.55
HASL 8 - Festung Budapest 206.55
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
Rally Point # 3 106.49
Nor'easter XX 136.49
Winter Offensive Bonus Pack 2018 66.49
ASL 10a - Croix de Guerre 426.49
HASL 12 - Drop Zone: Sainte-Mère-Église 146.49
ASL Journal # 7 126.48
Critical Hit # 6.4 246.48
Onslaught to Orsha 256.48
Leibstandarte Pack 2 - Barbarossa 86.48
ASL Starter Kit Expansion Pack #1 1st Edition 86.47
Friendly Fire Pack 5 106.46
G.I.'s Dozen 136.45
Provence Pack (MMP Download) 106.45
ASL Action Pack # 8 Roads Through Rome 106.45
Rivers to the Reich 156.45
Blitzkrieg in the West - Central Campaign 66.45
ASL 5 - West of Alamein 86.44
AH:ASL Annual `91 166.44
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
Swedish Volunteers 146.41
HASL 11 - Sword & Fire: Manila 306.41
Schwerpunkt #17 126.39
High Ground 2 166.38
Into The Rubble 2 126.38
Rally Point #18 106.38
ASL Starter Kit Expansion Pack #3 86.38
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 #16 126.36
Tactiques # 7 86.35
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
Dezign Pak 7 126.31
Berlin: Red Vengeance 116.30
High Ground! 86.30
Winpak #1 106.30
ASL Action Pack #11 29 Let's Go! 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
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
Rally Point #16 106.25
Hero PAX 1: Hurtgen Hell to Bulge Nightmare 86.24
Franc-Tireur # 8 106.24
ASL 11 - Doomed Battalions (3rd Edition) 246.24
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
From The Cellar Pack # 6 106.22
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
Rally Point # 6 106.17
Franc-Tireur #15 226.17
Schwerpunkt #15 126.16
Recon by Fire! #4 146.15
The Canadians In Italy 2: The Spaghetti League 126.14
Rally Point # 9 106.13
SASL 1 - Solitaire ASL (2nd Edition) 216.11
HASL 3 - Kampfgruppe Peiper II 86.10
Schwerpunkt #18 126.10
ASL Journal #15 116.10
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
Critical Hit # 7.1 186.00
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
marginalJan Kärrö2025-06-23 13:06:33
SahlisMattias Sahlberg2025-06-08 15:47:04
LIBGFFWalter B2025-05-27 10:31:26

On this day...

ScenarioLocationDate
10 The CitadelThe Citadel of Brest-Litovsk, Belorussia1941
125 First Crisis at Army Group NorthNortheast of Raseiniai, Lithuania1941
M First Crisis at Army Group NorthNortheast of Raseiniai, Lithuania1941
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